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Path of the Lancer

Blurb


The Lancer's Trail

Polearm Specialist

As an Immediate Action, you may spend 1 TP to shorten the grip on a wielded spear or polearm with the Reach 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.

Reach Duelist

  • Requirements: Polearm Specialist, Prowess 4, 15 EXP

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.

Lunge

  • Requirements: Polearm Specialist, 10 EXP

As a Swift Action, you may spend 1 TP to increase the Reach Trait tier of a suitable weapon you are wielding until the end of your turn. This action results in an untyped -2 penalty to your AC until your next turn. This Talent cannot be used with weapons which lack the Reach Trait.

Allying Parry

While wielding a weapon with the Reach Trait, if an ally within your melee weapon range is designated as the target of an attack, you may spend 4 TP to use your weapon to perform a parry against the attack. You may perform an additional parry in this manner for every 5 Prowess you possess. You may not use this on attacks which target you.

Hasty Brace

When an enemy initiates a Charge Action which would pass through a square you threaten, you may spend 4 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 Brace Trait.

Pierce-Through

  • Requirements: Polearm Specialist, Prowess 4, HD 4, 10 EXP

When you successfully hit an enemy with an attack using a weapon which possesses the Reach Trait, you may spend 3 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.

This ability may be used in concert with Polearm Specialist, Lunge, or other sources of additional reach such as the Long Arm spell.

Piercing Flurry

  • Requirements: Pierce-Through, Prowess 6, HD 6, 25 EXP

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 TP for each previous Pierce-Through attack made in this turn.

Whirlwind Attack

As a Full-Attack Action, you may give up your regular attacks, and instead make one melee attack at your highest 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.


The Dragoon's Trail

Mobile Charge

While charging, you may Spend 1 TP to perform an 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.

Agile Charge

  • Requirements: Mobile Charge, Athletics 8, 10 EXP

When charging, you may spend TP to ignore difficult terrain. You must spend 1 TP for every 5 ft. of difficult terrain ignored in this way.

Dragon's Leap

  • Requirements: Agile Charge, Athletics 10, 20 EXP

You may perform a Mobile Charge as part of a vertical jump. In Addition, you may spend TP to reduce the DC multiplier of a high jump. You must spend 1 TP for each amount by which this multiplier is lowered, and you may only lower the multiplier by 1 for every 5 ranks in Athletics you possess after rank 5, down to a multiplier of 1 at Athletics 20, with the cost of 3 TP.

Heel-Charge

While charging, you may spend 3 TP to make one turn up to 90-degrees. You may not make this turn mid-air unless you are Flying, or if performing a Mobile Charge, you may perform a second athletics check to spring off another wall, column, outcropping, or other suitable surface. Your total movement for the turn during the charge may still not surpass your regular full-movement.

Deadly Charge

  • Requirements: Mobile Charge, Prowess 4, 15 EXP

Before making an Attack as part of a charge with a weapon possessing the Reach Trait, but after moving, you may spend 3 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 Prowess or ranks in Athletics.

The bonus damage is considered to be Precision damage, which is not multiplied on a critical hit, and does not stack with Sneak Attack. This Combat Maneuver does not provoke an attack of opportunity, and if you fail, you may still resolve the attack as normal.

Hurling Charge

  • Requirements: Mobile Charge, Prowess 2, 10 EXP

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.

Flinging Charge

  • Requirements: Hurling Charge, Prowess 6, 20 EXP

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.


The Impaler's Trail

Impaler Lord

When using a weapon with the Polearm Trait, you may spend TP equal to the 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 you withdraw the weapon from the victim and their associated square, you may immediately roll damage for a single attack, as you violently rend the weapon from them.

Blood of the Dragon

  • Requirements: Impaler Lord, 20 EXP

When you impale a target with a Polearm, the target suffers 1 point of Bleed damage to their Hit Points for every 5 Prowess you possess, for every round until a suitable Heal check or curative magic is applied to them.

Bloodbath

  • Requirements: Blood of the Dragon, 30 EXP

As long as a creature remains impaled by a Polearm attack performed by you, the Bleed damage from Blood of the Dragon is doubled.

Devil's Dance

  • Requirements: Impaler Lord, Prowess 10, HD 10, 50 EXP

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.

Additionally, any creatures impaled by you must make a Fortitude save (DC 10 + your Prowess + your weapon's Masterwork bonus) or be Staggered for a number of rounds equal to your Hit Dice.