Dragoon Class lvl 1 - Paragon paths +Feats


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A few things:

a) Double their con score for HP and double their con modifier for surges?
b) Remove one of the secondary stats. Strength + Dex or Strength + Con or Strength + Cha. Pick two, don't make them rely heavily on a tertiary stat.
c) Remove the time and height restrictions for jump. Otherwise I think its too complicated. Also, jump to the closest possible square to the enemy.
d) Same with impale. If a power with the impale ability hits, maybe the "opponent is immobilzed until the start of your next turn". Or "you may deal your Str modifier to an adjacent enemy." Something that would reflect the idea of the power without having to flip back through books to figure out what it was.
e) Dismount I would change to "Add an additional 10 feet you can fall without taking any fall damage" per tier.
 

Thanks for the comments, they were very constructive and helpful.

a) Yeah, that was me messing up the format... :)

b)Again, the Constitution really shouldn't have been there. I was thinking of how the Fighters have it listed, but they can actually use it for certain weapons. It is only used for HP, which a Defender should have a decent amount, but no more then a Paladin or Guardian Fighter that uses Dex or Wis as a secondary stat.

c) I can see how it could be overly complicated. Originally, it didn't have the height restriction, but it is supposed to be functional different than just a charge attack. The height restriction is to make up for the bonus in distance (+2 to speed) and the time restriction (modified to be much easier, 15 - Dex/Cha modifier) is to make up for the +Strength and +Dexterity in the attack. Otherwise, it'd just be a charge that hits a little harder than a basic melee and takes a Move and Standard instead of just Standard Action. I can see how the complexity might be restrictive but I also think it is important that it is not just a charge attack. Hopefully, the new way it is written is much simpler.

d) Impale was badly written. It is supposed to function as a modified grab, so it lets you perform a grab action as part of an attack. It has been re-written to function more like a grab. It now reads that it takes a Strength vs. Reflex check and the target is grabbed. If you maintain a one-handed grip on the weapon the target will be restrained as part of the grab instead of just immobilized.

e) I like it. Done.

Thanks again for the comments.
 

i'm looking at the dragon's sigil feature, which i find interesting but a bit unwieldy as formulated. might i suggest separating the two uses into two separate rituals? it seems to me that double-duty effects are exceedingly uncommon in 4e.

note that the dragon's call power has the shadow keyword twice. :>

also: are you sure you wanna call this class dragoon rather than something like "dragon warrior" or the like? because i was expecting a very different set of features based on the class title.
 

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