
Khrysaor |
Sorry to beat a dead horse but I've loved this class since the inception of it and went out of my way to play lolDRG in the early days of FFXI much to the laughter of all. (I know, I know. LOLFFXIMMO) I am planning to make my own homebrew of this class but I've recently been looking at any viable option conceptually using the current classes and had an idea.
Rogue7-13/Fighter7-13
I saw benefit to taking both classes to 13 and leaving either at 7 but the main idea is that you'd be able to manipulate combat by being anywhere.
I chose the sanctified rogue/survivalist rogue variants to get rid of the rogue feel. Really only took this route to get skill points, access to the jumping rogue talents, and I was thinking of sneak attack being used as though its a jump attack damage when jumping to flank an enemy. Coupled with a few fighter levels allowing you to wear heavy armor and reduce the penalty in it I saw it encompassing the general idea of equipment a dragoon can wear.
Rogue - Sanctified (Apsu)/Survivalist
Human - Bonus Feat, Heart of the Wilderness
Traits- Reactionary, Scaly Ally
Feats - Improved Initiative, Medium Armor Proficiency(Hoping my GM will allow retrains in our upcoming campaign when I get fighter levels)
Skills- Acrobatics, Climb, Diplomacy, Intimidate, Knowledge (Arcana)for dragons, Knowledge (Religion)for Apsu, Linguistics (draconic), Perception, Sense Motive, Survival, Swim
I know its more skills than possible but I plan to alternate a few that aren't as important like Linguistics that I plan to take strictly for Draconic.
We're going to use a variant 25pt buy system where we start lv1 at 15 and gain an extra 5 pts at level 2 and 3 to apply how we want. Its to make characters more rounded than having an epic stat or 2 and then dumps.
STR 16
DEX 14
CON 14
INT 13
WIS 14
CHA 12
I plan to take rogue to 5 before dipping fighter so I'll take all rogue/ninja talents from lv2-5.
Lv.2-Expert Leaper, Lv.3 Ki Pool, Lv.4 Acrobatic Master, Lv.5 High Jumper.
I know I could just go ninja instead of rogue to get expert leaper for free if I have 1 point in my ki pool left and get a free ki pool which would free up 2 ninja talents and reduce MAD issues but I don't like the flavor of a ninja for this regard and would rather role play the differences than try to min/max with the classes here.
Rogue7/Fighter13 - BAB 18, 4d6 SA, Armor Training 4, Weapon Training 3
Rogue9/Fighter11 - BAB 17, 5d6 SA, Armor Training 3, Weapon Training 3
Rogue11/Fighter9 - BAB 17, 6d6 SA, Armor Training 3, Weapon Training 2
Rogue13/Fighter7 - BAB 16, 7d6 SA, Armor Training 2, Weapon Training 1
I get that the less fighter levels provide lower accuracy for combat where the more rogue will provide a higher potential damage. I'm planning to make a suit of mithril piecemeal armor that will have a 0 armor check penalty to help with better acrobatics checks and dex will play a higher role than my initial investment. I just wanted to have decent combat skills at low levels as my primary weapon is a regular spear which is dependant on STR more than DEX.
I do get that its not real jump attacks and will be more for the flavor. Just curious what people think or any tweaks you might add.

Khrysaor |
Hmmm... well the more posts I find regarding acrobatics it seems this class is truely an impossibility in the pathfinder universe as with jumping you will move through threatened squares on landing or the initial jump and provoke an AoO. Why does it have to be tumbling through squares only.... Especially when Spring Attack doesn't provoke vs the creature you are attacking.

Sakuri |
I've got another thing from my old 3.5 work that might be just what you need as a base for your homebrew. It was made more as a 'catch-all' Lancer in order to incorporate not just the FF type but some of the others as well. The 'Aerial' GAM is what you'd probably be looking for.
Not sure how it holds up to Pathfinder standards as this is just a straight C&P job from my 4 year old notes.
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Brave Lancer
Alignment: Any
Hit Die: d8
Class Skills: The Brave Lancer's class skills (and key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Tumble (Dex).
Skill Points at 1st Level
(4 + Int modifier) x 4.
Skill Points at Each Additional Level
4 + Int modifier
Starting Gold: 6d4x10 (150GP)
Table: Brave Lancer
Level BAB Fort Reflex Will Special
1st +1 +2 +0 +0 Bonus Feat
2nd +2 +3 +0 +0 Fast Movement +10
3rd +3 +4 +1 +1 Bonus Feat
4th +4 +4 +2 +2 Fast Movement +20
5th +5 +5 +2 +2 Bonus Feat
6th +6/+1 +5 +2 +2 Fast Movement +30
7th +7/+2 +6 +3 +3 Bonus Feat
8th +8/+3 +6 +3 +3 GAM Advancement
9th +9/+4 +7 +3 +3 Explosive Tip (6d6)
10th +10/+5 +7 +4 +4 GAM Advancement
11th +11/+6/+1 +8 +4 +4 Bonus Feat
12th +12/+7/+2 +8 +4 +4 GAM Advancement
13th +13/+8/+3 +9 +4 +4 Explosive Tip (8d6)
14th +14/+9/+4 +9 +5 +5 GAM Advancement
15th +15/+10/+5 +10 +5 +5 Bonus Feat
16th +16/+11/+6/+1 +10 +6 +6 GAM Advancement
17th +17/+12/+7/+2 +11 +6 +6 Explosive Tip (10d6)
18th +18/+13/+8/+3 +11 +6 +6 GAM Advancement
19th +19/+14/+9/+4 +12 +6 +6 Bonus Feat
20th +20/+15/+10/+5 +12 +6 +6 GAM Advancement
Class Features
All the following are class features of the Brave Lancer.
Weapon and Armor Proficiency
Brave Lancers are proficient with their Lances alone. They are also proficient with light armor but not shields.
Bonus Feats (Ex): At 1st level, a Brave Lancer gets a bonus combat-oriented feat like a Fighter in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Brave Lancer gains an additional bonus feat at 3rd level at interval levels thereafter (5th, 7th, 11th, 15th, and 19th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A Brave Lancer must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A Brave Lancer is not limited to the list of fighter bonus feats when choosing these feats.
Fast Movement (Ex)
A Brave Lancer’s land speed is faster than the norm for her race by +10 feet starting at 2nd level. This benefit applies only when she is wearing no armor, or light armor and not carrying a heavy load. Apply this bonus before modifying the Brave Lancer’s speed because of any load carried or armor worn. This bonus increases to +20 at level 4 and +30 at level 6.
GAM Advancement (Ex)
Brave Lancers understand the three fundamental battle uses for the Lance weapon. Ground, Aerial, and Mounted. GAM for short. As a Brave Lancer advances in level she begins to learn specific techniques from the fundamental teaching of her chosing. Using the three lists below, the Brave Lancer starts at the top of the list and learns the first ability from one of the three at level 8. At future levels she may learn the next technique in the list or she may learn the first technique from another list.
Ground Lancer
1: Close Range Combat (Ex)- The Lancer may use her Lance as a double weapon (1d8/1d8) using the blunt end of the Lance as a bludgeoning weapon with a range of 5 ft. The Lance's last half of the 1d8 is the damage counted, due to the range issues the Lance cannot with both the Pointed end and Blunt end in the same attack, hence no Two Handed Weapon feat is needed.
2: Power Charge (Ex)- During a charge, the Lancer may deal double damage with her Lance.
3: Multi-Thrust (Ex)- When on the ground, a Brave Lancer may strike with a multitude of thrusts at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus - 5. A Brave Lancer must use a full attack action to strike with a flurry of blows.
When using Multi-Thrust, a Brave Lancer may attack only with her Lance. The Brave Lancer can’t use any weapon other than her Lance as part of a Multi-Thrust.
4. Improved Critical Damage (Ex)- A Brave Lancer's critical strike damage with her Lance increased by one stage. Assuming there are no other feats or abilities doing so, this increase her Critical Damage from x3 to x4.
5. Improved Critical Range (Ex)- A Brave Lancer's critical range increases by one stage. Assuming there are no other feats or abilities doing so, this increases her Lance's critical range from 20 to 19-20.
6. Defensive Lance (Ex)- A Brave Lancer may add her full Strength ability modifier to her AC in addition to her Dexterity.
7. Whirlwind Lance (Ex)- At the expense of Constitution damage, a Brave Lancer may twice her total attacks in one round during a full attack or Multi-Thrust. These attack may strike any target within her reach instead of one target, however only one individual target may receive five of these blows. Executing a Whirlwind Lance attack deals 1d4+1 Constitution damage to the Brave Lancer. This ability damage can be naturally healed.
Aerial Lancer
1. Aerodynamic Leaper (Ex)- When jumping through the air, a Brave Lancer's airborn movement only counts as half distance when determining how much movement she has spent in a round.
2. Aerial Thrusting (Ex)- As a part of her move action, the Brave Lancer may attack her foe with her lance as she is falling to the ground below. For every 5 ft. above ground level she falls, her Lance's attack deals an additional 1d8 damage. This damage may never exceed 20d8. The Brave Lancer takes falling damage immediately after the Aerial Thrusting damage is calculated. If this damage would kill the Brave Lancer the damage dealt by her Aerial Thrusting is reduced by 50%.
3. Soft Landing (Ex)- The Brave Lancer now takes half damage when determining damage from falling from great heights.
4. Leaps and Bounds (Ex)- Now the Brave Lancer may take 10 on her jump checks even when rushed or threatened. Also she gains a +10 to her jump check as a perfection bonus.
5. Quick Withdraw (Ex)- When making her attack after a jump, the Lancer is treated as having the feat Spring Attack and may retreat from her foe if part of her move action remains. This effect is only avaliable during attack initiated by jumping, and may not be used if the Lancer has attacked from the ground.
6. Softer Landing (Ex)- The Brave Lancer now takes no damage from falling from great heights. This replaces the Soft Landing ability.
7. Multi-Leap (Ex)- As part of her Aerial Thrusting attack, the Brave Lancer may instead chose to leap directly onto the foe and lauch herself at any other foe within 15 ft. if enough of her movement is left. For each new foe she jumps to the bonus damage granted by the original Aerial Thrusting is reduced by -2d8. If the Brave Lancer runs out of movement or the bonus damage drops below 1d8 the Multi-Leap ends immediately.
Mounted Lancer
1. Swift Striker (Ex)- The Brave Lancer may add her Dexterity modifier to her BAB when determining her "to hit" with a Lance.
2. One on Each Arm (Ex)- When riding her mount, the Brave Lancer may wield two Lances as though she had the Two-Weapon Fighting feat, treating the second lance as a light weapon. The moment she is parted from her mount she is no longer able to dual wield her Lances.
3. Quick Jabs (Ex)- While on her mount, the Brave Lancer may make her full attack with the mount is moving at base speed. This ability may not be used on any speed higher than base, including a double move.
4. Riding Prowess (Ex)- The Brave Lancer may take 10 on all of her Ride checks, even if rushed or threatened. She also gains a +5 perfection bonus on her ride checks.
5. Enhanced Riding Trick (Ex)- As a free action, the Brave Lancer can attempt to control a light horse, pony, or heavy horse while in combat. If the Brave Lancer fails, she controls the mount as a move-equivalent action. Use of this action requires a Ride check, with a DC of 20.
6. Enhanced Riding Trick (Ex)- The Brave Lancer can react instantly to drop down and hang alongside her mount, using it as cover. The Brave Lancer can attack while using her mount as cover without penalty. Use of this action requires a Ride check, with a DC of 30. If the Brave Lancer fails, she doesn’t get the cover benefit.
7. Mounted Thrust (Ex)- When charging on her mount, the Brave Lancer deals quadruple the damage she would deal otherwise instead of the standard double damage.
Explosive Tip (Su): Starting at level 9, the Brave Lancer may carve magical glyphs onto her lance head. These glyphs deal 6d6 of force damage when detonated by the Brave Lancer, who mentally controls the rune's explosion at will. However upon detonation, these runes destroy the Lance tip, rendering it useless for any further attacks until it is replaced (10 GP for a normal Lance tip and 1 full round to replace a tip not including time spend obtaining it). Any other creature within 10 ft. of the explosion is entitled to a Reflex save for half damage (DC= 10+1/2 class level+Dex modifier). At level 13 this damage increases by 8d6 and then to 10d6 at level 17.

mplindustries |
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I don't really know what the Dragoon does in Final Fantasy--it seems like just jumping and stabbing things with a spear. I don't get what makes that a Dragoon at all, but whatever, I can work with that.
Why are you not a Barbarian? If Rage doesn't feel right, then be an Urban Barbarian and just consider it being "focused" or something.
Raging Leaper lets you jump crazy high. Bestial Leaper gives you Spring Attack while jumping. Pounce at level 10 will give you a full attack at the end of a charge (and you can jump during the charge, of course), and hopefully your GM will let you use the Death From Above feat when you use a jumping Charge.
And as for the "you'll provoke while jumping past enemies thing," look no further than Come and Get Me. You'll jump over enemies on your way to your real target, and any time one of them tries to hit you on the way, you get to stab them back.
That's certianly how I'd do "guy who jumps at people with a spear."