|Level||Special||Max Momentum||Max Maneuver Grade||Schools||Maneuvers Known|
- "You cannot escape the reach of my lance!"
While the art of lancing was originally devised by burmecians as a means to do combat with dragons on the wing, the art has since evolved into something significantly more. In the course of warfare, it was found that while defenders and their ilk are quite capable of holding a line, they require that the enemy come to them; einhanders, meanwhile, must go to their enemy to engage them, crossing open ground that is very often the subject of archery attacks.
Cue the lancer: a profession whose purpose is to leap into the fray and strike their foes. Able to cross great gaps with bounding leaps, wielding large, reaching weapons that could affect a number of foes, military forces found it in their interests to train troops in this fighting style, allowing them to wreak havoc behind enemy lines, whether to push them towards defensive lines or to simply throw them into disarray. Already having contingents capable of destroying pinned enemies, the art of lancing evolved into a style that focused on forcing beings to move into non-optimal locations, breaking up formations and generally sowing chaos, setting up traps for others to take advantage of.
By necessity, lancers are hardier than many other warriors, though not nearly to the extent that defenders are. Diving past the front lines into the midst of the enemy requires a stout heart and an understanding that you will almost assuredly not come out unscathed. As such, lancers are often fitted with somewhat heavier armor than one would expect such a mobile individual to wear, and learn to withstand a degree of punishment.
Among adventuring parties, the lancer is relatively uncommon but not unknown. Their ability to pin down foes and wreak havoc among large numbers of creatures makes lancers a strong asset for adventurers, though their abilities are more difficult to bring to bear in situations where few targets present themselves. Their skills lie primarily in harassing foes and preventing them from taking action, rather than focusing purely on directly harming them, though this can be a boon in a group with a strong ranged element. Specifically, lancers go hand-in-hand with defenders: the lancer can push their foes to the defender, who can then punish them for not engaging with him.
Game Rule Information
Lancers have the following game statistics.
Force Alignment: None.
Force Resistances: None.
Abilities: Strength is the most important ability for a lancer; a high Strength enables him to jump better, farther, and faster, and also improves his ability to damage foes.
Starting Age: Simple.
- Hit Points at 1st Level: 15 + Con score.
- Hit Points at Each Additional Level: 9 + Con modifier.
- Healing Surges: 10 + Con modifier.
- Defenses: Fort +2; Ref +4; Will +0; Det +2.
- Hit Die: d10.
- Saving Throws: Fort (Good); Ref (Good); Will (Poor).
- Skill Points: 4 + Int modifier.
- Class Skills: Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Perception (Wis), Profession (Wis), and Ride (Dex).
All of the following are class features of the lancer.
Lancers have the following proficiencies.
Armor: Light and medium armor, but not shields.
Whenever you use your leap ability (see below), add this distance to your movement speed before making the calculation for how far you can jump.
Whenever you use the Jump skill, add your jump bonus to your movement speed to calculate your bonuses to the check, as well as how far you can move.
Lancers acquired their name through training sufficiently to be able to leap into the air higher than most mortals can dream, all while wearing moderate amounts of armor and carrying weapons with enormous reach. The momentum gained from such movement is what lends the lancer his power: with such energy behind his strikes, he can force his opponents to move against their wishes, or completely dominate his surroundings with powerful sweeps of his lance.
You gain a momentum token pool, which has a maximum number of tokens as per the table above. The maximum size of your momentum pool increases by your Strength modifier. If you ever become immobilized, prone, or otherwise unable to move, you immediately lose all of your momentum tokens and are unable to gain them until you lose all status effects that are preventing your movement.
You typically begin a combat with an empty momentum token pool.
Whenever you take a leap action (see below), your momentum token pool is filled.
At the beginning of your turn, you automatically lose momentum tokens equal to 1 + one-quarter your maximum (rounded down), as the energy you gained from your leap fades.
While you have tokens in your token pool, anytime you take movement that is not a shift, movement from your leap ability, or as part of a maneuver, you automatically lose one momentum token per five feet moved. (A 5-foot step is considered a shift.)
A lancer's ability to leap is what sets them apart from other warriors. It is the key ability that allows them to navigate the battlefield with impunity.
As a move action, you can make a leap, provided you are not suffering from any status ailment that reduces your movement speed or limits your movement in any way, and you are carrying no more than a light load.
When you undertake a leap, you can move up to half your movement speed. You can move through occupied squares without penalty, and none of this movement provokes an opportunity attack. However, the movement must be in a straight line, and you must have at least double your normal reach in vertical clearance along the entire path (thus, if you are Medium-sized, the ceiling must be at least 10 feet high at every point along the leap in order for you to take this action).
If you have a jump bonus (see above), add that to your movement speed before calculating the maximum distance you can move with a leap. In addition, you automatically expend all remaining tokens in your momentum token pool; each token spent in this way increases your movement speed by +5 feet for purposes of determining how far you can leap.
When you make a leap, your momentum token pool is filled at the beginning of the movement.
Whenever you use a maneuver that hits at least one creature, you can choose one creature you hit and one ally within 60 feet. The creature you select is demarked as though your ally had caused that status, with a value equal to your initiator level. This demark lasts until the start of your next turn. (A demarked creature suffers the listed amount as a penalty on all attack rolls against the creature that caused the demark.)
As a lancer progresses in his knowledge of the arts martial, he can begin to incorporate more sophisticated aspects of lancing into his form.
At each of the listed levels, choose one of the following abilities.
- Agile Pursuit: You do not grant combat advantage due to running. You take a -2 penalty to attack rolls while running, instead of -5.
- Aura Spin: You can sustain two auras created by lancer maneuvers that require a swift action to sustain with a move action.
- Draconic Cunning: You gain a class bonus to your AC equal to your Dexterity modifier against opportunity attacks.
- Draconic Might: Whenever you are subject to forced movement, reduce that movement by an amount equal to 5 feet per point of your Charisma modifier.
- Fleet of Foot: Your jump speed bonus increases by +10 feet. You can take this ability multiple times.
- Cunning Lure: When you use your second wind, you can pull each enemy within your threatened reach one square towards you.
- Pouncing Charge: When you charge, you can choose to use your leap ability instead of moving. If you do, you do not halve your movement speed for using leap.
- Lance Weave: You gain a +3 bonus to initiator checks to sustain auras created by lancer maneuvers.
- Maiden of the Spear: You can use two-handed weapons with the reach quality with which you are proficient as though they were one-handed.
- Mobile Mastery: You gain a +3 bonus to initiator checks to sustain mobile terrain effects created by lancer maneuvers.
- Terrifying Resurgence: When you use your second wind, you can push each enemy within your threatened reach one square away from you.
Unless otherwise noted, each ability can only be taken once.
At 10th level, the lancer has begun to reach the pinnacle of his art.
At each of the listed levels, choose one of the following abilities.
- Catfall: Whenever you fall, you always land on your feet and do not land prone.
- Expanded Art: You gain a lancing art ability of your choice.
- Impale: When you use your leap ability, you can make a full-round attack at the end of that movement. If you do, all of your attacks must be directed at a single target, and are considered a single attack for purposes of sneak attack, DR, and other such effects.
- Quicker than the Eye: While you are moving during your leap ability, you gain a class bonus to AC and Reflex equal to your level.
- Rockfall: You gain innate resist falling damage equal to your bonus to jump speed bonus.
- Wall Perch: You can land on vertical surfaces, even those that you would not normally be able to climb; the surface must be able to support your weight. If you attempt any action other than a leap, you immediately fall.
- Feat: A lancer can gain a bonus feat in place of a talent.
Unless otherwise noted, each ability can only be taken once.
The following is the lancer maneuver list.
1st-Level Lancer Maneuvers
|Almighty Push||Standard||Strike||Melee attack; push targets away from you.|
|Entwining Blow||Standard||Strike||Melee attack; target may be slowed.|
|Harassing Strike||Standard||Strike||Melee attack; creates a zone in which creatures grant combat advantage.|
|Jinking Blow||Standard||Strike||Melee attack; pull targets towards you.|
|Jump Attack||Full||Strike||Leap attack against single target, deals +1d6 damage.|
|Lancing Riposte||Reaction||Counter||When you are hit, make an attack that inflicts str down.|
|Pinning Dash||Full||Strike||Move up to your speed; make one attack along path, target is immobilized.|
|Punishing Lance||Standard||Strike||Melee attack; creatures near you take damage.|
|Scything Strike||Standard||Strike||Attack two opponents with one weapon.|
|Twist the Blade||Standard||Strike||Melee attack; if creature does not leave your threatened area, takes additional damage.|
|Wyrmling Crush||Full||Strike||Leap attack against multiple targets.|
2nd-Level Lancer Maneuvers
|Clear the Path||Swift||Boost||Create an area in which allies do not provoke attacks of opportunity for leaving the squares.|
|Cyclone Strike||Full||Strike||Melee attack against creatures in reach; targets may be deafened; creatures near you grant combat advantage.|
|Deep Lunges||Swift||Stance||Increase your reach by +5 feet.|
|Dustup||Swift||Boost||Create an area of lightly obscuring dust when you leap.|
|Menacing Avalanche||Full||Strike||Melee attack against creatures in reach; targets become demarked.|
|Tactical Jump||Move||Rush||Jump a distance up to your speed.|
|Trapping Riposte||Reaction||Counter||When you are hit with an attack of opportunity, gain +2 to AC and saving throws, attacker grants combat advantage.|
|Shellsplitter||Standard||Strike||Melee attack; creature suffers -2 penalty to AC and saving throws.|
|Sidestep||Reaction||Counter||Gain a power bonus to AC and saving throws against a melee attack; if you are missed, slide the attacker.|
|Sweeping Strikes||Full||Strike||Melee attack against creatures in reach; area around you treated as difficult terrain.|
|Tower of Morning||Full||Strike||Leap attack against a creature deals +1d6 damage, pushes them and knocks them prone.|
3rd-Level Lancer Maneuvers
|Blinding Dash||Full||Strike||Move up to your speed; make one attack along path, target may be blinded.|
|Blood Lance||Full||Strike||Leap attack against multiple targets; deals +1d6 damage; targets gain bleeding (1d6).|
|Dazing Lance||Full||Strike||Leap attack against one creature; deals +2d6 damage; target is dazed and possibly slowed.|
|Doom Spike||Standard||Strike||Melee attack hits targets in a line up to your reach.|
|Ensnaring Lance||Full||Strike||Leap attack against multiple creatures; deals +1d6 damage; targets cannot move away from you.|
|Hard Landing||Swift||Boost||Knock nearby creatures prone after you leap.|
|Power Surge||Swift||Boost||The next attack you make after a leap deals +2d6 damage.|
|Spineshatter Dive||Full||Strike||Leap attack against one creature; deals +2d6 damage; target is immobilized.|
|Spiteful Lance||Standard||Strike||Melee attack against creatures in reach; create a zone in which creatures take penalty to attack rolls, deal damage to them for moving away.|
|Thornwatch||Standard||Boost||Create a zone near you that is difficult terrain, creatures take damage for passing through.|
|Whirlwind||Full||Strike||Make single attack at highest attack bonus against all creatures in reach.|
4th-Level Lancer Maneuvers
|Adjust Tactics||Swift||Boost||Move zones you have created.|
|Blade Twirl||Swift||Stance||Gain concealment while not moving.|
|Blocking Screen||Swift||Boost||Create an area in which you do not allow creatures your size or smaller to enter.|
|Covering Stance||Swift||Stance||When you provide cover for allies, increase cover bonus by +4.|
|Cut the Wind||Reaction||Counter||Melee attack against charging creature, deals +1d6 damage; target grants combat advantage, you gain +1d6 damage to attacks of opportunity.|
|Forceful Lance||Standard||Strike||Melee attack deals +3d6 damage, pushes target; creatures near you are pushed away.|
|Herding Lance||Standard||Strike||Melee attack against creatures within reach, deals +2d6 damage, pull them toward you; creatures are pulled towards you.|
|Impaling Strike||Standard||Strike||Melee attack adds +4d6 damage, ignores DR and Hardness, inflicts con down.|
|Latch Spike||Standard||Strike||Melee attack, deals +2d6 damage; target is grabbed.|
|Moonwalker||Standard||Boost||Target ally becomes invisible temporarily.|
|Scattering Dive||Full||Strike||Leap attack against one creature, deals +4d6 damage; target and adjacent creatures knocked prone.|
5th-Level Lancer Maneuvers
|Crash Jump||Full||Strike||Leap attack against one creature; deals +3d6 damage; push the target dependent on damage, you can follow.|
|Crashing Lance||Standard||Strike||Melee attack, deals +3d6 damage; target is stunned.|
|Ensnaring Pounce||Full||Strike||Move and make one attack along movement; deals +3d6 damage; if target ends it's next turn within your reach, attack them again with +5d6 damage.|
|Entangling Lance||Standard||Strike||Melee attack against creatures in reach, deals +1d6 damage; create a zone in which creatures are slowed, melee attacks have increased crit chance.|
|Guardian Lance||Swift||Boost||Another creature of your choice gains the benefit of your demarks.|
|Hyper Vigilance||Swift||Boost||Create an area in which in which foes automatically take damage for ending their turn.|
|Iron Surge||Swift||Boost||Cleanse yourself of a status ailment.|
|Razor Dash||Full||Strike||Move and attack all creatures along your path, knocking them prone.|
|Retribution Spike||Standard||Strike||Melee attack, deals +3d6 damage; create a zone in which you can attack creatures that make an attack.|
|Spinning Leap||Full||Strike||Leap attack against all creatures along leap path, deals +2d6 damage.|
|To The Skies||Standard||Boost||Leap into the air an incredible distance; you can spend a healing surge; then return anywhere within your jump speed of your original location.|
6th-Level Lancer Maneuvers
|Crushing Lance||Standard||Strike||Melee attack against creatures within reach, deals +2d6 damage; knock creatures prone.|
|Dervish Lance||Standard||Strike||Melee attack against creatures within reach, deals +2d6 damage; you can slide nearby creatures.|
|Dragon's Roost||Swift||Boost||Create an area to which you can move immediately.|
|Feint Flurry||Reaction||Counter||Use your weapon as a shield to intercept an attack.|
|Impaling Lance||Standard||Strike||Melee attack, deals +5d6 damage; target is considered grappled, takes additional damage each round.|
|Revealing Strike||Standard||Strike||Melee attack; target is knocked prone, cannot become hidden, loses and cannot gain invisible.|
|Vorpal Thrust||Standard||Strike||Melee attack against creatures within reach, deals +3d6 damage; critical threats automatically confirm.|
7th-Level Lancer Maneuvers
|Diving Dragon Rush||Full||Strike||Leap attack against multiple creatures, deals +2d6 damage, slide targets and knock them prone.|
|Earthshatter Dive||Full||Strike||Leap attack against multiple creatures, deals +3d6 damage, targets are immobilized.|
|Impulse Drive||Standard||Strike||Melee attack, deals +4d6 damage, target is deafened and stunned.|
|Invigorate||Swift||Boost||Your momentum pool stops emptying until your next leap.|
|Preserved Domain||Swift||Boost||Create an area in which allies do not provoke opportunity attacks.|
|Stinging Lance||Full||Strike||Leap attack against multiple creatures, deals +2d6 damage, targets are slowed and weakened.|
|Whirling Lance||Standard||Strike||Melee attack against creatures within reach, deals +2d6 damage, targets are dazed.|
8th-Level Lancer Maneuvers
|Befuddling Lance||Standard||Strike||Melee attack against creatures within reach, deals +2d6 damage, causes amnesia.|
|Chaos Thrust||Standard||Strike||Melee attack against creatures within reach, deals +3d6 damage; creatures gain confusion.|
|Killbox||Swift||Boost||Create an area in which creatures provoke opportunity attacks from all allies.|
|Piercing Lance||Standard||Strike||Melee attack against creatures within reach, deals +3d6 damage; creatures gain vulnerability to damage.|
|Rending Lance||Standard||Strike||Melee attack against creatures within reach, deals +2d6 damage; creatures near you become slowed.|
|Staggering Spear||Standard||Strike||Melee attack, deals +4d6 damage, target is stunned, then dazed.|
|Skyshatter Dive||Full||Strike||Leap attack against multiple creatures, deal +2d6 damage, causes weakened, prone, and dazed.|
9th-Level Lancer Maneuvers
|Confusion in the Ranks||Swift||Boost||Create an area that causes a variety of status ailments.|
|Highwind||Full||Strike||Leap attack against multiple creatures, deals +3d6 damage; creatures gain weakened, slowed, immobilized.|
|Ring of Thorns||Full||Strike||Melee attack against creatures within reach, deals +2d6 damage; creatures gain bleeding (6d6).|
|Trinity Crusade||Standard||Strike||Melee attack, deals +6d6 damage, causes sealed and pacified.|
|Worldshatter Dive||Full||Strike||Leap attack against multiple creatures, deals +3d6 damage, push creatures and cause prone, dazed and vulnerability to damage.|
We're going to throw out logic and do the impossible.
Design Goal: Take the 4e Controller role, mix with the FF dragoon concept, add a tablespoon of Bo9S, and set to "blend." Garnish with abilities ripped from FF XIV and prior incarnations of this class. Serve chilled.
Feb 27, 2017: Redesign.
Types of momentum: Push <-> Pull Sky <-> Ground Circle <-> Angle
Lancers are intended to imitate Nature casting, but there's a bit of a disconnect. Where benders have to gather flux, lancers have to leap - but because you automatically lose momentum at the start of your turn, it doesn't make sense to make lancers have to roll. Instead lancers always get their max momentum when they leap, and it bleeds off rapidly.
Also, lancers don't have a stress equivalent. Instead, if you have momentum of one type and gain its opposite, you subtract your current momentum from the momentum you would gain. ...at least, that's what I think I was thinking when I came up with this.