Dragoon [Core Class]

gothtaku

First Post
I'm sure the idea of a Dragoon has been done to death, but here's my contribution. I tried to keep it simple, feedback/constructive criticism would be appreicated.

Edit: Here is a cleaned up version, based on the sugestions I recieved.

DRAGOON

Brave knights usually in the service of a kingdom, Dragoons are at their most fearsome with a sturdy spear in their hands and plenty of room to jump. They are quick and deadly, able to pierce the toughest armor with pinpoint accuracy.

Adventures: Dragoons are more often than not in the employ of royalty, acting as guards, scouts and even spies. Dragoons may travel at the behest of their King or simply opt to wander the planes, testing and improving their skill and battle prowess.

Characteristics: Dragoons train exclusively with spears, lances and similar weapons. In addition to this, Dragoons usually pick up a fair bit of knowledge of Dragon lore, either out of respect or a desire to battle them. Dragoons are often straight forward in their endeavors.

Alignment: Any non-chaotic. Being a Dragoon requires dedication and rigorous training. However, there is no shared moral code among Dragoons. Evil Dragoons are a fearsome sight to behold, akin to Blackguards.

Religion: Some Dragoons worship and even pray to the dragon gods, with good aligned Dragoons offering up their prayers to Bahamut, and evil aligned Dragoons worshiping Tiamat. There are whispered rumors that Tiamat employs five evil Dragoons as personal slaves/guards, one for each head.

Background: Dragoons are usually taught their skills via military training. Self-taught Dragoons exist however, but are less well-known.

Races: Humans are the most likely candidates to learn the ways of Dragoons. Elves, with their natural grace are also adept at the life of a Dragoon. Half-Orcs can become Dragoons and are surprisingly good at it, relying on their natural strength to deliver devastating strikes.
Dwarf Dragoons are rare and many Dwarves simply balk at the idea of "fancy jumping around" as a fighting style. Dragoons are unheard of among the Gnome and Halfling communities, but this doesn't mean they don't exist. Among the savage races, Dragoons are simply non-existant.

Classes: Dragoons get along best with melee-focused classes, working to create master strategies in battle. They will occasionally find themselves at odds with arcane casters, who prefer a subtler sort of combat.

Role: Dragoons can work alone or in a group, changing tactics with ease. They are a melee focused class first and foremost. Though not as tough as the Fighter or as brutal as the Barbarian, their unique fighting style makes them an asset on any battlefield.

GAME RULE INFORMATION
Dragoons have the following game statistics.
Abilities: Strength and Dexterity are equally important for a dragoon, who rely on a decent dexterity score to keep them protected and the power to strike down their enemies in melee combat. Constitution is important for Dragoons because it keeps them up and fighting. Intelligence allows a Dragoon to have a wide repertoire of skills, many of which are useful in combat.
Alignment: Any non-chaotic
Hit Dice: D8

CLASS SKILLS
The Dragoons class skills (and the key ability for each skill) are
Balance (DEX), Climb (STR), Escape Artist (DEX), Hide (DEX), Jump (STR), Knowledge (Arcana) (INT), Knowledge (nobility and royalty) (INT), Listen (WIS), Move Silently (DEX), Search (INT), Sense Motive (WIS), Spot (WIS), Tumble (DEX).
Skill Points at 1st Level: (4+ Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int Modifier.

CLASS FEATURES
All of the following are class features of the Dragoon.
Weapon and Armor Proficiency: A Dragoon is proficient with all simple weapons, plus all types of lances, polearms and spears. They are proficient with all light and medium armor and shields (except tower shields).

Armored Jump: Thanks to their training, Dragoons do not suffer an armor penalty to their jump checks.

Swiftness: Dragoons do not suffer a movement penalty while wearing medium armor.

Vertical Leap Attack (Ex): Dragoons gain Leap Attack as a bonus feat at 1st level, with the following changes: Dragoons jump vertically when using this attack, not horizontially. Instead of doubling the extra damage from a power attack, Dragoons deal an extra 1D6, akin to the Rogue Sneak Attack ability. This damage increases every three levels by an additional 1D6, for a maximum of 7D6 at 18th level. This damage can only be applied as part of a Vertical Leap Attack.

Pierce the Gods (Ex): At 5th level, Dragoons gain the ability to wound even the toughest foe. Using a full round action Dragoons may overcome up to DR 2. At every three levels beyond 5th (8, 11, 14, 17, 20), the DR they can overcome increases by 2.

Bonus Feats: At 2nd level, Dragoons gain Run as a bonus feat. At 4th level they gain Dodge. At 7th level they gain Mobility and finally at 13th level they gain Improved Trip. Dragoons gain these feats even if they do not meet the prerequisites for them.

BAB Progression: +15/+10/+5
Saves: +12/+12/+6 (Fortitude, Reflex, Willpower)
 
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It probably has been done to death, but that doesn't matter. Thanks for posting. :)

First of all, you've paid a lot of attention to the initial desription, which is really good. Well done.

Mechanical bits:

Weapon and armour proficiency: I'm not sure it's a good idea to completely restrict them to spears and spear-like weapons. If you want to keep the primary influence on those weapons, I'd still suggest giving them all simple weapons as well. If I were using the class I would give them all simple and martials, as well as all armours. I'd add in a class ability to give them more mobility while in heavier armours (to especially reflect the FF archetype).


Class Skills: Cool, I can see that. However, Knowledge (Dragons) would be covered by Knowledge (Arcana). I would add escape artist to their class skills list.

How many Skills points per level does a Dragoon get?

Class features:

The abilities need some clarification, in my opinion. From what I can gather, the class is kind of weak as it stands. A Dragoon is meant to be mobile and strong with their signiture attack.

My suggestion above for expanding the weapon proficiencies would allow the class to be more versatile for when they can't use their strong "jump attack".

Your dragoon is comparable to the ranger at the moment in its battle role. I'd suggest ratcheting up the dragoon so it is at least as powerful as the ranger, and can hold its own.

I'd suggest any of the following:

>Infrequent Bonus feats: to avoid standing on the fighter's toes, you don't want too many. These would be related to the battle style (it might include such feats as Dodge, Leap attack, Mobility, and Run).

>Circumstance bonus based on class level

>Bonus speed tied to class level (this has the added benefit of also increasing your jump checks)

>Bonus damage based on jump distance (something like Skirmish damage from the Scout class), or multiplying the damage caused by a jumping charge.
 

I'll do a full review tomorrow, since I'm tired, but I'll just say "Pierce the Gods" is a rather corny name... and doesn't even match that well. Since Dragoons are usually effective at hunting dragons, having Hide in the name might be good idea. Like "Hide Piercing" or "Hide Ripper".
 

Well... They can make a jump attack, but why would they? Mechanically all they get out of it is the ability to suck AOOs from their foes. Not a great motivator.

I'd give them either double damage or add the results of the jump check - 10 to damage delt. Otherwise it's kind of a power without a point. At very least give them sneak attack dice and deny dex bonus to AC to whoever they jump on.

Good background writeup though. FFT is pretty much my favorite game ever. :)
 

gothtaku said:
Characteristics: Dragoons train exclusively with spears, lances and similar weapons. In addition to this, Dragoons usually pick up a fair bit of knowledge of Dragon lore, either out of respect or a desire to battle them. Dragoons are often straight forward in their endeavors.
Allowing all simple weapons would be a good idea. The Dragoon may, philosophically, use them only rarely, but on many occasions (such as stripped in a cavern, ala In the Dungeons of the Slave Lords), they're going to want to be able to use other weapons.


gothtaku said:
Hit Dice: D8
Worse than fighter.


gothtaku said:
CLASS SKILLS
The Dragoons class skills (and the key ability for each skill) are
Balance (DEX), Climb (STR), Hide (DEX), Jump (STR), Knowledge (Dragons) (INT), Knowledge (nobility and royalty) (INT), Listen (WIS), Move Silently (DEX), Search (INT), Sense Motive (WIS), Spot (WIS), Tumble (DEX)
12 class skills, better than fighter (7), worse than ranger (19).


gothtaku said:
CLASS FEATURES
All of the following are class features of the Dragoon.
Weapon and Armor Proficiency: A Dragoon is proficient in all light and medium armor, shields (except tower shields) and the following weapons: Halberd, Heavy Lance, Light Lance, Longspear, Guisarrme,, Javelin, Shortspear, Ranseur, and Trident.
Worse than fighter on armor, and much worse on weapons. Even worse, becasue this list is specific, other polearms, spears, and lances not listed in the basic rules, but that might appears in other products, are excluded.


gothtaku said:
Vertical Strike (Ex): All Dragoons gain the ability to make a jump attack* equal to their running speed as a full round action at 1st level. This incurs an attack of opportunity if the Dragoon is within reach of an enemy, however the Dragoon gets a +2 circumstance bonus to AC due to his training. At 7th level this becomes a move action and at 16th level it becomes a free action.
In the opening sentence, it says "jump attack* equal to their running speed".

What part of this attack is equal to their running speed? The distance jumped? If that is so, it should read "jump attack* with a jump distance equal to their running speed", or the distance of the jump should be made explicit in the description of the jump attack.

Given the huge distance jumped, wouldn't the Dragoon have to run a distance of at least X before making the jump attack? I think it is a little odd that a non-magical fighter-type is leaping 30'+ from a standing jump (the rules here don't specify whether it is a standing or running jump).

As another poster observed, I can't see why a Dragoon would make this attack, except as a method of jumping over crevasses.

Give it x2 damage, at least.



gothtaku said:
Lightning Strike (Ex): Starting at 3rd level and increasing at every odd level beyond it, Dragoons gain a +1 circumstance bonus to attacking from any height above 15 feet
How often is this going to happen?

There are no rules included on determining how high the Dragoon has jumped during a jump attack, and so this may well almost never happen except when the Dragoon is on some type of bridge, ledge, or wall overlooking an enemy.


gothtaku said:
*Jump Attack: Dragoon leaps into air and does not come down until his next round. Attack range is 5 feet in any direction from where he originally jumped, however the Dragoon must have an empty square to land on. Adjacent enemies recieve an attack of opportunity once the Dragoon lands, with the exception of whichever enemy was targeted.
When I first read this, "attack range", looked like "jump range" to me (jump attack > attack range), and all I could envisage was a character jumping from one square directly into the next square.


gothtaku said:
Saves: 12/12/6 (Fortitude/Reflex/Will)
Equal to ranger.


gothtaku said:
BAB: +15/+10/+5 Progression
Equal to ranger.

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As has already been noted, Skill points are missing.

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This class needs several bumps. Possibly several extra class features or bonus feats (6, 12, 18).

One classe feature that leaps to mind is being able to use reach weapons against adjacent foes.

As it stands, I would also bump their BAB up to the fighter/+20 progression, but that's just me.
 
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