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Succumbing to or seeking the power of their Inner Darkness, those jet-black dragonhunters use this abyssal power to protect those they hold dear and eradicate those in their way.

The dark dragoon is an archetype of the dragoon class.

\Archetype Main Ability Scores:
The dark dragoon mainly focuses on STR/DEX for martial combat and STR, DEX, and CHA for his class features.

Archetype Feature Replacements:
1st Shaft Trip. 2nd Balanced Stride. 4th Vault. 5th Dragoon Training. 7th Fighter Training. 9th Sweeping Fend. 10th Dragoon Training. 15th Dragoon Training, Piercing Lance. 20th Dragoon Training, Leaping Charge.

Class Skills

A dark dragoon adds Knowledge (nobility), Knowledge (religion), and Spellcraft to his list of class skills but loses Handle Animal, Knowledge (Dungeoneering), and Ride as class skills.

Grit Stance (Ex)

At 1st level, the dark dragoon adopts an aggressive stance which slows his enemies’ ability to advance or retreat and reduces the damage he take while dealing less damage as well. While the dark dragoon maintains this stance, he take a -2 penalty to all damage rolls and halves his total movement speed, but gains DR 2/-. This bonus and penalty increases by 1 per three dark dragoon levels after 1st. Entering and leaving grit stance is a move action. The dragoon’s bonus to Acrobatics checks is unaffected by this change in movement speed.

At 5th level, any space he threatens is treated by hostile creatures as though it was difficult terrain for enemies. If a creature would not be affected by difficult terrain due to its movement type, the effects still apply. In addition, whenever the dark dragoon hits an opponent with an attack of opportunity, that opponent becomes flat-footed until the end of the dragoon’s next turn. If mounted or otherwise not on his feet for any reason other than jumping, this stance ends automatically.

This ability replaces shaft trip and pole fighting.

Harm Touch (Su)

At 2nd level, a dark dragoon surrounds his hand with a dark power, causing terrible wounds to open on those he touch. Each day he can use this ability a number of times equal to half his dragoon level (minimum 1) + his Charisma modifier. As a touch attack, a dark dragoon can cause 1d6 points of shadow damage. This amount increases by 1d6 for every four dragoon levels beyond the 2nd. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, a dark dragoon can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the dark knight possesses.

This ability replaces balanced stride.

Acrobatic Talents (Ex or Su)

Starting at 2nd level, if the dark dragoon chooses acrobatics talents; a dark dragoon gains one acrobatic talent. He gain one additional acrobatic talent for every two dragoon levels attained after 2nd. A holy dragoon has extra options down below:

Black Dragon Scales (Su): A dark dragoon with this talent gains shadow resistance equal to his dragoon level after using Heroic Landing to deal shadow damage. The dragoon’s movement speed during Grit stance is also not reduced. These bonuses last until the end of his next turn. Prerequisite: The dragoon must have the dark heroic landing acrobatic talent before selecting this talent.

Dark Heroic Landing (Su): A dark dragoon with this talent chooses dark as an option. When he deals bonus damage with his deadly lancer ability, he may choose the bonus damage to deal shadow damage instead. He deals that much damage of that element to each creature (excluding himself) within 5 feet of the target of his attack, with a Reflex save (DC 10 + half of the dragoon’s level + his Strength modifier) for half. Using this ability is declared before the dark dragoon rolls to attack with his deadly lancer ability.

Dark Magic

Beginning at 4th level, a dark dragoon gains the ability to cast dark knight spells, which are drawn from the dark knight spell list. A dark dragoon begins play with 1 1st level dark knight spell of his choice. Each time a character attains a new dragoon level, he gains one spell of his choice to add to his list of spells. The free spell must be of spell levels he can cast. Like most spellcasters, a dark dragoon can find or purchase scrolls with spells to add to his repertoire. Unlike other spellcasters, a dark dragoon wearing armor does not affect his spellcasting ability.

To learn or cast a spell, the dark dragoon must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a dark dragoon’s spell is 10 + the spell level + the dark dragoon’s Charisma modifier. In addition, a dark dragoon gains additional MP for having a high attribute (Charisma—see Table: Bonus MP per Day (by Spell Level) on the MP System page).

Table: 1/2 MP Chart

LevelMPSpell Level
4th11st
5th21st
6th31st
7th42nd
8th52nd
9th62nd
10th73rd
11th83rd
12th103rd
13th124th
14th144th
15th164th
16th194th
17th224th
18th254th
19th294th
20th334th

Through 3rd level, a dark dragoon has no caster level. At 4th level and higher, his caster level is equal to his dragoon level – 3.

This ability replaces vault, dragoon training, and fighter training.

Jump Cast (Ex)

Beginning at 9th level, a dark dragoon can cast one spell up to 4th level spells from the dark knight spell list as a swift action while mid-air during a jump, so long as the casting time of the spell is 1 standard action or less. He can use this ability a number of times per day equal to 3 + his Charisma modifier.

This ability replaces sweeping fend.

Advanced Acrobatic Talents (Ex or Su)

At 12th level, and every two levels thereafter, a dark dragoon can choose one of the following advanced acrobatic talents in place of an acrobatic talent. A dark dragoon has extra options down below:

Consuming Darkness (Su): A dark dragoon with this advanced talent may siphon life from the victims of his heroic landing ability and restore HP equal to half the damage dealt to the direct target and one quarter from other creatures affected. The dragoon may use this ability as a free action when he declares he is using Heroic Landing to do shadow damage a number of times per day equal to 3 + his Strength modifier. Prerequisite: The dragoon must have the dark heroic landing acrobatic talent before selecting this advanced talent.

Shadow Wall (Su): At 15th level, as a swift action, if under the Grit Stance, the dark dragoon can double the damage reduction and damage penalties for a number of rounds equal to his Charisma modifier up to 3 times per day.

This ability replaces piercing lance.

Abyssal Leap (Su)

At 20th level, the dark 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 with half of it being shadow damage. In addition, if the dragoon confirms a critical hit on a charge attack, the target takes the critical damage as shadow damage.

This ability replaces leaping charge.