Arcane Pilot
"Shiro! Kuro! Go!"-Masaki Andoh, Arcane Pilot
Most mages saw their importance dwindle with the coming of mechas, but some manged to adapt. Possessed by unknown forces, they crafted (some say they were actually called from an unknown time and space) machines blending magic and science that greatly amplify their arcane powers. Standing inside their mystic machines, Arcane Pilot stands bring unique powers to the battles of mechas.
HD:6
Level BAB Fort Ref Will Feature Sorcerer Level Extra Spells Known
1 +0 +0 +0 +2 Super Robot, Spells, Favored Spell +1, Spirited 1 0
2 +1 +0 +0 +3 Bonus Feat 2 1
3 +1 +1 +1 +3 Spirit 3 2
4 +2 +1 +1 +4 Familiar 4 2
5 +2 +1 +1 +4 Bonus Feat 5 3
6 +3 +2 +2 +5 Favored Spell +2/+1 6 3
7 +3 +2 +2 +5 Arcane Feat 7 4
8 +4 +2 +2 +6 Spirit 8 4
9 +4 +3 +3 +6 Bonus Feat 9 5
10 +5 +3 +3 +7 Arcane Feat 10 5
11 +5 +3 +3 +7 Spirit 11 6
12 +6 +4 +4 +8 Favored Spell +3/+2/+1 12 6
13 +6 +4 +4 +8 Arcane Feat 13 7
14 +7 +4 +4 +9 Spirit 14 7
15 +7 +5 +5 +9 Bonus Feat 15 8
16 +8 +5 +5 +10 Arcane Feat 16 8
17 +8 +5 +5 +10 Spirit 17 9
18 +9 +6 +6 +11 Favored Spell +4/+3/+2/+1 18 9
19 +9 +6 +6 +11 Arcane Feat 19 10
20 +10 +6 +6 +12 Bonus Feat 20 11
2 Skill points+int per level, ×4 at 1st level. Class skills: Bluff, Concentration, Climb, Diplomacy, Jump, Hide, Move Silently, Spot, Listen, Appraise, Intimidate, Knowledge(any), Sense Motive, Spellcraft.
Proficiencies: A Arcane Robot Pilot is proficient with simple weapons and mechas.
Features:
Arcane Robot: The arcane pilot comes in possession of a powerful mecha by fate or luck (the details of which should be discussed with the DM), which, at 1st level grants him access to a basic super robot. If the super robot is reduced to 0 HP the Arcane Pilot will have to undergo some redeeming quest to make it rises again from its wrecks. If the Arcane Pilot is at least 4th level, his Arcane Robot can rise itself right after 10 minutes of its pilot crying and shouting, but it will be three levels lower than he would normally have acess to while on his redeeming quest (including arsenal options).
The super robot grows in power together with the super pilot as he gains levels. More details on the Super Robot chart.
Arcane Robots are picked from the Super Robot list, except those models are fitted with special runes to channel arcane magic, and thus have half Arsenal space and Hardpoints (rounded up), plus actually have to sacrifice armor, ending up with 3/5 HP, Energy, Nat armor and DR of “regular” versions (minimum -1 at each of those stats). However scrolls and wands can be “loaded” into the limbs of the robot for use during action.
Arcane Pilot levels stack with Super Pilot levels for determining your Super Robot level. He can choose to swap for a Super Robot with "full" arsenal space, HP, energy and DR, in which case it can't channel spells, but still allows for other benefits of being a caster like qualifying for Funnels. He can swap between both modes with 8 hours of tinkering. He counts as a Super Pilot for multiclassing with other classes otherwise.
The Arcane Pilot gains Access to Arsenal options at the same rate as a normal Super Pilot. So tier I at level 4, then a tier higher at levels 7, 10, 13, 16, 19.
Spells: The Arcane Pilot gains spell slots and CL as a sorceror of the level presented on the table. Charisma is his main casting stat. For spells known, the Arcane pilot automatically knows the following spells
Arcane Pilot Spells
0-Level Arcane Pilot Spells (Cantrips)
Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage.
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Ghost Sound: Figment sounds.
Necro
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Trans
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
1st-Level Arcane Pilot Spells
Abjur
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Conj
Unseen Servant: Invisible force obeys your commands.
Div
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Identify M: Determines properties of magic item.
Ench
Hypnotism: Fascinates 2d4 HD of creatures.
Evoc
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Illus
Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.
Ventriloquism: Throws voice for 1 min./level.
Necro
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Trans
Animate Rope: Makes a rope move at your command.
Erase: Mundane or magical writing vanishes.
Jump: Subject gets bonus on Jump checks.
2nd-Level Arcane Pilot Spells
Abjur
Arcane Lock: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Conj
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Div
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Ench
Daze Monster: Living creature of 6 HD or less loses next action.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Evoc
Continual Flame: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Illus
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Magic Mouth: Speaks once when triggered.
Misdirection: Misleads divinations for one creature or object.
Phantom Trap: Makes item seem trapped.
Necro
Blindness/Deafness: Makes subject blinded or deafened.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Trans
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Levitate: Subject moves up and down at your direction.
Whispering Wind: Sends a short message 1 mile/level.
3rd-Level Arcane Pilot Spells
Abjur
Dispel Magic: Cancels magical spells and effects.
Nondetection M: Hides subject from divination, scrying.
Conj
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Div
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak any language.
Ench
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
Evoc
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Illus
Illusory Script: Only intended reader can decipher.
Necro
Gentle Repose: Preserves one corpse.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Trans
Flame Arrow: Arrows deal +1d6 fire damage.
Secret Page: Changes one page to hide its real content.
Water Breathing: Subjects can breathe underwater.
4th-Level Arcane Pilot Spells
Abjur
Dimensional Anchor: Bars extradimensional movement.
Fire Trap: Opened object deals 1d4 damage +1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Remove Curse: Frees object or person from curse.
Conj
Secure Shelter: Creates sturdy cottage.
Div
Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts you of magical eavesdropping.
Locate Creature: Indicates direction to familiar creature.
Ench
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.
Evoc
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illus
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Necro
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Trans
Stone Shape: Sculpts stone into any shape.
5th-Level Arcane Pilot Spells
Abjur
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dismissal: Forces a creature to return to native plane.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Conj
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Div
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Telepathic Bond: Link lets allies communicate.
Ench
Feeblemind: Subject’s Int and Cha drop to 1.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Evoc
Cone of Cold: 1d6/level cold damage.
Interposing Hand: Hand provides cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Illus
Dream: Sends message to anyone sleeping.
False Vision: Fools scrying with an illusion.
Seeming: Changes appearance of one person per two levels.
Necro
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Trans
Passwall: Creates passage through wood or stone wall.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Univ
Permanency : Makes certain spells permanent.
6th-Level Arcane Pilot Spells
Abjur
Antimagic Field: Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards: Array of magic effects protect area.
Conj
Acid Fog: Fog deals acid damage.
Div
Analyze Dweomer: Reveals magical aspects of subject.
True Seeing: Lets you see all things as they really are.
Ench
Geas/Quest: As lesser geas, plus it affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Evoc
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.
Illus
Mislead: Turns you invisible and creates illusory double.
Veil: Changes appearance of group of creatures.
Necro
Circle of Death: Kills 1d4/level HD of creatures.
Eyebite: Target becomes panicked, sickened, and comatose.
Trans
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Control Water: Raises or lowers bodies of water.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
Transformation: You gain combat bonuses.
7th-Level Arcane Pilot Spells
Abjur
Banishment: Banishes 2 HD/level of extraplanar creatures.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj
Instant Summons: Prepared object appears in your hand.
Phase Door: Creates an invisible passage through wood or stone.
Teleport Object: As teleport, but affects a touched object.
Div
Scrying, Greater: As scrying, but faster and longer.
Ench
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.
Evoc
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Grasping Hand: Hand provides cover, pushes, or grapples.
Mage’s Sword: Floating magic blade strikes opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Illus
Project Image: Illusory double can talk and cast spells.
Necro
Finger of Death: Kills one subject.
Trans
Ethereal Jaunt: You become ethereal for 1 round/level.
Reverse Gravity: Objects and creatures fall upward.
Statue: Subject can become a statue at will.
Univ
Limited Wish: Alters reality—within spell limits.
8th-Level Arcane Pilot Spells
Abjur
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Protection from Spells: Confers +8 resistance bonus.
Conj
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Trap the Soul M F: Imprisons subject within gem.
Div
Discern Location: Reveals exact location of creature or object.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Ench
Binding: Utilizes an array of techniques to imprison a creature.
Power Word Stun: Stuns creature with 150 hp or less.
Evoc
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Illus
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision, scrying.
Necro
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Trans
Temporal Stasis: Puts subject into suspended animation.
9th-Level Arcane Pilot Spells
Abjur
Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Mage’s Disjunction: Dispels magic, disenchants magic items.
Conj
Refuge : Alters item to transport its possessor to you.
Teleportation Circle: Circle teleports any creature inside to designated spot.
Div
Foresight: “Sixth sense” warns of impending danger.
Ench
Power Word Kill: Kills one creature with 100 hp or less.
Evoc
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Illus
Weird: As phantasmal killer, but affects all within 30 ft.
Necro
Soul Bind: Traps newly dead soul to prevent resurrection.
Trans
Etherealness: Travel to Ethereal Plane with companions.
Univ
Wish: As limited wish, but with fewer limits.
For each Arcane Pilot level he may swap one of the above spells for one of the following, provided they're of the same level.
Foie
Evocation [Fire]
Level: Arcane Pilot 1
Components: V, S
Casting Time: See text
Range: Short (25 feet+5 feet per 2 CL)
Area: 5 feet radius spread.
Duration: Instantaneous
Saving Throw: Reflex Negates
Spell Resistance: No
Basic fire technique. Converts photons into a small fireball.
This spell deals Fire damage based on the action spent to cast it.
Immediate: 1 damage per CL.
Swift: 1d2 damage per CL.
Standard: 1d4 damage per CL.
Fullround: 1d6 damage per CL.
1-round: 1d8 damage per CL.
Shifta
Evocation [Fire]
Level: Arcane Pilot 2
Components: V, S
Casting Time: See text
Range: Personal
Area: 30 feet radius centered on you.
Duration: 5 rounds.
Saving Throw: None
Spell Resistance: No
Basic fire technique. Generates an offensive active field.
You and allies in range gain a morale bonus on attack and damage rolls depending on the action spent to cast this.
Immediate: +1 to attack rolls and +1 on damage rolls.
Swift: +2 to attack rolls and 1+1/4 CL on damage rolls, allied weapons gain the Concussive property.
Standard: +3 to attack rolls and 2+1/3 CL on damage rolls, allied weapons gain the Downfall property.
Fullround: +4 to attack rolls and 2+1/2 CL on damage rolls, allied weapons gain the Pinning property.
1-round: +5 to attack rolls and 1+CL on damage rolls, allied weapons gain the Area property.
Gifoie
Evocation [Fire]
Level: Arcane Pilot 3
Components: V, S
Casting Time: See text
Range: Personal
Area: 30 feet radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
Intermediate fire technique. Spurs a chained ignition of photons, engulfing your surroundings in flames.
This spell deals Fire damage to everything you don't perceive an ally inside the area based on the action spent to cast it. Regardless of it, enemies and objects damaged by this have a chance of catching on fire.
Immediate: 1d2 damage per CL, 20% chance.
Swift: 1d4 damage per CL, 40% chance.
Standard: 1d6 damage per Cl, 60% chance.
Fullround: 1d8 damage per CL, 80% chance.
1-round: 1d10 damage per CL, 100% chance.
Rafoie
Evocation [Fire]
Level: Arcane Pilot 4
Components: V, S
Casting Time: See text
Range: Medium (100 feet plus 10 feet per CL)
Area: 40 feet radius spread.
Duration: See text
Saving Throw: Will half.
Spell Resistance: No
Intermediate fire technique. Concentrates photons to detonate at will, blowing up the targeted area.
This spell deals Fire damage to everything you don't perceive an ally inside the area based on the action spent to cast it. Regardless of it, enemies and objects damaged by this catch on fire and there's a chance they're rendered Flat Footed for 1 round.
Immediate: 1d4 damage per CL, 20% chance.
Swift: 1d6 damage per CL, 40% chance.
Standard: 1d8 damage per Cl, 60% chance.
Fullround: 1d10 damage per CL, 80% chance.
1-round: 1d12 damage per CL, 100% chance.
Jellen
Evocation [Fire]
Level: Arcane Pilot 5
Components: V, S
Casting Time: See text
Range: Medium (100 feet plus 10 feet per CL)
Area: 30 feet radius spread
Duration: 20 rounds
Saving Throw: Fort partial (affects objects)
Spell Resistance: No
This spell inflicts a penalty on attack rolls and save DCs from creatures inside the area depending on the action spent to cast this. A Fort save reduces the duration to 1 round.
Immediate: -1 penalty
Swift: -2 penalty, nullifies Concussive.
Standard: -3 penalty, nullifies Downfall
Fullround: -4 penalty, nullifies Pinning.
1-round: -5 penalty, nullifies Area.
Safoie
Evocation [Fire]
Level: Arcane Pilot 6
Components: V, S
Casting Time: See text
Range: Medium (100 feet plus 10 feet per CL)
Area: Cone
Duration: See text.
Saving Throw: Reflex Half
Spell Resistance: No
Intermediate fire technique. Channels photons in an interference pattern to generate a wide arching wave of fire.
This spell deals Fire damage to everything you don't perceive an ally inside the area based on the action spent to cast it. Regardless of it, enemies and objects damaged by this catch on fire and there's a chance to leave a dense cloud of smoke lasting 1 round that blocks special senses such as Scent, Blindsense, Tremorsense, Mindsight and similar.
Immediate: 1d4 damage per CL, 20% chance.
Swift: 1d6 damage per CL, 40% chance.
Standard: 1d8 damage per CL, 60% chance.
Fullround: 1d10 damage per CL, 80% chance.
1-round: 1d12 damage per CL, 100% chance.
Nafoie
Evocation [Fire]
Level: Arcane Pilot 7
Components: V, S
Casting Time: See text
Range: Long (400 feet plus 40 feet per CL)
Area: 50 feet radius spread.
Duration: See text
Saving Throw: Fortitude halves (affects objects)
Spell Resistance: No
Advanced fire technique. Shoot a condensed ball of fire which causes flames to arise from the area of impact.
This spell deals Fire damage to everything you don't perceive an ally inside the area based on the action spent to cast it. Regardless of it, enemies and objects damaged by this catch on fire and there's a chance they're affected by a Rage effect that forces them to attack something for 1 round.
Immediate: 1d4 damage per CL, 20% chance.
Swift: 1d6 damage per CL, 40% chance.
Standard: 1d8 damage per CL, 60% chance.
Fullround: 1d10 damage per CL, 80% chance.
1-round: 1d12 damage per CL, 100% chance.
Gelun
Evocation [Fire]
Level: Arcane Pilot 8
Components: V, S
Casting Time: See text
Range: Long (400 feet plus 40 feet per CL)
Area: 60 feet radius spread.
Duration: Instantaneous
Saving Throw: See text.
Spell Resistance: No
Targets inside the area are either Nauseated unless they succeed on a Fort save, Blinded and Deafened unless they succeed on a Reflex save, or Panicked unless they succeed on a Will save, all lasting 1 round, depending on the action used to cast this.
Immediate: One save only and enemy picks what to roll.
Swift: One save of your choice.
Standard: Two saves of your choice.
Fullround: All three saves.
1-round: All three saves, failure makes them permanent.
Ilfoie
Evocation [Fire]
Level: Arcane Pilot 9
Components: V, S
Casting Time: See text
Range: 1 mile per CL
Area: 100 feet radius spread.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Advanced fire technique. Drops a massive fireball on the target which explodes on impact.
This spell deals Fire damage on the area depending on the action spent to cast it. Any resistance to fire is halved and immunity counts as resistance 40 (that's not halved). Damaged targets catch on fire.
Immediate: 1d6 per CL.
Swift: 1d8 per CL.
Standard: 1d10 per CL.
Fullround: 1d12 per CL.
1-round: 1d20 per CL.
Barta
Evocation [Cold]
Level: Arcane Pilot 1
Components: V, S
Casting Time: See text
Range: 30 feet
Area: Line
Duration: See text
Saving Throw: Fort negates damage.
Spell Resistance: No
Basic ice technique. Freezes the air to fire a line of icicles.
This spell deals Cold damage based on the action spent to cast it. There's a chance targets are Slowed for 1 round, but any other damage they receive breaks this Slow.
Immediate: 1 damage per CL, 20% chance.
Swift: 1d2 damage per CL, 40% chance.
Standard: 1d4 damage per CL, 60% chance.
Fullround: 1d6 damage per CL, 80% chance.
1-round: 1d8 damage per Cl, 100% chance.
Deband
Level: Arcane Pilot 2
Components: V, S
Casting Time: See text
Range: Personal
Area: 30 feet radius centered on you.
Duration: 5 rounds.
Saving Throw: None
Spell Resistance: No
Basic ice technique. Generate a defensive active field.
This spell grants a Morale bonus to AC and Saves to all allies inside the area depending on the action spent to cast it.
Immediate: +1 bonus.
Swift: +2 bonus, can never lose Dex bonus to AC.
Standard: +3 bonus, cannot be tripped.
Fullround: +4 bonus, cannot be disarmed.
1-round: +5 bonus, only affected by area effects if inside the first half of their range.
Gibarta
Evocation [Cold]
Level: Arcane Pilot 3
Components: V, S
Casting Time: See text
Range: 60
Area: Cone
Duration: See text.
Saving Throw: Reflex for Half damage.
Spell Resistance: No
Intermediate ice technique. Quickly cools the atmosphere, producing icy shrapnel in front.
This spell deals Cold damage to all enemies in the area, Slows them for 1 round and has a chance of Fatiguing them for 1 round, but any damage they take ends the Slow.
Immediate: 1d2 damage per CL, 20% chance.
Swift: 1d4 damage per CL, 40% chance.
Standard: 1d6 damage per CL, 60% chance.
Fullround: 1d8 damage per CL, 80% chance.
1-round: 1d10 damage per CL, 100% chance.
Ra Barta
Evocation [Cold]
Level: Arcane Pilot 4
Components: V, S
Casting Time: See text
Range: Personal
Area: 60 feet radius spread centered on you
Duration: Instantaneous
Saving Throw: Will halves damage.
Spell Resistance: No
Intermediate ice technique. Manipulates the atmosphere to summon a blizzard around oneself.
This spell deals Cold damage to all enemies in the area, Slows them for 1 round and has a chance of Exhausting them for 1 round, but any damage they take ends the Slow.
Immediate: 1d2 damage per CL, 20% chance.
Swift: 1d4 damage per CL, 40% chance.
Standard: 1d6 damage per CL, 60% chance.
Fullround: 1d8 damage per CL, 80% chance.
1-round: 1d10 damage per CL, 100% chance.
Zalure
Evocation [Cold]
Level: Arcane Pilot 5
Components: V, S
Casting Time: See text
Range: Medium (100 feet plus 10 feet per CL)
Area: 30 feet radius spread
Duration: 20 rounds
Saving Throw: Will partial (affects objects)
Spell Resistance: No
This spell inflicts a penalty on AC and save saves from creatures inside the area depending on the action spent to cast this. A Will save reduces the duration to 1 round.
Immediate: -1 penalty
Swift: -2 penalty, lose Dex bonus to AC.
Standard: -3 penalty, tripped.
Fullround: -4 penalty, Slowed.
1-round: -5 penalty, range of all abilities halved.
Sabarta
Evocation [Cold]
Level: Arcane Pilot 6
Components: V, S
Casting Time: See text
Range: Medium (100 feet plus 10 feet per CL)
Area: 40 feet radius spread.
Duration: Instantaneous
Saving Throw: Reflex halves damage.
Spell Resistance: No
Intermediate ice technique. Manipulates photons to adjust atmospheric pressure. Drops a series of icicles on your target.
This spell deals Cold damage to all enemies inside the area, Slows them and has a chance of Pinning them, but any damage they take ends the Slow and Pinning.
Immediate: 1d2 damage per CL, 20% chance.
Swift: 1d4 damage per CL, 40% chance.
Standard: 1d6 damage per CL, 60% chance.
Fullround: 1d8 damage per CL, 80% chance.
1-round: 1d10 damage per CL, 100% chance.
Nabarta
Evocation [Cold]
Level: Arcane Pilot 7
Components: V, S
Casting Time: See text
Range: 500 feet
Area: Line
Duration: Instantaneous
Saving Throw: Fortitude halves damage (affects objects)
Spell Resistance: No
Advanced ice technique. Release a constant stream of chilling air.
This spell deals Cold damage to everybody and everything not considered allies in the area based on the action used to cast it. Enemies are Slowed for 1 round and there's a chance they're Petrified for 1 round as well. Any damage they take ends the Petrification.
Immediate: 1d2 damage per CL, 20% chance.
Swift: 1d4 damage per CL, 40% chance.
Standard: 1d6 damage per CL, 60% chance.
Fullround: 1d8 damage per CL, 80% chance.
1-round: 1d10 damage per CL, 100% chance.
Doran
Evocation [Cold]
Level: Arcane Pilot 8
Components: V, S
Casting Time: See text
Range: Long (400 feet plus 40 feet per CL)
Area: 60 feet radius spread.
Duration: Instantaneous
Saving Throw: See text.
Spell Resistance: No
Targets inside the area are either Petrified unless they succeed on a Fort save, Pinned unless they succeed on a Reflex save, or Exhausted unless they succeed on a Will save, all lasting 1 round, depending on the action used to cast this.
Immediate: One save only and enemy picks what to roll.
Swift: One save of your choice.
Standard: Two saves of your choice.
Fullround: All three saves.
1-round: All three saves, failure makes them permanent.
Ilbarta
Evocation [Cold]
Level: Arcane Pilot
Components: V, S
Casting Time: See text
Range: 1 mile per CL
Area: 30 feet radius spread.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Advanced ice technique. Damages while inscribing an icy crest that amplifies further casts of this technique.
This spell deals Cold damage based on the action spent to cast it, halving all Resistance to Cold and counting Immunity to Cold as Resistance 40. Creatures damaged by Ilbarta have an Icy Crest that increases the damage die of this Techinque agaisnt them by one die size. Multiple such Icy Crests stack, and each can only be removed by an effect that remove Curses.
Immediate: 1d2 damage per CL, 20% chance.
Swift: 1d4 damage per CL, 40% chance.
Standard: 1d6 damage per CL, 60% chance.
Fullround: 1d8 damage per CL, 80% chance.
1-round: 1d10 damage per CL, 100% chance.
Zonde
Evocation [Electricity]
Level: Arcane Pilot 1
Components: V, S
Casting Time: See text
Range: Medium (100 feet plus 10 feet per CL)
Area: 1 target
Duration: See text
Saving Throw: Reflex negates.
Spell Resistance: No
Basic lightning technique. Charges photons to summon a bolt of lightning in any location.
This spell deals Electricity damage based on the action spent to cast it. It has a chance to leave the target Entangled for 1 turn.
Immediate: 1 damage per CL, 20% chance.
Swift: 1d2 damage per CL, 40% chance.
Standard: 1d4 damage per CL, 60% chance
Fullround: 1d6 damage per CL, 80% chance.
1-round: 1d8 damage per CL, 100% chance.
Zondeel
Evocation [Electricity]
Level: Arcane Pilot 2
Components: V, S
Casting Time: See text
Range: Medium (100 feet plus 10 feet per CL)
Area: 30 feet radius spread.
Duration: 5 rounds
Saving Throw: Reflex negates
Spell Resistance: No
Basic lightning technique. Generates an electromagnetic field to draw in multiples targets. Strike the field with an electro-shock for an additional effect.
This spell creates an area that draws close enemies towards its center and deals Electricity damage to all inside whenever anyone inside takes Electricity damage from another source, depending on the action spent to cast it. Creatures inside must make a Reflex save when they try to get out (even by teleportation effects) or be pushed back to the center. Anyone trying to make a non-electricity ranged attack that goes through the field or the shot is dragged in and dissipates.
Immediate: 1 damage per CL, draws creatures within 5 feet.
Swift: 1d2 damage per CL, draws creatures within 10 feet.
Standard: 1d4 damage per CL, draws creatures within 20 feet.
Fullround: 1d6 damage per CL, draws creatures within 40 feet.
1-round: 1d8 damage per CL, draws creatures within 100 feet.
Gizonde
Evocation [Electricity]
Level: Arcane Pilot 3
Components: V, S
Casting Time: See text
Range: Short (25 feet plus 5 feet per 2 CL)
Area: 1 target, plus another target within 30 feet depending on action used to cast it.
Duration: Instantaneous
Saving Throw: Fortitude for half damage (affects objects)
Spell Resistance: No
Intermediate lightning technique. Release an electric shock that spreads from target to target.
This spell deals Electricity damage based on the action used to cast it and Entangles the targets. Each extra target needs only be within 30 feet of the previous target.
Immediate: 1d2 damage per CL, 1 extra target.
Swift: 1d4 damage per CL, 2 extra targets.
Standard: 1d6 damage per CL, 3 extra targets.
Fullround: 1d8 damage per CL, 4 extra targets
1-round: 1d10 damage per CL, 5 extra targets.
Razonde
Evocation [Electricity]
Level: Arcane Pilot 4
Components: V, S
Casting Time: See text
Range: Long (400 feet plus 40 feet per CL)
Area: 40 feet radius spread.
Duration: See text
Saving Throw: Will half damage
Spell Resistance: No
Intermediate lightning technique. Generates a sphere of electricity, which shocks its surroundings.
This spell deals Electricity damage in the area at the end of your turn for a number of turns depending on the action spent to cast it and Entangles anyone inside.
Immediate: 1d2 damage per CL, 1 round.
Swift: 1d4 damage per CL, 2 rounds.
Standard: 1d6 damage per CL, 3 rounds.
Fullround: 1d8 damage per CL, 4 rounds.
1-round: 1d10 damage per CL, 5 rounds.
Ryuka
Evocation [Electricity]
Level: Arcane Pilot 5
Components: V, S
Casting Time: See text
Range: See text
Area: You
Duration: Instantaneous.
Saving Throw: No
Spell Resistance: No
This spell converts you and any adjacent willing allies into electricity that then teleports up to a certain distance depending on the action spent to cast this.
Immediate: 10 feet.
Swift: 25 feet plus 5 feet per 2 CL.
Standard: 100 feet plus 10 feet per CL
Fullround: 400 feet plus 40 feet per CL.
1-round: 1 mile per CL, you're flat-footed and can't take actions for 1 round after using this option.
Sazonde
Evocation [Electricity]
Level: Arcane Pilot 6
Components: V, S
Casting Time: See text
Range: Long (400 feet plus 40 feet per CL)
Area: one target
Duration: See text
Saving Throw: No
Spell Resistance: No
Intermediate lightning technique. Plant an electrical sphere inside the target, leaving it vulnerable to other lightning attacks.
This spell makes the target suffer a -4 penalty on saves against Electricity spells, halves their resistance to Electricity and makes Electricity-immune creatures count as having Resistance to Electricity 40, all for a duration depending on the action spent to cast this. They also glow brightly, suffering a Faery Fire effect.
Immediate: 1 round.
Swift: 2 rounds
Standard: 3 rounds
Fullround: 5 rounds
1-round: 1 minute.
Nazonde
Evocation [Electricity]
Level: Arcane Pilot 7
Components: V, S
Casting Time: See text
Range: Personal
Area: 50 feet radius spread centered on yourself.
Duration: See text
Saving Throw: Reflex partial
Spell Resistance: No
Advanced lightning technique. Charge yourself with electricity and release it as a powerful electric field.
This spell deals 1d6 damage per CL to enemies in the area at the start of your turn and Stuns them(Dazed if immune to Stun), for a number of rounds depending on the action used to cast it. A Reflex save halves the damage and negates the Dazing.
Immediate: 1 round.
Swift: 2 rounds.
Standard: 3 rounds.
Fullround: 5 rounds.
1-round: 1 minute.
Rimit
Evocation [Electricity]
Level: Arcane Pilot 8
Components: V, S
Casting Time: See text
Range: See text.
Area: See text.
Duration: Instantaneous
Saving Throw:
Spell Resistance: No
This spell converts you into an electromagnetic wave that can then instantly travel to any place you've ever seen, provided it is bathed to natural star light or has an electric network connected to the place you just were, after which you're flat-footed and unable to take actions for 1d12 rounds. Depending on the action used to cast this you may bring extra willing creatures and unattended objects along inside range, but they're also rendered inavtice for the same duration.
Immediate: Only yourself and your possessions.
Swift: Radius of 5 feet centered on yourself.
Standard: Radius of 20 feet centered on yourself.
Fullround: Radius of 60 feet centered on yourself.
1-round: Radius of 1 mile centered on yourself.
Ilzonde
Evocation [Electricity]
Level: Arcane Pilot 9
Components: V, S
Casting Time: See text
Range: See text.
Area: See text.
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No
Advanced lightning technique. Uses photons to electrify the user, turning them into a lightning bird and charging forward.
When you cast this spell you turn into a shape of electricity 30 feet wide and move into a straight line, damaging and Entangling every enemy you pass through with Electricity damage. Damage and maximum distance traveled depend on the action spent to cast this.
Immediate: 1d4 damage per CL 20 feet
Swift: 1d6 damage per CL, 50 feet
Standard: 1d8 damage per CL, 100 feet
Fullround: 1d10 damage per CL, 500 feet.
1-round: 1d12 damage per CL, 1 mile.
Plus a number of extra spells from the wizard/sorcerer spell list as shown on the table. He has to pick spells of a level she can cast. In addition if he casts the spells while inside his mecha, he can channel trough them trough her mecha's limbs, and any ranges/areas are increased at the rate of 1ft->1 mu.
Spells channeled from inside your mecha always have a chance of affecting another mecha, even if they're bigger.
Your personal super robot automatically knows all extra spells that you do. If you're piloting another person's arcane robot (either burrowed or stolen), you can use any spells that super robot knows without you knowing them yourself, but you use the super robot's level instead of your own level for the purposes of CL.
Favored Spell: At 1st level, pick one of your known spells. That spell has a CL of 1 higher than normal whenever you use it. At 6th level and every 6 levels thereafter, you gain another favored spell, and increases the bonus to your existing favored spells by 1.
You may change your favored spell whenever you gain another level in Arcane Pilot.
Spirited: Each level of Arane Pilot increases the maximum number of spirit points of the character by 6. In addition the character learns one spirit, and whenever "Spirit" appears on the table he learns one more.
Spirits can be used as a free action at the beginning of your turn by paying their cost in spirit points (before you take any other action). A super pilot needs to meditate for 5 minutes to recover your spirit points. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition, such as valor and alert, last 1 minute and are lost if not triggered by the end of the duration.
Spirit ListBonus Feat: Whenever this ability shows up, the Arcane Pilot gains a feat from the list of
pilot feats.Familiar: At 4th level the Arcane Pilot can summon a familiar as a sorceror/wizard. If he does so, his Arcane Robot will develop a special combat pod that can be piloted by the familiar. It has all the properties of the "parent" super robot, except
-Half max HP and 1/5 max energy.
-Only one natural weapon, however it can be shot with a range of 25 feet plus 5 feet per 2 CL, dealing untyped damage. Don't add or substract any stat mod to the damage in this case, and they ignore DR.
-Two size category smaller than the "parent" HP. Don't change ability scores, natural armor or natural weapon damage.
They can deployed in adjacent squares to the Arcane Robot as a swift action. The Arcane Robot can recall any number of them inside itself as an immediate action should they be in danger. They cannot be attacked trough any means while inside the Arcane Robot (but can't take actions either), and eject togheter with the escape pod should it be removed. The familiar counts as adjacent to the Arcane Pilot while inside the combat pods, except for Relationship feats.
Arcane Feat: At the presented levels the Arcane Pilot gains a feat from the following list-Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell penetration, any magic item crafting feat. He has to meet any prerequisites for those feats. In alternative you may choose to gain an additional familiar.