The
Mecha Jockey gains a number of
action points equal to 6 + one-half his character level, rounded down, each time he attains a new level in this class.
The
Mecha Jockey's
class skills are as follows.
Bluff (Cha),
Computer Use (Int),
Drive (Dex), Knowledge (current events, popular culture, streetwise, technology) (Int),
Navigate (Int),
Pilot (Dex),
Profession (Wis),
Read/Write Language (none),
Repair (Int),
Sleight of Hand (Dex),
Speak Language (none),
Spot (Wis),
Skill Points at Each Level:
5 + Int modifier.
Starting at 2nd level, a
Mecha Jockey gains a bonus on Drive, Pilot, and Repair checks when applied to a mecha he designates as familiar. The same bonus is applied to the
Mecha Jockey's
attack rolls with the mecha's
ranged weapons. This bonus is +1 at 2nd level and increases by 1 every three levels thereafter (+2 at 5th level, +3 at 8th level).
To designate a
mecha as familiar, the
Mecha Jockey must have operated it for at least one month. Minor changes and upgrades to the mecha don't affect familiarity, but if the
Mecha Jockey switches to a mecha with a different size, different
superstructure, different flight system, or more than one new
weapon, he must operate it for at least one month before he is familiar with it. A
Mecha Jockey can be familiar with only one mecha at a time.
At 3rd, 6th, and 9th level, the
Mecha Jockey gains a
bonus feat. The
bonus feat must be selected from the following list, and the
Mecha Jockey must meet all the prerequisites of the feat to select it. Advanced F irearms Proficiency,
Advanced Mecha Operation,
Burst Fire,
Cleave,
Combat Expertise,
Dead Aim,
Dodge,
Double Tap,
Far Shot,
Force Stop,
Gearhead,
Great Cleave,
Hair Trigger,
Improved Bull Rush,
Improved Disarm, Improved
Sunder,
Improved Trip,
Mecha Crush,
Mecha Fling, Mecha Operation,
Mecha Sweep,
Mecha Trample,
Mecha Weapon Boost,
Mobility,
Personal Firearms Proficiency,
Point Blank Shot,
Power Attack,
Precise Shot,
Shot on the Run,
Skip Shot,
Spring Attack,
Strafe,
Stun Mecha,
Thruster Blast,
Weapon Focus (mecha weapon only),
Whirlwind Attack.
At 7th level, the
Mecha Jockey can make a Drive, Pilot, or Tumble check (as appropriate) to lessen the
damage dealt by a successful attack against his mecha. If the check result exceeds the
attack roll, the
damage is reduced by half (round fractions down, minimum of 1 point of
damage). The
Mecha Jockey can make an
evasive action check once per round.