Lancer (3.5e Class)

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Lancer
Rating: Not rated
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Status: Complete, but advice is always welcome.
Editing: Constructive edits welcome

Lancer[edit]

Knight that uses his/her skill in jumping and has dragons as allies and he/she specializes in slaying dragons of different alignment and type.

Making a Lancer[edit]

Lancers are the defenders of good and the vile creators of evil, as they acquire a close relationship with the partnership they form with a dragon they become more like them. As the Lancer advances in training they become more like a dragon with the increase in resistances and battle capabilities. At one point in their training they acquire a dragon companion that brings them closer to the dragon they hold in high esteem.

Combat oriented with low skill points, low reflex and will saves. They work great in a party.

Abilities[edit]

Strength is the most important stat for a lancer due to his role in combat and his ability to jump. Constitution is important to help strengthen the lancers breath weapon as well as increasing the length that a lancer can last in battle. Charisma helps with the lancers ability to smite dragons.

Races[edit]

All races are welcome and likely to train in the way of the Lancer to become closer to dragons.

Alignment[edit]

Alignment is limited to the alignment of the dragon chosen.

Starting Gold[edit]

5d6×10 gp ( 175 gp)

Starting Age[edit]

Moderate

Table: The Lancer[edit]

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Detect Dragons, Smite Dragon 1/day
2nd +2 +3 +0 +0 Jump (10 ft x 10 ft)
3rd +3 +3 +1 +1 Dragon Viscus (2d6; 15 ft. cone or 30 ft. line)
4th +4 +4 +1 +1 Draconic Resilience +1
5th +5 +4 +1 +1 Smite Dragon 2/day
6th +6/+1 +5 +2 +2 Dragon Spirit 1/week, Dragon Loyalty, Jump (15 ft x 15 ft), Dragon Viscus (3d6)
7th +7/+2 +5 +2 +2 Dragon Heart (disease)
8th +8/+3 +6 +2 +2 Draconic Resilience +2
9th +9/+4 +6 +3 +3 Dragon Aura, Dragon Viscus (4d6)
10th +10/+5 +7 +3 +3 Dragon Senses, Smite Dragon 3/day, Jump (20 ft x 20 ft)
11th +11/+6/+1 +7 +3 +3 Double Jump, Dragon Heart (sleep and paralysis)
12th +12/+7/+2 +8 +4 +4 Draconic Resilience +3, Dragon Spirit 2/week, Dragon Viscus (5d6)
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Jump (25 ft x 25 ft)
15th +15/+10/+5 +9 +5 +5 Smite Dragon 4/day, Dragon Viscus (6d6), Dragon Heart (energy)
16th +16/+11/+6/+1 +10 +5 +5 Triple Jump, Draconic Resilience +4
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Dragon Spirit 3/week, Jump (30 ft x 30 ft), Dragon Viscus (7d6)
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Draconic Resilience +5, Smite Dragon 5/day

Class Skills ( 2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis) plus the skills of the specific dragon you have chosen.

Class Features[edit]

All of the following are class features of the Lancer

Weapon and Armor Proficiency[edit]

Lancers are proficient with all simple weapons, and with all spears, polearms, lances, and with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Chosen Dragon: At first level a lancer chooses a dragon type (gold, red, yellow, etc). This dragon will determine the alignment and abilities of a lancer. This dragon does not have to be a true dragon, although this may make it a little more difficult to figure out some of the abilities, such as breath weapon or immunities.

Detect Dragons (Sp):At will, a lancer can use the spell detect good, but only to detect the presence of dragons, this effect can see through any form of polymorph or other form of illusions.

Smite Dragon (Su): Once per day, a lancer may attempt to smite a dragon with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per lancer level. If the lancer accidentally smites a creature that is not of dragon blood, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the lancer may smite dragon one additional time per day, as indicated on Table: The Lancer, to a maximum of five times per day at 20th level.

Jump (Ex): Through great training and determination the lancer learns to jump at incredible heights and distances. The lancer can jump as though he had a running start, even while standing. He also ignores all armor check penalties to jump checks.

The lancer can jump at a height and distance as that listed on Table: The Lancer of the corresponding level. This jump is for free and requires no jump check. A jump check can be used to add distance to this.

This jump is counted as a charge for purposes of attacks, except that there is no penalty to AC and that all strength based damage done is doubled, tripled if using a spear, polearm, or lance.

At 2nd level the height and distance the lancer can jump is 10 ft (vertical) by 10 ft (horizontal) and increases as listed on Table: The Lancer. All falling distance equal to the the lancers jump distance is negated as long as the lancer is conscious.

Dragon Viscus (Su): The lancer, once reaching 3rd level, gains the breath weapon of his chosen dragon. The breath weapon regardless of type deals 2d6 points of damage, +1d6 for every three additional lancer levels. A successful reflex save halves the damage dealt. The save DC is equal to 10 + 1/2 your lancer level + your Con modifier. Just like a true dragon you must wait 1d4 rounds before you can use your breath weapon again.

The shape of your breath weapon is the same as your chosen dragon. Cone-shaped breath weapons are 15 ft. and line-shaped breath weapons are 30 ft.

Draconic Resilience (Ex): Upon reaching 4th level, the lancer gains the extraordinary ability to enhance his own combat prowess. The lancer gains the effects of a single draconic resilience from the list bellow. The resilience is always active and can be suppressed as a free action. The lancer may change the active resilience as a free action, but no more than once per round. The resilience can be expended as a move action to gain an additional bonus that lasts 5 rounds but the resilience remains inactive for 1 min, thus the lancer looses the normal bonus of the resilience. After this time the lancer can activate his resilience as a free action.

Armor: The lancer gains a natural armor bonus equal to his resilience bonus to his armor class. When expended the bonus is doubled against the attacks of a dragon.
Immunity: The lancer gains a bonus to his saving throws equal to twice his resilience bonus. When expended the lancer automatically passes all saving throws made to resist the effects of dragons.
Resistance: The lancer gains spell resistance equal to five times his resilience bonus. When expended the lancer automatically resists all spells cast by dragons.
Power: The lancer gains a bonus to damage equal to twice his resilience bonus. When expended the lancer deals double damage against dragons.
Health: The lancer gains fast healing equal to his resilience bonus. When expended the lancer gains regeneration equal to twice his resilience bonus, but with a minor difference, only damage dealt by dragons is converted, all other damage is treated as normal.

Dragon Spirit (Sp): At 6th level, once per week when a lancer drops below 0 hit points he/she may call upon the spirit of a dragon and restore a number of hit points to bring him to half his total hit points. He can use this ability one additional time per week for every six levels after 6th (twice per week at 12th, three times at 18th, and so forth). Activating this ability is a swift action that can be activated at any time even when unconscious and even if the lancer would drop below -10 hit points.

Dragon Loyalty (Sp):Once per day, as a full-round action, a lancer may magically call his dragon from the realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the lancer’s level. The dragon immediately appears adjacent to the lancer and remains for 2 hours per lancer level; it may be dismissed at any time as a free action. The dragon is the same creature each time it is summoned, though the lancer may release a particular dragon from service.

Each time the dragon is called, it appears in full health, regardless of any damage it may have taken previously. The dragon also appears wearing or carrying any gear it had when it was last dismissed. Calling a dragon is a conjuration (calling) effect.

Should the lancer’s dragon die, it immediately disappears, leaving behind any equipment it was carrying. The lancer may not summon another dragon for thirty days or until he gains a lancer level, whichever comes first, even if the dragon is somehow returned from the dead. During this thirty-day period, the lancer takes a –1 penalty on attack and weapon damage rolls.

Advancement of the dragon is the same as if the dragon was a cohort of the lancers. Treat the lancer as if it had the leadership feat and the necessary leadership score to attract the dragon as a cohort.

Dragon Heart (Su): At 7th level, the lancer gains the draconic subtype, as well as immunity to all diseases, including supernatural and magical diseases, at 11th level, immunity to sleep and paralysis effects, and at 15th the lancer gains the energy type immunities and vulnerabilities of the dragon of the lancers chosen type.

Dragon Aura (Su): At 9th level a lancer gains either an aura of courage, if good or frightful presence, if evil and is immune to the effect of the frightful presence of dragons.

The aura of courage works as following: a lancer and each ally within 30 feet of him gains a +6 morale bonus on saving throws against fear effects.

The frightful presence works as following: the ability takes effect automatically whenever the lancer attacks, charges, or jumps. All creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the lancer. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 lancer’s lancer level + lancer’s Cha modifier) remains immune to that lancer’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds.

Dragon Sense (Su): At 10th level a lancer gains the Blindsense 60 ft. and Keen Senses as a dragon.

Double Jump (Ex): A lancer can make a total of two attacks on up to two targets during a jump. All targets must be withing 5 ft. of each other and can only be made with lances, spears, pole arms, etc. The first attack is at your full attack bonus, the second at a -5 attack bonus.

Triple Jump (Ex): A lancer can make a total of three attacks on up to three targets during a jump. All targets must be withing 5 ft. of each other and can only be made with lances, spears, pole arms, etc. The first attack is at your full attack bonus, the second at a -5 attack bonus, and the third a -10 attack bonus.


CODE OF CONDUCT[edit]

A lancer must be the alignment of the dragon whom he/she is loyal to. Also the lancer may not slay or harm any dragon that is of the type that he has sworn allegiance to, unless no other options are available, and only as a last resort.

RULES ON DRAGONS[edit]

Any creature with dragon blood, the dragon subtype, or the dragon type is effected by any of the lancers abilities.


Ex-Lancer[edit]

A lancer who ceases to follow the alignment of the chosen dragon, who willfully commits an act that opposes the dragons alignment, or who grossly violates the code of conduct loses all lancer abilities (including the service of the dragon companion, but not weapon, armor, and shield proficiencies). You may not progress any farther in levels as a lancer. You regain all abilities and advancement potential if you atones for your violations (see the atonement spell description), as appropriate.

Like a member of any other class, a lancer may be a multiclass character, but multiclass lancers face a special restriction. A lancer who gains a level in any class other than lancer may never again raise his lancer level, though he retains all his lancer abilities.

Human Lancer Starting Package[edit]

These are the basic starting equipment when I first thought of the Lancer, but please take in mind anything that the players make is probably better than the basic, generic idea of the Lancer (even by the creator of the class in the first place) and don't forget to choose the dragon for the basis of all the dragon abilities that you get as you advance in the Lancer.


Armor[edit]

Scale Mail +4 AC, speed 20 ft, 30 lbs

Weapons[edit]

Glaive (1d10, crit x3, 10 lbs, large, slashing), 5 javelins (1d6, crit x2, 30 ft, medium, piecing)

Skill Selection[edit]

Pick a number of skills equal to 2 + Int modifier + 1 for human bonus skill point.

Skill Ranks Ability Armor
Check
Penalty
Diplomacy 4 Cha
Heal 4 Wis
Jump 4 Str -6
Knowledge (arcana) 4 Int
Ride 4 Dex
Feat[edit]

Combat Reflexes

Bonus Feats[edit]

Weapon Focus (Glaive)

Gear[edit]

Any gear you feel is necessary to your campaign

Gold[edit]

5d6 gp



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