Dragon Disciple: How to make this work?


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TClifford wrote:
No one has mentioned it, but what about Magnus 4/Sorc 1/DD 8/Magnus 7?

You mean Magus?

Let's see. 11 levels in Magus (17 for the purpose of spellcasting)

That's 8+6=14 BAB, one less than 3/4 (possibly offset by the +4 str)

Up to Two level 6 spells per day

All the aforementioned lv8 DD benefits (+3 Nat armor, +4 str, +2 con, +2 Int!, 3 bloodline feats: possibly toughness, Improved Initiative, Blind-fight?, Dragon Form Once per day and a crappy breath attack)

good fort AND will. (I like that a lot actually)

Since we're taking a level in sorcerer for no other reason than to fulfill DD prereqs (We're not gettin BAB, much spellcasting since we'll be wearing armor etc). I suggest crossblooding Draconic with elemental (Either regular or Primal) Primal deals +1 damage/damage dice for spells of one type of energy (Stacking nicely with Draconic), or you can choose two different elements...Or You can do Draconic/Elemental and make it so whenever you cast a damage dealing spell, you can switch it to your element, then deal addition +1/die damage (which is my preferred choice)

Sure you'll be having a -2 to will and gaining essentially no spellcasting ability at all and no BAB, but you'll have Eschew Materials (a must when in dragon form), and the claws.

You know, the more I look into it, the more I like it. Especially because we're gettin an int boost anyway.

Edit: I saw the Magus Spell List...Meh. Only up to FotD2. Sorcerer/EK build gives it a better BAB and 8 lvl spells. All the bonus feats offset the need for arcane armor training et all

Liberty's Edge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
BigNorseWolf wrote:
TClifford wrote:
No one has mentioned it, but what about Magnus 4/Sorc 1/DD 8/Magnus 7?

Whats the advantage to that build?

1. BAB maxes out at +14, but can be improved easily with Arcana and Arcane Pool

2. Claw, Spell, Bite is nice.
3. Saves are nice especially Fort


Silent Saturn wrote:
If you took 4 levels of Paladin or Ranger and one of Sorceror, would you be able to use the DD's spell progression to further your Paladin/Ranger spells?

No. If you have levels of both Bard and Draconic Sorceror, you can choose when you enter DD which to advance because both qualify. Non-spontaneous Arcane Casting classes don´t qualify.

Master_Crafter wrote:
Only restriction to this that I see to working this build is that you would have to take the Crossblooded archetype (also from UM), as the Empyreal Bloodline is associated with (and modifies) the Celestial Bloodline, which would otherwise make it incompatible with the prerequisite Draconic Bloodline for DD. The main drawbacks would be a -2 on Will saves (which is a Good save progression all the way though anyway) and -1 spells known at each lvl (which could be offset by the favored class bonus for Humans).

Only thing: Said Favored Class bonus only applies on Sorceror levels, and DD isn´t a valid Favored Class choice even if you have 2 Favored Classes (e.g. Half-Elf). Even when you gain the bonus, it applies to at maximum 1 spell level BELOW your max spell level, so it can´t POSSIBLY completely offset the Crossblooded penalty re: spells-known. That said, if you are going a Sorceror-lite build anyways, a further Spells Known penalty isn´t the worst thing in the world. If you don´t plan on relying on Casting, but rather using it for pre-combat buffs in general, you don´t really need tons of spells known to cover your basic buffs.


So can we go over what the builds we have so far are for recordkeeping?

Off the top of my head

Sorc 1 (Crossblood Elemental and Draconic, or keep Draconic)
Transmutation (Shapechange) Wizard 5
Fighter 1
DD 8
EK 5
BAB: 14, CL: 15
Munchkinning. Can be devastating.

Barbarian 1
Sorc 6
DD 8
EK 5
BAB: 15, CL: 16
Flavorful, powerful. Doing a level in Fighter instead of Barbarian for more feats.

Sorc 12
DD 8
BAB: 12. CL: 18
Most of the abilities

Sorc 10
DD 10
BAB: 12. CL: 17
All abilities. Final Destination.

Magus 4
Sorc 1 (One level can do Crossblood for extra benefits)
DD 8
Magus 7
BAB: 14. CL: 17
Magus spell list is much narrower than Sorc/Wiz. Good Fort and Will.

Gish Bard 12
DD 8
BAB: 15. CL: 18
With Magical Knack, caps out the +5 ability for Bladethirst. Free Arcane Strike (Which caps out at +5 at CL 20). Plus 3 bonus feats. Other Gish-related benefits.


I wouldn't use Bladethirst since you can't use inspire courage with it and it won't over much benefit to an already magical weapon. You would be better off with the +3 inspire courage for you and your allies.


Abraham spalding wrote:
I wouldn't use Bladethirst since you can't use inspire courage with it and it won't over much benefit to an already magical weapon. You would be better off with the +3 inspire courage for you and your allies.

Yeah, i read up on the ability and it isn't that great...Then again, the gish bard stuff (Arcane Duelist) doesn't seem to worth taking tbh.

I get Arcane Strike as a bonus feat but lose Bardic Knowledge. Really?

Liberty's Edge

DD is only a 3/4 BAB class, so you won't get as many iterative attacks as the fighter, BUT you get access to those super cool (and flavourful) claws and bite. Since you're only looking at 3 attacks max (iterative), going for 3 at full BAB might be OK, especially if you pump up your Strength score.

Liberty's Edge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Zonto wrote:
DD is only a 3/4 BAB class, so you won't get as many iterative attacks as the fighter, BUT you get access to those super cool (and flavourful) claws and bite. Since you're only looking at 3 attacks max (iterative), going for 3 at full BAB might be OK, especially if you pump up your Strength score.

See that is what I like about taking some Magus. By using your Acane Pool, you can power up your claws and bites. More importantly, you can use the Spell Combat to add a spell into one of your Claw attacks. I know the BAB is a little lowered, but think about it, you can also get Arcane Accuracy to increase your attack even more.


Forget the claws. you're better off with a two hander


Drothmal wrote:

Has anyone ever thought of using a summoner instead of a sorcerer or a bard?

Wait! I'm not crazy (well, maybe a little)

Make your eidolon a skill monkey/scout, use your summon abilities so you can get flanking buddies (or disarm the traps your eidolon couldn't) while taking advantage of the 3/4 BAB, having Know(arcana) as class skill and getting early access to Haste!

Maybe?

I was going to mention the synthesist archetype, but I don't think the DD stat enhancement does stack with the fused form

Though I can see some advantages for Master summoner of Broodmaster...

Any takers?

I did, made a NPC like that where the Edilon was a drake like mount.

Liberty's Edge

BigNorseWolf wrote:
Forget the claws. you're better off with a two hander

I dunno... depends if you want to be maximized, or have fun, I guess.


Quote:
I dunno... depends if you want to be maximized, or have fun, I guess.

That's not a dichotomy. When making a full attack you can literally sink your teeth into your foe without loosing anything when you use a two hander.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
BigNorseWolf wrote:
Quote:
I dunno... depends if you want to be maximized, or have fun, I guess.
That's not a dichotomy. When making a full attack you can literally sink your teeth into your foe without loosing anything when you use a two hander.

And you can charge up your teeth and bite with extra energy damage, which will bypass DR even if your physical damage gets blunted by it.


Quote:
And you can charge up your teeth and bite with extra energy damage, which will bypass DR even if your physical damage gets blunted by it.

at 6th level 3 or so damage after damage reduction + 1d6 damage as your only attack isn't flavor, its tickling the bad guy.

Liberty's Edge

BigNorseWolf wrote:
That's not a dichotomy. When making a full attack you can literally sink your teeth into your foe without loosing anything when you use a two hander.

Well, you are at a -5 to hit with the bite in that case. I kind of like the idea of 3 attacks at full BAB is all.


Zonto wrote:
BigNorseWolf wrote:
That's not a dichotomy. When making a full attack you can literally sink your teeth into your foe without loosing anything when you use a two hander.
Well, you are at a -5 to hit with the bite in that case. I kind of like the idea of 3 attacks at full BAB is all.

The issue is still the low damage you do with the nat weapons I believe.


Zolthux wrote:
Zonto wrote:
BigNorseWolf wrote:
That's not a dichotomy. When making a full attack you can literally sink your teeth into your foe without loosing anything when you use a two hander.
Well, you are at a -5 to hit with the bite in that case. I kind of like the idea of 3 attacks at full BAB is all.
The issue is still the low damage you do with the nat weapons I believe.

Natural attacks tend to do well in DPR before level 11, especially if you have three of them. The reason being is their improved chance to hit, and the fact that each swing gets full bonus damage (from power attack and strength bonus).

If you go with a beastmorph vivisectionist alchemist you can end up getting pounce at level 10 as well as sneak attack damage allowing you to move around the field charging to flank to get three attacks that deal 1d6+13+5d6 damage with a really good chance to hit with each attack, as well as having decent armor.


DR is a good reason to go Paladin instead of Barbarian for your DD levels. A properly placed smite on the bad guy and you can chew right through it. Literally.

I also think people underestimate an Eidolon wand monkey. 4 levels of summoner, two of paladin, and you gain so much. Crazy high saves (not just when raging, like the barbarian), smite evil, haste, and the stealth heavy eidolon with invisibility use wands on you all day long. Not to mention, the Eidolon gives you another +2 to saves and AC. Also, the summoner spell list isn't half bad.

Not to say Alchemists are not powerful, because they really can be. But a properly played DD can do well too.


if you want a dragon disciple try relying on touch spells and metamagic. combine it with traits that increase your caster level. touch spells do more damage because you have to be up front and personal which is not advised for sorcerers. the touch makes up for low BAB. Use stuff like shocking grasp + intensified spell + empowered spell + maximized spell. Take magical talent and thats +5 to spell level. get spell perfection and it goes down to +2. You now have a level 3 spell that has no save that with the right dragon bloodline does 105 damage each time. take off empower when you run out of level 3 spells and you're still going 70 damage on touch each round. combine this with inherent tankiness from dragon disciple and you're a walking juggernaut with high damage.


In my campaign I have a Half-Orc Paladin/Bard/DD gone down the PowerAttack/Corogan Smash route and he is freaking awesome!


Thomas Long 175 wrote:
if you want a dragon disciple try relying on touch spells and metamagic. combine it with traits that increase your caster level. touch spells do more damage because you have to be up front and personal which is not advised for sorcerers. the touch makes up for low BAB. Use stuff like shocking grasp + intensified spell + empowered spell + maximized spell. Take magical talent and thats +5 to spell level. get spell perfection and it goes down to +2. You now have a level 3 spell that has no save that with the right dragon bloodline does 105 damage each time. take off empower when you run out of level 3 spells and you're still going 70 damage on touch each round. combine this with inherent tankiness from dragon disciple and you're a walking juggernaut with high damage.

Hmmm I like the idea...I guess I can also use stuff like Vampiric touch when I wanna touch my opponents and heal.

I was thinking I'd be fighting with a weapon more often than not, but I can see the advantages in damage.

So a Lightning Dragon (idk which color that would be, green?) with shocking Grasp, Intensified Spell (Which caps out at CL 10, 8 is using Magical Knack, which tbh I prefer over Metamagic Adept) and Empower spell (though Idk how it works with intensified, I'm assuming it takes the new 10d6 and adds 15% for 15d6+15 for bloodline).

If I do Sorc 2/Barb3*/DD8/EK7 with magical knack, CL 10 happens at CL 8, which would be at level 13. Youch

* (I originally wanted to do barbarian for range since i assumed i was going to meleeing with a weapon, especially later on when i can rage to give myself a +4 str when vital striking with claws at full BAB. By level 12, Once per day I can form of the dragon and rage, giving myself a +4 size and +4 moral to strength. This is on top of the DD's natural +4 str. So in other words I suddenly go up to +12 str on top of my existing str (Which i would assume to be around 16) and I can do a round of bite (1d8) double claw (1d6) and double wing (1d4), adding power attack to the first 3 attacks, plus half PA to the last 2. PLUS that ~+9 damage to the first 3 attacks from Str and ~+4 for wings.

Oh yeah and Vital Strike.

2d8+9+6 + 4d6+18+12 + 4d4+8+6
Assuming average rolls:
9+9+6 + 14+18+12 + 10+8+6 = 24+44+24 = 92

Could be better, but it's a start. Also I know the wing attacks are at -5 BAB, but can i do em during my standard attack (and thus adding the vital strike bonus) or is that only for Full Round Attack?

If attacking with magic (I guess I'll have to get combat casting at some point)

Intensified Empowered Shocking Grasp = 15d6+15 ~ 67.5. Adjusted spell level: 1+1+2 = +4.


Just to chime in, I'm actually working on a Dragon Disciple build as a back-up character to maybe use the next time a play a pathfinder game:

Race: Half-Orc
Alternate Racial Trait: Toothy

STR 20 (+5) (including racial +2)
DEX 14 (+2)
CON 15 (+2)
INT 16 (+3)
WIS 13 (+1)
CHA 12 (+1)
-The group I play with uses a rather epic stat array (18, 16, 15, 14, 13, 12), but you can get the idea of what it would be like with a point buy. STR primary, INT secondary, CHA dump, everything else in between.

Level 1-2: Ranger - Guide Archetype, Natural Weapon Style
-Fluff wise, he has always had the dragon blood thing. That's where his Toothy bite comes from and then the Aspect of the Beast claws from natural weapon style at second level. He will never touch a weapon, except maybe for range. Just bites at level 1 then adds the claws at level 2. Later the Draconic Bloodline claws and bite will just overlap with the ones he already has since they are limited use. Power Attack will most likely be the level 1 feat. Using the Guide archetype to get better use out of the one favored enemy the ranger gets at first level.

Level 3-5: Sorcerer - Crossblooded Draconic/Sage (Arcane)
-Taking all Draconic Bloodline powers. Take Sage to get INT as sorcerer's prime stat and have more choices with bonus spells and Bloodline Feats. Most likely take Arcane Strike as level 3 feat.

Level 6-15: Dragon Disciple
-Yay cool bloodline powers and awesome stat increases!

Level 16-20: Sorcerer
-Some more spell casting and a few boosts to the bloodline powers.

Not sure what all of the feats and spells I'd take would be. Would depend on the style of the campaign. I'm somewhat considering a Cleave chain/Lunge combo, though that may burn too many feats. But I really like the idea of this build and can't wait to try it out. Just an issue of finding a game to play in....


pluvia33 wrote:

Just to chime in, I'm actually working on a Dragon Disciple build as a back-up character to maybe use the next time a play a pathfinder game:

Race: Half-Orc
Alternate Racial Trait: Toothy

STR 20 (+5) (including racial +2)
DEX 14 (+2)
CON 15 (+2)
INT 16 (+3)
WIS 13 (+1)
CHA 12 (+1)
-The group I play with uses a rather epic stat array (18, 16, 15, 14, 13, 12), but you can get the idea of what it would be like with a point buy. STR primary, INT secondary, CHA dump, everything else in between.

Level 1-2: Ranger - Guide Archetype, Natural Weapon Style
-Fluff wise, he has always had the dragon blood thing. That's where his Toothy bite comes from and then the Aspect of the Beast claws from natural weapon style at second level. He will never touch a weapon, except maybe for range. Just bites at level 1 then adds the claws at level 2. Later the Draconic Bloodline claws and bite will just overlap with the ones he already has since they are limited use. Power Attack will most likely be the level 1 feat. Using the Guide archetype to get better use out of the one favored enemy the ranger gets at first level.

Level 3-5: Sorcerer - Crossblooded Draconic/Sage (Arcane)
-Taking all Draconic Bloodline powers. Take Sage to get INT as sorcerer's prime stat and have more choices with bonus spells and Bloodline Feats. Most likely take Arcane Strike as level 3 feat.

Level 6-15: Dragon Disciple
-Yay cool bloodline powers and awesome stat increases!

Level 16-20: Sorcerer
-Some more spell casting and a few boosts to the bloodline powers.

Not sure what all of the feats and spells I'd take would be. Would depend on the style of the campaign. I'm somewhat considering a Cleave chain/Lunge combo, though that may burn too many feats. But I really like the idea of this build and can't wait to try it out. Just an issue of finding a game to play in....

I'm going to assume you care about spellcasting prowess? because the cross blooded thing seems pretty weakening...I've played around with the idea, but the loss of a spell every level on a sorcerer is just...idk, i dont like it.

The toothy racial trait is neat, but its only 1d4 damage. Do you even get to add your str to that attack? I would assume so.

As for ranger...I've looked into the guide archetype for the "hunter's Quarry" once per day, which I do like.

Also, if i cast chill touch at CL 3, does that mean that next turn when i full round attack with my claws I get to discharge the spell on my opponent when i hit?

Also, The last few levels, I still would suggest Eldritch Kngiht just so you can keep good BAB and spell casting levels with d10HP


Zolthux wrote:

I'm going to assume you care about spellcasting prowess? because the cross blooded thing seems pretty weakening...I've played around with the idea, but the loss of a spell every level on a sorcerer is just...idk, i dont like it.

The toothy racial trait is neat, but its only 1d4 damage. Do you even get to add your str to that attack? I would assume so.

As for ranger...I've looked into the guide archetype for the "hunter's Quarry" once per day, which I do like.

Also, if i cast chill touch at CL 3, does that mean that next turn when i full round attack with my claws I get to discharge the spell on my opponent when i hit?

Also, The last few levels, I still would suggest Eldritch Kngiht just so you can keep good BAB and spell casting levels with d10HP

Honestly, the spellcasting is secondary with this character. Otherwise I probably wouldn't have bothered with getting the permanent natural attacks from toothy and ranger and would have just taken human for the extra favored class spells, feat and skill points. I went crossblood sage largely so he'd get more skill points and could be a bit of a knowledge monkey. And so the INT +2 from DD is put to better use. This character is much more of a combat character with spellcasting as a bonus.

As for Toothy, it is a primary natural attack so STR is added. It would actually be STR and a half at first level when it's his only natural attack. And as for the 1d4, that's not that big of a deal. What's added to it is what's important (STR, Power Attack, Arcane Strike, etc). But he'll probably still take Improved Natural Attack for both his bite and claws at some point to bump them up to 1d6. 1d8 for the DD bite when it's active, which will also bring back the STR and a half, even with multiple natural attacks.

As for claws delivering touch attack, I'm not quite sure, can't fine the rules for it right now. But I think you should be able to. Not that my opinion is worth that much.

As for Eldritch Kngiht, that might work. I'm not really that worried about BAB with the high STR and having all attacks going off of highest attack bonus, but a little more wouldn't hurt. And the fighter levels and bonus combat feats might come in handy. I'd just be losing one caster level, the increased fly speed, some bonus spells, a bloodline feat, and Power of Wyrms of we went to level 22 or higher. I'll have to think about it....


Yeah, it might be counter-intuitive, but Cross-Blooded can work good her even though DD are already behind on casting/spells vs. full Sorcerors. It´s kind of a joke at this point how Cross-Blooded is the ultimate min-max dip (e.g. for Wizards/Witches) and is just pure pain for a single-class Sorceror build. For DD, if you recognize that you are not going to have as many spells as a Sorceror in the first place, it´s not much of a further stretch to have even less spells... With the dual arcana, the spells you do have can be more effective, or you can get other benefits (e.g. switching casting stat to INT or WIS for skills/saves, gaining familiar without needing 2 feats for eldritch heritage: convenient for non-Fighter based builds who don´t have alot of spare Feats)


So I really like the idea of focusing on the natural attacks and have spellcasting as a backup (Or start using it once I can turn into a dragon)

I'll probably stick to a mithril chainshirt because it's cheap for Armor, and consolidate it with the natural armor bonuses

So here's the build

The way I'm writing this is Level. Class. Base Attack Bonus. Abilities and FEATS

Race: Half Orc (Toothy). Favored Class: Barbarian (Extra rage per day)
Traits: Reactionary, Magical Knack.

LV1. Barbarian 1. BAB 1. Rage, Fast Movement, POWER ATTACK
LV2. Ranger (Guide) 1. BAB 2. Ranger's Focus, track, wild empathy
LV3. Ranger (Guide) 2. BAB 3. Combat Style: Natural. EXTRA RAGE, ASPECT OF THE BEAST
LV4. Sorcerer 1 (Draconic/Arcane [Sage] Crossblood). BAB 4. Calws, ESCHEW MATERIALS
LV5. Barbarian 2. BAB 4. Rage Power: Lesser Fiend Totem, IMPROVED NATURAL ATTACK (Claws)
LV6. Dragon Disciple 1. BAB 4. Blood of Dragons, +1 Natural Armor
LV7. Dragon Disciple 2. BAB 5. Mage Armor (Spell), +1 Natural Armor, Resist 5 Energy, Str +2, Bite attack, FURIOUS FOCUS, TOUGHNESS
LV8. Dragon Disciple 3. BAB 6/1. Breath Weapon
LV9. Dragon Disciple 4. BAB 7/2. Resist Energy (Spell), Claws are Magical, Str +2, +1 Natural Armor, VITAL STRIKE
LV10. Dragon Disciple 5. BAB 7/2. Blindsense, IMPROVED INITIATIVE
LV11. Dragon Disciple 6. BAB 8/3. Fly (spell), Con +2, ARCANE STRIKE, BLIND-FIGHT
LV12. Dragon Disciple 7. BAB 9/4. Dragon Form 1/day. +1 Natural Armor
LV13. Dragon Disciple 8. BAB 10/5. Fear (Spell), Claws 1d6, +1 Natural Armor, Resist 10 Energy, Int +2, DEVASTATING STRIKE, SKILL FOCUS(FLY)
LV14. Dragon Disciple 9. BAB 10/5. Wings
LV15. Dragon Disciple 10. BAB 11/6/1. Spell Resistance (Spell), CLAWS +1d6 Energy. Dragon Form 2/day, Blindsense 60'. IMPROVED VITAL STRIKE
LV16. Eldritch Knight 1. BAB 12/7/2. WEAPON FOCUS (CLAW)
LV17. Eldritch Knight 2. BAB 13/8/3. MULTIATTACK
LV18. Eldritch Knight 3. BAB 14/9/4.
LV19. Eldritch Knight 4. BAB 15/10/5. WEAPON SPECIALIZATION (CLAW)
LV20. Eldritch Knight 5. BAB 16/11/6/1. GREATER VITAL STRIKE.

So as a full round attack action, by level 5 we have access to two 1d6 claws, one 1d4 bite, and 1d8 gore. All primary attacks, so adding Str to all of them. Plus Power Attack.

Also, the bite attack + the 2 claws allow us to get multiattack, which I think is more useful later on when I have access to Dragon Form so my wing attacks take less of a penalty.

Feel free to add input and help me with the feats!


Zolthux wrote:
So I really like the idea of focusing on the natural attacks and have spellcasting as a backup (Or start using it once I can turn into a dragon)

Glad I could be of some inspiration. Very nice on getting the Gore attack. I was trying to figure out some ways to get a fourth natural attack, but I've never really played around with Barbarian and didn't really want to dip into another class. But it looks like it can really work well here. Personally, I wish there was a monster feat called Ironwing or something. A feat that lets a creature with wings use them as natural attacks if they can't already. It'd be great for this build, or for an adjusted Pegasus (yes, I'm also working on two Pegasus characters, as a GM, though). Maybe hope for it in the Bestiary 3?

Just to add a few things to your build as far as feats go. Personally, I wouldn't bother with Multiattack. Assuming you start off with a STR 20, you should have a STR 24 by this point, minimum. More likely a STR 30 with magic items, and then you still have your regular +1's to ability scores every four character levels. And you may even have an Amulet of the Might Fist +5 by Level 17. What else are you going to use your money for? So you're looking at a +13 BAB, +10 from your STR bonus, and +5 from your amulet. All of your primary attacks go off of +28, at least. Your secondaries go off of +23. That's much better than a normal fighter with a weapon who would be at something like +30/+25/+20/+15 at that level. And you only have those secondary attacks when you're in full dragon form. Multiattack is not "more useful" when you're in Dragon Form. It's ONLY useful when you're in Dragon Form since you otherwise never have secondary attacks. And the benefits really aren't that great, either. You'll be at a +26 instead of a +23 for two weaker attacks, only when you use the spell. I still think lunge would be a great feat to grab instead.

I'm also not sure about the Vital Strike chain. I'd think you'll want to be full-attacking as much as possible. And when you do have to single attack when you only have a standard action, the extra dice isn't really that great. With a gore, maybe. Throwing 4d8 at someone is pretty nice. But a full attack is still much better. Maybe combat maneuvers would be a better use of a standard action. Improved Bull Rush, Overrun, Sunder and Drag all have Power Attack as their prerequisite feat. They'd also give more combat versatility other than just doing more damage. Also, a Cleave chain can be very useful if you're expecting to fight large groups.

But yeah, aside from that, good work.


I really like Paladin 3/Sorcerer 7/Dragon Disciple 10. The synergy between Paladin and Sorcerer on Charisma is just wonderful. Sure, you top out at 7th level spells, but look at what you gain! Divine grace on saving throws, lay on hands, aura of courage, mercy, and smite evil! All fueled by the same high Charisma that powers your spells! Just my thoughts.

Master Arminas


pluvia33 wrote:
Zolthux wrote:
So I really like the idea of focusing on the natural attacks and have spellcasting as a backup (Or start using it once I can turn into a dragon)

Glad I could be of some inspiration. Very nice on getting the Gore attack. I was trying to figure out some ways to get a fourth natural attack, but I've never really played around with Barbarian and didn't really want to dip into another class. But it looks like it can really work well here. Personally, I wish there was a monster feat called Ironwing or something. A feat that lets a creature with wings use them as natural attacks if they can't already. It'd be great for this build, or for an adjusted Pegasus (yes, I'm also working on two Pegasus characters, as a GM, though). Maybe hope for it in the Bestiary 3?

Just to add a few things to your build as far as feats go. Personally, I wouldn't bother with Multiattack. Assuming you start off with a STR 20, you should have a STR 24 by this point, minimum. More likely a STR 30 with magic items, and then you still have your regular +1's to ability scores every four character levels. And you may even have an Amulet of the Might Fist +5 by Level 17. What else are you going to use your money for? So you're looking at a +13 BAB, +10 from your STR bonus, and +5 from your amulet. All of your primary attacks go off of +28, at least. Your secondaries go off of +23. That's much better than a normal fighter with a weapon who would be at something like +30/+25/+20/+15 at that level. And you only have those secondary attacks when you're in full dragon form. Multiattack is not "more useful" when you're in Dragon Form. It's ONLY useful when you're in Dragon Form since you otherwise never have secondary attacks. And the benefits really aren't that great, either. You'll be at a +26 instead of a +23 for two weaker attacks, only when you use the spell. I still think lunge would be a great feat to grab instead.

I'm also not sure about the Vital Strike chain. I'd think you'll want to be full-attacking as much as...

Yeah, I usually like the Vital Strike Chain for that first round when I cannot Full Round Attack...I think someone before mentioned doing touch attacks...Which makes me think that I could feasibly start my round with a shocking grasp (If I'm an electric Dragon, this means 5d6+5, I think I get to add Arcane Strike to it so +2. Average 24 doesn't seem like much)

I suppose that by level 11-12 a gore would do 4d8 + 6 Power Attack (BAB 8) + ~9-10 Str + 2 Arcane Strike which is more than the damage from Shocking Grasp, which required no other feats.

Hmmm...Wonder what other feats I can use now that I have opened up the space from the Vitals and Multiattack. I also think I'm not going to go crossblooded. Again, the spells are a backup, but i could invest a feat in arcane armor training so that I can cast a few spells without arcane failure (Later on when I'm in dragon form Arcane Failure is not an issue) I'll have to look into more feats and such.

For Reference on power level My current character is a level 12 arcane trickster (Pyromaniac Gnome, rogue 3/Sorcerer7 [Elemental Primal]/AT2) who usually uses his first round hitting for 80+ (Empowered Scorching Ray on a flatfooted opponent. Hits on a 2 for 18d6+18 Damage. Then +4 for Arcane Strike and Point-Blank Shot. Then adds 3d6 Sneak for a total of about 21d6+22 Points of damage.

oh and

"master arminas, 2 hours, 42 minutes ago
I really like Paladin 3/Sorcerer 7/Dragon Disciple 10. The synergy between Paladin and Sorcerer on Charisma is just wonderful. Sure, you top out at 7th level spells, but look at what you gain! Divine grace on saving throws, lay on hands, aura of courage, mercy, and smite evil! All fueled by the same high Charisma that powers your spells! Just my thoughts.

Master Arminas"

I actually did a Pally 3/Sorc 6/Eldritch Knight 2 in a campaign (I would have followed through all the way to level 10 EK, then top the last levels with sorcerer) Who worked pretty well. The bloodline was verdant which gave him access to Entangle and Barkskin. At level 20, he'd still be able to cast up to lv8 spells, and casting buffs would boost his AC (As per the arcana). He also had toppling spell and spontaneous Metafocus(Magic Missile) to trip opponents on the first turn. The people in my party loved him because he would do anything (Buff others, deal good damage bypassing DR w Smite Evil, control the battlefield with toppling magic missiles, hell i even tanked a monster once using mirror image).

Reason I'm not doing a Pally/Sorc/DD/EK is because it would feel too much like my previous character.


Oh and Pluvia, If you were to wield a scimitar, using multiattack reduces the offhand penalties by 3.

By that lvl 17, we're talking +28/+23/+18/+26/+26/+26 (Weapon, Weapon, Weapon, Claw, Bite, Gore.)

Realistically, it'd more accurately be

+28/+19/+14/+22/+22/+22 due to power attack.

so assuming they all hit, and i'm using a scimitar, adding power attack, Arcane Strike, and Str (Half for secondary attacks)

1d6+10+3+8
1d6+10+3+8
1d6+10+3+8
(Three Scimitars)

+1d8+5+3+4
(Dragon Claw)

+1d6+10+3+4
(Dragon Bite, it deals 1-1/2, but i assume it goes down to x1 for being a secondary attack, I need a confirmation here)

+1d8+5+3+4
(Gore)

That's about +104 damage from add-ons alone, plus an average of 23 from die rolls...so about 127...oh and 1d6 for energy, so 130...Thoughts?

Liberty's Edge

Seems kind of low.

I'd probably drop the cross blooded and cast off charisma. Then I'd take eldritch heritage to pick up the orc bloodline. One or two levels of alchemist would be nice as well, but I don't really see it fitting. . . pity though.

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