Ashgeist Ultra Trooper (3.5e Monster)
Rate this article |
Discuss this article
|Ashgeist Ultra Trooper (Lite Scout)||Ashgeist Ultra Trooper (Standard Fighter)||Ashgeist Ultra Trooper (Jumpman Warblade)|
|Size/Type:||Large Humanoid (Human)||Large Humanoid (Human)||Large Humanoid (Human)|
|Hit Dice:||10d8+50 (95 hp)||10d10+73 (128 hp)||10d12+50 (115 hp)|
|Speed:||40 ft||20 ft||40 ft, hover 60 ft (perfect)|
|Armor Class:||37/38* (+17/+18* armor, +5 dex, +1 dodge, +3 shield), touch 16, flat-footed 30/31*||37/38* (+18/+19* armor, +2 dex, +7 tower shield), touch 12, flat-footed 25/26*||30/31* (+18/+19* armor, +2 dex), touch 12, flat-footed 28/29*|
|Attack:||Mundiron Battle Rifle +14 ranged (2d8+7, 20/x3) or Mundiron Battle Rifle +12 melee (1d8+7, 20/x2)||Mundiron Sawhead Axe +18 melee (2d8+11, 19-20/x3) or Mundiron Spiked Tower Shield +18 melee (2d6+11, 20/x2) or Mundiron Bullpup SMG +18 ranged (2d6+11, 19-20/x2)||Mundiron Rifle Spear +18 melee (2d8+11, 20/x3) or Mundiron Rifle Spear +18 ranged (2d8+11, 20/x3) or Mundiron Bazooka +18 ranged (2d8+11 plus 10d6 fire, 20/x2)|
|Full Attack:||Mundiron Battle Rifle +14/+9 ranged (2d8+7, 20/x3) and Mundiron Battle Rifle +12/+8 melee (1d8+7, 20/x2)||Mundiron Sawhead Axe +18/+13 melee (2d8+11, 19-20/x3) or Mundiron Spiked Tower Shield +18/+13 melee (2d6+11, 20/x2) or Mundiron Bullpup SMG +18/+12 ranged (2d6+11, 19-20/x2)||Mundiron Rifle Spear +18/+13 melee (2d8+11, 20/x3) or Mundiron Rifle Spear +18/+13 ranged (2d8+11, 20/x3) or Mundiron Bazooka +18 ranged (2d8+11 plus 10d6 fire, 20/x2)|
|Space/Reach:||10 ft/10 ft||10 ft/10 ft||10 ft/10 ft|
|Special Attacks:||Skirmish (+2d6/+1 AC)||-||Maneuvers|
|Special Qualities:||Darkvision 120 ft, Death Throes, Effective Scout, EMP Vulnerable, Evasion, Heat Vision, Flawless Stride, Slight Build, Superior Low-Light Vision, Trackless Step, Trapfinding, Ultra Power Armor Traits, Uncanny Dodge||Darkvision 120 ft, Death Throes, Effective Fighter, EMP Vulnerable, Heat Vision, Slight Build, Superior Low-Light Vision, Ultra Power Armor Traits||Battle Ardor, Battle Clarity, Darkvision 120 ft, Death Throes, Effective Warblade, EMP Vulnerable, Heat Vision, Improved Uncanny Dodge, Slight Build, Superior Low-Light Vision, Ultra Power Armor Traits, Weapon Aptitude|
|Saves:||Fort +9, Ref +12, Will +6 (+1 vs spells and spell-like abilities)||Fort +12, Ref +5, Will +6 (+1 vs spells and spell-like abilities)||Fort +12, Ref +7, Will +6 (+1 vs spells and spell-like abilities)|
|Abilities:||Str 21, Dex 20, Con 20, Int 12, Wis 16, Cha 14||Str 26, Dex 15, Con 20, Int 14, Wis 16, Cha 12||Str 26, Dex 15, Con 20, Int 14, Wis 16, Cha 12|
|Skills:||Balance +7, Climb +7, Hide +3, Jump +11, Knowledge Engineering +14, Listen +16, Move Silently +7, Spot +16, Swim +7, Tumble +7||Climb +6, Jump +0, Intimidate +18, Knowledge Engineering +15, Swim +6||Balance +0, Concentration +18, Jump +14, Knowledge Engineering +15, Knowledge Local +15, Martial Lore +15, Tumble +0|
|Feats:||ArmorbornB, Unstoppable ObjectB, Complete Exotic Proficiency, Marksman (Crack Shot), Rapid Reload, Light in Armor, Dash||Born ToughB, Axe Mastery VariantB, Brutal ShooterB, Improved Combat TrickB, Improved Shield BashB, Tower BashB, Complete Exotic Proficiency, Combat Reflexes, Superior Draw, Invulnerable Stance||Brutal ShooterB, Flyby AttackB, RunB, Complete Exotic Proficiency, Power Attack, Unmounted Spiritual Charge, Adept Rocketeer|
|Organization:||Solitary, Pair, or Troop (3-6)||Solitary, Pair, or Troop (3-6)||Solitary, Pair, or Troop (3-6)|
|Treasure:||Standard (Large Mundiron Battle Rifle, Large Mundiron Buckler)||Standard (Large Mundiron Bullpup SMG, Large Mundiron Sawhead Axe, Large Mundiron Spiked Tower Shield)||Standard (Large Mundiron Bazooka with two 10d6 high-explosive rockets, Large Mundiron Rifle Spear)|
|Advancement:||By character class||By character class||By character class|
- * Great Helm grants additional +1 AC to non-adjutant attacks.
These giant power armors seemingly have no head, its bulbous body nevertheless evoking image of barrel chested superhumans. They carry all sorts of powerful weapons.
Specific units equipped with specialized Ultra TA-01 Power Armor suits, these soldiers are wrapped in mundiron and trained to hunt down the forces of dangerous magic beings with their mundane abilities. Their powerful mundiron weapons are super effective against these spellcasting hazards, and their armor suits are nearly invulnerable to any of their more mundane adversaries. Here are three different common types, though thanks to their exotic training they are often found with unique weapons such as shotels, bladed whips, and other strange devices.
Three example pilots, a scout, a fighter, and a warblade were used for these. They are level 6, but have been granted additional HD as part of their special training.
These ultra suits are about 9 feet tall and weigh 2000 lbs.
Highly battle trained soldiers, these troopers rarely fight alone and always seek the tactical advantage. Though they have the abilities to stand up against many dangerous foes, they still rely on powerful weaponry and items to bring them through.
Death Throes (Ex): The owners of these ultra troopers is loath to see this powerful technology end up in enemy hands. When the wielder of the suit would be reduced to below 0 hp, they may eject as an immediate action 100 ft away in a random direction and the suit self destructs. The suit may also self destruct either on an external command or usually a timed deadman's switch. The suit explodes into an extraordinary fireball that deals 15d6 fire damage, DC 20 Reflex for half damage. The suit, and any equipment it was carrying, is reduced to molten slag. Equipment which is removed from the grip of the suit survives. If the suit is suffering from dazing via its EMP Vulnerable flaw, the death throes is held off until the condition is removed. The self destruct system can be disabled with a DC 25 Disable Device check.
Slight Build (Ex): The ultra trooper's physical stature lets them function in many ways as if they were one size category smaller. Whenever they are subject to a size modifier or special size modifier, they are treated as one size smaller if doing so is advantageous to them. They can use weapons designed for a creature one size smaller without penalty. However, their space and reach remain those of a creature of their actual size. The benefits of this feat stack with the effects of powers, abilities, and spells that change the subject’s size category.
Effective Scout: The lite ultra trooper has the BAB, saving throws, and skills of a scoutCAdv of their level, and the class features of a 6th level scout.
Flawless Stride (Ex): The lite ultra trooper can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. This ability does not let them move more quickly through terrain that requires a Climb or Swim check to navigate, nor can they move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
Skirmish (Ex): The lite ultra trooper has the skirmish ability of a scoutCAdv, dealing an additional +2d6 damage and gaining +1 competence bonus to AC when moving at least 10 ft.
Effective Fighter: The standard ultra trooper has the BAB, saving throws, and skills of a fighter of their level, and the class features of a 6th level fighter.
Effective Warblade: The jumpman ultra trooper has the BAB, saving throws, and skills of a warbladeToB of their level, and the class features of a 6th level warblade.
Maneuvers: The jumpman ultra trooper has the following disciplines (Aerial Ace, Diamond Mind, Iron Heart, Tiger Claw, White Raven) and the following maneuvers known and readied. Their effective initiator level is 10th.
Default Maneuvers Readied: barrel roll, heart of a champion, high ground low blow, moment of perfect mind.
Weapon Aptitude (Ex): As the warbladeToB class feature.