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Too many video games

Aestolia

First Post
Alright, so i may have been playing too much of a certain rpg series which i will refuse to name (not that it won't be obvious) and decided to come up with this prestige class. Let me know what you think, thanks for your C&C.

~Aestolia

Ok... maybe not the best in a dungeon crawl / underground scenario but defiantly a fun idea...

Dragoon Knight

Alignment: Any lawful
Jump: 10 Ranks
Tumble: 5 Ranks
Feats: Skill Focus(Jump), Run, Mobility, Weapon Focus (Any Pole Arm, or Long Spear)
Base Attack: +5

Hit Dice: d10
Skill Points: 2+Int
Class Skills: As fighter, plus: Diplomacy, Spot, Tumble
Code:
Lv   Base    Fort   Ref  Will	Special
					
1    +1       +2    +2    +0	Jump Attack,         Vaulting Jump
2    +2       +3    +3    +0	Soaring Leap 1/day
3    +3       +3    +3    +1	Easy Moving +1,      Keen eyes
4    +4       +4    +4    +1	Soaring Leap 2/day,  Easy Moving (Medium)
5    +5       +4    +4    +1	Strong Legs,         Dragoons Nail
6    +6/+1    +5    +5    +2	Easy Moving +2,      Soaring Leap 3/day
7    +7/+2    +5    +5    +2	Ricochet Attack
8    +8/+3    +6    +6    +2	Soaring Leap 4/day,  Easy Moving (Heavy)
9    +9/+4    +6    +6    +3	Easy Moving +3,      Dragoons Tooth
10   +10/+5   +7    +7    +3	Soaring Leap 5/day,  Strong Legs

Jump attack: The dragoon takes advantage of the momentum of jumping or falling to deal devastating attacks. The Dragoon may make a jump check as part of an attack. A Dragoon may only make jump attacks with weapons they have Weapon Focus with. A Dragoon ignores the first 20' of a fall in a jump attack if he hits, if he misses he takes damage as normal. A Dragoon can not get more than 2x his Dragoon level in bonus dice.
Long Jump: This functions like a charge, only the Dragoon must close the distance with a jump check. If the Jump check is not enough to close the distance, the dragoon looses their attack for the round. On a successful hit they gain bonus damage based on the jumped distance. Example - Kain the Dragoon Charges an Orc 40' away, he moves 20' then succeeds in a jump check closing the remaining 20' if he hits, Kain would gain 4d6 damage. If Kain had moved 30' and jumped the remaining 10, he would only have gotten 2d6. If Kain moved 20' then jumped only 15 feet he would land 5' away from the target.

High Jump: The Dragoon may opt to try to jump to bring down their weight and momentum into the attack. at 5' and every 2' beyond, an extra die of damage is added. If you jump at least 10' you gain an additional +1 to hit, for being on higher ground. Jumps made as part of a High Jump attack, do not provoke an attack of opportunity. Example - After closing with the ogre, Kain jumps again this time bringing his weapon straight down, from a standing jump, Kain rolls gets an amazing roll of 38, from a standing high jump though, this is only 4' (If this had been a running jump Kain would have made it to 9 feet, doing 3d8 extra damage)​
Code:
Jump Type	   Hit Bonus     Extra Damage   Increment   Special

Run Long Jump	   +4		 +d6		5'	  
Stand Long Jump	   +2		 +d6		5'	  
Run High Jump	   +2*		 +d8 		2'	    Subtract 5'
Stand High Jump	   +0*		 +d8 		2'	     Subtract 5'
Vaulting Jump: A Dragoon has learned to use their weapon to help them jump. At level 1, When wielding a pole arm or similar weapon (such as a Long spear), The Dragoon has only needs to move 10' before making a running jump, Also the Dragoon ignores one extra d6 of falling damage for every 10 points he beats the tumble DC by (1d6 at 15, 2d6 at 25, 3d6 at 35)

Soaring Leap: Starting at 2nd level, the dragoon can cast the jump spell with a caster level equal to his Dragoon level, this is a swift action that does not provoke an attack of opportunity. When using soaring leap the Dragoon is considered as making a running jump, even from a standing position.

Easy Moving: At Level 3 Dragoon reduces the armour check penalty of armour by 1. This value Increases to 2 at 6th, and 3 at 9th. Starting at 4th level the Dragoon ignores the reduced movement penalty of medium armour, at 8th they ignore the movement penalty of heavy armour.

Keen Eyes: At level 3 The Dragoons eye sharpen, he is able to see twice as far as others of his race. Double the range of any kind of special vision or normal vision. This ability does not give the Dragoon any ability to see better in foggy / dark conditions, unless he was already able to do so. (a human dragoon in a pitch black cave is still limited by the distance of his light source)

Strong legs: The Dragoon increases their base speed by 10' at levels 5, and 10.

Dragoons Nail: At 5th level the Dragoon doubles the threat range of his weapon during a Jump attack.

Ricochet Attack: Starting at 7th level, When the Dragoon makes a Long jump attack and hits, he may choose to do a Ricochet attack. After dealing his damage, he uses his wepaon to vault up a second time. he may perform a High Jump attack on any other target within 10' of the first target. He makes a new jump roll, with a +5 circumstance bonus to determine his height on the second target, treat this as a running jump. This attack is at the dragoons second highest base attack bonus.

Dragoons Tooth: At 9th level the Dragoon adds 1 to the crit multiplier of his weapon during a Jump attack.
 

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