Well, let's see, it'd be something like the Dragoon/Lancer/Dragon Knight class from the Final Fantasy video games. I'll throw something together, since I'm bored at the moment. ^_^
DRAGOON
Alignment: Any
Hit Dice: d12
Class Skills: The dragoon's class skills (and the key ability modifier for each) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Listen (Wis), Profession (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at 1st-Level: 4 x (2 + Intelligence modifier).
Skill Points at Each Additional Level: 2 + Intelligence modifier.
Class Features
The following are class features of the dragoon.
Weapon and Armor Proficiencies: Dragoons are proficient in all simple weapons, all martial weapons, all armors, and all shields, including tower shields.
Aerial Attack (Ex): Dragoons are skilled at attacking in mid-air. If the dragoon takes an attack action or full attack action immediately after jumping at least 5 feet forward or upward, or after falling at least 5 feet, or after flying at least 5 feet in any direction, he or she deals an additional 1d6 points of damage with each attack during that action. The attack or attacks must come on the same turn and follow immediately after jumping, falling, or flying at least 5 feet of distance on that turn.
The bonus damage does not apply if the attack misses. It is not multiplied on a critical hit. Aerial Attack deals an additional +1d6 damage per four levels gained in the dragoon class beyond 1st-level, such as at 5th, 9th, and 13th-level. This is an extraordinary ability, and may be used in combination with the Fly-By Attack or similar feats as appropriate.
Mighty Leap (Ex): Dragoons are all well-trained or well-practiced in jumping techniques and exercises. They receive 1 free rank in the Jump skill at each level in this class, but this will not increase their rank in the skill beyond the maximum for a class skill. Jump is always considered a class skill for the character, even with other classes, after he or she becomes a dragoon. In addition, the dragoon receives a +5 competence bonus on all Jump skill checks. Lastly, the dragoon's maximum jumping height and distance is double the normal limit. Mighty Leap is an extraordinary ability.
Skill Focus: A dragoon of 2nd-level receives one free copy of the Skill Focus feat. This must be applied to the Jump skill, unless the dragoon already possesses another Skill Focus feat for the Jump skill. If that is the case, then apply this Skill Focus to any one other dragoon class skill.
Athleticism (Ex): Dragoons develop a lot of leg strength, and some significant upper-body strength as well. They receive a +4 competence bonus on Climb, Swim, and Tumble skill checks at 3rd-level in this class, which improves to +7 at 10th-level and then to +10 at 16th-level in the dragoon class. This is an extraordinary ability.
Fast Movement (Ex/Su): The exceptional amount of leg-muscle development by a dragoon makes him or her much faster than a normal member of their race. They add +10 feet to their base movement speeds (only their natural movement speeds) at 4th-level in this class. The speed increase improves by another +10 feet per seven levels gained in this class beyond 4th, such as at 11th-level. This ability does not function while carrying more than a heavy load. The first +10 feet of speed increase is an extraordinary ability, but the rest of this ability's speed increases count as an supernatural ability and an enhancement bonus.
Supernatural Leap (Su): At 6th-level in this class, the dragoon develops a supernatural prowess in his focus on jumping techniques. He or she is no longer limited by his or her own height for purposes of maximum jumping height and distance. The dragoon receives an enhancement bonus on Jump skill checks equal to his or her level in this class. Furthermore, he or she treats every jump as though it were a running jump, even if he or she did not move before jumping. This is a supernatural ability.
Resilient Feat: At 7th-level the dragoon develops some extra resilience, becoming tougher in mind or body. He or she chooses one of the following to gain as a bonus feat: Endurance, Great Fortitude, Iron Will, Lightning Reflexes, or Toughness. The normal limitations of these feats apply.
Leaping Charge (Ex): An 8th-level or higher dragoon may jump as part or all of the movement for a charge attack or a partial charge attack, and as long as the entire charging distance is covered with jumps, he or she ignores any terrain modifiers to movement speed for the charge. This means that he or she may charge over terrain that would normally prevent it. The charge must be in a straight line either horizontally, vertically, or diagonally, but need not be a straight line in every way; the dragoon could jump upwards and forwards a short distance, land, jump again, and again, then attack, for instance.
If the dragoon falls on a target, and covers at least 10 feet of distance downward in that fall, he or she may treat it as a charge attack or partial charge attack. Thus, he or she may attack the target even if it is not his or her turn, but may only make a single attack in this manner upon landing. Falling damage is dealt normally, and the attack is separate, but receives the benefits of the dragoon's Aerial Attack ability as normal. Lastly, Leaping Charge doubles the competence bonus on Jump checks from the Mighty Leap class feature, from a +5 bonus to a +10 bonus. Leaping Charge is an extraordinary ability.
Swift Jump (Ex): At 12th-level onward, the dragoon may make short, incredibly fast leaps on occasion to cover a significant distance as quickly as possible, and thus allowing for more attacks in many cases. Swift Jump is an extraordinary ability that may be used as a swift action once per round, on the dragoon's turn, like casting a Quickened spell. This counts against the normal limit of performing only one swift action per round.
Swift Jump cannot be used during an attack (nor to avoid an attack, such as a readied action or an attack of opportunity), but it can be used between attacks from a full-attack action, or during the movement of a move action, for example. It cannot be used on the same round in which you take a run action. Each use of Swift Jump requires a Jump check, and you may move up to the indicated distance for that Jump check, as part of this swift action. However, your total bonus on the Jump check is reduced to one-half normal, rounded down, for purposes of the Swift Jump.
Soaring Leap (Ex/Su): Dragoons of 14th-level or higher are even more superb jumpers than before. Their competence bonus on Jump checks from the Mighty Leap ability is increased to a +15 bonus, which overrides the increase from Leaping Charge. Furthermore, the dragoon may take 10 on Jump skill checks under any conditions, even when rushed, distracted, pained, or threatened. These benefits are an extraordinary ability. In addition, however, as a supernatural ability, the dragoon increases his or her enhancement bonus on Jump checks from the Supernatural Leap class feature to equal double his or her level in this class. As part of the supernatural benefits of Soaring Leap, the dragoon treats every fall as though it were 20 feet shorter, for purposes of his or her own falling damage suffered, if any.
Feather Fall (Sp): At 15th-level onward, the dragoon may use Feather Fall at will as a spell-like ability. This functions as per the spell of the same name, at a caster level equal to the dragoon's level in this class, except that it functions only upon the dragoon and his or her equipment worn or carried, not any other creatures or objects.
Immediate Jump (Su): Once he or she has achieved 19th-level in this class, the dragoon is capable of making leaps so fast that they can make any attack fall short in the blink of an eye. As a supernatural ability, the dragoon may activate Immediate Jump as an immediate action once per 10 minutes. When this ability is used, the dragoon makes a Jump check and may move up to the indicated distance, as part of this immediate action, without provoking attacks of opportunity for the activation nor for any of the distance moved. The dragoon's total bonus on the Jump check is reduced to one-half normal, rounded down, for purposes of the Immediate Jump.
Immediate Jump may be used after an opponent's attack is declared but before the attack roll is made, or at any time that a swift action could be taken, or at any other time that the dragoon is able to move. However, when used in response to another action, it must be activated before that action's result would be determined (such as before damage is rolled, before saving throws are rolled, or before the attack roll). An immediate action uses up your swift action for the round if used on your own turn, or uses up your next turn's swift action otherwise, and is limited by your allowed number of swift actions per round (normally one).
Boundless Leap (Su): Dragoons of 20th-level are masters of jumping and aerial combat. They may take a single move action as part of a full attack action, but only to jump once for that movement, and only before making the attacks for this full attack action. This is not a charge attack. The dragoon also enjoys an increase in his or her enhancement bonus on Jump checks from the Supernatural Leap class feature, improved to an enhancement bonus equal to three times his or her level in this class. This overrides the increased enhancement bonus from Soaring Leap.
In addition, the dragoon's Strength bonus on Jump checks (as the key ability score for the Jump skill) is doubled. Lastly, the dragoon treats his or her movement speed as double its actual value for purposes of how far he or she may move with a single jump during any kind of move action, including a double-move, run, or withdraw action. In other words, if his or her Jump check would allow covering more distance during that single jump than the dragoon's movement speed, he or she may move up to that distance with the jump, without requiring more move actions. Boundless Leap is a supernatural ability.
Code:
[U]Table: The Dragoon[/U]
[B]Class Base Base Base Base
Level Attack Fort. Ref. Will Special[/B]
1 +1 +2 +0 +0 Aerial Attack +1d6, Mighty Leap
2 +2 +3 +0 +0 Skill Focus
3 +3 +3 +1 +1 Athleticism +4
4 +4 +4 +1 +1 Fast Movement +10
5 +5 +4 +1 +1 Aerial Attack +2d6
6 +6/+1 +5 +2 +2 Supernatural Leap
7 +7/+2 +5 +2 +2 Resilient Feat
8 +8/+3 +6 +2 +2 Leaping Charge
9 +9/+4 +6 +3 +3 Aerial Attack +3d6
10 +10/+5 +7 +3 +3 Athleticism +7
11 +11/+6/+1 +7 +3 +3 Fast Movement +20
12 +12/+7/+2 +8 +4 +4 Swift Jump
13 +13/+8/+3 +8 +4 +4 Aerial Attack +4d6
14 +14/+9/+4 +9 +4 +4 Soaring Leap
15 +15/+10/+5 +9 +5 +5 Feather Fall
16 +16/+11/+6/+1 +10 +5 +5 Athleticism +10
17 +17/+12/+7/+2 +10 +5 +5 Aerial Attack +5d6
18 +18/+13/+8/+3 +11 +6 +6 Fast Movement +30
19 +19/+14/+9/+4 +11 +6 +6 Immediate Jump
20 +20/+15/+10/+5 +12 +6 +6 Boundless Leap