|Dragoons are noble warriors, fierce fighters, and knights who don’t always follow the rules. They are often found leading elite units into battle or leaping over the heads of lesser soldiers into the fray. Dragoons are known for their astronomical jumping abilities mysteriously taking out enemies from the sky before even being seen. Dragoons also develop a special bond with dragons and master all abilities in the heaviest of armors, allowing them to execute maneuvers in battle other warriors can only dream of.|
|Role: Dragoons tend to be on the front-
|Hit Die: d10|
|Starting Wealth: 5d6 x 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.|
The dragoon’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Perform (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
|Skill Points Per Level: 2 + Int modifier|
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+1||+2||+2||+0||Deadly Lancer +1d6, Jump, Limit Breaks|
|3rd||+3||+3||+3||+1||Armor Training, Steadfast Pike|
|4th||+4||+4||+4||+1||Deadly Lancer +2d6, Hardy Landing (20 ft.)|
|5th||+5||+4||+4||+1||Dragoon Training (+1)|
|6th||+6/+1||+5||+5||+2||Hardy Landing (30 ft.), Fighter Training|
|7th||+7+2||+5||+5||+2||Deadly Lancer +3d6, Tail Sweep|
|8th||+8/+3||+6||+6||+2||Hardy Landing (40 ft.)|
|10th||+10/+5||+7||+7||+3||Deadly Lancer +4d6, Hardy Landing (50 ft.), Dragoon Training (+2), Springing Charge|
|12th||+12/+7/+2||+8||+8||+4||Hardy Landing (60 ft.)|
|13th||+13/+8/+3||+8||+8||+4||Deadly Lancer +5d6, Shellbreaker|
|14th||+14/+9/+4||+9||+9||+4||Hardy Landing (70 ft.)|
|15th||+15/+10/+5||+9||+9||+5||Swoop of the Dragon, Dragoon Training (+3)|
|16th||+16/+11/+6/+1||+10||+10||+5||Deadly Lancer +6d6, Hardy Landing (80 ft.)|
|18th||+18/+13/+8/+3||+11||+11||+6||Hardy Landing (90 ft.)|
|19th||+19/+14/+9/+4||+11||+11||+6||Deadly Lancer +7d6, Pike Defense|
|20th||+20/+15/+10/+5||+12||+12||+6||Hardy Landing (any), Dragoon Training (+4), Leaping Charge|
All of the following are class features of the dragoon.
Weapon and Armor Proficiency
A dragoon is proficient with simple weapons, all spears, lances, and polearms. They are also proficient with all armor (light, medium, and heavy) but not with any shields.
Limit Breaks (Su)
At 1st level, the dragoon receives the Limit Breaks (Falling Meteor and Lancet).
Falling Meteor (Su): This Limit Break allows the dragoon to make a giant leap to crash like a meteor upon his enemies within 60 feet, affecting a 20-
Lancet (Su): This Limit Break causes any attacks the dragoon makes that successfully hits to heal him. For the duration of 1 round + 1 round per four dragoon levels after 1st, the dragoon heals for 1d6 points of damage + an additional 1d6 points of damage per four dragoon levels after 1st whenever the dragoon makes a successful attack. Each successful attack deals additional damage equal to the amount healed. This limit break requires only a swift action.
At 1st level, a dragoon trains for years in the ability to leap astounding and nearly supernatural distances, emulating the dragon’s ability to fly. The dragoon adds his dragoon levels to all Acrobatic skill checks for jumping. A 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. A 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 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. A 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 a dragoon is hit in this manner, they fall to the ground prone in the square in front of the creature.
Deadly Lancer (Ex)
At 1st level, the dragoon has learned the technique of the falling from the sky upon their opponents to inflict more damage. Whenever the dragoon jumps at least ten feet from his opponent (vertical or horizontal) and strikes his foe using a spear, lance, or polearm, the dragoon deals an additional +1d6 points of damage. This extra damage is 1d6 when first gained, and it increases by 1d6 with each improvement. If the attack is also a critical hit, the extra damage is not also multiplied. For every 10 feet the dragoon jumps beyond the first 10 feet, the dragoon deals an extra 1d6 points of damage.
Pole Fighting (Ex)
At 2nd level, as an immediate action, a dragoon can shorten the grip on his spear, lance, or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd.
Armor Training (Ex)
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 (Ex)
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 (Ex)
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 until at 20th level he can fall any distance without harm.
Dragoon Training (Ex)
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.
Fighter Training (Ex)
Starting at 6th 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.
Tail Sweep (Ex)
At 7th level or higher, 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 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.
Flexible Flanker (Ex)
At 9th level, a dragoon may choose any square adjacent to him and treat that square as his location for determining who he is flanking, even if that square is occupied by a creature, object, or solid barrier.
Springing Charge (Ex)
At 10th level, when the dragoon jumps a distance of 10 or more feet using a charge action, he may move after the attack, but the dragoon’s total distance that he can move cannot be greater than his speed. The dragoon does not provoke any attacks of opportunity from the target of his attack. A dragoon cannot use this ability to attack a foe that is adjacent to him at the start of his turn.
Mighty Charge (Ex)
At 11th level, a dragoon learns to make devastating charge attacks while jumping. Double the critical threat range of any spears, lances, or polearms wielded during a charge while jumping. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the dragoon can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
At 13th level, a dragoon’s 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.
Swoop of a Dragon (Ex)
At 15th level, when a dragoon drops a creature from a charge attack, he gets an immediate action to jump upon another creature within range of his Acrobatic skill check for an extra melee attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.
Step Aside (Ex)
At 17th level, when a creature threatened by a dragoon takes a 5-
Pike Defense (Ex)
At 19th level, when an opponent threatened by a dragoon makes a melee attack against an ally, he may take an immediate action to grant his ally a +2 shield bonus to AC and DR 5/— against that attack. He may use this ability to protect himself, but only if the attacking creature is not adjacent to him.
Leaping Charge (Ex)
At 20th level, the dragoon has fully mastered charging the enemy from the skies. When jumping a distance of 10 or more feet using a charge action, the dragoon deals double the normal amount of damage. In addition, if the dragoon confirms a critical hit on a charge attack, the target is stunned for 1d4 rounds. A Fortitude save reduces this to staggered for 1d4 rounds. The DC is equal to 20 + his Strength modifier.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have dragoon as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
- Aegyl: Add +1/2 bonus to Acrobatic skill checks for jumping.
- Au Ra: Add +1/3 to the dragoon’s attack rolls with spears, lances, and polearms.
- Bangaa: The dragoon gains +1/6 of an additional 1d6 points of deadly lancer damage.
- Burmecian: Add +1/2 bonus to Acrobatic skill checks for jumping.
- Dwarf: Add +1/3 to the dragoon’s attack rolls with spears, lances, and polearms.
- Elvaan: Add +1/2 bonus to Acrobatic skill checks for jumping.
- Galka: Add +1/3 to the dragoon’s attack rolls with spears, lances, and polearms.
- Garif: Add +1/2 bonus to Acrobatic skill checks for jumping.
- Hume: Add +1/3 to the dragoon’s damage rolls with spears, lances, and polearms.
- Mithra: The dragoon gains +1/6 of an additional 1d6 points of deadly lancer damage.
- Moogle: Add +1/6 to reduce armor check penalty and increase maximum Dexterity bonus when wearing armor.
- Ronso: Add +1/3 to the dragoon’s attack rolls with spears, lances, and polearms.
- Tarutaru: Add +1/2 bonus to Acrobatic skill checks for jumping.
- A complete list of dragoon archetypes can be found here: Dragoon Archetypes