Little Red Raiding Hood: A Tale of & Guide to the 3.5 Dragoon

Post/Author/DateTimePost
#1

Endarire

Oct 18, 2008 0:22:27

For those who prefer a prettier format but an older version, here is ye olde Hood 2.3 on Brilliant Gameologists.



[center]Little Red Raiding Hood
A Tale of the Many-Classed Dragoon

dragoon2.jpg[/center]

Change Log & Version History

[color=red][b][u]Versions

[/u][/color][/b]2.4: Build #9, Stabby McTankerson, is up. Now you can be a very physical front-liner who rains death from above and can stand in melee for a round or few. (8 20 9)

I rearranged Shoppin' so it uses 2 posts. All items of a type (rings, wondrous items) are in a separate SBlock.

2.3: After many hours of combing through the guide, I now declare all sections free of bugs, be they mechanical, grammatical, or formatting.

I changed the ratings on some items and feats and referenced Magic Item Compendium 233-234's rules on adding common effects to existing items. I fixed all builds so their maneuvers are fully legal.

Build #7, Eternal Daughter, was missing its last stance. Build #4, The Twilight Lancer, and Build #8, The Trancer, had titles mismatch their level progressions.

I added an SBlock in Feats for Travel Devotion (Complete Champion 62) on how to use it to mimic Spring Attack.

2.2: Build #8, the Trancer, is up. This build could pass for a backup arcanist much of the time.

Further proofreading revealed many now-squashed minor bugs. (7 28 9)

2.1: I fixed minor typos and tweaked the format of some things more to my liking. (7 23 9)

2.0: Build #7, Eternal Daughter, is up. I advise against playing it unless you start at or near level 20 as Island in Time, your level 20 ability, is the only redeeming feature compared to other builds!

In other news, I turned 25 last week. Happy birthday. (6 28 9)

1.9: I added my thought process to the Administrative Q&A section and fixed minor bugs. (5 16 9)

1.8: Build #6 is up for the charismatic, party-boosting dragoons. (2 6 9)

1.7: I added build #5 for those dragoons suck without Tome of Battle or Unearthed Arcana. (1 30 9)

1.6: I expanded the build section with The Blade Lancer and will soon expand it further. (11 26 8)

1.5: The maneuver progression for all builds is legal now. I also fixed minor typos and bugs. (11 11 8)

1.4: I fixed the Powertool build since it had Shock Trooper (Complete Warrior 112) listed twice. I also rearranged its feats to get Shock Trooper at level 9 for more accurate power attackin'! (10 26 8)

1.3: I added the section Your Role as a Dragoon as well as some other minor additions like spider climb.

The folks of the Brilliant Gameologists board added their comments to this thread about the Hood handbook. Thank you! (10 22 8)

1.2: I added a link in the administrative FAQ to Tempest Stormwind's revised dragoon and added the masterwork tool. (10 20 8)

1.1: I changed The Stilldancer's race from Raptoran (Races of the Wild 68) to half-orc and changed its feats to improve its effectiveness. (10 18 8)

1.0: Initial public release. Man, this thing is big! (10 17 8)

Periodically: I will edit minor things like to fix broken links or correct typos or formatting errors. Typically, I won't list periodic changes.
#2

Endarire

Oct 18, 2008 0:22:58
[center][b]Under the Hood
[size=4]Math and Sample Builds
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Attack Math For Any Build

Attack Math


NOTE: All numbers assume you hold a weapon in exactly 2 hands. Also, see this section on D&D multipliers and how D&D handles math. It's logical once you get the feel for it, but D&D attack math has its quirks.

Charge Damage Multipliers
-Battle Jump (2x)
-Diving Charge (2x): Requires a you wield a piercing weapon and that you be either a 5HD Raptoran or 6HD Dragonborn
-Halberd of Vaulting (2x)
-Headlong Rush (2x)
-Spirited Charge (2x while mounted)
-Valorous Weapon (2x) OR Valorous Lance (3x while mounted)

Power Attack Multipliers
NOTE: Power Attack normally gives double your accuracy penalty to damage when wielding a weapon two-handed. Leap Attack has errata to instead give quadruple your accuracy penalty as bonus damage for 2 handed weapons and is thus listed as (4x PA).

-Combat Brute (2x PA)
-Leap Attack (4x PA)

STR Bonus Multipliers
-Power Lunge (2x STR): Normally you'd get 1.5x your STR mod, meaning Power Lunge instead gives you 2.5x.
-More arms (+.5x STR per arm)

[u]Bring on the Pain![/u]
Let's assume near-ideal conditions: You're wielding a Halberd of Vaulting (Arms & Equipment Guide 109) that's been modified to instead act as a lance. It has the Valorous enchant (Unapproachable East 54), and you're able to trigger Battle Jump and Leap Attack, but not Combat Brute, Headlong Rush, or Diving Charge. Since you apparently have no choice, Power Lunge also triggers.

Not including Power Attack or criticals, your charge does quadruple (4x) damage! Suddenly, a meager d8+14 damage does 4d8+56, per attack! (+6 from STR, +4 from Power Lunge, +4 from a +4 weapon - all quadrupled)

Wanna see how Power Attack beefs this up? If not, stop reading and spare your delicate eyes.

Using the same d8+14 damage (+6 is from STR), let's Power Attack for 5. You deal 4d8+136 per hit! (+20 from Power Attack, +6 from STR, +4 from Power Lunge, +4 from a +4 weapon - all quadrupled)

These are modest numbers which may be slightly inaccurate. If you wanna get fancy, read on!

Let's assume all bonuses listed above apply and you're level 20. Someone changed you into a firbolg from Monster Manual II 101 and you have +5 STR from levels (assuming stat increases every 4 levels are unnamed bonuses and not ability score replacements), +5 STR from tomes, and an item of +6 STR for a total of 52 STR for a +21 STR bonus. You're wielding a +5 weapon in 4 arms via girallon's blessing from Spell Compendium 106. You could arm wrestle lesser gods and have a chance at winning.

You're using your trusty Valorous Lance of Vaulting in an ideal unmounted case; Diving Charge, Battle Jump, Combat Brute, full Power Attack - the works. You do d8+57 damage base - before Power Attack, Power Lunge, etc.- but let's tack on s'more options. Power Lunge increases this by 21, Power Attacking for 16 by 80, and your other charge damage multipiers make this full attack do septuple (7x) damage.

Each of your 7 attacks (4 base, +1 haste, +2 Raging Mongoose) does an impressive 7d8+1118 WITHOUT a critical hit! You can do this every other round, conditions permitting as you need a turn to refresh Raging Mongoose. If everything hits for full, you'll down a great wyrn prismatic dragon in one round. To put this damage in perspective, there is no officially published creature that has more than about 3000 HP. To quote Tempest Stormwind, "Line up the deities!"

If your DM insists stat boosts from levels don't transfer to polymorph forms, you "only" have a 47 STR or "only" a +18 STR bonus. You do d8+50 base damage instead of d8+57. If your DM also says stat bonuses from tomes don't work either, you have "merely" 42 STR or "merely" a +16 STR bonus. You do d8+45 base damage. Regardless, the damage difference is practically unnoticeable when you do so much.

(I'm well aware this isn't the highest melee damage build available, but I find it respectable. See the Hulking Hurler for astronomical damage or the Circle Mower for super high damage without magic items.)
#3

Endarire

Oct 18, 2008 0:23:31
[center][b][size=6]Under the Hood[/size]
[size=4]More Builds
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Build #7: Eternal Daughter (Time Stands Still, Eternal Blade's Island in Time)

The Summary


Nonlawful Nonevil Dragonborn Half-Elf  Warblade1/Barbarian1/Fighter2/Warblade+6/Eternal Blade10 (Tome of Battle 109)

The Necessities


Stats
13 STR (Power Attack)
12 INT for skills.  Jump, and Tumble occupy your skill points during fighter levels, and you can make up your Concentration ranks later with warblade levels.

Skills
-Max Jump and Tumble.
-Maxing Concentration is wise so you can use Diamond Mind maneuvers to greatest effect.

Alignment
-You need a nonlawful alignment to enter barbarian and retain raging.
-You need a nonevil alignment to become and stay Dragonborn (Races of the Dragon 15).

Race
-You need elven blood.  If favored class is a concern, half-elf is your best bet since half-elves are considered elves for all race-dependent effects.
-If your DM doesn't enforce favored class penalties, go fire elf for +2 INT and a negligible -2 CHA.

The Breakdown


This build should be playable from level 1 on.  Unlike most other builds, you start as a strong melee force and continue this way through your career, but you miss out on many options from other builds, like a cleric dip, because you must have a full BAB.  Also unlike at least most other builds presented, I only advise you play this build if you start at or near level 20!  Island in Time is the only redeeming feature about this build compared to other Hoods!

This build is feat-starved, but requires fewer sources and less multiclassing than a typical Hood build.  Taking flaws for extra feats is well-advised.

This build name references the game Eternal Daughter by Derek Yu and Jon Perry.[center][b][color=red][u]Ability Key[/u][/color][/b][/center]<br />CRAPPY PREREQUISITE FEAT<br />[Class Feature or Class Bonus Feat]<br />-General Feat-<br />                                                                [b]Normal/Partial<br />[u]Level                  Abilities                                     BAB        .[/b][/u]<br />01 Warblade1           -Battle Jump-                                 1/1<br />02 Barbarian1          [Lion Totem: Pounce], [Whirling Frenzy]       2/2<br />03 Fighter1            [Improved Initiative], -Travel Devotion-      3/3<br />04 Fighter2            [Power Attack]                                4/4                        <br />05 Warblade2           [Uncanny Dodge]                               5/5<br />06 Warblade3           -Cleave-                                      6/6<br />07 Warblade4                                                         7/7<br />08 Warblade5           [Combat Reflexes]                             8/8<br />09 Warblade6           -WEAPON FOCUS: ANY-                           9/9<br />10 Warblade7           [Improved Uncanny Dodge]                     10/10<br />11 Eternal Blade1                                                   11/11<br />12 Eternal Blade2      -Martial Study: Dancing Mongoose-            12/12<br />13 Eternal Blade3                                                   13/13<br />14 Eternal Blade4                                                   14/14<br />15 Eternal Blade5      -Leap Attack-                                15/15<br />16 Eternal Blade6                                                   16/16<br />17 Eternal Blade7                                                   17/17<br />18 Eternal Blade8      -Martial Study: Raging Mongoose-             18/18<br />19 Eternal Blade9                                                   19/19<br />20 Eternal Blade10     [Island in Time]                             20/20<br /><br />While Leap of the Heavens ([i]Player's Handbook II[/i] 80) effectively<br />allows you to treat standing jumps as running jumps, Leaping Dragon Stance<br />([i]Tome of Battle[/i] 88) gives you the same thing at level 7.
References for Material
-Battle Jump (Unapproachable East 42)
-Cleave
-Combat Reflexes
-Eternal Blade (Tome of Battle 109)
-Improved Initiative
-Leap Attack, Errata
-Lion Totem alternative class feature (Complete Champion 46)
-Martial Study feat (Tome of Battle 31)
-Power Attack
-Travel Devotion (Complete Champion 62)
-Warblade (Tome of Battle 21)
-Weapon Focus
-Whirling Frenzy
#4

Endarire

Oct 18, 2008 0:24:02
[center][b][size=6]Under the Hood II[/size]
[size=4]Feats
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General Feats for the Everyday Hood

General Feats


*This feat can be retaken.
**This feat can be retaken with stacking effects.


Additional Favored Class (Unearthed Arcana 100)


If your DM is lenient and nixes favored classes, you don't need this.  Even playing with favored classes, you should be able to arrange your build so you don't need this.  Ask your DM if you can swap your favored class to a thematically similar one, such as from barbarian/fighter/ranger to warblade or rogue to swordsage.

Battle Jump (Unapproachable East 42) [Fighter]: Requires you be from Taer, ONLY available at level 1; May require 2 Knowledge (local: Rashemen) ranks


While this feat doesn't entirely make you a dragoon, it gives you significant progress.  Plead with your DM if necessary to allow this for your dragoon!

Battle Jump Fine Print
This feat is only available to level 1 characters from the Taer region.  In Player's Guide to Faerun 31, the Taer region was condensed into the Icerim Mountains, and characters from Icerim are typically only creatures of the Taer race.  (The Taer/Icerim Mountain region's local knowledge is Rashemen for some reason.)  Player's Guide to Faerun 7-8 says races and subraces are typically restricted to a specific region, like humans from human lands.  Being from another region may require DM approval, though by the rules as written don't need it.  Unapproachable East 40 states characters with 2 ranks of Knowledge (local) in the appropriate region may select regional feats from that region.

In short, take 2 ranks of Knowledge (local: Rashemen) and ask your DM to be safe.
#5

Endarire

Oct 18, 2008 0:25:09
[center][b][size=6]Under the Hood III[/size]
[size=4]Skills, Important Jump & Tumble Numbers, and Skill Tricks
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Skills You Didn't Know You Wished You Had

[color=red]Skills[/color]


All synergy bonuses are from 5 ranks in the appropriate skill.

[color=black]Balance[/color] Synergy: +2 from Tumble
Chances are you'll charge over uneven or slick terrain and falling foolishly, however comical, is no remedy for killing your opponent. I've rarely encountered Balance checks, but Balance's usefulness is DM-dependent.

One significant bonus is having 5 Balance ranks prevents you from being flat-footed while balancing, such as on slippery floors or grease patches.

[color=navy]Climb[/color] Synergy: +2 from Use Rope
Early in your career at least you'll need to climb to higher ground to jump onto your foes. Late-game, you may need to climb riduculous heights in areas magic won't function. It probably isn't worth maxing- check the skill tricks section below first- but you should have some ranks in Climb.

[color=blue]Concentration[/color]
Gaining a psionic focus is a DC20 Concentration check. Moment of Perfect Mind (Tome of Battle 64) replaces your Will save with a Concentration check. Max this!

Also, you may need to roll Concentration to manifest or cast within an enemy's threat range.

Remember, if you lose all your power points, you lose your psionic focus!

[color=red]Escape Artist[/color] Synergy: +2 vs ropes from Use Rope
You need ranks for a skill trick, but you shouldn't get entangled or grappled. Escape Artist is purely for backup.

[color=navy]Hide[/color]
In early to mid game, staying undetected means staying alive. If you start with Hide as a class skill, invest at least 4 ranks in this.

[color=red]Intimidate[/color] Synergy: +2 from Bluff
Aside from meeting prereqs, you shouldn't be near enough long enough to opponents to make them tremble. Cause them to flee because you impaled their leader with one jump, not because you're charismatic.

[color=blue]Jump[/color] Synergy: +2 from Tumble
You're a dragoon.

[color=black]Knowledge (local: Rashemen)[/color]
If you want Battle Jump (Unapproachable East 42), you may need 2 ranks of this to qualify as any race. (See the SBlock Battle Jump Fine Print above for details.) If you intend to get the feat Knowledge Devotion (Complete Champion 60), this is an easy way to get 5 ranks to qualify since rogues have Knowledge (local) as class.

[color=black]Knowledge (religion)[/color]
If you prefer a more useful knowledge than local, try religion; almost every campaign involves NPC/enemy clerics, gods, and undead. Also, 5 ranks lets you to get 1 additional turn attempt from a Relinquary Holy Symbol (Magic Item Compendium 120).

[color=navy]Listen[/color]
Listen is normally good to have and may save your life, but you should only max it if you have spare skill points.

[color=black]Move Silently[/color]
In early to mid game, staying undetected means staying alive. If you start with Move Silently as a class skill, invest at least 4 ranks in this.

[color=black]Ride[/color] Synergy: +2 from Handle Animal
This skill is merely OK for nonmounted dragoons but vital (blue) for mounted dragoons. As a primarly melee character, you may need to resort to something faster than you (perish the thought!) to arrive at your target in time to inflict stabbity death, or use a flying mount as an orbital platform from which to use Spirited Charge to activate the Limit Lancer trick. (See the Spirited Charge feat description for details.)

[color=black]Search[/color]
If you start with Search as a class skill and have Trapfinding, you can at least find traps at early levels.

While generally handy to have, save it for the true skill monkeys.

[color=black]Spellcraft[/color] Synergy: +2 from Knowledge (arcana)
You can identify spells being cast by your allies and enemies. It's helpful to have so you know whether to go all out on someone about to cast, but generally leave this for the true casters.

[color=navy]Spot[/color]
See Spot. See Spot run. Run, Spot, run!

Seriously, Spot is useful and may save your life, but max it only if you have points to spare.

[color=blue]Tumble[/color] Synergy: +2 from Jump
Non-winged dragoons need this so they don't kill themselves jumping. Winged dragoons have less need for this, but still require 12 ranks to enter Blade Dancer (Oriental Adventures 37).

Those pursuing the Flame's Blessing stance (Tome of Battle 53, Desert Wind1) need 9 ranks for 10 fire resist, 14 ranks for 15 fire resist, and 19 ranks for fire immunity.

Finally, a high enough Tumble negates attacks of opportunity garnered from Headlong Rush (Races of Faerun 164).
#6

Endarire

Oct 18, 2008 0:26:40

[center][b][size=6]Under the Hood IV[/size]
[size=4]Races and Templates
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Races of the Hood

[color=red]Races[/color]


The most important aspects of a dragoon's race are, in this approximate order:

-Gliding/Wings
-Large or bigger size
-Medium or bigger size
-STR bonuses
-Jump/Tumble bonuses
-CON bonuses
-DEX/INT/WIS bonuses
-Darkvision
-Low-light vision
-Racial bonuses, such as racial traits and race-only feats

Dwarf: Humanoid, +2 CON, -2 CHA, Medium, 20' Walk, Favored: Fighter, No LA
Even with the Quick trait, these are suboptimal as dragoons.  If you're stuck with core races, play a human instead.

Elf [Dragonborn High Elf]: Humanoid (dragonblood), Medium, 30' Walk, Favored: Fighter & Wizard, No LA
See my spiel near in the templates secion about the Dragonborn template (Races of the Dragon 8).  Most often, this race setup is a step down from a Raptoran (Races of the Wild 68) but will do in a pinch if Raptorans are banned.  At least you have no stat penalties.

[color=black]Goliath[/color] (Races of Stone 84): Monstrous Humanoid, +4 STR, -2 DEX, +2 CON, Medium (Powerful Build), 30' Walk, Favored: Barbarian, 1 LA
Scroll down on this page to Mountain Movement.  You can make running jumps without running, an ability even better than Legendary Leaper!  (The feat Leap of the Heavens in Player's Handbook II 80 does effectively the same thing as Mountain Movement.)  Powerful Build allows you to use Large weapons, though with the reach of a Medium creature.  Unfortunately, the goliath level adjustment and racial traits make it a merely OK race.

You may be within redemption, however.  If you want to wield Huge weapons for 1 more LA (though with Large reach) and your DM won't hurt you for it, take Half-Minotaur (Dragon 313 94).  From Half-Minotaur alone, you get +12 STR/-2 DEX/+6 CON, some from the template and some from the size increase.  See the templates section below for more details.

Half-Giant: Giant (psionic), +2 STR, -2 DEX, +2 CON, Medium (Powerful Build), 30' Walk, Favored: Psychic Warrior, 1 LA
Half-giants are second-rate goliaths for dragoons; Powerful Build but no Mountain Movement.  Half-giants are psionic, allowing them to get Up the Walls at level 1, though I still recommend a level or 2 of psychic warrior.

Half-Orc: Humanoid, +2 STR, -2 INT, -2 CHA, Medium, 30' Walk, Favored: Barbarian, No LA
Half-orcs over the long-term don't get entirely shafted.  As a half-orc, you can get the feat Headlong Rush and nab Half-Orc Paragon2 for the ability to rage while lawful, though doing so is rarely worthwhile in non-gestalt games.

I admit though, there isn't much more reason to take an untemplated half-orc.  Humans are probably the best race in the early game because of the feat crunch, and as a half-orc your skill progression is slowed from -2 INT.  If Headlong Rush is available, however, half-orcs outpace humans, and if the Dragonborn template (Races of the Dragon 8) is available, you have one of the best races for a dragoon.

However, with some slight modifications, you can become...

[color=blue]Half-Orc[/color] , Uberfied [Quick [color=blue]Dragonborn Half-Minotaur Water Half-Orc][/color]: Humanoid (dragonblood), +14 STR, -4 DEX, +8 CON, -4 INT, -2 CHA, 2 NA, Large, 50' Walk, 50' Swim, Favored: Barbarian & Fighter, 1 LA
I don't say it often, but OMGWTFBBQ!  Even without Half-Minotaur (Dragon 313 94) you're still better than a Raptoran (Races of the Wild 68):  You glide, you have a slightly higher Fortitude save, and you qualify for Headlong Rush.   Booyah!

Human: Humanoid, Medium, 30' Walk, Favored: Any, No LA
Humans make spiffy dragoons because of the extra feat, skill points, and a favored class of any.  Unfortunately, they get no spiffy dragoon-specific bonuses, but the extra feat helps the early game feat crunch.  Going human is probably your best bet if you're stuck with core races.

Alternatively, investigate silverbrow humans from Dragon Magic 6.  They trade their bonus skill points for feather fall as a spell-like ability once per day plus once per day per 5 HD.  Additionally, they get +2 Disguise and Disguise is always a class skill.  Normal humans are better lest reducing falling damage is critical and you want to be human.

Interestingly, humans make the worst Dragonborn (Races of the Dragon 8).  They lose their bonus feat and bonus skill points while keeping their favored class (any).  With the wealth of D&D 3.5 material available, humans get sidelined this build.

Neraph (Planar Handbook 13): Outsider, Medium, 30' Walk, Favored: Ranger, No LA
Despite being outsiders for delicious polymorph cheese, like in this thread, they don't suit dragoons well considering the variety of better races.  Even the feat Neraph Charge (Planar Handbook 40) feels slightly weak compared to Headlong Rush (Races of Faerun 164), though maybe it's because Neraph Charge is available to all races.

Neraph get +5 to Jump, +2 natural armor, and the ability to deny each foe his DEX bonus to AC for one charge or thrown attack per encounter.

Beware!  As an outsider, not a native outsider, neraphim require revive outsider (Spell Compendium 175) or true resurrection to resurrect!  With a Dragonborn Neraph, however, you're considered an outsider and for some purposes, a dragon, meaning whether you need to eat, sleep, or breathe, as well as what spells will revive you, are up to your DM.  Ask him nicely.

Nezumi AKA Ratling (Oriental Adventures 13): Humanoid, +2 CON, -2 CHA, Medium, 40' Walk, Favored: Rogue, No LA
The only official LA0 Medium race I've found with 40' base speed, the nezumi are just plain excellent dragoons.  They're fast, hearty, and have mild stealth-related abilities.  A nezumi with 11+ WIS- and that's you!- qualifies to take Scent as a feat.  Taking Quick is more of a no-brainer.  Slap Dragonborn (Races of the Dragon 10) on this baby and you're ready to go!

The main negatives are rogue as a favored class and the lack of Common as an automatic language.  (Most dragoons won't take more than 2 Rogue levels and you get Rokugan and Nezumi as automatic languages which are effectively gibberish in a non-Oriental campaign.)  You can't get Headlong Rush since you lack orcish blood, but the feat's double damage on a charge is probably overkill anyway.

However, if you go all-out, you can become...

Nezumi, Uberfied [Quick Dragonborn [color=blue]Water[/color] [color=blue]Half-Minotaur Nezumi][/color]: Humanoid (dragonblood), +12 STR, -4 DEX, +10 CON, -4 INT, -2 CHA, 2 NA, Large, 60' Walk, 60' Swim, Favored: Fighter & Rogue, 1 LA
This extrapolates elemental race stats unofficially, but all races of water that aren't half-breeds get +2 CON, besides various penalties negated by being Dragonborn.  If your DM allows you to be a Half-Minotaur (Dragon 313 94), he'll probably allow the extrapolation, but an extra 2 CON at this point is minor either way.  

Even without Half-Minotaur, you're fast.  You're as fast as a standard heavy horse or heavy warhorse.  If I could, I'd usually take nezumi over half-orc, especially water nezumi.  Another perk is that you can still take Scent as a feat if you feel inclined.

For any DMs in the audience thinking of terrorizing low-level groups with a couple creatures which even savvy players won't expect, here you go.  The look on your players' faces when they realize two very big, draconic, telephone pole-wielding, under-CRed creatures are swooping down from the shadows to impale all of them will be priceless.  Give these guys a class level or few and you may even start a panic.

Dragoons:  For when the crab just isn't that scary.

[color=black]Raptoran (Races of the Wild 68)[/color]: Humanoid [?], Medium, 30' Walk, Favored: Cleric, No LA
HALLE... lujah?  Starting at low levels, raptorans can make a strong contender for the ideal dragoon race.  They can glide, giving them +10 on Jump checks and preventing them from taking falling damage while conscious.  Even if a raptoran is knocked out in the air, he only takes 1d6 falling damage, which effects like feather fall negate.  (Few things ruin an epic leap more than going splat at the end.)  At 5HD, raptorans can fly for a number of successive rounds equal to their CON bonus, to a minimum of 1, and at 10 HD, they can fly indefinitely.  A raptoran with at least 5 HD can make a diving charge with a piercing weapon that does double damage if it hits.

The Dragonborn template (Races of the Dragon 8) grants the same abilities, but a level or 2 later with 10' less speed and stat mods.  I recommend a Dragonborn (Races of the Dragon 8) half-orc or Dragonborn nezumi (Oriental Adventures 13) for most builds, but raptorans shine in campaigns with Faerun and Oriental material banned or when you want no stat penalties and no LA.  The raptoran's best niche then is for evil characters because a Dragonborn that turns evil loses the Dragonborn template by the rules as written.

So where's the downside?  Raptorans have the icky favored class of cleric.  The Dragonborn can be attached to many if not most races, allowing a Quick Dragonborn half-orc to qualify for Headlong Rush (Races of Faerun 164), and compared to a raptoran, have +10 land speed, +1 Fortitude, and the same amount of HP, though -2 DEX.

Also, assumedly, raptorans are humanoid, but Races of the Wild lists no type for them.

[b]Shifter (Eberron Campaign Setting 18)[/b]: Humanoid (shapechanger), +2 DEX, -2 INT, -2 CHA, Medium, 30' Walk, Favored: Ranger, No LA
Originally, I included shifters as a means of qualifying for bloodclaw master (Tome of Battle 96) with no special class levels while meeting blade dancer's alignment requirement (Oriental Adventures 37).  I realized soon after that bloodclaw master doesn't require raging or shifting, thus demoting shifters.  At least you can become a Dragonborn (Races of the Dragon 8) from the start!

[b]Thri-Kreen (Shining South 72)[/b]: Monstrous Humanoid +2 STR, +4 DEX, -2 INT, +2 WIS, -4 CHA, Medium, 40' Walk, Favored: Ranger, 1 LA (Nonpsionic), 2 HD
Thri-kreen are the original D&D high jumpers, but with various reprints and stat changes, Wizards of the Coast can't make up their mind.  Expanded Psionics Handbook 15 and lists their Jump bonus as racial (woo!) instead of competence (boo!).  Monster Manual II 196 and [i}Savage Species[/i] 222 again list their Jump bonus as competence instead of racial.  The header uses Shining South's version since it's from the most recent publication.

Dragoon-wise, thri-kreen aren't worth the price.  Admittedly, they have 40' base speed for a Medium creature, +30 competence Jump, and 4 usable arms with which to hold their polearms, but the bonus to Jump doesn't stack with blade dancer (Oriental Adventures 37) or most items that boost Jump.

Girallon's blessing (Spell Compendium 106) on a 2-armed creature can reproduce the extra arms, and high jumping will make you go splat unless you can stop the damage.  Also, going Dragonborn (Races of the Dragon 8) removes the Jump bonus.

Finally, Thri-Kreen have short lifespans.  They reach middle age at 16, old age at 20, venerable at 25, and are expected dead by 29.  In the case of campaigns that stretch over a year or five, I don't want to risk losing physical stats or dying of old age!  Somewhat fortunately, Dragonborn returns you to the normal adult category with none your aging bonuses or penalties and with a middle age of 200 years, but, again, you lose the Jump bonus.

[b]Warforged, Uberfied [Quick Incarnate Construct Shadow Dragonborn Warforged][/b]: Humanoid (dragonblood), -2 DEX, +4 CON, -2 WIS, -2 CHA, Medium, 60' Walk, Favored: Fighter, No LA
A plain warforged (Eberron Campaign Setting 20 or Monster Manual III 190) makes for a bland, suboptimal dragoon.  Even the Quick trait does a little on its own.  To make a noteworthy warforged dragoon, I suggest applying the templates Incarnate Construct (Savage Species 120), Dragonborn (Races of the Dragon 8), and Shadow Creature (Lords of Madness 168) in that order.  You move 50% faster, meaning Quick is more appealing, though you lose composite plating and some other construct traits.   Dragonborn, like Red Bull, gives you wings!

A warforged without these templates decreases the rating to red because of the favored class of fighter, -2 WIS and CHA, and permanent 5% arcane spell failure.

[color=black]Water Orc[/color]: Humanoid, +4 STR, +2 CON, -2 INT, -2 WIS, -2 CHA, Medium, 30' Walk, 30' Swim, Favored: Barbarian, No LA
With no LA but a WIS penalty, water orcs are slightly worse than half-orcs.  A Dragonborn (Races of the Dragon 8) water orc gets -2 DEX and +2 CON as well, and removes light sensitivity and the modifiers against creatures of the fire subtype, but you need 15 base WIS for  Up The Walls.

Even without Dragonborn, the Quick trait becomes a serious consideration.

Overall, if you have enough INT, WIS, and CHA for your build and you were about to go Dragonborn half-orc regardless, be a Dragonborn water orc instead.

[color=navy]Whisper Gnome (Races of Stone 94)[/color]: Humanoid, -2 STR, +2 DEX, +2 CON, -2  CHA, Small, 30' Walk, Favored: Rogue, No LA
Sometimes, you want to play something different.  Sometimes, being Medium or larger is a hindrance more than a help.  Sometimes, you want to threaten beings with the line, "I may be small."  (Those are separate links.)  Sometimes, you want to be a Small race with a 30' land speed besides a goblin or kobold subrace with no level adjustment.

On the down side, you lose all those misc. bonuses when you go Dragonborn (Races of the Dragon 8).  Your weapon damage diminishes slightly compared to a Medium creature- 1d8 with a halberd (less if smaller) versus 1d10.  Your STR is also lower compared to a Medium creature, but .hopefully your massive mobility makes up for it.

On the plus side, you have the same reach and land speed as a typical Medium creature.  Your favored class of rogue allows you to sneak.  Whisper gnomes are especially sneaky, getting darkvision and skill bonuses to make people cry, "Level adjustment!"  Small items tend to weigh half as much as Medium ones, but you have 75% the carrying capacity of a Medium creature of equal STR.  You qualify for Underfoot Combat (Races of the Wild 152), and Confound the Big Folk (Races of the Wild 153), allowing you to enter your victim's square without attacks of opportunity against you, and get accuracy or AC bonuses against creatures 2+ size categories larger.  You probably won't need these feats due to your expected damage, but they're options.

If you go Dragonborn as I expect, you have +4 CON and -2 CHA.  If you also squeeze the water variant past your DM, that's 2 more CON!
#7

Endarire

Oct 18, 2008 0:27:20

[center][b][size=6]Shoppin' in the Hood[/size]
[size=4]The Non-Wondrous
[/size][/b][/center]

Armor & Enchants

[color=red]Armor & Enchants[/color]


Chahar-aina (Oriental Adventures 75): 75G, 10lb, 1ACP, 5% ASF
You can only wear this with padded armor, leather armor, or a chain shirt, and since I assume you're the good little Hood you are, you're wearing a chain shirt.  You need Medium Armor Proficiency to "wear a chahar-aina without penalty," which I'm fairly certain means no armor check penalty if you're proficient. If you make this item masterwork, there should be no armor check penalty.

Chain Shirt, Mithral: 1100G, 12.5lb, 0ACP, 10% ASF
Some recommend a breastplate instead, but the shirt is cheaper and has no armor check penalty.  Just watch out for arcane spell failure should you go that route.  Ultimately, this shirt offers the most options and is very cost effective!

Chain Shirt, Casterfied [Mithral, Feycraft, Githcraft]: 2200G, 11.25lb, 0ACP, 0% ASF
No armor check penalty?  Check.  No arcane spell failure?  Check.  Fully nonmagical?  Check.  Costs less than a +1 Twilight Mithril Chain Shirt?  Check.  Requires DM to avoid thinking too hard about how it was made?  Double check.

Feycraft is from Dungeon Master's Guide II 275.  Githcraft is from Dungeon Master's Guide II 276.

Dastana (Oriental Adventures 75): 25G, 5lb, 1ACP, 5% ASF
You can only wear this with padded armor, leather armor, or a chain shirt.  You need Light Armor Proficiency to "wear a dastana without penalty," which I'm fairly certain means no armor check penalty if you're proficient.  If you make this item masterwork, there should be no armor check penalty.

[color=black]Landing Enchant [Psionic][/color]: +4000G
You treat falls as 60' less for damage.  You shouldn't need this as a raptoran (Races of the Wild 68) or a Dragonborn (Races of the Dragon 8), or if you have an item of catfall; however, your DM may insist.  Boots of Landing (Magic Item Compendium 77) provide a cheap continuous version of this enchant.

Masterwork Tool: 50G, 1lb
You get +2 circumstance to any skill.  Jump and Tumble are obvious choices here.  While this bonus won't stack with other tools for the same skill, there's no specification in the rules as written requiring you hold or wear the tool to gain the bonus.  Most DMs would require you wear or wield the tool to gain its benefits, but lenient DMs would allow you to get this bonus with the tool in your Heward's Handy Haversack.

[color=navy]Fortification Enchant[/color]: +1 (Light), +3 (Medium), +5 (Heavy)
Negate 25%, 75% or all critical hits and sneak attacks with this.  I recommend heavy fortification despite its cost because I'm less likely to be killed by a critical I could have negated.  Medium Fortification will suffice for those on a much smaller budget.

Freedom Enchant (Magic Item Compendium 11): +5
You have continual freedom of movement.  The effect is often wonderful, but you can probably save money by instead getting a ring of freedom of movement.  If you can stick this on a +1 Dastana (Oriental Adventures 75), you get a bargain even compared to the ring!

Greater Healing Enchant (Magic Item Compendium 12): +24,000G, Requires Healing Enchant
Twice daily, you can heal 3d8+15 as a swift action and you're healed automatically for this if you fall unconscious from HP damage.  Unless I had enough money to swim comfortably in, Uncle Scrooge style, I wouldn't get this.  There are more efficient ways to heal, like a wand of cure light wounds for 750G.

Halfweight & Illithidwrought Enchants (Underdark 70): +3 or +4 Combined; see text and ask your DM
Halfweight armor is always treated as light and weighs half as much and is intended for those of you who insist on using full plate.

Seemingly, you can get Halfweight for +2 instead of +3 if your armor is Illithidwrought (Underdark 70).  Based on the chart from page 69, Illithidwrought (+1 insight AC), which normally costs +2, seemingly also gets a discount if you have Halfweight.  Ask your DM if you can get both for a total of +3.

If you want the full plate experience while maximizing your effectiveness, first get Feycraft (Dungeon Master's Guide II 275) +1 Mithral Full Plate, add Illithidwrought (Underdark 70), Halfweight, then Nimbleness (Magic Item Compendium 13).

[b]Healing Enchant (Magic Item Compendium 12)[/b]: +8000G
Once per day as a swift action, you can heal 2d8+5 HP damage.  If you're unconscious with negative HP, this healing effect triggers automatically as a free action.  It's a minor boost, but there are times when dropping unconscious saved my life and healing would have killed me.  I leave the choice to you.

Nimbleness Enchant (Magic Item Compendium 13): +1
Nimbleness reduces the armor check penalty by 2 and increases the max DEX bonus by 1.  It's intended for dragoons in mithral breastplates or full plate, but I prefer a mithral chain shirt.

Proof against Transmutation Enchant (Complete Arcane 142): +5
You become immune to petrification, involuntary shape changes, and turning to ash from [i]disintegrate[/i] upon hitting -10 HP.  This enchant is NOT worth +5- it's maybe worth +2- but this enchant provides a bit of solace against baleful polymorph.

[color=navy]Quickness Enchant [Psionic][/color]: +1
Your speed increases by 5'.  This is an unnamed bonus.  If it's prudent for your character, get this on your chain shirt, dastana (Oriental Adventures 75), chahar-aina (Oriental Adventures 75), and Animated heavy shield.

This enchantment was reprinted in Magic Item Compendium on page 13 where the bonus is now enhancement and there's no mention of psionics.  (I rate that version [color=red]red[/url].)  Ask your DM which version you're using.

Soulfire Enchant (Book of Exalted Deeds 112): +4
You become immune to death and negative energy effects, such a [i]enervation[/i], inflict spells, and slay living.  It's probably too cheap for a +4 enchant, but if your DM lets you, even at +5, take this!

[b]Twilight Enchant (Magic Item Compendium 15)[/b]: +1
Your arcane spell failure from this item is reduced by 10% to a minimum of 0%.  If you routinely cast wizard spells in armor and you can't get the casterfied chain shirt (above), a +1 Twilight Mithral Chain Shirt becomes a gimme.  For normal dragoons, this is worthless.
#8

Endarire

Oct 18, 2008 0:27:56

[center][b][size=6]Shoppin' in the Hood[/size]
[size=4]Wondrous Items
[/size][/b][/center]

Wondrous Items

[color=red]Wondrous Items[/color]


Unless otherwise stated, all items in this section are made at the lowest possible caster level without using optimization tricks to be able to cast spells early.

If you can choose the body slot and your DM enforces body slot affinities, see this chart on body slot affinities so you don't overspend.  Note that robes and rings can have any single effect at no extra charge!  Also, ask your DM if the 'quickness' affinity for gloves applies to movement speed and if the 'movement' affinity for boots applies to initiative.

Finally, pages 233-234 of Magic Item Compendium state many common effects that can be added to items without paying 50% more per slot.  Adding stat (enhancement bonus), save (resistance bonus), or AC (armor, deflection, or enhancement to natural) boosters only costs normal price.  For example, adding +6 STR to a Belt of Battle (Magic Item Compendium 73) costs only 36,000 gold for +6 STR and 12,000 gold for the Belt of Battle.  Prior to these rules, the cost would have been 36,000 for +6 STR and 18,000 for the Belt of Battle.

By the rules as written, however, this doesn't work in reverse.  Starting with a belt of +6 STR (36,000) and adding the effects of the Belt of Battle (12,000) would cause the Belt of Battle's effects to cost 50% more, for a total of 54,000 gold instead of 48,000.

animal affinity Item: 4500G (Dorje), 10,800G (Use-Activated), 24,000G (Continuous)
Each time you use this, you get +4 enhancement to a stat of your choice.  This is quite handy to have on a ring or robe for body slot affinity reasons.

Activate this item to boost CHA, get another daily use of Travel Devotion (Complete Champion 62), then use this item again to boost DEX and get 2 more attacks of opportunity that round with Combat Reflexes.  Considering this item gives +4 enhancement to one stat, though potentially any stat, a continuous version is cheaper than a +2 Belt of Magnificence (Miniatures Handbook 42).  This item is cool!

Unfortunately, the enhancement bonus becomes obsolete, and this item's usefulness depends on how many stats benefit, hence the black rating.  Regardless, it can be fun while it lasts!

Belt of Battle (Magic Item Compendium 73): 12,000G
You always get a +2 competence bonus to initiative and this belt has 3 charges per day.  As a swift action, you can gain a move action (1 charge), a standard action (2 charges), or a full round action (3 charges).  Buy a bunch and swap them out as needed so you have even more actions per day.  This belt is awesome!

Belt of Dwarvenkind: 14,900G
If you want continuous darkvision, this is a bargain.  If you get an item of dwarvenkind, try to make it a cloak, robe, or bracers so you can also wear the magnificent Belt of Battle (Magic Item Compendium 73).

Belt of Magnificence (Miniatures Handbook 42): 25,000G (+2), 100,000G (+4), 200,000G (+6)
The typical dragoon needs STR, DEX, and CON.  Casting and manifesting-focused dragoons also need INT, WIS, or/and CHA.  This belt provides a boost to 6 stats for the price of 5 and requires only one slot.  While you probably will only need boosts to 3 to 5 stats, you may be better off with this belt because of the slots it frees.  Besides, you're able to cast higher level spells, get more daily spell slots, and have more power points from boosted mental stats.

Boots of Agile Leaping (Magic Item Compendium 76): 600G
You can use your DEX modifier instead of your STR modifier on Jump checks.  Also, if you have at least 5 ranks in Balance, you can stand from prone as a swift action.  These boots are for the DEX inclined and slightly reduce multi-ability dependency for your dragoon.

[b]Boots of Landing (Magic Item Compendium 77)[/b]: 500G
You always land on your feet and take 2d6 less falling damage.  If you're a race besides a raptoran (Races of the Wild 68) or Dragonborn (Races of the Dragon 8), you'll probably need an item like this to reduce falling damage.

If your DM interprets Battle Jump (Unapproachable East 42) to work with a ring of feather fall- as I believe it should- or he says you can't take Battle Jump, get the ring instead.

These boots are worthwhile even with the ring but only if you consistently don't land on your feet.

If you get these boots, try paying 50% more to put their effects on another item, like a robe or cloak, so you free the boot slot.

[color=navy]cure light wounds Item[/color]: 750G (Wand), 1800 (Use-Activated)
d8+1 healing per application, anyone?  Wands are cheap enough to keep one or three or six handy at mid to high levels for the whole party to share, and if you're a cleric, you can use them safely!

In a game I DMed, I made an item called the Hand of Right, a use-activated glove of cure light wounds that worked 5 times per day.  (The thumb and each finger held a charge.)  If your DM is more permissive, get an item that lets you use cure light wounds every round as a standard action.

Everfull Mug (Magic Item Compendium 160): 200G
If you're Medium, you have enough water to last you the rest of your natural life.  This is cheaper than a ring of sustenance if you don't care about the ring's  sleep reduction.

Everlasting Rations (Magic Item Compendium 160): 350G
If your DM enforces food & drink rules, this is a perpetual personal pan pizza.  Like the Everfull Mug (Magic Item Compendium 160), these rations are personal only.

[color=blue]expeditious retreat or swift expeditious retreat Item (Spell Compendium 85)[/color]: 750G (Wand), 1800G (Use-Activated), or 8000G (Continuous)
The enhancement bonus to speed won't stack with levels of monk or scout (Complete Adventurer 11), but this is one of the best first level wizard spells for a dragoon.  It's +30' to your land speed and +12 to Jump checks for 1 minute per level.  A continuous version is cheap enough to be gotten by level 6 to 8.  If this item is allowed, it's a gimme!

Field Provisions Box (Magic Item Compendium 160): 2000G
This will feed your party and you'll probably have supplies to spare.  Sell the extras and make a small profit each day.  Only buy this if your party pays for their portion.

girallon's blessing Item (Spell Compendium 106): 11,250G (Wand), 27,000G (Use-Activated), or 45,000G (Continuous)
The point of this spell is to wield your polearm in more hands.  By extrapolation, wielding a 1-handed spear with 1 hand gives your STR bonus to damage, wielding it with 2 hands gives you 1.5x your STR bonus to damage, wielding it in 3 hands gives 2x, and wielding it in 4 hands gives you 2.5x.  If you're mounted and hold your lance with 4 arms, that's 3x your STR bonus to damage and at least double your total damage from hitting with a lance while mounted.

I find it amusing that someone can polymorph you into a girallon with 22 base STR then have someone cast girallon's blessing on you for a total of 6 arms.  That's +21 damage from 6-handing your weapon with a base 22 STR!

Gloves of the Balanced Hand (Magic Item Compendium 105): 8000G
You fight as though you had Two-Weapon Fighting.  If you have the TWF feat, you instead fight as though you had Improved Two-Weapon Fighting.

This may qualify you for Bloodclaw Master (Tome of Battle 97) by saving you a feat, but ask your DM.  Dragoons benefit little otherwise.

greater mirror image Item (Player's Handbook II 120): 21,000G (Wand), 50,400G (Use-Activated), or 112,000G (Continuous)
The greater version is usable as an immediate action and creates 1 extra image every round the spell is active, to a maximum of 8 images.  The spell can also end if no images remain.  This is probably too expensive to get as a continuous effect and it often isn't cost-efficient considering normal mirror image is so much cheaper, but this is a toy for rich kids who need every image.

[color=navy]haste Item[/color]: 11,250G (Wand), 54,000G (Use-Activated), or 135,000G (Continuous)
Swift haste (Spell Compendium 110) is cheaper on an item but is generally less available.  Regardless, this rocketh if you have the round to spend buffing and the money to blow.  Never underestimate the power of an additional attack!

Healing Belt (Magic Item Compendium 73): 750G
Each belt has 3 daily charges.  As a standard action, you can use 1 charge to heal 2d8 damage, 2 charges to heal 3d8, or 3 charges to heal 4d8.  This healing is positive energy, meaning it hurts undead as well.

This belt provides lots of healing in small daily increments.  I advise getting one- even ten- of these to keep yourself healthy.  Even if you have a Belt of Battle (Magic Item Compendium 73), you can swap it out for healing between fights.  At low levels, this can save your life!

[color=blue]Heward's Handy Haversack[/color]: 2000G, 5lb
This is probably your first magical container since it's the cheapest in the DMG.  I adore this because it's cheap at 2K, weighs only 5 pounds, and holds 120 pounds of gear, probably more than you need.  The sack won't automatically puncture if something sharp is put in it, and you can safely place other magical containers in it.  Finally, retrieving what you want from it is a move action that doesn't provoke attacks of opportunity.  (Normally grabbing something from your pack provokes, but is still a move action.)

A bag of holding is a larger scale version of the haversack, but only buy it if you plan to haul castles.

[url=http://www.d20srd.org/srd/psionic/powers/hustle.htm][color=navy]hustle[/url] Item[/color]: 6000G (Dorge), 14,400G (Use-Activated), 64,000G (Continuous)
With a continuous version, you no longer need your Travel Devotion (Complete Champion 62) and you have less demand on your swift actions.  Cool!

If I had to choose between a use-activated item of hustle and swift haste (Spell Compendium 110), I'd be hard-pressed.  The choice depends greatly on which items and effects I could currently do, but I'd generally take swift haste.

Lightstone [Dull Grey Ioun Stone (3.0 Dungeon Master's Guide 220) of continual flame]: 75G (PC caster) OR 135G (NPC caster)
It's a hands-free concealable light source available from low levels.  The 3.5 DMG mentions dull grey ioun stones, but lists no price.  Continual flame has 50G of ruby dust as a material component, and a typical caster will charge 60G for the service.  This is money well-spent!

Liquid sunlight (Complete Scoundrel 110) is a cheaper hands-free light at 20 gold that requires a safe storage place on your body, such as shoulder pads.

[b]Liquid Sunlight AKA Liquid Light AKA Sunstone (Complete Scoundrel 110)[/b]: 20G
It's meant to be shot at drow and vampires and other creatures afraid of the light, but it's a cheap means of lighting your way without involving your hands.  This nonmagical item "[sheds] light like a torch", illuminating a 20' radius fully and providing shadowy illumination for 20' beyond that.  When the liquid's container strikes a firm surface, the glowy juice spills out, making a bright mess.  Ask your DM if this item is worth your time, since accidentally jostling it around when it's attached to your armor or in your pack may break it.

A lightstone (see above) is less vulnerable to destruction and may persuade people that you are a wizard who will do nasty things to them if they bother you, but its lighting is magical.  Carry a lightstone and liquid light to be even more crazy prepared.

Mask of true seeing [color=black](Unapproachable East 57)[/color]: 75,000G
It's expensive and not for everyone, but someone in the party, probably a caster, should have continual true seeing and this is the most efficient way to do it, and even more fortunately, masks occupy the rarely-used face slot!

The effect is powerful, but as a purchase I'd normally hesitate because of its price.

[color=navy]mirror image[/color] [color=navy]Item[/color]: 4500G (Wand) or 10,800G (Use-Activated)
Mirror image is one of those spells many wizards would be screwed without.  For a dragoon, it means that, at worst, you have a 1 in 2 chance of being hit.  With a use-activated item, you could keep using it until you rolled a 4 for 5 images so foes would have a 1 in 6 chance of hitting you.  These images last 1 minute per level or 'til they're hit with a targeted attack.

There are counters, of course.  Blindsense, blindsight, and true seeing negate this and a damaging area effect like fireball may remove the images if your DM is having a bad day, but mirror image is one of the best defensive spells for anyone at low to mid level!

nerveskitter Item (Spell Compendium 146): 750G (Wand), 1800G (Use-Activated), or 8000G (Continuous)
It's +5 initiative as an immediate action for one combat.  Booyah.

[url=http://www.d20srd.org/srd/magicItems/wondrousItems.htm#pearlofPower]Pearl of Power[/url]: 1000G (L1), 4000G (L2), 9000G (L3)
Pearls are cheap ways for prepared casters to recast low level spells like expeditious retreat or cure light wounds.  You need a standard action to use each pearl to recall the spell, but after that the spell is ready to use as if it hadn't been cast.  Also, each prepared caster in your party can use the same pearl once per day!

Change my rating to navy if you frequently use level 1 spells and pearls.

[url=http://www.d20srd.org/srd/psionic/powers/psioniclionscharge.htm][color=red]psionic lion's charge[/url] Item[/color]: 6000G (Dorge), 14,400G (Use-Activated), 64,000G (Continuous)
If you can't get the lion totem barbarian alternative class feature (Complete Champion 45), this is a viable though expensive way to obtain continuous pounce.

Relinquary Holy Symbol (Magic Item Compendium 120): 1000G
This neck slot item acts as a holy symbol and gives an extra turning attempt per day for each of these:

-5 ranks of Knowledge (Religion)
-Improved Turning
-At least 1 divine feat such as from Complete Divine

Most likely, you'll get only 1 extra turning attempt from the Knowledge ranks.  Remember that Divine Metamagic (Complete Divine 80) gives you an extra turning attempt and DMM was errataed to only work with divine spells.

[color=navy]shield Item[/color]: 750G (Wand), 1800G (Use-Activated), or 4000G (Continuous)
Shield gives you +4 shield AC even against incorporeal creatures as well as making you immune to magic missile.  Since you probablly won't use a shield, this is an excellent way to cheaply boost your AC, DM permitting.  If your DM insists on using a ring of force shield instead, ponder whether the ring is worthwhile.  (In my opinion, it isn't.)

[url=http://www.d20srd.org/srd/psionic/powers/synesthete.htm][color=navy]synesthete[/url] Item[/color]: 750G (Dorge), 1800G (Use-Activated), 3000G (Continuous)
If you wear nothing on your face, you can become immune to gaze attacks, see normally except for darkvision, and get +4 circumstance Search and Spot checks.  Alternatively, you can get +4 circumstance Listen.  It's cheap and kinda freaky, but I'd take it!

swift haste Item (Spell Compendium 110): 6000G (Wand), 14,400G (Use-Activated), or 64,000G (Continuous)
It's a cheaper version of an always-on haste and a swift action to activate.  Swift haste only lasts d4 rounds normally, making a continuous item so very worthwhile!

Tiger Claw Bracers (Tome of Battle 150): 3000G (Novice), 15,000G (Scholar), or 45,000G (Master)
These bracers allow you to use a Tiger Claw maneuver of up to level 3 (novice), level 6 (scholar), or level 9 (master) for which you meet all prerequisites, including initiator level.  (Items for the other 8 disciplines exist, such as a Crown of White Ravens.)  Assumedly, you can refresh this maneuver if you are a martial adept, like a warblade.

After equipping these bracers, you need 24 hours before you can use the maneuver granted by this item.  From my understanding of the wording, you choose which maneuver to gain after you attune to the bracers.

I rate this item black because of its variability.  Even if the bracers grant a specific single maneuver, like Raging Mongoose, Tiger Claw's maneuvers' usefulness varies.

wraithstrike Item (Complete Adventurer 158, Spell Compendium 243): 6000G (Wand), 10,800G (Use-Activated), 48,000G (Continuous)
For one round, all attacks become touch attacks.  A wand is the only guaranteed way to get a swift action casting time since normally use-activated and continuous items require at least a standard action to activate.  If you can get a swift use-activated or, better yet, a continuous version of this, prepare to make your party's ray mages cry and have your DM break something on you.

Winged Mask (Magic of Faerun 168): 13,000G
Fly at will with 60' speed and good maneuverability, though you emit a continual white light while doing so.  This mask is mostly for backup purposes or flight in polymorph forms since Battle Jump (Unapproachable East 42) won't work with fly or levitate.
#9

Endarire

Oct 18, 2008 0:28:31
[center][b]Hood Ornaments
[size=4]Powers, Spells, Domains, Devotions, and Deities
[/size][/b][/center]
Level 1 & 2 Psychic Warrior Powers

[color=red]Power Notes[/color]


Remember, if you lose all your power points, you lose your psionic focus! "Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in the case of elans), or until your power point reserve drops to 0."

[color=red]Psychic Warrior Level 1 (1PP)[/color]


[color=black]biofeedback[/color]



It's OK for a first level power, but I doubt you'll have the PP to spend or manifester levels to make it worthwhile.

I advise against taking this power for dragoons who merely dip into psychic warrior.

[i][color=red]catfall[/color][/i]



Either you can glide and you don't need this power, or you can't and you're better off with feather fall. If you merely need to reliably land on your feet, instead buy Boots of Landing (Magic Item Compendium 77).

I advise against this power unless you desperately need it.

[i][color=red]expansion[/color][/i]



Unfortunately, you probably won't have the PP to spend to make this worth knowing. Expansion is mostly useful as a non-humanoid so you can grow yourself after someone polymorphs you; enlarge person is generally much more helpful.

I advise against taking this power if you only dip in psychic warrior.

[i][color=navy]force screen[/color][/i]



You probably won't have the PP to sustain this, but force screen is a short-term buff when you really need shield AC and have time to prepare. Unfortunately, this is mostly a weaker version of shield since it doesn't block magic missiles.

This may be a viable power to get if you dip psychic warrior.

[i][color=blue]synesthete[/color][/i]


While your face must be uncovered- no masks, goggles, or full helms- you can become immune to gaze attacks (absorb light) or detect invisible and concealed foes with your normal senses (absorb sound). Considering how common invisible and concealed foes are in mid to late game, the choice should be obvious.

I heartily recommend you take this as you first psychic warrior power!

[i][color=red]vigor[/color][/i]



Vigor is a power that demands lots of PP to be viable. It lasts 1 minute per level and is a standard action to manifest, preventing you from using it as a panic button. Dragoons should avoid this power lest they have lots of PP to blow.

Don't get this power if you merely dip in psychic warrior!

[color=red]Psychic Warrior Level 2 (3PP)[/color]


[i][color=black]animal affinity[/color][/i]



One significant reason to take this is to boost your CHA by 4 for an additional use of your Travel Devotion (Complete Champion 62). Beyond that, this power probably isn't worth learning; however, it may be worthwhile to have on an item.

[i][color=navy]hustle[/color][/i]


The Travel Devotion (Complete Champion 62) is like this power in feat form. I normally don't advise you take enough psychic warrior levels to obtain this power, but this should be your first level 2 power if so.

[i][color=black]psionic lion's charge[/color][/i]



Either you need this, in which case you're better off with an item, or you don't because you have something like the barbarian's lion totem (Complete Champion 46). The effect is spiffy, but there are more efficient ways of gaining pounce.
#10

Endarire

Oct 18, 2008 0:29:04
[center][b]Hood Ornaments II
[size=4]Traits, Flaws, Gestalt, and Epic
[/size][/b][/center]
Traits & Flaws

[color=red]Traits[/color]


[color=navy]Aggressive[/color]: +2 Initiative, -1 AC
Initiative is a major deciding factor in late-game battles and it's useful regardless. You lose 1 AC, even touch AC. This is not a gimme, but it's close.

[color=black]Detatched[/color]: +1 Will, -1 Reflex
While you're nimble, you probably have low HP for a melee type. A lower Reflex save means you take more damage, but a higher Will save means you're less likely to be mind controlled. (Remember, a natural 1 fails no matter your bonus!) This trait is mostly for early levels, before you get Moment of Perfect Mind (Tome of Battle 64).

[color=black]Farsighted[/color]: +1 Spot, -2 Search
This is an OK trait if you don't intend to use Search, and while it fits thematically, it probably won't give you a drastic edge.

[color=red]Focused[/color]: +1 Concentration, -1 Spot & Listen
If you're trying to max Concentration, take this; otherwise, think very carefully. Spot and Listen are greatly important.

[color=red]Hardy[/color]: +1 Fortitude, -1 Reflex
You should have a mammoth Fortitude save.

[color=black]Illiterate[/color]: +1 on a Chosen Skill, -2 Skill Points
The main reason for illiteracy is so you can squeeze every bit out of one skill check. This is another trait that's very build-specific.

[color=navy]Plucky[/color]: +1 Will, -1 Fortitude
Your Fortitude save should be much higher than Will, but remember a natural 1 screws you regardless.

[color=navy]Quick[/color]: +10' Base Land Speed, -1 HP/Level
The extra 10' allows you to move farther and grants +4 Jump; however, unless it allows you to get out of your enemies' reaches, you're asking for pain. If you feel lucky, take this knowing you've been warned.

[color=red]Reckless[/color]: +1 Melee Damage, -1 Melee Accuracy
It's more damage but you hit less. You get more damage from sacrificing the accuracy with Power Attack when double handing.

[color=navy]Saddleborn[/color]: +1 Ride, -1 Handle Animal
As a dragoon, you shouldn't care about handling animals; you should care about doing superhuman flips and acrobatics from them as you plunge your spear through an enemy's jugular. This is a gimme for mounted dragoons and an incentive for unmounted dragoons to ride a bit more.

[color=navy]Slippery[/color]: +1 to Escape or Avoid Grapples, -1 to Grapple Others
Dragoons don't grapple, and they normally dislike being held in place. This is another gimme.

[color=red]Flaws[/color]


[color=black]Meager Fortitude[/color]: -3 Fortitude
While you should eventually have a tremendous Fortitude, lowering it by 3 at level 1 can be quite painful. This is a flaw you may grow into.

[color=navy]Murky-Eyed[/color]: Must Penetrate Concealment Twice
I've rarely had concealment be a concern in games I've played or DMed. Unless your DM continually uses concealment to his benefit, this is a gimme.

[color=black]Pathetic[/color]: -2 to One Ability
...and this ability will be Charisma. Unfortunately, you can't take this flaw if your ability modifiers total to at least 8. Even if you could, I'd be disinclined to take it because of the cleric level. If you have no cleric level or use for Charisma, sink CHA as low as you need!

[color=navy]Shaky[/color]: -2 Ranged Accuracy
Unless I relied on ray spells or bows, this is a gimme, though you need time to grow into it at low levels.

[color=red]Weak Will[/color]: -3 Will
Remember what happened to Kain in Final Fantasy IV. That may be you with this flaw.
#11

Endarire

Oct 18, 2008 0:29:46
[center][b]Hooded Pupils
[size=4]Making the Most of Playing your Hood
[/size][/b][/center]

[center][font="Century gothic"]Coming soon to a theater near you![/font][/center]
#12

Endarire

Oct 20, 2008 1:25:03
Tempest Stormwind's Dragoon

[center][color=blue]The Lancer (AKA The Dragoon)
A composite character build by Tempest Stormwind,
with valued contributions from the following board members:
Shoes, Otto the Bugbear, Antidjinn, Bacris, Tenken, mommy was an orc, Jedrious, Sardrakh, Fendrin, Sentient, and very special thanks to Impeesa - a natural 20 to this build.
Lovingly edited and formatted by Endarire.
Inspired by the Final Fantasy dragoons.[/color]

IMAGE(http://www.telusplanet.net/~sdupuis/Tempest/lancer.jpg)

Inspired by dragons. Trained for war. Glorious in battle.[/center]

The lancers are a diverse group of people that fight in a distinctive, if meteoric style. While they may appear no different than any other light foot soldier or cavalry when first encountered, their superhuman speed soon sets them apart. Their signature combat technique is revealed when one takes to the sky through a legendary leap, only to crash, weapon first, into their target before landing gracefully.

The style is passed on by way of individual mentors; each lancer recieved his or her basic training from a single, more experienced master. Such training often involves precision leaping from tall trees and, in extreme cases for experienced lancers, mountains. An individual lancer may then focus on any of several different techniques to round out their combat repotoire. In fact, the tradition declares that each individual lancer develop his or her own unique variation in the combat style. Some wield swords, others ride mighty steeds, and still others practice the way of the warrior-mage. In this way, they remain versatile on the whole, and adaptable individually, while allowing their techniques to expand and develop when new moves are learned, new magic discovered, or new gear engineered.

Lancers who focus on mounts prefer to be called dragon knights. The original founders of this combat technique, who have the strongest ties to the dragons themselves, often in service of Bahamut, call themselves dragoons. For practical purposes, the terms of 'dragoon' and 'dragon knight' are interchangable, and a typical lancer will answer to any of these.

Presented below is a suggested template for lancers. It is fully playable regardless of your character race. There are suggested adaptation tips below.

By and large, the lancer is a modular concept. Only three feats, Battle Jump (Unapproachable East 42), Leap Attack, and Power Attack, highlighted below, are absolutely required, though there feats required in this build that are NOT required to be a lancer. (Dodge is necessary for the blade dancer prestige class but optional for the dragoon concept.) In fact, your lancer could have a completely different class breakdown than this. It's entirely up to you whether you use this basic version or one of your own devising.

At its core, the build is a union of two simple optimization goals, the uberdamage charger and the mobility monkey.

[center][size=4]The Lancer[/center][/size]
Any Race, Nonchaotic Alignment.
Lancers are all dedicated and disciplined individuals, often in military service. The original founders were paragons of virtue in the service of Bahamut himself, but the style has grown so much that today the best and worst that each race has to offer are found bearing the lance.

Attributes
STRength: 15 (+2)
DEXterity: 14 (+2)
CONstitution: 13 (+1)
INTelligence: 10 (+0)
WISdom: 12 (+1)
CHArisma: 8 (-1)

Stat Increases
4th: +1 to Wis (12 to 13)
8th: +1 to Str (15 to 16)
12th: +1 to Con (13 to 14)
16th: +1 to Str (16 to 17)
20th: +1 to Str (17 to 18)

The lancer requires only 13 STR, DEX, and WIS. Adjust these scores and adjustments as necessary if your chosen race has racial modifiers to one of these abilities. The use of certain feats or classes in customization may alter your priorities here as well.

Assumptions
-Psionic powers meet the very loose blade dancer prerequisite.

That's it. Any DM allowing psionics is likely to see that the blade dancer was written for a psionicless campaign, but the class would still work with a psionic feel. (You can explain Battle Jumping scout as an ambush-technique specialist.)

If you feel the lawful alignment is too stringent, ask your DM. The description says many blade dancers frequently get drunk which doesn't seem lawful. Oriental Adventures errata states blade dancers must be nonchaotic instead of lawful.

Classes and Feats
Scout (CV) 11 / Psychic Warrior (XPH) 2 / Blade Dancer (OA) 7

01 Scout - Battle Jump (Unapproachable East 42), Skirmish 1d6, Trapfinding
02 PsyWar - Power Attack^
03 Scout - [**] Battle Fortitude 1, Uncanny Dodge
04 PsyWar - Dodge^
05 Scout - +10' Speed, Skirmish 1d6/1, Trackless Step
06 Scout - Mobility^
07 Scout - Evasion, Skirmish 2d6/1
08 Scout - Flawless Stride
09 Scout - Up the Walls (Expanded Psionics Handbook), Skirmish 2d6/2
10 Scout - Spring Attack^, Camouflage
11 Scout - Skirmish 3d6/2
12 Scout - Speed of Thought (XPH), Blindsense 30'
13 Scout - Battle Fortitude 2, Speed +20', Skirmish 3d6/3
14 Blade Dancer - Acrobatics +10, Fast Movement
15 Blade Dancer - Mounted Combat[1], Enchanted Blade 1
16 Blade Dancer -
17 Blade Dancer - Ride the Wind, Improved Fast Movement
18 Blade Dancer - Spirited Charge[1], Acrobatics +20, Acrobatic Attack
19 Blade Dancer - Enchanted Blade 2
20 Blade Dancer - Greater Fast Movement
----------------------EPIC BREAK----------------------
21 Blade Dancer - Legendary Leaper (Complete Adventurer)

^ Bonus Feat.
[**] Races that do not favor scout or psychic warrior should take Additional Favored Class (Unearthed Arcana 100). Any race that favors scout, psychic warrior, or a suitable replacement can and should take the Run feat here.

The calculations below assume that you took the Run feat. Most lancers are likely to be human anyway, so they have the room.

[1] These two feat slots are fully rotatable for whatever your lancer wishes. They were chosen both for amazing Power Attack synergy and a nod to the historical dragoons, who were mounted infantry. Stand Still (XPH) and Combat Reflexes are solid replacements for a foot-only soldier using a reach weapon.

If you're more interested in raw damage, the Powerful Charge and Greater Powerful Charge options are useful here, both in Eberron Campaign Setting, although they are size dependent.

Do not underestimate the power of Cleave in this build. It and its bigger brothers, are the only way I know of to add more attacks to the end of the charge at the same damage potential as the charge! Cleaving is especially potent in full-attack-chargers. Don't take them if your DM isn't the sort to offer cleaving opportunities though, as this feat is highly situational unlike the others suggested here.

Monkey Grip (Complete Warrior) is another interesting feat for the damage-monger, as it lets you wield larger weapons with a lower penalty, which of course means more damage. Goliath and half-giant lancers already enjoy a similar ability. If you continue with psionic aspect of the lancer enough to reliably use expansion, psionics becomes an even more attractive choice.

The best feat choices for a damage dealer in general, however, would be Improved Bull Rush and Shock Trooper (CW), for the Heedless Charge maneuver. This not only virtually assures you a hit on an insane PA, but minimizes the penalty that the low AC brings by letting you walk away from the charge -- so far away that they can't even charge back at you unless they have a VERY high speed. Shock Trooper also synergizes nicely with skirmish.

For the tactical warrior, Deft Strike (Complete Adventurer) and Neraph Charge (Planar Handbook) are sound choices, especially since your advanced speed can get you out of most attack ranges while you use Deft Strike.

For the truly mobile, Psionic Charge (XPH) or a similar charge-redirection feat can sew mass chaos on everyone. Remember, OVER to DOWN is only a 90 degree change. (Watch your psionic focus!)

For a melee character, his hit points are surprisingly low, though thankfully he spends most of his time in positions that are impossible or impractical to hit. Improved Toughness (CW) can fix this somewhat, and it should probably be considered, especially if your race has a Constitution penalty.

If you want to limit the number of books you're using or improve your jump a bit, Skill Focus (Jump) and Acrobatic are the way to go. These let you attain similar results to the ones below but in FAR heavier armor, up to a -5 check penalty, for identical results.

Mix and match these or one of your own discovery as you wish.

Skills
MUST HAVE
Jump! Tumble!

SHOULD HAVE
Balance, Climb, Listen, Spot.

WOULD BE NICE
Concentration (if you took feats that require you to expend your psionic focus), Hide, Intimidate, Move Silently, Ride
(Ride moves up if you wish to be partly or fully mount-dependent.)

Equipment
MUST HAVE
-Poiearm or spear. Use a lance if you intend to be mounted often or a halberd or longspear otherwise. Double hand your weapon for more damage.

-Light armor with a low armor check penalty. Mithril breastplates and chain shirts work wonders here. Get the halfweight property (Underdark) on mithril armor to make full plate considered to be light armor.

-Longbow or shortbow for skirmish.

SHOULD HAVE
-Valorous weapon (Unapproachable East). When using a lance while mounted, you get triple your STR to damage.

-Speed enhancement. Boots of of continuous expeditious retreat cost 8000 gold by the charts.
(Must provide a nonenhancement bonus or better than +20 feet enhancement bonus.)

-Acclerator: dorje of hustle, see below.

-Jump boosters (any sort)

-Fall blocker (Cape of Catfall; see below)

-Freedom of movement, like the ring

-Low check penalty shield AC: MW dastana (OA), Ring of Force Shield, mithril animated shield

-Mount: A dragon, horse, or phantom steed is optimal. A mount is mostly important for mounted dragoons and if you rely on a mount you should wield a lance.

-General combat boosters: Strength, Dexterity, Constitution, AC, saving throws, etc

WOULD BE NICE
-Brooch of inertial barrier: See below

-Wisdom booster for power points

-The perfect weapon for this lancer would probably be an aurorum (BoED) Illithidwrought (Und) Wrathful Healing (Enemies & Allies) Valorous (UE) lance of Collision (XPH). Mind your DR.

-There is a weapon in the A&EG, the halberd of vaulting, which gives a huge bonus on Jump checks and another damage multiplier for exactly this sort of attack; however, attempts to break down the pricing to figure out how much this should appropriately cost a PC proved that it's dramatically underpriced at the value it's listed! If it could readily be converted, it (enhanced with Valorous) would easily make the best base lancer weapon.

-The perfect 'heavy' armor for this lancer would probably be a mithral Halfweight Full Plate of Nimbleness (Magic of Faerun), possibly with Illithidwrought (Und). It has an armor check penalty of -1, regrettably, but +10 AC (before enhancement bonuses) with a max dex of +5 at half the weight of normal full plate.
Alternately, a magical mithral breastplate of anything you choose will continue to function in antimagic, and allows greater customization with only slightly weaker protective capability. It lacks the style of a dragoon in full plate, though.

-Critical Booster: Keen/Maiming (Miniatures Handbook)
Crits add yet another set of multipliers- and with both these enhancements your lance would be a 19-20/x1d6 weapon- but not every enemy is vulnerable to crits, and you can't count on them. That's why they're optional.

-Some way of summoning a CL 12 or 14 phantom steed: CL 12 for economy or CL 14 if you want all the options

-A method of performing full attacks after charging.

Custom Items, Less to More Luxurious
Cape of [url=http://www.d20srd.org/srd/psionic/powers/catfall.htm]Catfall[/url]
A level 2 manifester is important should our jumps take 2 rounds. (See below.) We want it to activate every time we fall 20 feet or more. (Try persuading your DM to allow this cape to trigger when you fall at least 10' or even at least 2'!)
By XPH/DMG pricing, this is 2000 GP before the contingent trigger. The Ring of Feather Falling is similar and costs 2200. This suggests a +10% increase in price for the contingent trigger. The final price is therefore 2200, which is comparable to the similar Ring of Feather Falling.

RESULT: A cape that, after falling for 20 feet or more, negates 20' of falling damage and causes you to land on your feet. Very handy, particularily with Tumble checks, and very stylish. Affordable at low levels, too!

Brooch of [url=http://www.d20srd.org/srd/psionic/powers/inertialBarrier.htm]Inertial Barrier[/url]
This L4 power requires a kineticist. A command word activation is OK because of its 10 min/level duration. (You may save money by making it a power completion item, thereby requiring passing checks to manifest inertial barrier.)

RESULT: DR 5/- and the complete negation of half your falling damage for at least 70 minutes per use. It's a buff and a parachute!

Bracers of [url=http://www.d20srd.org/srd/psionic/powers/psionicLionsCharge.htm]Psionic Lion's Charge[/url]
This L2 psywar power requires manifester level 4, though a higher ML allows for bonus damage. By the tables, an item of a continuous L4 version of this costs 64,000 gold. There are plenty of other ways to get full attacks on a charge.

RESULT: Pogo-lance for all the insane damage, but more than once! Wheee!

Psi Powers
Psywar ML 2, 2 Powers Known, Max Level 1
Go with what you feel like here, though follow the golden rule of psionic dipping: Pick LONG DURATION or NO AUGMENT powers.

I'd suggest powers like synesthete, elfsight, or chameleon, since you'll be using these with your scout levels for so long and they remain useful even later. If you prefer an emergency HP reserve, get [i]vigor[/i].

Remember that if you lose all your power points, YOU LOSE YOUR PSIONIC FOCUS which powers your Speed of Thought and Up the Walls feats.

Final Assets at Level 20
Assumed to have no magical equipment. The stuff above appears in parentheses.

Base Attack Bonus: +16. Epic ready.

Speed: 110 ft base (22 squares). On top of this, he runs at 5x this speed (which works out to, with no equipment, 68 miles an hour, or over a mile a minute), retains his dex bonus to AC while running (even when surprised), has Flawless Step, Up the Walls, Skirmish, a high Tumble and Spring Attack. This amounts to him doing this regardless of terrain, including on vertical surfaces, while getting bonus AC and damage, avoiding AoOs, and spring attacking from further away than most characters can move and attack (or, in extreme cases, charge.) Trackless Step and Ride the Wind are the icing on the cake. (If this is not enough for you, supplement it with your mount, and it's for this reason I suggest a [i]phantom steed[/i]. It sticks to the high-speed-in-many-places theme, and can [i]water walk[/i], which means you can now literally run at this speed anywhere on the planet's surface.)

Jump Check: 23 (ranks) +4 (strength) +2 (Synergy) +20 (competence) +4 (Run) +32 (speed) [+anything from other feats like Skill Focus or items] = +85, plus effective Skill Mastery. This lets us take 10 for a high jump of 23.75 feet, or a long jump of 95 feet. He can clear 11.875 feet high jumping or 47.5 feet long jumping without moving first, which is enough to trigger Battle Jump (but not Leap Attack) on a Medium or shorter creature from melee, or Leap Attack (but not Battle Jump) from rest.

Other Skills: Acrobatics provides +20 and Skill Mastery in Balance, Climb, and Tumble as well as Jump. Tumble in particular should be taken to help avoid catastrophic falling damage. (See here for epic Tumble DCs.) Also, OA and the Epic Level Handbook both say that a DC 40 Tumble is all you need to take a 10' step as a 5' step, which means you can trigger Skirmish on close-quarters full attacks, or pull off a poor-man's hustle for evading full attacks.

Finally, max out Ride if you plan on using a mount. you use your mount's Jump check or your Ride check for those attacks, and it's cheaper/easier to compensate for the mount's jump in general than it is for your ride check. Besides, you have Mounted Combat. Keep your mount alive!

Other Combat Stats: Saves 10/12/5, with evasion. Initiative check of +4 due to Battle Fortitude. Also posesses Uncanny Dodge and Acrobatic Attack, and the most impressive Spring Attack you'll ever see this side of the two weapon rogue/tempest/elocator.

(The blade dancer's Acrobatic Attack as written is identical to the 3.0 duelist's ability of the same name, which was updated in the revision to Acrobatic Charge. For some DMs, this may alter the class feature somewhat, making it nearly obsolete as you'll just jump over most difficult terrain.)

Scouting: 30' blindsense, combined with an amazing Spot/Listen check, psionic powers that can augment this, and any natural sensory abilities the character enjoys due to race. On top of all this, he has AMAZING stealth options for an armored fighter with Camoflauge, Hide/Move Silently, and a low armor check penalty, hopefully.

Charge Discussion
We all know that charges can be lethal when certain multiplicative effects are applied. This build was the first I know of to use Leap Attack and other multipliers to attain sickening returns on Power Attack.

By using a two-handed weapon such as the lance or most spears, a lancer performing any leap of 10' or more HORIZONTALLY as part of a charge deals triple his bonus damage from Power Attack, which is already +2 per -1 for using a 2-handed weapon. The Battle Jump feat doubles all your damage if you drop or jump DOWN onto an enemy from at least 5' above them to a maximum of 30' above them. (You take fall damage unless you negate it somehow.) Note well the distances; this prevents some types of jumps. Battle Jump also changes attacks into 'charges' even if they violate the charge movement rules: A lancer doing a vertical leap 5' above the target's height, and then falling, will behave as a charge even though the movement was not in the same direction or necessarily the same line. This is important, as some of your options do not trigger unless you 'charge,' mainly the Valorous weapon enhancement (UE) which further doubles all damage on a charge.

The easiest way to handle damage calculations this way is to figure out your multipliers on base damage and power attack separately, and then add the final results for each together. I've worked out a few basic formulas for you here:
N = normal weapon damage without strength. (This includes anything else multiplied, like enhancement bonuses.)
S = Strength modifier
P = Power Attack penalty.
M = Final damage multiplier under D&D rules since two doublings equal a tripling. (This is 3 for the normal lancer via Valorous + Battle Jump.)
E = Extra damage from nonstacking sources, like Skirmish.

Assumes Leap Attack Triggered
TWO HANDED WEAPON: M*(N+1.5*S) + 2*P*(M+2) + E
ONE HANDED WEAPON: M*(N+S) + P*(M+1) + E

Basically, under normal conditions (Battle Jump + Leap Attack), this amounts to a 10:1 return on Power Attack, plus 3x normal weapon damage, every round. On foot.

Hence the battlecry for this build: "IN YOUR FACE, FRENZIED BERSERKER!"

(Note: You can drop M to 2 if you do a purely horizontal leap and thus do not trigger Battle Jump, which may work better in tight spaces. If you're completely unable to jump, this drops a fair bit, and you're limited to your weapon's reach as an advantage. Doesn't this remind you very much of the FFT lancers? Unlike them, however, you do have a VERY impressive Spring Attack range, which in the most beneficial case. You have an item granting a mere 10 or 15 extra feet on that which any artificer PC can design for you. (If your DM won't let you, see the item alteration infusion (ECS) and the Boots of Striding and Springing, swapping the enhancement bonus for luck or something. Alternatively, get an item of continuous expeditious retreat for 8000 gold.)

Yes, this is indeed EVERY ROUND! Your prodigous speed allows you to move however far back you need to still get a running start and pull off a leap that covers the requisite 10' horizontal, [enemy height+5]' vertical distance to trigger the charge on Battle Jump, and since you did leap 10' horizontally as part of this charge, Leap Attack kicks in, and... WORLD OF PAIN!

(For the player, the DMG general rule on monster height is that their height is approximately equal to their space, so a Large creature occupying a 10' square is about 10' tall. Skip quantifies the distinction between [Long] and [Tall] creatures in All About Mounts: Part 5.)

Furthermore, the lancer above is capable on foot and on a mount. When mounted, making such a leap limits his options somewhat, as he'll be using his Ride modifier or his mount's Jump modifier, whichever is lower. I'd suggest a phantom steed that's air walking and thusly able to jump from 10' above the opponent. The steed's excellent speed also helps for a wonderful Jump check. Assuming such a leap is possible, you get the same returns as before, but further doubled for a lance (just use it 2-handed), doubled again for Spirited Charge. This means that, for the big guns, he can end up with a 14:1 return, plus 5x normal damage, with the lowest maintenance mount I'm aware of. He does this without any levels in cavalier (CW), too!

If height is an issue, like you're trying to jump on the head of the dragon in true Kain style, use Up the Walls first. This can get you about a hundred extra feet off the ground. You then use your standard action on "start full round action (charge)," leaping away from the wall, tree, dragon, or whatever you ran up. Your next round will be spent finishing the movement and finishing the charge. Just like the Final Fantasy Tactics lancers, your target may move and thus you miss, but in the mid-round you're much, much harder to hit. Up the Walls also has the added flavor bonus of being, effectively, Ignore Height when your speed is this high. (Ignore Height is a marginally useful but very memorable FFT lancer ability.)
To get the most out of maneuvers like this one, activate your dorje of hustle first as a swift action. (See Rules Compendium for details. The Sage ruling in Rules of the Game 2 has no link available.) Use the extra move action to run up the wall, and then you still have your full-round action to charge. This compresses the attack into a single round. (NOTE: Since this was published, the barbarian's lion totem alternative class feature from page 46 of Complete Champion has made pouncing quite easy.)

Alternately, on landing from ANY leap, activate the dorje of catfall if you can. Obviously, it won't work on a hustle Up the Walls jump, as you're out of swift actions, but it will work on a two-round jump or a normal jump without a wall. Use the extra move action to withdraw out of anyone's reach. Your abundant speed and Tumble skill, or Mobility and Skirmish, should be reliable. This also helps you reposition after you land should you miss your opponent on the two-round leap.

Finally, since he's moving a fair bit more than 10', he gets +3d6 on all damage and +3 AC. This isn't terribly critical but it's helpful considering your lighter armor and your need to make your one attack this round count.

Customization
The lancer is VERY customizable. The armor enhancement, most of the weapon enhancements, between two and four feats (race dependent), the selection of secondary style (mounted, heavy armor, tactical, etc.) are up to you.

In fact, a fully-mounted version is quite possible; my favorite is paladin 5 / cavalier 10 / paladin+5. Simply take some advanced flying mount or the like as your steed, grab your two-handed lance, and be ready to charge. The mount's bonus HD will help you improve its Jump check, as now it can qualify for certain feats including Skill Focus (Jump) and has skill points to spend on Jump. This version, using Unstoppable Charge on a Battle Jump, has a whopping 18:1 return on Power Attack, along with 7x the normal weapon damage, provided he uses the lance two-handed. (Surprisingly, Combat Brute (CW) doesn't help this damage much, but it does give you a similar return on your second attack should you remain in melee rather than spring attacking.)

An alternate heavily-overhauled build is one I will not explicitly quantify, the Supreme Cleaving Full-Attack-Charging Mounted Battle-Jump Attacking Frenzied Berserker lancer. In the interests of avoiding TPKs, DMs should put away their notepads right now, and players should turn off their twink instincts. Any player or DM who attempts to field this behemoth fully deserves the inevitable sack beating behind the game table. The author of this post is not liable for such injuries.

Humans have the easiest time with this build, as expected. A favored class of Any means that they don't need Additional Favored Class, and they get a bonus feat at level 1. Half-Elves come next, also for the same reason.

Not surprisingly for a damage build, the half-orc has another interesting option available to it. The feat Headlong Rush (Races of Faerun) allows a half-orc to double his charge damage YET AGAIN at the cost of provoking AoOs for his movement. A lancer's traditional charge movement is FAR higher than most people can reach with an AoO. This adds 2 to the return on any Power Attack here and adds another multiple to any normal damage; 4x, 12:1 standard, 6x, 16:1 above build while mounted, 8x, 20:1 cavalier version. This damage is NOT on a critical hit!

To put this in perspective, the Ubercharger "only" has 6x, 12:1, and manages a damage range of 1803-1908 with assorted buffs and no less than four [i]miracle[/i]s. Ouch. (To my knowledge, this sets a new Dungeons and Dragons world record for damage multiplication on a charge.)

The kalashtar (ECS) is another interesting racial choice. Take 1 level of psion instead of psywar and 1 more level of scout instead of the other psywar level. Doing so frees you from taking Additional Favored Class and gets you another scout bonus feat! Spend your psion feat on Up the Walls and your scout bonus feat on run to pull this off properly. You end up with far more power points than usual plus a larger repotoire of powers known by 1, plus the kalashtar's [url=http://www.d20srd.org/srd/psionic/powers/mindlink.htm]mindlink[/url] ability, allowing you to more manifestations. Kalashtar also has the advantage of having Up the Walls when your only multiplier is Battle Jump, so you can trigger the multiples far more often.

Goliaths (Races of Stone) are a surprisingly good race for this, if you're willing to put up with the +1 LA or are using LA buyback in Unearthed Arcana. Not only do they get their famous Powerful Build which lets them use large weapons at no penalty, but they also have a lesser-known ability, Mountain Movement, that lets them make standing jumps as if they were running jumps,a racial ability that's better than the Legendary Leaper Epic feat! Combine this with a strength bonus to aid both combat and jump checks, and you have a winner. This is amazing in confined areas, or for those who want to pull off a Matrix style jump. (With a little bit of flavor work, the lancers could easily reflect a goliath hunting style. Follow your target in stealth for miles, then leap on it from the cragtops, killing it in one blow.)

If goliaths aren't allowed, half-giants (XPH) are functionally similar. They too have powerful build and a strength bonus at a +1 LA, and while they do not have Mountain Movement, they do have other bonuses, one of which is a favored class of psychic warrior, meaning no need for Additional Favored Class. The bonus power points from Naturally Psionic means, that you can manifest more than once without fear of losing your focus, and you can take psionic feats from level 1 should you decide to open with psychic warrior instead of scout.

If your DM allows Planar Handbook, playing a neraph lancer is certainly not a bad call. They are famous as +0 LA outsiders, but they also have a racial version of the Neraph Charge feat mentioned above (deny foe dex bonus to AC on charge, 1/enemy/combat), and a racial bonus on Jump checks. They favor ranger, though, so keep that in mind when building your character.

Raptorans (Races of the Wild) may prove an interesting choice for many a lancer. They get a +10 racial bonus on Jump checks, gliding, and the eventual ability to fly. They also have low light vision and the ability to ignore falling damage. (If they're knocked unconscious, they take only d6 damage from falling, regardless of the distance.)

Flavor-wise, raptorans who relish melee combat but blend it with their flight and natural mobility. This is true aerial assault, if it does part a bit more with the Final Fantasy flavor than the other races do. This does not change their effectiveness.

In the end, raptoran or goliath is probably the most optimal race to build this lancer with, beyond the omnipresent human. Other lancer builds may favor other races, like the half-orc for damage or kalashtar for psionics. (Editor's note: Raptorans are the most statistically optimal race listed here if you can play as them; however, a dragonborn (Races of the Dragon 8) half-orc is better in nearly every case! See above in Under the Hood for details.)

Setting Suggestions
Generic
Stick to the basic description above, a loosely-knit master/apprentice style of warrior originally inspired by dragons and created by paragons of virtue in service of Bahamut himself.

Faerun
Battle Jump is a regional feat which suggests your lancer should play as someone from the region of Taer. (You may be able to take 2 ranks in Knowledge (local (Taer)) and qualify as a member of any region.) A lancer here should probably be a bit more like the Goliath lancer described above, in that you depart from the knight archetype and move onto a hunter/defender archetype.

The Taer as a race aren't for everyone, though. I don't expect to see many dragon knight style lancers in Faerun, at least as written. (Variant lancers work just fine.)

If you scrap Battle Jump, lancers can come from nearly anywhere, as can many region-free builds in Faerun. No one region I can think of exemplifies this sort of feel. This alters your jump tactics accordingly.

Eberron
After doing some rethinking and rereading, I've determined the best places for lancers in Eberron as either Aundair or Adar. In Aundair, they would be elite shock trooper & skirmisher hybrids, employed during the Last War to assault key targets and get out alive. Penetration would be due to either excellent stealth skills (and as scouts, they can manage this), or for higher-level lancers, leaping off of the traditional dragonhawk mount, striking the targets, then fleeing by either leaping back on the dragonhawk or simply running like mad, spring attacking as they went.

The Adar lancers, however, fit this particular build far more. For one thing, Adar is a region of mountains and ridges, with narrow passes being the only way for the Riedran forces to assault the fortresses. In this situation, the lancers would serve similar purposes to the Aundair shock skirmishers, tracking their targets from the shadows for an ideal location, leaping from the ridges, striking critical targets, and retreating so swiftly that nothing can touch them. This has the added benefit of fitting the psionic feel of this build while retaining the dragon link; Adar's mountains are supposedly protected by blue dragons. In this case, to honor that tale (which may be true) and to perpetuate the story, the lancer should wear blue armor, stylized to resemble dragons, exactly like Kain. :D (Note that the kalashtar adaptation above works wonderfully here as well, to fit a prominent race.)

Epic Lancers
Lancers are ambitious people, and frequently they strive to change the world. One of the dragoons, Sir Kain Highwind of Baron, is so renowned that his very name has become synonymous with the style, and he serves as an inspiration to everyone.

However, the few lancers that accomplish enough to be counted among the heroes of bardic epics are just as diverse as the rank-and-file lancers found throughout the world.

Generally they focus on whatever is expedient at the time.

In the case of this particular lancer build, level 21 is plotted already; Legendary Leaper (CV) is a natural for this build. I'd highly suggest continuing blade dancer until level 10 at the very least for Supreme Fast Movement, taking feats like Epic Skill Focus (Jump) or the like. (Goliath lancers should probably take Epic Skill Focus as their first epic feat, as they already have a close-enough approximation of Legendary Leaper.) Epic blade dancer may also be a sound choice, but I can't remember if there ever was an "official" one published. Still, it isn't too hard to devise an epic progression for it. (NOTE: Since Tempest's original guide was published, Player's Handbook II, page 80 has the feat Leap of the Heavens, available from *level 1*, outdoes even Legendary Leaper!)

Since, for a melee-esque character, the lancer has only mediocre hit points (121 or so at level 20 on average with a modest CON bonus and without Improved Toughness), Epic Toughness might actually be a viable choice here.
For lancers who focus heavily on one weapon type, the Devastating Critical (CW) feat chain is certainly worth a look into.
For the lancer with more than a passing interest in riding, there are an assortment of mount-related feats worth looking into, along with levels in Cavalier. Be advised that cavalier Deadly/Unstoppable Charges are actually less effective than they sound in the class ability; they count as another doubling or a tripling of the damage in the end, that's all.

The psionically-inclined lancers are strongly encouraged to look into the path of the Illithid Slayer (XPH). It has one of the best arrays of maintain-focus options I've ever seen, and since you probably don't have a lot of Expend-Focus feats, it's worth it. The nearly-full manifesting ability is icing, especially since you will now hit the point where you can use hustle on your own instead of buying a few psionic afterburners every now and again. Qualifying might prove problematic for non-humans, though, unless you used ranger somewhere in the build or took a few more scout levels. (If you wish to expand into Expend-Focus feats, get yourself a psicrystal and Psicrystal Confinement.)

Scout is a good backup if you can think of nothing else. It has a good array of complimentary class features for the remaining 9 levels within it, for sensation, stealth, and mobility, and the extra speed and skirmish power doesn't hurt. The hit points are the weakest aspect of this class, though.

Finally, if you want to play up the dragon side of the dragon knights, there are an assortment of decent classes in Draconomicon that you may find interesting.

Essentially, your epic options are as variable and versatile as your character has been up to this point. You're not wanting for choices, so choose wisely and well.

Adaptation:
Let's face it, not every DM is going to allow this many books. Some don't want to use OA for flavor or revision purposes, others deny FR material, and still others hate psionics. What to do in these cases?

No Psionics
This hurts you a fair bit, but you can recover. The obvious replacement of psywar with fighter isn't as wise as it would be normally. You still need to be able to cast first level spells for blade dancer. For this reason, I'd suggest dropping two levels of either blade dancer or scout as well as trade psywar for four levels in paladin, hexblade (CW), or ranger depending on your preference, and ability scores in the case of the hexblade, a charisma caster.
I recommend Sohei (OA) instead, which also grants spells at 4th level. I haven't seen the 3.5 update for this class, but as written, the signature Ki Frenzy ability further increases your speed and gives you a flurry-like ability. To top it all off, no ability score modifications are required, as Wisdom is its key ability score. In this case, the Bracers of Psionic Lion's Charge mentioned under Would Be Nice become a Should Have.

Using any of these nets you a higher attack bonus (usually) along with a few other interesting class features if you wish. You've lost Up the Walls and a Cape of Catfall as well- consider the Dash feat (Player's Guide to Faerun) to make up for the lost Speed of Thought, and a same-price-but-far-less-effective ring of feather fall- be sure to custom make this one so it doesn't slow you down too early.

No Oriental Adventures
This is crippling if you want truly epic leaps, but you can recover as well. The easiest solution here is to replace blade dancer with 2 or 3 levels in scout, fighter or psywar, and 4 or 5 levels in thief-acrobat (CV). This returns your Skill Mastery in Jump along with Defensive Roll and, possibly, Improved Evasion. The cost is a lower base attack bonus and, of course, a SIGNIFICANTLY less effective Jump check; however, since the blade dancer provided Competence bonuses- the easiest ones to get with magic items- replacing it isn't going to be difficult, just slightly expensive. Speed enhancers and jump boosters become critical in this variant.

Another easy solution to this would be the Exemplar (CV). I'm not terribly familiar with the class, but from what my early perusals show, it seems like a decent, if humble, replacement for blade dancer in the Jump department.

No Faerun Material
You lose Battle Jump and the Valorous enchant. That's about it. This puts less of an emphasis on high jumps and more on jumps in general, as you no longer need to fall DOWN on your opponent. However, this does also cut out some of the interesting "charge" triggers, as now you're held to the same movement-as-charge restrictions that everyone else is, meaning you must charge in a straight line with no other movement this round. I'm sure you can find a feat to replace Battle Jump.

Core Only
Play a druid and pretend you're a dragoon.

One-Plus-One Gaming
This is a variant I'm familiar with. DMs allow builds that have one, at most two, classes in them, base or prestige. In this variant, I'd suggest going scout into blade dancer at some high level. You would lose out on martial weapon proficiency at lower levels which isn't critical unless you're going for a mounted build; just use a longspear or other two-handed simple weapon. For psionic feats, you can get by with Wild Talent or a Naturally Psionic race if you wish. If you don't have access to those, then follow some of the No Psionic tips above.

(I should also note that in this variant, many magic items are limited to two special properties, not counting enhancement bonuses. Hence why I phrased the equipment section like I did and limited the abilities of the unique gear.)

Exalted Dragoons
Another option if you like your exalted material is to replace 2 levels of blade dancer with 2 levels of vassal of Bahamut (BoED). This is difficult to do, but possible, and it fits the flavor of Kain very, very well. I mean, a Lawful Good character who is intimiately tied to the dragons? You get effective heavy armor with virtually no penalty, AMAZING senses (4x low light + 120 darkvision), plus a spell or two. You can even replace psywar with fighter under this build, as you can meet the blade dancer prerequisite with VoB levels. The problems with this one are easy: Your feats get very tight, you have to have slain a red dragon solo- not as hard as it seems if you're using this build and have an advantage- you must be contacted by an emissary of Bahamut, you must worship Bahamut, you must maintain Exalted status, and you're under a Vow of Obedience to Bahamut.

Yeah, they're pretty fierce, but you knew the risks when you accepted Exalted rules.

Conclusion
So, what do we have in the end?

We have a scout character who is fully playable from level 1 regardless of race. He'll be as effective as any low-level multiclasser until level 6, when he truly begins to shine. After that point, the rest is developing the signature attack form to some epic-like levels.

He fits the FFT lancer feel very, very well, with very high jumps that sometimes take more than one round to finish, a breastplate (or heavier armor), and a lance. He has a nod to historical dragoons in his potential as a mounted fighter as well as an infantryman, though admittedly the similarities stop there.

The build is EXTREMELY customizable, and adapts to virtually any expanded ruleset.

The core mechanic is easily ported to builds that only BARELY resemble this one, such as the Pally/Cavalier above. (Virtually ANY charger could gain from this.)

The Power Attack returns are the stuff of legends.

He is THE final word on tactical movement without using the Elocator (XPH).

He breaks many archetypes of armored warriors, in having excellent scouting and stealth options, plus a large skill list for most of his career. (I still find it funny that it's perfectly possible to attain primary-combatant roles without levels in fighter or a related base class. Psywar is a support combatant similar to monk and bard, IMHO.)

Since the core mechanic is so simple, he's remarkably equipment-light. Any two lancers built by different people are going to have different gear, even possibly different weapons, as anything that you can Power Attack with works, though two-handedness is highly preferred. (I choose the lance for flavor and mount synergy, though I can see lancers striking with their gauntlets or greaves if need be, or anything a berserker would use.)

It even manages to remain true to the FFT lancer in build mechanics, the scout is a union between an archer's combat and a thief's skill prowess, while the FFT lancer required training as both an archer and a thief.

In closing, we have the Final Fantasy Dragoon. In D&D.

See you in the skies.

IMAGE(http://www.telusplanet.net/~sdupuis/Tempest/kain.JPG)

Noncore Books Required
Complete Adventurer (Some material in linked excerpt above)
Expanded Psionics Handbook (all relevant material also in the SRD)
Oriental Adventures (Blade Dancer)
Unapproachable East (Battle Jump feat and Valorous weapon enchant)

Recommended
Unearthed Arcana (required only for Additional Favored Class)

Other optional material mentioned in the above post is from Complete Warrior, Races of Stone, Races of the Wild, Eberron Campaign Setting, Book of Exalted Deeds, Arms & Equipment Guide, Underdark, Magic of Faerun, Enemies & Allies, Miniatures Handbook, Player's Guide to Faerun, and Planar Handbook.
#13

carnivore

Oct 20, 2008 9:08:50
this is awesome very nice work ....

excellent resource .... bookmarking this

thanks for taking the time to make it


:D
#14

Endarire

Oct 20, 2008 13:05:41
You are welcome Carnivore, and thank you for responding gracefully!
#15

carnivore

Oct 20, 2008 14:23:01
no problem ... you put a lot of work into this... and it shows...

it is an excellent resource for Dragoon(Jumpers) characters... but it also is useful for many other things as well.. i appreciate you posting it

:D
#16

BloodDragon

Oct 20, 2008 15:13:13
Full Props for the very clever puns if nothing else.

A double thank you for revising this thread.
#17

Endarire

Oct 23, 2008 0:51:38
I added a section on your role as a dragoon and fixed various things.
#18

Endarire

Oct 23, 2008 16:02:13
Are people afraid of spoiler blocks and stories?
#19

bruceleeroy

Oct 23, 2008 20:36:45
Well, ****, you asked for constructive criticism. I'd add some, if I had any.

Uhm... well, here's an attempt: This handbook doesn't make me coffee in the mornings. Could we get a fix on that?
#20

Endarire

Oct 24, 2008 1:43:22
If you can write software to convert this guide's text to something useful, all the better. The guide can't help you directly, however.
#21

insatium

Oct 24, 2008 9:04:01
I think people are getting hit by tl; dr as well as the sheer comprehensiveness of this handbook. My only point to make is that your Gestalt builds only show one class line.
#22

Endarire

Oct 24, 2008 16:17:49
I emphasized the note about gestalts using a standard build on one side. I'm open for advice on gestalt using a nonstandard build on one side.
#23

cycada

Oct 24, 2008 21:57:47
Is it true that you can apply the uncarnate construct to a warforged? If this is true wouldn't this also mean you can apply it to the good-aligned zombie elves in Eberron? Both are Living Constructs (or atleast I think they are.....could be wrong....)
#24

Endarire

Oct 25, 2008 1:09:31
Eberron's deathless are not constructs; they're closer to undead. Warforged are constructs with the living subtype, hence Incarnate Construct.
#25

Endarire

Oct 26, 2008 20:34:40
1.4 is up and a bit more spread out. I realized I had Powertool's Shock Trooper twice!
#26

ancientdragon

Oct 31, 2008 4:39:58
Woah... so much... Sblocks.... It's intimidating ^^''
I had not the time to read it all, but it seems very interesting. I've one question: how much can your Dragoon jump? Is enaugh to beat the world record?
#27

Endarire

Nov 03, 2008 18:40:52
This build won't beat world records since it isn't a Jump monkey, but one can jump 1 foot horizontally for each point of result, meaning a result of 100 is a 100' long jump, and this jump will probably require at least 2 turns to complete. Also, at the jump's midpoint, you reach a vertical height of 1/4 the horizontal distance, or 25 feet if you move the full amount. Mind the ceilings.

One can also jump up 1 foot vertically for every 4 points of result, meaning a result of 100 is a 25' high jump. Dragoons typically benefit more from long jumps.

I assume one can choose to jump less than their Jump check result, else things become ridiculous.

(My ECL4 half-minotaur water orc has a Jump check of +48 now. With Leap of the Heavens, I can, from a standing position, trigger Battle Jump on a Large or smaller creature with a natural 1. When I get Leap Attack, I'll also be able to trigger that on a natural 1 assuming I'm properly positioned.)
#28

syrazemyla

Nov 06, 2008 15:40:59
Okay, here's my porting of this build to a single-classed character (psychic warrior, in this case).

Race: Raptoran
Class: Psychic warrior 20

Ability Priorities: Str and Wis are the most important stats. Dex and Con are of secondary importance, and your Int needs to be 10 or above for the skills needed. Cha is a dump stat, like almost all fighter-types.

Skills: Since you are more of a manifester than the standard dragoon, Concentration is of prime importance. Jump is, obviously, also important. And unless you've got lots of good stats, that's pretty much all you're going to get. If you can spare the points, get Tumble next. And don't forget the 2 ranks of Knowledge (local Taer).

Feats

Note that these feats are largely suggestions, especially the higher-level ones.
1st: Battlejump, Up the Walls
2nd: Power Attack
3rd: Improved Bull Rush
5th: Leap Attack
6th: Power Lunge
8th: Psionic Weapon
9th: Shock Trooper
11th: Deep Impact
12th: Psionic Meditation
14th: Improved Sunder
15th: Expanded Knowledge (schism)
17th: Combat Brute
18th: Leap of the Heavens
20th: Improved Buckler Defense
#29

Endarire

Nov 06, 2008 19:56:53
Syra: Why a raptoran instead of a dragonborn (half-)orc? Orc blood allows for Headlong Rush.

Also, Leap Attack [General] is first available at level 6 since it requires Power Attack and 8 Jump ranks.

I still appreciate your contributions, however.
#30

syrazemyla

Nov 07, 2008 16:31:57
Syra: Why a raptoran instead of a dragonborn (half-)orc? Orc blood allows for Headlong Rush.

Also, Leap Attack [General] is first available at level 6 since it requires Power Attack and 8 Jump ranks.

I still appreciate your contributions, however.

Because I basically created it while I was on the bus with my laptop, and I didn't have access to your thread, so I didn't see that trick. Oh, well.

And I think we can shuffle the feats around. Psionic Weapon goes to 5th, Psionic Meditation to 8th, and Leap Attack to 12th. Or something.
#31

Endarire

Nov 12, 2008 0:41:15
1.5 is up. I'm surprised no one mentioned the maneuver illegality!
#32

Endarire

Nov 26, 2008 2:30:39
I'm taking suggestions for making effective dragoons without the Tome of Battle. More barbarian is seemingly the way.
#33

Endarire

Nov 26, 2008 21:41:51
1.6 is up though I pity the person who starts at low level and wants to play a Twilight Lancer.
#34

Endarire

Dec 05, 2008 21:24:51
Having reread Races of the Dragon 10, becoming a dragonborn negates all aging bonuses. It's still worth its blue rating.
#35

Endarire

Dec 29, 2008 21:18:29
Happy early 2009!
#36

snakeman830

Dec 30, 2008 19:02:13
Quick note: Thri-kreen's jump bonus is racial (not competence), so it stacks with any other modifiers (including the Blade Dancer).The 2 HD and +1 LA is worth it for a dragoon with an additional +35 in jump over humans IMO.
#37

Endarire

Dec 30, 2008 20:36:20
Which Thri-kreen version do you use? Shining South 73 clearly states the bonus is competence.

Also, do you like the sblocks?
#38

Endarire

Jan 30, 2009 16:50:07
1.7 is up for DMs who hate Unearthed Arcana and Tome of Battle.
#39

emy

Feb 05, 2009 1:44:13
Spell Storing Enchant/[color=navy]Power Storing Enchant [Psionic][/color]: +1
How I love thee; let me count the ways! Nothin' says lovin' to a frost giant like a 12d6 [url=http://www.d20srd.org/srd/spells/scorchingRay.htm]scorching ray[/url] as part of a charge that does, double, quadruple, or even more damage!

The major drawback is its third level spell limit, but remember that spells cast into this weapon use the caster's caster level and DC. [i]Slow[/i] against a major villain as part of a full attack, anyone?

I'm sorry if this has been brought up before.

Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires.

I don't see how the spell damage would be multiplied. The spell's not actually a part of your charge attacks. The spell just happens to go off during them. A spell that requires an attack roll might get some bonuses from charging, but they won't be the same ones that applied to your normal melee attacks.

edit: Against anything that's not [cold], I think a Sudden Maximized Shivering Touch would be a great spell to put in a spell storing weapon.
#40

Endarire

Feb 05, 2009 16:35:46
I meant for Spell Storing's damage multiplier to apply to the charge, not the spell stored.
#41

Endarire

Feb 06, 2009 14:00:13
I posted Build #6, the Broadcaster, but I feel it can be significantly improved. I request suggestions for its improvement!
#42

Endarire

Feb 25, 2009 20:34:36
I reference this thread way too much to let it drop.

As an aside, happy Ash Wednesday!
#43

rypta

Mar 25, 2009 20:36:59
Bring on the Pain!
Let's assume near-ideal conditions: You're wielding a Halberd of Vaulting (Arms & Equipment Guide 109) that's been modified to instead act as a lance. It has the Valorous enchant (Unapproachable East 54), and you're able to trigger Battle Jeap and Leap Attack, but not Combat Brute, Headlong Rush, or Diving Charge. Since you apparently have no choice, Power Lunge also triggers.

Not including Power Attack or criticals, your charge does quintuple (5x) damage! Suddenly, a meager d8+14 damage does 5d8+70, per attack! (+6 from STR, +4 from Power Lunge, +4 from a +4 weapon - all quintupled)

In that example, how do you get 5x charge damage? You include valorous (2x), halberd of vaulting (2x) and battle jump (2x). That should be 4x. Are you considering him mounted with the lance modification?
#44

Endarire

Mar 25, 2009 21:11:57
I fixed the attack math to slightly smaller numbers. You can still do uber damage though.
#45

rypta

Mar 25, 2009 21:35:26
I fixed the attack math to slightly smaller numbers. You can still do uber damage though.

No doubt about it. I was just driving myself crazy trying to figure out was I missing, figured I'd better ask. :P
#46

rypta

Apr 02, 2009 21:08:12
Not to be that guy, but it looks like you take the sudden leap maneuver without the 1 TC maneuver prerequisite, and bounding assault without the second DM maneuver prerequisite.

I've been wrestling with my own maneuver orders and was using yours as a rough guide...its kind of a headache with all the level, initiator and maneuver requirements.
#47

dr_rocktopus

Apr 02, 2009 21:18:59
It definitely is! This summer I'll write a nice calculator & tracker for that in python, and that should ease things up a lot, but as it stands, there's no easy way.
#48

rypta

Apr 03, 2009 16:56:01
It definitely is! This summer I'll write a nice calculator & tracker for that in python, and that should ease things up a lot, but as it stands, there's no easy way.

Lookin' forward to it!
#49

Endarire

Apr 03, 2009 19:04:00
I never noticed Sudden Leap had a prereq. Bah; take Wolf Fang Strike instead for a L1 Tiger Claw maneuver or wait a short while for Claw at the Moon. At least stances count toward prereqs.
#50

sofawall

Apr 03, 2009 19:09:21
It definitely is! This summer I'll write a nice calculator & tracker for that in python, and that should ease things up a lot, but as it stands, there's no easy way.

Python, bah, who needs it, all you need is one class in grade 11 for Java and you're set!

Or, you would be if they taught you useful things...
#51

dr_rocktopus

Apr 03, 2009 21:37:26
Repeated mention of java will make me endeavor to put my head through your chest via the most sturdy portion of your sternum. Lisp, C++, python, ruby, whatever, fine. I love them all except java.
#52

sofawall

Apr 03, 2009 21:39:03
System.out.println ("I happen to find it annoying as well.");

Wow, I still remember how to do the most basic of things. Hoorah.
#53

Endarire

Apr 04, 2009 13:59:59
I respectfully ask for off-topic discussions to go elsewhere, like private messages.
#54

Endarire

Apr 27, 2009 12:36:32
Bump for a new month.
#55

dr_rocktopus

May 01, 2009 12:26:41

beat you to it!
#56

Endarire

May 05, 2009 16:08:00
WARNING! Attempting to play this in a game with other players may cause them to hate you for stealing their show.
#57

SylvanPrincess

May 08, 2009 2:36:22
Tempest Stormwind's Dragoon

[center][color=blue]The Lancer (AKA The Dragoon)
a composite character build by Tempest Stormwind
with valued contributions from the following board members:
Shoes, Otto the Bugbear, Antidjinn, Bacris, Tenken, mommy was an orc, Jedrious, Sardrakh, Fendrin, Sentient, and very special thanks to Impeesa - a natural 20 to this build.
Lovingly edited and formatted by Endarire.
Inspired by the Final Fantasy dragoons.[/color]

IMAGE(http://www.telusplanet.net/~sdupuis/Tempest/lancer.jpg)

Inspired by dragons. Trained for war. Glorious in battle.[/center]

The lancers are a diverse group of people that fight in a distinctive, if meteoric style. While they may appear no different than any other light foot soldier or cavalry when first encountered, their superhuman speed soon sets them apart. Their signature combat technique is revealed when one takes to the sky through a legendary leap, only to crash, weapon first, into their target before landing gracefully.

The style is passed on by way of individual mentors; each lancer recieved his or her basic training from a single, more experienced master. Such training often involves precision leaping from tall trees and, in extreme cases for experienced lancers, mountains. An individual lancer may then focus on any of several different techniques to round out their combat repotoire. In fact, the tradition declares that each individual lancer develop his or her own unique variation in the combat style. Some wield swords, others ride mighty steeds, and still others practice the way of the warrior-mage. In this way, they remain versatile on the whole, and adaptable individually, while allowing their techniques to expand and develop when new moves are learned, new magic discovered, or new gear engineered.

Lancers who focus on mounts prefer to be called dragon knights. The original founders of this combat technique, who have the strongest ties to the dragons themselves, often in service of Bahamut, call themselves dragoons. For practical purposes, the terms of 'dragoon' and 'dragon knight' are interchangable, and a typical lancer will answer to any of these.

Presented below is a suggested template for lancers. It is fully playable regardless of your character race. There are suggested adaptation tips below.

By and large, the Lancer is a modular concept. Only two feats, Leap Attack and Power Attack, both highlighted below, are absolutely required, though there feats required in this build that are NOT required to be a lancer. (Dodge is necessary for the blade dancer prestige class but optional for the dragoon concept.) In fact, your lancer could have a completely different class breakdown than this. It's entirely up to you whether you use this basic version or one of your own devising.

The build itself is, at its core, a union of two simple CO-board designs, the uberdamage charger and the mobility monkey.

[center][size=4]The Lancer[/center][/size]
Any race. Must be of Lawful alignment.
Lancers are all dedicated and disciplined individuals, often in military service. The original founders were paragons of virtue in the service of Bahamut himself, but the style has grown so much that today the best and worst that each race has to offer are found bearing the lance.

Attributes
STRength: 15 (+2)
DEXterity: 14 (+2)
CONstitution: 13 (+1)
INTelligence: 10 (+0)
WISdom: 12 (+1)
CHArisma: 8 (-1)

Stat Increases
4th: +1 to Wis (12 to 13)
8th: +1 to Str (15 to 16)
12th: +1 to Con (13 to 14)
16th: +1 to Str (16 to 17)
20th: +1 to Str (17 to 18)

The lancer requires only 13 STR, DEX, and WIS. Adjust these scores and adjustments as necessary if your chosen race has racial modifiers to one of these abilities. The use of certain feats or classes in customization may alter your priorities here as well.

Assumptions
-Psionic powers meet the very loose blade dancer prerequisite.

That's it. Any DM allowing psionics is likely to see that the blade dancer was written for a psionicless campaign, but the class would still work with a psionic feel.
(You can explain a Battle Jumping scout as an ambush-technique specialist.)
If you feel the lawful alignment is too stringent, ask your DM. The description says many blade dancers frequently get drunk which doesn't seem lawful.

Classes and Feats
Scout (CV) 11 / Psychic Warrior (XPH) 2 / Blade Dancer (OA) 7

01 Scout - Battle Jump (Unapproachable East) Skirmish 1d6, Trapfinding
02 PsyWar - Power Attack^
03 Scout - [**] Battle Fortitude 1, Uncanny Dodge
04 PsyWar - Dodge^
05 Scout - +10' Speed, Skirmish 1d6/1, Trackless Step
06 Scout - Mobility^
07 Scout - Evasion, Skirmish 2d6/1
08 Scout - Flawless Stride
09 Scout - Up the Walls (Expanded Psionics Handbook), Skirmish 2d6/2
10 Scout - Spring Attack^, Camouflage
11 Scout - Skirmish 3d6/2
12 Scout - Speed of Thought (XPH), Blindsense 30'
13 Scout - Battle Fortitude 2, Speed +20', Skirmish 3d6/3
14 Blade Dancer - Acrobatics +10, Fast Movement
15 Blade Dancer - Mounted Combat[1], Enchanted Blade 1
16 Blade Dancer -
17 Blade Dancer - Ride the Wind, Improved Fast Movement
18 Blade Dancer - Spirited Charge[1], Acrobatics +20, Acrobatic Attack
19 Blade Dancer - Enchanted Blade 2
20 Blade Dancer - Greater Fast Movement
----------------------EPIC BREAK----------------------
21 Blade Dancer - Legendary Leaper (Complete Adventurer)

^ Bonus Feat.
[**] Races that do not favor Scout or Psychic Warrior should take Additional Favored Class (Unearthed Arcana 100). Any race that favors scout, psychic warrior, or a suitable replacement can and should take the Run feat here.
The calculations below assume that you took the Run feat. Most lancers are likely to be human anyway, so they have the room.

[1] These two feat slots are fully rotatable for whatever your lancer wishes. They were chosen both for amazing Power Attack synergy and a nod to the historical dragoons, who were mounted infantry. Stand Still (XPH) and Combat Reflexes are solid replacements for a foot-only soldier using a reach weapon.

If you're more interested in raw damage, the Powerful Charge and Greater Powerful Charge options are useful here, both in Eberron Campaign Setting, although they are size dependent.

Do not underestimate the power of Cleave in this build. It and its bigger brothers, are the only way I know of to add more attacks to the end of the charge at the same damage potential as the charge! Cleaving is especially potent in full-attack-chargers. Don't take them if your DM isn't the sort to offer cleaving opportunities though, as this feat is highly situational unlike the others suggested here.

Monkey Grip (Complete Warrior) is another interesting feat for the damage-monger, as it lets you wield larger weapons with a lower penalty, which of course means more damage. Goliath and half-giant lancers already enjoy a similar ability. If you continue with psionic aspect of the lancer enough to reliably use expansion, psionics becomes an even more attractive choice.

The best feat choices for a damage dealer in general, however, would be Improved Bull Rush and Shock Trooper (CW), for the Heedless Charge maneuver. This not only virtually assures you a hit on an insane PA, but minimizes the penalty that the low AC brings by letting you walk away from the charge -- so far away that they can't even charge back at you unless they have a VERY high speed. Shock Trooper also synergizes nicely with skirmish.

For the tactical warrior, Deft Strike (Complete Adventurer) and Neraph Charge (Planar Handbook) are sound choices, especially since your advanced speed can get you out of most attack ranges while you use Deft Strike.

For the truly mobile, Psionic Charge (XPH) or a similar charge-redirection feat can sew mass chaos on everyone. Remember, OVER to DOWN is only a 90 degree change. (Watch your psionic focus!)

For a melee character, his hit points are surprisingly low, though thankfully he spends most of his time in positions that are impossible or impractical to hit. Improved Toughness (CW) can fix this somewhat, and it should probably be considered, especially if your race has a Constitution penalty.

If you want to limit the number of books you're using or improve your jump a bit, Skill Focus (Jump) and Acrobatic are the way to go. These let you attain similar results to the ones below but in FAR heavier armor, up to a -5 check penalty, for identical results.

Mix and match these or one of your own discovery as you wish.

Skills
MUST HAVE
Jump! Tumble!

SHOULD HAVE
Balance, Climb, Listen, Spot.

WOULD BE NICE
Concentration (if you took feats that require you to expend your psionic focus), Hide, Intimidate, Move Silently, Ride
(Ride moves up if you wish to be partly or fully mount-dependent.)

Equipment
MUST HAVE
-Poiearm or spear. Use a lance if you intend to be mounted often or a halberd or longspear otherwise. Double hand your weapon for more damage.

-Light armor with a low armor check penalty. Mithril breastplates and chain shirts work wonders here. Get the halfweight property (Underdark) on mithril armor to make full plate considered to be light armor.

-Longbow or shortbow for skirmish.

SHOULD HAVE
-Valorous weapon (Unapproachable East). When using a lance while mounted, you get triple your STR to damage.

-Speed enhancement. Boots of of continuous expeditious retreat cost 8000 gold by the charts.
(Must provide better than +20 feet enhancement, or a nonenhancement bonus.)

-Acclerator: dorje of hustle, see below.

-Jump boosters (any sort)

-Fall blocker (Cape of Catfall; see below)

-Freedom of movement, like the ring

-Low check penalty shield AC: MW dastana (OA), Ring of Force Shield, mithril animated shield

-Mount: A dragon, horse, or phantom steed is optimal. A mount is mostly important for mounted dragoons and if you rely on a mount you should wield a lance.

-General combat boosters: Strength, Dexterity, Constitution, AC, saving throws, etc

WOULD BE NICE
-Brooch of inertial barrier: See below

-Wisdom booster for power points

-The perfect weapon for this lancer would probably be an aurorum (BoED) Illithidwrought (Und) Wrathful Healing (Enemies & Allies) Valorous (UE) lance of Collision (XPH). Mind your DR.

-There is a weapon in the A&EG, the halberd of vaulting, which gives a huge bonus on Jump checks and another damage multiplier for exactly this sort of attack; however, attempts to break down the pricing to figure out how much this should appropriately cost a PC proved that it's dramatically underpriced at the value it's listed! If it could readily be converted, it (enhanced with Valorous) would easily make the best base lancer weapon.

-The perfect 'heavy' armor for this lancer would probably be a mithral Halfweight Full Plate of Nimbleness (Magic of Faerun), possibly with Illithidwrought (Und). It has an armor check penalty of -1, regrettably, but +10 AC (before enhancement bonuses) with a max dex of +5 at half the weight of normal full plate.
Alternately, a magical mithral breastplate of anything you choose will continue to function in antimagic, and allows greater customization with only slightly weaker protective capability. It lacks the style of a dragoon in full plate, though.

-Critical Booster: Keen/Maiming (Miniatures Handbook)
Crits add yet another set of multipliers- and with both these enhancements your lance would be a 19-20/x1d6 weapon- but not every enemy is vulnerable to crits, and you can't count on them. That's why they're optional.

Final Assets at Level 20
Assumed to have no magical equipment. The stuff above appears in parentheses.

Base Attack Bonus: +16. Epic ready.

Speed: 110 ft base (22 squares). On top of this, he runs at 5x this speed (which works out to, with no equipment, 68 miles an hour, or over a mile a minute), retains his dex bonus to AC while running (even when surprised), has Flawless Step, Up the Walls, Skirmish, a high Tumble and Spring Attack. This amounts to him doing this regardless of terrain, including on vertical surfaces, while getting bonus AC and damage, avoiding AoOs, and spring attacking from further away than most characters can move and attack (or, in extreme cases, charge.) Trackless Step and Ride the Wind are the icing on the cake. (If this is not enough for you, supplement it with your mount, and it's for this reason I suggest a [i]phantom steed[/i]. It sticks to the high-speed-in-many-places theme, and can [i]water walk[/i], which means you can now literally run at this speed anywhere on the planet's surface.)

Jump Check: 23 (ranks) +4 (strength) +2 (Synergy) +20 (competence) +4 (Run) +32 (speed) [+anything from other feats like Skill Focus or items] = +85, plus effective Skill Mastery. This lets us take 10 for a high jump of 23.75 feet, or a long jump of 95 feet. He can clear 11.875 feet high jumping or 47.5 feet long jumping without moving first, which is enough to trigger Battle Jump (but not Leap Attack) on a Medium or shorter creature from melee, or Leap Attack (but not Battle Jump) from rest.

Other Skills: Acrobatics provides +20 and Skill Mastery in Balance, Climb, and Tumble as well as Jump. Tumble in particular should be taken to help avoid catastrophic falling damage. (See here for epic Tumble DCs.) Also, OA and the Epic Level Handbook both say that a DC 40 Tumble is all you need to take a 10' step as a 5' step, which means you can trigger Skirmish on close-quarters full attacks, or pull off a poor-man's hustle for evading full attacks.
Finally, max out Ride if you plan on using a mount. you use your mount's Jump check or your Ride check for those attacks, and it's cheaper/easier to compensate for the mount's jump in general than it is for your ride check. Besides, you have Mounted Combat. Keep your mount alive!

Other Combat Stats: Saves 10/12/5, with evasion. Initiative check of +4 due to Battle Fortitude. Also posesses Uncanny Dodge and Acrobatic Attack, and the most impressive Spring Attack you'll ever see this side of the two weapon rogue/tempest/elocator.

(The blade dancer's Acrobatic Attack as written is identical to the 3.0 duelist's ability of the same name, which was updated in the revision to Acrobatic Charge. For some DMs, this may alter the class feature somewhat, making it nearly obsolete as you'll just jump over most difficult terrain.)

Scouting: 30' blindsense, combined with an amazing Spot/Listen check, psionic powers that can augment this, and any natural sensory abilities the character enjoys due to race. On top of all this, he has AMAZING stealth options for an armored fighter with Camoflauge, Hide/Move Silently, and a low armor check penalty, hopefully.

Charge Discussion
We all know that charges can be lethal when certain multiplicative effects are applied. This build was the first I know of to use Leap Attack and other multipliers to attain sickening returns on Power Attack.

By using a two-handed weapon such as the lance or most spears, a lancer performing any leap of 10' or more HORIZONTALLY as part of a charge deals triple his bonus damage from Power Attack, which is already +2 per -1 for using a 2-handed weapon. The Battle Jump feat doubles all your damage if you drop or jump DOWN onto an enemy from at least 5' above them to a maximum of 30' above them. (You take fall damage unless you negate it somehow.) Note well the distances; this prevents some types of jumps. Battle Jump also changes attacks into 'charges' even if they violate the charge movement rules: A lancer doing a vertical leap 5' above the target's height, and then falling, will behave as a charge even though the movement was not in the same direction or necessarily the same line. This is important, as some of your options do not trigger unless you 'charge,' mainly the Valorous weapon enhancement (UE) which further doubles all damage on a charge.

The easiest way to handle damage calculations this way is to figure out your multipliers on base damage and power attack separately, and then add the final results for each together. I've worked out a few basic formulas for you here:
N = normal weapon damage without strength. (This includes anything else multiplied, like enhancement bonuses.)
S = Strength modifier
P = Power Attack penalty.
M = Final damage multiplier under D&D rules since two doublings equal a tripling. (This is 3 for the normal lancer via Valorous + Battle Jump.)
E = Extra damage from nonstacking sources, like Skirmish.

Assumes Leap Attack Triggered
TWO HANDED WEAPON: M*(N+1.5*S) + 2*P*(M+2) + E
ONE HANDED WEAPON: M*(N+S) + P*(M+1) + E

Basically, under normal conditions (Battle Jump + Leap Attack), this amounts to a 10:1 return on Power Attack, plus 3x normal weapon damage, every round. On foot.

Hence the battlecry for this build: "IN YOUR FACE, FRENZIED BERSERKER!"

(Note: You can drop M to 2 if you do a purely horizontal leap and thus do not trigger Battle Jump, which may work better in tight spaces. If you're completely unable to jump, this drops a fair bit, and you're limited to your weapon's reach as an advantage. Doesn't this remind you very much of the FFT lancers? Unlike them, however, you do have a VERY impressive Spring Attack range, which in the most beneficial case. You have an item granting a mere 10 or 15 extra feet on that which any artificer PC can design for you. (If your DM won't let you, see the item alteration infusion (ECS) and the Boots of Striding and Springing, swapping the enhancement bonus for luck or something. Alternatively, get an item of continuous expeditious retreat for 8000 gold.)

Yes, this is indeed EVERY ROUND! Your prodigous speed allows you to move however far back you need to still get a running start and pull off a leap that covers the requisite 10' horizontal, [enemy height+5]' vertical distance to trigger the charge on Battle Jump, and since you did leap 10' horizontally as part of this charge, Leap Attack kicks in, and... WORLD OF PAIN!

(For the player, the DMG general rule on monster height is that their height is approximately equal to their space, so a Large creature occupying a 10' square is about 10' tall. Skip quantifies the distinction between [Long] and [Tall] creatures in All About Mounts: Part 5.)

Furthermore, the lancer above is capable on foot and on a mount. When mounted, making such a leap limits his options somewhat, as he'll be using his Ride modifier or his mount's Jump modifier, whichever is lower. I'd suggest a phantom steed that's air walking and thusly able to jump from 10' above the opponent. The steed's excellent speed also helps for a wonderful Jump check. Assuming such a leap is possible, you get the same returns as before, but further doubled for a lance (just use it 2-handed), doubled again for Spirited Charge. This means that, for the big guns, he can end up with a 14:1 return, plus 5x normal damage, with the lowest maintenance mount I'm aware of. He does this without any levels in cavalier (CW), too!

If height is an issue, like you're trying to jump on the head of the dragon in true Kain style, use Up the Walls first. This can get you about a hundred extra feet off the ground. You then use your standard action on "start full round action (charge)," leaping away from the wall, tree, dragon, or whatever you ran up. Your next round will be spent finishing the movement and finishing the charge. Just like the Final Fantasy Tactics lancers, your target may move and thus you miss, but in the mid-round you're much, much harder to hit. Up the Walls also has the added flavor bonus of being, effectively, Ignore Height when your speed is this high. (Ignore Height is a marginally useful but very memorable FFT lancer ability.)
To get the most out of maneuvers like this one, activate your dorje of hustle first as a swift action. (See Rules Compendium for details. The Sage ruling in Rules of the Game 2 has no link available.) Use the extra move action to run up the wall, and then you still have your full-round action to charge. This compresses the attack into a single round.

Alternately, on landing from ANY leap, activate the dorje of catfall if you can. Obviously, it won't work on a hustle Up the Walls jump, as you're out of swift actions, but it will work on a two-round jump or a normal jump without a wall. Use the extra move action to withdraw out of anyone's reach. Your abundant speed and Tumble skill, or Mobility and Skirmish, should be reliable. This also helps you reposition after you land should you miss your opponent on the two-round leap.

Finally, since he's moving a fair bit more than 10', he gets +3d6 on all damage and +3 AC. This isn't terribly critical but it's helpful considering your lighter armor and your need to make your one attack this round count.

Customization
The lancer is VERY customizable. The armor enhancement, most of the weapon enhancements, between two and four feats (race dependent), the selection of secondary style (mounted, heavy armor, tactical, etc.) are up to you.

In fact, a fully-mounted version is quite possible; my favorite is paladin 5 / cavalier 10 / paladin+5. Simply take some advanced flying mount or the like as your steed, grab your two-handed lance, and be ready to charge. The mount's bonus HD will help you improve its Jump check, as now it can qualify for certain feats including Skill Focus (Jump) and has skill points to spend on Jump. This version, using Unstoppable Charge on a Battle Jump, has a whopping 18:1 return on Power Attack, along with 7x the normal weapon damage, provided he uses the lance two-handed. (Surprisingly, Combat Brute (CW) doesn't help this damage much, but it does give you a similar return on your second attack should you remain in melee rather than spring attacking.)

An alternate heavily-overhauled build is one I will not explicitly quantify, the Supreme Cleaving Full-Attack-Charging Mounted Battle-Jump Attacking Frenzied Berserker lancer. In the interests of avoiding TPKs, DMs should put away their notepads right now, and players should turn off their twink instincts. Any player or DM who attempts to field this behemoth fully deserves the inevitable sack beating behind the game table. The author of this post is not liable for such injuries.

Humans have the easiest time with this build, as expected. A favored class of Any means that they don't need Additional Favored Class, and they get a bonus feat at level 1. Half-Elves come next, also for the same reason.

Not surprisingly for a damage build, the half-orc has another interesting option available to it. The feat Headlong Rush (Races of Faerun) allows a half-orc to double his charge damage YET AGAIN at the cost of provoking AoOs for his movement. A lancer's traditional charge movement is FAR higher than most people can reach with an AoO. This adds 2 to the return on any Power Attack here and adds another multiple to any normal damage; 4x, 12:1 standard, 6x, 16:1 above build while mounted, 8x, 20:1 cavalier version. This damage is NOT on a critical hit!
To put this in perspective, the Ubercharger "only" has 6x, 12:1, and manages a damage range of 1803-1908 with assorted buffs and no less than four [i]miracle[/i]s. Ouch.
To my knowledge, this sets a new Dungeons and Dragons world record for damage multiplication on a charge.
Setting Suggestions
Generic
Stick to the basic description above, a loosely-knit master/apprentice style of warrior originally inspired by dragons and created by paragons of virtue in service of Bahamut himself.

Epic Lancers
Lancers are ambitious people, and frequently they strive to change the world. One of the dragoons, Sir Kain Highwind of Baron, is so renowned that his very name has become synonymous with the style, and he serves as an inspiration to everyone.

However, the few lancers that accomplish enough to be counted among the heroes of bardic epics are just as diverse as the rank-and-file lancers found throughout the world.

Generally they focus on whatever is expedient at the time.

In the case of this particular lancer build, level 21 is plotted already; Legendary Leaper (CV) is a natural for this build. I'd highly suggest continuing blade dancer until level 10 at the very least for Supreme Fast Movement, taking feats like Epic Skill Focus (Jump) or the like. (Goliath lancers should probably take Epic Skill Focus as their first epic feat, as they already have a close-enough approximation of Legendary Leaper.) Epic Blade Dancer may also be a sound choice, but I can't remember if there ever was an "official" one published. Still, it isn't too hard to devise an epic progression for it.

Since, for a melee-esque character, the lancer has only mediocre hit points (121 or so at level 20 on average with a modest CON bonus and without Improved Toughness), Epic Toughness might actually be a viable choice here.
For lancers who focus heavily on one weapon type, the Devastating Critical (CW) feat chain is certainly worth a look into.
For the lancer with more than a passing interest in riding, there are an assortment of mount-related feats worth looking into, along with levels in Cavalier. Be advised that cavalier Deadly/Unstoppable Charges are actually less effective than they sound in the class ability; they count as another doubling or a tripling of the damage in the end, that's all.

Essentially, your epic options are as variable and versatile as your character has been up to this point. You're not wanting for choices, so choose wisely and well.

Adaptation:
Let's face it, not every DM is going to allow this many books. Some don't want to use OA for flavor or revision purposes, others deny FR material, and still others hate psionics. What to do in these cases?

No Psionics
This hurts you a fair bit, but you can recover. The obvious replacement of psywar with fighter isn't as wise as it would be normally. You still need to be able to cast first level spells for blade dancer. For this reason, I'd suggest dropping two levels of either blade dancer or scout as well as trade psywar for four levels in paladin, hexblade (CW), or ranger depending on your preference, and ability scores in the case of the hexblade, a charisma caster.
I recommend Sohei (OA) instead, which also grants spells at 4th level. I haven't seen the 3.5 update for this class, but as written, the signature Ki Frenzy ability further increases your speed and gives you a flurry-like ability. To top it all off, no ability score modifications are required, as Wisdom is its key ability score. In this case, the Bracers of Psionic Lion's Charge mentioned under Would Be Nice become a Should Have.
Using any of these nets you a higher attack bonus (usually) along with a few other interesting class features if you wish. You've lost Up the Walls and a Cape of Catfall as well- consider the Dash feat (Player's Guide to Faerun) to make up for the lost Speed of Thought, and a same-price-but-far-less-effective ring of feather fall- be sure to custom make this one so it doesn't slow you down too early.

No Oriental Adventures
This is crippling if you want truly epic leaps, but you can recover as well. The easiest solution here is to replace Blade Dancer with 2 or 3 levels in Scout, Fighter or PsyWar, and 4 or 5 levels in Thief-Acrobat (CV). This returns your Skill Mastery in Jump along with Defensive Roll and, possibly, Improved Evasion. The cost is a lower base attack bonus and, of course, a SIGNIFICANTLY less effective Jump check; however, since the blade dancer provided Competence bonuses- the easiest ones to get with magic items- replacing it isn't going to be difficult, just slightly expensive. Speed enhancers and jump boosters become critical in this variant.
Another easy solution to this would be the Exemplar (CV). I'm not terribly familiar with the class, but from what my early perusals show, it seems like a decent, if humble, replacement for Blade Dancer in the Jump department.

No Faerun Material
You lose Battle Jump and the Valorous enchant. That's about it. This puts less of an emphasis on high jumps and more on jumps in general, as you no longer need to fall DOWN on your opponent. However, this does also cut out some of the interesting "charge" triggers, as now you're held to the same movement-as-charge restrictions that everyone else is, meaning you must charge in a straight line with no other movement this round. I'm sure you can find a feat to replace Battle Jump.

Core Only
Play a druid and pretend you're a dragoon.

One-Plus-One Gaming
This is a variant I'm familiar with. DMs allow builds that have one, at most two, classes in them, base or prestige. In this variant, I'd suggest going scout into Blade Dancer at some high level. You would lose out on martial weapon proficiency at lower levels which isn't critical unless you're going for a mounted build; just use a longspear or other two-handed simple weapon. For psionic feats, you can get by with Wild Talent or a Naturally Psionic race if you wish. If you don't have access to those, then follow some of the No Psionic tips above.
(I should also note that in this variant, many magic items are limited to two special properties, not counting enhancement bonuses. Hence why I phrased the equipment section like I did and limited the abilities of the unique gear.)

Exalted Dragoons
Another option if you like your exalted material is to replace 2 levels of Blade Dancer with 2 levels of Vassal of Bahamut (BoED). This is difficult to do, but possible, and it fits the flavor of Kain very, very well. I mean, a Lawful Good character who is intimiately tied to the dragons? You get effective heavy armor with virtually no penalty, AMAZING senses (4x low light + 120 darkvision), plus a spell or two. You can even replace Psywar with Fighter under this build, as you can meet the blade dancer prerequisite with VoB levels. The problems with this one are easy: Your feats get very tight, you have to have slain a red dragon solo- not as hard as it seems if you're using this build and have an advantage- you must be contacted by an emissary of Bahamut, you must worship Bahamut, you must maintain Exalted status, and you're under a Vow of Obedience to Bahamut.
Yeah, they're pretty fierce, but you knew the risks when you accepted Exalted rules.

Conclusion
So, what do we have in the end?

We have a scout character who is fully playable from level 1 regardless of race. He'll be as effective as any low-level multiclasser until level 6, when he truly begins to shine. After that point, the rest is developing the signature attack form to some epic-like levels.

He fits the FFT lancer feel very, very well, with very high jumps that sometimes take more than one round to finish, a breastplate (or heavier armor), and a lance. He has a nod to historical dragoons in his potential as a mounted fighter as well as an infantryman, though admittedly the similarities stop there.

The build is EXTREMELY customizable, and adapts to virtually any expanded ruleset.

The core mechanic is easily ported to builds that only BARELY resemble this one, such as the Pally/Cavalier above. (Virtually ANY charger could gain from this.)

The Power Attack returns are the stuff of legends.

He is THE final word on tactical movement without using the Elocator (XPH).

He breaks many archetypes of armored warriors, in having excellent scouting and stealth options, plus a large skill list for most of his career. (I still find it funny that it's perfectly possible to attain primary-combatant roles without levels in fighter or a related base class. Psywar is a support combatant similar to monk and bard, IMHO.)

Since the core mechanic is so simple, he's remarkably equipment-light. Any two lancers built by different people are going to have different gear, even possibly different weapons, as anything that you can Power Attack with works, though two-handedness is highly preferred. (I choose the lance for flavor and mount synergy, though I can see lancers striking with their gauntlets or greaves if need be, or anything a berserker would use.)

It even manages to remain true to the FFT lancer in build mechanics, the scout is a union between an archer's combat and a thief's skill prowess, while the FFT lancer required training as both an archer and a thief.

In closing, we have the Final Fantasy Dragoon. In D&D.

See you in the skies.

IMAGE(http://www.telusplanet.net/~sdupuis/Tempest/kain.JPG)

Noncore Books Required
Complete Adventurer (Some material in linked excerpt above)
Expanded Psionics Handbook (all relevant material also in the SRD)
Oriental Adventures (Blade Dancer)
Unapproachable East (Battle Jump feat and Valorous weapon enchant)

Recommended
Unearthed Arcana (optional; required for Additional Favored Class)

Other optional material mentioned in the above post is from Complete Warrior, Races of Stone, Races of the Wild, Eberron Campaign Setting, Book of Exalted Deeds, Arms & Equipment Guide, Underdark, Magic of Faerun, Enemies & Allies, Miniatures handbook, Player's Guide to Faerun, and Planar Handbook.
#58

rypta

May 08, 2009 9:28:55
so.... this is truly great stuff, i love it! i have always wondered how to create a dragoon, and using some of the advice here, i feel i have crafted something pretty cool.

i worked with my DM to create a slightly-less-holy-but-more-martial paladin. i dont have it typed up yet, but basically, all we did was swap the Smite evil progression and turn undead, with a bonus feat progression. more of a crusades era pally. so anyway, it adds up to six bonus feats in the progression. but he changed the level you acquire them.

old version, smite evil/turn undead: 1st, 4th, 5th, 10th, 15th, & 20th
new version, bonus feats: 1st, 2nd, 4th, 9th, 14th, & 20th

my example only uses 5 levels of paladin. i filled out the normal bonus feats too (from 1, 3, 6, 9, 12, 15, 18th).

here it is, enjoy!

Note: the DM is letting use use arms and armor from the Diablo 2 D20 book. thats where my broadsword came from it is 1d8, 19-20/x2

My Human Dragoon, Chloë; Scout 11/Paladin 5/Blade Dancer 4: .

STR 18, DEX 14, CON 14, i decided to max my STR, STR 22, DEX 14, CON 14
INT 13, WIS 12, CHA 16 my lev 20 numbers are: INT 13, WIS 12, CHA 16

Show
01 Scout 1..........Skirmish (1d6), Trapfinding, [Improved Initiative], [Battle Jump]
02 Pally 1..........Aura of Good, Detect evil, [Dodge]
03 Pally 2..........Divine Grace, Lay on hands, [Power Attack],
04 Pally 3..........Aura of Courage, Divine Health, {+1 INT}
05 Pally 4..........[Leap Attack]
06 Pally 5..........Special Mount (Griffin), [Mobility], [Spring Attack]
07 Scout 2..........Battle Fortitude +1, Uncanny Dodge
08 Scout 3..........Skirmish (1d6, +1 AC), Fast Movement +10 ft, Trackless Step, {+1 STR}
09 Scout 4..........[Improved Critical: Broad Sword], [Mounted Combat]
10 Scout 5..........Skirmish (2d6, +1 AC), Evasion
11 Scout 6..........Flawless Stride
12 Scout 7..........Skirmish (2d6, +2 AC), [Ride-By Attack], {+1 Str}
13 Scout 8..........Camouflage, [Expertise]
14 Scout 9..........Skirmish (3d6, +2 AC)
15 Scout 10.........Blindsense 30 ft, [Whirlwind Attack]
16 Scout 11.........Skirmish (3d6, +3 AC), Battle Fortitude +2, Fast Movement +20 ft, {+1 STR}
17 Blade Dancer 1...Acrobatics (+10), Leap of the Clouds, Fast Movement (+60, or 100)
18 Blade Dancer 2...Enchanted Blade, [lv 18 bonus feat]
19 Blade Dancer 3...
20 Blade Dancer 4...Ride the wind, Fast movement (+70, or 120), [bonus feat], {+1 STR}
#59

SylvanPrincess

May 08, 2009 10:59:47
Rypta: i see what youre saying.... oh well. so the same would hold true then for a barbarian and for a monk then right? because they have speed enhancement bonuses? interesting.

oh and i feel bad about posting my build, because one part of it (the pally part) isnt completely legit. that being said however, i believe it is a small thing to talk to your DM about altering a class slightly. i think this character i created is going to be a house. it is way hardier than the psionic warrior build, even though it give up those nifty tricks. as a human scout to start, it is very skillfull too.

i started thinking about this build thinking about a highly mobile paladin, on and off her mount. i had only thought about crossing the pally with the scout at first. then i decided on my weapons. broadsword, heavy steel shield, and a lance. then i thought hmmmmm, maybe a breast plate? no, that would negate half of the scouts abilities. so i settled on no armor, but added in greaves, pauldrons, and leather bracers.

at this point i realized the character i was subconsciously building: Sophitia from soul blade. DARN IT! i cry out in my mind, why? whenever i am on the path to what i believe is an original build, something from a video game i played as a child leaps into my mind laughing at me!? i care not, because i liked sophitia bunches.
IMAGE(http://ryusaki.r.y.pic.centerblog.net/ro3y1qi0.jpg)
#60

Endarire

May 17, 2009 1:45:49
Updated to 1.9 with thought process (see FAQ of Administrative Stuff) and minor fixes.
#61

naldor

Jun 07, 2009 15:51:56
One minor nitpick: I don't think the Half-Minotaur Dragonborn Water Orc should have the giant type. Half-Minotaur specifically says that creature type is unchanged by applicaiton of the template, which might matter for a few specific prestige classes.

Also, looking at the text for Power Lunge, it looks like the bonus damage would not be multiplied, as it is "in addition to the attack's damage [the multiplied quantity]" and this might be worth noting.

Excellent guide overall though. Currently working on a mounted dragoon using the "limit break" technique you brought up, and I finally get a chance to put the party's FB to shame. ;)
#62

Endarire

Jun 28, 2009 21:23:35
Happy 2.0!

There's a new build for level 20ish people wanting to use Island of Time, as well as minor maintenance.
#63

rypta

Jun 30, 2009 9:37:33
I've used your guide to make my own version of a dragoon and I've had a lot of fun with the knockback feat. It gives you free bullrush attemts when power attacking, adding twice the power attack penalty to your bullrush check if wielding a two handed weapon and you dont have to move with the enemy. Its great when you can save sudden leap or travel devotion because you moved the enemy instead. It gets even better with combat brute which lets you add +1 attack and damage to your next round's attacks for each 5 feet you moved the opponent during a bullrush.
#64

Endarire

Jun 30, 2009 18:03:10
Knockback (Races of Stone 142) is handy for a bull rusher who happens to be Large and going for Combat Brute, but it's niche.
#65

rypta

Jun 30, 2009 19:44:47
The jotunbrud feat allows a human to qualify for knockback, which helps a little.
#66

Endarire

Jul 23, 2009 16:17:03
I combed through each part of each post and revised stuff beneath my standards. Now the guide's a bit more professional. Enjoy version 2.1!
#67

emy

Jul 23, 2009 18:15:35
I could have sworn I posted this here a long time ago, but apparently not:

Would the Ordered Chaos feat from Fiendish Codex I help for RAW Blade Dancer qualification?
#68

Endarire

Jul 24, 2009 19:03:19
I rearranged the posts to make room for Ordered Chaos.

How do y'all feel about obsessive hyperlinking and page citing? I wanted to ensure everyone could quickly find stuff after they saw the topic.
#69

rypta

Jul 24, 2009 22:24:20
Why is alignment such an issue? The OA errata made blade dancer non-chaotic.
#70

Endarire

Jul 26, 2009 21:55:55
Where is this OA errata?

Also, 2.2 is in the works. A new build, the Trancer, is up.
#71

rypta

Jul 27, 2009 13:04:36
Where is this OA errata?

Also, 2.2 is in the works. A new build, the Trancer, is up.

Here, under the 3.0 books.
#72

Endarire

Jul 28, 2009 20:16:50
I request your aid in proofreading everything. I fixed many things my last time over, but sometimes a casual eye sees what the trained does not. Any errors- mechanical, formatting, or/and grammatical- are fair game.

Post what you find with my gratitude.
#73

rypta

Jul 28, 2009 20:24:28
Your maneuver selections have errors. You cannot take sudden leap without first taking another tiger claw maneuver.
#74

Endarire

Jul 28, 2009 20:50:09
Sudden Leap is RAW legal now.
#75

Endarire

Jul 31, 2009 19:46:28
Aside from these, the guide is done. For those of you who have playtested a Hood, I seek your aid with the Hooded Pupils section.
What Remains
TO DO:
-Finish Hooded Pupils.
-Add core-only, gnome, and ruby knight vindicator builds.

MAYBE:
-Retweak item and feat ratings.
-Do a little dance.
-Make a little love.
-Get down tonight.
#76

jeriah

Aug 09, 2009 4:05:45
Just a note, but Thri-Kreen have a +30 racial bonus to Jump. They're psionic but have a LA+2 (which you can buy off) and 2 racial HD. If you use the non-psionic version, it's only LA+1.

You also have 4 arms.
#77

Endarire

Aug 11, 2009 0:55:45
I appended the thri-kreen entry to include thri-kreen versions from other books.
#78

Endarire

Aug 13, 2009 15:58:47
Fixed a minor typo in the Attack Math section. Danke, Emy!
#79

Endarire

Aug 29, 2009 2:13:49

2.4 is up. I worked on some things while the board was down. I apologize for the sorry state of this new board's formatting. I'll fix this and place this on Brilliant Gameologists soon enough.

#80

naldor

Aug 30, 2009 22:43:39

I'd just like to tell you that all the work you're putting into this guide is not thankless, despite the lack of recent replies..  I for one appreciate you keeping it up-to-date.

#81

Endarire

Aug 31, 2009 15:15:37

Your encouraging words warm my heart and make me smile.  Have a virtual cookie. 

#82

kupo24z

Sep 01, 2009 19:38:24

I am using the powertool build, am level 4 currently. Have a couple questions. the SRD states that


"Attacking on a Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn. A charging character gets a +2 bonus on the Strength check made to bull rush an opponent (see Bull Rush, above). Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge."


Judging from this, wouldnt you only be able to attack once per turn? (no pounce, no additional base attacks, etc)


How would you trigger battle-jump if you had no walls to jump off of? Can you use Up The Walls to actually run on enemys?


Also it would be a great addition to make a section to all the muiltipliers and how to trigger them, what negitives they give, what to do in each situation (no high jumping, etc).


 


Thanks for the great guide

#83

Endarire

Sep 26, 2009 15:37:55

Battle Jump allows me to treat a specific jump attack as a charge. Pounce allows me to make a full attack on a charge. (A more powerful interpretation is that pounce allows me to make one attack THEN a full attack on a charge.)

Also, if my Jump check is high enough I can always jump up and down in place to trigger Battle Jump. With a lift from a strong ally or a mount (even a summoned creature) I can be far enough above my foe to trigger Battle Jump.

Most foes won't let me use Up the Walls to run on them, though if an enemy soldier holds up a tower shield or has a large enough flat vertical surface, I can.

"While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall."

Apologies for the late reply. This new board dissuaded me from checking this guide.

#84

kyprioth

Sep 26, 2009 18:41:23

I playtested one of these guys, (with a little alternate build.) my playtest DM let me take like one feat early, and I was doing a few hundred damage a turn. At level 5.


I love this.

#85

Endarire

Sep 28, 2009 15:42:29

What was your build?  How could you do hundreds of damage per round at level five?

#86

Endarire

Oct 11, 2009 21:33:19

This guide's been around more than a year.  Happy anniversary!

#87

felgoroth

Oct 12, 2009 8:14:27

I wanted to post a build for a "Dragoon" I worked on.  I made it with no psionics and no ToB (DM's rules).  It was in a sudo-oriental adventures world.


Grasping Paw Nezumi (for the 40 base speed and +2 Dex, -2 Cha, Rokugan Campaign Setting page 26)


1: Scout: Skirmish (+1d6), Trap finding, Leap of the Heavens (PHB2 page 80, 1st Level Feat, jump check doesn’t double if you don’t move 20ft. if you do move 20ft. +5 to your jump), Battle Jump (Unapproachable East page 42, Flaw 1, Initiate a Charge that deals double damage by falling 5ft. on to an enemy), Agile Athlete (Races of the Wild page 148, Flaw 2, add Dex to Climb and Jump instead of Str)


2: Scout: Battle Fortitude +1, Uncanny Dodge


3: Scout: Fast Movement +10ft, Skirmish (+1d6, +1AC), Trackless Step, Exotic Weapon Proficiency: Great Spear (Complete Warrior page 154, 3rd Level Feat, use a big spear that deals 2d6 damage and has a reach)


4: Scout: Dodge (PHB, Scout Bonus Feat)


5: Scout: Skirmish (+2d6, +1AC), Evasion


6: Scout: Flawless Stride, Mobility (PHB, 6th Level Feat)


7: Scout: Skirmish (+2d6, +2AC)


8: Ranger: 1st Favored Enemy, Track, Wild Empathy


9: Ranger (variant Unearthed Arcana page 58): Fast Movement 10ft, Spring Attack


10: Ranger: Endurance


11: Ranger: Animal Companion (you could take a variant if you don’t want an animal companion)


12: Ranger: 2nd Favored Enemy, Skill Focus: Jump (PHB, 12th Level Feat)


13: Ranger (variant Unearthed Arcana page 58): Wild Shape


14: Blade Dancer (Oriental Adventures page 37): Acrobatics +10, Leap of the Clouds, Fast Movement (Doubles base speed)


15: Exemplar: Skill Artistry (applied to Jump), Skill Mastery (one of which you apply to Jump), Cheetah’s Speed (Complete Divine page 79, 15th Level feat, rather than wild shape makes base speed 50 [adds 20 to base speed if your DM’s nice] once per hour you can move 10 times your base speed during a charge)


16: Exemplar: Lend Talent


17: Exemplar: Acrobatic (PHB, Exemplar Bonus Feat)


18: Exemplar: Skill Artistry (apply to whatever), Sustaining Presence, Travel Devotion (Complete Champion page 62, once per day you can move your base speed as a swift action)


19: Exemplar: Persuasive Performance (use a skill which Skill Artistry is applied to in place of a Diplomacy check)


20: Whatever you want, maybe Blade Dancer for Enchanted Blade to apply to your spear.


So here's how it works, you have a 40 base speed as a nezumi if you're allowed play a Grasping Paw Nezumi from the Rokugan Campaign Setting to give you a +2 dex instead of con (page 26 I believe).  Leap of the Heavens allows you to make a running jump with no penalties and Agile Athlete lets you use dex instead of str to jump meaning you want a high dex.  You get a +10 to your base speed at 3rd and 9th level making your speed 60ft. then at 14th level your speed doubles making it 120ft. at 15th level instead of wild shaping you can gain a +20 to your speed (if your DM allows this because its really supposed to make your speed 50ft.) but that would make your speed 140ft. you can also with the sprint ability move 10 times your base speed, which is 1400ft. which means you can move 280 squares.


That being said you gain a +4 to jump for every 10ft. your base speed is above 30, if your DM ok's it you get a +342 to your jump while using your sprint ability.  Assuming you have an 18 in dex at 1st level and put 2 points in from leveling thats a 20 so another +5 to your jump (because of agile athlete you add dex not str).  Then you get another +3 from skill focus at 12th level, then another +10 from the Blade Dancer, then another +2 from the Acrobatic Feat (which you don't really need to take I just wasted the Exemplars bonus feat on it), then another +4 from Skill Artistry.  Assuming you maxed out jump you have 23 ranks in jump at 20th level giving you a grand total of 389 for a jump check which you can take 10 on because of skill mastery (making the skill check come out to 399).  On top of being able to jump amazingly crazy distances, you can now make a diplomacy check with your jump check and I'm pretty sure a diplomacy check of 399 makes a creature fanatic.

#88

sapere

Nov 29, 2009 19:13:34
Probably won't see this, but this guide has been a major key to how my melee characters are built now.  My usual DM doesn't allow psionics, but I'm finding workarounds around that.  I'm thinking slippers of spider climbing would allow me to walk up walls to trigger battle jump, although at a slower speed. 

I've been able to do this once in an on-line campaign and it was crazy.  Some guy captured a hostage and was getting away....or so he thought.  Nothing like running 220 feet on rooftops and dropping down to destroy a man. Leaping into the skies and chopping people in two are fun as well.

I'm kind of moved towards a simplification of Clr1/Fgt1/War18 to fulfill requirements of DMs that don't like rabid multiclassing.  Also, being a dragonborn nezumi draws many accusations of furry.
#89

Endarire

Nov 30, 2009 14:12:12
Sapere: I appreciate your feedback!  What do you want in a future version of the guide?

Tell us more about this daring bit of rescuing a hostage!

Why does Dragonborn Nezumi imply furry?  What race do you use if not Dragonborn Nezumi?

Why do you prefer Cleric1/Fighter1/Warblade18?  Barbarian1 gets pounce!

Tome of Battle and this guide made me realize an effective melee character doesn't just stand there and take hits.  He runs, jumps, climbs, burrows, swims. and teleports where he wants, uses his large reach to stab people for massive damage, and draws aggro like a well-built caster.  Making this guide changed my thinking, and while I don't want every melee character I make to be a dragoon, it's just a matter of how close I come.  How did this guide affect your building melee characters?

All: I added a prominent link to a prettier, older version. 
#90

sapere

Nov 30, 2009 20:11:33

Not entirely sure really.  This is a very good starting point, I just had to modify it to accomodate some things like: multiclass penalties, no psionics, some books not used etc.  The build's effectiveness assumes that the DM accepts psionics, UE, OA, some items, and ToB.  Losing ToB is not too bad, originally I had used the build that did not include warblade.  But valorous, battle jump, and psionics are fairly valuable in increasing the versatility of this build. 

We were in a crowded marketplace with the leader of a group of bugbears dragging away a man we needed to question.  Magic was useless because of collateral damage, our melee fighters couldn't get past the screen of people everywhere.  So I grabbed our spellcaster (who was a small fey), put him on my shoulders and leapt off my horse onto a wall.  Ran up the wall, across a shitton of rooftops to catch up to the bugbear who had gotten pretty far ahead (but he definitely can't move 220ft running).  Jumped off above him, threw the sorceror down who had readied a touch attack and stunned him.  Running up walls is definitely a necessity and should invoke fear into every enemy's heart.

Why do you prefer Cleric1/Fighter1/Warblade18?  Barbarian1 gets pounce!



True, but I had to deal with multiclass penalties.  DM ruled fighter was same as a warblade so I went with that.  Otherwise, it probably would have been Bar1/CClr1/War18.  A charge build isn't as effective here since psionics and Unapproachable East were not allowed.  Since charging all the time isn't a viable strategy, I instead made it an opening move, using Warblade's Pouncing charge in conjunction with diving charge/power attack/leap attack to injure the enemy as much as possible.  Then I would use offensive maneuvers the rest of the fight, or if possible, gain distance and repeat.  In order to make up for the weakness of the charge build, I've added things in such as [keen enervating prismatic spray falchion], exalted (constant magic circle against evil) and soulfire armor etc. 

Most of my melee characters now focus on high maneuverability and versatility.  Depending on what the DM allows, I include as many elements as I can.  The idea of a fast, highly mobile shock unit runs contrary to most people's perception of a slow tough sword and board fighter whose only choices are to move or attack. 

Some things I've noticed:
- in the early levels, if your DM does not agree to partial BAB, you're almost flat out of luck. 
- full plate is not really an option if you want to keep your speed.  halfweight would be a good enchantment, if not for the soulfire/exalted which is much more necessary.
- things get a little complicated when you describe leaping onto a wall and then running up it, although your jump checks are insanely high
- it is a little hard to thematically explain a dragonborn nezumi without sounding like you're playing a furry
- bladedancer should always be a viable dip, double base speed ****s with people's minds
- my feats are spent on learning the path to immoral fortitude (Devoted Spirit). 
#91

Endarire

Dec 02, 2009 12:32:23
Multiclass XP penalties only apply if your highest base class is at least 2 levels higher than your lowest base class.  If you never take more than 2 levels in a base class, this never happens.  Also, dragonborn gives Fighter as an extra favored class, and if Fighter = Warblade for favored class, you can 1- or 2-level dip all you want without penalty.
#92

sapere

Dec 02, 2009 20:14:24
Hmm, you are correct, I don't know why I didn't see this.  Using Warblade as a stock class, then dipping into Cleric/Barb/Rogue should work.
#93

sapere

Dec 02, 2009 20:42:13
My build thus far is

CClr1/War9/Cru/War9

I wanted to have as many maneuvers as possible, so I wanted to max out levels in Warblade and initiator ranks.

I had turned away from charging since valorous and battle jump are not allowed.

 Since I am not charging all the time, pouncing charge will be used instead of the barbarian class.  Feat rogue is also not necessary because I cannot have battle jump.  Psychic Warrior is not allowed.  I have taken two levels of Warblade instead of fighter because I am trying to get the Immortal Fortitude stance.  This also is the reasoning behind Cru as it'll allow me to obtain prereqs as well as let me have an additional bank of useful maneuvers and stances (thicket of blades and rallying strike among them).

I'm wondering however if I've overestimated immortal fortitude.  Basically you can get back to positive health if you can make a save equal to your negative HP damage.  Considering with mind over body, your save at L.18 is 21ranks+4con +1d20, you can live up to -45 HP.  With diamond defense, you can live up to 16save+4con+17ini+1d20 = -57 Hp. 

Feats chosen are as follows:
1:Power Attack
3: Adaptive Style
6:Leap Attack
9:Protection Devotion
12: Rallying Strike
15: Aura of...
18: Immortal Fortitude

Might take two levels of fighter at 16 and 17, considering your IL will be 16 when you hit Level 18, meaning you can still take Immortal Fortitude.  The two feats would either be Cleave/GreatCleave, Improved BR/ShockTrooper, or possibly a level of barbarian to boost speed.

I was originally a cleric with the celerity domain, base speed 40+10+5(quickness).  Decided to go Full Plate with a Tooth of Savnok (ToM, allows full speed in heavy armor) so I could not use the celerity domain power.  This dropped me down to 45 feet.  Although I bought a Tooth of Ronove with expeditious retreat at will so not all was lost.  I anticipate getting the animal devotion, so at level 20, I can move 100feet a round (will take standard action to do so though). 

I did not take Bounding Assault, reasoning that through jumping and/or twisted charge, I could make up the difference.  My Warblade maneuvers are also pretty highly focused on defense, while my Crusader maneuvers focus on special effects (break through DR, immobilize, etc.)  
#94

Endarire

Dec 03, 2009 13:29:31
Why Adaptive Style?  AS is most useful for refreshing/changing maneuvers mid-combat, and if you do this properly, you won't need it.
#95

sapere

Dec 03, 2009 15:58:53
I'm able to express about half the maneuvers I know.  There are some strictly offensive ones and some strictly defensive ones.  For instance, if the creature I'm facing has no magical abilities, I'll use Emerald Razor, Iron Heart Endurance, and Tiger Claw maneuvers to dish out damage and rely on AC +devotion to protect myself.  If I'm fighting a caster I'd ready maneuvers like Mind Over Body, Iron Heart Surge, Moment of Perfect Mind, and Wall of Blades  to protect myself from status/spells.
#96

Endarire

Dec 24, 2009 14:46:44
Smile. God loves you!
#97

Endarire

Feb 15, 2010 16:48:10
Happy Valentine's Day +1!
#98

eviltedzies

May 24, 2010 9:03:01
Might I present my Spartan styled dragoon.

Race: Human
Class: Barbarian 1(Pounce Varient)/Fighter 19

Feats:
1. Improved Initiative
1. Battle Jump
2. Shield Specialization
3. Shield Ward
3. Dodge
5. Mobility
6. Mighty Leaping
7. Power Attack
9. Improved Bull Rush
9. Shock Trooper
11. Evasive Reflexes
12. Leap Attack
13. Robilar's Gambit
15. Endurance
15. Agile Shield Fighter
17. Active Shield Defense
18. Steadfast Determination
18. Diehard
----------------------------------------------------------------------------------------
Note: Mighty Leaping is from the Savage species book and requires a 21 strength, dodge, mobility, and either 9 ranks in jump or a racial bonus to jump. It gives you a +10 competence bonus to jump, lets you make a dc 15 jump check if you intentionally fall to reduce damage by 20 feet, AND your jumping distance is no longer limited by your height. A beautiful feat if you've got the stats for it.

The rest of the build is based on what I would think an actual Spartan would have. Being good with a shield and spear as well as being a tough sob. Robilar's Gambit + Evasive reflexes allows the spartan to dodge out of a full attack by his enemies.
#99

Endarire

May 25, 2010 0:42:56
In 3.5, jump distance isn't limited by height.

As for feats, taking 1 Cleric level can get me 2 feats from domains, or I can take a devotion.  Still, if it fits your style, go ahead!
#100

Endarire

Jul 01, 2010 13:53:39
Bump!

Happy July, people!
#101

Endarire

Aug 12, 2010 20:32:36
Happy August!

Smile!  Jesus loves you!
#102

nijineko

Nov 28, 2010 16:36:53
thank you for the handbook. =D
#103

Endarire

Jan 24, 2011 19:10:37
Save!
#104

Endarire

Oct 24, 2011 22:11:08
Keepin' her alive!
#105

Endarire

Mar 29, 2012 23:01:28
Happy early Easter, everybody!
#106

Endarire

Dec 04, 2012 3:51:55
Early merry Christmas!
#107

radicaltaoist

Dec 04, 2012 10:37:15
I didn't choose hood livin'
hood livin' chose me

Ahh, fond memories. Thanks for preserving this! 
#108

Endarire

Apr 23, 2015 20:31:18

Grace, grace to this!

#109

Endarire

Aug 02, 2015 14:52:44

Savin' this for the ages!

I released this approximately 7 years ago!  Wow!