This Mind of Mine

These warriors use techniques that originate in the times of the War of the Dragons, where men would leap from rooftops and other high places to attack their winged adversaries. They strike with a savage power and focus their strength entirely into a spear’s end or another like polearm. They believe in dispatching their foe with a single mighty blow, but have means to engage their opponent with another leaping charge if need be.
Agamidaens are usually in the front ranks, their goal to bring their weapon down, piercing through foes and advancing on to the next. They are masters of armored acrobatics and speed and can pierce through even the strongest enemy’s defenses.
Becoming an Agamidaen
Agamidaens most commonly come from the barbarian class, since that class shares a lot of the same focuses as the agamidaen. Fighters can easily advance into the class as well. Where a barbarian would go into a fit of anger to bring down its opponent, the agamidaen focuses its attack and brings down an opponent with no mercy. In that respect, an agamidaen is set more to a technique than unbridled rage, but it can benefit from the rage class ability (and others) a barbarian background would present.

Entry Requirements
Base Attack Bonus: +5
Skills: Jump 8 ranks, Knowledge (arcana) 4 ranks, Tumble 4 ranks.
Feats: Hoplite, Leap of the Heavens*, Weapon Focus (any hafted reach weapon1).

Class Features
You are a master of entering the fray with a strong charge.
Agamidaen Acrobatics (Ex): Such is your skill, training, and muscle that you develop superior acrobatic prowess. At 1st level, the heights you can reach by using the high jump become higher. When using the high jump action, the DC is equal to three times the distance to be cleared instead of four. In addition, you add a +5 competence bonus to all Jump skill checks. At 5th level, the DC when using high jump becomes equal to twice the distance to be cleared and you add a +10 competence bonus to all Jump skill checks. Finally, at 9th level, the DC when using high jump becomes equal to the distance to be cleared and you add a +15 competence bonus to all Jump skill checks.
Armored Acrobatics (Ex): You are able to fight and move in restricting armor with greater ease than normal warriors. When wearing light armor or medium armor, your armor check penalty is reduced by four (to a minumum of 0.) Also, you do not suffer a movement penalty associated with wearing medium armor.
Leaping Charge (Ex): At 2nd level, you learn the leaping attack of the agamidaen. As a full-round action, you may attempt a Jump check and, if you end this movement airborne, attack your opponent with a leaping charge. Because of the weight behind the strike, you add an additional 1d8 to your damage roll if your attack roll is successful. Also, any damage you suffer from falling damage is also taken by your target. After completing this attack, you land in any square adjacent to the target. In all other respects, treat this as a Charge action, granting you the normal +2 to attack and -2 to AC.
Short Haft: At 2nd level, you gain Short Haft as a bonus feat. Short Haft can be found on page 82 of Player’s Handbook II. If you already have the Short Haft feat, you may instead select any feat that a fighter could gain as a bonus feat.
Draconic Thrust (Ex): At 5th level, your leaping charges become even stronger. When performing a leaping charge, despite what weapon you are using, you ignore any damage reduction your target may have when you are dealing damage. Also, after hitting successfully with a leaping charge, you may immediately perform a free Trip attack. You gain a +4 bonus to this attempt and if you fail to trip your opponent, you have no chance of becoming tripped yourself.
Greater Leaping Charge (Ex): At 7nd level, you may attempt a high jump Jump check that does not draw attacks of opportunity and as long as you reach a height that is taller than your target, may perform a leaping charge upon an opponent. In addition, you add an additional 1d8 to your damage roll when making a leaping charge (for a total of 2d8).
Impale (Ex): At 10th level, you may pierce an opponent in a vital spot and leave the weapon in your opponent to be more damaging. You may forgo the free Trip attack granted by the Draconic Thrust class feature to instead leave a weapon inside the target. Upon using this ability, you are disarmed and the weapon used in the attack remains inside the target creature. Every subsequent round after you impale a creature, the impaling weapon deals its damage again without applying your strength modifier or any bonus damage dice. The impaled creature may use a full round action to remove the weapon and end the ongoing damage, but doing so causes the weapon to deal its damage multiplied by its critical multiplier to itself. This ability has no effect on creatures that are immune to critical hits.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
+1
+2
+2
+0
Agamidaen acrobatics (+5), armored acrobatics
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Class Skills (2 + Int modifier per level) Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Jump (Str), Listen (Wis), Profession (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Playing an Agamidaen
You appear as no more than a warrior with a pole arm. But, your windswept hair (if any) and naturally great agility are awe-inspiring. Your focus on your technique is admirable. You are also wise in the ways of the arcane and understanding of the origin of your techniques. You revere the dragons that warred with your predecessors and the valiant who leapt up to fight against them. You desire to hone your skill and technique and fight vigorously against any who you feel deserve the wrath your leaping charge.
Agamidaens have no real organization of their own, but they are common in militaries, mercenary groups, and even fighters guilds. Combat
Simply, at some point in every combat you should charge a foe and bring a large amount of damage to that foe. Also, using terrain to leap off of to cause even more damage to the enemy is beneficial, so leaping out into an ambush set by you or an ally is a very wise choice. Your ability to leap great heights and distances give you the ability to escape difficult creatures or reach areas others may not be able to. Acknowledge your superior mobility in combat.

Advancement
You are a charger, through and through. Advancing quickly on the enemy with the aim of bring it down fast is your primary aim. You have reached the point where you are looked upon as the first man into combat and a deadly adversary. You spend all of your time either studying your technique and practicing it or actually employing it.
As you advance as an agamidaen, it would be best to consider feats that add to your charging potential. Feats such as Hurling Charge, Powerful Charge, and Reckless Charge (Miniatures Handbook page 27) could benefit you greatly because they add to your attack roll or damage potential. Also, Cometary Collision (Player’s Handbook II page 77) gives you option for charging, allowing you to intercept a charging opponent. Finding feats that give you new uses for your already powerful techniques are some of the best.

Resources
Agamidaens are found as elite shock troopers in a couple of powerful militaries in the world, most notably the Parnaak military. Your ability to rush straight into a combat and case a great amount of discord in opposing ranks is welcome among any group or organization that enjoys winning battles. Tactically, your ability to advance quickly and take out key elements of an opposing force is worth ten less worthy soldiers, if not more.

Agamidaens in the World
Agamidaens are rare in the world because few are willing to study the arcane nature of the dragon long enough to understand the leaping techniques of the class. Though rare, agamidaens provide a means for PCs and NPCs to possess great technique for defeating an opposed combatant in single combat with a style that is rarely seen.

Organization
Agamidaens themselves have no organization of their own. Instead, they study under masters of the techniques and are only taught after learning requisite elements about the dragon itself and greater skill with a reach weapon. Agamidaens, as mentioned before, are found in other military groups and organizations focus on combat and warfare.

NPC Reactions
Agamidaens are viewed as skilled fighters and their technique can often cause fear in others due to its lethality. In regions with monsters or another physical threat plaguing their lands, people accept agamidaens in hopes that they will heroically save them from whatever dire threat that is. In general, they are viewed as fighters with polearms.

Agamidaen Lore
Characters who have Knowledge (history) or bardic knowledge can research agamidaens to learn more about them. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from lower DCs.
DC 10 A hard to pronounce name for a fighter with a polearm.
DC 15 A warrior who leaps upon his foes with a spear or glaive. This technique uses the weight of the warrior to strengthen the blow.
DC 20 Agamidaens can move nimbly in armor and leap farther than the average man.
DC 30 Characters who achieve this level of success can learn important details about a specific agamidaen in the campaign, the areas where he operates, and the kinds of activities he undertakes.
Agamidaens can be found among militias, adventuring groups, and the like. Finding one can be a quest in and of itself. Rumors of a warrior able to fell the mightiest of creatures with his spear, lance, glaive, ranseur, or the like must be investigated.
Additionally, they understand the damaging techniques of the agamidaen (leaping charge, draconic thrust, and impale).

Agamidaens in the Game
Agamidaens can be used as members of a large military group or perhaps a magistrate of a village who displays the unusual technique of the class. Players who enjoy a strong fighter who can deliver a single, powerful blow and also has a touch of knowledge and method behind his technique would enjoy the agamidaen.

Adaptation
Agamidaens do not necessarily need to stem from the men who fought out against the threat of the dragons. Perhaps a warrior who studied to fight against a local beast that flies, such as the Yrthak or Manticore, could learn similar techniques. Study of the creature is still required, but the prerequisite of Knowledge (arcana) could be changed to a Knowledge skill that covers the creature’s type. For example, if you hunt the arrowhawk, which is an outsider, then perhaps Knowledge (the planes) would be more suitable for your character. Discuss such changes with your DM.