- George Hennix, Limit Dragoon of the Brazen OrderEons ago a small group of people made a pact with the ancient powerful beings known as dragons. The dragons granted them their strength and a spiritual link with themselves, allowing the people to use extraordinary abilities. They became incredible jumpers, leaping high with the sky as their only limit. They founded an order of knights, and became known as the Limit Dragoons.
As a limit warrior, the limit dragoon best make sure to stay buddies with a healer, as he’ll be taking plenty of damage, which he actually needs if he wishes to use Limit Breaks. Limit dragoons are incredible jumpers, and pair up with or against dragons nicely thanks to their abilities.
Abilities: You benefit from a high Constitution for more hit points. The more damage you take the more you can use your Limit Breaks. Strength is also important to deal more damage and for higher jumps. A small amount of Limits use your Wisdom score.
Races: Limit dragoons aren’t a really common class, with only humans, elves and kobolds having a noteworthy number amongst them. A small number of Thri-Kreen Limit Dragoons have become true legends among the people of the desert.
Alignment: Most dragoons have a tendency towards lawfulness, and some lean towards neutrality, mostly because they worship Bahamut, Tiamat and Sardior, but they can be of any alignment.
Starting Gold: 5d4x10 (125 gp).
Starting Age: As Ranger
Class Skills
The limit dragoon’s class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcane) (Int), Perception (Wis), Ride (Dex), Survival (Wis), Use Magic Device (Cha).
Skills Per Level : 4 + Int
Hit Dice: d12
Level | BAB | Fort | Ref | Will | Special | Limits Known | Highest Limit Level |
---|---|---|---|---|---|---|---|
1st | +1 | +2 | +0 | +2 | Lancet (+1d6), Limit Gauge, Leap of Faith | 1 | 1 |
2nd | +2 | +3 | +0 | +3 | Dragon Companion (1 HD), Draconic Vigor | 2 | 1 |
3rd | +3 | +3 | +1 | +3 | Lancet (+2d6), Uncanny Dodge | 2 | 1 |
4th | +4 | +4 | +1 | +4 | Dragon Companion (2 HD) | 3 | 2 |
5th | +5 | +4 | +1 | +4 | Lancet (+3d6) | 3 | 2 |
6th | +6/+1 | +5 | +2 | +5 | Dragon Companion (3 HD) | 4 | 2 |
7th | +7/+2 | +5 | +2 | +5 | Improved Uncanny Dodge, Lancet (+4d6) | 4 | 2 |
8th | +8/+3 | +6 | +2 | +6 | Dragon Companion (4 HD) | 5 | 3 |
9th | +9/+4 | +6 | +3 | +6 | Lancet (+5d6) | 5 | 3 |
10th | +10/+5 | +7 | +3 | +7 | Dragon Companion (5 HD), Safe Landing | 6 | 3 |
11th | +11/+6/+1 | +7 | +3 | +7 | Lancet (+6d6) | 6 | 3 |
12th | +12/+7/+2 | +8 | +4 | +8 | Dragon Companion (6 HD), Stalwart | 7 | 4 |
13th | +13/+8/+3 | +8 | +4 | +8 | Lancet (+7d6) | 7 | 4 |
14th | +14/+9/+4 | +9 | +4 | +9 | Dragon Companion (7 HD) | 8 | 4 |
15th | +15/+10/+5 | +9 | +5 | +9 | Lancet (+8d6) | 8 | 4 |
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Dragon Companion (8 HD) | 9 | 5 |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Lancet (+9d6) | 9 | 5 |
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Dragon Companion (9 HD) | 10 | 5 |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Lancet (+10d6) | 10 | 5 |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Berserk, Dragon Companion (10 HD) | 11 | 6 |
Weapon Proficiencies: Limit dragoons are proficient with all simple weapons, the short sword and all martial reach or polearm weapons. They're also proficient with all light, medium and heavy armour, but not shields.
Limit Gauge:
Limit dragoons use their Limit Break ability by depleting their Limit Gauge. Your Limit Gauge begins at zero. As you take damage, you add whatever amount of damage you took to your Limit Gauge. For example, if Kain takes 14 damage, he would add that to whatever he already had in his Limit Gauge. The maximum amount that your Limit Gauge can go to is your level times 10, to a max of 200 at level 20. Your limit gauge refreshes back to zero at each dawn, regardless of whether you've rested or not.
When you use your Limit Breaks, subtract the cost of the Limit Break from your total. For example, Kain uses a second level Limit Break, which costs 10 points. If he had 42 points before using it, he now has 32. You only count damage taken in battle towards your Limit Gauge, not damage from other sources. Therefore, you don't add damage taken from a fall or bashing your head into a wall.
Limits Known:
A limit dragoon begins play knowing only one Limit Break. He learns another Limit Break at every even numbered level. He can use any Limit Break he knows at any time as long as he can pay for it from his Limit Gauge. First level Limits cost 5 points, second level Limits cost 10, third level Limits cost 20, fourth level Limits cost 40, fifth level Limits cost 80, and sixth level limits cost 160.
Highest Limit:
Limit dragoon know only first level Limit Breaks when they begin play. At every fourth level, the highest level they can use is increased by one (Level 2 at Class Level 4, 3 at level 8, 4 at level 12, 5 at level 16, and 6 at level 20). When a Limit Dragoon member learns a new Limit Break, he can choose the highest level he knows or any Limit Break lower.
Leap of Faith:
A limit dragoon adds his class level to any Athletics checks made to jump and all jumps made by a limit dragoon count as running jumps. In addition, armour check penalties no longer apply to his Athletics checks.
Lancet:
A limit dragoon can, as a full round action, make an Athletics check to jump high into the air and attack an opponent within an amount of feet of his starting position equal to his base land speed. However, he can only do this while wielding a polearm weapon two-handed and he must have a target to use Lancet. He deals +1d6 lancet damage for every 10 points of his Athletics check result. In order to perform the Lancet, his Athletics check must be sufficient to move the distance and over any enemies or obstances in the way.
For instance, if Kain got a Acrobatics check result of 36, he would deal an extra +3d6 lancet damage to his opponent. The maximum extra Lancet damage dice starts at 1d6 and increases by 1d6 every odd limit dragoon level. The limit dragoon still has to make an attack roll to see if he hits his target.
This lancet damage, like sneak attack, is not multiplied on a critical hit. For the purpose of Lancet, Athletics checks made for high jumps count as Athletics checks made for long jumps. Lancet counts as a charge for any effects that would affect a charge. However, opponents do not get attacks of opportunity against you when you use lancet, nor do you get a bonus on attack rolls or a penalty to AC.
Dragon Companion:
At second level a limit dragoon gains a special dragon spirit as a companion. The dragon companion is of Small size and resembles a specific kind of dragon that your order is allied with. Choose one true dragon whose alignment is within one step of yours. You and your dragon companion gain a +2 bonus on all Cha-based checks made against that kind of dragon. Your dragon companion starts out with 1 dragon Hit Die and gains 1 dragon Hit Die once you reach your fourth limit dragoon level, and every 2 limit dragoon levels thereafter. The starting stats for the dragon companion use your own stat array, arranged in any order you choose.
The dragon companion has a movement speed of 30 ft and a fly speed of 50 ft with average maneuverability. It has a natural armour bonus to AC of +2. The dragon companion has low-light vision, darkvision out to 60 feet, natural attacks of a true dragon of its size, and a breath weapon that deals 1d6 points of damage per HD of the dragon (but only 1d4/HD if sonic). Choose one energy type (acid, cold, electricity, fire, sonic). The breath weapon deals damage of this type. The breath weapon is a line of 5ft + 5 ft per HD of the dragon or a cone of 5ft + 5 ft per 2 HD of the dragon (choose one). The dragon companion can use its breath weapon once every 1d4 rounds and the save DC equals 10 + dragon companion’s HD + dragon companion’s Con mod. If the dragon companion ever dies, it can be regained by praying and searching for one for 24 hours, like the druid's animal companion.
Every time your dragon companion gains a Hit Die, it gains a special ability. You may choose from the following list of traits. Unless otherwise specified each trait may only be taken once:
• Adamantine Dragon: If you choose this trait, all natural weapons your dragon companion has are treated as adamantine weapons for the purposes of overcoming damage reduction. Its claws and teeth gain a slight black sheen over them. If you choose this trait you cannot choose the Iron Dragon or Silver Dragon traits.
• Aural: Your dragon companion gains blindsense out to 15 feet. This trait can only be taken if it already has the Dark-Eyed and Light-Eyed traits.
• Arcane Blood: Your dragon companion gains the ability to cast spells as a sorcerer of a level equal to half its Hit Dice. You may not take this trait in combination with Divine Soul or Psychic Mind.
• Aquatic: Your dragon companion gains the water breathing extraordinary ability. It can now breathe underwater indefinitely. It also gains a swim speed equal to its base land speed.
• Breath of Thunder: If you choose this trait, every time your dragon companion hits someone with its breath weapon, they must make a Fortitude save (DC 10 + dragon companion’s HD + dragon companion’s Con mod) or become permanently deafened.
• Burrower: dragon companion gains a burrow speed of 20 feet.
• Celestial Spirit: Your dragon companion’s type changes to Outsider (native) with the appropriate changes to HD size and skill points (it gains an amount of skill points equal to HDx2). Your dragon companion also gains the Celestial template. This trait cannot be taken in combination with the Infernal Spirit traits and you cannot be evil if you wish to take this trait.
• Dark-Eyed: Your dragon companion’s darkvision increases to 120 feet.
• Divine Soul: Your dragon companion gains the ability to cast spells as an oracle of a level equal to half its Hit Dice. You may not take this trait in combination with Arcane Blood or Psychic Mind.
• Flash Breath: If you choose this trait, every time your dragon companion hits someone with its breath weapon, they must make a Fortitude save (DC 10 + dragon companion’s HD + dragon companion’s Con mod) or become permanently blinded.
• Holy Breath: From the moment you choose this trait, your dragon companion’s breath weapon deals half sacred damage and half the damage type it normally dealt. This trait cannot be chosen in combination with the Unholy Breath Trait and you must be nonevil to choose this trait.
• Huge: Your dragon companion increases in size to Huge. It gains +4 Str, +2 Con, +2 Int, +2 Wis, +2 Cha and +3 natural armour. It’s fly speed and maneuverability are unchanged. This trait can only be taken if the dragon companion has 10 HD or more and it must already have the Medium and Large traits.
• Infernal Spirit: Your dragon companion’s type changes to Outsider (native) with the appropriate changes to HD size and skill points (it gains an amount of skill points equal to HDx2). Your dragon companion also gains the Fiendish template. This trait cannot be taken in combination with the Celestial Spirit trait and you cannot be good if you wish to take this trait.
• Intimidating: Your dragon companion gains frightful presence (DC 10 + dragon companion’s HD + dragon companion’s CHA mod).
• Iron Dragon: If you choose this trait, all natural weapons your dragon companion has are treated as cold iron weapons for the purposes of overcoming damage reduction. Its claws and teeth gain an ice-like sheen over them. If you choose this trait you cannot choose the Adamantine Dragon or Silver Dragon traits.
• Large: Your dragon companion increases in size to Large. It gains +4 Str, +2 Con and +2 natural armour. It’s fly speed increases to 150 ft and its maneuverability decreases to clumsy. This trait can only be taken if the dragon companion has 7 HD or more and it must already have the Medium trait.
• Light-Eyed: Your dragon companion’s low-light vision improves greatly. Your dragon companion can now see four times as far as a human in low-light conditions.
• Magical Heart: Your dragon companion gains DR 5/magic and its natural weapons count as magic weapons for the purposes of overcoming damage reduction. This trait can only be taken if you have already taken the Medium trait. This trait can be taken up to four times, each time increasing the DR by 5, for a maximum of DR 20/magic.
• Medium: Your dragon companion increases in size to Medium. It gains +4 Str, +2 Con and +1 natural armour. It’s fly speed increases to 100 ft and its maneuverability decreases to poor. This trait can only be taken if the dragon companion has 4 HD or more.
• Mental Maturity: Choose one mental stat for your dragon companion (INT, WIS or CHA). That stat increases by 1 per 2 Hit Dice of your dragon companion.
• Multi-Headed: Your dragon companion gains an extra head. This extra head can take a standard action every turn but is limited to things a head can do, such as speaking, using a breath weapon, perception checks, manifesting powers, casting stilled spells or using a gaze attack. If a head uses a breath weapon, none of the other heads can use a breath weapon for the next 1d4 turns as normal with one head. This trait can be taken multiple times.
• Psionic Heart: Your dragon companion gains DR 5/psionic and its natural weapons count as psionic weapons for the purposes of overcoming damage reduction. This trait can only be taken if you have already taken the Medium trait. This trait can be taken up to four times, each time increasing the DR by 5, for a maximum of DR 20/psionic.
• Psychic Mind: Your dragon companion gains the ability to manifest powers as a psion of a level equal to half its Hit Dice. You may not take this trait in combination with Arcane Blood or Divine Soul.
• Silver Dragon: If you choose this trait, all natural weapons your dragon companion has are treated as silver weapons for the purposes of overcoming damage reduction. Its claws and teeth gain a slight silver sheen over them. If you choose this trait you cannot choose the Adamantine Dragon or Iron Dragon.
• Speedy: Your dragon companion’s fly speed increases by 100 feet. However, its maneuverability decreases by one step. This trait cannot be taken if its maneuverability is already clumsy.
• Spellcasting Apprentice: Your dragon companion can cast 3 0-level spells from each of the sorcerer and cleric lists at will.
• Stealthy: The shadows seem to welcome your draconic friend, and its steps seem supernaturally silent. Your dragon companion gains a +4 bonus on Stealth checks.
• Telepathic: You gain a telepathic bond with your dragon companion. When you are both on the same plane, you can communicate with each other through your thoughts.
• Transformer: Your dragon companion gains the ability to change itself into a child version of a member of your own race. If the dragon companion is Medium, it instead takes the form of an adolescent. If the dragon companion is Large, it takes the form of an adult. This functions as the alternate form monster ability.
• Unholy Breath: From the moment you choose this trait, your dragon companion’s breath weapon deals half profane damage and half the damage type it normally dealt.
Draconic Vigor:
Starting at second level, a limit dragoon draws strength from his dragon companion to keep fighting in battle. As long as the dragon companion is alive the limit dragoon heals 2 damage for each successful attack he makes in combat. This healing increases by 1 at 5th level and every 5 levels thereafter. When using his lancet ability this healing is doubled.
Uncanny Dodge:
Starting at third level, a limit dragoon can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a limit dragoon already has uncanny dodge from a different class (a limit dragoon with four levels in rogue, for example), he automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge:
A limit dragoon of seventh level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies characters to sneak attack him by flanking him unless the attacker has at least four more HD than the target does.
Safe Landing:
Upon attaining level ten, you can treat large falls as though they were nothing. For every level you have in limit dragoon, you can fall an extra five feet without taking damage. A level 16 limit dragoon would treat falls 80 feet shorter than they actually are, for example.
Stalwart
:
At twelfth level and higher, a Limit Dragoon can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an effect that normally would have a lesser effect on a successful save, he instead can opt to completely negate the effect. An unconscious or sleeping Limit Dragoon does not gain the benefit of stalwart.
Berserk:
Upon reaching level 20, a limit dragoon doubles the amount of damage they recieve when adding it to their Limit Gauge. For example, if Zack takes 54 damage from an attack, he adds 108 points to his Limit Gauge.
PLAYING A LIMIT DRAGOON
"A fire burns within my soul. The roaring fire of a dragon."
A limit dragoon is not a very common figure in everyday society, but they are easily recognizable. In that manner, one could compare them to paladins, but with an allegiance to dragons rather than The Seven Mounting Heavens of Celestia. To people not an enemy, the limit dragoons are heroic figures that can provide great aid. Several orders of dragoons exist, each allied with a certain kind of dragon, such as the Order of the Platinum Scale, which is allied with gold, silver and bronze dragons, and the Order of Black Horn, which is an evil order allied with the chromatic dragons. Members of these orders often wear armour in the colours of their dragon allies, sometimes even dragonscale armour to further their connection with the draconic. Some evil limit dragoons choose for their dragon companion to have five heads as a sign to show their devotion to Tiamat.
Other Classes: You get along with all sorts of other classes. Limit dragoons like to stay friendly with clerics who can constantly heal their wounds so that they can fill up their Limit Gauges without having to worry about being too low on HP. You also enjoy the company of magic users whose magic abilities can provide some good assistance, especially sorcerers because you feel a kinship with them due to their link with dragons. And of course you also don’t mind the help other combat classes can provide you to take a foe down.
Combat: Limit dragoons stay in the front lines, voluntarily taking the brunt of damage so they can fill up their Limit Gauge. You use your evasive abilities to avoid taking too much damage if you start to get low on health or if your Limit Gauge is full. Your Limit Breaks are useful for dealing larger amounts of damage than normally to end the battle more quickly.
Advancement: If your focus is on Limit Breaks, a good idea might be to go for the whole 20 levels for the Berserk ability. It will ensure that you can use Limits as often as you want. Otherwise, combat should be your main focus, with support coming from your dragon companion. Barbarian is always a good choice so you can rage to gain extra strength and hit points. Some ranger levels with dragons as a favoured enemy would combine great with the limit dragoon.
NPC Reaction
Common folk can easily recognize a limit dragoon by their dragon companion. Most people fear or respect limit dragoons for their connection with dragons, and the ones that are allied with chromatic dragons are especially feared due to their great cruelty and cunning. Some charismatic dragoons turn out to be great leaders and often rule lands bordering dragon territories, either because they are allied with the dragons, or because they fight against them.
NEW FEATS
A Stick has Two Ends
You have trained with reach weapons a lot, and learned to make good use of both ends.
Benefit: You may use reach weapons as double weapons. The second end deals damage as a club and threatens 5 ft around you.
Alley-Oop!
Prerequisites: Lancet class feature, Dex 13
Your teammates know you well enough to know when they may need to provide an extra boost in height.
Benefit: When making an Athletics check to jump, including for a Lancet, if you pass directly through an ally's' threatened area (including the area above them) they may boost your jump as an immediate action. This allows you to make a new check and travel from the point you were boosted. Each time you are boosted the total distance you may jump that round increases by 1/2 your land speed.
Special: For someone to assist you with this, you must have used Lancet in at least 5 encounters with them.
All the Way Through
Through a strong and more well-positioned leap and aim of your weapon, you create a lot of gore as you pierce your enemy’s body.
Prerequisite: Lancet +5d6, Power Attack
Benefit: By taking a -20 penalty on your Athletics check, your successful Lancet deals 1d4 Con damage to your target in addition to the normal damage. You can’t use this feat more than once per day on the same target.
Bouncing Off the Walls
Prerequisite: Lancet class feature, New Gravity limit break
When making grand leaps in confined spaces, you use your momentum and the walls to your advantage.
Benefit: When you have the New Gravity limit break active, if you make a Lancet attack, the bonus increases by one die type when leaping from a wall or ceiling (+1d8 instead of +1d6). If the ceiling is more than 30 feet above your target, increase the die type by two.
Distant Lancet
With a little bit of a start, you managed to hit from further away
Benefit: You can, as part of your Lancet, move up to your movement speed in a straight line towards your target before making your jump. You get a +4 bonus on your Athletics check and can hit your target if it is within a distance of twice your base land speed away from the position you were at when you jumped.
You can only use this feat while wearing light or no armour.
Draconic Bond
Prerequisites: Dragon companion class feature, level 3rd
Benefit: Your dragon companion gains an additional hit die, to a maximum of your character level. This does not grant it any additional special abilities, but otherwise counts as a hit die for all effects such as breath weapon, base attack bonus, or ability prerequisites.
Special: You may take this feat multiple times, but your dragon companion's hit dice can not exceed your character level.
Dragoon Arcanist
Prerequisites: Dragon companion class feature, must have a familiar, level 3rd
Benefit: Your familiar leaves you and instead your dragon companion gains the benefits your familiar would get. If your effective sorcerer/wizard level for purposes of determining the strength of your familiar increases, so do the benefits your dragon companion gets. Your dragon companion additionally gains 1 hp per Limit Dragoon level you have and you gain a +3 bonus to Perception checks while your dragon companion is within 5 ft of you.
Dragoon of Nature
Prerequisites: Animal companion class feature, dragon companion class feature, level 3rd
Benefit: Your animal companion leaves you and instead your dragon companion gains the benefits your animal companion would get. If your effective druid level for purposes of determining the strength of your animal companion increases, so do the benefits your dragon companion gets. The dragon companion uses the animal companion hit dice if it is higher, and they count as dragon hit dice, but it does not change its breath weapon or special abilities.
Extra Limit Known
Prerequisite: At least one Limit Known
Benefit: You gain an additional limit known, up to the maximum level you currently have available.
Knock Out the Magic
Your weapon has been infused with the magic in the blood of those it has pierced, which you can use to your advantage.
Prerequisite: Lancet +4d6, Knowledge (arcane) 1 rank
Benefit: By taking a -20 penalty on your Athletics check, your successful Lancet lowers a target’s spell resistance by 5 (minimum 0) for 10 rounds if you hit. If you use this feat a second time on a target before 10 rounds have elapsed, the duration resets, but the penalty does not stack.
Made Holey
Your aim is amazing and you can strike precisely to impede your targets more.
Prerequisite: Lancet +4d6
Benefit: By taking a -15 penalty on your Athletics check, your successful Lancet imposes a -4 penalty to the target's Strength and Dexterity for eight hours.
A Dragoon of Order is one who gives up some of their draconic connection and instead bonds with a Cavalier Order.
This archetype replaces the Dragon Companion class feature and all hit dice increases to the Dragon Companion.
Challenge: At first level the Dragoon of Order gains the Challenge ability. Once per encounter, as a free action, the Limit Dragoon may challenge an enemy he can see within 60 feet. He announces in some way his intent to slay the target, and the Challenge lasts for the encounter. A challenged target generates twice as much limit gauge when damaging the Limit Dragoon, and his Order and Draconic Vigor adds additional abilities to it (see below). You gain an additional use of Challenge per encounter at levels 6, 12, and 16. You may only have one target challenged at a time. The Dragoon of Order may take feats or use items that affect the Cavalier/Samurai challenge ability, and uses Wisdom in place of Charisma for any related effects. They do not otherwise gain any other function or effect of those abilities.
Order: At second level the Dragoon of Order gains the Order ability. Each Order adds an additional effect to their Challenge ability, and comes with new features as they advance in level. The Order ability that is normally gained at level 15 is instead gained at 14. Any Order ability that affects the Cavalier's mount or other class features the Dragoon lacks will instead need to be changed on a case by case basis.
Draconic Vigor: A Dragoon of Order gains strength from fighting his chosen foe. Starting at second level, a Limit Dragoon heals 2 damage for each successful attack he makes in combat against a challenged foe. This healing increases by 1 at 5th level and every 5 levels thereafter. When using his lancet ability this healing is doubled. This alters and replaces the Draconic Vigor ability.
A Martial Dragoon trains to use combat spheres at the cost of their dragon companion.
Proficiencies: Martial Dragoons are proficient with simple weapons, as well as light armor and all martial reach or polearm weapons. In addition, if this is this character's first level in any class, they may select a martial tradition of their choice.
This modifies weapon and armor proficiencies.
Lancet: The Martial Dragoon's Lancet counts as an attack action instead of a charge. It also counts as jumping for the purpose of the Athletics sphere.
This alters Lancet, but does not make it incompatible with other archetypes which replace Lancet.
Combat Training (Ex): A Martial Dragoon is considered an adept practitioner, gaining spheres and talents as appropriate. Martial Dragoons use Constitution as their practitioner modifier.
This replaces Dragon Companion and all hit dice increases to it.
Martial Vigor: Starting at second level, a Martial Dragoon has a remarkable ability to sustain themself in battle. They heal 2 damage for each successful attack they make in combat. This healing increases by 1 at 5th level and every 5 levels thereafter. When attacking a battered target with an attack action or attack of opportunity, this healing is doubled.
This replaces Draconic Vigor.
Motion Lancet: At 7th level, the Martial Dragoon gains the Athletics sphere as a bonus talent, and may choose to provoke attacks of opportunity when using their Lancet ability, such as for the purposes of (motion) talents, and may use their Athletics in place of Acrobatics for avoiding attacks of opportunity. Athletics used in this way does not add any bonuses specific to jumping, such as from a high base speed.
This replaces Improved Uncanny Dodge.