Real PilotYou're way out of this league.Highly trained, talented, or both, Real Pilots are cold-minded individuals that specialize in shooting down their enemies from afar before they can strike back. They pilot the best military mechas many times customized with powerful prototype weapons and other high-tech extras.
HD:10
Level | BAB | Fort | Ref | Will | Feature | Maneuvers Known | Stances Known |
1 | +1 | +0 | +2 | +0 | Bonus Feat, Real Robot I, Arsenal, Maneuvers, Spirited | 0 | 1 |
2 | +2 | +0 | +3 | +0 | Favored Feat +1 | 1 | 1 |
3 | +3 | +1 | +3 | +1 | Spirit | 2 | 1 |
4 | +4 | +1 | +4 | +1 | Real Robot II | 3 | 1 |
5 | +5 | +1 | +4 | +1 | Bonus Feat | 4 | 2 |
6 | +6 | +2 | +5 | +2 | Spirit | 5 | 2 |
7 | +7 | +2 | +5 | +2 | Real Robot III | 6 | 2 |
8 | +8 | +2 | +6 | +2 | Favored Feat +2/+1 | 7 | 2 |
9 | +9 | +3 | +6 | +3 | Spirit | 8 | 2 |
10 | +10 | +3 | +7 | +3 | Real Robot IV | 9 | 2 |
11 | +11 | +3 | +7 | +3 | Bonus Feat | 10 | 3 |
12 | +12 | +4 | +8 | +4 | Spirit | 11 | 3 |
13 | +13 | +4 | +8 | +4 | Real Robot V | 12 | 3 |
14 | +14 | +4 | +9 | +4 | Favored Feat +3/+2/+1 | 13 | 3 |
15 | +15 | +5 | +9 | +5 | Spirit | 14 | 4 |
16 | +16 | +5 | +10 | +5 | Real Robot VI | 15 | 4 |
17 | +17 | +5 | +10 | +5 | Bonus Feat | 16 | 4 |
18 | +18 | +6 | +11 | +6 | Favored Feat +4/+3/+2/+1 | 17 | 4 |
19 | +19 | +6 | +11 | +6 | Real Robot VII | 18 | 4 |
20 | +20 | +6 | +12 | +6 | Trump Card, Bonus Feat | 19 | 4 |
6 Skill points+int per level, quadruple at 1st level. Class skills: Balance, Bluff, Craft(any), Concentration, Climb, Diplomacy, Escape Artist, Jump, Hide, Move Silently, Spot, Listen, Apraise, Intimidate, Knowledge(any), Open Lock, Perform, Profession (Any), Search, Sense Motive, Sleight of Hand, Swim, Tumble
Proficiencies: A Real Pilot is proficient with simple and martial weapons, firearms and mechas.
Features:Bonus Feat:Whenever this ability shows up, the Real Pilot can pick a feat from the
list of pilot feats.Real Robot I: The real pilot was trained by a powerfull organization (the details of wich should be discussed with the DM), which at 1st level grants him access to a basic real robot. The organization also pledges to repair non-disabling damage and refuel the mecha on any of it's branches for no cost. The organization can be assumed to have such branches in any stable city where the Real Pilot could conduct normal business. If the mecha is reduced to 0 HP the Real Pilot will have to undergo some redeeming quest for a replacement (assuming he makes it back). If the Real Pilot is at least 4th level, he can request a Real Robot one grade lower than he would normally have acess to while on his redeeming quest (including arsenal options).
As the Real Pilot grows in levels he gains access to stronger mechas as shown on the table, but he cannot change his choices on mechas until he levels up. In alternative, at any moment they're allowed to change their arsenal, they may request one of the following "generic" options.
Real Robots AReal Robots BReal Robots CurtisMecha(lv) | Size | Save Bonus | Nat Armor/DR | HP/Energy | Dodge Bonus | Arsenal Space/Hardpoints | Speed |
Generic Universal Neo Dynamic Assault Mobile Suit (I) | Medium | +0 | +0/0 | 10/100 | +0 | 40/4 | 30 mu |
Zero Assault Kabal Unity(I) | Medium | +0 | +0/0 | 10/110 | +2 | 30/3 | 30 mu |
Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine (I) | Medium | +0 | +0/0 | 10/100 | +0 | 30/3 | 30 mu |
Advanced Reaver Meta Slave (I) | Small | +0 | +0/0 | 8/50 | +0 | 45/4 | 20 mu |
Knight Neutralizer Impulse Geas Hadronic Terror Master Attack Revolution Eraser (I)
| Tiny | +0 | -1/0 | 5/125 | +1 | 30/5 | 35 mu |
Penta Artificial Rapid Automatic-Metal Advancing Impact Lady (I) | Tiny | +1 | 0/0 | 5/125 | +0 | 30/4 | 20 mu/Fly 20 mu (good) |
Base Optimal Neo Tactical Automatic-Kabal Uni Nightmare (I) | Diminutive | +3 | -2/0 | 4/100 | +5 | 50/4 | 30 mu |
Generic Universal Neo Dynamic Assault Mobile Suit (II) | Medium | +1 | +3/5 | 30/100 | +3 | 40/4 | 35 mu |
Zero Assault Kabal Unity (II) | Medium | +1 | +3/5 | 30/110 | +5 | 30/3 | 35 mu |
Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine (II) | Medium | +1 | +3/5 | 30/100 | +3 | 30/3 | 35 mu |
Advanced Reaver Meta Slave (II) | Small | +1 | +3/5 | 24/50 | +3 | 45/4 | 25 mu |
Knight Neutralizer Impulse Geas Hadronic Terror Master Attack Revolution Eraser (II) | Tiny | +1 | +2/5 | 15/125 | +4 | 40/5 | 40 mu |
Penta Artificial Rapid Automatic-Metal Advancing Impact Lady (II) | Tiny | +2 | +3/5 | 15/125 | +3 | 30/4 | 20 mu/Fly 20 mu (good) |
Base Optimal Neo Tactical Automatic-Kabal Uni Nightmare (II) | Diminutive | +4 | +1/5 | 12/100 | +7 | 50/4 | 30 mu |
Generic Universal Neo Dynamic Assault Mobile Suit (III) | Medium | +2 | +4/10 | 60/100 | +4 | 40/4 | 40 mu |
Zero Assault Kabal Unity (III) | Medium | +2 | +4/10 | 60/110 | +6 | 30/3 | 40 mu |
Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine (III) | Medium | +2 | +4/10 | 60/100 | +4 | 30/3 | 40 mu |
Advanced Reaver Meta Slave (III) | Small | +2 | +4/10 | 48/50 | +4 | 45/4 | 30 mu |
Knight Neutralizer Impulse Geas Hadronic Terror Master Attack Revolution Eraser (III) | Tiny | +2 | +3/10 | 30/125 | +5 | 40/3 | 45 mu |
Penta Artificial Rapid Automatic-Metal Advancing Impact Lady (III) | Tiny | +3 | +4/10 | 30/125 | +4 | 30/4 | 20 mu/Fly 20 mu (good) |
Base Optimal Neo Tactical Automatic-Kabal Uni Nightmare (III) | Diminutive | +5 | +2/10 | 24/100 | +8 | 50/4 | 30 mu |
Generic Universal Neo Dynamic Assault Mobile Suit (IV) | Medium | +3 | +5/15 | 100/100 | +5 | 40/4 | 45 mu |
Zero Assault Kabal Unity (IV) | Medium | +3 | +5/15 | 100/110 | +7 | 30/3 | 45 mu |
Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine (IV) | Medium | +3 | +5/15 | 100/100 | +5 | 30/3 | 45 mu |
Advanced Reaver Meta Slave (IV) | Small | +3 | +5/15 | 80/50 | +5 | 45/4 | 35 mu |
Knight Neutralizer Impulse Geas Hadronic Terror Master Attack Revolution Eraser (IV) | Tiny | +3 | +4/15 | 50/125 | +6 | 40/5 | 55 mu |
Penta Artificial Rapid Automatic-Metal Advancing Impact Lady (IV) | Tiny | +4 | +5/15 | 50/125 | +5 | 30/4 | 20 mu/Fly 20 mu (good) |
Base Optimal Neo Tactical Automatic-Kabal Uni Nightmare (IV) | Diminutive | +6 | +3/15 | 40/100 | +9 | 50/4 | 30 mu |
Generic Universal Neo Dynamic Assault Mobile Suit (V) | Medium | +4 | +7/20 | 140/100 | +7 | 40/4 | 50 mu |
Zero Assault Kabal Unity (V) | Medium | +4 | +7/20 | 140/110 | +9 | 30/3 | 50 mu |
Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine (V) | Medium | +4 | +7/20 | 140/100 | +7 | 30/3 | 50 mu |
Advanced Reaver Meta Slave (V) | Small | +4 | +7/20 | 112/50 | +7 | 45/4 | 40 mu |
Knight Neutralizer Impulse Geas Hadronic Terror Master Attack Revolution Eraser (V) | Tiny | +4 | +6/20 | 70/125 | +8 | 40/5 | 60 mu |
Penta Artificial Rapid Automatic-Metal Advancing Impact Lady (V) | Tiny | +5 | +7/20 | 70/125 | +7 | 30/4 | 20 mu/Fly 20 mu (good) |
Base Optimal Neo Tactical Automatic-Kabal Uni Nightmare (V) | Diminutive | +7 | +5/20 | 58/100 | +11 | 50/4 | 30 mu |
Generic Universal Neo Dynamic Assault Mobile Suit (VI) | Medium | +5 | +9/25 | 180/100 | +9 | 50/4 | 55 mu |
Zero Assault Kabal Unity (VI) | Medium | +5 | +9/25 | 180/120 | +13 | 30/3 | 55 mu |
Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine (VI) | Medium | +5 | +9/25 | 180/100 | +9 | 35/3 | 55 mu |
Advanced Reaver Meta Slave (VI) | Small | +5 | +9/25 | 144/50 | +9 | 55/4 | 45 mu |
Knight Neutralizer Impulse Geas Hadronic Terror Master Attack Revolution Eraser (VI) | Tiny | +5 | +8/25 | 90/150 | +10 | 50/6 | 70 mu |
Penta Artificial Rapid Automatic-Metal Advancing Impact Lady (VI) | Tiny | +6 | +9/25 | 90/150 | +9 | 35/4 | 20 mu/Fly 20 mu (good) |
Base Optimal Neo Tactical Automatic-Kabal Uni Nightmare (VI) | Diminutive | +8 | +7/25 | 72/100 | +14 | 70/4 | 30 mu |
Generic Universal Neo Dynamic Assault Mobile Suit (VII) | Medium | +6 | +10/30 | 220/100 | +10 | 60/4 | 60 mu |
Zero Assault Kabal Unity (VII) | Medium | +6 | +10/30 | 220/130 | +16 | 30/3 | 60 mu |
Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine (VII) | Medium | +6 | +10/30 | 220/100 | +10 | 40/3 | 60 mu |
Advanced Reaver Meta Slave (VII) | Small | +6 | +10/30 | 176/50 | +10 | 65/4 | 50 mu |
Knight Neutralizer Impulse Geas Hadronic Terror Master Attack Revolution Eraser (VII) | Tiny | +6 | +9/30 | 110/175 | +11 | 60/7 | 80 mu |
Penta Artificial Rapid Automatic-Metal Advancing Impact Lady (VII) | Tiny | +7 | +8/30 | 110/175 | +10 | 40/4 | 20 mu/Fly 20 mu (good) |
Base Optimal Neo Tactical Automatic-Kabal Uni Nightmare (VII) | Diminutive | +9 | +6/30 | 88/100 | +16 | 80/4 | 30 mu |
Transform: Each Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine has the Transform special ability for a fighter plane form, gaining +2 Dodge and -2 Natural Armor, with a flight speed with average maneuverability of 60 mu(I)/100 mu (II)/300 mu(III)/ 350 mu (IV)/400 mu(V)/450 mu(VI)/500 mu(VII) but must pick two ranged weapons and be able to use only those two (a pair of twin-linked weapon counts as a single weapon for this).
Transform: Each Penta Artificial Rapid Automatic-Metal Advancing Impact Lady has the Transform special ability for a fighter plane form, gaining +2 Dodge and -2 Natural Armor, with a flight speed with average maneuverability of 50 mu(I)/80 mu (II)/270 mu(III)/ 310 mu (IV)/350 mu(V)/390 mu(VI)/430 mu(VII) but must pick two ranged weapons and be able to use only those two (a pair of twin-linked weapon counts as a single weapon for this). In addition the pilot is left exposed while in plane form, so enemies can freely choose to target either the pilot or the mecha and area effects affect both of them.
Any non-mecha weapons wielded by the Base Optimal Neo Tactical Automatic-Kabal Uni Nightmare count as mecha weapons while wielded by it and gain a bonus on attack and damage rolls equal to its tier.
A Real Pilot of lv4 or higher may keep using a lower tier Real Robot/arsenal, in which case they may be assigned two expendable elite pilots to serve under her command with mechas and arsenal of the same reduced tier, thereafter refered as the Wingmates. Thanks to team training in the background, while whitin 10 mu per PL of the Real Pilot they count as having the same stats except they don’t have spirits nor any [Extra] feats. If they wander outside this range they lose all feats and skills until they return closer to the Real Pilot. When the Real Pilot uses a spirit that would benefit herself, she may pay double cost to benefit all her wingmates in range as well. They’re also highly suspicious of everybody else so they can’t count anybody but each other and the Real Pilot as allies. Wingmates can’t benefit from a Military Officer Uniform either. When If they die, each may each be replaced with 1d12 hours of work in an organization base provided the Real Pilot mourns the losses properly and shows her respect for the deceased. If you have 7+ levels of Real Pilot, you can further lower the tier of your real robots/arsenal, in which case (true) double the number of wingmates you can use (so for example 4 wingmates in return for real robots/arsenal two tiers lower, 8 wingmates in return for real robots/arsenal three tiers lower and so on).
Arsenal: On top of the mecha the organization also freely supplies an array of basic swappable weapons and accessories to further customize his mecha. Refer to the Arsenal list for details. Items from the arsenal list can be swapped on any organization branch while the mecha undergoes maintenance, and access to new ones is granted at the same rate as new mechas.
Maneuvers: The Real Pilot learns maneuvers and Stances from the Ace Pilot and Into the Danger Zone schools as shown on the table. To learn a maneuver of any given level , he needs to have a Pilot Level of twice the maneuver level, minus one. His Pilot level is equal to his Real Pilot level plus half his other levels.
Spirited:Each level of Real Pilot increases the max number of spirit points of the player by 6. In addition the player learns one spirit, and whenever "Spirit" appears on the table he learns one more.
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.
Spirit ListFavored Feat At 2nd level the Real Pilot chooses one [Pilot] feat which may be taken multiple times. They gain it as a bonus feat, or in alternative they gain the benefits of having picked that feat one extra time, even if it would go over the number of times they could normally pick it. Each time this appears in the table, they may change their previous Favored Feat choices plus pick another feat to benefit from this as well as increasing the bonus of their other favored feats by 1 step. Favored Feat does not count towards the number of times the feat may be picked by other means.
Trump Card:At 20th level, as an immediate action 1/hour the Real Pilot can reveal a secret custom system installed in his mecha. This can be any weapon or acessory from the Arsenal list, going over the normal Arsenal limit of the Pilot, but it only remains useable for 1 minute, then it overheats/is discarded/runs out of power.
Mecha(lv) | Size | Save Bonus | Nat Armor/DR | HP/Energy | Dodge Bonus | Arsenal Space | Speed |
Generic Universal Neo Dynamic Assault Mobile Suit (I) | Medium | +0 | +0/0 | 10/100 | +0 | 160 | 30 mu |
Generic Universal Neo Dynamic Assault Mobile Suit (II) | Medium | +1 | +3/5 | 30/100 | +3 | 160 | 35 mu |
Generic Universal Neo Dynamic Assault Mobile Suit (III) | Medium | +2 | +4/10 | 60/100 | +4 | 160 | 40 mu |
Generic Universal Neo Dynamic Assault Mobile Suit (IV) | Medium | +3 | +5/15 | 100/100 | +5 | 160 | 45 mu |
Generic Universal Neo Dynamic Assault Mobile Suit (V) | Medium | +4 | +7/20 | 140/100 | +7 | 160 | 50 mu |
Generic Universal Neo Dynamic Assault Mobile Suit (VI) | Medium | +5 | +9/25 | 180/100 | +9 | 200 | 55 mu |
Generic Universal Neo Dynamic Assault Mobile Suit (VII) | Medium | +6 | +10/30 | 220/100 | +10 | 240 | 60 mu |
Note: Generic Real Robots must spend a minimum of 25% of their arsenal space in weapons and/or Cartridges.