Dragon Disciples and touch attacks


Advice


Going through the boards about viable builds for quite awhile now, I've noticed one thing that drastically surprised me for my current player class. Very little mention of touch attack spells is made in reference to Dragon Disciples. I'm wondering if comments could be made to my build's viability, or perhaps somebody can enlighten me why this build has never been "touch attacked" upon. Also, while I'm creating a thread, I'm not against getting advice for the character in general so I will drop a small bit of info for our party make-up.

One reference that I would like to use, is Osterisk's DD guide, so if you have not read it, I'd suggest it at least for quick reference of ideas.

A little background info, I am in a small group in the Kingmaker campaign (please do not use spoilers in this thread). My party contains a Shadowdancer, a melee battle oriented Cleric of Gorum, a Magus with high AC and low HP, and myself as a Dragon Disciple. Basically this means our group isn't the best balanced in the world, but we have high damage output despite our low survivability. It happens, we're not min/max optimizers really and are glad that we're trudging along.

I ran through Edge of Anarchy and had an interesting idea to make a character that is a human blue dragon sorcerer, who has ties to Kazavon and one of his many consorts. His history involves more about being a Varisian living inside of Korvosa. From Osterisk's guide, I'm aiming more for the "Beast Caster" idea, which is to say that I want to be versatile between magic and melee.

Traits:
Magical Knack (Sorcerer) - Useful for keeping those variable damage dice up to par when multi-classing.
Magical Lineage (Shocking Grasp) - Intensify as often as possible.

Feats:
Spell Focus (Evocation)
Varisian Tattoo (Evocation)
Combat Casting - Casting defensively is a big deal with the intent.
Toughness
Empower Spell
Intensified Spell

(note: It seems like Kingmaker is very friendly to abilities that are limited in daily use. I've never once ran out of claw attack rounds in a single day).

The real focus to this is, as a blue dragon-blooded sorceror, you add +1 damage to every electricity spell; you can deliver touch attack spells through natural attacks; shocking grasp is an electricity based touch attack spell.

Why are there no builds using this as a primary means of delivering spells? So far, I am dropping a TON of damage simply by preparing myself before a fight and using my natural attacks. As a Dragon Disciple, my claw/claw/bite isn't too bad with my strength shooting through the roof, but adding on all the shocking grasp damage means I can one-shot a large number of enemies. Also, there are a few other good touch attack spells like Touch of Idiocy and Vampiric Touch that come in handy while clawing away like a madman.

For example, at lvl 9, I can cast Empowered Intensified Shocking Grasp on myself and hold the charge as a level 3 spell (level 1 + 2:Empower + 1:Intensify - 1:Magical Lineage). This does 10d6 X 1.5 + 10 damage before I even add in my claw (Intensify raises cap to 10, Caster level is 10 due to Varisian Tattoo and Magical Knack, 1.5 multiplier due to Empower of variable effect, + 10 because of electricity damage Bloodline Arcana). The average mean of this damage is 62. If I hit with all three attacks of claw/claw/bite, the mean damage will be 93 total. That's not bad for a full round attack at lvl 9 with a preparation round to cast. (This is without Enlarge Person, which I normally have if I'm prepared enough).

At level 15, I will have Quicken as a bonus feat and will take Spell Perfection (Shocking Grasp). This means I can cast Quickened Empowered Intensified Shocking Grasp as a swift action and full round attack at the same time. This damage output will be every round (plus my attacks will have improved to higher damage).

Granted it seems very one trick pony. I wonder if it's too much reliant on Shocking Grasp being my bread and butter. However, whenever I come across something immune to magic (stupid Will-O-Wisp) or electricity immune, I still have my regular melee brawl claw/claw/bite which isn't too shabby on it's own. Also, it's not like I don't have other spells as a sorcerer in case it's Empowered Fireball dropping time. Is there a huge weakness to this idea? Am I going to regret how this plays out at higher levels? Is there a feat or item I'd better get or I'll lie sizzling on the floor while the demi-lich above me laughs maniacally? I don't often end up as a player in higher level games, so I'm unsure if this seems better than it actually is.

Advice or comments?


That's actually a good point about shocking grasp, it would work decently with three opportunities to hit in a round. I will have to put it into my guide. (I've been procrastinating about a couple updates, but I will get to them soon)

One thing I would mention to you though is this: Metamagic Rods. It would require you to use one less attack if you want to hold onto them, but a rod of maximize or quicken can help you keep dishing out the damage with your lower level spell slots. If you are going for level 15 stuff, I also highly recommend Spell Perfection for level 1 quickened shocking grasps.

A lich that has knowledge of you can stop your shocking assault two ways. Spell Immunity and Globe of Invulnerability can both work, Globe of Invulnerability is a pretty awesome buff that any self respecting lich would use often, there is a lesser version as well which is also nice.


Oterisk wrote:
If you are going for level 15 stuff, I also highly recommend Spell Perfection for level 1 quickened shocking grasps.

Yeah, I mentioned that actually. I'm looking forward to that 62 damage mean average being a swift action level 3 spell. Who needs Arcane Strike?

Quicken metamagic rod is a bit pricey. It's a bit of a dream item actually at 35,000 gold for lesser. By the time I have 35,000 gold I can think of much better things to worry about than sacrificing a claw to prematurely gain an ability that I'll be getting at level 15. I'd probably be looking to use that money on the Belt of Physical Might or similar.

I HAVE been considering if I want a couple Elemental metamagic rods. I can have an electricity one so that my Bloodline Arcana kicks in, and fireball is more of a lightning ball that does more damage. Also a second one for those rare occasions that something is immune or resistant to electricity. I'm not sure which element would be best used though. Outsiders have a habit of being immune to a lot of elements.

Oh, one nice thing about metamagic rods that I'm not certain if others have considered. You can Mage Hand it in front of you when you're exploring a dungeon. This lets you keep your hands free for traps or unexpected problems, but grab the thing as a move action if you need it.

The question I have then becomes, what IS the best way for a sorcerer to deal with a lich, or whatever, that has Spell Immunity or Globe of Invulnerability? I know that Paladin dip for smite looks tasty.

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