Tacticslion |
1 person marked this as a favorite. |
I, you, but, this, my, you're, but, I need, you do, how can, yet, but, huh, I... WHAT?!?!
I WANT TO PLAY THIS SO DAGGUM BAD BUT I CAN OT BECAUSE OF A BUSY LIFE~!!!
NNNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO-
*deep breath*
-OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!
:(
Sigh.
Enjoy.
... dangit
Crayfish Hora |
1 person marked this as a favorite. |
Oh my god. Oh my god! Oh! Sweet babies, it is! How I haven't noticed this yet is because I've always read it as Tactsilion and never paid attention. But this makes so much more sense now.
Well, when you're less busy, let's just say it's not impossible to have someone join up with the others. For someone with such a name, of course.
Jet18 |
Dragoon.3 vmc Fighter
LG Medium Humanoid (Gria)
Init +5; Senses Perc +8 lowlight vision
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Defense
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AC 18, touch 13, flat-footed 16(+4 armor, +2 Dex, +1 shield, +1 defl)
hp 33 (3d10+3)
Fort +5, Ref +6, Will +6
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Offense
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Speed 30 ft. (30 ft. in armor)
Melee Halbred +8 (1d10+8/x3)
Space 5 ft.; Reach 5ft
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Statistics
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Str 18, Dex 14, Con 11, Int 10, Wis 14, Cha 12
Base Atk +3; CMB +7; CMD 19
Feats; Death from above, shield brace, run
Traits; Reactionary, Resilience
Skills Acro.+8,Craft(armour)+6, Handl.+8, sense +8
Languages; Common, Draconic
Other gear; studied leather, light site, 101gill.
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Special Abilities
Chosen weapon; +1 to attack and damage roll per four levels -2 to one weapon type
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.
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Limit breaks; 1/day
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.
Crayfish Hora |