Author Topic: Ace Pilot School  (Read 2081 times)

Offline oslecamo

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Ace Pilot School
« on: September 13, 2012, 04:13:59 PM »
Ace Pilot

Oversized swords are for old men. Real men and women use guns!


History
Real 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 level
Twin 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 level
Careful 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 level
Hail 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 level
Penetrating 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 level

Cockpit 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 level
Curtain 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 level
Devastating 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 level

Crystal Mind: stance–ignore all miss chances and concealment.
Interrupting blow: Strike-Use weapon as an immediate action.

9th level
Genocide: Strike: Full attack with all your ranged weapons, then Charge.

Maneuvers explanations:


1st level

Twin Assault
Ace 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 Assault
Ace 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 Quarters
Ace 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 Run
Ace 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 level

Careful Aim
Ace 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.

Threaten
Ace 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 Fire
Ace 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 Hit
Ace 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 level
Hail of Fire
Ace 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 Fight
Ace 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-target
Ace Pilot (Strike)
Level: Real Pilot 3
Initiation Action:: Standard action
Range:  As weapon
Target: Any number of creatures within reach/range, up to your ammo 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 Hit

Ace 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 level

Penetrating Shot
Ace 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 Strafe
Ace 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 level

Cockpit Hit
Ace 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 Assault
Ace 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 Mind
Ace 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 level

Curtain Fire
Ace 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.

Ambush
Ace 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 Aim
Ace 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 level

Devastating Assault
Ace 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 Fire
Ace 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 Blow
Ace 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 level

Crystal Mind
Ace 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 blow

Ace 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 level

Genocide
Ace 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.

« Last Edit: September 28, 2017, 12:29:02 AM by oslecamo »

Offline oslecamo

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Re: Ace Pilot School
« Reply #1 on: March 07, 2017, 09:05:25 PM »
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Offline oslecamo

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Re: Ace Pilot School
« Reply #2 on: March 08, 2017, 02:06:21 AM »
Reserved.