Beowulf Dron (3.5e NPC)

A proud dwarven dragoon knight who gained fame by slaying wyverns through his powerful jumps, he gets less actions these days as the draconic threat has died down. Even so, he remains alert for those would would bring dragonkind back to his door, with trusty lance in hand and jumps strong enough to make it seem as if he is flying as well.

Beowulf drinks the potion of expeditious retreat just before expecting a battle, maximizing his speed for 10 rounds.

Details
 (Ex): At 3rd level a dragoon is used to being covered in the heavy metallic scales of armor. He may move his normal speed in medium armor as if it were light armor. He may also wield a buckler or light shield while wielding a polearm, having found a means to hold onto it while freeing his hand to brace the weapon. At 6th level, he may move in heavy armor up to his normal speed as well, and may wield heavy shields with polearms.

You may select any of the following abilities. Unless otherwise specified you may only select an ability once.
 *  (Su): You may end your movement mid-jump and hang this as if it were a solid ground. You effectively are under the effect of air walk.  You may stay airborne for up to 1 round per class level per day.  The rounds do not need to be consecutive.
 *  (Ex): Your standard action jump attack deals 2 damage per class level, and your full-round action dive have the damage die increase by 1 step to 1d8+1 per class level. You may also delay your landing by an additional full-round action if you so choose.  In which case you deal 2d8+2 damage per class level.

A dragoon must stay within one step of the alignment of his chosen dragon type or become an ex-dragoon. For example, a gold dragon based dragoon can be LG, LN, and NG. The dragoon gains the class skills associated with their chosen dragon as well. For example the blue dragon considers Bluff, Hide, and Spellcraft as class skills. In this case it's a Bronze Dragon.

' (Sp):''' This allows Beowulf to enhance his weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per class level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, shocking, shocking burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the class but resumes giving bonuses if returned to the class. These bonuses apply to only one end of a double weapon. A class can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, he loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the class takes a –1 penalty on attack and weapon damage rolls.

By default Beowulf adds Shocking and Keen. This is expressed in the above stat block.

 (Ex): At 2nd level the dragoon gains the resistances of a dragon, obtaining 1/2 his class level to saving throws against sleep, paralysis, and the element associated with the dragon's breath weapon.

You may select the same dragon's blessing multiple times, their effects stack.
 *  (Ex): Your body develops small colors scales on its body, granting you +2 natural armor. Each time you take it, you gain anothis +2 natural armor.


 * Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
 * Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
 * Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
 * Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
 * Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
 * Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull ruhed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
 * Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless or not they are actively looking.
 * Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

 (Ex): At 3rd level a dragoon always makes Jump checks as if he was running and had the Run feat, enabling him to make long and high jumps without a running start, and granting a +4 bonus to his jump check.

 (Ex): The classic dragoon ability, the dragoon leaps into the air ignoring all sense of gravity and weight and comes upon their opponent like a meteor. A dragoon never adds his armor check penalties to any jump checks he makes. As a standard action the dragoon may make a jump check with a DC equal to the height of the opponent (typically the size of the opponent's combat square, but exceptions exist). For example, to jump a medium creature the DC is 5, and to jump a gargantuan creature the DC is 20. On a successful jump, you make a single attack and deal an extra 1 point of damage per class level. You take no fall damage on landing and end in a space adjacent to your opponent.

Alternatively by jumping as a full round action, you hang in the air before coming down with greater force. You deal 1d6+1 points of damage per class level, but as you are airborne for the entire round the enemy has a chance to move out of the way. For each 5 points you exceed the required jump check, you may correct your path by 5 feet to ensure the opponent foes not escape your attack. For example if you jump a medium creature (DC 5) and obtain a result of 26, you may adjust your impact zone by 20 feet from your originally targeted square.

In both cases, you must still hit. If you have leapt over 10 feet above the enemy's square your dive is considered a charge, gaining a +2 bonus to attack and -2 AC as normal. For the purposes of feats, you are considered to be mounted while jumping and may take the Ride-By Attack and Spirited Charge feats, ignoring the Mounted Combat requirement and changing all Ride requirements to Jump. Ride-By Attack becomes Jump-By Attack, allowing you to jump, strike an opponent in mid air, and fall back to earth, making it an effective way to kill flying monsters if you lack flight.

' (Sp):' 1/day&mdash; shocking grasp, seeking rayPH2, weapon of energySpC, Radiant Shield''BoED. The spell-like abilities are Charisma based.

Houserules: He gains an extra 1st level feat, maximum hp per HD, 30 point buy (Pathfinder), and Pathfinder skills and feats. If converting completely to Pathfinder, the NPC's CMB is 13 and CMD is 25.

Pathfinder dwarf is used with Giant Hunter alternate racial traits, and gains +1 hp/level from favored class.

Dragon Familiar class feature traded out for a bonus feat (weapon focus).

Paladin Mount feat feature traded out for the pathfinder paladin's Divine Bond (weapon) with lightning instead of fire.