Dragoon, Tirr (3.5e Prestige Class)

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...You can fly?!? Impossible!
—A blue dragon simultaneously discovering the existence and capabilities of Dragoons.

The Dragoons are a Order of Godsreach dedicated to slaying large monsters. Of course, they are most famous for taking on dragons, and as their namesake, these warriors appear intimidating and elegant, giving off vast amounts of power as all opponents fear the pride of the Dragoon's power, leaping into the fray, offensively.

Becoming a Dragoon[edit]

Dragoons are an Order of Knights under command of Godsreach, typically, and have developed a nigh-mythical reputation for their power and skill over larger beasts. It takes extensive training and supervision to be able to become a Dragoon, and due to their Order's base of operations, it is rare that you might see them outside of Godsreach, unless on a mission, and especially rare that anyone outside of Godsreach could teach another the secrets of the Dragoon.

Entry Requirements
Skills: Jump 8 Ranks
Feats: Giant Slayer (DnD Feat) for those using Races of War (3.5e Sourcebook) rules, Skill Focus: Jump for those who aren't.
Special: Heavy armor proficiency, Weapon Focus (shortspear, longspear, guisarme, ranseur, glaive, halberd, any similar such weapon)

Table: The Dragoon

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Evasion, Jump, Boost
2nd +2 +3 +3 +0 Polearm Mastery
3rd +3 +3 +3 +1
4th +4 +4 +4 +1 Improved Jump
5th +5 +4 +4 +1
6th +6 +5 +5 +2 Giantkiller
7th +7 +5 +5 +2
8th +8 +6 +6 +2 Improved Evasion
9th +9 +6 +6 +3
10th +10 +7 +7 +3 Jump Mastery

Class Skills (4 + Int modifier per level)
Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)

Evasion (Ex): Large creatures can often unleash comparatively large attacks, such as breath weapons, leading a Dragoon to prepare to fight against beasts of such methods. A Dragoon gains Evasion at first level. If he already has Evasion, he insteads gains Improved Evasion.

Jump (Ex): At first level, a Dragoon learns the signature ability of all Dragoons: To jump, and utilize sheer forces of gravity and fearlessness to impale their enemies. As a full-round action, a Dragoon can leap into the air, fall upon his foe, and perform a single attack action. The Dragoon must fall directly onto his target, and he must fall at least 30 feet, succeeding a Jump check (DC equal to (Length in feet + Height in feet×2)/4) to position himself in order to do so. If these requirements are met, the Dragoon performs an attack action on the enemy, doubling his damage against it. If the attack is made with a Lance, Spear, or similar reach weapon, the damage is tripled, instead. If a critical hit is rolled on the attack roll, follow multiplier rules to determine a single multiplier to apply to the damage (For example, a Dragoon using Jump with a Spear (x3 critical), this gains another triple damage from the Jump attack, resulting in a total x5 multiplier). A Dragoon does not take falling damage during this attack, and can be placed five feet from the target after the attack is complete.

Boost (Su): At 1st level, A Dragoon's Jump DCs are halved, and the formula for figuring vertical jump height is the same as for horizontal jump height (one foot per point on the check). This bonus does not affect the Jump attack, however, which already accounts for the effect.

Dragoons jump extraordinarily quickly, letting them complete a jump, no matter how far it is, as a move action, and their Armor Check penalty does not apply to their Jump checks; they are always considered to benefit from a running start on Jump checks. Falling damage is lessened as if he had fallen 10 feet less per every 2 levels of Dragoon.

Polearm Mastery (Ex): Dragoons like polearms. Whether they're spears, glaives, halberds, or tridents, they’re simple to use, and the reach makes it easier to damage vital points on their chosen foes: Big, big monsters. At 2nd level, a Dragoon may use a reach weapon to attack adjacent squares as if it were not a reach weapon.

Improved Jump (Ex): At 4th level, the Jump attack becomes upgraded as the Dragoon learns through experience the power of the ability, and how to better harness it. The action is just as the normal jump ability, except that for every two points that the Jump DC is exceeded upon success, the Dragon travels 10 feet higher. At the end of the Jump attack, the Dragoon adds an additional 1d6 damage for each additional 10 feet above 30 feet that he falls onto the target.

Furthermore, a Dragoon can be placed a number of squares away from his target equal to his Dexterity modifier, after a Jump attack.

Giantkiller (Ex): A 6th-level Dragoon has some experience with killing big creatures, and has discovered a very interesting fact--big creatures have big vital areas. Of course, having a long weapon helps in exploiting these areas. A Dragoon gets a doubled critical range for spear-like weapons, as long as the target is one size larger than himself, or more. He also gets a +2 on his attack rolls to confirm critical hits for each size the creature is above medium.

Improved Evasion (Ex): At 8th level, the Dragoon gains Improved Evasion as a Rogue would. If the Dragoon already has Improved Evasion, he gets a bonus feat for which he meets the prerequisites.

Jump Mastery (Su): The Dragoon is now a master of jumping on things to kill them. When he connects with a Jump Attack, his critical threat range is doubled (which takes place after any other threat range bonuses, and stacks with them). Furthermore, the additional damage from improved jump increases by one die level, to an additional 1d8 per 10 feet over 30 feet. Finally, he may also place himself a number of spaces away from his target, equal to twice his dexterity modifier, bounding back from his target after dealing damage.

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