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Magitek Pilot

A magitek pilot commands a massive, armored war machine equipped with materia-based weaponry. Magitek pilots are often freelancers, serving as shock troopers or scouts to earn money to pay for repairs and upgrades for their Magitek.
Hit Die: d8
Requirements
To qualify to become a magitek pilot, a character must fulfill all the following criteria.
Skills: Drive 5 ranks.
Feats: Magitek Operation.
Special: The character must own a Magitek.
Class Skills
The magitek pilot’s class skills are as follows. Acrobatics (Dex), Bluff (Cha), Drive (Dex), Knowledge (technology) (Int), Navigate (Int), Perception (Wis), Pilot (Dex), Profession (Wis), and Repair (Int).
Skill Points Per Level: 4 + Int modifier

Table: Magitek Pilot

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+0+0+1+0Magitek Weapon Proficiency, Limit Break
2nd+1+1+1+1Magitek Mastery (+2)
3rd+2+1+2+1Bonus Feat
4th+3+1+2+1Magitek Feint
5th+3+2+3+2Magitek Mastery (+4)
6th+4+2+3+2Bonus Feat
7th+5+2+4+2Evasive Action
8th+6+3+4+3Magitek Mastery (+6)
9th+6+3+5+3Bonus Feat
10th+7+3+5+3Improved Evasive Action

Class Features

All of the following are class features of the magitek pilot prestige class.

Weapon and Armor Proficiency

Magitek Pilots gain no proficiency with any weapon or armor.

Limit Break (Su)

At 1st level, the magitek pilot receives the Limit Break (Megaton Punch).

Megaton Punch (Su): This Limit Break empowers the magitek pilot’s Magitek to make a single slam attack with a +1 circumstance bonus to attack rolls + an additional +1 bonus per two magitek pilot levels after 1st. If the attack hits, the creature suffers 1d6 points of non-elemental damage + an additional 1d6 per two magitek pilot 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.

Magitek Weapon Proficiency

At 1st level, the magitek pilot gains the bonus feat, Magitek Weapon Proficiency.

Magitek Mastery (Ex)

Starting at 2nd level, a magitek pilot gains a bonus on Drive and Repair checks when applied to a Magitek he designates as familiar. The same bonus is applied to the magitek knight’s attack rolls with the Magitek’s ranged weapons. This bonus is +2 at 2nd level and increases by 2 every three levels thereafter (+4 at 5th level, +6 at 8th level). To designate a Magitek as familiar, the magitek pilot must have operated it for at least one month. Minor changes and upgrades to the Magitek don’t affect familiarity, but if the magitek pilot switches to a Magitek with a different size, different superstructure, or more than one new weapon, he must operate it for at least one month before he is familiar with it. A magitek pilot can be familiar with only one Magitek at a time.

Bonus Feat

At 3rd, 6th, and 9th level, the magitek pilot gains a bonus feat. The magitek pilot must still meet all prerequisites for a bonus feat. 

Magitek Feint (Ex)

At 4th level, a magitek pilot operating a Magitek can make a Bluff check in combat as a move action (instead of an attack action). He receives a +2 bonus on the Bluff check made to feint in melee combat. If the magitek pilot has the Improved Feint feat, his bonus on Bluff checks made to feint increases to +4 while operating a Magitek. 

Evasive Action (Ex)

At 7th level, the magitek pilot can make a Drive or Acrobatics check (as appropriate) 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 (round fractions down, minimum of 1 point of damage). The magitek pilot can make an Evasive Action check once per round.

Improved Evasive Action (Ex)

At 10th level, the magitek pilot’s evasive action ability improves. A successful Drive or Acrobatics check negates all damage dealt by the attack.