Bronze Dragon Lancers

A group of heroic warriors based in Gardenbur. With the exception of a few rare dwarves, every Bronze Dragon Lancer is a Sylvan Elf.

The lancers are granted power by ancient bronze dragons, and wield spears and shortbows in battle, along with various other bronze-dragon themed equipment. Lancers are famous for their signature jumping attack, which can deal devastating damage to their opponent. High ranking lancers wear helmets which bestow a few of the abilities of a bronze dragon and have the honor of wielding lances made from the bones of bronze dragons.

Any Bronze Dragon Lancer is immensely respected in Gardenbur and usually very well received elsewhere. However, with the appearance of the Red Dragon Lancers approximately fifty years ago, their numbers began to thin out, and today the lancers lack the manpower to protect any land besides Gardenbur.

Rules for playing a Lancer are below.

The Lancer Organization

The Bronze Dragon Lancers are an ancient organization based in Gardenbur. With a few exceptions, it is almost exclusively comprised of Sylvankind.

While they are primarily concerned with the defense of Gardenbur, many lancers also wander the world with the intent of helping others and safeguarding the wilderness. They are unconcerned with the law, choosing to do what is right whether the law agrees with it or not. They do not have a strictly defined code, but they do try to accomplish the following objectives:

1. Protect the innocent and fight evil.

2. Protect the wilderness from unwarranted destruction.

3. Hunt down those allying themselves with the red dragons, as well as corrupted druids and other individuals that would use the wilderness to cause harm.

4. Destroy unnatural creatures such as the undead and abberrations.

Individual lancers use their own discretion, though lancers who violate the intent of their organization risk being hunted themselves and put on trial. The spirits of the bronze dragons that power the lancer's abilities can also become dissatisfied with evil actions or a failure to live up to the ideals of the organization.

Becoming a Lancer

Becoming a Lancer is a process that takes about two years, though the exact amount of time can vary. All Lancers must be at least eighteen years of age (many are several years older when they are initiated) and be good-natured. Furthermore, very few non-Sylvan Lancers have ever been inducted into the organization. A very small number of half-Sylvans and Dwarves from Burrland are known to be Lancers.

Mechanically, a character must be proficient with greatspears, shortbows, lancer claws, and scale armor. They must start with the Good alignment and possess the Bronze Dragon Blessing feat. Most Lancers are members of the Fighter class (see Special Lancer Equipment below). Note that proficiency in Lancer weapons is granted by the Forest Guardian feat, which is available to Sylvans.

The Lancer Keyword

Powers with the Lancer keyword can only be used with special Lancer weaponry that the Lancer has deemed to be his personal equipment. Additionally, these powers can potentially be revoked if the lancer grievously fails to live up to the ideals of the lancer organization.

Special Lancer Equipment

A lancer must declare a given piece of Lancer equipment to be theirs before it will function with any of their powers that have the Lancer keyword. Doing this will give said equipment a +1 bonus to damage (if a weapon), allow the lancer to ignore the speed penalty of the lancer's scale armor, or grant some other benefit. Additionally, any piece of gear designated as personal will reform on the Lancer at every sunrise.

Designating a piece of equipment as a personal item can be done during a short rest, but a Lancer can only swap out a given equipment type (lance, bow, armor, etc) once per day.

This feature replaces the Combat Superiority and Fighter Weapon Talent class features that are standard on fighters from the PHB. Lancers from other classes are allowed on a case by case basis only.

Lancer Gear

Bronze Dragon Lancers fight with a special selection of equipment. A newly inducted Lancer will have mundane or lightly enchanted versions of this equipment, usually made of steel or in rare cases a moderately rare material such as dwarven steel or ipantor. The most powerful Lancers have the honor of wielding weapons made from the bronze dragons themselves — weapons made from bronze dragon bone and armor made from bronze dragon scales.

Such weapons are never crafted from the hunting of bronze dragons — the bronze dragons willingly give their remains to the Lancers so that their fight may be easier.

Bows: As ranged weaponry, the bronze dragon lancers prefer the shortbow for its portability. Some of these bows have increased ranges or other benefits not standard on most shortbows. Lancers who have proven themselves will be rewarded with specially made bronze dragon bone arrows that can have a variety of effects.

Claws: There are two versions; one for the hands and one for the feet. Special versions can have varying benefits, but they are used to attack, often as a backup weapon. Both versions have the following statistics: +3 Proficiency, 1d6 damage, 15 gp cost, 3 lbs, Light Blade.

Lances: The bronze dragon lances are greatspears. Specially made lances made from bronze dragon bone are legendary pieces of equipment indeed.

Scale Armor: Scale armor that is specially made for Lancers confers a number of benefits (regular scale armor does not grant such boons). Lancers who designate a particular suit as their personal armor can ignore the speed penalty usually associated with scale armor. Resistance to electricity and thunder damage is also common.

Lancer Feats

Dragon Bond: Instead of reforming near the Lancer at sunrise, a Lancer's equipment will instantly reform around him at the beginning of his turn (if he wishes) if he possesses this feat.
Pre-requisite: Lancer, Paragon Tier

Grounding Aura: A Lancer with this feat can apply their Bronze Dragon Blessing feat to all allies within five squares.
Pre-requisite: Lancer

Lancer Powers

Note: Powers with the Lancer keyword can only be used with special Lancer weaponry that the Lancer has deemed to be his personal equipment.

At-wills

Shining Thrust

(Lancer Attack 1)
At-will
Lancer, Martial, Weapon
Standard Action
Melee weapon
Attack: Strength vs AC
Hit: 1[W] + Strength modifier + Dexterity modifier damage.
Special: For the purposes of stopping regeneration or overcoming resistances, the damage dealt with this power is considered radiant. Note that this does not interact with radiant vulnerability.

You lash out with an attack that can harm most any dark dweller.

Thunderslash

(Lancer Attack 1)
At-will
Electric, Lancer, Martial, Weapon
Standard Action
Melee weapon
Attack: Strength vs AC
Hit: 1[W] + Strength modifier electrical and thunder damage. If you are attacking with claws, make a secondary attack against one foe adjacent to you.
Secondary Attack: Strength vs AC
Hit: 1[W] electrical damage.

You slash in a wide arc with your weapon or dragon claws, hopefully hitting a second nearby foe.

Thunderspike

(Lancer Attack 1)
At-will
Electric, Lancer, Martial, Weapon
Standard Action
Ranged weapon (Lancer shortbow)
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier electrical and thunder damage. The target is pushed 1 square.

You charge an arrow with thunder and let it fly, knocking an enemy back with concussive force.

Encounter

Electrical Spike

(Lancer Attack 1)
Encounter
Lancer, Martial, Weapon
Standard Action
Melee Weapon
Attack: Strength vs AC
Hit: 2[W] + Strength modifier electrical damage, and the target is slowed until the end of your next turn.

You strike at your opponent, lightning crackling around your weapon and making your foe's movements clumsy and slow.

Thunderbolt

(Lancer Attack 1)
Encounter
Lancer, Martial, Weapon
Standard Action
Burst 1 within 20
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier electrical and thunder damage.

You fire an arrow that transforms into a small bolt of lightning, damaging an area with shock and concussive force.

Twin Talon Slash

(Lancer Attack 1)
Encounter
Lancer, Martial, Weapon
Standard Action
Melee Weapon
Attack: Strength vs AC (2 attacks)
Hit: 1[W] + Strength modifier damage.
Special: This attack can only be performed with lancer claws. Additionally, if you connect with both attacks and they were focused on the same target, you deal an additional 1[W] damage.

You lash out with two brutal claw strikes, inflicting grievous injury.

Dragon's Mercy

(Lancer Attack 3)
Encounter
Lancer, Martial, Weapon
Standard Action
Melee or Ranged Weapon
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage, and one ally within 5 squares of the target can spend a healing surge with a +1d6 bonus.

You attack a foe who is threatening one of your allies, giving them a moment of respite.

Wyrmling Leap

(Lancer Attack 3)
Encounter
Lancer, Martial, Weapon
Standard Action
One enemy in Close Burst 5
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage. On a critical hit, you knock the target prone.
Special: If you are wielding a spear, you can immediately shift to any square within three squares of your target and can add your dexterity modifier to the damage dealt. Additionally, you need at least 15 feet of vertical space to use this power.

You leap into the air and strike with the signature technique of the lancers, skewering your foe.

Dragon Leap

(Lancer Attack 7)
Encounter
Lancer, Martial, Weapon
Standard Action
One enemy in Close Burst 10
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage, and the target is knocked prone.
Special: If you are wielding a spear, you can immediately shift to any square within five squares of your target and can add your dexterity modifier to the damage dealt. Additionally, you need at least 15 feet of vertical space to use this power.

You leap into the air and strike your opponent with a powerful thrust, knocking them to the ground.

Daily

Bronze Tusk Strike

(Lancer Attack 1)
Daily
Electric, Lancer, Martial, Weapon
Standard Action
Melee weapon
Attack: Strength vs AC
Hit: 3[W] + Strength modifier + Dexterity modifier electrical damage. Make a secondary attack against all creatures who are 4 squares away in a straight line behind the main target.
Secondary Attack: Strength vs AC
Hit: 1[W] + Strength modifier electrical damage.

You put all of your strength into a powerful attack, a lightning bolt adding to the range of your strike.

Leap of Thunder

(Lancer Attack 5)
Daily
Electric, Lancer, Martial, Weapon
Standard Action
One enemy in Close Burst 10
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is knocked prone. Make a secondary attack against foes within Burst 2 of the target.
Miss: Half damage, and the target is not prone. Make a secondary attack against foes within Burst 2 of the target.
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier thunder damage.
Special: If you are wielding a spear, you can immediately shift to any square within five squares of your target and can add your dexterity modifier to the damage dealt.

You leap high into the air and land with incredible force, dealing severe damage to your main target and wounding opponents nearby.

Utility

Pillar of Hope

(Lancer Utility 2)
Daily
Healing, Lancer, Martial, Weapon
Standard Action
Ranged 10
Effect: You throw your personal lance into the ground, where it becomes immobile to anyone besides you and begins radiating power that bolsters your allies. Any ally that begins their turn within 5 squares of your lance heals a number of hit points equal to 1 + your Wisdom modifier. Additionally, they gain +2 to the next attack roll they make before the end of their turn. Pillar of Hope lasts as long as you leave your lance in the ground or until the end of the encounter.

You leap into the air and throw your spear into the ground, where it becomes a glowing pillar of inspiration to you and your allies.

Spear Vault

(Lancer Utility 2)
Encounter
Lancer
Minor Action
Personal
Effect: You shift a number of squares up to your speed.

With the aid of your spear, you vault over the dangers of the battlefield.

Nature's Mercy

(Lancer Utility 6)
Daily
Healing, Lancer
Minor Action
Close Burst 10
Effect: You and allies within range gain half your level + your Wisdom modifier temporary hit points, and restore a like amount of normal hit points. Additionally, the next attack made against each target suffers a -2 penalty.

You call out to nature for respite, and it bolsters you and your allies in response.

Back to Teras

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License