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Prestige Class: The Dragoon; Polearm specializing class
Topic Started: Dec 29 2005, 06:56:36 PM (460 Views)
Savarast
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Deity

----------------------------------Dragoon-------------------------------------------------

The dragoon is a specialist in weilding polearms to thier maximum potential. While any person can use a polearm, a dragoon can use a polearm to hold opponents at bay, crash down upon them, knock all opponents back within a radius, cause his weapon to make an opponent bleed, and finally, his training allows him to mimic an opponents previous action. Dragoons are commonly leaders of warbands rather than city guard becuase their abilities usually need alot of space to execute and show adaptability to situations, while a guardsman is more likely to have a standard class (not one that adapts, one that is more pernament in abilities). NPC Dragoons can be any weathered combatant, usually with a few levels of fighter under their belt. They are commonly met travelling with caravans or with warbands. Dragoon training is administered by another dragoon, and it is commonly shared to other good fighters. Some dragoons may ask for a character proves himself in battle before he will train him in the are of Dragoon.
HD:10
Requirement: B.A.B+5, Jump 5 ranks, Str15, One fighter feat
Alignment: Any
Special: ---
Skills: 4+int
Skills selection: as fighter

Quote:
 


Special                   Base Attack Bonus         Fort        Reflex      Will

Attack/damage +1           +  1                     +2            +0         +0
Impale                            + 2                     + 3            +0         +0
Attack/Damage +2          +  3                     +3             +1         +1
Jump Strike                     + 4                     + 4            +1         +1
Attack/Damage +3           + 5                     +4             +1         +1
Strong Arc                      +  6                     +5             +2         +2
Attack/Damage +4          +  7                     +5             +2         +2
Wound                           +  8                     + 6             +2         +2
Attack/Damage +5          +  9                     +6             +3         +3
Mimic                             +  10                    +7              +3        +3


Attack & Damage Bonus: A dragoon is so adept at using polearms, it becomes easier to hit opponents and is capable of hitting where it hurts more. He gains a +1 to attack and +2 to damage every second level.

Impale: You stop your opponents movment by holding him back with your polearm. You choose to use this ability before you attack. You take a -4 penalty to attacking, but if you suceed on your attack your opponent is unable move, cast spells (Concentration needed), or any other actions. An opponent may attempt to break free of the impale, but it take a full-round action that does nt provoke an attack of opprotunity. If the opponent chooses not to break free, he is able to do one action, except for any action that involves movment. If your opponent did not break free, you can lunge again, this time ignoring dexterity modifier to armor class. You also do not take the -4 for the initial lunge for the weapon is already placed in your opponent. You can also choose to pull out the weapon as a standard action. Impaling takes a full-round action.

Jump Strike: With this ability, you jump off your polearm to an unnatural height, and crash down on your opponent dealing massive damage. It takes two attacks to execute and will deal triple damage (if critical, increase multiplier by one step x3 turms into x4) and adds triple the strength modifier. This ability uses the highest attack modifer sacrificed. You loose all actions after using this ability.

Strong Arc: after exectuting this ability you attack all opponents in a 180 degree circle, but incur a -4 to attack. You loose all attacks after this ability.

Wound: You deal a bleeding wound on your opponent. It deals one point of costitution damage on a sucessful hit and deals one point of bleeding damage per round afterwards until it has been healed. You take a -4 to attack when using this ability. You can only use this ability once per round

Mimic: You can study a person using a special ability or feat for one round and then be able to execute it yourself. you can only mimic one ability at a time, and it will stay for 24hours or until used. You can study a new ability for one round, but if you currently have one mimicked, you loose that one.
|~| The Pessimist by The Lake In The Forest |~|
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Sylvak
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King~Queen
sweet...next level i can become a dragoon! or maybe a dracolancer...bah i dont know. but while a dragoon you can use ANY polearm...short spear long spear glave halberd ALL of that? im making an item for sylvak for when he get levels into this...check out the arms and armor section for a new spear...muahahah
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Savarast
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Umm, so far I think sylvak has about 15 possible classes you want him to have levels into. I think you need to chose one or two and stick with them. I mean, wasn't sylvak supposed to become an assasin?

Yes, it applies to all polearm weapons, though there are restrictions.

Impale: only peircing
Jumpstrike: only slashing
Strong arc: only slashing
Wound: slashing and peircing
|~| The Pessimist by The Lake In The Forest |~|
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Sylvak
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King~Queen
hmmm....restrictions you say...but what about a halberd? waouldnt a halberd be able to do all of the dragoons special abilities?
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Savarast
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Yes, which would be the most effiecent weapon to use. Downside is it has a lower reach than other possible polearms.
|~| The Pessimist by The Lake In The Forest |~|
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Sylvak
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King~Queen
after reading the magazine that was on your table, i think you should give them bonus(polearm) feats, in that book there are a bunch that are pretty cool
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Savarast
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I suggest taking those feats to compliment that PrC, but I cannot add them onto this PrC.
|~| The Pessimist by The Lake In The Forest |~|
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Chaosbreed
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O.O Pwnage! Kain ftw. And for those of you who don't know what FTW means or who Kain is.....GTFO the forum and play FFIV then play some online games.....preferably FFXI

But yeah, a drg is awesome. The wound ability sounds pretty cool, and jump just owns everything. Here's a couple links to what their armor looks like in ffxi <.<; http://ffxi.allakhazam.com/db/item.html?fitem=1971
http://ffxi.allakhazam.com/db/item.html?fitem=3120
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Sylvak
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King~Queen
i dont really think you should give them mimic..it just doesnt FIT IN. why not just give them a bonus feat at level one instead? or give them something like..instead of just strong ark you gain whirlwind attack?
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Savarast
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Mimic, from my knowledge of Final Fantasy, follows suit with the Dragoon/Lancer progression. It seems, from what I know of the Dragoon/Lancer from Final Fantasy is that they get a characteristic ability which allows copying martial skill. Chaosbreed, if you may, clarify if I am mistaken.

Just realized the damage potential with a Fighter5/Dragoon10 weilding a Halberd;

Strength of 20 gives a +5 to attack and damage

3d10+15+5 = 35 average damage on a Jump Strike without magical modifiers. Use Power Attack brings it up to 40. Trick to this ability is to use normal attacks until you have only two attack left. Then use Jump Strike. that is have to Optimize the ability.

Strong Arc is able to give you an additional 5 attacks at the cost of accuracy. This ability is best used either with your very first attack in the round if you have an amount of enemies equal to your maximum attacks per round+1 in your 180 radius. This is better used at the end of a round if you want to attack normally against a solitary major enemy and want to wipe out lower AC minions (the penalty to attack does little against low AC creatures). This is best used in the middle of a round if you have less enemies than your attack modifier in your radius. This attack is pretty useless if there are only 1 or 2 enemies around you.

Impale is great to keep yourself out of the range of touch-attack mages, and dexterous melee opponents. When used in conjunction with Wound it really shines.

Wound is always ideal when you are fighting non ooze, construct, and undead type creatures. Using Wound on each target once assures continual damage, even while you are not concentrating on them, and if they are held back with Impale, it becomes almost an assured kill.


-----------IMPORTANT EDIT--------

Wound can now be negated with a successful fortitude check of 5+1/2damage dealt
If successful, the target (who till takes damage) does not take bleeding damage, nor looses the 1Con. If unsuccessful, the target takes bleeding damage and the Con damage. If the target already suffers from bleeding, a sucessful Fortitude does NOT fix this bleeding, it DOES however negate the additional bleeding damage.
|~| The Pessimist by The Lake In The Forest |~|
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