Mech Variant Combat Feats

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Raptor
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Mech Variant Combat Feats

Post by Raptor »

This is a List of modified feats that are typically used in combat, adapted for mechs. Each has a normal version, but these versions are usable while in mech combat only. They do not overlap except in the case of the Mech Jockey's special 7th lvl Skill-use ability (which allows him to use personal feats (such as Power Attack) with their mech, and the inverse is true of these Feats (for example, a 7th lvl mech jockey fighting on foot who has the Mech Blind-Fight feat is treated as if the have the regular Blind-Fight feat). The Prerequisites are also altered as follows: Base Attack is replaced with Mech Base Attack, Str with Dex minimums, and Mechjockey lvls for Fighter lvls. And here they are.

Improved Mech Precise Shot [Mech]

Prerequisites
Dex 19, Mech Point Blank Shot, Mech Precise Shot, mech attack bonus +11.
Mech Prerequisite
Dex 19.

Benefit
Your mech ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your mech ranged attacks.

In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

Normal
See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Special
A mech jockey may select Improved Mech Precise Shot as one of his mech jockey bonus feats.

Mech Blind-Fight [Mech]

Benefit
In mech melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting your mech in melee. That is, you don’t lose your Dexterity bonus to Armor Class (if you have the Mech Dancing feat), and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

Normal
Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Special
The Mech Blind-Fight feat is of no use against a character who is the subject of a blink spell.

A mech jockey may select Mech Blind-Fight as one of his mech jockey bonus feats.

Mech Cleave [Mech]
Prerequisites
Dex 13, Mech Power Attack.
Mech Prerequisite
Str 13

Benefit
If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra mech melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Special
A mech jockey may select Mech Cleave as one of his mech jockey bonus feats.

Mech Combat Expertise [Mech]
Prerequisite
Dex 13, Int 13, Mechwalker.

Benefit
When you use the attack action or the full attack action in melee & are piloting a mech, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your mech's Armor Class. This number may not exceed your mech base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Normal
A character without the Mech Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

Special
A mech jockey may select Mech Combat Expertise as one of his mech jockey bonus feats.

Mech Combat Reflexes [Mech]

Benefit
You may make a number of additional attacks of opportunity equal to the Lower of your & your mech's Dexterity bonuses.

With this feat, you may also make attacks of opportunity while flat-footed.

Normal
A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special
The Mech Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

A mech jockey may select Mech Combat Reflexes as one of his mech jockey bonus feats.

Mech Deflect Arrows [Mech]

Prerequisites
Dex 13, Mech Dancer, Mech Fu.
Mech Prerequisite
Dex 13.

Benefit
You may use your Mech-Fu feat on ranged attacks. You must be aware of the attack and not flat-footed.

Ranged weapons more than 1 size category larger than your mech (ie, a Colossal Ballista & a Huge mech) and ranged attacks generated by spell effects can’t be deflected.

Mech Dodge [Mech]
Prerequisite
Dex 13, Mech Dancer.
Mech Prerequisite
Dex 13.

Benefit
During your action, you designate an opponent and the mech you are piloting receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Special
A mech jockey may select Mech Dodge as one of his mech jockey bonus feats.

Mech Far Shot [Mech]
Prerequisite
Mech Point Blank Shot.

Benefit
When you use a mech mounted projectile weapon, such as a steam cannon, its range increment increases by one-half (multiply by 1½). When you use a mech mounted thrown weapon, its range increment is doubled.

Special
A mech jockey may select Mech Far Shot as one of his mech jockey bonus feats.

Mech Great Cleave [Mech]
Prerequisites
Dex 13, Mech Cleave, Mech Power Attack, Mech base attack bonus +4.
Mech Prerequisites
Str 13, Base Melee Attack +4

Benefit
This feat works like Mech Cleave, except that there is no limit to the number of times you can use it per round.

Special
A mech jockey may select Mech Great Cleave as one of his mech jockey bonus feats.

Mech Mobility [Mech]

Prerequisites
Dex 13, Mech Dancer, Mech Dodge.
Mech Prerequisite
Dex 13

Benefit
Your mech gets a +4 dodge bonus to Armor Class against attacks of opportunity caused when it moves out of or within a threatened area. A condition that makes your mech lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Special
A mech jockey may select Mech Mobility as one of his mech jockey bonus feats.


Mech Point Blank Shot [Mech]

Benefit
You get a +1 bonus on attack and damage rolls with mech ranged weapons at ranges of up to 30 feet or the mech's reach, whichever, is greater.

Special
A mech jockey may select Mech Point Blank Shot as one of his mech jockey bonus feats.

Mech Power Attack [Mech]

Prerequisite
Dex 13.
Mech Prerequisite
Str 13.

Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all mech melee attack rolls and add the same number to all mech melee damage rolls. This number may not exceed your mech attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special
A mech jockey may select Mech Power Attack as one of his mech jockey bonus feats.

Mech Precise Shot [Mech]

Prerequisite
Mech Point Blank Shot.

Benefit
You can shoot or throw ranged mech weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Special
A mech jockey may select Mech Precise Shot as one of his mech jockey bonus feats.

Mech Rapid Shot [Mech]

Prerequisites
Dex 13, Point Blank Shot.

Benefit
You can get one extra attack per round with a mech ranged weapon that can make more than 1 attack per round. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

Special
A mech jockey may select Mech Rapid Shot as one of his mech jockey bonus feats.

Mech Reckless Offense [Mech]
You can shift your focus from defense to offense.

Prerequisite
Mech attack bonus +1.

Benefit
When you use the attack action or full attack action in mech melee, you can take a penalty of -4 to your mech's Armor Class and add a +2 bonus on your mech melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn.

Mech Sidestep Charge [Mech]
You are skilled at dodging past charging opponents and taking advantage when they miss.

Prerequisite
Dex 13, Dodge, Mech Dancer.
Mech Prerequisite
Dex 13.

Benefit
Your mech get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against your mech, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.

Mech Stand Still [Mech]
You can prevent foes from fleeing or closing.

Prerequisite
Dex 13.
Mech Prerequisite
Str 13.

Benefit
When a foe’s movement out of a square your mech threatens grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.

Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).

Normal
Attacks of opportunity cannot halt your foes in their tracks.

Mech Stunning Fist [Mech]

Prerequisites
Dex 13, Wis 13, Mech Dancer, Mech Fu, mech attack bonus +8.
Mech Prerequisite
Dex 13.

Benefit
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your mech's unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

A mech jockey may select Mech Stunning Fist as one of his mech jockey bonus feats.

Mech Weapon Finesse [Mech]

Prerequisite
Mech attack bonus +1.

Benefit
With a melee weapon that is 25% or less of your mech's base PU, a mech rapier or mech whip that is 50% or less of your mech's base PU, or a mech spiked chain, you may use your mech's Dexterity modifier instead of your mech's Strength modifier on attack rolls.

Special
A mech jockey may select Mech Weapon Finesse as one of his mech jockey bonus feats.


Note, please that I am posting this over time and have not completed all feats, so bear with me, but please feel free to send comments or suggestions.
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