Suitor

Suitors wear their mech like it was a fancy suit of armor.

1 - Suit Basics

Your mech is essentially a piece of full body armor shaped like you that you must enter to operate. It is form fitting and is operated by you physically moving your limbs. Once you put it on, you can activate it and deactivate it as an instant action 1/turn, causing it to either disappear or reappear. While it is deactivated, it leaves behind large, distinct tattoos that look like wires, power sources or something similar behind.

Usually because of this feature, there isn't much reason to get out of the mech outside of repairs. In order for another creature to use your mech, they must roll a DC (20+your engineering bonus) to use it. Otherwise it is a very fancy hunk of metal to them.

Because your mech is a suit of armor, you can decide what type of armor it mimics (light, medium, heavy), provided you have the required strength.

1 - Handy

Many offensive suit augments require hands to utilize. Unlike a pilot who can get a more complex control scheme to activate additional limbs, you cannot use extra limbs to control the additional augments. If you take more than 2 hand augments, then you need to swap between them as a standard action. You can also remove hand augments as a standard action to allow fine hand manipulation. Hands consumed by augments can be used to hold/grab things, but cannot wield weapons/shields or perform fine manipulation Ex. You can drag an ally to safety but you can't feed them a potion. You can open a door, but you cant lockpick it.

1 - Weapon of Choice

Gain a hand augment.

Augments

Hand

Beam Cannon

You have a cannon attached to your arm capable of firing bursts of elemental energy.

D8. 30 ft range Multiattack: Fire 2 cannon shots Special: As a swift action, you can change the damage of your cannon to an elemental type permanently (limited to frost, fire, holy, necrotic, poison, zap).

Flame Cannon

You get a flamethrower attached to your arm. Your attacks target a 15 ft cone in front of you with fire. They count as ranged attacks.

2d6 fire. Special: By spending your charge, you can set your foes ablaze on hit.

Power Fist

You have a special mechanism on your knuckles that gives your fists some extra punch. 2d8 crush. +2 CM (topple, shove) Special: Your shoves push an extra 10 feet and you get a +4 bonus on athletics.

Mobility

Enhanced Agility

You gain the martial artist's fitness feature. Only usable with light armor.

Space Jump

You can jump as far and as high as your speed. You can jump multiple times any turn you take the jump action.

Grapple Hook [recharge]

Whether it is attached to your hand, or a separate device, you have a projectile that is connected to you that you can fire 30 ft as a swift action. It is not powerful enough to quickly pull you to your destination, but can do so slowly. If you fire it at a surface that is angled roughly 45 degrees upward, you can use it to travel 60 ft in the direction you hooked. Cannot be used in consecutive rounds.

Attacks

Oil Slick [recharge]

As a swift action, target a point within 30 ft. Cover that space, and all spaces within 10 ft in a thick black liquid. This area is very flammable and treated as difficult terrain. Cannot be used in consecutive turns.

Turbo Fist (charge) [elusive]

Move 60 feet in a straight line. All creatures you move through with this ability take (2d6+d6/odd lvl) crush damage and are knocked down (reflex halves dmg and negates knockdown). The DC increases by 2 for the first creature you hit. You can choose to end your charge when you hit the very first creature to instead inflict daze for 1 turn (reflex halves dmg and negates daze). It does not receive the +2 boost to the DC.

Overheat (charge) [fire]

Release an enormous amount of heat to creatures nearby. Gain an aura that causes creatures within 10 ft of you to be set ablaze (reflex negates). Lasts 3 turns. Special: While this effect is active, if you take at least 5 fire damage, extend its duration by 1 round.

Charge Beam (charge)

Special: Only usable with Beam Cannon Spend your charge to get +30 range and a bonus on hit effect based on the element you currently have selected for a single attack.

Cold

Foe becomes frosty

Fire

Set foe ablaze for 1 turn

Necrotic

Foe is bone chilled for 1 turn

Holy

Target radiates light for 1 turn, giving -10 stealth and negating partial/total concealment against them

Poison

Inflict sickened 2

Zap

Defense

Overshield [healing] [recharge]

Gain (20+3*lvl) temp hp and reduce your speed to 0 as a standard action. While you have this shield, you cannot move, but are unstoppable, making you immune to all negative status effects. You are still unstoppable against an attack that breaks the shield. You can deactivate this shield as a free action. Usable 1/minute.

Utility

Cloaking Device [recharge]

Gain concealment whenever you move at 15 speed or less out of combat. 1/minute, you can manually activate cloaking device as a swift action for 1 round and move at full speed.

Morph Ball

As a swift action, transform into a tiny armored ball. While in ball form, your movement is [elusive], but you can take no other actions other than move. You can only see to a range of 30 ft. Cannot be used while knocked down. You can end morph ball as a free action.

Filtration

Your mech creates its own self sustaining air supply from within, allowing you exist in locations without air and evade toxic gasses.

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