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Cerulean Lancer

The ronso tribes are known for learning the monster’s ways of fighting. While most take to fighting with natural weapons, some ronsos wield lances to hunt down the monsters themselves and jump on them before they can react.

The cerulean lancer is an archetype of the blue mage class, available only to ronso blue mages.

Limit Break (Su)

At 1st level, the cerulean lancer receives the Limit Break (Azure Lancet).

Azure Lancet (Su): This Limit Break allows the cerulean lancer to absorb the energy of a creature that he can see within 30 feet. He deals 2d6 points of non-elemental damage to the target and heals the damage dealt and restoring 1 MP. This deals an additional 2d6 points of damage and restores 2 more MP for every four blue mage levels after 1st. The target must make a Fortitude save (DC 10 + half of the blue mage’s level + his Intelligence modifier) to reduce the damage by half. Additionally, if the target has an ability that the cerulean lancer can learn, he may make appropriate Knowledge skill check to learn the ability as if he has seen it cast. If the target has more than one ability available to learn, he attempts to learn the ability that is listed first.

This ability replaces the Limit Break (Azure Summoning).

Jump (Ex)

At 1st level, a cerulean lancer trains for years in the ability to leap astounding and nearly supernatural distances, emulating the dragon’s ability to fly. The cerulean lancer adds his blue mage levels to all Acrobatic skill checks for jumping. A cerulean lancer’s ability to jump with his Acrobatic checks is treated as though he got a running start and has the Run feat, regardless of whether or not he gets a running start. A cerulean lancer’s maximum height is not affected by his size and his jump is not affected by maximum movement speed, allowing very strong, very powerful cerulean lancers to eventually leap higher than their own height and further than his own movement speed. In addition, the cerulean lancer may jump as part of a charge action.

Beginning at 4th level, the DC multiplier for a high jump is reduced by 1, making it a multiplier of 3 rather than 4. This reduction improves by 1 every seven levels; multiplier of 2 at 11th level, and multiplier of 1 at 18th level. A cerulean lancer using this ability does not provoke an attack of opportunity unless he passes through a square that is threatened by a flying creature that he is not attacking directly. If a cerulean lancer is hit in this manner, he falls to the ground prone in the square in front of the creature.

This ability replaces spell proficiency.

Polearm Training (Ex)

Also at 1st level, a cerulean lancer’s combat prowess when wielding a spear, lance, or polearm is unquestionable. He gains a +1 to attack and damage rolls when wielding such as a weapon. This improves by +1 for every four blue mage levels after 1st.

This ability replaces blue magery.

Deadly Lancer (Ex)

At 4th level, the cerulean lancer has learned the technique of the falling from the sky upon his opponents to inflict more damage. Whenever the cerulean lancer jumps at least ten feet from his opponent (vertical or horizontal) and strikes his foe using a spear, lance, or polearm, he deals an additional +1d6 points of damage. This extra damage is 1d6 when first gained, and it increases by 1d6 per four blue mage levels after 4th. If the attack is also a critical hit, the extra damage is not also multiplied. For every 10 feet the cerulean lancer jumps beyond the first 10 feet, he deals an extra 1d6 points of damage.

This ability replaces azure physical training.

Acrobatic Talents (Ex or Su)

Starting at 4th level, a cerulean lancer may gain an acrobatic talent or azure talent. He gains one additional talent for every 2 blue mage levels attained after 4th. Unless otherwise noted, a cerulean lancer cannot select an individual talent more than once.

This ability modifies and may replace azure talents.