Talk:Dragoon (3.5e Prestige Class)
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I've been playing Final Fantasy Tactics Advance again. Can you tell? --Genowhirl 23:42, 13 December 2008 (MST)
Righto. An explanation may be in order...Aside from making abilities which mimic the classic Jump/Double Jump of the Dragoon, the the rest of the abilities come from Final Fantasy Tactics Advance (or from me thinking about what will help my reflavoring to make them suited to fighting big monsters).
Dragonbreath might raise some eyebrows, but I did think it over. I figure that one breath weapon is a notable character power. But getting another flavor of breath weapon that's of equal power and on the same recharge time? Not as big a jump of power. If anything, getting four flavors of Dragonbreath over 10 levels just helps make sure the Dragoon will have an energy type available, against which the enemy has minimal resistance--and that occasionally, the Dragoon can exploit a weakness. The 4 skill points and the Knowledge skills is so the Dragoon can get some Knowledges here and there that let them identify monsters.
Dragonheart took some thinking, because in Final Fantasy Tactics Advance, it's an ability which activates after the Dragoon is hit--and grants them an Auto-Raise effect; it's extremely powerful and means something with Dragonheart has to be taken out in one hit. That's extremely powerful, so I changed it to a recovery/protective power. I might change the immunity part to a Protection From Evil which works on all alignments.
Also, I need to do some more tweaking on the Jump--related abilities...Particularly on the bonuses Dragoons get with the Jump Skill. Genowhirl 10:17, 15 December 2008 (MST)
I love it!
Will rate in a bit, although I do think the breath weapon may be a little much. -- Jota 19:08, 24 January 2009 (MST)
- All righty. Just look over and consider the second paragraph of the explanation and see if that has any bearing on the issues you have with with the breath weapon. --Genowhirl 19:29, 24 January 2009 (MST)
- I guess topping out at 10d8 makes it fairly balanced. I was thinking it was a 20 level class when I said that, even though in the back of my head I knew it only had 10 levels. Oh, and do prestige classes not come with skills and such? I was looking it over and though I'm certain I would give it high rankings for Power and Flavor (and maybe Wording), it seems a little bare in terms of Formatting. -- Jota 21:27, 24 January 2009 (MST)
Power - 4/5 I give this class a 4 out of 5 because I was looking over it and while I did have some small concerns about it being overpowered, it most certainly isn't underpowered and I don't think the concerns I had about being too strong are really much to fuss over. --Jota 12:39, 26 January 2009 (MST)
Wording - 3/5 I give this class a 3 out of 5 because some things are unclear, such at the Jump Attack, which after further reading and careful interpretation indicates that only one attack can be done in a round while jumping, but I originally thought the Dragoon could make 5 Jump Attacks in a round (I know, I'm retarded). Anyway, there was that little confusion and there's a few other small things like capitalization of Dragoon in the middle of sentences (something I'm guilty of as well with my classes which I will have to amend) and Jump Good (should be Jump Well, from an correct English perspective, still seems a little silly either way) that bugged me, too, hence the 3. --Jota 12:39, 26 January 2009 (MST)
Formatting - 4/5 I give this class a 4 out of 5 because everything is correct and well-formatted although it could do with being linked to aspect of itself (abilities, skills, feats, etc.). --Jota 12:39, 26 January 2009 (MST)
Flavor - 5/5 I give this class a 5 out of 5 because it's a fantastic adaption of less than fantastic adaption of a fantastic game. >_> Anyway, great interpretation and a good balancing effort, too. It's definitely a character I would be interested in playing as. --Jota 12:39, 26 January 2009 (MST)
- I thought my rating would just 'show up.' Is that not the case or did I format it wrong? -- Jota 12:42, 26 January 2009 (MST)
- I don't know. You might be able to find the specifics in the Help files...As an explanation the "Jump Good" line is a homage to an episode of Samurai Jack. To summarize, Jack encounters a wild-man who lives in a huge forest with a lot of apes, and Jack teaches the apes how to defend themselves against a roving band of bigger, stronger apes, in exchange for the wild man putting through an intense training program designed to elevate Jack's jumping ability to superhuman levels--as the wild man put it 'Jump good!'. At the end of the episode, Aku snatches something out of Jack's reach and taunts about how Jack can't fly, so he can't reach it. Jack springs at Aku, and Aku, with a priceless expression of shock on his face, asks, "You can fly?" and Jack asks, "No! Jump good!" If you'll notice, the quote at the beginning is an homage to that scene, too. Yes, I'm that geeky. Anyway, I keep meaning to come back and clarify some of the wording here, too. I'll look at the areas you suggested and see if I can tart the page up. Thanks for the rating! -- Genowhirl 12:50, 26 January 2009 (MST)
- Okay, I do the same thing sometimes (which the homages), I just didn't get the reference. -- Jota 13:20, 26 January 2009 (MST)
Help or Ideas
I have created a class similiar to this (it is based off of the Dragoon/Lancer from Tactics for the PS1) and if you need help with ideas you can look over my class. It is called the Lancer. Thank you -Sarrow 15:57, 26 January 2009 (MST)
- I appreciate it. I'll look the lancer over, but apart from polishing it up here and there, I think it's ready. -- Genowhirl 18:19, 26 January 2009 (MST)
Is that one even necessary on this page? I thought this one has many sources. Surgo 07:40, 14 April 2009 (MDT)
- If it comes from a specific source, whether that source is "Final Fantasy Tactics Advance 2" or "The Final Fantasy Series" or even "SquareEnix Products", I believe it needs the disclaimer. Better safe than sorry, really. -Valentine the Rogue 21:39, 14 April 2009 (MDT)
- By "many sources" I meant "many non-FF sources". I'm pretty sure that Final Fantasy doesn't have a monopoly on the idea of the Dragoon. Surgo 21:56, 14 April 2009 (MDT)
- Well Dragonheart is definitely FF and I would argue the inclusion of that alone probably merits the disclaimer for safety's sake. -- Jota 22:15, 14 April 2009 (MDT)
- The class is Final Fantasy Tactics Advance, with a little bit of Final Fantasy IV thrown in. So, yeah, the disclaimer is in order; I should have thought of it myself.--Genowhirl 09:06, 15 April 2009 (MDT)
Power - 4/5 I give this class a 4 out of 5 because Dragon breathe is a bit over powered. You could replace it with another ability like doubling you amount of attacks in one turn but all be at your lowest to hit (Penta-Thrustish)and you need a BAB of about 6 for a prerequisite --220.127.116.11 23:19, 19 July 2009 (MDT)
- Dragon breath is hardly overpowered. It's only 4.5/level damage, save for half, and limited uses. Dragon Child 23:22, 19 July 2009 (MDT)
- And a relatively small cone. It does give sonic damage, though. -- Jota 23:43, 19 July 2009 (MDT)
Wording - 4/5 I give this class a 4 out of 5 because it you should have worded double-jump to say you can only do it once per round --18.104.22.168 23:19, 19 July 2009 (MDT)
Flavor - 3/5 I give this class a 3 out of 5 because Dragoons didn't have a breathe weapon and they didn't necessarily attack a monsters face --22.214.171.124 23:19, 19 July 2009 (MDT)
- Thank you for giving a justified and rational set of comments! Have you ever played Final Fantasy Tactics Advance? This class was heavily based on their version of the Dragoon, which got, to whit: Firebreath, Icebreath, Bolt Breath, and a non-elemental version called Bangaa Cry. I figured I'd adapt that, and wouldn't leave out Acid. They also got an ability which let them do triple damage to dragons. I thought about it in the context of a DnD game, where you have more than dragons to work about, and decided to make them a slayer of large monsters. Which would explain spears--so they reach through two or three feet of flesh and hit something important. --Genowhirl 08:40, 20 July 2009 (MDT)
The way I'm reading this "Jump Good" ability, it seems too powerful. Not only does it cut the High Jump DC down to 1/4 of what it normally is (Heightx4), but it then cuts it in half again. That means he can jump 10 feet in the air by getting a 5 on his Jump check? When you figure in the 8 ranks required of Jump that means he can jump 20 feet straight up without fail (well, unless he rolls a 1). Does no one else see a problem with that, or am I just reading this incorrectly? Also, no Armor check penalty or fall damage?--Badger 00:07, 29 July 2009 (MDT)
- Other people can *fly* at that level, far higher than the Dragoon can jump, and the Dragoon is still limited by movement rate (so it'd take him 2 rounds to jump 90' or w/e). What's the problem with jumping high when people are flying higher, without making any checks?
- Oh, and as for rolling a 1... botches are only on saves and attacks ;-) No crits or botches on anything else --Ghostwheel 00:10, 29 July 2009 (MDT)
- Except it does say that he can make any jump, no matter the distance in a single move action(see: "Dragoons jump extraordinarily quickly, letting them complete an entire jump, no matter how far it is, as a move action"). I did a little thinking, and while it's true it's not as powerful as I first thought, he could knock an adult Black Dragon's AC to 9 with that attack. And considering he can do 3x damage with a lance, more if he actually crits, you have to admit that is very powerful. Now an adult black dragon has an AC of 27 normally and an HP of 199. You figure an average of 15 damage per single attack (1d8x3) he's going to have that dragon taken out in no time. That's a CR 10 monster being killed by a character with an ECL of 6. While it is clear that is unlikely to happen, you have to admit it should be pretty much impossible. Unbeatable, according to the Encounter Calculator I used. As for the 1 on a skill check, sorry, sometimes house rules get confused with SRD in my mind. :) --Badger 00:29, 29 July 2009 (MDT)
- Ah, didn't see the whole "jump as far as you want with one move action" thing--that does seem a bit off. As for the other part, it's not really as powerful as it seems, since even with Improved Crit you're only going to have a crit range of 19-20, and it's a standard action, so you can't combine it with a full attack or a martial strike. Basically, it's a single attack that's sure to hit and does a decent (but not great) amount of damage. The best way to optimize it would probably be with an extra source of damage (rogue's SA), or boosting your Strength sky-high (War Hulk, Clerzilla), but even then I'm not sure it it'd really be all that powerful. --Ghostwheel 00:43, 29 July 2009 (MDT)
- my problem with this (and all other FF dragoon type classes) is the rediculous frontloading. every one of them gets the ability to do insane jumps at first level, AND some good bonus damage when doing so, again at first level. at first level in this class, the dragoon can, virtually without fail, jump the 30ft vertical required for the jump attack, which then triples his damage; including STR and power attack. since a large opponent has very low AC against your quasi touch attack, you can go all out with PA. a level 6 character, with one level of dragoon, four levels of fighter (for weapon spec), and one other full bab level, with 18 strength and a +1 weapon, attacking with a -4 power attack deals (1d8+6(STR)+1(magic)*3 + 4(power attack)*4(jump and double fom two handing)=3d8+37, or about 49 damage. every. turn. the killer jump is absolutley insane. at 4th lvl in this class (10 over all) your jump check could be 13(rank)+5(STR18 with a +2 item)+2(tumble synergy) meaning a minimum of 10d6 and an average of 15d6 extra damage, and an auto crit, due to the low enemy AC from the touch attack, which deals an extra *5 damage (3 base for spear +2 from jump attack), for damage of (1d8+7(str)+2(magic))*5+6(-6 power attack)*6(*5 crit + double from power attack)=5d8+81, average of 101 damage, +15d6 for a total average of 146 damage. EVERY. ROUND. at 10th level. this without any magic item bonuses to jump, and assuming power attack damage is doubled by the rule of doubledouble equals triple, other wise damage is even greater. ihmo, jump attacks should be treated as a smite(limeted uses per day, and toned down somewhat), while giving a decent bonus to jumping attack made normally. and spread the jump bonuses out, maybe start with a "no running start", then later a "half difficulty" then "treat vert distance as horizontal" as a capstone. Zau 17:01, 4 October 2011 (MDT)
- I wrote this with the idea that, heck yes. You get your iconic Dragoon trick at level 6, when you enter the class. It stays useful. It can do a pile of damage out of the box. And if a player wanted to floor it, they can get the results of flooring it. There's no fighting it. Ilong ago admitted a truth: You can't beat the rules lawyers players out to milk every bit of damage they can. They will find a way around you. They really will. They will scrimp and save and do that kind of damage anyway. At level 10. C'est la vie. But, if someone uses this dragoon, they don't have to pour every character resource into doing enough damage to matter. CR 10 monsters have ~150 HP (for the bruisers, anyway), and getting a melee character to do enough damage for that to matter can be tough. I want fighters and warriors to be awesome without someone having to dumpster dive through everything and pouring every resource and all feats into the one trick that they can almost enough damage to make a juvenile red dragon go "Ow, that almost tickled." I believe the concept is called sandbagging--you could go higher, but you're high enough, so why take all those resources when you could do something else with them. I wrote this one for the sandbaggers. I'm one of 'em, myself, and not terribly worried that someone, somewhere, could take this class, and floor it. When they could do it anyway. Or, heck, play a wizard and pay a little attention and get folks with the good old Solid Fog + Black Tentacles combo.
- the problem is that it makes it too easy to dip into the class for cheese. if the abilities where spread out, and less blatantly overpowered, it would be much better. the thing is, warriors deal consistent, decent damage, unlike mages and rouges, who have a limit to how much nuking they can do and have severe limits on targets and the ability to qualify, respectivly. the problem is that at level 10, this class matches a level 20 rouges sneak attack damage, while having more armor, hit points, mobility, and fort save, essentially evrything except evasion, reflex saves, and skill points, all while this classes damage is not precision based, so no immunities. i dont like comparing one archetype to another, but in this case that is the best comparison, because this class makes a character straight up better in combat than any warrior type class, and possibly better than a wizard. you claim that warriors are incapable of making a" juvenile red dragon go "Ow, that almost tickled."" yet that is simply untrue. at level 10, a warrior type class should be able to do at the very least 10 damage per swing, with two attacks per round. thats 13% of ~150 hit points. thats not a whole lot, but that is with exactly no real effort for a good build, thats just base weapon damage, decent STR and magic weapons, and NPC could deal that much damage. with a couple of decent feats a couple of (balanced) class features, you could deal more like 30 or 40 damage. even only dealing 20 or so a round, with the rest of your party, thats 3 or 4 rounds tops to kill. this class will all but kill a 150 HP guy in one round. thats not balancing underpowered warrior-types, thats insane. thats better than a 20th level disentigrate. that you can do every round, not just a half dozen times a day. thats better than a level 20 rouge getting off a full attack sneak attack. i dislike it when people say that "X in underpowered/balanced, compare to rouge damage/i think wizzzards spitting death are more powerful," but this is overpowered compared to the best damage dealing possiblities in the game, with no cheese required, if you dont build your character like an idiot, this WILL be the result. this is even just "sandbagging" as you put it, not cheesing it up. this is without even trying, you make it OP. this is "build character without being clinicly retarded" and still be OP. if you really cheese it up, it would get F'ing rediculous. look at the jump attack feat. congrats, you just *8 power attack. Zau 17:11, 11 October 2011 (MDT)
- tl;dr for the above rant: this isnt "one for the sandbaggers," being 'on par' with munchkins without any effort, this is "WTF pwned for dummies" taking "babies first fighter" (nothing of note but power attack, cleave, and weapon focus/spec, made by picking the feats that looked right and said "for fighters" on the bottom line) and making it hopelessly outclass anyone who didnt take this class as well. if 2 SRD feats and four levels of this class make a 10th level warrior-type outdamage a level 20 munchkin roug who somehow managed to full attack sneak attack, there is something wrong, and the rouge aint it. Zau 17:38, 11 October 2011 (MDT)
Power - 5/5 I give this class a 5 out of 5 because it finally lets me be as impressive as martial adepts without having to be one, whilst simultaneously letting me play as my absolute favourite class from the Final Fantasy series! --Banatine 13:35, 29 September 2009 (MDT)
Wording - 4.5/5 I give this class a 4.5 out of 5 because the only thing missing is whether the class grants any armor or weapon proficiencies (I'm thinking of Dragonscale Husk (Dragon Magic) which scales with classes that grant heavy armor proficiency)--Banatine 13:35, 29 September 2009 (MDT)
Flavor - 4/5 I give this class a 4 out of 5 because although good enough, it is a little shallow. You could include a few things about dragoons from games other than Tactics (i've read about them practising their early skills by jumping off cliffs...) --Banatine 13:35, 29 September 2009 (MDT)
Yes, they were. Thanks, Jota. --Genowhirl 22:14, 21 January 2010 (UTC)
Power - 4.5/5 I give this class a 4.5 out of 5 because fairly good but there was nothing that really made it perfect --—The preceding unsigned comment was added by 126.96.36.199 (talk • contribs) . Please sign your posts!
Wording - 4/5 I give this class a 4 out of 5 because about regular amount of wording but a story would be nice --—The preceding unsigned comment was added by 188.8.131.52 (talk • contribs) . Please sign your posts!
Formatting - 4/5 I give this class a 4 out of 5 because i dont know the standard to formatting but it is functional --—The preceding unsigned comment was added by 184.108.40.206 (talk • contribs) . Please sign your posts!
Flavor - 4.5/5 I give this class a 4.5 out of 5 because pretty interesting for a character i would like to edit this to make it a little more balanced for all creatures --—The preceding unsigned comment was added by 220.127.116.11 (talk • contribs) . Please sign your posts!
Hmmm...cool but O.P. as hell, i had to nerf most of it.....
Power - <<<2>>>/5 I give this class a <<<2>>> out of 5 because <<<Hmmm...cool but O.P. as hell, i had to nerf most of it.....>>> --18.104.22.168 06:25, 21 March 2010 (UTC)
Wording - <<<Insert Your Rating Here>>>/5 I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --22.214.171.124 06:25, 21 March 2010 (UTC)
Formatting - <<<Insert Your Rating Here>>>/5 I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --126.96.36.199 06:25, 21 March 2010 (UTC)
Flavor - <<<Insert Your Rating Here>>>/5 I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --188.8.131.52 06:25, 21 March 2010 (UTC)
- Hear ye, hear ye! The next person who says something is "O.P" and thinks that comment is in any way meaningful will make me cross, for several reasons! The first is the lack of language knowledge shown in abbreviating That Word to "O.P." (editing and proofreading academic papers will make this throw your hackles up, too.) The second is the lack of understanding of D&D mechanics shown by thinking small amounts of direct damage actually kill monsters; when the monsters have three hundred hit points, you should be able to take a whack out of that. The third is the lack of explanation that accompanies it. If you cannot supply a solid reason which withstands attempts to discredit it, you are either wrong (and therefore obligated to correct yourself when proven thus), or having a knee-jerk reaction which boils down to 'that CAN'T be right because...well...it just can't!' Yes, it can be right. And you can be wrong. And if you don't like something, try to lay out the math and mechanics so people have something more solid than an emotional reaction. --Genowhirl 06:38, 21 March 2010 (UTC)
Jay's Rating of Ultimate Doom
Power - 4/5 I give this class a 4/5 because it makes me happy to see this many critical's against a large opponent. Lance + Jump Attack + Really Big Monster = Huge Damage. Which is good because the bigger they are, the badder they are. I believe this type of power is completely appropriate for a melee character to wield at his current level.
It doesn't get a 5/5 because Jump Attack can ignore normal Armor at 1st level. I'm fine with it ignoring Natural Armor. That is a common monster thing. But ignoring standard full-plate Armor upon the first gained level? (At what? 7th level?) ...Not to my liking. Put this armor-ignoring thing out until 10th level+ and I'll be fine. He can only use it so often anyways. --Jay Freedman 10:07, 21 March 2010 (UTC)
Wording - 4/5 I give this class a 4/5 because I understood what happens. I didn't always understand why it happened. I want to know what kind of action everything is. Minor, Swift, Standard. I felt this area could be improved. --Jay Freedman 10:07, 21 March 2010 (UTC)
Formatting - 1/5 I give this class a 1/5 because the preload is not complete and this could be filled with fandom fluff. Lots of text could be on this page but it ain't. --Jay Freedman 10:07, 21 March 2010 (UTC)
Flavor - 3/5 I give this class a 3/5 because its been done before and not original. Luckily, I am a fan of this specific kind of character. I'm a big Kain fan from FF. So I like this. I just wish it had some twists to make it spicy. So far all I see is "Big Monster Killer", "Reach Weapon", and a cool name. I want fluff and I want lots of it. --Jay Freedman 10:07, 21 March 2010 (UTC)
How to make it better: --Jay Freedman 10:14, 21 March 2010 (UTC)
- Give Dragonbreath an Action. Minor, Move, Standard, etc.
- Make Jump Attack understandable. It confuses the heck out of me. So do I make a Jump check as a standard action and hope to reach a vertical height of 30 feet before simply landing and making a standard attack? Cause that is what I'm getting so far. Jump, land, if you made the bar then follow with a normal attack for a bonus.
- Delay giving Jump Attack the ignore normal Armor thing until 3rd level or later.
- Add lots of fluff that makes me want to play this class. If I haven't played FF games I don't want to play this class. No uber-super reason has yet to be given to me to do so.
- Add a pic and complete the NPC.
I created my own version of the dragoon prestige class; if you could look it over and rate it, it could help a lot. It's called Dragoon(By RDC)(D&D 3.5 Prestige). Thanks. -Rogue The Demonchild 00:19, 1 June 2010 (MST)
Power - 2/5 I give this class a 2 out of 5 because it gains a lot of very powerful abilities very quickly, and has very soft prerequisites. Ignoring falling damage, doubling or tripling damage, etcetera. The outright double and triple get severely out of hand when you also get to ignore either armor or natural armor, allowing for immense power attacks, which would become doubled upon wielding a two-handed weapon and subsequently tripled upon jumping. Considering that anyone can grab a single level in the class after just two prerequisite-lacking feats, this seems far too much for just a single level investment. I'd advise spreading the jump ability out over more levels, or giving it a d4 cooldown as well, or removing some of the more powerful aspects in general. A flat attack and damage boost would likely be most fair, like just adding +1 or +2 to attack and damage per dragoon level. Furthermore, an automatic critical with the killer jump is preposterously good, considering that all one has to do to do it again is wait a short while. Likely want to put a daily limit on it, or at least not allow a double-jump on the killer. The breath and heart seem completely unnecessary given the extremely high damaging capacity the rest of the class provides easily. Heart makes you immune to a several effects -and- grants high healing over multiple turns. Especially considering that all it takes is a natural critical to set it off, you could just run around in the woods and attack animals until you got a critical hit, and heal up after each fight with minimal difficulty. --Gorgonica 20:10, 15 January 2011 (MST)
Wording - 4/5 I give this class a 4 out of 5 because Double jump and Killer jump are inconsistent; killer jump specifies an incapacity to use the ability for 1d4 rounds after it is used once, while double jump specifically says that the two abilities are compatible. I'd assume that double jump supersedes killer jump's properties, but it'd be good to specify. --Gorgonica 20:10, 15 January 2011 (MST)
Formatting - 3/5 I give this class a 3 out of 5 because the class really needs some re-ordering. They need to have their abilities spaced out significantly. Knowledge skills don't make sense, and neither does dragonheart. Lancet could replace dragonheart, allowing an extra amount of damage be healed on pre-selected hits, like a uses-per-day sort of effect. Also, double jump has always just dealt double damage that a regular jump dealt in the franchise. Have double jump deal the multiplied damage, while normal jump just deals bonus damage. --Gorgonica 20:10, 15 January 2011 (MST)
Flavor - 3/5 I give this class a 3 out of 5 because, though dragoons ARE totally awesome, it's still a unique class based entirely on that of a pre-existing RPG franchise. --Gorgonica 20:10, 15 January 2011 (MST)
Power - 1/5 I give this class a 5 out of 5 because The class itself gets ridiculously overpowered at lower levels. I've worked on a version of the Dragoon class myself and i've figured out a little perks and understanding to the class a bit. The version you made seems okay, but it get's overpowered way to early into the level, and just keeps growing in power. If you want i can share my opinions and ideas if you send me an email at :firstname.lastname@example.org --184.108.40.206 19:56, 18 August 2011 (MDT)
- Corrected to a 1/5. The Original Rating seemed to lean towards an extreme, and his reason for the rating appears to be negative, mentioning imbalance. I believe he simply misunderstood which side of the rating the side represents this. Jwguy 11:02, 21 August 2011 (MDT)
Wording - 3/5 I give this class a 3 out of 5 because Some of the wording is scrambled into bits that breaks off from one subject to another. A couple of the class features are tough figuring out as well, especially the Dragon Breath Weapon, Double Jump, and the Killer Jump. The rest makes perfect sense though and i like how you made it simple. --220.127.116.11 19:56, 18 August 2011 (MDT)
Formatting - <<<3>>>/5 I give this class a <<<3>>> out of 5 because <<<Class is useful, yadda yadda, there's just some confusing things added to the text that could be worked out.>>> --18.104.22.168 19:56, 18 August 2011 (MDT)
Flavor - 4/5 I give this class a 4 out of 5 because The class is unique and individual, as it's primary focus is to jump and attack at once. The main thing is that some text could be added to help describe the Dragoon's abilities better for flavor and roleplaying purposes. --22.214.171.124 19:56, 18 August 2011 (MDT)
Power - 1/5 I give this class a 2 out of 5 because this class is incredibly overpowered. as stated above, when a level ten can outdamage a full attack sneak attack from a level 20 rouge, without using any cheese (all feats from SRD), something is wrong. inb4 "herp derp wizzzards" fighter type classes should be compared to comparable classes. also heavily front-loaded, giving 50% of the class features at first level. i know you want to give it cool stuff at first level, but seriously. --Zau 22:55, 25 December 2011 (MST)
Wording - 4/5 I give this class a 4 out of 5 because it looks properly done, with no obvious errors, but it's nothing special. --Zau 22:55, 25 December 2011 (MST)
Flavor - 4/5 I give this class a 4 out of 5 because it has a good basis, but to someone not intimately familiar with FF it seems a bit lacking. --Zau 22:55, 25 December 2011 (MST)
Power - 3/5 I think that the Dragonbreath is overpowered, despite having to wait 1d4 turns between uses. Maybe the save DC and damage dice could be based on class level instead of character level, and/or have to wait 1d4+2 turns? --Beldak Serpenthelm (talk) 18:41, 12 February 2013 (EST)
Flavor - 5/5 I would love to use this in a campaign. This is a really cool combination of Sorcerer and Ranger that could be amazing for exploring/settling a monster-heavy wilderness. --Beldak Serpenthelm (talk) 18:41, 12 February 2013 (EST)
Balance - 3/5 I give this class a 3 out of 5 because it seems a bit OP, but the heavy armor has some pretty big drawbacks. --126.96.36.199 22:26, 6 July 2014 (MDT)
Wording - 5/5 I give this class a 5 out of 5 because brilliantly written, no confusion on any ability, or rule, and the humour is amazing. --188.8.131.52 22:26, 6 July 2014 (MDT)
Flavor - 5/5 I give this class a 5 out of 5 because it's funny, it's got some great lore, and it shows you how you should act, in any situation you can think of. "Kill the big monster, with the long pointy stick, and some help from gravity." --184.108.40.206 22:26, 6 July 2014 (MDT)
Power - 1/5 Excessively front-loaded. Being able to get Improved Evasion at level 6 is ridiculous. The Jump abilities are much too powerful and front-loaded. The jump abilities could easily be spread out across the length of the class. Also, the Dragonbreath is too strong. Admittedly, it has a cool-down, but when you first get it you're already around the damage of similar CR'd True Dragons. You make Dragonfire Adepts cry. Further, even if it is something the source class can do, it doesn't fit thematically with the class. Area Breath Weapons aren't terribly useful against multiple larger opponents. Giving the Mighty Throw Feat at 3rd level (Str-to-hit for thrown weapons) would be an example of an ability balanced compared to most other PrCs.
Wording - 3/5 Needs work... too much "this is awesome" style wording. Flavor Text doesn't belong in the ability descriptions.
Formatting - 4/5 At least it's nice to look at.