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Deadly lancers channel the spirit of dragoons in charging creatures down and impaling them on their polearms.

The deadly lancer is an archetype of the chocobo knight class.

Weapon and Armor Proficiency

A deadly lancer is proficient with simple weapons, as well as all weapons from the polearm weapon group. They are also proficient with all armor (light, medium, and heavy) but not with any shields.

This ability modifies the starting chocobo knight’s weapon and armor proficiencies.

Charging Lancer (Ex)

At 1st level, a deadly lancer has learned the technique of utilizing the impact of his lancer attacks while mounted to devastate his enemies. This deadly lancer damage starts at 1d6 and increases by 1d6 every two chocobo knight levels after 1st.

Upon selecting a target, the deadly lancer charges his target and makes an attack (this cannot be a combat maneuver), receiving a +1 circumstance attack bonus (this includes the bonus for charging) for every 10 feet of difference between him and the target. If the attack hits, the deadly lancer deals normal damage + Charging Lancer damage + an additional 1d6 of damage for every 10 feet of difference. The bonus damage dice and attack bonus derived from the difference is capped by the chocobo knight’s level (example: a 5th level deadly lancer cannot exceed a +5 attack bonus and 5d6 points of extra damage from differences), and is not multiplied on a critical hit or any class feature that multiplies damage.

This ability replaces commander’s aura, commander’s shout, chivalry’s call, and dual aura.

Deadly Lancer Talents

Starting at 2nd level and every two chocobo knight levels thereafter, a deadly lancer can choose a mounted talent or a talent from the list below.

Agile Finish (Ex): A deadly lancer with this talent gains a +1 dodge bonus to his AC for every three dice of Charging Lancer damage he inflicts. This effect lasts for 1 round.

Predatory Pounce (Ex): A deadly lancer with this talent that uses his Charging Lancer class feature on a target that is flat-footed, he uses d8s instead of d6s.

Shellbreaker (Ex): After charge attacking a creature, its DR of all types is reduced by an amount equal to half the number of Charging Lancer dice inflicted for one round (minimum 1). Prerequisite: The deadly lancer must be at least 6th level to select this talent.

Springing Charge (Ex): When the deadly lancer charges a distance of 10 or more feet, he may move after the attack, but the deadly lancer’s total distance that he can move cannot be greater than his mount’s speed. The deadly lancer uses Ride skill checks to move through threatened squares in this manner at full speed without the imposed +10 DC modifier. Prerequisite: The deadly lancer must be at least 6th level to select this talent.

Tactical Drop (Ex): A deadly lancer with this talent may choose to not deal extra damage from Charging Lancer on his charge attack, allowing him to make a free trip, bull rush, sunder, or disarm combat maneuver check upon a successful hit. This combat maneuver does not provoke attacks of opportunity, with it receiving the circumstance attack bonus gained from any differences of distance. The deadly lancer still deals his normal damage on this attack.

These abilities may replace mounted talents.

Flawless Lancer (Ex)

At 15th level, a deadly lancer doesn’t automatically miss when he rolls a natural 1 on an attack roll while utilizing his Charging Lancer class feature.

This ability replaces victor’s rally and general’s awe.

Piercing Critical (Ex)

At 19th level, a deadly lancer increases his critical threat range by 1 while using a polearm or spear. This amount increases to 2 for attacks that would utilize his Charging Lancer class feature. These increases are applied after any effects that multiply the critical threat range of a weapon (ex: the Improved Critical feat).

This ability replaces indomitable steed.

Master Lancer (Ex)

At 20th level, the deadly lancer deals double weapon damage for attacks that utilize his Charging Lancer class feature. This is not the same as a critical hit. In addition, if the deadly lancer confirms a critical hit on an attack that utilizes his Charging Lancer class feature, the target is stunned for 1d4 rounds. A Fortitude save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the number of Charging Lancer dice inflicted.

This ability replaces supreme charge.