LE Medium humanoid (human)
Init +5; Senses darkvision 60 ft.; Perception +8
EAC 19; KAC 22
Fort +5; Ref +3; Will +4
Speed 20 ft.
Melee thunderstrike pulse gauntlet +8 (1d6+5 B & So; critical knockdown)
Ranged AG assault rifle +11 (1d8+3 P) or frag grenade II +11 (explode [15 ft., 2d6 P, DC 14]) or incendiary grenade I +11 (explode [5 ft., 1d6 F plus 1d4 burn, DC 14])
Offensive Abilities fighting styles (sharpshoot), sniper’s aim
Str +2; Dex +4; Con +1; Int +1; Wis +1; Cha +1
Skills Athletics +8, Intimidate +8, Profession (soldier) +8, Stealth +10
Gear AG trooper battle dress (clear spindle aeon stone, jump jets), AG assault ri e with 4 magazines (100 longarm rounds), thunderstrike pulse gauntlet with 2 batteries, frag grenade II, incendiary grenade I
Organization fire team (3–6), squad (7–12), strike team (7–12 Aeon Guards plus 1 Aeon Guard specialist), or troop (21–48 Aeon Guards plus 1 Aeon Guard specialist)
Aeon Guard Specialist
LE Medium humanoid (human)
Init +8; Senses blindsense (emotion) 60 ft., darkvision 60 ft., low-light vision; Perception +15
EAC 22; KAC 23
Fort +9; Ref +9; Will +10; +2 vs.disease and poison
Defensive Abilities evasion, uncanny agility; DR 5/-; Resistances acid 5
Speed 40 ft., fly 30 ft. (jetpack, average)
Melee tactical knife +13 (2d4+9 S)
Ranged AG accelerator rifle +15 (3d4+7 P) or corona laser pistol +15 (2d4+7 F; critical 1d4 burn)
Offensive Abilities debilitating trick, trick attack +4d8
Str +1; Dex +5; Con +1; Int +4; Wis +2; Cha +1
Skills Acrobatics +20, Athletics +15, Computers +20, Piloting +15, Profession (soldier) +15, Stealth +20
Languages Azlanti, Common, 4 additional languages
Other Abilities operative exploits (cloaking field), specialization (ghost)
Gear AG SpecOps armor (clear spindle aeon stone, de ective reinforcement, ltered rebreather, jetpack, purple sphere aeon stone), AG accelerator rifle, corona laser pistol, tactical knife, efficient bandolier (200 longarm rounds and 2 ultra-capacity batteries)
Organization solitary, pair, strike team (1 Aeon Guard specialist plus 7–12 Aeon Guards), or troop (1 Aeon Guard specialist plus 21–48 Aeon Guards)
Aeon Guards are elite infantry; they serve as marines aboard warships, protect government and military installations, quell dissent and crush rebellions, and spearhead invasions to conquer and occupy new territories.
Aeon Guards swear personal oaths of loyalty, and only death in service can release them from their duty. Only humans are accepted into the ranks of the Aeon Guard, and all of them must be paragons of the Azlanti race.
Aeon Guards are readily identifiable by their distinctive armor, which incorporates the magic of the legendary aeon stones, and many are given cybernetic and biotechnological augmentations in addition to their standard-issue gear. The Aeon Guard stat block represents a rank-and-file trooper who can be found on one of its starships. Aeon Guard specialists are capable of operating for weeks or even months at a time with little or no support carrying out secretive missions of espionage, infiltration, reconnaissance, or sabotage.