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Custom Class: The Lancer

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Newtype Zero

PostPosted: Wed Jul 05, 2006 1:19 am


LANCER

Masters of the spear and lance, the Lancer takes to the air for powerful attacks that are able to devastate almost any foe. Seekers of adventure and protectors of the people, Lancers are willing to lay their lives on the line for whatever it may be they believe in. Lancers typically are seen as knights among the city guard in the best cases and in the worst, are seen as destructive forces which few can actually stand against.

Adventures: Lancers typically see adventures as ways to improve their skills with their one of their favored weapons, the spear, lance, halberd, or trident. Some will work in order to protect the kingdom they serve while others will put their skills to use for money. Regardless of their motives, a true Lancer will rarely turn down a chance for a good adventure or chance to test their skills.

Characteristics: Lancers are strong, proud and live by their own code. Though Lancers are typically accustomed to most standard weapons and armor, they have chosen to take up the lance as their weapon of choice. So long as the Lancer uses their weapon of choice, they have the potential to be truly deadly on the battlefield.

Alignment: Lancers have no particular alignment and warship no particular deity, they usually live by their own code. Good Lancers are those who seek to eradicate evil from this world. Lawful Lancers will serve their kingdom without question and do whatever they must to protect it. Chaotic Lancers will typically wander from place to place as mercenaries, putting their skills to use depending on how much they get paid. Evil Lancers are usually extremely destructive with their weapons and tend to be feared by most people.

Religion: Lancers do not have any specific deity they warship, though many warship Heironeous, Kord, St. Cuthbert, Erythnul or Pelor. Some Lancers will follow what they perceive as the will of their god and act as crusaders in their name.

Background: Lancers are usually the children of knights in service to the kingdom and who began to train at a young age. Some, however, may come out of a traveling circus where they have trained in many skills that a Lancer uses, while others my simply have a natural ability with the lance.

Races: Human and Elven Lancers are typically those who are the city or royal guard of their particular kingdom and come from noble backgrounds. Dwarf and Halfling Lancers may also be city or royal guards with noble backgrounds, but more typically have trained themselves in the ways of the Lancer and are mercenaries for hire. Orcish and Gnome Lancers are rarely, if ever seen and are almost always self-taught in their fighting style.




Other Classes: Lancers excel in fighting but never mind having a good Fighter or spell caster by their side. Rangers and Monks are typically liked by Lancers for their devotion to their particular weapons of choice and they usually get along well. Barbarians and Rogues are usually looked down upon by Lancers for their lack of discipline and control in most cases.

Role: Lancers are almost always front-line melee combatants. Their skill with a lance can allow them to deal out massive damage but they often find themselves in trouble without additional melee support at lower levels.

Game Rule Information
Abilities: Strength is what makes a Lancer legendary with their weapons because it increases their melee and damage roles. Dexterity is also key for a Lancer since it will increase their armor class and allow their Leap attacks to do more damage. Constitution will allow for more hit points in a Lancer and should be considered. A Charismatic Lancer may also be able to talk himself out of a potential fight.

Alignment: Any

Other: Any creature larger than Medium size can not be a Lancer.

Hit Dice: 1d10

Class Skills
The Lancer’s class skills include:
Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str)

Skill Points at First Level: (3+Int Modifier) x 4

Skill Points for Each Adding Level: 3+Int Modifier













Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +1 +0 +0 Leap 1/day, Weapon Focus (Spear, Lance, Halberd, or Trident)
2 +1 +2 +0 +0 -
3 +2 +3 +1 +1 Skill Focus (Jump)
4 +3 +4 +1 +1 Leap 2/day, Endurance
5 +3 +4 +2 +2 -
6 +4 +5 +2 +2 Weapon Specialization (Spear, Lance, Halberd, or Trident)
7 +5 +5 +3 +2 Improved Leap
8 +6/+1 +6 +3 +3 Leap 3/day, Diehard
9 +6+1 +6 +4 +3 Damage Reduction 1/-,
10 +7/+2 +7 +4 +4 Power Critical
11 +8/+3 +7 +5 +4 Greater Leap
12 +9/+4 +8 +5 +5 Leap 4/day, Greater Weapon Focus (Spear, Lance, Halberd, or Trident)
13 +9/+4 +8 +6 +5 -
14 +10/+5 +9 +6 +6 Damage Reduction 2/-
15 +11/+6/+1 +9 +7 +6 -
16 +12/+7/+2 +10 +7 +7 Leap 5/day, Greater Weapon Specialization (Spear, Lance, Halberd, or Trident)
17 +12/+7/+2 +10 +8 +7 Damage Reduction 3/-
18 +13/+8/+3 +11 +8 +8 -
19 +14/+9/+4 +11 +9 +8 Damage Reduction 4/-
20 +15/+10/+5 +12 +10 +9 Dive from the Heavens, Leap 6/day





Class Features
All of the following are class features for the Lancer.

Weapon and Armor Proficiency: Lacers and proficient with all simple and martial weapons and with medium and light armor. They are not proficient with shields.

Leap (Ex): The Lancer is able to leap into the heavens for a powerful diving attack a certain number of times per day. The Lacer uses one full round action to leap high into the heavens and their next full round to land their powerful diving attack. While in the air, the Lancer is unable to do any other actions but can not be targeted by any effects until the round where he lands.
In order for the Lancer to use their Leap attack, they must make a successful Jump skill check higher than the target’s Flat-Footed Armor class. During their next round, the Lancer makes a normal damage roll and adds 1d6 to the roll. If the target moves out of a 10 foot radius from where they were originally standing, the Leap attack misses.
At level 1, a Lancer may only use Leap once per day but gains an additional Leap use at levels 3, 5, 7, 9, 11, 13, 15, 18, and 20.
At level 7, the Lancer gains the Improved Leap skill and at level 11 the Lancer learns the Greater Leap skill, both of these stack onto the Leap skill.
The Leap ability can not be used in Heavy Armor until the Lancer gains the Improved Leap ability at seventh level. Leap can never be used while using a shield.

Weapon Focus (Spear, Lance, Halberd, or Trident): A Lancer’s weapon of choice is a polearm that can be driven into a foe with their mighty leaping attacks. At level 1, the Lancer must choose what weapon they will focus on and must use this type of weapon in order to use their Leap abilities. The Lancer can choose from the Spear, Lance, Halberd, or Trident for their weapon focus and gains a +1 attack roll bonus with that weapon type. Please see page 102 of the Player’s Handbook for further details of the Weapon Focus feat.

Skill Focus (Jump): The Jump skill is used in the Lancer’s Leap ability and at third level, the Lancer had learned to jump higher and further. He gains the Skill Focus (Jump) feat and gains a +3 on all jump checks. Please see page 100 of the Player’s Handbook for more information on this feat.

Endurance: At fourth level, the Lancer has become tough in battle and a +4 bonus on checks or saves to resist non-lethal damage. Please see page 93 of the Player’s Handbook for more information on this feat.

Weapon Specialization (Spear, Lance, Halberd, or Trident): The Lancer has trained long and hard with their weapon of choice and gains the Weapon Specialization feat with the weapon type they chose for their Weapon Focus feat. This grants the Lancer a +2 bonus on damage rolls with their weapon of choice. Please see page 102 of the Player’s Handbook for further details of the Weapon Focus feat.

Improved Leap (Ex): At seventh level, the Lancer has become extremely skilled with their Leap ability. Because of this, the Lancer adds an additional d6 to their Leap ability (making it a normal damage roll +2d6). Leap may also be used with heavy armor at this level and will hit the target as long as it remains within a 15 foot radius.

Diehard: At eighth level, the Lancer is a force to be reckoned with in battle and does not go down easily. The Lancer gains the Diehard feat and can now fight until he reaches -9 hit points. For more information on this feat, see page 93 of the Player’s Handbook.

Damage Reduction: At ninth level, the Lancer’s strict training has made him even tougher to defeat in battle and the Lancer can now shrug off 1 point of damage taken from melee attacks.
This skill increases one point at levels 14, 17, and 19.

Power Critical: The Lancer now gains a +4 bonus on any attack rolls made to confirm a possible critical attack on a foe.

Greater Leap (Ex): The Lancer is now even closer to mastering the Leap ability. They now ignore the foe‘s armor class for a Leap attack and add an additional d6 to their damage roll (normal damage roll+3d6). The Lancer now makes an attack roll with their Leap ability, if the attack roll would be a critical with their weapon (foe‘s armor class is still ignored), the Leap ability will do double damage when the Lancer lands, this roll does not need to be confirmed. The Lancer can also now hit the foe as long they are within a 30 foot radius of where the target was originally stood.

Greater Weapon Focus (Spear, Lance, Halberd, or Trident): The Lancer has used their weapon of choice for so long that they are now much better with it then before. Because of this, the Lancer gains the Greater Weapon Focus feat, which gives them an additional +2 bonus on their weapon of choice. This feat stacks with any previous taken Greater Weapon Focus (Spear, Lance, Halberd, or Trident) feats the Lancer may have. See page 95 in the Player’s Handbook for more information on this feat.

Greater Weapon Specialization (Spear, Lance, Halberd, or Trident): The Lancer is extremely deadly with their weapon of choice now. They gain the Greater Weapon Specialization feat with their weapon of choice and get a +4 bonus on all damage rolls with that weapon type. See page 95 of the Player’s Handbook for more information on this skill.

Dive From the Heavens (Ex): At twentieth level, the Lancer had finally master their Leap ability. The Lacer takes to the sky and dives towards their foe at an extremely fast speed, causing triple Leap (weapon damage + 3d6) damage to the foe. This skill can now be used in place of the Leap ability, but the Lancer must rest one full round after using Dive From the Heavens. Dive from the Heavens will hit the Lancer’s original target as long as it is within a 50 foot radius of where it originally stood.


Ex-Lancers
A Lancer who does not use their weapon of choice, as chosen at level 1, can no longer use any Leap related abilities and can not gain any more levels in the Lancer class until they use their weapon type of choice one again.
PostPosted: Tue Jul 25, 2006 2:05 pm


So no opinions on my class? crying

Newtype Zero


Kalgalath

PostPosted: Thu Jul 27, 2006 7:26 am


Hehe, actually I think that alot of people just forget that we have sub-forums :p

I think its a pretty good idea, though im in hurry and didnt have time to read all the way through.

Theres a weapon called the Jumpspear, and the Armor enchantment 'falling' that would go well with this. That and the rules for being hit from objects falling from the sky would be good precedents to check mechanics against.
PostPosted: Tue Aug 01, 2006 10:18 am


Kalgalath
Hehe, actually I think that alot of people just forget that we have sub-forums :p

I think its a pretty good idea, though im in hurry and didnt have time to read all the way through.

Theres a weapon called the Jumpspear, and the Armor enchantment 'falling' that would go well with this. That and the rules for being hit from objects falling from the sky would be good precedents to check mechanics against.


Any idea what book those rules are in? I don't recall seeing them in anoy of the ones I have (though I'll check the PHB and DMG again...)

Newtype Zero


Kalgalath

PostPosted: Thu Aug 03, 2006 8:37 am


Well, the Falling armor attribute is in the Expanded Psionics handbook. I cant remember where the jumpspear was from, or even really remember what the name was. I want to say it was in one of the equipment-heavy books, and dealt with falling off the backs of flying mounts, that sort of thing.

The rules for falling objects are in either the DMG or the PH, maybe both.
PostPosted: Mon Nov 19, 2007 2:50 pm


It seems that the thing about how often leap can be used differs from the table to the paragraph that you wrote about it.

billsabob


Dragon Rider Joe

PostPosted: Wed Dec 05, 2007 8:38 pm


holy god... this can either really really work or you die in the first few rounds! this is a death sentence in dungeon crawl settings!
darkzumi generated a random number between 1 and 1000 ... 886!
PostPosted: Mon Dec 15, 2014 1:12 am


This class is a really nice concept and a specialist, I like it. My main problem with it is that the saves are just way too high, almost at monk level (since monks are 12/12/12 at 20th). As a warrior type character that doesn't have any nimble or agility type class features (no evasion, uncanny dodge, etc) their Reflex save should be the same as a fighter's, which means maxing out at +6. Also, they're not a full caster or even a semi-caster class so their Will saves should also only be as a fighter's, maxing at +6.

Other than that, great work!

darkzumi

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