Pilot
Pilots are masters of the battlefield. They are able to traverse a battle from one end to the other on foot and then call a large mech to aid them. With the ability to do precise damage to a single target as well as dealing damage to massive areas, every group is at an advantage with one of them in their ranks.
PILOT
Level | Proficiency Bonus | Features | Parkour Movement Speed Bonus |
---|---|---|---|
1st | +2 | Parkour, Pilot Training | ─ |
2nd | +2 | Mech, Mech Tactical Ability, Parkour Movement Speed Bonus | +10ft |
3rd | +2 | Pilot Kit Tier 1, Pilot Tactical Ability, Call Mech | +10ft |
4th | +2 | Ability Score Improvement | +10ft |
5th | +3 | Mech Kit Tier 1 | +10ft |
6th | +3 | Extra Attack | +15ft |
7th | +3 | Pilot Kit Tier 2 | +15ft |
8th | +3 | Ability Score Improvment | +15ft |
9th | +4 | Mech Kit Tier 2 | +15ft |
10th | +4 | ─ | +20ft |
11th | +4 | Pilot Kit Tier 3 | +20ft |
12th | +4 | Ability Score Improvement | +20ft |
13th | +5 | Extra Training | +20ft |
14th | +5 | ─ | +25ft |
15th | +5 | Mech Kit Tier 4 | +25ft |
16th | +5 | Ability Score Improvement | +25ft |
17th | +6 | Pilot Kit Tier 4 | +25ft |
18th | +6 | Jet Boost | +30ft |
19th | +6 | Ability Score Improvement | +30ft |
20th | +6 | Ξ (Xi) Recharge | +30ft |
Class Features
As a Pilot, you gain the following class features.
Hit Dice: 1d10 per Pilot level
Hit Points at 1st Level: 10 + your Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Modifier per Pilot level after 1st.
Proficiences
You gain Proficiency in the following areas.
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons, Pilot Weapons
Tools: Mech
Saving Throws: Strength, Dexterity
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment
- (a) Ceramic Plating (Scale Mail) or (b) Ballistic Padding (Leather)
- (a) Revolver or (b) Pistol
- (a) One, Two Handed Pilot Weapon or (b) Two, One Handed Weapons
Parkour
Pilots can run allong walls and over obsticals without losing any speed.
You gain the ability to run on along walls in a horizontal direction and get a. You also get advantage on Dexterity (Acrobatics) checks to overcome obsticals when moving in this manner.
Pilot Training
Due to the extreme stress put on the the Pilot during their training, their body and minds are permenantly altered.
You take a -2 to your Constitution score, but you gain in turn a +1 to your Intelligence and Dexterity Scores. And becuase of the rigourus training regiment, you gain a +2 to the attack of 1 weapon of your choice.
You also will learn to use certain technolgies more effectively. When a Pilot or Mech ability calls for a save, you use your Intelligence to calculate the DC.
Parkour Movement Speed Bonus
You've become so proficent at moving across the battlefield, it's more like you're wind moving about.
You gain a bonus to your movement speed when running along a wall or over an obstical, using the Pilot Parkour ability.
Mech
You gain access to a mech. It is coded to your ID and has a basic AI Package. The mech has two modes: Autonomous and Pilot.
When the Mech is in Autonomous mode, it will obey basic commands, i.e. "Move" or "Attack". It will make any attacks and skill checks with disadvantage. While in autonomous mode, the mech cannot make any skill checks that use Intelligence, Wisdom, or Charasima. You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
When a pilot climbs in to the mech, it switches to Pilot mode. When in this mode, you use the physical ability scores of the mech, and your own mental ability scores for skill checks. It takes a standard action to climb in to your Mech and activate Pilot mode.
You use your Intelligence modifier + your Proficency Bonus (if applicable) for attack rolls, Acrobatics checks, and Stealth checks, when piloting the mech.
Mechs are able to equip one mech weapon and one ordinance.
Mech Tactical Ability
Your Mech gains one of the following abilities:
- Vortex Shield: You use your reaction to activate this ability. you gain the following: +10 to AC, catch any projectiles shot at the Mech that it is facing towards, & shoot any caught projectiles in any desired direction at the end of the abilities duration.
- ELECTRIC SMOKE: Create a 15ft Radius of smoke that deals 2d10 lightning damage per round. A successful Dexterity saving throw will halve the damage.
- PARTICLE WALL: You create a 10ft X 20ft wall of force, directly in front of your Mech. this wall will block all incoming projectiles and ranged attacks but will allow projectiles and ranged attacks to pass through on the side that the mech was on when it was created. Creatures can still pass throught the wall at will.
You can use the selected Tactical Ability once per Short Rest and the ability lasts a number of rounds equal to your Pilot level.
Your Mech Tactical ability can only be used in Pilot mode.
Pilot Tactical Ability
You gain one of the following abilities:
- CLOAK: You become invisible (as if you had invisibility cast on you), but because of the nature of the technology, it hinders all of your senses. For as long as you remain invisible, you have disadvantage on Perception checks and cannot see any fine details.
- STIM: You inject youself with a chemical stimulant that ramps up your muscle response. You gain a +5ft to all speeds that you have.
- ACTIVE RADAR PULSE: Releasing a seires of pulses, you can detect where all creatures are within 30ft of your location. Due to the pulse nature of this technology, you only know the location of creatures at the top of your turn.
You can use the selected Tactical Ability once per Short Rest and the ability lasts for 1 minute. You cannot use your Pilot Tactical ability when inside your Mech.
Pilot/Mech Kit
When you gain a tier in the Pilot or Mech kit, You can select ONE of the options presented in the appropriate tier. These are described at the end of the class.
CALL MECH
You activate a beacon on yourself that is connected to your mech. Your mech will make it's way to you, as quickly as possible.
This is open to GM discretion on how long it will take. Whether it is dropping from orbit, making it's way across a desert, or through an ocean, it will try to do it's best to make it to you, even at possible risk to itself.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Weapon Training
Because of the extra practice and training in becoming the best, you learn how to make your favorite weapon even deadlier
The Weapon you chose as a part of your Pilot Training now gets a +2 to Damage.
Jet Boost
You've mastered the use of your jump pack and can now utilize it to its fullest ability.
You gaing the ability to jump again whilst in mid air, as well as you're always considered running for the purposes of determining jump distance.
In addition you can use your reaction when you fall to reduce any falling damage you take by an amount equal to four times your Pilot level.
Ξ (Xi) RECHARGE
When you roll for Initiative, and do not have any uses of your Pilot Tactical ability, you regain one use.
Kits
At each tier that you reach, you can select one ability under that tier.
Each time you gain a Tier, you can switch one of your previously chose Kits to another of the same Tier.
Pilot Kit Tier 1
Enhanced Parkour Kit
You gain bonus to your Parkour Movement Speed Bonus equal to ½ your Pilot level (rounded down) × 5ft.
EXAMPLE: at level 6, you gain an additional 15ft of Parkour movment. (6 ÷ 2) × 5 = 15
Explosives Pack
You've learned to speedily construct an small bomb.
You can plant this bomb on any surface within 5ft of yourself. It takes an action to activate. Once activated, the bomb explodes in a 10ft radius and deals 2d10 + ½ your current pilot level.
You can do this once per short rest.
Power Cell
You gain an additional use of your Pilot Tactical ability a number tie equal to ½ your pilot level (rounded down), per Short Rest.
Pilot Kit Tier 2
Dome-Shield Battery
A miniture particle wall is emmited from you in a dome shape. Each creature in a 15ft radius originating from you must make a Constitution saving throw.
The DC for this is equal to 8 + your Intelligence modifier + your Proficency Bonus.
On a failed save, a creature takes 5d8 bludgeoning damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
This ability functions like a Pilot Tactical ability and therefore adheres to the same limitations and bonuses.
Mech Controller
On any of your turns when your Mech doesn’t attack, you can use a bonus action to command the Mech to take the Dash, Disengage, Dodge, or Help action on its turn.
Core Accelerator
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Pilot Kit Tier 3
Run-N-Gun
You've become so proficient with your movement and weapon, you can now fire the weapon you selected with your pilot training, whilst mid parkour movement.
Quick Reload
You've trained to make the movements with your weapon seamless and effortless. You gain an extra attack with the weapon you've selected with your pilot training.
Stealth
Through expert training and advanced materials you now are a paragon of stealth. Your footfalls no longer create noise by themselves and you gain advantage on stealth checks.
Pilot Kit Tier 4
Combat Enforcement Implant
You have an implant that pushes your body beyond normal limits that encourages the user to kill.
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your level + your Pilot level.
Pulse Blade
You gain a dagger that when thrown deals massive damage to the target.
When this dagger is thrown as a ranged attacked, the dagger deals an amount of damage equal to 1d4+1 piercing damage per ½ Pilot level (rounded down). You can use this ability once per long rest.
Example: A level 15 Pilot could do 7d4+7 Piercing damage with the pulse
Guardian Chip
Your Mech gains a certain amount of autonomy. You can now allow your mech to act on it's own, with a little guidance of course. Your mech gains the following mental stats:
INT: 3 (-4) WIS: 11 (0) CHA: 1 (-5)
NOTE: When you pilot your mech, you no longer use the guardian chip mental stats.
Your Mech no longer has disadvantage on Attack and Skill rolls and can make skill checks that use Intelligence, Wisdom, or Charisma, using the above listed mental stats.
Commanding you Mech no long uses a standard action but can be done as a Move action.
Mech Kit Tier 1
Clutch Joints
Your Mech's leg joints have been upgraded. The speed of your mech is increased by 15ft.
Regen Booster
Thanks to advances in widespread nano technology, your mech now has access to some of that technology. With a small module installed on your mech, it now has limited nanites inside of the hull. This will help repair your Mech at a much more accelerated rate.
The cost and time it takes to make repairs on your Mech is ½ the normal rate.
Boosted Cyclic Rate
When you make a ranged attack with your mech, you can make another ranged attack.
Mech Kit Tier 2
Rapid Pilot Transitioning
With the chassis able to split open when the Pilot needs to enter or exit their Mech.
You can now get in and out of your Mech as a move action instead of a standard action.
Survivor
Your Mech's AI is now more adapt at rerouting power and processing to where it is needed, anticipating incoming attacks, and with the addition of some better placed, and tougher armor plates, you now are able to survive in battle for a much longer period.
Your Mech gains a number of hit points equal to your Pilot level × 2.
Mech Kit Tier 3
Ejection Seat
When you need to get somewhere fast.
Your mech is now equipped with an ejction seat that send you sailing in to the air. Once per long rest, you can spend a bonus action to eject yourself from your mech and sail through the air in any direction. the distance you can cover is equal to your Mech's movement speed.
Tactical Reactor
A newer, more effecient, reactor core installed in to your Mech allows your more uses of your Mech Tactical Ability.
You gain additional uses of your Mech Tactical Ability equal to ½ your level (rounded down) per short rest.
Mech Kit Tier 4
Core Extender
A higher effeicency battery/generator installed in the chasis recoups some of the energy that is lostduring the Mech's deployment. Your Mech's Tactical ability lasts for double the amount of rounds.
Big Punch
Your mech is now better designed to deliver devestating melee blows.
The damage die for your Mech's unarmed strike is increased by two levels. You also add your Mech's Strength modifer twice to all melee attack damage. Your Mech can only do this attack once per round.
Warpfall Transmitter
Thanks to advances and miniturizations in FTL and wormhole technologies, a mini ftl drive is now installed in your Mech.
This allows for your mech to make short jumps, for faster transport. But due to the relatively chaotic and unsafe nature of these devices, pilots cannot activate them when inside mode.
Your Call Mech ability now takes ½ the amount of time it would normally.
Pilot Weapons
Name | Damage | Features | Range |
---|---|---|---|
Pistol | 1d6 | ─ | 40/120 |
Revolver | 2d4 | RELOAD (6) | 40/120 |
Rifle | 1d10 | TWO HANDED, FULL-AUTO | 150/500 |
DMR | 2d6 | TWO HANDED, RELOAD (8), SEMI-AUTO | 200/600 |
Shotgun | 1d8 | TWO HANDED, SPRAY | 15 |
_
Reload: After # of attacks equal to reload value, must spend 1 round to reload weapon.
Full-Auto: Whenever you hit a target with this weapon within normal range, you may make one additional attack against another target within 5 feet of the target you hit. Hitting the second target does not trigger another Full-Auto attack.
Semi-Auto: Can only fire once per round with this weapon.
Spray: Attacks all targets in a cone. _
MECH WEAPONS
All of the following weapons are built for Mechs of Huge size. They are unable to be used by creatures smaller than Large
Name | Attack Bonus | Damage | Features | Range |
---|---|---|---|---|
52mm Cannon | +13 | 4d20+INT P | "TWO HANDED", SEMI-AUTO | 600/2400 |
Chaingun | +15 | 3d12+INT P | "TWO HANDED" | 120/480 |
Big Punch | +13 | 3d12+(STR×2) Bldg | ─ | 10 |
Mech Sword | +13 | 3d10+7+INT Slsh | ─ | 20 |
Rocket Salvo | ─ | 10d6 Fire | ORDINANCE | 150 |
Cluster Missle | ─ | 5d6 Fire | ORDINANCE, AREA (radius 20ft) | 150 |
Multi-Target Missle | ─ | 4d4+4 Fire | ORDINANCE, TARGETING | 150 |
_ Ordinance: Ordinance Weapons can only be used once per short rest. Instead of making an Attack Roll, the Target of an Ordinance must make a Dexterity saving throw vs your Pilot Save DC.
Targeting: This weapon requires 1 move action to target an enemy and can target up to 3 × your highest Mech Kit Tier. _
Mechs
ATLAS MODEL
- Armor Class 20
- Hit Points 210(20d10+100)
- Speed 40ft.
STR DEX CON INT WIS CHA 24 (+7) 9 (−1) 20 (+5) --- (---) --- (---) --- (---)
- Damage Resistance: Ballistic, Bludgeoning, Piercing, Slashing
- Immunities: Poison
Actions
"Unarmed" Melee: + 13 to Hit, reach 10ft., one target. Damage: 3d8+7 Bludgeoning
Overheat: This model Mech can increase the damage of one attack per round by one damage die, as a move action.
STRYDER MODEL
- Armor Class 20
- Hit Points 170(20d10+60)
- Speed 50ft.
STR DEX CON INT WIS CHA 9 (−1) 24 (+7) 20 (+5) --- (---) --- (---) --- (---)
- Damage Resistance: Ballistic, Bludgeoning, Piercing, Slashing
- Immunities: Poison
Actions
"Unarmed" Melee: + 5 to Hit, reach 10ft., one target. Damage: 3d8−1 Bludgeoning
Dash: This model Mech can dash as a bonus action
OGRE MODEL
- Armor Class 22
- Hit Points 250(20d10+140)
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 9 (−1) 24 (+7) --- (---) --- (---) --- (---)
- Damage Resistance: Ballistic, Bludgeoning, Piercing, Slashing
- Immunities: Poison
Actions
"Unarmed" Melee: +11 to Hit, reach 10ft., one target. Damage: 3d8+5 Bludgeoning
Shield up: This model Mech can increase its AC by 2 as a move action.
MENTAL STATS DO NOT CHANGE
THE FOLLOWING MENTAL STATS ARE FOR PILOTS WHO SELECT THE GUARDIAN CHIP KIT:
INT: 3 (-4) WIS: 11 (0) CHA: 1 (-5)