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Dragoon

Race: Grey Elf
Hit Die: d10.
Class Skills: The Dragoon's class skills are: Acrobatics, Bluff, Craft, Escape Artist, Handle Animal, Intimidate, Knowledge (nature), Perception, Profession, Ride, Spellcraft, Stealth, and Survival.
Skill Points per Level: 4 + Int modifier.
Starting Wealth: 4d6 × 10 gp (average 140 gp)

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

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

 

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 Dragoon's Intelligence modifier.  Arcane spell failure chance still applies for Dragoons in armor or with shields.

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.
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

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.

Cantrips: Dragoons learn a number of cantrips, or 0-level spells, as noted under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

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) gaining an additional 10 feet base speed.  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.

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