Ace Pilot
Oversized swords are for old men. Real men and women use guns!HistoryReal Robot pilots focus on constant movement and agility, pinning their opponents under a hail of fire while making themselves hard targets. Decades of study of the techniques of the best veterans have allowed Real Robot engineers to program the best movements on machines so rookies don't need years of hard work to master them.
Unlike normal martial schools, Ace Pilot maneuvers do not need to be recharged, but instead consume energy from the mecha equal to the Maneuver's level x 5, paid when the maneuver is initiated. Stances do not cost any energy to maintain, but their cost must be paid when the pilot switches to it.
1st levelTwin Assault: Strike– Fire two weapons of the same kind at the same time.
Sword and Gun Assault: Strike– Make ranged attack, then Charge.
Close Quarters: Boost– Don't provoke AoOs for using ranged weapons in melee or moving.
Hit and Run: Stance–Can move after performing a full-round action.
2nd levelCareful Aim: Boost–Ignore DR and hardness of your target with any weapon.
Threaten: Boost– Threaten enemies in range of your weapon.
Return Fire: Counter– Use ranged weapon on creature which just attacked you.
Disabling Hit: Strike– Deny an opponent use of one of their weapons for 1 round.
3rd levelHail of Fire: Strike– Slow opponent for 1 round
Gunfight: Stance–Increase your range increment and damage with ranged weapons.
Multi-target: Strike- Attack multiple opponents at once.
Blinding Hit:Strike- Blind opponent for 1 round
4th levelPenetrating Shot: Strike– Turn ranged shot into line attack.
I can see it!: Counter– Gain Miss chance for 1 round.
Lighting Strafe: Strike- Move, attack, and move again.
5th levelCockpit Hit: Strike– Stun opponent for 1 round.
Surprise Assault: Strike- Attack, gain dodge bonus to AC and reflexes.
Clear Mind:Boost- Ignore concealment and miss chances.
6th levelCurtain Fire: Strike- Your attack divides into myriad of dazzling forms of your choice.
Ambush: Strike– Attack any visible enemy you can see regardless of distance.
Master Aim: Stance–Ignore DR and hardness.
7th levelDevastating Assault:Strike-Perform a full attack as a standard action.
Mixed Fire: Strike–fire all your ranged weapons once at the same time.
Quick Blow: Strike–use weapon as swift action.
8th levelCrystal Mind: stance–ignore all miss chances and concealment.
Interrupting blow: Strike-Use weapon as an immediate action.
9th levelGenocide: Strike: Full attack with all your ranged weapons, then Charge.
Maneuvers explanations:1st levelTwin AssaultAce Pilot (Strike)
Level: Real Pilot 1
Initiation Action:: Standard action
Range: As weapon
Target: As weapon
As a standard action, you may attack with two melee weapons or two ranged weapons, whitout any penalty on the attack rolls.
Sword and Gun AssaultAce Pilot (Strike)
Level: Real Pilot 1
Initiation Action:: Full-Round action
Range: As weapon
Target: As weapon
You may fire one ranged weapon, followed by a normal charge, whitout any penalty on the attack rolls.
Close QuartersAce Pilot (Boost)
Level: Real Pilot 1
Initiation Action:: Swift action
Range: Personal
Target: You
Duration: 1 round
After initiating this boost, you do not provoke any Attacks of Opportunity for moving and/or firing a ranged weapon in melee until the beginning your next turn.
Hit and RunAce Pilot (Stance)
Level: Real Pilot 1
Range: Personal
Target: You
Duration: Stance
While in this stance, you may take an extra move action after taking a full-round action, provided you have not moved during the turn. This extra move action may only be used for movement.
2nd levelCareful AimAce Pilot (Boost)
Level: Real Pilot 2
Initiation Action:: Swift action
Range: Personal
Target: You
Duration: 1 round
When you initiate this maneuver, your attacks ignore the DR and Hardness of your targets until the beginning of your next turn.
ThreatenAce Pilot (Boost)
Level: Real Pilot 2
Initiation Action:: Swift action
Range: Personal
Target: You
Duration: 1 round
When you initiate this boost, you threaten all squares within one range increment of a chosen weapon until the beginning of your next turn. Even if the chosen weapon is a ranged weapon that normally would not threaten squares, it does, and you may preform attacks of opportunity with that weapon.
If the chosen weapon is a melee weapon, enemies hit by your Attacks of Opportunity stop their movement in the square from which they provoked the attack.
Your opponents are clearly aware of this boost's effects when you use it.
Return FireAce Pilot (Counter)
Level: Real Pilot 2
Initiation Action:: Immediate action
Range: As weapon
Target: One creature that attacked you.
You may initiate this maneuver whenever an enemy hits you with any single-target attack. You may make one basic attack with a weapon of your choice against that enemy upon initiating this maneuver.
Disabling HitAce Pilot (Strike)
Level: Real Pilot 2
Initiation Action:: Standard action
Range: As weapon
Target: As weapon
When you initiate this strike, make a single attack against an enemy. If you hit with that choose one weapon of your enemy. That enemy can't use that weapon for until the beginning of your next turn.
3rd levelHail of FireAce Pilot (Strike)
Level: Real Pilot 3
Initiation Action:: Standard action
Range: As weapon
Target: As weapon
Duration: 1 round
Save: Reflex negates
When you initiate this maneuver, make a single basic attack with a weapon of your choice. If you hit, your opponent must make a Reflex save (DC 10+1/2 HD+ the higher of your Str or Dex modifiers) or be slowed as the spell for 1 round.
Gun FightAce Pilot (Stance)
Level: Real Pilot 3
Initiation Action:: Swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain a bonus to your damage with ranged weapons equal to one half of your Pilot Level (full Pilot Level to Heavy ranged weapons), and the range of all such weapons increases by twice that amount in feet, rounded to the nearest 5 foot increment.
Multi-targetAce Pilot (Strike)
Level: Real Pilot 3
Initiation Action:: Standard action
Range: As weapon
Target: Any number of creatures within reach/range, up to ammo/energy left with the used weapon.
Duration: instantaneous
When you initiate this maneuver, you may perform one basic attack against each enemy within reach/range of your melee/ranged weapon.
Blinding HitAce Pilot (Strike)
Level: Real Pilot 3
Initiation Action:: Standard action
Range: As weapon
Target: As weapon.
Duration: 1 round
Save: Fortitude negates
When you initiate this maneuver perform a single basic attack with a weapon of your choice. If you hit, your opponent must make Fortitude save (DC 10+1/2 HD+ the higher of your Str or Dex modifier) or be blinded for 1 round.
4th levelPenetrating ShotAce Pilot (Strike)
Level: Real Pilot 4
Initiation Action:: Full-Round action
Range: As weapon
Target: As weapon
Save: Reflex partial
When performing this maneuver, you affect a 5 foot wide line with length equal to one range increment of your chosen weapon. The attack automatically hits, but your opponents can make a Reflex save (DC 10+1/2 HD +Dex modifier) for half damage. This maneuver cannot be used with melee weapons or ranged weapons that already affect an area.
I can see it!Ace Pilot (Counter)
Level: Real Pilot 4
Initiation Action:: Immediate action
Range: Personal
Target: You.
Duration: 1 round
When initiating this counter all attacks against you (even area attacks) have a 50% miss chance.
Lighting StrafeAce Pilot (Strike)
Level: Real Pilot 4
Initiation Action:: Full-Round action
Range: As weapon
Target: As weapon.
Move, perform a basic attack, then take another move action.
5th levelCockpit HitAce Pilot (Strike)
Level: Real Pilot 5
Initiation Action:: Standard action
Range: As weapon
Target: As weapon
Duration: Instantaneous
Save: Fortitude negates
When you initiate this maneuver perform a single basic attack with a weapon of your choice. If you hit, your opponent must make a Will save with DC 10+1/2 HD+your Str or Dex modifier (whichever's higher) or be stunned for 1 round. Dazed if they're immune to Stun.
Surprise AssaultAce Pilot (Strike)
Level: Real Pilot 5
Initiation Action:: Standard action
Range: As weapon
Target: As weapon.
Duration: 1 round
When you initiate this maneuver, perform a basic attack. Regardless if it hits, you gain a dodge bonus to your AC and reflex saves equal to 5+ 1/2 your Pilot Level, rounded down, for 1 round.
Clear MindAce Pilot (Boost)
Level: Real Pilot 5
Initiation Action:: Swift action
Range: Personal
Target: You
Duration: 1 round
After initiating this boost, you ignore all concealment and miss chances until the beginning of your next tur.
6th levelCurtain FireAce Pilot (Strike)
Level: Real Pilot 6
Initiation Action:: Full-Round action
Range: see text
Target: see text
Duration: 2 rounds
Save: Yes
Instead of one single attack, you divide your into dozens or even hundreds of tiny balls of energy that fill the area around you. When using this maneuver it affects one 5 foot cube per Pilot Level. Each cube must be placed within your weapon's reach. Creatures on the cubes must make Reflex saves (DC 10+1/2 HD+ the higher of your Str or Dex modifiers) or take damage as by your chosen weapon, plus any special properties, but if they succeed they take no damage and may move to an adjacent non-affected area. Those balls of energy last for 2 rounds.
AmbushAce Pilot (Strike)
Level: Real Pilot 6
Initiation Action:: Standard action
Range: Personal
Target: You
Duration: instantaneous
When you initiate this maneuver, you may perform one basic attack against any enemy you can see regardless of distance.
If you're using a melee weapon, then you can instantly move adjacent to your oponent and attack, after wich you return to your starting square, whitout provoking Aoos.
Master AimAce Pilot (Stance)
Level: Real Pilot 6
Initiation Action:: Swift action
Range: Personal
Target: You
Duration: stance
While on this Stance, you ignore all DR and hardness that your enemies may have.
7th levelDevastating AssaultAce Pilot (Strike)
Level: Real Pilot 7
Initiation Action:: Standard action
Range: As weapon
Target: As weapon
Duration: instantaneous
When you initiate this maneuver, you may perform a full attack.
Mixed FireAce Pilot (Strike)
Level: Real Pilot 7
Initiation Action:: Full-Round action
Range: As weapons
Target: As weapons
Duration: instantaneous
When you initiate this maneuver, you may fire each built-in ranged weapon of your mecha once. If you normally can't hold them all at the same time then you become able to quickly swap between them for these attacks.
Quick BlowAce Pilot (Strike)
Level: Real Pilot 7
Initiation Action:: Swift action
Range: as weapon
Target: As weapon
Duration: instantaneous
When you initiate this maneuver, make one attack roll at your normal bonus with a bonus on the attack and damage roll equal to your Pilot level.
8th levelCrystal MindAce Pilot (Stance)
Level: Real Pilot 8
Initiation Action:: Swift action
Range: None
Target: You
Duration: stance
While in this stance, you ignore all miss chances and concealment of your enemies, plus you gain a miss chance against enemy attacks of 3 times your Pilot level. Half this miss chance still applies against attacks that would ignore miss chances or don't need attack rolls.
Interrupting blowAce Pilot (Counter)
Level: Real Pilot 8
Initiation Action:: Immediate action
Range: As weapon
Target: As weapon
Duration: instantaneous
When you initiate this counter, make one attack with one of your weapons against any enemy within reach with a bonus on the attack and damage roll equal to your Pilot level.
9th levelGenocideAce Pilot (Strike)
Level: Real Pilot 9
Initiation Action:: Full-round action
Range: As weapons
Target: As weapons
Duration: Instantaneous
When you initiate this maneuver, make a full-attack with your built-in ranged weapons, then perform a charge at the end of which you may full-attack with your built-in melee weapons.