Dragoon, Different (3.5e Prestige Class)
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|“||"Dragons are tough, nimble, and lethal. Well, so are we."||”|
|—Nasreen Al-Mumit, human dragoon|
Trained in the use of heavy armour and pole-arms, the dragoons excel when fighting on open ground, where their reach and mobility can be used to it's full potential.
Becoming a Dragoon
Although many of the techniques and training used by the dragoons come from an ancient order of dragon slayers, nowadays most of them are simply warriors who look for a way to maximize their fighting capabilities, while retaining the full advantage of their armour.
|Base Attack Bonus:||+6.|
|Skills:||Jump 8 ranks.|
|Feats:||Weapon Focus (Any Polearm).||Armour Proficiency (Heavy)|
|1st||+1||+2||+0||+0||Like a second skin|
|2nd||+2||+3||+0||+0||Short grip, Leaping charge +1d6|
|4th||+4||+4||+1||+1||Leaping charge +2d6|
|6th||+6||+5||+2||+2||Elemental Burst, Leaping charge +3d6|
|7th||+7||+5||+2||+2||Sweep Attack, Spring-Heeled|
|8th||+8||+6||+2||+2||Leaping charge +4d6|
|10th||+10||+7||+3||+3||Lancebreaker, Leaping charge +5d6|
Like a second skin (Ex): Wearing any kind of armor no longer applies an armor check penalty, nor does it reduce it's wearer speed in any way.
Leaping Charge (Ex): When executing a charge in which an attack is made with a polearm, as long as part of the movement is done as a jump, extra damage is dealt. This extra damage is 1d6 for every second Dragoon level. Additionally, you can perform a Leaping Charge when jumping down or falling from a height of 10 feet or more.
Short Grip (Ex): The character can attack adjacent squares with a weapon that has reach, but applies a -2 to the attack roll, and the weapon is considered one-handed.
Elemental Weapon (Sp): Treat your weapon as being one of the following: Flaming, Frost, Shock. This means that the weapon is sheathed in flames, frost or crackling electricity, which don't harm it's wielder. It deals 1d6 extra damage of the corresponding element. Activating this ability, and changing elements once activated, is a move action.
Jump (Ex): Jump DCs are halved.
Pin (Ex): When attacking a Large or smaller creature with a polearm, if the damage roll is 6 or higher, the opponent can be pinned. As long as it is pinned, the polearm used for the attack is unusable except against that same opponent.
Elemental Burst (Sp): When activating the Elemental Weapon ability, treat the weapon as being a flaming Burst, Icy Burst, or Shocking Burst, as corresponding. In addition to the effects form Elemental Weapon, the weapon deals an extra 1d10 for each critical multiplier (1d10 for a x2 multiplier, 2d10 for a x3, etc) on a successful critical hit.
Sweep Attack (Ex): This ability allows the character to attack each creature in 5 adjacent squares within his threat range. A single attack roll is made. This action cannot be performed if there is any obstacle between the character and it's target. This attack may only be made with reach weapons.
Spring-Heeled (Ex): When performing a Jump check, the DC is no longer double when not having a running start.
Hypersonic Stab (Ex): Once per round, the Dragoon can choose one of his attacks to be a Hypersonic Stab. This is decided before throwing any dice. A Hypersonic attack deals an extra 2d8 of sonic damage to the subject of the attack. Additionaly, every creature within a 10 foot radius of the attacked creature (except for the wielder) is dealt 1d8 of sonic damage and is deafened for 2d6 rounds. A successful fortitude save (DC 15) reduces this to 1d6 rounds. Lancebreaker (Ex): On a successful attack roll with a polearm, the character can choose it to be a Lancebreaker attack. If so, the attack is considered critical, and the weapon breaks.
Playing a Dragoon
Dragoons in the World
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Dragoons in the Game