MECHA JOCKEY

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Select this advanced class if you want your character to be an expert mecha operator, in command of a massive, armored war machine equipped with terrifying weaponry. The fastest path into this advanced class is from the Fast hero basic class, though other paths are possible.

**Requirements**

To qualify to become a Mecha Jockey, a character must fulfill all the following criteria.

**Skills:** Pilot (mecha) 6 ranks.

**Feats:** Vehicle Weapon Proficiency

**Class Information**

The following information pertains to the Mecha Jockey advanced class.

**Hit Die:** The Mecha Jockey gains 1d3 + the Characters Constitution modifier in Hit Points per level.

**Action Points:** The Mecha Jockey gains a number of action points equal to 6 + one-half his character level, rounded down, each time he attains a new level in this class.

**Skill Points at Each Level:** 5 + Int modifier.

**Class Features**

The following features pertain to the Mech Jockey advanced class.

**Warrior Instinct**

At 1st level a mech jockey gains +2 bonus to attack while in personal combat and while using a mech.

**Heightened Awareness**

At starting at 1st level, the Mech Jockey gains a +2 bonus to any awareness (Spot, Listen, etc.) checks that he or she makes. This bonus increases to +4 at 5th Level, and +6 at 9th level.

**Luv My Mecha**

Starting at 2nd level, a Mecha Jockey gains a bonus on Pilot, and Repair checks when applied to a mecha he designates as familiar. The same bonus is applied to the Mecha Jockey’s attack rolls with the mecha’s ranged weapons. This bonus is +1 at 2nd level and increases by 1 every three levels thereafter (+2 at 6th level, +3 at 10th level).

To designate a mecha as familiar, the Mecha Jockey must have operated it for at least one week. Minor changes and upgrades to the mecha don’t affect familiarity, but if the Mecha Jockey switches to a mecha with a different size, different superstructure, different flight system, or more than one new weapon, he must operate it for at least one week before he is familiar with it. A Mecha Jockey can be familiar with only one mecha at a time.

**Mech Fingers**

Mech jockeys eventually learn to feel a mech as if it were an extension of their own self. Their strong spatial perception abilities make them acutely aware of the mech’s dimensions. In effect, their fingers become the mech’s fingers.

**Evasive Action**

At 7th level, the Mecha Jockey can make a Drive, Pilot, or Tumble check (as appropriate) to lessen the damage dealt by a successful attack against his mecha. If the check result exceeds the attack roll, the damage is reduced by half (round fractions down, minimum of 1 point of damage). The Mecha Jockey can make an evasive action check once per round.

**Improved Evasive Action**

At 10th level, the Mecha Jockey’s evasive action ability improves. A successful Drive, Pilot, or Tumble check negates all damage dealt by the attack.

**Bonus Feat**

At 1st 4th, 7th, and 10th level, the Mecha Jockey gains a bonus feat. This bonus feat must be a Vehicle Feat, a Combat Feat, or an Unarmed Combat Feat, the Mecha Jockey must meet all prerequisites for all feats taken.