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DiscipleofBob
2010-04-06, 04:59 PM
Dragoon

“Now pay attention. This is how you slay a dragon.”

Class Traits
Role: Striker, you leap into the air and spear your enemies from above, and your athleticism gives you increased mobility throughout the battlefield.
Power Source: Martial, your fighting style is said to have been passed down by the dragons themselves.
Key Abilities: Dexterity, Strength, Charisma

Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiencies: Simple melee, All military weapons of the Spear and Polearm groups.
Bonus to Defense: +1 Reflex, +1 Will

Hit Points at First Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Athletics and Acrobatics. From the class skills listed below, choose three more trained skills at first level: Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Stealth (Dex)

Class Features:

Dragoon Jump: You gain access to the Dragoon Jump power.

Dragoon Jump
You leap into the air to crash down onto your enemy. As you pass through the air at daring heights and blurring speeds, you are effectively out of range of anything your enemy can throw at you until you land.
At-Will Martial
Standard Action Personal
Requirement: You must be wielding a melee weapon.
Effect: You leap into the air and prepare to land on your opponent with your spear. At-Will Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a melee weapon.
Effect: You leap into the air and prepare to land on your opponent with your spear. You are removed from the field as you leap in mid-air and leave in your place a Targeting Zone in a Close Burst 1. You can move the zone a number of squares equal to your speed as a move action, ignoring any difficult terrain and any obstacle that can be scaled over. Only obstacles that can not be possibly passed over, such as indoor walls, obstruct the movement of the zone. Attacks made against you while you are airborne as a result of this ability automatically miss. On your next turn, as a standard action, you can land in any unoccupied square in the zone and make an attack against one target within melee range. If you do not use this action to end the jump on the turn after you jump into the air, at the end of the turn you automatically land in a space in your zone without an attack, and enemies within melee range can make an opportunity attack against you. You cannot take any actions other than move actions to move the zone, a standard action to end the jump and land without an attack, or powers which specifically say they can be used while you are in your Dragoon Jump. If every space in your zone is occupied when you land on the zone, you land in the nearest unoccupied square, and any adjacent enemy can make an opportunity attack. You also get a bonus to the attack depending on what type of power you use according to the following:
At-Will: You deal an extra 1[W] + 1d10 damage.
Encounter: Same as above, except the attack gains an additional bonus to damage rolls equal to your Strength modifier.
Daily: Same as an Encounter power, except the power gains the Reliable keyword and gains an additional bonus to damage equal to your Charisma modifier.

Dragon Legs: As a Dragoon, you gain a bonus to your Athletics check equal to your Dexterity modifier and a bonus to your Acrobatics check equal to your Strength modifier. In addition, you take no damage from falling.

Dragon's Legs: You can choose either the Dragon Lunge or Dragon Skirmish class feature:
Dragon Lunge: As a move action, you can move your speed minus two. During this movement, you do not provoke attacks of opportunity and can move through enemy spaces, as long as you end your movement in an unoccupied space. You can also move through any obstacles or land on a higher or lower surface so long as it is possible to pass over said obstacles. You, for example, use this ability to pass through indoor walls. You cannot pass through flying enemies and flying enemies may take opportunity attacks on you.
Dragon Skirmish: When you take damage from a melee attack, as an immediate reaction, you can shift 1 square.

Dragon Heart: You gain a bonus to all defenses against attacks with the Fear keyword equal to your Charisma modifier.

At-Wills:

Blood Soaked Claw
At-Will Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creaturehttp://www.giantitp.com/forums/images/editor/color.gif
Attack: Dexterity vs. AC
Damage: 1[W] + Dexterity modifier, and the target takes ongoing damage equal to your Strength modifier.

Dragon Tail
At-Will Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Damage: 1[W] + Dexterity modifier, and you knock the enemy prone.

Raptor Strike
At-Will Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Damage: 1[W] + Dexterity modifier damage.
Special: Before and after the attack, you can shift 1 square.

Wyvern Jaws
At-Will Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity + 2 vs. AC
Damage: 1[W] + Dexterity modifier damage.

DiscipleofBob
2010-04-06, 05:00 PM
Encounter 1

Cross Strike
Encounter Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Damage: 2[W] + Dexterity modifier damage.
Effect: An ally adjacent to the target can make a melee basic attack against the target.

Thrust and Rebound
Encounter Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you can shift your speed minus 2.

Solar Strike
Encounter Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs.AC
Hit: 2[W] + Dexterity modifier damage.
Special: If this attack was made as part of your Dragoon Jump, if you deal damage to the target, it is blinded until the end of your next turn.

Dragon Claw Rake
Encounter Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage.


Daily 1

Dragon's Reach
Daily Martial, Jump, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and you enter the Dragon's Reach stance. You gain threatening reach as long as you are wielding a reach weapon until the end of the encounter or the stance ends.

Dragon Slayer
Daily Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage.

Grasping Claw
Daily Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and if the target moves before the start of your next turn, it takes additional damage equal to your Charisma modifier.

Thunder Crash
Daily Martial, Jump, Weapon, Thunder
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier thunder damage, and you can make a secondary attack against each enemy adjacent to the target.
Secondary Attack: Dexterity vs. Fortitude
Secondary damage: 1[W] + Strength modifier thunder damage.
Special: You can apply the bonus damage from your Dragoon Jump to this attack.

Utility 2

Mountain Scale
At-Will Martial
Move Action
Effect: You gain a climb speed equal to your current speed until the end of this turn. You can move up to your speed.

Leg Brace
Encounter Martial
Free Action
Trigger: An enemy attempts to push, pull, or slide you.
Effect: You ignore the forced movement.

Draconic Precision
Encounter Martial
Minor Action Personal
Requirement: You must be in midair due to your Dragoon Jump to use this ability.
Effect: Gain a bonus to the attack roll of your Dragoon Jump equal to your Charisma modifier.

Draconic Perseverance
Daily Martial, Healing
Minor Action Personal
Effect: You can spend a healing surge.

Encounter 3

Encounter 3-1
Encounter Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dex vs. AC
Damage: 2[W] + Dexterity modifier damage, and you can make a saving throw against one effect that a save can end.

Encounter 3-2
Encounter Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dex vs. AC
Damage: 2[W] + Dexterity modifier damage, and you gain temporary hit points equal to your Charisma modifier.

Encounter 3-3
Encounter Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dex vs. AC
Damage: 2[W] + Dexterity modifier damage, and you can push the target 1 square.
Special: If you use this ability as part of your Dragoon Jump, you can push the target a number of squares equal to 1 plus your Strength modifier.

Encounter 3-4
Encounter Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dex vs. AC
Damage: 2[W] + Dexterity modifier damage, and the target is knocked prone can't stand up until the end of your next turn.

Daily 5

Daily 5-1
Daily Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dex vs. AC
Damage: 3[W] + Dexterity modifier damage, and the target takes ongoing damage equal to 5 plus your Strength modifier (save ends).

Daily 5-2
Daily Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dex vs. AC
Damage: 2[W] + Dexterity modifier damage, and you gain a bonus to attack and damage rolls against the target equal to your Charisma modifier until the end of the encounter.

Daily 5-3
Daily Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dex vs. AC
Damage: 3[W] + Dexterity modifier damage, and the target is immobilized (save ends).

Daily 5-4
Daily Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dex vs. Reflex
Damage: 3[W] + Dexterity modifier damage, and the target is slowed and cannot shift until the end of your next turn.

Utility 6

Utility 6-1
Encounter Martial
Minor Action
Target: One enemy in the target zone for your Dragoon Jump.
Effect: You can slide the target 1 square to another square within your targeting zone

Utility 6-2
Daily Martial, Stance
Minor Action Personal
Effect: You enter the Stance. While you are in this stance, you gain a bonus to AC and your Reflex defense against ranged attacks equal to your Charisma modifier.

Utility 6-3
Daily Martial
No Action
Trigger: You roll the attack for your Dragoon Jump and miss.
Effect: Reroll the attack roll with the same bonus you had before and use the second result.

Utility 6-4
Daily Martial
Immediate Reaction Personal
Trigger: You are hit by fire, cold, lightning, thunder, acid, poison, radiant, or necrotic damage.
Effect: You gain resistance to the type of damage you were hit by equal to half your level plus your Charisma modifier. If you were hit by multiple types of damage in the same attack, you gain resistances to both types of damage.

Encounter 7

Armor Pierce
Encounter Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dex vs.AC
Damage: 1[W] + Dexterity modifier damage, and the target loses any resistances it has until the end of your next turn. If the target has no resistances, it takes vulnerability equal to your Charisma modifier until the end of your next turn.

Devastating Strike
Encounter Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dex vs. AC
Damage: 2[W] + Dexterity modifier damage
Special: You can score a critical hit on a roll of 18-20 with this attack.

Dizzying Strike
Encounter Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dex vs. AC
Damage: 2[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.

Dragon Riposte
Encounter Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dex vs. AC
Damage: 2[W] + Dexterity modifier damage, and if the target attacks you before the start of your next turn, it takes damage equal to 1d10 plus your Strength modifier.

Daily 9

Daily 9-1
Daily Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dex vs. AC
Damage: 2[W] + Dexterity modifier damage, and as a free action you can use your Dragoon Jump ability to leap into the air. You cannot complete this Dragoon Jump until your next turn.

Daily 9-2
Daily Martial, Jump, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dex vs. AC
Damage: 3[W] + Dexterity modifier damage, and the target takes ongoing damage equal to the extra damage caused by your Dragoon Jump.

Daily 9-3
Daily Martial, Jump, Weapon
Standard Action Close Burst 1
Target: Each enemy in burst
Attack: Dex vs. Reflex
Damage: 2[W] + Dexterity modifier damage.

Daily 9-4
Daily Martial, Jump, Weapon
Standard Action Ranged 10
Target: One creature within range.
Attack: Dex vs. Reflex
Damage: 3[W] + Dexterity modifier damage.
Special: If you use this ability as part of your Dragoon Jump, you can land in any square in your targeting zone without making a melee attack or provoking an opportunity attack. An enemy may still take an opportunity attack against you for making a ranged attack if applicable.

Utility 10

Daily 10-1
Daily Martial
Immediate Interrupt
Trigger: An enemy makes a melee attack against you.
Effect: You shift 1 square. If you are no longer in range of the enemy's attack, it misses.

At-Will 10-2
At-Will Martial
Minor Action Personal
Requirement: You are prone.
Effect: You stand up.

Utility 10-3
Encounter Martial
Minor Action Personal
Requirement: You must be marked.
Effect: Effect: You are no longer marked.

Utility 10-4
Encounter Martial
Minor Action
Target: One enemy who is flanking you.
Requirement: You are flanked by at least two enemies.
Effect: You switch places with the target.

DiscipleofBob
2010-04-08, 12:23 AM
UPDATE:

Okay, I have the powers for Heroic tier posted, but a lot of the powers are lacking names, so they're just given number placeholders for now.

The biggest design problem with this class is calculating damage to be on par with other Strikers since with the Jump class feature, damage is only dealt every other round.

I have a few ideas for Heroic tier feats too, also lacking names.

Heroic Feat 1:
Requirements: Dragoon, Dragoon Jump class feature.
You gain combat advantage against your target(s) the first time in an encounter you attack with your Dragoon Jump class feature.

Heroic Feat 2:
Requirements: Dragoon, Dragoon Jump class feature
When you have combat advantage against an opponent, you get a +2 bonus to damage rolls with weapons with the polearm or spear keywords.

Heroic Feat 3:
Requirement: Dragonborn, Dragoon, Dragoon Jump class feature
You can use the following power:

Dragonborn Dragoon Feat
Encounter Jump
Minor Action Close Burst 1
Target: Each enemy in burst.
Requirement: You must use this power as part of your Dragoon Jump racial ability.
Attack: The same as your Dragon Breath racial ability.
Damage: The same as your Dragon Breath racial ability.
Special: This attack has the same attack bonus and damage type as your Dragon Breath racial power. Using this power counts as a use of your Dragon Breath racial power.

Another Update: Fixed some typos and edited the Dragoon Jump ability to be a little less complicated.

Deathdarken
2010-05-05, 01:36 PM
sweet cool stuff one of my favorite classes

Chainsaw Hobbit
2010-05-05, 07:23 PM
Hmmm, most of your FF homebrew seems a tad to mobile and a bit overpowered. I think FF is to blame for this having everyone play an ultra-mobile superhero character.

dgnslyr
2010-05-05, 08:49 PM
I think FF is to blame for this having everyone play an ultra-mobile superhero character.

Well, this is the game where each step on the world map moves you a few miles, and the time a boat trip takes is equal to the time it takes to talk to everybody. On the other hand, your feet are practically planted into the ground when it's not your turn. But yes, it does seem like a rather mobile class.
And where's Lancet? Gotta have a weak-ish HP draining ability, if only for sake of having it.

DiscipleofBob
2010-05-06, 03:24 PM
Lancet seemed to be less of a Dragoon ability and more of a Ronso or Blue Mage ability. It didn't really seem to fit the class.

dgnslyr
2010-05-09, 10:16 PM
No, Lancet was one of the Dragoon's learnable abilities in FF5, though I don't know why it was a Dragoon ability.

DiscipleofBob
2010-05-09, 11:46 PM
No, Lancet was one of the Dragoon's learnable abilities in FF5, though I don't know why it was a Dragoon ability.

O_o That's surprising. Admittedly, I never played FF5 all the way through but I thought I researched each game thoroughly.

Well, thanks for the heads-up. I'll probably make it another At-Will or Utility or something.

I should be playtesting this week if my players can be herded together long enough.

n00b killa
2010-05-10, 12:42 PM
I am a big fan of the Dragoon class.

I think this is a great atempt at it, even if it is a little (not too much, really) overpowered