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Rosalie, Tempest of the Lion's Pride LG
Character Name Alignment
Azure Dragoon 12
Character Level
Hume M
Race Size
F ??
Gender Age
5'9" ??
Height Weight
Pink Pink
Hair Eyes
Sindy
Player
Terrelionne Vertiste
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
28 +9 N/A +9
Dex
Dexterity
20 +5 N/A +5
Con
Constitution
20 +5 N/A +5
Int
Intelligence
15 +2 N/A +2
Wis
Wisdom
20 +5 N/A +5
Cha
Charisma
17 +3 N/A +3
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
180
DR2/--
0
Initiative
Dex
Modifier
+11
+5
+6
BAB
+12/7/2
ARMOUR CLASS
Total AC
Armour
Shield
Dex
28
+11
+0
+5
Size
Natural
Deflection
Misc
+0
+0
+2
+0
Touch
17
Flat Footed
23
Flat Footed + Touch
12
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +16 +8 CON +5 +3 +0 +0
Reflex +16 +8 DEX +5 +3 +0 +0
Will +13 +4 WIS +5 +3 +1 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+34 +12 +9 +5 +8
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
36 10 +12 +9 +5 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +30 (DEX)  +9 +12 +9
  Bluff +3 (CHA)  +3 +0 +0
Climb +24 (STR)  +9 +12 +3
  Diplomacy +3 (CHA)  +3 +0 +0
  Disguise +3 (CHA)  +3 +0 +0
  Escape Artist +5 (DEX)  +5 +0 +0
  Fly +5 (DEX)  +5 +0 +0
  Heal +5 (WIS)  +5 +0 +0
Intimidate +18 (CHA)  +3 +12 +3
  Knowledge: Arcana +2 (INT)  +2 +0 +0
Knowledge: Dungeoneering +17 (INT)  +2 +12 +3
  Knowledge: Local +2 (INT)  +2 +0 +0
  Knowledge: Nature +2 (INT)  +2 +0 +0
  Knowledge: Planes +2 (INT)  +2 +0 +0
  Knowledge: Religion +2 (INT)  +2 +0 +0
Perception +20 (WIS)  +5 +12 +3
  Ride +5 (DEX)  +5 +0 +0
  Sense Motive +5 (WIS)  +5 +0 +0
  Stealth +5 (DEX)  +5 +0 +0
  Survival +5 (WIS)  +5 +0 +0
  Swim +9 (STR)  +9 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +2 (INT)  +2 +0 +0
  Knowledge: Engineering +2 (INT)  +2 +0 +0
  Knowledge: Geography +2 (INT)  +2 +0 +0
  Knowledge: History +2 (INT)  +2 +0 +0
  Knowledge: Nobility +2 (INT)  +2 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
+10 when Jumping (Acrobatics)
+2 when using Jump against an Enemy (per size category) (Acrobatics)
+16 when Jumping in Blood of the Dragon Form (Acrobatics)
Feats

Improved Initiative
Improved Trip
Greater Trip
Combat Expertise
Weapon Focus (Hammer, Lucerne)
Skill Focus (Acrobatics)
Power Attack

Special Abilities

Attacks
Normal: To Hit+27/+22/+17 To Damage +19
Power Attack: To Hit+23/+18/+14 To Damage +27

Stamina Pool
145 Maximum Stamina

Jump: At the cost of 10 stamina points, as a full round action, the azure dragoon may leap at an enemy and impale them with the momentum of a jump and leap back to place. He may jump at an enemy within 30-feet and make a melee attack; if successful, he deals normal damage. He can spend an additional 5 stamina points to leap back to original spot as part of this talent, if he doesn’t, he remains adjacent to the target. This movement does not provoke attacks of opportunity.

Super Jump: When performing Jump or Mirage Dive, the azure dragoon now deals an additional 1d6 damage per four dragoon levels after 3rd. Prerequisite: Jump

Spineshatter Dive: When using the Jump talent, the azure dragoon can increase the stamina cost by 10 to stun the target as well. A successful Fortitude save (DC 10 + half of the dragoon’s level + his Strength modifier) negates the stun effect. Prerequisite: Jump

Dragonfire Dive: When using the Jump talent, the azure dragoon can increase the stamina cost by 10 to cause the tip of his weapon to explode dealing normal damage + 1d6 points of fire damage to the target, and all creatures within 10-ft.-radius of the target, excluding the azure dragoon. This damage is increased by an additional 1d6 damage per four dragoon levels after 3rd. A Reflex save can be made by those affected in the area of effect except the target (DC 10 + half of the dragoon’s level + his Strength modifier) to half this damage. This cannot be used with Spineshatter Dive. Prerequisites: Jump, Spineshatter Dive

Reis’ Wind: At the cost of 10 stamina points, as a standard action, the azure dragoon heals himself and all allies within a 30-ft.-radius for 1d6 plus an additional 1d6 for every four dragoon levels after 3rd. He also grants all affected allies Fast Healing 2 for a number of rounds equal to his Constitution modifier.

Shellbreaker: A dragoon with this advanced talent with his powerful blows from the sky allows him to bypass many of the traditional means of defense on creatures, striking true. For a number of times per day equal to 3 + his Strength modifier, the dragoon may ignore any damage reduction during a charge while jumping.

Traits

Reactionary
Indomitable Faith

WEAPONS
Name AB Critical Type Range Ammo Dmg
Lucerne, Hammer +2 +27 x3 BorP Reach -- 1d10
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Mithral Full Plate +2+11Heavy035%----
Class Features

Limit Break
Bahamut Leaps: This Limit Break allows the dragoon to jump further than ever before. For the duration of 1 round + 1 round per four dragoon levels after 1st, the dragoon can jump further than his speed allows, doubles the bonus to acrobatics granted to him by his jump class feature, reduces the DC multiplier for high jumps by 1 (minimum 1), and does not provoke when jumping. This limit break requires only a swift action.

Life of the Dragon: This Limit Break grants the azure dragoon all effects of blood of the dragon without using his daily uses of the ability, and his talents do not cost stamina points while under the effect of this Limit Break for a duration of 1 round + 1 round per four dragoon levels after 1st. This limit break requires only a swift action.

Blood of the Dragon
At 1st level, the azure dragoon becomes attuned to a dragon, becoming a part of them. Usually this is done by a bond, determined by the dragon or the azure dragoon. If this bond is ever broken, the azure dragoon loses blood of the dragon until he makes a new bond with another dragon.

As a swift action, the azure dragoon can reach within himself and unleash the power of the dragon he has attuned to, the dragon taking ethereal form, swirling about the azure dragoons body with an aura the color of the dragon. While active, the azure dragoon is able to use the ability Geirskogul (see below), and gains a bonus to all Acrobatic checks made to Jump equal to his dragoon level.

In addition, the azure dragoon’s ability to jump with his Acrobatic checks is treated as though he got a running start and has the Run feat, regardless of whether or not he gets a running start. An azure dragoon’s maximum height is not affected by his size and his jump is not affected by maximum movement speed, allowing very strong, very powerful dragoons to eventually leap higher than their own height and further than his own movement speed. In addition, the azure dragoon may jump as part of a charge action.

Beginning at 4th level, the DC multiplier for a high jump is reduced by 1, making it a multiplier of 3 rather than 4. This reduction improves by 1 every seven levels; multiplier of 2 at 11th level, and multiplier of 1 at 18th level. An azure dragoon using this ability does not provoke an attack of opportunity unless they pass through a square that is threatened by a flying creature that he is not attacking directly. If an azure dragoon is hit in this manner, they fall to the ground prone in the square in front of the creature. This ability lasts for a number of rounds equal to the azure dragoon’s Constitution modifier. He may use it a number of times per day equal to 3 plus his dragoon level.

Geirskogul
At 1st level, the azure dragoon can pour the dragon’s power into a single thrust, sending out a wave of energy to blast his foes. As a standard action, the azure dragoon send a wave of energy forward that takes an ethereal form of his dragon, dealing his melee attack damage plus 1d6 points of non-elemental damage + and additional 1d6 points of non-elemental damage per three dragoon levels after 1st in a 15-ft.-line. A Reflex save can be made (DC 10 + half of the dragoon’s level + his Strength modifier) to half this damage. Geirskogul can only be performed while under the effect of Blood of the Dragon and can only be used once during each use of Blood of the Dragon.

At 5th level, he may use Geirskogul as part of a charge when he jumps.

Stamina Pool
At 2nd level, the azure dragoon gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has a number of points equal to 5 x his Constitution modifier (minimum 1) and this pool increases by 5 + his Constitution modifier per level thereafter. The pool refreshes once per day when the azure dragoon rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the azure dragoon’s current and maximum stamina pool and most sustained modes stack. If the character has a stamina pool from another class, he then only increases his stamina pool by 5 + his Constitution modifier per level instead.

Some talents are activated as a sustained mode. When activated, these talents both consume stamina and reduce the user’s maximum stamina by the listed amount. While active, they provide their listed bonuses until the user deactivates them as a free action, falls unconscious, or dies, at which point the reduction to the user’s maximum stamina is removed. Multiple sustained mode talents may be used at the same time as long as the user has enough stamina, though some talents may specify others that they cannot be used with.

By spending 5 stamina points, the azure dragoon can do one of the following:

  • Increase his speed by 10 feet for 1 round, or
  • Delay and suppress his fatigue or exhaustion for 1 round, or
  • Increase one saving throw by +1 for 1 round.
  • Each of these powers is activated as a swift action.

    Talent Trees
    The azure dragoon gets access to the azure dragoon talent tree from below. At 2nd level and every two levels thereafter, the azure dragoon chooses to learn one talent from the talent tree below or an acrobatic talent from the dragoon’s list of acrobatic talents. The azure dragoon may pick up Extra Acrobatic Talent feats to select these talents. Weapon Requirement: Any polearm or spear.

    Elusive Jump
    At 11th level, when the azure dragoon would be targeted by a melee attack, he may, as immediate action, jump back 10-feet that does not provoke attacks of opportunity. He gains a +2 dodge bonus to AC against the attack made against him when using elusive jump. He may use this ability a number of times per day equal to 3 plus his Constitution modifier.

    Shaft Trip
    Beginning at 1st level, a dragoon treats spears, lances, and polearms as trip weapons.

    Balanced Stride
    At 2nd level, the dragoon gains a +1 bonus on Acrobatics checks to avoid attacks of opportunity. This bonus increases by 1 for every four dragoon levels he has beyond 2nd.

    Armor Training
    At 3rd level, a dragoon learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, 15th, and 19th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed.

    In addition, a dragoon can also move at his normal speed while wearing medium armor. At 7th level, a dragoon can move at his normal speed while wearing heavy armor.

    Steadfast Pike
    At 3rd level, a dragoon gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear, lance, or polearm. The bonus increases by +1 for every four levels beyond 3rd.

    Hardy Landing
    At 4th level, the dragoon becomes skilled at diving through the air after a high jump and absorbing the impact of the long fall. When first using this ability, the dragoon takes damage as if the fall were 20 feet shorter than it actually is. The dragoon’s ability to absorb his fall improves with his dragoon level, allowing them another 10ft every 2 levels after 4th, until at 20th level he can fall any distance without harm.

    Vault
    Spears, lances, and polearms are more than just weapons to a dragoon. Beginning at 4th level, a dragoon gains a +10 circumstance bonus to Acrobatics skill checks when making a long jump while utilizing a spear, lance, or polearm in their jump.
    This does not stack with any other circumstance bonus given from using their weapon, or tools, such as from a Totem Spear.

    Dragoon Training
    At 5th level a dragoon gains a +1 bonus on attack and damage rolls with spears, lances, and polearms. This bonus increases by +1 for every five levels beyond 5th.

    Pike Charge
    At 5th level, a dragoon learns to make more accurate charge attacks with spears, lances, and polearms. He receives a +4 bonus on melee attacks when charging with a spear, lance, or polearm (instead of the normal +2). In addition, the dragoon takes no penalty to his AC after making a charge attack with a spear, lance, or polearm.

    Fighter Training
    Starting at 7th level, a dragoon counts half his total dragoon level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

    Spinning Lance
    At 7th level, a dragoon may alternate attacks with the piercing head of his lance or polearm with reach, or with the butt end (treat as a club) against adjacent targets. Unlike a double weapon, the masterwork quality and magical special abilities apply to both ends of the lance or polearm, except for those weapon special abilities that apply only to edged weapons.

    Sweeping Fend
    At 9th level, a dragoon receives a +4 bonus to his CMD when resisting bull rush or trip attempts while wielding a spear, lance, or polearm.

    Tail Sweep
    At 9th level, a dragoon is able to use his weapon in the same way a dragon uses its tail. A dragoon may make a tail sweep action as a full-round action. To do so, he chooses 3 consecutive squares he threatens and rolls damage normally for the weapon (which must be a spear, polearm, or lance) in use. Each character, friend or foe, in the affected area, rolls a Reflex save (DC 10 + half of the dragoon’s level + his Strength modifier) or fall prone. This attack is effective against enemies the same size or smaller than the dragoon. If the attack strikes any enemy larger than the dragoon, the attack does damage as normal, but becomes immune to the knockdown effect. At 14th level, the dragoon affects all squares he threatens with tail sweep. The dragoon may use this ability a number of times per day equal to 3 + his Strength modifier.

    Agile Charge
    At 11th level, a dragoon takes no penalties caused by difficult terrain while charging. His movement is still hampered by obstacles, poor visibility, and other conditions. This ability doesn’t allow him to move through impassible terrain.

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    Created by

    Ayydam.

    System

    Pathfinder 1e

    Statblock Type

    Character Sheet

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