(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.
Any nonchaotic.
d10.
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).
(2 + Int modifier) ×4.
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. |
All of the following are class features of the Dragoon.
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.
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.