I'm sure the idea of a Dragoon has been done to death, but here's my contribution. I tried to keep it simple, feedback/constructive criticism would be appreicated.
Edit: Here is a cleaned up version, based on the sugestions I recieved.
DRAGOON
Brave knights usually in the service of a kingdom, Dragoons are at their most fearsome with a sturdy spear in their hands and plenty of room to jump. They are quick and deadly, able to pierce the toughest armor with pinpoint accuracy.
Adventures: Dragoons are more often than not in the employ of royalty, acting as guards, scouts and even spies. Dragoons may travel at the behest of their King or simply opt to wander the planes, testing and improving their skill and battle prowess.
Characteristics: Dragoons train exclusively with spears, lances and similar weapons. In addition to this, Dragoons usually pick up a fair bit of knowledge of Dragon lore, either out of respect or a desire to battle them. Dragoons are often straight forward in their endeavors.
Alignment: Any non-chaotic. Being a Dragoon requires dedication and rigorous training. However, there is no shared moral code among Dragoons. Evil Dragoons are a fearsome sight to behold, akin to Blackguards.
Religion: Some Dragoons worship and even pray to the dragon gods, with good aligned Dragoons offering up their prayers to Bahamut, and evil aligned Dragoons worshiping Tiamat. There are whispered rumors that Tiamat employs five evil Dragoons as personal slaves/guards, one for each head.
Background: Dragoons are usually taught their skills via military training. Self-taught Dragoons exist however, but are less well-known.
Races: Humans are the most likely candidates to learn the ways of Dragoons. Elves, with their natural grace are also adept at the life of a Dragoon. Half-Orcs can become Dragoons and are surprisingly good at it, relying on their natural strength to deliver devastating strikes.
Dwarf Dragoons are rare and many Dwarves simply balk at the idea of "fancy jumping around" as a fighting style. Dragoons are unheard of among the Gnome and Halfling communities, but this doesn't mean they don't exist. Among the savage races, Dragoons are simply non-existant.
Classes: Dragoons get along best with melee-focused classes, working to create master strategies in battle. They will occasionally find themselves at odds with arcane casters, who prefer a subtler sort of combat.
Role: Dragoons can work alone or in a group, changing tactics with ease. They are a melee focused class first and foremost. Though not as tough as the Fighter or as brutal as the Barbarian, their unique fighting style makes them an asset on any battlefield.
GAME RULE INFORMATION
Dragoons have the following game statistics.
Abilities: Strength and Dexterity are equally important for a dragoon, who rely on a decent dexterity score to keep them protected and the power to strike down their enemies in melee combat. Constitution is important for Dragoons because it keeps them up and fighting. Intelligence allows a Dragoon to have a wide repertoire of skills, many of which are useful in combat.
Alignment: Any non-chaotic
Hit Dice: D8
CLASS SKILLS
The Dragoons class skills (and the key ability for each skill) are
Balance (DEX), Climb (STR), Escape Artist (DEX), Hide (DEX), Jump (STR), Knowledge (Arcana) (INT), Knowledge (nobility and royalty) (INT), Listen (WIS), Move Silently (DEX), Search (INT), Sense Motive (WIS), Spot (WIS), Tumble (DEX).
Skill Points at 1st Level: (4+ Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int Modifier.
CLASS FEATURES
All of the following are class features of the Dragoon.
Weapon and Armor Proficiency: A Dragoon is proficient with all simple weapons, plus all types of lances, polearms and spears. They are proficient with all light and medium armor and shields (except tower shields).
Armored Jump: Thanks to their training, Dragoons do not suffer an armor penalty to their jump checks.
Swiftness: Dragoons do not suffer a movement penalty while wearing medium armor.
Vertical Leap Attack (Ex): Dragoons gain Leap Attack as a bonus feat at 1st level, with the following changes: Dragoons jump vertically when using this attack, not horizontially. Instead of doubling the extra damage from a power attack, Dragoons deal an extra 1D6, akin to the Rogue Sneak Attack ability. This damage increases every three levels by an additional 1D6, for a maximum of 7D6 at 18th level. This damage can only be applied as part of a Vertical Leap Attack.
Pierce the Gods (Ex): At 5th level, Dragoons gain the ability to wound even the toughest foe. Using a full round action Dragoons may overcome up to DR 2. At every three levels beyond 5th (8, 11, 14, 17, 20), the DR they can overcome increases by 2.
Bonus Feats: At 2nd level, Dragoons gain Run as a bonus feat. At 4th level they gain Dodge. At 7th level they gain Mobility and finally at 13th level they gain Improved Trip. Dragoons gain these feats even if they do not meet the prerequisites for them.
BAB Progression: +15/+10/+5
Saves: +12/+12/+6 (Fortitude, Reflex, Willpower)
Edit: Here is a cleaned up version, based on the sugestions I recieved.
DRAGOON
Brave knights usually in the service of a kingdom, Dragoons are at their most fearsome with a sturdy spear in their hands and plenty of room to jump. They are quick and deadly, able to pierce the toughest armor with pinpoint accuracy.
Adventures: Dragoons are more often than not in the employ of royalty, acting as guards, scouts and even spies. Dragoons may travel at the behest of their King or simply opt to wander the planes, testing and improving their skill and battle prowess.
Characteristics: Dragoons train exclusively with spears, lances and similar weapons. In addition to this, Dragoons usually pick up a fair bit of knowledge of Dragon lore, either out of respect or a desire to battle them. Dragoons are often straight forward in their endeavors.
Alignment: Any non-chaotic. Being a Dragoon requires dedication and rigorous training. However, there is no shared moral code among Dragoons. Evil Dragoons are a fearsome sight to behold, akin to Blackguards.
Religion: Some Dragoons worship and even pray to the dragon gods, with good aligned Dragoons offering up their prayers to Bahamut, and evil aligned Dragoons worshiping Tiamat. There are whispered rumors that Tiamat employs five evil Dragoons as personal slaves/guards, one for each head.
Background: Dragoons are usually taught their skills via military training. Self-taught Dragoons exist however, but are less well-known.
Races: Humans are the most likely candidates to learn the ways of Dragoons. Elves, with their natural grace are also adept at the life of a Dragoon. Half-Orcs can become Dragoons and are surprisingly good at it, relying on their natural strength to deliver devastating strikes.
Dwarf Dragoons are rare and many Dwarves simply balk at the idea of "fancy jumping around" as a fighting style. Dragoons are unheard of among the Gnome and Halfling communities, but this doesn't mean they don't exist. Among the savage races, Dragoons are simply non-existant.
Classes: Dragoons get along best with melee-focused classes, working to create master strategies in battle. They will occasionally find themselves at odds with arcane casters, who prefer a subtler sort of combat.
Role: Dragoons can work alone or in a group, changing tactics with ease. They are a melee focused class first and foremost. Though not as tough as the Fighter or as brutal as the Barbarian, their unique fighting style makes them an asset on any battlefield.
GAME RULE INFORMATION
Dragoons have the following game statistics.
Abilities: Strength and Dexterity are equally important for a dragoon, who rely on a decent dexterity score to keep them protected and the power to strike down their enemies in melee combat. Constitution is important for Dragoons because it keeps them up and fighting. Intelligence allows a Dragoon to have a wide repertoire of skills, many of which are useful in combat.
Alignment: Any non-chaotic
Hit Dice: D8
CLASS SKILLS
The Dragoons class skills (and the key ability for each skill) are
Balance (DEX), Climb (STR), Escape Artist (DEX), Hide (DEX), Jump (STR), Knowledge (Arcana) (INT), Knowledge (nobility and royalty) (INT), Listen (WIS), Move Silently (DEX), Search (INT), Sense Motive (WIS), Spot (WIS), Tumble (DEX).
Skill Points at 1st Level: (4+ Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int Modifier.
CLASS FEATURES
All of the following are class features of the Dragoon.
Weapon and Armor Proficiency: A Dragoon is proficient with all simple weapons, plus all types of lances, polearms and spears. They are proficient with all light and medium armor and shields (except tower shields).
Armored Jump: Thanks to their training, Dragoons do not suffer an armor penalty to their jump checks.
Swiftness: Dragoons do not suffer a movement penalty while wearing medium armor.
Vertical Leap Attack (Ex): Dragoons gain Leap Attack as a bonus feat at 1st level, with the following changes: Dragoons jump vertically when using this attack, not horizontially. Instead of doubling the extra damage from a power attack, Dragoons deal an extra 1D6, akin to the Rogue Sneak Attack ability. This damage increases every three levels by an additional 1D6, for a maximum of 7D6 at 18th level. This damage can only be applied as part of a Vertical Leap Attack.
Pierce the Gods (Ex): At 5th level, Dragoons gain the ability to wound even the toughest foe. Using a full round action Dragoons may overcome up to DR 2. At every three levels beyond 5th (8, 11, 14, 17, 20), the DR they can overcome increases by 2.
Bonus Feats: At 2nd level, Dragoons gain Run as a bonus feat. At 4th level they gain Dodge. At 7th level they gain Mobility and finally at 13th level they gain Improved Trip. Dragoons gain these feats even if they do not meet the prerequisites for them.
BAB Progression: +15/+10/+5
Saves: +12/+12/+6 (Fortitude, Reflex, Willpower)
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