Dragon+Knight

Dragon Knight Hit Die d12 Skill points per level 4 + Int modifier Prerequisites: Base Attack Bonus +7, Half-Dragon with wings, Armor with spikes, and become part of the Order and train with one of the masters. Alignment: Any Non-Evil Feats: Hover, Wingover

Class Skills: Are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animals (Cha), Jump (Str), Knowledge (Dragons) (int), Swim (Str), Profession (Wis), and Tumble (Dex)

Class Features: Weapon and Armor Proficiency: The Dragon Knight is proficient in the use of all simple and martial weapons and all armor and shields.

Bonus Feats: Work the same as fighter bonus feats, but you can also pick Feats from the dragon feats as well (they are found in the monster manual.)

Code of Honor: They have to help all good aligned dragons to they’re up most capabilities. They must attempt to destroy all evil dragon and if not possible notify The Order of the Dragon. The dragon knight may not act evil. If this happens then he will be sent in front of all the masters for punishment.

Favored Evil Dragon: At level 2, 5, and 9 you gain a favored dragon enemy. The enemy must be an evil dragon type. At level 2 you pick the first enemy to get +1 to attack and damage rolls. At level 5 you pick a new dragon for the +1 to the rolls and the first dragon’s roll plus increases to a +2 and so on and so forth. Dragon knights have a deep hate for their favored dragon.

Improved Bullrush: You get this feat for free as a Dragon Knight at Level 2. This is part of the training you go through as a Knight.

Air fighting: You can fight in the air just as well as on the ground. If you are fighting others on the ground you the normal +1 to attacks and damage, also you are hovering so that applies if wanted.

Improved Flying: You can fly good instead Average. You also gain +10 to flying speed. This applies only with medium or lighter load. This is from so much flying that is involved with this class.

Dragon Friend: At level 3 you get a +2 to charisma based skills and checks against good dragons. In all planes where the dragon nights are involved good dragons usably are more likely to help. This is unless the dragon is practically stubborn or the night messes up and messes up. At level 8 this increases to a +4

Weapon Dive: You can use Weapons on a dive attack. You get 1 attack at your highest attack bonus or two attacks with two weapons with the normal penalties. You get a +5 to damage because of ramming force.

Perfect Flying: You can fly at perfect instead of average, and your speed increases +30 making it a total of +40 to speed. Your air fighting and training has helped you use skill to the up most standards. Again they can only be used with a medium or lighter load.

Greater Bullrush: Gives you an attack when you bullrush. You can use this bullrush from on the ground and from the air. This bullrush if done to person on the ground you are next to him grounded. You can take him with you on a fly by attack. Improved Bullrush is a useful move when used with magically enhanced spikes. There are also many other creative things you could do this with.

Dragon Dive: With this attack you must be in the air at minimum of 60ft up from the target. When used it takes your entire turn. The move imbues you with magic allowing you to do double damage. Like weapon dive you get +5 to damage this is the same. When doing this you get a –5 to attack rolls. Also in this attack you must add damage for a falling object this to is double but not added to the weapon damage. Because of the magic nature of the attack the Knight can take no falling damage, but he can still be hurt for say diving into spear (DMs decides what happens with questionable actions.

Master: at the 10th level you gain this title you then are given a seat on the counsel You then must take mastery in a type fighting style. This is the style that you teach the young knights. Also you get a +2 to attack role when use that style. This style must be a style used by the Knight often. (The DM must choose what style is available.)