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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, the cerulean lancer hones the art of leveraging the impact of his jump attacks to devastate foes. The cerulean lancer adds a bonus amount of damage equal to 1d6 + an additional 1d6 for every two blue mage levels gained beyond 1st when performing a long jump attack, a high jump attack, or a dive attack with a melee weapon (see below). Additional damage gained from this ability is not multiplied on a critical hit or any class feature that multiplies damage.

Long Jump Attack: The cerulean lancer makes an attack after a successful Acrobatics skill check to long jump at least 10 feet towards his target (whether as part of a charge, or move action).

High Jump Attack: The cerulean lancer makes an attack after a successful Acrobatics skill check to high jump at least 10 feet towards a target (whether as part of a charge, or move action) that possesses a higher altitude. Additionally, for every 10 feet of altitude he achieves with his high jump, the cerulean lancer may move 5 feet horizontally from his starting location towards his target (simulating a diagonal jump).

Dive Attack: As a full-round action, the cerulean lancer can attempt an Acrobatics skill check to high jump into making a dive attack against a target of lower altitude within a horizontal range of half of the dragoon’s achieved altitude. 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 against a target meeting the same criteria. Unless otherwise stated, a dive attack cannot be substituted for a combat maneuver.

When performing a dive attack, the cerulean lancer receives a +1 circumstance attack bonus for every 10 feet of altitude difference between him and his target. Additionally, he deals an extra 1d6 damage for every 10 feet of altitude difference (on top of the scaling bonus damage granted earlier in this ability). The total amount of extra damage dice and attack bonus gained from both Deadly Lancer and altitude differences 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 when performing a dive attack).

Upon a successful dive attack, the cerulean lancer lands within 10 feet of his target, taking falling damage as if he fell from his target’s altitude (if any). If no space is available within this range, he botches his landing, landing prone in the nearest open square.

If the dive attack misses, the cerulean lancer suffers falling damage as if he fell from his starting altitude and lands in the nearest available square next to his target as if he charged on foot. The cerulean lancer cannot use a Fly skill check to negate this falling damage.

Any movement that is part of a dive attack does not provoke attacks of opportunity, and 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. Additionally, the cerulean lancer treats his blue mage levels as dragoon levels for the purposes of qualifying for talents. Unless otherwise noted, a talent cannot be selected 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