SteelStar
Senior Systems Designer
Hello, everyone!
Here's your first look at the upcoming Dragon Disciple (Monk) Archetype! The core conceit of Dragon Disciple is A Monk who has studied the Way of the Dragon, opening them up to powerful magic.
Skills: Spellcraft is a Dragon Disciple class skill. In exchange, they do not gain Spot as a class skill.
Dragon Disciple Enhancement Tree
The main focus of the Dragon Disciple tree is Draconic elements and Elemental damage. Unlike Henshin Mystic, it has a stronger focus on AOE spells and uses Spell Power for scaling. With the Ninja Spy and Shintao trees as support, this should allow you to function as a hybrid weapon/spellcaster build, and open up some multiclass avenues to help support it.
Core 3: Way of the Mighty Dragon I: Like a Dragon, your power is undeniable. You gain +2 to your Spellcraft skill and +2 to Attack. At Dragon Disciple levels 9 and 15 these bonuses increase by +1. While you are Centered, you can use your Wisdom modifier to damage.
Core 6: Way of the Mighty Dragon II: Your Way of the Mighty Dragon now includes +2% Doublestrike. At Dragon Disciple levels 9 and 15 this bonus increases by +1. You gain True Seeing.
Core 12: Fist of the Dragon: Centered Melee Attack: Channel Draconic strength and the power of your weapons into your fist, hitting a single target+50% Damage. If you have a Power in Practice Imbue enabled, you deal 1d4 damage per Character Level of that imbue's element that scales with 100% Spell Power. (Uses Rune Arm Slam animation). Cooldown: 12 seconds.
Core 18: Way of the Mighty Dragon III: Your Way of the Mighty Dragon now includes +3 Critical Confirmation and Critical Damage and +3 Imbue Dice. +5 Maximum Caster Level with Lesser Draconic Burst.
Core 20: Draconic Apotheosis: Active: For 20 seconds, you take 50% less damage from Fire, Cold, Electric, Acid, and Poison, gain +2 to all Ability Scores, gain immunity to Sleep and Paralysis, +1 Critical Threat Range with all weapons, +5% Spell Critical Damage, and Acolyte's Breath and Devastation both deal double damage. Cost: 100 Ki. 2 minute cooldown. Passive: +2 Wisdom, +2 Dexterity, +12 Melee Power, and +12 Universal Spell Power. +5 Maximum Caster Level with Lesser Draconic Burst.
Here's your first look at the upcoming Dragon Disciple (Monk) Archetype! The core conceit of Dragon Disciple is A Monk who has studied the Way of the Dragon, opening them up to powerful magic.
- To fully understand this design, take a look at the accompanying Monk Revamp Thread (see thread here!). The changes there are also present here (with the exception of Henshin Mystic).
- Otherwise, if something isn't mentioned, assume it is the same as the Monk class.
- Your Enhancement Trees are Dragon Disciple, the revamped Shintao, and the revamped Ninja Spy.
- Magical Training is granted at level 1.
- Abundant Step (lv. 12) is replaced with a Feat version of Flight of Kings: 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 have a +20% Action Boost bonus to movement speed for 6 seconds.
- (This is likely, to some degree, not as strong as the base Monk version. This is intended.)
- Class Bonus Feats:
- Instead of the normal Martial Arts list, Dragon Disciples choose from the Dragon Arts list. BOLD are feats that are not on the Monk's Martial Arts list.
- Deflect Arrows
- Diehard
- Dodge
- Lightning Reflexes
- Mobility
- Power Attack
- Precision
- Single Weapon Fighting
- Spring Attack
- Stunning Fist
- Swords to Plowshares
- Toughness
- Two Handed Fighting
- Two Weapon Fighting
- Weapon Finesse
- Whirling Steel Strike
- Spell Focus: Evocation
- Spell Focus: Conjuration
- Spell Focus: Transmutation
- Empower Spell
- Maximize Spell
- Quicken Spell
- (Feats not on the Dragon Arts list that are on the Monk's list are: Combat Expertise, Discipline, Great Fortitude, Improved Sunder, Improved Trip, Iron Will, Resilience, Shuriken Expertise, Ten Thousand Stars, and Zen Archery. Since Dragon Disciples are Monks, you should be able to pick these up with regular feat slots, if you're so inclined.)
- Instead of the normal Martial Arts list, Dragon Disciples choose from the Dragon Arts list. BOLD are feats that are not on the Monk's Martial Arts list.
Skills: Spellcraft is a Dragon Disciple class skill. In exchange, they do not gain Spot as a class skill.
Dragon Disciple Enhancement Tree
The main focus of the Dragon Disciple tree is Draconic elements and Elemental damage. Unlike Henshin Mystic, it has a stronger focus on AOE spells and uses Spell Power for scaling. With the Ninja Spy and Shintao trees as support, this should allow you to function as a hybrid weapon/spellcaster build, and open up some multiclass avenues to help support it.
- Why have this tree replace Henshin Mystic instead of Shintao or Ninja Spy?
- The revamped Henshin Mystic fills a similar role on core Monk, but has less powerful spells and primarily relies on your weapon attacks. It would be relatively redundant to have both. That said, if they aren't different enough to make Dragon Disciple feel like its own thing, that's something we can look at.
Core 3: Way of the Mighty Dragon I: Like a Dragon, your power is undeniable. You gain +2 to your Spellcraft skill and +2 to Attack. At Dragon Disciple levels 9 and 15 these bonuses increase by +1. While you are Centered, you can use your Wisdom modifier to damage.
Core 6: Way of the Mighty Dragon II: Your Way of the Mighty Dragon now includes +2% Doublestrike. At Dragon Disciple levels 9 and 15 this bonus increases by +1. You gain True Seeing.
Core 12: Fist of the Dragon: Centered Melee Attack: Channel Draconic strength and the power of your weapons into your fist, hitting a single target+50% Damage. If you have a Power in Practice Imbue enabled, you deal 1d4 damage per Character Level of that imbue's element that scales with 100% Spell Power. (Uses Rune Arm Slam animation). Cooldown: 12 seconds.
Core 18: Way of the Mighty Dragon III: Your Way of the Mighty Dragon now includes +3 Critical Confirmation and Critical Damage and +3 Imbue Dice. +5 Maximum Caster Level with Lesser Draconic Burst.
Core 20: Draconic Apotheosis: Active: For 20 seconds, you take 50% less damage from Fire, Cold, Electric, Acid, and Poison, gain +2 to all Ability Scores, gain immunity to Sleep and Paralysis, +1 Critical Threat Range with all weapons, +5% Spell Critical Damage, and Acolyte's Breath and Devastation both deal double damage. Cost: 100 Ki. 2 minute cooldown. Passive: +2 Wisdom, +2 Dexterity, +12 Melee Power, and +12 Universal Spell Power. +5 Maximum Caster Level with Lesser Draconic Burst.
Tier 1:
- Lesser Draconic Burst: You gain five SLAs, each in one of the Draconic elements (Fire, Cold, Electric, Acid, and Poison), which all share a single cooldown. You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies very close to you. Deals 1d6+1 [element] damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half, DC 10 + WIS mod + Evocation bonuses (Acid uses Conjuration) + Breath Weapon bonuses. 4 second cooldown, costs 5 ki, must be Centered to use.
- This is more or less a clone of Alchemist's Vial Smash.
- Power in Practice: You gain five Imbue Toggles, each in one of the Draconic elements, which all share a single cooldown. Imbue Toggle: While you are Centered, your Draconic Studies embolden your weapon strikes, which deal 1d6 [fire, cold, electric, acid, or poison] damage on each hit. This damage scales with 100% of the relevant Spell Power.
- Study of Scales: +1/2/3 Fortitude Saving Throws.
- Draconic Devotion I: While Centered,+8 Universal Spell Power.
- Skills: +1/2/3 Spellcraft, Heal, and Listen. Rank 3: +3 MRR.
Tier 2:
- Acolyte's Breath: You gain five SLAs, each in one of the Draconic elements, which all share a single cooldown. Active Breath Attack SLA: Cone that deals 1d6 + 3 [fire, cold, electric, acid, or poison] damage per caster level (reflex save for half). Counts as Evocation spell, except Acid is Conjuration; gets full Metamagic feats, No SR, DC 10 + WIS mod + Evocation bonuses (Acid uses Conjuration) + Breath Weapon bonuses. Scales with 100% of spell power. Activation Cost: 10 ki, must be Centered. Cooldown: 25 seconds
- Power Begets Power: Your melee strikes with weapons generate +2 Ki.
- Discipleship I: +1 Imbue Dice.
- Innate Arcana: Your studies have increased your maximium Spell Points by 30/60/90.
- Action Boost: Doublestrike
Tier 3:
- Draconic Burst: You gain five SLAs, each in one of the Draconic elements, which all share a single cooldown. You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies close to you. Deals 1d6+2 [element] damage per caster level (max 10d6+10 at caster level 20). A successful reflex save reduces damage by half, DC 10 + WIS mod + Evocation bonuses (Acid uses Conjuration) + Breath Weapon bonuses. 4 second cooldown, costs 5 ki, must be Centered to use.
- This is a clone of Alchemist's Vial Smash, but more damage.
- Way of the Dragon: Multiselector:
- Light Path: Channel the Enlightened Dragon: Activate: You and nearby allies become immune to daze, stun, and sleep for 60 seconds. (90 second cooldown, costs 10 ki)
- Dark Path: Channel the Raging Dragon: Activate: Nearby allies gain a +2 untyped bonus to attack, saves, and skills for 60 seconds. (90 second cooldown, costs 10 ki)
- Clear Your Mind: Battle Trance: While Centered, you gain an Insight bonus to Attack, Damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds. Cooldown: 20 seconds. Activation Cost: 30 Ki. The effects of this Trance are dispelled if you are no longer Centered. Antirequisite: This ability can not be trained if you have any other Battle Trance ability (e.g. Know the Angles).
- Draconic Devotion II: While Centered, +8 Universal Spell Power and +1% Universal Spell Critical Chance. Your Breath Attacks apply Shaken to affected enemies for 6 seconds.
- Ability Score: +1 Str / Dex / Con / Int / Wis / Cha
Tier 4:
- Secret Power: Your Lesser Draconic Bursts now apply 2 stacks of Vulnerability to affected targets. Your Draconic Bursts now apply a stack of Weakened Will, Feeble Fortitude, and Reduced Reflexes to affected targets.
- Tranquility in Strife:Pick a weapon set to become Centered with.
- Dragon's Tooth: You are now Centered with Light and Heavy Pick
- Dragon's Tail: You are now Centered with Light Hammer and Warhammer
- Dragon's Claw: You are now Centered with Handaxe, Battle Axe, and Sickle.
- Dragon's Divinity:You are now Centered with any Melee Weapon that is a Favored Weapon for you.
- (Note: Still working on the tech for this one. May be cut if it doesn't pan out.)
- Discipleship II: +2 Imbue Die and +3 to Breath Weapon DCs.
- Draconic Devotion III: While Centered, +8 Universal Spell Power and +2% Universal Spell Critical Chance.
- Ability Score: +1 Str / Dex / Con / Int / Wis / Cha
Tier 5:
- Draconic Devastation: You gain five SLAs, each in one of the Draconic elements, which all share a single cooldown. Active Breath Attack SLA: Cone that deals 1d6+6 [element] damage per caster level (reflex save for half). Affected enemies who are Shaken become Afraid and have their movement speed reduced by 90% for 6 seconds. Counts as Evocation spell except Acid is Conjuration; gets full Metamagic feats, No SR, DC 10 + WIS mod + Evocation bonuses (Acid uses Conjuration) + Breath Weapon bonuses. Scales with 100% of spell power. Activation Cost: 15 ki, must be Centered. Cooldown: 25 seconds.
- Peace in Destruction: While Centered, you gain +1 Competence Bonus to Critical Multiplier. Passive: You gain a +25% Competence bonus to maximum hit points.
- Perfect Disciple: +2 Breath Weapon DCs and +2 Evocation DCs.
- Shining Scales: You gain +30 MRR cap.
- Perfect Breathing: +4% Universal Spell Critical Chance. Your Acolyte's Breath and Devastation have their cooldown reduced by 33%.
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