D&D 3e (3.0/3.5) Rules
Some adventurers learn to fight through the practice of the sword or magic and some learn to use the fist or bardic magic. There are still some who wish to be cunning and use the ways of the rogue. But there are a select few who embrace the use of the spear and the fighting style of the dragon, these select few are the Dragoons.
Adventurers: Dragoons love to adventure, it gives them a chance to showcase their skills and gain fame throughout the world. It also gives the dragoon the chance to learn about the dragons that they devote their lives to and try to emulate.
Characteristics: The dragoon's strength is melee combat. The dragoon masters his fighting skills and grows in experience to be of better use to his party. The dragoon tends to focus their attacking on solo attacks and a team effort with dragons rather than a concentrated effort with members of the party. Dragoons tend to be the fighting leader of parties but generally loners in the realm of personality.
Alignment: Overall, dragoons tend to follow the alignment of the dragons they find an affinity for. Dragoons have a tendency towards good and evil in equal proportion, just as there are good and evil dragons.
Religion: Dragoons typically worship the patrons of the dragons. Before the War of Souls, the dragoon's chief deities were Paladine and Takhisis. With the two gone, the dragoon's religion varies. Many neutral dragoons tend to respect, if not worship, the god of their dragon companions.
Races: Humans, elves, and half-elves make up most of the population of dragoons; other races hear the call but it is rare.
Other Classes: The dragoon excels at a straight up fight but works well with all other classes. Due to the their general reservations, the dragoon gets along exceptionally well with rogues who also tend to work alone.
Role: In most parties the dragoon serves as a melee combatant.
Game Rule Information
Dragoons have the following game statistics.
Abilities: Strength is especially important for dragoons because it improves their melee attacks and the amount of damage they deal. Constitution is important for hit points which help dragoons in battle as a melee combatant.
The dragoon's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) x4.
All of the following are class features of the dragoon.
Weapon and Armor Proficiency: The dragoon is proficient with the halberd, the longbow, and with all spears. The dragoon is proficient with all light and medium armor.
Surprise Attack: The dragoon can use a surprise attack whenever an opponent loses his Dexterity modifier to Armor Class. At 3rd level, the dragoon causes 1d8 additional points of damage. This increases by 1d8 for every three levels of the dragoon.
Dragonfriend: You are a known and respected ally of dragons. The dragoon gains the Dragonfriend feat at 4th level even if he does not meet the prerequisites. See the Draconomicon for details on the Dragonfriend feat.
Bonus Feats: The dragoon gets a bonus feat at every five levels.
Weapon Specialization: Beginning at 6th level, the dragoon gains access to this feat. The dragoon does not automatically gain this feat, but he may take this feat whenever he has the opportunity to choose a new feat.
Mighty Jumper: At 6th level, the dragoon gets a +4 bonus to Jump checks, and does not subtract his armor check penalty (if any) from Jump-based skills and feats so long as the armor is no larger than medium. In addition, the dragoon may jump a height as if he were one size category larger.
Skill Focus (Jump): At 8th level, the dragoon gains the Skill Focus feat in the Jump skill.
Dragon Companion: At 10th level, if the dragoon has not harmed dragons, the dragoon is granted the companionship of a wyrmling dragon of a color corresponding to his alignment. Due to a blessed union between the dragoon and the dragon, the dragon's size increases by one step at 10th level, 15th level, and again at 20th level. The dragon cannot exceed colossal size. During the Age of Mortals, this blessing may or may not be able to take place at the DM's discretion.
Human Dragoon Starting Package
Armor: Studded leather (see the Player's Handbook).
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