Characteristics: Mech pilots are people who do something that isn't the norm for the world of Black Marches. They invent and build their own weapons and armor in the form of machines that do the fighting for them.
Attributes: Dexterity and Intelligence are what makes this class work. Dexterity for piloting and intelligence for building mechs and steampowers. Con comes in handy outside the mech and wisdom helps your saves.
Hit Die: d6
Skill Points: 6+int mod (the average of the two classes)
Class Skills: Balance, Climb, Craft (blacksmithing), Craft (mechcraft), Disable Device, Knowldge (any), Knowledge (mechs), Knowledge (Steam Engines), Mech Pilot, Perception.
|Level||Base Attack Bonus||Fort Save||Reflex Save||Will Save||Mech BaB||Steam Powers||Class Features|
|1st||+0||+0||+2||+0||+1||2+int mod||Machine Empathy, Extraordinary Pilot, Mech Fingers - Warrior Instinct, Hand Speed | 2+int|
|2nd||+1||+0||+3||+0||+2||3+ int mod||Bonus Feat, Patchwork Repairs|
|3rd||+2||+1||+3||+1||+3||4+ int mod||Integrated Parts, Push the Envelope 1/day|
|4th||+3||+1||+4||+1||+4||5+ int mod||Bonus Feat|
|5th||+3||+1||+4||+1||+5||6+ int mod||Roll with the Punches -1 Increment|
|6th||+4||+2||+5||+2||+6/+1||7+int mod||Push the Envelope 2/day|
|7th||+5||+2||+5||+2||+7/+2||8+ int mod||Integrated Parts, Bonus Feat, Mech Fingers - Skill Transfer|
|8th||+6/+1||+2||+6||+2||+8/+3||8+ int mod||—|
|9th||+6/+1||+3||+6||+3||+9/+4||9+ int mod||Push the Envelope 3/day|
|10th||+7/+2||+3||+7||+3||+10/+5||10+ int mod||Bonus Feat|
|11th||+8/+3||+3||+7||+3||+11/+6/+1||10+int mod||Integrated Parts, Roll with the Punches -2 increments|
|12th||+9/+4||+4||+8||+4||+12/+7/+2||11+ int mod||Push the Envelope (Extreem Redlining) 4/day|
|13th||+9/+4||+4||+8||+4||+13/+8/+3||12+ int mod||Bonus Feat|
|14th||+10/+5||+4||+9||+4||+14/+9/+4||12+ int mod||—|
|15th||+11/+6/+1||+5||+9||+5||+15/+10/+5||13+ int mod||Integrated Parts, Push the Envelope (Extreme Redlining) 5/day|
|16th||+12/+7/+2||+5||+10||+5||+16/+11/+6/+1||14+int mod||Bonus Feat|
|17th||+12/+7/+2||+5||+10||+5||+17/+12/+7/+2||14+ int mod||—|
|18th||+13/+8/+3||+6||+11||+6||+18/+13/+8/+3||15+ int mod||Push the Envelope (No Overheating) 6/day|
|19th||+14/+9/+4||+6||+11||+6||+19/+14/+9/+4||16+ int mod||Bonus Feat, Integrated Parts|
|20th||+15/+10/+5||+6||+12||+6||+20/+15/+10/+5||16+int mod||Roll with the Punches -3 increment|
Extraordinary Pilot (EX): Mech pilots add their class level as a bonus to checks in the Mech Pilot skill.
Hand Speed: A mech pilot is a highly skilled warrior who is most effective in a mech. Many of the talents that make him a skilled mech pilot - hand speed, quick reflexes, excellent hand-eye coordination - are also extremely useful in normal hand-to-hand combat. The mech pilot receives the feats Quick Draw and Weapon Finesse for free at first level, even if he does not meet the prerequisites. These reflet the ways his natural abilities can be used outside the mech.
Mech Fingers: Mech pilots eventually learn how to feel a mech as if it were an extension of their own self. Thier strong spatial perception abilities make them acutely aware of the mech's dimensions. In effect, thier fingers become the mech's fingers. Warrior Instinct (EX): At 1st level a mech pilot gains bonuses to attack while in personal combat and while using a mech. In a mech he has full BAB and outside a mech he has 3/4ths bab.
Skill Transfer (EX): At 7th level, a mech pilot is so skilled at fighting with his mech that his personal combat abilities carry over to the mech. With this ability, a mech pilot who possesses the following feats may use them with the mech and its weapons: Dodge, Expertise, Cleave, Great Cleave, Improved Trip, Power Attack, and Whirlwind Attack. (The following feats already apply to combat in a mech, even without the skill transfer ability: Improved Critical (on any mech weapon), Improved Initiative, and Improved Sunder. Shot on the Run and Spring Attack can be used without the skill transfer ability provided the mech pilot has the necessary prerequisites and the Mechwalker feat. The various two-weapon fighting feats do not apply to mechs, and thier abilities are subsumed by the new mechdexterious feat.) Amendum: Able to use all fighter feats in the mech at level 7.
Patchwork Repairs (EX): Starting at 2nd level, a mech pilot can perform patchwork repairs once per day to get his mech back on its feet quickly. Making patchwork repairs takes a full round action (and in a large mech, additional time may be required to move to the damaged area.) Patchwork repairs fix the effects of one critical hit, but do not increase the mech's hit points. The repairs last for 1d6 hours plus one hour per two mech pilot class levels; after that, the critical damage recures. For example, a steam-powered mecha that suffers gyrosope damage must normally make a reflex save (DC 16) with every move or fall over, and it suffers a -4 penalty on trip checks. A 4th level mech pilot could temporarily fix the gyroscope so the effects disappear, but they reappear after 1d6+2 hours.
Push the Envelope (Ex): Mech pilots have an uncanny ability to judge the limits of their mechs. They can redline a steam engine, push its boiler to the blasting point, yet judge the pressure just right so they max out performance without causing permanent damage.
A mech pilot can push the envelope a number of times per day as indicated on table 1-2. When pushing the envelope, the mech pilot's mech gains a temporary +2 on attacks and damage rolls, +2 to all saving throws, and +10 ft. to its movement speed. The mech pilot can keep this mech redlined for a number of rounds equal to 3+ the mech pilots int modifier. At the end of the redline duration, the mech is overheated for 1d4 rounds. An overheated mech suffers a -2 penalty on attack and damage rolls.
At 12th level, the mech pilot can push the envelope to an extreme redline point. From now on, his bonuses for pushing the envelope are doubled: +4 to attack and damage rolls, +4 to all mechs saves, and +20 ft. movement speed. The modifiers for an overheated mech are unchanged.
A mech pilot who controls a specific function on a larger mech (for example, the gunner) gains the benefits of redlining the only for the specific function he controls (generally one weapon).
Pushing the envelope is a free action that can occur at any point in a round, usually at the beginning of a mech pilots turn. It is acceptable to declare that the pilot begins pushing the envelope after an attack or effect hits that forces a save.
Roll with the Punches (Ex): A mech pilot learns to move his mech with the momentum of incoming blows, reducing the likelyhood of critical hits. At 5th level, a mech pilot piloting a mech of average maneuverability or better treats critical thresholds as one increment less dangerous. Yellow critical hits are treated as green, orange critical hits are treated as yellow and red critical hits are treated as orange. This means he rolls on the lower threshold column to determine the effects of critical hits.
Bonus Feat: At each of the indicated levels the mech pilot may take one of the following feats for free, provided the feat's prerequisites are met: Dodge, Combat Expertise, Cleave, Great Cleave, Greater Weapon Focus (any mech weapon), Greater Weapon Specialization (any mech weapon, Improved Critical (any mech weapon), Improved Init, Improved Sunder, Improved Trip, Mech Dancer, Mech Fu, Mechidexterous, Mechwalker, Power Attack, Shot on the RUn, Speed Freak, Spring Attack, Weapon Focus (any mech weapon), or Weapon Specialization (any mech weapon). A mech pilot who takes Weapon Specialization, or Greater weapon focus counts his mech pilot levels as fighter levels for prerequisites.
Machine Empathy (Ex): A mech pilot is finely attuned to the functions of machines. He can identify problems from the slightest hum or whir. Coglayers recive the Craft Steam Gear feat for free at first level. Mech pilots add their class level as a bonus to all checks in Craft (mechcraft), Knowledge (mechs), and Knowledge (steam engines).
Steam Powers (Ex)
Integrated Parts: Most mech pilots are small creatures, such as gnomes, halflings, or coglings. With their low strength, these coglayers have been forced to develop new ways to carry around all thier gear. At 3rd level and every 4 levels thereafter, the coglayer can integrate two steam powers into one. The two parts combined then weigh the same the same amount as the smaller of them did before they were combined. For example, an imagemaker combined with an iron arm would have a total weight of 8 lbs., the same weight as the iron arm by itself. Parts integrated in this manner cannot be separated once combined; to replace them, the coglayer has to build two whole new parts from scratch. It is perfectly acceptable to integrate disparate parts of radically diffrent size, eight and dimensions, after all, this is fantasy engineering!
That Piece is Important: At 12th level (or higher), a mech pilot may take the that piece is important ability (per the stalker class description) in place of a normal feat. A mech pilot with this ability may identify stalker sabotage in half the usual time (which nets to one-fourth the time the stalker spent finding the piece).