Spear Adept (3.5e Prestige Class)
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|Rating:||18.5 out of 20|
|Power:||4.75 out of 5 by 1 user|
|Wording:||4 out of 5 by 1 user|
|Formatting:||5 out of 5 by 1 user|
|Flavor:||4.75 out of 5 by 1 user|
|Editing:||Constructive edits welcome|
The spear is the first weapon due to it's simplicity but like a simple instrument it comes alive in the hands of a committed artist. One can quickly become astonished by the speed, precision and trickiness of the first deadly weapon. You must be fast and strong, committed and of no small ability to begin the road to mastery. Spear tricks developed separate individual Spear Adepts from each other like great painters, musicians or sword masters. There are a few common thread however, a spear is deadly when well placed, and it is incredibly fast making it a threat from many directions.
The spear adept gets along well with combat oriented classes, such as fighter or barbarian. He also understands the benefit he can gain from a powerful magic user in his group. Rogues and other classes that focus on skill are tolerated, but a spear adept has no special tie to those who aren't as well equipped in combat.
To qualify to become a spear adept, a character must fulfill all the following criteria:
Attribute: Dexterity 14, Strength 14
Base Attack Bonus: +4
|1st||+1||+2||+0||+0||Swing Around, Spear Trick|
|2nd||+2||+3||+0||+0||Piercing Strike +1d6|
|3rd||+3||+3||+1||+1||Chink in the Armor, Spear Trick|
|4th||+4||+4||+1||+1||Piecing Strike +2d6|
|5th||+5||+4||+1||+1||Improved Swing Around, Spear Trick|
|6th||+6||+5||+2||+2||Piercing Strike +3d6|
|7th||+7||+5||+2||+2||Lead, Spear Trick|
|8th||+8||+6||+2||+2||Piercing Strike +4d6|
|9th||+9||+6||+3||+3||Perfect Swing Around, Spear Trick|
|10th||+10||+7||+3||+3||Piercing Strike +5d6|
Class Skills (2 + Int modifier per level)
Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim, Tumble.
All of the following are class features of the spear adept prestige class.
Weapon and Armor Proficiency: Light Armor & Medium Armor. Spear proficiency (either throwing or standard)
Piercing Strike: (Ex) Whenever a Spear Adept is flanking his enemy, or his enemy is denied his dexterity bonus (as sneak attack), he can use this advantage to strike the weak spots is his enemy. At second level, he adds 1d6 onto his attacks, and each 2 levels their after (fourth, sixth, eighth, and tenth) he adds an additional d6. If throwing a spear, he must be within 30 feet for this ability to apply.
Swing Around:(Ex) At first level, on any unsuccessful attack with a spear, a Spear Adept may make a second attack, swinging the spear around to hit his enemy with the blunt side of the spear, albeit a -4 penalty. This attack deals 1d6 bludgeoning damage, plus his strength modifier. Weapon enhancements and special weapon abilities do not ably to this attack, but this blunt end can be enchanted or enhanced separately.
Spear Trick:(Ex) At first level a Spear Adept chooses a spear trick. Every odd level they get another trick from the list below:
Stunning Strike: This trick must be declared before it is used. This trick allows a Spear Adept to make a stunning strike a number of times per day equal to half his class level. On a successful hit, the enemy makes a Fortitude saving throw(DC 10 + class level + Strength modifier). If he fails, he is stunned until just after his next turn. This ability can be used once a round and not in the same round a spear adept has already used impale in, or in a round that the enemy is already suffering from the effects of stunning strike or impale.
Coiled Spear: A Spear Adept may use a shield with a two handed spear and retain the shield benefit while attacking.
Deflect Arrows: A Spear Adept can deflect 1 missile attack + 1 per 3 levels of Spear Adept as a free action. A spear must be in hand to do this.
Break Spear Off: A Spear Adept can attack with a Piercing Strike even if the target is not flanked, and not denied his dexterity but it breaks the spear in the process. This is declared after a hit is determined and must be a melee attack. This attack requires time to set up, it can not be used until 1 round per hit dice of the target rounds of combat have went by, they need not be engaging the target but must have a rough line of sight. E.G. A Spear Adept couldn't try this until 7 rounds into an encounter with a 7-HD Troll. Magic Weapons break as well but can be restored with a Weapon Craft DC 20 and 1 hour of work.
Quick Strike: A Spear Adept may attack 1st in initiative order as if they rolled a 20 for this round only. A spear adept can only use this ability a number of times equal to 1 + 1 per dexterity modifier times per encounter. This change in initiative only applies when attacking with a spear.
Piercing Point: A Spear Adept, gains the benefit of the Cleave Feat, except the next attack must a ranged attack of any normal range.
Pin: When a Spear Adept does maximum weapon damage they can opt to immobilize a target, effectively pinning it. The target suffers half damage but cannot attack the Spear Adept unless the pin is broken. A Spear Adept can move the target 15 feet a round in lieu of attacking. A pin can be broken with with a successful grapple check, but attempting evokes an attack of opportunity at half damage +Str by the spear adept. A pin can be broke automatically if the target takes full weapon damage + Str + twice the Spear Adepts level. Until the pin is broken Spear Adept does not need to roll to hit the target but only does half damage per attack. A Spear Adept can release the pin with a standard action.
Hurl: A Spear Adept's range increment is increased 10 feet per level of Spear Adapt. It is also increase 10 feet per Strength Modifier bonus to a maximum of 100 feet. The Spear Adept now also deals twice his Strength Modifier on thrown attacks.
Arms Reach: A Spear Adept can pick up, recover a spear as a swift action. Or if they throw a spear may draw another weapon as a swift action, as if they had quick draw.
Gladiator trained: A Spear Adept can use a net and spear as if they had the Two Weapon Feat and both items were light.
Puncture: A Spear Adept adds +4 on any Sunder attempt made on any shield. This ability doesn't function if the shield has a higher magical enhancement than the spear.
Lanced: A Spear Adept now does x2 damage on a charge attack. This only functions with a spear.
Defensive Jab:A Spear Adept who takes a Full Defensively action can make one attack of opportunity on a target that attacks and misses them.
Certain Critical: All natural 20s are confirmed critical hits automatically. No roll to confirm is necessary.
Weakening Critical: On a successful critical hit with a spear, the enemy also suffers -2 Strength for 1 round per spear adept level. This ability does not work on Swing Around critical hit.
Wounding Critical: On a successful critical hit with a spear, the enemy also suffers -2 Constitution for 1 round per spear adept level. This ability does not work on Swing Around critical hit.
Spear Rivals Sword: A Spear Adept may target one person wielding a sword, against this target thier AC increases 1 + 1 for every 2 levels of Spear Adapt. If the Spear Adapt has the dodge feat, the target must be the same person selected.
Strike Through:A Spear Adept may strike through a target hitting a target behind him and with in 5 feet as if they had the Cleave feat, if they dropped the initial target or if they did more than 20 points of damage. This applies to ranged attacks as well. A separate attack roll is made for each Strike Through attack made.
Impale: A Spear Adept may impale his target as a full round action. If a Spear Adept makes a successful hit, the enemy takes normal damage but also must make a Fortitude save (DC 10 + class level + Strength modifier). If he fails, he takes 2 points of damage per round thereafter for a number of rounds equal Spear Adept's level + Strength modifier (unless he is healed magically or with a successful heal check).
Quick Jab: A Spear Adept may make one extra attack each round with your spear at your highest base attack bonus, but all attacks made that round suffer a -2 penalty.
Blur Speeding: A Spear Adept is so fast that they create a blurring effect, resulting in 20% chance miss. True Seeing doesn't negate this effect. A Spear Adept may only use this ability 1 + 1 round per 3 levels of Spear Adept per encounter.
Chink in Armor(Ex):At third level, a Spear Adept can attack as a touch attack, as a full round action, ignoring armor and natural armor.
Improved Swing Around(Ex): At fifth level, a Spear Adept may use his swing around attack at only a -2 penalty.
Lead(Ex):At seventh level, a Spear Adept can attack as a full round action, as if a target was flat-flooted, ignoring dodge or dexterity bonus to armor class. This ability is negated if the target has improved uncanny dodge, unless the spear adept is four levels higher than the target.
Perfect Swing Around(Ex): At ninth level, a Spear Adept may use his swing around ability with no penalty attached.