Solarix
2014-06-23, 11:31 PM
The Lancer
A Final Fantasy inspired base class
When you hear impossible stories of an insanely fast enemies who seem to defy gravity with nothing more than dedication and strength, you are hearing the stories of a lancer. Martial warriors, who excel at delivering strong meteoric strikes to their enemies to clean up the battlefield.
Usually associated with dragons, due to their fondness of using armor resembling one, these mighty combatants are a force to be reckoned in combat. At first they seldom see anything other than another soldier, but once anybody sees them soar the skies, they will be astonished at the impressive feats they can achieve.
Role: Lancers excel at the battle front, due to their high mobility and strong attacks. They usually charge in first in battle against the strongest enemy, then let their companions take care of the remaining enemies.
Alignment: Any lawful
Hit Die: d10
Class skills
The lancer's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier
Level
BAB
Fort
Ref
Will
Special
Fast Movement
1
+1
+2
+2
+0
Power Attack, lancer's charge
+0 ft.
2
+2
+3
+3
+0
Mobile Defense
+0 ft.
3
+3
+3
+3
+1
Armor training 1, fast movement
+10 ft.
4
+4
+4
+4
+1
Slow fall 20 ft.
+10 ft.
5
+5
+4
+4
+1
Leap attack, high jump
+10 ft.
6
+6/+1
+5
+5
+2
Spring Attack, slow fall 30 ft.
+20 ft.
7
+7/+2
+5
+5
+2
Armor training 2
+20 ft.
8
+8/+3
+6
+6
+2
Wall Rush, slow fall 40 ft.
+20 ft.
9
+9/+4
+6
+6
+3
Uncanny Dodge
+30 ft.
10
+10/+5
+7
+7
+3
Improved Leap Attack, slow fall 50 ft.
+30 ft.
11
+11/+6/+1
+7
+7
+3
Armor training 3
+30 ft.
12
+12/+7/+2
+8
+8
+4
Jump Momentum, slow fall 60 ft.
+40 ft.
13
+13/+8/+3
+8
+8
+4
Improved uncanny dodge
+40 ft.
14
+14/+9/+4
+9
+9
+4
Slow fall 70 ft.
+40 ft.
15
+15/+10/+5
+9
+9
+5
Armor training 4, Greater Leap Attack
+50 ft.
16
+16/+11/+6/+1
+10
+10
+5
Deadly Fall, Slow fall 80 ft.
+50 ft.
17
+17/+12/+7/+2
+10
+10
+5
Armored jumper
+50 ft.
18
+18/+13/+8/+3
+11
+11
+6
Slow fall 90 ft.
+60 ft.
19
+19/+14/+9/+4
+11
+11
+6
Armor mastery
+60 ft.
20
+20/+15/+10/+5
+12
+12
+6
Dragoon Perfection, slow fall any distance
+60 ft.
Level
BAB
Fort
Ref
Will
Special
Fast Movement
Class features
The following are class features of the lancer.
Weapon and Armor Proficiency: A lancer is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields).
Power Attack: A lancer receives the power attack feat as a bonus feat, even if he doesn’t meets the prerequisites.
Lancer's charge (Ex): The lancer is adept at performing devastating strikes when rushing his opponents. Whenever the lancer charges, it deals one additional point of damage per lancer level on a successful attack.
Mobile Defense (Ex): The lancer has been trained in a special method to defend themselves better while moving. Whenever you move during a round, you gain a bonus to your AC equal to half your Lancer level, rounded down.
Armor Training (Ex): Starting at 3rd level, a lancer learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a lancer can also move at his normal speed while wearing medium armor. At 7th level, a lancer can move at his normal speed while wearing heavy armor.
Fast Movement (Ex): At 3rd level, a lancer gains an enhancement bonus to his land speed, as shown on Table: Lancer. A lancer carrying a medium or heavy load loses this extra speed.
Slow Fall (Ex): At 4th level or higher, a lancer learns to improve its landing method when jumping to decrease falling damage received. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is after a jump. The lancer's ability to slow his fall (that is, to reduce the effective distance of the fall when jumping) improves with his lancer level until at 20th level he can jump and fall any distance without harm.
High Jump (Ex): At 5th level, a lancer adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.
Leap Attack (Ex): At 5th level, a lancer develops their signature attack style of combining strong jumps and deadly charges. You can combine a jump with a charge against an opponent. You must succeed on a Jump check of at least 10 horizontal feet while performing a charge. If you do, you double the normal bonus damage from your use of the Power Attack feat with a one handed weapon, or triple the extra damage if using a two handed weapon. You can ignore rough terrain in any squares you jump over while doing a charge.
Spring Attack: At 6th level a lancer receives the Spring Attack feat as a bonus feat, even if (s)he doesn’t meets the prerequisites.
Wall Rush (Ex): At 8th level the lancer´s speed and strength allows him to perform movement through the walls as if they were on the floor. During your movement, you can use a wall as if it were the floor while moving. You must start and end the movement in a horizontal surface. If you do not end your move on a horizontal surface, you fall prone, taking damage as appropriate for your height above the floor. Opponents on the floor still get attacks of opportunity as you move up the wall within areas they threaten. Any actions you can take while moving or that involve movement can be performed while using the wall rush.
Uncanny Dodge (Ex): At 9th level, a lancer gains the ability to react to danger before her senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A lancer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a lancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Improved Leap Attack (Ex): At 10th level, you improve your signature attack to deal devastating attacks from above. If you are at least 5 feet above your enemy, you can execute a charge by simply dropping from above. If you hit, you can choose either to deal double damage with a melee weapon or natural attack.
You can sacrifice the additional damage and do an immediate attempt to trip or grapple the opponent instead. You are treated as one size category larger than normal . After you attack, you take falling damage as normal for the distance you jumped.
Jump Momentum (Ex): Starting at 12th level you can move an additional distance equal to your successful Jump check. If you succeed on a 5 foot jump, you can jump up to 10 feet. If you succeed on a 10 foot jump, you can jump up to 20 feet. This movement is in addition to your normal movement speed.
Improved Uncanny Dodge (Ex): At 13th level and higher, a lancer can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has lancer levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Greater Leap Attack (Ex): At 15th level, the lancer has improved strongly its ability to leap to enable them to move in and out of danger. When performing a charge, you can continue to move after performing the attack as long as the total distance covered doesn’t surpass your speed.
Deadly Fall (Ex): At 16th level, whenever you fall down to your opponent from above you can do an automatic attempt to trip your opponent without sacrificing the additional damage. You also deal triple damage if you are holding a lance or polearm if you are performing a leap attack (instead of the usual double damage).
Armored Jumper (Ex): At 17th level, a lancer can ignore armor check penalties when using the acrobatics skill. Additionally, your speed is not reduced when wearing a medium or heavy load.
Armor Mastery (Ex): At 19th level, a lancer gains DR 5/— whenever he is wearing armor or using a shield.
Dragoon Perfection (Ex): At 20th level, you perfect your signature attack. Whenever you do a charge, you can perform a full attack at the end of the charge. If your charge comes from above your opponent, your opponent is considered flat-footed.
Hello all!
This is my attempt to do a non-spellcasting, non-maneuver dragoon style class. It turned out to be somewhat of a mixture between fighter, monk and sowewhat the scout (from 3.5) Any comments or suggestions are greatly appreciated!
A Final Fantasy inspired base class
When you hear impossible stories of an insanely fast enemies who seem to defy gravity with nothing more than dedication and strength, you are hearing the stories of a lancer. Martial warriors, who excel at delivering strong meteoric strikes to their enemies to clean up the battlefield.
Usually associated with dragons, due to their fondness of using armor resembling one, these mighty combatants are a force to be reckoned in combat. At first they seldom see anything other than another soldier, but once anybody sees them soar the skies, they will be astonished at the impressive feats they can achieve.
Role: Lancers excel at the battle front, due to their high mobility and strong attacks. They usually charge in first in battle against the strongest enemy, then let their companions take care of the remaining enemies.
Alignment: Any lawful
Hit Die: d10
Class skills
The lancer's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier
Level
BAB
Fort
Ref
Will
Special
Fast Movement
1
+1
+2
+2
+0
Power Attack, lancer's charge
+0 ft.
2
+2
+3
+3
+0
Mobile Defense
+0 ft.
3
+3
+3
+3
+1
Armor training 1, fast movement
+10 ft.
4
+4
+4
+4
+1
Slow fall 20 ft.
+10 ft.
5
+5
+4
+4
+1
Leap attack, high jump
+10 ft.
6
+6/+1
+5
+5
+2
Spring Attack, slow fall 30 ft.
+20 ft.
7
+7/+2
+5
+5
+2
Armor training 2
+20 ft.
8
+8/+3
+6
+6
+2
Wall Rush, slow fall 40 ft.
+20 ft.
9
+9/+4
+6
+6
+3
Uncanny Dodge
+30 ft.
10
+10/+5
+7
+7
+3
Improved Leap Attack, slow fall 50 ft.
+30 ft.
11
+11/+6/+1
+7
+7
+3
Armor training 3
+30 ft.
12
+12/+7/+2
+8
+8
+4
Jump Momentum, slow fall 60 ft.
+40 ft.
13
+13/+8/+3
+8
+8
+4
Improved uncanny dodge
+40 ft.
14
+14/+9/+4
+9
+9
+4
Slow fall 70 ft.
+40 ft.
15
+15/+10/+5
+9
+9
+5
Armor training 4, Greater Leap Attack
+50 ft.
16
+16/+11/+6/+1
+10
+10
+5
Deadly Fall, Slow fall 80 ft.
+50 ft.
17
+17/+12/+7/+2
+10
+10
+5
Armored jumper
+50 ft.
18
+18/+13/+8/+3
+11
+11
+6
Slow fall 90 ft.
+60 ft.
19
+19/+14/+9/+4
+11
+11
+6
Armor mastery
+60 ft.
20
+20/+15/+10/+5
+12
+12
+6
Dragoon Perfection, slow fall any distance
+60 ft.
Level
BAB
Fort
Ref
Will
Special
Fast Movement
Class features
The following are class features of the lancer.
Weapon and Armor Proficiency: A lancer is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields).
Power Attack: A lancer receives the power attack feat as a bonus feat, even if he doesn’t meets the prerequisites.
Lancer's charge (Ex): The lancer is adept at performing devastating strikes when rushing his opponents. Whenever the lancer charges, it deals one additional point of damage per lancer level on a successful attack.
Mobile Defense (Ex): The lancer has been trained in a special method to defend themselves better while moving. Whenever you move during a round, you gain a bonus to your AC equal to half your Lancer level, rounded down.
Armor Training (Ex): Starting at 3rd level, a lancer learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a lancer can also move at his normal speed while wearing medium armor. At 7th level, a lancer can move at his normal speed while wearing heavy armor.
Fast Movement (Ex): At 3rd level, a lancer gains an enhancement bonus to his land speed, as shown on Table: Lancer. A lancer carrying a medium or heavy load loses this extra speed.
Slow Fall (Ex): At 4th level or higher, a lancer learns to improve its landing method when jumping to decrease falling damage received. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is after a jump. The lancer's ability to slow his fall (that is, to reduce the effective distance of the fall when jumping) improves with his lancer level until at 20th level he can jump and fall any distance without harm.
High Jump (Ex): At 5th level, a lancer adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.
Leap Attack (Ex): At 5th level, a lancer develops their signature attack style of combining strong jumps and deadly charges. You can combine a jump with a charge against an opponent. You must succeed on a Jump check of at least 10 horizontal feet while performing a charge. If you do, you double the normal bonus damage from your use of the Power Attack feat with a one handed weapon, or triple the extra damage if using a two handed weapon. You can ignore rough terrain in any squares you jump over while doing a charge.
Spring Attack: At 6th level a lancer receives the Spring Attack feat as a bonus feat, even if (s)he doesn’t meets the prerequisites.
Wall Rush (Ex): At 8th level the lancer´s speed and strength allows him to perform movement through the walls as if they were on the floor. During your movement, you can use a wall as if it were the floor while moving. You must start and end the movement in a horizontal surface. If you do not end your move on a horizontal surface, you fall prone, taking damage as appropriate for your height above the floor. Opponents on the floor still get attacks of opportunity as you move up the wall within areas they threaten. Any actions you can take while moving or that involve movement can be performed while using the wall rush.
Uncanny Dodge (Ex): At 9th level, a lancer gains the ability to react to danger before her senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A lancer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a lancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Improved Leap Attack (Ex): At 10th level, you improve your signature attack to deal devastating attacks from above. If you are at least 5 feet above your enemy, you can execute a charge by simply dropping from above. If you hit, you can choose either to deal double damage with a melee weapon or natural attack.
You can sacrifice the additional damage and do an immediate attempt to trip or grapple the opponent instead. You are treated as one size category larger than normal . After you attack, you take falling damage as normal for the distance you jumped.
Jump Momentum (Ex): Starting at 12th level you can move an additional distance equal to your successful Jump check. If you succeed on a 5 foot jump, you can jump up to 10 feet. If you succeed on a 10 foot jump, you can jump up to 20 feet. This movement is in addition to your normal movement speed.
Improved Uncanny Dodge (Ex): At 13th level and higher, a lancer can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has lancer levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Greater Leap Attack (Ex): At 15th level, the lancer has improved strongly its ability to leap to enable them to move in and out of danger. When performing a charge, you can continue to move after performing the attack as long as the total distance covered doesn’t surpass your speed.
Deadly Fall (Ex): At 16th level, whenever you fall down to your opponent from above you can do an automatic attempt to trip your opponent without sacrificing the additional damage. You also deal triple damage if you are holding a lance or polearm if you are performing a leap attack (instead of the usual double damage).
Armored Jumper (Ex): At 17th level, a lancer can ignore armor check penalties when using the acrobatics skill. Additionally, your speed is not reduced when wearing a medium or heavy load.
Armor Mastery (Ex): At 19th level, a lancer gains DR 5/— whenever he is wearing armor or using a shield.
Dragoon Perfection (Ex): At 20th level, you perfect your signature attack. Whenever you do a charge, you can perform a full attack at the end of the charge. If your charge comes from above your opponent, your opponent is considered flat-footed.
Hello all!
This is my attempt to do a non-spellcasting, non-maneuver dragoon style class. It turned out to be somewhat of a mixture between fighter, monk and sowewhat the scout (from 3.5) Any comments or suggestions are greatly appreciated!