Biomech Pilot

*Your mech incorporates many biological parts, offering it versatility not seen in other machines.*

**Prerequisites:** Knowledge (nature) 1 rank, Bonded Mech/Vessel or ability to craft a Mech

**Benefit:** Your mech is at least partially biological, if not completely so, and as a result has access to many additional abilities. Such entities are known as “biomechs” and possess the biomech template.

The following mech enhancements can be selected by a mech pilot with this feat in addition to regular mech enhancements:

* *Adrenaline Surge:* The mech gains the ferocity universal monster ability.
* *Accessible Physiology:* For the purpose of spells and powers, the mech pilot may treat their mech as either a humanoid, aberration, plant, or construct, whichever is most beneficial.
* *Bonded Interface:* The mech gains either the share spells ability of an animal companion or the share powers ability of a psicrystal, chosen at the time this enhancement is added.
* *Extreme Acclimation:* The mech has adapted to some form of extreme environment, gaining immunity to either fire or cold damage. This enhancement can be selected up to two times, but the mech pilot must be at least 9th level to select it.
* *Feral Mech:* The mech treats all integrated weapons as natural attacks for the purpose of feats and other abilities.
* *Gushing Fluid:* When damaged, the mech violently pours forth vitriolic fluid that hoses its attacker. When the mech takes damage from a slashing or piercing weapon, all creatures adjacent to the mech must succeed at a Reflex save (DC = 10 + the mech’s hit dice) or take acid damage as its caustic fluids spray forth. A mech deals an amount of acid damage in this way based on its size (1d4 points of acid damage for a medium mech, 1d6 for a Large mech, and so on).
* *Improved Feral Mech:* The mech gains the pounce ability, but only with integrated weapons. The pilot must be at least 9th level and must have given the mech the feral mech enhancement to select this enhancement.
* *Instinctive Action:* If the mech’s pilot becomes unconscious, stunned, or otherwise unable to pilot the mech, the mech continues to repeat the last action that it performed, attacking the nearest creature if it attacked or running if it ran. The mech is considered to have an intelligence score of - and a Wisdom score of 10 while acting in this way.
* *Oxygen Supply:* The mech possesses onboard mechanisms that supply atmosphere to the pilot. While inside the mech, the pilot does not take pressure damage and has an infinite supply of air. The pilot must be at least 9th level and have the nautical superiority enhancement to select this enhancement.
* *Resilient Build:* The mech gains a 25% chance to negate critical hits and precision damage. This enhancement can be taken a second time to increase the chance to 50%, and a third time to give the mech immunity to critical hits and precision damage.
* *Tissue Regeneration:* The mech gains fast healing equal to half its HD, its biological components pulling themselves together under stress. The mech pilot must be at least 9th level to select this enhancement

**Special:** If you possess this feat as well as the ability to craft constructs, you may craft constructs with the biomech template and create mechs that use the mech enhancements listed above.