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| paths:lancer_path [2023/11/17 00:55] – [Path of the Lancer] elfinlocks | paths:lancer_path [2025/08/21 03:42] (current) – reon |
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| ====== Path of the Lancer ====== | ====== Path of the Lancer ====== |
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| | {{:paths:pasted:20231117-005151.jpeg|The Dragoon's Charge is a truly devastating and awe-inspiring maneuver.}} |
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| Lancers are the commanders of the battlefield. These warriors seamlessly twirl cumbersome weapons around themselves, protecting their allies and attacking their foes in one swift dance. Capable of incredible agility, devastating attacking maneuvers, and battlefield control, followers of this Path are feared and respected by friend and foe alike. | //Lancers are the commanders of the battlefield. These warriors seamlessly twirl cumbersome weapons around themselves, protecting their allies and attacking their foes in one swift dance. Capable of incredible agility, devastating attacking maneuvers, and battlefield control, followers of this Path are feared and respected by friend and foe alike.// |
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| | ===== Key Skills ===== |
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| | Upon selecting the Path of the Lancer, you gain the following Key Skills: |
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| | * [[priority:skills:acrobatics|]] |
| | * [[priority:skills:athletics|]] |
| | * [[priority:skills:fly|]] |
| | * [[priority:skills:intimidate|]] |
| | * [[priority:skills:perception|]] |
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| ==== Polearm Specialist ==== | ==== Polearm Specialist ==== |
| * **Requirements:** [[priority:prowess|Prowess]] 2, 10 EXP | * **Requirements:** [[chargen:common_terms#core_stats|CST]] 3, 10 EXP |
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| As an Immediate Action, you may spend 1 [[game_systems:tactic_pool|TP]] to shorten the grip on a wielded spear or polearm with the Reach [[equipment:weapons:weapontraits|Weapon Trait]] to use it against adjacent targets. This action results in a –4 untyped penalty to your attack rolls with that weapon, and causes the weapon to lose the Reach Trait. These effects last until the start of your next turn. Alternatively, you may spend 1 additional TP to return the weapon to its usual reach, as another Immediate Action. The penalty to attack rolls decreases by 1 for every 4 Prowess gained after Prowess 2, to a penalty of 0 at Prowess 18. | As an Immediate Action, you may spend 1 [[game_systems:tactic_pool|TP]] to shorten the grip on a wielded spear or polearm with the Reach [[equipment:weapons:weapontraits|Weapon Trait]] to use it against adjacent targets. This action results in a –4 untyped penalty to your attack rolls with that weapon, and causes the weapon to lose the Reach Trait. These effects last until the start of your next turn. Alternatively, you may spend 1 additional TP to return the weapon to its usual reach, as another Immediate Action. The penalty to attack rolls decreases by 1 for every 4 BaB gained after BaB 2, to a penalty of 0 at BaB 18. |
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| ==== Reach Duelist ==== | ==== Reach Duelist ==== |
| * **Requirements:** Polearm Specialist, [[priority:prowess|Prowess]] 4, 15 EXP | * **Requirements:** Polearm Specialist, [[chargen:common_terms#core_stats|CST]] 6, 15 EXP |
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| When wielding a weapon which possesses the Reach Weapon Trait, you gain a +2 Dodge bonus to your AC against any creature which attacks you with a weapon or attack with possesses the Reach Trait. | When wielding a weapon which possesses the Reach Weapon Trait, you gain a +2 Dodge bonus to your AC against any creature which attacks you with a weapon or attack with possesses the Reach Trait. |
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| ==== Allying Parry ==== | ==== Allying Parry ==== |
| * **Requirements:** Lunge, [[priority:prowess|Prowess]] 3, [[priority:skills:acrobatics|Acrobatics]] 5, 20 EXP | * **Requirements:** Lunge, [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:acrobatics|Acrobatics]] 5, 20 EXP |
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| While wielding a weapon with the [[equipment:weapons:weapontraits#reach|Reach Trait]], if an ally within your melee weapon range is designated as the target of an attack, you may spend 4 [[game_systems:tactic_pool|TP]] to use your weapon to perform a parry against the attack. You may perform an additional parry in this manner for every 5 [[priority:prowess|Prowess]] you possess. You may not use this on attacks which target you. | While wielding a weapon with the [[equipment:weapons:weapontraits#reach|Reach Trait]], if an ally within your melee weapon range is designated as the target of an attack, you may spend 4 [[game_systems:tactic_pool|TP]] to use your weapon to perform a parry against the attack. You may perform an additional parry in this manner for every 5 [[priority:prowess|Prowess]] you possess. You may not use this on attacks which target you. |
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| ==== Hasty Brace ==== | ==== Hasty Brace ==== |
| * **Requirements:** Lunge, [[priority:prowess|Prowess]] 4, [[priority:skills:acrobatics|Acrobatics]] 6, 20 EXP | * **Requirements:** Lunge, [[chargen:common_terms#core_stats|CST]] 6, [[priority:skills:acrobatics|Acrobatics]] 6, 20 EXP |
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| When an enemy initiates a Charge Action which would pass through a square you threaten, you may spend 4 [[game_systems:tactic_pool|TP]] to Brace as an Immediate Action. Any Readied Attacks or Attacks of Opportunity you perform suffer a -5 Penalty until the start of your next turn. You may only use this Talent with weapons which possess the [[equipment:weapons:weapontraits#brace|Brace Trait]]. | When an enemy initiates a Charge Action which would pass through a square you threaten, you may spend 4 [[game_systems:tactic_pool|TP]] to Brace as an Immediate Action. Any Readied Attacks or Attacks of Opportunity you perform suffer a -5 Penalty until the start of your next turn. You may only use this Talent with weapons which possess the [[equipment:weapons:weapontraits#brace|Brace Trait]]. |
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| ==== Pierce-Through ==== | ==== Pierce-Through ==== |
| * **Requirements:** Polearm Specialist, [[priority:prowess|Prowess]] 4, [[priority:health|HD]] 4, 10 EXP | * **Requirements:** Polearm Specialist, [[chargen:common_terms#core_stats|CST]] 10, 10 EXP |
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| When you successfully hit an enemy with an attack using a weapon which possesses the [[equipment:weapons:weapontraits#reach|Reach Trait]], you may spend 3 [[game_systems:tactic_pool|TP]] to make an additional attack at an enemy in reach behind the first target. When performing an attack in this way, the additional attack is rolled at the previous attack’s bonus, at a -5 penalty. You may perform an attack in this manner only on your own turn, and only once per turn. | When you successfully hit an enemy with an attack using a weapon which possesses the [[equipment:weapons:weapontraits#reach|Reach Trait]], you may spend 3 [[game_systems:tactic_pool|TP]] to make an additional attack at an enemy in reach behind the first target. When performing an attack in this way, the additional attack is rolled at the previous attack’s bonus, at a -5 penalty. You may perform an attack in this manner only on your own turn, and only once per turn. |
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| ==== Piercing Flurry ==== | ==== Piercing Flurry ==== |
| * **Requirements:** Pierce-Through, [[priority:prowess|Prowess]] 6, [[priority:health|HD]] 6, 25 EXP | * **Requirements:** Pierce-Through, [[chargen:common_terms#core_stats|CST]] 12, 25 EXP |
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| You may perform Pierce-Through with all attacks on your turn, instead of once per turn. Each additional Pierce-Through attack costs an additional 1 [[game_systems:tactic_pool|TP]] for each previous Pierce-Through attack made in this turn. | You may perform Pierce-Through with all attacks on your turn, instead of once per turn. Each additional Pierce-Through attack costs an additional 1 [[game_systems:tactic_pool|TP]] for each previous Pierce-Through attack made in this turn. |
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| ==== Whirlwind Attack ==== | ==== Whirlwind Attack ==== |
| * **Requirements:** Pierce-Through, [[priority:prowess|Prowess]] 6, [[priority:skills:acrobatics|Acrobatics]] 8, 30 EXP | * **Requirements:** Pierce-Through, [[chargen:common_terms#core_stats|CST]] 9, [[priority:skills:acrobatics|Acrobatics]] 8, 30 EXP |
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| As a Full-Attack Action, you may give up your regular attacks, and instead make one melee attack at your highest [[priority:prowess|Prowess]] against each opponent within reach. You must make a separate attack roll against each opponent. | As a Full-Attack Action, you may give up your regular attacks, and instead make one melee attack at your highest [[priority:prowess|Prowess]] against each opponent within reach. You must make a separate attack roll against each opponent. |
| When you use the Whirlwind Attack, you also forfeit any bonus or extra attacks granted by any paths, spells, or abilities. | When you use the Whirlwind Attack, you also forfeit any bonus or extra attacks granted by any paths, spells, or abilities. |
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| ==== Mobile Charge ==== | ==== Mobile Charge ==== |
| * **Requirements:** [[priority:prowess|Prowess]] 2, [[priority:skills:athletics|Athletics]] 4, 10 EXP | * **Requirements:** [[chargen:common_terms#core_stats|CST]] 3, [[priority:skills:athletics|Athletics]] 4, 10 EXP |
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| While charging, you may Spend 1 [[game_systems:tactic_pool|TP]] to perform an [[priority:skills:athletics|Athletics]] check to perform a Jump as part of the charge. If you are able to move at least 10 ft before the jump’s starting point, you are considered to be at a running start as normal. If the jump succeeds, you may complete the charge as normal against your target. | While charging, you may Spend 1 [[game_systems:tactic_pool|TP]] to perform an [[priority:skills:athletics|Athletics]] check to perform a Jump as part of the charge. If you are able to move at least 10 ft before the jump’s starting point, you are considered to be at a running start as normal. If the jump succeeds, you may complete the charge as normal against your target. |
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| ==== Deadly Charge ==== | ==== Deadly Charge ==== |
| * **Requirements:** Mobile Charge, [[priority:prowess|Prowess]] 4, 15 EXP | * **Requirements:** Mobile Charge, [[chargen:common_terms#core_stats|CST]] 6, 15 EXP |
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| Before making an Attack as part of a charge with a weapon possessing the [[equipment:weapons:weapontraits#reach|Reach Trait]], but after moving, you may spend 3 [[game_systems:tactic_pool|TP]] to perform a Combat Maneuver to create an opening in the target’s defense. This combat maneuver is considered to be part of your attack, and is conferred any bonuses that would apply to a regular attack with your weapon. If you meet or beat the target’s CMD, you gain a +1 bonus to hit and an additional 1d6 damage. For each additional 5 by which you exceed the target’s CMD, you add another +1 to hit and 1d6 damage, with the total bonus capped by the lower of your [[priority:prowess|Prowess]] or ranks in [[priority:skills:athletics|Athletics]]. | Before making an Attack as part of a charge with a weapon possessing the [[equipment:weapons:weapontraits#reach|Reach Trait]], but after moving, you may spend 3 [[game_systems:tactic_pool|TP]] to perform a Combat Maneuver to create an opening in the target’s defense. This combat maneuver is considered to be part of your attack, and is conferred any bonuses that would apply to a regular attack with your weapon. If you meet or beat the target’s CMD, you gain a +1 bonus to hit and an additional 1d6 damage. For each additional 5 by which you exceed the target’s CMD, you add another +1 to hit and 1d6 damage, with the total bonus capped by the lower of your [[priority:prowess|Prowess]] or ranks in [[priority:skills:athletics|Athletics]]. |
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| ==== Hurling Charge ==== | ==== Hurling Charge ==== |
| * **Requirements:** Mobile Charge, [[priority:prowess|Prowess]] 2, 10 EXP | * **Requirements:** Mobile Charge, [[chargen:common_terms#core_stats|CST]] 3, 10 EXP |
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| You may attack with a thrown weapon as part of a charge, in place of making a melee attack. All the parameters of a charge apply, except that you must only move closer to your target, and you must end your movement within 30 feet of that target. If you do, you may make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a –2 penalty to your AC until the start of your next turn as normal. | You may attack with a thrown weapon as part of a charge, in place of making a melee attack. All the parameters of a charge apply, except that you must only move closer to your target, and you must end your movement within 30 feet of that target. If you do, you may make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a –2 penalty to your AC until the start of your next turn as normal. |
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| ==== Flinging Charge ==== | ==== Flinging Charge ==== |
| * **Requirements:** Hurling Charge, [[priority:prowess|Prowess]] 6, 20 EXP | * **Requirements:** Hurling Charge, [[chargen:common_terms#core_stats|CST]] 9, 20 EXP |
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| When performing a Hurling Charge, you may continue the charge to perform a melee attack as well. You take a –5 penalty on the melee attack made at the end of the charge. When charging this way, you cannot use any effect that would grant you more than one attack at the end of your charge, such as Pounce. You must be already wielding another weapon, or use a natural weapon for the melee attack, or possess a talent or feature such as Quick Draw to draw the desired melee weapon during the charge. | When performing a Hurling Charge, you may continue the charge to perform a melee attack as well. You take a –5 penalty on the melee attack made at the end of the charge. When charging this way, you cannot use any effect that would grant you more than one attack at the end of your charge, such as Pounce. You must be already wielding another weapon, or use a natural weapon for the melee attack, or possess a talent or feature such as Quick Draw to draw the desired melee weapon during the charge. |
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| ==== Impaler Lord ==== | ==== Impaler Lord ==== |
| * **Requirements:** [[priority:prowess|Prowess]] 5, [[priority:health|HD]] 5, 20 EXP | * **Requirements:** [[chargen:common_terms#core_stats|CST]] 10, 20 EXP |
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| When using a weapon with the [[equipment:weapons:weapontraits#polearm|Polearm Trait]], you may spend [[game_systems:tactic_pool|TP]] equal to the [[priority:health|HD]] of your target to impale your target to the spot they stand, as if you had critically hit the target, as a Free Action. You must relinquish the weapon when using this Talent as normal. As with critically striking, you must forfeit damage to produce this effect. You may only use this Talent once per turn. | When using a weapon with the [[equipment:weapons:weapontraits#polearm|Polearm Trait]], you may spend [[game_systems:tactic_pool|TP]] equal to the [[priority:health|HD]] of your target to impale your target to the spot they stand, as if you had critically hit the target, as a Free Action. You must relinquish the weapon when using this Talent as normal. As with critically striking, you must forfeit damage to produce this effect. You may only use this Talent once per turn. |
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| ==== Devil's Dance ==== | ==== Devil's Dance ==== |
| * **Requirements:** Impaler Lord, [[priority:prowess|Prowess]] 10, [[priority:health|HD]] 10, 50 EXP | * **Requirements:** Impaler Lord, [[chargen:common_terms#core_stats|CST]] 20, 50 EXP |
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| You may use Impaler Lord as many times as you wish in a single turn. You must still spend TP for each use accordingly, and you must possess the necessary number of attacks for however many creatures you wish to use the Talent upon. This Talent works in conjunction with Talents such as Whirlwind Attack. | You may use Impaler Lord as many times as you wish in a single turn. You must still spend TP for each use accordingly, and you must possess the necessary number of attacks for however many creatures you wish to use the Talent upon. This Talent works in conjunction with Talents such as Whirlwind Attack. |
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| Additionally, any creatures impaled by you must make a Fortitude save (DC 10 + your [[priority:prowess|Prowess]] + your weapon's Masterwork bonus) or be Staggered for a number of rounds equal to your [[priority:health|Hit Dice]]. | Additionally, any creatures impaled by you must make a Fortitude save (DC 10 + your [[priority:prowess|Prowess]] + your weapon's Masterwork bonus) or be Staggered for a number of rounds equal to your [[priority:health|Hit Dice]]. |
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| | ===== Charging Stag Style ===== |
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| | ==== Charging Stag Style ==== |
| | * **Requirements:** DEX 14,[[chargen:common_terms#core_stats|CST]] 3, [[priority:skills:acrobatics|Acrobatics]] 5, 5 EXP |
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| | When using this style and not mounted, you can charge through difficult terrain and spaces containing allies. You can also make a single turn of up to 90 degrees during your charge. You must see your target at the beginning of your charge. |
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| | ==== Stag Horns ==== |
| | * **Requirements:** Charging Stag Style, [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:acrobatics|Acrobatics]] 10, 15 EXP |
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| | While using Charging Stag Style, if you make a successful attack at the end of a charge, you can attempt a free Grab check against the target of your charge without provoking an attack of opportunity. |
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| | ==== Stag Submission ==== |
| | * **Requirements:** Stag Horns, [[chargen:common_terms#core_stats|CST]] 15, 30 EXP |
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| | When you have Grabbed a foe, you are considered to be flanking them. You may immediately Grapple a foe when using Charging Stag Style to grapple an opponent at the end of a charge, if you beat their CMD by 10 or more. |
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