Combat Protocols IThe Mecha Engineer learns one maneuver and one stance of a level no higher than ½ (pilot level + 1) of the Mecha Engineer and its pilot level is equal to its class level plus half pilot level for every HD in another class. The engineer selects one martial discipline from which they are both to be selected from.
The chosen discipline's key skill becomes a class skill for the Mecha Engineer. The maneuvers and stances learned from Breakthroughs can only be used by his Mecha Prototypes if they invest one hardpoint per stance configured into it and 1 arsenal space per maneuver level for each maneuver the Mecha Engineer programs into it. The maneuvers programmed into a Mecha Prototype using breakthroughs can be changed whenever its arsenal options are changed.
Like other pilot classes, the mecha doesn't ready those maneuvers but initiates them by spending 5 energy per maneuver/stance level.
This Breakthrough may be selected twice, selecting a different discipline each time.
Craft of Crafts (requires 5 ranks in any Craft skill)
The Mecha Engineer is amazing at crafting just about everything. Choose one Craft skill in which you have at least 5 skill ranks; you now count as having the same number of skill ranks in every other Craft skill. If you had ranks in more than one Craft skill you may immediately redistribute those skill ranks.
You are nevertheless particularly efficient at crafting things for which you specifically trained for, allowing you to make progress on your creation faster.
If you use the normal number of ranks of a Craft skill to determine the skill check modifier, you calculate the progress by the week using the price of the item in gold pieces instead of silver pieces. When calculating progress by the day, use silver pieces instead of copper pieces.
Engineer's PatentA Mecha Engineer can add improvements to any object of up to two size categories larger than his own. Mechas and their mecha weapons do not qualify as objects for the purpose of this ability
The process costs 100gp for a weapon, 50gp for anything else. He must succeed on a Craft DC 20 (associated to the item modified and has risks of losing raw materials as usual) and go through the crafting duration as per the market price in silver (3000 for weapons, 1500 for other objects).
Improving an item more than once destroys the previous improvement. Improved items have their market price increased by 300 for weapons, 150 for other objects.
The improvement can be one of the following:
+5 to hardness
The object also counts as a masterwork tool granting a +2 circumstance bonus to any one skill (+4 when used by the Mecha Engineer himself), x10 costs if it doesn't need a hand to be used.
The object functions and can be used without penalty underwater
Range Increment increases by 5 feet
Object is immune to rust and does not deteriorate with time
Escape Pod ControlThe Mecha Engineer has planned a secret access code that allows anyone to enter any mecha he has built whether or not the current pilot allows him access. He may lock or unlock the mechas this way with a free action on his turn.
Additionally, when the Mecha Engineer enters a Mecha he has built, he can seize control of the escape pod mechanism and trigger it even if the Mecha isn't destroyed with a swift action. This can be used to allow the Mecha Engineer to use the escape pod himself along with others withing the mecha and get launched away or even just to eject a bothersome pilot.
A mecha prototype without its escape pod do not eject another one it is destroyed.
It can get another one built in with 1 hour of work, by getting the mecha at any place that allows him to change his arsenal options or it may find and pick up the escape pod as a move action to have it reinserted automatically. It may not have more than one escape pod per mecha prototype.
After getting ejected with the escape pod and traveling 1d12 x5 mu in a direction of his choice without provoking attacks of opportunity, it can be controlled to move around. The escape pod has a flight movement speed of 30 mu per round and has a battery of 50 energy + 2 energy per class level. Flight consumes energy as normal and the escape pod only recovers energy if it gets within a mecha, at a rate of 5 per round starting at the moment it gets inside one. The Mecha Engineer can use the escape pod to get into another mecha or battleship provided it allows him entry (and can later eject himself out again).
*If the Mecha Engineer has the Combat Core feat, it uses its Mecha Prototype grade level instead of Real Robot grade and the combat core escape pod has its speed increased by 30-mu and has its energy increased by 2 per class level.
SapperThe Mecha Engineer gains the Trapfinding ability.
Additionally, he is excellent at getting his way into unattended mechas that he doesn't own.
He can get inside through a process that requires 1 minute of concentration. For every two class levels, reduce the time required by 1 round, to a minimum of a full-round action to get inside (instead of 0 rounds).
At the end of the process, the Mecha Engineer must succeed on a Disable Device or Open Lock skill check opposed by a DC of 25 + ½ the mecha's effective HD. The Mecha Engineer can take 10 if he isn't threatened or distracted and can take 20 if he spends 20x the required time on the process.
If the check is failed, he must try again but the DC increases by 5 each after each failure.
After a successful break-in, and for as long as the mecha's security access isn't reset (a free action for anyone piloting the mecha), the Mecha Engineer (and everyone else) can now freely enter/exit the mecha.
MaintenanceThe Mecha Engineer becomes especially good at repairing things.
He may use energy to help with the maintenance and repairs of any one mecha, object or construct within touch range.
As a standard action, he may restore 1 hit point per 6 energy points expended on the maintenance (requires having access to energy, such as being aboard a mecha or an improved escape pod). The energy cost per hit point restored decreases by one for every 2 class levels, to a minimum cost of 1 point of energy at a class level of 10.
With a full-round action and 20 energy, he can remove an ill effect from a mecha, construct or object, provided he wins an opposed level check against the source of the effect. (DC 25 against sources that aren't creatures).
He may also repair a mecha or battleship he is aboard of by using their own energy for his tool and may.
While piloting a mecha equipped with any kind of Repair Kit, Propellant or Cartridge arsenal accessory, he may use a standard action to apply it to another mecha within double the normal range.
Additionally, he is now qualified to repair any destroyed mecha on his own without a crew of mechanics. The process is the same as building a mecha prototype from scratch (100gp x effective mecha level, up level before destruction and a Craft (Mecha) DC 25 to determine his daily progress. Faster with special equipment and a crew of mechanics).
However, he cannot restore a destroyed mecha whose level is higher than his class level.
Tether HookYou can make a special Arsenal (I) weapon that takes 10 arsenal space with which you can equip your mecha prototypes and the mechas of your allies.
The hook can be shot with an attack action, it bypasses all hardness and DR but deals only 1 piercing damage (no ability modifier to damage), threatens a critical hit on a 20 (x3) and has a 100 feet range increment (but cannot shoot farther than its wire's length). It has only one ammo (hook).
The hook is linked to a steel wire/chain whose length is 40 feet +10 feet per class level.
A successful shot indicates that the hook lodged itself into something, anchoring the wire firmly enough to pull yourself to it with a move action. Once a surface is hooked, you automatically know if it is sturdy enough to support your weight.
You may instead use that move action to pull your hook back (allowing you to use it again) or to pull the hooked target to you. If the target is an object, you must be strong enough to drag its weight to pull it to an available square adjacent to your own. It the mecha has an humanoid form, it may instead chooseto hold the object. If the target is a creature, you may pull it to you or drag it along as you move by winning an opposed strength check, both moving 5 mu for each point you exceeded his strength check (if it resists). A creature can sunder the wire or unhook himself with a DC 15 strength check as a standard action or may use the wire as a move action itself to pull you to it or drag you along as it moves. You cannot move beyond the maximum length of the wire from the hooked target without retrieving the hook or dragging the target along.
Retrieving the hook allows you to use it again. If you pull yourself to a hooked surface, you automatically retrieve the hook and move to the closest available space adjacent to it on your trajectory. This movement provokes attacks of opportunity.
You may disconnect yourself from the wire with a free action on your turn.
While a target is hooked, you may use the wire in any way you can use a rope (including swinging yourself around or climbing normally).
Trust Me; I'm a Ninja NearThe Mecha Engineer can improve any cloaking device attached to the Mecha Prototype. While cloaked (any ability or arsenal accessory that allows it to hide in plain sight or be invisible), the mecha no longer makes any sound. You may toggle this feature on and off with a free action.
His Mecha Prototypes may also use his Knowledge (Architecture and Engineering) skill instead of Hide skill checks.