G
Guest
Guest
Archived from groups: rec.games.frp.dnd (More info?)
Azure Dragon Knight.
The Azure Dragon Knights ride mercury dragons and dive out of the sky
upon the goblinoid and giant hordes, surgically taking out the most
powerful individuals like obvious leaders or spellcasters. They also
act as scouts and spotters for the larger units of Azure Dragon Goblin
Hunters.
Azure Dragon Knights are most often light fighters, rangers, or
paladins. Rogues find it easy to join the ranks, but chafe under the
almost military discipline and hierarchy. Bards prefer to spend time
with the art loving dragons rather than ride them into battle.
Barbarians like to swing big weapons at their enemies. Full
spellcasters prefer blasting enemies from a distance, rather than the
strange aerial dance of dive and recover that the knights use in
combat.
Hit die:d8
BAB: good (like the fighter)
Saves: Good Fort, good Reflex, poor Will.
Class skills: Fighter + Bluff, Intimidate, Spot, Listen, Knowledge
(nature) and Wilderness Lore.
Skill points at each level: 4+int modifier
Requirements:
Alignment: any non-evil
BAB: +7
Skills: Ride 10 ranks, Bluff or Intimidate 5 ranks
Feats: Mounted Combat, Mounted Archery, Weapon Focus any bow, crossbow
or javelin.
Class features:
1 Shot on the Fly, Favored enemy (goblinoid) +1
2 Stinging dive
3 Drive them before you, Switch target
4 Power throw, Favored enemy (goblinoid) +2
5 Piercing dive, Evasion
Many class features of the Azure Dragon knight depend on familiarity
between Knight and Dragon. These class features only work with a
mercury dragon, and only a dragon that the Knight knows and had the
opportunity to train with.
Shot on the Fly (Ex) When riding a dragon, the Azure Dragon Knight may
make ranged attacks at any point during the move.
Favored enemy (Ex.) The Knight gets one point of favored enemy
(goblinoids) or (giants) bonus which works just like the ranger's
favored enemy bonus. This bonus increases to +2 at level 4. If the
character already has favored enemy points, the bonuses stack.
Drive them before you (Ex) When flying on a dragon over a group (more
than one) of goblinoids, as a standard action, the Knight can make an
Intimidate Check opposed by the average Sense Motive check of the group
(e.g. +1 for goblin warriors.) Only opponents within 30ft are affected.
Advanced individual opponents may get separate checks at the DM's
discretion. If the check is successful, the Knight can make the
intimidated group jog (take double move actions) away from her position
for one round.
This ability cannot be used to drive the goblinoids into any obviously
deadly situation such as over a cliff or into a pool of acid. Most
often, the Knight will drive the goblinoids away from unprotected
targets or into a Hunter ambush.
The favored enemy bonus applies to the Intimidate check.
Switch Target (Ex) When flying on a dragon over a group (more than one)
of goblinoids, the Knight may feint one goblinoid within 30ft as per
the feinting rules. If the feint is successful, the target loses its
Dexterity bonus against the Knight's next attack. The favored enemy
bonus applies to the Bluff check to feint.
Stinging dive (Ex) When riding a dragon, the Knight may execute a dive
or charge that ends with a a javelin throw rather than a melee attack.
With Stinging dive, the Knight's javelin throw functions like a melee
attack (+2 to hit.) The throw must be executed from within 30ft of the
target. If the Knight has the Spirited Charge feat, the attack does
double damage as per the feat description.
Power throw (Ex) When riding a dragon and attacking with a thrown
javelin from less than 30ft away, the Knight may choose to deduct a
number up to her BAB from her attack roll and add the same number to
her damage roll.
Piercing dive (Ex) When riding a dragon and attacking from less than
30ft away, the Knight's javelins do double damage on a successful
dive/charge. If the Knight has the Spirited Charge feat, the attack
does triple damage.
Evasion (Ex) The Knight gains Evasion when riding a dragon.
Azure Dragon Goblin Hunter
The Goblin Hunters are auxiliary troops for the Dragon Knights. Their
job is to follow the Knights on the ground and mop up the scattered
goblinoids after a Knight attack. Because of the nature of their
primary targets, the Goblin Hunters have to be fast and able to deal
with several targets at once. They tend to work in small grousp and use
wolfpack tactics and ambushes.
Rangers and Fighter/Rogues make perfect Goblin Hunters. Monks find the
intensive and specialized training highly rewarding.
Hit die:d8
BAB: good (like the fighter)
Saves: Good Fort, good Reflex, poor Will.
Class skills: Ranger-like
Skill points at each level: 4+int modifier
Requirements:
Alignment: any non-evil
BAB: +4
Skills: Wilderness Lore 4 ranks, Hide 4 ranks, Move Silently 4 ranks.
Feats: Weapon focus (any light weapon,) Two weapon fighting, Track
Class features:
Note: All of the Goblin Hunter's abilities work only when fighting
favored enemies and wielding paired light weapons with which the Hunter
has Weapon Focus.
1 Favored enemy +1, Power Attack, Increased Speed
2 Sneak attack (+1d6,)
3 Cleave
4 Favored enemy +2, Pounce
5 Sneak attack (+2d6,) Great cleave
Favored enemy (Ex.) The Hunter gets one point of favored enemy
(goblinoids) or (giants) bonus which works just like the ranger's
favored enemy bonus. This bonus increases to +2 at level 4. If the
character already has favored enemy points, the bonuses stack.
Power Attack (Ex) The Goblin Hunter gains the feat Power Attack even if
she does not meet the strength 13+ requirement and is allowed to use
Power Attack with light weapons. (See Note)
Increased Speed (Ex) The Goblin Hunter's speed is increased by 10ft
when wearing light armor or no armor and not carrying a heavy load.
Sneak attack (Ex) Functions just like the Rogue's sneak attack. (See
Note)
Cleave (Ex) The Goblin Hunter gains the feat Cleave. (See Note)
Pounce (Ex) the Goblin Hunter may full attack at the end of a charge.
(See Note)
Great Cleave (Ex.) The Goblin Hunter gains the feat Great Cleave. (See
Note.)
Silveraxe
Azure Dragon Knight.
The Azure Dragon Knights ride mercury dragons and dive out of the sky
upon the goblinoid and giant hordes, surgically taking out the most
powerful individuals like obvious leaders or spellcasters. They also
act as scouts and spotters for the larger units of Azure Dragon Goblin
Hunters.
Azure Dragon Knights are most often light fighters, rangers, or
paladins. Rogues find it easy to join the ranks, but chafe under the
almost military discipline and hierarchy. Bards prefer to spend time
with the art loving dragons rather than ride them into battle.
Barbarians like to swing big weapons at their enemies. Full
spellcasters prefer blasting enemies from a distance, rather than the
strange aerial dance of dive and recover that the knights use in
combat.
Hit die:d8
BAB: good (like the fighter)
Saves: Good Fort, good Reflex, poor Will.
Class skills: Fighter + Bluff, Intimidate, Spot, Listen, Knowledge
(nature) and Wilderness Lore.
Skill points at each level: 4+int modifier
Requirements:
Alignment: any non-evil
BAB: +7
Skills: Ride 10 ranks, Bluff or Intimidate 5 ranks
Feats: Mounted Combat, Mounted Archery, Weapon Focus any bow, crossbow
or javelin.
Class features:
1 Shot on the Fly, Favored enemy (goblinoid) +1
2 Stinging dive
3 Drive them before you, Switch target
4 Power throw, Favored enemy (goblinoid) +2
5 Piercing dive, Evasion
Many class features of the Azure Dragon knight depend on familiarity
between Knight and Dragon. These class features only work with a
mercury dragon, and only a dragon that the Knight knows and had the
opportunity to train with.
Shot on the Fly (Ex) When riding a dragon, the Azure Dragon Knight may
make ranged attacks at any point during the move.
Favored enemy (Ex.) The Knight gets one point of favored enemy
(goblinoids) or (giants) bonus which works just like the ranger's
favored enemy bonus. This bonus increases to +2 at level 4. If the
character already has favored enemy points, the bonuses stack.
Drive them before you (Ex) When flying on a dragon over a group (more
than one) of goblinoids, as a standard action, the Knight can make an
Intimidate Check opposed by the average Sense Motive check of the group
(e.g. +1 for goblin warriors.) Only opponents within 30ft are affected.
Advanced individual opponents may get separate checks at the DM's
discretion. If the check is successful, the Knight can make the
intimidated group jog (take double move actions) away from her position
for one round.
This ability cannot be used to drive the goblinoids into any obviously
deadly situation such as over a cliff or into a pool of acid. Most
often, the Knight will drive the goblinoids away from unprotected
targets or into a Hunter ambush.
The favored enemy bonus applies to the Intimidate check.
Switch Target (Ex) When flying on a dragon over a group (more than one)
of goblinoids, the Knight may feint one goblinoid within 30ft as per
the feinting rules. If the feint is successful, the target loses its
Dexterity bonus against the Knight's next attack. The favored enemy
bonus applies to the Bluff check to feint.
Stinging dive (Ex) When riding a dragon, the Knight may execute a dive
or charge that ends with a a javelin throw rather than a melee attack.
With Stinging dive, the Knight's javelin throw functions like a melee
attack (+2 to hit.) The throw must be executed from within 30ft of the
target. If the Knight has the Spirited Charge feat, the attack does
double damage as per the feat description.
Power throw (Ex) When riding a dragon and attacking with a thrown
javelin from less than 30ft away, the Knight may choose to deduct a
number up to her BAB from her attack roll and add the same number to
her damage roll.
Piercing dive (Ex) When riding a dragon and attacking from less than
30ft away, the Knight's javelins do double damage on a successful
dive/charge. If the Knight has the Spirited Charge feat, the attack
does triple damage.
Evasion (Ex) The Knight gains Evasion when riding a dragon.
Azure Dragon Goblin Hunter
The Goblin Hunters are auxiliary troops for the Dragon Knights. Their
job is to follow the Knights on the ground and mop up the scattered
goblinoids after a Knight attack. Because of the nature of their
primary targets, the Goblin Hunters have to be fast and able to deal
with several targets at once. They tend to work in small grousp and use
wolfpack tactics and ambushes.
Rangers and Fighter/Rogues make perfect Goblin Hunters. Monks find the
intensive and specialized training highly rewarding.
Hit die:d8
BAB: good (like the fighter)
Saves: Good Fort, good Reflex, poor Will.
Class skills: Ranger-like
Skill points at each level: 4+int modifier
Requirements:
Alignment: any non-evil
BAB: +4
Skills: Wilderness Lore 4 ranks, Hide 4 ranks, Move Silently 4 ranks.
Feats: Weapon focus (any light weapon,) Two weapon fighting, Track
Class features:
Note: All of the Goblin Hunter's abilities work only when fighting
favored enemies and wielding paired light weapons with which the Hunter
has Weapon Focus.
1 Favored enemy +1, Power Attack, Increased Speed
2 Sneak attack (+1d6,)
3 Cleave
4 Favored enemy +2, Pounce
5 Sneak attack (+2d6,) Great cleave
Favored enemy (Ex.) The Hunter gets one point of favored enemy
(goblinoids) or (giants) bonus which works just like the ranger's
favored enemy bonus. This bonus increases to +2 at level 4. If the
character already has favored enemy points, the bonuses stack.
Power Attack (Ex) The Goblin Hunter gains the feat Power Attack even if
she does not meet the strength 13+ requirement and is allowed to use
Power Attack with light weapons. (See Note)
Increased Speed (Ex) The Goblin Hunter's speed is increased by 10ft
when wearing light armor or no armor and not carrying a heavy load.
Sneak attack (Ex) Functions just like the Rogue's sneak attack. (See
Note)
Cleave (Ex) The Goblin Hunter gains the feat Cleave. (See Note)
Pounce (Ex) the Goblin Hunter may full attack at the end of a charge.
(See Note)
Great Cleave (Ex.) The Goblin Hunter gains the feat Great Cleave. (See
Note.)
Silveraxe
