Dragoon

(By Lowen, edited by Moritheil)

Since ancient times, noble knights have taken the oath to hold up their code of chivalry, honor, and duty.  Knights have trained with arms to always be ready to fight, using the forms handed down by their forefathers.  But the passing of time necessitates the continual evolution of warfare.  A new generation of fighting has begun with the introduction of an art developed that emphasizes jumping in the air and striking.  The present-day dragoon had its humble beginnings as arcane wizards tested the Jump spell on a brave knight.  Thereafter, his brief experiences with wondrous jumping ability beyond the humanoid norm inspired him to found a new school of combat, one dedicated to a jumping attack. Dragoons jump at heights and distances most can only dream of attaining, striking down their enemies from the skies.

Adventuring: Dragoons do not, as a general rule, ever adventure. They are exemplars of chivalry and duty, guarding their king at all times. It takes dire circumstances to drive a Dragoon to adventure, such as his kingdom being overthrown, the Dragoon being released from service to his king, or the Dragoon being dishonored and exiled. In those cases, the Dragoon adventures to redeem himself by attaining perfection with his Jump Attacks.

Characteristics: Dragoons are more than just jumping, highly mobile fighters. Dragoons are typically very friendly and cheerful, having learned their trade in good environments with other brother-knights in the common service of a country or monarch.

Alignment: Dragoons tend towards Lawful alignment, since the codes of honor and chivalry have been drilled into them ever since they could hold a weapon. Thus, many also gain the habit of helping others in need, making them Good.  Despite this, it is not unheard of for some Dragoons to betray their kingdom and become evil, using their Jump Attacks to spread terror and prey on the weak.

Religion: Dragoons prefer deities centered around melee combat. The most popular deity with Dragoons is Heironious, patron of Valor.  Some Dragoons even worship Kord, deity of Strength, for what is combat but a test of might?  Evil Dragoons tend to worship Erythnul, patron of Slaughter.

Background: Dragoons come from a highly demanding and very rough background.  Even though they learned their abilities in such good
conditions, the path of the dragoon is a lifetime commitment. Dragoon training is military training, and only those who demonstrate to the commanding knights that they are more than capable of completing the training will be allowed the honor of having the rituals performed to permanently imbue them with jumping ability.  In this respect, Dragoon training is much like fighter schooling, only requiring more discipline and commitment.  Dragoon training typically begins at a young age.

Races: Any race that has the capacity to form an order of knights supported by competent wizards can have Dragoons as well.  Disorganized kingdoms (and evil ones) tend not to produce actual Dragoons, as effort is exerted to keep the secrets of the order from those who would abuse them.

Other Classes: Dragoons tend to like the more martially-oriented classes, since they like their bravery of getting up close and swinging a weapon. They also respect wizards for imbuing Dragoons with Jumping ability.  Like most knights of a "civilized society," Dragoons tend to disagree philosophically with Druids, since Dragoons view most things in life as requiring the imposition of order, but any doubts generally disappear once they see a wildshaped Druid who is unafraid to fight up close.  The classes a Dragoon is most likely to have problems with are the rogue and bard.  The typical Dragoon dislikes the measures both go to to sneak around, and finds that one simply cannot trust the rogue with a big sack of cash.

Role: Dragoons are the equal of any other class at melee. Their Jump Attacks enable them to attack enemies without being counterattacked. Once a Dragoon is out of Jump Attacks, he joins the fighter in normal melee.

Game Rule Information:
Abilities: Charisma helps a Dragoon increase the effectiveness of his Jump Attacks.  Dexterity also helps a Dragoon's long-term survival by raising his Armor Class and making it easier for him to Tumble. Constitution is important as well.  Strength helps him hit harder and more often.

Alignment

Any nonchaotic.

Hit Die

d10.

Class Skills

The Dragoon’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Dex), Knowledge (nobility and royalty) (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).

Skill Points at 1st Level

(2 + Int modifier) ×4.

Skill Points at Each Additional Level

2 + Int modifier.

Table: The Dragoon

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Jump Attack Distance
1st +1 +2 +2 +0 Jump Attack 1/day 10 ft.
2nd +2 +3 +3 +0 Soaring Strike 1/day 10 ft.
3rd +3 +3 +3 +1 Chosen Weapon, Jump Attack 2/day 10 ft.
4th +4 +4 +4 +1 Acrobatic 10 ft.
5th +5 +4 +4 +1 Jump Attack 3/day, Soaring Strike 2/day 20 ft.
6th +6/+1 +5 +5 +2   20 ft.
7th +7/+2 +5 +5 +2 Skill Mastery, Jump Attack 4/day 20 ft.
8th +8/+3 +6 +6 +2 Soaring Strike 3/day 20 ft.
9th +9/+4 +6 +6 +3 Dive Roll, Jump Attack 5/day 20 ft.
10th +10/+5 +7 +7 +3 Legendary Leap 1/day  30 ft.
11th +11/+6/+1 +7 +7 +3 Fierce Jump(x2), Soaring Strike 5/day 30 ft.
12th +12/+7/+2 +8 +8 +4 Jump Attack 6/day 30 ft.
13th +13/+8/+3 +8 +8 +4   30 ft.
14th +14/+9/+4 +9 +9 +4 Soaring Strike 6/day 30 ft.
15th +15/+10/+5 +9 +9 +5 Jump Attack 7/day 40 ft.
16th +16/+11/+6/+1 +10 +10 +5   40 ft.
17th +17/+12/+7/+2 +10 +10 +5 Soaring Strike 7/day 40 ft.
18th +18/+13/+8/+3 +11 +11 +6   40 ft.
19th +19/+14/+9/+4 +11 +11 +6 Jump Attack 8/day 40 ft.
20th +20/+15/+10/+5 +12 +12 +6 Dragonmaster's Jump(x3), Soaring Strike 8/day, Legendary Leap 2/day 50 ft.

Class Features

All of the following are class features of the Dragoon.

Weapon and Armor Proficiency

Dragoons are proficient with all simple and martial weapons as well as with light armor.  Dragoons are not proficient with any shields.

A Dragoon only benefits from his special training when he wears light or no armor, and is not overly burdened. He loses all special class benefits when wearing medium or heavy armor, or carrying a medium or heavy load.

Jump Attack (Su):  Dragoons can pull off amazing, extraordinary jumps for formidable attacks.  As a full-round action, a Dragoon can travel up to the maximum distance for his Jump Attack, making a single attack during the jump (or at its end).  A running start is not required to make a Jump Attack.  A 1st-level Dragoon can Jump Attack up to a distance of 10 feet. This distance increases by 10 feet at 5th level and every 5 levels thereafter. 

To make a successful Jump Attack, the dragoon must make a special Jump check (DC 20+Target's reach.)  Failure indicates that an attack of opportunity is provoked.  If the Dragoon is hit during this attack of opportunity, the Jump Attack fails and the Dragoon falls prone in front of his enemy.  If the Dragoon successfully makes his Jump check, he does not incur attacks of opportunity from his target with the Jump Attack.

If enemies threaten the spaces through which a Dragoon Jump Attacks, the Dragoon must Tumble through the intervening spaces to avoid attacks of opportunity.  As a result of rigorous training with jump attacks, such a Dragoon is always treated as though Tumbling at half-speed, regardless of the relation of his jump attack distance to his normal ground speed. While making a Jump Attack, the Dragoon receives a +1 insight bonus per four levels to Tumble checks to avoid such attacks.

A limited number of Jump Attacks may be attempted per day, as noted on Table: The Dragoon.

Soaring Strike (Su):  As a Dragoon progresses in mastery of Jump Attacks, he may attempt to bring more force to bear in certain Jump Attacks. He adds his Charisma bonus to his attack roll, and adds 1 point of damage for every Dragoon level. Soaring Strike is usable once per day at second level, and one extra time per day for every additional 3 levels of Dragoon.

Chosen Weapon:  At 3rd level, a Dragoon gains the benefit of the Weapon Focus feat with a chosen melee weapon.

Acrobatic:  At 4th level, a Dragoon gains the benefit of the Acrobatic feat.

Skill Mastery (Ex):  At 7th level, the Dragoon can take 10 on Tumble and Jump checks, even if stress and distractions would normally prevent him from doing so.

Dive Roll (Ex):  The Dragoon can now Tumble for increased distance at the end of a Jump Attack. For every extra 5 ft. the Dragoon Tumbles, he adds 10 to his Tumble DC.

Example: Rayic, a 10th level Dragoon, decides to aid a beleaguered comrade 40ft away.  Two goblins threaten the intervening spaces, at 15' and 35'.  He Jump Attacks for 30', and elects to add 5' to his distance with a dive roll.  Assuming he makes his Jump check to hit the first goblin (and provoke no attacks of opportunity from it), his Tumble DC to avoid an attack from the second goblin is 35 (25+10).

Legendary Leap (Ex):  As the Dragoon gains more experience with jump attacks, he learns to hit his opponents where it hurts. He increases the normal critical multiplier for his chosen weapon by 1. (For example, a Dragoon performing a Legendary Leap with a longsword has an effective critical multiplier of x3 instead of the normal x2.)  A Legendary Leap can be attempted once per day at 10th level, and one additional time at 20th level.  Legendary Leap may be declared after confirming a critical, but its use must be declared before rolling any damage dice.

Fierce Jump (Ex):  At 11th level, a Dragoon has learned to use his chosen weapon effectively in combination with his Jump Attacks.  He doubles his Jump Attack damage when attacking with his chosen weapon.

Dragonmaster's Jump (Ex):  At 20th level, a Dragoon has mastered the art of Jump Attacking.  He multiplies his Jump Attack damage by 3 when attacking with his chosen weapon.  This replaces the earlier bonus from Fierce Jump.

 

Ex-Dragoons

A Dragoon who becomes chaotic may not progress in levels as a Dragoon, though he retains all his Dragoon abilities.

All content on this site, Flay, is Copyright 2005-2006 Moritheil, except where expressly noted.  The Dragoon is copyright 2006 Lowen and Moritheil.
DnD 3.5, which most of the material is based on, is Copyright Wizards of the Coast.