Custom Pathfinder Class: Dragoon

Dragoon

Image credit: Yu Cheng Hong

The Dragoon is a fearsome enemy, using it’s knowledge of the dragons and their abilities to leap into the fray from long distances to damage enemies. They commune with the dragon aspect they choose to associate with, gaining their abilities, elemental affinities and possibly magical talents. However, in order to become a great avatar for the dragons, one must be highly intelligent in order to comprehend their abilities.

Alignment: Any.

Hit die: d10.

Skill points: 4+int.

Class skills: Acrobatics, climb, craft, diplomacy, fly, handle animal, intimidate, knowledge (arcana), knowledge (nature), knowledge (planes), Linguistics, perception, ride, sense motive, swim.

Armor and weapon proficiencies: Dragoons are proficient with light, medium and heavy armor. They are proficient in all shields (except tower shields). They are proficient in all simple and martial weapons, as well as all slashing and piercing reach and brace weapons. 

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
1
0
2
2
Jump, Dragon aspect
2
2
0
3
3
Breath weapon (1d6), Aspect power
3
3
1
3
3
Jump power, Draconic armor training 1, Aspect ability
4
4
1
4
4
Breath weapon (2d6)
5
5
1
4
4
Evasion
6
6/1
2
5
5
Breath weapon (3d6), Jump power. Aspect power
7
7/2
2
5
5
Aspect ability, Draconic armor training 2
8
8/3
2
6
6
Breath weapon (4d6), Enhanced Breath area
9
9/4
3
6
6
Jump power
10
10/5
3
7
7
Breath weapon (5d6), Aspect power
11
11/6/1
3
7
7
Aspect ability, Draconic armor training 3
12
12/7/2
4
8
8
Breath weapon (6d6), Jump power
13
13/8/3
4
8
8
Improved evasion
14
14/9/4
4
9
9
Breath weapon (7d6), Enhanced Breath area, Aspect power
15
15/10/5
5
9
9
Jump power, Aspect ability, Draconic armor training 4
16
16/11/6/1
5
10
10
Breath weapon (8d6)
17
17/12/7/2
5
10
10
Dragon sight
18
18/13/8/3
6
11
11
Breath weapon (9d6), Jump power, Aspect power
19
19/14/8/4
6
11
11
Aspect ability, Draconic armor training 5
20
20/15/10/5
6
12
12
Dragon Avatar

Jump (Su): At first level, the dragoon harnesses the mighty agility and power of dragons. They are able to leap high into the air as a full-round action. They must note a desired space to jump to when they use this ability. The following turn, the dragoon lands, striking an enemy with vast power. Dragoons can jump once per day, plus one additional time for every two levels following. They also gain a number of jumps per day equal to their intelligence modifier (if positive). Jump cannot be used in conjunction with cleave, vital strike, or other similar abilities.

Range:
At first level, the dragoon gains the ability to jump. The Distance the dragoon can jump is 30 ft. + 5 ft. per level following first, up to a maximum of 120 ft. The height is incorporated into this jump distance. (For example, a 10 ft. distance and 10 ft. height becomes 20 ft. total. Jump at level 20 is 110 ft.

Damage:
This ability deals double damage with a normal weapon, and triple damage with a reach weapon. Vital strike increases this damage, but power attack does not. This is a dexterity-based attack, with strength damage. The dragoon must make an acrobatics check. If the opponent fails to overcome their acrobatics roll with an opposed perception check, they are flat-footed against the jump attack.

Attack rolls:
When the dragoon decides to land in a different space when they are supposed to land, their attack roll is reduced by 1 per 5 ft. of movement. A dragoon cannot adjust their jump by more than 30 ft.

Dragon Aspect (Ex, Sp, Su): Based on the dragon form chosen, The Dragoon is given access to certain powers and feats of his or her choosing. (See Below)

Aspect power (Ex, Sp, Su): At second level, and every four levels thereafter, the Dragoon gains a special power granted by their dragon aspect. These are noted in the dragon aspects section below.

Jump Power (Su and Ex): At third level, and every four levels thereafter, the Dragoon can choose one of the following powers to enhance his or her jump ability upon use. At 6th, 12th, and 18th level, they can add one additional jump power.

Jump higher (Ex): Jump takes two turns, but deals quadruple damage.

Air maneuverability (Ex): Reduce jump range penalties by 1. Increase maximum range by 5 ft. This power can be taken again at levels 9 and 15.

Stunning jump (Su): As the stunning fist feat (Int-based fortitude save)

Elemental strike (Su): Add your aspect’s element to your jump. 1d6 element damage per 1x multiplier (rounding down), stacks with other elemental assault abilities.

Hit twice (Ex): When jumping, Hit the same target automatically at your highest base attack bonus. Requires 3rd level or later.

Poison barb (Su): Poison your weapon, dealing either str or dex damage (1d3) (Con fort save) Requires 3rd level or later.

Fearsome landing (Ex): As you land, all adjacent enemies are subject to an intimidation check as if using the dazzling display feat. Requires 6th level or later.

Quick jump (Ex): Jump occurs in the same turn, but only 1.5x damage is dealt. (1x with non-brace/reach) Requires 6th level or later.

Momentum leap (Ex): After jumping, dodge AC is increased by 2 for the following round. Requires 6th level or later.

Increased damage (Ex): Increase jump damage by 50%. (e.g. if it was 2x damage, now 3x) Requires 6th level or later. This talent can be taken again at level 11 and 16, increasing the bonus damage to 100%.

Frost nova (Su): A frost nova is unleashed from your landing point (15 ft. radius), halving movement speed of all affected enemies. At 12th level, this also deals 1d2 dex damage. At 15th, 1d4. (Fort save) Requires 9th level or later.

Knock ‘em down (Ex): The enemy falls prone when struck. This is a strength-based fortitude save. Requires 9th level or later.

Impale (Ex): Stick your reach or brace weapon through the enemy, ripping it out as a swift action for base weapon roll damage as bleed, but not per turn following. Requires 7th level or later.

Impact (Ex): When jumping, deal damage one size category higher. Require 12th level or later.

Breath weapon (Su): At second level, the dragoon gains the use of a breath weapon (1d6, increases by 1d6 every two levels thereafter), In the shape of a 15 ft. cone or 30 ft. line. This can’t be used for 1d6 rounds after use. At 8th level, the area increases to 20/40, and at 14th Level, 30/60. (Reflex save for half DC 10+½ CL+INT) This can be used once every 1d6 rounds, and a number of times per day equal to 1 + their intelligence modifier (minimum 1).

Draconic armor training (Ex): At 3rd level, and every four levels thereafter, the dragoon increases the maximum dexterity bonus of armor they wear by 1, and reduce the check penalties by 1, to a maximum of 5 at 19th level.

Aspect ability (Ex, Sp, Su): At 3rd level, and every 4 levels thereafter, the Dragoon can choose an aspect feat denoted in the subsection for aspects below. These are comprised of feats, class abilities, supernatural abilities, and spell-like abilities. If not noted otherwise, spell-like abilities chosen are used once per day, with their dragoon level as caster level. DCs for spell like abilities use the levels given on the sorcerer/wizard spell list. If it is a divine spell, it uses the cleric spell list. If it is only on the druid spell list, then that spell level is used.

Evasion (Su): At 5th level, when the dragoon passes a reflex save for half damage, they take no damage. This works in all armor types.

Improved evasion (Su): At 13th level, If the dragoon fails a reflex save, they only take half damage from the effect. This works in all armor types.

Dragon sight (Ex): At 17th level, Dragoons gain blindsight 30 ft. at 20th level, this increases to 60 ft.

Dragon Avatar: The dragoon masters the ways of the dragons, becoming a true dragon avatar. They are immune to paralysis, sleep, and a specialization in a part of their breath weapon, and gain one final power, denoted in the aspect section (See below).

Natural:
10d6 breath damage
30 ft. cone/60 ft line
Ref DC 10+½ CL+INT

Specialization: (Choose one)
10d8 damage
60 ft. cone/120 ft. line
Reflex DC+2



DRAGON ASPECTS

Aspect feat/abilities for each: Form of the dragon I (13th), Form of the dragon II (15th), Form of the dragon III (17th)


Black Dragon

Energy type: Acid
Alignment: Chaotic evil

Ancestry: the connection to the dragons of the past grants the black dragoon a +1 bonus to the damage of their breath weapon per die rolled.

Aspect Powers:

2nd level:
Elemental assault (acid, Su): As a swift action once per day, the dragoon can gain 1d6 acid damage to their weapon and unarmed attacks. This lasts for one round per level, but these rounds do not need to be consecutive.

6th level:
Resist acid (Ex): the dragoon becomes attuned to their element, gaining resist acid 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to acid.

10th level:
Precise strikes (Ex): the cunning black dragoon finds weaknesses in their enemies, gaining +1d6 sneak attack damage. This damage increases by 1d6 at 15th and 20th level.

14th level:
Acidic blood (Su): Once per day, the dragoon can form volatile acid in their blood as a standard action. For a number of rounds equal to their level, acid sprays in a 15 ft. line from weapon attacks, dealing their breath weapon damage to all within (reflex halves). This can be used one additional time at 16th and 19th level.

18th level:
Dominion over reptiles (Sp): The dragoon gains the ability to speak with reptiles as a constant spell-like ability, and can use mass charm monster as a spell-like ability once per day.

Aspect Abilities: Vital strike, Improved vital strike, greater vital strike, Power attack, Improved overrun, Improved sunder, Greater overrun, Greater sunder, acid splash (9th), acid arrow (3rd), Dazzling display, shatter defenses, deadly stroke, penetrating strike, devastating strike, greater devastating strike.

Avatar: Gain a crushing tail attack, hitting all enemies within a 10 ft. wide, 15 ft. deep rectangle in front of you with a spiritual tail as a full-round action, that appears and strikes the enemies. This deals weapon damage two category sizes higher, and knocks the enemy prone. This can be used a number of times per day equal to the dragoon’s intelligence modifier.


Red Dragon

Energy type: Fire
Alignment: Chaotic evil

Ancestry: the red dragoon’s connection to the ancient red dragons grants them a +1 bonus on weapon damage rolls. This increases by 1 for every four levels they possess.

Aspect Powers:

2nd level:
Tough hide (Ex): The red dragoon’s skin is toughened through their connection to the red dragons, granting them a +1 bonus to their base natural armor through dark red scales that form across their skin. This bonus increases by 1 at 8th and 16th level.

6th level:
Resist fire (Ex): the dragoon becomes attuned to their element, gaining resist fire 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to fire.

10th level:
Brute force (Ex): A scion of the red dragon favours brute force, granting the dragoon a +2 bonus to their strength score. This bonus increases by 2 at 14th and 18th level.

14th level:
Move flames (Su): The dragoon can move flames, both magical and natural, as If it were the caster as a standard action. They can control and move a number of 5 ft. squares equal to their level.

18th level:
Incinerate (Su): If the dragoon reduces a creature below 0 hit points with their breath weapon, the target must make a fortitude or be instantly incinerated to ash.

Aspect abilities: Empowered breath (1 die), Weapon focus, Greater weapon focus, Fireball (7+), Burning hands (2+), Fire Shield (11th), Analyze dweomer (15th), Power attack, Improved bull rush, greater bull rush, two weapon fighting, improved two weapon fighting.

Avatar: As a swift action, the dragoon can grow claws that deal damage two categoies higher than their own size, and gain the flaming burst enchantment with a+5 enhancement bonus. This can be activated for 1 minute per day, spent in minute increments and dismissed as a free action. In addition, their breath weapon damage increases by one die.


Blue Dragon

Energy type: electricity
Alignment: Lawful evil

Ancestry: the blue dragoon’s connection to the ancient blue dragons grants them a +2 bonus to will saves against spells of the illusion subschool.

Aspect Powers:

2nd level:
Desert thirst (Su): The dragoon can use the create water spell once per day (their level as CL), plus one additional time per three levels they possess. Alternatively, they can use this ability to turn liquid to sand. If used on magical objects such as potions, the object gets a will save equal to the dragoon’s DC.

6th level:
Resist electricity (Ex): the dragoon becomes attuned to their element, gaining resist electricity 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to electricity.

10th level:
Sound imitation (Ex): The dragoon can imitate any sound or voice it has heard as a bluff check against the target’s sense motive. In addition, they can use ghost sound a number of times per day equal to their intelligence modifier, and ventriloquism once per day.

14th level:
Mirage (Su): The dragoon can appear to be in two places at once as a move action for a number of rounds equal to their level. This acts as project image, but the dragoon can cast their breath weapon from the mirage. They can make the image move as a swift action.

18th level:
Sandstorm (Su): The dragoon can create a sandstorm centred on them for a number of minutes equal to their level in minute increments that do not have to be consecutive. This deals 2d6 damage to enemies other than the dragoon (in addition to other sandstorm penalties) within the radius (60 ft. from the dragoon).

Aspect abilities: Zone of truth (4th), Protection from Chaos (2nd), Detect Chaos, Alertness, Deceitful, Disruptive, spellbreaker, Persuasive, Self-sufficient, Rogue talent, betrayer.

Avatar:  The dragoon gains a burrow speed equal to their movement speed, and can use the jump ability through the ground, instead of the air.  


Green Dragon

Energy type: Acid
Alignment: Lawful evil

Ancestry: Through their connection to the green dragon, these dragoons do not leave tracks as the trackless step ability, and gain a +2 bonus on saves against diseases and poisons.

Aspect Powers:

2nd level:
Woodland stride (Ex): The dragoon can move through forest, plains, jungle, and swamp terrain as if it were not difficult terrain. In addition, they gain a +2 bonus to stealth checks and initiative checks while on these terrains.

6th level:
Resist acid (Ex): the dragoon becomes attuned to their element, gaining resist acid 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to acid.

10th level:
Nature’s blood (Ex): The green dragoon becomes immune to diseases and poisons.

14th level:
Command plants (Sp): The dragoon can cast command plants once per day as a spell-like ability. At 17th level, they can cast control plants.

18th level:
Regenerate (Sp): At 17th level, the dragoon can use regenerate on themselves at will as a spell-like ability.

Aspect abilities: Wild shape (as druid level -5), Favoured terrain (Forest, jungle, or swamp), favoured enemy, speak with nature, Power attack, vital strike, improved vital strike, penetrating strike, overrun, improved overrun, greater overrun, skill focus (heal), skill focus (survival)

Avatar (Su): The dragoon delivers a leeching poison through it’s strikes, dealing 1d4 constitution damage once per round per level (2 saves). They heal 5 hit points per point of constitution damage inflicted as long as the target remains within 30 ft. They can activate this ability for a number of attacks per day equal to their level.


White Dragon

Energy type: Cold
Alignment: Chaotic Evil

Ancestry: White dragons are known for their rageful ways and unrelenting attitude. White dragoons gain a +2 bonus to saves against fear and enchantment effects.

Aspect Powers:

2nd level:
Icewalker (Ex): The dragoon does not have to make checks while walking or charging on ice, and can walk on icy surfaces as if using the spider climb spell.

6th level:
Resist cold (Ex): the dragoon becomes attuned to their element, gaining resist cold 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to cold.

10th level:
Rage (Sp): The dragoon can use rage as a spell-like ability once per day. They can use this ability one additional time per day for every three levels following 5th.

14th level:
Ice storm (Sp and Ex): The dragoon can cast ice storm as a spell-like ability a number of times per day equal to their intelligence modifier. In addition, they take no penalties to movement or sight in snowy environments or spells.

18th level:
Unstoppable (Ex): White dragoons are immune to daze, stun, paralysis, and entangle effects. If they are subject to frighten or panic effects, they are simply shaken. In addition, they are not knocked unconscious when reduced below 0 hit points, and are killed when reduced to double their constitution score.

Aspect abilities: Cone of cold (11th), Icy prison (13th), Freezing sphere (15th), Polar ray (19th), Power attack, improved initiative, favoured terrain (Ice, tundra), Rage power, endurance, diehard, improved overrun, greater overrun, penetrating strike.

Avatar: Breath slows the enemy. (will 10+1/2CL+Int) If failed by 5 or more, frozen (helpless, 1d4 rounds)


Copper Dragon

Energy type: Acid
Alignment: Chaotic good

Ancestry: the dragoon’s connection to ancient copper dragons gains them an innate bonus to trap crafting and perception checks to notice traps equal to 1/3 their level (minimum 1), and they gain a climb speed of half their level.

Aspect powers:

2nd level:
Spells of the copper dragon (Sp): The copper dragoon can use grease as a spell-like ability once per day. At 4th level, they can use hideous laughter once per day. At 8th level, they can use stone shape once per day. At 12th level, they can use transmute to mud/mud to rock once per day. At 16th level, they can use wall of stone. At 20th level, they can use move earth once per day.

6th level:
Resist acid (Ex): the dragoon becomes attuned to their element, gaining resist acid 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to acid.

10th level:
Mass laughter (Su): Once per day, the dragoon can tell hilarious joke to all within 30 ft. as a full-round action, forcing them all to laugh hysterically and lose actions for a number of rounds equal to half their level.

14th level:
Slow aura (Su): For a number of rounds equal to the dragoon’s level, they can activate a 10 ft. aura that subjects enemies to the slow spell effect for the duration of the aura. An initial will save when entering the aura negates the effect. This can be activated once per day, plus one additional time at 16th and 19th level.

18th level:
Slow breath (Su): The dragoon’s breath now has a slowing effect, lasting 1d4 rounds for those that fail the reflex save.

Aspect Abilities: Slow, hideous laughter, trapfinder (rogue talent), Disruptive, spellbreaker, dimension door (9th), dimensional assault, dimensional agility, dimensional dervish, Dimensional savant, suggestion (7th), mass suggestion (11th), improved feint, greater feint, improved overrun, greater overrun, power attack.

Avatar: The killing joke: Once per day, the dragoon can tell one creature a joke of horrible hilarity, causing them to laugh so hard they die if they do not pass a fortitude save. This is a language-based sonic effect.


Silver Dragon

Energy type: Cold
Alignment: Lawful good

Ancestry: The dragoon fights on when in danger of death. When taken below zero hit points, they remain conscious, instantly stabilize, and can continue to act. However, they are still staggered. If they are taken below a number of hit points to kill them or killed by a death effect, they remain conscious for one round and can act normally, not staggered, but die after their turn ends.

Aspect powers:

2nd level:
Align weapon (Sp): The dragoon can use align weapon as a spell-like ability once per day, plus one additional time for every five levels they possess.

6th level:
Resist cold (Ex): the dragoon becomes attuned to their element, gaining resist cold 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to cold.

10th level:
Fog vision (Ex): The dragoon sees perfectly in any natural or magical fog, as well as clouds.

14th level:
Spell resistance (Sp): At 9th level, the silver dragoon gains spell resistance equal to 11 + their level. At 15th level, if a caster fails the check to overcome their spell resistance by 5 or more, the spell is reflected back at the caster (this functions as spell turning)

18th level:
Paralysis breath (Su): The dragoon can instead form their breath into a wave of paralyzing gas. Creatures must succeed on a fortitude save or be paralyzed for 1d6+1 rounds.

Aspect abilities: Saving shield, Shield focus, Extra breath, increased breath damage (1 die), Aligned breath (good), Aligned breath (Lawful), Shield other (7th), Order’s wrath (11th), Shield of law (19th), Holy aura (19th), improved initiative, endurance, diehard, smite evil 1/day (level -5 as paladin), discern lies (11th)

Avatar: Freeze all enemies in place within 20 ft (Ref save 10+½ CL+INT) when you jump.


Gold Dragon

Energy type: Fire
Alignment: Lawful good

Ancestry: When adjacent to an ally, the dragoon gains a +1 morale bonus to attack rolls, saving throws, and dodge AC.

Aspect powers:

2nd level:
Spells of the gold dragon (Sp): The gold dragoon can use detect evil as a spell-like ability once per day. At 4th level, they can use bless once per day. At 8th level, they can use daylight once per day. At 12th level, they can use geas/quest once per day. At 16th level, they can use sunburst. At 20th level, they can use foresight once per day.

6th level:
Resist fire (Ex): the dragoon becomes attuned to their element, gaining resist fire 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to fire.

10th level:
Luck (Su): The dragoon can bestow luck upon one person once per day, granting them a +1 luck bonus to all saving throws. If cast on themselves, they and any good creature within 10 ft. gain this bonus.

14th level:
Aura of courage (Su): the dragoon becomes immune to fear effects, and grants a +4 bonus to fear saves to all allies within 10 ft. of them.

18th level:
Resurrection (Sp): The dragoon can cast the resurrection spell once per week. However, they still require the material components for this ability.

Aspect abilities: Leadership, power attack, Antagonize, Persuasive, Saving shield, Gang up, improved initiative, Holy sword (15th), Remove curse (5th), Neutralize poison (7th), Cure light wounds (1st), Cure moderate wounds (5th), Cure serious wounds (10th), Cure critical wounds (15th).

Avatar: The dragoon’s breath now heals allies within the area for half the roll, instead of damaging them.


Bronze Dragon

Energy type: Electricity
Alignment: Lawful good

Ancestry: The dragoon gains +10 ft. movement speed while in water, and does not take penalties to attack rolls while fighting underwater.

Aspect Powers:

2nd level:
Elemental assault (electricity, Su): As a swift action once per day, the dragoon can gain 1d6 electricity damage to their weapon and unarmed attacks. This lasts for one round per level, but these rounds do not need to be consecutive.

6th level:
Resist electricity (Ex): the dragoon becomes attuned to their element, gaining resist electricity 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to electricity.

10th level:
Water scion (Ex): the dragoon can breathe freely underwater, and gains a swim speed equal to their movement speed.

14th level:
Electrical defences (Sp): the dragoon can electrify themselves, dealing 1d6 electricity damage per three levels they possess to enemies that strike them with melee attacks with unarmed or weapons, including reach weapons. In addition, those struck must make a fortitude save or be stunned for one round. These defenses last a number of rounds equal to the dragoon’s level, and can be used once per day, plus one additional time at 17th and 20th level.

18th level:
Repulsion breath (Su): the dragoon can, at will, form their breath weapon into a repulsive gas rather than dealing damage. Creatures struck make a will save or be forced to move away from the dragoon for 1d6+1 rounds. This is a mind-affecting compulsion effect.

Aspect abilities: Vital strike, improved vital strike, greater vital strike, critical focus, weapon focus, persuasive, endurance, diehard, improved initiative, Step up, lunge, penetrating strike, power attack, improved disarm, greater disarm.

Avatar: The dragoon’s breath weapon, when not used as repulsion, paralyzes enemies if they do not pass a fortitude save. They must make this save even if they pass the reflex save.


Brass Dragon

Energy type: Fire
Alignment: Chaotic good

Ancestry: The dragoon gains the ranger terrain stride and trackless step abilities in desert environments, and can see through any concealment or other effects due to sand.

Aspect Powers:

2nd level:
Sand cloak (Su): The dragoon can kick up a sand cloak as a move action for a number of rounds equal to their level per day. This grants partial concealment. These rounds do not have to be consecutive. At 10th level, this grants total concealment.

6th level:
Resist fire (Ex): the dragoon becomes attuned to their element, gaining resist fire 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to fire.

10th level:
Desert wind (Su): The dragoon can call up the sands to serve them. This functions as the gust of wind spell, but any creature in its path must make a fortitude save or be blinded for 1d4 rounds by the sand. The fortitude save is equal to the breath weapon DC. This can be used once per day, plus one additional time at 14th and 19th level.

14th level:
Sleep breath (Su): Instead of energy damage, the dragoon can transform their breath weapon into sleep gas, forcing enemies to make a will save or fall asleep for 1d6+1 rounds.

18th level:
Sandstorm (Su): The dragoon can create a sandstorm centred on them for a number of minutes equal to their level in minute increments that do not have to be consecutive. This deals 2d6 damage to enemies other than the dragoon (in addition to other sandstorm penalties) within the radius (60 ft. from the dragoon).

Aspect abilities: Detect thoughts (3rd), alter self (3rd), hold person (3rd), Improved feint, greater feint, Persuasive, Combat expertise, combat reflexes, endurance, die hard, improved initiative, restoration (11th), lesser restoration (7th).

Avatar: The dragoon’s breath weapon, both fire and sleep, permanently blind the enemy. If they pass a fortitude save, they are blinded for one round. In addition the dragoon gains burrow speed equal to their movement speed in deserts.


Crystal Dragon

Energy type: sonic
Alignment: Lawful neutral

Ancestry: The dragoon’s connection to their ancestry grants them tremorsense 5 ft., but not until 6th level. This distance improves by 5 ft. at 12th, 18th, and 20th level.

Aspect powers:

2nd level:
Crystal skin: Crystallite scales form across the dragoon’s skin, granting them a +1 bonus to their base natural armor. This bonus increases by 1 at 8th and 16th level.

6th level:
Resist sonic: the dragoon becomes attuned to their element, gaining resist sonic 10, and a +2 bonus to saves against sonic effects. At 10th level, this becomes 20 and +4. At 15th level, this becomes 30 and +6. At 20th level, they are immune to sonic damage and effects.

10th level:
Crystal reflection (Ex): Once per day, the dragoon can reflect one ray attack cast against them back toward the caster. At 14th and 19th level, this increases by one additional time per day.

14th level:
Magical wards (Su): the dragoon gains DR 10/magic, and spell resistance equal to 6 + their dragoon level.

18th level:
Sonic blast (Su): With a blast of sonic energy, the dragoon can permanently deafen and stun all creatures within 30 ft. of them for 1d4 rounds. This is usable once per day, and a successful fortitude save negates the stun, and reduces the deafening effect to 1d4 rounds.

Aspect abilities: Two-weapon defense, Combat expertise, combat reflexes, Magic misisle, Two-weapon fighting, Cover ally (divide health damage to ally between you), improved initiative, toughness, endurance, diehard, Shout (11th), Shout (greater) (17th).

Avatar: Allies affected by the dragoon’s breath do not take damage, and gain 10 DR/magic for one round. Enemies struck by the breath are stunned for 1 round if they fail a fortitude save.


Umbral Dragon

Energy type: Negative energy
Alignment: Chaotic evil.

Ancestry: When the umbral dragoon kills an enemy, they rise as a shadow 1d4 rounds later, obeying the dragoon’s commands for one round per level before dissipating.

Aspect powers:

2nd level:
Ghostly assault (Su): The umbral dragoon can grant their unarmed and weapon attacks the ghost touch special quality for a number of rounds equal to their level. These rounds do not have to be consecutive.

6th level:
Resist negative energy: the dragoon becomes attuned to their element, gaining resist negative energy 10, and a +2 bonus to saves against negative energy effects. At 10th level, this becomes 20 and +4. At 15th level, this becomes 30 and +6. At 20th level, they are immune to negative energy damage and effects.

10th level:
Darksight (Ex): the umbral dragoon gains 120 ft. darkvision. If they already possess darkvision, this distance increases to 150 ft. At 14th level, they gain see in darkness.

14th level:
Energy drain (Su): The umbral dragoon can deliver one temporary negative level through a number of weapon attacks per day equal to their level. A fortitude save negates this level. If the level is gained, the target must make a save after 24 hours or it becomes permanent. Instead, they can choose to inflict 1d4 strength damage or 1 strength drain (no save) chosen before the roll is made.

18th level:
Shadow breath: Instead of dealing negative energy, once per day the dragoon can blind enemies for 1d4 rounds. This also deals 1 point of strength drain, plus 1 point per three levels the dragoon possesses. A successful fortitude save negates the blindness and reduces the strength drain to 1d4 points.

Aspect abilities: Improve initiative, endurance, diehard, vital strike, improved vital strike, greater vital strike, penetrating strike, improved penetrating strike, persuasive, dazzling display, shatter defenses, deadly stroke, Inflict minor wounds (2nd), Moderate (4th) Serious (6th), critical (8th). Command undead (11th), enervation (9th).

Avatar: The dragoon’s breath steals the life from its victims, granting 1d4 negative levels if it deals hit point damage. (Fortitude halves, minimum 1)


Sovereign Dragon

Energy type: Sonic
Alignment: True neutral

Ancestry: Creatures with no neutral aspect to their alignment take a -2 penalty to their saving throws against the dragoon’s breath weapon, supernatural abilities, and spell-like abilities.

Aspect Powers:

2nd level:
Detect alignment (Sp): the sovereign dragoon can use any detect alignment spell as a spell-like ability at will.

6th level:
Resist sonic: the dragoon becomes attuned to their element, gaining resist sonic 10, and a +2 bonus to saves against sonic effects. At 10th level, this becomes 20 and +4. At 15th level, this becomes 30 and +6. At 20th level, they are immune to sonic damage and effects.

10th level:
Violent retort (Ex): If an enemy confirms a critical hit against the dragoon, they can immediately make a counterattack against them. This can only be activated once per round.

14th level:
Counterspell (Su): A number of times per day equal to the dragoon’s intelligence modifier, they can counterspell an enemy’s spell being cast as an immediate action, with their level as caster level. This acts as dispel magic for the purposes of counterspelling.

18th level:
Golden armor (Su): the dragoon can form a golden veil across their body, granting them a +4 sacred bonus to AC, resist energy acid, cold, fire, electricity, negative energy 20, and has DR/10 against any attack that is aligned. This armor can be summoned once per day as a move action, and lasts a number of rounds equal to their level.

Aspect ability: Dispel alignment (9th), Protection against alignment (2nd), protection against alignment (communal) (5th), Death or glory, Power attack, combat expertise, combat reflexes, Persuasive, toughness, step up, strike back, Saving shield, Deflect arrows, Endurance, diehard, Alertness, Blind-fight, Improved initiative, Suggestion (7th), Mass suggestion (15th), Charm person (7th).

Avatar: The sovereign dragoon’s breath weapon stuns enemies for 1d4 rounds. A successful fortitude negates this stun, unless they are of a non-neutral alignment, which a save reduces the save to one round.

Feats

Extra jumps: Gain 2 additional uses of the jump ability per day. This requires the dragoon jump ability.

Extra jump power: Learn one additional jump power. This requires the dragoon jump ability.

Extra breath: The dragoon can use their breath weapon one additional time per day. This requires the dragoon breath weapon ability.

Extra Aspect ability: Learn one additional aspect ability. This requires the dragoon dragon aspect ability.

Extra spell-like ability: Choosing one spell-like ability the dragoon can use once per day, it can be used two additional times per day. This requires a spell-like ability granted by the dragon aspect ability.

Empowered breath: Increase the power of their breath weapon by one die. This requires the dragoon breath weapon ability, and 5th level dragoon. This feat can be taken again at 10th and 15th level.

Expanded breath: The dragoon’s breath weapon extends by 10 ft. in a line, or 5 ft. in a cone. This requires the dragoon breath weapon ability. This can be chosen more than once.

Increased jump distance: Increases the distance of the jump ability by 10 ft. This can be taken one additional time at 5th, 10th, and 15th level Dragoon. Requires the jump ability granted by the Dragoon class.

Vital jump: When using the jump ability, the dragoon deals double the number of damage dice, acting as the vital strike feat. This does not grant additional damage to other forms of attacks. Requires 8th level dragoon.

Improved vital jump: When using the jump ability, the dragoon deals triple the number of damage dice (one additional set added to vital jump), acting as the improved vital strike feat. This does not grant additional damage to other forms of attacks. Requires 16th level dragoon, and vital jump.

Piercing blow: When dealing damage with jump, the dragoon pierces 5 points of damage reduction of any kind. This requires the jump ability, and 11th level Dragoon.

Improved Piercing blow: When dealing damage with jump, the dragoon pierces 10 points of damage reduction of any kind. This requires piercing blow, and 15th level Dragoon.

Greater Piercing blow: When dealing damage with jump, the dragoon pierces all damage reduction. This requires improved piercing blow, and 19th level Dragoon.

Favoured class bonuses

Human: Gain +2 ft to the jump ability.
Dwarf: +1/6 jump powers.
Half-elf: Gain +2 ft to the jump ability.
Elf: +1/6 jump powers.
Night elf: +1/6 jump powers.
Draenei: +1/5 to the reflex DC for dragon breath.
Sylvari: +1/4 attack to the jump ability.
Man’ari: +1 damage to fire-based breath.
Worgen: +1/3 to critical confirmation rolls on the jump ability.
Orc: +1/3 to critical confirmation rolls.
Half-orc: Gain +2 ft to the jump ability.
Zandalari: +1/2 to critical confirmation rolls on jumps. This does not stack with other bonuses.
Tauren: +1/3 uses per day on a specific aspect power.
Forsaken: +1/4 uses of dragon breath per day.
Blood elf: +1/3 to the effective level of their aspect powers.
Drakken: +1 damage to their breath weapon.
Frozelia: +1 damage for frost-based dragon breath.



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