Pilot Feats



s What do you mean mecha leadership for making my personal fleet isn't included here?

All [Pilot] feats can be taken as [Fighter] feats. Some classes have feats exclusive to that class, which may be found on their respective pages.

Feats with the [Extra] tag are mutually exclusive with each other. You may only take one of them.

Original Thread.

Casters
Table of Spells gained when Multiclassing with Neo Divinity or Steel Arcanist: In the cases where the table shows zero spell slots, the character still gains bonus spells for high mental stats as usual for the class.

Funnels
As mechas that could channel certain pilot's mental power were developed, a new terrifying weapon was planned and developed. Groups of robotic drones under control of one single advanced mind, swarming their targets from all directions with perfect coordination. Its code-name: "Funnels".

Funnels are dense masses of flying Diminutive robotic drones that would not be particularly dangerous in their own groups, but can be terrible foes when gathered in sufficient numbers. For game purposes a Funnel is defined as a single mecha with a space of 10 mu—gigantic clouds are actually composed of dozens of Funnels in close proximity. A Funnel has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single mecha.

Many different kinds of robotic drones can mass as Funnels, but they're treated as Mechas for all creature types purposes.

A Funnel of Diminutive robots consists of  between 8-100 flying robotic drones. Larger Funnels are represented by multiples of single Funnels. A large Funnel is completely shapeable, though it usually remains contiguous.

Unlike other robots with a 10-foot space, a Funnel is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component robots.

Funnel Combat
Funnels never make attacks of opportunity, but they can provoke attacks of opportunity.

Funnels are always immune to the area attacks from their own controller.

Funnels come in three different kinds, offensive, defensive and ranged, which controls how they fight. They deal 1d6, plus 1d6 at 3HD and an extra +1d6 for every 2 HD thereafter, Reflex save for half. Funnel attacks ignore half DR and hardness.

Funnels have 50% reduction against weapon damage but take +50% damage from area attacks.

Funnel Type
Funnels come in three main types that determine how they fight.

Offensive Funnels
With claws or short-range high-intensity lasers those funnels specialize in quickly approaching the enemy and tearing it apart piece by piece. In order to attack, a single Offensive Funnel moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a robot of any size, since it crawls all over its prey, but remains a mecha with a 10-foot space. It then deals damage to all creatures inside it at the end of its turn. In addition Offensive Funnels specialize in attacking weak points to cripple their opponents. Creatures damaged by an Offensive Funnels must succeed on a Fort save or be Dazed for 1 round.

Ranged Funnels
With missiles, cannons or other long-range weapons, those funnels specialize in raining destruction from afar. In order to attack, a Ranged Funnel at the end of its turn chooses 4 connected squares within 100 mu. Creatures inside those squares take Funnel damage.

Defensive Funnels
This type of funnel isn't designed for attacking but rather intercepting enemy attacks. Reduce all damage received by other allied creatures inside a Defensive Funnel's area by an amount equal to 3+HD. The Defensive Funnel may reduce this bonus by 3 to either grant cover, concealment, or double its area (stacking), to a minimum of 0 reduced damage.

Relationship Feats
Close relationships are a very complex matter, but there's no denying that there's great power to be drawn from them. For a mecha pilot putting their life on the hands of other mecha pilots, it's not unexpected at all to develop strong feelings for your companions of one kind or another.

When you pick a [Relationship] feat, you must choose an individual to which it will apply. Each individual can only be targeted by a single kind of relationship-you cannot love someone while wanting to be friends with them. However the feelings don't need to be mutual. The target of your love can feel you as just a friend, if they have have any feelings back for you at all!

Ship captains and Mecha Mooks that took the Combined Team feat cannot have relationship feats towards their own class companions. They already have deep links between them resulting from piloting the same machine simultaneously. Similarly, you can't benefit from Relationship feats if the target of your affection is sharing your space.

Each relationship feat provides certain bonus when near the target of your feelings (even if they're disabled or dead), but if you both share the same kind of feeling for each other, this allows you to unleash a Synchro Attack.

Synchro Attack
To use a synchro attack both you and your relationship partner must have successfully damaged the target in the last round. If you're adjacent to each other, when one of you attacks the target of the synchro on their own turn, the other partner can perform an attack consuming the same type of action against that same target as a free action. Ammo, energy and other non-action resources are expended as normal. You only need to be adjacent to each other at the start of the synchro. If one of you charges, the other can stay behind and unleash a ranged attack for example.

The extra attack from a synchro attack cannot trigger new synchro attacks.