Dragoons train to fight dragons, to defend their home by soaring the skies to attack their foes. Some befriend dragons. Some try to fight like them. Some obtain a bond with a dragon through their aether, such as through their body parts, or giving a dragons blessing or power at birth. Whatever the circumstance these dragoons are called Azure Dragoons.
The azure dragoon is an archetype of the dragoon class. This archetype attempts to replicate features from Final Fantasy XIV‘s version of the dragoon class (and by extension, the character Estinien Varlineau from that title).
Archetype Main Ability Scores:
The azure dragoon mainly focuses on STR/DEX for martial combat and STR, DEX, and CON for their class features.
Archetype Feature Replacements:
1st – Limit Breaks. 3rd – Lancet. 5th – Dragon’s Breath. 9th – Wall Jumping. 11th – Dragon Sight. 13th – Multi-Jump. 20th – Master Dragoon.
Limit Break (Su)
At 1st level, the azure dragoon receives the Limit Break (Life of the Dragon).
Life of the Dragon (Su): This Limit Break grants the azure dragoon the ability to use blood of the dragon abilities without expending dragon blood for a duration of 1 round + 1 round per four dragoon levels after 1st. This limit break requires only a swift action.
This ability replaces the Limit Break (Bahamut Scales).
Geirskogul (Su)
At 3rd level, the azure dragoon can pour the dragon’s power into a single thrust, sending out a wave of energy to blast his foes. By spending 1 point of dragon blood 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.
At 6th level, he may use Geirskogul as part of a charge when he long jumps.
This ability replaces lancet.
Battle Litany (Ex)
At 5th level, by spending 1 point of dragon blood as a standard action, the azure dragoon can impart a portion of a dragon’s might upon himself and all allies’ within 15 feet. Affected creatures have their melee weapons attacks’ critical range increased by 1 for a number of rounds equal to the dragoon’s level. This effect is applied last, after any modifiers (after Keen, Improved Critical, etc).
This ability replaces dragon’s breath.
Spineshatter Dive (Ex)
At 9th level, by spending 1 point of dragon blood as part of his dive attack action, the azure dragoon empowers his ensuing dive attack to also deliver a powerful kinetic jolt, wracking the nerves of his target. If the dive attack hits, the target takes Deadly Lancer damage and must make a Fortitude save (DC 10 + half of the dragoon’s level + his Strength modifier) or be inflicted with the Stunned status effect for 1 round. If the target passes the Fortitude save they are instead inflicted with the Staggered status effect for 1 round. A dive attack can only be augmented by one ability at a time.
This ability replaces wall jumping.
Dragon Sight (Ex)
At 11th level, by spending 1 point of dragon blood as a swift action, the azure dragoon creates a magical tether between himself and an ally within 20 feet, granting both of them a +1 insight bonus to attack and damage rolls for every 3 levels the dragoon possesses. If either the dragoon or his tethered ally starts or ends their turn more than 20 feet apart from the other, the tether breaks, immediately ending the bonuses for both of them. This effect lasts for a number of rounds equal to the dragoon’s level.
This ability modifies dragon sight.
Mirage Dive (Ex)
At 13th level, by spending 1 point of dragon blood as a standard action, the azure dragoon conjures a mirage of himself in an open square within 30 feet, which may persist for a number of rounds equal to the azure dragoon’s level. Upon commanding the image with a move action, it may perform a high jump to dive attack or a long jump charge to strike an eligible target from its location. If a high jump was chosen, reduce the Acrobatics skill check DC multiplier to 1 for that high jump. Because this image is effectively incorporeal, it is not affected by environmental limitations (low ceilings, walls, etc), but the azure dragoon must still have vision of the target. Any abilities that augment a dive attack are not applicable to the mirage. The azure dragoon may only have one mirage active at a time, with it dissipating after its attack is resolved.
This ability replaces multi-jump.
Highwind (Ex)
At 20th level, the azure dragoon has mastered Geirskogul and his dragon’s power, becoming completely attuned to the dragon. The azure dragoon may concentrate Geirskogul into piercing shots from his polearm, making a ranged touch attack against any enemy within 30-feet, if successful, they take Geirskogul damage. If the azure dragoon confirms a critical hit with this attack, the target is stunned for 1d4 rounds. A Fortitude save (DC 20 + the azure dragoon’s Strength modifier) reduces this to staggered for 1d4 rounds.
This ability replaces master dragoon.