Dragoon

Dragoon_concept_art.jpg
Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.
Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every onze of their bodies behind the blow. It is this penetrative power that characterizes the dragoon.

Dragoons are the highly skilled lancers of the nation of Ishgard, extraordinary dragon hunters and slayers. Their inner power is focused into feats of supreme agility, including jumps so high they appear to be flying. Most possess obscure knowledge of the weaknesses of their foes, and some are even capable of taming lesser dragons for use as mounts. Their training favors intricate armor that pairs freedom of movement with the hardness of metal. Nearly all Dragoons wield long spears capable of piercing to the vitals of the huge beasts they hunt. Others who follow the way of the Dragoon include the lancers, defenders of Gridania. Many members of Ul’dah’s militia were trained in the way of the spear as well, and more than a few of Limsa Lominsa’s ship captains have given pirates a nasty surprise a their capabilities with a harpoon.

Class Skills:
Athletics, Dodge, Melee, War, Thrown, Ride, Lore, Survival

Anima Effects:
For 5 motes, the Dragoon may ignore (Essence or 3) penalties to a Dodge or Athletics roll related to terrain. This also allows a dragoon to apply his Evasion against attacks where he normally could not move enough to Evade, and dodge Undodgeable attacks (provided there is room to leap away).
For 10 motes, the Dragoon may touch an Essence 1-3 dragon or other magical beast, joining its soul to hers. Roll Intelligence+Lore (for intelligent beasts) or Charisma+Survival (for magical animals). If successful, this makes the creature a familiar for the purposes of Survival Charms. In addition, the Dragoon may call to the creature for three motes, and it will arrive as soon as it is capable.
For 10 motes, all of the Dragoon’s combat and movement Charms with outstanding reset conditions are automatically reset. This effect can only be used once per day, becoming available again at sunrise.

Dragoon Class Charms enhance agility and allow impressive leaps, as well as skillfully concentrating power at a point for heavy damage.

Dragoon

Eorzea Reborn Maegis