A Lancer is someone who devotes his time to studying the techniques of his enemies. They use the Supernatural Ability Lancet to learn the special qualities of the enemies they face. Non-spellcasters may become a Lancer to try and add a magical side to their arsenal while spellcasters may wish to try and add some physical abilities. Lancers also have the Extraordinary Ability to jump high and Impale their foes.
Requirements
- Skills: Jump 8+ ranks, Gather Information 4+ ranks.
- Abilities: Intelligence 15+.
- Base Attack Bonus: +8.
- Feats: Weapon Focus and Weapon Finesse with one or more of the following: Glaive, Guisarme, Halberd, Halfspear, Heavy Lance, Javelin, Light Lance, Longspear, Ranseur, Shortspear, Trident. The feat Weapon Finesse may be taken with an above weapon even if it is not light for the character.
Class Skills
The Lancer’s class skills (and the key ability for each) are: Balance (dex*), Climb (str*), Concentration (con), Craft (int), Gather Information (cha), Jump (str*), Knowledge/all (int). Profession (wis), Ride (dex), Wilderness Lore (wis).
Skill Points each additional level: 4 + int modifier.
Class Features
- Hit Die: The Lancer rolls dl0s for hit points.
- Weapon and Armor Proficiency: Lancers are proficient with all simple and martial weapons, light armor, and the Buckler.
- Jump Attack: At 1st level, the Lancer gains the Extraordinary Ability to jump into the air to attack foes from above. The Lancer must be able to jump at least 10 ft. above the target’s head or this ability cannot be used. This ability may be used once per battle per level of Lancer. It provokes an attack of opportunity from the target if the attack fails, and from enemies surrounding the Lancer before the attack begins. The jumping range is 5 ft. per two ranks of Jump. A Jump Attack must be used with the weapon specified in the Lancer's Weapon Focus and Weapon Finesse Feats.
The Lancer must act after his target and lands just before the target's next action. Damage is dealt as the weapon being used, with a few differences. Add 1d6 damage +1 per 10 ft. jumped to the damage done as impaling damage. As you level up as a Lancer, the damage you add is increased as per the Chart. If the attack is successful, you take only 1d4+1 per 10 ft. impact damage. If the attack fails, you take 2dl0 damage + 1 for every 10 ft. jumped.
- Lancet: At 1st level, the Lancer has the Supernatural Ability to learn his enemy's abilities. A check may be made once per target. Once the check is made, the Lancer may never try to Lancet that target again. It provokes attacks of opportunity. A Concentration check must be made (DC = target's CR or level) or the Lancet is wasted for that enemy. A Lancet check is a d20 + the Lancer’s Gather Information modifier. To learn an ability, the roll must be equal to or greater than the CR of 20 for Special Qualities, 20 + enemy's CR or level for Feats, or 25 + enemy's CR or level for Special Attacks. The Lancer gets a randomly determined quality from those he qualified for. He can only learn those he has all prerequisites for if there are any (i.e. 3 arms for 3 weapon fighting or a cleaver equivalent). The abilities take effect and can be used only after a day of rest. Otherwise, they are exactly as if the Lancer had them naturally.
- Improved Jump Attack: At 3rd level, the Lancer may use any hafted weapon or pole-arm to make a Jump Attack. In addition, the Lancer adds an additional +1 to attack rolls, and only takes 1d4 damage +1 per 20 ft. jumped on a successful attack, and 2d8 damage +1 per 20 ft. jumped on a failure.
- Great Jump Attack: At 6th level, the Lancer may use any melee weapon to make a Jump Attack. Also, the Lancer adds an additional +2 (not cumulative) to attack rolls, and only takes 1d4 damage on a successful attack, and 2d6 damage +1 per 30 ft. jumped on a failure.
- Lancer Jump Fury: At 10th level, the Lancer may make an airborne ranged attack, then the normal melee strike. Each attack gains an additional +3 (not cumulative) to attack rolls. The number of ranged attacks is equal to the Lancer's Dexterity modifier. These attacks may be at any target within a 40 ft. radius of the target, or the target itself. The Lancer no longer takes impact damage on a successful attack, and only takes 2d4 damage on a failed attack.
The Lancer - Chart
Level BAB Fort Ref Will Special
1 +1 +0 +2 +0 Jump Attack 1/battle (1d6), Lancet.
2 +2 +0 +3 +0 Jump Attack 2/battle.
3 +3 +1 +3 +1 Improved Jump Attack 3/battle.
4 +4 +1 +4 +1 Jump Attack 4/battle (2d4).
5 +5 +1 +4 +1 Jump Attack 5/battle.
6 +6/+1 +2 +5 +2 Great Jump Attack 6/battle.
7 +7/+2 +2 +5 +2 Jump Attack 7/battle (1d10).
8 +8/+3 +2 +6 +2 Jump Attack 8/battle.
9 +9/+4 +3 +6 +3 Jump Attack 9/battle.
10 +10/+5 +3 +7 +3 Lancer Jump Fury 10/battle (2d6).
11 +11/+6/+1 +3 +7 +3 Jump Attack 11/battle.
12 +12/+7/+2 +4 +8 +4 Jump Attack 12/battle.
13 +13/+8/+3 +4 +8 +4 Jump Attack 13/battle (1d20).
14 +14/+9/+4 +4 +9 +4 Jump Attack 14/battle.
15 +15/+10/+5 +5 +9 +5 Jump Attack 15/battle.
16 +16/+11/+6/+1 +5 +10 +5 Jump Attack 16/battle (2d12).
17 +17/+12/+7/+2 +5 +10 +5 Jump Attack 17/battle.
18 +18/+13/+8/+3 +6 +11 +6 Jump Attack 18/battle.
19 +19/+14/+9/+4 +6 +11 +6 Jump Attack 19/battle (2d20)
20 +20/+15/+10/+5 +6 +12 +6 Jump Attack 20/battle.
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