Master Dragoon

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Prerequisite: Dragoon Training.

Master Dragoon represents the pinnacle of Dragoon fighting style. In addition to formidable offensive abilities they focus on defensive abilities. They are capable of leaping across great distances, withstanding heavy damage, and inhibiting their foe’s curative and magical abilities.

Dragoon’s Resilience (Level 11): Your maximum hit point value increases by 10. You gain a +1 bonus to Reflex defense.

Dragoon’s Action (Level11): When you spend an action point you push all enemies within your reach up to two squares either before or after the extra action granted to you by an action point.

Death From Above (Level 16): When you jump as part of your charge movement you deal bonus damage equal to the number of Dragoon multiclass and power-swap feats you have. To gain this bonus you must end your jump in the square from which you will be making your charge attack.

  • Dragon’s Fury—Level 11 encounter power
  • Your spear strikes a vital spot on your enemy, briefly shutting down his natural defenses.
  • Encounter –- Varies, Weapon.
  • Standard Action—Melee Weapon
  • Requirement: You must be wielding a spear.
  • Target: One creature.
  • Attack: (see below) vs. Ref.
  • Hit: 2[W] + ability modifier damage. Until the end of your next turn the target loses any regeneration abilities, and all rolls to recharge powers and saving throws he makes are at -2 penalty.
  • Special: When charging, you can use this power in place of a melee basic attack.
  • Special: This power’s attack and damage is based on the primary attribute of your class.
  • Double Leap—Level 12 utility power
  • You are able to leap off thin air through sheer force of will.
  • At-Will
  • Move Action or Standard Action—Personal
  • Trigger: You make a jump check and do not land on a solid surface.
  • Effect: You do not fall at the end of the jump. Make another jump check. If your do not land on a solid surface at the end of the jump you fall as normal.
  • Special: You may use this power as a Standard Action to use it as part of a charge. You must be wielding a spear to use this ability.
  • Special: If you use this power as a Move Action the distance you jump is not limited by your speed.
  • Dragon’s Wrath—Level 20 daily power
  • You leap into the air to deliver a devastating blow to your foe and regain some vitality.
  • Daily – Varies, Weapon.
  • Standard Action—Melee Weapon
  • Requirement: You must be wielding a spear.
  • Effect: Before the attack you can jump a number of squares equal to your speed. This movement does not provoke opportunity attacks.
  • Target: One creature.
  • Attack: (see below) vs. AC.
  • Hit: 5[W] + ability modifier damage and the target is knocked prone.
  • Miss: Half damage.
  • Effect: You gain temporary hit points equal to half the damage you dealt with this attack.
  • Special: If you jump at least two squares using this power you gain all the benefits of a charge.
  • Special: This power’s attack and damage is based on the primary attribute of your class.

Master Dragoon

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