Rodorsceaft: Pillar of Heaven
The Skydevils are a notorious band of airship pirates; they are, in fact, the only non-dwarven airship operators in the world. They are reknowned and feared for their daring aerial tactics, dropping out of the sky with little regard for their own life and limb. The greatest Skydevils are the Aeronauts, dangerous men who are as at home in the air as others are on land.
Initiation into the Aeronauts is a simple, but harrowing affair. The prospective aeronaut is taken aboard an airship to the middle of the sky, with nothing below but air to fall through. He is then shown a ring of featherfall, which is tossed over the side of the ship. The would-be aeronaut is then tasked to get it. If he succeeds, he’s in.
|1||+0||+0||+2||+0||Sneak attack +1d6, Diving Sneak Attack|
|3||+2||+1||+3||+1||Sneak attack +2d6, Aerobatics|
|5||+3||+1||+4||+1||Sneak attack +3d6, fly|
Hit die: d6
Skill points per level: 6 + Int modifier
Weapon and armor proficiency: Skydevil aeronauts gain no proficiency in weapons or armor. Note that many of their abilities do not function when wearing more than light armor or carrying more than a light load; see below for details.
Sneak attack: As rogue. Stacks with any other sources of sneak attack.
Diving sneak attack: If the Skydevil Aeronaut is able to fall 20 feet or more before making a melee attack, he can apply his sneak attack damage to the attack. Note that the aeronaut has to fall at full speed; if under the effects of a featherfall spell or powered flight, this bonus does not apply. The aeronaut takes falling damage as normal after the attack is made.
Safe fall: If the Skydevil Aeronaut is within ten feet of a wall or other vertical surface, he treats all falls as though they were half their actual height (round down to the nearest ten). Thus, an aeronaut who falls 30 feet takes only 1d6 damage (as though the fall were only 10 feet). If the Skydevil Aeronaut has fall mitigation from some other source (say, monk levels), then this ability stacks with the other abilities in whichever way is most favorable to the aeronaut.
Aerobatics: While in free fall, the Skydevil Aeronaut gains a +10 competence bonus to Tumble checks.
Fly: Upon reaching 5th level, the Skydevil Aeronaut is always under the effect of a fly spell. This ability is supernatural and can be de-activated or re-activated as a move action.