
darthmaru |

This is my attempt to convert this iconic job to pathfinder. I'd like to ask for your help for balance matters. Thank you very much.
DRAGOON (FIGHTER ARCHETYPE)
Descendants of a race who shared a special bond with dragons, dragoons practice their spear techniques, and in battle they leap down from above to strike at their foes.
Skills: Acrobatics and Knowledge (arcana) are class skills for the dragoon.
Weapon and Armor Proficiency: A dragoon is proficient with all simple weapons plus the longsword, scimitar, short sword and all martial weapons from the polearms and spears weapon group. He is proficient with all armor (heavy, light, and medium) and shields (except tower shields). This alters the fighter’s weapon and armor proficiency.
Draconic Pool (Su): At 1st level, a dragoon gains a reservoir of mystical energy that he can draw upon to awaken his powers. He has a number of points equal to 1/2 his dragoon level (minimum 1) + his Constitution modifier. The pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
High Jump (Ex): At 1st level, a dragoon adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. A dragoon’s maximum height is not affected by his size and his jump is not affected by maximum movement speed, allowing him to eventually leap higher than his own height and further than his own movement speed. A dragoon may jump as part of a charge action and retains his Dexterity bonus to armor class while jumping.
As long as he has at least 1 point in his draconic pool, when he makes a high jump, the DC for that jump is half the normal DC. In addition, by spending 1 point from his draconic pool as swift action, anytime a dragoon rolls for Acrobatics to jump, he assumes the roll resulted in a natural 20.
A dragoon can't use this ability while wearing medium, heavy armor, or carrying a medium or heavy load. This ability replaces the bonus fighter combat feat gained at 1st level.
Armor Training (Ex): In addition to the normal benefits, at 3rd level, a dragoon can high jump while wearing medium armor. At 7th level, a dragoon can high jump while wearing heavy armor. This ability alters armor training 1.
Dragoon Training (Ex): At 5th level a dragoon gains a +1 bonus on attack and damage rolls with spears and polearms. The bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1.
Ignore Height (Ex): At 7th level, the dragoon becomes skilled at diving through the air and absorbing the impact of the long fall. He takes falling damage as if the fall were 30 feet shorter than it actually is. In addition, he never takes falling damage while using high jump. At 11th level he takes falling damage as if the fall were 60 feet shorter. At 15th level he takes falling damage as if the fall were 90 feet shorter. This ability replaces armor training 2, 3, and 4.
Meteor Strike (Ex): At 9th level, a dragoon may fall from the sky upon their opponents to inflict more damage. As a full-round action, by spending 1 point from his draconic pool, a dragoon may charge toward his opponent using his high jump ability. By spending an additional point as part of the same action, whenever he jumps at least 10 feet from his opponent (vertically or horizontally) and strikes his foe using a spear or polearm, he deals double damage. This ability replaces weapon training 2,3, and 4.
Weapon Mastery (Ex): A dragoon must choose a spear or polearm for his Weapon Mastery class feature.