Atreim Pilot

"*Entropy is coming.*"

- Angelica Shartill, Atreim Pilot

Original Thread

Atreim was a relatively normal planet until it was destroyed by the followers of Entropy. A few survivors who escaped dedicated their lives to preventing this from happening again by attempting to combine advanced battle data with magic. They focused on ice spells in particular based in the theory that since cold is not a type of energy but rather the lack of it, cold should be more effective in battling entropy (eg. freezing things helps preserve them). So far they’ve failed to save any other planets from falling to entropy, but succeeded to a degree in still surviving and teaching what they learned to those that are willing to learn.

### Becoming an Atreim Pilot

Pilots mixing magic and maneuvers are the best path for following this path.

#### ENTRY REQUIREMENTS

* At least 2 levels of either Real Pilot or Super Pilot.
* At least 3 levels of Arcane Pilot or Divine Pilot.
* Terrorize Undead feat or a Familiar.
* Cannot have Neo Divinity nor Steel Arcanist.

**Hit Dice**: d8

### Skills and Proficiencies

* D&D 3.5
* Pathfinder
 4 skill points + Int per level.
**Class Skills:** Appraise, Bluff, Balance, Craft (any), Diplomacy, Intimidate, Jump, Listen, Knowledge(any), Profession, Sense Motive, Spot

 4 skill points + Int per level.
**Class Skills:** Acrobatics, Appraise, Bluff, Craft (any), Diplomacy, Intimidate, Jump, Knowledge(any), Perception, Profession, Sense Motive

**Proficiencies**: An Atreim Pilot doesn't gain any new Proficiencies.

### Features

#### Serius System

Every level of Atrem Pilot keeps improving your mechas and arsenal access as if you had taken a level of Super Pilot or Real Pilot. In addition you gain Magic Reactor as a bonus feat even if you don’t meet the prerequisites.

#### Autumn Loneliness

At the levels shown in the table, an Atreim Pilot advances maneuvers and PL as if she had taken a level in either Real Pilot or Super Pilot.

#### Spirited

Every level of Atreim Pilot increases your spirit points by 4 and when Spirit shows in the table, you learn a new one.

#### Winter Call

At the levels shown in the table, an Atreim Pilot advances spellcasting and CL as if she had taken a level in either Divine Pilot or Arcane Pilot.

#### Cold Circuit

At 2nd level you can expend a Terrorize Undead use as swift action to reduce the cost of your next maneuver within 1 round to zero energy (not taking in account any extras such as actually firing an energy-consuming weapon). If you have an awake familiar, you may instead have them enter a short sleep for 1d12 rounds to activate this. Familiars sleeping due to this provide no benefits.

#### Ice Improvement

Starting at 5th level when you cast a spell with the [Cold] descriptor, you gain an amount of upgrade points worth of Super Robot upgrades of your choice equal to half the spell’s level, rounded down, up to 3, for 1 minute, and you can use your Pilot level instead of Super Pilot level to see what you can unlock. Multiple casts do not stack. At 8th level you round the spell level up and can gain up to 5 upgrade points.

#### Snow System

At 6th level by spending a Terrorize Undead use as a free action, as a fullround action you can initiate a maneuver with an initiation time of a standard action plus cast a spell with the [Cold] descriptor with a casting time of a standard action. If you have an awake familiar, you may instead have them enter a short sleep for 1d12 rounds to activate this. Familiars sleeping due to this provide no benefits.

#### Frost Field

At 9th level any barriers/fields/coats/similars you have only consume half energy. In addition while you have any such system active, you’re immune to Cold damage.

#### Glacier Generator

At 10th level you only pay half the cost of using Magic Reactor, and in addition you are immune to the effects of the Entropy feat, although your creations and spells not on your person may still be affected.