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.
“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.