Throughout history, Dragons have had more than their share of enemies and have always been feared above all else. Lesser known to most is the fact that they have also enlisted a small number of warriors to aid them. These are the Dragon Knights or Dragoons. The Dragoon is a warrior found worthy by one of the seven Great Dragons of the ancient world who now rule as lesser gods. The seven look at each soul and call those they believe will uphold the duties of the Dragon Knight and bring honor back to Dragon-kind, in their own kind. A Dragoon is called by the one who believes on him the most, thus gaining the granted powers of that Dragon. The Dragoon may then, if he wishes to, choose one of the 10 Dragon types to be his patron Dragon. The chosen Dragon must be of the Dragoon's type or close to it.
Requirements
- Race: Human, Elf, Half-Elf, Half-Orc, Winglie, Giganto, other at DM's discretion.
- Skills: Knowledge/dragon-kind 6+ ranks, Ride 6+ ranks.
- Language: Ability to speak Draconic.
- Abilities: Strength 15+, Constitution 11+, Dexterity 13+.
- Base Attack Bonus: +6 or higher.
- Feats: Quick Draw, Toughness, Weapon Focus with one of Great Dragon's chosen weapons.
Class Skills
The Dragoon’s class skills (and the key ability for each) are: Balance (dex*), Climb (str*), Concentration (con), Craft (int), Handle Animal (cha), Jump (str*), Knowledge/Dragon-Kind, Religion (int), Profession (wis), Ride (dex), Swim (str**).
Skill Points each additional level: 2 + int modifier.
Great Dragons
The Great Dragons all had a different element attached to them. They were the Great Dragons of Fire, Water, Air, Earth, Light, Dark, and Lightning. Each one has their own favored weapons as well as granted powers. They also have different Dragon types that may be chosen by the Dragoon as a patron. These differences are outlined as follows:
- Great Dragon of Fire: The Great Dragon of Fire favors swords above all others, namely Longsword, Falchion, Greatsword, and Bastard Sword. In addition, the Dragoon may use any one thrown weapon. The Dragon types that may be chosen are Red, Brass, and Gold. The granted Breath Weapons are Fire and Weakening Gas.
- Great Dragon of Water: The Great Dragon of Water favors hafted weapons above all others namely Light Mace, Club, Heavy Mace, Morningstar, Light Hammer, Warhammer, Greatclub, and Gnome Hooked Hammer. In addition, the Dragoon may use any one ranged weapon. The Dragon types that may be chosen are Black, White, and Bronze. The granted Breath Weapons are Ice and Sleeping Gas.
- Great Dragon of Air: The Great Dragon of Air favors pole-arms above all others. The Dragon types that may be chosen are Green, Bronze, and Silver. The granted Breath Weapons are Wind and Repulsion Gas.
- Great Dragon of Earth: The Great Dragon of Earth favors axes above all others. The Dragon types that may be chosen are Blue, Green, and Copper. The granted Breath Weapons are Acid and Slow Gas.
- Great Dragon of Light: The Great Dragon of Light favors ranged weapons above all others. The Dragoon may also use any one-handed simple or martial melee weapon, or a tiny or small exotic melee Weapon. The Dragon types that may be chosen are Red, Copper, and Gold. The granted Breath Weapons are Holy and Petrifying Gas.
- Great Dragon of Darkness: The Great Dragon of Darkness favors swords above all others, namely Shortsword, Rapier, Scimitar, and Two-Bladed Sword. In addition, the Dragoon may use any one ranged weapon. The Dragon types that may be chosen are Black, White, and Brass. The granted Breath Weapons are Unholy and Curse Gas.
- Great Dragon of Lightning: The Great Dragon of Lightning favors hand to hand combat above weapons. Despite this, the Dragoon may use Gauntlets, the Punching Dagger, Sickle, Quarterstaff, Sap, Kama, Kukri, Nunchaku, Siangham, Shuriken, Spiked Chain, and one of the following: Dagger, Club, Dart, Sling, Throwing Axe, Light Hammer, Whip, or the Net. The Dragon types that may be chosen are Blue, Bronze, and Silver. The granted Breath Weapons are Lightning and Paralyzing Gas.
Class Features
- Hit Die: The Dragoon rolls d10s for hit points.
- Special: Attacks of opportunity against a Dragoon in Dragoon-form suffer a 25% chance to miss anyway. A Dragoon can only transform to Dragoon form when he's earned SP. When you deal damage, that amount is added to your SP gauge (1 damage gains 1 SP). In Dragoon form, the SP gauge drops as you deal damage (1 damage in Dragoon form drops 5 SP). While only 5 SP is required to transform, the more you have, the longer you can stay in Dragoon form. 5 SP are lost each round in addition to SP lost for damage dealt. All abilities are Dragoon-form only except where outlined differently. The Dragoon has the Dragoon Armor and Weapon while in Dragoon form. They can use them in humanoid form at the given level.
- Weapon and Armor Proficiency: Dragoons are proficient with all Armor and Shields. The Dragoon may use any weapon he is currently proficient with, but if it's not a chosen weapon of the Great Dragon that called them, then they take a -4 morale penalty with all attacks made with that weapon. The Dragoon also receives a -2 morale penalty to saving throws and armor class when using one of those weapons.
- Additions: These are attacks that can be made in place of the normal allotment of attacks. They are gained at 1st, 3rd, 6th, 9th, 12th, 15th, and 18th level. The Dragoon is fatigued for 1 round (-2 str, -2 dex) after use. If another Addition is used the following round, the Dragoon becomes winded for 1d4 rounds (can only take partial actions). In addition, additions give double SP, but critical hits can only be made with every other attack (Dragoon's choice, must call before the attack evens or odds). Each Additions attack is outlined later, and may only be executed while in Humanoid-form.
- Dragoon Spells: These are special spells that can only be cast by Dragoons; much like Druidic can only be spoken by Druids. A new spell is gained at 1st, 5th, 10th, and 16th level. If the Dragoon uses 1 or more spells, than he is fatigued for 1d4 rounds (-2 str, -2 dex). They will also be outlined later.
- Dragoon Flight: The Dragoon wears special armor equipped with wings. At 1st level, these wings may be used to fly with clumsy maneuverability. At 3rd level, flight improves to average. At 6th level, flight improves to perfect.
- Bonus Feat: At 2nd level, the Dragoon gains a bonus feat.
- Breath Weapon: Each Dragoon gets a Breath Weapon at 4th level and another at 8th level. These Breath Weapons are specified in the Great Dragon's descriptions. At 17th and 19th level, the Dragoon gains an additional Breath Weapon. These may be any Breath Weapon, as long as it's not opposite of their type. These can be used as cones or as lines. A cone affects a 30' by 30' by 30' area. A line affects a 5' by 5' by 60' (length) area. Damaging Breath Weapons deal 6d8 damage for a line, and 6d4 for a cone to all involved. All Breath Weapons have a DC of 18. After using a Breath Weapon, the Dragoon can't use another for 1dl0 rounds, and is winded for 1d4 rounds (can only take partial actions). These can be used in Humanoid or Dragoon form.
- Dragoon Weaponry: The Dragoon will eventually receive some weaponry from his Great Dragon. These will be given after the Dragoon has proven his willingness to live the life of the Dragoon for as long as they live. At 7th level, the Dragoon receives a special accessory crafted by the Great Dragons. This item is a magical item of the Dragon's choice. At 8th level, the Dragoon receives Dragoon Armor. At 9th level, the Dragoon gains a Dragoon Weapon. The armor and weapons will be explained later. Note: if someone other than the Dragoon uses these items, they function as a normal item of that type, and the user is non-proficient with it for a cumulative -2 penalty.
- Transform At Will: At 10th level, the Dragoon can transform any time and may stay transformed for as long as he wishes, regardless of SP. The Dragoon has finally earned the trust of his Dragon and is entrusted with the fullness of their power.
- Elemental Force: At 11th level, the Dragoon gains Elemental Force. This spell-like ability may be used up to 5 times per day and lasts for 1d10 rounds. It creates a field around the Dragoon made of its particular element. This field deals 1d10 elemental damage to melee attackers. The field also is a barrier to magic giving the Dragoon a 25% chance to resist all spells, good or bad, and regardless of whether or not they allow a save or resistance. The Dragoon is fatigued after use for 1d4 rounds (-2 str, -2 dex).
- Flawless Execution: At 13th level, the Dragoon no longer is winded or fatigued for using any of its abilities. In addition, the Dragoon no longer takes 1 ½ damage from its opposite element. Addition penalties are reduced by 1.
- Call Storm: At 14th level, the Dragoon can summon a mighty storm. This storm is a storm tied to the element of the particular Dragoon. This is a Supernatural Ability, and can be used once per day. The storm rages for ½ d12 hours. This storm grants a +4 Morale Bonus to the Dragoon and a +2 Morale Bonus to the Dragoon's companions. Two storms can rage at the same time, but the Morale Bonus is only half. As a standard action, the Dragoon who summoned the storm can call on the storm to strike at a certain target. This strike deals 1d6 damage per level of Dragoon, and may be split among several targets. Ref save: DC 20.
- Dragon Shape: At 15th level, the Dragoon gains the ability to transform him/herself into a Dragon of his/her patron type. This is a full-round action, and can be used up to 5 times a day in humanoid form only.
- Divine Status: When a Dragoon reaches 20th level, s/he gains Divine Status. This has a few effects: the Dragoon gains Dragon length life, the Dragoon can use all abilities as often as s/he wants, and s/he gains Divine Dragon Ball and Divine Dragon Cannon (new Spells). These are granted only to the most elite Dragoon warriors. A Dragoon has not reached Divine status for a millennia, so the prestige and covetousness is that much greater.
Base Bonus. Saves, and Level Up - Chart
Level Base Attack Bonus Fort Ref Will Special
1 +1 +0 +2 +0 Addition, Dragoon Spell, Dragoon Flight.
2 +2 +0 +3 +0 Bonus Feat.
3 +3 +1 +3 +1 Addition, Improved Dragoon Flight.
4 +4 +1 +4 +1 Breath Weapon.
5 +5 +1 +4 +1 Dragoon Spell.
6 +6/+1 +2 +5 +2 Addition, Perfect Dragoon Flight.
7 +7/+2 +2 +5 +2 Dragoon Accessory.
8 +8/+3 +2 +6 +2 Dragoon Armor, Breath Weapon.
9 +9/+4 +3 +6 +3 Addition, Dragoon Weapon.
10 +10/+5 +3 +7 +3 Dragoon Spell, Transform At Will.
11 +11/+6/+1 +3 +7 +3 Elemental Force.
12 +12/+7/+2 +4 +8 +4 Addition.
13 +13/+8/+3 +4 +8 +4 Flawless Execution.
14 +14/+9/+4 +4 +9 +4 Call Storm.
15 +15/+10/+5 +5 +9 +5 Addition, Dragon Shape.
16 +16/+11/+6/+1 +5 +10 +5 Dragoon Spell.
17 +17/+12/+7/+2 +5 +10 +5 Bonus Breath Weapon.
18 +18/+13/+8/+3 +6 +11 +6 Addition.
19 +19/+14/+9/+4 +6 +11 +6 Bonus Breath Weapon.
20 +20/+15/+10/+5 +6 +12 +6 Divine Status.
Additions and Dragoon Spells (by Dragoon type)
(type of attack other than normal/special info in parentheses, attack penalties are in brackets.)
Fire Dragoon: Double Slash: s, s [regular bonus]. Volcano: s, s, s, s [-1 to attack rolls]. Burning Rush: s, (kick) b, s [-1 to attack rolls]. Crush Dance: s, s, s, p, s [-2 to attack rolls]. Madness Hero: s, s, s, s, s, s [-3 to attack rolls]. Moon Strike: s, s, s, s, p, p, p [-4 to attack rolls]. Blazing Dynamo: s, s, s, s, s, s, b, p/s [-5 to attack rolls]. Flameshot: (12d6 fire Single). Explosion: (6d6 fire all). Final Burst: (18d6 fire single). Dragon of the Fiery Temper: (30d6 fire all).
Water Dragoon: Double Smack: b, b [regular bonus]. Hammer Spin: b, b, b, b [regular bonus]. Cool Boogie: b, b, b, b (10% paralyze), b (5 step move left) [-1 penalty to attack bonus]. Ballerina Twirl: b, b, b, b, b, b [-2 to attack rolls]. Mallet Dance: b, b (5 foot move back), b, b (move forward 5 feet), b (20% trip), b [-3 to attack rolls]. Cat's Cradle: b, b, b, b, b, b, b [-4 to attack rolls]. Perky Step: b, b, b, (5 ft. step forward and to the right), b (25% paralyze), b, b, b (kick to target on either side), b (25% confuse) [-5 to attack rolls]. Freezing Rain: (12d6 cold single). Rainbow Breath: (1/2 max HP healed/returned status to all allies). Diamond Dust: (12d6 cold all). Dragon of the Swimming Soul: (24d6 cold single).
Air Dragoon: Harpoon: p, s [normal bonus]. Spinning Cane: p, b, s [normal bonus]. Impalement: p, b, b, p (10% wounding) [-1 to attack rolls]. Rod Typhoon: p, s, s, s, s [-2 to attack rolls]. Gust of Wind Dance: p, s, b, s, s, p (10% wounding) [-3 to attack rolls]. Art of War: p, b, s, p, b, s, s (15% trip) [-4 to attack rolls]. Blossom Storm: p, s, b, s, b, p, s, p (15% wounding) [-5 to attack rolls]. Wing Blaster: (6d6 air all within 20 ft. by 60 ft.). Rose Storm: (50% damage resistance for Id4 rounds per 4 Dragoon levels). Gaspless: (24d6 air single). Dragon of the Free Spirit: (18d6 air all).
Earth Dragoon: Pursuit: s, s [normal bonus]. Man Cleave: s, b (5% paralyze), s (10% wounding) [normal bonus]. Inferno: s, s, s, s [-1 to attack rolls]. Flailing Charge: s, b, s, b [-2 to attack rolls]. Bone Crush: s, s, s, s, p/b, p/b [-3 to attack rolls]. Berserk: s, s, s, s, b, s, (kick) b [-4 to attack rolls]. Ground Strike: s, p, p, p, (backhand) b, (kick) b, punch ground (25% chance to stagger opponent), (punch) b, s [-5 to attack rolls]. Grand Stream: (6d6 earth all within 20 ft. by 60 ft.). Meteor Strike: (12d6 earth all). Vents: (18d6 earth all). Dragon of the Solid Mind: (24d6 earth all).
Light Dragoon: Twin Shot: fire twice at a single foe (all p) [normal bonus]. Compass Shot: fire one arrow in each direction (i.e. In front, behind and to each side, all p) [normal bonus]. BFG: fire an energy enchanted arrow that hits up to 5 targets in a line 15 feet wide; all 5 hits may be on one target (all p) [-2 to attack rolls]. Volley: volley 4 arrows at a variety of targets or at one solitary target (all p) [-2 to attack rolls]. Double Bow: use a second bow, or an energy bow, and shoot with each 3 times; these shots are made one to the side, one diagonally in front, and one directly in front, with each bow (all p) [-4 to attack rolls]. Rapid Fire: make a string of seven attacks, two consecutive attacks must be within 5 feet of each other (all p) [-4 to attack rolls]. Exploding Arrow: shoot an arrow into the air; the arrow breaks into smaller arrows to attack multiple targets in any given area (all p) [-5 to attack rolls]. Moon Light: (revive and restore HP of one target). Star Children: (6d6 holy all). Gates of Heaven: (holy light restores all allies to full HP). Dragon of the Inviting Countenance: (24d6 all, 100% HP all allies).
Dark Dragoon: Whip Smack: p, s [normal bonus]. More & More: p, s, p (say die 15% fear) [normal bonus]. Slice and Dice: p, s, s, s (5% trip) [-1 to attack rolls]. Hard Blade: p, s, s, s, p (say die 20% fear), s [-2 to attack rolls]. Hell's Guardian: p, s, s (say die 20% fear), b, b, p, s [-3 to attack rolls]. Demon's Dance: p, s, p (say die 25% fear), s, s, s, s (5 foot move back) [-4 to attack rolls]. Doomsday Slash: p, sword emits an energy wave while spinning to attack all within range (b/p/s, keep spinning 'till 8 targets have been hit, may be multiples/15% fear to each) [-5 to attack rolls]. Astral Drain: (6d6 single). Death Dimension: (6d6/fear all). Demon's Gate: (all who fail a Will save die/DC 10 +the Dragoon's Dragoon level). Dragon of the Evil Eye: (24d6 single).
Lightning Dragoon: Double Punch: b, b [normal bonus]. Flurry of Styx: b, b, 'energy' blast (p) [normal bonus]. Summon 4 Gods: b, (kick) b, b, b (kick 5 foot move back) [-1 to attack rolls]. 5 Ring Shattering: b, b, b, b (kick 10% paralyze), b (heel 10% confuse) [-2 to attack rolls]. Hex Hammer: b, (kick) b, (kick) b, b, b, b [-3 to attack rolls]. Omni-Sweep: (b), (kick) b, (kick) b, (sweep 25% trip), (kick) b, b, (kick) b, (knee) b [-4 to attack rolls]. Blinding Fury: (5 punches), (2 kicks 20% paralyze on 2nd), (elbow 20% confuse) (all b) [-5 to attack rolls]. Atomic Mind: (12d6 single). Thunder Kid: (16d6 single). Thunder God: (18d6 single). Dragon of the Stirring Heart: (24d6 single).
Divine Dragoon Spells: Divine Dragon Ball: (21dl2 all). Divine Dragon Cannon: (24dl2 single).
Dragoon Weapons (by Dragoon type)
(Weapons are intelligent: Int 14, Wis 11, Cha 19, spear Common and Draconic, are CN -Dark is CE, Light is CG-. Armor has wings that provide perfect maneuverability, gives immunity to a particular spell, and includes a shield. The armor is +5 Dragonhide Full Plate of Resistance 15. Shield bite attack-1/round-deals 1dl0 b/p/s damage.)
Fire Dragoon: Sword of the Fiery Temper or Volcanus (Volcanic Fury): Flaming, Flaming Burst, Fire Storm 1/day. Speaks Ignan. 7 pound Bastard Sword. a) Fire Resistance 15, immune to blasts of Meteor Storm; s) +1 Large Dragonhide, animated.
Water Dragoon: Hammer of the Swimming Soul or Exdepious (Life Quencher): Frost, Icy Burst, Cone of Cold 1/day. Speaks Aquan. 7 pound Two-Handed Mallet. a) Cold Resistance 15, immune to Horrid Wilting; s) +1 Large Dragonhide, animated.
Air Dragoon: Spear of the Free Spirit or Whispercus (Mighty Winds): Sonic, Thundering, Whirlwind 1/day. Speaks Auran. 11 pound Halberd. a) Air/Sonic Resistance 15, immune to Whirlwind; s) +1 Large Dragonhide, animated.
Earth Dragoon: Axe of the Solid Mind or Grondarchus (Canyon Maker): Acid Touch, Acid Burst, Earthquake 1/day. Speaks Terran. 15 pound Greataxe. a) Acid Resistance 15, immune to Earthquake; s) +1 Large Dragonhide, animated.
Light Dragoon: Bow of the Inviting Countenance or Holidentchu (Holy Light): Holy, Holy Burst, Sunburst 1/day. Speaks Celestial. 2 pound Mighty Composite Longbow. a) Holy Aura: as the spell except AC and resistance are only against good creatures, prevents contact from good conjured or summoned creatures as protection from good spell; s) +1 Large Dragonhide, animated.
Dark Dragoon: Sword of the Evil Eye or Withernexx (Wicked Thorn): Unholy, Unholy Burst, Phantasmal Killer 1/day. Speaks Abyssal. 3 pound Scimitar. a) Unholy Aura: as the spell except AC and resistance are only against evil creatures, prevents contact from evil conjured or summoned creatures as protection from evil spell; s) +1 Large Dragonhide, animated.
Lightning Dragoon: Claws of the Stirring Heart or Zeraboznull (Twin Cleavers): Shock, Shocking Burst, Chain Lightning 1/day. Speaks Giant. 1 pound (each) Bronze Claws. a) Lightning Resistance 15, immune to Energy Drain (spell/effects); s) +1 Large Dragonhide, animated.
Links to other sites on the Web
Dragoon Supplement
Additions and Dragoon Spells (by Dragoon type)
(type of damage/special info are in parentheses, attack penalties are in brackets.)
Fire Dragoon: Double Slash: left diagonal slash (s), rt horizontal slash (s) [regular bonus]. Volcano: left diagonal slash (s), rt horizontal slash (s), rt back slash (s), upward slash (s) [-1 to attack rolls]. Burning Rush: left diagonal slash (s), left front kick (b), upward slash (s) [-1 to attack rolls]. Crush Dance: left diagonal slash (s), rt backspin left slash (s), left front spin slash (s), thrust (p), pulling upward slash (s) [-2 to attack rolls]. Madness Hero: left diagonal slash (s), series of 5 slashes (up rt, left, down rt, up left, down: all s) [-3 to attack rolls]. Moon Strike: left / rt / left / rt slashes (all s), thrust (p), thrust (p), downward thrust (p) [-4 to attack rolls]. Blazing Dynamo: left diagonal slash (s), rt slash (s), upward slash (s), downward slash (s), left backspin rt slash (s), upward slash (s), jump kick (b), jump front somersault slash (p/s) [-5 to attack rolls]. Flameshot: you fly 25 feet up and hurl a ball of flame (12d6 fire Single). Explosion: you send flames to run along the (6d6 fire all). Final Burst: you fly in a flaming sphere to attack (18d6 fire single). Dragon of the Fiery Temper: flaming dragon burns all foes (30d6 fire all).
Water Dragoon: Double Smack: left swing (b), rt spinning left swing (b) [regular bonus]. Hammer Spin: left swing (b), rt spinning swing (b), downward strike (b), left swing (b) [regular bonus]. Cool Boogie: left swing (b), rt spinning left swing (b), rt front kick (b), upward smack (b/10% paralyze), rt swing with left sidestep (b and 5 step move left) [-1 penalty to attack bonus]. Ballerina Twirl: left swing (b), hammerhead down with 2 swing kicks (all b), spin left with 3 swings (all b) [-2 to attack rolls]. Mallet Dance: left swing (b), back handspring with kick (b and 5 foot move back), throw 'hammer' (b), jump kick (b and move forward 5 feet), sweep with hammer (b and 20% trip), upward or downward thrust (b) [-3 to attack rolls]. Cat's Cradle: left / rt / left swings (all b), flip kick using hammer (b), back flip kick using hammer (b), left / rt swings (all b) [-4 to attack rolls]. Perky Step: 3 leftward smacks while spinning (all b), twirl on hammer (5 ft. step forward and to the right), upward kick (b/25% paralyze), left smack (b), rt. smack (b), jumping splits with downward smack (b/kick to target on either side), splits with downward smack (b/25% confuse) [-5 to attack rolls]. Freezing Rain: gather ice, throw, it bursts (12d6 cold single). Rainbow Breath: brings forth healing rains (1/2 max HP healed/returned status to all allies). Diamond Dust: enemies are covered in ice, icy blade slices through (12d6 cold all). Dragon of the Swimming Soul: Sea-Dragon 'swims' under target and sucks them into a whirlpool (24d6 cold single).
Air Dragoon: Harpoon: stab (p), left spin rt swing (s) [normal bonus]. Spinning Cane: stab (p), rt swing (b), left swing (s) [normal bonus]. Impalement: stab (p), downward strike (b), upward strike (b), downward thrust (p/10% wounding) [-1 to attack rolls]. Rod Typhoon: stab (p), spin and swing 4 times (all s) [-2 to attack rolls]. Gust of Wind Dance: stab (p), rt swing (s), swing rt with kick (b), rt swing (s), left swing (s), jump with downward stab (p, 10% wounding) [-3 to attack rolls]. Art of War: stab (p), double spinning swing (b, s), thrust (p), jump kick (b), upward slash (s), sweep (s/15% trip) [-4 to attack rolls]. Blossom Storm: stab (p), rt swing (s), kick (b), left swing (s), rt swing (b), stab (p), rt swing (s), jumping somersault stab (p/15% wounding) [-5 to attack rolls]. Wing Blaster: fly with razor wings to attack in a line 20 feet wide and 60 feet long (6d6 air all). Rose Storm: swirling roses create a shield (50% damage resistance for Id4 rounds per 4 Dragoon levels). Gaspless: wind travels along the ground to surround with a bubble and then bursts (24d6 air single). Dragon of the Free Spirit: gaseous dragon swoops down to cut with razor wings (18d6 air all).
Earth Dragoon: Pursuit: downward slash (s). upward slash (s) [normal bonus] Man Cleave: downward slash (s), upward pull (b/5% paralyze), downward chop (s/10% wounding) [normal bonus]. Inferno: downward slash (s), swing with slash then big chop (s, s), big chop (s) [-1 to attack rolls]. Flailing Charge: downward slash, left slash, rt swing, left slash, rt swing (s, b, s, b) [-2 to attack rolls]. Bone Crush: downward slash (s), left slash (s), rt slash (s), upward slash (s), downward crush (p/b), jumping downward crush (p/b) [-3 to attack rolls]. Berserk: downward slash (s), 3 overhead swing slashes (all s), jump crush (b), upward pull (s), front kick (b) [-4 to attack rolls]. Ground Strike: downward slash (s), 3 thrusts (all p), backhand strike (b), front kick (b), punch ground (25% chance to stagger opponent), uppercut (b), downward slash (s) [-5 to attack rolls]. Grand Stream: energy blast attacks in a line 20 feet wide by 60 feet long (6d6 earth all). Meteor Strike: breaks up a meteor, fragments strike the ground (12d6 earth all). Vents: small geysers erupt under opponents (18d6 earth all). Dragon of the Solid Mind: earthen dragon sucks all down a great sinkhole (24d6 earth all).
Light Dragoon: Twin Shot: fire twice at a single foe (all p) [normal bonus]. Compass Shot: fire one arrow in each direction (i.e. In front, behind and to each side, all p) [normal bonus]. BFG: fire an energy enchanted arrow that hits up to 5 targets in a line 15 feet wide; all 5 hits may be on one target (all p) [-2 to attack rolls]. Volley: volley 4 arrows at a variety of targets or at one solitary target (all p) [-2 to attack rolls]. Double Bow: use a second bow, or an energy bow, and shoot with each 3 times; these shots are made one to the side, one diagonally in front, and one directly in front, with each bow (all p) [-4 to attack rolls]. Rapid Fire: make a string of seven attacks, two consecutive attacks must be within 5 feet of each other (all p) [-4 to attack rolls]. Exploding Arrow: shoot an arrow into the air; the arrow breaks into smaller arrows to attack multiple targets in any given area (all p) [-5 to attack rolls]. Moon Light: shoots an arrow at the moon, the light restores (revive and restore HP of one target). Star Children: 'falling stars' strike the ground (6d6 holy all). Gates of Heaven: ask for god's intervention (holy light restores all allies to full HP). Dragon of the Inviting Countenance: holy dragon brings divine retribution (24d6 all, 100% HP all allies).
Dark Dragoon: Whip Smack: thrust (p). it horizontal slash (s) [normal bonus]. More & More: thrust (p). rt slash (s), thrust and say "die" (p 15% fear) [normal bonus]. Slice and Dice: thrust (p), rt horizontal slash (s), left horizontal slash (s), spinning back rt slash (s/5% trip) [-1 to attack rolls]. Hard Blade: thrust (p), rt upward front spin slash w/ rt downward slash (s, s), left front spin slash (s), left side backward thrust and say "die" (p 20% fear), rt slash (s) [-2 to attack rolls]. Hell's Guardian: stab (p), rt slash (s), left slash and say die (s and 20% fear), rt kick (b), left back-kick (b), thrust (p), downward slash (s) [-3 to attack rolls]. Demon's Dance: stab (p). rt slash (s). stab and say die (p and 25% fear), left slash (s). rt slash (s), left slash(s), rt slash with jump back (s and 5 foot move back) [-4 to attack rolls]. Doomsday Slash: thrust (p), sword emits an energy wave while spinning to attack all within range (b/p/s, keep spinning 'till 8 targets have been hit, may be multiples/15% fear to each) [-5 to attack rolls]. Astral Drain: throws sword into an opponent, damage dealt heals party (6d6 single). Death Dimension: traps targets in a pane of 'glass' that shatters (6d6/fear all). Demon's Gate: a beam of darkness splits Dragoon in two, opening a deadly plane to which enemies are taken (all who fail a Will save die/DC 10 +the Dragoon's Dragoon level). Dragon of the Evil Eye: dragon of darkness brings the reaper (24d6 single).
Lightning Dragoon: Double Punch: left jab (b), right jab (b) [normal bonus]. Flurry of Styx: left jab (b), right jab (b), 'energy' blast (p) [normal bonus]. Summon 4 Gods: left jab (b), back-flip with kick (b), two-handed punch (b), push off kick (b and 5 foot move back) [-1 to attack rolls]. 5 Ring Shattering: left jab (b), rt hook (b), left hook (b), thrust kick upward (b and 10% paralyze), heel drop (b and 10% confuse) [-2 to attack rolls]. Hex Hammer: left jab (b). kick (b). low back kick (b). left hook (b). rt. hook (b). double axe handle (b) [-3 to attack rolls]. Omni-Sweep: left jab (b), rt. front kick (b), left spinning back kick (b), rt. foot sweep (25% trip), left spinning back kick (b), rt. back hand (b), front flip kick (b), knee thrust (b) [-4 to attack rolls]. Blinding Fury: 5 alternating punches, spinning high rt kick, spinning low rt kick, rt uppercut (20% paralyze), elbow drop (20% confuse) (all b) [-5 to attack rolls]. Atomic Mind: large bolt of lightning strikes the ground (12d6 single). Thunder Kid: many strikes gather in a ball and explode (16d6 single). Thunder God: fly in a ball of lightning through the ground then back up (18d6 single). Dragon of the Stirring Heart: electric dragon summons the fury of a storm (24d6 single).
Divine Dragoon Spells: Divine Dragon Ball: Dragoon spreads projectiles to incinerate foes (21dl2 all). Divine Dragon Cannon: A forceful beam of energy annihilates target (24dl2 single).
Dragoon Weapons (by Dragoon type)
(Weapons are intelligent: Int 14, Wis 11, Cha 19, spear Common and Draconic, are CN -Dark is CE, Light is CG-. Armor has wings that provide perfect maneuverability, gives immunity to a particular spell, and includes a shield. The armor is +5 Dragonhide Full Plate of Resistance 15. Shield bite attack-1/round-deals 1dl0 b/p/s damage.)
Fire Dragoon: Sword of the Fiery Temper or Volcanus (Volcanic Fury): Flaming, Flaming Burst, Fire Storm I/day. Speaks Ignan. 7 pound Bastard Sword, a) Fire Resistance 15, immune to blasts of Meteor Storm; s) +1 Large Dragonhide, animated.
Water Dragoon: Hammer of the Swimming Soul or Exdepious (Life Quencher): Frost, Icy Burst, Cone of Cold 1/day. Speaks Aquan. 7 pound Two-Handed Mallet. a) Cold Resistance 15, immune to Horrid Wilting; s) +1 Large Dragonhide, animated.
Air Dragoon: Spear of the Free Spirit or Whispercus (Mighty Winds): Sonic, Thundering, Whirlwind 1/day. Speaks Auran. 11 pound Halberd. a) Air/Sonic Resistance 15, immune to Whirlwind; s) +1 Large Dragonhide, animated.
Earth Dragoon: Axe of the Solid Mind or Grondarchus (Canyon Maker): Acid Touch, Acid Burst, Earthquake 1/day. Speaks Terran. 15 pound Greataxe. a) Acid Resistance 15, immune to Earthquake; s) +1 Large Dragonhide, animated.
Light Dragoon: Bow of the Inviting Countenance or Holidentchu (Holy Light): Holy, Holy Burst, Sunburst 1/day. Speaks Celestial. 2 pound Mighty Composite Longbow. a) Holy Aura: as the spell except AC and resistance are only against good creatures, prevents contact from good conjured or summoned creatures as protection from good spell; s) +1 Large Dragonhide, animated.
Dark Dragoon: Sword of the Evil Eye or Withernexx (Wicked Thorn): Unholy, Unholy Burst, Phantasmal Killer 1/day. Speaks Abyssal. 3 pound Scimitar. a) Unholy Aura: as the spell except AC and resistance are only against evil creatures, prevents contact from evil conjured or summoned creatures as protection from evil spell; s) +1 Large Dragonhide, animated.
Lightning Dragoon: Claws of the Stirring Heart or Zeraboznull (Twin Cleavers): Shock, Shocking Burst, Chain Lightning 1/day. Speaks Giant. 1 pound (each) Bronze Claws. a) Lightning Resistance 15. immune to Energy Drain (spell/effects); s) +1 Large Dragonhide. animated.
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