AERIAL INFANTRY



"Did anyone just see that?"

The Krolli are famous for their flying infantry.

BECOMING AERIAL INFANTRY
Most Krolli warriors qualify.

ENTRY REQUIREMENTS
Species: Krolli (or any flying species)
BAB: +6
Feats: Powerful Build, Improved Flight
Skills: Climb 4 ranks, Jump 4 ranks


Class Skills
The Aerial Infantry's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Jump (Str), Ride (Dex), Sport (Wis), Survival (Wis) and Swim (Str).
Skills Points at Each Level : 2 + int

Hit Dice: d10

Code:
   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Aerial Tactics
2. +2    +3     +0     +0    Death From Above
3. +3    +3     +1     +1    Fitness
4. +4    +4     +1     +1    Aerial Tactics
5. +5    +4     +1     +1    Death From Above
6. +6    +5     +2     +2    Fitness
7. +7    +5     +2     +2   Aerial Tactics
8. +8    +6     +2     +2    Death From Above
9. +9    +6     +3     +3    Fitness
10.+10   +7     +3     +3   Veteran
Weapon Proficiencies: Aerial Infantry gain no new weapon or armor proficiencies.

Aerial Tactics: At Levels 1, 4 and 7 you may choose one Bonus Feat that you qualify for from the following list: Flyby Attack, Great Flyby Attack (Savage Species), Hover, Improved Flight (Races of Faerun), Improved Flyby Attack (Savage Species), Winged Warrior (Races of the Wild), Wing Expert (Races of the Dragon), Wingover, Wingstorm (Savage Species)

Death From Above: At Levels 2, 5 and 8 you may choose one Bonus Feat that you qualify for from the following list: Brutal Throw (Complete Adventurer), Far Shot, Plunging Shot (Races of the Wild), Point Blank Shot, Power Throw (Complete Adventurer), Precise Shot, Throw Anything (Complete Warrior), Woodland Archer (Races of the Wild)

Fitness: At Levels 3, 6 and 9, you may permanently increase either you Str or Con score by +1.

Veteran: At 10th Level, when Flying and making an attack, you do +1d6 damage for every 10 feet you travel. Your Fly speed increases to 60 feet.

PLAYING AERIAL INFANTRY
You maintain the safety of your species, which you take very seriously. Maybe a little too seriously, given the ferocity with which you greet intruders.
Combat: You have flight, be sure to capitalize on that.
Advancement: Being part of a military unit means you tend to advance along similar lines as your fellows.
Resources: Assuming you're still part of the Krolli military, you might be able to call on them.

AERIAL INFANTRY IN THE WORLD
"Uh oh..."
Given your species infamous standoffishness, you generally keep the world at spear point.
Daily Life: Training, training, training, and standing watch.
Notables: Zod (LN Male Krolli/Fighter 4/Aerial Infantry 2) is a blind fanatic who stops anything within 5 miles of his eyrie.
Organizations: The military frowns upon you being a part of any organization but theirs.

NPC Reaction
NPC's view you based on their previous experience with the Krolli. Which usually isn't the greatest.

AERIAL INFANTRY IN THE GAME
This assumes the PC is (or was) part of a military unit, which could have consequences.
Adaptation: This is meant for the Savage Coast, but could be adopted.
Encounters: Aerial Infantry are usually encountered defending their territory.

Sample Encounter
EL 12: The PC's are traveling through the mountains, when a bunch of flying reptile people pelt them with rocks before taking off. Only to come back an hour later and do it again...


Zod
LN Male Krolli/Fighter 4/Aerial Infantry 2
Init +4, Senses: Listen +2, Spot +2, Darkvision 60 ft.
Languages Lizardfolk
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AC 30, touch 16, flat-footed 26 (-1 Size, +4 Dex, +8 Natural, +6 Armor, +3 Protection)
hp 82 (9 HD)
Fort +12, Ref +9, Will +5
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Speed 25 ft. (5 squares), Fly 50 ft. (Good)
Melee 2 Claws +18 melee (1d8+9) and 1 Bite +18 melee (1d6+5)
Base Atk +9, Grp +19
Atk Options Flying Rake (+18 melee, 1d10+5 damage)
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str 22 (24 w/gauntlets), Dex 18, Con 18, Int 8, Wis 12, Cha 6
SQ Limited Flight
Feats Powerful Build, Improved Flight,Improved Multiattack, Multiattack, Brutal Throw (B), Dodge (B), Flyby Attack (B), Mobility (B), Point Blank Shot (B),
Skills Climb +10, Intimidate +1, Jump +10, Listen +2, Spot +2
Possessions Amulet of Mighty Fists +2, Bracers of Armor +6, Ring of Protection +3, Bag of Holding Type II, Gauntlets of Ogre Power, 1000 GP



EPIC AERIAL INFANTRY

Hit Die: d10
Skills Points at Each Level : 2 + int
Bonus Feats: The Epic Aerial Infantry gains a Bonus Feat every 2 levels higher than 20th


AERIAL INFANTRY (Fighter)
Note that this subclass can only be taken by species with a Fly speed.

FLYBY
At 3rd Level you don't provoke opportunity attacks when you fly out of an opponents reach.

IMPROVED FLIGHT
Starting at 7th level, your Fly speed improves by +20 feet.

WINGSTORM
At 10th level, you beat your wings. Each creature adjacent to you must succeed on a Dexterity saving throw (Save DC is 8 + PB + Strength modifier) or take 1d8 plus Strength modifier in bludgeoning damage and be knocked prone.

DUSTUP
At 15th level, you can rapidly beat your wings while standing in loose dirt, sand or dust. An area out to 10 feet from your position is heavily obscured.

DEATH FROM ABOVE
At 18th level, you can throw any weapon you are proficient with at a range of 20/60 feet. If you attack from above, the weapon does an additional +1d6 damage per 10 feet it travels down.