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Dragoon

Hit Die:  D8
Race: Grey Elf
Class Skills:  The Dragoon's class skills are:    Balance, Bluff, Concentration, Craft, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (nature), Listen, Move Silently, Profession, Ride, Spellcraft, Spot, Tumble, Use Rope, and Survival.

                      Skill Points at 1st Level:    (4 + Int modifier) x 4
                      Skill Points at Each Additional Level:    4 + Int modifier.

Class
Level
Base
Attack
Bonus
Fort.
Save
Ref.
Save
Will.
Save
Special  0   1   2   3 
1 +1 +2 +0 +0 Bonus Feat;  Fast Movement 1 0 - -
2 +2 +3 +0 +0 Evasion 2 0 - -
3 +3 +3 +1 +1   2 1 - -
4 +4 +4 +1 +1 Bonus Feat 3 1 0 -
5 +5 +4 +1 +1 Trackless Step 3 1 0 -
6 +6/1 +5 +2 +2 Wild Shape 1/day 3 1 1 -
7 +7/2 +5 +2 +2 Dispel Magic 3/day  4 2 1 0
8 +8/3 +6 +2 +2 Bonus Feat 4 2 1 0
9 +9/4 +6 +3 +3   4 2 1 1
10 +10/5 +7 +3 +3   4 2 2 1
11 +11/6/1 +7 +3 +3 Improved Evasion  5 3 2 1
12 +12/7/2 +8 +4 +4 Bonus Feat; Wild Shape 2/day 5 3 2 1
13 +13/8/3 +8 +4 +4   5 3 2 2
14 +14/9/4 +9 +4 +4 Greater Dispelling 1/day 5 3 3 2
15 +15/10/5 +9 +5 +5   5 4 3 2
16 +16/11/6/1 +10 +5 +5 Bonus Feat 5 4 3 2
17 +17/12/7/2 +10 +5 +5   5 4 3 3
18 +18/13/8/3 +11 +6 +6 Wild Shape 3/day 5 4 4 3
19 +19/14/9/4 +11 +6 +6   5 4 4 3
20 +20/15/10/5 +12 +6 +6  Bonus Feat 5 4 4 4

Weapon and Armor Proficiency:    A Dragoon is proficient with all simple and martial weapons, light armor, medium armor, and shields.  When wearing light armor or no armor, a Dragoon can fight with two weapons as if he had the feats Ambidexterity and Two-Weapon Fighting.  He loses this special bonus when fighting in medium or heavy armor, or when using a double-headed weapon.

Spells:    A Dragoon has the ability to cast a small number of Arcane spells.  He casts these spells without needing to memorize them beforehand.  Dragoons receive bonus spells for high Intelligence, and to cast a spell a Dragoon must have an Intelligence score at least equal to 10 + the level of the spell.  The Difficulty Class for a saving throw against a Dragoon's spell is 10 + the spell's level + the bard's Intelligence modifier.  Arcane spell failure chance still applies for Dragoons in armor or with shields.

Bonus Feat:    A Dragoon gains a bonus feat at first level and then every fourth level.  (i.e.  1st, 4th, 8th, 12th, ect.)  A Dragoon may use these bonus feats to gain any feat other than a Craft feat.

Fast Movement:    The Dragoon has speed greater than the normal for his race when wearing no armor, light armor, or medium armor (and not carrying a heavy load).  Normal elven speed is 30 feet.  A Dragoon using Fast Movement may move with a standard speed of 40 feet, and runs at 160 feet rather than 120 feet.

Evasion:    At 2nd Level, a Dragoon gains evasion.  If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.  Evasion can only be used if they Dragoon is wearing light armor or no armor.  It is an extraordinary ability.

Trackless Step:    Starting at 5th Level, a Dragoon leaves no trail in natural surroundings and cannot be tracked.

Wild Shape:    At 6th level, a Dragoon gains the spell-like ability to polymorph self into a small animal and back again once per day.  As stated in the spell description, a Dragoon regains hit points as if he had rested for a day.

A Dragoon may use this ability more times per day at 12th level and then at 18th level.  Also, the Dragoon gains the ability to take on a medium sized animal at 12th level and a large animal at 18th.  These animals must be natural animals and cannot be dire versions of normal animals.

Dispel Magic:    At 7th level, a Dragoon gains the spell-like ability to dispel magic up to 3 times per day.  This ability is cast as a sorcerer of the same level as the Dragoon.

Improved Evasion:    This ability works like evasion, except that while the Dragoon still takes no damage on a successful Reflex save against spells such as fireball or a breath weapon, she now takes only half damage on a failed save.

Greater Dispelling:    At 14th level, a Dragoon gains the spell-like ability to evoke a Greater Dispelling once a day.  This ability is cast as a sorcerer of the same level as the Dragoon.
 

Spells Known
Level 0 1 2 3
1 2 1 - -
2 3 1 - -
3 3 1 - -
4 3 1 1 -
5 3 1 1 -
6 3 2 1 -
7 4 2 1 1
8 4 2 1 1
9 4 2 2 1
10 4 2 2 1
11 4 3 2 1
12 5 3 2 2
13 5 3 2 2
14 5 3 3 2
15 5 3 3 2
16 5 4 3 2
17 6 4 3 3
18 6 4 3 3
19 6 4 4 3
20 6 4 4 3
 
Dragoon's Spell List
0 Level:     Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Ghost Sound, Know Direction, Light, Mending, Prestidigitation, Purify Food and Drink, Ray of Frost, Read Magic, Resistance.
1st Level:     Alarm, Cure Light Wounds, Enlarge, Expeditious Retreat, Feather Fall, Grease, Hypnotism, Jump, Mage Armor, Magic Weapon, Message, Protection from Chaos/Evil/Good/Law, Reduce, Silent Image, Sleep, Spider Climb, True Strike, Ventriloquism.
2nd Level:     Animal Trance, Blur, Darkness, Darkvision, Daylight, Delay Poison, Enthrall, Fog Cloud, Hypnotic Pattern, Invisibility, Levitate, Misdirection, Scare, See Invisibility, Silence, Summon Swarm, Web, Whispering Wind.
3rd Level:     Blink, Confusion, Dispel Magic, Displacement, Emotion, Fear, Fly, Gust of Wind, Haste, Invisibility Sphere, Keen Edge, Lightning Bolt, Major Image, Non-detection, Phantom Steed, Sleet Storm, Slow, Water Breathing, Wind Wall.

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