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This is a rough draft of the lancer. It is roughly based upon the "lancer" build found [http://forums.gleemax.com/showpost.php?p=5436939&postcount=104 here], but will be focused on not making it incredibly broken and also (hopefully) limit the absurd damage output. '''The Lancer''' '''HD:''' d12 '''Jump''' '''Level BAB Fort Ref Will Speed Special''' 1 +1 +2 +1 +0 +10 ft Battle Jump, Skill Focus (Jump), Extraordinary Jump 2 +2 +3 +2 +0 +10 ft Armored Jump (Half), Catfall (10 ft.) 3 +3 +3 +2 +1 +10 ft Skill Mastery (Jump) 4 +4 +4 +2 +1 +20 ft Catfall (20 ft.) 5 Spring Jump 6 Deadly Jump, Catfall (30 ft.) 7 8 +30 ft Armored Jump (Quarter), Catfall (40 ft.) 9 10 Catfall (50 ft.) 11 12 +40 ft Catfall (60 ft.) 13 14 Armored Jump (Ignore), Catfall (70 ft.) 15 16 +50 ft Catfall (80 ft.) 17 18 Catfall (90 ft.) 19 20 +60 ft Catfall (100 ft.) [[Image:Trinity_Lancer.jpg|thumb|250px|right|Lancers]] '''Jump Speed:''' For purposes of the Jump skill, add this amount to your movement rate. '''Battle Jump:''' As per the feat. '''Extraordinary Jump:''' Gain a bonus to Jump checks equal to your Lancer level. '''Armored Jump:''' Ignore the indicated amount of ACP from armor for purposes of Jump checks. At 14th level, you completely ignore ACP of armor in regards to Jump checks. '''Catfall:''' When you fall, treat the fall as the listed distance shorter than it actually was, for purposes of taking damage from falling. '''Skill Mastery:''' Take 10 on Jump checks, even in combat. '''Spring Jump:''' Always make Jump checks as though you were taking a 20 foot run beforehand, even if you don't. '''Deadly Jump:''' When you make a Jump check as part of a charge, you may take a full attack action. [[category:Trinity]]
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