Karma Guard
2007-09-30, 08:40 PM
Richard Smythesson, professional adventurer, looked up. And up. It was a cliff that had to be at least twenty feet tall, and it was as sheer as Dame Murbella's veil. There was a dragon at the top of it decimating the populace, and Richard was one of the adventurers hunting it.
"There's no way to get up there," he announces, chucking his climbing gear to the ground. "I'd have to be able to fly to get up there."
"There's always jumping," came a voice behind Richard, who started with a jump. The voice belonged to a man in full plate, richly decorated with images of dragons and other great serpents. The most notable part of his ensemble was his helmet; it had a long, snout-like face mask, looking more like a mask than anything useful.
"Jumping! Then I'd better get looking for someone who can turn me into a frog!" Richard exclaims, incredulous. There's no way a man in full-plate could make it, right?
The dragon knight just shrugs, somewhat apologetically, and approaches the cliff. And then, he jumps. It was more like he took off to fly, but there's no way he was a wizard, not with that armor! But up he goes, straight up the cliff side like a rocket. And then he lands light as a feather right at the top.
Richard yells and waves his arms, but he's too late. The dragon knight's on his way to the dragon's cave.
-
The Dragoon, or Dragon Knight, is sometimes a great friend to dragons, playing student to a dragon's teacher. Sometimes, they are bitter enemies, a Dragoon using his unique leaping capabilities to overcome a dragon's power. No matter what the truth is, a Dragoon is a capable, useful fighter, able to keep himself alive against the toughest of enemies with his abilities. Good Dragoons often follow Bahamut, god-king of Good dragons, while Evil ones turn to Tiamat, Queen-mother of Evil dragons.
Edit: Rules for hitting flying targets with Falling Charge added.
Edit2: New Table added! Old one in a spoiler at the bottom!
The Dragoon
Dragon Knight
Alignment: Any
HD: D10
Class Skills: The Dragoon's class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Tumble (Dex), Balance (Dex), Craft (int), Knowledge(Nature, Arcana, and Nobility/Royalty) (Int), Intimidate (Cha), and Handle Animal (Cha)
Skill Points at 1st level: (2+Int mod)x4
Skill Points onwards: 2 + Int mod.
Table: The Dragoon
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|# of Auras Known
1st|
+1|
+2|
+2|
+0|Draconic Aura +1, Born Flyer|2
2nd|
+2|
+3|
+3|
+0|Skill Focus (Jump), Giant Leap|2
3rd|
+3|
+3|
+3|
+1|Dragoon's Grace, Dragon's Heart|2
4th|
+4|
+4|
+4|
+1|Falling Charge +2d6 2 rounds later, Sky's the Limit|3
5th|
+5|
+4|
+4|
+1|Draconic Aura +2, Light as a Feather (Light)|3
6th|
+6|
+5|
+5|
+2|Falling Charge +3d6|3
7th|
+7|
+5|
+5|
+2|Improved Skill Focus (Jump), Light as a Feather (Medium)|4
8th|
+8|
+6|
+6|
+2|Falling Charge +4d6, Skill Focus (Tumble)|4
9th|
+9|
+6|
+6|
+3|Breath Weapon Resistance 10|4
10th|
+10|
+7|
+7|
+3|Falling Charge +5d6, Draconic Aura +3, Light as a Feather (Heavy)|5
11th|
+11|
+7|
+7|
+3|Fall with Style|5
12th|
+12|
+8|
+8|
+4|Falling Charge +6d6 1 round later, Greater Skill Focus (Jump)|5
13th|
+13|
+8|
+8|
+4|Palidor's Grace, Breath Weapon Resistance 20|6
14th|
+14|
+9|
+9|
+4|Falling Charge +7d6|6
15th|
+15|
+9|
+9|
+5|Draconic Aura +4, Skill Focus (Intimidate)|6
16th|
+16|
+10|
+10|
+5|Falling Charge +8d6|7
17th|
+17|
+10|
+10|
+5|Breath Weapon Immunity, Skill Mastery (Jump, Tumble)|7
18th|
+18|
+11|
+11|
+6|Falling Charge +9d6|7
19th|
+19|
+11|
+11|
+6|Frightful Presence|7
20th|
+20|
+12|
+12|
+6|Falling Charge +10d6 Full round action, Superior Skill Focus (Jump), Draconic Aura +5|7[/table]
Class Features
Weapon Proficiencies: Simple weapons, one-handed swords, lances, and all polearms.
Armor Proficiencies: Light, Medium, and Heavy. No Shields.
Draconic Aura (Su): The dragoon and all of his allies within a 30’ radius gain benefits from one of the following Auras. These may be activated, suppressed, or swapped as a Swift Action. Only one Aura may be active at a time. No duration, though you must be conscious. The number of Auras you have access to is based on your level.
Energy Shield: if any subject is struck with a Natural Attack or a non-reach weapon, the attacker takes (2 * N) damage of an Elemental type
Power: subjects melee attacks do +N damage.
Presence: subjects gain +N on Bluff, Diplomacy, & Intimidate checks.
Resistance: all subjects gain Resistance (5 * N) to an Elemental type.
Senses: subjects gain +N on Listen, Spot, & Initiative checks.
Toughness: subjects gain Damage Reduction (N) / magic.
Vigor: subjects gain Fast Healing (N) when below ½ normal hit-points.
ed. note: Elemental Types are Ice, Fire, Electrical, Acid, and Water
Born Flyer: At 1st level, the Dragoon gains this feat for free. If he already possesses it, then he may choose another feat from the Fighter Bonus feat list. (Feat: +4 Competence bonus on all saves/checks you make to maneuver or stay aloft in the air. Also allows you to qualify for feats that require ability to fly)
Skill Focus(Jump): At 2nd level, the dragoon gains this for free. If he already possesses it, then he may choose another feat from the Fighter Bonus feat list. At 7th level, this bonus increases to +6, and at 12th level, this increases to +9. At 20th level, this increases for a last time to +12.
Giant Leap (Ex): At 2nd level All Jump checks the dragoon makes are treated as if you were running and had Feat: Run.
Dragoon's Grace (Su): At 3rd level, the dragoon may use the spell Feather Fall at will, but only affecting himself.
Dragon's Heart (Ex): At third level, the dragoon becomes immune to any fear effects and a dragon's Frightful Presence.
Sky's the Limit (Ex): At 4th level, all vertical Jump DCs are halved. This stacks with Giant Leap.
Falling Charge (Ex): At 4th level, the dragoon learns how to work his amazing jumping ability to his advantage. As a full round action, jump at least 10 feet up or higher than the enemy's vertical reach, whichever is taller* and 10 feet forward. Roll one die for both checks. If you make this jump check, then you jump into the air, seemingly much higher than just 10 feet. While in the air, you have Total Concealment.
Two rounds later, even on someone else's round, you come crashing down on the enemy. Make a Charge special attack. You deal extra Piercing damage in addition to the attack from the charge as indicated on the chart (starts at +2d6 and increases by +1d6 every other level). Polearms and lances deal double their normal damage on this charge.
After you make this attack, you land in your opponent's square, and can move out to any open square within 5' without provoking an Attack of Opportunity from the opponent you just landed on. At 12th level, a dragoon can land 1 round later, and at 20th, he can land at the end of his round (It becomes a full round action). He can still land 1 or 2 rounds later if he so chooses. You may choose to extend your jump longer than the necessary amount. To do so, increase the Jump DC by +5 for every round past the second.
The base DC for a Falling Charge on a medium opponent is 20. (However, by 4th level, the Dragoon has at least +7 to Jump checks; Giant leap gives +4 and Skill Focus (Jump) gives +3, making the DC effectively 13.)
If you wish to target a flying opponent, you only need to jump as high as the opponent does; the attack also hits on the same turn (that is, the Falling Charge is only a Full Round action when hitting a flying opponent). This is because you hit them 'on the way up'. You make the attack roll as if you were hitting a land-bound opponent, and then you fall back to the ground with your weapon. (However, Fate may need the spear to get stuck in the opponent.)
Light as a Feather(Ex): The Dragoon may ignore Jump and Tumble penalties with the listed Armor, as well as movement penalties. Light Armor only at 5th, Medium at 7th, and Heavy at 10th.
Skill Focus (Tumble): At 8th level, the dragoon gains this for free. If he already possesses it, then he may choose another feat from the Fighter Bonus feat list.
Breath Weapon Resistance (Su): A dragoon gains Resistance of the indicated amount against any dragon's Breath Weapon. At 9th level, he has 10 points of resistance. At 13th level, it increases to 20. At 17th level, he becomes totally immune to any damage dealt by a dragon's breath attack. He can still be affected by non-damage dealing Breath Weapons.
Fall with Style (Ex): At 11th level, a dragoon can so skillfully direct his leaps that he can emulate flight. The dragoon gains the ability to glide. While gliding, he may move forward 20' for each 5' he descends. Effective 'flying' speed is 40' with Average maneuverability. Even if maneuverability improved, he can never hover. May not carry more than a Light load. So long as his armor does not cause Check penalties for Jump, it does not count towards his carrying capacity.
Palidor's Grace (Su): At 13th level, the dragoon can extend his Feather Fall ability to any allies within 30' of himself as a Swift Action.
Skill Focus (Intimidate): at 15th level, the dragoon gains this for free. If he already possesses it, then he may choose another feat from the Fighter Bonus feat list.
Skill Mastery (Jump & Tumble): at 17th level, the dragoon may always take 10 for Tumble and Jump checks, even when in stressful situations.
Frightful Presence (Ex): A dragoon can unsettle foes just like the dragon he emulates. This ability takes effect automatically whenever the dragoon glides overhead, uses a Falling Charge, or makes a full attack. Creatures within 60' are subject to the effect if they are below the dragoon's level (or if they have fewer HD). A potentially affected creature that succeeds on the Will Save (DC10+ 1/2 dragoon levels +the Dragoon's Cha modifier) remains immune to that dragoon's frightful presence for 24 hours. On a failure, creatures with panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons are especially weak to the Dragoon's presence, and are counted as being 5 HD lower than they actually are for the purposes of this ability.
*Medium creatures have a Vertical Reach of 8'. To go up a size, double this. To go down a size, halve it. Quadrupeds have a Reach of a creature that is one size smaller.
--
Old Table
Table: The Dragoon
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|# of Auras Known
1st|
+1|
+2|
+2|
+0|Draconic Aura +1, Born Flyer|3
2nd|
+2|
+3|
+3|
+0|Skill Focus (Jump), Giant Leap|3
3rd|
+3|
+3|
+3|
+1|Dragoon's Grace, Dragon's Heart|4
4th|
+4|
+4|
+4|
+1|Falling Charge +2d6 2 rounds later, Sky's the Limit|4
5th|
+5|
+4|
+4|
+1|Draconic Aura +2, Light as a Feather (Light, Medium)|5
6th|
+6|
+5|
+5|
+2|Falling Charge +3d6|5
7th|
+7|
+5|
+5|
+2|Evasion|6
8th|
+8|
+6|
+6|
+2|Falling Charge +4d6, Skill Focus (Tumble)|6
9th|
+9|
+6|
+6|
+3|Breath Weapon Resistance 10|7
10th|
+10|
+7|
+7|
+3|Falling Charge +5d6, Draconic Aura +3, Light as a Feather (Heavy)|7
11th|
+11|
+7|
+7|
+3|Fall with Style|7
12th|
+12|
+8|
+8|
+4|Falling Charge +6d6 1 round later|7
13th|
+13|
+8|
+8|
+4|Palidor's Grace, Breath Weapon Resistance 20|7
14th|
+14|
+9|
+9|
+4|Falling Charge +7d6|7
15th|
+15|
+9|
+9|
+5|Draconic Aura +4|7
16th|
+16|
+10|
+10|
+5|Falling Charge +8d6, Skill Focus (Intimidate)|7
17th|
+17|
+10|
+10|
+5|Breath Weapon Immunity|7
18th|
+18|
+11|
+11|
+6|Falling Charge +9d6|7
19th|
+19|
+11|
+11|
+6|Frightful Presence|7
20th|
+20|
+12|
+12|
+6|Falling Charge +10d6 Full round action, Draconic Aura +5|7[/table]
--
Main Changes!
Slower Aura Progression. Previous one started at 3 and increased every 2 levels. Now it's the opposite. Start at 2, increases every 3 levels.
Light as a Feather properly stuck in there, instead of 'Light' being hastily added.
Evasion stripped out. Replaced by Improved Skill Focus. I didn't like Evasion in there anyway.
In that vein, added in additional Jump bonuses as suggested.
You get Skill Focus (Intimidate) a level earlier. (15th vs 16th)
Now there's Skill Mastery for Jump and Tumble. Never need to worry about rolling lower than 10 again!
Full BAB! I'm going ahead and doing it; It just needs that little oomph.
NEWEST CHANGE
Changed Light as a Feather ability to allow normal movement; moving 20' gives you a -6 to Jumping, turns out.
"There's no way to get up there," he announces, chucking his climbing gear to the ground. "I'd have to be able to fly to get up there."
"There's always jumping," came a voice behind Richard, who started with a jump. The voice belonged to a man in full plate, richly decorated with images of dragons and other great serpents. The most notable part of his ensemble was his helmet; it had a long, snout-like face mask, looking more like a mask than anything useful.
"Jumping! Then I'd better get looking for someone who can turn me into a frog!" Richard exclaims, incredulous. There's no way a man in full-plate could make it, right?
The dragon knight just shrugs, somewhat apologetically, and approaches the cliff. And then, he jumps. It was more like he took off to fly, but there's no way he was a wizard, not with that armor! But up he goes, straight up the cliff side like a rocket. And then he lands light as a feather right at the top.
Richard yells and waves his arms, but he's too late. The dragon knight's on his way to the dragon's cave.
-
The Dragoon, or Dragon Knight, is sometimes a great friend to dragons, playing student to a dragon's teacher. Sometimes, they are bitter enemies, a Dragoon using his unique leaping capabilities to overcome a dragon's power. No matter what the truth is, a Dragoon is a capable, useful fighter, able to keep himself alive against the toughest of enemies with his abilities. Good Dragoons often follow Bahamut, god-king of Good dragons, while Evil ones turn to Tiamat, Queen-mother of Evil dragons.
Edit: Rules for hitting flying targets with Falling Charge added.
Edit2: New Table added! Old one in a spoiler at the bottom!
The Dragoon
Dragon Knight
Alignment: Any
HD: D10
Class Skills: The Dragoon's class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Tumble (Dex), Balance (Dex), Craft (int), Knowledge(Nature, Arcana, and Nobility/Royalty) (Int), Intimidate (Cha), and Handle Animal (Cha)
Skill Points at 1st level: (2+Int mod)x4
Skill Points onwards: 2 + Int mod.
Table: The Dragoon
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|# of Auras Known
1st|
+1|
+2|
+2|
+0|Draconic Aura +1, Born Flyer|2
2nd|
+2|
+3|
+3|
+0|Skill Focus (Jump), Giant Leap|2
3rd|
+3|
+3|
+3|
+1|Dragoon's Grace, Dragon's Heart|2
4th|
+4|
+4|
+4|
+1|Falling Charge +2d6 2 rounds later, Sky's the Limit|3
5th|
+5|
+4|
+4|
+1|Draconic Aura +2, Light as a Feather (Light)|3
6th|
+6|
+5|
+5|
+2|Falling Charge +3d6|3
7th|
+7|
+5|
+5|
+2|Improved Skill Focus (Jump), Light as a Feather (Medium)|4
8th|
+8|
+6|
+6|
+2|Falling Charge +4d6, Skill Focus (Tumble)|4
9th|
+9|
+6|
+6|
+3|Breath Weapon Resistance 10|4
10th|
+10|
+7|
+7|
+3|Falling Charge +5d6, Draconic Aura +3, Light as a Feather (Heavy)|5
11th|
+11|
+7|
+7|
+3|Fall with Style|5
12th|
+12|
+8|
+8|
+4|Falling Charge +6d6 1 round later, Greater Skill Focus (Jump)|5
13th|
+13|
+8|
+8|
+4|Palidor's Grace, Breath Weapon Resistance 20|6
14th|
+14|
+9|
+9|
+4|Falling Charge +7d6|6
15th|
+15|
+9|
+9|
+5|Draconic Aura +4, Skill Focus (Intimidate)|6
16th|
+16|
+10|
+10|
+5|Falling Charge +8d6|7
17th|
+17|
+10|
+10|
+5|Breath Weapon Immunity, Skill Mastery (Jump, Tumble)|7
18th|
+18|
+11|
+11|
+6|Falling Charge +9d6|7
19th|
+19|
+11|
+11|
+6|Frightful Presence|7
20th|
+20|
+12|
+12|
+6|Falling Charge +10d6 Full round action, Superior Skill Focus (Jump), Draconic Aura +5|7[/table]
Class Features
Weapon Proficiencies: Simple weapons, one-handed swords, lances, and all polearms.
Armor Proficiencies: Light, Medium, and Heavy. No Shields.
Draconic Aura (Su): The dragoon and all of his allies within a 30’ radius gain benefits from one of the following Auras. These may be activated, suppressed, or swapped as a Swift Action. Only one Aura may be active at a time. No duration, though you must be conscious. The number of Auras you have access to is based on your level.
Energy Shield: if any subject is struck with a Natural Attack or a non-reach weapon, the attacker takes (2 * N) damage of an Elemental type
Power: subjects melee attacks do +N damage.
Presence: subjects gain +N on Bluff, Diplomacy, & Intimidate checks.
Resistance: all subjects gain Resistance (5 * N) to an Elemental type.
Senses: subjects gain +N on Listen, Spot, & Initiative checks.
Toughness: subjects gain Damage Reduction (N) / magic.
Vigor: subjects gain Fast Healing (N) when below ½ normal hit-points.
ed. note: Elemental Types are Ice, Fire, Electrical, Acid, and Water
Born Flyer: At 1st level, the Dragoon gains this feat for free. If he already possesses it, then he may choose another feat from the Fighter Bonus feat list. (Feat: +4 Competence bonus on all saves/checks you make to maneuver or stay aloft in the air. Also allows you to qualify for feats that require ability to fly)
Skill Focus(Jump): At 2nd level, the dragoon gains this for free. If he already possesses it, then he may choose another feat from the Fighter Bonus feat list. At 7th level, this bonus increases to +6, and at 12th level, this increases to +9. At 20th level, this increases for a last time to +12.
Giant Leap (Ex): At 2nd level All Jump checks the dragoon makes are treated as if you were running and had Feat: Run.
Dragoon's Grace (Su): At 3rd level, the dragoon may use the spell Feather Fall at will, but only affecting himself.
Dragon's Heart (Ex): At third level, the dragoon becomes immune to any fear effects and a dragon's Frightful Presence.
Sky's the Limit (Ex): At 4th level, all vertical Jump DCs are halved. This stacks with Giant Leap.
Falling Charge (Ex): At 4th level, the dragoon learns how to work his amazing jumping ability to his advantage. As a full round action, jump at least 10 feet up or higher than the enemy's vertical reach, whichever is taller* and 10 feet forward. Roll one die for both checks. If you make this jump check, then you jump into the air, seemingly much higher than just 10 feet. While in the air, you have Total Concealment.
Two rounds later, even on someone else's round, you come crashing down on the enemy. Make a Charge special attack. You deal extra Piercing damage in addition to the attack from the charge as indicated on the chart (starts at +2d6 and increases by +1d6 every other level). Polearms and lances deal double their normal damage on this charge.
After you make this attack, you land in your opponent's square, and can move out to any open square within 5' without provoking an Attack of Opportunity from the opponent you just landed on. At 12th level, a dragoon can land 1 round later, and at 20th, he can land at the end of his round (It becomes a full round action). He can still land 1 or 2 rounds later if he so chooses. You may choose to extend your jump longer than the necessary amount. To do so, increase the Jump DC by +5 for every round past the second.
The base DC for a Falling Charge on a medium opponent is 20. (However, by 4th level, the Dragoon has at least +7 to Jump checks; Giant leap gives +4 and Skill Focus (Jump) gives +3, making the DC effectively 13.)
If you wish to target a flying opponent, you only need to jump as high as the opponent does; the attack also hits on the same turn (that is, the Falling Charge is only a Full Round action when hitting a flying opponent). This is because you hit them 'on the way up'. You make the attack roll as if you were hitting a land-bound opponent, and then you fall back to the ground with your weapon. (However, Fate may need the spear to get stuck in the opponent.)
Light as a Feather(Ex): The Dragoon may ignore Jump and Tumble penalties with the listed Armor, as well as movement penalties. Light Armor only at 5th, Medium at 7th, and Heavy at 10th.
Skill Focus (Tumble): At 8th level, the dragoon gains this for free. If he already possesses it, then he may choose another feat from the Fighter Bonus feat list.
Breath Weapon Resistance (Su): A dragoon gains Resistance of the indicated amount against any dragon's Breath Weapon. At 9th level, he has 10 points of resistance. At 13th level, it increases to 20. At 17th level, he becomes totally immune to any damage dealt by a dragon's breath attack. He can still be affected by non-damage dealing Breath Weapons.
Fall with Style (Ex): At 11th level, a dragoon can so skillfully direct his leaps that he can emulate flight. The dragoon gains the ability to glide. While gliding, he may move forward 20' for each 5' he descends. Effective 'flying' speed is 40' with Average maneuverability. Even if maneuverability improved, he can never hover. May not carry more than a Light load. So long as his armor does not cause Check penalties for Jump, it does not count towards his carrying capacity.
Palidor's Grace (Su): At 13th level, the dragoon can extend his Feather Fall ability to any allies within 30' of himself as a Swift Action.
Skill Focus (Intimidate): at 15th level, the dragoon gains this for free. If he already possesses it, then he may choose another feat from the Fighter Bonus feat list.
Skill Mastery (Jump & Tumble): at 17th level, the dragoon may always take 10 for Tumble and Jump checks, even when in stressful situations.
Frightful Presence (Ex): A dragoon can unsettle foes just like the dragon he emulates. This ability takes effect automatically whenever the dragoon glides overhead, uses a Falling Charge, or makes a full attack. Creatures within 60' are subject to the effect if they are below the dragoon's level (or if they have fewer HD). A potentially affected creature that succeeds on the Will Save (DC10+ 1/2 dragoon levels +the Dragoon's Cha modifier) remains immune to that dragoon's frightful presence for 24 hours. On a failure, creatures with panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons are especially weak to the Dragoon's presence, and are counted as being 5 HD lower than they actually are for the purposes of this ability.
*Medium creatures have a Vertical Reach of 8'. To go up a size, double this. To go down a size, halve it. Quadrupeds have a Reach of a creature that is one size smaller.
--
Old Table
Table: The Dragoon
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|# of Auras Known
1st|
+1|
+2|
+2|
+0|Draconic Aura +1, Born Flyer|3
2nd|
+2|
+3|
+3|
+0|Skill Focus (Jump), Giant Leap|3
3rd|
+3|
+3|
+3|
+1|Dragoon's Grace, Dragon's Heart|4
4th|
+4|
+4|
+4|
+1|Falling Charge +2d6 2 rounds later, Sky's the Limit|4
5th|
+5|
+4|
+4|
+1|Draconic Aura +2, Light as a Feather (Light, Medium)|5
6th|
+6|
+5|
+5|
+2|Falling Charge +3d6|5
7th|
+7|
+5|
+5|
+2|Evasion|6
8th|
+8|
+6|
+6|
+2|Falling Charge +4d6, Skill Focus (Tumble)|6
9th|
+9|
+6|
+6|
+3|Breath Weapon Resistance 10|7
10th|
+10|
+7|
+7|
+3|Falling Charge +5d6, Draconic Aura +3, Light as a Feather (Heavy)|7
11th|
+11|
+7|
+7|
+3|Fall with Style|7
12th|
+12|
+8|
+8|
+4|Falling Charge +6d6 1 round later|7
13th|
+13|
+8|
+8|
+4|Palidor's Grace, Breath Weapon Resistance 20|7
14th|
+14|
+9|
+9|
+4|Falling Charge +7d6|7
15th|
+15|
+9|
+9|
+5|Draconic Aura +4|7
16th|
+16|
+10|
+10|
+5|Falling Charge +8d6, Skill Focus (Intimidate)|7
17th|
+17|
+10|
+10|
+5|Breath Weapon Immunity|7
18th|
+18|
+11|
+11|
+6|Falling Charge +9d6|7
19th|
+19|
+11|
+11|
+6|Frightful Presence|7
20th|
+20|
+12|
+12|
+6|Falling Charge +10d6 Full round action, Draconic Aura +5|7[/table]
--
Main Changes!
Slower Aura Progression. Previous one started at 3 and increased every 2 levels. Now it's the opposite. Start at 2, increases every 3 levels.
Light as a Feather properly stuck in there, instead of 'Light' being hastily added.
Evasion stripped out. Replaced by Improved Skill Focus. I didn't like Evasion in there anyway.
In that vein, added in additional Jump bonuses as suggested.
You get Skill Focus (Intimidate) a level earlier. (15th vs 16th)
Now there's Skill Mastery for Jump and Tumble. Never need to worry about rolling lower than 10 again!
Full BAB! I'm going ahead and doing it; It just needs that little oomph.
NEWEST CHANGE
Changed Light as a Feather ability to allow normal movement; moving 20' gives you a -6 to Jumping, turns out.