Ralasha
2010-05-17, 08:45 AM
A 3.x Resource.
Background:
Another sect of the Varangian Warriors were their spearmen. Known for being unreachable, and for being able to reach their enemies over distances normally considered impossible without a bow of some kind. In many cases, they would also use a shield, but I am not including that in this.
Thus: my inspiration.
Requirements:
BAB: +6
Skills: Jump: 8 Ranks
Weapon Focus (Spear or similar weapon), Weapon Specialization (Spear or similar weapon), Endurance, Diehard, Leap of the Heavens.
Races: Human, Elf, or Dwarf
Alignment: Any non-chaotic. A varangian is a sworn warrior, similar to a knight, though less exacting. A chaotic character is simply incapable of the dedication required to become one. If ever a varangian becomes chaotic, they retain the abilities of this class, but gain an experience penalty of 50% and cannot gain any further levels until they atone, and correct their alignment. Their oath is a sacred one.
The Varangian Spearman
{table]Level | BAB | FS | RS | WS | Special
1st| +1 | +2 | +2 | +0 | Long Haft, Short Haft
2nd| +2 | +3 | +3 | +0 | Dodge, Precision +1d6
3rd| +3 | +3 | +3 | +1 | Call Weapon, Evasion
4th| +4 | +4 | +4 | +1 | Mobility, Precision +2d6
5th| +5 | +4 | +4 | +1 | Whirlwind Attack
6th| +6 | +5 | +5 | +2 | Spring Attack, Precision +3d6
7th| +7 | +5 | +5 | +2 | Mortal Strike
8th| +8 | +6 | +6 | +2 | Leap Attack, Precision +4d6
9th| +9 | +6 | +6 | +3 | Improved Evasion
10th| +10 | +7 | +7 | +3 | Improved Whirlwind Attack, Precision +5d6
[/table]
Hit Dice: d10
Class Skills:
A Varangian Spearman's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.[/b]
Class Features:
All of the abilities in the above Table, and the following are Abilities of the varangian spearman. They loose the benefit of these abilities when wearing armor heavier than medium. The spearman may treat any spear-like weapon as a thrown weapon with a range increment of 30'.
Elite Warrior: The varangian's levels in this class stack with levels of fighter for the purposes of qualifying for fighter feats. See the Varangian Warrior (http://www.giantitp.com/forums/showthread.php?t=152751).
Longhaft: A varangian spearman has no maximum reach with any spearlike weapon, other than its length. Holding the weapon like this requires a movement action to change grip, and stance. While holding the weapon like this it follows the standard rules for reach weapons. This increases the reach of the weapon by 5 feet, without penalty.
Shorthaft: By holding their spear-like weapon near the head they are able to negate the penalty of using a reach weapon, meaning they can now use it in close melee. Holding the weapon like this requires a movement action to change grip and stance. While holding the weapon like this, it no longer counts as a reach weapon.
Dodge: The spearman gains a Dodge bonus equal to half of his hit dice, (Minimum 1) this bonus cannot be lost. It applies to all attackers.
Precision: The throwing range for any spear-like weapon increases by 10' each time this feature is gained. In addition, the spearman gains his class level as an attack bonus, and bonus damage according to the table. Unlike normal precision damage, this counts agains creatures normally immune to sneak attack or critical hits.
Call Weapon: The Spearman may at any time during his turn, as a free action, call his weapon back to his hand, this does not provoke attacks of opportunity.
Armored Evasion (Ex): At 3nd level and higher, a spearman can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the spearman is wearing medium, light or no armor. A helpless spearman (such as one who is unconscious or paralysed) does not gain the benefit of evasion.
Mobility (Ex): The Varangian Spearman gains a +4 dodge bonus to ac versus attacks of opportunity, this bonus does is not removed under any circumstances. This ability counts towards prerequisites for other feats and classes.
[Whirlwind Attack (Ex): As the feat, this does not stack. Apply the effects of cleave, or greatcleave as appropriate when an enemy is killed.
Improved Spring Attack (Ex): the varangian spearman may divide his attacks and movement into as many actions as he wishes, but may only move so long as he has movement left, and may only attack so long as he has attacks left. This otherwise functions as spring attack. This ability counts as the feat Spring attack for meeting prerequisites for feats and classes.
Mortal Strike (Ex): Once per day at 7th level, and twice per day at 10th the varangian spearman may make a single attack at his highest base attack bonus. If it hits, this attack automatically deals maximum damage, not including enchantments such as flaming burst. Critical threat is rolled normally. Apply the effects of cleave, or greatcleave normally.
Leap Attack: The varangian spearman sometimes needs to close distance quickly. This ability allows his to move into melee from a distance, bypassing any obstacles on the ground in his path. This counts as a charge attack, and provokes attacks of opportunity as appropriate. When he lands he must be within melee distance of his target, he then rolls his attack normally, and deals double strength damage. (1.5 is one handed, 2x if two handed.) The target must be within the varangian spearmans maximum movement distance, not including the weapons reach. Thus: a level 10 varangian warrior with 30' base movement and a 10' reach weapon could leap attack an enemy 40' away. Apply the effects of cleave, or greatcleave normally.
Improved Armored Evasion (Ex): This ability works like evasion, except that while the spearman still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, he henceforth takes only half damage on a failed save. A helpless spearman (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.
Supreme Whirlwind Attack: The Varangian Spearman may make a whirlwind attack as a normal attack action. Thus he could if he has 5 attacks a round, make 5 whirlwind attacks. Apply the effects of cleave, or greatcleave normally when an enemy is killed.
Abilities: Strength and Constitution are most important to a varangian, with dexterity being only slightly less so with their restrictions on armor. Intelligence is also important as it gives them additional skills.
Background:
Another sect of the Varangian Warriors were their spearmen. Known for being unreachable, and for being able to reach their enemies over distances normally considered impossible without a bow of some kind. In many cases, they would also use a shield, but I am not including that in this.
Thus: my inspiration.
Requirements:
BAB: +6
Skills: Jump: 8 Ranks
Weapon Focus (Spear or similar weapon), Weapon Specialization (Spear or similar weapon), Endurance, Diehard, Leap of the Heavens.
Races: Human, Elf, or Dwarf
Alignment: Any non-chaotic. A varangian is a sworn warrior, similar to a knight, though less exacting. A chaotic character is simply incapable of the dedication required to become one. If ever a varangian becomes chaotic, they retain the abilities of this class, but gain an experience penalty of 50% and cannot gain any further levels until they atone, and correct their alignment. Their oath is a sacred one.
The Varangian Spearman
{table]Level | BAB | FS | RS | WS | Special
1st| +1 | +2 | +2 | +0 | Long Haft, Short Haft
2nd| +2 | +3 | +3 | +0 | Dodge, Precision +1d6
3rd| +3 | +3 | +3 | +1 | Call Weapon, Evasion
4th| +4 | +4 | +4 | +1 | Mobility, Precision +2d6
5th| +5 | +4 | +4 | +1 | Whirlwind Attack
6th| +6 | +5 | +5 | +2 | Spring Attack, Precision +3d6
7th| +7 | +5 | +5 | +2 | Mortal Strike
8th| +8 | +6 | +6 | +2 | Leap Attack, Precision +4d6
9th| +9 | +6 | +6 | +3 | Improved Evasion
10th| +10 | +7 | +7 | +3 | Improved Whirlwind Attack, Precision +5d6
[/table]
Hit Dice: d10
Class Skills:
A Varangian Spearman's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.[/b]
Class Features:
All of the abilities in the above Table, and the following are Abilities of the varangian spearman. They loose the benefit of these abilities when wearing armor heavier than medium. The spearman may treat any spear-like weapon as a thrown weapon with a range increment of 30'.
Elite Warrior: The varangian's levels in this class stack with levels of fighter for the purposes of qualifying for fighter feats. See the Varangian Warrior (http://www.giantitp.com/forums/showthread.php?t=152751).
Longhaft: A varangian spearman has no maximum reach with any spearlike weapon, other than its length. Holding the weapon like this requires a movement action to change grip, and stance. While holding the weapon like this it follows the standard rules for reach weapons. This increases the reach of the weapon by 5 feet, without penalty.
Shorthaft: By holding their spear-like weapon near the head they are able to negate the penalty of using a reach weapon, meaning they can now use it in close melee. Holding the weapon like this requires a movement action to change grip and stance. While holding the weapon like this, it no longer counts as a reach weapon.
Dodge: The spearman gains a Dodge bonus equal to half of his hit dice, (Minimum 1) this bonus cannot be lost. It applies to all attackers.
Precision: The throwing range for any spear-like weapon increases by 10' each time this feature is gained. In addition, the spearman gains his class level as an attack bonus, and bonus damage according to the table. Unlike normal precision damage, this counts agains creatures normally immune to sneak attack or critical hits.
Call Weapon: The Spearman may at any time during his turn, as a free action, call his weapon back to his hand, this does not provoke attacks of opportunity.
Armored Evasion (Ex): At 3nd level and higher, a spearman can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the spearman is wearing medium, light or no armor. A helpless spearman (such as one who is unconscious or paralysed) does not gain the benefit of evasion.
Mobility (Ex): The Varangian Spearman gains a +4 dodge bonus to ac versus attacks of opportunity, this bonus does is not removed under any circumstances. This ability counts towards prerequisites for other feats and classes.
[Whirlwind Attack (Ex): As the feat, this does not stack. Apply the effects of cleave, or greatcleave as appropriate when an enemy is killed.
Improved Spring Attack (Ex): the varangian spearman may divide his attacks and movement into as many actions as he wishes, but may only move so long as he has movement left, and may only attack so long as he has attacks left. This otherwise functions as spring attack. This ability counts as the feat Spring attack for meeting prerequisites for feats and classes.
Mortal Strike (Ex): Once per day at 7th level, and twice per day at 10th the varangian spearman may make a single attack at his highest base attack bonus. If it hits, this attack automatically deals maximum damage, not including enchantments such as flaming burst. Critical threat is rolled normally. Apply the effects of cleave, or greatcleave normally.
Leap Attack: The varangian spearman sometimes needs to close distance quickly. This ability allows his to move into melee from a distance, bypassing any obstacles on the ground in his path. This counts as a charge attack, and provokes attacks of opportunity as appropriate. When he lands he must be within melee distance of his target, he then rolls his attack normally, and deals double strength damage. (1.5 is one handed, 2x if two handed.) The target must be within the varangian spearmans maximum movement distance, not including the weapons reach. Thus: a level 10 varangian warrior with 30' base movement and a 10' reach weapon could leap attack an enemy 40' away. Apply the effects of cleave, or greatcleave normally.
Improved Armored Evasion (Ex): This ability works like evasion, except that while the spearman still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, he henceforth takes only half damage on a failed save. A helpless spearman (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.
Supreme Whirlwind Attack: The Varangian Spearman may make a whirlwind attack as a normal attack action. Thus he could if he has 5 attacks a round, make 5 whirlwind attacks. Apply the effects of cleave, or greatcleave normally when an enemy is killed.
Abilities: Strength and Constitution are most important to a varangian, with dexterity being only slightly less so with their restrictions on armor. Intelligence is also important as it gives them additional skills.