Author Topic: Pilot Feats  (Read 6058 times)

Offline oslecamo

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Pilot Feats
« on: September 13, 2012, 04:19:33 PM »
Pilot Feats


What do you mean mecha leadership for making my personal fleet isn't included here?

All Pilot feats can be taken as [Fighter] feats.

Feats with the [Extra] tag are mutually exclusive with each other, you can only take one of those.


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.

Spirit Regen[Pilot][Extra]
Prerequisites:Any Pilot class
Benefit: You recover an extra 5 Spirit Points per round.


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.

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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 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.
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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 Knight
Benefit: 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 Knight
Benefit: 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:
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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.
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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.

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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:
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Or if it was a non-mass produced non-factory non-generic mecha:
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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.

Helpful Autonomous Robotic Operator[Pilot][Extra][Pilot]

First developed as a simple toy for kids, the Helpful Autonomous Robotic Operator proved an extremely versatile and powerful machine to those who managed to unlock its full potential, although this is only possible for those of more innocent minds.
Bonus:  You found, were offered or managed to build your own Helpful Autonomous Robotic Operator with which you develop a special bond. Their most popular shape is that of a nintendium sphere with simple eyes and mouth, but other models exist such as robotic animals, any counting as a tiny 1 HD construct with 1 HP, 1 Str, 10 on other stats, two non-cha skills as class skills, move speed 30 feet (or fly 30 feet with perfect maneuverability if in a zero gravity enviroment) and a +20 bonus on Jump checks. In addition the  Helpful Autonomous Robotic Operator was designed to survive being handled by children, such as being dropped and kicked around or entering warzones, and it’s thus virtually indestructible, there being been zero reports of someone managing to as much as scratch one, more than once being the only thing left intact from a destroyed colony’s wreckage. However any attempt to use a Helpful Autonomous Robotic Operator as a barrier/construction material is futile as it always ends up bouncing away. It is similarly immune to all spells/abilities/similar that would alter its form or nature. It can speak and understand one language decided when this is taken and this alone allows grants +1 circumstance bonus to all cha-based skills, cha-based checks and Will saves. In addition it can perform one of the following options, which may be changed with 24 hours of tinkering.

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Special: If you would gain a familiar or Psicrystal, you may gain Helpful Autonomous Robotic Operator instead.

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.

Metal Madness [Pilot][Extra]

Benefit: Choose one of the following options.
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Secondary Subpilot [Pilot][Extra]
Most non-combiner mechas have a single pilot, but some have the radical idea of carrying a second pilot to help control the machine. The reason being that the second pilot is quite spirited but sucks at actually piloting.
Prerequisites: Must have Cha 13+, no companions, followers, familiars nor cohorts.
Bonus: You gain a Subpilot built as either a Real Pilot or Super Pilot of your level (or combination), except they don't get their own mecha, must also take Secondary Subpilot except they don't gain any benefit from it and take a -20 penalty on AC and all 1d20 rolls if they try to pilot a mecha on their own. They can ride in your mecha along with you but the only action they can take is using their own spirits and they cannot switch controls. You must also spend 8 hours every day bonding in some way with your subpilot (chatting, playing, sharing a hobby, mecha maintenance, house cleaning, shopping, etc) outside of combat or they'll refuse to ride the same mecha as you. Failure to spend the necessary time bonding means they refuse to ride in your mecha until you make up for the missing time.
Special: You may take this feat multiple times, each extra one allows you to gain an extra subpilot as above but only one may ride with you in your mecha at a time. Switching them takes 8 hours to properly re-calibrate the secondary controls. The total bonding time doesn't increase, you can bond with multiple subpilots at the same time.

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.
« Last Edit: September 30, 2018, 10:48:52 PM by oslecamo »

Offline oslecamo

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Re: Pilot Feats
« Reply #1 on: September 14, 2012, 05:38:56 PM »
Funnels


As mechas that could channel certain pilot's mental power were developed, a new terrifying weapon was planned and developed. Groups of robotic drones under control of one single advanced mind, swarming their targets from all directions with perfect coordination. Its code-name, Funnels.

(click to show/hide)




Funnel Control System[Pilot]
Prerequisites:Any Pilot class, ability to cast spells or manifest powers.
Benefit:You gain a set of Funnels integrated in your mecha, of a type (Offensive, Ranged or Defensive) of your choice when this feat is picked. Its HD is equal to your own and it has same AC as your mecha, half its DR, HP and saves and flight speed with perfect maneuverability equal to your mecha's highest movement speed. You must choose a type (offensive, ranged or defensive) when you pick this feat, and you add the highest level of spell/power you can cast/manifest to the damage dealt/reduced by your funnel. You must spend a swift action concentrating each round for your Funnel to act, otherwise they simply hover in place without attacking. Your funnels benefits from any special visions and senses you have, and you can "see/sense" from their position as well.

Any Funnels save DCs are 10+1/2 HD+Your highest mental stat mod.

Normally your funnel rests inside special protective crevices inside your mecha's body where it can't be damaged by exterior sources, but as a standard action you can “deploy” it in squares adjacent to you, and it acts instantly, using your own initiative. You funnels draw directly energy from you through either thin cables or an energy net, and the funnel will consume 5 energy at the start of each of your turns. You can recall them back inside as an immediate action, in which case it stops draining your energy. If your mecha runs out of energy, its component robots falls to the ground and must be manually recovered after battle. If it is destroyed or lost, it can be replaced at any place where you could change arsenal. If you switch mechas, you can add funnels to it when changing arsenal with 8 hours of work during which you must be present to properly calibrate them to your capacities.

Special: You may pick this feat up to three times, each one choosing a new type of Funnels. Each drain energy separately, but you can deploy multiple diferent funnels and keep concentration on them with the same action.

Improved Funnel[Pilot]
Prerequisites: Funnel Control System
Benefit: Choose one of your type of funnels. That type of Funnel deals an extra 1d6 of damage (or reduces an extra 3 points of damage taken for a Defensive Funnel) and can be used to perform Bullrush, Disarm, Trip or Grapple attempts (using your own stats) on targets inside their area without provoking attacks of opportunity.

Faster Funnel[Pilot]
Prerequisites: Funnel Control System
Benefit: Your Funnels can now be deployed as a move or swift action.

Multi-Directional Assault[Pilot]
Prerequisites: Funnel Control System
Benefit: Targets attacked by your Funnels count as flanked.

Channel Funnels [Pilot]
Prerequisites: Funnel Control System
Benefit: You can use your casting/manifesting as if you were on the position of your funnels.

Custom Funnels [Pilot]
Prerequisites: Funnel Control System
Benefit: Your Offensive and Ranged funnels gain either the Pinning, Disarming, Concussive, Grabbing or Downfall property. Use your own stats as appropriate. If you have both Offensive and Ranged funnels, you may pick different abilities for each.

Strike Shields [Pilot]
Prerequisites: Funnel Control System (Offensive) and Funnel Constrol System (Defensive)
Benefit: Instead of either Offensive or Defensive funnels, you can deploy a single set of funnels that work as both Offensive and Defensive.

Refractor Bits [Pilot]
Prerequisites: Funnel Control System
Benefit: Enemies inside or whitin 15 mu of your funnel area take a -6 penalty to AC and reflex saves. Enemies attacking through this area take a -6 penalty to attack rolls.
« Last Edit: August 22, 2018, 04:29:32 AM by oslecamo »

Offline oslecamo

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Re: Pilot Feats
« Reply #2 on: November 02, 2012, 02:58:52 PM »
Relationship Feats

Kyosuke: Excellen!
Excellen: Kyosuke.
K: It looks like I won the bet... It seems you're safe.
E: Yes, I'm fine thanks to Major Ingram.
K: I see.
E: He's such a wonderful man.
K: I see.
E: Unlike you, who hides your feelings for me... Major Ingram understands my loneliness.
K: I see.


Close relationships are a very complex matter, but there's no denying that there's great power to be drawn from them. For a mecha pilot putting their life on the hands of other mecha pilots, it's not unexpected at all to develop strong feelings for your companions of one kind or another.

When you pick a [Relationship] feat, you must choose an individual to which it will apply. Each individual can only be targeted by a single kind of relationship-you cannot love someone while wanting to be friends with them. However the feelings don't need to be mutual. The target of your love can feel you as just a friend, if they have have any feelings back for you at all!

Ship captains and Mecha Mooks that took the Combined Team feat cannot have relationship feats towards their own class companions. They already have deep links between them resulting from piloting the same machine simultaneously. Similarly, you can't benefit from Relationship feats if the target of your affection is sharing your space.

Each relationship feat provides certain bonus when near the target of your feelings (even if they're disabled or dead), but if you both share the same kind of  feeling for each other, this allows you to unleash a Synchro Attack :

Synchro Attack

Now is the time to storm the battlefield, my friend!
Indeed!


To use a synchro attack both you and your relationship partner must have successfully damaged the target in the last round. If you're adjacent to each other, when one of you attacks the target of the synchro on their own turn, the other partner can perform an attack consuming the same type of action against that same target as a free action. Ammo, energy and other non-action resources are expended as normal. You only need to be adjacent to each other at the start of the synchro. If one of you charges, the other can stay behind and unleash a ranged attack for example.

The extra attack from a synchro attack cannot trigger new synchro attacks.

Love[Pilot, Relationship]

I'll follow your lead! Ready?
Roger! Let's get our love powers charged up!


Arguably the strongest feeling, although also the hardest to properly harness. Love is an harsh mistress, capricious and volatile. When two lovers take to the battlefield together, they fight more boldly than ever, seeking to crush any obstacle that would keep them apart.
Benefit:When you perform an attack adjacent to your love target, your first successful attack in each round (hits and isn't countered/blocked/similar) deals extra damage equal to your HD.
Special: You may take this feat up to two extra times. Its effects stack, and grant you an extra benefit depending on the number of times you picked this feat.
Twice-Once per hour if an enemy damages your love target or inflicts an ill effect on them, as an immediate action you can count yourself as adjacent to your love target for Synchro Attacks and Love Relationship for 1 round.
Thrice-Once per day if an enemy destroys/kills/disables/similar your love target while you're adjacent to them you can instantly recover all your mecha's HP, ammo and energy, and double your Love Relationship bonus to weapon damage rolls for 1 round as an immediate action.


Friendship[Pilot, Relationship]

Latooni...
Princess Shine...Here I come! W-I3NK System dual mode!
I'm all yours, Latooni!
I have your control system now! Pattern Select: R, H, B...! Engage!


Comradeship is essential element to any lasting organization. Trusting others to watch your back and in turn supporting them will lead to results that are greater than the sum of the parts.
Benefit:While adjacent to your friendship target, you gain a +1 bonus to attack rolls, saves and AC, plus an extra +1 for every 6 HD you have.
Special: You may take this feat up to two extra times. Its effects stack, and grant you an extra benefit depending on the number of times you picked this feat.
Twice-Once per hour if an enemy damages your friendship target or inflicts an ill effect on them, as an immediate action you can instantly move yourself adjacent to your friendship target as long as he's within view.
Thrice-Once per day if an enemy would destroy/kill/disable/similar your Friendship target while you're adjacent to them, you may force them to either re-roll the attack with a -10 penalty, or your ally to re-roll the save with a +10 bonus,  and double your Friendship Relationship bonus to attack rolls and AC for 1 round as an immediate action.


Rivalry[Pilot, Relationship]

You think you can beat my Alt at close range?
Yeah! Your Alt's just an old refurbished model!!


Competition is quite common inside any organization, its members trying to outdo each other to impress their superiors and subordinates. Sometimes said competition evolves into a quite personal ground, two rivals constantly bidding to prove which of them is the very best.
Benefit:When you start an attack adjacent to your rivalry target, your weapon crit ranges   and the save DCs of your weapons and maneuvers  increase by 1 for 1 round.
Special: You may take this feat up to two extra times. Its effects stack, and grant you an extra benefit depending on the number of times you picked this feat.
Twice-Once per minute if an enemy damages your rivalry target or inflicts an ill effect on them, as an immediate action you for 1 round all your attacks against that enemy automatically threaten critical hits (if they would already automatically threaten critical hits, they're an automatic critical hit).
Thrice-Once per day if an enemy kills/destroys/disables/similar your rivalry target while you're adjacent to them, as an immediate action you can take a fullround worth of actions that must be spent attacking said enemy to the best of your capacity, and double your Rivalry Relationship bonus to crit ranges and save DCs for any attacks performed against that same enemy.

Devotion [Pilot, Relationship]


“OOONNNNEEEEE-SSSAAAAMMMAAA!!”

Somewhere between Love and Friendship, there is a special feeling, most commonly found among family members, whetever related by blood or formed together by sharing great experiences. It is being there for your special one(s) no matter what. It is enduring through great pains and struggles so you can be together. It is Devotion.

Benefit:When you end your turn adjacent to your Devotion target, your  DR and resistance against all elements is increased by an amount equal to your HD for 1 round.
Special: You may take this feat up to two extra times. Its effects stack, and grant you an extra benefit depending on the number of times you picked this feat.
Twice-Once per hour if an enemy damages your Devotion target or inflicts an ill effect on them, as an immediate action you can instantly move adjacent to the attacker as long as they're within view and take the damage/ill effect yourself.
Thrice-Once per day if an enemy destroys/kills/disables/similar your Devotion target while you're adjacent to them you can instantly recover half your Devotion target's HP, ammo and energy, preventing their destruction/death/disable/similar, and double your Devotion Relationship bonus to DR and resistance  for 1 round as an immediate action.
« Last Edit: April 05, 2018, 10:18:48 AM by oslecamo »

Offline oslecamo

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Re: Pilot Feats
« Reply #3 on: June 18, 2013, 06:39:20 PM »
Born to Fight[Pilot]
Prerequisites:Any Pilot class
Benefit: You can "overcharge" one Accessory of your mecha as a free action (even if it isn't your turn) to gain a specific benefit as detailed below, but after that the accessory becomes useless for 10 rounds and you cannot remove or change it from your Arsenal. Penalties still apply.
(click to show/hide)

In addition you can use your pilot maneuvers and stances while outside your mecha, but only once per 5 minutes.
You can also inflict nondamage effects (both ill or benefical) on a mecha even if you're on foot and smaller than them.
Finally, when you exit your mecha (or escape pod), you may choose to do so with a jetpack, mini motorcycle, leg augments or something similar.
Either way the effect of said item is identical-they convert your regular movement speeds to mecha scale for the duration of up to 1 minute (you can choose to divide the duration over 10 separate rounds as you wish).
Once those rounds are ended, the energy of such transport is depleted and cannot be used again until you either spend 1 hour recharging it, or you return to your mecha.


Shooting Star, Cut Through the Night[Pilot]
Prerequisites: Born to Fight, Pilot Level 6+, at least one Ace Pilot Stance and 3 Ace Pilot maneuvers.
Benefit:While on an Ace Pilot stance, you can use the following tactical options. You cannot start one while another is still active though.

Ace Legend-At the start of your turn, if you're inside your mecha, you may gain your choice of Offensive Support, Evade, Predict or Love feat for 1 round.

Supply Drop-Once per minute as a swift or move action, you can call for specific supplies to be dropped to your position by distant allies. They arrive instantly to a position adjacent to you and you can grab and equip them instantly as they arrive. Others cannot use them as they're calibrated to your machine only.
Regardless of the option chosen, supply drops are made from cheap, unstable materials and become useless within 5 rounds. You can discard them earlier as another move or swift action so you can use other options from this feat.

(click to show/hide)

Natural Leader-As a fullround action once per hour, you can call a single Mecha Mook (just one, not the whole squad) to any position you can see. It has elite array of stats, level equal to your own, only Pilot Feats and arsenal of your choice.
It serves faithfully and immediatily, and you can dismiss them as an immediate action, in which case they'll return to the nearest friendly base as fast as possible, allowing you to use other options from this feat.
You can use this even if unable to take actions. If your own mecha was destroyed, you can requisition the mecha mook's machine for yourself, in which case you can use other options from this feat.

Lessons From The War-
By spending a fullround action having flashbacks of previous, terrible battles, you can grant yourself an Insight bonus equal to the Highest level of Ace Pilot maneuvers you know on two Dex, Int or Wis-based skills of your choice in which you have no ranks, and count as having at least 1 rank in them (or alternatively two of Dex, Int or Wis checks). Only two insight bonus at a time. You can end this as a free action.


I am Invincible![Pilot]
Prerequisites: Born to Fight, Pilot Level 6+, at least one Burning Justice Stance and 3 Burning Justice maneuvers.
Benefit:While on a Burning Justice Stance, you can use the following tactical options. You cannot start one while another is still active though.

Ally of Justice-At the start of your turn, if you're inside your mecha, you may gain your choice of Defensive Support, Defend, Attacker or Rivalry feat for 1 round.

Come to Me-If you're outside your mecha and in an open space, and your mecha is at full energy, as an immediate action you can call it into an empty space adjacent to you big enough for it to fit in. It arrives instantly, and at your discretion picks you up and puts you inside your cockpit right away.


Over the Top-As a move or swift action, you can integrate one single piece of equipment of Pure Crafting. This can be either an item you actually own, or any single Pure Metal item that demands Bab equal to your Pilot level-5 (up to Relicwork at Pilot level 17) takes 1d3 rounds to integrate with your mecha, and then it benefits from the pure metal item using your own Bab. Retrieving the pure metal item from your mecha demands another move or swift action(if it was spawned, then it simply dissipates) and is instant. If it's a pure metal weapon, you can add its pure metal properties to one of your mecha's weapons of your choice. If you leave it in your mecha after you exit, then it counts as a Coat of Arms of the respective material in mecha scale. When you board again, it will need another 1d3 rounds for the benefit of the pure metal item to start applying again to the mecha itself. You do not need proficiency in the actual item to gain the pure metal benefits.

Only one item integrated at a time. You need to remove any previous one before being able to apply a new one.


Who the Hell do You Think I Am-By spending a fullround action screaming and making poses, you can grant yourself an Insight bonus equal to the Highest level of Burning Justice maneuvers you know on two Str, Con or Cha-based skills of your choice in which you have no ranks, and count as having at least 1 rank in them(or alternatively two of Str, Con or Cha checks). Only two insight bonus at a time. You can end this as a free action.



Heaven-Sailing Dragon[Pilot]
Prerequisites: Veteran Mechanics, Pilot Level 6+, at least one Ships Full of Hope  Stance and 3 Ships Full of Hope maneuvers.
Benefit:While on a Ships full of Hope Stance, you can use the following tactical options. You cannot start one while another is still active though.

The Steel Ark-At the start of your turn, if you're inside your ship, you may gain your choice of Combo Attack, Leader, Guardian or Friendship feat for 1 round.

Communication Hub-As a fullround action select a number of other mechas up to your Cha mod inside your ship. They can communicate at distance with each other while they're on the same planet.
If you're able to initiate 5th level Ships Full of Hope maneuvers, the communications can extend to that planet's moons and closest planets on the same solar system.
If you're able to initiate 7th level Ships Full of Hope maneuvers, the communications can extend to any other location in the same solar system.
If you're able to initiate 9th level Ships Full of Hope maneuvers, the communications can extend to any other location in the galaxy.
Selecting a new group of mechas to belong to your Communication Hub overwrites the previous ones.

Jammer-As a fullround action, you can start reducing the range of all communications (including magical ones) to 30 mu maximum in an area up to one grade smaller than the highest you can use.  You must be inside said area.
So for example, if you can extend communications to the galaxy, you could jam communications in a solar system.
Even if you can cannot initiate 5th level Ships Full of Hope maneuvers, you can still jam an area with a radius of up to 1 mile per Pilot level.
You cannot use Cruising Speed or Warp Speed(see below) while using your Jammer.
You can use the Jammer and Communication Hub simultaneously, but all your energy recovery is halved.
Your Communication Hub is not blocked by your own Jammer. You can stop using either as a free action.

Warp Speed-If you take 3 rounds to charge up Cruising Speed, your ship's movement speeds are increased by ten. If you take 3 minutes to charge up Cruising Speed, they're increased by 100. If you take 3 hours to charge up cruising speed, they're increased by 10 000.
 
If you're able to initiate 6th level Ships full of Hope Maneuvers, you may instead spend 3 continuous rounds to replicate a Teleport spell converted to mecha scale, except you can only bring along whatever's inside your ship and the maximum range is 5 000 000 000 000 mu per pilot level.
Your ship loses half its max energy and cannot regenerate energy for 3 rounds after using the above option.
 
If you're able to initiate 8th level Ships full of Hope Maneuvers, you may instead spend 3 continuous rounds to replicate a Plane Shift spell converted to mecha scale, except you can only bring along whatever's inside your ship.
Your ship loses all of its energy and cannot regenerate energy for 6 rounds after using the above option.

You can still attack and use maneuvers while "charging up" like above after using a fullround action to start it, but your movement speeds drop to zero while doing so.

Rushing Dandy[Pilot]
Prerequisites: Born to Fight, Pilot Level 6+, at least one  Into the Danger Zone Stance and 3 Into the Danger Zone maneuvers.
Benefit:While on an Into the Danger Zone Stance, you can use the following tactical options. You cannot start one while another is still active though.

Heroic Personality-At the start of your turn, if you're inside your mecha, you may gain your choice of Lucky, Spirit Regen,  Counter or Devotion feat for 1 round.

Field Improvisation-As a move or swift action you can quickly customize a weapon for extra effect depending on their properties.

(click to show/hide)

Only one customization at a time, and it lasts until you change it or activate another option from this feat.
Alternatively, if you're outside a mecha, as a fullround action you may jury-rig an adjacent destroyed mecha to go again and board it, recovering 1d12 HP and energy per Pilot level (count the destroyed mecha as if at 0 HP and energy), but losing half its weapons at random (rounded up) and will fall apart on its own after 1d12 rounds. If it was your own mecha double the HP/energy recovered and how long it lasts. From now on no amount of improvisation will get it back moving until it is properly repaired.

Collateral Damage-As a move or swift action, you remove all the limiters on your weapons. They now deal double damage against inanimate objects and ignore half the hardness of your targets. When you attack a target, you also may attack the terrain they're standing in, destroying any area cover/concealment and turning it into hard terrain (if anything remains). In the case of area attacks, if they deal enough damage to destroy a section of terrain they keep dealing damage to the terrain behind Alternatively, you may shoot at terrain to create rubble that provides a Cover bonus equal to the highest level Into the Danger Zone maneuver you have (still counts as hard terrain).

Raw Power-By spending a fullround action screaming and making poses, you can grant yourself an Insight bonus equal to the Highest level of Into the Danger Zone maneuvers you know on  Str checks. While this is active your mecha can carry/move an object as if it had 10x this Insight Bonus as much carrying capacity, provided it's a single solid inanimate/helpless object, like a bigger mecha/building/mountain/planetoid.

Gate to Nowhere[Pilot]

Prerequisite: Born to Fight, Pilot level 6+, Knowledge of at least one Internet Explorer stance and 3 Internet Explorer maneuvers.
Benefit: While on an Internet Explorer stance, you can use the following tactical options. You cannot start one while another is still active though.

Firefox- As a fullround action you can choose for your movement speeds to be halved, but you can add your Int mod to Hide and Move silently checks, become immune to the Scan spirit, immune to indirect divination effects, and knowledge checks against you take a -10 penalty. Ending this effect is a swift action.

Chrome-At the start of your turn, if you're inside your mecha, you may gain your choice of Glory in Death, Death before Dishonor, or Terrain Mastery for 1 round, or grant one of those feats to an adjacent ally for 1 round.

Opera-As a move or swift action, your next attack within 1 round gains a +4 bonus on the attack roll and DC (if any), but roll a 1d12.

(click to show/hide)

Safari-At the start of your turn, if you're not inside your mecha, you may materialize a generic Real Robot of the same tier as your mecha (minimum 1/3 your PL, rounded up) around you (provided there's enough space), but no Arsenal besides one random melee weapon and one random ranged weapon of the same tier. It lasts for 2d12 rounds before de-materializing again, and during that time you cannot use other Tactical options from this feat nor can you willingly exit this mecha.


Showtime Star[Pilot]

Prerequisite: Born to Fight, Pilot level 6+, Knowledge of at least one Gun Maniac stance and 3 Gun Maniac maneuvers.
Benefit: While on a Gun Maniac stance, you can use the following tactical options. You cannot start one while another is still active though.

Artificial Awakening-  At the start of your turn, if you're inside your mecha, you may gain your choice of  Cyber Newtype, Innovade or Coordinator feat for 1 round, or grant one of those feats to an adjacent ally for 1 round.

High Time-  At the start of your turn, if you're not inside your mecha, you may materialize one Heavy, a pair of Twin-Linked and a non-Heavy ranged weapons your mecha is equipped with suited for your size, but they still count as mecha weapons and need at least 30 feet (5 mu) open space to be used due to exceptionally long barrels. You must pay Spirit points equal to their energy cost to use them, or 10 Spirit points per ammo in the case of guns that run on ammo. They de-materialize after 1 round.

Toughness Time- If last round you used exactly one [Twin Guns], [Launcher] or [Rifle] maneuver and this turn you use exactly one maneuver with another of those 3 tags, you recover 20 Spirit points at the start of your next turn.

One More Time-If you used Toughness Time last round and this turn you use one maneuver with the third tag you didn't use yet, that attack doesn't consume ammo/weapon energy cost for the first shot (applies to both weapons if using a [Twin Guns] maneuver) and you recover 30 spirit points at the start of your next turn.


Adrenaline Attack[Pilot]

Prerequisite: Born to Fight, Pilot level 6+, Knowledge at least one Martial Machine stance and 3 Martial Machine maneuvers.
Benefit: While on a Martial Machine stance, you can use the following tactical options. You cannot start one while another is still active though.

Slider Upper-At the start of your turn, if you’re inside your mecha, you may gain your choice of Zen Zanbato, Beautiful Blade or Smart Sword feat for 1 round, or grant one of those feats to an adjacent ally for 1 round.

Step Advance-At the start of your turn, if you're not inside your mecha, you may materialize one Heavy, a pair of Twin-Linked and a non-Heavy melee weapons your mecha is equipped with suited for your size, but they still count as mecha weapons and need at least 30 feet (5 mu) open space to be used due to exceptional size. You must pay Spirit points equal to their energy cost to use them, or 10 spirit points per ammo in the case of weapons that run on ammo. They de-materialize after 1 round.

Halfline Boost-If last round you used exactly one [Knuckles], [Saber] or [Twin Daggers] maneuver and this turn you use exactly one maneuver with another of those 3 tags, you recover 20 spirit points at the start of your next turn.

Halfline Slayer-If you used Halfline Boost last round and this turn you use one maneuver with the third tag you didn’t use yet, that attack doesn’t consume ammo/weapon energy cost for the first attack (applies to both attacks if using a [Twin Daggers] maneuver), and you recover 30 spirit points at the start of your next turn.

Sky Hurricane[Pilot]

Prerequisite: Born to Fight, Pilot level 6+, Knowledge of at least one Missile Massacre stance and 3 Missile Massacre maneuvers.
Benefit: While on a Missile Massacre stance, you can use the following tactical options. You cannot start one while another is still active though.

Super Dimension-  At the start of your turn, if you're inside your mecha, you may gain your choice of  The Target, Falcon Fighter or Robotech feat for 1 round, or grant one of those feats to an adjacent ally for 1 round.

Scramble Call- As a fullround action you may call a Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine of a tier up to the same tier of Arsenal you have Access to your current position with only  weapons with “Missile” on their names for its Arsenal loadout (hardpoints of your choice). You automatically enter the cockpit. If it is destroyed, you cannot use this option again for 8 hours.

Wayfarer Payload-Once per round when firing a weapon with “Missile” on its name, you may spend twice as much ammo/energy and take a -2 penalty on the attack roll to have it deal either Fire, Cold or Electricity damage. Once you choose an element for a specific weapon, you can’t change it until  spending 8 hours of tinkering at a location where you can change your arsenal.

Do You Remember Love-To use this option you must have used Wayfarer Payload in the last round and cannot use Wayfarer Payload in this round. If you make an attack with a weapon with “Missile” on its name against an opponent you targeted with Wayfarer Payload in the last round, they must make a Will save with DC 10+1/2 HD+Int mod or become Charmed for 1d12 rounds. If you use this two times on the same opponent regardless of hitting/saving, they become one step friendlier towards you (this does not stack with other effects that increase a creature’s disposition towards you, but can stack with itself although you must use Do You Remember Love two times per step increase).
« Last Edit: September 03, 2018, 01:15:06 AM by oslecamo »

Offline oslecamo

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Re: Pilot Feats and Flaws
« Reply #4 on: July 20, 2013, 02:41:19 PM »
Floating Palace[Pilot]
Prerequisites: Ship Captain lv1+
Benefit: Your Battleship's interior is a testament to excess and good taste, with silken beds, golden chandeliers, hot springs, professional chefs and other extravagant luxuries. The Ship Captain may use his Charisma modifier for Will saves instead of Wisdom modifier while inside his battleship. This may be taken as a Ship Captain bonus feat.

Veteran Mechanics[Pilot]
Prerequisites: Ship Captain lv1+
Benefit: Your maintenance crew can patch up robots in the blink of an eye! Any friendly robot loaded inside the battleship recovers 20% of his lost HP and energy every round, and the ammo to one weapon of its choice is automatically replenished. Fully destroyed robots may be repaired with one week of work.  The ship itself may be repaired in just two weeks if reduced to 0 HP, or 20% of its max HP per hour of uninterrupted work if still at positive HP. This may be taken as a Ship Captain bonus feat.

Launcher Pad[Pilot]
Prerequisites: Ship Captain lv1+
Benefit: Fast-opening docks and magnetic catapults allow for quickly retrieving allied machines, while allowing to send them into the fray with a boost. Entering or exiting the ship is now a free action for other mechas, but they can only exit 1 round after entering. In addition when a mecha exits the ship, all of its movement speeds are doubled for 1 round.  This may be taken as a Ship Captain bonus feat.


Database[Pilot]
Prerequisites: Ship Captain lv1+
Benefit: Books, videos, holograms, your ship is a true treasure trove of knowledge for those who know how to look. Those inside your command aura (including yourself) can use their own pilot level for Knowledge checks, as long as they have at least 1 rank on their knowledge skill. Your Distinguished Officer(s) can now also use knowledge skills during battle.  This may be taken as a Ship Captain bonus feat.


Medical Bay[Pilot]
Prerequisites: Ship Captain lv1+
Benefit:Medicine specialists and nurses allow for the quick treatment of the injured. All people inside the ship (including pilots of docked mechas) recover HP equal to your Pilot level each round.  This may be taken as a Ship Captain bonus feat.


Engineering Bay[Pilot]
Prerequisites: Ship Captain lv1+
Benefit: Engineers stand ready at dismantling and reconstructing any strange tech. Super robots docked inside your mecha can change their Upgrade points at the rate of 1 hour of work per upgrade point they want to change. Docked Real Robots can be converted into another model of the same tier valid for the respective pilot with 8 hours of work. If the ship itself is a real/super hybrid, it can change itself at the same rate.  This may be taken as a Ship Captain bonus feat.


Humongous Ship[Pilot]
Prerequisites: Ship Captain lv 9+
Benefit: You can have your Ship be bigger than colossal for one size, plus another at 11th, 13th, 15th, 17th and 19th ship captain levels. Each extra size beyond colossal multiplies your volume by 8 as well as your carrying capacity. You may choose how that volume is distributed, as long as no side of your ship is smaller than 30 mu. You don't take extra AC or attack rolls penalty for the sizes beyond colossal, and your ship also gain one extra Hardpoint when taking this feat, but weapon damage won't increase due to this extra size.
« Last Edit: September 23, 2018, 09:46:27 PM by oslecamo »

Offline oslecamo

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Re: Pilot Feats
« Reply #5 on: July 20, 2013, 02:42:48 PM »
Neo Divinity [Pilot]
Prerequisite: At least one level of Real Pilot or Super Pilot or Moon Vanguard
Benefit:  You can count your Real Pilot and Super Pilot levels as levels of  Divine Pilot for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a Real Pilot 3 who took 1 level of Divine Pilot could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spells known and spell slots of a Divine Pilot 3 however. In the case of a Moon Vanguard, they count as their equivalent Nano-Armor, so for example a Moon Vanguard whose Nano-Armor was working as a super 2/real 4 would count as that for the purposes of this feat.
Special: In a gestalt/tristalt/whateverstalt campaign, both classes must be on the same track (and only on the same track) for you to gain this benefit.

(click to show/hide)

Steel Arcanist [Pilot]
Prerequisite: At least one level of Super Pilot or Real Pilot or Moon Vanguard
Benefit:  You can count your Super Pilot and Real Pilot levels as levels of  Arcane Pilot for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a Real Pilot 3 who took 1 level of Divine Pilot could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spells known and spell slots of a Arcane Pilot 3 however.  In the case of a Moon Vanguard, they count as their equivalent Nano-Armor, so for example a Moon Vanguard whose Nano-Armor was working as a super 2/real 4 would count as that for the purposes of this feat.
Special: In a gestalt/tristalt/whateverstalt campaign, both classes must be on the same track (and only on the same track) for you to gain this benefit.


Psionic Trooper [Pilot]
Prerequisite: At least one level of Super Pilot or Real Pilot or Moon Vanguard
Benefit:  You can count your Super Pilot and Real Pilot levels as levels of  Prodigy Pilot for purposes of ML and for the purposes of learning new powers and geting more power points per day. So for example, a Real Pilot 3 who took 1 level of Prodigy Pilot could choose to have ML 4, get 1 2nd level power and 2 PP base. She wouldn't get the powers knowns and power points of a Prodigy Pilot 3 however. In the case of a Moon Vanguard, they count as their equivalent Nano-Armor, so for example a Moon Vanguard whose Nano-Armor was working as a super 2/real 4 would count as that for the purposes of this feat.
Special: In a gestalt/tristalt/whateverstalt campaign, both classes must be on the same track (and only on the same track) for you to gain this benefit.

Metal Mind[Pilot]
Prerequisite: At least one level of Super Pilot or Real Pilot or Moon Vanguard
Benefit: You can count your Super Pilot and Real Pilot levels as levels of  Psycho Pilot for purposes of ML and for the purposes of learning new powers and geting more power points per day. So for example, a Real Pilot 3 who took 1 level of Psycho Pilot could choose to have ML 4, get 1 2nd level power and 6 PP base. She wouldn't get the powers knowns and power points of a Psycho Pilot 3 however.  In the case of a Moon Vanguard, they count as their equivalent Nano-Armor, so for example a Moon Vanguard whose Nano-Armor was working as a super 2/real 4 would count as that for the purposes of this feat.
Special: In a gestalt/tristalt/whateverstalt campaign, both classes must be on the same track (and only on the same track) for you to gain this benefit.



Vanguard Princess[Pilot]
Prerequisites: 1+ level of Moon Vanguard and 1+level of Peace Princess, Support Staff, Magitech Knight, Arcane Pilot, Divine Pilot, Prodigy Pilot, Mecha Marine, Steel Soldier and/or Psycho Pilot.
Benefit: Your nano-armor can now count as an altered type of mecha from one of your pilot classes, such as a Royal Robot for Peace Princess or Divine robot for Divine Pilot, getting both the specific bonus and penalties. You can change what it counts as with 8 hours of tinkering with your nano-armor.

« Last Edit: September 19, 2018, 03:48:35 AM by oslecamo »

Offline oslecamo

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Re: Pilot Feats
« Reply #6 on: March 07, 2017, 09:02:44 PM »
Double Degree[Pilot]
Pre-Requisite: Support Staff
Benefit: Choose a Specialization. You may now pick options from that Specialization instead of your first Specialization.
Special: You may take this feat up to three times, each extra allows you to pick another Specialization.

Strong Specialization[Pilot]
Pre-Requisite: Support Staff lv2+
Benefit: You gain an extra Specialization pick of your choice.
Special: You may take this feat multiple times, each extra time you gain an extra Specialization pick of your choice, but no more times than half your Support Staff level.
« Last Edit: July 12, 2018, 02:16:53 AM by oslecamo »

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Re: Pilot Feats
« Reply #7 on: March 08, 2017, 02:03:37 AM »
Aura of Bravery [Pilot]
Prerequisite: Magitech Knight level 3+
Benefit: A Magitech Knight is immune to fear (magical or otherwise). Each ally within 10 feet of a LG Magitech Knight gains a +4 morale bonus on saving throws against fear effects, while enemies within 20 feet of a LE Magitech Knight gain a -2 morale penalty on saving throws against fear effects. This ability functions only while the Magitech Knight is conscious, not if she is unconscious or dead.

Divine Circuit [Pilot]
Prerequisite: Magitech Knight level 5+
Benefit: A Magitech Knight forms a divine bond with her god. This bond can take one of following forms. Once the form is chosen, it cannot be changed.
(click to show/hide)

Aura of Decision [Pilot]
Prerequisite: Magitech Knight level 8+
Benefit: A Magitech Knight is immune to charm spells and spell-like abilities. Each ally within 10 feet of a LG Magitech Knight gain a +4 morale bonus on saving throws against charm effects. Each enemy within 20 feet of a LE Magitech Knight gain a -2 morale penalty on saving throws against charm effects.

This ability functions only while the Magitech Knight is conscious, not if she is unconscious or dead.
« Last Edit: April 04, 2018, 06:44:33 AM by oslecamo »

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Re: Pilot Feats
« Reply #8 on: October 17, 2017, 11:46:43 AM »
Collision[Pilot]
Prerequisite: Steel Soldier level 2+
Benefit: When making a Fort save, by paying 5 energy you may take a 5-feet step and don’t take any damage if you succeed.

Canny Dodge[Pilot]
Prerequisite: Steel Soldier level 4+
Benefit: You can always act on a surprise round, although you still count as flat-footed if you failed in detecting your opponents.

Improved Canny Dodge[Pilot]
Prerequisite: Steel Soldier level 8+, Canny Dodge
Benefit: You gain +2 to your attack rolls and DCs against enemies flanking you, unless they have four more levels than you.

Special Steel[Pilot]
Prerequisite: Steel Soldier level 10+
Benefit: Choose one of the following options.
(click to show/hide)
Special: You may take this feat multiple times, each extra picking another option.
« Last Edit: March 27, 2018, 01:53:28 AM by oslecamo »

Offline oslecamo

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Re: Pilot Feats
« Reply #9 on: October 17, 2017, 11:47:38 AM »
Specialized Terrain[Pilot]
Prerequisite: Mecha Marine level 3+
Benefit: Pick one of the following options.

(click to show/hide)

The Mecha Marine gains a +2 bonus on Initiative, Knowledge (related to anything in that terrain), Spot, Listen, Move Silently, Hide and Survival checks while on that terrain and piloting his Recon Robot. In addition the Mecha Marine can choose to not leave any trail while moving on the chosen terrain, making them impossible to track.
Special: You may take this feat multiple times, increasing the bonus to your previous choice(s) by 2 and being able to pick a new type of terrain to specialize in. If a terrain would fit into multiple of your specializations, use the highest bonus appliable.



Hunter’s Link[Pilot]
Prerequisite: Mecha Marine level 4+
Benefit: As a move action, the Mecha Marine can grant half his Favored Target bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear them. This bonus lasts for a number of rounds equal to the Mecha Marine’s Int bonus, and does not stack with actual Favored Target.

Tactical Tracker[Pilot]
Prerequisite: Mecha Marine level 8+, Track feat.
Benefit: The Mecha Marine can track targets at normal speed with no -5 skill penalty while using Survival on his Recon Robot, however max energy is reduced to half while this lasts. If moving at twice normal speed while tracking, he  can ignore the usual -20 penalty by reducing his Recon Robot’s max energy to one quarter while the tracking lasts.
Special: If you have Specialized Terrain too, you can track untrackeable creatures in that kind of terrain while using the above option by taking a -4 penalty on your survival checks on top of the reduced max energy.

Tactical Camouflage[Pilot]
Prerequisite: Mecha Marine level 12+
Benefit: By spending 5 energy per round you can treat your Recon Robot as having a Nacht System accessory that doesn’t take an Hardpoint.
Special: If you have Specialized Terrain, you also can attempt to hide even while observed while in one of your chosen terrains.

Tactical Evasion[Pilot]

Prerequisite: Mecha Marine level 9+
Benefit: You gain Evasion as the Rogue ability, but must move at least 5 mu and pay 5 energy when making a Reflex save to benefit from this bonus.

« Last Edit: April 04, 2018, 05:03:40 AM by oslecamo »

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Re: Pilot Feats
« Reply #10 on: October 17, 2017, 11:48:24 AM »
Weapon of Love[Pilot]
Prerequisite: Ideal Idol level 1+
Benefit: Allies who benefit from your Idol Music gain Love as a bonus feat towards you for the next 24 hours. You gain +1 to attack and damage rolls for each ally with Love towards you adjacent to you, up to a bonus equal to your Ideal idol level or your Charisma modifier, whichever’s lower, and +1/4 that bonus to your ability’s DCs.

Armor of Friendship[Pilot]
Prerequisite: Ideal Idol level 1+
Benefit: Allies who benefit from your Idol Music gain Friendship as a bonus feat towards you for the next 24 hours. You gain +1 AC and +1 DR per adjacent ally with Friendship towards you, up to a bonus equal to your Ideal Idol level or Charisma modifier, whichever’s lower, and half that bonus to your saves.
Special: If you have Armor of Friendship and Weapon of Love, it is possible for other creatures to have both Love and Friendship towards you simultaneously.
« Last Edit: March 27, 2018, 01:55:53 AM by oslecamo »

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Re: Pilot Feats
« Reply #11 on: March 30, 2018, 04:35:18 AM »
Shadow in the Stars
Prerequisite: Einst Queen lv 3+
Benefit: The Einst Queen becomes immune to indirect divination effects and half the range of all special senses for the purpose of detecting her. As long as she bothers to dress and behave properly, she can pass as her "base" humanoid race, fooling even scientific, spirit and magic detectors close and personal, only if she's seen giving birth to her drones will the jig be up. In addition reduce CL/PL/IL similar by 1 for all non-Einst inside the range of Queen’s Will. At the Einst Queen’s decision, she may exclude a number of non-einst allies up to her Wis mod from being affected by this. Such allies will also not be affected by any ill auras produced by other Einst Queen feats from the same Queen.

Alien Adaptation
Prerequisite: Einst Queen level 6+
Benefit: Choose one of the following benefits.
(click to show/hide)
You can change the chosen benefit by  you and your drones going into metamorphosis for 1 week. You can choose to leave drones out of metamorphosis to serve as guards or something else, but when your metamorphosis is complete they’ll no longer recognize you as their Queen.

Alien Arts
Prerequisite: Einst Queen level 9+
Benefit: You can use the following options by paying the energy cost in brackets at any time as a free action even if it isn’t your turn. Alternatively you may spend one spell slot to pay the cost, which counts as paying 5 energy+5 per spell level.  You can only use Alien Arts 1/round.
(click to show/hide)

Special: If you have Alien Adaptation and Shadow over the Stars, you can use one of the following extra options depending on your current adaptation.
(click to show/hide)

War Queen
Prerequisite: Einst Queen level 12+
Bonus: Select one of the following options. In the case of an Adaptative Queen, those bonus transfer to any drone she’s currently “swallowed” by. It may be changed with 8 hours of self-metamorphosis.
(click to show/hide)

Special: If you have Shadow over the Stars and Alien Adaptation, you can pick from the following list instead depending on your current adaptation
(click to show/hide)
« Last Edit: May 02, 2018, 07:42:45 PM by oslecamo »

Offline Fzzr

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Re: Pilot Feats
« Reply #12 on: April 04, 2018, 04:04:53 AM »
This is the big one.
  • Across all the posts, "acessory" should be spelled "accessory", at least 13 times. Also, "acessories" should be spelled "accessories" at least 3 times.
  • Across all the posts, "whitin" should be spelled "within", at least 16 times.
  • Across all the posts, "Rivarly" should be spelled "Rivalry", at least 6 times, including the name of the feat.
  • Across all the posts, "togheter" should be spelled "together", at least 4 times.
  • Across all the posts, "trough" should be spelled "through", at least 4 times, including the Shooting Star feat name.
  • Across all the posts, "In alternative" should be "Alternatively" at least 3 times.
  • In Spirit Regen, "begginning" should be spelled "beginning".
  • In Expendable Machine, "conditions" should be spelled "condition".
  • In Heats, "unnafected" should be spelled "unaffected".
  • In Steel Arcanist and Neo Divinity, "spell knowns" should be "spells known".
  • In Soul System, "binded" should be "bound", 6 times.
  • In Soul System, "Soul Item before will make" seems to cut off before the end of a sentence.
  • In Funnel Control System, "iniative" should be spelled "initiative".
  • In Love and Shooting Star, "altough" should be spelled "although".
  • In Born to Fight, "in a mecha" should probably be "on a mecha".
  • In the description of all the tactical feats, "still active tough" should be "still active though".
  • In Shooting Star, "inmediate" should be spelled "immediate".
  • In Heaven-Sailing Dragon, "iniate" should be spelled "initiate", twice.
  • In Rushing Dandy, "Colateral" should be spelled "Collateral".
  • In Floating Palace, "chambliers" should be spelled "chandeliers".
  • In Aura of Decision, "Knigh" should be spelled "Knight".

Non-typo missing stuff (IMO):
  • Born to Fight needs benefits for the new accessories added of late, including shields and new types of armor.
  • In Gate to Nowhere option Safari it would be nice to allow all the other generic robot types, instead of just Generic Universal Neo Dynamic Assault Mobile Suit.
  • Database should probably now refer to "Your Executive Officer" instead of "Your 2nd and 3rd officer".

Offline oslecamo

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Re: Pilot Feats
« Reply #13 on: April 04, 2018, 08:54:16 AM »
Uf, ok all that should be taken care of. And added four new feats while I was at it, tactical for Martial Machine and three "mental stat to melee" base ones to round it up.

Offline Fzzr

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Re: Pilot Feats
« Reply #14 on: April 04, 2018, 10:21:37 PM »
Newly noticed things:

  • In Predict, Attacker, and Guardian, "sucession" should be spelled "succession".
  • In Soul System, "max spirit poins" should be "max spirit points".
  • In the Soul System Special section, "binded" should be "bound".
  • Helpful Autonomous Robotic Operator isn't labeled as a [Pilot] feat - is that intentional?
  • In Null Soul in Entropy Elemental, "trough" should be spelled "through".
  • In Zen Zanbato, "automatically tell any lies" makes more sense as "automatically recognize any lies".
  • In Beautiful Blade, "Aoo" should be "AoO".
  • In Funnel Control System and Alien Arts (Invisible Hunter), "whitout" should be spelled "without".
  • In Relationship Feats, "puting" should be spelled "putting".
  • In Love and Alien Adaptation, "sucessful" should be spelled "successful".
  • In Born to Fight, "accwessory" should be spelled "accessory".
  • In the Chokabam Armor overcharge benefit, "25" for heavy should probably be "35".
  • Orichalcum Armor is listed several times in the overcharge benefits, with different numbers and incorrect tiers for some of them.

Special things:
Both here in the overcharge section and in the Arsenal, "Enancher" should probably be "Enhancer".
Database now refers to "Executive Officer(s)", but it's only possible for a Ship Captain to have one Executive Officer. If you think all the Officer types should be able to benefit from Database, it should say "Distinguished Officers" instead.

Offline oslecamo

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Re: Pilot Feats
« Reply #15 on: April 05, 2018, 10:24:10 AM »
Ok, that should cover the new batch, however...

Both here in the overcharge section and in the Arsenal, "Enancher" should probably be "Enhancer".
... I reserve myself the right of coming up with new words for fancy tech. :p

Offline Fzzr

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Re: Pilot Feats
« Reply #16 on: April 05, 2018, 06:35:40 PM »
Both here in the overcharge section and in the Arsenal, "Enancher" should probably be "Enhancer".
... I reserve myself the right of coming up with new words for fancy tech. :p
That's your prerogative. Everything else is fixed!

Offline YuweaCurtis

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Re: Pilot Feats
« Reply #17 on: April 21, 2018, 02:22:39 PM »
In "Born to Fight" it says you can use pilot maneuvers and stances out of the mech, but only once five minutes. How does this work with things with a duration? Would it be as normal but have a five minute cooldown afterwards?

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Re: Pilot Feats
« Reply #18 on: May 01, 2018, 09:52:11 PM »
Yes.

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Re: Pilot Feats
« Reply #19 on: July 16, 2018, 12:42:20 AM »
From a PM discussion which may benefit from other's people input:

Not sure if the stat in place of Strength feats have balanced side effects.
Strength Feats - Charisma, Int, Wis... Though it's possible Int can be better than Char. And possibly Wis in specific situations.

The Charisma one may have the strongest effect, but Cha is also the dump state of choice and to trigger the secondary effect you need your opponent to actually make an Aoo while Zen Zanbato and Smart Sword only need your enemy to be there for you to hit them.

So that leaves Zen Zanbato Wis lie detector vs Smart Sword Int extra knowledge. I had considered making Zen Zanbato actually able to reveal the actual truth behind the lie, but then I thought that would make the feat too strong for utility as it makes any intrigue scene null as you can just whack everybody to learn every bit you want with no failure chance. If there's any suggestion how to slightly improve Zen Zanbato I'm all ears.

Although I should point out they're still just secondary side effects. I believe that even if they're not super balanced, the main draw of each feat is still replacing one stat for another, not the side effects.