User:Zellfaze/Mecha D20/Mecha Commander (Class)

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Mecha Commander[edit]

Hit Die: 1d8

Class Skills: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Hide (Wis), Intimidate (Cha), Knowledge (Int) (Geography, Military Science, Strategy), and Sense Motive (Wis).

Also, the starting occupation selected can provide additional class skills to choose from.

Skill Points at 1st Level: (6 + Int Modifier) x 4

Skill Points at Each Additional Level: 6 + Int modifier

Requirements: Class feature Aura of Command, Class feature Organisational Ties (in a military or paramilitary force), 3 or more ranks in Knowledge (Strategy or Military Science).

Table: Mecha Commander
Class Level Base Attack Bonus Fort Save Ref Save Will Save Class Features
1st +0 +2 +0 +2 Bonus Feat, Tactical Advice 1/day
2nd +1 +3 +0 +3 Battle Plan gives +1 Initiative; Handle Recruits
3rd +2 +3 +1 +3 Bonus Feat
4th +3 +4 +1 +4 Tactical Advice 2/day
5th +3 +4 +1 +4 Battle Plan gives +2 Initiative
6th +4 +5 +2 +5 Bonus Feat
7th +5 +5 +2 +5 Tactical Advice 3/day
8th +6/+1 +5 +3 +5 Battle Plan gives +3 Initiative
9th +6/+1 +6 +3 +6 Bonus Feat, Saint Crispin's Day
10th +7/+2 +7 +4 +7 Tactical Advice 4/day

Class Features[edit]

Tactical Advice[edit]

As an attack action, the Mecha Commander can offer tactical advice to all occupants of a single mecha (it can include his or her own mecha's crew, but not his or her own self). The mecha's location must be precisely known, and they must be in voice or communication range. This advice provides either a competence bonus on attack rolls, on Spot (or Computer Use) and Hide checks, or a dodge bonus to Defence, at the commander's option. The bonus equals the higher of his or her Wisdom or Intelligence bonus (minimum +1). Its duration, in rounds, equals the number of ranks he or she has in the Knowledge (Strategy) Skill. The Commander can delay activation of the bonus, however, until a specific event described by the commander is observed by the ally (such as, "the enemy attacks" or "you advance into the town"), provided that is within the same day. The commander may use the Tactical Advice ability no more times daily than shown on the class progression table.

Handle Recruits[edit]

At 2nd Level, a Mecha Commander can transform recruits (often teenagers ranging from 12-17 year olds) into motivated warriors. The Mecha Commander must spend at least 3 hours a day on the trainee group over the prior week to have any influence. A DC 15 check is required; add the commander's Charisma bonus and +1 every two class Levels. If the check succeeds, the commander can motivate them to fight and obey his or her orders when necessary, as if they were professional soldiers. If it fails, they will continue to act like ordinary teenagers: get scared, act like spoiled brats, run away, etc. New checks may be required whenever something happens that might break their morale — they are ordered to kill someone they know, see a friend die, become homesick, etc. The DC depends on the situation; the GM may wish to use the guidelines in the Handle Animal Skill.

Battle Plan[edit]

If the character takes at least (11 minus the Mecha Commander's Class Level) minutes to formulate and describe a battle plan to his or her allies in advance of actual combat, and they follow it in regard to their pre-battle disposition (marching order, formation, etc.), it grants an Initiative bonus to all members of the group, including the character him or herself. The bonus is +1 at 2nd Level and an additional +1 every three Levels. The bonus becomes a penalty, however, if the battle plan is revealed to the enemy (by treachery, mind-reading, etc.). In order to formulate a battle plan, the commander must know the exact number of his or her allies, their equipment, and the location and terrain of the battle. If this changes (perhaps he or she makes the plan too early), the bonus is lost. The character gains an additional +1 bonus if he or she has accurate intelligence on the enemy's capabilities or plans; it is up to the GM whether or not this bonus should be applied. A group of allies can only benefit from one battle plan at any one time. The time required to formulate a battle plan assumes the character is planning for a small force of platoon size or less — a half dozen mecha, or under 50 combatants. Planning a larger battle may take proportionately longer, at the GM's option.

Aura of Command[edit]

The Mecha Pilot possesses a natural knack for leadership that grows as his or her confidence increases. The pilot can inspire allies or subordinates into following him or her into dangerous situations they might otherwise avoid or never consider undertaking. The number of people he or she can directly inspire at any given time is shown in parenthesis on the progression table. For example, a 6th Level character can directly inspire 2 people. Aura of Command's effects should be role-played, but one practical benefit allows the leader to add his or her Will save bonus (if higher) to his or her subordinates in any situation where they must make a Will save to avoid fear or panic. Few leaders have an Aura of Command sufficient to inspire their entire force at once. They usually concentrate on key individuals (such as immediate subordinates) and hope the actions of these people will encourage others to follow them.

Saint Crispin's Day[edit]

At 9th Level, a Mecha Commander gains the ability to, once per game session, deliver an inspiring speech that provides major benefits to allies who listen to it. The speech takes one minute (10 rounds) and gives the same effect as a Hope, Rage, or Hate Emotion spell (see PHB, Spells), although it is not a spell. The commander decides which spell effect to apply. The speech affects only those individuals within the leader's Aura of Command; others may be inspired, but gain no game benefit. The effects last for a number of minutes equal to 10 times his or her Charisma bonus (minimum 10 minutes).

Bonus Feats[edit]

At 5th, 7th, 13th, 17th, and 19th level this character gains a bonus Feat. This feat must be selected from the following list, and the Mecha Pilot must meet any prerequisites.

Any of the Mecha Feats, a Giant Robot Fighting Feat.

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