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| vjOmni04-12-07, 03:06 PM | (This is my first time doing this, and I know this class has been done, but I just wanted to make a variant on it. Please be gentle.) The Dragoon The dragoon is known in some circles as the masters of pole weapons, but the lineage of the dragoons is much deeper. For centuries, the secret society known as the draconimbus and their enforcers, the dragoons, have been secretly guarding the secrets of the dragons. They venture all over the world, spreading the good nature of their group. They often join adventuring groups who are intent on doing good deeds, and often times will come to the aid of such a group if found in trouble. The dragoon has a strict moral code when it comes to dragons; Metallic dragons are to be aided and saved at all times. In contrast, Chromatic dragons are to be left to their own devices. However, if a chromatic dragon poses a threat to another living creature, the dragoon is obligated to stop it, or if needed, destroy it. Hit die: d8. Requirements: To Qualify to become a Dragoon, a character must fulfill all of the following criteria: Alignment: Any good. Base Attack Bonus: +4 Skills: Knowledge (Dragons) 6 Ranks, Jump 4 ranks. Feats: Weapon focus (Polearms). Special: One becomes a dragoon by being initated, and can only be initiated by a member of the dragoons. The Dragoons have no set home point and are scattered throughout the land, so most Dragoons become a member of the order by a random positive run-in with a dragoon. Class Skills: Balance (Dex), Climb (Str), Handle Animal (Cha), Jump (Str), Knowledge (Dragons) (Int), Ride (Dex), Survival (Wis), Swim (Str), Use Rope (Dex). Skill points at each level: 4 + Int modifier. Class Features: Lvl BAB Fort Ref Will Special 1 +1 +1 +1 +0 Jump 1/day 2 +2 +2 +1 +0 Favored enemy: Dragon 3 +3 +2 +1 +1 Jump 2/day 4 +4 +3 +2 +1 Aspect of dragon 5 +5 +3 +2 +2 Jump 3/day 6 +6 +4 +2 +2 Bonus Feat 7 +7 +4 +3 +3 Jump 4/day 8 +8 +5 +3 +3 Bonus feat 9 +9 +5 +3 +4 Jump mastery 10 +10 +6 +4 +4 Bonus feat Weapon and Armor Proficiency: A Dragoon is proficient with All simple and martial weapons, and all forms of Polearm. (Ranseur, Guisarme, Glaive, Light and Heavy Lance, Naginata, etc.) A dragoon is proficient in all forms of armor (Light, Medium, Heavy), but is not proficient with any form of shield. Jump: At first level, a dragoon gains the supernatural ability to take to the sky as a dragon would for a short time once per day. This ability is granted to a dragoon upon joining the secret society, during a mysterious ritual. When using this ability, the dragoon shoots into the air up to a distance of 50 feet. (If the dragoon tries to use this ability to jump less than 50 feet but more than a normal jump, he must make a DC 13 jump check or jump the full height.) When fighting a hostile creature, the dragoon may dive onto it's enemy with its polearm while falling. If he does so, he gains a +2 charge bonus to hit, and adds 1d6 per two levels of dragoon to his damage. Jumping and landing in a threatened space provokes an attack of opportunity. Jumping counts as a move action, and it takes one round for the dragoon to descend from the air. Dragoons use this ability while fighting large creatures, but it can be applied to medium or smaller creatures. Each size class away from the dragoon's reduces the dragoon's chance to hit by 2. Dragoons take no damage from a fall from one of these jumps, as if they were affected by the featherfall spell. Favored Enemy: Dragon: At second level, a dragoon gains dragons as a favored enemy, as a ranger would. Aspect of dragon: At fourth level, a dragoon is visited by a dragon that the secret council of dragoons decrees befits him. This dragon is usually Metallic, but dragoons that are especially vicious may be visited by a particularly lawful and cooperative chromatic dragon. When this visit occurs, the dragoon is imbued with a power from that type of dragon. After this event, the dragoon adds a class skill to his list, as well as gaining a competance bonus on that skill. He also gains a breath weapon acting as a very young dragon. (2d6 damage, 14 save DC) Brass dragons add Diplomacy skills to the dragoon, and a fire breath. Bronze Dragons add gather information skills, and a lightning breath. Copper dragons add sleight of hand and an acid breath. Gold dragons add intimidate and a fire breath. Silver dragons add Spot and a cold breath. After the visit, the dragoon will usually alter his appearance, and his clothing/armor to reflect the color of the dragon that imbued him with its powers. Bonus feats: A Dragoon draws his bonus feats from the same list as the fighter. Jump Mastery: At ninth level, a Dragoon masters his ability to jump. He can use the ability as many times per day as he likes, does not need to make a check to jump less than 50 feet, and provokes no attacks of opportunity if he jumps in a threatened space. However, he still provokes an attack if he lands in a threatened space. Thoughts? |
| Darth Krieg04-12-07, 03:09 PM | very cool, i was just disappointed because i thought you were referring to the daring dragoon that bruce campbell portrayed in the great but short-lived tv show Jack of all Trades |
| vjOmni04-12-07, 03:11 PM | Hah, I've always wanted to see that! "The adventures of Brisco Country jr." was pretty sweet, too :P |