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(Maneuver List)
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* 5th - Enc 7
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* 6th - Dai 9, Uti 10
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* 7th - Enc 13
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* 8th - Lvl 15
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* 9th - You know what to do.
  
 
=Design Notes=
 
=Design Notes=

Revision as of 10:39, 8 April 2015

The Lancer
  Maneuvers
Level BAB Fort Ref Will Special Maneuvers Readied Maneuvers Known Max Maneuver Level
1 +1 +1 +1 +0   3 4 1st
2 +2 +2 +2 +0   3 5 1st
3 +3 +2 +2 +1   4 7 2nd
4 +4 +2 +2 +1   4 8 2nd
5 +5 +3 +3 +1   5 10 3rd
6 +6/+1 +3 +3 +2   5 11 3rd
7 +7/+2 +4 +4 +2   6 13 4th
8 +8/+3 +4 +4 +2   6 14 4th
9 +9/+4 +4 +4 +3   7 16 5th
10 +10/+5 +5 +5 +3   7 17 5th
11 +11/+6/+1 +5 +5 +3   8 19 6th
12 +12/+7/+2 +6 +6 +4   8 20 6th
13 +13/+8/+3 +6 +6 +4   9 22 7th
14 +14/+9/+4 +6 +6 +4   9 23 7th
15 +15/+10/+5 +7 +7 +5   10 25 8th
16 +16/+11/+6/+1 +7 +7 +5   10 26 8th
17 +17/+12/+7/+2 +8 +8 +5   11 28 9th
18 +18/+13/+8/+3 +8 +8 +6   11 29 9th
19 +19/+14/+9/+4 +8 +8 +6   12 31 9th
20 +20/+15/+10/+5 +9 +9 +6   12 32 9th

 

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.

Maneuver List

The following is the lancer maneuver list.

1st-Level Lancer Maneuvers
Maneuver Name Action Type Effect
Almighty Push Standard Strike Melee attack; push targets away from you.
Entwining Blow Standard Strike Melee attack; target may be slowed.
Jinking Blow Standard Strike Melee attack; pull targets towards you.
Jump Attack Full Strike Leap attack against single target, deals +1d6 damage.
Lancing Riposte Reaction Counter When you are hit, make an attack that inflicts str down.
Pinning Dash Full Strike Move up to your speed; make one attack along path, target is immobilized.
Scything Strike Standard Strike Attack two opponents with one weapon.
Wyrmling Crush Full Strike Leap attack against multiple targets.

 

2nd-Level Lancer Maneuvers
Maneuver Name Action Type Effect
Clear the Path Swift Boost Create an area in which allies do not provoke attacks of opportunity for leaving the squares.
Cyclone Strike Full Strike Melee attack against creatures in reach; targets may be deafened; creatures near you grant combat advantage.
Deep Lunges Swift Stance Increase your reach by +5 feet.
Menacing Avalanche Full Strike Melee attack against creatures in reach; targets become demarked.
Tactical Jump Move Rush Jump a distance up to your speed.
Trapping Riposte Reaction Counter When you are hit with an attack of opportunity, gain +2 to AC and saving throws, attacker grants combat advantage.
Sweeping Strikes Full Strike Melee attack against creatures in reach; area around you treated as difficult terrain.
Tower of Morning Full Strike Leap attack against a creature deals +1d6 damage, pushes them and knocks them prone.

 

3rd-Level Lancer Maneuvers
Maneuver Name Action Type Effect
Blinding Dash Full Strike Move up to your speed; make one attack along path, target may be blinded.
Blood Lance Full Strike Leap attack against multiple targets; deals +1d6 damage; targets gain bleeding (1d6).
Dazing Lance Full Strike Leap attack against one creature; deals +2d6 damage; target is dazed and possibly slowed.
Doom Spike Standard Strike Melee attack hits targets in a line up to your reach.
Ensnaring Lance Full Strike Leap attack against multiple creatures; deals +1d6 damage; targets cannot move away from you.
Power Surge Swift Boost Next leap attack deals +2d6 damage.
Spineshatter Dive Full Strike Leap attack against one creature; deals +2d6 damage; target is immobilized.
Whirlwind Full Strike Make single attack at highest attack bonus against all creatures in reach.

 

4th-Level Lancer Maneuvers
Maneuver Name Action Type Effect
Blade Twirl Swift Stance Gain concealment while not moving.
Blocking Screen Swift Boost Create an area in which you do not allow creatures your size or smaller to enter.
Covering Stance Swift Stance When you provide cover for allies, increase cover bonus by +4.
Cut the Wind Reaction Counter Melee attack against charging creature, deals +1d6 damage; target grants combat advantage, you gain +1d6 damage to attacks of opportunity.
Forceful Lance Standard Strike Melee attack deals +3d6 damage, pushes target; creatures near you are pushed away.
Herding Lance Standard Strike Melee attack against creatures within reach, deals +2d6 damage, pull them toward you; creatures are pulled towards you.
Impaling Strike Standard Strike Melee attack adds +4d6 damage, ignores DR and Hardness, inflicts con down.
Scattering Dive Full Strike Leap attack against one creature, deals +4d6 damage; target and adjacent creatures knocked prone.

 

  • 5th - Enc 7
  • 6th - Dai 9, Uti 10
  • 7th - Enc 13
  • 8th - Lvl 15
  • 9th - You know what to do.

Design Notes

We're going to throw out logic and do the impossible.

Design Goal: Take the 4e Controller role, mix with the FF dragoon concept, add a tablespoon of Bo9S, and set to "blend." Garnish with abilities ripped from FF XIV and prior incarnations of this class. Serve chilled.