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 Handle Animal 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 natural weapon 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 natural weapon 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)
At 1st level, the magitek pilot chooses one of the following body types for his magitek: agile, bipedal, or quadruped/treaded.
A magitek pilot must choose a magitek body type that is at least his size or larger. All damage dealt to the pilot is evenly split with his magitek (any excess damage from an odd number applies to the magitek); if the magitek is reduced to half its total hit points, it gains the broken condition and the bonus it grants to AC is halved, rounding down and any attacks made with the magitek suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal x2 damage on a confirmed critical hit; if the magitek is reduced to 0 hit points, it enters a state of critical failure and the pilot is automatically ejected. Magiteks can be repaired at a rate of 5 hp per day using a DC 10 Repair check (instead of the usual way of using the Repair skill). For each point by which the magitek pilot exceeds this DC, the magitek recovers an additional hit point. Climbing into a magitek and activating it for combat is a full round action. Exiting the magitek can be done as a move action.
Starting at 3rd level, a magitek pilot can alter his choice of body type by spending a number of hours equal to the magitek’s hit die plus half the number of enhancements on the magitek (rounded down) rebuilding it. The magitek is not available for use and is completely nonfunctional during this time.
Whenever the magitek pilot changes his magitek body type, he can also choose to exchange his existing enhancements, selecting new magitek enhancements during this rebuild. Once this process is started, the magitek is not available for use until this process is complete. A magitek that is lost or destroyed can be replaced with 24 hours of uninterrupted work in a garage or similar environment where basic machining tools can be accessed, costing 200 gil per chocobo knight level.
Magiteks grant a bonus to the magitek pilot’s physical statistics as described in their entry and use the magitek pilot’s mental statistics; unpiloted or remotely piloted magiteks instead have Strength and Dexterity scores equal to 10 + the listed bonus. Magiteks never have a Constitution or Intelligence score. Magiteks use their pilot’s base attack bonus, saving throw modifiers, proficiencies, and skill modifiers. Magiteks are not true living creatures, despite being treated as such in some ways, and do not gain feats or skill points of their own. Magiteks cannot take actions on their own, and instead use the pilot’s actions. Much like objects and vehicles, magiteks have a hardness score (as determined by their magitek pilot’s level or their stat block), and take half damage from most energy attacks.
While piloting a magitek, a character cannot wear armor or bulky clothing; the suits have numerous ports that need minimal obstruction between them and the pilot’s flesh to function properly. Due to the fact that the magitek pilot is enclosed within the magitek, he also cannot benefit from items that increase his own armor class, such as an amulet of natural armor or bracers of armor. While magiteks have an armor bonus to AC, they generally do not cause arcane spell failure (though some options may change this).
They do, however, count as wearing armor for class restrictions such as those of the monk. His magitek can still be targeted by spells and effects that increase its defenses. A character cannot occupy a magitek whose size is smaller than his own.
Weapon Affinity and Weapon Slots: Various magitek body types are designed for certain types of weapons; this is called Weapon Affinity and affects the types of weapons a magitek can wield. Any standard weapon (such as a longsword, crossbow, or even firearms such as pistols, revolvers, or shotguns) can be converted for use by a magitek, though the weapon must be crafted in a size that the magitek can use with its weapon slots. There are three types of affinities a magitek can have: ranged, melee, and artillery. Ranged weapons include things like bows and one or two-handed firearms, while melee weapons include swords, hammers, axes, and similar weapons.
Artillery weapons include grenade launchers, flame throwers, rocket launchers and similar weapons; the magitek pilot of a magitek with Weapon Affinity for artillery weapons is treated as having Exotic Weapon Proficiency (artillery firearms) as long as they are piloting his magitek.
A magitek’s weapon slots are specially designed to seat a broad array of weaponry; one weapon slot can accommodate a single Medium or smaller sized weapon. A magitek must have sufficient slots available and a weapon must be slotted for a magitek and its pilot to wield it, unless otherwise noted. Multiple slots can be combined to fit larger weapons; two weapon slots fit a Large weapon, three slots fit a Huge weapon, 4 slots fit a Gargantuan weapon, and 5 slots can fit a Colossal weapon. Magiteks never take inappropriately sized weapon penalties with slotted weapons. Attacks with slotted weapons are made using the magitek pilot’s full base attack bonus, though they do not receive additional attacks for a high base attack bonus. If a magitek attacks with a natural attack or unslotted melee weapon (such as a biped magitek with the Arms enhancement), the magitek takes a -5 to all attacks with slotted weapons. The maximum number of slotted weapons that can be used in a round is equal to the magitek pilot’s Dexterity modifier.
Magitek Body Types
Size: Small; Speed: +20 ft.; AC: +1 armor; Melee: Wing (secondary) x2 (1d4); Reach: 5 ft.; Ability Scores: Dex +4; Bonus HP: 10 hp; Weapon Affinity: ranged; Weapon Slots: 1
Flight: The agile magitek grants its magitek pilot a fly speed of 20 feet with average maneuverability. Every 5 levels thereafter (10th, 15th, 20th) this speed increases by 10 feet and maneuverability increases by one step.
Hover: The magitek can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
Size: Medium; Speed: as magitek pilot; AC: +2 armor; Melee: Slam (primary) x1 (1d6); Reach: 5 ft.; Ability Scores: Str +2, Dex +2; Bonus HP: 20 hp; Weapon Affinity: melee, ranged; Weapon Slots: 2
Special: Bipeds start play with the Arms enhancement.
Shielded Limbs: The biped magitek’s forelimbs are specially modified to provide additional protection to the magitek pilot, granting him a +2 shield bonus to AC. This bonus increases by +1 every 5 levels thereafter (10th, 15th, 20th). If the magitek is already wielding a shield, he instead increases its shield bonus to AC by an amount equal to that granted by this ability -1.
Size: Large (-1 penalty to AC and attack rolls, +1 to CMB/CMD, -4 Stealth); Speed: +10 ft.; AC: +4 armor; Attack: Slam (primary) (1d8); Reach: 10 ft.; Ability Scores: Str +4; Bonus HP: 30 hp; Weapon Affinity: artillery; Weapon Slots: 2
Stability: The quadruped/treaded gains a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt.
Artillery Weapons Array: Starting at 5th level and every 5 levels thereafter (10th, 15th, 20th), the quadruped magitek gains an additional weapon slot at no additional cost.
Table: Magitek Mount Base Statistics
|Class Level||HD||Armor Bonus||Hardness||Str/Dex Bonus||Special|
|6th||5||+3||5||+2||Magitek Mount Upgrade 1|
|12th||9||+6||11||+4||Magitek Mount Upgrade 2|
|18th||14||+9||17||+8||Magitek Mount Upgrade 3|
- Class Level: The character’s chocobo knight level. The chocobo knight’s class levels stack with levels of any other classes that are entitled to an automaton or magitek for the purpose of determining the magitek’s statistics.
- HD: This is the total number of 10 sided die (d10) Hit Dice the Magitek possesses. No Constitution modifier is applied to the Magitek’s hit points. The Magitek gets bonus hit points depending on its size: Small 10 HP, Medium 20 HP, Large 30 HP, Huge 40 HP. Which are indicated in the starting statistics.
- Armor Bonus: The number noted here is the Magitek’s base total armor bonus. This number is modified by the Magitek’s base form. A magitek cannot wear armor of any kind, as the armor interferes with the magitek pilot’s operation of the magitek. A magitek pilot can enchant his Magitek’s body as if it were armor.
- Strength and Dexterity Bonus: Starting at 5th level, the magitek gains a +2 equipment bonus to its Strength and Dexterity scores. At 9th level and every four levels thereafter, this bonus increases by an additional +2.
- Size Increase: At 11th level and again at 20th, the magitek may be upgraded over 1 week’s time to increase by one size category, gaining a +4 size bonus to Strength and an additional 10 hit points, and incurring a -2 penalty to Dexterity and a -4 penalty to Stealth checks (the magitek does not incur any additional penalties to Stealth due to size). These bonuses and penalties stack for each additional size increase the magitek gains from the Size Increase racial ability or magitek enhancements. Alternatively, the magitek can be kept the same size and instead increases its base Dexterity bonus by +2 and gains 10 additional hit points.
This ability replaces chocobo mount.
At 1st level, a magitek pilot gains Magitek Operation and Evasive Action as bonus feats. In addition, Magitek Operation feat counts for Mounted Combat feat requirements as well as the Drive skill counts for Ride skill requirements for feats.
This ability replaces in or out of the saddle.
At 1st level, as a standard action, 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 two chocobo knight levels after 1st (2d6 at 3rd, 3d6 at 5th, and so on). This ability stacks with the engineer’s repair ability. In addition, one use of Repair restores an item affected by the broken condition. The magitek pilot can repair a number of times per day equal to 3 + his Intelligence modifier.
This ability replaces challenge.
Magitek Enhancements (Ex)
At 2nd level and every two chocobo knight levels thereafter, a magitek pilot may choose a mounted talent or a magitek enhancement (see below). Unless otherwise stated, each enhancement can only be selected once.
Additional Beam Cannon: The magitek gains an additional beam cannon (see magitek mount upgrades below). Prerequisite: The magitek pilot must be at least 10th level to select this enhancement. The magitek pilot can select this enhancement again at 15th and 20th level.
Additional Weapon Affinity: The magitek gains Weapon Affinity with an additional weapon type of the magitek pilot’s choice (melee, ranged, artillery). This enhancement can be taken up to two times, selecting a different weapon type each time.
Additional Weapon Slot: The magitek gains an additional weapon slot. This enhancement can be taken multiple times. A number of weapon slots are granted as follows: 1 Weapon slot at 2nd level, 1 at 6th, 1 at 10th, 1 at 14th, and 1 at 18th.
Advanced Armor Plating: The magitek increases its armor bonus to AC by +2. Prerequisite: The magitek pilot must be at least 6th level to select this enhancement.
Advanced Munitions Upgrade: The magitek is treated as though its pilot has Greater Weapon Specialization with one weapon it took the Munitions Upgrade Enhancement for. This enhancement can be taken multiple times but must apply to a different weapon each time. Prerequisites: The magitek pilot must be at least 12th level and have munitions upgrade enhancement to select this enhancement.
Advanced Targeting Upgrade: The magitek is treated as though its pilot has Greater Weapon Focus with one weapon it took the Targeting Upgrade enhancement for. This enhancement can be taken multiple times but must apply to a different weapon each time. Prerequisites: The magitek pilot must be at least 8th level and have targeting upgrade enhancement to select this enhancement.
Arcforged Armor: The magitek increases its hardness by 5. Prerequisite: The magitek pilot must be at least 10th level to select this enhancement.
Arms: The magitek gains a pair of fully integrated mechanical arms which allow it to wield an appropriately sized weapon without slotting it first. A magitek may make as many attacks with such a weapon as their pilot’s base attack bonus would normally allow. While wielding a weapon in such a manner, the magitek is treated as having two fewer weapon slots (minimum 0); any weapons currently occupying slots that would be made unavailable cannot be used while the weapon is in hand.
Beam Cannon Burst: The magitek pilot has modified the suit’s beam cannon so that it can lob a concentrated ball of energy into the fray. As a standard action, it fires a blast at a point within 50 feet of the magitek. The primary target takes normal damage, but all additional targets within 15 feet must make a Reflex save (DC 10 + half of the chocobo knight’s level + his Intelligence modifier) or take half of the damage. This ability consumes 4 charges to use. The beam cannon cannot be used for 1 round as it cools down. Prerequisite: The magitek pilot must be at least 6th level to select this enhancement.
Beam Cannon Overcharge: The magitek pilot has figured out how to overcharge his beam cannon, increasing it’s lethalness. As a standard action, make a beam cannon attack, increasing the range to 100 feet, doubling the damage dice, and increasing the DC to resist the beam’s status effect by 2. This costs 4 charges to use. The beam cannon cannot be used for 1 round as it cools down. Prerequisite: The magitek pilot must be at least 10th level to select this enhancement.
Cerebral Reinforcement: The magitek extends the following construct features to the magitek pilot while they operate it: Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns and phantasms). Prerequisite: The magitek pilot must be at least 10th level to select this enhancement.
Enlarged Cockpit: The cockpit to the magitek has more room. In a Biped magitek, it can fit an additional medium-sized creature. In a Quadruped magitek, it can fit 2 additional medium-sized creatures. Prerequisite: The magitek must be a biped or quadruped to select this enhancement.
Hover Stabilizers: Magiteks with this ability gain hardy landing, as the dragoon ability, except they do not need an adjacent surface to activate it. Treat the magitek pilot’s level as his dragoon level to determine the total distance negated by this ability. Prerequisite: The magitek must be a quadruped with the powered servomotors enhancement to select this enhancement.
Intelligent Vessel: The magitek is able to be controlled by AIs in a manner similar to a robot, gaining the aggregate template when it is so controlled (even though it is not a robot). The magitek does not, however, gain the benefits of any feats that the AI possesses. The magitek starts out controlled by a base AI with 10 in all of its mental ability scores and the ability to speak one language the magitek pilot is capable of speaking. If the magitek pilot is not controlling the magitek, the AI can cause the magitek to act on its own, taking a full round’s worth of actions each round.
Manual Loader: An allied character in an adjacent or shared square can reload your artillery firearms for the magitek pilot as a standard action, or firearm weapons for the magitek pilot as a move action.
Modified Aerodynamics: Magiteks with this enhancement can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using choco feather. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 10 feet it falls. Prerequisite: The magitek must be a biped with the powered servomotors enhancement to select this enhancement.
Munitions Upgrade: The magitek is treated as though the magitek pilot has Weapon Specialization with one weapon from a category it has Weapon Affinity with. This Enhancement can be taken multiple times but must apply to a different weapon each time. Prerequisites:The magitek pilot must be at least 6th level and to select this enhancement.
Nautical Superiority: The magitek gains a swim speed equal to base land or fly speed chosen when this upgrade is selected. The magitek can remain submerged for 1 hour per Hit Die before its air filters start to fail and the magitek pilot has to make Constitution checks to hold their breath or begin drowning. Prerequisite: A magitek pilot must be at least 4th level to select this enhancement.
Powered Servomotors: The magitek is capable of fantastic feats of agility. Magiteks with this enhancement gain a +15 bonus to Acrobatics or Drive checks made to perform a long jump or high jump. In addition, they are always considered to have a running start when jumping.
Shielded Cockpit: The magitek extends the following construct features to the magitek pilot while he operates it: Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Prerequisites: The magitek pilot must be at least 14th level and have the cerebral reinforcement enhancement to select this enhancement.
Sticky Treads: The magitek gains a climb speed equal to half its movement speed. Prerequisite: This enhancement can only be taken by magiteks with the Quadraped/Treaded body type.
Superior Arcforged Armor: The magitek increases its hardness by 5. This stacks with the increase granted by the Advanced Arcforged Armor enhancement. Prerequisites: The magitek pilot must have the arcforged armor enhancement and must be at least 16th level to select this enhancement.
Superior Armor Plating: The magitek increases its armor bonus to AC by +3. This stacks with the increase granted by the Advanced Armor Plating enhancement. Prerequisites: The magitek pilot must have the advanced armor plating enhancement and must be at least 10th level to select this enhancement.
Targeting Upgrade: The magitek is treated as though its pilot has Weapon Focus with one weapon from a category it has Weapon Affinity with. This enhancement can be taken multiple times but must apply to a different weapon each time.
Thrusters: The magitek increases their current fly speed by 10 feet and increase their maneuverability by one step. If the magitek did not have a fly speed before taking this upgrade, it now has a maneuverability of clumsy and a fly speed of 10 feet. Each time the magitek pilot takes this enhancement, improve his Magitek’s fly speed by an additional 10 feet and its maneuverability by one step. This enhancement can be taken up to three times.
Weapons Upgrade: The magitek can treat the damage dice of weapons from a category with which it has Weapon Affinity as though they were one size category larger. The magitek can take this upgrade multiple times, but it cannot apply to a given weapon category more than once. Prerequisite: A magitek pilot must be at least 6th level to select this enhancement.
These abilities may replace mounted talents.
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 and mounted mettle.
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, which stacks with any other hardness it may already possess. In addition, the magitek pilot adds a +2 equipment bonus to Strength or Dexterity to his magitek mount, which stacks with the Str/Dex bonuses from the magitek table.
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. The magitek mount can make an additional attack with its slam as part of its full-attack action using its 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, which stacks with the Str/Dex bonuses from the magitek table.
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 mount also gains the Push special attack with its slam. 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, which stacks with any other hardness it may already possess. In addition, the magitek pilot adds a +2 equipment bonus to Strength or Dexterity to his magitek mount, which stacks with the Str/Dex bonuses from the magitek table.
This ability replaces master feeder, superior mounted combat, and spiritual bond.
Improved Evasive Action (Ex)
At 7th level, the magitek pilot’s evasive action ability improves. A successful Drive check negates all damage dealt by the attack.
This ability replaces improved chocobo mount.
Improved Repair (Su)
At 8th level, a magitek pilot can use Repair as a swift action when used on his magitek mount. All other uses require a standard action, however.
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 natural weapon attack.
This ability replaces burst of speed.
Improved Beam Cannons (Ex)
At 15th level, a magitek pilot can fire two beam cannons (different or same ones) as a standard action.
This ability replaces superior chocobo mount.
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.