Dragon Disciple build help


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Hello all, I want to build a full offensive Dragon Disciple who focuses on blasting fire spells albeit Red Dragon bloodline, who can also switch it up and go into melee with his claws (working on letting the GM let me keep them usable at all times instead of the 3+CHA per day). The plan after reading in the Guide to Guides is a Crossblooded Sorceror (Red Draconic/Arcane bloodlines) with some melee dips. When it comes to which classes to dip into, I am not sure yet. Oath of Vengence Pally seems REALLY nice however I am not imagining him as one but instead visualize him as a sort of a brash hot headed know it all who is always looking for a fight and always wanting to better himself. I have considered at least a dip in Barbarian for Rage, Fast Movement, and d12 HD and will start at level one as one and kind of initiate a kind of awakening of his powers while in the middle of a rage triggering his inner dragon. But I'm not sure what I want the other levels of melee to be. In the DD guide I wanted to follow the Beast side of the build and was looking at 4 levels of Melee and 1 of Sorceror and then jumping into DD until 15 and then back to sorceror. So any help or advice from others would be great. Traits and Feats are also appreciated because I never play a caster.

Dark Archive

Any late night advice for the post that has been bumped to the bottom =D


I think your question is, "What martial class should I take 4 levels of?"

Paladin, if you want the roleplaying challenge of living up to the code.
Fighter(Savage Warrior), if you prefer not to have the code.


I'm planning on something similar. I'd suggest adding a few more levels of barbarian to increase your rage rounds and grab some of the rage powers that can help out with natural attacks.


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This guide should help

Liberty's Edge

Blueluck wrote:

I think your question is, "What martial class should I take 4 levels of?"

Paladin, if you want the roleplaying challenge of living up to the code.
Fighter(Savage Warrior), if you prefer not to have the code.

The request was "focuses on blasting fire spells albeit Red Dragon bloodline" and "can also switch it up and go into melee with his claws".

I would suggest a level dip in crossblooded sorcerer with draconic and elemental or orc bloodlines (orc preferred) then proceed into magus. This will give you some damaging spells and medium BaB from magus. Build as usual for a magus(many threads on this), but remember to focus toward natural attacks which will require an Amulet of Mighty Fists and you might want to push a little more STR than normal. Will have reasonable BaB along with combining damaging spells and natural attacks. I strongly recommend half-orc with the toothy racial trait for this build.

summary with suggested stats:

Race: Orc with Toothy alternate racial
Class: Sorcerer Bloodlines (Draconic/Orc) 1, Magus 4, Dragon Disciple x
Stats:
STR 14 +2 racial
DEX 14
CON 14
INT 13 +1 level
WIS 10
CHA 12


2 levels of natural weapon ranger 1 level barbarian 1 level.alchemist. don't worry about Item.attacks between claws & bite combined with 2 stackable plus 4 bonus depending on your gm take on DD advancing bloodlines powers either combine dragon orc crossblood or eldritch heritage abyssal for claws-extra high damage rounds and str bump.


Odraude wrote:
This guide should help

step 1 - Read the above guide

step 2 - See step 1

Dark Archive

Oh I have read that guide many times, I was asking in hopes of those that others have played a similar build with more solid feedback of their class choices and maybe how they played their DD.


The thing about DD is that it's flexible. You can do just about anything with it provided you know what you're wanting. For you, I'd suggest going with two options.

1) Unarmed Fighter 1/Crossblooded Sorcerer 4 then DD max. This will get you into the class quicker and you can still use monk weapons. It gives you the option of going for a natural atack beast for synergy with dragon form.

2) Oath of Vengeance Paladin 2/Crossblooded Sorcerer 4 then DD max. Takes longer but the synergy of Charisma is great. And you can smite to bypass that Damage Reduction.

Dark Archive

Writer wrote:

The thing about DD is that it's flexible. You can do just about anything with it provided you know what you're wanting. For you, I'd suggest going with two options.

1) Unarmed Fighter 1/Crossblooded Sorcerer 4 then DD max. This will get you into the class quicker and you can still use monk weapons. It gives you the option of going for a natural atack beast for synergy with dragon form.

2) Oath of Vengeance Paladin 2/Crossblooded Sorcerer 4 then DD max. Takes longer but the synergy of Charisma is great. And you can smite to bypass that Damage Reduction.

Well I like both options but Oath of Vengence does not actually kick in until Pally 4


If you go until Pally 4 it would. You choose archaetypes at 1st level, and I take it for the changes to the Paladin Code of conduct, not necessarily the bonuses.


My wife played a really good barbarian/Sorc/Dragon Disciple in Council of thieves.

In a battle where she was in a multiple grapple with more than one vampire, she bit a vamp to death. Yes that's right the human bit the vampire to death.

She was a melee menace.

Raging Dragon Disciple FTW.... I definitely would go magus.

If anything, depending on how far you go with the build, eldritch knight over magus. But even then, probably not worth it.

Scarab Sages

I am currently playing a DD in Rise of the Runelords AP.

I chose several flavorful but unoptimized things for my build.

I am a Kobold Crossblooded Sorc 5/DD2 currently. I did NOT have an 18 STR. I did NOT have an 18 CHA. I chose to be a blasty focused caster, my Crossblooded are Draconic/Elemental (earth for acid, green dragon).

Obviously I chose crossblooded so I can do elemental and draconic. Elemental allows all my blasty spells to be turned into acid, giving me the bonus per die rolled. My Koboldy heritage allows me to have as a class bonus +1/2 per level damage to specific element...I chose earth for acid.

With the right feats and traits, I can essentially at lvl 7 caster hit a Heightened Burning Hands as a lvl 1 spell for 8d4+10 for everything in a 15 foot cone. I can single hit with Spectral Hand for touch purposes a Heightened Acid Grasp (shocking grasp) as a level 2 blast for 8d6+10 to a single target.

I am not the end all be all of casters, and I get that. Its unoptimized to play a Kobold, and I get that.

Its still hella fun. I blast, the GM allowed me to flavor my elemental ray (from elemental bloodline power) to emanate from my mouth for a menial breath weapon at first level, and I eventually will get big nasty blasty breath weapons. My spectral hand resembles a giant discorporeal floating dragon claw, and I call it the smiting hand of Dahak.

In essence, I am playing a Kobold who is on his way to "evolving" into the natural and more powerful form he worships. Although I cast arcane spells, I flavor him as a sort of dragony prophet, preaching the good word about Apsu and Dahak and the draconic religion.

I've even thought of taking a level or two in Oracle and after hitting 12 jumping to Mystic Theurge (zomg, it wont work it wont work i hear the boards calling.)

Its a fun fun build to play.

My biggest beef is that being a crossblooded sorc means I have only lvl 2 spells at lvl 7 caster, and that is sometimes hurting me. I also have way way fewer spells to pick from since I know one less per level, which means that utility spells are at an all time premium. Lastly, the -2 will save sucks my nuts 100 ways from sunday. It is still my weakest save by a factor of 3, and I have spent a few rounds under fear/charm effects because of it.


I have a Dragon Disciple named Pluchak that I have been playing here on the boards. You can look him up in my profile if you like. He is a half-orc Crossblooded (orc, green draconic) 2, Barbarian 1. I went half orc for the toothy trait and for flavor reasons. He has been remarkably effective, especially with the 15 point buy I had to use for him. Currently I use a Masterwork Bardiche, but when I really want to dice it up, I go with claws and teeth.

Having only 6 rounds of rage per day is limiting, but being able to cast Enlarge person and smash things from 20 feet away is pretty nice, especially when I have a pretty low AC. If you went with two levels of barbarian, it would add some rounds to your rage, and going with Invulnerable might be fun for some DR.

I have yet to even try the Paladin route, although it looks great on paper. I had a couple campaigns that would have let me do it fall through. Remember that gaining your Charisma to your Saves is great, as is being immune to fear. The Paladin has good stuff in it for the first four levels.

I have to agree with Bomanz, and tell you to just do something you enjoy the most. My guide is primarily to give people a resource to make their concept work the best. And for all its flaws, I'm grateful the wonderful response I've gotten for doing it.

Dark Archive

Oterisk wrote:

I have a Dragon Disciple named Pluchak that I have been playing here on the boards. You can look him up in my profile if you like. He is a half-orc Crossblooded (orc, green draconic) 2, Barbarian 1. I went half orc for the toothy trait and for flavor reasons. He has been remarkably effective, especially with the 15 point buy I had to use for him. Currently I use a Masterwork Bardiche, but when I really want to dice it up, I go with claws and teeth.

Having only 6 rounds of rage per day is limiting, but being able to cast Enlarge person and smash things from 20 feet away is pretty nice, especially when I have a pretty low AC. If you went with two levels of barbarian, it would add some rounds to your rage, and going with Invulnerable might be fun for some DR.

I have yet to even try the Paladin route, although it looks great on paper. I had a couple campaigns that would have let me do it fall through. Remember that gaining your Charisma to your Saves is great, as is being immune to fear. The Paladin has good stuff in it for the first four levels.

I have to agree with Bomanz, and tell you to just do something you enjoy the most. My guide is primarily to give people a resource to make their concept work the best. And for all its flaws, I'm grateful the wonderful response I've gotten for doing it.

Oh your guide is quite awesome with loads of advice for anyone playing DD. Being a first for me makes it exciting to see how the character may pan out. Natural weapon focus is where I wanna go with mine now if the GM will houserule perma claws, that will make things much easier.


Well, if he doesn't and you go Barbarian, you can take Beast totem, which gives you claws while you rage. If you have a decent Con Score, it should definitely help with claw attacks per day. Also, ask if Sorcerous Bloodstrike would recharge your claws per day. It should work later with your Breath Weapon, so it isn't a bad investment.

Still, remember to take a backup weapon or two with you, two handed ones are good, reach is good, stuff to bypass damage reduction is also good.

Most of all, have fun with it.


My wife's Barb/DD/Sorc did something like that, with the totem thing.

She was sword/axe and board when she wasn't clawed up. It worked rather well, she was a normal sword and board unless the chips were down, then RIP, out came the claws and teeth...

I should say we never felt she didnt have enough claw claw bite action for her character concept or play style.

Another way to go, is go all beast totemy, and go oracle/Rage prophet and style it as dragon heritage, lots more rage and other synergy.

You could even take ancestor mystery with a dragon in your ancestry, just another way to get the same "theme" I suppose.

Toothy half orc or a tiefling would be a good mechanic to build it off, and then just talk with the DM and say "i;m not actually a half orc (or tie fling) just using it as a mechanic to get my flavor blah blah blah"

I don't see a good way to mix DD with Rage Prophet.

A third way, would be master Chymist, via rage alchemist with some barb levels... flavor it as a dragon transformation..

Dark Archive

I know its not recommended but through flavor wise if I went from Barbarian 1 Sorceror 1 Pally 4 (many things can happen in two levels that can change ones alignment to LG) and then go DD from there would that be good or should I just stick to Pally??


but then you could never rage again. so what you be the advantage of taking the level of barb? fast move?


Becoming Lawful ends your ability to rage. You would do better to just decide what you want. Figure it like this. The barbarian is more offensive and the Paladin is more defensive. If you want to do damage, go Barb, if you want to survive and resist magic, go Pal. They are both strong options, it's just a matter of what you want.

The way you described it above, it made me think that you really wanted to play it like a Barbarian, but you love the extra bonuses of a Paladin, but not the role play aspect. You will give yourself a headache if you put that kind of dilemma on yourself. Just go with what your gut tells you how you want to play him. Then let the dice fall as they may.

Dark Archive

Well I had a slight hiccup in thinking that I kept Rage even if I went lawful. So now depending on my mood of RPing it will either be Barb 2 MoMS 2 or Pally 4


a Gold DD/Pally could be interesting... haven't seen one before.

It's too bad they dont have a spontaneous casting version the magus,

a Pally/magus/DD using class features to augment claws would be really cool/unique (until it became another build everyone just had to have......*coughcough*dervishdancer*cough*

Dark Archive

Gold was going to be my dragon choice as well...it WAS Red until looking even closer in Oterisks guide


Gold is what I took, although I went Bard6/DD4/Bard1 and plan on taking a full 10 levels in DD for flavor.
Better BAB, saves, hp and casting in armor (and the fact my GM does not allow Sorcs in his homebrew, hehe), helped persuading me, too.

The cone weapon is nice, although for me it's only 1/day and 4d6, gaining resist fire and swim speed is what I was after (though the spider climb was tempting, too).

Ruyan.


Don't listen to Ruyan, he will tell you to buy a long bow. :P


Pendagast wrote:

a Gold DD/Pally could be interesting... haven't seen one before.

It's too bad they dont have a spontaneous casting version the magus,

a Pally/magus/DD using class features to augment claws would be really cool/unique (until it became another build everyone just had to have......*coughcough*dervishdancer*cough*

What about the Cabalist Magus?


What? Who? Me?
Nah, I took longspear (and longsword, and a whip).
Don't listen to Oterisk!

Ruyan.

Dark Archive

Okay what is the best way to fix some AC problems. My character is in the process of getting okayed for an adventure starting at 5th level. I have decided to take the route of Divine Hunter Paladin 2/ MoMS 2/ Sorceror 1. It's a 20 pt buy so as of now it looks like this

Human

Str-16
Dex-10
Con-14
Int-8
Wis-12
Cha-16

Going this route I have a whopping 11 AC for a frontline fighter before any magic items or mage armor come in because I was going without armor. However since looking at this I am considering swapping Dex and Wis and grabbing a Haramaki at least and maybe a +1 on in just to take the AC to 13. Any thoughts? Also my starting gold is 10,500 so what are some good items to buy? I'm going Natural Weapons route so I was thinking an Amulet of Mighty Fists +1 BUT with AC so low I'm not so sure yet.


Will Black wrote:
Pendagast wrote:

a Gold DD/Pally could be interesting... haven't seen one before.

It's too bad they dont have a spontaneous casting version the magus,

a Pally/magus/DD using class features to augment claws would be really cool/unique (until it became another build everyone just had to have......*coughcough*dervishdancer*cough*

What about the Cabalist Magus?

OIC thats an SSG thing....

RPG Superstar 2012 Top 32

i think pally/gold (or silver) DD is a really fun character- it definitely moves away from the OP's intention of being primarily a blaster, though... although, so does picking up levels of monk so maybe that's been abandoned? if you take any pally levels you'll want at least 2 (for sweet, sweet Divine Grace, and free little heals). if your GM allows magical knack, that's not a huge deal in terms of damage output, but you'll still be way behind on acquiring new spell levels and DD will cost you even more caster levels. if you really want to be a blaster go straight crossblooded with draconic and elemental or orc. you'll need a high Cha for the DCs but spread as much as you can in physical stats for occasions when you want/need to melee.

if you're moving away from being primarily a blaster you can switch from sorc levels to bard levels- that adds some interesting buff abilities, allows casting in light armor, and can synergize well with pally or barb (especially the Archaeologist who's version of performance you can use while raging). you'd pretty much lose all blasting, but you could drop your Cha fairly low to up your physical stats (and potentially rage on top of that), and this frees up the option to take the Eldritch Heritage[draconic] feats- which don't stack levels with the Blood of Dragons ability, but do double the number of rounds/day you can use claws (and give extra breath weapon), plus its less MAD since wisdom would be worthless and charisma less essential (especially if you went barb instead of pally). Also, if you went with Barb you could take Lesser Beast Totem so you could have claws even more often (though they wouldn't trigger the bite attack like the dragon claws do).


From what you are saying here is my advice - don't dip if you want to blast. For a blaster you want to keep your caster levels up for your dice damage. For your melee stuff focus on natural attacks (so an amulet of mighty fists would be a good buy) and not actual weapons. It's still totally possible to tango in melee, especially at higher levels when you start getting Form of the Dragon. At earlier levels you have enlarge person, and then Beast Shape 2/3 to tide you over until you get your dragon shifting abilities and spells.

Dark Archive

Okay I am more melee based with maybe an occasional blast outside of my breath weapon. The biggest problem is AC. At level 5 I have 45 HP and an 11 AC because I have not bought items yet. Mage Armor will be on when possible so now its a 15 AC but I want more if I'm gonna go toe to toe with enemies. Will prolly buy a Ring for another +1 but is 16 as high as I'm getting for now?


Shield spell is the simplest thing that comes to mind for a possible +4 AC. For level level 2 spells Mirror Image as another layer of defense (very high miss chance) or blur (to cast on other people as well).


The AomF +1 costs 5k gp - not sure if you're allowed to buy it, since you would spend 50% of your total amount available; but it sure helps!

Concerning AC: you could always grab shield for another +4 (but it's rounds/level, so rather short duration).

And yes, an armor class of 16 is not enough.

I'd also suggest (again - hehe) to look into dipping into bard, since this class can cast in light armor and use shields - you'd loose enlarge person and other spells, though.

Ruyan.


RuyanVe wrote:
The AomF +1 costs 5k gp

4K, actually. Just FYI.


Hi, I saw your post about dragon disciples and thought "I have one that I'm bit proud of so why not show it to you". Here is Jojen from our Paizo module campaign that has run couple of years now. I have had dream of playing disciple as long as I have know that prestige class existed and Jojen is my take to that class. No martial class, pure sorcerer+dd and it works nicely. He has answer to all kinds of enemies, melee classes are targeted with spells and casters Jojen will destroy in melee combat. He can also buff his friends when needed. (Adventuring group is called Brave Companions: one multiclass monster with like seven different classes or prestige classes, guide ranger with crossbow, hafling cavalier/cleric of Desna, and Jojen)

Here he is:

Spoiler:

Jojen Vargidan, terror from Nirmathas
Male human dragon sorcerer 6/ dragon disciple 7
CG Medium humanoid (human)
Init +7; Senses blindsense 30 ft.; Perception +6
DEFENSE
AC 26 (30*), touch 16, flat-footed 22 (26*) (+4 armor, +2 deflection, +3 Dex, +6 natural, (+4 shield*) )
hp 120 (6d6+7d12+45)
Fort +11, Ref +10, Will +12;
Resist acid 10
OFFENSE
Speed 30 ft., fly 60 ft (good).
Melee 2 claws +16 (1d6+10 + 1d6 acid) and bite +14 (1d6+12 plus 1d6 acid)
Special Attacks claws 8 rnds/day (magic, acid +1d6), breath weapon (60ft line; 13d6, dc 21, 2/day)
Spell-Like Abilities (CL 13th; concentration +18
1/day—dragon form I
Spells Known (CL 11th; concentration +22)
5th (5/day)—spell resistance (b), telekinesis (dc 20), +1 spell
4th (7/day)—fear (dc 19, b), dimension door, shout (dc 19) +1 spell
3rd (7/day)—fly (b), haste, invisibility sphere, stinking cloud (dc 18) +1 spell
2nd (7/day)—darkness, glitterdust (dc 17), mirror image, resist energy (b), scorching ray +1spell
1st (14/day)—burning hands (dc 16), mage armor (b), shield, shocking grasp, silent image, vanish
Bloodline Dragon (copper)
STATISTICS
Str 22, Dex 16, Con 14, Int 10, Wis 11, Cha 20
Base Atk +8/3; CMB +14; CMD 35
Feats Arcane Strike (+3), Blind-Fight (bb), Combat Casting, Defensive Combat Training, Dimensional Agility, Dimensional Assault, Dodge, Escew Material, Improved Initiative (bb), Toughness, Weapon Focus (claws)
Skills Bluff +11, Diplomacy +11, Fly +18, Intimidate +11/+13, Know (arcane) +15, Know (dungeoneering) +6, Know (history) +6, Know (nature) +5, Know (planes) +6, Linguistics +2, Perception +6, Spellcraft +14, Use Magic Devise +11
Languages Common, Draconic
SQ ability boost (+4 str, +2 con), blood of dragons (6+7=13), dragon resistance (resist acid 10, +2 natural armor), natural armor increase +3
Combat Gear Gauntlets of the Copper Dragon*, ; Other Gear ring of protection +2, amulet of natural armor +1, headband of alluring charisma +2, belt of physical might +2 (STR, DEX), cloak of resistance +2, ring of wizardry I, boots of teleportation, luck stone, lots of scrolls and potions and other gear

*Gauntlets of the Copper Dragon*: these rusty spiked gauntlets are gift from copper dragon to his disciples. Copper dragon blooded sorcerer is proficient to use these +1 spiked gauntlets. When wielder uses his claws ability, Gauntlets also transform and give their enchantment bonus to claw attacks. Also when using claw ability, wielder of Gauntlets gets +2 bonus to Intimidate as his claws are bigger and more fearsome.


I have not picked his new spells to levels 2 to 5 but otherwise he is good to go. Why to show this to you? I had no idea that optimal class combo for disciple is to take 4 levels of melee class to make disciple "work". I had melee focus from beginning (lvl 2 start) and it has worked pretty well to this day. Sometimes there are enemies that Jojen can't hit with his melee attacks (thanks to very low BAB) but that isn't really a problem with my spell selection. Jojen is pretty much my favorite character at the moment.

Hopefully this helps you somehow. ^^"


Yeah, noticed the typo too late, Darkwolf. Thanks!

Ruyan.


Some of your AC can come from other people in your party, say if you had a druid, you could barkskin up. Armored Kilt can boost your AC, and a Masterwork Darkwood Buckler can give you a little boost when you are not full attacking. Pick up a Dusty Rose Ioun Stone when you can.

Also, I would definitely switch your Wisdom and Dex. Your will Saves should be fine, and your perception score is a class skill for Draconic Sorcerer, so you get a boost there.

Dark Archive

Okay so say I switch up Dex and Wis effeectively giving myself that +1 in Dex for Armor Bonus purposes, could a sorceror wear a Haramaki with an Armored Kilt since I am proficient with Medium Armor therefore giving me a +2 Armor with no arcane failure? This of course would eliminate Mage Armor because I could +1 the Kilt and Haramaki for a mere 2000 gold. At that point I'm still at a 16 AC with 2500 gold leftover BUT I have eliminated the need for Mage Armor to be cast thus giving me more uses of Shield and Enlarge Person if need be.

And to RuyanVe, a bard would be an excellent choice but I went Crossblooded Sorceror for flavor. See I have this wonderful compsognathus familiar who the PC believes was sent to him from Apsu his deity. the compsognathus has little flaps under his arms so he thinks he's a dragon although the flaps do nothing but that doesnt stop the two from bettering themselves to both fly high into the sky. Once I'm able I will turn him into a faerie dragon with Improved Familiar and work some more flair up.


I don't think you could +1 both and have them both count. I'm pretty sure that it would be like saying I'm wearing a chain shirt under my full plate. If I'm wrong someone will correct me. A +1 Haramaki by itself sounds fine though for a 2 AC.


Hawktitan wrote:
I don't think you could +1 both and have them both count. I'm pretty sure that it would be like saying I'm wearing a chain shirt under my full plate. If I'm wrong someone will correct me. A +1 Haramaki by itself sounds fine though for a 2 AC.

It's a gray area, something you'll want to ask your GM about, but it likely falls under the rules for piecemeal armor:

Ultimate Combat wrote:
If a character is wearing pieces of separately created or enchanted armor, the armor only takes the benefits provided by the masterwork quality and the magic of the most protective piece — typically the torso armor piece.


I once had a cleric of Bahamut/sorcerer/Red DD in the first 3.0/3.5 series of modules. He was really fun to play. I have him converted in Pathfinder but have not had the chance to play him.


you can use either a haramaki or an armored kilt, they dont stack. Your dexterity and wisdom should both be granting you armor class due to your monk levels, I would go with wisdom for the better save if you have no plans for heavier armor in the future. If you plan on sticking with the haramaki, then keep the dex. In fact, If this is a point buy, I would strip two points out of strength and shore up your dexterity score and keep your wisdom as is. You'll be getting strength bumps from spells and DD levels, and you may actually live.


Yeah, magic bonuses on two pieces of armor do not stack, sorry. But you can purchase a Ring of Protection +1 for 2000, and still be under your budget.

Edit: And the armored kilt is specifically made to add +1 to any light or medium armor, of which a haramaki is light. The drawback is that it makes it medium armor, which hinders a bit. A monk loses their AC bonus, fast movement and flurry of blows when wearing armor, so they don't lose much when they don't have a high wisdom, flurry of blows or fast movement.


KrythePhreak wrote:
And to RuyanVe, a bard would be an excellent choice but I went Crossblooded Sorceror for flavor. See I have this wonderful compsognathus familiar who the PC believes was sent to him from Apsu his deity. the compsognathus has little flaps under his arms so he thinks he's a dragon although the flaps do nothing but that doesnt stop the two from bettering themselves to both fly high into the sky. Once I'm able I will turn him into a faerie dragon with Improved Familiar and work some more flair up.

Didn't see that upthread. Cool stuff! I like the faerie dragon on my chars who are eligible to familiars, too.

Ruyan.

Dark Archive

Okay so even though the armored kilt is specifically made to stack on a +1 to another armor, you can't make is magical to "stack" with with a haramakis magic enhancements? Is this FAQ'd anywhere perchance since this is new to me as well because AC has never been a problem.


If you are using crossblooded orc/draconic DD then the orc bloodline has an additional natural armor bonus on top of the ones you get from draconic and DD. It also can give you an extra STR bonus on top of the bonus from DD. Abyssal also can grant STR bonuses if you want to use Eldritch Heritage.

The crossblooded archetype really limits your spellcasting, but you can mitigate it somewhat by playing a human, since their favoured class special bonus for sorcerers is an extra spell known at one level below max. Also, the Page of Spell Knowledge and Ring of Spell Knowledge are items you can use to get around your spell "disabilities." Crossblooded limits your spells known, but not your spells per day, so a page of spell knowledge could give you a spell at a level at which you know no other spells. Otherwise those spell slots are only useful for spells enhanced with metamagic.

Peet


@Bomanz:

Bomanz wrote:
I am a Kobold Crossblooded Sorc 5/DD2 currently.

It is nice hearing about this. I am just creating a character for a campaign a friend of mine is starting soon, and since the campaign is going to have a dragon theme I will be playing a Kobold Sorcerer who will likely start being DD at 6th level. Originally I was going to try to get him to let me swap out a bunch of the Kobold's largely useless abilities for ones that would work better, but instead he is simply giving me a -1 level adjustment, so I am starting as a 2nd level sorcerer instead of 1st but with all the limitations of a Kobold.

Bomanz wrote:
Obviously I chose crossblooded so I can do elemental and draconic. Elemental allows all my blasty spells to be turned into acid, giving me the bonus per die rolled.

FYI, in RAW this is not the case, though it is sensible RAI. Your draconic bloodline gives a +1 damage per die to spells with the acid descriptor. Changing the damage a spell does changes the energy type, but not the descriptor. Of course, it's a reasonable implementation of RAI.

Bomanz wrote:
My Koboldy heritage allows me to have as a class bonus +1/2 per level damage to specific element...I chose earth for acid.

Do you consider this to be worth it? You get a +2 damage to acid spells... I'm not sure I'm going to bother for my character. It would be better obviously if you weren't taking dragon disciple since the prestige class is not a favoured class.

Bomanz wrote:
With the right feats and traits, I can essentially at lvl 7 caster hit a Heightened Burning Hands as a lvl 1 spell for 8d4+10 for everything in a 15 foot cone. I can single hit with Spectral Hand for touch purposes a Heightened Acid Grasp (shocking grasp) as a level 2 blast for 8d6+10 to a single target.

I take it you mean Intensified, not Heightened. I'm guessing you took magical lineage (burning hands) and loremaster traits. Though the math doesn't quite work... A sorc 5/DD 2 is a 6th level caster, not 7th. Did you use magical knack in there somewhere?

BTW, for a burning hands build you should consider the eldritch conduit spell.

Bomanz wrote:
My biggest beef is that being a crossblooded sorc means I have only lvl 2 spells at lvl 7 caster, and that is sometimes hurting me.

The Page of Spell Knowledge is something that can help you, since as a sorc5/DD2 you get 3 3rd level spells per day, even if you don't know any 3rd level spells. Normally you would have to use metamagic to take advantage of this (by empowering your burning hands, for example) but there are items that give you extra spells known. Spells per day are not affected by the crossblooded archetype.

Also you should see if your GM will allow these feats (particularly Favoured Caster and Favoured Spells). My gm is going to let me use them to help maintain my caster abilities even when taking levels in Dragon Disciple. It will be expensive feat-wise but the end result is that after 8 levels of DD I will have lost no spellcasting ability for the cost of two feats.

Peet


Wanted to mention, consider tiefling and the alternate racial trate that gives you claws all the time.

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