Android
(http://imgur.com/YUcG9MF.jpg)
The first androids were crude, roughly humanoid machines designed to support humans in harduous and dangerous tasks in places where bigger machinery wouldn't fit. Advances in technology turned them more sophisticated as well as more autonomous, until eventually self-sentience was reached. Soon enough an heated struggle started where the androids started questioning why should they be treated as simple objects. Luckily enough a political solution was reached before any major conflict broke out, with Androids given their own rights in society. No longer can they just be discarded and thrown into a trash heap at an human's whim, and no longer do they have to blindly follow orders from “owners”. Still most Androids are still found serving others, as that's what they were programmed-No, born to do. As advanced as their artificial minds are, they still cannot forge a truly independent identity, usually seeking a proper Master with who they can share a dream.
Androids come in all kind of variants and designs, mixing in light metal platings and synthetic skin and hair. While some are clearly machines from the first looks, others could be confused with armored humans, and some just present some mechanical bits to an observer. Some cover themselves in human clothes to blend in with society as well as possible, while others don't wear clothes at all and show themselves in naked metal to the world.
Type: Android are constructs with the CAST subtype. A CAST is a created being given sentience and free will through advanced and complex programmations. Androids are CASTs that combine aspects of both constructs and living creatures, as detailed below.
Features: As a CAST, an Android has the following features.
-An Android derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits:an Android possesses the following traits.
-Unlike other constructs, Androids need fuel to function. Specific fuel varies by model, but assume it works as food for a normal humanoid, including costs. An Android with Survival can scavenge for fuel sources from the enviroment. An Android can choose to hibernate for a pre-determined period of time, becoming completely helpless and losing all and any of its class abilities but not consuming fuel. An android can specificy other specific conditions besides time to come back online, but will needs 1d12 rounds before it's fully operational again.
-Unlike other constructs, Androids wear down and eventually stop working, giving them a lifespan of 1d12 times 1d100 years. They don't grow older while dormant however.
-Unlike other constructs, an Android has a Constitution score.
-Unline other constructs, an Android does not have low-light vision or darkvision.
-Unlike other constructs, an Android is not immune to mind-affecting spells and abilities.
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion and effects that cause the sickened condition.
-An Android heals damage twice as fast as a living creature thanks to advanced self-maintenance protocols.
-Unlike other constructs, Androids are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
-As CASTs, Android can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to an Android can be healed by a cure light woulds spell or a repair light damage spell, for example, and an Android is vulnerable to a disable construct spell and harm. Spells from the healing subschool and supernatural abilities that cure hit point damage provide their normal effect to an Android.
-An Android responds slightly differently from other living creatures when reduced to 0 hit points. an Android with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, an Android is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Android does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
-As a CAST, an Android can be raised or resurrected.
-An Android does not need to eat, sleep, or breathe, but he can stil benefit from the effects of consumable spells and magic items suchs as heroes' feast and potions.
-Although CASTs do not need sleep, an Android wizard must rest for 8 hours before preparing spells.
Ability Score Increase: Each Android is strongly built for a specific task, but they aren't very good with that feelings thing. An Android has +2 to a Physical Stat of their choice, -2 Charisma.
Size: Medium. As Medium creature, Androids have no special bonuses or penalties due to their size.
Android base land speed is 30 feet.
One With the Machine: As a fullround action, an Android who enters a Mecha can choose to replace the giant robot's normal max HP with its own while piloting it. However then damage dealt to the Mecha applies directly to your HP as well, although critical hits against the mecha don't inflict you with extra damage (so if you suffer a x3 critical hit, simply both you and the mecha suffer x3 damage for example). They can end this effect as another fullround action. You cannot use this ability if it's already activated in another mecha. Notice that they count as separate HP pools, so effects that heal the Android won't heal the mecha and vice-versa.
Integrated Weaponry: The Android chooses a level I Combat Weapon from the Arsenal (http://www.minmaxboards.com/index.php?topic=7163.0), which can be changed at each level up, that can be retrieved/put away as a free action, and cannot be disarmed/sundered. Its directly connected to the Android's own energy core and maintenance systems thus never runs out of ammo or energy. Volatile weapons that would be destroyed instead need 1d12 hours of repair. If the Android has Pilot levels and gains access to higher tiers of Arsenal, he may choose for its Integrated Weaponry to be one of any Arsenal tier currently available to it. However that weapon cannot be used while piloting the Mecha.
Soulless: An Android cannot gain any class ability based on Charisma, such as a Sorcerer's spellcasting or a Paladin's
Divine Grace. They can still use Charisma-based skills normally, as well as making charisma checks when required from other sources such as being charmed.
Favored Class: Super Pilot. (http://www.minmaxforum.com/index.php?topic=7165.msg109878#msg109878)
Chobit
(https://imgur.com/kQkBmmd.png)
Most androids are soulless mass produced machines, but sometimes, either by fate or by having been custom built by a specialist filled with passion, an android may have a soul from their first start up, although that also costs them the ability to fully integrate with other artificial systems. Once little more than urban legends, now they are public knowledge in most societies even if their numbers are still quite few and are most commonly known as Chobits.
A Chobit doesn't have the Soulless neither the One with the Machine racial features, in addition they do not take a -2 penalty to Cha thanks to their soul, however they take a -2 penalty to Int as they have an harder time processing information.
Advanced Combat Model[Android, Racial, Pilot]
Pre-Requisite: Android Race
Benefit: The Android chooses a level I Accessory from the Arsenal that doesn't demand energy to use, which can be changed at each level up and cannot be disarmed/sundered. If the Android has Pilot levels and gains access to higher tiers of Arsenal, he may choose for this Accessory to be one of any Arsenal tier currently available to it. However that accessory cannot be used while piloting the Mecha, neither can be an Accessory with a limited number of uses such as a Cartridge.
Cold Calculations[Android, Racial, Pilot]
Pre-Requisite: Android Race
Benefit: You can use Int instead of Cha for Bluff, Diplomacy, Intimidate, Terror Tactics, Ships Full of Hope and Peace Princess features.
Artificial Bond[Android, Racial, Pilot]
Pre-Requisite: Android Race, any Relationship feat.
Benefit: When you target somebody else with a maneuver/stance, you can temporarily make them the target of any one Relationship feat you have. This remains active until you use the same maneuver/stance on somebody else. You can target more than one person with different maneuvers/stances, but they must be targeted with a different Relationship feat.
Elegant Model-Your producer claims you were built in an "Elegant" way. Which means you have some pretty and shiny but useless gimmicks but are riddled with bugs and will be bricked in a year tops. Every 24 hours roll 1d12 and you suffer the following penalty until you need to roll again:
1- Take a -1 penalty on all attack rolls.
2- Take a -2 penalty on all saves.
3- Take a -3 penalty on all skill checks.
4- Take a -1 penalty to all ability scores.
5- All attacks deal you 2 more damage.
6- Your movement speeds are reduced to 2/3 of their normal values.
7- You take a -5 penalty on Initiative checks.
8- Natural 20s are turned to natural 1s.
9-Roll again, and the penalty suffered is permanent until you spend 24 hours downloading an update to fix it, during which you can't take actions. You can stop the update at any time to do other stuff, but then you'll need to restart from scratch.
10- You suffer a -1 penalty to IL and CL.
11- You pick one of the penalties to suffer.
12-Roll twice, apply both, the same results don't stack
In addition you're only good for 1d12 years tops, after which your AI must be transfered to a new, shinier model, with the same bugs as before, costing the GP equivalent of your level squared times 100.
Integrated AI-You can never leave your mecha, although if it is destroyed, a core with your personality remains, the size of an apple, that can be transfered to a new frame by somebody else, but you can't take any actions until then. You must have levels in a pilot class to take this flaw.
Automated Ship
Pre-requisites: Android Race, Integrated AI flaw.
Gain: The ship includes drones that can perform basic maintenance and repair your ship as if they were a crew. Since you need less life support systems, you can eventually run the ship more efficiently, increasing your max energy by 3x your Ship Captain level at 6th level. At 12th ship captain level this extra energy becomes 5x your Ship Captain level
Lose: You do not gain an actual crew or officers.
Numan
(http://imgur.com/dcbrDya.jpg)(https://i.imgsafe.org/d4/d4686e7be1.png)
Some claim the human body is just a diferent kind of machine. And like a machine, its design can be improved by a brilliant mind, including the addition of parts from other machines. Thus started the Numan (new human) project, seeking to “augment” humans trough a series of genetic manipulations trough scientific and magic experiments, mixing in materials from other races and monsters. The initial results were... Varied. More than one test subject went mad, broke out and caused plenty of havoc before being dealt with one way or the other. Some of those are still unacounted for. But eventually a more stable process was developed. The resulting individuals showed exceptional ability to quickly find solutions to new challenges. However as advanced as their minds are, their lab-grown bodies lack many natural defences, resulting in a more fragile health.
Numans look roughly human, except they can have any kind of hair, skin and eye color, and more often than not may present slightly “monstrous” traits such as thin tails, long ears, sharper canines, all vestiges from the mix of genetic material used to create them. It's still unknown why diferent characteristics surface on each individual Numans, but they're usually proud of it and openly show their own special characteristics to the world.
Male Numans are called Newman, while female Numans are called Newearl.
Type: Numans are humanoids.
Ability Score Increase: Numans have a variety of powerful minds, but their bodies are delicate. A Numan has -2 Constitution, +2 to a Mental Stat of their Choice
Size: Medium. As Medium creatures, Numans have no special bonuses or penalties due to their size.
Numan base land speed is 30 feet.
Artificial Talent: A Numan gains +1 to CL, Pilot Level, IL, AC, attack rolls, saves, skill checks or Ability checks, changeable as a swift action. This cannot be used to qualify faster to prestige classes/maneuvers/spells/similar
Exotic Grace: A Numan can choose two one-handed exotic weapons to count as martial weapons for him.
Mixed Heritage: A Numan can count himself as any race for qualifying for feats, class abilities and prestige classes. If a Numan picks Monster Blooded (http://www.minmaxboards.com/index.php?topic=526.msg2541#msg2541), she counts as having the related Monster Hybrid feat for multiclassing purposes.
Favored Class: A Numan's favored class is Arcane Pilot. (http://www.minmaxforum.com/index.php?topic=7199.0)
Atlantean
(https://i.imgsafe.org/bd/bd74b58dd0.png)(https://i.imgur.com/dIzK8zB.jpg)
Ancient civilizations spoke of how there were mighty beings living high up in the skies and they had winged servants with fascinating powers. Of course nowadays we know that going too much above the clouds the only thing one will find is the void of space.
That is until the finding of ruins in asteroids and orbiting planetoids cloaked by failing devices. Investigations point to some ancient civilization that developed extremely advanced technology, giving themselves wings in the process plus artificial homes in the sky and space so they wouldn’t be weighted down by gravity anymore, probably being the origin of the legends behind the mighty beings above. However their lifestyle was not sustainable, which combined with decadence and loss of knowledge led to the collapse of their civilization, with the scant survivors escaping back to the lands below.
Those survivors lost most of their technology, but did kept their genetic enhancements that were carried through generations, in particular their feathery wings which, like hair and skin, can come up in all sort of colors.
Type: Atlanteans are humanoids.
Ability Score Increases: Balanced like humans, Atlanteans have no ability score changes.
Size: Atlanteans are medium sized.
Atlantean movement speed is 30 feet for medium size, plus they have a flight speed of 30 feet with average maneuverability, but it takes most of the focus of your average Atlantean and they can’t take any other actions while flying besides basic movement unless they have PL 6+. This flight speed does not carry to any mecha they pilot. The wings are flexible enough they can be easily hidden inside normal clothing or pulled off as a swift/move action. While the wings are hidden, an Atlantean gains a +20 bonus on any Disguise checks to pass as a human.
Deus Acima da Máquina: As a fullround action, an Atlantean who enters a Mecha can choose to replace the giant robot's normal max HP by its own while piloting it. However then damage dealt to the Mecha applies directly to your HP as well, although critical hits against the mecha don't inflict you with extra damage (so if you suffer a x3 critical hit, simply both you and the mecha suffer x3 damage for example). They can end this effect as another fullround action, but only if the mecha is at max HP. You cannot use this ability if it's already activated in another mecha. While using Deus Acima Da Máquina, effects that heal the Mecha will heal the Atlantean, but otherwise the Atlantean himself cannot be healed by any means.
Bonus Feat: An Atlantean gains any one feat of their choice they meet the prerequisites for.
Favored Class: Magitech Knight (http://minmaxforum.com/index.php?topic=18232.msg329929#msg329929).
Atlantean Magic[Atlantean][Racial][Pilot]Atlantean technology was advanced enough that it may be confused with magic, but some Atlanteans appear to be able to channel some actual magic.Prerequisites: Deus Acima da Máquina racial feature.
Benefit: You can use the following SLAs based in your HD and how many times you took this feat. Save DCs are 10+1/2HD+highest mental stat modifier and you can channel them through any mecha you pilot.
HD Required | Atlantean Magic Required | Spell | Uses per day |
1 | lesser | Daylight, Detect Evil | 1/HD |
3 | lesser | Aid | 1/2HD |
5 | lesser | Holy Smite | 1/2HD |
7 | lesser | Neutralize Poison, Cure Serious Wounds | 1/HD |
9 | intermediate | Remove Disease | 1/HD |
11 | intermediate | Holy Word | 1/2HD |
13 | intermediate | Hallow | 1/4HD |
13 | Greater | Holy Aura | 1/2HD |
15 | Greater | Mass Charm Monster | 1/4HD |
17 | Greater | Summon Moster IX | 1/4HD |
19 | Greater | Resurrection | 1/6HD |
Special: You may take this feat up to three times. The first grants you the lesser SLAs, second grants you the intermediate ones and the third time unlocks the Greater options. You must still meet the HD requirements too.
Atlantean Bond[Atlantean][Racial][Pilot]Magic is based in feelings, thus it naturally follows that sharing magic is sharing one's feelings.Prerequisites: Deus Acima da Máquina racial feature, Atlantean Magic
Benefit: When you cast a spell or SLA on a creature, you can temporarily make them the target of any one Relationship feat you have. This remains active while the spell lasts. You can target more than one person at a time with this, but each must be targeted with a different Relationship feat you have.
Zentradi
(https://i.imgsafe.org/c0/c0d6f33a87.jpeg)
Engineered as a warrior race by an ancient civilization, the Zentradi are massive humanoids that crusaded across the galaxy for centuries even after their masters mysteriously disappeared. Their blind loyalty was due to the Zentradi being genetically developed and brainwashed into absolute servitude, unable to even dream of anything but following orders and waging war. They couldn’t even be called a culture, but rather the complete lack of one, little more than bots that happened to be made of meat instead of metal.
Luckily, after facing countless space horrors, they eventually ran into a planet that although poorer in military technology was rich in music and other arts, which fascinated the Zentradi as they discovered there were other joys to life besides battle. Soon they started lining up not for combat formations but to attend idol shows, signed peace and trade deals plus started developing a culture of their own.
Still old habits die hard and the Zentradi remain one of the most if not the most militaristic humanoids in the galaxy, but at least now they seek their own reasons to fight rather than following the orders of long-gone masters.
Zentradi also boast an exceptional wide array of skin and hair colors.
Type: Despite their size, Zentradi phisiology makes them humanoids
Ability Score Increases: Zentradi were engineered and conditioned for brutal combat, at the cost of an heavy lack of imagination and being unable to even think of anything besides war for themselves until exposed to other race’s cultures. Zentradi have +6 Str, +2 Con, -4 Int, -2 Cha.
Size: Zentradi are colossal sized. No effect may make them even bigger however.
Zentradi movement speed is 40 feet.
Protoculture Proxy: A Zentradi can use Arsenal I weapons and accessories of a mecha of the same size (medium mecha for a normal Zentradi) with no problem even if on foot, as long as they don’t demand energy to use (unless the Zentradi takes an accessory that increases max energy, in which case they have the basic 5 energy per turn regen), up to 8 arsenal space and one accessory, but they must drop them before entering a mecha. The Zentradi can both acquire them from normal Arsenal sources or pick them up from destroyed mecha remains, even their own mecha if it is destroyed while they’re piloting it, in which case they may pick their mecha’s arsenal weapons and accessories up to the Zentradi’s personal carrying limit. If a Zentradi gains access to higher level arsenal, they can use it in their person as well. In addition they can count any mecha ranged ammo-based weapon as having the Brutal property when they shoot it.
Miclonization: One of the initial main obstacles for the relation between Zentradi and other races was that size does matter and giant humanoids had quite an hard time interacting with societies built for much smaller humanoids (which the Zentradi call as “miclonoids” in their own language). Luckily science swiftly developed a method to safely and reliably converting a Zentradi to normal medium-size and back. It takes one minute and is provided free of charge in any place where one could change Arsenal as part of the Zentradi peace negotiations, but Protoculture Proxy is lost and base speed drops to 30 feet while the Miclonization lasts. Looks remains the same, although some Zentradi revert to a more child-like appearance due to not being 100% compatible with the process thanks to genetic variety, which makes them small sized and movement speed drops to 20 feet. The choice of whatever Miclonization makes them medium or small must be chosen at character creation and can’t be changed later.
Favored Class: Module Pilot (http://minmaxforum.com/index.php?topic=18253.msg330693#msg330693)
Commander Type[Zentradi][Racial][Pilot]
Normal Zentradi are still flesh and bone and thus weaker than mecha, but some turn out actually able to directly fight mecha on their own.
Prerequisites: Protoculture Proxy racial feature.
Benefit: You count as Mecha scale (a normal Zentradi, being colossal would count as a medium-sized mecha) and can survive in space with no penalties up to one minute per Con mod. The benefits of this feat are suppressed if you are currently under the effects of Miclonization.
Neo Miclonization[Zentradi][Racial][Pilot]
The latest tech in miclonization is based on advanced genetic manipulation combined with nanomachines, being not only much faster but also skipping the need of specialized facilities, although for now only some select Zentradi are compatible with the new operation.
Prerequisites: Miclonization racial feature.
Benefit: You can use Miclonization as a standard action anytime anywhere.
Special: You can take this feat an extra time, in which case you can use Miclonization as a move or swift action.
Protoculture Bond[Zentradi][Racial][Pilot]
Prerequisites: Miclonization racial feature, any Relationship feat.
Benefit: If you have been fighting along side an ally for more than two consecutive rounds, you can temporarily make them the target of any one Relationship feat you have. They must remain inside your melee reach and be obviously fighting with you. If they leave the range this is temporarily suppressed, but resumes if they get back within it. This remains active until the end of the battle. You can target more than one person, but each must be targeted with a different Relationship feat.
Klaxosaur
(https://i.imgsafe.org/ce/ce87ba5c50.jpeg)
They came from below, have violent attitudes and have horns so many would call them demons, devils, infernals, fiends.
The truth is that they’re an ancient race that retreated underground after a particularly violent conflict that devastated most of their civilization millennia ago. Hidden, they developed a brutal military state readying themselves for the return of their enemies, the weak willingly sacrificing themselves to serve as fuel and raw materials for the strong, making extensive use of bio-technology.
And if they suddenly came out attacking everything on sight, it was because some greedy corporation had started harvesting the fuel they had been stocking up for so long while kidnapping and brainwashing Klaxosaurs to use as super soldiers.
In some other reality it may’ve led to a bitter war until either side was wiped out, but in this one love prevailed when a surface humanoid and Klaxosaur managed to bound, revealing the truth to the public and inspired the end of the war in a beautiful story that hopefully one day will be animated. Still, some of their bad reputation persists, for in their artificial evolution the Klaxosaurs made themselves need to suck the vitality of other humanoids to survive.
Type: Klaxosaurs are humanoids.
Ability Score Increases: Klaxosaurs are strong of body, not so much of mind. A Klaxosaur has +2 Str, -2 Wis.
Size: Klaxosaurs are medium sized.
Klaxosaur base movement speed if 30 feet.
Artificial Parasite: A Klaxosaur needs to feed in the vitality of other humanoids to survive and act at their best. Due to advanced bio-technology, no direct physical contact is needed, just proximity and as a fullround action a Klaxosaur may suck the vitality of a willing adjacent humanoid, dealing them 1d12 Con damage and gaining that many Parasite Particles, up to their own Con score. If any abilities prevent/reduce this Con damage, then no Parasite Particles are gained. If the Klaxosaur is piloting a mecha with another humanoid, they may suck their vitality this way as a move or swift action. A Klaxosaur must consume one Parasite Particle every day just to sustain themselves besides normal nourishment, and can be further spent for other abilities.
Parasite Power: As a free action a Klaxosaur may spend Parasite particles to gain a profane bonus to Str or Dex equal to the number of Parasite Particles spent, up to their HD, which lasts 1 minute.
Demônio dentro da Máquina: As a fullround action, a Klaxosaur who enters a Mecha can choose to add its own HP to the giant robot's normal max HP while piloting it and the other way around too. However then damage dealt to the Mecha applies directly to your HP as well, although critical hits against the mecha don't inflict you with extra damage (so if you suffer a x3 critical hit, simply both you and the mecha suffer x3 damage for example). They can end this effect as another fullround action. You cannot use this ability if it's already activated in another mecha. While using Demônio dentro da Máquina, neither the Klaxosaur nor the mecha can recover HP by any means.
Favored Class: Einst Queen. (http://www.minmaxforum.com/index.php?topic=13806.msg239083#msg239083)
Flowering Rapid Assault Neo Xeno Xerography[Klaxossaur][Racial][Pilot]
Their bodies being composed of advanced bio-technology, Klaxossaurs can partially fuse with with their mecha in times of great stress to increase their properties.
Prerequisites: Artificial Parasite racial feature.
Benefit: When you’re piloting a mecha with the Berserker special and it activates, you may spend Parasite Particles up to your PL to gain the same amount of super robot upgrade points that last while the Berserker does. Your limit for which upgrades you can take this way is either your super robot level or half your Pilot Level, whichever’s higher.
Darling Stamen & Pistil[Klaxossaur][Racial][Pilot]
When a Klaxosaur and another humanoid really care about each other, they can share their vitality in a much more efficient manner to the point there is barely any loss.
Prerequisites: Artificial Parasite racial feature.
Benefit: When using Artificial Parasite on somebody with who you have Love/Friendship/Rivalry/Devotion, you gain an extra 2 Parasite Particles for each such feat you have towards them and they take -2 Con damage per such feat they have towards you, down to zero Con damage. This is an exception to the Artificial Parasite clause that no Con damage would result in no Parasite Particles gained. You may also choose to consider any number higher than 6 as a 6 in the 1d12 rolled for Parasite Particles towards such humanoids.
Parasite Bond[Klaxossaur][Racial][Pilot]
Prerequisites: Artificial Parasite racial feature, any Relationship feat.
Benefit: When you use Artificial Parasite on somebody and deal them at least 1 Con damage, you can temporarily make them the target of any one Relationship feat you have. This remains active until their Con damage is fully healed. You can target more than one person, but each must be targeted with a different Relationship feat.
Protodeviln
(https://i.imgsafe.org/ce/ce8b5c64b9.png)
Another alien race that made the big mistake of thinking they could combine magic with technology to improve themselves in a grand scale, they did earn great power at the cost of hungering for the very spirit force of other humanoids and resulting in another galactic war. Peace eventually arrived, but their hunger remains.
Type: Protodeviln are humanoids.
Ability Score Increases: Protodeviln are smart, wise and charming, hiding their more exotic vulnerabilities. Protodeviln have +2 Int, +2 Wis, +2 Cha.
Size: Protodeviln are medium sized.
Protodeviln movement speed is 30 feet for medium size.
Spirit Hunger: Protodeviln have a pool of 20 Spirit points, stacking with any other source of spirit points, but they cannot recover spirit points by any means besides this ability. As a fullround action a Protodeviln may suck the soul force of an adjacent humanoid with no spirit points (such individuals spirit is too strong to properly devour), dealing them 1d12 Cha damage and gaining five times that many spirit points, up to their max. If any abilities prevent/reduce this Cha damage, then no Spirit Points are gained. Creatures reduced to 0 Cha this way are left in a coma until the Cha damage is healed somehow. A Protodeviln must consume five spirit points every day just to sustain themselves besides normal nourishment, failure means they become fatigued. Another failure makes them Exhausted. A third failure means death. Those conditions bypass any immunities and cannot be removed until her spirit pool recovers to max.
Eh-Vil Energy: A Prodeviln can spend spirit points as if they were energy, at the rate of 1 spirit point for 5 energy.
Song Vulnerability: A Protodeviln takes double damage and takes a -2 penalty on saves from Sonic attacks/effects and can never benefit from sonic resistance/immunity. Even when piloting a mecha, they take half of any sonic damage afflicting the mecha, even if the mecha has any sonic resistance/vulnerability.
Favored Class: Mecha Marine (http://minmaxforum.com/index.php?topic=18233.0)
Spirit Supervision[Protodeviln][Racial][Pilot]Most Protodeviln will simply suck their victim’s spirits dry, but more experienced Prodeviln can instead leave them at the verge of collapse, corrupting them into fanatic slaves.Prerequisites: Spirit Hunger racial feature.
Benefit: If your Spirit Hunger would reduce the Cha of an humanoid to 0 or lower, you can choose to leave them at 1 Cha instead. If you do so, you can make them your slave, they count as your cohort and and will blindly follow your orders, including betraying and attacking their own former allies. If their Cha would somehow increase above 1 then they break free, but they won’t naturally heal their Cha damage. You can only have control this way over humanoids at least 2 levels lower than yourself, and their combined ECL can’t be higher than your level -2 either. Trying to go over this limit creates an opening for the older ones to slip free of your control.
Protodeviln Magic[Protodeviln][Racial][Pilot]Some Protodeviln “lucked out” and managed to get some extra with their bargain.Prerequisites: Spirit Hunger racial feature.
Benefit: You can use the following SLAs based in your HD and how many times you took this feat. Save DCs are 10+1/2HD+highest mental stat modifier and you can channel them through any mecha you pilot.
HD Required | Protodeviln Magic Required | Spell | Uses per day |
1 | lesser | Darkness | 1/HD |
3 | lesser | Desecrate | 1/2HD |
5 | lesser | Unholy Blight | 1/2HD |
7 | lesser | poison | 1/HD |
9 | intermediate | Contagion | 1/HD |
11 | intermediate | Blasphemy | 1/2HD |
13 | intermediate | Unhallow | 1/4HD |
13 | Greater | Unholy Aura | 1/2HD |
15 | Greater | Horrid Wilting | 1/4HD |
17 | Greater | Summon MosterIX | 1/4HD |
19 | Greater | Destruction | 1/4HD |
Special: You may take this feat up to three times. The first grants you the lesser SLAs, second grants you the intermediate ones and the third time unlocks the Greater options. You must still meet the HD requirements too.
Spirit Bond[Protodeviln][Racial][Pilot]Prerequisites: Spirit Hunger racial feature, any Relationship feat.
Benefit: When you target somebody else with a Spirit or are targeted by somebody else's Spirit, you can temporarily make them the target of any one Relationship feat you have. This lasts until you pick a new target for that Relationship feat. You can target more than one person, but each must be targeted with a different Relationship feat.
Musk Cat
(https://i.imgsafe.org/e2/e2c0210a92.png)
An exotic alien race that quite resemble normal cats, but they can speak, being just as smart as humans. Having no technology of their own, they still managed to fit in modern civilization just fine, showing a natural talent for both techniques and mecha arts.
Type: Musk cats are magical beasts.
Ability Score Increases: Musk cats aren’t physically strong, but are fast and in tune with others and themselves. A Musk Cat has -4 Str, +2 Dex, +2 Wis, +2 Cha.
Size: Tiny sized.
Musk cat base movement speed is 30 feet.
Musk Claws: Musk Cats have a pair of natural Claw attacks dealing 1d2 damage for tiny size each. They cannot perform fine manipulation such as opening a bottle or holding weapons, but they can press buttons and touch screens and even handle joysticks, allowing them to operate advanced technology such as computers and mecha. They can also be used for the somatic component of spells.
Weapon Finesse: A Musk Cat gains Weapon Finesse as a bonus feat even if they don’t meet the prerequisites.
Pussy Pilot: It is at the controls of a mecha that can a Musk Cat show their true power. A Musk Cat gains +1 to PL and CL while piloting a mecha. This cannot be used to qualify faster to prestige classes/maneuvers/spells/similar.
Favored Class: Divine pilot (http://www.minmaxforum.com/index.php?topic=7171.msg109894#msg109894)
Prehensible Paws[Musk Cat][Racial][Pilot]
Some Musk Cats manage to learn how to use their paws for properly holding stuff.
Prerequisites: Musk Claws racial feature.
Benefit: You can now use your claws as if they were normal hands.
Musk Nose[Musk Cat][Racial][Pilot]
Most Musk cats can't smell better than your average humanoid but a few retain the sharper noses of their more feral ancestors.
Prerequisites: Musk Claws racial feature.
Benefit: You gain the Scent standard ability.
Cat Bond[Musk Cat][Racial][Pilot]
Prerequisites: Musk Claws racial feature
Benefit: If somebody pets you (a move action) or you damage them with your Musk claws, you can you can temporarily make them the target of any one Relationship feat you have. This remains active until you scratch somebody else or somebody else pets you. You can target more than one person, but they must be targeted with a different Relationship feat.
Motavian
(https://i.imgsafe.org/51/51dd6004ac.png)
Motavians are a strange race. Their genetic code includes traits of mammals, insects and birds. They struggle with brand new technology, yet have a natural knack to get old pieces of broken equipment discarded by others working again. They’ll wither in perfectly climatized cities, but thrive in unstable wastelands. Whereas other civilizations form bigger and more complex governments, they stick to small familiar units. Both cold AIs and demonic priests tried to wipe them out, yet the Motavians endure.
Type: Motavians are humanoids.
Ability Score Increases: Motavians are quite strong and tough, but also bird brained and somewhat slow to react to unexpected circumstances. Motavians have +4 Str, +2 Con, -2 Dex, -2 Int.
Size: Motavians are medium sized.
Motavian base movement speed is 30 feet.
Super Scavenger: With 1d12 hours of searching and a bit of work, a Motavian can salvage either a simple/martial weapon, a loaded discount revolver, a shield or a suit of basic armor they’re proficient with or a set of masterwork tools out of local trash. Such pieces of gear are only good for the Motavian himself, and each demands 10 minutes of daily maintenance to keep working, but experienced Motavians know how to make better use of them, with each 3 HD granting a +1 bonus to either all salvaged armor/shield’s AC or to a salvaged weapon’s attack bonus and damage rolls or to a masterwork tool’s skill bonus. A Motavian Pilot can similarly salvage a specific arsenal weapons or accessory to use in their mecha using the same rules (still take arsenal space hardpoints but can be done anywhere), with weapons salvaged this way taking the same penalties as discount firearms and salvaged accessories will only work for 10 minutes before breaking down, plus salvage their own mecha if destroyed.
Curse Cracker: Not only all Motavians have a talent for salvaging tech, they’re also good at ending certain ill magics. With 1d12 hours of work, a Motavian can replicate either an Ex Remove Curse effect or remove the Petrified condition from a creature.
Favored Class: Techno Thief (http://minmaxforum.com/index.php?topic=18709.0)
Dezorian
(https://i.imgsafe.org/51/51e8e5cd9c.png)
Most other races think the Dezorians a bit crazy if not insane upon first contact, but after a few words turns out that the green people have their own peculiar sense of communication.
Or maybe you were wearing the wrong hat. For unknown reasons Dezorian society has a myriad of rules about hats to the point there are no known records of seeing an hatless Dezorian and the green people may treat you as a trusted friend to be helped or an hated enemy to be cheated just depending on which hat you’re wearing.
Type: Dezorians are humanoids.
Ability Score Increases: Dezorians have little musculature, but their brains are quite well developed and have a deep spiritual connection. Dezorians have -2 Str, -2 Dex, +2 Int, +2 Wis
Size: Dezorians are medium sized.
Dezorian movement speed is 30 feet for medium size.
Spiritual: A Dezorian has a base pool of 4 spirit points plus 1 extra spirit point per HD and recovers 1 spirit point per turn, stacking with any other sources of spirit points and spirit recovery.
Mogic Cap: A Dezorian can automatically identify the origin, properties and history of any head slot item they see as long as it’s being worn in the head of somebody else. Any numeric bonus granted by a dezorian’s own head slot item are increased by 1.
Favored Class: Divine Pilot (http://www.minmaxforum.com/index.php?topic=7171.msg109894#msg109894)
I'm going to try a different approach this time. Instead of listing all the issues, I'll post my proposed edited versions of relevant blocks.
ACFs for other races:
Elegant Weapon: At 1st level with 24 hours of work and access to wood and crystal, you can replace one your mecha's in-built weapons with a mecha-scale martial ranged weapon with 40 ammo or simple melee weapon that also gains the Finesse Property. It also gains the Power Property and consumes 2 energy per attack, but if it was a ranged weapon, it now counts as a Beam weapon. Its base damage increases by one size and it gains a +1 to hit bonus for each tier of your real robot, but the energy cost also increases by 2 per such increase (despite having no base energy cost). Only you can use this weapon, if anybody else pilots the real robot, it is ineffective. You can't change more than one weapon per real robot, although you can swap it for others or reverse to the original with another 24 hours of work and more wood and crystal.
This replaces the 1st level Bonus feat of the Real Pilot.
Elegant Plating: At 5th level with 8 hours of work you can reduce your Mecha's DR to gain +1 Dodge and +5 mu to all movement speeds per 2 points of DR sacrificed, to a minimum of 0 DR. You can reverse this change with another 8 of work. Another creature trying to pilot this mecha will not benefit from the increased Dodge and movement speed.
This replaces the 5th level Bonus feat of the Real Pilot.
Surrender Negotiations: At 9th level, when an enemy's mecha is reduced to 25% or below HP by the ship's weapons while the Ship Captain is commanding it, the enemy pilot must make a Will save with DC 10+1/2 HD+Cha mod or willingly abandon their machine. The Ship Captain must make sure the enemy pilot's life is spared until a proper judgement process or ransom can be organized, otherwise this ability is lost for one year and one day.
Final Example: At 18th level, if the Battleship is destroyed while the Ship Captain is piloting it, the wreck projects a Leader aura with double range and effects than the Ship Captain's own, plus allies benefiting from this boosted aura can have one of their weapons benefit from their choice of Disarming, Finesse, Pinning or Power (chosen at the start of each of their turns, each choice just lasts 1 round). The ship captain can still eject normally.
This replaces the Bonus Feat gained by a Ship Captain at 18th level.
Primitive Weapon: At 1st level with 24 hours of work and access to some tons of scrap metal, you can replace one your mecha's in-built weapons with a mecha-scale martial melee weapon or simple ranged weapon with 20 ammo. It also gains the Rending property, plus Brutal if ranged. Its base damage increases by one size and gains +1 to hit bonus for each tier of your real robot, but energy cost increases by 1 for each such upgrade, despite having no base energy cost. Only you can use this weapon, if anybody else pilots the real robot, it is ineffective. You can't change more than one weapon per real robot, although you can swap it for others or reverse to the original with another 24 hours of work and more scrap metal.
This replaces the 1st level Bonus feat of the Real Pilot.
Tribal Markings: At 11th level with 8 hours of work you can decorate your real robot with trophies, paint patterns and other similar signs. Choose a pilot feat. If during combat you yell your tribe's name along with your personal warcry as a move or swift action, you gain the benefit of the chosen feat for the rest of the combat, plus the Attacker feat. If you already had attacker, double the benefits. If you use it outside of combat, it only lasts 1 round. You can change your tribal markings with another 8 hours of work.
This replaces the 11th level Bonus feat of the Real Pilot.
Ravaging Assault: At 17th level when you full attack or charge, you may choose to don't add neither your Str or Dex mod to the attack roll. If you do so, you make two extra attacks.
This replaces the 17th level Bonus feat of the Real Pilot.
Boarding Assault: At 9th level, if adjacent to another mecha or battleship, as a standard action the Ship Captain may make a melee attack using its own stats. If it deals at least one damage to the adjacent mecha/ship, the ship captain boards the enemy machine! Both combatants now count as being adjacent to each other inside the enemy machine's cockpit/ship bridge. Either can exit as normally from a mecha, but doing so will leave the other in control. Alternatively, the ship captain may have one of their Distinguished Officers perform the boarding action once a breach is secured.
This replaces the Bonus Feat gained by a Ship Captain at 9th level.
Flying Juggernaut: At 15th level, when the Ship Captain flies over enemies, it may fire its Anti-Air guns and Missile Battery once each at each opponent that he passes over, without spending ammo. Each enemy can't be hit more than once per turn this way.
This replaces the Bonus Feat gained by a Ship Captain at 15th level.
Note spelling change in the name of this one ^
Blaze of Glory: At 18th level, 1/day if the battleship would be destroyed, the Ship Captain may detonate it as a free action causing 2d12 damage per HD to all inside its Leader aura, reflex save with DC 10+1/2 HD+Cha mod+Str mod for half, with the Rending, Pinning, Concussive, Disarming and Downfall properties. Success on the reflex save means victims can ignore three of the properties of their choice. Allies may be warned just before the ship explodes, allowing them to move to any square adjacent to the limit of the leader aura. The ship captain can still escape in a cockpit.
This replaces the Bonus Feat gained by a Ship Captain at 18th level.
Android
-An Android heals damage twice as fast as a living creature thanks to advanced self-maintenance protocols.
-Unlike other constructs, Androids are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
-As CASTs, Android can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to an Android can be healed by a cure light woulds spell or a repair light damage spell, for example, and an Android is vulnerable to a disable construct spell and harm. Spells from the healing subschool and supernatural abilities that cure hit point damage provide their normal effect to an Android.
-An Android responds slightly differently from other living creatures when reduced to 0 hit points. an Android with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, an Android is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Android does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
-As a CAST, an Android can be raised or resurrected.
One With the Machine: As a fullround action, an Android who enters a Mecha can choose to replace the giant robot's normal max HP with its own while piloting it. However then damage dealt to the Mecha applies directly to your HP as well, although critical hits against the mecha don't inflict you with extra damage (so if you suffer a x3 critical hit, simply both you and the mecha suffer x3 damage for example). They can end this effect as another fullround action. You cannot use this ability if it's already activated in another mecha. Notice that they count as separate HP pools, so effects that heal the Android won't heal the mecha and vice-versa.
Soulless: An Android cannot gain any class ability based on Charisma, such as a Sorcerer's spellcasting or a Paladin's
Divine Grace. They can still use Charisma-based skills normally, as well as making charisma checks when required from other sources such as being charmed.
Cyborg
- A Cyborg heals damage twice as fast as a living creature thanks to advanced self-maintenance protocols.
-Unlike other constructs, Cyborgs are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
-As CASTs, Cyborgs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a Cyborg can be healed by a cure light woulds spell or a repair light damage spell, for example, and a Cyborg is vulnerable to a disable construct spell and harm. Spells from the healing subschool and supernatural abilities that cure hit point damage provide their normal effect to a Cyborg.
-A Cyborg responds slightly differently from other living creatures when reduced to 0 hit points. a Cyborg with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, a Cyborg is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Cyborg does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
-As a CAST, a Cyborg can be raised or resurrected.
Aura Manaketes
The Aura Manaketes are living proof of the dangers of trying to mix magic with technology too much. Originally normal humanoids, they saw their population swiftly die during an escalating war where both sides kept using greater combinations of science and spells that contaminated the environment to a point where not even the deepest bunkers nor alternate dimensions provided a safe haven. The Aura Manaketes were the only survivors from their population due to changing their very genetic codes and souls to allow them to change into the form of giant beasts that could consume and purify the contamination they had created, but it was still a pretty close call and left them locked into beings that cannot be easily satisfied, plus hunted down by many other civilizations that want to research their exotic bodies.
Aura Voice: As a standard action, an Aura Manakete can unleash an unique sonic breath that affects either a cone with 10 feet plus 5 feet per HD or a line with 20 feet plus 10 feet per HD. It sounds like beautiful music to most beings, but to anybody able to use spells or SLAs it sounds like an horrible cacophony, forcing them to make a Will save with DC 10+1/2 HD+Con mod or be Dazed for 1 round. In addition it works as an area Greater Dispel Magic with CL=HD except that spells with a lower CL than the Aura Manakete’s HD in the area are automatically dispelled. Aura breath has a 1d4+1 round cooldown (halved if you’re in Aura Monster form).
Atlantean
That is until the finding of ruins in asteroids and orbiting planetoids cloaked by failing devices. Investigations point to some ancient civilization that developed extremely advanced technology, giving themselves wings in the process plus artificial homes in the sky and space so they wouldn’t be weighted down by gravity anymore, probably being the origin of the legends behind the mighty beings above. However their lifestyle was not sustainable, which combined with decadence and loss of knowledge led to the collapse of their civilization, with the scant survivors escaping back to the lands below.
Atlantean movement speed is 30 feet for medium size, plus they have a flight speed of 30 feet with average maneuverability, but it takes most of the focus of your average Atlantean and they can’t take any other actions while flying besides basic movement unless they have PL 6+. This flight speed does not carry to any mecha they pilot. The wings are flexible enough they can be easily hidden inside normal clothing or pulled off as a swift/move action. While the wings are hidden, an Atlantean gains a +20 bonus on any Disguise checks to pass as a human.
Zentradi
Miclonization: One of the initial main obstacles for the relation between Zentradi and other races was that size does matter and 30-ft tall humanoids had quite an hard time interacting with societies built for much smaller humanoids (which the Zentradi call as “miclonoids” in their own language). Luckily science swiftly developed a method to safely and reliably converting a Zentradi to normal medium-size and back. It takes one minute and is provided free of charge in any place where one could change Arsenal as part of the Zentradi peace negotiations, but Protoculture Proxy is surpassed and base speed drops to 30 feet. Looks remains the same, although some Zentradi revert to a more child-like appearance due to not being 100% compatible with the process thanks to genetic variety, which makes them small sized and movement speed drops to 20 feet. The choice of whatever Miclonization makes them medium or small must be chosen at character creation and can’t be changed later.
Benefit: You count as Mecha scale (a normal Zentradi, being colossal would count as a medium-sized mecha) and can survive in space with no penalties up to one minute per Con mod. The benefits of this feat are suppressed if you are currently under the effects of Miclonization.
Klaxossaur - change spelling to "Klaxosaur" throughout post
Benefit: When you’re piloting a mecha with the Berserker special and it activates, you may spend Parasite Particles up to your PL to gain the same amount of super robot upgrade points that last while the Berserker does. Your limit for which upgrades you can take this way is either your super robot level or half your Pilot Level, whichever’s higher.
Benefit: When using Artificial Parasite on somebody with who you have Love/Friendship/Rivalry/Devotion, you gain an extra 2 Parasite Particles for each such feat you have towards them and they take -2 Con damage per such feat they have towards you, down to zero Con damage. This is an exception to the Artificial Parasite clause that no Con damage would result in no Parasite Particles gained. You may also choose to consider any number higher than 6 as a 6 in the 1d12 rolled for Parasite Particles towards such humanoids.
Other things:
- Could you clarify how much "some tons" of scrap material should be in the Orc ACFs?
- Since "One With the Machine" is a fullround action and entering a mecha is a standard action, does the Android have to wait until the following round to use "One With the Machine"?