Mecha in Pathfinder
Mecha is a type of creature similar to a construct. Unlike constructs, mecha are used as equal parts vehicle, monster, and powered armor. All mecha have the following features (unless otherwise noted in a creature’s entry).
- d8 Hit Die, or determined by Engine. Different Chassis may offer additional Hit Dice, along with all the benefits those bring.
- Base attack bonus equal to total Hit Dice, or determined by Software.
- No good saving throws, or determined by Software.
- Skill points equal to 2 + Int modifier (minimum 1) per Hit Die or by Software. However, most mecha are mindless and gain no skill points or feats. The following are class skills for mecha without Software: Acrobatics, Escape Artist, all Knowledges, Perception, and Stealth. Mecha with Software use their Software’s skill list instead.
A mecha possesses the following traits (unless otherwise noted in a creature’s entry).
- Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
- Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
- Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Mecha Mechanic feat. A mecha with the fast healing special quality still benefits from that quality.
- Not subject to fatigue, exhaustion, energy drain, or nonlethal damage.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
- Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less, at which point the mecha must make a Fort save (DC = 10 + Mecha HD) or detonate. This deals a d6 of damage for ever point on constitution the mecha had. This damage is half fire, half bludgeoning. The explosion’s radius is 10ft x the Con modifier of the mecha, centered on the mecha.
- A mecha cannot be raised or resurrected. However, a destroyed mecha that has not detonated can be salvaged for 50% of its parts in wealth excluding the Chassis, which is always recoverable with the broken condition.
- A mecha is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
- Proficient with its natural weapons only.
- Proficient with no armor.
- Mecha do not breathe, eat, or sleep.
- Mecha have the following 14 equipment slots: 1 Head, 1 Visor, 2 Shoulders, 1 Back, 1 Body, 1 Armor, 1 Belt, 2 Hands, 2 Arms, 2 Locomotive. Different Chassis may add or subtract equipment slots.
- Mecha have three times their listed carrying capacity.
- Mecha must have a Cockpit, Engine, and Power Supply to function.
Mental ability scores for a mecha are somewhat abstract. Intelligence represents the stores of knowledge the Software retains. Wisdom represents the effectiveness of the mecha’s sensors. Charisma represents the structure of the mecha’s systems, with higher Charisma mecha more creatively designed and harder to hack or sabotage.
Mecha are highly versatile machines which receive much the same treatment a character does. Various mecha parts alter the way a mecha performs.
- Chassis: This represents the mecha’s “race,” providing changes to ability scores, offering additional hit die, different equipment slots, and even new abilities.
- Software: This represents the mecha’s class and character. Individual Software levels up much like a character does and comes with its own array of ability scores to be modified by the Chassis. Software contains skills, feats, weapon and armor proficiencies, and abilities based on the Software’s levels.
- Engine: This represents the mecha’s Hit Die. Hit Die may range from d4 to d12, depending on the Engine’s stability, and are often quite heavy.
- Power Supply: This represents the mecha’s action capability. Poor Power Supplies may leave the mecha staggered, while others offer benefits and additional actions. Power Supplies generate a certain amount of Energy each turn, which is used to perform some actions and fire energy weapons, and come with a set Capacity, which is the maximum amount of Energy the Power Supply can store.
- Cockpit: The Cockpit is where the driver and any potential passengers can drive the mecha in relative safety, providing DR to the pilot from any damage the Mecha receives. The Cockpit also contains the Software of the mecha. Generally, a Cockpit cannot be in a visor, feet, or hand slot.
The following Chassis are listed by name, followed by their size, equipment slots, and ability score bonuses. A new character does not need to pay for his or her Chassis.
Hippogriff (Large): 1 Head, 1 Visor, 1 Back, 1 Body, 2 Armor, 1 Belt, 4 Locomotive. +8 Str, +2 Wis, -4 Dex.
Satyr (Large): 1 Head, 1 Visor, 2 Shoulders, 1 Back, 1 Body, 1 Armor, 1 Belt, 2 Hands, 2 Arms, 2 Locomotive. +6 Str, +2 Dex, +2 Cha, -2 Int.
Skolopendra (Huge):: 1 Visor, 1 Back, 1 Body, 1 Armor, 6 Locomotive. +8 Str, +2 Con, +2 Cha, -6 Dex, -2 Wis.
Gorgon (Large): 2 Head, 2 Visor, 2 Shoulders, 1 Back, 1 Body, 1 Belt, 2 Hands, 2 Arms, 2 Locomotive. +10 Str, -2 Con, -2 Cha.
Acephali (Large): 1 Visor, 1 Back, 1 Body, 1 Armor, 1 Belt, 2 Hands, 2 Arms, 2 Locomotive. +6 Str, +2 Con, +2 Cha.
Hecatoncheires (Large): 1 Head, 1 Visor, 2 Shoulders, 1 Back, 1 Body, 4 Hands, 4 Arms, 2 Locomotive. +8 Str, +2 Dex, -2 Wis.
The following eight links are the Software choices available to a character. Like the Chassis, a new character does not need to pay for Software.
Hoplite, a versatile melee combatant.
Phalanx, a defensive pillar of integrity.
Mangonel, a long-distance specialist.
Peltast, a hit-and-run skirmisher.
Centurion, a master of teamwork.
Gladiator, a champion of sabotage.
Thnaytos, a resilient survivor.
Anax, a manipulator.
Head = Can hold sensory modules or armor.
Visor = Used for sensory modules.
Shoulder = Can hold a variety of weapons, modules, or even armor.
Arm = Determines strength or allows for special weapons.
Hand = Allows for various graspers or weapons.
Back = Cannot be used for direct fire modules.
Body = Hydraulics, frame, and other vital parts.
Armor = The primary source of protection or skin-bound modules.
Belt = Can only hold lightweight modules.
Locomotive = Used for legs, treads, and wheels of all sorts.