The Dragoon

The Dragoon

  Ability Requirements
Prime Requisites
Strength 14
Dexterity 12
Constitution 14 Prime stat.
Races Allowed: Any
Proficiencies: As fighter/ with Mastery allowed
Saves: as Cleric/ Save Breath Weapon (as fighter)

Special Abilities per level:
  • Level 1: Jumping NW Prof.
  • Level 2: Weapon Specialization for favored weapon
  • Level 5: Weapon Mastery for favored weapon
  • Level 5: Enhanced Jumping - Att bns/ Double Dmg bns with specialized weapon.
  • Level 9: Weapon High Mastery for favored weapon
  • Level 10: Dragon Killer Aura (Protection vs fear)
  • Level 10: +2 to all breath Weapon Saves.
  • Level 10: Double Attack Bonus vs dragon for allies within 10'
  • Level 14: Supreme Jumping- +3 to hit/ triple damage
  • Level 15: Grand Mastery for favored weapon
  • Level 18: Soul-bond and slowed aging.



When the image of a dragon slayer comes into the mind of a commoner, most think of a courageous high-ranking knight or paladin of sorts. Seldom do they recognize or think of a small order of warriors who have devoted their life in mastering the polearm - a weapon nigh-perfect for battling such large, flight-capable foes - and to tempering their bodies to jump great distances - to surprise and reach their arch-enemies. Then again, few have heard of the Draconic Order of Knights - better known as Dragoons.

Dragoons must have scores no less than 14 in Strength, 12 in Dexterity, and 14 in Constitution due to their need for stamina, muscle, aim, balance, and fitness for their jumping and polearm-wielding combat style. Most Dragoons take up arms for a kingdom that is notorious for dragon attacks, thereby usually following the law. Some wander as they please and answer only to their calling. All Dragoons vary between good, neutral, and evil - there are dragons of similarly varying alignments, after all.

Any Dragoon who has his/her Constitution score above 16 receives a 10% bonus to the experience he/she earns. Dragoons also gain a Warrior-type higher health bonus from Constitution up through tenth level. Dragoons prefer the usage of piercing-type lances, polearms, and spears for weaponry and are capable of specializing in all of such, though. As a specialist in most polearms and spears, the dragoon is able to become an eventual grand master in such weapons at later levels - specialization at level two, mastery at level five, high mastery at level nine, and grand mastery at level fifteen. Dragoons may wear and carry equipment roughly up to their Weight Allowance before their abilities to jump are hindered.

  Dragoons always align themselves with a particular type of dragon and, in comparison, have a unique bond with that type. In doing so, they gain a type of bonus related to said dragon type. All encounters with that type of dragon have a +4 reaction modifier bonus. Also, they are able to have counsel and audience with that dragon type at any time, so long as they give some sort of prior notice (sending a messenger animal, spell message, etc.). If giving an unannounced visit, the dragon will be upset but will not attack. In either case, the Dragoon may request assistance or perhaps even ask for something - any request, however, must be with a fair trade (which both the Dragoon and dragon must be honest with each other). If having an announced visit, the Dragoon - with proper trade - will usually have no problem in getting what is requested. However, if coming without notice, the dragon may ask for compensation due to such an abrupt, untimely request and even may refuse trade at all at the time. However, the dragon will never permanently refuse the request - the Dragoon may have to come back at a later time, with an announced visit and formal apology! The only stipulation to what type of dragon that may be bonded with is that the dragon must be of the same alignment as the Dragoon. In a similar fashion to the Dragoon's bonded dragon type, the Dragoon also has a favored enemy dragon that is the virtually complete opposite of what the Dragoon (and bonded dragon) stand for. If the enemy dragon were to come up, the Dragoon may have quite an urge to attack it or pursue it relentlessly - if, of course, it is feasible. Being in a crowded town and seeing your favored dragon enemy fly overhead then past the range of mountains nearby certainly wouldn't be feasible to head after if you are already on a mission - however, chances are good that the Dragoon will be asking around the town for information, so he/she may return at a later time to slay the beast.

  In both cases of bonded dragon and favored enemy dragon, the Dragoon most likely has traveled many times to said areas where both dragon types dwell. Due to such, the Dragoon has innate survival capabilities on both types of environments. For the bonded dragon's environment, the Dragoon never needs to roll for a survival check - he/she is so used to it and knows well of the terrain type that he/she will be fine no matter where he/she is due to the similar lair types. For the enemy dragon's environment, the Dragoon will roll for successful survival if he/she has not brought sufficient supplies to last for the duration of his/her time of study and slaying of the dragon. For each time the Dragoon slays a dragon in said environment, he/she gains a +1 bonus to subsequent survival checks in that type of terrain later on in his/her life.

Dragoons Leap:
Level 5:
LEVEL BROAD JUMP HIGH JUMP Stand BROAD STAND HIGH Title
1-4 Jumping
5 5d4ft+Lvl 4d6+6ft+Lvl 10 ft 1d10+4ft+Lvl Enhanced Jumping
14 5d6+6ft+Lvl 4d8+7ft+Lvl 1d8+8ft+Lvl 1d8+8ft+Lvl Supreme Jumping


For both survival reasons and longevity, the Dragoon's body has been trained and honed to endure situations better than most others. As a result, the Dragoon has an innate ability to endure strenuous activities - especially when using their famed jumping abilities or hunting a dragon. This comes in the form of the non-weapon proficiency Jump, with an automatic, cumulative +1 bonus every three levels (3rd, 6th, 9th, etc). Non-weapon proficiency slots may be used to further enhance this proficiency, if the player wishes to use them on this trait, beyond what the Dragoon gets innately.

The Dragoon's ability to jump heights most soldiers cannot is their most well-known capability. They utilize this uncanny feat to surprise their foes and reach their high-flying nemesis. As they have received training to do such jumping, at level one, all dragoons start with the 'Jumping' proficiency automatically. This gradually increases in potency as the Dragoon levels up. These specialized versions of the 'Jumping' proficiency do not require rolls unless otherwise stated. The standard proficiency is considered to be almost like a secondary skill to the Dragoon, thereby not requiring a roll check (except perhaps Endurance, if the situation calls for it, or Dexterity for the fall) to complete the actual jump.

The 'Enhanced Jumping' non-weapon proficiency is attained when the Dragoon reaches level five and replaces standard 'Jumping'. This upgraded form of the original proficiency carries a few bonuses. First, it allows for a higher jump at the expense of the broadness of the arc. With a 20-foot running start, a dragoon may broad jump (5d4 + Level) feet and may high jump (4d6+6 + Level) feet. From a standing start, a dragoon may broad jump ten feet and may high jump (1d10+4 + Level). Both of these circumstances carry a maximum broad jump of five times his/her height and a maximum high jump of five times his/her height.
Second, when performing a jump attack utilizing this jump proficiency while attacking with weapon having at least Specialization in, the weapon's damage is doubled (i.e. 1d8 -> 2d8) and a damage bonus of (CON / 4), rounded down, is added. When performing any type of jump with this proficiency, an endurance check must be made and has an initiative penalty of -5. If the jump is made as an attack, a -1 penalty per 10 feet in height is imposed due to the added stress upon the dragoon's body and the attack occurs during the next round on the Dragoon's base initiative. If the check is failed, the dragoon must wait a number of rounds equal to half their level, rounded up, before being able to perform another jump. If the failed check was for a jump attack, for the same amount of time, the dragoon's armor class modifier from Dexterity is negated and their attacks per round is reduced to one due to needing to fully rest. If a critical failure on the endurance check is made, the dragoon must wait an entire turn before being fully recovered.

The dragoon reaches the pinnacle of jumping proficiency at level fourteen - the 'Supreme Jumping' non-weapon proficiency, which replaces 'Enhanced Jumping'. This carries quite a few bonuses, similar to that of the 'Enhanced Jumping'. First, it allows for very balanced jump between both height and broadness. With a 20-foot running start, a dragoon may broad jump (5d6+6 + Level) feet and may high jump (4d8+7 + Level) feet. From a standing start, a dragoon may broad jump (1d8+8 + Level) feet and may high jump (1d8+8 + Level). Both of these circumstances carry a maximum broad jump of ten times his/her height and a maximum high jump of ten times his/her height. Second, when performing a jump attack utilizing this jump proficiency while attacking with a weapon they have Mastery in, the dragoon may choose to utilize the 'Enhanced Jumping' damage modifiers with a +3 to-hit or may choose to triple the weapon's damage (i.e. 1d8 -> 3d8) and have a damage bonus of (CON / 3), rounded down, added. When performing any type of jump with this proficiency, an endurance check must be made and has an initiative penalty of -5. If the jump is made as an attack, a -1 penalty per 10 feet in height is imposed due to the added stress upon the dragoon's body and the attack occurs during the next round on the Dragoon's base initiative. If the check is failed, the dragoon must wait a number of rounds equal to half their level, rounded up, before being able to perform another jump. If the failed check was for a jump attack, for the same amount of time, the dragoon's armor class modifier from Dexterity is negated and their attacks per round is reduced to one due to needing to fully rest. If a critical failure for the endurance check is made, the dragoon must wait for double the time before being fully recovered.

A dragoon who reaches level ten attains a sort of 'dragon killer aura' similar to a paladin's 'aura of protection'. This aura grants the dragoon full immunity to any dragon's fear/terror aura and a saving throw bonus of +2 versus dragons' breath weapons. The aura also grants the dragoon and his teammates, within a ten foot radius, a +1 to all attack rolls against the dragon they are fighting. If the dragon attempts to attack anyone within the aura, the dragon has a -1 to his/her attack rolls.
If the dragoon is facing his favored enemy dragon, the dragon killer aura is enhanced due to the dragoon's blood-driven need to destroy the beast. The fear/terror immunity becomes granted to all allies within ten feet radius of the dragoon, as well as giving the +2 saving throw bonus versus the breath weapon. The attack roll bonuses for the dragoon and his allies as well as the attack roll penalties for the dragon are all doubled (from +/-1 to +/-2). Instead of giving the dragoon a mere bonus to saving throw when his/her favored dragon enemy uses its breath weapon, the dragoon is given an innate 50% reduction in effect even if he/she fails his/her saving throw and is given a full negation or 75% reduction (varying on the regular effect of the breath) if he/she succeeds.
Finally, at level eighteen, the dragoon usually begins to hear the calling of his/her true soul-bound dragon in his/her dreams. If he/she were to follow the calling and seek out the soul, he/she would find a dragon egg that was specifically given up for the sake of the dragoon's devout following of his/her kind. If the dragoon ensures of the safety and well-being of the egg, the hatchling that comes out will be soul-bound with the dragoon - becoming its follower and companion for the rest of the dragoon's life. This dragon has all the abilities of its normal kind, at its various ages, as it grows older. The result of the soul-bond also causes the dragoon to begin aging at a slower rate, roughly equating to three years passing as aging the body a single year. This allows both the dragoon and its companion dragon to journey on together for as long as possible. If either are to die in battle, the other has one fourth of its companion's stats added onto its own until the being that killed its friend is taken down. Once the adversary is defeated, the companion that is alive dies within twenty four hours as well due to the soul-bond.


 
LEVEL THAC0
1 20
2 20
3 19
4 18
5 17
6 16
7 15
8 14
9 13
10 12
11 11
12 10
13 10
14 9
15 8
16 7
17 6
18 5
19 4
20 4


LEVEL EXPERIENCE HIT DICE (D8)
1 o 1
2 2125 2
3 2450 3
4 8500 4
5 17000 5
6 34000 6
7 70000 7
8 140000 8
9 280000 9
10 560000 10
11 840000 10+3
12 1120000 10+6
13 1400000 10+9
14 1680000 10+12
15 1960000 10+15
16 2240000 10+18
17 2520000 10+21
18 2800000 10+24
19 3080000 10+27
20 3360000 10+30
21+ +280,000/level 10+30+3/level
Black Dragoon Knight

A Blue Dragoon Night.
Type
Military

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