Dragoon Lancer, Variant (3.5e Class)
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- 1 Dragoon Lancer
- 1.1 Making a Dragoon Lancer
- 1.2 Campaign Information
A spear wielding warrior leaping across the battlefield.
Making a Dragoon Lancer
A fast moving warrior with a strong defense and powerful attacks focusing on singular strikes from the air.
Abilities: Strength for jumping and damage, Dexterity or Wisdom for skills and bonuses. Slightly Less Important: Intelligence for skill points, Constitution for health, Charisma for influence.
Starting Gold: starting gold; 6d4 ×10 gp.
Starting Age: Moderate.
|Saving Throws||Special||Bonus Speed|
|1st||+1||+2||+2||+1||Spear Focus, Dragoon Leap, Wings +1||0 feet|
|2nd||+2||+3||+3||+2||Leap of the Heavens, Armor Insight||0 feet|
|3rd||+3||+3||+3||+2||Short Haft, Fleet of Foot, Courage||10 feet|
|4th||+4||+4||+4||+2||Dive 2/Day, Spear Strike, Armor Mastery(Medium), Wings +2||10 feet|
|5th||+5||+4||+4||+3||Uncanny Dodge||10 feet|
|6th||+6/+1||+5||+5||+3||Dive 3/Day, Lunging Strike||20 feet|
|7th||+7/+2||+5||+5||+3||Wings +3, Spiral Dive, Supreme Courage||20 feet|
|8th||+8/+3||+6||+6||+4||Dive 4/Day||20 feet|
|9th||+9/+4||+6||+6||+4||Spear Strike Adept, Armor Mastery(Heavy)||30 feet|
|10th||+10/+5||+7||+7||+4||Wings +4, Dive 5/Day, Improved Uncanny Dodge||30 feet|
|12th||+12/+7/+2||+8||+8||+5||Dive 6/Day, Dauntless Courage||40 feet|
|13th||+13/+8/+3||+8||+8||+5||Wings +5||40 feet|
|14th||+14/+9/+4||+9||+9||+6||Drive Through, Dive 7/Day||40 feet|
|15th||+15/+10/+5||+9||+9||+6||Spear Strike Mastery||50 feet|
|16th||+16/+11/+6/+1||+10||+10||+6||Wings +6, Dive 8/Day||50 feet|
|18th||+18/+13/+8/+3||+11||+11||+7||Dive 9/Day||60 feet|
|20th||+20/+15/+10/+5||+12||+12||+8||Dive 10/Day, Stable Wings, Double Impact||60 feet|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Destined to greatness, with an awesome mix of speed and power. All of the following are class features of the Dragoon Lancer.
Weapon and Armor Proficiency: Dragoon Lancers are proficient with all simple weapons, and Martial Spear weapons granted from Spear Focus (See Below). Dragoon Lancers are proficient with all armor, but not with shields.
Spear Focus: -Dragoon Lancers training allows him to gain the use of Weapon Focus with all Spear Weapons, including a Martial Spear.(Martial Spears being two handed martial Piercing weapons with reach, normally able to be set against a charge.) Spears may also qualify for the Weapon Finesse feat if so desired. (Exotic Spears with DM’s discretion... Example = Greatspear, Complete Warrior)
Dragoon Leap (Ex): - As a full round action, or as part of a charge, Designate an opponent who is within the maximum distance you can reach with a successful Jump check. Make a normal Jump check; if your check is successful, you can make a normal charge attack as part of the same action. If your charge attack is successful, you inflict normal damage, plus your Strength modifier times 2.
Wings (Ex): - As a manifestation of the Dragoons innate abilities he gains a shimmer of ethereal wings to boost his jumping abilities. The vertical jump distance is equivalent to your Long Jump DC check with this ability. These “wings” provide a +1 bonus on Jump checks as well as negating falling damage for 10 feet per bonus. Plus 1 for every additional 3 levels (to +6 at 16th Level.)
Leap of the Heavens: - Dragoon Lancers gain the Leap of the Heavens feat as a bonus feat at 2nd Level. When making a Jump check, the DC for the check doesn’t double if you fail to move 20-feet in a straight line prior to jumping. If you do move 20 feet in a straight line before attempting a jump, you gain a +5 competence bonus on your check. (Players Handbook 2)
Courage (Ex): - A Dragoon Lancer is highly confident in his abilities and as such gains a +1 bonus to Will saves against Fear, mind affecting compulsory effects, Paralysis and Sleep.
Armor Insight (Ex): - Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy’s attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your armor/shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.
This shield bonus increases to +2 at 8th level, +3 at 14th level and +4 at 20th level.
Short Haft: - Dragoon Lancers gain the Short Haft feat as a bonus feat. (PHB2)
Fleet of Foot (Ex): - A Dragoon Lancer gains a bonus enhancement to speed equal to the amount shown in the Bonus Speed column. This is a modification of his base land speed and applies at all times except when carrying a Heavy Load. A Dragoon Lancer gains half of this ability with a Medium Load.
|Base Speed||Reduced Speed||Jump Bonus/Penalty|
|20 feet||15 feet.||-6|
|30 feet||20 feet.||0|
|40 feet||30 feet.||+4|
|50 feet||35 feet.||+8|
|60 feet||40 feet.||+12|
|70 feet||50 feet.||+16|
|80 feet||55 feet.||+20|
|90 feet||60 feet.||+24|
|100 feet||70 feet.||+28|
Dive (Ex): - You do substantial damage as you drive down towards a foe beneath you. If you drop at least 20 feet, roll a charge attack, with all relevant bonuses and penalties. If you hit, you deal damage as normal, plus an extra 1d6 points for every 10 feet of distance beyond the first 10 feet; thus, a drop of 30 feet causes an extra 2d6 points of damage. You still take whatever damage you would normally take from the fall, but you can reduce the falling damage with a successful Jump check or Tumble check. You cannot use any ability to slow your fall (such as the monk’s slow fall ability, or the feather fall spell) while attacking in this manner.
This damage applies if you just drop on an enemy, however as a part of the Dragoon’s Leap attack, you can specify a use of this ability. Make a secondary Jump check for the vertical height as the distance you fall. If the Dive Attack misses the normal Jump check succeeds, the use is considered lost for the day. Initially 2/Day, the total uses per day is equivalent to 1/2 Dragoon HD.
Spear Strike (Ex): - A Dragoon Lancer's training with spears extends to grant him one of two abilities. Insightful Strike or Deft Strike which grant bonus damage equivalent to his ability modifiers Wisdom for Insightful and Dexterity for Deft. This bonus damage applies on single attacks made as a full round action, suck as charges and the Dragoon Leap ability.
Armor Mastery (Ex): - Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.
Uncanny Dodge (Ex): - A Dragoon Lancer gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a Dragoon Lancer already has uncanny dodge from a different class (a Dragoon Lancer with at least four levels of rogue, or two levels of barbarian for example), he automatically gains improved uncanny dodge (see below) instead.
Lunging Strike: -A Dragoon Lancer gains the Lunging Strike Feat as a bonus feat at 6th level. (PHB2)
Spiral Dive (Ex): At 7th level when the Dragoon Lancer makes a Dive attack, (Not just a drop onto the enemy, but an actual use of his Dive during a Dragoon Leap) He can then target a burst of squares to apply his damage to as if he were standing in the square he struck. The resulting wave of damage causes all enemies damaged by the attack to be stunned for 1d4 rounds. Succesful Reflex save DC 10 + 1/2 Dragoon Lancers level + Str/Dex/Wis Modifier (Whichever is highest) reduces the damage to half and negates the stun effect.
Supreme Courage (Ex): - A Dragoon Lancer is highly confident in his abilities and as such gains a +2 bonus to Will saves against mind affecting compulsory effects, Paralysis and Sleep. The Dragoon is now immune to Fear (magical or otherwise)
Spear Strike Adept (Ex): - A Dragoon Lancer's training yet again pays off allowing him to add Spear Strike bonus (Whichever choice he made at 4th Level) on all attacks made with spears.
Improved Uncanny Dodge (Ex): A Dragoon Lancer can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Dragoon Lancer by flanking him, unless the attacker has at least four more rogue levels than the target has Dragoon Lancer levels.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Dauntless Courage (Ex): - A Dragoon Lancer is highly confident in his abilities and as such gains a +3 bonus to Will saves against mind affecting compulsory effects. The Dragoon is now immune to Fear, Paralysis and Sleep (magical or otherwise).
Drive Through (Ex): At 14th level a Dragoon Lancer can use a Dive use to make a charge attack on foot with one free direction change. Gaining all benefits and penalties of a charge attack the Dragoon Lancer also gains a +1 bonus on attack and damage rolls for every 10 feet of straight movement he makes towards his opponent, after the direction change (If utilized, not including distance traveled before his direction change). Therefore a straight line of 20 feet adds an additional +2 to hit and +2 to damage. This charge ignores damage reduction and hardness, as well as adding twice the strength modifier damage, three times if wielding a weapon two handed. The charge causes the Dragoon Lancer to blink from one side of his opponent to the other as if passing through the hole made by the spear. You can make a Bull Rush attempt against the foe using your resulting damage as your strength check modifier. The foe is left fatigued for 1d6 rounds after the Bull Rush, and the Dragoon Lancer is Sickened for 1d4 rounds. A successful Fortitude save DC 10 + 1/2 Dragoon Lancers level + Str/Dex/Wis Modifier (Whichever is highest) reduces the damage to half and negates the Bull Rush and fatigue.
Spear Strike Mastery (Ex): - A Dragoon Lancer's training reaches that of a master allowing him to add both the Insightful Strike and Deft Strike bonuses on single attacks made as a full round action.
Stable Wings (Ex): -The Dragoon’s Ethereal Wings fully manifest and aid your jumps, granting a +10 bonus on Jump checks. (Supercedes the “Wings” bonus) In addition, you can use your wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your maneuverability improves, you can’t hover while gliding. You can’t glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
Double Impact (Ex): - The Dragoon Lancer can now strike twice with his Dive attack. When you hit an enemy with a regular Dive Attack Double Impact allows you to hit an enemy a second time, the second strike at his full attack bonus as a critical strike (roll for confirmation). If the critical strike is not confirmed the second strike deals normal damage. You may subtract a number from your base attack bonus(Max 5 or the equivalent of your Power Attack feat, although this does not stack with Power Attack and incurs a separate penalty.) this penalty is then applied as bonus to confirm a critical hit during the dive.
Epic Dragoon Lancer
|Saving Throws||Special||Bonus Speed|
|21st||+21/+16/+11/+6/+1||+12||+12||+12||Burst Dive||70 feet|
|22nd||+21/+16/+11/+6/+1||+13||+13||+13||Dive 11/Day||70 feet|
|23rd||+22/+17/+12/+7/+2||+13||+13||+13||Bonus Feat||70 feet|
|24th||+22/+17/+12/+7/+2||+14||+14||+14||Dive 12/Day||80 feet|
|26th||+23/+18/+13/+8/+3||+15||+15||+15||Dive 13/Day, Drive Through, Bonus Feat||80 feet|
|27th||+24/+19/+14/+9/+4||+15||+15||+15||Powered Wings||90 feet|
|28th||+24/+19/+14/+9/+4||+16||+16||+16||Dive 14/Day||90 feet|
|29th||+25/+20/+15/+10/+5||+16||+16||+16||Bonus Feat||90 feet|
|30th||+25/+20/+15/+10/+5||+17||+17||+17||Dive 15/Day, Triple Impact||100 feet|
4 + Int modifier skill points per level.
Dive (Ex): Uses of the Dive Ability gain at a rate equivalent to 1/2 Epic Dragoons HD.
Burst Dive (Ex) The Dragoon Lancer can impact a wider range with his Spiral Dive (up to double his threat range.)
Drive Through (Ex): The Dragoon Lancer increases his DC to 15 + 1/2 Dragoon Lancers level + 2 × Str/Dex/Wis Modifier (Whichever is highest)
Powered Wings (Ex): The Dragoon Lancer's wings allow him to fly with a fly speed equivalent to his land speed (Good maneuverability,) if he is wearing medium or heavy armor or a medium load he incurs all applicable penalties to speed and gains (Average maneuverability.)
Triple Impact (Ex): - The Dragoon Lancer can now strike three times with his Dive attack.- The Dragoon Lancer can now strike three times with his Dive attack. When you hit an enemy with a regular Dive Attack Triple Impact allows you to hit an enemy a second time and a third time with a successful strike on the second hit. The second strike is at his full attack bonus, with his third strike at his full attack bonus as a critical strike (roll for confirmation). If the critical strike is not confirmed the third strike deals normal damage. You may subtract a number from your base attack bonus(Max 5 or the equivalent of your Power Attack feat, although this does not stack with Power Attack and incurs a separate penalty.) this penalty is then applied as bonus to confirm a critical hit during the dive.
|Base Speed||Reduced Speed||Jump Bonus/Penalty|
|100 feet||70 feet.||+28|
|110 feet||75 feet.||+32|
|120 feet||80 feet.||+36|
|130 feet||90 feet.||+40|
Bonus Feats: The epic Dragoon Lancer gains a bonus feat (selected from the list of epic Fighter bonus feats) every 3 levels after 20th.
Epic Dragoon Lancer Bonus Feat List: <-list of bonus epic feats->.
Elven Dragoon Lancer Starting Package
Weapons: Halberd 1d10, ×3 12lb.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Improved Initiative.
Bonus Feats: Weapon Focus Halberd (Class).
Gear: Chain Shirt (+4 AC, Max Dex +4, Check Penalty -2), Waterskin, Bedroll, Torches.
Gold: 1d6 gp.
Playing a Dragoon Lancer
Religion: Dragoon Lancer's vary as much in faith as any class without a divine inspiration. Some Dragoon Lancer's worship a Draconic Deity and pledge their service to a Dragon Lord. Other Dragoon Lancer's pledge their service in the protection from and eradication of evil dragons plaguing their homelands.
Other Classes: Known to be valiant and brave, Dragoon Lancer's are found to be admired as Paladins and mighty Fighters. They often get along well with Fighters and Paladins, Less trustworthy of those of the arcane arts (depending on their specific outlook,) they tend to be wary of Scorcerers and spell casters. Oft believed to be from many years of Dragoon Lancer's being forced to serve magical beings as they try to ascend to Dragonhood.
Combat: Dragoon Lancer's often rely on a hit hard, hit fast tactic. This coupled with an uncanny ability to leap about the battlefield it is very hard to find them in the same place twice.
Advancement: As a Dragoon Lancer grows in power many find a true dedication to fulfilling a complete advancement as a Dragoon Lancer. Many who serve dragons or wish to destroy them seek additional powers from Dragonkith, Dragonrider, Dragonslayer, Platinum Knight, and Talon of Tiamat.
Dragoon Lancers in the World
|“||When you take to the skies, let your lance drill towards the heavens and bring forth the power of the heavens and the earth itself upon your foes!||”|
|—Aldron "Ner Thatheo", Human Dragoon Lancer|
Dragoon Lancers are the Champions and Defenders of their beliefs and causes. Tainted Dragoon Lancers are the scourge of their enemies and wield as much power as they can to crush any opposition.
Daily Life: Either working as a guard or protector of a King or dragon, Dragoon Lancers are often employed for their amazing ability to descend upon their foes and end any battle in a short time. Whole battalions of Dragoon Lancers can decimate an entire army within a matter of minutes.
Notables: Aldron "Ner Thatheo" (Destiny Spear in draconic), Geoferry Vervix, and Matteo von Straux as the originators of the Kings Dragoon Guard. The first few Dragoon Lancers of note who were not in the service of a dragon.
Organizations: Kings Dragoon Guard, Imperial High Lancers, Dragoonies.
NPC Reactions: Most often people are in awe of the sight of a Dragoon Lancer. A mighty imposing sight with brilliantly colored heavy armors with large piercing weapons.
Dragoon Lancer Lore
Characters with ranks in Knowledge(Arcana), Knowledge(History), Knowledge(Nobility & Royalty) can research Dragoon Lancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Dragoon Lancers are known to specialize in heavy piercing weaponry.|
|10||Rumored that they are equally as powerful jumpers as they are fast even when wearing heavier armors.|
|15||Some say that various kings have many Dragoon Lancers planted within their personal guard.|
|20||Dragoon Lancers originated with service to a Dragon Lord centuries ago. As the bonds were slowly terminated the residual magic still enables Dragoon's descendants to follow in their footsteps.|
Dragoon Lancers in the Game
Dragoon Lancers are a heavy hitter on the battlefield. A sort of Elusive form of a Tank, they should be able to distract an enemy from weaker opponents and use their Dragoon Leap to clear the battlefield to aid a comrade in need.
Adaptation: Dragoon Lancers are masters with Spears and Lances, hence the name Lancer, a Dragoon could change his focus to another two handed weapon i.e a 2-handed sword, or a 2-handed axe. (Allowing a SINGLE EXOTIC WEAPON to be used as a martial weapon at the DM's discretion.) A Dragoon of this type has chosen to specialize with that particular weapon and only gains the Weapon Focus and Spear(Weapon) Strike abilities with that single weapon. The class should then either just be a Dragoon, or perhaps a Dragoon Slasher if a sword, Dragoon Hacker if an axe. Spear Strike shall be just Strike with either a Deft Slash or Insightful Hack (examples). Adept and Mastery still apply for Strike, thus becoming Strike Mastery at 15th level. If Short Haft feat no longer applies to your character you may select an additional combat feat for which you qualify for at 3rd level. Whatever choice of weapon your DM will allow just try and think of an interesting flavor to play your character as.
When people hear Dragoon they may think of Dragon Fighters, as such this class may be appealing to those of the Dragonblood or Half-Dragon sub-types. These can make a very interesting flavor on the Dragoon class as it may provide a veritable way to gain actual wings. A character who selects for the Dragon Wings feat Races of the Dragon at 1st Level, instead of the Wings bonus and Stable Wings ability these character types may instead choose to gain bonus draconic feats geared towards flying. Upon attaining these levels a Dragoon may select a Bonus Feat from the list of applicable Bonus Feats for which he meets the prerequisites.
|3rd||Reinforced Wings, Heavyweight Wings|
|6th||Reinforced Wings, Heavyweight Wings, Improved Dragon Wings, Flyby Attack, Power Climb, Power Dive, Hover, Wingover, Wing Expert|
|9th||Reinforced Wings, Heavyweight Wings, Improved Dragon Wings, Flyby Attack, Power Climb, Power Dive, Hover, Wingover, Wing Expert|
|12th||Reinforced Wings, Heavyweight Wings, Improved Dragon Wings, Flyby Attack, Power Climb, Power Dive, Hover, Wingover, Wing Expert|
|18th||Reinforced Wings, Heavyweight Wings, Improved Dragon Wings, Flyby Attack, Power Climb, Power Dive, Hover, Wingover, Wing Expert, Adroit Flyby Attack|
Sample Encounter: Storming a castle guard with an evil king, or evil Dragon Lord.
EL 8: As the group enters the castle courtyard having bested the guards on their way in, they see a shadowy figure run along the parapets and proceed to jump down to the courtyard. His shadow displays wings that seem there yet insubstantial at the same time. With a flourish of his Longspear he jumps into the middle of the group as close to a single character without entering their strike range. It is then that initiative is rolled, (his entrance taking up any type of surprise round.)
Ellistyr the Hunting Shadow (Dragoon Lancer 8)
HP: 7d10 + 25 (63hp)
Base Speed: 50 feet
Stats- STR: 18 (16 natural, 2 enhancement), DEX: 20, CON: 12, INT: 14, WIS: 13, CHA: 10
AC: 21 - (10 + 5 Armor + 5 Dex + 1 Wis) Touch: 16, Flat-footed: 21
Saves: Fort- 7, Ref- 11, Will- 7 (+2 vs Enchantment)
Alignment - any Evil.
Standard Attack: +1 Halberd +14 1d10+7 Crit: ×3(Piercing) 10/5 foot reach
Full Attack Action: +14/+9 1d10+7 Crit: ×3(Piercing) 10/5 foot reach, or +14 1d10+12 Crit: ×3(Piercing) 15 foot reach.
Special Full Round Attack: Dragoon Leap Range 1d20 +26 feet (+5 if running start) - +16 1d10+14 Crit: ×3(Piercing)
or Dive Range; As Dragoon Leap. Height 1d20 +26 feet (plus 1/4 of Dragoon Leap distance at the half way mark of the Leap) - +16 1d10+14 (Crit:×3) + ((Height -10)/10)d6 damage (Piercing)
or Spiral Dive As Dive except affects burst equal to threat range.
Ranged: Javelin +14 1d6+4 Crit:×2(Piercing) 20 feet.
Weapons: +1 Halberd 1d10, ×3 12lb, Javelins (X5) 1d6, ×2
Special: Spear Focus, Dragoon Leap, Armor Bonus, Uncanny Dodge, Wings +3, Fleet of Foot 20feet, Dive 4/Day, Spear Strike, Spiral Dive, Improved Uncanny Dodge, Immunity to Fear and Magical Sleep effects.
Tactics: Will target softer/ dangerous enemies first opening with a Dragoon Leap or a Dive. With limited uses per day Dive is usually saved for grouped enemies as a Spiral Dive. Then tumbling or jumping away to safety while preparing another Leap. If a foe is singled out will use Dragoon Leap then full attack on the following round if foe appears to almost drop. Never stays in one place for too long. Prefers to make a single Lunging Strike with 15 foot reach and attack when opponent tries to close the gap.
Feats: Improved Initiative, Power Attack, Leap Attack
Bonus Feats: Weapon Proficiency Halberd (Class), Leap of the Heavens (Class), Short Haft (Class), Lunging Strike (Class)
Gear: +1 Mithral Shirt (+5 AC, Max Dex +6, Check Penalty 0), +1 Halberd, Gauntlets of Ogre Power, Javelin, Waterskin, Bedroll, Torches.
Gold: 6d10 gp.