Dragoon Job

Dragoon

"I welcome you to try. You're not the only one who can ride the wind!"

Whether they are seen as traveling nomads or esteemed members of the army, Dragoons are easily recognizable by their dragon-like armor, crafted to show their resemblance to their dragon counterparts. Often seeking to reach new heights, many Dragoons have gone on a training ordeal at some point in their life, jumping to the highest of mountains, sometimes even befriending a wyvern along the way. Throughout history, many Dragoons have taken the surname of Highwind upon themselves, to show their respect to the man who first befriended the wyverns. Or so the legends say.

Dragoons are special knights that are best known for their trademark spears. Using their long reach, a skilled Dragoon can carefully thrust through enemy lines, effectively taking out enemy magic users through selected targeting or MP draining techniques. One of their most commonly used abilities is Jump, which allows the Dragoon to do an aerial attack for moderate damage while still gaining a defensive advantage from being off of the field. With a bit of planning and a touch of intuition, the Dragoon can avoid the brunt of dangerous attacks. At times however, the Dragoon is left in a position where jumping would leave their weaker allies open to attack. Using their breath attacks, the Dragoon can hold back waves of enemies while their allies fight safely from the back row.

+4 ATK +3 VIT 0 SPD +3 MAG 0 SPR +70 HP +30 MP

Equipment

Sword, Spear, Heavy Armor, Shield

Bare

Strength: Heavy, Critical 2, Skewer
Blocking: Sealed (Evasion)
Defense: Heavy
Style: Magical
Bonus: Pick one set

Set 1 Resist Debrave 4, Resist Lock 4
Set 2 Resist Defaith 4, Resist Imperil 4

Dragon Skill

Jump

AP: 100
Type: Action
Jump
Technique, Stance
Target: Self
60D F40

Jump Landing
Technique, Weapon
Target: Single
60D F20

Jump is performed as two actions. When the Dragoon first uses Jump (60D F40), they leap off the battlefield and cannot be targeted by any action. They remain in the air until their next action, upon which the Dragoon immediately lands (60D F20), weapon-first, on the target, dealing weapon damage with a x1.5 Power multiplier. If the Dragoon is equipped with a spear, the power multiplier is x2 instead. Jump is Ranged, no matter which weapon is used to perform it. In the Remodeling and Bare systems, rather than needing to equip "Spears" for the damage boost, they need only have a Heavy strength.
CoS: 80

Boost Jump

AP: 100
Boost Jump
Type: Action
Technique, Stance
Target: Self
80D F60

Boost Jump Landing
Type: Action
Technique, Weapon
Target: Single
40D F15

Boost Jump is performed as two actions. When the Dragoon first uses Boost Jump (80D F55), they leap off the battlefield and cannot be targeted by any action. They remain in the air until their next action, upon which the Dragoon immediately lands (40D F15), weapon-first, on the target, dealing normal weapon damage. If they Dragoon is equipped with a spear, the damage receives a power multiplier of x1.5 instead. Boost Jump is Ranged, no matter which weapon is used to perform it. In the Remodeling and Bare systems, rather than needing to equip "Spears" for the damage boost, they need only have a Heavy strength.
CoS: 100

Trance Jump

AP: 100
Type: Action

Trance Jump
Technique, Stance
Target: Self
60D F30 MP: 110

Trance Attack
Technique, Weapon
Target: Group
60D F20

Jump is performed as two actions. When the Dragoon first uses Trance Jump (60D F30), they leap off the battlefield and cannot be targeted by any action. They remain in the air until their next action, upon which the Dragoon uses Trance Attack, which deals weapon damage to the entire group, but is calculated using the Dragoon's MAG score rather than ATK, and deals Magical damage rather than Physical. The Dragoon then immediately lands and returns to the field of battle. Trance Jump is Ranged, no matter which weapon is used to perform it.
CoS: 100
Adjustment: +36 MP per tier above 1.

Lancet

AP: 100
Type: Action
Technique, Weapon, Drain
Target: Single
[W]D F[W] MP: 30

The Dragoon's weapon glows red for a moment, then strikes into an enemy with intent to siphon its energy. Lancet deals weapon damage with a x0.66 Power multiplier to both the targets HP and weapon damage with a x0.33 power multiplier to the targets MP. Any damage dealt is then drained to the Dragoon, restoring his HP and MP by the indicated amounts.
CoS: 80
Adjustment: +10 MP per tier above 1.

White Draw

AP: 100
Type: Action
Technique, Weapon, Drain
Target: Single
[W]D F[W] MP: 30

The Dragoons weapon glows white for a moment before they strike at a foe, pulling mana out of it and sending it spiraling through his parties formation. White Draw inflicts normal weapon damage, but to the target's MP. Any damage dealt is divided by the number of member of the party, and all members have that much MP restored.
CoS: 80
Adjustment: +10 MP per tier above 1.

Reis' Wind

AP: 100
Type: Action
Magic, Spell, Enhancement: Regen
Target: Group
50D F20 MP: 108

Bestows Regen (4) on the party.
CoS: 100
Adjustment: +36 MP per tier above 1.

Fire Breath

AP: 100
Type: Action
Magic, Elemental: Fire
Target: Group (Row, Special)
60D F20 MP: 90

The Dragoon ignites the ground with a spray of blazing fire. Fire Breath inflicts (10 x MAG + 1d10) magical Fire damage to a row - the enemy front row, if the Dragoon is in the back row, and the enemy back row, if the Dragoon is instead in the front row. If only one row remains, Fire Breath targets that row.
CoS: 100
Adjustment: +30 MP, +5 Power and per tier above 1.

Ice Breath

AP: 100
Type: Action
Magic, Elemental: Ice
Target: Group (Row, Special)
60D F20 MP: 90

The Dragoon exhales a gout of icy fog, which fans out along the ground before exploding into jagged shards. Ice Breath inflicts (10 x MAG + 1d10) magical Ice damage to a row - the enemy front row, if the Dragoon is in the back row, and the enemy back row, if the Dragoon is instead in the front row. If only one row remains, Ice Breath targets that row.
CoS: 100
Adjustment: +30 MP, +5 Power per tier above 1.

Lightning Breath

AP: 100
Type: Action
Magic, Elemental: Lightning
Target: Group (Row, Special)
60D F20 MP: 90

The Dragoon exhales a carpet of crackling stormcloud, which sparks with lightning. Lightning Breath inflicts (10 x MAG + 1d10) magical Lightning damage to a row -
the enemy front row, if the Dragoon is in the back row, and the enemy back row, if the Dragoon is instead in the front row. If only one row remains, Lightning Breath targets that row.
CoS: 100
Adjustment: +30 MP, +5 Power per tier above 1.

Holy Breath

AP: 100
Type: Action
Magic, Elemental: Holy
Target: Group (Row, Special)
60D F20 MP: 90

The Dragoon fires a blazing ray of energy from his jaw, carving a sweeping path along the ground. Moments later, the earth bursts forth with sacred energy - Holy Breath inflicts (10 x MAG + 1d10) magical Holy damage to a row - the enemy front row, if the Dragoon is in the back row, and the enemy back row, if the Dragoon is instead in the front row. If only one row remains, Holy Breath targets that row.
CoS: 100
Adjustment: +30 MP, +5 Power per tier above 1.

Supports

Deathblow (Innate)

AP: 150
Type: Support

Anytime the Dragoon hits an enemy with an ability that deals direct damage and the target's HP is in the SOS range after damage is resolved, there is a 50% CoS that the enemy will instantly be KOd. Deathblow is not effected by Death Resistance (as it is not a Death Effect), but only has a 30% CoS of working against enemies with Death Immunity, rather than 50%.

Long Reach

AP: 150
Type: Support

The Dragoon is capable of using any weapon from the Back row with no penalty, and suffers no penalty to hitting targets in the back row with any weapon as well.

Reaction

Dragonheart

AP: 150
Type: Reaction
Trigger: The Dragoon receives damage from an action.

Dragoons are tenacious and hard to fell - Dragonheart grants Reraise (U). Once Dragonheart successfully activates, it will no longer trigger in that battle.
CoS: 100

Traits

Swift Jump

AP: 50
Type: Trait

Reduce the Delay on the initial action from Jump by 3.

Swift Boost Jump

AP: 50
Type: Trait

Reduce the Delay on the landing from Boost Jump Attack by 3.

Potent Trance Jump

AP: 50
Type: Trait

Apply a x1.1 Power multiplier to the Power and MP cost of Trance Jump.

Relaxed Lancet

AP: 50
Type: Trait

Reduce the MP cost of Lancet by 10%.

Superior White Draw

AP: 50
Type: Trait

When calculating the amount of MP restored to each party member, act as if the party size was smaller than it actually is by 1 PC.

Potent Fire Breath

AP: 50
Type: Trait

Apply a x1.1 Power multiplier to the Power and MP cost of Fire Breath.

Potent Ice Breath

AP: 50
Type: Trait

Apply a x1.1 Power multiplier to the Power and MP cost of Fire Breath.

Potent Lightning Breath

AP: 50
Type: Trait

Apply a x1.1 Power multiplier to the Power and MP cost of Lightning Breath.

Potent Holy Breath

AP: 50
Type: Trait

Apply a x1.1 Power multiplier to the Power and MP cost of Holy Breath.

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