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4E Dragoon Class

4E Dragoon Class

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Published by Chameleon X
This is a Primal class I made for Dungeons and Dragons. It's a Striker with heavy Controller elements, and is based around the archetype of the mounted cavalrymen. With this class you can create such characters as Commanche Warriors, Mongol Raiders, Bedouin Nomads, and similar mounted fighters.

An update to add a Samurai build may be added in the future.
This is a Primal class I made for Dungeons and Dragons. It's a Striker with heavy Controller elements, and is based around the archetype of the mounted cavalrymen. With this class you can create such characters as Commanche Warriors, Mongol Raiders, Bedouin Nomads, and similar mounted fighters.

An update to add a Samurai build may be added in the future.

More info:

Published by: Chameleon X on Nov 17, 2009
Copyright:Attribution Non-commercial

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Dragoon]
“I and my mount are one. You may be ableto evade my aim, but not our resolve.”
Class Traits
Role:
Striker. You wheel around the battlefield,shouting and assaulting your foe with a constant barrage of attacks. Your powers have potentcontrol effects which make Controller your secondary role, but some powers can also allowyou to double as a leader and assist your allies.
Power Source:
Primal. You call upon the spiritsof your ancestors, the world around you, andevoke the hidden strength of your noble steed.
Key Abilities:
Dexterity, Constitution, Charisma
Armor Proficiencies:
Cloth, Leather, Hide,Chainmail, Light Shield
Weapon Proficiencies:
Simple melee, one-handed Military melee, Military polearms,Simple ranged, military ranged.
Implements:
Bows, Ancestral Weapon
Bonus to Defense:
+1 Reflex, +1 Will
Hit Points at 1st Level:
15 + Constitution score
Hit Points per level gained:
5
Healing Surges/day:
6 + Constitution modifier.
Trained Skills:
Nature. Choose three moretrained skills at 1
st
level from this list.
Class Skills:
Athletics (Str), Perception (Wis),Intimidate (Cha), Bluff (Cha), Diplomacy (Cha),History (Int), Nature (Wis), Insight (Wis),Religion (Int), Arcana (Int), Thievery (Dex).
Build Options:
Cavalier Dragoon, ValiantDragoon
Class Features:
Noble Steed, Dragoon’s Bond,Champion’s Boon.The Dragoon is a special type of warrior whorides into battle on a noble stallion, and is trainedto fight as one with their mount to create afighting force which unites the talents of beastand man. Dragoons surpass other characters whomerely ride their mount; your Noble Steed is not just a beast that gets you from place to place, it isa creature to whom you share a mysticalconnection which links your souls.You may be a knight from a distant realmwho’s sworn to protect your lord with your verylife, or you could be a simple nomad setting outon your own to win glory for your people. Youcould be a simple farmer from the country whohas been drawn into a conflict you know littleabout, but in which your natural talent withhandling animals can win you success andadmiration from other men-at-arms. Regardlessof your past, all Dragoons are united by their quest for honor and glory, and their prowess withthe art of war. Whether they seek to uphold their honor, or merely to win personal fame andfortune by defeating strong opponents, Dragoonsand their mounts are a force to be reckoned with. 
Creating a Dragoon
You may choose any of the builds detailed below when making your Dragoon.
Cavalier Dragoon
As a warrior you are headstrong and rely on your natural talent with your steed to get you througha battle. You focus on powers that will confuseand control the enemy, pinning them down andforcing them in circles while your allies tear them apart in your wake. Your Dexterity should be top notch, and your bond with your Mount isof paramount importance, so make sure you alsohave a relatively high Charisma score. 
Suggested Class Feature:
Bond of Rivalry
Suggested Feat:
 Distant Advantage
Suggested Skills:
Athletics, Insight, Perception
 Suggested At-Will Powers:
 
Call to the Verdant Screen, Spirit of the Rebuking Wind 
Suggested Encounter Power:
Rider’s Fusillade
Suggested Daily Power:
Call to the Storm’s Song 
Valiant Dragoon
A Valiant Dragoon perseveres to show hiscourage and vigor to all who oppose him. Youare never far from the lines of battle, rippingamong your enemies and cleaving into them leftand right. Your Dexterity should still be your topscore, as your attacks all key off it. Your successdepends on your ability to take hits in battle, soyou r next best score should be Constitution. 
Suggested Class Feature:
Bond of Loyalty
Suggested Feat:
Toughness
Suggested Skills:
Intimidate, Bluff, Athletics
 Suggested At-Will Powers:
 
Whirling Assault,Turnabout Strike
Suggested Encounter Power:
Whooping Charge
Suggested Daily Power
:
Thundering Hooves
 
Dragoon Class Features
All Dragoons have the following Class Features.
Noble Steed
Unlike other characters who merely ride acreature into battle, you and your mount share a preternatural link that allows your Noble Steedmore power than a mere beast of burden. Withthis class feature, you gain a Noble Steed;choose any Mount of your level or lower whichyour DM agrees would be available to you. Thatcreature is now your Noble Steed until youdismiss it, or until it is irrevocably slain.You may use any of that creature's Mountabilities, as if you had the Mounted Combat feat.
 
Regardless of the creature's original level, once it becomes your Noble Steed it instantly gains thesame level as you, and levels up with you whenyou gain a level.Your Noble Steed's hit points, defenses, andattack bonus scales with its level. In addition, a Noble Steed gains a +1 to two ability scores of your choice at 4th, 8th, 14th, 18th, and 24thlevels, and a +1 to all ability scores at levels 11and 21 (if your mount is 4th level or higher, addthese bonuses immediately upon that creature becoming your Noble Steed).Your Noble Steed has 1 healing surge per tier,and a healing surge value of 1/4th of itsmaximum hit points. It may use the SecondWind power once per encounter. In addition,your Noble Steed understands one languagewhich you know and can speak for each point of its intelligence modifier, but cannot speak itself unless creatures of its type normally could.When your Noble Steed enters combat, it rollsinitiative as normal. If you are mounted on your  Noble Steed, you and it take your turnssimultaneously, acting on either initiative countyou prefer (you make this choice once, and itlasts for as long as you are mounted, or until theend of the encounter). On your combined turn,you and your Noble Steed may each spend aStandard Action and a Minor Action, but mayonly take one Move Action between you. Eachof you may also take immediate actions andmake opportunity attacks as normal.Your bond with your mount echoes across the boundaries of space and time. At any time duringyour turn, as a Standard Action, you maysummon your Noble Steed to your side,regardless of the distance between you, as longas you are on the same plane. Your Steed arriveson the beginning of your next turn and may actin the next round or that one, depending on itsInitiative count.This ability functions regardless of terrain or any other practical concerns, and your NobleSteed appears without fail, even if there's noconceivable way it could've traversed theintervening distance (such as if you are in themiddle of the ocean, or in an Underdark cavernfull of pitfalls). If you use a ritual or some other method of communicating with your NobleSteed, it cannot express in concrete terms howexactly it got to your location. Depending on its personality, it may try to describe the experience,or merely give an intentionally ambiguousanswer (such as “I walked”).If you wish to dismiss your Noble Steed, youmay do so at any time. When you do this, yougain the Mounted Combat feat as a Bonus Feat,and may trade this feat in at a later time to gainanother Noble Steed. Gaining a Noble Steed,however, is not merely as simple as "I don't likethis one anymore, I'll try that one instead.”Your bond with your Noble Steed is a deep andspiritual connection, and so your DM mayrequire you to go on a small quest to find asuitable replacement for your Noble Steed. If your Noble Steed is slain, you may raise it fromthe dead using the Raise Dead Ritual, except thatthe component cost for the ritual is reduced to50gp for a Heroic tier mount, 500gp for aParagon tier, and 5,000gp for an Epic tier mount.Your Noble Steed counts as an ally, can flank targets, and may be targeted by powers. If a power would allow your Noble Steed to spend ahealing surge, you may choose to spend oneinstead. Your Noble Steed gains the benefit of the power as normal, and you are unaffected.
Dragoon’s Bond
You may choose either the
 Bond of Rivalry
or 
 Bond of Loyalty
feature when making your Dragoon. Both features work like a power.
Bond of Rivalry]]
You and your ally compete to see who is superior.
Encounter◊ PrimalMinor Action Close Burst
10
Target:
One ally in burst
Effect:
Your ally is affected by your Bond of Rivalry until you or that ally is reduced to 0 hit points or fewer (at which point you regain theuse of this power). An ally can only be affected by one Dragoon’s Bond at once, and a new Bondsupersedes a previous one.As long as an ally is affected by your Bond of Rivalry, when that ally makes an attack within10 squares of you, chose one target of thatattack. You and your bonded ally may add your Charisma modifier as a power bonus to thedamage roll the next time you hit that enemy before the end of your next turn.
Bond of Loyalty]]
You and your allies form close bonds, and youwork as a team to lure your foes to their doom.
Encounter◊ PrimalMinor Action Close Burst
10
Target:
One ally in burst
Effect:
Your ally is affected by your Bond of Loyalty until you or that ally is reduced to 0 hit points or fewer (at which point you regain theuse of this power). An ally can only be affected by one Dragoon’s Bond at once, and a new Bondsupersedes a previous one.As long as an ally is affected by your Bond of Loyalty, when that ally makes an attack within10 squares of you, choose one target of that
 
attack. The next time you or your bonded allyhits with an attack against that target before theend of your next turn, you may slide it 1 squareand then you or your ally may shift 1 square.
Champion’s Boon
Some see the arts of war as grim and serious,while others revel in the bloodshed. You weretaught to straddle the line between these two; toyou, war is a grisly sport where the strongest andmost skilled are the ones who claim the glory.For each non-minion enemy you reduce to 0 hit points or fewer, you gain 1 point. For eachminion you reduce to 0 hit points or fewer, you
gain ¼ a point (do not round).
 
You can
store anumber of points up to a maximum of your Charisma modifier, but your point total resets to0 at the end of a short rest or an extended rest.If an enemy is reduced to 0 hit points becauseof an effect caused by you (such as ongoingdamage or a zone effect) rather than directdamage, you still gain a point for that enemy.At any time during your turn, when you use aDragoon power or Paragon Path power, you mayspend any number of points you have in stock togain a specified benefit on that power. These benefits are detailed in the power’s description,under the heading “
 x
Champion Point(s)”; with
 x
 being the number of points you must expend togain the described benefit. Some benefits requirea certain situation to occur before you areallowed to augment that power (such as scoring acritical hit). In these cases you may decide tospend the necessary points
after 
the triggeringevent has occurred, unless the power’sdescription explicitly states otherwise.
Implements
Dragoons are raised from birth to know their weapons inside and out, and to use them as if they were an extension of their own body, rather than an inert piece of metal, wood, or stone. As aDragoon, you may use any Bow as animplement; you may add its enhancement bonusto attack and damage rolls for Dragoon powersand paragon path powers with the Implementkeyword.In addition, you may choose any one meleeweapon with which you are proficient; thisweapon is your Ancestral Weapon. This is anitem given to you by your family, or otherwiseconnected deeply to your heritage. This weaponis so much a part of you that you may use it as anImplement for your powers, as described above.As with bows, you do not add the weapon’s proficiency bonus to attack rolls when usingyour Ancestral Weapon as an implement.Once you’ve chosen an Ancestral Weapon,only that particular weapon may be used as anImplement using this class feature. Your DMmay allow you to change your AncestralWeapon to a different one by meditating with it,and praying to the spirits of your ancestorsduring an extended rest, asking them to instilltheir blessing in a different item.Keep in mind, though, that doing this mayvery well offend your ancestors, if the weaponitself has some special significance to them. Atyour DM’s discretion, changing your AncestralWeapon might impose a temporary penalty onyou, due to the spirits being angered.
Dragoon Powers
Your powers are called Evocations, becausethey revolve around summoning up spiritualstrength from within you or your Noble Steed.Some powers may be better for a particular typeof Dragoon, so you may want to focus on thosewhich match your style. However, you are freeto choose any powers you wish.
Level 1 At-Will Evocations
Whirling Assault]]
With a graceful twirl of your weapon, you cut into the enemies who have gathered around you.
At-Will◊ Primal, WeaponStandard Action Melee
Weapon
Target:
one creature
Attack:
Dexterity vs. AC
Hit:
1[W] + Dexterity modifier damage.
Level 21:
2[W] + Dexterity modifier damage
Effect:
Each enemy adjacent to you other thanthe target takes damage equal to your Dexteritymodifier.
1 Champion Point:
If the attack hits, push eachcreature adjacent to you 1 square.
Bond of Rivalry:
If your bonded ally is adjacentto an enemy adjacent to the target, it takes extradamage equal to your Charisma modifier.
Call to the Verdant Screen]]
Your chant summons a burst of flying leaves and  foliage which obscures your enemies’ vision.
At-Will◊ Primal, Implement, ZoneStandard Action Area Burst
1 within Weapon
Target:
One creature in burst
Attack:
Charisma vs. Reflex
Hit:
1[W] + Charisma modifier damage.
Effect:
The burst creates a zone of flutteringleaves which lasts until the end of your next turn.You and each ally in the zone has concealment.
Special:
You may use this power in place of aranged basic attack.
Twinned Soul Strike]]

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