Dragoon Character


Conversions


So... I want to make a Dragoon type character like from FF. I figure I can get a cape of fly and something to negate falling damage. What I need help with is can I charge down from the air? and also how do I calculate damage from flying down.

Ex. I fly up to 200ft and then fly down. I know falling 200ft is 20d6 damage but i am flying down so do I move faster and do more damage? I know this is kind of weird but I want to know if there is a way to do this.

Thanks :)


Silvise wrote:

So... I want to make a Dragoon type character like from FF. I figure I can get a cape of fly and something to negate falling damage. What I need help with is can I charge down from the air? and also how do I calculate damage from flying down.

Ex. I fly up to 200ft and then fly down. I know falling 200ft is 20d6 damage but i am flying down so do I move faster and do more damage? I know this is kind of weird but I want to know if there is a way to do this.

Thanks :)

I haven't seen anything in PF that really supports this. As written there's nothing in the rules for increased charge damage with high movement, nor are there collision rules as far as I know. I don't see any particular reason you can't charge normally while airborne though. In 3.x you could make a dragoon character using the battle jump feat in the Unapproachable East book and/or the tiger claw discipline from the Tome of Battle, so maybe look into that if you can use 3.x material.


If you are using a magic item granting Flight as per the Fly spell, then you can move at 60 feet per round. This is reduced to 30 feet when ascending, or increased to 90 feet when descending (less when wearing heavier armour or otherwise encumbered).

Descending when flying is controlled, rather than a free fall, so you don't take/inflict falling damage. Similarly, spells or items that negate falling damage to you (such as Feather Fall) do so by slowing your speed. If you aren't moving fast enough to take falling damage, you aren't moving fast enough to inflict damage in the same manner.

I believe you can charge/double move while flying. This would allow you to descend 180 feet in a round and get your normal +2 to atk/-2 to AC as with any other charge, but I don't see a lot of benefit to it.

If your GM allows you to take flying feats (Flyby attack, hover, etc) while using an item, then you could create a heavily armoured, spear wielding warrior focused on aerial attacks, but that would not replicate the "jump up, wait a turn, fall on enemy doing tonnes of damage and then walk away unscathed" ability of someone like Kain Highwind.


Fly-By attack would let you simulate much of what you're looking for. You can fly up to your normal movement and attack part way through, then keep moving. So, you fly 'down' 45 ft (using 30 ft of movement), drive your weapon down into them, and then fly 30 ft away for the 'arrive unscathed'.

If you are ok using a mount, you can do the lance/spirited charge route, to get your 'massive damage'. Times 3 damage with a lance. I think you could probably talk a GM into a custom Golem that you use as a Mount that's actually a suit of armor that let's you fly (again, up to your GM).


Lets say I have BAB of 10/5 does Flyby Attack allow me to use both attacks?

Dark Archive

Silvise wrote:
Lets say I have BAB of 10/5 does Flyby Attack allow me to use both attacks?

It does nothing to prevent it, but I would certainly impose a fly check.


*scratches head*

Why would a dragoon be flying?

Dark Archive

Slaunyeh wrote:

*scratches head*

Why would a dragoon be flying?

To simulate a traditional FF jump.


Yeah, the Tome of Battle is pretty much exactly what you want.

It requires practically zero conversion from 3.5 to PF bar the skills, and the Tiger Claw discipline is filled with jump attacks of various power, everything else they get is just fab too!


Carbon D. Metric wrote:
Silvise wrote:
Lets say I have BAB of 10/5 does Flyby Attack allow me to use both attacks?
It does nothing to prevent it, but I would certainly impose a fly check.

Flyby attack is like a flying, better version of Spring Attack. You can take a standard action during your move action, as long as you are flying. Multiple attacks require a full-round action, so cannot be taken.

Exception: If you have another feat or ability that would grant multiple attacks as a standard action.


Flying strength-based rogue with the scout archetype. Jump down on your enemy and the fact that you moved lets you sneak attack them! :D


Slaunyeh wrote:

*scratches head*

Why would a dragoon be flying?

I'm glad I'm not the only person who thinks of a dragoon as cavalry soldier. If it weren't for 8-bit Theater, I would have no idea what this thread was about.


Elrostar wrote:
Slaunyeh wrote:

*scratches head*

Why would a dragoon be flying?

I'm glad I'm not the only person who thinks of a dragoon as cavalry soldier. If it weren't for 8-bit Theater, I would have no idea what this thread was about.

Yeah, a dragoon is a cavalry unit, and an awesome one. However, for the FF reference. There are 3.x things that make jumping cool. The iconic ability is somewhat out of reach. The best way to resolve this is somehow using the falling damage by object weight and height rules which I can't even remember where they are found. The only problem is, technically, the character would still take damage for the fall distance, but only do damage as per the height and weight table. So, 200 feet of falling does mean 20d6 damage for you, but not necessarily 20d6 damage for him. If you are still have your heart set on doing this...

The best option are to find ways to increase your weight and provide yourself some type of damage reduction to reduce your own falling damage. You would need away to get higher in the air than is normally possible with the basic jump type spells so you need something like a dimension door, upward. Or you would need a flight spell you can end with a fall. The weapon would be useless though you could probably get away with taking an attack with it doing its damage before your collision, but that should be some kind of class or something, but it's probably best to forget it.

Yeah, vertical distance, heavier weight, and damage reduction. Funny, a wizard could probably do this better than a warrior. Now, I am tempted to build it somehow. You could also use temporary hp to reduce the damage from your own attack.


Silvise wrote:

So... I want to make a Dragoon type character like from FF. I figure I can get a cape of fly and something to negate falling damage. What I need help with is can I charge down from the air? and also how do I calculate damage from flying down.

Ex. I fly up to 200ft and then fly down. I know falling 200ft is 20d6 damage but i am flying down so do I move faster and do more damage? I know this is kind of weird but I want to know if there is a way to do this.

Thanks :)

http://community.wizards.com/go/thread/view/75882/19868782/3.5_dragoon_buil d._ScoutDuskbladeBlade_Dancer_Comments_and_advice_apreciated

It is not Pathfinder updated but I've actually played this character in a high level 3.5 game (Started at 6 and went to 19). I had a kind Dm who allowed most of the custom items and allowed the use of the Vassal of Bahamut class, your mileage may vary.

If your not comfortable with Psionics or want to stay pure pathfinder this won't work for you. I can tell you from experience though, this is an amazing build to play.


i would do it as a cavelier archtype or fighter

use some of those monk jump abilities slow fall and high jump
probably rework slowfall so you don't take the fall damage its directed to your weapon and opponent unless you miss then your taking the fall damage.
add an ability that lets them add class level to jump and i think that would do it.


Not sure what you guys are talking about, I'd make a dragoon as a soulknife lich whose phylactery is a construct that shoots eldritch blasts. Oh, right.

As the above posts mention, flight is probably the best way to simulate a dragoon - d20 jumping penalizes the heck out of vertical jumps while dragoons scoff at DC 100. It's apples to walruses. I like Umbral Reaver's idea, too, and I'll definitely check out the Tome of Battle stuff when I get a chance.

I've been plotting out a d20 game based on Final Fantasy myself, and the way I planned to handle the infamous Jump attack (and to copy the uncertainty of landing time from Final Fantasy Tactics) is to use a d20 roll that determines how many ticks of "initiative count" you're in the air for. Upon landing, I'll probably use fall distance damage mechanics against the enemy for bonus damage, but not against the dragoon - they expertly transfer their momentum into the enemy, perhaps with a level-based maximum.


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There's a 3.5 feat from cityscape that let's you do extra damage when you drop on top of your target. I believe its called roof jumper, combined with tome of battle it may allow you to create a reasonable version of this concept


Well... this is a lot of info and thank you all. I will try to figure something out. I looked at all the monster flying feats and if I could take those I'd be set. Also I will look into the Tomb of Battle.


Elrostar wrote:
Slaunyeh wrote:

*scratches head*

Why would a dragoon be flying?

I'm glad I'm not the only person who thinks of a dragoon as cavalry soldier. If it weren't for 8-bit Theater, I would have no idea what this thread was about.

We can't think of both?

...Catch Phrase,

-Chris


I think what you are really looking for is a noble with guts.

Scarab Sages

I would go with Fighter, Mobile Archetype (Or Polearm Master, whatever floats your boat). Vital Strike, and pick up a Ring of Feather Falling. Maybe take some Monk levels for Ki Points, but not a must. You can always just flavor that your character is jumping anyways, rather than worrying about actually jumping 50 feet in the air. That's what I do, anyways.


Slaunyeh wrote:

*scratches head*

Why would a dragoon be flying?

That's what I said.. I thought this thread was gonna be about marrying the Gunslinger to the Cavalier (or something like that anyway.)


I cooked this up, it might help you.

I chose cavalier because both of the iconic dragoons in FF Kain (ff2) and Freyja (FF9) both belong to a knightly order.

Dragoon [revision]

Dragoons are cavaliers that Do not have the mounted combat training and instead condensate on powerful ground tactics and Hand to hand pole arm combat.

Dragoon Training (Ex): The dragoon Is well trained with Shafted weapons and Leaping as a means to maneuver about an often chaotic and cluttered battlefield. At 1st level the Dragoon is able to deliver additional precision based damage. This damage is equal to 1/2 the characters Cavalier levels (1 minimum) and is only viable with shafted piercing melee weapons which Include the javelin, lance, long spear, short spear, spear, and trident. In addition the Dragoon receives a bonus to all jump based acrobatics checks Equal to 1/2 their Cavalier levels. This replace the Cavaliers mount.

Dragoon Leap (ex): At 3rd level the dragoon May, As a charge attack, make a leaping strike with a Lance putting all his weight behind it. Allowing the dragoon to Behave as if mounted with regards to attacks with shafted piercing Melee weapons even though she is not mounted. In addition she gains an additional +2 to hit when charging. This replaces Cavaliers Charge.

Mighty Dragoon Leap (Ex): At 11th level, a cavalier learns to make devastating charge attacks. Double the threat range of any weapons wielded during a charge. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier 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. This replaces Mighty charge.

Supreme Dragoon Leap (Ex): At 20th level, whenever the cavalier makes a charge attack, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack with a shafted weapon (as described above), the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier’s base attack bonus.

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