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Class record

Spearmaster

Striker / Controller

Tier
3
Difficulty
2 / 5
Main role
Striker
Secondary role
Controller

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Lancer mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Athletics, Riding, Intimidation, Perception or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

An expert spear fighter.

Tactical guidance

Playing Spearmaster

The spearmaster combines the damage dealing capabilities of the lancer and improves on them, adding some controlling power to the mix.

Versatile range allows you to manipulate your own threatened range. This is useful in spread out melee fights where enemies may have too much freedom to move away from you otherwise.

Draw-In can either be used as a tool to help position enemies for your allies or it can be combined with Lunge to draw an enemy far away into the range of your polearm.

Spear Charge is effectively an upgraded version of the basic Charge that the fighter class has. It gives you a small damage bonus, but you are limited to a single attack even if you spend 4 AP. You can also combine it with Wild Thrusts. Wild Thrusts is an AoE attack that leads into a zone denial. The box it strikes in is fairly small, so it is most powerful in tight spaces. It disables your other attacks of opportunity, but you may cancel it when an enemy is about to provoke to attack them.

The secret art Gae Bolg is a fairly simple move. With a relatively low cost for a secret art, it's a guaranteed hit with a heavy attack unless fate decides otherwise. It doesn't add any extra damage, so against Block type defenders it may not be worth the mana cost.

Spearmaster

Class features

Abilities unlocked

Complete rules for every ability granted by Spearmaster.

Key ability

Versatile Range

Class feature

Benefit 1

You may treat your polearm’s threatened range as 5ft instead of 5-10ft. You must declare this during your turn and it lasts until the start of your next turn.

Ability

Draw-In

1 AP
Range
Melee Weapon Range
Keywords
Combo

You make a Light attack against the target. On damage, they are pulled up to 5ft towards you.

Combo: If used after Lunge, the range of this attack and the pullback distance are doubled. This consumes the Lunge effect.

Requirements

Polearm only.

2 AP1 MP
Range
Melee Weapon Range
Keywords
Scatter

You rapidly thrust your weapon in front of you, making a Light attack against all enemies in a 15ft wide, 10ft long box in front of you. Until the start of your next turn, you may make Attacks of Opportunity against any enemy walking through that box. You cannot make any other Attacks of Opportunity while this effect lasts.

You may cancel this effect for 0 RP.

Requirements

Polearm only.

-1 AP
Range
Self

You may spend 2 or 4 AP on this ability and move as though you had spent that AP on movement. After you finish moving, you may spend half of the AP you used on this ability on a single Light or Heavy attack.

For every 10ft moved, this attack gains +1 damage up to a maximum of +10.

If you spent 4 AP on this ability, you may also choose to use Wild Thrusts instead of making a Light or Heavy attack. These attacks only gain the damage bonus listed above for the initial attacks (and not the constant attacks of opportunity) and Wild Thrusts mana cost is reduced to 0 if used in this way.

Requirements

Polearm only.

2 AP2 MP
Range
Melee Weapon Range

Make a Heavy attack against the target. Unless your accuracy roll is a 1, your roll is treated as if you rolled a 20 and it gains Sure Hit

It is treated as a critical hit even though it's Sure Hit, unless the target blocks.

Requirements

Polearm only.