Where most dragoons developed their skills to counter the awesome powers of the great beasts. But some see them not as beasts, and instead fight with them, side by side. The dragons they fight beside are not pets, or even servants, but their companions, and in return for fighting by their side the dragoon teaches them how to be strong. Not relying on hundreds of years of growth and experience, but the brashness and ingenuity of youth.
The dragon knight is an archetype of the dragoon class.
Dragon Companion (Ex)
Beginning of 1st level, a dragon knight gains the friendship of an intelligent young wyrmling to assist him in battle. This dragon functions as a beastmaster’s animal companion, using the dragoon’s level as his effective beastmaster level. A dragon knight’s companion does not gain the shared rage special ability.
Size: Small; Speed: 40 ft., Fly 40 ft. (Good); AC: +4 natural armor; Attack: bite (1d6), claw (1d4); Ability Scores: Str 12, Dex 14, Con 13, Int 10, Wis 6, Cha 12; Special Qualities: Immunity to Sleep and Disable Status effects, Elemental Affinity.
At 4th level, the wyrmling advances into a drake.
Size: Small; Speed: 40 ft., Fly 40 ft. (Good); AC: +4 natural armor; Attack: bite (1d6), 2 claws (1d4); Ability Scores: Str 14, Dex 14, Con 15, Int 10, Wis 6, Cha 12; Special Attacks: Breath Weapon (1d6/HD); Special Qualities: Immunity to Sleep and Disable Status effects, Elemental Affinity.
At 8th level, the drake advances into a wyvern
Size: Medium; Speed: 50 ft., Fly 50 ft. (Average); AC: +6 natural armor; Attack: bite (1d8), 2 claws (1d6); Ability Scores: Str 18, Dex 12, Con 17, Int 10, Wis 6, Cha 12; Special Attacks: Breath Weapon (1d8/HD); Special Qualities: Immunity to Sleep and Disable Status effects, Elemental Affinity, DR 4/-.
At 12th level, the wyvern advances into a dragon.
Size: Large; Speed: 60 ft., Fly 60 ft. (Poor); AC: +8 natural armor; Attack: bite (1d10), 2 claws (1d8) 2 wing buffets (1d6); Ability Scores: Str 22, Dex 10, Con 20, Int 12, Wis 8, Cha 14; Special Attacks: Breath Weapon (1d10/HD), Power Dive; Special Qualities: Immunity to Sleep and Disable Status effects, Elemental Affinity, DR 6/-.
At 16th level, the dragon advances into a wyrm.
Size: Large; Speed: 60 ft., Fly 60 ft. (average); AC: +8 natural armor; Attack: bite (1d10), 2 claws (1d8) 2 wing buffets (1d6); Ability Scores: Str 24, Dex 10, Con 22, Int 12, Wis 8, Cha 16; Special Attacks: Breath Weapon (1d10/HD); Special Qualities: Immunity to Sleep and Disable Status effects, Elemental Affinity, DR 8/-, Frightful Presence.
A dragon knight does not take an armor check penalty on Ride checks while riding his companion. The companion is always considered combat trained, and begins play with Endurance as a bonus feat. A dragon knight’s bond with his companion is strong, with the pair learning to anticipate each other’s moods and moves. Should a dragon knight’s companion die, the dragon knight may find another dragon to serve him after 1 week of mourning. This new companion does not gain the link, evasion, devotion, improved evasion, or blood bond special abilities until the next time the dragon knight gains a level.
Dragon Companion Special Attacks
Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon companion breathes, it can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at any intersection adjacent to the dragon companion and extends in a direction of the dragon’s choice. Creatures caught in the area can attempt Reflex saves to take half damage; The save DC against a breath weapon is 10 + half of the dragon companion’s HD + the dragon’s Constitution modifier. The breath weapon can be either a line or a cone, and the dragon knight can change which whenever his dragon would advance a stage. The line is 5 feet for every HD the companion has, and the cone is 5 feet for every 2 HD the companion has (rounded down).
Power Dive (Ex): When a dragon companion with this ability charges from at least 50 ft. above the target, the dragon’s attack deals double damage.
Dragon Companion Special Qualities
Elemental Affinity (Su): Each dragon companion has an elemental affinity (Earth, Fire, Ice, Lightning, Water, or Wind), which determines what kind of damage its breath weapon deals, and giving it the ability to absorb one element, resist another, but also increases the damage it takes from yet another. The dragon knight can change his dragon companion’s elemental affinity whenever his dragon would advance a stage.
Frightful Presence (Ex): A wyrm can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon companion attacks, charges, or flies overhead. Creatures within a radius of 10 feet per 3 HD are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + half of dragon companion’s HD + the dragon’s Charisma modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Damage Reduction: Wyverns and stronger dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): All dragons have immunity to sleep and disable status effects.
This ability replaces deadly lancer, flexible flanker, shellbreaker, and step aside.
Dragon Bite (Ex)
Also at 1st level, the dragon knight gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon knight is Small), plus 1–1/2 times the dragon knight’s Strength modifier.
This ability replaces jump.
Draconic Resistance (Ex)
At 2nd level, a dragon knight gets a +2 bonus to Reflex saves against attacks that inflict damage of the same energy type of the dragoon’s dragon companion. This bonus increases by +1 for every four levels beyond 2nd, to a maximum of +5 at 14th level. Every four levels beyond 14th, the dragon knight gains 5 points of resistance to the appropriate energy type (maximum 10 points of resistance).
This ability replaces pole fighting.
Detect Dragons (Su)
At the beginning of 3rd level, the dragon knight is aware of any dragons within a radius of 1 mile per class level. This ability is always active and informs the dragon knight only of the presence or absence of dragons. By spending one or more full rounds concentrating on these presences, the dragon knight can gleam additional information about the dragons in the area. By spending one full round concentrating on these presences, the dragon knight can determine the number of dragons in the area. By spending an additional round, he can learn the locations of those creatures. A dragon knight may then spend an additional round of concentration to focus on a single dragon within the area, alerting him to the creature’s alignment, color and age category if it is a true dragon.
This ability replaces steadfast pike.
Draconic Prowess (Ex)
At 3rd, 7th, 11th, and 15th levels, a dragon knight rolls 1d12 for his Hit Die instead of 1d10 to determine hit points. The dragon knight also gains other abilities, as explained below:
- At 3rd and 15th levels, the dragon knight gains a +1 increase to natural armor bonus.
- At 7th level, he gains a bonus feat from the following list: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, or Toughness.
- At 11th level, the dragon knight’s bite attack deals an additional 1d6 points of damage of his energy type on a successful hit.
These abilities replace armor training, tail sweep, mighty charge, and swoop of the dragon.
Dragon Breath (Su)
At 5th level, a dragon knight may use a breath weapon once per day as a standard action. When he gains this ability, choose earth, fire, ice, lightning, water, or wind—this determines what kind of damage his breath weapon deals. Once the dragon knight makes this choice, he cannot change it later. The dragon knight’s breath weapon fills a 15-foot cone, and deals 3d6 points of damage—this damage increases by 1d6 points at every odd-numbered level he gains beyond 5th level. A creature hit by the dragon knight’s dragon breath attack can attempt a Reflex save (DC 10 + half of the dragoon’s level + his Strength modifier) to take half damage. At 10th level, the dragon knight can use this ability two times per day, at 15th level, he can use it three times per day, and at 20th level, he can use it four times per day.
This ability replaces all dragoon training.
At 10th level, the dragon knight gains blindsense with a range of 30 feet. Using non-visual senses, the dragon knight notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.
Any opponent the dragon knight cannot see still has total concealment against him, and the dragon knight still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 15th level, the range of this ability increases to 60 feet.
This ability replaces springing charge.
Dragon Knight (Ex)
At 20th level, the dragoon has reached the pinnacle of being a dragon knight. The dragoon chooses a dragon subtype as the same as his dragon companion (earth, fire, ice, lightning, water, or wind) and he gains the half-dragon template.
This ability replaces leaping charge.