Airborne Talent Tree
The airborne paratroops of the Second World war were considered to be the best of the best and were in most military forces made up of entirely volunteer troops.
Jump Wings
Prerequisite: None.
The Paratrooper has gained his Jump Wings certification. This training allows the character to treat Parachuting as a Class Skill with a +2 bonus.
Oath-bound
Prerequisite: Jump Wings.
Airborne soldiers are bound together by an unwritten code of brotherhood, knowing that should they be called upon their mission will more than likely drop them behind enemy lines, into the lions den! The character automatically gains an Allegiance to his National Armed Service (eg: The American Army). The allegiance becomes your primary allegiance and cannot be broken, except by you. The strength of your allegiance enables you to better assist other troops who have the same allegiance; if your aid another attempt succeeds, your ally gains a +3 circumstance bonus (instead of +2) on his skill check result or attack roll. Your dedication also grants you a +1 bonus on attack rolls made against creatures that do not have this allegiance.
Nip-Up
Prerequisite: Oath-bound.
A Paratrooper can stand up from a prone position as a free action that does not provoke an attack of opportunity.
Sudden Action
Prerequisite: Oath-bound.
Once per day, the Paratrooper can focus his or her effort to burst into sudden action when the situation calls for it. The Paratrooper can change his place in the initiative order, moving higher in the count by a number less than or equal to his class level, as the Paratrooper sees fit. The Paratrooper can declare the use of this ability at the start of any round, before anyone else takes an action.
Superior Conditioning
Prerequisite: Oath-bound.
The Paratrooper learns how to shake off adverse conditions. When a Paratrooper is subjected to one of the following conditions, the duration of the condition’s effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralysed, shaken, and stunned. If the condition’s duration is only 1 round, the Paratrooper is not affected at all. Also the character gains +2 verses Suppression checks.
Adrenaline Rush
Prerequisite: Superior Conditioning.
The Paratrooper can temporarily increase one of his physical ability scores (Strength, Dexterity, or Constitution). The Paratrooper spends 1 action point and gets to increase the selected ability score by 1d4+1 points. The increase lasts for a number of rounds equal to his class level. At the end of the duration, the Paratrooper is fatigued for 1d4+1 rounds. At 8th level, a Paratrooper can temporarily increase two physical ability scores. At the end of the duration, the Paratrooper is fatigued for 1d6+2 rounds.
Ignore Pain
Prerequisite: Superior Conditioning.
Once per day, the Paratrooper can delay the damage dealt by a single attack or effect for a number of rounds equal to his or her class level.
Improved Reaction
Prerequisite: Superior Conditioning.
The Paratrooper gains a +2 competence bonus on initiative checks.
Damage Threshold
Prerequisite: Superior Conditioning.
The Paratrooper increases his massive damage threshold by 3 points. This increase stacks with the increase provided by the Improved Damage Threshold feat.
Stubborn Bastard
Prerequisite: Superior Conditioning.
The Paratrooper has been surrounded by his enemies, bombed, mortared, shot at, and wounded, to the point that he has become hardened by war. The Paratrooper is almost immune to fear effects, the character gains a +4 bonus against any fear effects, including suppression from a machine gun.
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