
Wyn Shallmar |

~~Started this Archetype because I liked the Idea behind the Cavalier but disliked that it required a mount to use to its fullest. So i toyed around with the idea of an Archetype that would give you a similar momentum you would get from a charging mount and came up with this. Let me know what you all think all comments are welcome. And if on the low chance Paizo happens to really like this and wants to use it let me know! :D
The Dragoon (Cavalier Archetype)
Jump Attack (Ex): As a full-round action that provokes an attack of opportunity, a Dragoon can make a single jump and soar high into the air and crash into their foes. When she does this, attacks a single
target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the attack hits. For each additional successful attack roll beyond the first, the Dragoon deals additional damage equal to the base weapon damage plus enhancement bonus. If the weapon is a two-handed weapon with the piercing quality it deals double damage. Precision damage and extra damage from weapon special abilities (such as flaming) are only dealt once and do not do extra damage on additional successful attack rolls. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). After the damage is resolved the dragoon lands safely adjacent to the target. This ability replaces mount.
The max range of the attack is determined by a jump (acrobatics) check; ex a jump equaling to 35 would give the attack a range of 35feet. The jump check is made after the Dragoon designates a target and cannot cancel the action once the check is made. If the target is not in range of the jump check the dragoon lands as close as possible to the target and the attack action is wasted. If the location of a missed landing is unsafe or undesirable the dragoon may attempt another acrobatics check guide her fall to another square. The dc of the guided fall is 5 feet per 20 acrobatics.
High jump (Ex): Using specialized training dragoons can push their body passed its limits to jump to extreme heights. At 1st level Dragoons get a bonus to their jump check equal to their level. In addition the formula for figuring vertical jump height is the same as for horizontal jump height (one foot per point on the check).
Dragoons jump extraordinarily quickly, letting them complete an entire jump, no matter how far it is, as a move action, they are always considered to benefit from a running start on Jump checks.
Dragoons also ignore falling damage for 20 feet per Dragoon level.
Reach Mastery (Ex): At 3rd level, a Dragoon may use a reach weapon to attack adjacent squares as if it were not a reach weapon. This ability replaces Cavaliers' charge.
Deadly Descent (Ex): At 4th level Whenever the Dragoon makes a jump attack she will deal an extra 1d6 damage for every 10 feet the Dragoon falls. This extra damage is not multiplied by criticals or other multiplying effects. This ability replaces great trainer.
In addition when making a jump attack the dragoon can instead choose to jump more vertically than horizontally and will instead only move 5 feet horizontally per 15 athletics and 7.5 feet vertically per 5 athletics. This action must be decided before making the athletics check
Skykiller (Ex): At 9th level if a Dragoon successfully hits a foe with a jump attack that is in the air she may immediately make a combat maneuver to bring the creature down to the ground dealing falling damage as normal. Skykiller benefits from any items or feats that effect the trip combat maneuver.
Dragon Dive(Ex): Once per day, a Dragoon can pool all of his potential into one mighty leap. This jump attack is given a bonus to its vertical distance equal to 20+1d20 feet. In addition the Dragoon lands with such force that he deals falling damage again to the target and to everything within 20 feet of the target and are knocked prone (reflex half and the target of the main attack receives no save). If the attack is a miss then the dragon deals falling damage to himself and everything around him as normal and he receives no save.

Mairn |

I really like this! It is pretty cool and seems like a good interpretation of the final fantasy dragoon in pathfinder.
Is it intended for you to land adjacent to the target when using jump, even if you are using a reach weapon?
Also, for comedies sake: Items that deal double damage when jumping that probably shouldn't.
- Scythe
- Spiked chain
- Gnome hooked hammer

Oceanshieldwolf |

@Wyn Shallmar:
Nice. Thiugh this concept has been visited before at least a few times in the subforum:
Search results for Dragoon in Homebrew
A few of them are Final Fantasy inspired, which i am not familiar with - yours doesn't appear to me, but is thematically very similar to others. At least one thread I participated in the discussion/gave feedback, though I can't remember which one.
I like your version too... Skykiller is great.

Wyn Shallmar |

I am all for more non-mount-reliant Cavalier archetypes.
"7.5 feet" in Deadly Descent is... awkward, and very difficult to keep track of since the game is completely built around 5-foot increments. Is there any way you can revise or reword this without breaking it?
your right but you know... now that I think about it the math would be about the same if I simply said
"In addition when making a jump attack the dragoon can sacrifice distance for more power and will instead only move 5 feet horizontally per 15 athletics and multiply the damage done by your falling dice by 1.5"
I like that a lot better its too bad I cant edit my Original text. I'll have to update this in my drive file... Thanks for getting me to rethink this Orthos!