A magitek pilot commands a massive, armored war machine equipped with beam cannons. Magitek pilots are often freelancers, serving as shock troopers or scouts to earn money to pay for repairs for their Magitek.
The magitek pilot is an archetype of the chocobo knight class.
A magitek pilot adds Knowledge (Technology) and Repair to his list of class skills and removes Animal Handling and Ride from his list of class skills.
Limit Break (Su)
At 1st level, the magitek pilot receives the Limit Break (Megaton Smash).
Megaton Smash (Su): This Limit Break empowers the magitek pilot’s Magitek to make a single slam attack with a +2 circumstance bonus to attack rolls + an additional +2 bonus per four chocobo knight levels after 1st. If the attack hits, the target takes an extra 2d6 points of damage + an additional 2d6 per four chocobo knight levels after 1st in addition to the normal damage it deals with its slam plus double the Strength modifier for damage. If the attack was a critical hit, the Strength modifier is tripled instead.
This ability replaces the Limit Break (Fight as One).
Magitek Mount (Ex)
A magitek pilot gains the service of a magitek to drive into battle. This magitek functions like as an engineer’s automaton, using the chocobo knight’s level as his effective engineer level. A magitek pilot’s mount does not gain the shared tricks special ability nor the automaton upgrades.
Size: Large; Speed: 50 ft.; AC: (see armor plating); Attack: slam (1d8); Ability Scores: Str 24, Dex 8*, Con -, Int -, Wis -, Cha -; Special Qualities: Construct traits
A magitek mount has a Strength score of 24 and a starting Dexterity score of 8 (improved by the number of ranks the magitek pilot has in the Drive skill to a maximum equal to the his Dexterity score). It imposes a –1 size penalty on attack rolls and to AC but gains a +1 bonus on CMB rolls and to CMD. It takes a –4 penalty on Stealth checks. A magitek has a single slam attack that deals 1d8 points of damage (plus the magitek’s Strength modifier). Its reach is 10 feet, and its base speed is 50 feet. It weighs approximately 2,000 lbs and is roughly 12 feet tall.
If the magitek’s hit points is reduced to 0, it becomes inactive. Exiting an inactive magitek requires a standard action. If a magitek continues to take damage beyond 0, it will explode. A magitek being reduced to -20 will explode immediately, dealing 5d6 points of fire damage to the magitek pilot (if still inside the magitek) (no save) and to all creatures within a 15-ft.-radius spread (Reflex save DC 14 for half damage). A magitek destroyed this way cannot be repaired, but can be salvageable.
At 6th level, a magitek pilot increases the number of starting charges per day for his magitek’s beam cannons by 10. This increases by 10 at 12th and 18th level.
This ability replaces chocobo mount.
At 1st level, a magitek pilot gains Magitek Operation as a bonus feat.
This ability replaces in or out of the saddle.
At 1st level, a magitek pilot can fix his magitek with a mere touch. The magitek pilot repairs 1d6 points of damage plus an additional 1d6 points of damage for every three chocobo knight levels after 1st (2d6 at 4th, 3d6 at 7th, and so on). This ability stacks with the engineer’s repair ability. The magitek pilot can repair a number of times per day equal to 3 + his Intelligence modifier.
This ability replaces challenge.
Magitek Mastery (Ex)
Starting at 4th level, a magitek pilot gains a bonus on Drive and Repair checks equal to half of his chocobo knight level when applied to his Magitek mount. In addition, the magitek gains a +1 competence bonus to his magitek mount’s attack rolls. This bonus increases by 1 every four chocobo knight levels thereafter.
This ability replaces expert trainer.
Magitek Mount Upgrades
Magitek Mount Upgrade 1: The magitek pilot adds this upgrade to their magitek mount at 6th level. Adding the first upgrade to a magitek mount grants a beam cannon (DC for the beam cannons are equal to 10 + half of the chocobo knight’s level + his Intelligence modifier instead of what’s indicated): Bio Beam, Healing Force, Fire Beam, Ice Beam, Bolt Beam, or Water Beam. A beam cannon requires a ranged touch attack and has a range of 50 feet. The beam cannon begin the day with 20 charges and costs 2 charges to use with an 8 hours of shutdown required to renew the charges. The magitek mount also gains the hardness of 5. In addition, the magitek pilot adds a +2 equipment bonus to Strength or Dexterity to his magitek mount.
Magitek Mount Upgrade 2: The magitek pilot adds this upgrade to their magitek mount at 12th level. Adding the second upgrade to a magitek mount grants an additional beam cannon (DC for the beam cannons are equal to 10 + half of the chocobo knight’s level + his Intelligence modifier instead of what’s indicated): Bio Beam, Healing Force, Fire Beam, Ice Beam, Bolt Beam, or Water Beam. While the magitek pilot is on his magitek mount, he can make an additional attack with its slam as part of his full-attack action, at the magitek pilot’s highest base attack bonus. In addition, the magitek pilot can select one feat for which he qualifies. He gains the use of that feat while on his magitek mount, but cannot use it for prerequisites. The magitek pilot can retrain the bonus feat once a level. In addition, the magitek pilot adds a +2 equipment bonus to Strength or Dexterity to his magitek mount.
Magitek Mount Upgrade 3: The magitek pilot adds this upgrade to their magitek mount at 18th level. Adding the third upgrade to a magitek mount grants an additional beam cannon (DC for the beam cannons are equal to 10 + half of the chocobo knight’s level + his Intelligence modifier instead of what’s indicated): Bio Beam, Healing Force, Fire Beam, Ice Beam, Bolt Beam, or Water Beam. The magitek pilot also gains the Grab special attack with the magitek mount’s slam while on his magitek mount. The magitek pilot can select one feat for which he qualifies (for the purpose of this bonus feat only, the bonus feat granted by Magitek Mount Upgrade 2 may be used as a prerequisite). He gains the use of that feat while on his magitek mount, but cannot use it for prerequisites. The magitek mount’s hardness increases to 10. In addition, the magitek pilot adds a +2 equipment bonus to Strength or Dexterity to his magitek mount.
This ability replaces battlefield agility, superior mounted combat, and spiritual bond.
Evasive Action (Ex)
At 8th level, the magitek pilot can make a Drive check to lessen the damage dealt by a successful attack against his Magitek. If the check result exceeds the attack roll, the damage is reduced by half (rounded down, minimum of 1 point of damage). The magitek pilot can make an Evasive Action check once per round.
This ability replaces relentless steed.
Magitek Juggernaut (Ex)
At 10th level, a magitek pilot on his magitek mount gains a +2 bonus on overrun and bull rush combat maneuver attempts. If the magitek pilot has the Improved Overrun or Improved Bull Rush feats, his bonus increases to +4 while on his magitek mount. In addition, if the magitek pilot on his magitek mount successfully performs an overrun or bull rush combat maneuver, he may have his magitek mount make a free slam attack.
This ability replaces burst of speed.
Improved Evasion Action (Ex)
At 15th level, the magitek pilot’s evasive action ability improves. A successful Drive check negates all damage dealt by the attack.
This ability replaces protect the meek.
Magitek Defense (Ex)
At 19th level, the magitek pilot is capable of turning an otherwise lethal blow and continue the fight. When an attack that inflicts hit point damage from a natural attack, melee weapon, or ranged weapon would reduce the magitek pilot to 0 or fewer hit points, he can make a Fortitude save (DC the attacker’s attack roll) to deflect the attack to his magitek mount, causing it to suffer the damage in his place (apply hardness as normal).
This ability replaces indomitable steed.