Mecha Engineer

"PUNCH! ...That's really a KICK!!"

- 2nd Lt. Tasuku Shinguji

Behind every pilot is his mecha, behind every mecha is an engineer.

While they are often forgotten, unknown or so mysterious that they are never mentioned, their genius is often overlooked as the pilot of their mechas takes all the credit and all the fame. Everyone remembers the pilots.

Most will claim that a mecha is nothing without the ability of its pilot.

But that's OK. You're an engineer and you know the truth: the pilot is nothing without a machine. You make machines so well made that even the most retarded pilot can seem competent, and when entrusted into the hands of a pilot whose skills matches your genius, then at last the fruit of your talent can reach its true potential.

Yes. Sometimes a true pilot gets into the cockpit and makes you proud.

And, more importantly, it gives you the opportunity to work where you are really needed.

Created by Anomander. Original Thread

Multiclassing Adjustments
Every pilot classes multiclasses with Mecha Engineer as they do with Real Pilot. If it multiclasses with Real Pilot, take a Real Robot available to him as the base. Then choose the starting frame as per the 1st Step of designing a mecha prototype and add its stats the to Real Robot with the following exceptions:
 * Use the size of the Real and reduce it by one (minimum Small) if you take the dynamic frame.
 * Use the base arsenal space and hardpoints of the Real Robot instead of the Mecha Prototype. Unlike the regular models, generic Real Robot options do not benefit from the extra arsenal space progression of the Mecha Engineer as they are too generic to inspire a special machine. The Real Robot gains the arsenal requirements of the Mecha Prototype either way.
 * Arsenal progression stacks between the Real Pilot and the Mecha Engineer though this doesn't grant access to better Real Robots and doesn't stack to determine the Mecha Prototype's grade level.
 * Use the speeds of the Real Robot and reduce it by 10 if you take the tough frame, to a minimum speed of 5mu, or increase it by 10 if you take the dynamic frame.

Research Field
The Mecha Engineer counts as a pilot for the purpose of learning Pilot feats. Exceptionally, the Mecha Engineer may always use these abilities while piloting a mecha prototype that he has built and when he tries to enter a mecha it always counts as having enough space for him to get inside (he fits right in with the heavy machinery). The Mecha Engineer may still perform actions while inside a mecha. However, because each Mecha Engineer is a project leader and has way too much notoriety in his domain that they cannot suffer being ordered around by anyone that doesn't have better credentials than their own; A Mecha Engineer cannot be another character's cohort unless the leader has more Mecha Engineer class levels than they do.

A Mecha Engineer learns maneuvers and stances from two disciplines between Internet Explorer, Super Youkai Warhead (Tech) and Into the Danger Zone. Its mecha (but not the engineer himself) gains access to those disciplines. It may only learn maneuvers of a level no higher than ½ (pilot level + 1) of the engineer and its pilot level is equal to engineer's class level plus half pilot level for every HD in another class.

The chosen discipline's key skills are class skills for the Mecha Prototype.

Like other pilot classes, the mecha doesn't ready maneuvers but initiates them by spending 5 energy per maneuver/stance level.

For every class level, the mecha learns one new maneuver or stance of the chosen disciplines.

Additionally, every odd class level, the Mecha Engineer may skip one level's gain of a new maneuver known to gain a Breakthrough ability, with their choices determined by what the highest Arsenal level they can access is.

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 Patent
A 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 Control
The 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 within 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.

Sapper
The 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.

Maintenance
The 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 Hook
You 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 Near
The 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 to make Hide skill checks to hide.

Arm and Supply
Whenever the Mecha Engineer may now convert a lesser amount of arsenal space into a hardpoint provided the accessory assigned to it has a lower level than his highest Arsenal level available. The arsenal space required by each such option is reduced to 20.

All the arsenal options of his highest level available can now be stabilized by spending 20% more arsenal space to make them safe instead of 40% (or an extra 5 arsenal space used for accessories).

Using photon energy, while he is aboard a mecha, he may spend a full-round action to remove and/or add an arsenal option for that mecha, as possible with its arsenal space.

Overclocking
The Mecha Engineer knows how to give these mechanisms the little tweak they need to over-perform. Or how to plug them to the right engine.

If he is within a mecha, battleship or escape pod (or some other vehicle with energy), he may take a swift or move action to increase all its movement speeds for 1 round, up to a maximum speed equal to double the speed before this increase. This costs the mecha 5 energy per extra 5 mu. Reduce the movement to normal scale if the vehicle operates on normal scale. The movement itself still costs energy (or not) as normal.

Reinforce
(Requires the Maintenance breakthrough.) Whenever the Mecha Engineer uses energy to repair a mecha or other object with his Maintenance ability, he may heal it past its maximum hit points, granting it temporary hit points that may not exceed his class level + his Intelligence modifier. These temporary hit points do not stack with the Ablative Plates arsenal accessory (they are technically the same thing).

He now also works twice as fast on his mecha prototypes, building/repairing them at twice the speed.

While piloting a mecha equipped with any kind of Repair Kit, Propellant or Cartridge arsenal accessory, he has double the normal range to have it applied on another mecha and may use a standard action to apply it to another mecha within four times the normal range.

Targeting System
The Mecha Engineer may now add his Intelligence modifier as a competence bonus on the attack rolls of his Mecha Prototypes and half his Intelligence modifier to their weapon damage rolls.

Tractor Beam
(Requires the Tether Hook breakthrough.) The Mecha Engineer's tether hook have been improved. The wire and hook are now made of light particles that cannot be sundered nor be otherwise broken.

It may alternatively be used at half range (20 feet +5 feet per class level) as a ranged touch attack that initiates a ranged grapple attempt. If the grapple is a success, the user may bring the grappled target over to his occupied space so that he may grapple normally or choose to count as grappling and both stay where they are. By taking a -20 penalty on the grapple check, he may maintain the grapple without counting as grappled himself. Once he establish a pin on the target, that penalty is reduced to -10. Both object and creature targets caught by the tractor beam count as weightless for the purpose of being brought to the user or dragged around (this does not make 'anchored' objects such as trees and most structures easier to dislodge). A special stasis field on the hooks makes any surface hooked able to support the user's weight.

Combat Escape Pod
(Requires the Escape Pod Control breakthrough.) The Mecha Engineer add additional combat features to his mecha prototypes' escape pods. The pod can be equipped with one of the mecha prototype's mecha weapons or arsenal weapon when gearing up the mecha with its arsenal options. The weapon transferred to the escape pod isn't available to the mecha it was taken from but when the pod is controlled it can use that weapon. If the escape pod is lost, the lost weapon can be restored as part of the process of making a new escape pod.

Additionally, its pods now have an energy reserve of 50 + 3 energy per class level, its flight speed improves by 10 mu and it has 1/5 the mecha's total HP instead of 1/10.

* If the Mecha Engineer has the Combat Core feat, this Breakthrough improves it as described but it now has its energy increased by 3 per class level instead of 2 per class level.

Minor Breakthroughs
Select two Breakthrough abilities in the list of breakthroughs requiring an Arsenal level of 1. You may only select this ability once.

Radar
The Mecha Engineer gains a special radar that allows him to detect the presence of creatures within 5 feet per class level. This detection ignores line of effect and may help him pin-point creatures but does not make it easier to see them.

A creature does not appear on the radar while it is actively hiding or hasn't moved for more than 3 rounds.

They appear as dots on the radar. It is two-dimensional, so it does not account for their elevation. It also somehow shows him which general direction they are looking at, which gives him a +5 circumstance bonus on Hide checks to hide.

Once he has access to Arsenal IV gear, the dots get colors showing him if they are enemies or allies, if they suspect his presence and if they are alert of his presence.

Once he has access to Arsenal V gear, the radar gives him their elevation as well.

Once he has access to Arsenal VI gear, the radar also gives him the layout of terrain within the area it covers.

Advanced Energy Shield
Through intense research, the Mecha Engineer has developed a means to modify energy barriers. He can increase or decrease the output each round as a free action.

You may decrease the energy cost of the barrier by any amount and similarly reduce the negated damage% by the same proportion or

Nanomachines I
The Mecha Engineer pierced the secret of nanomachines. Its Mecha Prototype gains I.

Arms Racer
(Requires the Arm and Supply breakthrough.) Whenever the Mecha Engineer selects an Arsenal option for his Mecha Prototype whose level is at least two levels lower than his highest Arsenal level available, he has an even easier time assembling it on his Mecha Prototype. Such arsenal weapon options cost half the regular amount (rounded up). The arsenal space required to make a hardpoint used for accessories of at least two level lowers is reduced to 15.

Additionally, all the arsenal options of his highest level available are now all stabilized by default.

Emergency Core
The Mecha Engineer creates a single special arsenal power core that he may use to instantly refill the hit points or energy of a construct or mecha it is installed on. When installing this arsenal option, choose how much arsenal space it requires; You may allow the core to automatically activate when the unit's hit points or energy would be reduced to zero, in which case it instantly heals or recharges it with an amount of hit points or energy equal to double the arsenal space invested.

If the damage received by the unit is high enough to destroy it despite this clutch healing, the unit is destroyed anyway.

If you use this clutch recharge if you would if you need to consume more energy than you have, provided that it would grant enough to reach the amount needed.

The core recharges after spending 1 minute without using any energy.

Greater Breakthroughs
Select two Breakthrough abilities in the list of breakthroughs available at an Arsenal level of 2. You may only select this ability once.

Underclocking
If the Engineer is within a mecha, he may reduce all its energy costs by half (rounded down) for 1 round with a standard action.

However, when the effect ends this inflicts the Fatigued condition to the mecha even if it is immune to it. If the Mecha Engineer underclocks the mecha again on the next round after using this ability, the mecha will instead be treated as exhausted when the effect ends. If it is used again on the next round, the mecha will remain exhausted until the end of the encounter (or 10 minutes if outside of combat).

The fatigue or exhaustion otherwise lasts 1d4 rounds, starting the round after it stops being underclocked and cannot be underclocked again until the end of that duration.

Amazing Escape Pod
(Requires the Combat Escape Pod breakthrough.) The escape pod has the mecha ability and can be used to take the shape of either the Fighter plane or the Tank form (as per the Super Robot upgrade). It may already be transformed upon ejection.

Its energy reserve further improves to 50 energy + 5 per class level and it now has 1/3 of the mecha's HP instead of 1/5.

If it selects the Fighter Plane, increase its flight speed by 100 mu per Mecha Prototype grade level with perfect maneuverability, but becomes unable to use any other weapon than those he transferred to it from the mecha.

If it selects the Tank form, its flight speed is halved and becomes its land speed. If the weapon it is equipped with was a melee weapon, the cannon gains the Brutal property.

* If the Mecha Engineer has the Combat Core feat, this Breakthrough improves it as described but it now has its energy increased by 5 per class level instead of 3 per class level.

Stellar Energy Management
(Requires the Underclocking breakthrough) When using an energy barrier, the energy used per attack received is reduced by an amount equal to Mecha Prototype's grade level.

When using energy to fly, the energy cost of movement for the first 5-mu per Mecha Prototype grade level is ignored.

Nanomachines II
(Requires the Nanomachines I breakthrough.) The Mecha Engineer developed stronger nanomachines. Its Mecha Prototype gains II.

Super Breakthroughs
Select two Breakthrough abilities in the list of breakthroughs available at an Arsenal level of 3. You may only select this ability once.

Dismantle
The Mecha Engineer can now dismantle mecha and constructs.

He can try to disable an adjacent mecha or constructs with a standard action by succeeding on a disable device check (DC 25 + ½ the constructs' HD), in which case the construct/mecha must succeed a fortitude save (DC 10 + ½ your HD + your Intelligence modifier) or be treated as disabled for 1d4 rounds. Whenever the construct receives repairs, the source of the repairs must win an opposed Intelligence check against her to remove that condition (Succeeding a Craft (Mecha) skill check DC 25 as a full-round action suffices to qualify as a repair, as does any effect that would heal the construct). Successfully using this ability three additional times against the same construct/mecha before it recovers from its disability permanently cuts its circuits, making it unconscious despite any immunity. It is unable to heal or cure its unconsciousness by any means for 1 hour and during that period those within can no longer use their senses through the mecha nor pilot it.

Additionally, you may use disable device as a standard action for any of its skill tasks.

Perfect Breakthroughs
Select two Breakthrough abilities in the list of breakthroughs available at an Arsenal level of 4. You may only select this ability once.

Nanomachines III
(Requires the Nanomachines II breakthrough.) The Mecha Engineer advanced the production of nanomachines. Its Mecha Prototype gains III.

Supreme Breakthroughs
Select two Breakthrough abilities in the list of breakthroughs available at an Arsenal level of 5. You may only select this ability once.

Soul of the Mechanic
At 1st level, the Mecha Engineer gains Soul of the Mechanic as a bonus feat and counts as having 5 additional spirit points per class level that may only be invested into Custom Soul Tech.

Spirited
Each class level increases his maximum number of spirit points by 3. Those spirit points can be invested in Custom Soul Tech and to active spirits. At 3rd level, he gains a Spirit and gains an additional one every three class levels thereafter. When the Mecha Engineer uses a Spirit, he can choose for it to affect his mecha prototype instead of himself, no matter who pilots it. A Mecha Engineer counts as a either a Real Pilot or a Ship Captain for the purpose of determining the cost of spirits. Once the choice has been made, it cannot be changed.

Spirits can be used as a free action at the beginning of his turn by paying their cost in spirit points (before you take any other action). He needs to meditate for 5 minutes to recover his spirit points. The Mecha Engineer can use multiple spirits in a turn, but only once for each kind of spirit. Spirits with a conditional trigger like  Valor  and  Alert  last 1 minute and then are lost if not triggered before then.

Bonus Feat
At 2nd, 5th, 8th, 11th, 14th, 17th and 20th level, the Mecha Engineer gains a bonus feat from the [Engineer] feat list below or from the list of pilot feats.

Calibration Gamble
To get this far, the engineer is either exceptionally brilliant or has amazing luck.

His skills are legendary within the powerful organization and they now cover 75% of the costs of any mecha prototype he wishes to build.

Additionally, he no longer automatically fails a check on a natural 1 and, whenever he rolls a natural 1 or 20 on a d20 roll, he may add his Intelligence modifier to the result of the roll. If he can and chooses to reroll the die (as might be the case on a natural 1), the bonus stacks with a new natural 1 or 20 result.

Mecha Prototype
The Mecha Engineer works for a powerful organization (the details of which should be discussed with the DM), which at 1st level grants him access to the funds and materials he needs to build a mecha prototype. The organization also pledges to give him access to resources and equipment he needs to repair non-disabling damage and refuel that mecha at any of it's branches at no cost. The organization can be assumed to have such branches in any stable city where the Mecha Engineer could conduct normal business. If the mecha is reduced to 0 HP, the Mecha Engineer will have to undergo some redeeming quest to be granted the right to supervise the re-assembly of a new one using his blueprints (assuming he makes it back) or use other means to finance the construction of a new mecha. If the Mecha Engineer is at least 4th level, he can request enough equipment and materials to supervise the assembly of a prototype mecha of one grade lower than he would normally have access to while on his redeeming quest (including arsenal options).

As the Mecha Engineer grows in levels he gains access to stronger mecha prototype grades, as shown on the table above. However, competent pilots do not come in infinite supply for everyone and so the Mecha Engineer builds his mecha prototype to be pilot-able by any random bloke that would volunteer for the mission (the opportunity to be a hero and control a giant robot is usually incentive enough, especially for children).

Although he usually follows a certain model, the design is completely customized.

Progression
At first level, a Mecha Engineer gains access of a Mecha Prototype of a grade level of 1 and has access to Arsenal 1 weapons and accessories.

The grade level and Arsenal options available increase to 2 at a class level of 4; to 3 at level 7; 4 at level 10, 5 at level 13; 6 at level 16 and 7 at level 19.

Building Multiple Mecha Prototypes
Only one Mecha Prototype is financed by the organization. A particularly crafty Mecha Engineer can build more than a single Mecha Prototype.

If it has a crew and proper equipment (usually provided by the organization), it can build additional mechas (or rebuild his prototype financed by the organization if it gets destroyed), each taking one hour of uninterrupted work per mecha grade and cost 100gp per effective class level (can be reduced as if the engineer was of a lower level when building it) times the mecha grade from the engineer's own pocket for raw materials.

If he has access to an unmanned mecha that isn't a Mass-Produced Model, he may build off of it and turn it into a mecha prototype as if building one from scratch but without material costs.

If it doesn't have a crew, the process takes a day (8 hours of work) per grade level instead of hours. If it doesn't have proper equipment (hangar-like space and the equivalent of heavy construction machinery), multiply the time it takes by 10.

It otherwise requires a Craft (Mecha) check with a Craft DC of 25 to determine construction progress.

However, the Mecha Engineer's passion can truly only be devoted to a single project at a time, which means that these extra projects do not feature the same greatness.

They must suffer from one of two setbacks depending on the production: This by itself does not give him any authority over any would-be pilot.
 * If it has enough funds to build them, the engineer can build more than one mecha prototype of the same kind simultaneously but they are all Mass-Produced Models (as the Mecha Mook's mecha).
 * The design is curiously/suspiciously made to only be pilot-able by ECL 1 creatures or Followers/Cohorts of a higher ECL.

If you lose your financed mecha prototype, you cannot use an extra project to replace it; A new one must be made from scratch.

1st Step : Choose your Starting Frame.
The Prototype Robot gains stats based on the frame type chosen.

2nd Step : Arsenal, Size and Prototype Weaponry
Any Arsenal accessory of the latest arsenal level he has access to is unstable. Whenever the mecha prototype is hit by a critical hit, one such arsenal option (chosen at random if it has many) becomes useless until it has its arsenal options replaced again. Arsenal weapons of the latest level similarly all gain the weapon property. A cautious Mecha Engineer can properly minimize danger by adding safety measures to these arsenal options but those require additional arsenal space. Arsenal weapons to be made safe requires 40% more arsenal space (rounded up) and 10 arsenal space must be used to stabilize an accessory. Weapons that are normally cannot be made safe this way.

At first level the mecha prototype has a base arsenal space 25 base and 4 hardpoints. It gains an extra 10 arsenal space per additional class level from then on. Whenever it it chooses its arsenal option, it may convert 25 of its arsenal space into a hardpoint as often as he wants. It cannot gain an accessory of an arsenal level until it has at least one accessory of each level below it, to a minimum arsenal level of 1.

You may use 1 hardpoint to increase or decrease your mecha prototype by one size category, to a maximum of colossal size and a minimum of diminutive size. Reducing the size does not affect its weapons' base damage and increases in size improves the base damage as per the Mecha weapon size scaling rule. These size changes do not affect the ability scores.

This option may be taken no more than once per 2 Prototype Mecha grade levels, rounded down

You may choose a single Real Robot model whose Mecha Level is at least two levels under its own grade level and equip one of its built-in weapons for 20 arsenal space. It may benefit from this option multiple times for different weapons of the same Real Robot model until all its built-in weapons are taken. The second weapon takes 15 arsenal space and the rest take an extra 10 arsenal space each. This option isn't available if the Mecha Engineer multiclassed with Real Pilot, in which case it is limited to the built-in weapons of the Real Robot it selected.

It may also have a single custom weapon of his invention as a prototype weapon.

The arsenal space required for the prototype weapon varies depending on its features, each requiring access to a certain arsenal level to even be selected.

Prototype Weapon
The prototype weapon is either a melee weapon or a ranged weapon with a 10-mu range increment that deals piercing, bludgeoning or slashing damage. Its maximum arsenal space required is equal to 5 times your Prototype Mecha's grade level.

† The weapon cannot have more than two weapon properties between, , , , , and. The second property picked takes 4 arsenal space.

‡ The weapon cannot be both and.

§  weapons fire both weapons with a fullround action, adding twice Str/Dex modifier to damage rolls

3rd Step : Determine its Ability scores.
The mecha has ability scores of its own. If whoever pilots it has a better ability score, use it instead.

Str: 10, Dex 10, Con -, Int 10, Wis 10, Cha 10

For every class level, the Mecha Engineer may raise one ability score of its choice by 1

It may not choose the same ability score on two consecutive levels

If the pilot chooses to use the mecha prototype's ability scores, he cannot use  any  of his beneficial class features through the mecha prototype until he stops piloting it and pilots it again.

4th Step : Determine other combat statistics.
BAB - The mecha prototype fights as if it had a BaB equal to the Mecha Engineer's class level unless the pilot has a better one.

Saves  - It uses the its Strength modifier for Fortitude saves and has the Mecha Mechanic's base saves. Use the pilot's if it has a better modifier.

Feats  - The mecha prototype is programmed with one pilot or Fighter bonus feat it qualifies for plus an extra feat for every 3 class levels. It counts as a pilot for feat selection purposes but cannot select Relationship feats. If the pilot wishes to use his own feats through the mecha prototype, it loses access to the mecha prototype's own feats while piloted until he stops and pilots it again.

Skills  - The mecha prototype has 4 skill points per class level that you may assign in any Str skill check, Dex skill check and the Listen and Spot skills. It doesn't gain more skill points for having a high Int score. If the pilot wishes to use any of his own skill modifiers, it loses access to the mecha prototype's own skills while it is piloted.

Class Abilities  - If the pilot chooses to use the mecha prototype's ability scores, feats or skills instead of his own, he cannot use  any  of his beneficial class features through the mecha prototype until he stops piloting it and pilots it again.

Multiclassing
Every pilot classes multiclasses with Mecha Engineer as they do with Real Pilot.

If it multiclasses with Real Pilot, take a Real Robot available to him as the base. Then choose the starting frame as per the 1st Step of designing a mecha prototype and add its stats the to Real Robot with the following exceptions:
 * Use the size of the Real and reduce it by one (minimum Small) if you take the dynamic frame.
 * Use the base arsenal space and hardpoints of the Real Robot instead of the Mecha Prototype. Unlike the regular models, General Real Robot options do not benefit from the extra arsenal space progression of the Mecha Engineer as they are too generic to inspire a special machine. The Real Robot gains the arsenal requirements of the Mecha Prototype either way.
 * Arsenal progressions stacks between the Real Pilot and the Mecha Engineer though this doesn't grant access to better Real Robots and doesn't stack to determine the Mecha Prototype's grade level.
 * Use the speeds of the Real Robot and reduce it by 10 if you take the tough frame, to a minimum speed of 5mu, or increase it by 10 if you take the dynamic frame.

Engineer Feats
"I've increased the output of the backpack and frame, and reinforced the frame with anti-beam coating. It's armed with an experimental rifle from the Iris Corporation as well." "Splendid work, professor!" "To reduce the strain on you, I've put in an anti-G system, so you should be able to withstand about 12gs with ease." "I knew you could handle it."

Custom Soul Tech
"Do you abandon science to preserve your heart, or abandon your heart and sacrifice yourself to science?"

"How can I do either? Did you make such a choice, Professor Lloyd?"

"I didn't have to. I'm a sociopath."

Most of the best pilots rely on their inner strength and immense willpower to enhancement their piloting abilities. It allows them to momentarily reach peak performances that mark them among their peers as pilots of note; Those with the potential to change the course of a battle.

There are some whose soul burns not for the thrills of piloting but for the roars of the engine. They invest themselves into it so deeply that a part of them rests with the machine.

A pilot that has the Soul of the Mechanic feat can channel his spirit into special technology that is driven entirely by the fire of his heart.

One may not invest more spirit points among the options of a single Custom Soul Tech branch than 5 times his pilot level unless it specifies another limit. These special options may only be added on to the mecha selected by the Soul of the Mechanic feat. The options available are limited by the arsenal level accessible by the pilot, with a minimum level of 1.

Custom Soul Weapon (I)
With a Custom Soul Weapon, you can equip a Prototype Weapon (or an additional one). Its arsenal space requirement is its cost in spirit points, to a maximum equal to 5 times your maximum arsenal level. The pilot's effective class level is its pilot level.

Custom Silencer (II)
Choose one of the mecha's weapons. By investing 2 spirit points, the Listen check DC to hear the weapon's attacks becomes 15+1/additional spirit point spent.

Custom Missile (II)
Choose one splash weapon that the pilot possess. It can throw it as if the object was in mu scale. This missile costs 5 spirit points and its range increment can be increased for 1 spirit point per additional 10-mu range increment. 4 spirit points to have its DCs become (10 + ½ pilot level + Int modifier) and 3 spirit points for each +1 increase to the number of damage dice and splash damage, to a maximum of one increase per 3 pilot levels.

For every additional splash weapon of the same kind the pilot has, it may use this missile again if it uses a cartridge, destroying the splash weapon every time.

Custom Special Weapon (III)
You may install Special Weapons from the arsenal to of an arsenal level you have access. Their arsenal space requirement is their spirit point cost. This doesn't allow you to get more cartridges for them.

Custom Hovercraft (I)
The mecha can hover up to 5-mu over any ground or liquid. If you can fly but not hover, you can also hover in mid-air. It moves as if on the ground and can deactivate/reactivate it as a free-action. Costs 2 spirit points +5 spirit points per extra 5-mu it can hover up to.

Custom Motor (I)
One of the mecha's movement speeds improves by 5-mu for 5 spirit point per increase. This increase is calculated last, after any multiplier. Applying it to the land speed doesn't affect other speeds based on the land speed.

Custom Legs (I)
The mecha gains a Climb speed equal to its land speed. Costs 4 spirit points. For an additional 2 spirit points, you need not make Climb checks to traverse any vertical or horizontal surface (even upside down).

Custom Propulsor (I)
The mecha gains a Flight (clumsy) speed equal to its land speed. Costs 6 spirit points plus an additional 4 points per maneuverability increase. Each maneuverability increase raises the arsenal level needed for this option by 1. Using this movement speed requires 1 energy per 5-mu. moved.

Custom Propeller (II)
The mecha gains a Swim speed equal to its land speed. Costs 6 spirit points.

Custom Drill (IV)
The mecha gains a Burrow speed equal to its land speed. Costs 25 spirit points. It doesn't leave a tunnel behind itself but may go through matter whose hardness is equal or below your pilot level. Using this movement speed requires 1 energy per 5-mu. moved.

Custom Warp (V)
By investing 40 spirit points, you gain a warp speed that allows you to move through matter and ignore obstacles with a move action. Your maximum movement is limited only by your energy capacity. Each 1-mu traveled costs 1 energy point, rounded to the nearest 5-mu increment. If you end your movement in a space that cannot contain you, you return to the latest eligible space you occupied along the way.

For 50 spirit points, you can also spend 100 energy to channel your warp speed to teleport as the spell with a 1-round action. If you do not get damaged by the beginning of your next turn, you successfully teleport. The teleportation is otherwise canceled and the energy spent is wasted.

At the cost of 70 spirit points, you can also spend 150 energy to greater teleport as the spell under the same conditions but with a 1-minute action.

Custom Anti-gravity Pad (I)
Your effective weight loads while piloting the mecha is treated as if you were one size category larger per 5 spirit point investment. Taking this once allows you to act as if you were under regular "Earth" gravity (can be turned on/off with a move action). If 20 spirits points are spent in this option, you can use a fullround action to decide the direction of gravity's pull or if you work as if in zero gravity.

Custom Launch Pad (II)
The mecha may now be entered with a move action instead of a standard action and exited with a swift action instead of a move action for 5 spirit points.

Remote Control (II)
You have remote control of the mecha, allowing you to control and pilot it from anywhere outside of it within 20-mu from it per 2 spirit points invested and you may use it as a mount if it is at least one size category larger than your own. You automatically succeed all Ride checks made to control the mecha. You are not otherwise protected by the mecha in any way normally granted just for piloting, such as it taking damage from you or granting you bonus to your saves. The mecha counts as attended while remotely piloted.

Custom Landing Gear (III)
By investing 15 points, the mecha is prepared for landing and takes no falling damage.

Reinforced Frame (III)
The mecha gains the 1 feature as a special mecha property for 6 spirit points. It can be increased by 1 per 6 spirit points, maxing at 10.

Custom Stabilizers (IV)
For 60 spirit points, you are sheltered from all natural hazards (both mundane and supernatural), including harmful planar traits, wind effects and the likes. You may turn this option on/off as a free action on your turn.

Homebase (V)
The mecha becomes bigger than it looks like. One creature per 10 spirit point investments (yourself included) may be inside of the mecha as if they were weightless. The inside of the mecha resembles a typical house interior that is as large as it needs to be to comfortably contain everything you put inside it. Creatures can be stored within with a move action if they are willing to enter it and are automatically expelled from the mecha to the nearest available adjacent space at the beginning of your turn if you do not pay the required spirit points to keep this effect going. If the mecha is destroyed, the extra guests are evacuated with a normal escape pod. Breathable air is available and all occupants are under an Endure Elements effect.

You may roam inside as well and may choose to be treated as piloting the mecha for all purposes (including having line of sight and line of effect) unless you take a move action to stop piloting it. A standard action resumes the piloting.

Custom Optical Farsight (I)
Reduce the mecha's range penalty for Spot checks to –1 for every 10 mu + 10 mu per 4 spirit points. A digital interface displays the distance of everything you focus your sight on.

Custom Night Vision (II)
Grants the mecha darkvision to a distance of 60-mu for 5 spirit points + 5-mu per additional point invested.

Custom Personal Archives (II)
By investing 8 spirit points, you can record everything you see and hear. The recorded visual and audio data can be replayed through a monitor built-into your suit and displayed as holograms (Major Image spell effect, illusion is always disbelieved). Everything you record is automatically tagged and archived to easily find what you are looking for. Records may be deleted and copied into tiny devices. They can be activated/deactivated to display all the holograms copied into them with a standard action (50gp per device).

Custom Bug (III)

The mecha gains a tiny sized (normal scale) microtransmitter that it may install against a surface with a standard action. The bug allows you to hear normally within 120 mu of its location and it sends you the recordings automatically. Costs 5 spirit points per bug active. Uninstalling the spirit points taken by a bug destroys it.

Custom Camera (III)
The mecha gains a tiny sized camera that it may install against a surface with a standard action. The camera can see everything with a 120 mu cone and you may rotate the cone of vision around the camera with a move action. You can see everything the camera sees and it sends you the recordings automatically. Costs 10 spirit points per camera.

Uninstalling the spirit points taken by a camera destroys it.

Custom Scanner (IV)
By investing 25 spirit points, you gain a scanner that can analyze one object or creature within your line of sight each turn as a free action. The scan takes 1 round and the target of the scan must remain within your line of sight for the entire round. When the scan is complete, you learn its name in your language of choice (if any), creature type, its current and maximum hit points, conditions affecting it and its ability scores. All information scanned is logged and archived into your suit. New scans must be made to update the recorded data.

Custom Thermal Vision (IV)
It gives a mode of vision that replaces all colors perceived with heat signatures, allowing you to perceive warmth. +1 to spot checks to see warm things and other heat emission per spirit points invested.

Custom Telepathy Radio (V)
The mecha can pick up telepathic messages broadcasted within 5 mu per spirit points invested (even if they are not sent to you). You can broadcast telepathic messages of your own within half that distance. This doesn't count having the Telepathy ability. Those communicated with this way do not gain the ability answer back.