Lancer
Created by DrKultra

"I believe you when you tell me you almost jumped out of your skin. That's what scares me."

Lancers (Lan) are the best at what they do, and that is jumping. They've perfected it until it's nearly an art form. Obsessed with jumps, they will study all sorts of natural creatures, trying to master the art of the virtual flight. Some would contend they are more possessed than merely obsessed; but one cannot deny the skill with which they leap.

Hit Die: d8

Requirements:
To qualify to become a Lancer, a character must fulfill the following criteria:
Base Attack Bonus: +5
Skills: Jump: 8 ranks
Feats: Spring Attack, Weapon Focus (Any Spear), Skill Focus (Jump)
Proficiencies: All Simple Weapons or any one Spear.
Special: Must be a Human, Half-Elf, Elf, Genasi, Aasimar, or Tiefling.

Class Skills:
The Lancer's Class Skills (and key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Search (Wis), Spot (Wis), and Swim (Str).

Skill Points at Each Level: 4 + Int Modifier.

Level BAB Fort Ref Will Special
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  1   +1  +0   +2   +0  Leap 50 ft. (10 ft.); Legs of Steel (10ft)
  2   +2  +0   +3   +0  Jump +2;  Armor Mobility (+1)
  3   +3  +1   +3   +1  Leap 60 ft. (20 ft.); Legs of Steel (20ft)
  4   +4  +1   +4   +1  Jump +4; Claustrophobia
  5   +5  +1   +4   +1  Leap 70 ft. (30 ft.); Legs of Steel (30ft); Armor
                        Familiarity (Light)
  6   +6  +2   +5   +2  Jump +6; Eagle Eye; Improved Armor Mobility (+2)
  7   +7  +2   +5   +2  Leap 80 ft. (40 ft.); Legs of Steel (40ft)
  8   +8  +2   +6   +2  Jump +8; Improved Leap
  9   +9  +3   +6   +3  Leap 90 ft. (50 ft.); Legs of Steel (50ft)
  10  +10 +3   +7   +3  Leap 100 ft. (60 ft.); Greater Armor Mobility (+3);
                        Armor Familiarity (Medium)

Class Features: All of the following are class features for the Lancer prestige class:

Weapon and Armor Proficiency: A Lancer is proficient with all Spear Weapons, Light and Medium Armor, and Shields.

Leap (Su): A Lancer may jump the listed distance in any one direction horizontally or the parenthetical distance vertically within one turn, regardless of his base speed, as a move action. (He may jump less at will.) They may run as normal. Charging with a Leap while wielding a single spear adds a +2 to damage for every additional 10 feet they could have jumped through their opponent. This increases to +2 for every 5 feet downwards they travel onto an opponent's head or body.

Improved Leap (Ex): The Lancer no longer provokes attacks of opportunity when in the midst of a jump; he moves far too fast in mid-air.

Legs of Steel (Su): While carrying a medium load or lighter, the Lancer determines fall damage as though he had fallen a distance equal to the listed number subtracted from the distance fell.

Jump Bonus (Ex): The Lancer received the listed bonus to his Jump Checks.

Armor Familiarity (Ex): Much practice jumping has helped to improve the Lancer's abilities with his armor. Ignore the armor check penalty for armor of the listed type when making jump checks.

Claustrophobia (Ex): A Lancer is so accustomed to big open spaces for free movement that he is unable to use his Leap or Legs of Steel when in a small environment. A small environment is defined as one with only nine times the area (twenty-seven times the volume) more than the minimum required to hold a character of the Lancer's size. 

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