Dragon Knight

ffOf all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragon knight. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes. Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every ounce of their bodies behind the blow. It is this penetrative power that characterizes the dragon knight.
Role: Dragon Knights tend to be on the front-lines, jumping into the midst of battle. Their mastery of their acrobatics skill is a wonder to all as they soar above, slamming into their opponents with their polearms.
Alignment: Any
Hit Die: d10
Starting Wealth: 5d6 x 10 gold (average 175 gold.) In addition, each character begins play with an outfit worth 10 gold or less.
Class Skills
The dragon knight’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points Per Level: 4 + Int modifier
Level	BAB 	Fort	Ref	Will	Special
1 	1 	2 	2 	0 	Deadly Lancer, Jump
2 	2 	3 	3 	0 	Acrobatic Talent, Pole Fighting
3 	3 	3 	3 	1 	Armor Training, Steadfast Pike
4 	4 	4 	4 	1 	Acrobatic Talent, Hardy Landing (20 ft.)
5 	5 	4 	4 	1 	Dragon Knight Training (1)
6 	6/1 	5 	5 	2 	Acrobatic Talent, Hardy Landing (30 ft.)
7 	7/2 	5 	5 	2 	Fighter Training
8 	8/3 	6 	6 	2 	Acrobatic Talent, Hardy Landing (40 ft.)
9 	9/4 	6 	6 	3 	Sweeping Fend
10 	10/5 	7 	7 	3 	Acrobatic Talent, Hardy Landing (50 ft.),
Dragon Knight Training (2)
11 	11/6/1 	7 	7 	3 	Springing Charge
12 	12/7/2 	8 	8 	4 	Hardy Landing (60 ft.), Advanced Acrobatic Talent
13 	13/8/3 	8 	8 	4 	Spear Parry and Riposte
14 	14/9/4 	9 	9 	4 	Hardy Landing (70 ft.), Advanced Acrobatic Talent
15 	15/10/5 	9 	9 	5 	Dragon Knight Training (3)
16 	16/11/6/1 	10 	10 	5 	Hardy Landing (80 ft.), Advanced Acrobatic Talent
17 	17/12/7/2 	10 	10 	5 	Mighty Charge
18 	18/13/8/3 	11 	11 	6 	Hardy Landing (90 ft.), Advanced Acrobatic Talent
19 	19/14/9/4 	11 	11 	6 	Pike Defense
20 	20/15/10/5	12 	12 	6 	Hardy Landing (any), Dragon Knight Training (4),
Advanced Acrobatic Talent, Leaping Charge
== Class Features ==
All of the following are class features of the dragon knight.
=== Weapon and Armor Proficiency ===
A dragon knight is proficient with simple weapons, all spears, lances, and polearms. They are also proficient with all armor (light, medium, and heavy) but not with any shields.
=== Jump (Ex) ===
At 1st level, a dragon knight trains for years in the ability to leap astounding and nearly supernatural distances, emulating the dragon’s ability to fly. The dragon knight adds his dragon knight levels to all Acrobatic skill checks for jumping. A dragon knight’s ability to jump with his Acrobatic checks is treated as though he got a running start and has the Run feat, regardless of whether or not he gets a running start. In addition, the dragon knight may jump as part of a charge action allowing him to ignore difficult terrain for the distance he jumps. A dragon knight’s maximum height is not affected by his size, allowing very strong, very powerful dragon knights to eventually leap higher than their own height.
Beginning at 4th level, the DC multiplier for a high jump is reduced by 1, making it a multiplier of 3 rather than 4. This reduction improves by 1 every seven dragon knight levels; multiplier of 2 at 11th level, and multiplier of 1 at 18th level. A dragon knight using this ability does not provoke an attack of opportunity unless he passes through a square that is threatened by a flying creature that he is not attacking directly or jumping while adjacent to an enemy creature. If a dragon knight is hit in this manner, he falls to the ground prone in the square in front of the creature.
=== Deadly Lancer (Ex) ===
At 1st level, the dragon knight has learned the technique of falling from the sky upon his opponents to inflict more damage. As a move action before a melee attack with a spear, or lance as part of a charge, the dragon knight may make an Acrobatics check to jump with a DC equal to his target’s CMD. The DC increases by +2 for each size category larger than the dragon knight. If the dragon knight beats the DC, depending on his Acrobatics roll, he moves forward to make the jump and gains a +1 dodge bonus to AC for one round, a +1 circumstance bonus on that attack roll, and deals an extra 1d6 points of damage. In addition, for every ten the dragon knight beats the DC, he gains an additional +1 bonus to his AC and the attack roll, and deals an additional 1d6 damage. This additional damage is not multiplied on a critical hit.
=== Acrobatic Talents (Ex or Su) ===
Starting at 2nd level, a dragon knight gains one acrobatic talent. He gains one additional acrobatic talent for every 2 dragon knight levels attained after 2nd. Unless otherwise noted, a dragon knight cannot select an individual acrobatic talent more than once.
* A complete list of acrobatic talents can be found below
=== Pole Fighting (Ex) ===
At 2nd level, as an immediate action, a dragon knight can shorten the grip on his spear, lance, or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd.
=== Armor Training (Ex) ===
At 3rd level, a dragon knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, 15th, and 19th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed.
In addition, a dragon knight can also move at his normal speed while wearing medium armor. At 7th level, a  dragon knight can move at his normal speed while wearing heavy armor.
=== Steadfast Pike (Ex) ===
At 3rd level, a dragon knight gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear, lance, or polearm. The bonus increases by +1 for every four levels beyond 3rd.
=== Hardy Landing (Ex) ===
At 4th level, the dragon knight becomes skilled at diving through the air after a high jump and absorbing the impact of the long fall. When first using this ability, the dragon knight takes damage as if the fall were 20 feet shorter than it actually is. The dragon knight’s ability to absorb his fall improves with his dragon knight level until at 20th level he can fall any distance without harm.
=== Dragon Knight Training (Ex) ===
At 5th level a dragon knight gains a +1 bonus on attack and damage rolls with spears, lances, and polearms. This bonus increases by +1 for every five levels beyond 5th.
=== Fighter Training (Ex) ===
Starting at 7th level, a dragon knight counts half his total dragon knight level as his fighter level for the purpose of qualifying for feats.
=== Sweeping Fend (Ex) ===
At 9th level, when using a spear or polearm to make a trip maneuver, a dragon knight treats these weapons as if they had the trip weapon feature. In addition, he receives a +4 bonus to his CMD when resisting bull rush or trip attempts.
=== Springing Charge (Ex) ===
At 11th level, when the dragon knight jumps a distance of 10 or more feet using a charge action, he may move after the attack, but the dragon knight’s total distance that he can move cannot be greater than his speed. The dragon knight does not provoke any attacks of opportunity from the target of his attack. A dragon knight cannot use this ability to attack a foe that is adjacent to him at the start of his turn.
=== Advanced Acrobatic Talents (Ex or Su) ===
At 12th level, and every two levels thereafter, a dragon knight can choose one of the following advanced acrobatic talents in place of an acrobatic talent.
* A complete list of advanced acrobatic talents can be found below
=== Sonic Thrust (Ex) ===
At 13th level, the dragon knight can make a single attack that barrages his enemy with many more unseen thrusts. When making a full-round attack on an enemy, he may declare all his attacks as a Sonic Thrust and he may calculate all damage from all attacks as one, for the purpose of bypassing damage reduction from multiple attacks. He may use this ability a number of times per day equal to 3 plus half dragon knight class levels.
=== Mighty Charge (Ex) ===
At 17th level, a dragon knight learns to make devastating charge attacks while jumping. Double the critical threat range of any spears, lances, or polearms wielded during a charge while jumping. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the dragon knight can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
=== Pike Defense (Ex) ===
At 19th level, when an opponent threatened by a dragon knight makes a melee attack against an ally, he may take an immediate action to grant his ally a +2 shield bonus to AC and DR 5/— against that attack. He may use this ability to protect himself, but only if the attacking creature is not adjacent to him.
=== Leaping Charge (Ex) ===
At 20th level, the dragon knight has fully mastered charging the enemy from the skies. When jumping a distance of 10 or more feet using a charge action, the dragon knight deals double the normal amount of damage. In addition, if the dragon knight confirms a critical hit on a charge attack, the target is stunned for 1d4 rounds. A Fortitude save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + base attack bonus.
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= Acrobatic Talents =
Starting at 2nd level, a dragon knight gains one acrobatic talent. He gains one additional acrobatic talent for every 2 dragon knight levels attained after 2nd. Unless otherwise noted, a dragon knight cannot select an individual acrobatic talent more than once.
== Table: Acrobatic Talents ==
Acrobatic Talent 	Benefits
Blue Dragon Scales (Su) 	A dragon knight with this talent gains lightning resistance equal to his dragon knight level after using Heroic Landing (lightning) to deal lightning damage. The dragon knight also gains evasion, uncanny dodge, and a +2 dodge bonus to armor class for every five dragon knight levels obtained. At 15th level, he gains improved evasion and improved uncanny dodge. These bonuses last until the end of his next turn. Prerequisite: The dragon knight must have the heroic landing (lightning) acrobatic talent before selecting this talent.
Combat Feat 	A dragon knight who selects this talent gains a bonus combat feat.
Controlled Descent (Ex) 	A dragon knight with this talent may select a number of squares equal to his Dexterity modifier that are not affected when using Heroic Landing. Prerequisite: The dragon knight must have the heroic landing acrobatic talent before selecting this talent.
Crater (Ex) 	A dragon knight with this talent that hits a creature with his deadly lancer attack causes all ground within 5 feet of that creature to become difficult terrain for a number of rounds equal to half his dragon knight level.
Flexible Flanker (Ex) 	A dragon knight with this talent may choose any square adjacent to him and treat that square as his location for determining who he is flanking, even if that square is occupied by a creature, object, or solid barrier.
Graceful Bound (Ex) 	A dragon knight with this talent may use his Dexterity in place of his Strength when calculating the DC of his dragon knight abilities.
Green Dragon Scales (Su)	A dragon knight with this talent gains earth resistance equal to his dragon knight level after using Heroic Landing (acid) to deal earth damage. He also gains damage reduction 1/- per two dragon knight levels and stacks with the bonus from adamantine armor. These bonuses last until the end of end next turn. Prerequisite: The dragon knight must have the heroic landing (acid) acrobatic talent before selecting this talent.
Heroic Landing (Su) 	A dragon knight with this talent chooses acid, fire, cold, electric. When the dragon knight deals bonus damage with his deadly lancer ability, he may choose the bonus damage to deal elemental damage instead. He deals that much damage of that element to each creature (excluding himself) within 5 feet of the target of his attack, with a Reflex save (DC 10 + half of the dragon knight’s level + his Strength modifier) for half. Using this ability is declared before the dragon knight rolls to attack with his deadly lancer ability. The dragon knight may select this talent multiple times, each time he may choose an additional element.
Pole Vault (Ex) 	A dragon knight with this talent may change direction once during a jump, even if he is charging.
Predatory Pounce (Ex) 	A dragon knight with this talent that uses his deadly lancer ability on a target that is flat-footed, he roll d8s instead of d6s.
Ready Pike (Ex) 	A dragon knight with this talent can, once per day, ready a weapon with the brace property as an immediate action, gaining a +1 bonus on attack and damage rolls. For every four dragon knight levels, this bonus increases by +1, and he can use the ability one additional time per day. He cannot use this ability when flat-footed.
Red Dragon Scales (Su) 	A dragon knight with this talent gains fire resistance equal to his dragon knight level after using Heroic Landing (fire) to deal fire damage. The dragon knight’s movement speed also increases by 10 feet + an additional 10 feet for every six dragon knight levels obtained. These bonuses last until the end of his next turn. Prerequisite: The dragon knight must have the heroic landing (fire) acrobatic talent before selecting this talent.
Step Aside (Ex) 	A dragon knight with this talent can take a 5-foot step, as an immediate action, when a creature threatened by a dragon knight takes a 5-foot step into a square adjacent to him. This 5-foot step must be subtracted from his movement on the next turn. He also gains a +2 dodge bonus to his AC against that opponent until the end of his next turn.
Tactical Drop (Ex) 	A dragon knight with this talent may choose to not deal extra damage from deadly lancer and instead, make a trip, bull rush, sunder, or disarm combat maneuver check when he hits a target with a jump attack. This combat maneuver receives a bonus to CMB rolls equal to the number of deadly lancer dice. This attack still deals his normal attack’s damage.
Tail Sweep (Ex) 	A dragon knight with this talent is able to use his weapon in the same way a dragon uses its tail. A dragon knight may make a tail sweep action as a full-round action. To do so, he chooses 3 consecutive squares he threatens and rolls damage normally for the weapon in use. Each character, friend or foe, in the affected area, rolls a Reflex save (DC 10 + half of the dragon knight’s level + his Strength modifier) or fall prone. This attack is effective against enemies the same size or smaller than the dragon knight. If the attack strikes any enemy larger than the dragon knight, the attack does damage as normal, but becomes immune to the knockdown effect. At 14th level, the dragon knight affects all squares he threatens with tail sweep.
Trip Toss (Ex) 	A dragon knight with this talent may toss his weapon to make trip attacks at a range of 30 feet. He must make a ranged touch attack against his target. Otherwise, this functions just like a trip attack.
White Dragon Scales (Su)	A dragon knight with this talent gains ice resistance equal to his dragon knight level after using Heroic Landing (cold) to deal cold damage. He also gains spell resistance equal to 10 + his dragon knight level. These bonuses last until the end of his next turn. Prerequisite: The dragon knight must have the heroic landing (cold) acrobatic talent before selecting this talent.
=== Advanced Acrobatic Talents (Ex or Su) ===
At 12th level, and every two levels thereafter, a dragon knight can choose one of the following advanced acrobatic talents in place of an acrobatic talent.
== Table: Advanced Acrobatic Talents ==
Advanced Acrobatic Talent	Benefits
Abominable Crash (Su) 	A dragon knight with this advanced talent coats the target of his jump and any creature that fails its Reflex save against his Heroic Landing (cold) in ice. At the start of their turn, they must make a Strength check (DC equal to the number of dice rolled for his deadly lancer damage). If they fail, they are denied their Dexterity bonus, cannot cast spells with somatic components, cannot retrieve items, and must spend a full-round action to make a single attack or move 5 feet. This condition ends when the target makes the Strength check, takes any fire damage, or takes an amount of physical damage equal to the dragon knight’s level. The dragon knight may use this ability a number of times equal to 3 + his Strength modifier. Prerequisite: The dragon knight must have the heroic landing (ice) acrobatic talent before selecting this advanced talent.
Greater Landing (Ex) 	A dragon knight with this advanced talent increases the area of damage for his Heroic Landing and Crater abilities by 5 feet. The dragon knight may select this talent multiple times. Prerequisites: The dragon knight must have the heroic landing and crater acrobatic talents before selecting this advanced talent.
Heat Wave (Su) 	A dragon knight with this advanced talent causes the target of his jump and any creature that takes fire damage from his Heroic Landing (fire) to become fatigued unless a Fortitude save (DC 10 + half of the dragon knight’s level + his Strength modifier) is made to negate. The dragon knight may use this ability as a free action when he declares he is using Heroic Landing to do fire damage a number of times per day equal to 3 + his Strength modifier. This ability has no effect on creatures that are already fatigued. Prerequisite: The dragon knight must have the heroic landing (fire) acrobatic talent before selecting this advanced talent.
Irresistible Advance (Ex)	A dragon knight with this advanced talent gains a bonus on bull rush and overrun CMB checks. This bonus depends on the type of shield used: +1 with a buckler, +2 with a light shield, or +3 with a heavy shield. Prerequisites: The dragon knight must have the phalanx fighting and spear brace acrobatic talents before selecting this advanced talent.
Nerve Wrack (Su) 	A dragon knight with this advanced talent causes the target of his jump and any creature that takes lightning damage from his Heroic Landing (electric) to become shaken for a number of rounds equal to the number of bonus deadly lancer dice he rolled, unless a Will save (DC 10 + half of the dragon knight’s level + his Strength modifier) is made to negate. The dragon knight may use this ability as a free action when he declares he is using Heroic Landing to do electric damage a number of times per day equal to 3 + his Strength modifier. This ability has no effect on creatures that are already shaken. Prerequisite: The dragon knight must have the heroic landing (electric) acrobatic talent before selecting this advanced talent.
Rippling Earth (Su) 	A dragon knight with this advanced talent causes any creature that fails its Reflex save against his Heroic Landing (acid) to be subjected to a bull rush attempt using the target as the point of origin. This attempt does not provoke attacks of opportunity. The dragon knight may use this ability a number of times equal to 3 + his Strength modifier. Prerequisite: The dragon knight must have the heroic landing (earth) acrobatic talent before selecting this advanced talent.
Shellbreaker (Ex) 	A dragon knight with this advanced talent with his powerful blows from the sky allows him to bypass many of the traditional means of defense on creatures, striking true. For a number of times per day equal to 3 + his Strength modifier, the dragon knight may ignore any damage reduction during a charge while jumping.
Super Jump (Ex) 	A dragon knight with this advanced talent may make a special charge attack that takes 2 full-round actions to complete. On the first round, the dragon knight leaps into the air a distance up to a maximum distance allowed by his Acrobatic skill check. On his next turn, he resolves his charge attack as normal but deals twice the deadly lancer damage.
Swoop of a Dragon (Ex) 	A dragon knight with this advanced talent gets an immediate action to jump upon another creature within range of his Acrobatic skill check for an extra melee attack when he drops a creature from a charge attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.
Category:Class
Category:Homebrew
Category:Cracked Reflections