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| tarrandivinity11-25-07, 09:59 PM | Supernatural Lancer http://ffcompendium.com/art/10-kimahri-a.jpg Picture found online through yahoo… because I suck at art! The Supernatural Lancer SnL is a magical prodigy whose adaptive magical aura allows them to duplicate the moves of magical creatures. In this world there are all manner of magical creatures and humanoids who can channel all manner of supernatural abilities; to combat this, the Supernatural Lancer is born to races whom possess strong innate magical auras but not possessed of common magical abilities. These warriors are often spiritual leaders of their people known for their magical prowess and combative abilities. They are survivors, wise warriors, battle scarred and enduring; they have tapped their inner magical nature to imprint the patterns of magical or supernatural attacks upon themselves. Most Supernatural Lancers are leaders and protectors of their people, sometimes they are lone survivors of destroyed tribes who wonder. Most NPC Lancers will only know one or two abilities copied from common monstrous enemies in their natural setting; a few might serve as powerful front warriors in adventuring groups, as they might feel some duty to the party that saved or spared their lives. Hit Dice: d12. Requirements: To qualify to become a Supernatural Lancer, a character must fulfill the following requirements. Race: any monstrous humanoid. Class Levels: at least 4 levels in a monster PC class. Base Attack Bonus: +7. Skills: Knowledge (Arcane) +12, Knowledge (Monster Biology) +12. Feats: Great Fortitude, Iron Will, and Lightning Reflexes. Special: must have been hit and survived at least one supernatural-type attack from a monster. Class Skills: The Supernatural Lancer’s class skills (and key abilities) are: Concentration (CON), Intimidate (CHA), Knowledge: Arcane (INT), Knowledge: Monster Biology (INT), Knowledge: Tactics (INT), Profession (WIS), Perform (CHA), Sense Motive (CHA), Spell Craft (INT), Use Magical Device (CHA). Skill Points Per Level: 2 + INT modifier. Level: BAB: Fort: Ref: Will: Special: 1 +1 +2 +2 +2 Lancet; Lancer Rage. 2 +2 +3 +3 +3 Scan. 3 +3 +3 +3 +3 Jinx. 4 +4 +4 +4 +4 Binding Attack. 5 +5 +4 +4 +4 Ultima Overdrive. Class Features: All of the following are class features of the Supernatural Lancer. Weapon and Armor Proficiencies: the Lancer gains no extra weapon or armor proficiencies. Lancet (Su): this is the base ability of the Supernatural Lancer. At first level they are able to extend their magical aura as a pair of energy tendrils from their arms, which ‘suck’ life and magic energy from their target. This action counts as a ranged touch attack that drains 1d6 HP and magic levels from the target. Anti-Magic zones will negate this ability but it can’t be dispelled or saved against. It counts as a melee attack for determining Attacks of Opportunity. On 1st level, the Lancer is only able to steal an ability that is used directly on themselves; for which they must make a take a partial action with penalties to make a Fortitude save based on CHARISMA instead of CONSTITUTION. At 2nd level by applying the Scan ability first, the Lancer may attempt to steal the ability from the target with opposing Willpower Saves based on CHARISMA again. In either case, if the Lancer is successful in taking the ability, then all effects from its use are negated for that round only! Lancet Rage (Su): the key ability of the Lancer class, through this the Lancer is able to memorize supernatural abilities to use against their opponents later. The Lancer may ‘memorize’ a number of abilities equal to the Lancer’s level. These abilities may be used a number of times per day equal to the 3 + CHARISMA modifier. The saves for these moves are 10 + ˝ total HD (monster and lancer classes only) + CHA. Attacks of opportunity are based on use of spell-like abilities. Scan (Su): beginning at 2nd level the Lancer is able to extend their senses to visualize an opponents magical signature. This functions like a powerful detect magic spell on one target at will once per round. These senses will allow the Lancer to identify magical items they are familiar with using a Knowledge: Arcane, Spell Craft, or Use Magic Item check with standard rules. Further they are able to identify any supernatural Special Qualities or Special Defenses possessed by the target by using their Knowledge: Monster Biology skill; unless they are familiar with the creature and receive a +5 bonus. Be warned that use of this ability does provoke an attack of opportunity. Jinx (Su): at 3rd level a Lancer has fought enough monsters and experience enough tricks that they impart a –2 Luck penalty on all their opponents automatically. This penalty applies to their Supernatural Attacks, Save DC’s, and Saving Throws. Binding Attack (Su): in times of need when fighting a monster they are experienced with, a Lancer can perform this special attack. Following a lancet ability attack and invoking a Fortitude Save equal to 10 + ˝ Total HD (of Monster and Lancer classes only!) + CHARISMA modifier, the Lancer binds a specific targeted supernatural ability of the target. This binding effectively negates any attempt of the target to use that ability for the rest of the combat encounter. Unfortunately, the Lancer must be intimately familiar with the ability to be blocked, i.e. they must have that ability in their repertoire. Use of this ability does not provoke opportunity. Ultima Overdrive (Su): the ultimate form of Lancer Rage; usable only once per week by during a single combat encounter, the Lancer may expend one use of each of their memorized Rages without losing their daily total. Furthermore, each of the Rage abilities are effected by the Empower Supernatural Ability, increasing their total effect by 50%. Epic Levels: The Supernatural lancer can continue to grow beyond the fifth level, accumulating extra abilities to be memorized, and further and they can gain a Feat like Extra Turning that increases the number of Rages per day by three. By every five levels starting at 7th the Jinx penalty increases one-point. Lastly, for every multiple-of-ten level, the Lancer gains +1/week use of Ultima Overdrive. |