Job Information
In the natural world, no creature is more uniformly feared and respected than Dragons; it should come as no surprise, then, that some warriors struggle to battle more like these majestic
creatures. Some have spent years learning to mimic these traits. Others are distantly descended from the dragons themselves or have made a pact with a draconic ally. Whatever the source of their powers, these heroes have the capability to leap unbelievable heights, earning a place in legends as "those that fly like a dragon." Often they serve as soldiers positioned within an army's cavalry or infantry, but some Dragoons may find it more feasible to hone the supernatural aspect of their Dragon arts outside the realm of the military. They often have a reputation of completing even the most suicidal missions, more willing to take leaps of faith than other martial classes. In some regions, the Dragoon almost always acts in direct service to royalty. |
Main Abilities
Innate Ability: Jump
With a Standard action the Dragoon may leap a Medium range – vertically, horizontally, or both. Upon doing so, the Dragoon’s turn immediately ends. Until the beginning of the Dragoon’s next turn the character is considered to be soaring through the air too quickly to be targeted, and the Dragoon is Immune to any negative or beneficial Single-target attacks or spells. Status conditions such as Poison continue to affect the Dragoon while they’re Jumping, and the character can still be affected by Group or Local target attacks. When the Dragoon lands on their next turn, they use their action to make a Force check to destroy the surface they land on, or a melee attack against one enemy within a Short Range, with the damage of this attack increased by a number of steps equal to one-fourth the Dragoon’s level (minimum one), and this attack’s critical range is increased by 1 (For example, a reach weapon that critically hits on a 11-12 would now critically hit on a 10-12). If made against a flying enemy this attack ignores the -4 penalty for being a short range attack.
Spells and effects treat the Dragoon as having the Flight status during the use of this innate ability, preventing them from suffering falling damage or being affected by Earth-based spells and abilities for the duration of Jump. The Dragoon may only use Jump while on a reasonably solid surface; they cannot do so while in mid-air or while swimming.
Defining Ability: Dragon Blood
Any Destiny spent while in combat against Large monsters, Notorious monsters, Bosses, or Superbosses has its cost reduced by 1. In addition, the Dragoon gains a +1 bonus to ACC and deals an additional step of damage with all attacks against these targets. If the target is Large and a Notorious monster, Boss, or Superboss, the Destiny spent, damage increase, and bonus ACC bonus are cumulative.
Defining Ability: Dragon Sight
When a Dragoon hits an enemy with an attack and that attack is not a critical hit their critical hit range increases by 1. This effect is cumulative and all bonuses from Dragoon Sight disappear whenever the Dragoon finally scores a critical hit.
Defining Ability: Dragon’s Crest
Weapons are considered as having the Dragon-Eater property when wielded by the Dragoon. Whenever a Dragoon defeats a dragon enemy of their level or higher they gain additional maximum HP, ARM, or M.ARM equal to their level. The Dragoon chooses what to increase whenever the dragon is slain.
If a party member defeats a dragon the Dragoon may spend a point of Destiny to gain the benefits of Dragon’s Crest anyways.
Ultimate Ability: Highwind
If any allies or enemies are within a Short Range of the Dragoon upon using the Jump innate ability, they may fling any or all of them upward before the leap. Until the start of the Dragoon’s next turn, those affected by Highwind are treated as if they were Jumping as well; they are forced into mid-air and cannot be targeted by attacks or spells that focus only a single individual. The launched creatures may not begin any Slow actions while in mid-air.
When the Jump ends, the foes are smashed into the waiting ground below and immediately lose 25% of their maximum health (unless they possess the Defy Gravity ability or are capable of Flight) – just in time for the Dragoon to make your Jump attack roll. Any allies affected by Highwind may land safely.
Creatures who are immune to Knockback effects, Notorious Monsters, Bosses, and Superbosses are immune to the effects of Highwind as well, and Submerged enemies obviously lose that benefit when they’re thrown into low atmosphere.
With a Standard action the Dragoon may leap a Medium range – vertically, horizontally, or both. Upon doing so, the Dragoon’s turn immediately ends. Until the beginning of the Dragoon’s next turn the character is considered to be soaring through the air too quickly to be targeted, and the Dragoon is Immune to any negative or beneficial Single-target attacks or spells. Status conditions such as Poison continue to affect the Dragoon while they’re Jumping, and the character can still be affected by Group or Local target attacks. When the Dragoon lands on their next turn, they use their action to make a Force check to destroy the surface they land on, or a melee attack against one enemy within a Short Range, with the damage of this attack increased by a number of steps equal to one-fourth the Dragoon’s level (minimum one), and this attack’s critical range is increased by 1 (For example, a reach weapon that critically hits on a 11-12 would now critically hit on a 10-12). If made against a flying enemy this attack ignores the -4 penalty for being a short range attack.
Spells and effects treat the Dragoon as having the Flight status during the use of this innate ability, preventing them from suffering falling damage or being affected by Earth-based spells and abilities for the duration of Jump. The Dragoon may only use Jump while on a reasonably solid surface; they cannot do so while in mid-air or while swimming.
Defining Ability: Dragon Blood
Any Destiny spent while in combat against Large monsters, Notorious monsters, Bosses, or Superbosses has its cost reduced by 1. In addition, the Dragoon gains a +1 bonus to ACC and deals an additional step of damage with all attacks against these targets. If the target is Large and a Notorious monster, Boss, or Superboss, the Destiny spent, damage increase, and bonus ACC bonus are cumulative.
Defining Ability: Dragon Sight
When a Dragoon hits an enemy with an attack and that attack is not a critical hit their critical hit range increases by 1. This effect is cumulative and all bonuses from Dragoon Sight disappear whenever the Dragoon finally scores a critical hit.
Defining Ability: Dragon’s Crest
Weapons are considered as having the Dragon-Eater property when wielded by the Dragoon. Whenever a Dragoon defeats a dragon enemy of their level or higher they gain additional maximum HP, ARM, or M.ARM equal to their level. The Dragoon chooses what to increase whenever the dragon is slain.
If a party member defeats a dragon the Dragoon may spend a point of Destiny to gain the benefits of Dragon’s Crest anyways.
Ultimate Ability: Highwind
If any allies or enemies are within a Short Range of the Dragoon upon using the Jump innate ability, they may fling any or all of them upward before the leap. Until the start of the Dragoon’s next turn, those affected by Highwind are treated as if they were Jumping as well; they are forced into mid-air and cannot be targeted by attacks or spells that focus only a single individual. The launched creatures may not begin any Slow actions while in mid-air.
When the Jump ends, the foes are smashed into the waiting ground below and immediately lose 25% of their maximum health (unless they possess the Defy Gravity ability or are capable of Flight) – just in time for the Dragoon to make your Jump attack roll. Any allies affected by Highwind may land safely.
Creatures who are immune to Knockback effects, Notorious Monsters, Bosses, and Superbosses are immune to the effects of Highwind as well, and Submerged enemies obviously lose that benefit when they’re thrown into low atmosphere.
Job Abilities
Ability: Ancient Circle
An ancient rune is engraved on the Dragoon’s body, warding off dragons. Weapons held by the Dragoon have the Dragon Killer property and they automatically gain the Protect, Regen, and Shell status effects at the start of combat when fighting a Dragon.
Ability: Angon
The Dragoon may make attacks as though their weapon had the Ranged property, allowing the Dragoon to target enemies at a Medium distance and ignoring the Flight property and status effect. When they strike a flying target with the attack, the target loses their Flight ability until the end of combat as they are pinned to the ground.
Ability: Battle Litany
As a Slow action the Dragoon focuses, gaining a surge of strength. The next attack they make has its current critical range doubled (a range of 12 is now 11-12, a range of 11-12 is now 9-12, and so on). This ability is usable once per combat.
Ability: Cavalier’s Soul
Animals the Dragoon rides are linked to the Dragoon’s spirit. If either the Dragoon or their mount is hit by a positive status effect, they both gain that status effect. This includes auto and SOS status effects (such as the Auto-Life granted by the Dragonheart ability).
In addition, the Dragoon may take an Instant action to reduce their own HP. Their mount regains HP equal to the amount of HP spent.
Ability: Comeback
After a negative status effect ends on the Dragoon they immediately regain 25% of their maximum HP.
Ability: Critical Defense
When an enemy lands a Critical Hit on the Dragoon there is a 50% chance that the Critical Hit is instead treated as a normal hit. Enemies can spend a point of Destiny when they would score a Critical Hit to ignore this ability.
Ability: Deep Breathing
The Dragoon gains resistance to either Earth, Fire, Lightning, Ice, Wind, or Water damage.
Once per combat as a Slow action the Dragoon may exhale energy from its body, dealing (RES x Half-Level) magical damage to all enemies within a Short range. This damage is the same element as the one chosen for Deep Breathing.
This ability may be taken multiple times, gaining a new element each time and another use of Deep Breathing per combat. When using Deep Breathing in this way the Dragoon may choose which elemental breath to use each time from the different elements they have chosen.
Ability: Double Jump
Upon landing a Critical Hit upon an enemy while jumping, the Dragoon can choose to treat the attack as if it was a normal hit instead. If they choose to do so, they may immediately use the Jump ability an additional time, landing on the next turn.
Ability: Dragonheart
The character passively receives the effects of the Auto-Life status at the start of each combat, allowing them to return to one hit point after any attack that would cause them to fall. This Auto-Life lasts until the end of combat instead of the typical 4 turns.
Furthermore, by spending 3 points of Destiny as an Instant action at any time, the Dragoon can temporarily change their species from Humanoid to Dragon, negating their racial weakness to Shadow and granting a whole slew of other abilities. The Dragoon gains the effects of Fear Proof, Curse Proof and Seal Proof and becomes immune to Knockback effects. Whenever the character uses the Threaten job ability, it affects all enemies in the targeted Group. And finally, while in this state, any attack that would reduce the Dragoon to 0 hit points or less has a 50% chance of leaving the Dragoon with 1 hit point remaining instead. The effects of Dragonheart last for the combat.
Ability: Dragonmend
The Dragoon uses a Standard action to remove all negative status effects on themselves. This ability is usable even if under the Berserk, Charm, Confuse, Fear, Petrify, Seal, Sleep, or Stun status effects.
If the Dragoon has the Cavalier’s Soul ability this benefit also applies to its mount.
Ability: Dragon’s Breath
By spending a Point of Destiny as a Standard action the Dragoon breathes deeply, converting its pain into power. One target within a Short Range of the Dragoon takes magical damage equal to the amount of HP the Dragoon is missing. This damage ignores M.ARM and the Shell status effect.
Ability: Dragon’s Brood
When the Dragoon uses its Jump ability it may choose a single ally to come with, making them untargetable by single-target attacks and spells but unable to use Standard and Slow actions until the Dragoon lands.
Ability: Easy Prey
The Dragoon’s critical range is increased by 1 against any creature that cannot move, such as those inflicted with Fear, Stun, Stop, Sleep, or Petrify. If they score a critical hit against a target that cannot move they increase the duration of the effect causing that immobility by 1 round.
Ability: Fang Rain
While in the air from their Jump ability once per combat the Dragoon may make a single weapon attack at Long range, targeting any creature below them. They may also choose to remain airborne for longer by spending a single point of Destiny before they would normally land, increasing their airborne time for another round and repeating this attack.
Ability: High Jump
The Dragoon’s Jump ability can now be used to leap a Long range and Jump’s critical range is increased by an additional 1. GMs may choose to rule that traveling extreme distances may require more than one round before landing for dramatic effect, however.
Ability: Primal Roar
Once per chapter the Dragoon may let out a terrible roar as an Instant action, inflicting all enemies in a Medium range with the Fear status effect with no opposed roll.
Ability: Ring of Thorns
Whenever an enemy makes a short range physical attack against the Dragoon that enemy takes physical damage equal to (Finesse x Level), ignoring ARM, Protect, and Unusual Defense. This damage occurs before the enemy makes their attack roll.
Ability: Lancet
The Dragoon may use an Instant action to make their next attack against an enemy using a weapon have the Ranged and HP Drain property. This ability may be used once per combat. If a Critical Hit is landed upon an enemy, this ability refreshes and may be used again.
Ability: Sky High
The Dragoon may start combat in an already jumping state, landing on the first round of combat. In addition the extra damage they deal when Jumping is increased by one step.
Ability: Spirit Surge
Creatures damaged by a Dragoon's jump attack have their ARM, M.ARM, and damage dealt reduced by the Dragoon's RES score until the end of combat. The Dragoon then gains temporary hit points equal to their RES score.
Ability: Stardiver
Upon landing a Critical Hit upon an enemy while jumping, the Dragoon can choose to treat the attack as if it was a normal hit instead. If they choose to do so, the damage from the attack targets all enemies within a Short range.
Ability: Threaten
Upon landing a Critical Hit upon an enemy, the Dragoon can choose to treat the attack as if it was a normal hit instead. If they choose to do so, the target of the attack is passively forced to attack the Dragoon for 4 rounds, until the Dragoon is Unconscious, or otherwise no longer a threat (for example, when afflicted by a status effect such as Petrification, Charm or Sleep). All offensive attacks must either be directed at the Dragoon, or include the Dragoon among the targets. If the character cannot be targeted (due to Jump, for example) or damaged, the enemy may attack freely, but will continue to go after the Dragoon if the opportunity presents itself.
Ability: Thrust
A Dragoon with this ability is treated as having the Follow-Through weapon property on all Reach weapons they wield.
Ability: Wheeling Strike
Upon landing a Critical Hit upon an enemy, the Dragoon may choose to treat the attack as if it was a normal hit instead. If they choose to do so, the target of the attack suffers medium-range knockback. This can be made to knock a creature into the air, making a non-flying creature suffer 50% of their HP in damage when hitting the ground. Notorious Monsters, Bosses, and Superbosses are immune to being knocked into the air in this way. After this ability is used, the Dragoon may choose to immediately move to a location within Short range of the target, jumping to the location they were just sent to (but not activating the Jump ability).
Ability: Valkyrie Strike
The Dragoon’s attacks ignore any bonuses to the target’s ARM score or anything that would reduce their damage taken beyond their normal ARM score, resistances, immunities, and absorbances. This typically ignores the Defend action, Protect, temporary hit points, and numerous job abilities.
An ancient rune is engraved on the Dragoon’s body, warding off dragons. Weapons held by the Dragoon have the Dragon Killer property and they automatically gain the Protect, Regen, and Shell status effects at the start of combat when fighting a Dragon.
Ability: Angon
The Dragoon may make attacks as though their weapon had the Ranged property, allowing the Dragoon to target enemies at a Medium distance and ignoring the Flight property and status effect. When they strike a flying target with the attack, the target loses their Flight ability until the end of combat as they are pinned to the ground.
Ability: Battle Litany
As a Slow action the Dragoon focuses, gaining a surge of strength. The next attack they make has its current critical range doubled (a range of 12 is now 11-12, a range of 11-12 is now 9-12, and so on). This ability is usable once per combat.
Ability: Cavalier’s Soul
Animals the Dragoon rides are linked to the Dragoon’s spirit. If either the Dragoon or their mount is hit by a positive status effect, they both gain that status effect. This includes auto and SOS status effects (such as the Auto-Life granted by the Dragonheart ability).
In addition, the Dragoon may take an Instant action to reduce their own HP. Their mount regains HP equal to the amount of HP spent.
Ability: Comeback
After a negative status effect ends on the Dragoon they immediately regain 25% of their maximum HP.
Ability: Critical Defense
When an enemy lands a Critical Hit on the Dragoon there is a 50% chance that the Critical Hit is instead treated as a normal hit. Enemies can spend a point of Destiny when they would score a Critical Hit to ignore this ability.
Ability: Deep Breathing
The Dragoon gains resistance to either Earth, Fire, Lightning, Ice, Wind, or Water damage.
Once per combat as a Slow action the Dragoon may exhale energy from its body, dealing (RES x Half-Level) magical damage to all enemies within a Short range. This damage is the same element as the one chosen for Deep Breathing.
This ability may be taken multiple times, gaining a new element each time and another use of Deep Breathing per combat. When using Deep Breathing in this way the Dragoon may choose which elemental breath to use each time from the different elements they have chosen.
Ability: Double Jump
Upon landing a Critical Hit upon an enemy while jumping, the Dragoon can choose to treat the attack as if it was a normal hit instead. If they choose to do so, they may immediately use the Jump ability an additional time, landing on the next turn.
Ability: Dragonheart
The character passively receives the effects of the Auto-Life status at the start of each combat, allowing them to return to one hit point after any attack that would cause them to fall. This Auto-Life lasts until the end of combat instead of the typical 4 turns.
Furthermore, by spending 3 points of Destiny as an Instant action at any time, the Dragoon can temporarily change their species from Humanoid to Dragon, negating their racial weakness to Shadow and granting a whole slew of other abilities. The Dragoon gains the effects of Fear Proof, Curse Proof and Seal Proof and becomes immune to Knockback effects. Whenever the character uses the Threaten job ability, it affects all enemies in the targeted Group. And finally, while in this state, any attack that would reduce the Dragoon to 0 hit points or less has a 50% chance of leaving the Dragoon with 1 hit point remaining instead. The effects of Dragonheart last for the combat.
Ability: Dragonmend
The Dragoon uses a Standard action to remove all negative status effects on themselves. This ability is usable even if under the Berserk, Charm, Confuse, Fear, Petrify, Seal, Sleep, or Stun status effects.
If the Dragoon has the Cavalier’s Soul ability this benefit also applies to its mount.
Ability: Dragon’s Breath
By spending a Point of Destiny as a Standard action the Dragoon breathes deeply, converting its pain into power. One target within a Short Range of the Dragoon takes magical damage equal to the amount of HP the Dragoon is missing. This damage ignores M.ARM and the Shell status effect.
Ability: Dragon’s Brood
When the Dragoon uses its Jump ability it may choose a single ally to come with, making them untargetable by single-target attacks and spells but unable to use Standard and Slow actions until the Dragoon lands.
Ability: Easy Prey
The Dragoon’s critical range is increased by 1 against any creature that cannot move, such as those inflicted with Fear, Stun, Stop, Sleep, or Petrify. If they score a critical hit against a target that cannot move they increase the duration of the effect causing that immobility by 1 round.
Ability: Fang Rain
While in the air from their Jump ability once per combat the Dragoon may make a single weapon attack at Long range, targeting any creature below them. They may also choose to remain airborne for longer by spending a single point of Destiny before they would normally land, increasing their airborne time for another round and repeating this attack.
Ability: High Jump
The Dragoon’s Jump ability can now be used to leap a Long range and Jump’s critical range is increased by an additional 1. GMs may choose to rule that traveling extreme distances may require more than one round before landing for dramatic effect, however.
Ability: Primal Roar
Once per chapter the Dragoon may let out a terrible roar as an Instant action, inflicting all enemies in a Medium range with the Fear status effect with no opposed roll.
Ability: Ring of Thorns
Whenever an enemy makes a short range physical attack against the Dragoon that enemy takes physical damage equal to (Finesse x Level), ignoring ARM, Protect, and Unusual Defense. This damage occurs before the enemy makes their attack roll.
Ability: Lancet
The Dragoon may use an Instant action to make their next attack against an enemy using a weapon have the Ranged and HP Drain property. This ability may be used once per combat. If a Critical Hit is landed upon an enemy, this ability refreshes and may be used again.
Ability: Sky High
The Dragoon may start combat in an already jumping state, landing on the first round of combat. In addition the extra damage they deal when Jumping is increased by one step.
Ability: Spirit Surge
Creatures damaged by a Dragoon's jump attack have their ARM, M.ARM, and damage dealt reduced by the Dragoon's RES score until the end of combat. The Dragoon then gains temporary hit points equal to their RES score.
Ability: Stardiver
Upon landing a Critical Hit upon an enemy while jumping, the Dragoon can choose to treat the attack as if it was a normal hit instead. If they choose to do so, the damage from the attack targets all enemies within a Short range.
Ability: Threaten
Upon landing a Critical Hit upon an enemy, the Dragoon can choose to treat the attack as if it was a normal hit instead. If they choose to do so, the target of the attack is passively forced to attack the Dragoon for 4 rounds, until the Dragoon is Unconscious, or otherwise no longer a threat (for example, when afflicted by a status effect such as Petrification, Charm or Sleep). All offensive attacks must either be directed at the Dragoon, or include the Dragoon among the targets. If the character cannot be targeted (due to Jump, for example) or damaged, the enemy may attack freely, but will continue to go after the Dragoon if the opportunity presents itself.
Ability: Thrust
A Dragoon with this ability is treated as having the Follow-Through weapon property on all Reach weapons they wield.
Ability: Wheeling Strike
Upon landing a Critical Hit upon an enemy, the Dragoon may choose to treat the attack as if it was a normal hit instead. If they choose to do so, the target of the attack suffers medium-range knockback. This can be made to knock a creature into the air, making a non-flying creature suffer 50% of their HP in damage when hitting the ground. Notorious Monsters, Bosses, and Superbosses are immune to being knocked into the air in this way. After this ability is used, the Dragoon may choose to immediately move to a location within Short range of the target, jumping to the location they were just sent to (but not activating the Jump ability).
Ability: Valkyrie Strike
The Dragoon’s attacks ignore any bonuses to the target’s ARM score or anything that would reduce their damage taken beyond their normal ARM score, resistances, immunities, and absorbances. This typically ignores the Defend action, Protect, temporary hit points, and numerous job abilities.
Ability: Wyvern Rider
The Dragoon gains a Wyvern as a mount that they may ride upon, whose stats are noted here. The Wyvern is a special mount: First, Slow and Standard attacks can be made by the Dragoon while riding it (similar to the Combat Rider ability) and the Wyvern levels up alongside the Dragoon. If the Dragoon uses a Slow or Standard action, the Wyvern cannot for the round. Secondly, while Jumping the Dragoon and Wyvern move together, allowing the dragoon to choose when to land with the Jump, continuing to fly quickly until ready. Lastly the Wyvern grants the Flight status effect to any creature riding it. If the Wyvern is ever slain the Dragoon may spend a point of Destiny to revive it when taking a Full Rest. |