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Dragonkin

Legends tell of a hero known as the Dragonkin, a warrior with the body of a mortal and soul of a dragon, whose destiny it is to destroy evil dragons. Dragonkins can naturally learn and speak the ancient and powerful tongue of the Dov, called the Thu’um. This language allows for their shouts to have powerful effects and provide the dragonkin with a variety of abilities.

The dragonkin is an archetype of the bard class.

Weapon and Armor Proficiency

Dragonkins gain proficiencies in all martial weapons and also gain proficiency in medium armor as well as light shields. However, a dragonkin wearing medium armor or using a shield incurs a chance of song failure.

This ability replaces the bard’s normal weapon and armor proficiencies.

Diminished Songperforming

A dragonkin gains fewer MP than normal equal to the spell level he gains. For example, a bard of 5th level would only have 5 MP excluding extra MP from Charisma bonus. See “Table: Dragonkin Songs” for information.

Table: Diminished MP Progression

LevelMPSpell Level
1st01st
2nd11st
3rd21st
4th22nd
5th52nd
6th72nd
7th73rd
8th113rd
9th153rd
10th164th
11th234th
12th294th
13th295th
14th385th
15th465th
16th466th
17th576th
18th676th
19th786th
20th846th

Martial Prowess

A dragonkin’s base attack bonus increases by one step (from 3/4 BAB to full BAB). Also increases dragonkin’s hit dice from d8 to d10.

Limit Break (Su)

At 1st level, the dragonkin receives the Limit Break (Yol Strun Bah).

Yol Strun Bah (Su): This Limit Break uses the dragonkin’s tremendous shouting ability to call forth a meteor swarm upon a 30-ft.-radius area within 60 feet. For a duration of 1 round + 1 round per four bard levels after 1st, enemies within the area of effect take 2d6 points of fire and physical damage (half and half) plus an additional 2d6 points of fire and physical damage per four bard levels after 1st. A successful Reflex save (DC 10 + half of the bard’s level + his Charisma modifier) halves the damage.

This ability replaces the Limit Break (Destructive Shout).

Shouts (Su)

Beginning of 1st level and every other level thereafter, a dragonkin learns a new shout power. Some shouts require other shout powers as prerequisites. All shouts require a swift action to use.

Aura Whisper: The dragonkin’s voice is not a shout, but a whisper, revealing the life forces of any and all.

Laas (Su): At a cost of 1 MP, this shout reveals all creatures within a 10-ft.-radius, showing an outline for those creatures who are invisible or hidden to the dragonkin. This ability lasts for 1 round per bard level + his Charisma modifier.

Yah (Su): At a cost of 2 MP, this shout reveals all creatures within a 20-ft.-radius, showing an outline for those creatures who are invisible or hidden to the dragonkin. It also reveals their current health. This ability lasts for 1 round per bard level + his Charisma modifier. Prerequisite: Laas.

Nir (Su): At a cost of 3 MP, this shout reveals all creatures within a 30-ft.-radius, showing an outline for those creatures who are invisible or hidden to the dragonkin. It also reveals their current health, current MP or Ki pool, and status effects that are affecting them. This ability lasts for 1 round per bard level + his Charisma modifier. Prerequisites: Laas, Yah.

Disarm: Shout defies steel, as the dragonkin rips the weapon from an opponent’s grasp.

Zun (Su): At a cost of 1 MP, this shout attempts to disarm an adjacent opponent of his weapon. Using normal disarm rules, the dragonkin uses his Charisma modifier for his CMB roll and gains a +2 bonus on the disarm combat maneuver. The dragonkin does not provoke an attack of opportunity for the disarm attempt nor does the defender get to attempt to disarm the dragonkin.

Haal (Su): At a cost of 2 MP, this shout attempts to disarm opponents in a 10-ft.-cone of their weapons. Using normal disarm rules, the dragonkin uses his Charisma modifier for his CMB roll and gains a +4 bonus on the disarm combat maneuver. Each weapon disarmed flies 10 feet in the direction that the dragonkin used this ability. The dragonkin does not provoke an attack of opportunity for the disarm attempt nor does the defenders get to attempt to disarm the dragonkin. Prerequisite: Zun.

Viik (Su): At a cost of 3 MP, this shout attempts to disarm opponents in a 20-ft.-cone of their weapons. Using normal disarm rules, the dragonkin uses his Charisma modifier for his CMB roll and gains a +6 bonus on the disarm combat maneuver. Each weapon disarmed flies 10 feet in the direction that the dragonkin used this ability. The dragonkin does not provoke an attack of opportunity for the disarm attempt nor does the defenders get to attempt to disarm the dragonkin. Prerequisites: Zun, Haal.

Dismay: The weak shall fear the dragonkin’s voice, and flee in terror.

Faas (Su): At a cost of 1 MP, this shout causes all creatures in a 10-ft.-cone to flee from the dragonkin, a Will save (DC 10 + half of the bard’s level + his Charisma modifier) to negate. Creatures who do not make the saving throw, flee for 1d4 + 1 rounds.

Ru (Su): At a cost of 2 MP, this shout causes all creatures in a 20-ft.-cone to flee from the dragonkin, a Will save (DC 10 + half of the bard’s level + his Charisma modifier) to negate. Creatures who do not make the saving throw, flee for 1d6 + 2 rounds and are Shaken for 1d4 rounds afterwards. Prerequisite: Faas.

Maar (Su): At a cost of 3 MP, this shout causes all creatures in a 30-ft.-cone to flee from the dragonkin, a Will save (DC 10 + half of the bard’s level + his Charisma modifier) to negate. Those who do not make the saving throw, flee for 1d8 + 3 rounds and are Disabled for 1d4 rounds afterwards. Prerequisites: Faas, Ru.

Elemental Fury: The dragonkin’s voice imbues his arms with the speed of wind, allowing for faster weapon strikes.

Su (Su): At a cost of 1 MP, this shout allows the dragonkin to make one extra attack with a full-attack action at his highest base attack bonus, but this attack and each other attack made in the round suffer a -2 penalty.

Grah (Su): At a cost of 2 MP, this shout allows the dragonkin to make two extra attacks with a full-attack action at his highest base attack bonus, but these attacks and each other attack made in the round suffer a -4 penalty. Prerequisite: Su.

Dun (Su): At a cost of 3 MP, this shout allows the dragonkin to make three extra attacks with a full-attack action at his highest base attack bonus, but these attacks and each other attack made in the round suffer a -6 penalty. Prerequisites: Su, Grah.

Fire Breath: Inhale air, exhale flame, and behold the dragonkin’s voice as inferno.

Yol (Su): At a cost of 1 MP, this shout deals 2d6 points of fire damage to all creatures in a 10-ft.-cone, Reflex save (DC 10 + half of the bard’s level + his Charisma modifier) for half damage. Creatures who do not make the saving throw, also catch on fire, taking 1d6 points of fire damage for 1d4 rounds. A burning creature can use a full-round action to put out the flame.

Toor (Su): At a cost of 2 MP, this shout deals 4d6 points of fire damage to all creatures in a 20-ft.-cone, Reflex save (DC 10 + half of the bard’s level + his Charisma modifier) for half damage. Creatures who do not make the saving throw, also catch on fire, taking 2d6 points of fire damage for 1d4 rounds. A burning creature can use a full-round action to put out the flame. Prerequisite: Yol.

Shul (Su): At a cost of 3 MP, this shout deals 6d6 points of fire damage to all creatures in a 30-ft.-cone, Reflex save (DC 10 + half of the bard’s level + his Charisma modifier) for half damage. Creatures who do not make the saving throw, also catch on fire, taking 3d6 points of fire damage for 1d4 rounds. A burning creature can use a full-round action to put out the flame. Prerequisites: Yol, Toor.

Frost Breath: The dragonkin’s breath is winter, his shout, a blizzard.

Fo (Su): At a cost of 1 MP, this shout deals 2d6 points of ice damage to all creatures in a 10-ft.-cone, Reflex save (DC 10 + half of the bard’s level + his Charisma modifier) for half damage. Creatures who do not make the saving throw, also move slower, losing 5 feet of movement speed (cannot go below a movement of 5) for 1d4 rounds.

Krah (Su): At a cost of 2 MP, this shout deals 4d6 points of ice damage to all creatures in a 20-ft.-cone, Reflex save (DC 10 + half of the bard’s level + his Charisma modifier) for half damage. Creatures who do not make the saving throw, also move slower, losing 10 feet of movement speed (cannot go below a movement of 5) for 1d4 rounds. Prerequisite: Fo.

Diin (Su): At a cost of 3 MP, this shout deals 6d6 points of ice damage to all creatures in a 30-ft.-cone, Reflex save (DC 10 + half of the bard’s level + his Charisma modifier) for half damage. Creatures who do not make the saving throw, also move slower, losing 15 feet of movement speed (cannot go below a movement of 5) for 1d4 rounds. Prerequisites: Fo, Krah.

Marked for Death: Speak, and let the dragonkin’s voice herald doom, as an opponent’s armor and lifeforce are weakened.

Krii (Su): At a cost of 1 MP, this shout weakens the armor and lifeforce of an opponent adjacent to the dragonkin. Creature affected must make a Fortitude save (DC 10 + half of the bard’s level + his Charisma modifier) or suffer a -2 penalty to its Constitution score (to a minimum of 1) for 1d6 rounds. Creature who did not make the saving throw, its armor (if any) receives a -1 penalty to Armor Class and damage reduction for 1d4 rounds.

Lun (Su): At a cost of 2 MP, this shout weakens the armor and lifeforce of all creatures in a 10-ft.-cone. Creatures affected must make a Fortitude save (DC 10 + half of the bard’s level + his Charisma modifier) or suffer a -4 penalty to its Constitution score (to a minimum of 1) for 1d6 rounds. Creatures who did not make the saving throw, its armor (if any) receives a -2 penalty to Armor Class and damage reduction for 1d4 rounds. Prerequisite: Krii.

Aus (Su): At a cost of 3 MP, this shout weakens the armor and lifeforce of all creatures in a 20-ft.-cone. Creatures affected must make a Fortitude save (DC 10 + half of the bard’s level + his Charisma modifier) or suffer a -6 penalty to its Constitution score (to a minimum of 1) for 1d6 rounds. Creatures who did not make the saving throw, its armor (if any) receives a -3 penalty to Armor Class and damage reduction for 1d4 rounds. Prerequisites: Krii, Lun.

Storm Call: A shout to the skies, a cry to the clouds that awakens the destructive force of lightning.

Strun (Su): At a cost of 1 MP, this shout deals 2d6 points of lightning damage in a 10-ft.-radius within 30 feet of the dragonkin. Creatures in the area of effect must make a Reflex save (DC 10 + half of the bard’s level + his Charisma modifier) for half damage. Creatures who did not make the saving throw, are dazed for 1d4 + 1 rounds.

Bah (Su): At a cost of 2 MP, this shout deals 4d6 points of lightning damage in a 20-ft.-radius within 60 feet of the dragonkin. Creatures in the area of effect must make a Reflex save (DC 10 + half of the bard’s level + his Charisma modifier) for half damage. Creatures who did not make the saving throw, are dazed for 1d6 + 2 rounds. Prerequisite: Strun.

Qo (Su): At a cost of 3 MP, this shout deals 6d6 points of lightning damage in a 30-ft.-radius within 90 feet of the dragonkin. Creatures in the area of effect must make a Reflex save (DC 10 + half of the bard’s level + his Charisma modifier) for half damage. Creatures who did not make the saving throw, are dazed for 1d8 + 3 rounds. Prerequisites: Strun, Bah.

Unrelenting Force: The dragonkin’s voice is raw power, pushing aside anything – or anyone – who stands in his path.

Fus (Su): At a cost of 1 MP, this shout pushes all creatures in a 10-ft.-cone away from the dragonkin. The dragonkin makes a Bull Rush combat maneuver on all creatures in the area of effect, using his Charisma modifier instead of his Strength for his CMB. He gains a +2 bonus on the Bull Rush combat maneuver. The dragonkin does not provoke an attack of opportunity for the bull rush attempt. Creatures who are bull rushed with this ability must make an Acrobatics DC 10 skill check or fall prone.

Ro (Su): At a cost of 2 MP, this shout pushes all creatures in a 20-ft.-cone away from the dragonkin. The dragonkin makes a Bull Rush combat maneuver on all creatures in the area of effect, using his Charisma modifier instead of his Strength for his CMB. He gains a +4 bonus on the Bull Rush combat maneuver. The dragonkin does not provoke an attack of opportunity for the bull rush attempt. Creatures who are bull rushed with this ability must make an Acrobatics DC 15 skill check or fall prone. Prerequisite: Fus.

Dah (Su): At a cost of 3 MP, this shout pushes all creatures in a 30-ft.-cone away from the dragonkin. The dragonkin makes a Bull Rush combat maneuver on all creatures in the area of effect, using his Charisma modifier instead of his Strength for his CMB. He gains a +6 bonus on the Bull Rush combat maneuver. The dragonkin does not provoke an attack of opportunity for the bull rush attempt. Creatures who are bull rushed with this ability must make an Acrobatics DC 20 skill check or fall prone. Prerequisites: Fus, Ro.

Whirlwind Sprint: The dragonkin’s voice rushes forward, carrying him in its wake with the speed of a tempest.

Wuld (Su): At a cost of 1 MP, this shout allows the dragonkin to charge an additional 15 feet. If at the end of the charge is a creature, the dragonkin can make a free attack. If the attack hits, the dragonkin deals an additional 2d6 points of damage. If a creature is in the way of the dragonkin’s whirlwind sprint, the dragonkin makes a bull rush combat maneuver (which allows for an attack of opportunity), gaining a bonus +2 for every 10 feet that the dragonkin moves. Using this ability will provoke attacks of opportunity if moving through threatened spaces.

Nah (Su): At a cost of 2 MP, this shout allows the dragonkin to charge an additional 30 feet. If at the end of the charge is a creature, the dragonkin can make a free attack. If the attack hits, the dragonkin deals an additional 4d6 points of damage. If a creature is in the way of the dragonkin’s whirlwind sprint, the dragonkin makes a bull rush combat maneuver (which allows for an attack of opportunity), gaining a bonus +2 for every 10 feet that the dragonkin moves. Using this ability will provoke attacks of opportunity if moving through threatened spaces. Prerequisite: Wuld.

Kest (Su): At a cost of 3 MP, this shout allows the dragonkin to charge an additional 45 feet. If at the end of the charge is a creature, the dragonkin can make a free attack. If the attack hits, the dragonkin deals an additional 6d6 points of damage. If a creature is in the way of the dragonkin’s whirlwind sprint, the dragonkin makes a bull rush combat maneuver (which allows for an attack of opportunity), gaining a bonus +2 for every 10 feet that the dragonkin moves. Using this ability will provoke attacks of opportunity if moving through threatened spaces. Prerequisites: Wuld, Nah.

This ability replaces countersong, distraction, fascinate, well-versed, versatile performance, inspiration, dissonance, resonance, soothing performance, and frightening tune.

Inspiring Blow (Su)

At 3rd level, the dragonkin roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier times the critical multiplier of the weapon (if positive), and all allies within 30 feet gain a morale bonus equal to the dragonkin’s Charisma modifier on their next attack roll prior to the start of his next turn. These temporary hit points remain until the dragonkin ends his performance.

This ability replaces troubadour.

Incite Rage (Su)

At 5th level, the dragonkin can induce a furious rage in one creature within 30 feet. This effect functions as a beastmaster’s rage that lasts as long as the target can hear the dragonkin’s performance; however, unwilling creatures can be affected if they fail a Will save (DC 10 + half of the bard’s level + his Charisma modifier). Success renders the target immune to this power for 24 hours. The dragonkin cannot target himself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the dragonkin continues performing. This mind-affecting effect requires audible components.

This ability replaces grant move action.

Heroism (Ex)

At 7th level, the dragonkin is completely immune to fear effects. In addition, the dragonkin gains an additional +2 to skill checks when using inspire competence.

This ability replaces skilled performer.

Battle Song (Su)

At 11th level, a dragonkin can affect all allies within 30 feet when using performance to incite rage.

This ability replaces encore.

War Chant (Ex)

At 18th level, a dragonkin can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature. The affected creature also gains DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with any damage reduction class ability and lasts until the dragonkin ends his performance. This mind-affecting ability requires audible components.

This ability replaces funeral ballad.

Legacy (Ex)

At 20th level, the dragonkin’s name is legend, it will be remembered for eternity by the dragonkins that proceed him. He is known far and wide, he is a figure of destiny, a god among men. His personality reflects this. The dragonkin gains a +2 bonus to Charisma.

This ability replaces deadly performance.