Dragon Disciples are Monks who have devoted themselves to seeking perfection through the Draconic way. Like other Monks, they use an energy called ki to perform amazing techniques in battle.
Solo Ability: Very Good.
| Field | Value |
|---|---|
| HP / Level | 8 |
| Skill Points / Level | 4 + Intelligence modifier |
| Play Style | Melee |
| Spell DC Ability | Wisdom |
Dragon Disciples channel Draconic energy and their own Ki to perform mighty Spell-Like Abilities that can decimate their foes.
Through intense physical training and mental discipline, monks gain the ability to generate and control ki. They use this vital energy to project amazing beneficial effects.
In order to use their special abilities, monks must be in a state of physical and mental balance called being centered. To remain centered, a monk cannot wear armor and must fight unarmed or with special monk weapons like staffs and kamas.
You were a Dragon Disciple in a past life. Others find you strangely compelling when you speak or take to the battlefield. Each time you acquire this feat you gain +1 Attack and -1 to the Spell Point cost of the Maximize Metamagic. This feat can be stacked up to three times.
| Level | BAB | Fort | Ref | Will | Special | Spell Points | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +0 | +2 | +2 | +2 |
|
20 | 1 | |||
| 2 | +1 | +3 | +3 | +3 |
|
35 | 1 | |||
| 3 | +2 | +3 | +3 | +3 |
|
50 | 2 | |||
| 4 | +3 | +4 | +4 | +4 |
|
65 | 2 | |||
| 5 | +3 | +4 | +4 | +4 |
|
80 | 2 | |||
| 6 | +4 | +5 | +5 | +5 |
|
95 | 2 | 1 | ||
| 7 | +5 | +5 | +5 | +5 |
|
110 | 2 | 1 | ||
| 8 | +6 | +6 | +6 | +6 |
|
125 | 2 | 2 | ||
| 9 | +6 | +6 | +6 | +6 |
|
140 | 2 | 2 | ||
| 10 | +7 | +7 | +7 | +7 |
|
155 | 2 | 2 | 1 | |
| 11 | +8 | +7 | +7 | +7 | 170 | 2 | 2 | 1 | ||
| 12 | +9 | +8 | +8 | +8 |
|
185 | 2 | 2 | 1 | |
| 13 | +9 | +8 | +8 | +8 | 200 | 2 | 2 | 1 | ||
| 14 | +10 | +9 | +9 | +9 |
|
215 | 2 | 2 | 2 | |
| 15 | +11 | +9 | +9 | +9 |
|
230 | 2 | 2 | 2 | 1 |
| 16 | +12 | +10 | +10 | +10 |
|
245 | 2 | 2 | 2 | 1 |
| 17 | +12 | +10 | +10 | +10 |
|
260 | 2 | 2 | 2 | 1 |
| 18 | +13 | +11 | +11 | +11 |
|
275 | 2 | 2 | 2 | 2 |
| 19 | +14 | +11 | +11 | +11 | 290 | 2 | 2 | 2 | 2 | |
| 20 | +15 | +12 | +12 | +12 |
|
305 | 2 | 2 | 2 | 2 |
Every Dragon Disciple spell, by level ›
While centered (unarmored, unencumbered, and either unarmed or wielding monk weapons such as the kama, quarterstaff, or shuriken), you get an increase to your attack bonus, and a 2% dodge bonus at monk levels 1, 2, and 4 for a total of 6%. The attack bonus increase starts at 1 (at level 1) and increases by 1 for every four additional monk levels. Some rare items are enchanted as 'Ki Weapons' and can be used with your monk abilities, and certain feats or enhancements can further expand the list of weapons available to your monk.
Increases your maximum spell points by 80, increases your spell critical chance by 5%, and grants Echoes of Power if you drop below 12 spell points.
(Granted automatically by Alchemist, Artificer, Cleric, Druid, Favored Soul, Sorcerer, Warlock, or Wizard level one.)
The wind is untouchable, and you have taken your first steps on the path to understanding what it is to be a leaf on the wind.
The mountain is eternal, and you have taken your first steps on the path to understanding the unyielding resilience of stone.
The sun burns with an eternal fire, and you have taken your first steps on the path to understanding that power and intensity.
The sea is teeming with life in motion, and you have taken your first steps on the path to understanding the way of the sea.
While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. While Centered and wielding Handwraps, you gain +5 Melee Power for each copy of this feat you have.
You gain a +4 bonus on Concentration checks when you are being damaged in combat. You are less likely to have your spells interrupted by enemies.
Once every few seconds, you are able to block some projectiles that would otherwise hit you.
You automatically stabilize when incapacitated.
Grants you a 3% Dodge bonus.
Grants you a +2 bonus on your Reflex saves.
Increases the maximum dexterity bonus permitted by armor and tower shields by 2, and adds a +4 bonus to Armor Class while tumbling. You will also gain a 2% Dodge bonus and +1 maximum Tumble charges.
Offensive Combat Stance: While using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon or fighting in an animal form, you gain double the bonus to damage.
Offensive Combat Stance: While using Precision mode, you gain +5% to hit and reduces the target's fortification against your attacks by 25%.
Cannot be used while raged.
While Single Weapon Fighting, you gain +10% Combat Style bonus to attack speed and +2 Combat Style bonus to Melee Power.
Single Weapon Fighting: Requires fighting with a single one-handed weapon, and wielding only an orb, runearm, or nothing in your offhand. Does not function in animal forms.
Improves the Hit Point bonus of Heroic Durability.
Your spells from the Conjuration school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Evocation school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Transmutation school of magic are harder to resist, receiving a +1 bonus on save DCs.
You leap forward striking a target enemy and all those around them. Requires a visible target and that you are holding a melee weapon.
Tactical Handwraps Attack: A swift attack to vulnerable areas that cause your target to be stunned for a short period of time. DC: 10 + half your Character Level + the highest of your STR, DEX, or WIS modifier. You must be wearing Handwraps to use this attack.
You are an expert with the usage of traditionally nonviolent weapons in impressive ways. When wielding one of the following weapons, you are granted the following:
Kamas, Handwraps, and Sickles you wield gain a +1 Morale bonus to Critical Threat Range. Quarterstaves instead gain a +2 Morale bonus to Critical Threat Range.
Increases your hit points by +3 at first level, and 1 additional hit point for each additional level.
While Two-Handed Fighting: +60% Strikethrough Chance and a +2 Combat Style bonus to Melee Power.
These bonuses also apply while wielding a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand. You are not considered to be Two-Handed Fighting while in Druid Animal Forms or using handwraps.
Strikethrough grants a chance for your melee attacks to attack a second target. Strikethrough begins at 20% while Two-Handed Fighting, and if Strikethrough is over 100%, you will always attack a second target with a chance to attack a third.
If it is over 200%, you will always attack a third target with a chance to attack a fourth.
If it is over 300%, you will always attack a fourth target with a chance to attack a fifth.
If it is 500% or higher, you will always attack five targets.
In addition, While using a Two Handed Weapon (not including Bastard Sword, Dwarven Waraxe, or Druid Animal Forms), your Ability Score Modifier bonus to damage improves by 25%. (This adds to the existing 50% for using a Two Handed Weapon).
Improves the Hit Point bonus of Heroic Durability.
Reduces the penalty for fighting with two weapons, and increases the chance to produce off hand attacks when fighting with two weapons (or handwraps) by 20% to 40%.
Does not function in animal forms.
Improves the Hit Point bonus of Heroic Durability.
Provides a +2 bonus on attack rolls and +10% fortification bypass.
You treat longswords as if they were monk weapons, remaining centered when you wield them.
When you make a successful Reflex save to avoid damage, you suffer no damage instead of half damage.
Your enlightenment allows you to regenerate ki at a faster rate.
You gain a +4 bonus on Concentration checks when you are being damaged in combat. You are less likely to have your spells interrupted by enemies.
Once every few seconds, you are able to block some projectiles that would otherwise hit you.
You automatically stabilize when incapacitated.
Grants you a 3% Dodge bonus.
Grants you a +2 bonus on your Reflex saves.
Increases the maximum dexterity bonus permitted by armor and tower shields by 2, and adds a +4 bonus to Armor Class while tumbling. You will also gain a 2% Dodge bonus and +1 maximum Tumble charges.
Offensive Combat Stance: While using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon or fighting in an animal form, you gain double the bonus to damage.
Offensive Combat Stance: While using Precision mode, you gain +5% to hit and reduces the target's fortification against your attacks by 25%.
Cannot be used while raged.
While Single Weapon Fighting, you gain +10% Combat Style bonus to attack speed and +2 Combat Style bonus to Melee Power.
Single Weapon Fighting: Requires fighting with a single one-handed weapon, and wielding only an orb, runearm, or nothing in your offhand. Does not function in animal forms.
Improves the Hit Point bonus of Heroic Durability.
Your spells from the Conjuration school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Evocation school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Transmutation school of magic are harder to resist, receiving a +1 bonus on save DCs.
You leap forward striking a target enemy and all those around them. Requires a visible target and that you are holding a melee weapon.
Tactical Handwraps Attack: A swift attack to vulnerable areas that cause your target to be stunned for a short period of time. DC: 10 + half your Character Level + the highest of your STR, DEX, or WIS modifier. You must be wearing Handwraps to use this attack.
You are an expert with the usage of traditionally nonviolent weapons in impressive ways. When wielding one of the following weapons, you are granted the following:
Kamas, Handwraps, and Sickles you wield gain a +1 Morale bonus to Critical Threat Range. Quarterstaves instead gain a +2 Morale bonus to Critical Threat Range.
Increases your hit points by +3 at first level, and 1 additional hit point for each additional level.
While Two-Handed Fighting: +60% Strikethrough Chance and a +2 Combat Style bonus to Melee Power.
These bonuses also apply while wielding a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand. You are not considered to be Two-Handed Fighting while in Druid Animal Forms or using handwraps.
Strikethrough grants a chance for your melee attacks to attack a second target. Strikethrough begins at 20% while Two-Handed Fighting, and if Strikethrough is over 100%, you will always attack a second target with a chance to attack a third.
If it is over 200%, you will always attack a third target with a chance to attack a fourth.
If it is over 300%, you will always attack a fourth target with a chance to attack a fifth.
If it is 500% or higher, you will always attack five targets.
In addition, While using a Two Handed Weapon (not including Bastard Sword, Dwarven Waraxe, or Druid Animal Forms), your Ability Score Modifier bonus to damage improves by 25%. (This adds to the existing 50% for using a Two Handed Weapon).
Improves the Hit Point bonus of Heroic Durability.
Reduces the penalty for fighting with two weapons, and increases the chance to produce off hand attacks when fighting with two weapons (or handwraps) by 20% to 40%.
Does not function in animal forms.
Improves the Hit Point bonus of Heroic Durability.
Provides a +2 bonus on attack rolls and +10% fortification bypass.
You treat longswords as if they were monk weapons, remaining centered when you wield them.
While centered (unarmored, unencumbered, and wielding monk weapons), you run faster for every three monk levels you possess.
Your training and meditation improve your resistance to mind-affecting attacks, granting you a +2 bonus on saves against enchantments.
You have chosen to follow the path of light. You seek to be at harmony with the world, and your training will reflect your philosophy.
You have chosen to follow the path of darkness. You seek to dominate the world, and your training will reflect your philosophy.
All of your unarmed melee attacks, as well as attacks with Handwraps, are empowered with ki and are considered magical for damage reduction purposes.
Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. While Centered and wielding Handwraps, you gain +5 Melee Power for each copy of this feat you have.
Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.)
You have gained control over your body's immune system and are now unaffected by all natural diseases. (This has no effect on magical or supernatural diseases.)
You continue on the path to enlightenment, improving your elemental stances and learning new elemental strikes.
While centered (unarmored, unencumbered, and wielding monk weapons), you run faster for every three monk levels you possess.
Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
You gain a +4 bonus on Concentration checks when you are being damaged in combat. You are less likely to have your spells interrupted by enemies.
Once every few seconds, you are able to block some projectiles that would otherwise hit you.
You automatically stabilize when incapacitated.
Grants you a 3% Dodge bonus.
Grants you a +2 bonus on your Reflex saves.
You now move at nearly standard movement speed when casting spells.
Increases the maximum dexterity bonus permitted by armor and tower shields by 2, and adds a +4 bonus to Armor Class while tumbling. You will also gain a 2% Dodge bonus and +1 maximum Tumble charges.
Offensive Combat Stance: While using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon or fighting in an animal form, you gain double the bonus to damage.
Offensive Combat Stance: While using Precision mode, you gain +5% to hit and reduces the target's fortification against your attacks by 25%.
Cannot be used while raged.
While Single Weapon Fighting, you gain +10% Combat Style bonus to attack speed and +2 Combat Style bonus to Melee Power.
Single Weapon Fighting: Requires fighting with a single one-handed weapon, and wielding only an orb, runearm, or nothing in your offhand. Does not function in animal forms.
Improves the Hit Point bonus of Heroic Durability.
Your spells from the Conjuration school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Evocation school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Transmutation school of magic are harder to resist, receiving a +1 bonus on save DCs.
You leap forward striking a target enemy and all those around them. Requires a visible target and that you are holding a melee weapon.
Tactical Handwraps Attack: A swift attack to vulnerable areas that cause your target to be stunned for a short period of time. DC: 10 + half your Character Level + the highest of your STR, DEX, or WIS modifier. You must be wearing Handwraps to use this attack.
You are an expert with the usage of traditionally nonviolent weapons in impressive ways. When wielding one of the following weapons, you are granted the following:
Kamas, Handwraps, and Sickles you wield gain a +1 Morale bonus to Critical Threat Range. Quarterstaves instead gain a +2 Morale bonus to Critical Threat Range.
Increases your hit points by +3 at first level, and 1 additional hit point for each additional level.
While Two-Handed Fighting: +60% Strikethrough Chance and a +2 Combat Style bonus to Melee Power.
These bonuses also apply while wielding a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand. You are not considered to be Two-Handed Fighting while in Druid Animal Forms or using handwraps.
Strikethrough grants a chance for your melee attacks to attack a second target. Strikethrough begins at 20% while Two-Handed Fighting, and if Strikethrough is over 100%, you will always attack a second target with a chance to attack a third.
If it is over 200%, you will always attack a third target with a chance to attack a fourth.
If it is over 300%, you will always attack a fourth target with a chance to attack a fifth.
If it is 500% or higher, you will always attack five targets.
In addition, While using a Two Handed Weapon (not including Bastard Sword, Dwarven Waraxe, or Druid Animal Forms), your Ability Score Modifier bonus to damage improves by 25%. (This adds to the existing 50% for using a Two Handed Weapon).
Improves the Hit Point bonus of Heroic Durability.
Reduces the penalty for fighting with two weapons, and increases the chance to produce off hand attacks when fighting with two weapons (or handwraps) by 20% to 40%.
Does not function in animal forms.
Improves the Hit Point bonus of Heroic Durability.
Provides a +2 bonus on attack rolls and +10% fortification bypass.
You treat longswords as if they were monk weapons, remaining centered when you wield them.
Your enlightenment allows you to heal your own wounds.
Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. While Centered and wielding Handwraps, you gain +5 Melee Power for each copy of this feat you have.
While centered (unarmored, unencumbered, and wielding monk weapons), you run faster for every three monk levels you possess.
When you fail a Reflex save to avoid damage, you suffer only half damage.
Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.)
All of your unarmed melee attacks, as well as attacks with Handwraps, are empowered with ki and are considered lawful for damage reduction purposes.
Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
While centered (unarmored, unencumbered, and wielding monk weapons), you run faster for every three monk levels you possess.
Memories of flight lie within you. You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventure balk. Cooldown: 15 Seconds.
When you use Flight of Kings, you gain a +20% Action Boost bonus to movement speed for 6 seconds.
You continue on the path to enlightenment, further improving your elemental stances and learning new elemental strikes. These stance improvements replace those granted by Adept of Forms.
Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. While Centered and wielding Handwraps, you gain +5 Melee Power for each copy of this feat you have.
Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.)
While centered (unarmored, unencumbered, and wielding monk weapons), you run faster for every three monk levels you possess.
All of your unarmed melee attacks, as well as attacks with Handwraps, are empowered with ki and are considered adamantine for damage reduction purposes.
Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. While Centered and wielding Handwraps, you gain +5 Melee Power for each copy of this feat you have.
Your soul is balanced. No corrupt influences can possess your body after death - you are immune to the spawn effect of most undead.
While centered (unarmored, unencumbered, and wielding monk weapons), you run faster for every three monk levels you possess.
You continue on the path to enlightenment, further improving your elemental stances and learning new elemental strikes. These stance improvements replace those granted by Master of Forms.
Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.)
You take no damage from falls of any height.
Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. While Centered and wielding Handwraps, you gain +5 Melee Power for each copy of this feat you have.