My first homebrew class for Pathfinder looking for feedback


Homebrew and House Rules


The class is called the Dragon Knight and it is based of what I think a Dragoon from the final fantasy series would be like in the confines of the Pathfinder rules. It is designed to emulated the idea of a dragon while not using any for of magic.

It is designed to be an alternate class to the fighter.

Please leave any questions or comments in this thread and I will greatly appreciate any feedback at all.

Dragon Knight can be found here:
Dragon Knight


The links is not working correctly

And you you make it a link by putting it in the following brackets(You need to remove the 1 in url and /url):
[u1rl=http://paizo.com]Paizo Inc.[/u1rl].


should work now, thanks


Works fine now

I just took a quick glance:
It feels forced into one single build option (High str polearm charge).
To me it feels more like a fighter archetype and it could easily be reworked to be one.


i designed it to be an alternate class to the fighter, like ninja is for rogue, basically a large archetype. Its meant to be mobile being able to deal damage whether being surrounded by enemies(polearm flurry) or needing to move into position (leap and charges)


I must admit i a not a fan of making it a new class if it only works with a single build. A full class should be able to work with a big number of different builds.
Additionally i would go away from it being an alternate class. They are just not a good design.
A ninja, for example, should not be an alternate class either but just a large archetype.

As it currently stands, your dragon knight should be an archetype for the fighter. There is no reason of its not being one outside of it having a better reflex save.

Just swap out bonus feats and armor/weapon training at the appropriate levels for the dragon knight abilities and your fine. Perhaps remove some of the rather unneeded additions, like fleet or polearm focus. The player can just decide to take weapon focus for the weapon he chooses for his character concept.


I agree with Grangerer's basic criticism that the class seems a bit too niche to be a full class as things stand now. I do however feel like just reducing it to a fighter archetype seems a bit of a missed opportunity. Of course, this would certainly be more palatable than most fighter archetypes, but I think it would be a lot more fun to diversify its class features and make other builds (Dex-based, possibly some form of switch-hitting) possible. However, this would obviously require a lot more work, and might not be worth it depending upon how many hours you want to sink into this bad boy.

Otherwise, I think everything looks fine, and it certainly captures the core mechanic of an FF dragoon. If you decide to keep it as is, my only suggestion would perhaps be to turn it into a cavalier archetype (replacing the mount) rather than a fighter one, as I believe the cavalier is closer to an FF dragoon than the fighter. Just a thought, though.

All in all, for a 1st homebrew I think this looks very good. The only concrete criticism I have is that simply stating polearm flurry lets you treat any polearm as a double weapon that loses reach might be more parsimonious than the somewhat convoluted description of its function you have now.


Thank you for the suggestions so far, I'm looking for a way to change some of the core concepts of the class to make it more flexible to multiple build ideas. It's not easy to be honest.

How does the overall power of the class seem to people? When compared to another melee class does it seem too strong? Obviously with being less flexible it wouldn't be the greatest choice at the moment, but I feel it does what it is meant to well. I just want it to be balanced to start with so I can work on it from there.


Grant proficiency with all martial weapons for starters, and then remove the reliance on pole arms. If you like, make pole arms style just one of a few combat styles. I'll post more when I have time.


Infinityshift wrote:

Thank you for the suggestions so far, I'm looking for a way to change some of the core concepts of the class to make it more flexible to multiple build ideas. It's not easy to be honest.

How does the overall power of the class seem to people? When compared to another melee class does it seem too strong? Obviously with being less flexible it wouldn't be the greatest choice at the moment, but I feel it does what it is meant to well. I just want it to be balanced to start with so I can work on it from there.

It's never easy, but kudos to you for putting something out there :-)

Thoughts:

  • D10, full BAB, good Fort and Ref isn’t a terrible mix. They are a step above the fighter, if that is what you intended (they only have good Fort).
  • You should add a level column to the table.
  • I agree with Ciaran, add all martial or else they are oddly unable to pick up a longsword and use it if the need arises.
  • If you have Knowledge (arcane), would UMD be appropriate for a skill?
  • I like polearm furry but you should consider making the half have differing damage profiles. At the very least there should be damage listed for weapons wielded by creatures of a larger size and I imagine the butt of a monk's spade differently than the butt of a halberd.
  • As a formatting things you switch between “6th” and “sixth” a lot. Also, I believe you decap class names and capitalize feat names.
  • For dragon’s reach does that allow him to ignore total cover or just partial cover?
  • With Furocity (Ferocity?) what happens if the dragon knight already has that feat?
  • For superior dragon’s leap I’d just add a clarification to say “this does not change the handedness of the weapon” (I know... it’s just “stupid-proofing”).
  • Overall, I can dig it. I like the flavor- very Final Fantasy. Mechanically, it feels more like a fighter archetype than a full, new, base class however (and that’s not a bad thing).


  • I have taken several suggestions into account to clean up the current version of the dragon knight. I have added proficiency with all simple and martial weapons, though the main abilities still focus on polearms.

    As for the items that Scott pointed out.
    I used 1d6 for the haft damage because I thought it reasonable to use the damage of a quaterstaff and I reworded it accordingly.

    For Ferocity, it was inspired by the style feat Dragon's Ferocity but is intended only for use with polearm flurry since the style feat only works with unarmed strikes.

    Dragon's reach only ignores the -4 to hit through partial cover, it was meant to be of use if the dragon knight if fighting over the shoulder of an ally.

    The knowledge arcane for skills comes from a background flavor of studying dragons but UMD doesn't really fit the flavor.


    Gonna go ahead and go through each ability individually

    Polearm Focus: Seeing as this is based off fighter, I don't know why you wouldn't just leave in Weapon Training for Polearms anyways. I would get rid of Polearm Focus and just do Polearm training like the Polearm Fighter Archetype

    Polearm Flurry: It feels too out of place, I mean, if you're facing down a dragon you're not gonna waste time hitting it with the short-hafted blunt end of your sharp stick that's meant to keep you as far away from the giant fire breathing menace as possible. I would do away with the butt end part but keep the flurry, only limited to polearms and at a minus -4 penalty rather than standard -2.

    Dragon's Charge: I would simply merge this into Dragon's Leap

    Dragon's Leap: I would maybe make it so this gives a bonus to Acrobatics checks to jump, or progressively lower the DCs for high jumps. Otherwise it's fine, just add Dragon's Charge to this

    Dragon's Fang: Remove the immunity stipulation from critical and sneak attacks, add it onto Dragon's Leap

    Dragon's Reach: Very unclear

    Fleet: You're just getting the Fleet feat for free at two levels, much better class abilities can be replaced for this like Evasion and Improved Evasion. I assure you you'll see a lot of use out of them.

    Ignore Terrain: Redudant, you're already gonna be jumping around everywhere without the penalty from not having a running start.

    Ferocity: Completely redundant. You're already getting 1-1/2 times str bonus on your flurry from wielding the polearm two handed. You're also already getting Dragon's Fang on Leaps so you're fine for damage.

    Improved Dragon's Leap: This is fine

    Ignore Height: This should come in waaaaaaaaaay earlier

    Superior Dragon's Leap: Fine, but lackluster, you already have a lot of damage stacking onto Leap, you can branch out to other ideas besides 'more killing power'

    Polearm Mastery: Same as above

    RPG Superstar Season 9 Top 16

    Classes are one of the hardest things to design in this game. It should be an archetype. The entire point of archetypes is to let you homebrew cool niche/thematic abilities without having to create an entire class. Just make it a fighter archetype that trades a few bonus feats for polearm flurry and leap. This way, you can focus all your effort in designing cool abilities unique to your concept rather than worry about all the overhead necessary for an entire class.


    This would also be a good archetype for ranger due to favored enemy


    I think I should point out that the dragon knight isnt a dragon hunter. It is meant to be a class that fights by emulating the dragon. The flurry ability is meant to simulate the multiple attacks a dragon has. The leap and fang abilities are self explanatory. I kept fang seperate from leap so that the dragon knight would have something to do after he used all his daily uses of leap. The class is meant to be mobile so charging into a group of enemies in one round then using flurry the next is a common tactic.


    After taking into account many suggestions that I have read from many kind users, I have reworked several abilities and the levels that they are learned.

    Improved Dragon's Leap now offers a more powerful option for the ability at an increased cost and is gained at 7th level instead of 9th.

    Superior Dragon's Leap is now what Improved was originally so it has more killing power, and has been moved from 16th level to 13th level.

    I moved Ignore Height from 13th level to 5th level because the ability scales with Dragon's Leap anyway so it didn't seem like a power shift.

    I'm still debating on weather to include weapon training from the fighter class, and I'm also working out which abilities are replacing or changing what from the base fighter as I am now treating this as an archetype for it instead of an alternate class. Though it does add a great number of things.

    I feel like I'm writing a change log for a patch for an MMO at this point

    Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / My first homebrew class for Pathfinder looking for feedback All Messageboards

    Want to post a reply? Sign in.
    Recent threads in Homebrew and House Rules