Author Topic: Prodigy Pilot  (Read 1592 times)

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Prodigy Pilot
« on: March 14, 2017, 10:24:09 AM »
Prodigy Pilot

My piloting skills come from years of playing video games!
-Ryusei Date, Prodigy Pilot

A Prodigy Pilot thought to be a normal person until a powerful organization scouted their hidden psionic talents and offered them a job piloting untested cutting edge mechas. And then somehow survives the first week of work.

Class Skills
The Prodigy Pilot's class skills are Craft(gunpla any), Concentration, Climb, Diplomacy, Escape Artist, Jump, Hide, Move Silently, Spot, Listen, Apraise, Intimidate, Knowledge(giant robots only any), Sense Motive, Swim, Tumble
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: x4+ Int

Hit Dice: d8

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+2+0+0 Prodigy Psionics, Prodigy Robot I
2nd+1+3+0+0Telekinesis Link
3rd+2+3+1+1 Spirited, Spirit
4th+3+4+1+1Prodigy Robot II
5th+3+4+1+1Bonus Feat
6th+4+5+2+2 Spirit
7th+5+5+2+2Prodigy Robot III
8th+6/+1+6+2+2Telekinesis Link
9th+6/+1+6+3+3Spirit
10th+7/+2+7+3+3Prodigy Robot IV
11th+8/+3+7+3+3Bonus Feat
12th+9/+4+8+4+4  Spirit
13th+9/+4+8+4+4Prodigy Robot V
14th+10/+5+9+4+4Telekinesis Link
15th+11/+6/+1+9+5+5 Spirit
16th+12/+7/+2+10+5+5Prodigy Robot VI
17th+12/+7/+2+10+5+5Bonus Feat
18th+13/+8/+3+11+6+6 Spirit
19th+14/+9/+4+11+6+6Prodigy Robot VII
20th+15/+10/+5+12+6+6Cherised Champion, Telekinesis Link
Weapon and Armor Proficiencies: Simple and martial weapons, mechas and ballistic guns.

Prodigy Robot:  The Prodigy Pilot is supported by a powerfull organization (the details of wich should be discussed with the DM), which at 1st level grants him access to a basic Prodigy Robot that just happens to fit his talents. The organization also pledges to repair non-disabling damage and refuel the mecha on any of its branches for no cost. The organization can be assumed to have such branches in any stable city where the Prodigy Pilot could conduct normal business. If the mecha is reduced to 0 HP the Prodigy Pilot will have to undergo some redeeming quest for a replacement (assuming she makes it back). If the Prodigy Pilot is at least 4th level, he can request a Prodigy Robot one grade lower than she would normally have acess to while on her redeeming quest (including arsenal options).

As the Prodigy Pilot grows in levels he gains access to stronger mechas as shown on the table, but he cannot change his choices on mechas.

Prodigy Robots are picked from the Real Robot list, except those models are fitted with special crystals and alloys to channel psionics, and thus have only half normal Arsenal space and Hardpoints (rounded up), plus actually have to sacrifice armor, ending up with 3/5 HP, Energy, Nat armor and DR of “regular” versions (minimum -1 at each of those stats).

Prodigy Pilot levels stack with Real Pilot levels for determining your Real Robot level. He can choose to swap for a Real 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 manifester like qualifying for Funnels. He can swap between both modes with 8 hours of tinkering. He counts as a Real Pilot to multiclass with other classes otherwise.

A Prodigy Pilot has access to Arsenal options of the same tiers of Real Robots he has acess to (so I at level 1, II at level 4 and so on).

Prodigy Psionics: A Prodigy Pilot learns and manifests powers as a Psychic Warrior of the same level, except they use Cha instead of Wis for all purposes. However a Prodigy Pilot cannot pick the Expanded Knowledge feat nor activate dorjes and other power trigger items. He's too much of one of a kind to be able to understand mass produced stuff. In addition the only way they can recover their power points is through normal rest.


Telekinesis Link: Choose one of your mecha's in-built weapons(may be unarmed strike). As a swift action you can spend 1 power point to either increase its melee reach by 5 mu, critical multiplier by 1, critical threat range by 1 or add +1d12 damage for its next attack within 1 round. If it is your unarmed strike you can spend an extra power point. Whenever this option shows up again you can choose another in-built weapon from your mecha to create a new Telekinesis Link with and increase the cap of power points you can spend on your other Telekinesis Link weapons by 1.

Spirited: Each level of Prodigy Pilot increases the max number of spirit points of the player by 5. In  addition whenever "Spirit" appears on the table the Prodigy learns one 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 Prodigy Pilot counts as a Real Pilot for spirit cost purposes.

Bonus Feat: Whenever this appears in the table, the Prodigy gains one Bonus pilot feat.

Cherised Champion: At 20th level the Prodigy Pilot 1/day as a free action for 1 round can increase the amount of power points they can spend on powers and Telekinesis Link options by 1 for each adjacent allied pilot of their own level or higher.
« Last Edit: November 23, 2018, 01:42:43 AM by oslecamo »