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Thread: Dragoon (FF PrC)
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- Aug 2009
Dragoon (FF PrC)DRAGOON
"Hmph, I'm the trump card." - Kain Highwind, the dragoon
Long ago dragons ruled the skies and mortal warriors had need to rise to face them. Thus the dragoon was born, trained in the art of aerial combat, striking with a spear from above, leaping up to fell the kings of the air.
BECOMING A DRAGOON
Dragoons are often trained as part of a military order, taught the secret arts of the warrior sect building off their experience in battles prior and existing skill with the spear. Some however are imbued with such knowledge by certain magical crystals to act as their guardians.
Feats: Weapon Focus (Longspear, Shortspear, or Spear)
Skills: Jump 8 ranks
Special: Skill Focus (Jump) or any Tiger Claw Stance.
The Snake Slayer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skills Points at Each Level: 4 + int
Hit Dice: d12
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st+1+2+0+0 Combat Leap, Skilled Leap 2nd+2+3+0+0 Dragoon's Breath, Slow Jump 3rd+3+3+1+1 Distant Leap, Spear Mastery 4th+4+4+1+1 Dragoon's Lance, Lancet 5th+5+4+1+1 Dragonslayer, Sweeping Blow 6th+6+5+2+2 Falling Blow 7th+7+5+2+2 Dragoon's Sight, Sky Walk 8th+8+6+2+2 Bouncing Leap, Dragonheart 9th+9+6+3+3 Mighty Leap 10th+10+7+3+3 Highwind, True Lancet
Weapon Proficiencies: A Dragoon gains no new armor or weapon proficiencies.
Combat Leap (Ex): Leaping warriors, dragoons learn to strike at a foe with a long, battlefield crossing leap. As a full round action you may make a jump check to jump with no limit to distance traveled during the jump based upon your speed. At the end of the jump you may make a single melee attack. You treat this movement and attack as a charge gaining +2 to hit but not suffering a -2 to AC.
Skilled Leap (Ex): Trained to face dragons without the aid of flight, dragoons learn to jump from standing with ease and to make miraculous leaps as high as they are far. You treat all jumps as running jumps and when you make a vertical jump you calculate the vertical distance jumped as if it were the horizontal distance of a horizontal jump (# of ft equal to result instead of # of ft equal to 1/4th result).
Dragoon's Breath (Su): Emulating the same dragons they are trained to slay, dragoons learn to release devastating breaths of fire, ice, and lightning. Beginning at 2nd level, a dragoon may, as a standard action, release a 15-ft cone of energy as a breath weapon each round. This deals 1d6 damage per class level. A successful Reflex save (DC 10 + Dragoon level + Con modifier) halves this damage. At 6th level a dragoon's breath weapon extends to a 30-ft cone, and at 10th level it extends to a 60-ft cone.
Slow Jump (Su): Leaping from and to impossible heights a dragoon must learn to avoid death in their own falls. Beginning at 2nd level, whenever a dragoon makes a jump they may choose to fall slowly as if with feather fall. This does not function if they are falling to begin with only when they intentionally jump.
Distant Leap (Ex): Dragoon's are masters of leaping, jumping further than can be easily believed. Beginning at 3rd level a dragoon jumps twice the normal distance whenever they jump (twice their result in feet) and as long as they have not moved more than 1/2 of their speed, movement which is part of a jump does not count against their distance moved for a move action.
Spear Mastery (Ex): Dragoons are spearmen, masters of the pole arm. Beginning at 3rd level, when wielding a spear a dragoon's threat range is increased as if it were a reach weapon, but even if it is normally a reach weapon they also threaten creatures within your their normal reach as if it were not a reach weapon.
Dragoon's Lance (Ex): A dragoon is a master of striking from above with their spears. Beginning at 4th level, if a dragoon descends from above an enemy as part of an attack (including if they jumped over their height with a jump check) while wielding a spear they deal double damage with the attack.
Lancet (Su): The secret technique of the dragoons, they learn to siphon the energy of their foes to restore their own. Beginning at 4th level, as a standard action a dragoon may make a single melee attack which heals the dragoon hp equal to 1/2 the damage dealt and forces the target to make a Will save (DC 10 + Dragoon level + Str modifier) or lose one spell of their highest available spell level, PP equal to their manifester level, or one use of one spell-like ability they possess (beginning with their highest level use limited ability). If the target has multiple of these spells are lost first, followed by PP, followed by spell-like ability uses.
Dragonslayer (Ex): Dragoons were originally dragon slayers, trained to fight the most fearsome foes known to humanoids, and they still practice these techniques. Beginning at 5th level, level a dragoon adds 1/2 their class level to their damage against dragons, or their class level if wielding a spear and they have moved during the round.
Sweeping Blow (Ex): Dragoons control the battlefield with their fierce lances, striking wide and far at once. Beginning at 5th level, as a full round action a dragoon may make a single melee attack and apply the result against all enemies within their melee reach.
Falling Blow (Ex): A dragoon specializes in taking advantage of the momentum of their falls to add weight to the thrust of their spears. Beginning at 6th level, as a full round action you may make a jump check and move the distance and may make a melee attack at the end of it. If you attack the attack deals +1d6 damage per 20-ft you descended this round (max +15d6 if you descend at least 300-ft or +2d6 per class level whichever is lower). You take no damage from this fall. You may use this ability while falling, or by allowing yourself to fall when flying but height descended in a dive while flying does not add to this damage.
Dragoon's Sight (Ex): Dragoons often survey the field of battle from high above, waiting till they can crash down like a meteor upon foes. To do so they train their vision till it is like that of an eagle or a dragon. Beginning at 7th level a dragoon suffers 1/4th the normal penalty on spots checks due to distance (-1 per 40 ft instead of -1 per 10 ft).
Sky Walk (Su): Dragoons may have been born from the need to fight dragons without flight, but they have learned that such is difficult and the greatest leap is the one from which you never fall. Beginning at 7th level a dragoon may walk on air as if it were solid and may descend as if walking down a hill, but they may not gain altitude except through jumping or another ability which grants flight or vertical movement.
Bouncing Leap (Ex): A dragoon learns to move from target to target, never stopping at one, when in the midst of battle. Beginning at 8th level a dragoon may make a bouncing leap as a full round action. This functions as Combat Leap except that if you hit a target you may immediately make a second leap with a different target; you must target a different creature each time and cannot attack the same creature twice during a bouncing leap.
Dragonheart (Su): Dragoon's have a spirit as mighty as a dragon's, although the body containing it is not. This spirit in crises may pour forth, reinvigorating a body that should be past saving. Beginning at 8th level once per day when a dragoon would be reduced to -1 or lower hit points or killed due to hp loss they are restored to 1/2 their maximum hit points and revived if necessary.
Mighty Leap (Ex): A dragoon can fell even mighty foes with but a single blow. Beginning at 9th level when a dragoon uses Combat Leap (but not Bouncing Leap) their damage is doubled (for a total of tripled with Dragoon's Lance).
Highwind (Ex): A dragoon's leaps are a thing of marvel. Beginning at 10th level the distance a dragoon travels in a jump is tripled (this does not stack with distant leap).
True Lancet (Su): A dragoon's mastery of their special art is slow, but when it is complete it is a force to behold. Beginning at 10th level as a full round action you may make a full attack where each successful attack functions as the attack made as part of Lancet (above).Peanut Half-Dragon Necromancer by Kurien.
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