User:Zellfaze/Mecha D20/Mecha Pilot (Class)
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Mecha Pilot[edit]
Hit Die: 1d8
Class Skills: Computer Use (Int), Demolitions (Int), Drive (Dex or Int), Knowledge (Int) (Electronics, Law, Mechanics, Military Sciences, Police Sciences, Strategy), Navigate (Int), Pilot (Dex or Int), Repair (Dex), and Spot (Wis).
Also, the starting occupation selected can provide additional class skills to choose from.
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Class Features |
---|---|---|---|---|---|
1st | +0 | +0 | +2 | +0 | Mecha (+400 Mecha Points), Personal Gear |
2nd | +1 | +0 | +3 | +0 | Heightened Awareness (+2) |
3rd | +2 | +1 | +3 | +1 | Aura of Command (1 person) |
4th | +3 | +1 | +4 | +1 | Mecha (+400 Mecha Points) |
5th | +3 | +1 | +4 | +1 | Bonus Feat, Organisational Ties |
6th | +4 | +2 | +5 | +2 | Aura of Command (2 people) |
7th | +5 | +2 | +5 | +2 | Bonus Feat |
8th | +6/+1 | +2 | +6 | +2 | Mecha (+400 Mecha Points) |
9th | +6/+1 | +3 | +6 | +3 | Aura of Command (10 people) |
10th | +7/+2 | +3 | +7 | +3 | Organisational Ties |
11th | +8/+3 | +3 | +7 | +3 | Heightened Awareness (+4) |
12th | +9/+4 | +4 | +8 | +4 | Mecha (+400 Mecha Points), Aura of Command (50 people) |
13th | +9/+4 | +4 | +8 | +4 | Bonus Feat |
14th | +10/+5 | +4 | +9 | +4 | Organisational Ties |
15th | +11/+6/+1 | +4 | +9 | +4 | Aura of Command (200 people) |
16th | +12/+7/+2 | +5 | +10 | +5 | Mecha (+400 Mecha Points) |
17th | +12/+7/+2 | +5 | +10 | +5 | Bonus Feat |
18th | +13/+8/+3 | +6 | +11 | +6 | Organisational Ties |
19th | +14/+9/+4 | +6 | +11 | +6 | Bonus Feat |
20th | +15/+10/+5 | +6 | +12 | +6 | Mecha (+400 Mecha Points) |
Starting Feats[edit]
In addition to the two feats all characters get at 1st level, a Mecha Pilot begins play with the Mecha Weapon Proficiency (one type), Personal Firearms Proficiency, and Mecha Operation feats.
Class Features[edit]
Personal Gear[edit]
A 1st Level Mecha Pilot possesses a basic set of equipment. Typically, this is a flight suit or space suit and a sidearm.
Mecha[edit]
At 1st Level, the character receives an appropriate mecha constructed from 400 Mecha Points. Every 4 Levels, the Mecha Pilot either makes significant upgrades to his or her mecha, or receives a more powerful replacement mecha; the Mecha Point total increases by 400 Points for each upgrade. This should be justified by in-game events. It could represent his or her organisation providing a better prototype machine, or new parts. If the mecha is magically bonded to the pilot, it may represent it growing in power as he or she grows in heroic stature. It is up to the GM whether or not to let the new or upgraded mecha be designed by the player.
Heightened Awareness[edit]
At Level 2, the character gains a +2 bonus to any awareness (Spot, Listen, etc.) checks that he or she makes. This bonus increases to +4 at 11th Level.
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.
Organisational Ties[edit]
Most Mecha Pilots belong to some form of organisation, such as a military force. At Level 5, the character is trusted by the organisation and can rely on it for occasional support and favours (such as the support given to a military officer, experienced sergeant, or police detective). At Level 10, the character has respected status and considerable tactical responsibility in an organisation (such as a fighter squadron leader or company commander). At Level 14, he or she may have operational responsibility and will often assist in or make strategic decisions (such as an army colonel or the captain of an important warship). At Level 18, the pilot has reached senior rank in the organisation (such as the rank of a military general). For those characters who avoid responsibility, organisational ties may represent increased reputation and value to the organisation, and the willingness of the organisation to cut them slack in exchange for their support.
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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