Dragoon, Variant (3.5e Prestige Class)

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The general idea based on the other Dragoon Prestige Class but modified and streamlined.

Created by Berlitz

Becoming a Dragoon[edit]

Generally, Dragoons are recruited and trained as a sort of public service; even Evil civilizations have a problem with big monsters, so Dragoons can hail from those places, too.

Entry Requirements
Alignment: Good. Most are neutral good or chaotic good, with a rare few lawful good.
Base Attack Bonus: +6
Skills: Jump 8 Ranks
Special: A would-be dragoon must have succeeded at a challenge requiring great heroism; for example, they must participate in an encounter with an EL at least 3 levels greater than their level. (Being carried through an encounter by a group of more experienced heroes is not courageous.)
Table: The Dragoon

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Bravery +1, Agile Combatant
2nd +2 +3 +3 +0 Spear Mastery
3rd +3 +3 +3 +1 Bravery +2, Giantbane +1, Evasion
4th +4 +4 +4 +1 Heroic Leap +2d6
5th +5 +4 +4 +1 Bravery +3
6th +6 +5 +5 +2 Giantbane +2, Heroic Leap +3d6
7th +7 +5 +5 +2 Bravery +4, Improved Evasion
8th +8 +6 +6 +2 Greater Spear Mastery, Heroic Leap +4d6
9th +9 +6 +6 +3 Bravery +5, Giantbane +3
10th +10 +7 +7 +3 Dragon Knight, Heroic Leap +5d6

Class Skills (4 + Int modifier per level)
Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)

Save the People: While not exactly a Code of Conduct, Dragoons do have a few things drilled into their head by their teacher: Defend the People From Monsters, Especially Big Monsters.

The majority of their training is concerned with finding ways to stab monsters in the face when it seems improbable that the Dragoon would be able to reach that high. Naturally, a Dragoon's first reaction upon seeing a monster chewing on a few cows in the street and hearing people scream, would be to heft his spear and then endeavor to stab the monster in the face. I'm not saying they must do it, but it will be their first, second, and third thoughts.

If a dragoon willingly does anything evil (based on the view by the GM) he loses his Heroic Leap ability and can no longer gain levels in dragoon. He otherwise retains all other abilities..

Bravery (Ex): Dragoons go up against the biggest, most fearsome enemies they can find, they stand against creatures much larger than themselves without batting an eye. Starting at 1st level, a Dragoon gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every two levels beyond 1st. In addition creatures larger than the Dragoon gain no bonuses on intimidate due to size against him.

Agile Combatant (Ex): At 1st level, A Dragoon adds double his level to all Jump checks, both for vertical jumps and horizontal jumps. The formula for figuring vertical jump height is reduced by half (one foot per two points on the check). In addition, he always counts as having a running start when making jump check.

At 4th level the Dragoon can reduce the effective distance of a fall by a number of feet equal to his Heroic Leap jump height.

At 10th level the Dragoon's agility becomes the stuff of legends. The formula for figuring vertical jump height is reduced by half yet again (one foot per point on the check).

Spear Mastery (Ex): At 2nd level, as an immediate action, a Dragoon can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every two levels beyond 2nd.

Giantbane (Ex): At 3rd level the Dragoon becomes a force of destruction with his weapon, striking fear into the black hearts of monsters everywhere. When a dragoon faces a creature larger than himself he gains a +1 Dodge Bonus to AC, and a +1 Morale Bonus to Attack and Damage for each size category difference between them. These bonuses increase by +1 for every three levels beyond 3rd.

Evasion (Ex): At 3rd level, a Dragoon gains evasion. If exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. A helpless Dragoon does not gain the benefit of evasion.

Heroic Leap (Su): The Signature move of the Dragoon, leaping high into the air and striking at the vital points of creatures larger than himself. Starting at 4th level as a full-round action once per day a Dragoon may jump into the air and strike at a creature where it is most vulnerable, he leaps a number of feet equal to 10 times his Dragoon Level and makes one attack at his highest base attack bonus that deals additional damage. If you hit, you deal double the normal damage as well as fall damage equal to half his leaping height, in addition the target is required to make a reflex save (DC = 10 + 1/2 Dragoon Level + Intelligence Modifier), if the target succeeds he takes 1 point of Constitution damage, if they fail they take 1d3 points of Constitution damage. The additional damage from fall damage and constitution bleed are not multiplied on a critical hit. At 6th level, and at every two levels thereafter, the dragoon may use Heroic Leap one additional time per day, to a maximum of four times per day at 10th level.

Improved Evasion (Ex): This ability, gained at 7th level, works like evasion (see above). A dragoon takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What's more, he takes only half damage even if he fails his saving throw.

Greater Spear Mastery (Su): At 8th level, a dragoon chooses either a spear or polearm. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Dragon Knight (Su): Through many trials and hardships the Dragoon has reached the epitome of his power and skill and has attained the rank of Dragon Knight. At 10th level you gain resistance 10 Fire as well as blindsense with a range of 30 feet. In addition when fighting creatures of a larger size category than your own you gain DR 3/- for each. (DR 3/- for a large, DR 6/- for huge, etc.)

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