Zack2216
First Post
Hey final fantasy fans! I had the inspiration to do a FF-esque type of tactical feet. At first it was going to be a style feet, but I didn't get the whole kit-n-kabootle in there becuase I couldn't do the nifty leap and attack. That, and I didn't want to make up two seperate feats, when the tactical feat option was available. And finally, makeing a prestige class just didn't really que in. I felt it should be more of a combat style than a specific organization of peeps. It would make more sense for people of all melee backgrounds to be able to use it. So here it is, I hope it's viable.
Dragoon Warrior
You learn how to use powerful jumping and charging techniques to take advantage of your weapon
Prerequisites: 15 str, Jump 9 ranks, Base attack bonus +8, Weapon focus (long spear, halberd, glaive, guisarme or great spear) (go ahead and make suggestions on some more and/or better prerequisites)
Benefit: The Dragoon Warrior feat enables the use of three combat maneubers
Dragoon's Charge: Whenever charging or using the Dragoon's Dive maneuver with one of the above mentioned weapons, your attack deals double damage.
Dragoon's Leap: This maneuver allows you to, during a charge action while weilding one of the above mentioned weapons, make a vertical jump check. Your height doesn't facter into this check. Your minimum vertical jump distance is 5 ft. + 5 ft. for every 10 ranks in jump over 3 you have. This minimum is then augmented by the jump check, adding 5 ft. to your vertical jump for every 20 you get over 15. For each 10 ft. of vertical height, you may move up to 15 ft. in one horizontal direction.
Dragoon's Dive: This maneuver may only be used in succession to the Dragoon's leap maneuver. You must land in an opponent's space with the Dragoon's leap maneuver. If you do, make an attack roll. On a successful hit, the attack deals an extra 2 points of damage per 10 ft. of vertical jump you made with the Dragoon's Leap maneuver. This extra damage is factored in after Dragoon's Charge's effect. If your attack hits, you take 10 ft. less in fall damage, and you may make a tumble check to further reduce the fall damage. Also, you land in the closest noninhabited adjacent space. If the attack misses, you take normal fall damage as normal, though you may still make a tumble check to take less damage. Also, you must make a tumble check, dc 20, or fall prone in the space you landed in. Otherwise, if successful, you land In the closest unoccupied adjacent space.
Alright, give me your worst, I want this to be balanced. The only broken thing I can think of would be the Dragoon's jump, but I don't know how to emulate the jump-so-high-it-takes-a-round-to-fall-and-strike-your-enemy thing. I just want this to be cool enough for use outside my own campaign.
Dragoon Warrior
You learn how to use powerful jumping and charging techniques to take advantage of your weapon
Prerequisites: 15 str, Jump 9 ranks, Base attack bonus +8, Weapon focus (long spear, halberd, glaive, guisarme or great spear) (go ahead and make suggestions on some more and/or better prerequisites)
Benefit: The Dragoon Warrior feat enables the use of three combat maneubers
Dragoon's Charge: Whenever charging or using the Dragoon's Dive maneuver with one of the above mentioned weapons, your attack deals double damage.
Dragoon's Leap: This maneuver allows you to, during a charge action while weilding one of the above mentioned weapons, make a vertical jump check. Your height doesn't facter into this check. Your minimum vertical jump distance is 5 ft. + 5 ft. for every 10 ranks in jump over 3 you have. This minimum is then augmented by the jump check, adding 5 ft. to your vertical jump for every 20 you get over 15. For each 10 ft. of vertical height, you may move up to 15 ft. in one horizontal direction.
Dragoon's Dive: This maneuver may only be used in succession to the Dragoon's leap maneuver. You must land in an opponent's space with the Dragoon's leap maneuver. If you do, make an attack roll. On a successful hit, the attack deals an extra 2 points of damage per 10 ft. of vertical jump you made with the Dragoon's Leap maneuver. This extra damage is factored in after Dragoon's Charge's effect. If your attack hits, you take 10 ft. less in fall damage, and you may make a tumble check to further reduce the fall damage. Also, you land in the closest noninhabited adjacent space. If the attack misses, you take normal fall damage as normal, though you may still make a tumble check to take less damage. Also, you must make a tumble check, dc 20, or fall prone in the space you landed in. Otherwise, if successful, you land In the closest unoccupied adjacent space.
Alright, give me your worst, I want this to be balanced. The only broken thing I can think of would be the Dragoon's jump, but I don't know how to emulate the jump-so-high-it-takes-a-round-to-fall-and-strike-your-enemy thing. I just want this to be cool enough for use outside my own campaign.
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