These gallant lancers serve in the vanguard of many armies or as knights-errant. They are born leaders and masters of the mounted charge.
A dragoon is not proficient with tower shields.
This ability replaces the 1st-level fighter bonus combat feat.
At 5th level, a dragoon must select weapon training with the spear group. The dragoon’s weapon training bonus with spears improves by +1 on attack rolls and +2 on damage rolls for every four levels beyond 5th (to a maximum of +4 on attack rolls and +8 on damage rolls at 17th level).
The dragoon does not gain weapon training in any other groups as he increases in level.
At 7th level, a dragoon may alternate attacks with the piercing head of his lance with reach, or with the butt end (treat as a club) against adjacent targets. Unlike a double weapon, the masterwork quality and magical special abilities apply to both ends of the lance, except for those weapon special abilities that apply only to edged weapons.
This ability replaces armor training 2.
At 9th level, a dragoon may attach a banner to his lance. This is identical to the cavalier class feature. The bonuses provided by the dragoon’s banner increase by +1 for every five levels beyond 9th (to a maximum of +3 at 19th level). Cavalier levels stack with his dragoon level for determining the effect of his banner, and he can take the better banner progression.
This ability replaces weapon training 2, 3, and 4.
At 11th level, as a standard action or as part of a charge, a dragoon attacking a mounted opponent can make two attacks, one against the mount and the other against the rider, using his highest base attack bonus. Furthermore, if the mount is hit and its rider attempts to negate the hit with the Mounted Combat feat, the dragoon’s attack roll is considered 4 higher when calculating the DC of the Ride check to negate the hit.
This ability replaces armor training 3.
At 15th level, a dragoon and his mount suffer no armor check penalty on Acrobatics checks while mounted. When charging, a dragoon may jump from his mount toward his target. If he jumps 10 feet, his charge modifiers on attack rolls and to AC are doubled and he is still considered mounted for lance damage, Mounted Combat feats, and so on.
This ability replaces armor training 4.
The dragoon must select the lance for this ability
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.