Chi_Mangetsu
2009-09-12, 04:30 PM
DRAGOON
CLASS TRAITS
Role: Controller. Your exclusive training on weapons with reach, mobility and alchemical weapons gives you the skill to put foes right where you want them and away from you.
Power Source: Martial. Through rigorous focus wielding the most common of manufactured weapons that while at times expendable, are invaluable tools of destruction in your hands, making you a force to be reckoned with.
Key Abilities: Strength, Wisdom, Dexterity
Armor Proficiencies: Cloth, Leather, Hide, Chain
Weapon Proficiencies: Polearms, Spears
Bonus to Defenses: +1 Fortitude, +1 Reflex +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 5 + Constitution modifier
Trained Skills: Athletics. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis), Thievery (Dex)
Class Features: Heavy Armor Mastery, High Clearance, Technological Tactician
DRAGOON CLASS FEATURES
Dragoons have the following class features.
HEAVY ARMOR MASTERY
Through years of training in armor that would cripple the mobility of other warriors, the dragoon can move as if they were wearing not armor at all. While wearing heavy armor, skill check and speed penalties are reduced by 1. This reduction increases to 2 at 11th level and 3 at 21st level.
HIGH CLEARANCE
You have an uncanny ability to jump leaps and bounds beyond other heroes. When jumping, divide by 5 instead of 10. When jumping with a running start, divide by 3. Also, this feature gives you a +1 bonus to Athletics. This bonus increases to +2 at 11th level and +3 at 21st level.
TECHNOLOGICAL TACTICIAN
Dragoons use advanced technology to master the field of battle. Some prefer to keep their foes at a distance and bewilder them with alchemical attacks and their close quarters control of the fight with polearms. Others prefer using the sharp bite of a spear and their own natural agility to put their foes down—and keep them down. Choose one of the following options:
Sage Chemistry: Your prowess with advanced technology allows you to add your Wisdom modifier when making attacks using alchemical items. In addition, you gain Alchemy as a bonus feat and start play knowing Javelin Stone and two other first level formulas. You also gain the grenadier’s aim power.
Opportunistic Hoplite: Your skill with spear weapons is unmatched. When wielding spear weapons you can make additional attacks of opportunity up to your Dexterity modifier and add your Dexterity modifier as bonus damage to opportunity attacks. You gain the threatening reach power.
DRAGOON POWERS
Your powers are called exploits and you create them by deftly maneuvering yourself, your polearm or spear and even alchemical attacks to rule the battlefield. Attributed to their name, many dragoon exploits are based on how actual dragons fight.
CLASS FEATURES
A dragoon receives one of two powers based on their chosen Technology Tactician option.
Grenadier’s Aim Dragoon Feature
With your keen awareness you lob an alchemical weapon at the enemy, knowing full well the pain your unfortunate enemy will experience when they are inevitably hit by it.
At-Will ♦ Martial, Weapon
Standard Action Ranged 10
Target: One creature
Attack: Wisdom + 2 vs. Reflex
Hit: Special. Use the damage of the alchemical weapon used in the attack and add your Wisdom modifier to the damage roll.
Level 21: Add your Wisdom modifier to ongoing damage for alchemical weapons.
Threatening Reach Dragoon Feature
You swing your spear in wide arcs to warn nearby foes the danger of getting too close.
Encounter ♦ Martial
Minor Action Personal
Effect: Gain threatening reach 2 until end of next turn. Enemies making any movement within your reach provoke an attack of opportunity. If an enemy shifts within 1 square of you, they also provoke an attack of opportunity.
LEVEL 1 AT-WILL EXPLOITS
Claw Swipe Dragoon Attack 1
At-Will ♦ Martial, Weapon
Standard Action Melee weapon 2
Requirement: Must be using a polearm or spear weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can shift 1 square.
Level 21: 2[W] + Strength modifier damage.
Special: You can use this power as a melee basic attack.
Crescent Slice Dragoon Attack 1
At-Will ♦ Martial, Weapon
Standard Action Melee weapon 1
Requirement: Must be using a polearm or spear weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] damage per attack, and push target 1 square. Make secondary attack.
Secondary Target: One creature within reach.
Secondary Attack: Strength vs. Fortitude
Hit: Strength modifier damage and push target a number of squares equal to half your Wisdom modifier.
Level 21: 2[W] damage per attack.
Disheartening Bite Dragoon Attack 1
At-Will ♦ Martial, Weapon
Standard Action Melee weapon 2
Requirement: Must be using a polearm or spear weapon.
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1d8 + Strength modifier damage and target is weakened until the end of your next turn.
Level 21: 2d8 + Strength modifier damage.
Tail Sweep Dragoon Attack 1
At-Will ♦ Martial, Weapon
Standard Action Close blast 2
Requirement: Must be using a polearm or spear weapon.
Target: Each creature in blast
Attack: Strength vs. Reflex
Hit: 1d6 + Strength modifier damage, and target is knocked prone.
Level 21: 2d6 + Strength modifier damage.
LEVEL 1 ENCOUNTER EXPLOITS
Harrier Flurry Dragoon Attack 1
Encounter ♦ Martial, Weapon
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you slide the target 1 square. You shift up to 3 sq and must end your shift in the blast area.
Heels Over Head Dragoon Attack 1
Encounter ♦ Martial, Weapon
Standard Action Melee weapon 2
Requirement: You must be wielding a polearm weapon.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d4 + Wisdom modifier damage, and the target is knocked prone and dazed (save ends).
Piercing Thrust Dragoon Attack 1
Encounter ♦ Martial, Weapon
Standard Action Melee weapon 2
Requirement: You must be wielding a spear weapon.
Target: One creature
Attack: Dexterity + 2 vs. AC
Hit: 2[W] + Dexterity modifier damage. If the target is bloodied, the attack deals extra damage equal to your Wisdom modifier.
Splintering Spear Dragoon Attack 1
Encounter ♦ Martial, Reliable, Weapon
Standard Action Ranged 10
Requirement: You must be wielding a spear weapon.
Primary Target: One creature or object.
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage. Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target.
Secondary Attack: Dexterity vs. Reflex
Hit: 1d6 + Dexterity modifier damage.
Effect: The weapon used is destroyed.
LEVEL 1 DAILY EXPLOITS
Blazing Stalwart Dragoon Attack 1
Daily ♦ Fire, Martial, Weapon
Standard Action Special
Requirement: You must make an Athletics check to jump to a square adjacent to an enemy. This movement provokes attacks of opportunity. You must know the alchemist’s fire alchemical formula to use this attack. You must be wielding a polearm weapon.
Target: One enemy adjacent to the square you land in.
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier fire damage.
Miss: Half damage.
Effect: Any enemy that hits you with an attack of opportunity in the required movement takes your Wisdom modifier fire damage. After the end of your attack, you gain +2 to AC and Reflex until the end of your next turn.
Drake Lunge Dragoon Attack 1
Daily ♦ Fear, Martial, Weapon
Standard Action Special
Requirement: You must make an Athletics check to jump to a square adjacent to an enemy. This movement provokes attacks of opportunity. You must be wielding a spear weapon.
Primary target: One enemy adjacent to the square you land in.
Attack: Dexterity – 2 vs. AC
Hit: 3[W] + Strength modifier damage and enemy is knocked prone. Make secondary attack.
Secondary Target: All enemies that can see you.
Secondary Attack: Wisdom vs. Will. +2 to attack if primary target is reduced to 0 hp or lower; +2 to enemy that made a successful attack of opportunity.
Hit: Target moves number of squares equal to Wisdom modifier away from you and is immobilized (save ends). This movement provokes attacks of opportunity.
Miss: Half damage and enemy is not knocked prone. Do not make secondary attack.
Full Circle Dragoon Attack 1
Daily ♦ Martial, Weapon
Standard Action Close burst 2
Target: Each creature in burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Good Night Kiss Dragoon Attack 1
Daily ♦ Martial, Weapon
Standard Action Melee weapon 1
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3d8 + Strength modifier damage, and the target is dazed (save ends).
If target fails its first saving throw to this power, the target becomes unconscious (save ends).
Miss: Half damage.
LEVEL 2 UTILITY EXPLOITS
Great Jump Dragoon Utility 2
Encounter ♦ Martial
Move Action Personal
Effect: You make an Athletics check to jump with a +10 power bonus, and you do not have to move to make a running jump.
Leap Through the Fray Dragoon Utility 2
Encounter ♦ Martial
Move Action Personal
Effect: You make an Athletics check to make a standing long jump. You shift the resulting number of squares.
Witty Retort Dragoon Utility 2
Encounter ♦ Martial, Psychic
Immediate Reaction Melee 1
Trigger: An enemy misses you with a melee attack.
Effect: You mark the triggering enemy. If they miss you on their next attack that includes you as a target, they take your Charisma modifier Psychic damage (minimum 1).
LEVEL 3 ENCOUNTER EXPLOITS
Hook Em Dragoon Attack 3
Encounter ♦ Martial, Rattling, Weapon
Standard Action Melee weapon 2
Requirement: You must be wielding a polearm weapon.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: Wisdom modifier damage, and you shift target 1 square and target is slowed (save ends). If target is already slowed, they are immobilized (save ends).
Special: As long as target is immobilized and you remain within reach, you can shift target 1 square as a minor action. Rattled keyword sustains until enemy is no longer immobilized or the end of your next turn in which you do not use a minor action to shift target.
Rushing Breach Dragoon Attack 3
Encounter ♦ Martial, Weapon
Standard Action Melee weapon + 1 Reach
Requirement: You must charge as a part of this action. You must be wielding a spear weapon.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] damage and target is pushed 1 square and knocked prone. Make secondary attack.
Secondary target: Creatures adjacent to primary target.
Secondary attack: Strength vs. Reflex
Hit: Target is knocked prone.
Tail Slap Dragoon Attack 3
Encounter ♦ Martial, Weapon
Standard Action Melee weapon 2
Target: One, two, or three creatures
Attack: Strength vs. Fortitude, three attacks
Hit: 1d8 + Strength modifier damage. If all three attacks hit a single target, the target is stunned until the end of your next turn.
Trade Places Dragoon Attack 3
Encounter ♦ Martial, Weapon
Immediate Reaction Melee weapon 2
Trigger: An enemy within range misses you or an ally with a melee or ranged attack.
Target: Triggering enemy.
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage and you slide target into your square as you shift into theirs.
LEVEL 5 DAILY EXPLOITS
Corrosive Shards Dragoon Attack 5
Daily ♦ Acid, Martial, Weapon
Standard Action Area burst 1 within 10 squares
Requirement: You must be wielding alchemist’s acid to attack.
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 4d4 + Wisdom modifier acid damage.
Miss: Half damage.
Afteraffect: Ongoing 5 acid damage until the creature is dead or uses a healing surge.
Parry and Riposte Dragoon Attack 5
Daily ♦ Martial, Stance, Weapon
Minor Action Personal
Effect: Any enemy that makes a melee attack against you and misses takes 1[W] damage and you slide them 1 square as long as you are able to make attacks of opportunity.
You’re Coming With Me Dragoon Attack 5
Daily ♦ Invigorating, Martial, Weapon
Immediate Reaction Melee weapon 1
Requirement: You must be wielding a polearm weapon.
Trigger: An effect from a melee attack would cause you to be pushed or fall prone.
Target: Triggering enemy
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and target is pulled 1 square or falls prone.
Effect: You are not pushed or do not fall prone.
Miss: Half damage, and target is pulled 1 square or falls prone and so do you.
LEVEL 6 UTILITY EXPLOITS
Critical Rescue Dragoon Utility 6
Daily ♦ Martial
Immediate Interrupt Melee weapon 2
Trigger: Enemy scores a critical hit against an ally within range.
Effect: Slide ally to closest square not adjacent to triggering enemy. If this would be impossible, the critical hit turns into a normal hit.
Improvised Alchemy Dragoon Utility 6
Encounter ♦ Martial
Standard Action Personal
Prerequisite: You must be trained in Thievery.
Effect: Create volatile alchemical item of this power’s level or lower without component cost. Reduce item’s range to 2/5. Items with ranged 10 have ranged 5. If you attack and miss with this item, nothing happens and the item is destroyed. If you do not use this item by the end of the encounter, the item is rendered useless.
Jumping Climb Dragoon Utility 6
At-Will ♦ Martial
Move Action Personal
Effect: Make an Athletics check to climb a surface. You can move a number of squares as if you had made a long jump with a running start and rolled a 10.
LEVEL 7 ENCOUNTER EXPLOITS
Whirling Doom Dragoon Attack 7
Encounter ♦ Martial, Rattling, Weapon
Standard Action Close burst 2
Target: Each enemy in burst.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Wing Slam Dragoon Attack 7
Encounter ♦ Martial, Weapon
Standard Action Close burst 1
Effect: Make a high jump. Factor your number of squares worth of clearance into the number of squares this attack pushes. This movement does not provoke an attack of opportunity. You must be wielding a polearm weapon.
Target: Each enemy in burst.
Attack: Wisdom vs. Reflex
Hit: 2[W] damage and the target is pushed the number of squares worth of clearance in your high jump.
Wyvern’s Descent Dragoon Attack 7
Encounter ♦ Martial, Poison, Weapon
Standard Action Area burst 1
Requirement: You must move 2 squares and make a long jump, landing in a square occupied by an enemy. You must be wielding a spear weapon.
Primary Target: The enemy whose square you land in.
Primary Attack: Dexterity vs. Fortitude
Hit: 2[W] + Strength modifier damage, and target is knocked prone and takes ongoing 2 poison damage (save ends). Make secondary attack.
Secondary Target: All enemies adjacent to primary target.
Secondary Attack: Dexterity vs. Fortitude
Hit: 1[W] + Strength modifier damage, and target is pushed 1 square and takes ongoing 2 poison damage (save ends).
Miss: You fall prone in the square you land in, even if it is occupied by an enemy.
LEVEL 9 DAILY EXPLOITS
Dragon’s Roar Dragoon Attack 9
Daily ♦ Martial, Fear, Psychic, Weapon
Standard Action Close burst 5
Target: All enemies within burst that can hear you.
Attack: Wisdom vs. Will
Hit: Wisdom modifier Psychic damage and the target is pushed 2 squares. Any ally adjacent to a target can make a melee basic attack against target as a free action.
Impaler Dragoon Attack 9
Daily ♦ Martial, Rattling, Weapon
Standard Action Melee weapon 1
Requirement: Must be using a spear weapon.
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier damage, and the target is immobilized until you perform a secondary action which requires a minor action.
Effect: The weapon used in this attack cannot be used to make any attacks until the Shake Em Off secondary action is taken.
Shake Em Off: As a secondary action, you push the target 1 square and deal Strength damage. The target takes ongoing 10 damage (save ends).
Miss: Half damage.
Sublime Strike Dragoon Attack 9
Daily ♦ Cold, Martial, Weapon
Standard Action Close blast 3
Requirement: You must know the alchemist’s frost alchemical formula to use this attack. You must be wielding a polearm weapon.
Target: Each creature in blast
Attack: Wisdom vs. Reflex
Hit: 2[W] + Wisdom modifier cold damage, and target is immobilized (save ends).
Aftereffect: Target is slowed (save ends).
Miss: Half damage and the target is slowed (save ends).
Vicious Recovery Dragoon Attack 9
Daily ♦ Invigorating, Martial, Weapon
Immediate Reaction Melee weapon 1
Requirement: You must be wielding a spear weapon.
Trigger: You are hit by a melee attack.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and target is weakened (save ends) and one enemy adjacent to target takes your Strength modifier damage.
Effect: Shift 1 square.
Miss: Half damage, and target is weakened (save ends).
LEVEL 10 UTILITY EXPLOITS
Back to the Wall Dragoon Utility 10
At-Will ♦ Martial
No Action Personal
Requirement: You must be trained in Acrobatics.
Effect: You are never considered flanked while adjacent to a solid surface.
Reflective Parry Dragoon Utility 10
Daily ♦ Martial
Immediate Interrupt Personal
Trigger: An enemy would hit you with a ranged attack.
Effect: Enemy rerolls attack against you to hit themselves instead.
Roll With the Punches Dragoon Utility 10
Encounter ♦ Martial
Immediate Reaction Personal
Effect: Whenever affected by a forced movement, you may extend the effect by a number of squares equal to your Dexterity modifier. You can move through enemy squares but you must end the movement in an unoccupied square.
CLASS TRAITS
Role: Controller. Your exclusive training on weapons with reach, mobility and alchemical weapons gives you the skill to put foes right where you want them and away from you.
Power Source: Martial. Through rigorous focus wielding the most common of manufactured weapons that while at times expendable, are invaluable tools of destruction in your hands, making you a force to be reckoned with.
Key Abilities: Strength, Wisdom, Dexterity
Armor Proficiencies: Cloth, Leather, Hide, Chain
Weapon Proficiencies: Polearms, Spears
Bonus to Defenses: +1 Fortitude, +1 Reflex +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 5 + Constitution modifier
Trained Skills: Athletics. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis), Thievery (Dex)
Class Features: Heavy Armor Mastery, High Clearance, Technological Tactician
DRAGOON CLASS FEATURES
Dragoons have the following class features.
HEAVY ARMOR MASTERY
Through years of training in armor that would cripple the mobility of other warriors, the dragoon can move as if they were wearing not armor at all. While wearing heavy armor, skill check and speed penalties are reduced by 1. This reduction increases to 2 at 11th level and 3 at 21st level.
HIGH CLEARANCE
You have an uncanny ability to jump leaps and bounds beyond other heroes. When jumping, divide by 5 instead of 10. When jumping with a running start, divide by 3. Also, this feature gives you a +1 bonus to Athletics. This bonus increases to +2 at 11th level and +3 at 21st level.
TECHNOLOGICAL TACTICIAN
Dragoons use advanced technology to master the field of battle. Some prefer to keep their foes at a distance and bewilder them with alchemical attacks and their close quarters control of the fight with polearms. Others prefer using the sharp bite of a spear and their own natural agility to put their foes down—and keep them down. Choose one of the following options:
Sage Chemistry: Your prowess with advanced technology allows you to add your Wisdom modifier when making attacks using alchemical items. In addition, you gain Alchemy as a bonus feat and start play knowing Javelin Stone and two other first level formulas. You also gain the grenadier’s aim power.
Opportunistic Hoplite: Your skill with spear weapons is unmatched. When wielding spear weapons you can make additional attacks of opportunity up to your Dexterity modifier and add your Dexterity modifier as bonus damage to opportunity attacks. You gain the threatening reach power.
DRAGOON POWERS
Your powers are called exploits and you create them by deftly maneuvering yourself, your polearm or spear and even alchemical attacks to rule the battlefield. Attributed to their name, many dragoon exploits are based on how actual dragons fight.
CLASS FEATURES
A dragoon receives one of two powers based on their chosen Technology Tactician option.
Grenadier’s Aim Dragoon Feature
With your keen awareness you lob an alchemical weapon at the enemy, knowing full well the pain your unfortunate enemy will experience when they are inevitably hit by it.
At-Will ♦ Martial, Weapon
Standard Action Ranged 10
Target: One creature
Attack: Wisdom + 2 vs. Reflex
Hit: Special. Use the damage of the alchemical weapon used in the attack and add your Wisdom modifier to the damage roll.
Level 21: Add your Wisdom modifier to ongoing damage for alchemical weapons.
Threatening Reach Dragoon Feature
You swing your spear in wide arcs to warn nearby foes the danger of getting too close.
Encounter ♦ Martial
Minor Action Personal
Effect: Gain threatening reach 2 until end of next turn. Enemies making any movement within your reach provoke an attack of opportunity. If an enemy shifts within 1 square of you, they also provoke an attack of opportunity.
LEVEL 1 AT-WILL EXPLOITS
Claw Swipe Dragoon Attack 1
At-Will ♦ Martial, Weapon
Standard Action Melee weapon 2
Requirement: Must be using a polearm or spear weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can shift 1 square.
Level 21: 2[W] + Strength modifier damage.
Special: You can use this power as a melee basic attack.
Crescent Slice Dragoon Attack 1
At-Will ♦ Martial, Weapon
Standard Action Melee weapon 1
Requirement: Must be using a polearm or spear weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] damage per attack, and push target 1 square. Make secondary attack.
Secondary Target: One creature within reach.
Secondary Attack: Strength vs. Fortitude
Hit: Strength modifier damage and push target a number of squares equal to half your Wisdom modifier.
Level 21: 2[W] damage per attack.
Disheartening Bite Dragoon Attack 1
At-Will ♦ Martial, Weapon
Standard Action Melee weapon 2
Requirement: Must be using a polearm or spear weapon.
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1d8 + Strength modifier damage and target is weakened until the end of your next turn.
Level 21: 2d8 + Strength modifier damage.
Tail Sweep Dragoon Attack 1
At-Will ♦ Martial, Weapon
Standard Action Close blast 2
Requirement: Must be using a polearm or spear weapon.
Target: Each creature in blast
Attack: Strength vs. Reflex
Hit: 1d6 + Strength modifier damage, and target is knocked prone.
Level 21: 2d6 + Strength modifier damage.
LEVEL 1 ENCOUNTER EXPLOITS
Harrier Flurry Dragoon Attack 1
Encounter ♦ Martial, Weapon
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you slide the target 1 square. You shift up to 3 sq and must end your shift in the blast area.
Heels Over Head Dragoon Attack 1
Encounter ♦ Martial, Weapon
Standard Action Melee weapon 2
Requirement: You must be wielding a polearm weapon.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d4 + Wisdom modifier damage, and the target is knocked prone and dazed (save ends).
Piercing Thrust Dragoon Attack 1
Encounter ♦ Martial, Weapon
Standard Action Melee weapon 2
Requirement: You must be wielding a spear weapon.
Target: One creature
Attack: Dexterity + 2 vs. AC
Hit: 2[W] + Dexterity modifier damage. If the target is bloodied, the attack deals extra damage equal to your Wisdom modifier.
Splintering Spear Dragoon Attack 1
Encounter ♦ Martial, Reliable, Weapon
Standard Action Ranged 10
Requirement: You must be wielding a spear weapon.
Primary Target: One creature or object.
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage. Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target.
Secondary Attack: Dexterity vs. Reflex
Hit: 1d6 + Dexterity modifier damage.
Effect: The weapon used is destroyed.
LEVEL 1 DAILY EXPLOITS
Blazing Stalwart Dragoon Attack 1
Daily ♦ Fire, Martial, Weapon
Standard Action Special
Requirement: You must make an Athletics check to jump to a square adjacent to an enemy. This movement provokes attacks of opportunity. You must know the alchemist’s fire alchemical formula to use this attack. You must be wielding a polearm weapon.
Target: One enemy adjacent to the square you land in.
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier fire damage.
Miss: Half damage.
Effect: Any enemy that hits you with an attack of opportunity in the required movement takes your Wisdom modifier fire damage. After the end of your attack, you gain +2 to AC and Reflex until the end of your next turn.
Drake Lunge Dragoon Attack 1
Daily ♦ Fear, Martial, Weapon
Standard Action Special
Requirement: You must make an Athletics check to jump to a square adjacent to an enemy. This movement provokes attacks of opportunity. You must be wielding a spear weapon.
Primary target: One enemy adjacent to the square you land in.
Attack: Dexterity – 2 vs. AC
Hit: 3[W] + Strength modifier damage and enemy is knocked prone. Make secondary attack.
Secondary Target: All enemies that can see you.
Secondary Attack: Wisdom vs. Will. +2 to attack if primary target is reduced to 0 hp or lower; +2 to enemy that made a successful attack of opportunity.
Hit: Target moves number of squares equal to Wisdom modifier away from you and is immobilized (save ends). This movement provokes attacks of opportunity.
Miss: Half damage and enemy is not knocked prone. Do not make secondary attack.
Full Circle Dragoon Attack 1
Daily ♦ Martial, Weapon
Standard Action Close burst 2
Target: Each creature in burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Good Night Kiss Dragoon Attack 1
Daily ♦ Martial, Weapon
Standard Action Melee weapon 1
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3d8 + Strength modifier damage, and the target is dazed (save ends).
If target fails its first saving throw to this power, the target becomes unconscious (save ends).
Miss: Half damage.
LEVEL 2 UTILITY EXPLOITS
Great Jump Dragoon Utility 2
Encounter ♦ Martial
Move Action Personal
Effect: You make an Athletics check to jump with a +10 power bonus, and you do not have to move to make a running jump.
Leap Through the Fray Dragoon Utility 2
Encounter ♦ Martial
Move Action Personal
Effect: You make an Athletics check to make a standing long jump. You shift the resulting number of squares.
Witty Retort Dragoon Utility 2
Encounter ♦ Martial, Psychic
Immediate Reaction Melee 1
Trigger: An enemy misses you with a melee attack.
Effect: You mark the triggering enemy. If they miss you on their next attack that includes you as a target, they take your Charisma modifier Psychic damage (minimum 1).
LEVEL 3 ENCOUNTER EXPLOITS
Hook Em Dragoon Attack 3
Encounter ♦ Martial, Rattling, Weapon
Standard Action Melee weapon 2
Requirement: You must be wielding a polearm weapon.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: Wisdom modifier damage, and you shift target 1 square and target is slowed (save ends). If target is already slowed, they are immobilized (save ends).
Special: As long as target is immobilized and you remain within reach, you can shift target 1 square as a minor action. Rattled keyword sustains until enemy is no longer immobilized or the end of your next turn in which you do not use a minor action to shift target.
Rushing Breach Dragoon Attack 3
Encounter ♦ Martial, Weapon
Standard Action Melee weapon + 1 Reach
Requirement: You must charge as a part of this action. You must be wielding a spear weapon.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] damage and target is pushed 1 square and knocked prone. Make secondary attack.
Secondary target: Creatures adjacent to primary target.
Secondary attack: Strength vs. Reflex
Hit: Target is knocked prone.
Tail Slap Dragoon Attack 3
Encounter ♦ Martial, Weapon
Standard Action Melee weapon 2
Target: One, two, or three creatures
Attack: Strength vs. Fortitude, three attacks
Hit: 1d8 + Strength modifier damage. If all three attacks hit a single target, the target is stunned until the end of your next turn.
Trade Places Dragoon Attack 3
Encounter ♦ Martial, Weapon
Immediate Reaction Melee weapon 2
Trigger: An enemy within range misses you or an ally with a melee or ranged attack.
Target: Triggering enemy.
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage and you slide target into your square as you shift into theirs.
LEVEL 5 DAILY EXPLOITS
Corrosive Shards Dragoon Attack 5
Daily ♦ Acid, Martial, Weapon
Standard Action Area burst 1 within 10 squares
Requirement: You must be wielding alchemist’s acid to attack.
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 4d4 + Wisdom modifier acid damage.
Miss: Half damage.
Afteraffect: Ongoing 5 acid damage until the creature is dead or uses a healing surge.
Parry and Riposte Dragoon Attack 5
Daily ♦ Martial, Stance, Weapon
Minor Action Personal
Effect: Any enemy that makes a melee attack against you and misses takes 1[W] damage and you slide them 1 square as long as you are able to make attacks of opportunity.
You’re Coming With Me Dragoon Attack 5
Daily ♦ Invigorating, Martial, Weapon
Immediate Reaction Melee weapon 1
Requirement: You must be wielding a polearm weapon.
Trigger: An effect from a melee attack would cause you to be pushed or fall prone.
Target: Triggering enemy
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and target is pulled 1 square or falls prone.
Effect: You are not pushed or do not fall prone.
Miss: Half damage, and target is pulled 1 square or falls prone and so do you.
LEVEL 6 UTILITY EXPLOITS
Critical Rescue Dragoon Utility 6
Daily ♦ Martial
Immediate Interrupt Melee weapon 2
Trigger: Enemy scores a critical hit against an ally within range.
Effect: Slide ally to closest square not adjacent to triggering enemy. If this would be impossible, the critical hit turns into a normal hit.
Improvised Alchemy Dragoon Utility 6
Encounter ♦ Martial
Standard Action Personal
Prerequisite: You must be trained in Thievery.
Effect: Create volatile alchemical item of this power’s level or lower without component cost. Reduce item’s range to 2/5. Items with ranged 10 have ranged 5. If you attack and miss with this item, nothing happens and the item is destroyed. If you do not use this item by the end of the encounter, the item is rendered useless.
Jumping Climb Dragoon Utility 6
At-Will ♦ Martial
Move Action Personal
Effect: Make an Athletics check to climb a surface. You can move a number of squares as if you had made a long jump with a running start and rolled a 10.
LEVEL 7 ENCOUNTER EXPLOITS
Whirling Doom Dragoon Attack 7
Encounter ♦ Martial, Rattling, Weapon
Standard Action Close burst 2
Target: Each enemy in burst.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Wing Slam Dragoon Attack 7
Encounter ♦ Martial, Weapon
Standard Action Close burst 1
Effect: Make a high jump. Factor your number of squares worth of clearance into the number of squares this attack pushes. This movement does not provoke an attack of opportunity. You must be wielding a polearm weapon.
Target: Each enemy in burst.
Attack: Wisdom vs. Reflex
Hit: 2[W] damage and the target is pushed the number of squares worth of clearance in your high jump.
Wyvern’s Descent Dragoon Attack 7
Encounter ♦ Martial, Poison, Weapon
Standard Action Area burst 1
Requirement: You must move 2 squares and make a long jump, landing in a square occupied by an enemy. You must be wielding a spear weapon.
Primary Target: The enemy whose square you land in.
Primary Attack: Dexterity vs. Fortitude
Hit: 2[W] + Strength modifier damage, and target is knocked prone and takes ongoing 2 poison damage (save ends). Make secondary attack.
Secondary Target: All enemies adjacent to primary target.
Secondary Attack: Dexterity vs. Fortitude
Hit: 1[W] + Strength modifier damage, and target is pushed 1 square and takes ongoing 2 poison damage (save ends).
Miss: You fall prone in the square you land in, even if it is occupied by an enemy.
LEVEL 9 DAILY EXPLOITS
Dragon’s Roar Dragoon Attack 9
Daily ♦ Martial, Fear, Psychic, Weapon
Standard Action Close burst 5
Target: All enemies within burst that can hear you.
Attack: Wisdom vs. Will
Hit: Wisdom modifier Psychic damage and the target is pushed 2 squares. Any ally adjacent to a target can make a melee basic attack against target as a free action.
Impaler Dragoon Attack 9
Daily ♦ Martial, Rattling, Weapon
Standard Action Melee weapon 1
Requirement: Must be using a spear weapon.
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier damage, and the target is immobilized until you perform a secondary action which requires a minor action.
Effect: The weapon used in this attack cannot be used to make any attacks until the Shake Em Off secondary action is taken.
Shake Em Off: As a secondary action, you push the target 1 square and deal Strength damage. The target takes ongoing 10 damage (save ends).
Miss: Half damage.
Sublime Strike Dragoon Attack 9
Daily ♦ Cold, Martial, Weapon
Standard Action Close blast 3
Requirement: You must know the alchemist’s frost alchemical formula to use this attack. You must be wielding a polearm weapon.
Target: Each creature in blast
Attack: Wisdom vs. Reflex
Hit: 2[W] + Wisdom modifier cold damage, and target is immobilized (save ends).
Aftereffect: Target is slowed (save ends).
Miss: Half damage and the target is slowed (save ends).
Vicious Recovery Dragoon Attack 9
Daily ♦ Invigorating, Martial, Weapon
Immediate Reaction Melee weapon 1
Requirement: You must be wielding a spear weapon.
Trigger: You are hit by a melee attack.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and target is weakened (save ends) and one enemy adjacent to target takes your Strength modifier damage.
Effect: Shift 1 square.
Miss: Half damage, and target is weakened (save ends).
LEVEL 10 UTILITY EXPLOITS
Back to the Wall Dragoon Utility 10
At-Will ♦ Martial
No Action Personal
Requirement: You must be trained in Acrobatics.
Effect: You are never considered flanked while adjacent to a solid surface.
Reflective Parry Dragoon Utility 10
Daily ♦ Martial
Immediate Interrupt Personal
Trigger: An enemy would hit you with a ranged attack.
Effect: Enemy rerolls attack against you to hit themselves instead.
Roll With the Punches Dragoon Utility 10
Encounter ♦ Martial
Immediate Reaction Personal
Effect: Whenever affected by a forced movement, you may extend the effect by a number of squares equal to your Dexterity modifier. You can move through enemy squares but you must end the movement in an unoccupied square.