The first one had way too powerful of a jump ability, with a high level fly. I didn't really see a problem with this, but I conceeded the point, and downed the power level. It is now a fairly balanced charecter, I belive. I have yet had a chance to play it, though.
Mystia, for those who wish to know, is the town in Final Fantasy II from Japan that the Dragoons come from. The Dragoons developed their powers initially to fight along side their dragons. Their Jump power came from the fact that they would leap to ride their dragons. If you would like to do that in your game, take the Leadership feat.
This class has been Balanced Drafted.
Hit Dice:d8
Skill Points: 2 + Int Bonus per level
Weapons & Armor:A Dragoon is proficent with all simple and martial weapons, light armor, medium armor, and sheilds. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Jump, Move Silently, Pick Pocket, and Tumble.
Dragoon Leap
All Dragoons learn to rise to meet the challange. By channeling their inner power, they can leap to great hights, often making them able to attack their foe. A Dragoon gains a bonus to their jump skill equal to 3 times their level. (At first level, +3, at second level +6). Furthermore, they ignore the limitations to their Maximum Jump.
Leap Attack
Dragoons learn to use their body weight to their fullest advantage. A Dragoon may attempt to perform a Leap Attack. This works as a Spring attack with the following exceptions.
Evasion
- If the Dragoon hits, it deals additional 1d6 of damage. This goes up by one die at forth, seventh, and tenth level. This is seperate from sneak attack damage, and is cumiltive.
- If the Dragoon misses his attack, he lands poorly, and can not spring back to a safer postion. He lands in the square next to his target.
- If the target is flying, he may take a 10 and use his full jumping ability to attempt to attack that opponent. This still counts as a Spring Attack.
Dragoons learn to anticipate the breath and magics of dragons, and learn to Evade their attacks. If a saving throw would normally inflict half damage on a Dragoon, they take none instead.
Uncanny Dodge
Dragoons have a funny way of never being in harm's way. At 3rd level, they get to add their dex while flatfooted. At Sixth Level, they are so fast, that they can not be flanked
Flexability
Dragoons get used to jumping with heavier armors. At Fifth level, Armor Check Penalties no longer apply to Balance, Climb, Jump, and Tumble checks.
Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special Abilities |
1 | 1 | 0 | 2 | 0 |
Dragoon Leap Leap Attack +1d6 |
2 | +2 | +0 | +3 | +0 | Eavsion |
3 | +3 | +1 | +3 | +1 |
Uncanny Dodge (Dex to AC) |
4 | +4 | +1 | +4 | +1 | Leap Attack +2d6 |
5 | +5 | +1 | +4 | +1 | Flexability |
6 | +6 | +2 | +5 | +2 |
Uncanny Dodge (Can't be Flanked) |
7 | +7 | +2 | +5 | +2 | Leap Attack +3d6 |
8 | +8 | +2 | +6 | +2 | |
9 | +9 | +3 | +6 | +3 | |
10 | +10 | +3 | +7 | +3 | Leap Attack +4d6 |