Dragoon

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Dragoon
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.

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

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

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.


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.