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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.

Archetype Main Ability Scores:
The cerulean lancer mainly focuses on STR/DEX for martial combat and WIS for their class features and spellcasting. However, they may also use STR/DEX for several of their optional class features and skill checks.

Archetype Feature Replacements:
1st – Weapon proficiencies, Limit Break (Scan Master)Spell ProficiencyBlue Magery2nd – Azure Talent, Favored Enemy. 4th – Azure Physical TrainingAzure Talent5th –Blue Magery6th – Azure Talent8th – Azure Physical TrainingAzure Talent9th –Blue Magery10th – Azure Talent.  12th – Azure Physical TrainingAzure Talent. 13th –Blue Magery14th – Azure Talent16th – Azure Physical TrainingAzure Talent17th –Blue Magery18th – Azure Talent20th – Azure Physical TrainingAzure Talent.

Weapon Proficiency

Cerulean lancers gain weapon proficiency with all spears, lances, and polearms.

This ability replaces the blue mage’s standard weapon proficiencies.

Cerulean Magic

All spells and blue mage abilities that function off Intelligence now function off of Wisdom instead.

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 Wisdom 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 (Scan Master).

Jump (Ex)

At 1st level, a cerulean lancer trains for years in the ability to leap astounding and even supernatural distances. The cerulean lancer adds his cerulean lancer 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. The cerulean lancer may long jump as part of a move action or charge action, allowing him to ignore difficult terrain for the distance he jumps. The cerulean lancer uses his jump’s Acrobatics check to resolve against all opponents CMD while long jumping or high jumping through threatened squares, but takes the +10 to DC for moving at full speed while doing so.

A cerulean lancer’s maximum jump distance is 2x his base speed, as if charging, instead of being limited by his normal base speed (30-foot land speed = 60-foot jump maximum). Starting at 3rd level and for every 3rd level thereafter, the cerulean lancer further increases his maximum jump distance by an additional 10 feet.

Should the cerulean lancer utilize any of his base speed for movement on his turn, subtract that distance from his maximum jump distance to determine the distance he has left to jump.

This ability replaces spell proficiency.

Deadly Lancer (Ex)

At 1st level, a cerulean lancer has learned the technique of utilizing the impact of his jump attacks to devastate his enemies. He is granted an extra amount of damage on specific types of attacks (see below) equal to 1d6 + an additional 1d6 for every two cerulean lancer levels attained after 1st. Any additional damage gained from this ability is not multiplied on a critical hit or any class feature that multiplies damage. The cerulean lancer benefits from Deadly Lancer damage when making the following types of attacks with a melee weapon:

Long Jump Attack: After traveling at least 10 feet during a long jump (whether as part of a charge attack, or move action) towards a target he successfully hits with an attack, the cerulean lancer deals normal damage + his Deadly Lancer damage to that target.

High Jump Attack: After traveling at least 10 feet during a high jump (whether as part of a charge attack, or move action) towards a target he successfully hits with an attack, the cerulean lancer deals normal damage + his Deadly Lancer damage to that target. Additionally, for every 10 feet of altitude the cerulean lancer achieves with his high jump, he may move an additional 5 feet horizontally from his starting location (simulating a diagonal high jump) towards a target that he would be able to attack.

Dive Attack: As a full-round action, the cerulean lancer may perform a high jump to make a dive attack. If he is already airborne at the start of his turn due to flight or some other form of movement, he may also make a dive attack from his current altitude as a full-round action.

For every 10 feet of altitude the cerulean lancer possesses, his dive attack gains an additional 5 feet of horizontal range. The cerulean lancer can make an attack against a target that is within this range and below his altitude (this cannot be substituted as a combat maneuver), receiving a +1 circumstance attack bonus for every 10 feet of altitude difference between him and the target. If the attack hits, the cerulean lancer deals normal damage + his Deadly Lancer damage + an additional 1d6 of damage for every 10 feet of altitude difference. The total amount of extra damage dice and attack bonus gained from Deadly Lancer is capped by the cerulean lancer’s blue mage level (ex: a 5th level cerulean lancer cannot exceed a +5 attack bonus and 5d6 points of extra damage from Deadly Lancer).

After a successful dive attack, the cerulean lancer lands into an open square within 10 feet of his target, suffering falling damage (if any) equal to the altitude difference subtracted from the cerulean lancer’s starting altitude. If there is no open square available to land in within this distance, the cerulean lancer lands prone in an open square that is closest to his target, suffering half of the distance he dove in falling damage.

If the dive attack misses, the cerulean lancer lands in the nearest eligible square as if he charged on foot and takes full falling damage. Treat the cerulean lancer’s starting altitude as the point from which he fell for the purposes of calculating falling damage (1d6 points of damage per 10 feet fallen, to a maximum of 20d6). The cerulean lancer cannot use the Fly skill to negate this falling damage.

Any movement that is part of a dive attack does not provoke attacks of opportunity. Any distance traveled that is part of a dive attack does not contribute to the cerulean lancer’s maximum jump distance.

This ability replaces blue magery.

Dragoon Talents (Ex or Su)

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

This ability modifies and may replace azure talents.

Super Jump (Ex)

At 2nd level, the cerulean lancer can empower his jump to send him soaring, emulating the ability to fly. By activating this ability at the start of his jump as a free action, the cerulean lancer lowers the Acrobatics high jump DC multiplier from 4 to 1 for that jump (ex: a high jump of 20 feet would be lowered from an Acrobatics DC of 80 to an Acrobatics DC of 20). Additionally, the cerulean lancer receives a +10 bonus to Acrobatics for that jump. The cerulean lancer suffers no falling damage for the vertical distance he high jumps when using this ability.

The cerulean lancer can use this ability a number of times per day equal to his cerulean lancer level, and no more than once per round.

This ability replaces favored enemy.

Polearm Training (Ex)

At 4th level a cerulean lancer gains a +1 bonus on attack and damage rolls with spears, lances, and polearms. This bonus increases by +1 for every four levels beyond 4th.

This ability replaces azure physical training.Cerulean Lancer