Pilot FeatsWhat do you mean mecha leadership for making my personal fleet isn't included here?All Pilot feats can be taken as [Fighter] feats.
Offensive Support[Pilot] Prerequisites:Any Pilot class
Benefit:When an adjacent ally attacks, you may as an immediate action attack the same target with a weapon that can reach it from your position, but you only deal half damage. You can't use this ability with or to support an area weapon.
Special: You may use this feat even if you're Flat-footed.
Combo Attack[Pilot] Prerequisites:Any Pilot class, Offensive Support
Benefit:When you use Offensive support, you now deal normal damage instead of just half.
Defensive Support[Pilot]
Prerequisites:Any Pilot class
Benefit:When an adjacent ally is attacked, you may as an immediate action put between yourself and the attack, taking only half damage and your Ally none. This ability cannot be used to protect an ally from area attacks.
Special: You may use this feat even if you're Flat-footed.
Defend[Pilot]
Prerequisites: Any Pilot class
Benefit: As an immediate action, you may reduce the damage you would take from the next attack against you by half, after applying DR, or gain +10 to your next Fort or Will save. If you succeed on the respective save, you suffer no damage or ill effects from that attack.
Special: You may use this feat even if you're Flat-footed.
Evade[Pilot]Prerequisites:Any Pilot class
Benefit: As an immediate action you may gain +10 dodge bonus to your AC or Reflex save against the next attack targeting you. If you succeed on the Reflex save, you suffer no damage or ill effects from that attack.
Special: You may use this feat even if you're Flat-footed.
Counter[Pilot]Prerequisites:Any Pilot class
Benefit: You gain one extra immediate action per round. This extra action may only be used to activate [Pilot] feats or attacking with weapons with the Defensive property and only in reaction to enemy non-immediate action attacks.
Special:You can take this feat multiple times, up to 1+1/4 HD, each one you gain an extra immediate action per round that can be used only to activate [Pilot] feats and/or attacking with weapons with the Defensive property with the same limitations, plus you cannot use more than 1 such immediate action against each enemy non-immediate action attack.
Leader[Pilot] Prerequisites:Any Pilot class
Benefit:Allies (besides yourself) within a 20 feet radius from you gain +1 Command bonus to attack rolls and AC.
Special: This feat may be taken multiple times, up to 1+1/4 HD. Each time it is taken the radius increases by an extra 10 foot and the bonus to attack rolls and AC increases by an extra +1.
Prevail[Pilot]Prerequisites:Any Pilot class
Benefit: If your mecha is below half HP, you gain a +2 to attack and damage rolls, AC, Saves and mecha DR. If your mecha is below 1/4 HP, increase this bonus by an extra +2. Both those bonus increase an extra 2 for every 4 HD you have. Double the damage bonus for [Heavy] weapons.
Lucky[Pilot]Prerequisites:Any Pilot class
Benefit: You may re-roll all natural 1s you roll on a 1d20, but no more than once per roll.
Spirit Up[Pilot]Prerequisites:Any Pilot class
Benefit:Your Max Spirit Points increases by 20.
Special: This may be taken multiple times, up to 1+1/4 HD. Its effects stack.
Predict[Pilot]Prerequisites:Any Pilot class
Benefit:If you've fought against an enemy (either you or it attacked the other) for at least 2 turns in succession, you gain +2 bonus to your attack rolls, plus +1 to AC and Reflex saves against said opponent. This bonus increases by an extra +2 to attack rolls and an extra +1 to AC and Reflex saves for every extra round you fight against him. For every round you don't fight it, it decreases by 2/1. Double the bonus to your attack rolls when using [Heavy] weapons. This bonus only increases for as many rounds as 1 + 1/6 your level in pilot classes.
Special: You may take this feat up to three times, each time increasing the bonus to attack rolls/AC per round by an extra 2/1 and the number of rounds the bonus can stack by 2.
Attacker[Pilot]Prerequisites:Any Pilot class
Benefit:If you've fought against an enemy (either you or it attacked the other) for at least 2 turns in succession, you gain +3 on damage rolls against said oponent. This bonus increases by an extra +3 for every extra round you fight against him. For every round you don't fight them, it decreases by 3. Double the damage bonus when using [Heavy] weapons. This bonus only increases for as many rounds as 1 + 1/6 your level in pilot classes.
Special: You may take this feat up to three times, each time increasing the damage bonus per round by an extra 3 and the number of rounds the bonus can stack by 2.
Guardian[Pilot]Prerequisites:Any Pilot class
Benefit: If you've fought against an enemy (either you or it attacked the other) for at least 2 turns in succession, you gain +2 to your Fort and Will saves and your Mecha DR against said opponent. This bonus increases by an extra +2 for every extra round you fight against him. For every round you don't fight it, it decreases by 2. This bonus only increases for as many rounds as 1 + 1/6 your level in pilot classes.
Special: You may take this feat up to three times, each time increasing the bonus per round by 2 and the number of rounds the bonus can stack by 2.
Glory in Death[Pilot]Prerequisites:Any Pilot class
Benefit: When your mecha would be destroyed, the Pilot may spend an immediate action to activate one of the following options. Activating Glory in Death means the pilot chooses to not eject, dying with their machine.
Self Destruct- Press the big red button or smash your own reactor. Deals 1d6 damage per level in a 30 feet radius, Reflex save with DC 10+1/2 HD+Highest stat mod for no damage.
Martyrdoom-Manage to get out an inspiring last phrase. Allies of the Pilot in a 30 feet radius gain a moral bonus to attack rolls, damage rolls and saves equal to 1+1/4 HD for 1 round.
Taking you with me-As the mecha crumbles it makes one last strike. The Pilot instantly gains a standard action, gaining a bonus on the attack and damage equal to their HD.
Expendable Machine[Pilot]Maybe your mecha has some exceptional self-repair abilities.
Maybe it's built of trash that miraculously holds together.
Either way it's pretty easy to put it back into working condition. Prerequisites: Must own a mecha.
Benefit: If your mecha is destroyed, it can be repaired with 1d12 hours work and returns to full capacity.
Special: If you have Glory in Death, you can eject yourself right as you self-destruct. You can attempt a Hide check opposed by Spot checks so that others think you went down with your machine.
Death before Dishonor[Pilot]Prerequisites: Glory in Death feat
Benefit: Death is as light as a feather, duty is heavier than a star. You gain a +1 bonus on Will saves and damage rolls, plus your Glory in Death Ability improves as detailed below.
Self-Destruct- Increase damage by 1d6, radius by 30 feet and DC by 1.
Martyrdoom-Increase the morale bonus granted by 1.
Taking you with me-Increase the bonus on the last attack by1 and the bonus damage by 2.
Special: You may take this feat multiple times, its effects stack.
Terrain Mastery[Pilot]Benefit: Choose one of the following options. In addition you ignore the Decay Cloud, Withering Dust and Lighting Storm Exotic Enviroments when you are in your chosen type of terrain.
Water-You gain a +3 bonus to AC, Saves, grapple/trip/bullrush/disarm checks, attack rolls and Damage rolls while fighting under a large liquid body.
Ground-You gain a +2 bonus to AC, Saves, grapple/trip/bullrush/disarm checks, attack rolls and Damage rolls while standing on a solid surface.
Air-You gain a +1 bonus to AC, Saves, grapple/trip/bullrush/disarm checks, attack rolls and Damage rolls while fighting in a gaseous atmosphere without touching a solid surface.
Space-You gain a +1 bonus to AC, Saves, grapple/trip/bullrush/disarm checks, attack rolls and Damage rolls while fighting under void conditions without touching a solid surface.
Cyber Newtype[Pilot]
Benefit: You gain Telepathy 20 feet plus 5 feet per Pilot level and once per minute may add your Int mod as an insight bonus to either AC for 1 round or a 1d20 roll. This doesn't take an action and can be done even outside your turn. In addition you are automatically aware of the presence of other Cyber Newtype within your telepathy range if they use this ability, and you can pick Funnels feats even if you can't cast spells or manifest powers.
Innovade[Pilot]Benefit:You can operate unattended machines(including mechas) within 20 feet plus 5 feet per Pilot level as if they were in your possession (although this doesn't allow you to simultaneously operate more machines than you would normally be able to, aka only one mecha can be operated at a time and so on) and once per minute may add your Cha mod as an insight bonus to either AC for 1 round or a 1d20 roll. This doesn't take an action and can be done even outside your turn. In addition you are automatically aware of the presence of other Innovade within your machine operation range if they use this ability.
Coordinator[Pilot]
Benefit:You gain Blindsight 20 feet plus 5 feet per Pilot level that works even in space/vacuum and once per minute may add your Wis mod as an insight bonus to either AC for 1 round or a single 1d20 roll. This doesn't take an action and can be done even outside your turn. In addition you are automatically aware of the presence of other Coordinators within your Blindsight range if they use this ability.
Heats[Pilot]Pre-Requisite: Any Pilot class, 2+ pilots must pick it at the same time and agree to form a Team.
Benefit: If all the Team members are adjacent, as a swift action they can combine their machines into a single one, thereafter refered as Combined Mecha. The Combined Mecha is one size category larger than the biggest mecha used in its combination and gains all of the Super Robot upgrades of its members (except for mutually-exclusive picks and those that demand you to make a choice, in which case a specific one must be chosen), plus 1 "temporary" Upgrade Point per Team member that only apply while combined. It counts as having the average Pilot Level of its members for determining what those "temporary" upgrades can be. Upgrades gained from the component units count towards the limit (so for example two 2nd level super robots each with Plating 2 would form a combined mecha with plating 4, so the combined mecha couldn't spend its temporary upgrades in plating because it's already over the limit for that). Those Upgrade Points are chosen when the feat is taken, but each Team member can choose a different configuration, that applies when they're the Lead Pilot (see below). Each configuration can also make a different decision on what mutually exclusive picks as well as single choices apply. Whenever a Team member levels up they may change their configuration. Max and current HP are also combined, but use only the best current and max energy, DR, Natural Armor, Dodge and movement speed/modes from the combining members (without taking in account upgrades/accessories of the component units nor any exterior/pilot buffs). The Combined Robot also gains all the built-in weapons of the combining members (adapting damage to the new size), but multiples of the same one don't stack, and cannot use more than 1 weapon for every Super Pilot level it counts as in each single round. For Hardpoints and Arsenal Space, use the
lowest values of the combined members, and the Combined Robot may select any accessories it qualifies for given its Super Pilot level and has enough space, chosen the same way "temporary" Upgrades are.
At the time of combination, one of the members must be chosen as the Head Pilot. Use only his statistics for combat. The other pilots can only use Spirits (if they know them). The Head Pilot may be changed as another combined Swift action. If the Combined Mecha suffers a critical, the full crit damage applies to the Head Pilot. The other pilots are unafected by crits.
A Combined Mecha consumes ridiculous amounts of energy to hold itself together. The Combined Mecha automatically loses (10+X+Y^2) energy at the start
and end of every turn, where X is the number of rounds the Combined mecha has been active and Y is the number of size categories it is above medium, and it only recovers half normal energy, including from energy-recovery upgrades, rounded down. If it is reduced to zero or less energy, it automatically separates into its components. The combination may also be ended earlier as another swift action. Damage dealt so far is spread evenly over the component members, and they're all left at zero energy.
Relationship Feats don't work among the Team pilots while they're combined, being overriden by the feeling of controling the same machine.
Special: with 1d12 days of bonding a team's members may be changed assuming they all meet the prerequisites.
Combat Core[Pilot]Benefit: Your escape pod has a fly speed of 100 mu with poor maneuverability, 50 base energy and 10 arsenal space. It also has one Upgrade Point per Super Robot level you have and 1 Hardpoint per Real Robot grade available. Those extra Hardpoints and Upgrade Points never benefit the base mecha.
Spiral Spirit[Pilot]Benefit: At the start of your turn you can spend any amount of Spirit Points to recover an equal amount of Energy or HP as a free action.
Turbo Operational Universal High Overcharge Utility[Pilot]Pre-Requisite: Lv 1+ of Real Pilot, Super Pilot,
Moon Vanguard and/or Ship Captain
Benefit: Choose one of the following martial disciplines.
Ancient TempleBorder of LifeChinese Star*
Crystalized SilverDoll JudgementDream BattleDrunken Demon*****
Love-Coloured Magic**
Lunar Dial***
Lunatic PrincessMisteryous Millenium****
Plain HistoryRiverside ViewSeptette for the DeadVenerable Battlefield* If in a super-robot, you can count the starting in-built weapons as unarmed strikes, if in a real robot add the real robot's tier to your unarmed attack and damage rolls, and in a battleship you can install giant arms that allow to initiate trips/grapples as well as maintaining grapples while you're commanding it.
** Sealed maneuvers don't cost energy but can only be used while at zero energy.
*** With 24 hours of work can convert up to 50 normal daggers, short swords or throwing knifes of the same size of the mecha (medium mecha demands normal colossal weapons) to lighter versions that count as mecha weapons provided the pilot is proficient. For medium mecha size, Mecha daggers deal 1d8 damage wth 19-20 crit and can be thrown with 10 feet range increment, Mecha Short Swords deal 1d10 with 19-20 crit and Mecha Throwing Knifes deal 1d10 with 19-20 crit can be thrown with 20 mu range increment. They all have the Rending plus Finesse properties for free and weight half as much as the normal versions they were created from. Add your available arsenal tier to the attack and damage rolls with such weapons.
**** Ranged weapons with the BOW property can count as Bows and their shots can count as arrows.
***** If you have Youkai Shrine, potions created from maneuvers permanently reduce your max energy by the same amount until the potion's effects end (or after it's used for instantaneous effect options). Can only be used while piloting a mecha and if you exist earlier, the potion becomes useless (or its effects end earlier if still active and not-instantaneous).
You learn one maneuver of a level no higher than 1+(1/2 PL) rounded down, from them and can now learn more maneuvers from the new school in place of your regular ones. You must meet any extra prerequisites for the school like Ancient Temple's feat (in which case you can choose a pair of your mecha's slashing melee weapons to become youkai-forged blades and change them when you reach a new tier of mecha weaponry, you still get personal-size youkai-forged blades that must be slotted in the mecha's controls to operate the mecha-sized youkai-forged blades). They count as pilot disciplines, thus demanding energy to use.
Special: This allows you to take the respective
Forbidden School too. If you do so, the Forbidden Sign manifests in any mecha you're piloting when you use a forbidden maneuver/stance. In the case of hair, your mecha unveils hair-like radiators/cables that look just like giant hair that looks fabulous. In the case of a battleship, it unveils a giant humanoid metal figurehead/heraldry that displays the forbidden sign.
Hug Cover[Pilot]Benefit: When you fall Prone and adjacent to a solid stable surface, you can choose to gain a bonus on your AC against ranged attacks plus Fort and Will saves up to your Bab, but you suffer an equal penalty on your AC against melee attacks. The bonus/penalty lasts until you're not prone or on a solid surface anymore. You can also move at half your land speed while prone. You cannot use this if you fired a Heavy Weapon this round. You cannot fire a Heavy Weapon this round if you used this.
Evasive Maneuvers[Pilot]Benefit: When on air, space or water, at the start of your turn can choose to reduce your movement speeds to gain a +1 bonus on your AC against ranged attacks plus Reflex and Will saves per 10 feet of reduced speed, up to your Bab. This lasts until the start of your next turn. You cannot use this if you fired a Heavy Weapon this round. You cannot fire a Heavy Weapon this round if you used this.
Sweeping Advance[Pilot]Benefit: When you destroy an enemy, you can take a basic move action as a free action towards the destroyed enemy's position. You cannot use this if you fired a Heavy Weapon this round. You cannot fire a Heavy Weapon this round if you used this.
Spray and Pray [Pilot]Attack fast and wildly.Benefit: When you attack with a mecha weapon that targets AC, you may instead force the enemy to make a Reflex save to avoid being hit, DC 10+1/2 HD+Str or Dex mod, whichever is higher, plus your mecha weapon's default attack bonus. You may also choose to spend double the ammo/energy cost and overheat the weapon (meaning you can't use it again for 2 rounds), in which case the enemy takes half damage even if they make the save, but no other special effects from hitting with the weapon trigger. You can only use this last option with a mecha weapon that costs ammo/energy to use.
Sustained Barrage [Pilot]Maintain a steady attack, testing your target's endurance.Benefit: When you attack with a mecha weapon that targets AC, you may instead force the enemy to make a Fort save to avoid being hit, DC 10+1/2 HD+Str or Dex mod, whichever is higher, plus your mecha weapon's default attack bonus. You may also choose to spend double the ammo/energy cost and overheat the weapon (meaning you can't use it again for 2 rounds), in which case the enemy takes half damage even if they make the save, but no other special effects from hitting with the weapon trigger. You can only use this last option with a mecha weapon that costs ammo/energy to use.
Tactical Assault [Pilot]Don't aim at where the enemy is now, aim at where they will be.Benefit: When you attack with a mecha weapon that targets AC, you may instead force the enemy to make a Will save to avoid being hit, DC 10+1/2 HD+Str or Dex mod, whichever is higher, plus your mecha weapon's default attack bonus. You may also choose to spend double the ammo/energy cost and overheat the weapon (meaning you can't use it again for 2 rounds), in which case the enemy takes half damage even if they make the save, but no other special effects from hitting with the weapon trigger. You can only use this last option with a mecha weapon that costs ammo/energy to use.
Magic Reactor [Pilot]Prerequisite: Neo Divinity or Steel Arcanist or 1 level of either Steel Soldier, Mecha Marine or
Magitech KnightBenefit: You can have your mecha get normal HP, Energy, Nat armor and DR while retaining full spell channeling capacity. However each time you cast a spell while piloting a mecha, you must pay 5 energy per its level (3 for a 0th level spell), and if the spell produces a non-instantaneous effect, your max energy is reduced by an equal amount while the spell's effect lasts. If the mecha is destroyed, such a sustained effect ends automatically.
Psionic Reactor [Pilot]Prerequisite: Psionic Trooper or Metal Mind or 1 level of either Steel Soldier, Mecha Marine or
Magitech KnightBenefit: You can have your mecha get normal HP, Energy, Nat armor and DR while retaining full power channeling capacity. However each time you manifest a power while piloting a mecha, you must pay 5 energy per its level, and if the power produces a non-instantaneous effect, your max energy is reduced by an equal amount while the power's effect lasts. If the mecha is destroyed, such a sustained effect ends automatically.
Running Shot[Pilot]Prerequisite: Any pilot class
Benefit:When performing the run action, you may fire a non-heavy ranged weapon at any point during the movement, but it must be directed on the direction you're running at the moment.
Arcane Arsenal[Pilot]Prerequisite: Access to Arsenal II.
Benefit: When changing Arsenal, if you pick a lower tier weapon and do not twin-link nor x-link it, you may add magic weapon abilities such as Keen or Flaming to it, up to +1 worth of magic enhancements per lower tier, which also makes it count as magic when beneficial. So for example if you had access to Arsenal III, you could have a Frost Flaming Assault Blade. The weapon costs an extra +2 energy to attack per +1 enhancement bonus with even if it didn't cost any energy before. Double the amount of enhancement bonus for Heavy weapons. Equipping Arcane Arsenal always takes a minimum of 8 hours regardless of any other abilities involded.
Digital Domain[Pilot]Prerequisite: Int 12+, Wis 12+, Cha 12+, at least one level of Divine Pilot or
Magitech Knight.
Benefit: Choose a cleric Domain from a god you worship. You add the Domain’s spells to your spells known and also gain the Domain’s special power, using your Divine Pilot+
Magitech Knight level instead of cleric level.
Special: If you stop worshiping your god or worship another one, you lose this feat. You may take this feat multiple times, its effects stack. Any Charisma effects from the Domain’s powers may be converted to Wisdom. If you are a Magitech Knight, you may cast the 7th, 8th and 9th spells each 1/day with no need of a spell slot provided you have at least twice as many Magitech Knight levels as the spell’s level.
Terrorize Undead[Pilot]Prerequisite: Int 13+, Wis 13+, Cha 13+, at least one level of Divine Pilot or
Magitech Knight.
Benefit: You gain the Turn Undead ability of a cleric, using your Divine Pilot+
Magitech Knight level as cleric level.
Entropy Elemental[Pilot]Ancient ones thought magic as an endless source of energy. They were wrong, for now finally it starts to run out, leaving behind an hungry void that comes to claim its due.Prerequisite: Unable to use spells/psionics/SLAs/PLAs/invocations/salient divine abilites/divine characteristics/similar, plus must need to eat and breathe and have a lifespan or be an Android.
Benefit:When one of the following effects refers to a mecha pilot, it refers to someone with a level in on of the classes
here provided they’re inside their machines.
When one of the following effects refers to “spell” or “magic”, it refers to all spells/psionics/SLAs/PLAs/invocations/salient divine abilities/divine characteristics/similar.
The following effects are all Ex unless otherwise pointed out.
Pick one of the following options. Regardless of the choice, magic and spell effects always fail to detect or take in account the actions of somebody with Entropy Elemental. So for example if somebody was killed or a spell was ended, divinations would still report the victims as still active. Something like direct scrying would be fooled as well, and even sending them a Message would receive an eerie reply, empty echoes of something already gone.
Null Soul-You are fully immune to spells, even instantaneous effects. You could just walk through an Entangle, Grease or Wall of Force effect. You cannot willingly drop this immunity however. Spells cast by Mecha Pilots with Pilot level equal or greater than yours ignore this but you still count as having SR=11+PL against them, and any magic effect that gets through has its duration reduced to 1 round if it would be greater.
Dimensional Decay-As a standard action, you can make a personal dimension or extradimensional space start to collapse provided you’re inside it, adjacent to its entrance, or adjacent to anybody who just teleported/plane shifted/similar inside it (you can automatically sense any such areas you pass through if it happened in the last 1d12 hours). It takes 1d12+1 rounds for it to fully collapse, shaking violently and breaking apart as a warning, and anybody and anything still there in the end is erased forever with no recovery possible.
Shatter Soul-Whenever you damage, hit or touch another creature, automatically end all spells on them. Creatures that do not need to eat nor drink must make a Fort save with DC 10+1/2 HD+highest stat mod or have all their ability scores halved permanently unless they accept to have a normal human lifespan starting from then. Undeads and non-android constructs instead must make a Will save with the same DC and if they fail they go into an eternal rampage destroying whatever’s in range until they’re destroyed themselves or 1d12 days passed, whichever happens first. Either way mecha pilots of your level or higher gain a +5 bonus in their saves.
Rune Breaker-At the start of your turn any permanent spell effects and magic items within 1 mile stop working. For each 24 hours they remain in your proximity there is a 50% chance they forever lose their power although they look as they were before. You may take this option one extra time if you have PL 10+. The second time extends the area to all the planet/asteroid/asteroid belt you’re on. Magic items in the personal possession of mecha pilots of your level or higher are immune to this. In addition when you attack somebody's projection/clone/summon/companion/minion controlled by magic/similar (except for familiars), the master also is harmed if they had been hit by the attack as well.
Tindalos Track-You can automatically detect the exact position of anyone who casts a spell or has one affecting them for the next 1d12 hours depending on their CL. 30 feet for up to CL 2, 300 feet for up to CL 4, 3 miles for up to CL 6, 30 miles for up to CL 8, 300 miles for up to CL 10, anywhere in the closest three planets/asteroid belts for up to CL 12, anywhere in the closest three star systems up to CL 14, anywhere in the closest 3 galaxies up to CL 16, anywhere in existence for higher CL. You ignore all miss chances from such targets while you can detect their presence. Mecha Pilots can count their CL as 4 lower for the purposes of this effect. You can take this option two times. The second one allows you to instantly transport yourself adjacent to anyone you detect casting a spell with this and attack them as a free action with a non-Heavy weapon provided you’re of their level or higher.
End of Magic-Whenever you damage, hit or touch another creature that gained sustenance from magic or things produced/altered by magic (such as food from Create Food or Heroe's Feast or Goodberry), they must make a Will save with DC 10+1/2 HD+highest stat mod or have all their ability scores halved until they make up for all the magic sustenance they took with three times as much sustenance from mundane origins and can never again benefit from magic sustenance. If they fail by 10 or more, all of their descendants and creations suffer from this as well.
Special: You can take this feat multiple times, each extra one allowing you to pick another benefit. You can also at any time reduce your max spirit points by 21 to gain this feat with no need of action (your current spirit points aren’t reduced unless they would go over your new max, in which case they become equal to your new max). You can do this multiple times, and reverse the effect by letting go of your previous feat, as long as your max spirit points does not drop below zero. Your max spirit takes 1d12 hours to return to normal and you don't benefit from Entropy Elemental during this waiting period (cumulative time if you let go multiple times).
Real Rank[Pilot]Every organization grants perks to its workers, but you're particularly good at pulling strings for your benefit.Prerequisite: Real Pilot and/or Peace Princess lv 1+, Cha 11+
Benefit: You gain access to the following options. Using the following effects demands spending time performing a variety of boring tasks to build up favors and reputation, like writing reports, inspecting the workplace, parades, praising, offering advice/counsel, assorted cleaning/maintenance and maintenance. Either way you must do it yourself while not under any ill condition. Each 1 hour of such work grants you 1 favor, and you can build up Favor up to your Real Pilot level+Peace Princess level+Cha mod to spend later. However you cannot spend more favor in a single ability than your Real Pilot+Peace Princess level.
You can call for vehicles to take you to another place you’ve already been to, distance based on how far away it is. This is a free action to activate, but the transports take 1 minute to arrive to the location you called them to and the voyage takes 1d12 hours. Only six pilots and their mechas plus up to 20 tons of extras get to go. You don’t risk any random encounters or the like, but it’s pretty clear to anybody else who cares where you’re going to.
1 Favor-Up to 1000 miles, same planet.
3 Favor-Anywhere same planet.
5 Favor- Another planet on the same system, arrive 1d100 miles off-target in a random direction.
7 Favor-Unlimited distance, but must be in the same plane.
9 Favor -Another plane, deviate 1d100 miles off-target in a random direction.
11-Another plane, no deviation.
For each extra Favor point you spend, you can double the transport capacity (true double, x2, x4, x8, etc), or half the waiting time, or half the voyage time.
For +2 extra Favor spent you can call stealth specialist transports which allow your final destination to be unknown to others.
For +5 extra Favor spent you can go to a place you only know second hand (reports, knowledge, videos, scrying, anything detailed besides you personally being there).
For +10 extra Favor spent you can go to a place you’ve just heard about.
If your destination is one of the main areas of your organization, you can reduce the Favor cost by 5, to a minimum of 1.
You can call Troops ( 1d12 lv 1 Warriors of a LA 0 race with one exotic, one martial and one simple weapon, virtually unlimited basic ammo and one armor of your choice, although they’re all cheap used-up versions that may look nice at distance but hard to use and thus are only good when used by those Troops and have no worth for anybody or anything else). Even in the middle of enemy territorry you can use this ability as you call for sleeper agents, liberate prisioners, raise militias or persuade enemy troops to turn sides. They take 1 minute to arrive and serve for 1 hour per Favor spent. You don’t suffer any penalties if they die as long as you report their deaths and pretend to show emotion for their losses, but you lose Real Rank if you’re found out using their bodies for other purposes (or allowing somebody else to do so).
For each +1 Favor spent you can increase the Troop’s level by 1.
For each +2 Favor spent double the number of Troops.
For each +1 Favor spent half the waiting time until they arrive.
For +1 Favor spent they bring radios that allow them to communicate up to 1 mile.
For +2 Favor spent they bring radios that allow them to communicate up to 10 miles.
For +3 Favor spent they bring radios that allow them to communicate up to 100 miles.
For +4 Favor spent they bring radios that allow them to communicate up to 1000 miles.
For +6 Favor spent they bring radios that allow them to communicate anywhere in the same planet.
For +8 Favor spent they bring radios that allow them to communicate anywhere on the same system.
For +10 Favor spent they bring radios that allow them to communcate anywhere on the same galaxy.
For +12 Favor spent they bring radios that allow them to communicate from another plane.
For +X Favor one of them carries a personal accessory Radar of tier X of your choice.
You can attend any high-class event or attend any important government/military reunion as long as you spend Favor equal to the level of the highest individual involved. If it’s somebody directly connected to your faction, you can reduce the cost by 5, to a minimum of 1. You can bring up to five other people to the event.
You can spend 1 Favor and 10 minute of speech/showing off to increase how much others in a 5 mu radius like you by one step for 24 hours. This does not stack with other effects that increase other's disposition towards you. By each extra point of Favor you spend on this double the radius of effect (true doubling, so 2x, 4x, 8x, etc).
By spending X Favor you can with 1d12 minutes of searching locate a place to change arsenal up to tier X within 1 mile, even in seemingly abandoned/enemy areas as you find out about hidden bases kept by others for a rainy day. Such places are only good for one use up to 6 mechas.
Soul System[Pilot]Souls exists pretty much everywhere, and thanks to science they can now be harnessed in an efficient manner, although only veteran pilots can hope to use them for their benefit.Pre-Requisite: Pilot level 3+
Benefit: You know how to craft and use Soul Items.
With any time of work, you can inscribe special circuits in either a set of weapon, head, body and belt slot. When you kill/destroy another creature while wearing this set, you can bind their soul to an item, provided you spent at least 8 hours per CR working in the circuit. The hours need not be continuous, and you can upgrade later. And yeah, undeads and constructs have souls too. The item must be in either your possession or theirs at the time of death, and must be either in the weapon, head, body or belt slot, and not already have a soul already bound to it.
When the soul is bound, the Soul Item grants one of the following benefits based on the creature:
-Enhancement Bonus to one ability score equal to 1+1/3 the creature’s CR, provided it was the creature’s highest ability score.
-Enhancement bonus to one Skill equal to 2+1/2 the creature’s CR, provided the creature either had a racial bonus on it or 5+ ranks.
-Resistance to one element equal to 5+creature’s CR, provided the creature had either resistance or immunity to that element.
-Enhancement bonus to Natural armor equal to 1+1/4 the creature’s CR, provided it had a natural armor bonus.
Or if it was a non-mass produced non-factory non-generic mecha:
-One accessory, provided they’re an accessory the mecha had.
-Upgrade points equal to 1+1/6 their original pilot’s CR, provided they’re upgrades the mecha had.
-One movement speed they had, replacing one of your mecha’s own movement modes.
Once the bonus is chosen for a specific soul, it cannot be changed.
You take a penalty to max spirit points equal to four times the CR of each bound creature, or CR of the original pilot for mechas. If this would take you below 1 spirit point (or you had none), you go in a berserk rage attacking anything and everything nearby until destroyed or the Soul Items are somehow removed/destroyed. Removing the item makes max spirit points recover at the rate of 1 per round, but equiping the same or a new Soul Item before the recovery will make applies a new penalty stacking with the remaining of the last one. You can only benefit from up to 4 Soul items at a time, one weapon, head, body and belt each. While bound, the soul can’t be used for any other effects, including the creature can’t return to existence. If the item is destroyed, the soul is released. As an immediate action, you can also release the soul of a bound item you have equipped.
Special: If you’re starting a high level campaign where somebody has this feat, they can count as having up to four
souls bound of any creatures of CR up to their own level-4, or mechas whose pilots would be of the same level.
Zen Zanbato [Pilot]Benefit: While piloting your main mecha, you can use Wis instead of Str for melee attacks, Grabbing, Disarming, Pushing, Downfall as well as the DCs of melee maneuvers. In addition once per round if you fight defensively and hit an enemy who had attacked you in melee, you can automatically recognize any lies about the things they've ever told you (you won't know the truth, but you'll know exactly about what they lied).
You can apply the above benefits while piloting another mecha by first spending 8 hours patiently meditating inside it.
Beautiful Blade [Pilot]Benefit: While piloting your main mecha, you can use Cha instead of Str for melee attacks, Grabbing, Disarming, Pushing, Downfall as well as the DCs of melee maneuvers. In addition once per round if you hit an AoO on an enemy that had attacked you in melee, increase their disposition towards you by 1 step (this does not stack with other effects that increase a creature’s disposition).
You can apply the above benefits while piloting another mecha by first spending 8 hours enthusiastically prettying it up.
Smart Sword [Pilot]Benefit: While piloting your main mecha, you can use Int instead of Str for melee attacks, Grabbing, Disarming, Pushing, Downfall as well as the DCs of melee maneuvers. In addition 1/round if you make a basic charge and hit an enemy who had attacked you in melee, you can (re)roll any Knowledge checks you have against them gaining a +5 circumstance bonus, and you may use your Bab instead of ranks if better.
You can apply the above benefits while piloting another mecha by first spending 8 hours carefully analyzing it.
Remote Sync [Pilot]Prerequisites: Android race or Innovade feat
Benefit: As a standard action you may synchronize yourself with an un-piloted mecha (or one with a willing pilot, in which case they cannot affect the mecha while you're synchronized with it) or unattended machine whitin 30 feet (or 30 mu if you're in a mecha yourself). In the case of a sentient super robot, they are allowed a Will save with DC 10+1/2 PL+Cha mod to resist. You may keep synchronization of a number of machines up to your Cha bonus+1, and you can see/hear from all of them while they remain whitin 60 feet (or 60 mu if you're in a mecha yourself). You may divide your actions as you see fit between any of the shynchronized targets, or otherwise spend a fullround action to have them all perform a basic move action or run action. If you use a spirit that would affect your mecha, you may have it affect one synchronized mecha instead. However if any suffer a mental debilitating ability, they all suffer. If any is destroyed, you are automatically Dazed for 1 round with no save ignoring any immunity you may have. If one of the synchronized mechas/machines is moved out of range, its synchronization ends.
The Target[Pilot]Benefit: You can activate Dual Sensor, Targeting Computer, Multi-Sensor, Targeting Simulator, Custom HUD, Laser-Sights or T-Link Sensor as a free action by paying 5 energy per accessory tier, or activate it as move/swift action and pay the same amount of energy to re-roll all miss chances for 1 round.
Falcon Fighter[Pilot]Benefit: If your mecha has a flight speed, you may increase its maneuverability by up to two steps by spending twice as much energy while flying. You may also increase its movement speed as a free action for 1 round by permanently reducing its max HP at the rate of 1 mu per max HP lost. This max HP can be restored with 8 hours of work at any location where you could change accessories.
Robotech[Pilot]Benefit: If your mecha has the Transform special ability, you can activate it as a free action.
Dynamic Terrain[Pilot]“Some mecha attacks are so powerful they change the nearby enviroment itself.”Prerequisite: Know at least one maneuver.
Benefit: Choose a type of
exotic terrain and maneuver you know. When you initiate the chosen maneuver, you may have all terrain in a radius of 10 feet per PL centered on you change to the chosen terrain. In case of Impassable Terrain, only half the area (your choice) is affected and you must leave an exit route to everybody inside. In case of Bi-Dimensional, the radius is 100 feet per PL instead. Dynamic Terrain lasts until either you use the maneuver again, some other effect would apply a new Exotic Enviroment in the same area (only in the intersecting area) or 1d12 hours have passed, whatever happens first. You may change your maneuver and terrain choices every time you level up.
Special: You may take this feat multiple times, each extra one you may choose a different maneuver to benefit from this. If you pick another type of Exotic Enviroment, you may have it stack with previous Exotic Enviroment you created instead of Overwriting it.
Moon Pilot [Pilot]With the proper training some of a Nano-armor’s systems can be drectly integrated with a Mecha.Prerequisite: Level 1+ of
Moon Vanguard and level 1+ in either Real Pilot, Super Pilot, Peace Princess, Support Staff,
Magitech Knight, Arcane Pilot, Divine Pilot, Prodigy Pilot, Mecha Marine, Steel Soldier and/or Psycho Pilot.
Benefit: When piloting your main mecha, as a move action you can grant it 1 upgrade point per equivalent super pilot level or 1 accessory if you have 3 equivalent real robot levels, plus another Accessory for each 3 extra equivalent real robot levels of your Nano-armor. Either way they must be options of your current Nano-armor. If your nanoarmor is a “pure” super, then you can grant an extra 3 upgrade points. If your nanoarmor is a “pure” real, then you can grant an extra Accessory. You can change which upgrades/acessories are granted as a move action and they only work while you’re piloting the mecha.
Martial Pilot [Pilot] Prerequisites: Knowledge of two Pilot Schools.
Benefit: Choose one Pilot School you don't have access to yet. You learn one maneuver or stance from it of a level no higher than 1+(1/2 PL) and when you would gain new maneuvers and/or stances, you may gain them from this new school instead.
Assistant Pilot [Pilot] Benefit: When riding inside a mecha without piloting, you can still use your spirits to benefit it and the actual pilot. This feat is supressed if the mecha already has other non-piloting passengers able to use spirits inside to benefit from the mecha as you can't properly assist when there's already other people in the way.
Tactical Leader[Pilot]Most commanders just give general orders and inspiration then let their subordinates worry about the details, but some prefer to micro their subordinate's actions to a greater degree.Prerequisite: Leader feat.
Benefit: As a free action 1/round, you can apply one of the following orders to change your Leader aura’s effect, or return your Leader's aura to "normal". A creature may only benefit from one Leader aura each round, picked at the start of each of their turns, but if the chosen Leader aura changes, then they’re affected by the changed aura. In alternative they may choose to ignore a Tactical Leader’s order, but then they gain neither the bonus nor penalty and can’t benefit from a Leader aura until the start of their next turn. X can be a number of your choice up to your Ship Captain level+Real Pilot level +1/2 other levels.
Aggressive Order- Your aura’s bonus to AC is reduced by X (which can result in a negative modifier), but increase your aura’s bonus to attack rolls by X.
Defensive Order-Your aura’s bonus to attack rolls is reduced by X (which can result in a negative modifier), but increase your aura’s bonus to AC by X.
Movement Order-Your aura’s bonus to AC and attack rolls is reduced by X (which can result in a negative modifier), but increase the movent speed of those affected by 5 mu times X . This effect lasts until the end of turn even if they leave your aura’s range.
Cover Order-Your aura’s bonus to attack rolls is reduced by X (which can result in a negative modifier), but your aura ow grants a command bonus to Reflex saves equal to X to those affected by it.
Standing Order-Your aura’s bonus to attack rolls is reduced by X (which can result in a negative modifier), but your aura ow grants a command bonus to Fortitude saves equal to X to those affected by it.
Rally Order-Your aura’s bonus to attack rolls is reduced by X (which can result in a negative modifier), but your aura ow grants a command bonus to Will saves equal to X to those affected by it.
Destruction Order-Your aura’s bonus to attack rolls and AC is reduced by X (which can result in a negative modifier), but your aura now grants a command bonus to damage rolls equal to X to those affected by it.
Bracing Order-Your aura’s bonus to attack rolls and AC is reduced by X (which can result in a negative modifier), but your aura now grants a command bonus to DR equal to X to those affected by it.
Aiming Order-Your aura’s bonus to attack rolls and AC is reduced by X (which can result in a negative modifier), but your aura now grants a command bonus to DCs equal to X/2 to those affected by it.
Custom Special[Pilot] You either know how to add a bit of extra stuff to a mecha or have the connections to make it happen.Benefit: With 8 hours of work in any place where you could change arsenal you can add 1 point worth of Super Robot upgrade to a mecha, but said upgrade only works while you're the one piloting it. Normal super robot limit on how many times you can take each upgrade applies. If you don't have an actual super robot or equivalent, then the limit you can take each super robot upgrade is just 1. If you use this feat to upgrade another mecha, the previous ones 'mysteriously' become nonfunctional.
Special: You may take this feat multiple times, each extra one allows you to add another point worth of Super Robot upgrade to a mecha (all with just 8 hours of work).