New Class: The Lancer


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I always thought dragoons/lancers were a lot "heavier" than this class suggests. In FF games, you see them decked out in the heaviest armors available with gobs of hit points. It seems balanced enough, though. I skimmed the powers and didn't see anything crazy. The threatening reach at 5th might be a bit much but I dunno.

Fans of this class / concept might enjoy this: Dragoon Paragon Path
 

That looks pretty nice. I have my own Dragoon paragon path up there as well. It offers +1 AC in any armor, +2 Healing surges, and roll athletics checks twice to enable better jumping. Also, if you look at the powers, for it they all involve jumping as part of them. If you combine one of the attacks with the utility, you actually can do the jump them return to my starting location trick.
 

I went through the class today and made a whole crap load of changes. Alot a spelling errors got corrected, I expanded stat abreviations into the full stat, shifted 2 powers levels. But the biggest changes were toning down the damage and effects of some powers, and adding effects to others, mostly in an effort to push it fall more fully into what I feel is a Controller area. Most notable, I altered two powers to function as zones. Here is a full list.

[sblock=8/14/08 - - 4:20]-----Clarified that with Lancer Tactics you choose only one.
-----Removed the -1 attack penalty from Spinning Strike
-----Replaced the At-Will Rapid Strike with the At-Will Burst Strike
-----Added the At-Will Vertical shot to provide javelin throwers an at-will power.
-----Changed Encounter 1 Lunge to deal 1[W] instead of two and weaken the target until the end of your next turn.
-----Changed Encounter 1 Distracting Shot to allow Dexterity instead of Strength
-----Changed Encounter 1 Swirling Blows to only push equal to 1/2 your Dexterity modifier.
-----Added Close the Daily 1 Whirling Attack
-----Changed Daily 1 Bleeding Wound to deal 1[W] damage and added a Precision Strike benefit.
-----Clarified that Utility 2 Careful Positioning wa a personal power.
-----Changed Encounter 3 Flurry of Blows to deal 1[W] instead of 2[W] and add Dexterity to damage if your chose Flurry of Blows.
-----Changed Encounter 3 Precision Strike to target Reflex, not have bonus to the attack roll, and to add Intelligence to damage if you chose Precision Strike.
-----Changed Encounter 3 Forceful Blow to inflict weakened (save ends) if you are using a staff.
-----Changed Encounter 3 Dazzling Assault to remove Strength modifier from damage.
-----Changed Utility 6 Repositioning Maneuver to shift equal to your Intelligence modifier instead of 2 + Int modifier.
-----Changed Utility 6 Dire Recovery to allow only a healing surge with no bonus healing.
-----Changed Encounter 7 Manic Whirlwind to deal 2[W[ damage instead of 3[W].
-----Changed Encounter 7 Forceful Repositioning to slide the target 3 squares instead of 2
-----Changed Encounter 7 Wide Sweepsa to deal 1[W] + Strength modifier damage instead of just 1[W]
-----Changed Daily 9 to daze until the end of your next turn.
-----Changed Daily 9 Furious Flurry to only push 1/2 you Dexterty modifier squares.
-----Changed Daily 9 Immobilizing Rain to allow an option to Dexterity.
-----Changed Utility 10 Defensive Spring to specify a basic melee attack.
-----Moved Utility 10 Diving Attack to utility 16 and increased it's range increase to +2
-----Moved Utility 16 Surpse Strike to Utility 10
-----Changed Encounter 13 Blinding Cloud from 1[W] to 2[W]
-----Changed Encounter 13 Leaping Attack to ignore difficult terrain and large or smaller enemies during it's shift.
-----Changed Encounter 13 Javeling Storm to allow the use of Dexterity.
-----Changed Daily 15 Defensive Lunges to slow the target on a miss. Removed the anti teleportation clasue. Reworded it to act as a zone.
-----Changed Encounter 17 Assaulting Flurry to inflict 1/2 your Dexteirty modifier as a penalty.
-----Changed Encounter 17 Frenzied Whirlwing to deal 3[W] damage instead of 2[W].
-----Changed Encounter 17 to deal additional damage equal to your full Intelligence modifier and push 1 + 1/2 your Intelligence modifier
-----Changed Daily 19 Lethal Strike to deal 4[W] instead of 3[W]
-----Changed Daily 19 Endless Attacks to slow targets as well as you and removed the unsustinable clause in the miss.
-----Clarified Encounter 23 Cleritious Spin to block line of sight in all sqaures adjacent to you.
-----Changed Encounter 23 Devastating Thrust to deal 2[W] instead of 3, Push 1 + 1/2 your Intelligence modifier instead of full, and daze the target until the end of your next round.
-----Changed Encounter 23 Violent Swing to deal 2[W] instead of 3[W].
-----Changed Daily 25 Pinning Sweep to have the Weapon keyword.
-----Changed Daily 25 Obliterating Lunge to have the Weapon keyword.
-----Changed Daily 25 Unassailable Bastion to only add 1/2 your Intelligence modifier to Oppotunity attacks, and to slow you for as long as the stance persists.
-----Changed Daily 25 Lethal Storm to allow for Dexterity.
-----Changed Encounter 27 Lancer's Assault to ignore difficult terrain and large or smaller enemies during it's shift.
-----Changed Daily 29 Disastrous Squall to deal 4[W[] instead of 3[W]
-----Changed Daily 29 Crippling blow to inflict a -3 penalty on saving throws against it's effect.
-----Changed Daily 29 Iron Wall to slow on a miss instead of ending the move. Rewored it to work as a zone, allow teleportation, and allow small amounts of movement,
-----Fixed the Dragoon's Improved Damage Action by specifying trhat it increases damage.
-----Changed Dragoon Daily 20 to deal 4[W] instead of 3[W]
-----Changed Living Tornado Encounter 11 to specify who takes the penalty.
-----Changed Living Tornado Daily 20 to inflict 3[W[ instead of 2[W]
-----Changed Divine Shield's 16th level abilty to specify that the targets to be marked must be targets of the attack.
-----Changed Divine Shield Encounter 11 to attack all creatures in the burst, and yoou must be using a reach weapon to use it.
-----Changed Divine Shield's Daily 20 to specify that you must be using a reach weapon and to deal 3[W[ + Strength instead of 4d6 + Charisma
-----Changed the feat Improved Roundabout Capability to just inflict a -2 penalty to all attack rolls.[/sblock]

I would appreciate if somebody went over the class and told me about anything they feel is overpowering of just wierd.
 

WM-Lancer

Hello Wandering Mystic. I have a question regarding the Lancer build you created.

Under the current writeup, are lancers still supposed to choose one of the two Lancer Tactics options, or do they get them both?

You seem to have removed mention that one needs to choose one of the two Lancer Tactics options, implying that a lancer gets both; but the relevant powers still suggest that a lancer is supposed to choose one or the other (Precision or Flurry).

If they do indeed get both, then you (for clarity's sake) should collapse the tactics dependent powers to remove the extraneous descriptors (without necessarily removing their additional effects).

Otherwise, I like it. Still evaluating the Blue Mage...
 
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I suppose I should clarify; I was under the mistaken impression that FF6Shadow had a separate Lancer from Wandering Mystic's, so I was only commenting on the PDFs as presented in post #34. Sorry for the confusion :)
 

That was a typing oversight on my part I will be updating the PDF with all of the changes FF6shadow has made in the next day or so. He doesn't have a PDF creator so I am doing it, I like it so much and having a PDF makes it alot easier to use in my game.
 

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