Steel Soldier "This is possible!"-Kusuha Mizuha, Steel Soldier
A Steel Soldier is someone who manifests strange arcane abilities that although not as potent as a true esper, somehow flow better through metal and thus was assigned as a mecha pilot to a custom machine. Once they may’ve dreamed of being simple medics or shopkeepers, but don’t let yourself be fooled by those sweet, kind eyes, they can and will crush you in a myriad of exotic ways.
Class SkillsThe Steel Soldier's class skills are Appraise, Balance, Bluff, Concentration, Craft(any), Climb, Disable Device, Diplomacy, Jump, Heal, Hide, Open Lock, Ride, Spot, Listen, Intimidate, Knowledge(any), Move Silently, Perform, Profession (Any), Search, Sense Motive, Survival, Swim
Skill Points at 1st Level: (8 + int)x4
Skill Points at Each Additional Level: x8+ int
Hit Dice: d8
Level | Base Attack Bonus | Reflex Save | Fortitude Save | Will Save | Special |
1st | +1 | +0 | +2 | +0 | Mecha Morte, Health Drink, Spirited, Spells |
2nd | +2 | +0 | +3 | +0 | Towards that Blue Sky |
3rd | +3 | +1 | +3 | +1 | Bonus Feat |
4th | +4 | +1 | +4 | +1 | Arsenal I |
5th | +5 | +1 | +4 | +1 | Spirit |
6th | +6/+1 | +2 | +5 | +2 | Bonus Feat |
7th | +7/+2 | +2 | +5 | +2 | Arsenal II |
8th | +8/+3 | +2 | +6 | +2 | Spirit |
9th | +9/+4 | +3 | +6 | +3 | Bonus Feat |
10th | +10/+5 | +3 | +7 | +3 | Arsenal III |
11th | +11/+6/+1 | +3 | +7 | +3 | Spirit |
12th | +12/+7/+2 | +4 | +8 | +4 | Bonus Feat |
13th | +13/+8/+3 | +4 | +8 | +4 | Arsenal IV |
14th | +14/+9/+4 | +4 | +9 | +4 | Spirit |
15th | +15/+10/+5 | +5 | +9 | +5 | Bonus Feat |
16th | +16/+11/+6/+1 | +5 | +10 | +5 | Arsenal V |
17th | +17/+12/+7/+2 | +5 | +10 | +5 | Spirit |
18th | +18/+13/+8/+3 | +6 | +11 | +6 | Bonus Feat |
19th | +19/+14/+9/+4 | +6 | +11 | +6 | Arsenal VI |
20th | +20/+15/+10/+5 | +6 | +12 | +6 | Steel Strike |
Weapon and Armor Proficiencies: Simple weapons, four martial weapons, two exotic weapons, mechas.
Mecha Morte: The Steel Soldier comes in possession of a powerful mecha by a shady organization (the details of which should be discussed with the DM), which, at 1st level grants her access to a basic super robot. If the super robot is reduced to 0 HP the Steel Soldier Pilot will have to undergo some redeeming quest to make it rises again from its wrecks. If the Steel Soldier is at least 4th level, her Mecha Morte can rise itself right after 10 minutes of its pilot crying and shouting, but it will be three levels lower than he would normally have access to while on her redeeming quest (including arsenal options).
The Mecha Morte grows in power together with the Steel Soldier as she gains levels. More details on the Super Robot chart.
Mecha Morte are picked from the
Super Robot list, except those models are fitted with special systems to channel Steel Soldier magic, and thus have half Arsenal space and Hardpoints (rounded up), plus actually have to sacrifice armor, ending up with 4/5 HP, Energy, Nat armor and DR of “regular” versions (minimum -1 at each of those stats). However scrolls and wands can be “loaded” into the limbs of the robot for use during action.
Steel Soldier levels stack with Super Pilot levels for determining your Super Robot level. She can choose to swap for a Super Robot with "full" arsenal space, HP, energy and DR, in which case it can't channel spells, but still allows for other benefits of being a caster like qualifying for Funnels. She can swap between both modes with 8 hours of tinkering. She counts as a Super Pilot for multiclassing with other classes for the purpose of her mecha stats.
The Steel Soldier gains Access to Arsenal options at the same rate as a normal Super Pilot. So tier I at level 4, then a tier higher at levels 7, 10, 13, 16, 19.
Spirited: Each level of Steel Soldier increases the max number of spirit points of the player by 7. In addition they learn one Spirit right away and whenever "Spirit" appears on the table the Steel Soldier learns one new
Spirit.
Spirits can be used as a free action at the beginning of your turn by paying their cost in spirit points (before you take any other action). You recover 5 spirit points per round up to your maximum. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration. The Steel Soldier counts as a Super Pilot for the purpose of spirit costs.
Spells: A Steel Soldier learns and casts spells as a Bard of the same level, except she uses Wisdom as her main casting stat and learns spells from the Assassin spell list, plus one spell from the Wizard and
Arcane Pilot spell list of a level she can cast per Steel Soldier level, instead of spells from the Bard spell list.
Steel Skill: At first level the Steel soldier picks one of the following abilities. Effects that increase the range of Sneak Attack also increase the range of Steel Skill.
Metallic Morte-One of the main marks of a Steel Soldier, the ability to carefully examine a situation to hit a target in the right place at the right time for both better or worst. Metallic Morte takes 3 rounds to set up and then must be used in 3 turns or the moment is lost, although the Steel Soldier can take other actions while preparing. Metallic Morte can be delivered to an ally whitin 30 mu as a standard action and restores 1d6 HP, energy and spirit per Steel Soldier level. If the Steel Soldier attacks a flanked or flat-footed enemy within 30 mu while having a Metallic Morte prepared, they may expend Metallic Morte (including with attack spells) as part of the same action and the target takes 1d6 damage to HP, energy and spirit per Steel Soldier level instead, ignoring DR/hardness, Fort save with DC 10+1/2 HD+Highest mental stat mod for half that also affects undeads/constructs.
Health Drink- The other mark of a Steel Soldier, the ability to brew a bizarre concoction that will greatly fortify the drinker while simultaneously sending them into shock. Such is its potency that even androids, mechas and constructs can be affected by its properties. The Health Drink takes 3 rounds to prepare and then must be used in 3 turns or lose its potency, although the Steel Soldier can take other actions while preparing. Any average kitchen will have enough ingredients for its preparation, and every Mecha Morte includes supplies for it too. The Health Drink can be delivered to an ally within 30 mu as a standard action and restores HP plus energy equal to the Mecha Morte’s own max HP and energy, plus restores spirit points equal to the Steel Soldier’s own max. However the victim drinker must also make a Fort save with DC 10+Mecha Morte level+2 per Health Drink consumed in the last 24 hours or be left unconscious/helpless for 1d12 rounds+1 round per point they failed the save. If the Steel Soldier attacks a flanked or flat-footed enemy within 30 mu while having a Health Drink prepared, they may force the opponent to drink if they hit (including with attack spells) as part of the same action. Undeads take damage to HP/energy/spirit instead, halved if they make the save.
Towards That Blue Sky: At 2nd level the Steel Soldier can, as a single fullround action, cast a Steel Soldier ranged spell that would normally take a standard action or less to cast and attack with a non-heavy weapon by paying 5 energy per spell level.
Bonus Feat: Whenever this appears on the table, the Steel Soldier gains a
pilot feat for which she meets the prerequisites.
Steel Strike: At 20th level once per day as a free action the Steel Soldier can enter a state of murderous intent while still smiling, lasting for 1 minute. While it is active when the Steel Soldier attacks a flat-footed or flanked enemy, they must make a Fort save with DC 10+1/2 HD+Int mod or die/be left helpless and unable to act for 24 hours. Enemies who save against this cannot be affected again by the same Steel Soldier’s Steel Strike for 24 hours.