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The Lancer
Level BAB Fort Ref Will Special Jump Speed
1 +1 +1 +1 +0 Battle Jump +10 ft
2 +2 +2 +2 +0 Armored Jump (Half), Catfall (10 ft.) +10 ft
3 +3 +2 +2 +1 Spring Jump +20 ft
4 +4 +2 +2 +1 Catfall (20 ft.) +20 ft
5 +5 +3 +3 +1 Momentum +1d6 +30 ft
6 +6/+1 +3 +3 +2 Impale, Catfall (30 ft.) +30 ft
7 +7/+2 +4 +4 +2 Quick Leap +40 ft
8 +8/+3 +4 +4 +2 Armored Jump (Quarter), Catfall (40 ft.) +40 ft
9 +9/+4 +4 +4 +3 Quicker than the Eye +50 ft
10 +10/+5 +5 +5 +3 Momentum +2d6, Catfall (50 ft.) +50 ft
11 +11/+6/+1 +5 +5 +3 Lancer Talent +60 ft
12 +12/+7/+2 +6 +6 +4 Catfall (60 ft.) +60 ft
13 +13/+8/+3 +6 +6 +4 Lancer Talent +70 ft
14 +14/+9/+4 +6 +6 +4 Armored Jump (Ignore), Catfall (70 ft.) +70 ft
15 +15/+10/+5 +7 +7 +5 Momentum +3d6, Lancer Talent +80 ft
16 +16/+11/+6/+1 +7 +7 +5 Catfall (80 ft.) +80 ft
17 +17/+12/+7/+2 +8 +8 +5 Lancer Talent +90 ft
18 +18/+13/+8/+3 +8 +8 +6 Catfall (90 ft.) +90 ft
19 +19/+14/+9/+4 +8 +8 +6 Lancer Talent +100 ft
20 +20/+15/+10/+5 +9 +9 +6 Momentum +4d6, Catfall (100 ft.) +100 ft

 

Lancer

A lancer
"What goes up, must come down."

The lancer represents an unusual approach to martial combat. Like the einhander, he values prowess with a weapon; like the defender, he values wearing heavy armor; and like the unfettered, he values mobility. The lancer attempts to bring these disparate martial philosophies together in one martial form: the art of lancing.

However, such breadth has a price, and that is depth: the lancer sacrifices focus on weapon, armor, and mobility in order to bring the three to harmony. A lancer in a situation where he can bring his combat style to the fore is a quite capable opponent, but against other martial students, skill alone will not win the day.

Game Rule Information

Lancers have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Strength is the most important ability for a lancer; a high Strength enables him to jump better, farther, and faster, and also improves his ability to damage foes.

Hit Die: d10.

Class Skills: The lancer’s class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Martial Lore (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Starting Age: Simple.

Starting Gold: 4d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the lancer.

Weapon and Armor Proficiency: Lancers are proficient with all simple weapons, the halfling sarrash, heavy poleaxe, glaive, greatspear, guisarme, lucerne hammer, and ranseur. They are proficient with light and medium armor, but not shields.

Battle Jump (Ex): When a lancer is at least 10 feet above a creature, but not high enough to take damage if he falls from his current height, he may make a charge attack at that creature. If he hits, and is wielding a martial weapon which the lancer class grants proficiency for, he deals double damage.

After the charge is executed, the lancer lands in a square of his choice, which must be a square from which he threatens the creature he attacked.

Jump Speed (Ex): The lancer is physically trained for jumping distances far greater than those someone of his stature could normally attain. He adds the listed bonus as an insight bonus to his speed for purposes of the Jump skill.

Armored Jump (Ex): At 2nd level, the lancer has learned how to compensate for his armor when jumping, allowing him to halve the effects of his armor check penalty on Jump checks (round down).

At 8th level, he quarters any armor's armor check penalty for purposes of Jump checks, and at 14th, he ignores any armor's armor check penalty for purposes of Jump checks.

Catfall (Ex): At 2nd level, the lancer has learned the art of jumping properly, allowing him to fall great distances and land gracefully, with no harm done. Whenever the lancer falls, he subtracts the listed distance from his distance fallen before falling damage is determined.

Spring Jump (Ex): At 3rd level, the lancer has learned how to keep his muscles tense and prepared for a jump at all times, allowing him to jump from a standstill just as well as from a running start. The lancer is always treated as having a 20-foot running start for purposes of Jump checks. The lancer loses the benefit of this ability when he is prone.

Momentum (Ex): At 5th level, the lancer begins learning how to use momentum to his advantage, making his attacks even more effective. Whenever he deals damage from a charge attack, he deals additional damage, as per the table.

Impale (Ex): At 6th level, the lancer's jump attacks become particularly deadly. Whenever he makes a charge attack using his battle jump ability, the lancer may make a full attack; all the attacks must be directed at the same creature, and are considered a single attack for purposes of sneak attack, DR, and other such effects.

Quick Leap (Ex): At 7th level, the lancer's ability to leap has become instinctual, and the speed at which he does so is almost superhuman. The lancer no longer provokes attacks of opportunity when making a Jump check from a threatened square.

Quicker than the Eye (Ex): At 9th level, the speed with which the lancer covers ground when mid-leap is impressive, and also makes him significantly harder to pinpoint while in the air. While jumping, the lancer gains a dodge bonus to his AC equal to one-half his lancer level.

Lancer Talent: At 11th level, and every two levels thereafter, the lancer develops a new ability that improves one aspect of his approach to combat. He may select one of the following special features; unless otherwise specified, each ability can be selected only once.

  • Double Jump (Ex): The lancer has learned how to work with his momentum and worn equipment in such a way as to allow himself to leap seemingly off of nothing. At any point during a single jump, the lancer may choose to make a double jump; this allows him to jump from the square he currently occupies, even if there is nothing to brace himself against. The jump check of the second jump is made at a -20 penalty, and any attacks made at the end of a double jump are made at a -10 penalty.
    • Triple Jump (Ex): The lancer has even more focused on improving his control over his momentum, allowing him to jump in the midst of a double jump. The jump check of the triple jump is made at a -40 penalty, and any attacks made at the end of a double jump are made at a -20 penalty.
  • Improved Catfall (Ex): The lancer's Catfall ability increases by 10 feet. You can take this ability multiple times.
  • Greater Momentum (Ex): Improve the damage of your Momentum ability by +1d6. You can take this ability multiple times.
  • Weapon Specialization (Ex): Choose a weapon with which you have taken the Weapon Focus feat. You gain the benefits of the Weapon Specialization feat for that weapon.
  • Armor Specialization (Ex): Choose one type of armor with which you have taken the Armor Focus feat. You gain the benefits of the Armor Specialization feat for that armor.
  • Fleet of Foot (Ex): Your jump speed bonus increases by +10 feet. You can take this ability multiple times.
  • Feat: A lancer can gain a bonus feat in place of a special ability.