Class Name: Dragoon - base Hit Dice: d8 Base Attack: As Fighter Base Saves: Fort +1, Ref +2, Will +1 Skill Points: (4 + int) x4 at first level, 4 + int thereafter Class Skills: Balance (Dex), Climb (str), Diplomacy (Cha), Intimidate (cha), Knowledge (Dragoon History) (Int), Jump (Str), Ride (Dex), Swim (Str), Tumble (Dex) Lv1 Bonus Feat: Acrobatic or Power Attack, Jump Mastery +1, Slowfall Lv2 Dragoon Jump, Weapon Focus (Polearm, or Lance) Lv3 Bonus Feat: Short Haft or Leap Attack, Leaping Dodge +1 AC Lv4 Jump Mastery +2, Claw at the Moon (ToB) Lv5 Bonus Feat: Lunging Strike or Dual Strike Lv6 Soaring Raptor Strike (ToB) Lv7 Bonus Feat: Leap Attack, if you have it, then Improved Leap Attack, Jump Mastery +3 Lv8 Weapon Specialization (Polearm or Lance) or Weapon Focus in second polearm, Leaping Dodge +2 AC Lv9 Death from Above (ToB) Lv10 Raptor School (CW), Jump Mastery +4 Lv11 Wind of Reeze Lv12 Lv13 Jump Mastery +5, Leaping Dodge +3 AC Lv14 Spinning Halberd (CW): Can be used with any polearm Lv15 Swooping Dragon Strike (ToB) Lv16 Jump Mastery +6 Lv17 Dragon Breath Lv18 Girallon Windmill Flesh Rip (ToB), Leaping Dodge +4 AC Lv19 Jump Mastery +7 Lv20 White Draw Dragoon Jump Maneuvers (Out of the Tome of Battle) Stances: lv1: 1, lv10: 2 Stances Learnable: Blood in the Water, Leaping Dragon Stance, Uses: lv1: 3, lv7: 4, lv15: 5, lv20: 6 Class Features: Weapon and Armor Proficiency: Dragoons are proficient in All simple and Martial weapons, can wear up to heavy armor and use up to heavy shields. Weapon Specialization: Selected weapon needs to be lance or polearm, can ignore requirement of 4th level fighter. Jump Mastery (Ex): Dragoons are specialists of Jumping attacks. This ability gives +1 to their jump checks at 1st level and goes up by 1 every 3 levels thereafter. When doing Jump checks, 1st level: No Armor check with light armor, Half Armor check penalties medium armor. No penalty with medium at lv7 half with heavy, no penalty with heavy at lv13 Slowfall (Ex): As the monk ability except this can be used when there is no walls nearby. Dragoons have trained to make landings from high places and can lessen damage from falls. Armor Mastery (Ex): Does not take the 10' movement penalty from wearing med armor at 7th level, does not take 10' movement penaly from heavy armor at 14th level. Improved Leap Attack: Do not need the 10 foot run before using Leap Attack. Jump check to charge in place against an Adjacent opponent. Still take associated DC checks for jumping. Spinning Halberd: Per CW. Can be used with any polearm Leaping Dodge (Ex): Gain bonus to AC in turn using a Jump check to attack and successful. Normally jumping is a way to make yourself wide open to attack, but Dragoons have trained to maneuver in mid-air during a jump to avoid getting hit. Wind of Reeze (Su): Mass Cure light wounds 1/day + Cha bonus (SP) Dragon Breath (Su): Ranged touch attack for 4d8 damage 1/day (SP) White Draw (Su): Ranged touch attack, DC 20 Will save or lose highest memorised spell 1/day (SP)