Chronos Flame
2010-07-18, 02:04 AM
Okay so I have been running a campaign for a few months now. The setting is based around Final Fantasy and has been running fairly smoothly. Almost all the classes are my own. I recently sent my writeup for the dragoon PrC to somebody and realized when I offered to do so that none of my players were playing one and only a single NPC was using it. I was never entirely sure if it was any good but the NPC will be a somewhat big deal later and I'd like the class to be worth something. So I figured it wouldn't hurt to see what the playground thought...
DRAGOON
HD: d10
Requirements
Alignment Any non-chaotic
Base Attack Bonus: 5
Skills: Jump 8 ranks, Knowledge(Arcana) 4 ranks
Special: Must be inducted into the order of dragoons -OR- Must find and hatch a draconic wyvern and raise it to maturity. (The order will entrust you with an egg upon entrance)
Class Skills (4+Int modifier per level): The dragoon’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge(Arcana) (Int), Knowledge(Geography) (Int), Knowledge(History) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex)
Weapon and Armor Proficiencies: A dragoon gains proficiency in the shortspear, spear, longspear, javelin, lance, glaive, guisarme, ranseur, and trident. Many of their class features require them to be wielding a polearm weapon.
Dragoon Leap: A dragoon has the ability to make superhuman jumps into the air. A dragoon does not need to make a running start for the jump and the DC for a high jump is the same as a long jump for a Dragoon. So if a dragoon rolls a 30 after modifiers on his jump check he would be able to leap 30 feet into the air. Jump heights are not restricted by character height.
A dragoon can make a dragoon leap as a full round action that deals extra damage based on the height at which he falls after a jump. At the start of a dragoon leap make a jump check to determine how high the dragoon jumps. If the dragoon does not clear 10 feet with his jump the attack has no effect even if the target is on lower ground. He then makes a single attack against the target at his greatest attack bonus and if successful rolls damage normally for his weapon, adding 1d6 damage per 10 feet he fell (to a maximum of 1d6 per class level). Any polearm weapon does double damage during a dragoon leap, much like a mounted charge with a lance (Note that it is not considered a mounted charge and does not multiply the additional dragoon leap damage). After a Dragoon Leap, the dragoon lands in an adjacent square. If the attack misses he lands in an adjacent square and takes normal falling damage as nonlethal damage. A dragoon can forfeit a multiple of 10 feet of height (and thus 1d6 damage) to move forward the same distance as part of the dragoon leap. So if a 7th level dragoon makes a dragoon leap and rolls a 50 he jumps upwards 50 feet and deals an extra 5d6 damage as part of his attack. He chooses to forfeit 20 feet of height and 2d6 points of damage to attack a target 20 feet away and then lands in a square adjacent to the target. Should the Dragoon opt not to take move forward in this way, he can only attack an adjacent foe. After a dragoon leap the dragoon loses his dexterity and dodge bonuses until the start of his next turn.
A dragoon may use a dragoon leap a number of times per day equal to his Dragoon level. However there is no penalty to the number of times a Dragoon can jump without a running start, treating vertical jumps as long jump DCs
Ignore Height: At 2nd level a dragoon takes falling damage as if the fall were 10 feet per dragoon level shorter than it actually is.
Mighty Jump: From 2nd level onwards a dragoon gains a bonus to all jump checks equal to his dragoon level. In addition a dragoon adds his Dex modifier to jump checks (he does not lose his Str modifier).
Dragoon Mobility: A dragoon of 3rd level or higher no longer applies his armor check penalty to his jump or tumble checks. This ability is active as long as he wears only light or medium armor. At 8th level a dragoon can wear heavy armor and still keep this benefit.
Dragon Slaying: A dragoon of at least 3rd level is especially skilled in battling dragons. At 3rd level a dragoon gains a +1 bonus to attack and damage rolls, spot checks, and listen checks made against dragons and dragonblooded foes and to saving throws made to resist a dragon’s breath weapons. They are also treated as if they have the evasion ability when affected by a dragon’s (and only a dragon’s) breath weapon. This ability improves to +2 at 5th level, +3 at 7th level, and +4 at 9th level.
Shielded Polearm: At 4th level a dragoon may wear a buckler at no penalty while wielding a polearm weapon.
Hunter’s Courage: A dragoon of at least 4th level is immune to fear.
Quick Recovery: At 5th level on a dragoon is no longer denied his dexterity and dodge bonuses to his armor class after a dragoon leap.
Shockwave: At 6th level a dragoon can send out a destructive shockwave of force during a dragoon leap. He may choose to forfeit a multiple of 1d6 damage from his dragoon leap to effect all creatures within 5 feet per 1d6 sacrificed of the primary target. He may not sacrifice damage he would not be able to do normally. So if a 7th level dragoon fell 80 feet he couldn’t sacrifice 1d6 to send out a shockwave to all creatures within 5 feet of the primary target doing 7d6 damage, he would instead do 6d6 damage because 7d6(the maximum for his level) minus the 1d6 sacrificed is 6d6. Anyone effected by the shockwave can make a reflex save (DC 10+his Dragoon level+his Con modifier) for half damage. The primary target is denied such a save.
Climb Skyward: When a 6th level dragoon rolls his jump check for a dragoon leap, he doubles the check to determine the height of his jump.
Swift Leap At 7th level a dragoon leap only requires a standard action to perform.
Sonic Dive: When a Dragoon reaches 10th level, he always emits a 5 foot shockwave with his dragoon leap. This ignores the initial 1d6 reduction in damage so a 5 foot shockwave does full damage, a 10 foot shockwave does 1d6 less, etc. This ability can be suppressed as a free action.
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +0 | +0 | Dragoon Leap, Draconic Wyvern Companion
2nd | +2 | +3 | +0 | +0 | Ignore Height, Mighty Jump
3rd | +3 | +3 | +1 | +1 | Dragoon Mobility, Dragon Slaying +1
4th | +4 | +4 | +1 | +1 | Shielded Polearm, Hunter's Courage
5th | +5 | +4 | +1 | +1 | Quick Recovery, Dragon Slaying +2
6th | +6 | +5 | +2 | +2 | Shockwave, Climb Skyward
7th | +7 | +5 | +2 | +2 | Dragon Slaying+3, Swift Leap
8th | +8 | +6 | +2 | +2 | Improved Dragoon Mobility
9th | +9 | +6 | +3 | +3 | Dragon Slaying +4
10th | +10 | +7 | +3 | +3 | Sonic Dive
[/table]
Now i think I might get unnecessarily wordy or overcomplicated in the descriptions, so any simpler way to say or do things is appreciated. And a couple of the feature names were borrowed from old homebrews I saw a good while back when I decided I wanted to make my own because the ones I'd seen weren't what i wanted. How does it look?
DRAGOON
HD: d10
Requirements
Alignment Any non-chaotic
Base Attack Bonus: 5
Skills: Jump 8 ranks, Knowledge(Arcana) 4 ranks
Special: Must be inducted into the order of dragoons -OR- Must find and hatch a draconic wyvern and raise it to maturity. (The order will entrust you with an egg upon entrance)
Class Skills (4+Int modifier per level): The dragoon’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge(Arcana) (Int), Knowledge(Geography) (Int), Knowledge(History) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex)
Weapon and Armor Proficiencies: A dragoon gains proficiency in the shortspear, spear, longspear, javelin, lance, glaive, guisarme, ranseur, and trident. Many of their class features require them to be wielding a polearm weapon.
Dragoon Leap: A dragoon has the ability to make superhuman jumps into the air. A dragoon does not need to make a running start for the jump and the DC for a high jump is the same as a long jump for a Dragoon. So if a dragoon rolls a 30 after modifiers on his jump check he would be able to leap 30 feet into the air. Jump heights are not restricted by character height.
A dragoon can make a dragoon leap as a full round action that deals extra damage based on the height at which he falls after a jump. At the start of a dragoon leap make a jump check to determine how high the dragoon jumps. If the dragoon does not clear 10 feet with his jump the attack has no effect even if the target is on lower ground. He then makes a single attack against the target at his greatest attack bonus and if successful rolls damage normally for his weapon, adding 1d6 damage per 10 feet he fell (to a maximum of 1d6 per class level). Any polearm weapon does double damage during a dragoon leap, much like a mounted charge with a lance (Note that it is not considered a mounted charge and does not multiply the additional dragoon leap damage). After a Dragoon Leap, the dragoon lands in an adjacent square. If the attack misses he lands in an adjacent square and takes normal falling damage as nonlethal damage. A dragoon can forfeit a multiple of 10 feet of height (and thus 1d6 damage) to move forward the same distance as part of the dragoon leap. So if a 7th level dragoon makes a dragoon leap and rolls a 50 he jumps upwards 50 feet and deals an extra 5d6 damage as part of his attack. He chooses to forfeit 20 feet of height and 2d6 points of damage to attack a target 20 feet away and then lands in a square adjacent to the target. Should the Dragoon opt not to take move forward in this way, he can only attack an adjacent foe. After a dragoon leap the dragoon loses his dexterity and dodge bonuses until the start of his next turn.
A dragoon may use a dragoon leap a number of times per day equal to his Dragoon level. However there is no penalty to the number of times a Dragoon can jump without a running start, treating vertical jumps as long jump DCs
Ignore Height: At 2nd level a dragoon takes falling damage as if the fall were 10 feet per dragoon level shorter than it actually is.
Mighty Jump: From 2nd level onwards a dragoon gains a bonus to all jump checks equal to his dragoon level. In addition a dragoon adds his Dex modifier to jump checks (he does not lose his Str modifier).
Dragoon Mobility: A dragoon of 3rd level or higher no longer applies his armor check penalty to his jump or tumble checks. This ability is active as long as he wears only light or medium armor. At 8th level a dragoon can wear heavy armor and still keep this benefit.
Dragon Slaying: A dragoon of at least 3rd level is especially skilled in battling dragons. At 3rd level a dragoon gains a +1 bonus to attack and damage rolls, spot checks, and listen checks made against dragons and dragonblooded foes and to saving throws made to resist a dragon’s breath weapons. They are also treated as if they have the evasion ability when affected by a dragon’s (and only a dragon’s) breath weapon. This ability improves to +2 at 5th level, +3 at 7th level, and +4 at 9th level.
Shielded Polearm: At 4th level a dragoon may wear a buckler at no penalty while wielding a polearm weapon.
Hunter’s Courage: A dragoon of at least 4th level is immune to fear.
Quick Recovery: At 5th level on a dragoon is no longer denied his dexterity and dodge bonuses to his armor class after a dragoon leap.
Shockwave: At 6th level a dragoon can send out a destructive shockwave of force during a dragoon leap. He may choose to forfeit a multiple of 1d6 damage from his dragoon leap to effect all creatures within 5 feet per 1d6 sacrificed of the primary target. He may not sacrifice damage he would not be able to do normally. So if a 7th level dragoon fell 80 feet he couldn’t sacrifice 1d6 to send out a shockwave to all creatures within 5 feet of the primary target doing 7d6 damage, he would instead do 6d6 damage because 7d6(the maximum for his level) minus the 1d6 sacrificed is 6d6. Anyone effected by the shockwave can make a reflex save (DC 10+his Dragoon level+his Con modifier) for half damage. The primary target is denied such a save.
Climb Skyward: When a 6th level dragoon rolls his jump check for a dragoon leap, he doubles the check to determine the height of his jump.
Swift Leap At 7th level a dragoon leap only requires a standard action to perform.
Sonic Dive: When a Dragoon reaches 10th level, he always emits a 5 foot shockwave with his dragoon leap. This ignores the initial 1d6 reduction in damage so a 5 foot shockwave does full damage, a 10 foot shockwave does 1d6 less, etc. This ability can be suppressed as a free action.
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +0 | +0 | Dragoon Leap, Draconic Wyvern Companion
2nd | +2 | +3 | +0 | +0 | Ignore Height, Mighty Jump
3rd | +3 | +3 | +1 | +1 | Dragoon Mobility, Dragon Slaying +1
4th | +4 | +4 | +1 | +1 | Shielded Polearm, Hunter's Courage
5th | +5 | +4 | +1 | +1 | Quick Recovery, Dragon Slaying +2
6th | +6 | +5 | +2 | +2 | Shockwave, Climb Skyward
7th | +7 | +5 | +2 | +2 | Dragon Slaying+3, Swift Leap
8th | +8 | +6 | +2 | +2 | Improved Dragoon Mobility
9th | +9 | +6 | +3 | +3 | Dragon Slaying +4
10th | +10 | +7 | +3 | +3 | Sonic Dive
[/table]
Now i think I might get unnecessarily wordy or overcomplicated in the descriptions, so any simpler way to say or do things is appreciated. And a couple of the feature names were borrowed from old homebrews I saw a good while back when I decided I wanted to make my own because the ones I'd seen weren't what i wanted. How does it look?