Acheronian Aerotrooper

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“That’s one profession I wouldn’t want. Either you’re quick with a sword or you’re dead. Maybe that’s why they say those berks are flying the deadly skies.”

The iron-shod plains aren’t the only field of contention in Acheron. There’s breathable air between the cubes. That means there’s a space lacking control. An army can’t impose its laws if it can’t control all aspects of the region. Everything in Acheron must be controlled. Unlike the average Aerotrooper from countless Prime worlds, the Acheronian Aerotrooper is anything but stellar. However, they are swifter and deadlier than their counterparts.

Lightning bolts and fireballs may help in a battle, but nothing short of an aerial assault over a defensive barrier strikes fear into the hearts of skilled tacticians – even if they have the superior numbers. This is the area where the Aerotrooper excels. In Acheron, the Aerotroopers are the hardest aspect of cube warfare even the most competent general would be hard pressed to deal with.

Acheronian Aerotroopers must be quicker and lighter on their feet than regular ground troops of the cubes. Strength is a distant second when turbulence, thin atmospheres, and zero gravity environments are the norm for these troopers. These warriors are the masters of the war for Acheron’s deadly skies.

Hit Dice: d8
Requirements: To qualify to become an Acheronian aerotrooper, a character must be a member of an Acheronian military and meet the following criteria:Base Attack Bonus: +4Skills: Balance: 4 ranks; Tumble: 4 ranks; Zero-g Training: 8 ranks.Feats: Combat Reflexes, Dodge, & Mobility.
Skill List: The Acheronian aerotroopoer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Jump (Str), Sense Motive: combat prediction (Wis), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex), and Zero-g Training (Dex).
Skill points per level: 4 + Int
Armor and Weapon Profieciencies: Aerotroopers focus weapons training in light weaponry, but they also know the benefit of a martial weapon in a pitched battle. Aerotroopers are proficient with all simple and martial weapons. They are proficient with all light armors but not shields.
Level BaB Fort Refl Will Special Abilities
1 0 0 2 0 Zero-g Combat, Thin Air Tolerance
2 1 0 3 0 Uncanny Dodge (Dex Bonus), Superior Mobility
3 2 1 3 1 Superior Combat Reflexes
4 3 1 4 1 Lightening Reflexes
5 3 1 4 1 Uncanny Dodge (Can’t be flanked)
6 4 2 5 2 Far Shot
7 5 2 5 2 Improved Initiative
8 6 2 6 2 Controlled Falling
9 6 3 6 3 Military Leadership
10 7 3 7 3 Uncanny Dodge (+1 vs. traps)
Class Features:

Zero-g Combat: Acheron’s skies are a strange place. There’s no gravity past the influence of each individual cube. For this reason, Acheronian Aerotroopers are trained to fight opponents in zero-g. Anyone not possessing this feat suffers a -4 penalty. (For more information on the Zero-g Combat feat, please see the Star Wars rulebook.)

Thin Air Tolerance (Ex): Aerotroopers are quite resilient. When exposed to thin atmospheres, they can function normally; unlike everyone else. This ability eliminates the need for Fortitude saves in such environments.

Uncanny Dodge: Aerotroopers are swift enough to avoid a great many surprises that the average soldier cannot. At 2nd level, they don’t loose their Dexterity bonus to AC for being flat-footed. At 7th level, aerotroopers cannot be flanked. At 10th level, aerotroopers have learned that boarding other flying craft and invading fortifications can spring traps unseen and therefore gain a +1 vs. traps.

Superior Mobility (Ex): When the Aerotrooper reaches 3rd level, they have the ability to avoid what most people would feel is impossible. The Aerotrooper has a +6 dodge bonus to Armor Class against attacks of opportunity from moving in or out of a threatened area.

Superior Combat Reflexes (Ex): At 3rd level, the Acheronian aerotrooper can make a number of attacks of opportunity per round equal to his Dexterity modifier plus Wisdom modifier.

Lightning Reflexes: At 4th level, it’s astounding how much punishment the Acheronian Aerotrooper has avoided. Most are dead before they reach this level. Those who survive to reach this point deserve this feat.

Far Shot: Though it comes late in their careers, the Acheronian aerotroopers eventually learn how to hit their opponents from impressive ranges with a greater accuracy than other aerotroopers. Since most don’t live that long, battles are usually too hectic for these characters to concentrate on developing this feat until they’ve proven they’re not the average Acheronian soldier.

Improved Initiative: Perhaps it’s their unearthly reflexes or their ability to predict an opponent’s movements that allow them to react so quickly. At 7th level, the Acheronian Aerotrooper is the essence of speed and swift precision.

Controlled Falling (Su): Sometimes the aeroships get too close to catapults or other battlefield hazards that causes a trooper or two to spill over the side. The hard iron cubes are unforgiving, but the 8th level aerotrooper has learned how to survive some of the more hazardous falls. The fall is as if 40 feet shorter than it really is. Part of the reason for such a great distance in height is that aerotroopers have a knack of falling on the units below and using some unfortunate soldier as a landing cushion.

Military Leadership: Few Acheronian Aerotroopers can say that they’ve got what it takes to survive the deadly skies. 9th level is a rare achievement in the fierce skies of Acheron. For this reason, Acheronian aerotroopers gain this feat by sheer tenacity and the fear and admiration of their lessers.

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Zero-g Combat

Page 11 of the D20 Future handbook contains the Zero-G Training feat. Substitute this for Zero-G combat. Also see pages 81 and 82 for rules on Low and Zero gravity environments.
Page counts are accurate for the first printing. This information may not be accurate for later printings. ISBN 0-7869-3423-9 Published by Wizards of the Coast.

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