Difference between revisions of "Test Page"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="9;" style="background:#555555;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Lancer</font></div>
 +
|-
 +
|width="5%"|'''Level'''
 +
|width="15%" align="left"|'''BAB'''
 +
|width="11%"|'''Fort'''
 +
|width="11%"|'''Ref'''
 +
|width="11%"|'''Will'''
 +
|width="35%" align="left"|'''Special'''
 +
|width="12%"|'''[[#JS|Jump Speed]]'''
 +
|-
 +
|1 || align="left"|+1 || +1 || +1 || +0 || align="left"|[[#JA|Jump Attack]], [[#Mom|Momentum]] (2d6) || +10 ft
 +
|-style="background:#CFCFCF;"
 +
|2 || align="left"|+2 || +2 || +2 || +0 || align="left"|[[#AJ|Armored Jump]] (Half), [[#Style|Jumping Style]] (10 ft. / 5) || +10 ft
 +
|-
 +
|3 || align="left"|+3 || +2 || +2 || +1 || align="left"|[[#SJ|Spring Jump]] || +20 ft
 +
|-style="background:#CFCFCF;"
 +
|4 || align="left"|+4 || +2 || +2 || +1 || align="left"|[[#AeJ|Aerial Jump]], [[#Mom|Momentum]] (4d6), [[#Style|Jumping Style]] (20 ft. / 10) || +20 ft
 +
|-
 +
|5 || align="left"|+5 || +3 || +3 || +1 || align="left"|[[#JM|Jump Mastery]] || +30 ft
 +
|-style="background:#CFCFCF;"
 +
|6 || align="left"|+6/+1 || +3 || +3 || +2 || align="left"|[[#Imp|Impale]], [[#Style|Jumping Style]] (30 ft. / 15) || +30 ft
 +
|-
 +
|7 || align="left"|+7/+2 || +4 || +4 || +2 || align="left"|[[#QL|Quick Leap]], [[#Mom|Momentum]] (6d6) || +40 ft
 +
|-style="background:#CFCFCF;"
 +
|8 || align="left"|+8/+3 || +4 || +4 || +2 || align="left"|[[#AJ|Armored Jump]] (Quarter), [[#Style|Jumping Style]] (40 ft. / 20) || +40 ft
 +
|-
 +
|9 || align="left"|+9/+4 || +4 || +4 || +3 || align="left"|[[#QttE|Quicker than the Eye]] || +50 ft
 +
|-style="background:#CFCFCF;"
 +
|10 || align="left"|+10/+5 || +5 || +5 || +3 || align="left"|[[#Mom|Momentum]] (8d6), [[#Style|Jumping Style]] (50 ft. / 25) || +50 ft
 +
|-
 +
|11 || align="left"|+11/+6/+1 || +5 || +5 || +3 || align="left"|[[#LT|Lancer Talent]] || +60 ft
 +
|-style="background:#CFCFCF;"
 +
|12 || align="left"|+12/+7/+2 || +6 || +6 || +4 || align="left"|[[#Style|Jumping Style]] (60 ft. / 30) || +60 ft
 +
|-
 +
|13 || align="left"|+13/+8/+3 || +6 || +6 || +4 || align="left"|[[#Mom|Momentum]] (10d6), [[#LT|Lancer Talent]] || +70 ft
 +
|-style="background:#CFCFCF;"
 +
|14 || align="left"|+14/+9/+4 || +6 || +6 || +4 || align="left"|[[#AJ|Armored Jump]] (Ignore), [[#Style|Jumping Style]] (70 ft. / 35) || +70 ft
 +
|-
 +
|15 || align="left"|+15/+10/+5 || +7 || +7 || +5 || align="left"|[[#LT|Lancer Talent]] || +80 ft
 +
|-style="background:#CFCFCF;"
 +
|16 || align="left"|+16/+11/+6/+1 || +7 || +7 || +5 || align="left"|[[#Mom|Momentum]] (12d6), [[#Style|Jumping Style]] (80 ft. / 40) || +80 ft
 +
|-
 +
|17 || align="left"|+17/+12/+7/+2 || +8 || +8 || +5 || align="left"|[[#LT|Lancer Talent]] || +90 ft
 +
|-style="background:#CFCFCF;"
 +
|18 || align="left"|+18/+13/+8/+3 || +8 || +8 || +6 || align="left"|[[#Style|Jumping Style]] (90 ft. / 45) || +90 ft
 +
|-
 +
|19 || align="left"|+19/+14/+9/+4 || +8 || +8 || +6 || align="left"|[[#Mom|Momentum]] (14d6), [[#LT|Lancer Talent]] || +100 ft
 +
|-style="background:#CFCFCF;"
 +
|20 || align="left"|+20/+15/+10/+5 || +9 || +9 || +6 || align="left"|[[#Style|Jumping Style]] (100 ft. / 50) || +100 ft
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
=Lancer=
 +
[[Image:Lancer-man.jpg|thumb|325px|right|Richard, iconic lancer]]
 +
: '' "I do not hold the line; I'' am ''the line." ''
 +
 
 +
While the art of lancing was originally devised by [[Race:_Burmecian|burmecians]] as a means to do combat with dragons on the wing, the art has since evolved into something significantly more. In the course of warfare, it was found that while defenders and their ilk are quite capable of holding a line, they require that the enemy come to them; einhanders, meanwhile, must go to their enemy to engage them, crossing open ground that is very often the subject of archery attacks.
 +
 
 +
Cue the lancer: a profession whose purpose is to leap into the fray and strike their foes. Able to cross great gaps with bounding leaps, wielding large, reaching weapons that could affect a number of foes, military forces found it in their interests to train troops in this fighting style, allowing them to wreak havoc behind enemy lines, whether to push them towards defensive lines or to simply throw them into disarray.
 +
 
 +
Among adventuring parties, the lancer is relatively uncommon but not unknown. Their ability to pin down foes and wreak havoc amongst large numbers of creatures makes lancers a strong asset for adventurers, despite the fact that they are trained to "pull their punches" to avoid harming allies. Combined with a strong ranged element, lancers make for a powerful ally, but without support lack the staying power or ability to wreak devastation like other warriors.
 +
 
 +
==Game Rule Information==
 +
Lancers have the following game statistics.
 +
 
 +
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
 +
 
 +
'''[[The_Forces#Force_Resistance | 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 [[Skills#Agility|Agility]] (Dex), Balance (Dex), [[Skills#Brawn|Brawn]] (Str), 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.
 +
 
 +
'''Ethos:''' Any.
 +
 
 +
'''Starting Age:''' Simple.
 +
 
 +
'''Starting Gold:''' 4d4 x 10gp.
 +
 
 +
'''Favored By:''' [[Race:_Burmecian|Burmecians]].
 +
 
 +
==Class Features==
 +
All of the following are class features of the lancer.
 +
 
 +
'''Weapon and Armor Proficiency:''' Lancers are proficient with all simple weapons, the [[Weapons#Halfling_Sarrash|halfling sarrash]], [[Weapons#Poleaxe_Heavy|heavy poleaxe]], glaive, [[Weapons#Greatspear|greatspear]], guisarme, [[Weapons#Lucerne_Hammer|lucerne hammer]], and ranseur. They are proficient with light and medium armor, but not shields.
 +
 
 +
<div id="JA">
 +
'''Jump Attack (Ex):''' When a lancer charges a creature, he may choose to jump instead of covering ground normally; unlike a normal charge, the lancer must end such a charge in the creature's space. The lancer must make a Jump check to do so. The lancer's maximum distance and height are set by the result of this Jump check, but he does not have to use the entire distance of either dimension (that is, if a lancer were able to move 50 feet horizontally and 25 feet vertically, he could opt to move only 30 feet horizontally and 15 feet vertically, or 5 feet horizontally and 25 feet vertically).
 +
 
 +
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.
 +
</div>
 +
 
 +
<div id="Mom">
 +
'''Momentum (Ex):''' The lancer trains on how to use momentum to his advantage, making his attacks even more effective. Whenever he attacks using his ''jump attack'' ability, he deals additional damage to his target equal to the falling damage he would have taken from the fall equal to the highest point he reached with his jump, to a maximum of the listed amount.
 +
</div>
 +
 
 +
<div id="JS">
 +
'''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.
 +
</div>
 +
 
 +
<div id="AJ">
 +
'''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). This ability does not function for armor the lancer is not proficient with, and he loses its benefits when wielding a shield.
 +
 
 +
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.
 +
</div>
 +
 
 +
<div id="Style">
 +
'''Jumping Style (Ex):''' At 2nd level, the lancer has developed a methodology for dealing with the problem of landing after a jump. He chooses one of the following styles, which then improves every two levels after.
 +
 
 +
* ''Catfall:'' You fall with style and grace, landing lightly on your feet after a jump with no harm done. Whenever the lancer falls, he subtracts the listed distance from his distance fallen before falling damage is determined. Ignore this ability when determining how much additional damage a lancer deals when using ''momentum''.
 +
* ''Rockfall:'' You fall with the full strength of your momentum, relying on your resilience to protect you from the harmful powers of gravity. Whenever the lancer falls, he reduces the damage he takes from the fall by the listed amount.
 +
 
 +
The lancer must be wearing armor he is proficient with to benefit from this ability.
 +
</div>
 +
 
 +
<div id="SJ">
 +
'''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.
 +
</div>
 +
 
 +
<div id="AeJ">
 +
'''Aerial Jump (Ex):''' At 4th level, the lancer has honed his muscles to the point of allowing him to reach higher heights than should be possible. Whenever he makes a long jump, he attains a height equal to one-half the distance he leaps, rather than one-quarter; whenever he makes a high jump, halve the Jump check DCs.
 +
</div>
 +
 
 +
<div id="JM">
 +
'''Jump Mastery (Ex):''' At 5th level, the lancer has become confident enough in his skills that he can take 10 on Jump checks at all times, even in combat or under stress.
 +
</div>
 +
 
 +
<div id="Imp">
 +
'''Impale (Ex):''' At 6th level, the lancer's jump attacks become particularly deadly. Whenever he makes a charge attack using his ''jump attack'' 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.
 +
</div>
 +
 
 +
<div id="QL">
 +
'''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.
 +
</div>
 +
 
 +
<div id="QttE">
 +
'''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 and Reflex saves equal to one-half his lancer level.
 +
</div>
 +
 
 +
<div id="LT">
 +
'''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 only take this ability if you took the Catfall jumping style. You can take this ability multiple times.
 +
* ''Improved Rockfall (Ex):'' The lancer's Rockfall ability reduces falling damage by an additional 5 points; you can only take this ability if you took the Rockfall jumping style. You can take this ability multiple times.
 +
* ''Greater Momentum (Ex):'' Improve the maximum 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.
 +
* ''Wall Perch (Ex):'' The lancer has learned that hanging from a perch is oftentimes more useful than being on the ground. The lancer is able to land on vertical surfaces, even those that he would not normally be able to climb; however, the surface must be able to support his weight. If he attempts any action other than jumping from such a surface, he immediately falls; while clinging, he loses his Dexterity bonus to AC. He can maintain such a position for a number of rounds equal to his Strength modifier, after which he falls.
 +
* ''Feat:'' A lancer can gain a bonus feat in place of a special ability.
 +
</div>
 +
 
 +
==Variant: Exponential Falling Damage==
 +
In Trinity, sometimes the idea of exponential falling damage is used. In these situations, for lancers using rockfall jumping style, use the following progression rather than the one listed on the table above.
 +
 
 +
{| class="collapsible" width="20%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="2;" style="background:#555555;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Rockfall Progression</font></div>
 +
|-
 +
|width="30%"|'''Level'''
 +
|width="70%"|'''''Rockfall'' Damage Ignored'''
 +
|-
 +
|1 || --
 +
|-
 +
|2 || 4
 +
|-
 +
|3 || &nbsp;
 +
|-
 +
|4 || 12
 +
|-
 +
|5 ||&nbsp;
 +
|-
 +
|6 || 24
 +
|-
 +
|7 ||&nbsp;
 +
|-
 +
|8 || 40
 +
|-
 +
|9 ||&nbsp;
 +
|-
 +
|10 || 60
 +
|-
 +
|11 ||&nbsp;
 +
|-
 +
|12 || 84
 +
|-
 +
|13 ||&nbsp;
 +
|-
 +
|14 || 112
 +
|-
 +
|15 ||&nbsp;
 +
|-
 +
|16 || 144
 +
|-
 +
|17 ||&nbsp;
 +
|-
 +
|18 || 180
 +
|-
 +
|19 ||&nbsp;
 +
|-
 +
|20 || 220
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
=Design Notes=
 +
Oh, did I say clear? HAHA.
 +
 
 +
MANEUVERS FOR EVERYONE!
 +
 
 +
[[category:Base Classes]]
 +
[[category:Martial]]

Revision as of 19:55, 6 April 2015

The Lancer
Level BAB Fort Ref Will Special Jump Speed
1 +1 +1 +1 +0 Jump Attack, Momentum (2d6) +10 ft
2 +2 +2 +2 +0 Armored Jump (Half), Jumping Style (10 ft. / 5) +10 ft
3 +3 +2 +2 +1 Spring Jump +20 ft
4 +4 +2 +2 +1 Aerial Jump, Momentum (4d6), Jumping Style (20 ft. / 10) +20 ft
5 +5 +3 +3 +1 Jump Mastery +30 ft
6 +6/+1 +3 +3 +2 Impale, Jumping Style (30 ft. / 15) +30 ft
7 +7/+2 +4 +4 +2 Quick Leap, Momentum (6d6) +40 ft
8 +8/+3 +4 +4 +2 Armored Jump (Quarter), Jumping Style (40 ft. / 20) +40 ft
9 +9/+4 +4 +4 +3 Quicker than the Eye +50 ft
10 +10/+5 +5 +5 +3 Momentum (8d6), Jumping Style (50 ft. / 25) +50 ft
11 +11/+6/+1 +5 +5 +3 Lancer Talent +60 ft
12 +12/+7/+2 +6 +6 +4 Jumping Style (60 ft. / 30) +60 ft
13 +13/+8/+3 +6 +6 +4 Momentum (10d6), Lancer Talent +70 ft
14 +14/+9/+4 +6 +6 +4 Armored Jump (Ignore), Jumping Style (70 ft. / 35) +70 ft
15 +15/+10/+5 +7 +7 +5 Lancer Talent +80 ft
16 +16/+11/+6/+1 +7 +7 +5 Momentum (12d6), Jumping Style (80 ft. / 40) +80 ft
17 +17/+12/+7/+2 +8 +8 +5 Lancer Talent +90 ft
18 +18/+13/+8/+3 +8 +8 +6 Jumping Style (90 ft. / 45) +90 ft
19 +19/+14/+9/+4 +8 +8 +6 Momentum (14d6), Lancer Talent +100 ft
20 +20/+15/+10/+5 +9 +9 +6 Jumping Style (100 ft. / 50) +100 ft

 

Lancer

Richard, iconic lancer
"I do not hold the line; I am the line."

While the art of lancing was originally devised by burmecians as a means to do combat with dragons on the wing, the art has since evolved into something significantly more. In the course of warfare, it was found that while defenders and their ilk are quite capable of holding a line, they require that the enemy come to them; einhanders, meanwhile, must go to their enemy to engage them, crossing open ground that is very often the subject of archery attacks.

Cue the lancer: a profession whose purpose is to leap into the fray and strike their foes. Able to cross great gaps with bounding leaps, wielding large, reaching weapons that could affect a number of foes, military forces found it in their interests to train troops in this fighting style, allowing them to wreak havoc behind enemy lines, whether to push them towards defensive lines or to simply throw them into disarray.

Among adventuring parties, the lancer is relatively uncommon but not unknown. Their ability to pin down foes and wreak havoc amongst large numbers of creatures makes lancers a strong asset for adventurers, despite the fact that they are trained to "pull their punches" to avoid harming allies. Combined with a strong ranged element, lancers make for a powerful ally, but without support lack the staying power or ability to wreak devastation like other warriors.

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 Agility (Dex), Balance (Dex), Brawn (Str), 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.

Ethos: Any.

Starting Age: Simple.

Starting Gold: 4d4 x 10gp.

Favored By: Burmecians.

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.

Jump Attack (Ex): When a lancer charges a creature, he may choose to jump instead of covering ground normally; unlike a normal charge, the lancer must end such a charge in the creature's space. The lancer must make a Jump check to do so. The lancer's maximum distance and height are set by the result of this Jump check, but he does not have to use the entire distance of either dimension (that is, if a lancer were able to move 50 feet horizontally and 25 feet vertically, he could opt to move only 30 feet horizontally and 15 feet vertically, or 5 feet horizontally and 25 feet vertically).

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.

Momentum (Ex): The lancer trains on how to use momentum to his advantage, making his attacks even more effective. Whenever he attacks using his jump attack ability, he deals additional damage to his target equal to the falling damage he would have taken from the fall equal to the highest point he reached with his jump, to a maximum of the listed amount.

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). This ability does not function for armor the lancer is not proficient with, and he loses its benefits when wielding a shield.

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.

Jumping Style (Ex): At 2nd level, the lancer has developed a methodology for dealing with the problem of landing after a jump. He chooses one of the following styles, which then improves every two levels after.

  • Catfall: You fall with style and grace, landing lightly on your feet after a jump with no harm done. Whenever the lancer falls, he subtracts the listed distance from his distance fallen before falling damage is determined. Ignore this ability when determining how much additional damage a lancer deals when using momentum.
  • Rockfall: You fall with the full strength of your momentum, relying on your resilience to protect you from the harmful powers of gravity. Whenever the lancer falls, he reduces the damage he takes from the fall by the listed amount.

The lancer must be wearing armor he is proficient with to benefit from this ability.

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.

Aerial Jump (Ex): At 4th level, the lancer has honed his muscles to the point of allowing him to reach higher heights than should be possible. Whenever he makes a long jump, he attains a height equal to one-half the distance he leaps, rather than one-quarter; whenever he makes a high jump, halve the Jump check DCs.

Jump Mastery (Ex): At 5th level, the lancer has become confident enough in his skills that he can take 10 on Jump checks at all times, even in combat or under stress.

Impale (Ex): At 6th level, the lancer's jump attacks become particularly deadly. Whenever he makes a charge attack using his jump attack 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 and Reflex saves 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 only take this ability if you took the Catfall jumping style. You can take this ability multiple times.
  • Improved Rockfall (Ex): The lancer's Rockfall ability reduces falling damage by an additional 5 points; you can only take this ability if you took the Rockfall jumping style. You can take this ability multiple times.
  • Greater Momentum (Ex): Improve the maximum 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.
  • Wall Perch (Ex): The lancer has learned that hanging from a perch is oftentimes more useful than being on the ground. The lancer is able to land on vertical surfaces, even those that he would not normally be able to climb; however, the surface must be able to support his weight. If he attempts any action other than jumping from such a surface, he immediately falls; while clinging, he loses his Dexterity bonus to AC. He can maintain such a position for a number of rounds equal to his Strength modifier, after which he falls.
  • Feat: A lancer can gain a bonus feat in place of a special ability.

Variant: Exponential Falling Damage

In Trinity, sometimes the idea of exponential falling damage is used. In these situations, for lancers using rockfall jumping style, use the following progression rather than the one listed on the table above.

Rockfall Progression
Level Rockfall Damage Ignored
1 --
2 4
3  
4 12
5  
6 24
7  
8 40
9  
10 60
11  
12 84
13  
14 112
15  
16 144
17  
18 180
19  
20 220

 

Design Notes

Oh, did I say clear? HAHA.

MANEUVERS FOR EVERYONE!