Author Topic: Super Pilot and Super Robots  (Read 6742 times)

Online oslecamo

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Super Pilot and Super Robots
« on: September 13, 2012, 04:28:15 PM »
Super Pilot


I'm Sanger. Sanger Zonvolt! The sword that smites evil!

Super Pilots are individuals that ride machines that are usually as  highly spirited as themselves. They charge right ahead and perform flashy attacks, facing the enemy directly and without fear.

HD:12
Level BAB Fort Ref Will FeatureManeuvers KnownStances Known
1 +1 +0+0 +2 Super Robot,  Maneuvers, Favored Maneuver +1, Spirited11
2+2 +0+0 +3 Bonus Feat22
3+3 +1+1 +3 Spirit32
4+4 +1 +1+4 Arsenal I42
5+5 +1 +1 +4 Bonus Feat53
6+6 +2+2+5 Favored Maneuver +2/+163
7+7 +2 +2 +5Arsenal II73
8+8 +2 +2 +6  Spirit83
9+9  +3+3 +6 Bonus Feat93
10+10 +3+3 +7 Arsenal III103
11+11 +3 +3+7 Spirit114
12+12 +4 +4+8 Favored Maneuver +3/+2/+1124
13+13 +4 +4 +8 Arsenal IV134
14+14 +4 +4 +9 Spirit144
15+15 +5 +5 +9 Bonus Feat155
16+16 +5 +5 +10 Arsenal V165
17+17 +5 +5+10 Spirit175
18+18 +6+6 +11 Favored Maneuver +4/+3/+2/+1185
19 +19 +6 +6 +11 Arsenal VI195
20+20 +6 +6 +12 Hidden Power, Bonus Feat205

4 Skill points+int per level, ×4 at 1st level. Class skills: Appraise, Balance, Bluff, Craft(any), Climb, Concentration, Diplomacy, Escape Artist, Jump, Hide, Intimidate, Listen, Knowledge(any), Move Silently, Spot, Perform, Profession (any), Sense Motive, Swim, Tumble.

Proficiencies: A Super Robot Pilot is proficient with simple and martial weapons, firearms and mechas.

Features:
Super Robot: The super pilot comes in possession of a powerful mecha by fate or luck (the details of which should be discussed with the DM), which, at 1st level grants him access to a basic super robot. If the super robot is reduced to 0 HP the Super Pilot will have to undergo some redeeming quest to make it rises again from it's wrecks. If the Super Pilot is at least 4th level,  his Super Robot 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 acess to while on his redeeming quest (including arsenal options).

The super robot grows in power together with the super pilot as he gains levels. More details on the Super Robot chart.

Maneuvers: The Super Pilot learns maneuvers and Stances from the Burning Justice and Into the Danger Zone schools as shown on the table. To learn a maneuver of a given level, he must have a Pilot Level of double the maneuver level, less one.  His Pilot level is equal to his Super Pilot level plus half of his other levels.

Your personal super robot automatically knows all maneuvers and stances you learned from super pilot levels. If you're piloting another person's super robot (either borrowed or stolen), you can use any maneuvers that super robot knows without you knowing them yourself, but you use the super robot's level instead of your own level for the purposes of those maneuvers.

Favored Maneuver:
At 1st level, pick one of your known maneuvers. That maneuver has a pilot level of 1 higher than normal whenever you use it. At 6th level and every 6 levels thereafter, you gain another favored maneuver, and increases the bonus to your existing favored maneuvers by 1.

You may change your favored maneuvers whenever you gain another level in Super Pilot.

Spirited:Each level of Super Pilot increases the maximum number of spirit points of the character by 8. In addition the character 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 are lost if not triggered by the end of the duration.

Spirit List

Bonus Feat:Whenever this ability shows up, the Super Pilot gains a feat from the list of pilot feats.


Arsenal: At 4th level, the super robot gains some kind of patronage which supplies an array of basic swappable weapons and accessories to further customize his mecha, although not as good as those of a Real Pilot. He may only choose weapons of up to the level indicated on the Super Pilot table (I at level 4, II at level 7, ect). Those weapons can be reloaded and/or swapped whenever the patronage entity is contacted. Refer to the Arsenal list for details.

Hidden Power:
At 20th level, 1/hour as an immediate action the Super Pilot can gain 4 Upgrade Points for his Super Mecha that need to be spent right away. They can go over the regular Upgrade Point Pilot level limits (however not HD limits such as Growth and Hyperdimensional storage), but they only last 1 minute.

« Last Edit: September 04, 2018, 01:55:48 AM by oslecamo »

Online oslecamo

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Re: Super Pilot and Super Robots
« Reply #1 on: July 20, 2013, 02:32:39 PM »
Super Robots List


There's no such thing as an average Super Robot. They each are unique to their own pilots.

Base stats:
(click to show/hide)


Upgrades:

(click to show/hide)



« Last Edit: Today at 06:31:24 AM by oslecamo »

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Re: Super Pilot and Super Robots
« Reply #2 on: March 07, 2017, 09:02:09 PM »
Reserved.

Online oslecamo

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Re: Super Pilot and Super Robots
« Reply #3 on: March 08, 2017, 02:03:11 AM »
Reserved.

Offline Felyndiira

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Re: Super Pilot and Super Robots
« Reply #4 on: January 09, 2018, 08:56:14 AM »
Hello Oslo.

I couldn't find this information anywhere, so I wanted to ask to confirm - when a super robot gains an in-built weapon through the Extra upgrade, are there any rules for determining the damage and other stats of this weapon?  Are we supposed to use an Arsenal weapon as base, or a default D&D weapon?

Since the in-built weapons can be ranged according to the other upgrades, I'm assuming that it's not always going to be the 1d10 sword mentioned in the "basic stats" section.

Online oslecamo

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Re: Super Pilot and Super Robots
« Reply #5 on: January 09, 2018, 10:38:29 AM »
The weapons gained by the Extra upgrade are the same as the basic in-built, the 1d10 melee.

The mentions of ranged in other upgrades is for multi-class supers since in those cases you can end with ranged in-built weapons too.

Online YuweaCurtis

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Re: Super Pilot and Super Robots
« Reply #6 on: July 14, 2018, 12:14:02 PM »
Skills aren't nerfed by Zero Arts are they?

I'm assuming its other combat abilities?

Do Zero Pattern and similar have an effect outside of a mecha?

Zero Fog - Says it only effects those with immunity resistance

Zero Range - Says Fog. If its intentional, mention it needs Zero Fog.

Online oslecamo

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Re: Super Pilot and Super Robots
« Reply #7 on: July 16, 2018, 12:15:52 AM »
Skills aren't nerfed by Zero Arts are they?

I'm assuming its other combat abilities?
You assume correctly.

Do Zero Pattern and similar have an effect outside of a mecha?
Not uness otherwise noted, clarified.

Zero Fog - Says it only effects those with immunity resistance
Fixed.

Zero Range - Says Fog. If its intentional, mention it needs Zero Fog.
Not tupposed to be dependent, fixed.