Difference between revisions of "Trinity:Lancer"

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Line 7: Line 7:
 
  '''Level BAB Fort Ref Will Speed Special'''
 
  '''Level BAB Fort Ref Will Speed Special'''
 
  1 +1 +2 +1 +0 +10 ft Battle Jump, Skill Focus (Jump), Extraordinary Jump
 
  1 +1 +2 +1 +0 +10 ft Battle Jump, Skill Focus (Jump), Extraordinary Jump
  2 +2 +3 +2 +0 +10 ft Armored Jump (Half)
+
  2 +2 +3 +2 +0 +10 ft Armored Jump (Half), Catfall (10 ft.)
  3 +3 +3 +2 +1 +10 ft
+
  3 +3 +3 +2 +1 +10 ft Skill Mastery (Jump)
  4 +4 +4 +2 +1 +20 ft
+
  4 +4 +4 +2 +1 +20 ft Catfall (20 ft.)
  5
+
  5 Spring Jump
  6 Deadly Jump
+
  6 Deadly Jump, Catfall (30 ft.)
 
  7
 
  7
  8 +30 ft Armored Jump (Quarter)
+
  8 +30 ft Armored Jump (Quarter), Catfall (40 ft.)
 
  9
 
  9
  10
+
  10 Catfall (50 ft.)
 
  11
 
  11
  12 +40 ft
+
  12 +40 ft Catfall (60 ft.)
 
  13
 
  13
  14 Armored Jump (Ignore)
+
  14 Armored Jump (Ignore), Catfall (70 ft.)
 
  15
 
  15
  16 +50 ft
+
  16 +50 ft Catfall (80 ft.)
 
  17
 
  17
  18
+
  18 Catfall (90 ft.)
 
  19
 
  19
  20 +60 ft
+
  20 +60 ft Catfall (100 ft.)
 +
 
 +
'''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]]
 
[[category:Trinity]]

Revision as of 02:13, 15 October 2007

This is a rough draft of the lancer. It is roughly based upon the "lancer" build found 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.)

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.