Mecha Devil

Often times built in the shape of cute girls and known as Mecha Girls, these are robots built by anti-war engineers and researchers to end a conflict between two Netherworlds of science and magic. With an unlimited magical energy source and advanced scientific AI, they will take the ideal measure in any scenario. It is said that the response signals of some vanished after the war's end.

**Alignment:** Any Lawful

**Hit Die:** d10

**Starting Wealth:** 5d6 × 10 hl (average 175 hl)

**Class Skills**

The Mecha Devil's class skills are Craft (Int), Diplomacy (Cha), Use Computer (Int), Heal (Wis), Martial Knowledge All (Each taken individually) (Int), Knowledge All (Each taken individually (Int), Profession (Wis), Drive (Dex), Sense Motive (Wis), Perception (Wis), Craft (Int), and Spellcraft (Int).

**Skill Ranks per Level:** 2 + Int modifier.

**Table: Mecha Devil**

**Class Features**

All of the following are class features of the Mecha Devil.

**Starting Evilty: Panel Blaster**

When attacking, Increase damage dealt by +1d4 per creature targeted.

**Weapon and Armor Proficiency:** Mecha Devils are proficient with All weapons, and with Light Armor, as well as shields (except tower shields).

**Martial Techniques**

A Mecha Devil gains a number of martial techniques he can utilize in battle. A Mecha Devil can qualify for bonus martial techniques from a high Charisma score in the same way he can with his spells. Unlike with spells, technique saving throws depend on the type of weapon wielded.

A Mecha Devil can also learn to perform a number of martial techniques he can utilize in battle. A Mecha Devil can qualify for bonus martial techniques from a high wisdom score in the same way it can with spells. Unlike with spells however, technique saving throws depend on the type of weapon wielded, listed in the technique's description.

Very few classes gain martial techniques for free, they must train to learn how to utilize the techniques. However this also means there is truly no limit to the number of martial techniques one can learn. Martial Techniques need not be prepared beforehand, they can be performed so long as you have uses left in the day.

Learning martial techniques is described in the Skills Section of this system.

**Mechanization (Su/Ex)**

At 1st level, you become a mechanized creature. You gain the Construct subtype.

Creatures with the Construct Subtype are usually humanoids or creatures that are mostly living beings but were constructed in an abnormal way. As such Creatures with the Construct Subtype are treated as constructs for the purposes of spells, or any sort of effect that targets constructs.

In addition the creature gains a +4 bonus to saving throws vs. Mind-affecting effects (Charms, Compulsions, patterns, and Phantasms), Death effects, necromancy effects, paralysis, and stunning.

The Mecha Devil becomes immune to Disease, Sleep, Fatigue, exhaustion, and fear effects.

Mecha Devils are susceptible to positive and negative energy as if they were normal creatures of their race.

Due to their construction, Mecha Devils can be affected by spells like any other living creatures but are also subject to certain spells in addition. Mecha Devils take damage from heat metal and chill metal as though wearing metal armor. Repel metal affects a Mecha Devil. Mecha Devils take damage from rusting effects, such as rusting grasp or the attack of a rust monster.

A damaged Mecha Devil does not heal naturally from resting, and can be repaired by anyone with the Craft (armorsmithing, blacksmithing, gemcutting, or sculpting) skill; a DC 15 skill check repairs 1d6 damage to the Mecha Devil, with every 10 points by which the check result beats the DC repairing an additional 1d6 hit points of damage. A character with the Craft Construct feat always rolls twice when repairing Mecha devils, using only the best result, and increases the amount healed to 1d8 each time as well. A Mecha Devil must enter a "restive mode" (as a free action) in order to receive such repairs, during which time it can take no actions other than free actions and a move action to reactivate. They are not automatically destroyed at 0 hp, but are instead rendered disabled as normal; like an organic creature, the Mecha Devil is unconscious and dying when its hit points are negative (and must make checks to stabilize), and is defeated when its hp are equal to negative its Constitution score.

Mecha Devils can still benefit from all morale bonuses.

Finally you gain the Technologist feat as a bonus feat.

Mecha Devils are considered to run on a Mana Combustion Engine. Though the process which they undergo involves supernatural capabilities and magical influence, the Mecha Devil can still function even in anti-magic areas and anti-tech areas, though they suffer a -2 penalty to all d20 rolls while in such locations.

A creature that begins play as a Mecha Devil is created as one rather than being born as one of the base races. This creature’s abilities are emulated however through the Mecha Devil process. Creatures that multi-class into the Mecha Devil class are altered and transformed through magical and scientific means to become what they are.

The Mechanization Process is considered to have already happened pre-campaign to a creature taking levels in this class, however a creature multi-classing into this class must be turned into one through a process which takes 1 day per previous character level and costs 2,000 hl per previous hit dice. This price may be paid by whomever is transforming you into a Mecha Devil as the process is not always one a creature undergoes willingly.

**Combat Program (Ex)**

Starting at 1st level, an Mecha Devil can initiate a combat program as a swift action to enhance it’s fighting capability. Starting when the Combat Program is activated, the Mecha Devil receives a bonus or special ability based on the type of Combat Program activated.

At 1st level, an Mecha Devil can use this ability once per day. At 4th level and every three levels thereafter, the Mecha Devil can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The Mecha Devil must participate in the combat to gain these bonuses. If the Mecha Devil is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until it can participate in the combat again.

When the Mecha Devil uses this ability, it must select one type of Combat Program to initiate. As a swift action, the Mecha Devil can change this Combat Program to another type.

*Termination*: The Mecha Devil initiates a destructive program that allows them to destroy any target, gaining a +1 Circumstance bonus on all weapon damage rolls. This bonus increases by +1 for every three Mecha Devil levels it possesses.

*Mending*: The Mecha Devil initiates a nanite-healing surge, gaining fast healing 1. This causes the Mecha Devil to heal 1 point of damage each round as long as the Mecha Devil is alive and the Combat Program lasts. The amount of healing increases by 1 point for every three Mecha Devil levels it possesses.

*Elimination*: This Combat Program spurs the Mecha Devil to seek justice, granting a +1 Circumstance bonus on all attack rolls. This bonus increases by +1 for every five Mecha Devil levels it possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

*Armor Piercing*: This Combat Program allows the Mecha Devil to bypass 1 damage reduction or hardness on it’s attacks. This increases by +1 for every three levels the Mecha Devil possesses.

*Defense*: The Mecha Devil is surrounded by a shimmering force field, granting a +1 Deflection bonus to Armor Class. This bonus increases by +1 for every five Mecha Devil levels it possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the Mecha Devil.

*Heightened Programming*: The Mecha Devil kicks it’s senses and processors into overdrive, gaining it a +1 Resistance bonus on all saving throws. This bonus increases by +1 for every five Mecha Devil levels it possesses. At 10th level, the bonus is doubled against rust effects, acid effects, and abilities that target constructs.

*Defense Protocol*: This Combat Program makes the Mecha Devil resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels it possesses. At 10th level, this DR changes from magic to adamantine, and at 20th level it becomes overcome by nothing.

*Elemental* (Su): The Mecha Devil deals +1d6 damage of a single energy type on each successful damage roll. This can be Fire, Electricity, Sonic, Cold, or Acid damage. This increases by +1d6 for every 8 levels the Mecha Devil possesses.

**Task Manager (Su):**

At 2nd level, the Mecha Devil can access it’s Task Manager to help it manage programs and processes it’s undergoing.

The Task Manager is a pool of technological power that is equal to the Mecha Devil’s intelligence modifier as well as an additional amount equal to it’s Mecha Devil level. The Task Manager is replenished after 8 hours of entering sleep mode. These hours don’t need to be consecutive. These points can be expended on various background processes that the Mecha Devil selects as it levels up. In addition the Mecha Devil may select feats that it can spend it’s Task Manager points on.

The Mecha Devil can gain points back to it’s task manager by suffering damage from an energy effect, gaining 1 point back for every 25% of it’s health is lost, absorbing mana through abilities such as the mana drinker feat granting 1 point, or by cannibalizing batteries and other magic items with charges. If the item had full charges the Mecha Devil gains 3 points back, if it was at half it gains 2, and if it was at 25% or lower it gains 1.

The Mecha Devil must have 1 point in it’s task manager at all times or it will deactivate. On the first round that the Mecha Devil goes without any points it becomes fatigued regardless of immunity to fatigue. In the following round it becomes exhausted even if the Mecha Devil is immune to exhaustion. On the third round, and for 1 round per level, the Mecha Devil is impaired to all of it’s d20 rolls. After this duration it becomes weakened for all of it’s d20 rolls for 1 minute, after which it will fully shut down and begin recharging for 8 hours. At this time a battery can be used to recharge the Mecha Devil if a creature uses a Knowledge Engineering check DC: 15 and a computer use check DC 15 to grant the Mecha Devil 1d4 charges in a process that takes 1 hour.

**Background Process (Ex or Su)**

At 2nd level, the Mecha Devil gains access to various Background Processes. These processes can be ran, usually as a swift action, by spending points from the Task Manager, however for some of them they are always active once selected. The Mecha Devil gains one Background Process at 2nd level and at every even numbered level afterward. At 10th level it gains the ability to access an essential process, and at 20th level it selects a Critical Process.

These processes may have prerequisites for selecting it. If the Process has a saving throw, the DC is 10+ ½ level+ Intelligence modifier.

*End Task (Ex):* By spending a point of your Task Manager, you can attempt to end a task that you are currently processing. If you are currently effected by a status ailment of some sort that allowed for a saving throw, you can spend a swift action to gain another saving throw against the effect to attempt to end it. If you cannot take actions due to the effect, you can expend 2 points and do so as a free action on your turn.

*Rocket Boosters (Ex):* The Mecha Devil can expend a point of it’s task manager as a swift action to gain a bonus equal to it’s intelligence modifier on acrobatics checks and increase it’s movement speed by +30 feet. The distance it can jump is equal to twice it’s jump check. This bonus to acrobatics lasts for 1 round.

*Flight Boosters (Ex):* The Mecha Devil gains a Jetpack as per the technological device. Using the Jetpack costs 1 charge per 20 rounds used. The fly speed with the Jetpack is good. The Mecha Devil must possess the Rocket Boosters ability to select this.

*Swift Boosters (Ex):* The Mecha Devil can activate it’s boosters as an immediate action and instantly move up to 30 feet. If targeted by an attack roll, the Mecha Devil can make an acrobatics check against the attack roll to avoid it. If in an area effect, if the booster moves the Mecha Devil out of the range of the attack it is not effected. The Mecha Devil must possess the Rocket Boosters ability to select this.

*Uranium (Ex):* You irradiate a single weapon with uranium, granting it a sickly green light. This shines light out to 30 feet as a torch. Creatures struck by this weapon take 1 damage to a random ability score determined by a d6 roll. This lasts for 1 round per two Mecha Devil levels. This costs 1 point of Task Manager.

*Destroyer’s Fist (Ex):* The Mecha Devil gains the Improved Unarmed Strike feat. It’s unarmed damage becomes 1d6. At 8th level this damage becomes 1d8, and at 14th level it becomes 1d10. In addition, the Mecha Devil’s fists can be enchanted as if they were weapons.

*Rocket Fist (Ex):* The Mecha Devil can spend a point of it’s task manager as a standard action to fire it’s fist off at a range of 60 feet. This works as a ranged touch attack that adds the Mecha Devil’s intelligence modifier to the attack roll. This attack can be a vital strike. The Mecha Devil’s fist returns to it after the attack has been made. The Mecha Devil must possess the Destroyer’s Fist process to select this.

*Striker (Su):* When the Mecha Devil damages a creature while it’s Combat Program is active, that creature takes a -2 penalty to armor class. This increases by -1 at levels 5, 10, and 15. This does not stack with it’s self. This ability activates any time the Combat program is initiated.

*Crawler (Ex):* The Mecha Devil is all terrain and can easily push through brush and debris. The Mecha Devil ignores all rough terrain and can move at full speed even when prone.

*Greater Rocket Fist (Ex):* The Mecha Devil gains the Throwing and Returning enchantment on it’s fists as free enchantments that do not count toward the maximum enchantment that the Mecha Devil can possess. The returning effect allows the fist to return between each attack so it can be used multiple times. The Mecha Devil must possess the Rocket Fist ability to select this.

*Tech Process (Ex):* The Mecha Devil can expend a point from it’s Task Manager as if it were a charge on a non weapon technological device. By spending 2 points it can do so for a technological weapon as well. Alternatively it can spend a full round action sacrificing points from it’s pool to charge an item.

*Super Computer (Ex):* The Mecha Devil gains a bonus equal to ½ of it’s Mecha Devil level to all use computer and knowledge engineering checks.

*Atlas Tier (Su):* The Mecha Devil adds it’s intelligence score to it’s strength score to determine it’s carrying capacity. By spending a point from it’s task manager pool, it multiplies this amount by 4 for 1 hour.

*Technologic Advancement (Ex):* The Mecha Devil gains the craft Technological item feat as a bonus feat. In addition you can select two of the following. Access and Locks, Batteries and Power, Grenades and Explosives, Implants medical devices and nanotech, Chipfinders, Force Fields, Hologram Generators, Jetpacks, Weapons, Armor, or Other accessories. When crafting an item of this type, it costs 1/10th less and the time is cut in half. This can be selected multiple times, each time selecting two new categories or lessening the time and cost for others again.

*Psy-Tech (Ex or Su):* The Mecha Devil can select one of the Psy-Tech abilities that the Psychic has access to, counting it’s Mecha Devil level as it’s Psychic level and it’s Task Manager as it’s Phrenic pool to determine if it can select the ability. The Mecha Devil must possess the Tech Process ability to select this. If the Mecha Devil selects the Artificial Ascension ability, it can create a duplicate of itself instead of a creature with the robot subtype. This costs 10,000 hl per Mecha Devil hit dice.

*Psycho Booster (Su):* The Mecha Devil can channel Psycho kinetic energy through it’s body to empower it’s self for a short time. The Mecha Devil gains a +1 bonus to weapon attack rolls and deals +1d6 force damage on all weapon damage rolls for 1 round. This bonus increases by +1 to attack rolls and +1d6 force damage at 6th, and 12th levels. If used while the Combat Program is running, the damage becomes d8’s instead of d6’s.

*Techno Shield (Su):* The Mecha Devil can activate it’s magi-tech core and generate a shield. By spending a point of it’s Task Manager, the Mecha Devil can gain a deflection bonus to it’s armor class equal to it’s intelligence modifier for 1 round. This can be activated as an immediate action.

*Mana Combustion (Su):* The Mecha Devil gains the feat Mana Caster as a bonus feat without needing to meet the prerequisites. At 10th level you gain the Mana-Drinker feat as a bonus feat.

*Magi-Tech (Su):* The Mecha Devil can select 3 spells. These spells can be selected from the Sorcerer/Wizard spell list, and must be of a spell level that the Mecha Devil can initiate a program of the same level. These spells are added to the Mecha Devil’s list of programs that it can activate. This can be selected multiple times, each time selecting 3 new spells.

*Enhanced Processes (Ex):* The Mecha Devil can spend a swift action and a point from it’s task manager pool to increase it’s bonus to a single skill check by an amount equal to it’s intelligence modifier for 3 rounds. This can be activated as an immediate action by spending 2 points.

*Arcane Armor (Ex):* The Mecha Devil gains a +2 natural armor bonus to it’s armor class. The Mecha Devil’s body can also be enchanted as magical armor now as well.

*Improved Combat Program (Ex):* The Mecha Devil can select two options from it’s combat Program whenever it activates it.

*Magitech Bomb (Su):* The Mecha Devil gains the bomb feature of the alchemist. It costs 1 point of it’s task manager to throw a bomb but otherwise follows the same rules and uses the Mecha Devil’s level as it’s Alchemist level to determine it’s strength.

*Extending Arms (Ex):* The Mecha Devil can expend a point of it's Task Manager to gain a +5 foot bonus to it's reach. At 10th level this becomes +10 feet. This lasts for 1 round.

*Techno Weapon (Su):* The Mecha Devil gains a single technological item worth 30,000 hl or less for free. This tech device is integrated into the Mecha Devil’s body and cannot be disarmed. This can be concealed with a +10 bonus to the check to conceal the weapon. This weapon could also be a Bazooka, flame thrower, Remote, Makai Hand, or chain gun from the weapons page. This weapon does not have natural charges but instead uses charges from your task manager to function. If the weapon has a saving throw, the DC becomes that of one of your background processes instead. The Mecha Devil must be at least 6th level to select this. This can be selected multiple times, each time selecting a new item.

*Expand Manager (Su):* The Mecha Devil gains +3 points to it’s Task Manager. This can be selected multiple times.

*App History (Ex):* The Mecha Devil maintains a log of it’s app history and is more organized and skilled for it. The Mecha Devil gains +2 skill points per Mecha Devil level. This can be selected twice.

*Users (Ex):* The Mecha Devil can select a single teamwork feat that it qualifies for. It can grant this teamwork feat to a number of allies equal to it’s Intelligence modifier for 1 round as a swift action. These creatures must be within 60 feet of the Mecha Devil.

*Item Modification (Ex):* The Mecha Devil can designate a number of items that it possesses, up to it’s intelligence modifier, as a part of it’s body which cannot be removed. These items can be retracted into the Mecha Devil as a free action or unveiled as a part of a move action (Or free action if the Mecha Devil possesses the quick draw feat). These items can be hidden with a +10 bonus to the check to hide them. Otherwise they function exactly like the item normally does with the added benefit that it cannot be removed from your person without being broken. These items can be switched out in a process that takes 2 hours of work. This can be selected multiple times, each time adding new items or weapons to yourself.

*Backup Battery (Ex):* The Mecha Devil doubles the time it takes to deactivate should it run out of points in it’s task manager.

**Sensor Array (Ex)**

At 3rd level, the Mecha Devil gains access to a Sensor Array. The Mecha Devil gains the Borgification feat as a bonus feat. In addition, so long as the Mecha Devil possesses at least 1 point remaining in it’s task manager, the Mecha Devil can cast the spell Technomancy and detect magic at will. By spending a full round action, the Mecha Devil can make the area of technomancy or Detect magic a 60 foot radius around them instead. Every round that they focus as a full round action, it spreads another 60 feet to a maximum of 600 feet.

**Magi-Tech Programs (Sp)**

Beginning at 4th level, a Mecha Devil gains the ability to run a small number of programs known as Magi-tech programs. These programs are equal parts magic and equal parts technology. These work similarly to spellcasting. A Mecha Devil runs it’s programs spontaneously.

To Run a Magi-Tech Program, a Mecha Devil must have an Intelligence score equal to at least 10 + the program’s level. The Difficulty Class for a saving throw against a Mecha Devil's program is 10 + the spell level + the Mecha Devil's Intelligence modifier.

Like a Spellcaster does with spells, a Mecha Devil can run only a certain number of programs of each level per day. It’s base daily spell allotment is given on Table: Mecha Devil. In addition, it receives bonus programs per day if it has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). When Table: Mecha Devil indicates that the Mecha Devil gets 0 programs per day of a given spell level, it gains only the bonus programs it would be entitled to based on it’s Intelligence score for that spell level.

A Mecha Devil must spend 1 hour each day running through several processes and defragmenting it’s hard-drive. A Mecha Devil may prepare and run any program on the Mecha Devil program list, provided that it can run programs of that level, but it must choose which programs to download and prepare during it’s defragmenting and virus scan.

Through 3rd level, a Mecha Devil has no caster level. At 4th level and higher, it’s caster level is equal to her Mecha Devil level – 3. Any ability that applies to spells or caster level applies to the Mecha Devil’s Programs.

Mecha Devil programs are still partially magic and partially tech, as such both anti-tech and anti-magic measures work against Mecha Devil programs, however it gains a bonus equal to it’s Intelligence modifier to any DC that an enemy must make to dispel or end an effect that the Mecha Devil has created through it’s programs.

**Improved Mechanization (Su/Ex)**

At 5th level, the Mecha Devil increases in capability and becomes more versatile while improving it’s mechanical processes.

The Mecha Devil’s bonus to saving throws vs. Mind-affecting effects (Charms, Compulsions, Morale Effects, patterns, and Phantasms), Death effects and necromancy effects increases to +6.

In addition the Mecha Devil becomes immune to Stunning and Paralysis effects, as well as to the Abyss Ailment.
The Mecha Devil gains a +2 bonus to it’s natural armor class.

The Mecha Devil now qualifies as a construct for the purpose of selecting construct only feats, including monster feats for constructs.

Lastly, the Mecha Devil selects an ability that it possesses that costs points from it’s Task Manager. This ability can be activated for 1 point less. If its cost becomes nothing, it can be used so long as the Mecha Devil possesses at least 1 point in it’s task manager.

**Improved Sensor Array (Ex)**

At 9th level the Mecha Devil’s Sensor Arrays increase drastically, allowing it more capability. It gains the Improved Borgification feat as a bonus feat.

When using the Technomancy or Detect magic ability, The radius becomes 120 feet, and it increases by 240 feet for every full round action taken (To a maximum of 2,400 feet).

**Essential Process (Ex or Su)**

At 10th level the Mecha Devil gains access to an Essential process. At every level that it would select a Background Process it can instead select an Essential Process from now on. Essential processes are like Background Processes but tend to be more powerful.

*Greater Combat Program (Ex):* Select two combat feats that you qualify for. You gain these feats as bonus feats, but they are only available while your Combat Program is active. These feats can be altered if the Mecha Devil at any point obtains these feats through other means. This can be selected up to three times, gaining two new feats each time. The Mecha Devil must possess the Improved Combat Program to select this process.

*Expanded Magi-Tech (Su):* The Mecha Devil can select 3 more spells following the same rules as before, however wizard spells of levels 5 and 6 are treated as 4th level spells for the purpose of selecting them. The Mecha Devil must possess the Magi-Tech ability at least once to select this.

*Greater Magi-Tech Bomb (Su):* The Mecha Devil can select a single Alchemist discovery that applies to the Alchemist’s bombs feature. The Mecha Devil’s level is treated as it’s alchemist level for the purpose of qualifying for abilities and must meet the prerequisites. The Mecha devil must possess the Magi-tech bomb ability to select this.

*Magi-Tech Forcefield (Su):* The Mecha Devil gains a force field. The Force field can be activated as a swift action by spending a point of task manager, and lasts until the force field is gone or it is dropped by the Mecha Devil. The Force field grants the Mecha Devil 10 temporary hitpoints per Mecha Devil Level it possesses. Hitpoints are subtracted from this before they are subtracted from the Mecha Devil. Once the hitpoints are depleted, they do not recover until the Mecha Devil rests. If the Mecha Devil possesses a technological forcefield item, it activates along with this ability and their hitpoints are added together.

*Nanosurgeon (Ex):* As a standard action, the Mecha Devil can inject purpose-programmed nanites into a target as a melee touch attack. The nanites produce one of the following effects or conditions with a caster level equal to it’s Mecha Devil level: cure serious wounds, lesser restoration, neutralize poison, remove disease, exhaustion, nauseated for 1d4 rounds, or paralyzed (nauseated targets only, for remainder of original duration). If the victim succeeds at a Fortitude saving throw, exhaustion is reduced to fatigue, nauseated is reduced to sickened, and other effects are negated. This costs 1 point of the Task Manager to activate.

*Cannibalize Tech (Ex):* A The Mecha Devil can use the inactive bodies of other robots and machines to repair damage to itself. Doing so restores 10 hitpoints per point in the Mecha Devil’s Intelligence modifier for every hour of work. One hours of repair expends all salvageable parts from 1 Medium robot or medium technological device. For each size category a scrapped robot is above Medium, the Mecha Devil can perform another 1 hour of repairs using that robot’s parts. For each size category smaller than Medium scrapped robots are, the Mecha Devil requires twice as many robots to complete 8 hours of work.

*Repair Machine (Su):* The Mecha Devil can touch it’s self, another robot, or a technological device and heal it for 1d10+ Intelligence modifier in hitpoints by spending a standard action and a point of it’s task manager. This increases by 1d10 at levels 4, 8, 12, 16 and 20. This can remove the broken condition from technological items. This is a swift action to use on yourself.

*Greater Techno Weapon (Ex):* This works as Techno Weapon, but the weapon can be worth up to 70,000 hl. Or you can select two weapons of 40,000 hl or less. When using this weapon, you add your intelligence modifier to the damage dealt with it. You must possess Techno Weapon to select this.

*Storage Compartment (Su):* You gain a Bag of Holding IV as a part of your body which holds various items and components that you can store within yourself.

*Unlosing Versatility (Ex):* You are treated as an unlosing ranger with a body modification for the purpose of equipping items that grant Unlosing rangers with body modifications additional bonuses or abilities.

*Laser Fist (Ex):* When attacking with a technological firearm, you can spend a point from your task manager to apply your unarmed strike damage to the damage dealt with the firearm. You must possess destroyer’s fist tot select this.

*Nuclear Core (Su):* Your core is nuclear powered. Whenever you deal damage with a tech weapon using a point from your task manager, or cast a spell that deals negative energy, acid, disintegration, or fire damage, you can spend a point of your task manager and choose to inflict a creature with a poison effect. The creature must make a fortitude saving throw or take 1d6 constitution damage and have your Fortitude save become impaired. They take this damage every round for 6 rounds or until they make two consecutive saving throws. If they fail a second saving throw while impaired, their fortitude saving throw is Weakened instead. A creature must be immune to poison and negative energy damage to be immune to this effect.

*Cold Fission Core (Su):* Your Core is undergoing Cold Fission, Whenever you deal damage with a tech weapon using a point from your task manager, or cast a spell that deals negative energy, acid, disintegration, or frost damage, you can spend a point of your task manager and choose to inflict a creature with a slow effect. The creature must make a fortitude saving throw or be effected by a slow spell for 1 round per Mecha Devil level. Every round that they are effected by this, they take 3d6 cold damage.

*Abyss Ray (Su):* By spending a point of your Task Manager as a standard action, you make a ranged touch attack with a range of 60 feet. If it hits you deal 1d6 damage per 2 Mecha Devil levels as well as an additional amount equal to your intelligence modifier. The creature struck must make a will saving throw or be effected by the Abyss ailment for 1d6+2 rounds.

*Shrink Ray (Su):* By spending a point of your Task Manager as a standard action, you make a ranged touch attack with a range of 60 feet. If it hits you deal 1d6 damage per 2 Mecha Devil levels as well as an additional amount equal to your intelligence modifier. The creature struck must make a fortitude saving throw or be effected by the shrink ailment for 1d6+2 rounds.

*Nuclear Powered Fist (Su):* The Mecha Devil’s unarmed damage increases by 1 damage die. Whenever the Mecha Devil makes a vital strike, it can apply the effects of Nuclear core to the attack by spending 1 point, though it only lasts for 1 round when done this way. If the Mecha Devil uses this attack in tandem with Psycho Booster the damage from Psycho booster is multiplied on the vital strike as well. The Mecha Devil must possess the Nuclear Core and Destroyer’s Fist abilities to select this.

*Accelerator (Su):* When the Mecha Devil activates it’s Rocket boosters, it adds it’s intelligence bonus to the acrobatics check a second time and the roll is multiplied by 3 to determine the distance traveled. The Mecha Devil also increases it’s movement speed by +60 feet. By spending 2 points from the Task Manager, the Mecha Devil can move up to 10 times it’s base speed, including the +60 to it’s base movement. This is a full round action but can be used as a charge attempt. The Mecha Devil must possess the Rocket Booster ability to select this.

*Alternative Combat (Su):* The Mecha Devil can expend 3 points from it’s Task Manager to activate it’s Combat Program instead of using one of it’s uses of Combat Program.

*War Lady/War Lad (Ex):* The Mecha Devil thrives on the battlefield and as such is used to facing multiple foes at once. The Mecha Devil gains flanking bonuses against any enemy that gains flanking bonuses against it. If the Mecha Devil is caught flat footed, it can spend a single point from it’s Task Manager pool to catch the attacking creature flat footed on the Mecha Devil’s next attack.

**Greater Mechanization (Su/Ex)**

At 11th level, the Mecha Devil gains more access to it’s mechanical processes and unlocks more power and immunities.

The Mecha Devil’s bonus to saving throws vs. Mind-affecting effects (Charms, Compulsions, patterns, and Phantasms) increases to +8.

The Mecha Devil now becomes immune to necromancy effects, Negative energy, and death effects, as well as any effect that would only effect a living creature.

The mecha Devil gains Damage reduction 5/Adamantine. If it already possessed damage reduction/adamantine it increases by this amount.

The Construct has evolved beyond it's constitution score. It now also gains additional hitpoints from it’s intelligence modifier to it's hitpoints at every level, and also applies it to fortitude saving throws along with it's constitution. The Construct will also apply it's intelligence score and it's constitution score to determine when the mecha devil is defeated from being at negative hitpoints. In addition the Mecha Devil gains additional hitpoints based on it’s size. If it’s size increases through means such as Enlarge person, it gains the increased amount.

The Mecha Devil selects another ability that it possesses that costs points from it’s Task Manager. This ability can be activated for 1 point less. This can be an ability that was selected previously. If its cost becomes nothing, it can be used so long as the Mecha Devil possesses at least 1 point in it’s task manager.

Finally the Mecha Devil counts as a construct for the purpose of selecting the following Construct Modifications. Construct Armor, Crafter’s Eyes, Rune Carved, Shatter Stash, And Ability Score Modification.

The ability score bonus granted through the Ability modification upgrade is considered to be an inherent bonus for the Mecha Devil. Any saving throw from abilities such as runes or the shatter stash use a DC of 10 +1/2  Mecha Devil level+ Intelligence modifier instead of their base saving throw.

**Greater Sensor Array (Ex)**

At 15th level the Mecha Devil reaches the paragon of it’s capability. The Mecha Devil gains the Greater Borgification feat as a bonus feat. Whenever the Mecha Devil uses it’s Detect magic or Technomancy abilities. For every round that it concentrates, the area extends out to 1 mile up to a maximum of 100 miles.

**Paragon Mechanization (Ex/Su)**

At 17th level, the Mecha Devil undergoes the final processes of it’s transformation and becomes a true machine.

The Mecha Devil gains immunity to Mind-affecting effects and gains the Construct type.

The Mecha Devil becomes immune to critical hits.

In addition the creature maintains it’s +8 bonus to saving throws vs. Mind-affecting effects (Charms, Compulsions, patterns, and Phantasms), Death effects, necromancy effects, paralysis, and stunning effects should it face a creature that can bypass it’s normal immunities.

The Mecha Devil gains fast healing equal to it's Intelligence modifier so long as it has 1 point available in it's task manager.

It’s damage reduction is now overcome by nothing, and it’s natural armor increases by a further +2.

The Mecha Devil selects another ability that it possesses that costs points from it’s Task Manager. This ability can be activated for 1 point less. This can be an ability that was selected previously. If its cost becomes nothing, it can be used so long as the Mecha Devil possesses at least 1 point in it’s task manager.

**Critical Process (Su)**

At 20th level the Mecha Devil achieves a critical Process which it can utilize to be more capable in combat.

The Mecha Devil selects two abilities that it possesses that costs points from it’s Task Manager. These abilities can be activated for 1 point less each. If their cost becomes nothing, they can be used so long as the Mecha Devil possesses at least 1 point in it’s task manager.

In addition the Mecha Devil selects one of the following.

*Extreme Task Manager (Su):* The Mecha Devil can select a single ability it can use with it’s task manager. Using that ability becomes a free action instead of a swift action. If it is not normally a swift action, it becomes a swift action to use. In addition activating the Combat Program becomes a free action, and the Mecha Devil gains 2 additonal uses of the combat program per day.

*Ultimate Techno Weapon (Ex):* This works as Techno Weapon, however you gain a free weapon that costs 500,000 hl or less, two weapons worth 300,000 or less, or three worth 250,000 or less. You must possess Greater Techno Weapon to select this ability.

*Ultimate Accelerator (Ex):* When activating your accelerator ability, you add your intelligence modifier a 3rd time to your acrobatics check, and multiply the result by 4 to determine how far you leap. In addition your movement increases by +60 feet per Mecha Devil level for 1 round. By spending 3 points, you can move at a breakneck speed, moving at X20 your base land speed, including the additional +60 per level in your base movement speed. You can do so in any direction and make a number of turns equal to your intelligence modifier. When moving in this way you can apply your acrobatics check to any terrain or obstacle you cross past to avoid it or move past or through without being hindered. If you make an attack at the end of this, you gain a +20 bonus to the attack roll and you deal +1d6 damage per 10 feet traveled (Max +20d6). This damage is falling damage. You must possess the Accelerator ability to select this.

*Thermo Nuclear Core (Su):* Whenever you use your Nuclear Core ability, the damage dealt becomes d8’s. In addition it requires 4 consecutive saving throws to get rid of the poison. Every round that they are effected, they also take 5d6 disintegration damage. This damage and the poison lasts for 1 round per Mecha Devil level. The Mecha Devil must possess the Nuclear Core ability to select this.

*Cold Fusion Core (Su):* Whenever you use your Cold Fission Core ability, the damage dealt becomes d10’s. In addition the creature is frozen solid as if by a flesh to stone spell if it fails it’s saving throw vs. the slow effect. This lasts for 1 round, after which the slow effect takes place. If it succeeds it’s saving throw it is still staggered for 1d4 rounds. The Mecha Devil must possess the Cold Fission Core ability to select this.

*Paragon Combat Program (Su):* When activating your combat program, you can select four options from the list instead of 2. You must possess the greater combat program ability to select this.

*Greater Magi-Tech Forcefield (Su):* The Magi-Tech Forcefield gains an additional amount of hitpoints equal to your relevant modifier times your Mecha Devil Hit dice. You must possess Magi-Tech Forcefield to select this ability.

*Paragon Magi-Tech (Su):* The Mecha Devil can select 3 more spells following the same rules as with Expanded Magi-tech, however wizard spells of levels 7, 8, and 9 are treated as 4th level spells for the purpose of selecting them. The Mecha Devil must possess the expanded Magi-Tech ability at least once to select this.

*Elemental Core (Su):* The Mecha Devil can cast the spell Elemental Slash by spending 1 point from it’s task manager. The Mecha Devil can instead cast the spell Elemental Blade Rush by spending 2 points, and Elemental Dervish by spending 3. If using elemental slash, whatever damage type it chooses, it gains energy resistance 20 against that kind of damage for 3 rounds afterward. If using Elemental Blade Rush it becomes energy resistance 40, and if Elemental Dervish it becomes immunity.

**Mecha Devil Programs**

These spells are on the list of programs that a Mecha Devil can initiate.

**1st Level Programs:**

Deadeye’s Arrow, Detect Poison, Detect Undead, Diagnose Disease, Endure Elements, Know the Enemy, Longshot, Magic Weapon, Read Magic, Resistance, Lesser Restoration, Sun Metal, Tactical Acumen, Word of Resolve, Detect Radiation, Technomancy, Burning Hands, Flare Burst, Floating Disk, Magic Missile, Shocking Grasp, Ant Haul, Anticipate Peril, Bomber’s Eye, Body Capacitance, Comprehend Languages, Crafter’s Fortune, Detect Metal, Detect Secret Doors, Heightened Awareness, Keen Senses, Long Arm, True Strike

**2nd Level Programs:**

Arrow of Law, Bestow Weapon Proficiency, Bull’s Strength, Delay Poison, Divine Arrow, Eagle’s Splendor, Communal Endure Elements, Instant Armor, Light Lance, Litany of Defense, Magic Siege Engine, Remove Paralysis, Resist Energy, Shield Other, Soothing Word, Undetectable Alignment, Zone of Truth, Weapon of Awe, Owl’s Wisdom, Protection from Technology, Admonishing Ray, Burning Arc, Burning Gaze, Continual Flame, Defensive Shock, Elemental Touch, Force Sword, Frigid Touch, Frost Fall, Scorching Ray, Ricochet Shot, Bullet Shield, Investigate Mind, Touch Injection

**3rd Level Programs:**

Burst of Speed, Deadly Juggernaut, Discern Lies, Daybreak Arrow, Daylight, Dispel Magic, Greater Magic Weapon, Remove Blindness/Deafness, Remove Cursse, Communal Resist Energy, Wrathful Mantle, Discharge, Irradiate, Recharge, Remove Radioactivity, Air Geyser, Battering Blast, Diamond Spray, Distracting Cacophony, Elemental Aura, Fireball, Force Punch, Lightning Bolt, Sheet Lightning, Spotlight

**4th Level Programs:**

Break Enchantment, Bloodsworn Retribution, Death Ward, Dispel Chaos, King’s Castle, Litany of Thunder, Litany of Vengeance, Greater Magic Siege Engine, Mark of Justice, Neutralize Poison, Resounding Blow, Restoration, Shield of the Dawnflower, Stay the Hand, Antitech Field, Greater Discharge, Infuse Robot, Magic Circle against technology, Greater Make Whole, Rebuke Technology, Remove Radioactivity Greater, Ball Lightning, Creeping Ice, Detonate, Fire Shield, Ice Storm, Pyrotechnic Eruption, Resilient Sphere, Telekinetic Charge, Vitrolic Mist, Volcanic Storm, Wall of Fire, Wall of ice

# **REINCARNATION**

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability.

Mecha Devil Reincarnation

# **ARCHETYPES**

The following are class Archetypes for the Mecha Devil.

Super Robot

Bioroid

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