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What makes a good Lancer?
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<blockquote data-quote="Nevvur" data-source="post: 7280756" data-attributes="member: 6783882"><p>I agree with the others that fighters, feats, and multiclassing can capture the dragoon pretty well, but since you've gone through the trouble of repeating yourself that's not what you want...</p><p></p><p>I stopped playing Final Fantasy after VII, so I'm not sure what modern dragoons look like. I'm basing everything that follows on this blurb from some wiki:</p><p></p><p>"The trademark ability of Dragoons is Jump, which allows them to leap into the air, avoid attacks while airborne, and descend a moment later to impale enemies and deal heavy damage. Some Dragoons can upgrade Jump to Double Jump for increased damage. Another recurring Dragoon ability is Lancet, sometimes called Dragon Sword, which allows them to attack an opponent and drain their HP and MP to heal themselves. Sometimes, Dragoons use various breath abilities to either deal elemental damage or heal their allies, referring to dragons' typical ability of breathing fire."</p><p></p><p>The thing about classes is they're supposed to encompass a variety of concepts, each with their own signature abilities. Reading the above, the dragoon has a pretty small selection of abilities to specialize in, so there's some inherent difficulty in building a class from it (as opposed to an archetype, which would be comparatively easy and much more appropriate IMO)</p><p></p><p>Still, we can start with Jump as their key ability. It ought to come online at first level. Maybe something like this:</p><p></p><p>---</p><p><strong>Jump:</strong> Starting at first level, you can jump incredible distances. On your turn, you can use your action to jump in any combination of forward and up, to a maximum of 10 feet. The distance increases by 10 feet at level X, Y, and Z. This movement does not provoke opportunity attacks. </p><p></p><p>As part of this action, you can make a melee weapon attack at the end of the jump, adding XdY damage for every 10 feet travelled. If you jump vertically and the attack hits, you do not take falling damage. </p><p>---</p><p></p><p>You may want to include language that specifies you can't change horizontal direction during the jump (unless you're really going for some freaky anime stuff), that you immediately fall once you reach the apex of your jump, and that this movement does not count against your normal movement for your turn.</p><p></p><p>At level 2, I'd give them a fighting style of Defense, Great Weapon, Dueling, or Protection.</p><p></p><p>For level 3, I'd focus on a Lancet archetype and a Breath Weapon archetype. Sorry, you don't get both, that's the cost of building a class with too narrow a focus.</p><p></p><p>ASI as most classes, at 4th, 8th, etc. I wouldn't give them extra ASIs like fighter.</p><p></p><p>Extra attack at 5th.</p><p></p><p>Probably something like half falling damage at level 6, so missed attacks aren't death sentences. May coincide with increased jump distance.</p><p></p><p>Hope that gets you started with some ideas. Archetype abilities and levels 7-20 are on you.</p></blockquote><p></p>
[QUOTE="Nevvur, post: 7280756, member: 6783882"] I agree with the others that fighters, feats, and multiclassing can capture the dragoon pretty well, but since you've gone through the trouble of repeating yourself that's not what you want... I stopped playing Final Fantasy after VII, so I'm not sure what modern dragoons look like. I'm basing everything that follows on this blurb from some wiki: "The trademark ability of Dragoons is Jump, which allows them to leap into the air, avoid attacks while airborne, and descend a moment later to impale enemies and deal heavy damage. Some Dragoons can upgrade Jump to Double Jump for increased damage. Another recurring Dragoon ability is Lancet, sometimes called Dragon Sword, which allows them to attack an opponent and drain their HP and MP to heal themselves. Sometimes, Dragoons use various breath abilities to either deal elemental damage or heal their allies, referring to dragons' typical ability of breathing fire." The thing about classes is they're supposed to encompass a variety of concepts, each with their own signature abilities. Reading the above, the dragoon has a pretty small selection of abilities to specialize in, so there's some inherent difficulty in building a class from it (as opposed to an archetype, which would be comparatively easy and much more appropriate IMO) Still, we can start with Jump as their key ability. It ought to come online at first level. Maybe something like this: --- [B]Jump:[/B] Starting at first level, you can jump incredible distances. On your turn, you can use your action to jump in any combination of forward and up, to a maximum of 10 feet. The distance increases by 10 feet at level X, Y, and Z. This movement does not provoke opportunity attacks. As part of this action, you can make a melee weapon attack at the end of the jump, adding XdY damage for every 10 feet travelled. If you jump vertically and the attack hits, you do not take falling damage. --- You may want to include language that specifies you can't change horizontal direction during the jump (unless you're really going for some freaky anime stuff), that you immediately fall once you reach the apex of your jump, and that this movement does not count against your normal movement for your turn. At level 2, I'd give them a fighting style of Defense, Great Weapon, Dueling, or Protection. For level 3, I'd focus on a Lancet archetype and a Breath Weapon archetype. Sorry, you don't get both, that's the cost of building a class with too narrow a focus. ASI as most classes, at 4th, 8th, etc. I wouldn't give them extra ASIs like fighter. Extra attack at 5th. Probably something like half falling damage at level 6, so missed attacks aren't death sentences. May coincide with increased jump distance. Hope that gets you started with some ideas. Archetype abilities and levels 7-20 are on you. [/QUOTE]
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