Spoiler: Mecha Pilot

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Mecha Pilot(Su):

As a standard action, a mecha pilot can use divine power to bind her own spirit to her armor for 1 minute per paladin level. This ability causes the armor to animate and shed light like a torch.



At 5th level, the spirit transforms the armor into a Medium Animated Object that is possessed by the mecha pilot. (As Object Possession, except the Armor need not be unattended.) For every three levels beyond 5th, the spirit transforms the armor into a bigger Animated Object (Large at 8th, Huge at 11th, Gargantuan at 14th, Colossal at 17th, and Massive at 20th). In addition, the animated armor gains 2 bonus CP at 5th level, 4 bonus CP at 8th, 6 Bonus CP at 11th, 8 Bonus CP at 14th, 10 Bonus CP at 17th, and 12 Bonus CP at 20th level.



In addition to the options available to normal animated objects, he may use CP to purchase the following abilities:

Smaller Size: (Ex)(0 CP) The animated object gains the Young Simple Template and 2 extra CP. This ability may be taken multiple times, but the minimum size of the mecha is medium (or the size of the mecha pilot, whichever is larger)



Big Gun: (Ex) (2 CP) The animated object may use a direct-fire Siege Engine (such as a cannon or ballista) of appropriate size (Light Ballista // Cannon are Large, Heavy Ballista // Firedrake are Huge, Gate Breaker Ballista // Firewyrm are Gargantuan) as a two-handed weapon; reloading it as a full-round action and shooting it as a standard action.

=> This means you must be at least Large to use a Cannon, at least Huge for a Firedrake, and at least Gargantuan for a Gate Breaker Ballista



Bigger Gun: (Ex) (2 CP) The animated object may use a direct-fire Siege Engine (such as a cannon or ballista) of appropriate size as a one-handed weapon; reloading it as a move action and shooting it as a standard action. The animated object must have the Big Gun ability before it can take Bigger gun.



Awesome Blow: (Ex) (1 CP) The animated object gains Awesome Blow as bonus feat, ignoring the prerequisites.



Amalgam: (Su) The animated object can merge with other mechas that possess the Amalgam ability. The final size of the Amalgam mecha is determined by the size and number of the component mecha; refer to the Animate Objects spell to calculate the final size. If the amalgam drops below 0 hit points, it is not destroyed, but seperated into its component mecha, and the damage is divided among the component mecha, ignoring hardness. The amalgam mecha has Construction points according to its size; furthermore, add all bonus CP from the component mechas to determine the Bonus CP of the amalgam mecha.



The abilities of the animated armor are determined when your spirit infuses your armor and cannot be changed until your spirit leaves and re-enters the armor. If the mecha pilot increases or decreases the size of her animated armor, that choice is set for the rest of the day.



A mecha pilot can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.



If the animated armor is destroyed while possessed by the mecha pilot, he loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the mecha pilot takes a 1 penalty on attack and weapon damage rolls.

A mecha pilot may use his Craft skill to repair his armor as if he were treating Deadly Wounds, repairing damage that the animated armor sustained even if it is not animated (and thus, not damaged) at the moment.



This ability replaces Divine Bond and Spellcasting.