| Johnnycat93 |
I must have missed that it was a touch attack, apologies.
It'd just be nice if Osafune had some kind of rider effect or something so that it did something at least to non-magic users. That's all I was getting at.
Personally I like Iaijutsu strike thematically, if not mechanically, so I'd want to keep it (just tweaking it to make it work), but those sword spirits are pretty good and add a lot of flavor for the class over levels.
Crayfish Hora
|
I incorporated the Iaijutsu strike into the fluff of every sword spirit attack. Just without the actual action economy tanking in the gutter, for little benefit.
Edit: Osafune gets a little buff with adding Charisma as well as Strength and other things to damage. And enemies without MP take Hitpoint damage instead. Still has its use as MP destroyer, but can also make for a aoe double-stat attack. Less accurate than Ashura though.
Overall, I definitely dig my own work on the class. It's got good single target damage in the form of its combos and its limit break, while having the occasional AOE attack thrown in there for range and side-effects.
My favorite is Kiku-ichimonji. For the cool imagery and the crazy (literally) effect.
| Johnnycat93 |
Alright, well, on another note: I've made progress on my character. Mechanically all that's left is minor calculations and gil spending that I don't feel like doing today (which means I can't post the character sheet just yet). I can, however, talk a little about backstory:
A stoic and enigmatic female gunblade user. She comes from the Solemn Woods; a forest that has grown to reclaim a long-ago destroyed city of the same name. How she ended up in the place isn't worth remembering - perhaps she chose to be there, or perhaps she had been lucky enough to be left for dead in that blessed place.
She was found by a nymph and given mercy that she did not deserve. This pure creature took pity on something horrible and ugly, but for what? Even though she knew not of nature, nor cared particularly for its aspects, she chose to remain in Solemn. From this choice a relationship blossomed, and she deeply loves her betrothed. More than herself, more than anything in her life. Yet her means of expression are narrow, so she becomes the relentless guardian of their sanctuary. She trades her hopes of tranquility for a blade without hesitation, if only temporarily. The solemn bride, the wild dog, the flower knight, these are the names given to her by those who sought their place with ill intentions.
Feedback is welcome and appreciated if you have it, I realize there's not a lot here. I've got a general plot-hook for my character to be participating in the campaign as well which may change depending on how the recruitment evolves.
I'm open to linking backstories if anyone is interested.
Crayfish Hora
|
Alright, so some fixes on the Dragoon.
Limit Break, The Dragon Lives! (Su): This Limit Break allows the dragoon to return from death. His body turns to stone while his spirit drifts away, only to charge back into his body. This affects enemies within 60ft of the dragoon's body. Enemies in the area of effect take 2d6 points of non-elemental damage + an additional 2d6 points of damage per four dragoon levels after 1st, a Reflex save (DC 10 + half of the dragoon’s level + his Strength modifier) or fall prone. The Dragoon regains up to half of his maximum hitpoints and recovers from all ailments.
Jump (Ex): At 1st level, a dragoon trains for years in the ability to leap astounding and nearly supernatural distances, emulating the dragon's ability to fly. Dragoons always succeed on Acrobatic checks to jump and may launch themselves high into the air as a move action. This height is 10ft vertical/horizontal per Dragoon level. In addition, the dragoon may jump as part of a charge action. A Dragoon receives no falling damage from his own jumping.
Deadly Lancer: Whenever the dragoon jumps or charges at least ten feet from his opponent (vertical or horizontal) and strikes his foe using a spear, lance, or polearm, the dragoon deals an additional +1d6 points of damage. This extra damage is 1d6 when first gained, and it increases by 1d6 per Dragoon level. If the attack is also a critical hit, the extra damage is not multiplied.
Pole Fighting (Ex): At 2nd level, as a free action a dragoon can shorten the grip on his spear, lance, or polearm with reach and use it against adjacent targets. The dragoon may also equip a shield and a polearm without penalty.
Evasion: At 2nd level, a dragoon can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless dragoon does not gain the benefit of evasion.
War Cry (replaces Armor Training): At 3rd level, a dragoon learns to hype his allies and himself up for charging. The dragoon may spend a swift action to grant his bonus received with this ability to allies within 30ft. The Dragoon receives a +4 bonus on melee attack rolls on a charge (instead of the normal +2). In addition, the Dragoon does not suffer any penalty to his AC after making a charge attack. The Dragoon may use this ability his Con modifier times per day.
Make Way! (replaces Steadfast Pike): At 3rd level, a dragoon may swing his polearm about with mighty strength, replacing a standard attack with an attack that targets all enemies in his current reach. This attack may trip or bull rush enemies in addition to dealing damage. Combat maneuvers performed in this manner do not provoke attacks of opportunities.
Counter Charge (replaces Hardy Landing): At 4th level, when the dragoon is missed with an attack or successfully saves against a spell or spell-like ability, the dragoon may perform a jumping charge attack against a target within his range. This ability is an immediate action and provokes attacks of opportunity if the dragoon leaves a threatened square.
Dragoon Training: At 5th level, the dragoon attunes himself to draconic slaying, by utilizing a dragon's attacks. Selecting fire, lightning, or ice, the Dragoon gains a breath attack of the chosen element. This attack does 1d6 damage per Dragoon level to all targets in a 30ft cone, with a Reflex save of 10 + 1/2 Dragoon's level + Con modifier for half damage. The Dragoon gains resistance to the chosen element equal to 1/2 the Dragoon's level + Con modifier. The breath attack may be used once every 1d4 rounds.
He may select a different element at 10th and 15th level, or increase his current element to 1d8 damage per level and resistance equal to his character level, then to 1d10 damage per level and resistance equal to twice his character level.
Dragon Hunting: At 5th level, the dragoon gains the ability to hunt dragons. The dragoon is aware of any dragons within a radius of 1 mile per class level. This ability is always active and informs the dragoon only of the presence or absence of dragons. By spending one or more full rounds concentrating on these presences, the dragoon can gleam additional information about the dragons in the area.
By spending one full round concentrating on these presences, the dragoon can determine the number of dragons in the area. By spending an additional round, he can learn the locations of those creatures. A dragoon may then spend an additional round of concentration to focus on a single dragon within the area, alerting him to the creature’s alignment, color and age category if it is a true dragon.
Initiators Mettle: At level 6, whenever you successfully hit with a charge attack, gain +1 AC, +1 bonus to saves, +1 temporary hitpoint, and +1 DR/- per enemy within 30ft for 1 round. If the dragoon charges a dragon, he gains +1 AC, +1 bonus to saves, +1 attack, +1 damage, +1 temporary hitpoint and +1 DR/- per level for 1 round.
Mighty Charge: At 7th level, a dragoon learns to make devastating charge attacks. Double the threat range of any spears, lances, or polearms wielded during a charge. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the dragoon can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
Springing Charge: At 7th level, when the dragoon charges, he may make a full withdrawal action if he successful hits with an attack or combat maneuver.
The Spear that Pierced the Heavens: At 8th level, a dragoon may charge or jump and throw a spear, polearm, or lance at a single target. This counts as a charge attack. This ability has a range of 20ft per Dragoon level and is treated as a touch attack when thrown at a dragon.
Fancy Footwork: At 9th level, a dragoon may take a 5 ft shift to or away from an enemy in response to their 5-ft shift. The Dragoon gains +2 AC and attack rolls against that target.
Flexible Flanker (Ex): At 9th level, a dragoon may choose any square adjacent to him and treat that square as his location for determining who he is flanking, even if that square is occupied by a creature, object, or solid barrier. If two other allies, as well as the dragoon, threaten a larger creature, the dragoon is considered to be flanking the target.
Improved Evasion: At 10th level, a dragoon gains improved evasion. This works like evasion, except that while the dragoon still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless dragoon does not gain the benefit of improved evasion.
(Second Dragon Training Choice at 10th level)
Shellbreaker: At 11th level, a dragoon’s powerful blows from the sky allows him to bypass many of the traditional means of defense on creatures, striking true. For a number of times per day equal to 3 + his Strength modifier, the dragoon may ignore any damage reduction during a charge.
| Johnnycat93 |
I think Deadly Lancer progression should be 2d6 +2d6/level after 1st to make up for the loss of bonus damage from distance. 2d6 at level 1 is just fine and a cap of +40d6 at 20th isn't game breaking at all.
The second effect of pole fighting is amibiguously worded. You could just give them the Shield Brace feat for free without needing prereqs, or you could copy the text from shield brace and add it into the ability (which is technically the stronger option as it wouldn't require them to spend a swift action to use the style feat).
For War Cry, "The dragoon may spend a swift action to grant his bonus received with this ability to allies within 30ft." should go at the end of the ability rather than at the beginning. Also, clarify that it benefits allies excluding themselves (since you count as your own ally normally). Otherwise there would be no downside to handing out in 30ft bursts every time. Or, alternatively, you could change it to consume two daily uses to effect themselves and their allies within 30 ft.
I'd rewrite Counter Charge to say "When an enemy misses a dragoon with a ranged attack, or when the dragoon succeeds in a saving throw against a harmful spell effect, the dragoon may spend an immediate action to make a charge attack against the source of the triggering attack or effect." I cut out melee attacks with this text because you can't normally charge an opponent in melee, even with jump. Also, this ability should definitely be 1/day with additional uses per day over level.
I think Dragon Hunting should just give information as a spell like blood biography or scry.
Initiators Mettle is an odd ability to me. I kind of feels a little unwieldy. Also, am I reading the ability incorrectly or is charging a really automatically capped at +1?
For fancy footwork I would add text "once per round", "the dragoon may take this 5-ft step even if they have already taken a 5-ft step during their turn", and "The Dragoon gains +2 AC and attack rolls against that target until the end of their next turn".
For Springing Charge I think the original text from ffd20 is better.
The spear that pierced the heavens is a cool ability but I don't know about its usefulness. Throwing away your main melee weapon in a combat is always a risky gamble. Perhaps the ability could work like this:
"Starting at 9th level, when the dragoon declares a charge attack he may throw a lance, spear, or polearm at the target before making the charge. As long as the thrown attack is successful the dragoon calculates the damage for his charge attack as if he were wielding the thrown weapon (this ability does not allow the dragoon to calculate his damage as if he were wielding multiple weapons simultaneously). Additionaly, as long as the thrown attack was successful the dragoon may retrieve the thrown weapon as a free action at the end of their charge. If the dragoon uses this ability against a dragon, the thrown weapon attack is instead calculated as a ranged touch attack."
I also had this idea for a late level ability.
When using Jump to make a charge attack, the dragoon can consume one use of his Dragoon Training ability to make a breath attack at any point during his charge (including at the end). If the dragoon opts to use his breath weapon at the end of his charge then the point of origin for the cone is set on his target and aimed directly away from the dragoon.
Which makes up for not getting a pounce.
| Madcaster |
I gave it a thought and decided to pass on Dragoon. That leaves Knight and Samurai.
My Temporal Knight has 24 AC, 26 while in Defensive Stance, decent damage, motes and coolness factor by wearing fullplate, wielding a greatsword one-handed and bashing with a heavy steel shield.
Samurai, one the other hand gets to scream stuff like "Legendary sword that kills freely! Ashura!" and "Evil souls of the dark, gather here! Kotetsu!" and combo strikes Bushido.
Hm... Alas, the Knight has to go. I'll get to work on the background for my Mithra Samurai.
Crayfish Hora
|
Limit Break, The Dragon Lives! (Su): This Limit Break allows the dragoon to return from death. His body turns to stone while his spirit drifts away, only to charge back into his body. This affects enemies within 60ft of the dragoon's body. Enemies in the area of effect take 2d6 points of non-elemental damage + an additional 2d6 points of damage per four dragoon levels after 1st, a Reflex save (DC 10 + half of the dragoon’s level + his Strength modifier) or fall prone. The Dragoon regains up to half of his maximum hitpoints and recovers from all ailments.
Jump (Ex): At 1st level, a dragoon has trained for years in the ability to leap astounding and nearly supernatural distances, emulating the dragon's ability to fly. Dragoons always succeed on Acrobatic checks to jump and may launch themselves high into the air as a move action. This height is 10ft vertical/horizontal per Dragoon level and in addition, the dragoon may jump as part of a charge action. Jump allows the Dragoon to exceed his base land speed during its use. A Dragoon receives no falling damage from his own jumping and does not provoke attacks of opportunity while jumping through threatened squares.
Deadly Lancer: Whenever the dragoon jumps or charges at least ten feet from his opponent (vertical or horizontal) and strikes his foe using a spear, lance, or polearm, the dragoon deals an additional +1d6 points of damage. This extra damage is 1d6 when first gained, and it increases by 1d6 per Dragoon level. This damage is not multiplied on a critical hit, but is affected by Spirited Charge.
Pole Fighting (Ex): At 2nd level, as a free action a dragoon can shorten the grip on his spear, lance, or polearm with reach and use it against adjacent targets. The dragoon also receives Shield Brace as a free combat feat without requiring the normal prerequisites.
Evasion: At 2nd level, a dragoon can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless dragoon does not gain the benefit of evasion.
Dragon's Charge (replaces Armor Training): At 3rd level, a dragoon improves his charging technique. The Dragoon receives a +4 bonus on melee attack rolls on a charge (instead of the normal +2). In addition, the Dragoon does not suffer any penalty to his AC after making a charge attack.
Make Way! (replaces Steadfast Pike): At 3rd level, a dragoon may swing his polearm about with mighty strength, replacing a standard attack with an attack that targets all enemies in his current reach. The dragoon makes one attack against his targets, and additional attacks should his base attack bonus allow it. This attack may trip or bull rush enemies in addition to dealing damage. Combat maneuvers performed in this manner do not provoke attacks of opportunities.
Counter Charge (replaces Hardy Landing): At 4th level, when the dragoon is missed with a ranged attack or successfully saves against a harmful spell or spell-like ability, the dragoon may perform a jumping charge attack against the source triggering Counter Charge. The target must be within the Dragoon's Jump range. This ability is an immediate action and may be used 1/day. At 8th level, this increases to 2/day. At 12th level, this increases to 3/day. At 16th level, this increases to 4/day. At 20th level, this increases to 5/day.
Dragoon Training: At 5th level, the dragoon attunes himself to draconic slaying, by utilizing a dragon's attacks. Selecting fire, lightning, or ice, the Dragoon gains a breath attack of the chosen element. This attack does 1d6 damage per Dragoon level to all targets in a 30ft cone, with a Reflex save of 10 + 1/2 Dragoon's level + Con modifier for half damage. The Dragoon gains resistance to the chosen element equal to 1/2 the Dragoon's level + Con modifier. The breath attack, once used, cannot be used again for 1d4 rounds.
He may select a different element at 10th and 15th level, or increase his current element to 1d8 damage per level and resistance equal to his character level, then to 1d10 damage per level and resistance equal to twice his character level.
Spirited Charge: At 5th level, the Dragoon receives Spirited Charge as a bonus combat feat without requiring the normal prerequisites. The dragoon doesn't have to be mounted in order to receive the feat's benefit.
Dragon Hunting: At 5th level, the dragoon gains the ability to hunt dragons. The dragoon is aware of any dragons within a radius of 1 mile per class level. This ability is always active and informs the dragoon only of the presence or absence of dragons. By spending one or more full rounds concentrating on these presences, the dragoon can gleam additional information about the dragons in the area.
By spending one full round concentrating on these presences, the dragoon can determine the number of dragons in the area. By spending an additional round, he can learn the locations of those creatures. A dragoon may then spend an additional round of concentration to focus on a single dragon within the area, alerting him to the creature’s alignment, color and age category if it is a true dragon.
Initiators Mettle: At level 6, whenever you successfully hit with a charge attack, gain +1 AC and +1 DR/- per Dragoon level for 1 round. When charging a dragon, the Dragoon receives +1 AC, +1 DR/-, +1 attack, and +1 damage per Dragoon level for 1 round.
Mighty Charge: At 7th level, a dragoon learns to make devastating charge attacks. Double the threat range of any spears, lances, or polearms wielded during a charge. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the dragoon can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
Dragon Tamer: At 7th level, a dragoon may gain a dragon cohort through combat and submission. This acts as the leadership feat, but without followers. The dragon cohort does not gain class levels and must be 2 CR below the dragoon's level. At any time, the dragon cohort may be dismissed, allowing the dragoon to locate and combat a different dragon.
The Spear that Pierced the Heavens: At 8th level, a dragoon may charge or jump and throw a spear, polearm, or lance at a single target. This counts as a charge attack. This ability has a range of 20ft per Dragoon level and is treated as a touch attack when thrown at a dragon.
Fancy Footwork: At 9th level, once per round, a dragoon may take a 5 ft shift to or away from an enemy in response to their 5-ft shift. The dragoon may take this 5-ft step even if they have already taken a 5-ft step during their turn. The Dragoon gains +2 AC and attack rolls against that target until the end of their next turn.
Dragon Fixated (Ex): At 9th level, a dragoon adds 1/2 his class level to Will saves against spells, spell-like abilities, special attacks, and fear auras of Dragons.
Improved Evasion: At 10th level, a dragoon gains improved evasion. This works like evasion, except that while the dragoon still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless dragoon does not gain the benefit of improved evasion.
(Second Dragon Training Choice at 10th level)
Intercept Charge: At 10th level, the dragoon gains Intercept Charge as a combat bonus feat. All of the dragoon's allies are treated as if they had Intercept Charge. Her allies do not receive any bonuses from these feats unless they actually possess the feat themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the dragoon to receive the listed bonus.
Shellbreaker: At 11th level, a dragoon’s powerful blows from the sky allows him to bypass many of the traditional means of defense on creatures, striking true. For a number of times per day equal to 3 + his Strength modifier, the dragoon may ignore any damage reduction during a charge.
(Counter Charge increase at 12th level)
Wheeling Charge: At 12th level, the dragoon gains Wheeling Charge as a bonus feat without needing to meet its preresequites. The Dragoon doesn't need to be mounted to receive the feat's benefits.
The Spear that Brought them Down: At 13th level, whenever the dragoon successfully attacks with The Spear that Pierced the Heavens, flying targets must make a Fly check with a DC equal to the damage dealt. Targets that fail this DC take appropriate falling damage and are unable to fly until they succeed.
Thunderous Charge: At 14th level, a dragoon may roll all of his attacks as one charge attack. For each attack that hits, the dragoon rolls his damage and adds it together. DR is calculated once and only the first attack benefits from the charge action.
(Third Dragon Training choice at level 15)
Run at Them: At 15th level, whenever the Dragoon intercepts a charge attack, he may uses his Jump ability to propel him haphazardly into the triggering target. Both the target and the dragoon take max damage from each others' attacks without needing an attack roll and stop at the midpoint of each others' movements. This ability counts as a charge attack and benefits from the dragoon's charging abilities.
(Counter Charge increase at 16th level)
Raging Dragon: At 16th level, a dragoon may use his Dragon Training breath attack as a free action, after successfully hitting with a charge attack. The target of the charge attack receives a -4 penalty to the Reflex save to avoid the breath attack.
To the Moon!: At 17th level, a dragoon may make a melee touch attack against a single target of the dragoon's size or smaller. If successful, the dragoon impales the target onto their polearm and may use The Spear that Pierced the Heavens as a free action. The target travels with the thrown weapon and takes falling damage as appropriate.
Stampeding Charge: At 18th level, a dragoon may make a charge attack against each enemy in a straight line. If the dragoon successfully attacks an enemy with a charge attack, he may impale it on his polearm and continue making charge attacks until he runs out of attacks, enemies, comes into contact with a solid surface, or runs out of movement. Stampeding Charge allows the dragoon to charge without moving 10ft.
Jumping Impale: At 19th level, a dragoon may impale a target from the sky. Upon a successful charge attack and the use of Jump, the dragoon may grapple a single target with his polearm. If the dragoon grapples a target, the target takes the dragoon's charge attack on the next round, and each round after until the target breaks free. The Dragoon adds his level to his CMD against dragons.
Glorious Charge: At 20th level, the dragoon has fully mastered charging the enemy from the skies. When jumping a distance of 10 or more feet using a charge action, the dragoon deals double the normal amount of damage. In addition, his charge attack is 15ft wide and each target struck that is the dragoon's size or smaller must make a Fort save of 20 + the Dragoon's Strength modifier or be flung aside, as if bull rushed.
| Noh Bohdi |
Right, well, I had hoped to finish my backstory today but I'm getting pretty sleepy and this thread is slowing down so I'll drop my alias/submission anyways and bump it back up.
This is the submission for Johnnycat. All the information is in the alias. Any feedback/commentary/criticism is welcome and appreciated.
Crayfish Hora
|
Limit Break, The Dragon Lives! (Su): This Limit Break allows the dragoon to return from death. His body turns to stone while his spirit drifts away, only to charge back into his body. This affects enemies within 60ft of the dragoon's body. Enemies in the area of effect take 2d6 points of non-elemental damage + an additional 2d6 points of damage per four dragoon levels after 1st, a Reflex save (DC 10 + half of the dragoon’s level + his Strength modifier) or fall prone. The Dragoon regains up to half of his maximum hitpoints and recovers from all ailments.
Jump (Ex): At 1st level, a dragoon has trained for years in the ability to leap astounding and nearly supernatural distances, emulating the dragon's ability to fly. Dragoons always succeed on Acrobatic checks to jump and may launch themselves high into the air as a move action. This height is 10ft vertical/horizontal per Dragoon level and in addition, the dragoon may jump as part of a charge action. Jump allows the Dragoon to exceed his base land speed during its use. A Dragoon receives no falling damage from his own jumping and does not provoke attacks of opportunity while jumping through threatened squares.
Deadly Lancer: Whenever the dragoon jumps or charges at least ten feet from his opponent (vertical or horizontal) and strikes his foe using a spear, lance, or polearm, the dragoon deals an additional +1d6 points of damage. This extra damage is 1d6 when first gained, and it increases by 1d6 per Dragoon level. This damage is not multiplied on a critical hit, but is affected by Spirited Charge.
Pole Fighting (Ex): At 2nd level, as a free action a dragoon can shorten the grip on his spear, lance, or polearm with reach and use it against adjacent targets. The dragoon also receives Shield Brace as a free combat feat without requiring the normal prerequisites.
Evasion: At 2nd level, a dragoon can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless dragoon does not gain the benefit of evasion.
Dragon's Charge (replaces Armor Training): At 3rd level, a dragoon improves his charging technique. The Dragoon receives a +4 bonus on melee attack rolls on a charge (instead of the normal +2). In addition, the Dragoon does not suffer any penalty to his AC after making a charge attack.
Make Way! (replaces Steadfast Pike): At 3rd level, a dragoon may swing his polearm about with mighty strength, replacing a standard attack with an attack that targets all enemies in his current reach. The dragoon makes one attack against his targets, and additional attacks should his base attack bonus allow it. This attack may trip or bull rush enemies in addition to dealing damage. Combat maneuvers performed in this manner do not provoke attacks of opportunities.
Counter Charge (replaces Hardy Landing): At 4th level, when the dragoon is missed with a ranged attack or successfully saves against a harmful spell or spell-like ability, the dragoon may perform a jumping charge attack against the source triggering Counter Charge. The target must be within the Dragoon's Jump range. This ability is an immediate action and may be used 1/day. At 8th level, this increases to 2/day. At 12th level, this increases to 3/day. At 16th level, this increases to 4/day. At 20th level, this increases to 5/day.
Dragoon Training: At 5th level, the dragoon attunes himself to draconic slaying, by utilizing a dragon's attacks. Selecting fire, lightning, or ice, the Dragoon gains a breath attack of the chosen element. This attack does 1d6 damage per Dragoon level to all targets in a 30ft cone, with a Reflex save of 10 + 1/2 Dragoon's level + Con modifier for half damage. The Dragoon gains resistance to the chosen element equal to 1/2 the Dragoon's level + Con modifier. The breath attack, once used, cannot be used again for 1d4 rounds.
He may select a different element at 10th and 15th level, or increase his current element to 1d8 damage per level and resistance equal to his character level, then to 1d10 damage per level and resistance equal to twice his character level.
Spirited Charge: At 5th level, the Dragoon receives Spirited Charge as a bonus combat feat without requiring the normal prerequisites. The dragoon doesn't have to be mounted in order to receive the feat's benefit.
Dragon Hunting: At 5th level, the dragoon gains the ability to hunt dragons. The dragoon is aware of any dragons within a radius of 1 mile per class level. This ability is always active and informs the dragoon only of the presence or absence of dragons. By spending one or more full rounds concentrating on these presences, the dragoon can gleam additional information about the dragons in the area.
By spending one full round concentrating on these presences, the dragoon can determine the number of dragons in the area. By spending an additional round, he can learn the locations of those creatures. A dragoon may then spend an additional round of concentration to focus on a single dragon within the area, alerting him to the creature’s alignment, color and age category if it is a true dragon.
Initiators Mettle: At level 6, whenever you successfully hit with a charge attack, gain +1 AC and +1 DR/- per Dragoon level for 1 round. When charging a dragon, the Dragoon receives +1 AC, +1 DR/-, +1 attack, and +1 damage per Dragoon level for 1 round.
Mighty Charge: At 7th level, a dragoon learns to make devastating charge attacks. Double the threat range of any spears, lances, or polearms wielded during a charge. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the dragoon can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
The Spear that Pierced the Heavens: At 8th level, a dragoon may charge or jump and throw a spear, polearm, or lance at a single target. This counts as a charge attack. This ability has a range of 20ft per Dragoon level and is treated as a touch attack when thrown at a dragon.
Fancy Footwork: At 9th level, once per round, a dragoon may take a 5 ft shift to or away from an enemy in response to their 5-ft shift. The dragoon may take this 5-ft step even if they have already taken a 5-ft step during their turn. The Dragoon gains +2 AC and attack rolls against that target until the end of their next turn.
Dragon Fixated (Ex): At 9th level, a dragoon adds 1/2 his class level to Will saves against spells, spell-like abilities, special attacks, and fear auras of Dragons.
Improved Evasion: At 10th level, a dragoon gains improved evasion. This works like evasion, except that while the dragoon still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless dragoon does not gain the benefit of improved evasion.
(Second Dragon Training Choice at 10th level)
Intercept Charge: At 10th level, the dragoon gains Intercept Charge as a combat bonus feat. All of the dragoon's allies are treated as if they had Intercept Charge. Her allies do not receive any bonuses from these feats unless they actually possess the feat themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the dragoon to receive the listed bonus.
Shellbreaker: At 11th level, a dragoon’s powerful blows from the sky allows him to bypass many of the traditional means of defense on creatures, striking true. For a number of times per day equal to 3 + his Strength modifier, the dragoon may ignore any damage reduction during a charge.
(Counter Charge increase at 12th level)
Wheeling Charge: At 12th level, the dragoon gains Wheeling Charge as a bonus feat without needing to meet its preresequites. The Dragoon doesn't need to be mounted to receive the feat's benefits.
The Spear that Brought them Down: At 13th level, whenever the dragoon successfully attacks with The Spear that Pierced the Heavens, flying targets must make a Fly check with a DC equal to the damage dealt. Targets that fail this DC take appropriate falling damage and are unable to fly until they succeed.
Thunderous Charge: At 14th level, a dragoon may roll all of his attacks as one charge attack. For each attack that hits, the dragoon rolls his damage and adds it together. DR is calculated once and only the first attack benefits from the charge action.
(Third Dragon Training choice at level 15)
Run at Them: At 15th level, whenever the Dragoon intercepts a charge attack, he may uses his Jump ability to propel him haphazardly into the triggering target. Both the target and the dragoon take max damage from each others' attacks without needing an attack roll and stop at the midpoint of each others' movements. This ability counts as a charge attack and benefits from the dragoon's charging abilities.
(Counter Charge increase at 16th level)
Raging Dragon: At 16th level, a dragoon may use his Dragon Training breath attack as a free action, after successfully hitting with a charge attack. The target of the charge attack receives a -4 penalty to the Reflex save to avoid the breath attack.
To the Moon!: At 17th level, a dragoon may make a free grapple attempt and if successful, the dragoon impales the target onto their polearm and may use The Spear that Pierced the Heavens as a free action. The target travels with the thrown weapon and takes falling damage as appropriate.
Stampeding Charge: At 18th level, a dragoon may make a charge attack against each enemy in a straight line. If the dragoon successfully attacks an enemy with a charge attack, he may impale it on his polearm and continue making charge attacks until he runs out of attacks, enemies, comes into contact with a solid surface, or runs out of movement. Stampeding Charge allows the dragoon to charge without moving 10ft.
Jumping Impale: At 19th level, a dragoon may impale a target from the sky. Upon a successful charge attack and the use of Jump, the dragoon may grapple a single target with his polearm. If the dragoon grapples a target, the target takes the dragoon's charge attack on the next round, and each round after until the target breaks free. The Dragoon adds his level to his CMD against dragons.
Glorious Charge: At 20th level, the dragoon has fully mastered charging the enemy from the skies. When jumping a distance of 10 or more feet using a charge action, the dragoon deals double the normal amount of damage. In addition, his charge attack is 15ft wide and each target struck that is the dragoon's size or smaller must make a Fort save of 20 + the Dragoon's Strength modifier or be flung aside, as if bull rushed.