Aerial Ace (3.5e Martial Discipline)/All Maneuvers

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Ace Dogfighting
Aerial Ace (Strike)
Level: 5
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous


Aerial Evasion
Aerial Ace (Counter)
Level: 4
Prerequisite: Needs two Aerial Ace maneuvers
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: Instantaneous
You make a complicated flight maneuver just in time, the fireball harmlessly rolling over your body.

You gain the benefit of evasion, and gain a bonus on your Reflex save based on your maneuverability. Clumsey flight gains no bonus. Poor flight gains a +1 bonus. Average flight gains a +2 bonus. Good flight gains a +3 bonus. And perfect flight gains a +4 bonus.


Armored Wing Stance
Aerial Ace (Stance)
Level: 1
Initiation Action: Swift Action
Range: Personal
Target: Self
Your wings take on an iron-hard sheen as you parry away the blow with a fluorish of your wing.

You parry attacks with your wings while in this stance, gaining a +2 shield bonus to AC. The bonus rises by +1 at initiator level 4th, and every 4 levels beyond (8th, 12th, 16th, and so forth). Your wings are unharmed when being used as shields. You cannot take total cover behind your wings even if they are large enough to cover you.

If you are using supernatural means of flight, the magic generates a pair of glowing force wings for you. This maneuver is extraordinary if you are using physical wings, and supernatural if you are not.


Backlash Wind
Aerial Ace (Counter)
Level: 6
Prerequisite: Needs two Aerial Ace maneuvers
Initiation Action: Immediate Action
Range: Touch
Target: One Creature
Their claws dig into your flesh, but it leaves them open as your wings come down and smack them off to the side.

If you are attacked you may use this maneuver. After the attack resolves, you may make a free bull rush attempt, using your strength or dexterity opposed by the opponent's strength or dexterity (whichever you chose). You get a +4 bonus to your check and do not provoke attacks of opportunity. If you beat the defender’s Strength check result, you push him back 5 feet. You can push him back an additional 5 feet for each 5 points by which your check result is greater than the defender’s check result. You do not travel with the opponent unlike a normal bull rush and may throw them back as far as your check allows you to. The opponent takes 1d6 untyped damage for every 5 feet of movement past the first.

This maneuver is a supernatural ability if you are using a magical means of flight, otherwise it is extraordinary.


Barrel Roll
Aerial Ace (Counter)
Level: 2
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: Instantanous
Do a barrel roll!

With a spin you gain the effects of the Deflect Arrows feat. You do not need a hand free, as you can use your wings (or a gale of wind if using supernatural flight) to deflect the arrow.

This maneuver is a supernatural ability if you are using a magical means of flight, otherwise it is extraordinary.


Claws of the Roc
Aerial Ace (Strike)
Level: 2
Prerequisite: Needs one Aerial Ace maneuver
Initiation Action: Full-Round Action
Range: Melee Attack
Target: One Creature
Duration: Instantanous
You dive down and grab the opponent with your arms or legs, swinging him skyward, up up and away!

You gain the benefit of Snatch for creatures one size smaller than you and smaller. As a full round action you may move (as if using Flyby Attack) before and after your attack. You move over your opponent and start a grapple without provoking attacks of opportunity. If successful, you can choose to continue to move with your prey in tow. You are not encumbered by your prey unless it exceeds your maximum heavy load. You may retain the grapple as normal, employing further grapple checks or more likely flying upward and dropping them. You lose your Dex to AC but are not immobile and may continue to make move actions to fly. If you fail the initial grapple check, you may still move away with your remaining movement. Movement provokes attacks of opportunity as normal.


Clip the Wings
Aerial Ace (Strike)
Level: 5
Prerequisite: Needs two Aerial Ace maneuvers
Initiation Action: Standard Attack
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude partial
You know just where to hit, and you aim for the weak point in the wings, rendering them paralyzed and useless.

Make a tumble check, DC equal to the opponent's AC. If you fail, you make a single normal melee attack and this maneuver is wasted. If successful you may make a single melee attack. You deal an extra +10d6 damage, and the target must make a Fortitude save DC 15 + Dex or lose the use of their wings until they have had their hit points fully recovered, or subject to a heal or regenerate spell. Creatures which fly by supernatural means do not have their flight affected by injured wings. A successful save negates the wing injury but not the extra damage.


Cloak of Dust
Aerial Ace (Stance) [Air]
Level: 3
Prerequisite: Needs one Aerial Ace maneuver
Initiation Action: Swift Action
Range: Personal
Target: Self
As you approach the ground your body is cloaked in a haze of debris kicked up by your powerful wings.

You form a cloud of debris and dust whenever you are flying within 10 feet of the ground. This cloud is 20 feet high and spreads out in an aura out to 20 feet. The dust cloud grants 20% concealment. Your visibility is unaffected by your own dust cloud. You may choose to raise and lower the dust cloud effect as a free action on your turn only.

This maneuver is a supernatural ability if you are using a magical means of flight, otherwise it is extraordinary.


Crashing Thunder Strike
Aerial Ace (Strike)
Level: 6
Prerequisite: Needs two Aerial Ace maneuvers
Initiation Action: Full-Round Action
Range: Melee Attack
Target or Area: One Creature and Surrounding 10 ft; see text
Duration: Instantanous
You fall from the sky like a meteor, and on impact the area explodes with a burst of air pressure and debris.

You drop from your current altitude and plummet to the ground as terminal velocity, using your speed to deal extra damage. As a full round action you allow yourself to fall (up to 200 feet) and make an attack roll against a single target below, with a +4 attack and -2 AC for charging. You deal an additional 1d6 points of damage for every 10 feet you fell, and produce a shockwave which deals half that damage out to all targets in a 10 foot radius, DC 16 + Dex Reflex save for half. You take fall damage as appropriate for your height, but you ignore 10 feet of fall damage per initiator level (effectively becoming immune to any backlash at your maximum height of 200 feet at 20th level). Naturally you can choose to fall from a lesser height in order not to take as much (or any) damage. You end your turn in an empty square up to 10 feet away from your opponent regardless if you hit or miss.


Decoy Chaff
Aerial Ace (Counter) [Shadow]
Level: 3
Prerequisite: Needs one Aerial Ace maneuver
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: 1 round
You throw off a false doppleganger of yourself in an effort to get the enemy off your tail.

You form a double out of shadow from the plane of shadow, which confuses your opponents on which is real. For 1 round you have a 50% miss chance. However as soon as one attack that would have hit you misses due to the miss chance, your decoy is destroyed and you lose your miss chance. The shadow clone is only bypassed by true seeing and higher. This otherwise functions as mirror image.

This is a supernatural ability.


Dogfighting
Aerial Ace (Strike)
Level: 2
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
You engage in close quarters combat and throw the enemy off guard with your nimble moves.

Make a tumble check with a DC equal to the enemy's AC. If successful you may move to any square that keeps the enemy in your threatened reach and make a single melee attack. They are denied their Dexterity to AC against this attack and you deal an extra +2d6 damage.


Evasive Maneuvers
Aerial Ace (Counter)
Level: 1
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: Instantaneous
Arrows fly through the air! Evasive maneuvers, you'll tumble your way through!

When attacked by a ranged attack, make a tumble check. This is your new AC against that attack.


Exploding Thunder Strike
Aerial Ace (Strike)
Level: 9
Prerequisite: Needs one Aerial Ace maneuver
Initiation Action: Full-Round Action
Range: Melee Attack
Target or Area: One Creature and Surrounding 20 ft; see text
Duration: Instantanous
Like the fist of an angry god you plummet to the ground, striking with explosive force and the sound reverberating over the land like thunder.

You drop from your current altitude and plummet to the ground as terminal velocity, using your speed to deal extra damage. As a full round action you allow yourself to fall (up to 200 feet) and make an attack roll against a single target below, with a +6 attack and -2 AC for charging. You deal an additional 2d6 points of damage for every 10 feet you fell, and produce a shockwave which deals half that damage out to all targets in a 20 foot radius. In addition all creatures except the one initially struck must save or be thrown to the edges of area effect and fall prone. The saving throw is DC 19 + Dex, Reflex save for half damage and negating being moved and knocked prone. You take fall damage as appropriate for your height, but you ignore 10 feet of fall damage per initiator level (effectively becoming immune to any backlash at your maximum height of 200 feet at 20th level). Naturally you can choose to fall from a lesser height in order not to take as much (or any) damage. You end your turn in an empty square up to 15 feet away from your opponent regardless if you hit or miss.


Galeforce Wind
Aerial Ace (Strike) [Air]
Level: 4
Prerequisite: Needs one Aerial Ace maneuver
Initiation Action: Standard Action
Range: 30 ft.
Area: 30-ft. radius burst away from yourself
Duration: 1 round
Saving Throw: Fortitude Negates
You breath in deep as the air pressure rises dramatically around you. With a mighty fluorish of your wings you release the pressure into a swirling sphere of gale-force winds.

You create a severe blast of air similar to gust of wind but in a 30 ft. radius away from yourself. The effects are as the spell, but completely prevent ranged attacks by normal material weapons like wind wall. You can exclude your allies from this effect due to the supernatural control you have over the winds.

This maneuver is a supernatural ability.


Hide in the Sun
Aerial Ace (Boost)
Level: 5
Prerequisite: Needs one Aerial Ace maneuver
Initiation Action: Swift Action
Range: Personal
Target: Self
Duration: 1 encounter or until you move; see text
You fly up and seem to vanish in the glare of the sun. They'll never attack you from here.

You must remain airborne and it cannot be overcast or night-time when you use this maneuver. You hide your form in the glare of the sun (or any other sufficiently bright object above you), gaining a 50% miss chance against attacks. Opponents who attempt to attack you are automatically dazzled. However you must stay relatively still to keep up the effect, you can only make a 5 foot step in the air while concealed, if you move further the effect of this boost ends. For this reason you must be able to hover or otherwise support yourself with only 5 foot movements. This is not an illusion, simply tactical use of your surroundings, so true seeing does not penetrate this effect. It remains as long as you have enough light.


High Ground Low Blow
Aerial Ace (Strike)
Level: 1
Initiation Action: Standard Action
Range: Melee or Ranged Attack
Target: One Creature
Duration: Instantaneous
"Give up Anakin! I have the high ground!"

You attack from above, letting gravity aid your blade. Make an attack as a standard action from at least 5 feet above the enemy and you deal an extra +1 attack and 1d6+ 1 point per initiator level in extra damage.


Improved Aerial Evasion
Aerial Ace (Counter)
Level: 7
Prerequisite: Needs three Aerial Ace maneuvers
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: Instantaneous
Nothing can touch you, your body spinning out of harms way as the world explodes around you.

You gain the benefit of improved evasion, and gain a bonus on your Reflex save based on your maneuverability. Clumsey flight gains no bonus. Poor flight gains a +1 bonus. Average flight gains a +2 bonus. Good flight gains a +3 bonus. And perfect flight gains a +4 bonus. In addition when you make a successful saving throw you can choose to move to the edge of the area effect as a free action. This movement does not provoke attacks of opportunity.


Infinite Barrel Roll
Aerial Ace (Counter)
Level: 9
Prerequisite: Need four Aerial Ace maneuvers
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: Until beginning of your next turn
You become a tornado spinning in place, endless arrows and rays deflecting off and returning right to their senders.

With a absurdly powerful spin you gain the effects of the Infinite Deflection feat for 1 round, except you can deflect any ranged attack including ray spells and siege weapons. When you deflect an attack, you send it right back to its source at the same attack roll, save DCs, and damage as the original. You do not need a hand free, as you can use your wings (or a gale of wind if using supernatural flight) to deflect the ranged attack. You spin so dramatically fast with this ability you are left staggered for 1 round after it ends.

This maneuver is a supernatural ability if you are using a magical means of flight or to deflect rays, otherwise it is extraordinary.


Lightning Blade
Aerial Ace (Boost) [Electricity]
Level: 4
Prerequisite: Needs one Aerial Ace maneuver
Initiation Action: Swift Action
Range: Melee or Ranged Attack
Target: Your Weapons
Duration: 1 round
You hold your sword up to the sky, a bolt of lightning striking it and empowering your blade with the shocking power of elecricity.

For one round, any weapon you use deals an extra 2d6 points of electrical damage, plus an additional +1d6 damage when you reach initiator level 9 and every three levels beyond (3d6 at 9th, 4d6 at 12th, 5d6 at 15th, and so forth). In addition, on a critical hit, targets take an additional 1d10 electric (for x2 critical), 2d10 (for x3 critical), or 3d10 (for x4 critical) and are deafened for the rest of the encounter.

This maneuver is a supernatural ability.


Mantle of Jurikan
Aerial Ace (Stance) [Air]
Level: 7
Prerequisite: Needs three Aerial Ace maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self
A hurricane surrounds your body, the wrath of the sky at your fingertips and a constant pandemonic howl.

You gain the effects of wind wall, except the wind wall only applies around your immediate body and does not prevent you from making ranged attacks out of it. While in this stance you ignore wind effects, and are unaffected by gases and inhaled poisons. You can safetly breath in water or airless environments, the winds constantly refreshing around you. Finally you gain a +4 circumstance bonus on AC against ray attacks and on Reflex saves against breath weapons.

As an attack action, you can project blasts of wind out to 30 ft. that deal 1d10 + 1 point per initiator level as a ranged touch attack. This maneuver is a supernatural ability.


Obscuring Feathers
Aerial Ace (Boost)
Level: 1
Initiation Action: Standard Action
Range: 20 ft
Effect: Cloud of Feathers spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 minute (D)
Saving Throw: None
With a great flap of your wings feathers or tatters of flesh rip from your wings, swirling around you and concealing your escape.

When you activate this maneuver you lose 1 hit point and surround yourself in a swirling cloud of feathers or tatters of flesh that resemble bats. If you have physical wings they are composed of whatever your wings are made of, if you are under a supernatural flight effect you sprout feathers of blood from your shoulders which encircle you. The cloud of feathers acts as an obscuring mist spell except as shown above. Unlike the spell, you can always see through your own cloud of feathers as if it wasn't there.

This maneuver damages your wings (or the magic keeping you afloat). For 1 minute after using this maneuver your maneuverability drops by one catagory (minimum clumsy). This is a supernatural maneuver.


Razor Wind
Aerial Ace (Strike) [Air]
Level: 7
Prerequisite: Needs three Aerial Ace maneuvers
Initiation Action: Standard Action
Range: 60 ft or 120 ft; See Text
Area: 60-ft Cone or 120-ft Line; See Text
Duration: Instantaneous
Saving Throw: Reflex Half
With a mighty swing you cut a path through the wind, a thousand blades slicing apart your enemy.

You make an attack with your weapon (melee or ranged) against AC 10. On success you deal your weapon damage plus an additional +15d6 points of damage to either a 60 ft. cone or a 120 ft. line effect, with a DC 17 + Dex Reflex save for half. The weapons properties (Flaming, Wounding, being good aligned, being adamantine, etc) apply to the damage of this attack, although properties which only activate on a critical are pointless, as an area effect cannot crit.


Red Cyclone
Aerial Ace (Strike)
Level: 4
Prerequisite: Needs one Aerial Ace maneuver
Initiation Action: Full Round Action
Range: Melee Attack; See Text
Area: See Text
Duration: Instantaneous
You fly in low, spinning like a blender as you pass by your opponents and make mincemeat of them, red splatters flying everywhere.

You move up to twice your move speed in a straight line and may make a single melee attack at your highest attack bonus against each enemy you pass. You get +2 to your attack and +6d6 points of extra damage against each opponent. You do not provoke attacks of opportunity for moving if you succeed on a DC 15 tumble check +3 for every creature you pass (that is, DC 15, 18, 21, 24, increasing each time you pass attack a new target).


Red Tornado
Aerial Ace (Strike)
Level: 8
Prerequisite: Needs three Aerial Ace maneuvers
Initiation Action: Full Round Action
Range: Melee Attack; See Text
Area: See Text
Duration: Instantaneous
You become a spinning blur of red, blood swirling around you as all that you touch is reduced to chunks.

You move up to three times your move speed in a straight line and may make a single melee attack at your highest attack bonus against each enemy you pass. You get +4 to your attack and +1d6 points of extra damage per initiator level against each opponent. You do not provoke attacks of opportunity for moving with no tumble check required.


Rocs Fall, Everyone Dies
Aerial Ace (Counter, Strike) [Sonic]
Level: 8
Prerequisite: Needs three Aerial Ace maneuvers
Initiation Action: Immediate Action or Full-Round Action; See Text
Range: 60 ft.; See Text
Area: 40-ft. radius from point of impact; See Text
Duration: Instantaneous
Saving Throw: Fortitude half
You feel your strength leaving you, but you will take them out with you as you let your body go into free fall, building up energy for a massive impact.

If you are dropped (−1 and less) in midair, you can activate this maneuver to let your body freefall. You do not enjoy the slow fall effect most creatures have by having wings, taking fall damage as appropriate. You may choose to land anywhere within 60 ft. of your horizontal position. When you crash, you land explosively, dealing 2d6 sonic damage for every 10 feet you fell (maximum 40d6 at 200 ft.) out in a 40 ft. radius, Fortitude DC 18 + Dex for half. The area of the explosion is pulverized and turned into difficult terrain.

This is typically done when death is certain and the resulting fall damage wouldn't matter, as you are already dead on landing. You may perform it willingly as a full-round action, taking fall damage (but not sonic damage) as appropriate and rendering you prone and dazed for 1 round. If you do not take the fall damage, you do not deal the damage for falling.

This maneuver is a supernatural ability.


Rolling Thunder Strike
Aerial Ace (Strike)
Level: 3
Prerequisite: Needs one Aerial Ace maneuver
Initiation Action: Full-Round Action
Range: Melee Attack
Target: One Creature
Duration: Instantanous
You stall in mid air and enter a deadly tailspin, lance held downward to pierce the foe from above.

You drop from your current altitude and plummet to the ground as terminal velocity, using your speed to deal extra damage. As a full round action you allow yourself to fall (up to 200 feet) and make an attack roll against a single target below, with a +2 attack and -2 AC for charging. You deal an additional 1d4 points of damage for every 10 feet you fell. You also take fall damage as appropriate for your height, but you ignore 10 feet of fall damage per initiator level (effectively becoming immune to any backlash at your maximum height of 200 feet at 20th level). Naturally you can choose to fall from a lesser height in order not to take as much (or any) damage. You end your turn in an empty square 5 feet away from your opponent regardless if you hit or miss.


Rush the Target
Aerial Ace (Rush)
Level: 2
Prerequisite: Needs one Aerial Ace maneuver
Initiation Action: Move Action
Range: Personal
Target: Self
Duration: One Attack; see text
You get a running start to add a little extra umph to your blow.

You can move up to your move speed. At the end of your movement, you may make an attack with a thrown weapon, dealing +1 to attack and damage for every 10 feet you moved. In addition the range increment of the throwing weapon increases by 10 feet for every 10 feet you moved.


Sever the Wings
Aerial Ace (Strike)
Level: 8
Prerequisite: Needs three Aerial Ace maneuvers
Initiation Action: Standard Attack
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude partial
You dig your sword into the opponent's back, and with a bloody rip tear the wings clean off the body. Try and fly away now!

Make a tumble check, DC equal to the opponent's AC. If you fail, you make a single normal melee attack and this maneuver is wasted. If successful you may make a single melee attack. You deal an extra +15d6 damage, and the target must make a Fortitude save DC 18 + Dex or take 1d6 points of Con damage and have their wings severed from their body. They cannot fly with their now severed wings until they recieve a regenerate spell to repair the damage. Creatures which fly by supernatural means do not have their flight affected by severed wings. A successful save negates the wing severing and Con damage but not the extra hit point damage.


Skydancer's Finesse
Aerial Ace (Stance)
Level: 1
Prerequisite: Needs one Aerial Ace maneuver
Initiation Action: Swift Action
Range: Personal
Target: Self
Flying is as easy as walking, and you know how to strut with the best.

Your maneuverability for your fly speed improves by one step (maximum perfect). In addition you may hover in place regardless of your maneuverability.


Sudden Updraft
Aerial Ace (Boost) [Air]
Level: 6
Prerequisite: Needs one Aerial Ace maneuver
Initiation Action: Swift Action
Range: Personal
Target: Self
Saving Throw: Reflex negates
With a powerful leap you blast skyward, leaving a crater in your wake.

You blast into the air up to 10 feet per initiator level as a swift action, this movement does not provoke attacks of opportunity. Any creature that was within 5 feet of you must make a DC 16 + Dex Reflex save or fall prone and they are stunned, save negates. If the creature was airborne with wings (rather than supernatural flight) and they fail the save, they fall and are stunned, though by virtue of possessing wings they will only take 1d6 points of fall damage.


Supersonic Dash
Aerial Ace (Rush) [Sonic]
Level: 7
Prerequisite: Needs three Aerial Ace maneuvers
Initiation Action: Move Action
Range: See Text
Area: Cone; See Text
Duration: Instantaneous
Saving Throw: Fortitude partial
You seem to vanish in a flash and the deafening crack of thunder as you move from one side to another in an instant.

You accelerate rapidly and generate a supersonic boom in your wake. You may make a single move action in a straight line. If your path passes you over opponents, you may overrun them as if you had the Improved Overrun feat. At the end of your movement, you project a cone of sonic energy in your wake; the size of the cone is based on the distance moved. For example, if you moved 30 ft, the cone is 30 ft. If you moved 90 ft, the cone is 90 ft. Those in the cone effect take 10d6 sonic damage and are permanently deafened and stunned for 1 round. A successful Fortitude save (DC 17 + Dex) halves the damage and negates the deafening and stunning effects. You provoke attacks of opportunity from movement as normal.


Tailwind
Aerial Ace (Rush)
Level: 3
Prerequisite: Needs one Aerial Ace maneuver
Initiation Action: Move Action; see text
Range: Personal
Target: Self
Duration: 1 round
Fly like the swift wind with the ground rushing below.

You increase your fly speed by +30 feet and provoke no attacks of opportunity for movement. This maneuver lasts for 1 round, allowing you to take either a single move action, double move action, or outright running to make for a quick escape.


Whirlwind Barrel Roll
Aerial Ace (Counter)
Level: 5
Prerequisite: Need two Aerial Ace maneuvers
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: Instantanous
"Did he just slap down a ballista bolt? Oh crap, he did..."

With a high-speed spin you gain the effects of the Deflect Arrows feat, except you can deflect any ranged attack including ray spells and siege weapons. You do not need a hand free, as you can use your wings (or a gale of wind if using supernatural flight) to deflect the ranged attack.

This maneuver is a supernatural ability if you are using a magical means of flight or to deflect rays, otherwise it is extraordinary.


Wings of Thunder
Aerial Ace (Stance)
Level: 5
Prerequisite: Needs two Aerial Ace maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self
Saving Throw: Fortitude negates; See Text
The wind blows past you at fantastic speeds, as the ground flashes underneath in a blur.

You gain a +30 enhancement bonus to your fly speed. Alternatively over the course of 1 minute you can accelerate from your normal speed to supersonic speeds, crossing 1.5 miles every round. While you are traveling supersonic speeds you leave an obvious sonic boom which deafens anyone in 30 feet of you for 1 minute (DC 16 + Dex, Fortitude negates). While flying you are protected from debris as if a wind wall effect, which prevents dust, arrows, and birds from crushing you, pushing any obstacles off to the side. Only large immobile objects like giant rocks and mountains can stop you, dealing you 20d6 damage and rendering you stunned, no save, for 1d6 rounds. You are able to keep up with your fantastic speed, but your maneuverability drops to clumsy and it takes you 1 minute to slow down to normal speeds. This is useful for crossing vast distances and you can typically end up at your location with an error rate of 1d10x100 feet away from your intended destination.

This maneuver is extraordinary, but the supersonic form is a supernatural ability.