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Player > Class > Archetypes > Skyfire Centurion
With the advent of the Absalom Pact, the famed Triaxian
dragonriders of the Dragon Legion took to the stars
and became known as the Skyfire Legion, an elite and highly
principled mercenary group that sells its protection to colonists
and corporations operating beyond the Pact Worlds, where the
Stewards cannot protect them. While many Skyfire legionnaires
form a near-telepathic bond with dragonkin copilots, Skyfire
centurions train to strengthen this connection even further,
leading their allies and facilitating teamwork almost as if the
members shared a single mind.
The Skyfire Legion has several training facilities throughout
the Pact Worlds where centurions and other legionnaires can
hone their skills. Every legionnaire trains with a partner, and
centurions undergo additional, stricter regimens to help focus
their minds and toughen up their bodies.
Not all members of the Skyfire Legion are centurions,
and not all centurions have a dragonkin ally; the same
teamwork techniques can be used with any intelligent
creatures, even mechanical ones. Characters of all
classes can become successful centurions, though most
mystics and solarians lack the piloting ability to
make full use of centurion abilities. Soldiers gain
many combat feats, which makes them terrific
centurions, while mechanics who choose their
drones as their bonded allies can customize
the drones for seamless teamwork.
The Skyfire centurion archetype grants alternate class features at 4th, 6th, 9th, and 12th levels.
You can train together with an ally whose Intelligence
score is at least 1, forming a combat bond between you
and the target creature. This training process takes
1 hour, and you can have only one bonded ally at a
time. If you form a new combat bond with a creature,
any previously formed combat bond is lost. No creature
can be the bonded ally of two centurions.
At 10th level, you can spend 1 Resolve Point to form
a combat bond with an ally who can see or hear you
as a standard action.
Whenever you gain a bonus from covering fire or
harrying fire provided by your bonded ally (or vice
versa), the bonus increases to +4. When you are the
captain of a ship and successfully use the encourage
action on your bonded ally (or vice versa), the bonus
granted increases to +4.
With just a few words, you can share your training with a bonded ally. As a move action, you can grant your bonded ally a single combat feat you have for 10 rounds, provided your bonded ally can see or hear you. The bonded ally must fulfill the feat’s prerequisites and be able to use the feat. For example, a mechanic’s drone can benefit only from feats that a drone can normally gain. If you have already granted your bonded ally a feat using this ability, the previous feat is lost.
When you and your bonded ally both ready an action to attack
the same target and choose the same condition for the readied
action, when you and your bonded ally make those attacks, use
the highest of the two attack rolls (each attacker applies her
own modifiers to the roll). If you and your bonded ally both
hit the target, total the damage for both attacks before
applying the target’s DR or energy resistances.
In starship combat, when you and your bonded
ally both attack the same opponent in the same
round with a direct-fire weapon, use the highest
of the two attack rolls (each attacker applies
her own modifiers to the roll). If you and your
bonded ally both hit the target, total the
damage for both attacks for the purpose
of determining how the target’s Damage
Threshold affects the damage.
You can perform the first
aid task of the Medicine
skill as a move action on
your bonded ally.
In addition, when you are
adjacent to your bonded ally
and your bonded ally is stable
but not yet conscious, you can spend 1 Resolve
Point as a full action to restore 1 Hit Point to
your bonded ally. Your bonded ally can take
actions as normal on her next turn, but you
are staggered until the end of your next
turn. To use this ability, your bonded ally
must have fewer than one-quarter her
maximum Resolve Points. You can use
this ability if your bonded ally normally
has no Resolve Points. You can’t use
this ability on the same bonded ally
again until you have recovered your
Resolve Points after an 8-hour rest or
its equivalent, but if you change the
target of your combat bond ability before
that, you can use this ability on the
new bonded ally, provided you have
Resolve Points to spend.
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