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Scrapper (Mech Pilot Archetype)

Scrappers have to survive on their own, with no help from the large corporations that fund other mech pilots. They learn how to make due with what they have and become better fighters for it.

Bonus Feats: (Ex): Scrappers gain mech pilot bonus feats at 1st level, and every odd level thereafter. This replaces the organizational ties gained at 3rd, 7th, 11th, 15th, and 19th level.

Giant Mobile Armor Archetypes

These archetypes specifically modify the mech pilot’s mecha, which normally functions as a construct barbarian.


    Bio-Mech (Mecha Archetype)

    Bio-mecha are grown, not constructed. Their unique creation process is well-guarded by those who create them, but their natural reactions and intuitive abilities translate well to their pilots.

    Plant Matter (Ex): A bio-mech is a plant creature with no Intelligence or Charisma scores. It gains plant traits. The mech gains its own Perception checks and conveys its senses to its pilot through an empathic bond.

    This spends 12 of the mech’s starting points at rank 1.

    Natural Armor (Ex): At 1st level, a bio-mech has a +3 natural armor bonus. This replaces the mech’s light and medium armor proficiency (it can buy these again for 5 points).

    Natural Attacks (Ex): At 1st level, a bio-mech has 2 natural slam attacks. These are primary attacks with a reach 5 feet greater than a creature of the mech’s size could make (a Huge bio-mech’s slams would have 20-ft. reach). They deal 1d8 bludgeoning damage (if Huge) with a critical multiplier of x3. If the mech makes only 1 slam attack on its turn, it adds twice its Strength modifier to the damage.

    This replaces the mech’s weapon proficiencies, although 25 the pilot can still use his proficiencies normally.