Extras‎ > ‎Custom Creations‎ > ‎Black Flame Studios' Lab‎ > ‎Classes‎ > ‎


The gadget spec URL could not be found

Hardened warriors who are skillful on both horseback and on their own two feet, the dragoon makes use of their martial prowess to take down their opponents. In addition to being skilled on both horseback and grounded combat, they are great for charging in and striking their enemies with a single attack, bringing their foes to their knees.

Role: The dragoon works well at both ranged and martial, depending on the styles chosen. Their intent is to be used for mounted charging or just charging on their own, however a dragoon using a crossbow, bow, or firearm is entirely viable.

Alignment: Any non-neutral alignment.

Hit Die: d10

Class Skills

The class name's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (History) (Int), Knowledge (Nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Dragoon
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Reckless Charge +2/-1, Dragoon Momentum +1
2nd +2 +3 +3 +0 Quickened Charge +10 ft., Dragoon Style
3rd +3 +3 +3 +1 Mount, Battle Presence
4th +4 +4 +4 +1 Reckless Charge +4/-2, Dragoon Momentum +2
5th +5 +4 +4 +1 Style Feat
6th +6/+1 +5 +5 +2 Improved Dragoon Style
7th +7/+2 +5 +5 +2 Dragoon Momentum +3
8th +8/+3 +6 +6 +2 Quickened Charge +20 ft.
9th +9/+4 +6 +6 +3 Reckless Charge +6/-3
10th +10/+5 +7 +7 +3 Dragoon Momentum +4, Style Feat
11th +11/+6/+1 +7 +7 +3 Greater Dragoon Style
12th +12/+7/+2 +8 +8 +4 Lightened Medium Armor
13th +13/+8/+3 +8 +8 +4 Dragoon Momentum +5
14th +14/+9/+4 +9 +9 +4 Reckless Charge +8/-4
15th +15/+10/+5 +9 +9 +5 Style Feat
16th +16/+11/+6/+1 +10 +10 +5 Dragoon Momentum +6
17th +17/+12/+7/+2 +10 +10 +5 Master Dragoon Style
18th +18/+13/+8/+3 +11 +11 +6 Quickened Charge +30 ft.
19th +19/+14/+9/+4 +11 +11 +6 Reckless Charge +10/-5, Dragoon Momentum +7
20th +20/+15/+10/+5 +12 +12 +6 Awesome Stride, Style Feat

Class Features

All of the following are class features of the dragoon.

Weapon and Armor Proficiency

Dragoons are proficient with all simple and martial weapons. They are also proficient with light armor, medium armor, and shields (except tower shields). A dragoon wearing heavy armor, a tower shield, or carrying a heavy load can't charge, and use their charge-based abilities.

Reckless Charge (Ex)

Class Specific Feats

The following class specific feats are available to dragoons who meets the prerequisites.

Knowing how to dish out pain with their charges, the dragoon tends to forget all about their own defenses in the meantime. A dragoon takes an additional -1 to their Armor Class while charging, but gain an additional +2 to damage on their charge. At 4th level, and every 5 levels thereafter the bonus damage increase by 2, and the penalty increases by 1. Class features from other classes which reduce or negate the penalties of a charge do not negate Reckless Charge's penalties. They can activate this as an immediate action when they charge, and can use this ability a number of times per day equal to 3 + the dragoon's Charisma modifier.

Dragoon Momentum (Ex)

Even when they aren't charging, the dragoon still manages to inflict extra pain upon their enemy. When they have moved at least half their movement speed (if half of their movement speed is more than a 5 ft. step) before attacking, they gain a bonus to damage as listed on Table: Dragoon. This bonus starts at +1 at 1st level, and increases by 1 every 3 levels after 1st.

Quickened Charge (Ex)

At 2nd level, the dragoon knows how to get around on their feet when charging, allowing them to hit enemies from even farther away. When charging, the dragoon has +10 foot movement speed. In addition to this, any mount they are riding gains this bonus to movement speed when they charge. This bonus increases to +20 feet at 8th level, and +30 feet at 18th level.

Dragoon Style (Ex)

At 2nd level, the dragoon learns to fight a specific way, allowing them to specialize into one style of combat. In addition to the abilities the style grants, they gain bonus feats at the levels listed, with the feats the class grants listed below the ability. He must meet the prerequisites for the feats listed before taking them.

Two-Weapon Fighting

The dragoon learns to attack with two weapons, even when charging. On a charge, he can make his attack along with an attack from his off-hand at an additional -2 penalty.

Feat Selection: Two-Weapon Fighting (and Improved/Greater), Double Slice, Two-Weapon Rend, and Two-Weapon Defense.

Ranged Combatant

While most dragoons would rather fight up close, ranged combat does call to some with more of an inclination towards ranged weaponry. The dragoon can charge and make a ranged attack against the opponent if they are in the range of them at any point during the charge. All charging bonuses/penalties apply to their ranged attack. The attack must be made while they are moving closer to their target.

Feat Selection: Rapid Reload, Point Blank Shot, Precise Shot, Deadly Aim, Improved Precise Shot, and Quick Draw.


One of the most common methods of attacking, a jousting dragoon likes to ride up from their mount and stab down at their enemy. They can, once per combat, gain a +5 ft. additional reach with their reach weapon when attacking with it.

Feat Selection: Mounted Combat, Ride-By Attack, Trick Riding, Spirited Charge, Mounted Skirmisher, and Power Attack.

Mount (Ex)

At 3rd level, the dragoon gains a mount which he rides along with him into combat. This functions as the cavalier's mount feature. Levels in other classes which get an animal companion or mount stack for determining the total level of their mount.

Battle Presence (Ex)

At 3rd level the dragoon often goes first due to their combat experience, and their sheer presence upon a battlefield. He gains his Charisma modifier as a bonus on Initiative checks.

Improved Dragoon Style (Ex)

At 6th level, the dragoon's style that they picked up improves in its effectiveness.

Two-Weapon Fighting

The -2 penalty on their off-hand when charging is removed. In addition to this, they add 1/2 their Charisma modifier to attack rolls made with their off-hand (minimum of +1).

Ranged Combatant

If the weapon being used isn't a composite longbow or composite shortbow, the dragoon adds their Dexterity or Charisma modifier to the damage of the ranged attack (whichever is higher). This does not stack with other effects which grant an ability score as damage with the ranged weapon. This affects thrown weapons as well.


A dragoon can make a full attack if their mount has moved 10 ft., instead of the normal 5 ft. restriction.

Greater Dragoon Style (Ex)

At 11th level, their dragoon style gains an additional boost in power.

Two-Weapon Fighting

When two-weapon fighting, the dragoon gains their Charisma modifier to their AC. When caught flat-footed, they lose this bonus to Armor Class.

Ranged Combatant

The ranged weapon being wielded by the dragoon gains a +20 to their ranged weapon's range. Firearms only gain a +10 to their range.


A dragoon can make a full attack if their mount has moved up to 15 ft., instead of the normal 5 ft. restriction.

Lightened Medium Armor (Ex)

At 12th level, the dragoon treats medium armor as light armor for the sake of their movement speed, and feats or abilities which may require light armor. In addition to this, they take no Armor Check Penalty onto Ride. Mithral and abilities which reduce an armor’s category from Heavy to Medium are not further reduced.

Master Dragoon Style (Ex)

At 17th level, the dragoon's style improves to its maximum capability.

Two-Weapon Fighting

Twice per encounter, the dragoon can make a full-round attack with two-weapon fighting after charging.

Ranged Combatant

Twice per encounter, the dragoon can instead of charging make a single attack with their ranged weapon. This is resolved as a 120 ft. line attack, and adds any charging bonuses they'd normally add.


Twice per encounter, the dragoon can choose to do a combat maneuver without provoking an attack of opportunity after making a charge attack, even if they don't have the feat to do so and add their Charisma modifier on the combat maneuver attempt.

Awesome Stride (Ex)

At 20th level the dragoon's charges are greater than that of anyone else's charge. Twice per day, their charge ignores difficult terrain (magical or non-magical) and ignore AC penalties due to charging and Reckless Charge.

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any rquirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.

Table: Dragoon Archetypes / Alternate Class Features

Archetype / Alternate Class Feature Class Features Changed or Replaced
Class Skills Weapon & Armor Spells Cantrips Bloodline Power Eschew Materials Bloodline Bonus Spell Bloodline Bonus Class Skill Bloodline Bonus Feat Bloodline Arcana
1 3 9 15 20 3 5 7 9 11 13 15 17 19 7 13 19
3rd Party Publishers
Black Flame Studios

X=replaced, (X)=optional replacement, C=changed