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Full BAB
6+int modifier skill points per level
Proficiency with all simple weapons, all spears, all polearms, and other weapons with reach.
Proficient with all light and medium armor and all shields except tower shields.
High will and dex, low fort
Primary stats,
wisdom - a dragoon trains for years in their field with unparalleled expertise. They strike weak points, and have genius combat strategy. However, they are used to fighting alone.
Dexterity - a slow dragoon is a useless one. Instead of relying on raw strength they rely instead on their quick wits and speed to drive their spears home.
Strength - a dragoon with high strength will be able to thrust their spears a bit harder.
Constitution - typically a dragoon relies more on their speed and movements to avoid injury rather than their constitution to shirk it off.
Intelligence - raw intelligence is not necessary as long as the wits are sharp.
Charisma - dragoon are known for their solitary lifestyle and isolation. As such, they almost never develop social skills.
Patience: through immense patience and waiting for the right time to strike, a dragoon is able to make sense out of the chaos of combat. Starting at 1st level they may skip their standard action to add 2d6 damage for their next attack action. For each attack action skipped this way, they may add an additional 2d6 points of damage, stacking up to their level in additional dice.
Their bonus dice increases to 2d8 at 6th level, 2d10 at 11th level, and 2d12 at 15th level. In addition, for each turn patience is applied, double your bonus to damage applied by your ability modifier, and add +1 to your attack bonus. If Patience damage is applied to a full attack, the bonus damage applies to each attack in the full attack indivudually. This bonus only applies to the target you are currently focusing your patience on, and if the attack misses, all stacks of patience are lost.
Predatora Arcana: A dragoon, at 1st level, must choose a prey. The prey must be a magical beast or a dragon. If it is a dragon, they must pick a color. This prey cannot be changed. A dragoon gains deals additional damage to their selected prey equal to their dragoon level. This additional damage is precision damage. When making knowledge arcana or knowledge nature checks against their prey, they may use their wisdom in place of intelligence. In addition, whenever their favored prey forces the dragoon to make a saving throw, they may roll twice and take the higher result. They may do this a number of times per day equal to 3 + their wisdom or dexterity modifier, whichever is higher. Finally, a Dragoon gains a bonus to survival checks, sense motive checks, and bluff checks equal to their dragoon class level versus their prey.
Starting at level 6, with a day of research (8 hours) the Dragoon can study notes and books meticulously in order to seek out applicable weaknesses in a future hunt. Provided the Dragoon has access to notes on a given creature, they can apply half their Predatora Arcana bonuses to another creature they are readied to hunt. These bonuses are temporary and only apply for that particular hunt, but can be re-gained with another day of research
Starting at level 12, if the dragoon has a trophy or another form of sample of a creature to study as well as the notes, they gain the full Predatora Arcana bonus instead of half. If the totem is from a creature of a higher CR than the Dragoon's intended target, add an additional +2 to the bonuses."
Fast movement: at 1st level, add +5 to the dragoons base movement speed. This bonus increases to +10 at level 5, +15 at level 10, +20 at level 15, and +25 at level 20
Evasion: at 3rd level, a dragoon gets the evasion ability. If the character already has evasion, they get improved evasion instead. If not, this ability is upgraded to improved evasion at level 10.
Isolated Mind: A dragoon values the security of their thoughts, and takes great pride in making sure they're calm in he midst of combat. At level 2, the dragoon gains a +2 insight bonus to mind-affecting effects. This bonus is doubled versus emotion effects. This bonus increases by 1 every 4 levels, to a maximum of +6 and +12 to mind-affecting effects and emotion effects respectively.
Spring attack: at 6th level, the dragoon gets spring attack as a bonus feat.
Quick shifting: starting at 5th level, the dragoon may, as a free action, prepare for an oncoming strike on an opponent's turn. The dragoon gets a +4 AC bonus with an additional +1 every 4 levels to a chosen attack, and may make a five foot step after the attack ahs resolved. They may use this ability up to as many times per day as 3 + wisdom modifier. Using this ability makes the dragoon unable to take a movement action on their next turn, and they cannot use it more than once a round.
Starting at level 16, the dragoon may make a tumble check to increase the distance of their quick shift. A successful tumble check (DC 30) will increase the distance of their shift by 5 feet. For every 10 that the dragoon beats this check by, increase the distance by another 5 feet, up to a maximum of their base movement speed.
Hunter's Finesse: starting at level 8 You treat two-handed spears and polearms appropriately sized for your character as if they were finesseable, adding your dexterity to attack rolls and your wisdom to damage rolls in place of strength. This counts as Weapon Finesse for the purposes of feats, items, effects and abilities.
Flawless Stride (Ex): Starting at 10th level, a dragoon can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. This ability does not let them move more quickly through terrain that requires a Climb or Swim check to navigate, nor can they move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A dragoon loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Apex Predator: the dragoon has become so proficient with hunting that their abilities seem to transcend what is normally possible by mortal standards. At level 20, whatever weapon the Dragoon is holding is treated as having the Bane enchantment for their prey, as well as any additional prey they currently have researched. This bonus applies to any weapon, regardless of the Dragoon's proficiency with it.