Oh Look! Another Final Fantasy fanatic tried to make the Dragoon a PrC!

Mistah J

First Post
Hey all,

Yes I know this idea has been done on all sorts of boards (including this one), but I had to try! Anyway, I don't know how much intro this needs since if you know Final Fantasy you probably know what this is, and if you don't.. well just enjoy the jumping-with-a-lance fighter.

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The Dragoon

Hit Die:
d8
Requirements
To qualify to become a Dragoon, a character must fulfill all the following criteria.
Base Attack: +6
Skills: Jump 12 ranks
Feats: Dodge, Mobility, Power Attack, Leap Attack, Skill Focus [Jump], Weapon Focus (any polearm weapon).
Special: A character wishing to enter this prestige class must seek membership with the order of the Dragoon and be accepted (although leaving the order afterwards does not result in losing any class abilities learned.)

Note: Generally speaking, a polearm weapon is one that has reach but does not allow the wielder to make attacks against adjacent foes. Other weapons that are similar, such as the trident or halberd, may apply with the DM’s discretion.)

Class Skills
The Dragoon's class skills (and the key abilitiy for each skill) are Balance (Dex), Climb (Str), Craft (Int), Jump (Str), Profession (Wis), and Tumble (Dex).
Skill Points at each Level: 2 + Int modifier.

Level Base Fort Ref Will Special
Attack Save Save Save

1 +1 +2 +2 +0 Jumping Strike, Power Jump (Standing Long Jump), Controlled Fall
2 +2 +3 +3 +0 Armoured Leap (Light), Polearm Expert, Height Increase (1/2)
3 +3 +3 +3 +1 Power Jump (Running High Jump), Quickened Surge, Height Increase (3/4)
4 +4 +4 +4 +1 Armoured Leap (Medium), Improved Leap Attack, Height Increase (Full)
5 +5 +4 +4 +1 Power Jump (Standing High Jump), Versatile Leap,

Class Features

Jumping Strike (Ex): When combining a jump with a charge, as described in the Leap Attack feat, a Dragoon adds an extra 1d12 points of damage for every 10 feet of descending vertical distance covered before the attack made at the end of the charge. This extra damage is not multiplied should the Dragoon score a critical hit but the extra damage granted by the Leap Attack feat is still applied (provided the conditions are met).

Power Jump (Su):
A Dragoon can make standing long jumps as if they were running long jumps. At 3rd level, a Dragoon can make running high jumps as if they were running long jumps and at 5th level, he makes standing high jumps as running long jumps.

Height Increase (Su): Starting at 2nd level, the maximum height reached by the Dragoon at the midpoint of a long jump is equal to one half the horizontal distance. At 3rd level this increases to three quarters and at 4th, the height equals the length. A Dragoon need not attain this height to complete the jump and may choose one of the lower increments instead (if, for example a structure overhead such as a ceiling would prohibit the maximum height possible). However, the height of a Dragoon’s jump can be no lower than one quarter the horizontal distance covered.

Controlled Fall (Su): Any time a Dragoon is subject to a fall, he may immediately make a DC 15 jump check to negate 10 feet of falling damage (as per the normal rules of the jump skill). However, for every 5 points the Dragoon beats the DC by, he may negate another 10 feet of falling damage. A Dragoon may not attempt a controlled fall if he is staggered, bound, unconscious or otherwise helpless.

Armoured Leap (Ex): A Dragoon no longer suffers any penalty to his base speed that would normally be applied from wearing light armour. In addition, Dragoons suffer no armour skill check penalty to their jump checks while wearing light armour. At 4th level, this ability applies to medium armour worn by the Dragoon as well.

Polearm Expert (Ex): At 2nd level, a Dragoon furthers his expertise in the use of polearms, learning how to wield them with incredible skill. In the hands of a Dragoon, polearms with reach can be used against adjacent enemies, even if they could not normally. Also, polearms without reach are now treated as having an extra 5 feet of reach. In order to use this ability with any given polearm, the Dragoon must have the Weapon Focus feat for it as well

Quickened Surge (Su): Any time a Dragoon makes a jump, only half the distance covered is counted for the purposes of determining how far he has moved in that round. For example, if a human dragoon with a speed of 30 feet moves 10 feet and then jumps across a 20 foot chasm, it is only counted as 10 feet and therefore, when he lands, he may move another 10 feet before ending his move action for that round.

Improved Leap Attack (Ex): By 4th level, a Dragoon’s training has honed the power of his ability to incredible heights. A Dragoon now deals double damage whenever he uses the Leap Attack feat in addition to the regular benefits. Like a critical hit, extra damage (such as sneak attack or that provided by the Jumping Strike ability) is not multiplied. As well, a Dragoon no longer provokes attacks of opportunity when leaving an enemy’s threatened area by jumping. Finally, a Dragoon no longer suffers the -2 penalty to AC when performing a charge that benefits from the Leap Attack feat.

Versatile Leap (Su): At 5th level, a Dragoon has mastered the art of jumping. From now on, when he makes a jump check, a Dragoon can choose to ignore the normal rules and dictate how much of the distance indicated by the check is horizontal and how much is vertical, although the combined distances cannot exceed the skill check result. Once this decision is made it cannot be changed and the path of the jump must be a smooth arc (if both horizontal and vertical distance is required) or a straight line (if only one direction is required). For example, a Dragoon with a total jump check modifier of +30 rolls a 10 for a result of 40. He may choose to move 10 feet horizontally and 30 feet vertically or 15 feet each or any other combination that does not exceed the 40 he rolled.

Copyright 2005 James F.D. Graham
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Whew! I didn't realize the size of it, I sure hope you made it this far! Any feedback you might have would be greatly appreciated and I can try and defend what I came up with if you have any questions about it.

Thanks! :lol:
 
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Seems neat. Thing is, you omitted the Hit Dice, skill points, and class skills, and you did not detail the Leap Attack feat (or is that feat in an actual sourcebook I'm merely unaware of?).

For the abilities to be balanced, I'd suggest a d8 hit die and 2 skill points per level. That might be slightly improved if Jumping Strike added only 1d6 or 1d8 damage per increment, and if Improved Leap Attack didn't remove the charging penalty to AC.

Also, clarify how far Versatile Leap allows the Dragoon to jump.....I'm still not clear on it.

Lastly, keep in mind that a few polearms in non-Core supplements, such as Sword & Fist and probably also Complete Warrior, not only have reach but are able to strike adjacent foes, such as with the Duom, which has a pair of reverse spearheads angling behind the main spearhead, so the wielder can yank back on the weapon to stab at someone who's too close to hit with the frontal spearhead.
 

Duh!

Arkhandus said:
Seems neat. Thing is, you omitted the Hit Dice, skill points, and class skills, and you did not detail the Leap Attack feat (or is that feat in an actual sourcebook I'm merely unaware of?).

Ha ha ha... in my defense, it was early in the morning when I finished and I was so damn proud of working out the special abilities I forgot about the basics. I've fixed it now though, thanks! Leap Attack is from the Complete Adventurer, it allows you to combine a jump with your charge and if the character moves at least 10 feet, any Power Attack made (which is a prereq.) gets 2 for 1 damage or 3 for 1 for a two-handed weapon.

Arkhandus said:
For the abilities to be balanced, I'd suggest a d8 hit die and 2 skill points per level. That might be slightly improved if Jumping Strike added only 1d6 or 1d8 damage per increment, and if Improved Leap Attack didn't remove the charging penalty to AC.

I agree.

Arkhandus said:
Also, clarify how far Versatile Leap allows the Dragoon to jump.....I'm still not clear on it.

I've added an example like I did with Quickened Surge, I hope that helps a little.

Arkhandus said:
Lastly, keep in mind that a few polearms in non-Core supplements, such as Sword & Fist and probably also Complete Warrior, not only have reach but are able to strike adjacent foes, such as with the Duom, which has a pair of reverse spearheads angling behind the main spearhead, so the wielder can yank back on the weapon to stab at someone who's too close to hit with the frontal spearhead.

Are there lots of these types of polearms? Enough to make Polearm Expert useless? Cause if there is maybe I'll add somethine to it in order to cover those.

Thanks a lot, every bit of feedback helps. :lol:
 

Mistah J said:
I've added an example like I did with Quickened Surge, I hope that helps a little.

Quickened Surge didn't need an example.... As I said, it was Versatile Leap that needed clarification. From the way it's typed, it seems to say that you use the Jump check total as the distance jumped, i.e. if you have 15 ranks of Jump and Strength of 20 (+5 mod), then roll a 10 on the Jump check, you jump 30 feet. That's what it seems to say. But I can't be sure, given its wording, so it's confusing.

Mistah J said:
Are there lots of these types of polearms? Enough to make Polearm Expert useless? Cause if there is maybe I'll add somethine to it in order to cover those.

Not really, the Duom is the only one that springs to mind immediately, but I'm fairly certain I saw at least one or two similar polearms in some D&D supplements.... It's still a very small minority of polearms though, anyway. I just think that Polearm Mastery shouldn't mention the not-being-able-to-strike-adjacent-targets bit, it should just work with all polearms. I.E. polearms with reach can now strike adjacent enemies even if they normally could not, and polearms without reach can now strike as though they had an extra 5 feet of reach.
 

Slowly but Surely!

Arkhandus said:
Quickened Surge didn't need an example.... As I said, it was Versatile Leap that needed clarification. From the way it's typed, it seems to say that you use the Jump check total as the distance jumped, i.e. if you have 15 ranks of Jump and Strength of 20 (+5 mod), then roll a 10 on the Jump check, you jump 30 feet. That's what it seems to say. But I can't be sure, given its wording, so it's confusing.

I actually included the example that I promised this time, with luck that should help a bit but essentially your right.

Arkhandus said:
Not really, the Duom is the only one that springs to mind immediately, but I'm fairly certain I saw at least one or two similar polearms in some D&D supplements.... It's still a very small minority of polearms though, anyway. I just think that Polearm Mastery shouldn't mention the not-being-able-to-strike-adjacent-targets bit, it should just work with all polearms. I.E. polearms with reach can now strike adjacent enemies even if they normally could not, and polearms without reach can now strike as though they had an extra 5 feet of reach.

I played with the wording of the ability to better suit this and make it a little cleaner.

Thanks,
 

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