I'm going to try a different approach this time. Instead of listing all the issues, I'll post my proposed edited versions of relevant blocks.
ACFs for other races:Elegant Weapon: At 1st level with 24 hours of work and access to wood and crystal, you can replace one your mecha's in-built weapons with a mecha-scale martial ranged weapon with 40 ammo or simple melee weapon that also gains the Finesse Property. It also gains the Power Property and consumes 2 energy per attack, but if it was a ranged weapon, it now counts as a Beam weapon. Its base damage increases by one size and it gains a +1 to hit bonus for each tier of your real robot, but the energy cost also increases by 2 per such increase (despite having no base energy cost). Only you can use this weapon, if anybody else pilots the real robot, it is ineffective. You can't change more than one weapon per real robot, although you can swap it for others or reverse to the original with another 24 hours of work and more wood and crystal.
This replaces the 1st level Bonus feat of the Real Pilot.
Elegant Plating: At 5th level with 8 hours of work you can reduce your Mecha's DR to gain +1 Dodge and +5 mu to all movement speeds per 2 points of DR sacrificed, to a minimum of 0 DR. You can reverse this change with another 8 of work. Another creature trying to pilot this mecha will not benefit from the increased Dodge and movement speed.
This replaces the 5th level Bonus feat of the Real Pilot.
Surrender Negotiations: At 9th level, when an enemy's mecha is reduced to 25% or below HP by the ship's weapons while the Ship Captain is commanding it, the enemy pilot must make a Will save with DC 10+1/2 HD+Cha mod or willingly abandon their machine. The Ship Captain must make sure the enemy pilot's life is spared until a proper judgement process or ransom can be organized, otherwise this ability is lost for one year and one day.
Final Example: At 18th level, if the Battleship is destroyed while the Ship Captain is piloting it, the wreck projects a Leader aura with double range and effects than the Ship Captain's own, plus allies benefiting from this boosted aura can have one of their weapons benefit from their choice of Disarming, Finesse, Pinning or Power (chosen at the start of each of their turns, each choice just lasts 1 round). The ship captain can still eject normally.
This replaces the Bonus Feat gained by a Ship Captain at 18th level.
Primitive Weapon: At 1st level with 24 hours of work and access to some tons of scrap metal, you can replace one your mecha's in-built weapons with a mecha-scale martial melee weapon or simple ranged weapon with 20 ammo. It also gains the Rending property, plus Brutal if ranged. Its base damage increases by one size and gains +1 to hit bonus for each tier of your real robot, but energy cost increases by 1 for each such upgrade, despite having no base energy cost. Only you can use this weapon, if anybody else pilots the real robot, it is ineffective. You can't change more than one weapon per real robot, although you can swap it for others or reverse to the original with another 24 hours of work and more scrap metal.
This replaces the 1st level Bonus feat of the Real Pilot.
Tribal Markings: At 11th level with 8 hours of work you can decorate your real robot with trophies, paint patterns and other similar signs. Choose a pilot feat. If during combat you yell your tribe's name along with your personal warcry as a move or swift action, you gain the benefit of the chosen feat for the rest of the combat, plus the Attacker feat. If you already had attacker, double the benefits. If you use it outside of combat, it only lasts 1 round. You can change your tribal markings with another 8 hours of work.
This replaces the 11th level Bonus feat of the Real Pilot.
Ravaging Assault: At 17th level when you full attack or charge, you may choose to don't add neither your Str or Dex mod to the attack roll. If you do so, you make two extra attacks.
This replaces the 17th level Bonus feat of the Real Pilot.
Boarding Assault: At 9th level, if adjacent to another mecha or battleship, as a standard action the Ship Captain may make a melee attack using its own stats. If it deals at least one damage to the adjacent mecha/ship, the ship captain boards the enemy machine! Both combatants now count as being adjacent to each other inside the enemy machine's cockpit/ship bridge. Either can exit as normally from a mecha, but doing so will leave the other in control. Alternatively, the ship captain may have one of their Distinguished Officers perform the boarding action once a breach is secured.
This replaces the Bonus Feat gained by a Ship Captain at 9th level.
Flying Juggernaut: At 15th level, when the Ship Captain flies over enemies, it may fire its Anti-Air guns and Missile Battery once each at each opponent that he passes over, without spending ammo. Each enemy can't be hit more than once per turn this way.
This replaces the Bonus Feat gained by a Ship Captain at 15th level.
Note spelling change in the name of this one ^
Blaze of Glory: At 18th level, 1/day if the battleship would be destroyed, the Ship Captain may detonate it as a free action causing 2d12 damage per HD to all inside its Leader aura, reflex save with DC 10+1/2 HD+Cha mod+Str mod for half, with the Rending, Pinning, Concussive, Disarming and Downfall properties. Success on the reflex save means victims can ignore three of the properties of their choice. Allies may be warned just before the ship explodes, allowing them to move to any square adjacent to the limit of the leader aura. The ship captain can still escape in a cockpit.
This replaces the Bonus Feat gained by a Ship Captain at 18th level.
Android-An Android heals damage twice as fast as a living creature thanks to advanced self-maintenance protocols.
-Unlike other constructs, Androids are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
-As CASTs, Android can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to an Android can be healed by a cure light woulds spell or a repair light damage spell, for example, and an Android is vulnerable to a disable construct spell and harm. Spells from the healing subschool and supernatural abilities that cure hit point damage provide their normal effect to an Android.
-An Android responds slightly differently from other living creatures when reduced to 0 hit points. an Android with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, an Android is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Android does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
-As a CAST, an Android can be raised or resurrected.
One With the Machine: As a fullround action, an Android who enters a Mecha can choose to replace the giant robot's normal max HP with its own while piloting it. However then damage dealt to the Mecha applies directly to your HP as well, although critical hits against the mecha don't inflict you with extra damage (so if you suffer a x3 critical hit, simply both you and the mecha suffer x3 damage for example). They can end this effect as another fullround action. You cannot use this ability if it's already activated in another mecha. Notice that they count as separate HP pools, so effects that heal the Android won't heal the mecha and vice-versa.
Soulless: An Android cannot gain any class ability based on Charisma, such as a Sorcerer's spellcasting or a Paladin's
Divine Grace. They can still use Charisma-based skills normally, as well as making charisma checks when required from other sources such as being charmed.
Cyborg- A Cyborg heals damage twice as fast as a living creature thanks to advanced self-maintenance protocols.
-Unlike other constructs, Cyborgs are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
-As CASTs, Cyborgs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a Cyborg can be healed by a cure light woulds spell or a repair light damage spell, for example, and a Cyborg is vulnerable to a disable construct spell and harm. Spells from the healing subschool and supernatural abilities that cure hit point damage provide their normal effect to a Cyborg.
-A Cyborg responds slightly differently from other living creatures when reduced to 0 hit points. a Cyborg with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, a Cyborg is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Cyborg does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
-As a CAST, a Cyborg can be raised or resurrected.
Aura ManaketesThe Aura Manaketes are living proof of the dangers of trying to mix magic with technology too much. Originally normal humanoids, they saw their population swiftly die during an escalating war where both sides kept using greater combinations of science and spells that contaminated the environment to a point where not even the deepest bunkers nor alternate dimensions provided a safe haven. The Aura Manaketes were the only survivors from their population due to changing their very genetic codes and souls to allow them to change into the form of giant beasts that could consume and purify the contamination they had created, but it was still a pretty close call and left them locked into beings that cannot be easily satisfied, plus hunted down by many other civilizations that want to research their exotic bodies.
Aura Voice: As a standard action, an Aura Manakete can unleash an unique sonic breath that affects either a cone with 10 feet plus 5 feet per HD or a line with 20 feet plus 10 feet per HD. It sounds like beautiful music to most beings, but to anybody able to use spells or SLAs it sounds like an horrible cacophony, forcing them to make a Will save with DC 10+1/2 HD+Con mod or be Dazed for 1 round. In addition it works as an area Greater Dispel Magic with CL=HD except that spells with a lower CL than the Aura Manakete’s HD in the area are automatically dispelled. Aura breath has a 1d4+1 round cooldown (halved if you’re in Aura Monster form).
AtlanteanThat is until the finding of ruins in asteroids and orbiting planetoids cloaked by failing devices. Investigations point to some ancient civilization that developed extremely advanced technology, giving themselves wings in the process plus artificial homes in the sky and space so they wouldn’t be weighted down by gravity anymore, probably being the origin of the legends behind the mighty beings above. However their lifestyle was not sustainable, which combined with decadence and loss of knowledge led to the collapse of their civilization, with the scant survivors escaping back to the lands below.
Atlantean movement speed is 30 feet for medium size, plus they have a flight speed of 30 feet with average maneuverability, but it takes most of the focus of your average Atlantean and they can’t take any other actions while flying besides basic movement unless they have PL 6+. This flight speed does not carry to any mecha they pilot. The wings are flexible enough they can be easily hidden inside normal clothing or pulled off as a swift/move action. While the wings are hidden, an Atlantean gains a +20 bonus on any Disguise checks to pass as a human.
ZentradiMiclonization: One of the initial main obstacles for the relation between Zentradi and other races was that size does matter and 30-ft tall humanoids had quite an hard time interacting with societies built for much smaller humanoids (which the Zentradi call as “miclonoids” in their own language). Luckily science swiftly developed a method to safely and reliably converting a Zentradi to normal medium-size and back. It takes one minute and is provided free of charge in any place where one could change Arsenal as part of the Zentradi peace negotiations, but Protoculture Proxy is surpassed and base speed drops to 30 feet. Looks remains the same, although some Zentradi revert to a more child-like appearance due to not being 100% compatible with the process thanks to genetic variety, which makes them small sized and movement speed drops to 20 feet. The choice of whatever Miclonization makes them medium or small must be chosen at character creation and can’t be changed later.
Benefit: You count as Mecha scale (a normal Zentradi, being colossal would count as a medium-sized mecha) and can survive in space with no penalties up to one minute per Con mod. The benefits of this feat are suppressed if you are currently under the effects of Miclonization.
Klaxossaur - change spelling to "Klaxosaur" throughout post
Benefit: When you’re piloting a mecha with the Berserker special and it activates, you may spend Parasite Particles up to your PL to gain the same amount of super robot upgrade points that last while the Berserker does. Your limit for which upgrades you can take this way is either your super robot level or half your Pilot Level, whichever’s higher.
Benefit: When using Artificial Parasite on somebody with who you have Love/Friendship/Rivalry/Devotion, you gain an extra 2 Parasite Particles for each such feat you have towards them and they take -2 Con damage per such feat they have towards you, down to zero Con damage. This is an exception to the Artificial Parasite clause that no Con damage would result in no Parasite Particles gained. You may also choose to consider any number higher than 6 as a 6 in the 1d12 rolled for Parasite Particles towards such humanoids.
Other things:
- Could you clarify how much "some tons" of scrap material should be in the Orc ACFs?
- Since "One With the Machine" is a fullround action and entering a mecha is a standard action, does the Android have to wait until the following round to use "One With the Machine"?