Author Topic: Atreim Pilot  (Read 4975 times)

Offline oslecamo

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Atreim Pilot
« on: December 22, 2017, 09:41:24 AM »
Atreim Pilot

”Entropy is coming.”
-Angelica Shartill, Atreim Pilot

Atreim was originally a relatively normal planet until it was destroyed by the followers of Entropy. A few survivors who escaped dedicated their lives to finding a way of trying to prevent this happening again by attempting to combine advanced battle data with magic, in particular ice spells based in the theory that since cold is not a type of energy but rather the lack of it, thus should be more effective in battling entropy, like freezing things helps preserve them. So far they’ve failed to save any other planets from falling to entropy, but succeeded to a degree in still surviving and teaching what they learned to those that are willing to learn.

Becoming an Atreim Pilot
Pilots mixing magic and maneuvers are the best path for following this path.

ENTRY REQUIREMENTS
-At least 2 levels of a pilot class able to initiate maneuvers.
-At least 3 levels of a different pilot class from the previous one able to cast spells.
-Terrorize Undead feat or a Familiar.
-Cannot have Neo Divinity nor Steel Arcanist.

Class Skills
The Atreim Pilot's class skills (and the key ability for each skill) are Appraise, Bluff,  Balance, Craft (any), Diplomacy, Intimidate, Jump, Listen, Knowledge(any), Profession, Sense Motive, Spot
Skills Points at Each  Level: 4+ Int mod

Hit Dice: d8

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+0+0+2Serius System, Autumn Loneliness, Spirited
2nd+2+0+0+3Winter Call, Cold Circuit
3rd+3+1+1+3Autumn Loneliness, Winter Call
4th+4+1+1+4Autumn Loneliness, Winter Call, Spirit
5th+3+1+1+4Autumn Loneliness, Winter Call, Ice Improvement (3)
6th+4+2+2+5Autumn Loneliness, Snow System
7th+4+2+2+5Autumn Loneliness, Winter Call, Spirit
8th+8+2+2+6Autumn Loneliness, Winter Call, Ice Improvement (5)
9th+9+3+3+6Winter Call, Frost Field
10th+10+3+3+7Autumn Loneliness, Winter Call, Spirit, Glacier Generator

Weapon and Armor Proficiencies: An Atreim Pilot doesn't gain any new Proficiencies.

Class Fetures:

Serius System: Every level of Atreim Pilot keeps improving your mechas and arsenal access as if you had taken a levelthe maneuver-granting class they used to qualify for this. In addition you gain Magic Reactor as a bonus feat even if you don’t meet the prerequisites.

Autumn Loneliness: At the levels shown in the table, an Atreim Pilot advances maneuvers and PL as if she had taken a level in the maneuver-granting class they used to qualify for this.

Spirited: Every level of Atreim Pilot increases your spirit points by 4 and when Spirit shows in the table, you learn a new one.

Winter Call: At the levels shown in the table, an Atreim Pilot advances spellcasting and CL as if she had taken a level in the spellcasting pilot class they used to qualify for this.

Cold Circuit: At 2nd level you can expend a Terrorize Undead use as swift action to reduce the cost of your next maneuver within 1 round to zero energy (not taking in account any extras such as actually firing an energy-consuming weapon). If you have an awake familiar, you may instead have them enter a short sleep for 1d12 rounds to activate this. Familiars sleeping due to this provide no benefits.

Ice Improvement: Starting at 5th level when you cast a spell with the [Cold] descriptor, your mecha gains an amount of upgrade points worth of Super Robot upgrades of your choice equal to half the spell’s level, rounded down, up to 3, for 1 minute, and you can use your Pilot level instead of Super Pilot level to see what you can unlock. Multiple casts do not stack. At 8th level you round the spell level up and can gain up to 5 upgrade points.

Snow System: At 6th level by spending a Terrorize Undead use as a free action, as a fullround action you can initiate a maneuver with an initiation time of a standard action plus cast a spell with the [Cold] descriptor with a casting time of a standard action. If you have an awake familiar, you may instead have them enter a short sleep for 1d12 rounds to activate this. Familiars sleeping due to this provide no benefits.

Frost Field: At 9th level any barriers/fields/coats/similars you have only consume half energy. In addition while you have any such system active, you’re immune to Cold damage.

Glacier Generator: At 10th level you only pay half the cost of using Magic Reactor, and in addition you are immune to the effects of the Entropy feat, although your creations and spells not on your person may still be affected.
« Last Edit: May 20, 2019, 03:25:40 AM by oslecamo »

Offline oslecamo

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Re: Atreim Pilot
« Reply #1 on: December 22, 2017, 09:49:47 AM »
Reserved, and feel free to comment now.

Offline oslecamo

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Re: Atreim Pilot
« Reply #2 on: December 22, 2017, 08:09:44 PM »
As a reminder, it's perfectly fine for people to post comments about a class on the thread itself, which also makes it easier for other people to check relevant information.

From a PM:
It says Arcane Reactor one part.
Fixed.

Also any way the requirements can be changed so you can got in 3 / 3 rather than 4 / 2?
You can get in 3/2. Just pick obtain familiar as you don't necessarily need an arcane pilot's familiar to pull it off.

Offline YuweaCurtis

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Re: Atreim Pilot
« Reply #3 on: December 23, 2017, 02:17:51 PM »
Quote
Frost Field: At 9th level any barriers/fields/coats/similars you have only consume half energy and you only consume half energy. In addition while you have any such system active, you’re immune to Cold damage.
What does this entail?
« Last Edit: December 23, 2017, 02:28:19 PM by YuweaCurtis »

Offline oslecamo

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Re: Atreim Pilot
« Reply #4 on: December 23, 2017, 08:19:28 PM »
Seems like a typo, removed. Thanks.

Also can Atriem still access those spells from Arcane Pilot
Assuming they entered as Arcane Pilot, yes.
« Last Edit: December 23, 2017, 10:36:04 PM by oslecamo »

Offline YuweaCurtis

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Re: Atreim Pilot
« Reply #5 on: December 26, 2017, 10:38:17 AM »
I was asking about the ability to switch out the spells, my bad.
« Last Edit: December 26, 2017, 01:24:33 PM by YuweaCurtis »

Offline oslecamo

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Re: Atreim Pilot
« Reply #6 on: December 26, 2017, 07:39:49 PM »
Again assuming they entered as Arcane Pilot, yes.

Offline Fzzr

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Re: Atreim Pilot
« Reply #7 on: April 03, 2018, 12:55:56 AM »
Fixes to Atreim Pilot:
  • "The 's" under Class Skills should be "The Atreim Pilot's".
  • There's an extra comma after "Snow System" in the features chart.
  • "Glaciar Generator" in the features chart and description should probably be "Glacier Generator"
  • "Atrem Pilot" under Autumn Loneliness and Spirited should be "Atreim Pilot".
  • "whitin" under Cold Circuit should be spelled "within".

Offline oslecamo

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Re: Atreim Pilot
« Reply #8 on: April 03, 2018, 01:02:15 AM »
Cleaned up too, including the extra instances of "Atrem".

Offline YuweaCurtis

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Re: Atreim Pilot
« Reply #9 on: May 11, 2018, 11:30:25 PM »
Yo, in Ice Improvement are those upgrades in general or specifically for your mecha?

Offline oslecamo

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Re: Atreim Pilot
« Reply #10 on: May 11, 2018, 11:52:44 PM »
I don't understand your question. The upgrades are gained by your mecha and drawn from the super robot list of upgrades. I'm not really sure what you mean by "upgrades in general or specifically for your mecha". :???

Offline YuweaCurtis

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Re: Atreim Pilot
« Reply #11 on: May 13, 2018, 08:21:24 PM »
I mean it doesn't specify your mech.

Offline oslecamo

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Re: Atreim Pilot
« Reply #12 on: May 17, 2018, 09:02:45 AM »
Good point, cleaned up.

Offline YuweaCurtis

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Re: Atreim Pilot
« Reply #13 on: May 09, 2019, 10:22:44 AM »
You may want to add a clause about being in a class which gives both initiating and casting, whatever that may be.

Offline oslecamo

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Re: Atreim Pilot
« Reply #14 on: May 09, 2019, 11:49:02 PM »
Added clause that the class that grants spells must be a different one from the one that grants maneuvers.