
Mirror, Mirror |
Core book, there is a great PrC for Sorcerers with the draconic bloodline: The Dragon Disciple
Why are there not others for all the OTHER bloodlines? Should "Dragon Disciple" be more generic, giving powers based on any bloodline (so like "Disciple of the Bloodline" or something)
Is there any reason for allowing just this one?

Dennis da Ogre |

The core book brought material over from the 3.5 DMG. There was a Dragon Discipline. Rather than use the particularly lame version from 3.5 Paizo made a much cooler class based on that.
There are no other cool lines for the same reason there aren't a ton of other prestige classes. Space, editors time, etc.

Nero24200 |

Remember that (most) prestige classes aren't made with exact classes in mind. Bards, Hexblades and Spell-Theives can also become dragon-disciples (and the class generally works out better for them since they aren't full-casters anyway).
Ditto with other classses - The last assassin I saw IG was a Monk/Assassin.
When taking that into account, theres already quite alot of prestige classes avaliable for sorcerers in core already, and tons more if you include non-core.

Mirror, Mirror |
Remember that (most) prestige classes aren't made with exact classes in mind. Bards, Hexblades and Spell-Theives can also become dragon-disciples (and the class generally works out better for them since they aren't full-casters anyway).
Ditto with other classses - The last assassin I saw IG was a Monk/Assassin.
When taking that into account, theres already quite alot of prestige classes avaliable for sorcerers in core already, and tons more if you include non-core.
The PFRPG DD class is certainly written with the sorcerer+draconic bloodline in mind. In fact, with only 3 levels of spellcasting gone, it is arguably the best choice for the sorcerer.
I just think there should be some equally cheesy PrC's for the other bloodlines.

Dennis da Ogre |

The PFRPG DD class is certainly written with the sorcerer+draconic bloodline in mind. In fact, with only 3 levels of spellcasting gone, it is arguably the best choice for the sorcerer.
Arguably the best choice? Erm... I guess, if your argument is that a 3/4 BAB and d12HD are worth a massive hit to the classes core ability then sure. I'm not seeing it.
DD is good if you want a character that crosses over into melee but it's generally one of those between classes that is mediocre at a bunch of stuff.
Edit: I playtested a 16th level DD and the full caster in the party humiliated me and I couldn't even come close to contending with the melee characters even with spells boosting me.

Mirror, Mirror |
Arguably the best choice? Erm... I guess, if your argument is that a 3/4 BAB and d12HD are worth a massive hit to the classes core ability then sure. I'm not seeing it.
DD is good if you want a character that crosses over into melee but it's generally one of those between classes that is mediocre at a bunch of stuff.
Which core class abilities? DD levels stack with Sor levels to determine bloodline powers, and the hit is 3 spell levels, which btw, is partially compensated for with more breath weapons, improved flight, and 3 pts more nat AC.
3/4 BAB and d12's are a straight buff. Again, all you loose is 3 levels of spells.

A Man In Black RPG Superstar 2010 Top 32 |
Which core class abilities? DD levels stack with Sor levels to determine bloodline powers, and the hit is 3 spell levels, which btw, is partially compensated for with more breath weapons, improved flight, and 3 pts more nat AC.
3/4 BAB and d12's are a straight buff. Again, all you loose is 3 levels of spells.
Becoming slightly less mediocre at a thing you are terrible at is not worth a major hit to the one thing you do well. This is doubly important when the thing you do terribly is one of the weakest things a PC can do in the game and when the one thing you do well is the most powerful thing in the game.
Kudos to Paizo for making Dragon Disciple less of a trap, but it's still strictly worse than sorc20 even before the single-classing benefits.

Mirror, Mirror |
Mirror, Mirror wrote:the hit is 3 spell levels, which btw, is partially compensated for with more breath weapons, improved flight, and 3 pts more nat AC.None of those come even remotely close to losing the ability to cast 9th level spells.
Well, in, oh, 20+yrs of gaming, I had 2 casters get to lvl 9 spells. Two. Excuse me for thinking that taking a hit at the very end of your career, when your chances of even getting there are minimal, is a pretty good trade for lots of powers sooner.
If the class gave you spellfire at 1st level, but cost you 9th level spells, would it still not be worth it for 16 levels?

Zurai |

No. Spellfire sucks when it isn't being used by the main character in a novel.
And it's not just ninth level spells you're losing out on. A sorcerer X/DD 10 will always be two full spell tiers behind a sorcerer X+10. There are very, very, very few benefits that can hope to match two full tiers of spells.

Mirror, Mirror |
No. Spellfire sucks when it isn't being used by the main character in a novel.
And it's not just ninth level spells you're losing out on. A sorcerer X/DD 10 will always be two full spell tiers behind a sorcerer X+10. There are very, very, very few benefits that can hope to match two full tiers of spells.
Not a big Ray fan, huh?
Many, many spells at lower levels can be used effectively, especially if you have chosen spells that target enemies directly (no save), or spells that target different saves (AoE Will, Reflex, and Fort). Add to that using touch spells (I like Chill Touch for the multiple effects, personally) with the claws, boosted AC, additional HP's, etc. and the DD is not only better than the Sor trying to do the same, he's better off in a pinch than the Wiz (what with his open spell slots, preped spells for a different encounter, etc.)!
And at DD4, you have lost 1 level of spells, and gained +4 to STR, +2 to armor, a bite attack, another breath weapon attack, and a bonus feat.
For 2 spell levels at DD8 you gain +4 STR, +2 CON, +2 INT, +3 AC, 3 feats, bite attack, breath weapon, blindsense, and Form of the Dragon I once per day (a 6th level spell, BTW).
Up till then, it seems like a pretty good trade. That's 13th level, and well over half a characters play time.

A Man In Black RPG Superstar 2010 Top 32 |
Well, in, oh, 20+yrs of gaming, I had 2 casters get to lvl 9 spells. Two. Excuse me for thinking that taking a hit at the very end of your career, when your chances of even getting there are minimal, is a pretty good trade for lots of powers sooner.
it is arguably the best choice for the sorcerer.
Understand that we are arguing against your claim that Dragon Disciple is the best choice for a sorcerer. This is trivially disproven; it is weaker at every level than single-classed sorcerer.
If it works for you, fine, but don't shift the goalposts.

Zurai |

And at DD4, you have lost 1 level of spells,
Thus being one full tier of spells behind a same-level wizard...
and gained +4 to STR, +2 to armor, a bite attack, another breath weapon attack, and a bonus feat.
All of which are useless in your primary role except for the bonus feat if it's used for Quicken Spell or Improved Initiative.
The stat boosts from Dragon Disciple are all completely worthless for a sorcerer. Strength? Natural Armor? Do you really want to get into melee combat so that those actually matter? Intelligence? What do sorcerers need Int for? Con is decent, but not hardly worth the tradeoffs.

Mirror, Mirror |
Understand that we are arguing against your claim that Dragon Disciple is the best choice for a sorcerer. This is trivially disproven; it is weaker at every level than single-classed sorcerer.
Well, I don't see why you say that. Not to get into a vs battle, but you really think a party is WORSE off with a DD vs a Sor? You know, those bloodline powers are quite good, and the DD lost none of them.
And if spells are so uber, why have I not seen parties of just Wiz/Sor walking around? Druids and Clerics, maybe, but nobody ever, TMK, argued that a party of Wiz were the best...

Mirror, Mirror |
Thus being one full tier of spells behind a same-level wizard...
Besides the point. This is Sor vs DD, not Sor vs Wiz. I already argued this on another thread...
All of which are useless in your primary role except for the bonus feat if it's used for Quicken Spell or Improved Initiative.
The stat boosts from Dragon Disciple are all completely worthless for a sorcerer. Strength? Natural Armor? Do you really want to get into melee combat so that those actually matter? Intelligence? What do sorcerers need Int for? Con is decent, but not hardly worth the tradeoffs.
Actually, yes, you can enter combat, and with stats compariable to the monk! (not accounting for stats, of course)
HP: 6+4d6+8d12 vs 8+12d8 = 72 vs 62
AC: 10+5 vs 10+3 = 15 vs 13 (yes, WIS and DEX, but Sor get DEX and Mage Armor is +4, which is similar to a monk with 18 WIS)
Att: Monk wins, but Sor can make touch attacks with spells, otherwise Sor still gets d6's and has +4 (+8 with spells) to STR.
And this is all just the class itself. No allies, no magic, just what they can do. And if the Monk can get into the fray, why not the Sor?

Mirror, Mirror |
[Oh, yes, they have. And past the first couple of levels they're right. A properly built and played wizard can solo an adventure designed for a party of four.
Yeah, right until the first surprise round. Then a horde of mooks slaughter the Wiz.
I would like to see any Wiz lower than 16 defeat a golem in an anti-magic shell. Even then!

A Man In Black RPG Superstar 2010 Top 32 |
Well, I don't see why you say that. Not to get into a vs battle, but you really think a party is WORSE off with a DD vs a Sor? You know, those bloodline powers are quite good, and the DD lost none of them.
They're not better than spells; in fact, the draconic bloodline without the PRC ranges from uselessly weak for your level (claws, breath weapon) to mediocre (a point or two of AC on a non-armor-wearer) until you get always-on flight well after everyone's pretty much flying or teleporting any time they need to go anywhere. We could test a pure sorc against a sorc/DD against CR-appropriate challenges of whatever level you like, but the sorc/DD is going to be behind because most of a sorc's mojo comes from spells and a DD gets fewer, weaker spells. The party is worse off when it comes to handling CR-appropriate challenges, which is the traditional definition of "strength" in this context.
Nobody was suggesting parties of all arcane casters. I'm not sure what you're on about there.
I would like to see any Wiz lower than 16 defeat a golem in an anti-magic shell. Even then!
It's called a bow and a horse. Anyone can do it, and you don't need to do it well to defeat an enemy whose only tactic is running up to you and punching you.

Zurai |

If you think that melee combat is anything remotely close to a good idea with a sorcerer, you've clearly not been playing the same edition of D&D as the rest of us. How's 5th edition like?
Zurai wrote:[Oh, yes, they have. And past the first couple of levels they're right. A properly built and played wizard can solo an adventure designed for a party of four.Yeah, right until the first surprise round. Then a horde of mooks slaughter the Wiz.
I would like to see any Wiz lower than 16 defeat a golem in an anti-magic shell. Even then!
The wizard is invisible. If there's any surprise round, it's him that's acting in it, not the mooks, and he's not using any spells that would end the invisibility. He has his dominated and summoned minions for that.
As for a golem in an anti-magic field ... please show me the published adventure that has such a thing.

Thurgon |

Mirror, Mirror wrote:Druids and Clerics, maybe, but nobody ever, TMK, argued that a party of Wiz were the best...Oh, yes, they have. And past the first couple of levels they're right. A properly built and played wizard can solo an adventure designed for a party of four.
Only if he can sleep safely.
But with the power of spells like sleep and color spray wizards at low level can be very powerful. The one issue they have is someone making saves or having immunities he can't overcome. Clerics and Druids can deal a little better because they have more hit points, healing, and some armor. They do however lack the offensive spell power of a wizard so it evens out a bit.
For me worrying about 9th level spells isn't of any value, same goes for worrying about cap stone powers, honestly who cares. If you actually are in a campaigne that will reach such levels you usually are in one that will go past level 20 so you will get your 9th level spells just later. That isn't to say in this situation the Dragon D is as powerful a choice as simply leveling as sorc, it isn't plain and simple. But it could be more fun, which to me is the reason to play a class or PrC anyway.

Thurgon |

If you think that melee combat is anything remotely close to a good idea with a sorcerer, you've clearly not been playing the same edition of D&D as the rest of us. How's 5th edition like?
Mirror, Mirror wrote:Zurai wrote:[Oh, yes, they have. And past the first couple of levels they're right. A properly built and played wizard can solo an adventure designed for a party of four.Yeah, right until the first surprise round. Then a horde of mooks slaughter the Wiz.
I would like to see any Wiz lower than 16 defeat a golem in an anti-magic shell. Even then!
The wizard is invisible. If there's any surprise round, it's him that's acting in it, not the mooks, and he's not using any spells that would end the invisibility. He has his dominated and summoned minions for that.
As for a golem in an anti-magic field ... please show me the published adventure that has such a thing.
At low levels he's hardly invisible for all encounters. More so there are still issues with invisibility, you can be heard, smelt, or even seen(general area) with an extreme perception roll. Come on folks let this one go or start a thread about solo wizard adventuring. It really doesn't fit here.

A Man In Black RPG Superstar 2010 Top 32 |
Only if he can sleep safely.
Arcane casters get Alarm and contingencies and Rope Trick and Magnificent Mansions and Teleport and long-lasting illusions and free pets with spot bonuses, and other classes do not (and still die if someone attacks them while sleeping). If the GM is going to hit people where they are weak, everyone dies, except that arcane casters can still get out of that sometimes.
Magic Just Wins. It's a D&D staple. This is tangental to the main conversation, which you summed up aptly:
That isn't to say in this situation the Dragon D is as powerful a choice as simply leveling as sorc, it isn't plain and simple. But it could be more fun, which to me is the reason to play a class or PrC anyway.
Bingo. It's weaker but that's probably okay.

Thurgon |

Thurgon wrote:Only if he can sleep safely.That's what rope trick and teleport are for.
That aint exactly low level stuff, more like mid level. Even then he will meet foes that can deal with him at those levels. I wouldn't like his chances at level 9 (min level for teleport) finishing Hook Mountain solo.

Mirror, Mirror |
If you think that melee combat is anything remotely close to a good idea with a sorcerer, you've clearly not been playing the same edition of D&D as the rest of us. How's 5th edition like?
LOL! Apparently, I'm not, ever since 3.5. I keep saying I want to play in these other games where Wiz can pwn everything, every magic emporium has everything you ever wanted, and no enemy makes their save, ever.
I have SEEN meele with a DD, and it was very cool. After the TT, it was even better!
The wizard is invisible. If there's any surprise round, it's him that's acting in it, not the mooks, and he's not using any spells that would end the invisibility. He has his dominated and summoned minions for that.
As for a golem in an anti-magic field ... please show me the published adventure that has such a thing.
Since I don't own many published adventures, I can't say. Why? Does that make it illegal, not being in a published adventure? Is THAT what's wrong with my edition?
And a Wiz who keeps Invis up all the time is just silly. That's not 1hr/lvl, you know. It's not like Mage Armor. Would be cool if it was, but sadly no.
If there's a surprise round, it's always going to be the one outnumbered and with a bad FF AC that will suffer. If your parties don't get ambushed...well, can I come over and play too? My DM is being mean to us!!

Zurai |

That aint exactly low level stuff, more like mid level.
No duh, Sherlock. We're in a thread talking about a prestige class. Generally speaking, you're going to be talking at least mid levels when you're talking about prestige classes.
I can't think of anything in Hook Mountain Massacre that would be particularly difficult to overcome as a solo wizard, either.
Since I don't own many published adventures, I can't say. Why? Does that make it illegal, not being in a published adventure? Is THAT what's wrong with my edition?
When you're responding to a person who says "a properly built and played wizard can solo an adventure designed for four characters" it's probably a good idea to actually respond in a fashion that's consistent with what you're responding to.
And, regardless, a golem in an antimagic field is going to TPK most 4-person parties as well. It's not like it's only the wizard that's going to be screwed.
And a Wiz who keeps Invis up all the time is just silly. That's not 1hr/lvl, you know. It's not like Mage Armor. Would be cool if it was, but sadly no.
It's minutes/level, which is more than enough time when you've got a bag full of invisibility scrolls.
If there's a surprise round, it's always going to be the one outnumbered and with a bad FF AC that will suffer.
Not if he's the one doing the surprising.

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Sorcerers have always been a bit light on good PrC's that they could get the same bang for their leveling buck as a wizard or cleric, not to say that they aren't out there, just that there aren't a lot that are worth it.
Dragon Disciple was always intended for a melee type character with a bit of magic mixed in. Sorcerer/Fighter or Bard/Barbarian or other such silly combinations.
The new Dragon Disciple makes it a bit more fun, though it keeps paladins from have like 7 first level spell slots.
Sorc 1/Paladin 4/DD 10/EK 5 is pretty solid for a Gold Dragon Disciple for the Pathfinder RPG. You probably aren't wearing armor but you've got a good amount of melee/magic abilities, some fighter feats and good saves. Fun if not horrifically overpowered.

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If you think that melee combat is anything remotely close to a good idea with a sorcerer, you've clearly not been playing the same edition of D&D as the rest of us. How's 5th edition like?
With all due respect, it's pretty clear from the Dragon Disciple's design that melee combat is precisely the point of it. If you take it as axiomatic that a sorcerer isn't going to be mixing it up in hand to hand, then clearly the class fails. On the other hand, if you're willing to accept that you might in fact want to do such a thing, then to class does its job extremely well - and better, I would suggest, than a straight sorcerer would.

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No duh, Sherlock. We're in a thread talking about a prestige class. Generally speaking, you're going to be talking at least mid levels when you're talking about prestige classes.
Okay, folks... keep it friendly.
As for the prestige classes... we obviously only had room to do a few in the core RPG, which guaranteed that certain types of classes would be left out. That's fine. We're not going anywhere, and will continue to create more PRPG Prestige Classes in products. There'll CERTAINLY be more in the Advanced Player's Guide, and there's usually one in every Companion and now and then in Pathfinder Adventure Paths as well.
No reason to get insulting, in other words!

Zurai |

With all due respect, it's pretty clear from the Dragon Disciple's design that melee combat is precisely the point of it. If you take it as axiomatic that a sorcerer isn't going to be mixing it up in hand to hand, then clearly the class fails. On the other hand, if you're willing to accept that you might in fact want to do such a thing, then to class does its job extremely well - and better, I would suggest, than a straight sorcerer would.
The assertion that we're refuting is that Dragon Disciple is clearly the best possible prestige class for Sorcerers. The reasoning is, seemingly, because a Sorc/DD can melee only a bit worse than a monk and only loses one to two tiers of spells!
I'd also contest that a straight sorc couldn't get the job done just as well. Those one to two tiers of spells also include spells designed to allow you to fight in melee, you know.

A Man In Black RPG Superstar 2010 Top 32 |
With all due respect, it's pretty clear from the Dragon Disciple's design that melee combat is precisely the point of it. If you take it as axiomatic that a sorcerer isn't going to be mixing it up in hand to hand, then clearly the class fails. On the other hand, if you're willing to accept that you might in fact want to do such a thing, then to class does its job extremely well - and better, I would suggest, than a straight sorcerer would.
Sorcerers are defined as guys who are Really Good At Spells and Suck At Everything Else.
I don't think it's an unreasonable assumption to expect players who have sunk five levels into Commoner with regard to Hitting People In The Face to not want to sacrifice the one thing they are good at in order to become slightly less bad at melee, especially when that sacrifice comes at the point where spellcasting starts to turn the corner from situationally good to just plain awesome.
Look at the spells people are talking about. In order to get some free daggers and free fireballs, you're giving up the ability to end fights completely, escape any bad situation, and escape the mundane headaches of everyday. If you're going pure sorc/DD, you'll get those spells later, yes, but when you get the last tier, other spellcasters have the next tier, and you could've had the next tier.
It's just a conceptual mess. A sorc/DD gets the worst of all worlds; sorcerer fragility and limited range at low levels, melee headaches at mid levels (while still being worse at melee than someone who specialized), a huge pile of now-obsolete concept stuff while being weaker at the stuff that really matters at high levels.
Where DD works is when you blend a tiny bit of sorcerer into an otherwise hitting-people-focused build, but that's counterintuitive, gets people to complaint about "abusing multiclassing", and, well, didn't PF just include a pile of rules that were supposed to encourage more straightforward builds?

dulsin |

We are debating weather the DD is a sucky class for a Sorcerer? WTF!
If there was no other reward than the doubled hit points I would conciser taking the 3 CL hit but with all the other gravy on top it is a moral imperative for any sorcerer.
If the level 9 spell is that important then just stop leveling the DD at level 8. That way you still get to cast 4-5 level 9 spells a day.
So level 20 you have given up 2 CL and have 3 fewer level 9 casts per day for
42 hps (on average)
+3 Natural armor
+2 BAB (this gives that third attack) 12/7/2
Breath weapon
Dragon bite
Blind Sense 30
Dragon Form 1
+4 Str
+2 Con
+2 Int
+3 Fort saves
The only thing you are missing by not taking the last 2 levels is
Faster natural flying speed
Blind Sense 60'
Dragon Form II
7 hit points

Zurai |

42 hps (on average)
Moderately useful.
+3 Natural armor
Useless.
+2 BAB (this gives that third attack) 12/7/2
Useless.
Breath weapon
Useless.
Dragon bite
Utterly useless.
Blind Sense 30
Moderately useful.
Dragon Form 1
Already have.
+4 Str
Utterly useless.
+2 Con
Mildly useful (more for the Fort save bonus than the HP).
+2 Int
Useless.
+3 Fort saves
Moderately useful.
---
Why should I trade one 8th level and three 9th level spells for seven useless abilities and four mildly to moderately useful abilities, three of which are purely defensive (when sorcerers aren't a defensive class)? You're sacrificing your strengths to shore up your weaknesses, but your weaknesses are still weaknesses. If you were completely removing your weaknesses, it might -- might -- be a good trade. But you aren't completely removing your weaknesses, you're just making yourself die in one and a half hits in melee (and engaging in melee combat, as opposed to avoiding melee combat, which tends to increase the number of hits you take...) instead of one.

Zurai |

Note, for the record, that I'm not saying DD is a bad prestige class. It's just a bad prestige class for otherwise single-classed sorcerers who act like single-classed sorcerers instead of fighters with bad BAB and d6 hit dice.
It's a great prestige class for melee characters who dip into sorcerer, for melee bards who don't mind giving up bardic music progression, and for certain splatbook melee/caster hybrids that cast spontaneously. In this respect it's actually a perfectly designed prestige class, because dragons aren't Ultimate Spellcasters, either. They're mostly melee brutes who have a little magic on the side. That's what Dragon Disciples do best. Single-class sorcerer just isn't the best vessel for that.

Blazej |

From my viewpoint, this prestige class is in no way a moral imperative for sorcerers. Watching both a single classed Sorcerer, and a Sorcerer/Dragon Disciple progress through a recent campaign, I would have to say that the increased number of class abilities the Dragon Disciple gained didn't match the loss of just two caster levels.
The Dragon Disciple's spells were always less effective than the Sorcerer's magic. Less potential to penetrate spell resistance, access to less powerful spells, and overall weaker spells made him, in general weaker than the Sorcerer. Overall, he found less occasion to use the abilities he gained, even then the Sorcerer was just matching and exceeding those things that he was lacking with his more powerful spells.
The Dragon Disciples character wasn't crippled such that he couldn't still be a great power in the campaign, but in the end, the prestige class took away more power than it gave.

Mirror, Mirror |
[When you're responding to a person who says "a properly built and played wizard can solo an adventure designed for four characters" it's probably a good idea to actually respond in a fashion that's consistent with what you're responding to.
And, regardless, a golem in an antimagic field is going to TPK most 4-person parties as well. It's not like it's only the wizard that's going to be screwed.
Well, your lordship, I was unaware that the only properly built adventures were the published material...
Oh wait, I DID publish my very own module: at GenCon 2 years ago, in fact. Hey! That means I CAN evaluate this, right?
Ok, well, in "They're Coming to Eat Our Brains", the Wiz is completly pwn'd by the Mummy at the end. With the archer to fire tons of arrows and the Wiz to cast Flame Arrow off the scroll, they win. Otherwise the kitten vampire kills the Wiz and makes HIM the familiar!
And, no, a Golem in an anti-magic shell will be killed handily by 4 FIGHTERS, especially if they have Ad weapons or Penetrating Strike. End of story.
Sheesh! It's like people are so addicted to magic that they forget that there are other ways to defeat encounters...

Mirror, Mirror |
The Dragon Disciple's spells were always less effective than the Sorcerer's magic. Less potential to penetrate spell resistance, access to less powerful spells, and overall weaker spells made him, in general weaker than the Sorcerer. Overall, he found less occasion to use the abilities he gained, even then the Sorcerer was just matching and exceeding those things that he was lacking with his more powerful spells.
Two caster levels totally nerfed the character, huh? Mystic Theurge must be the most nerfed PrC in existance, then. Look, you loose 3 caster levels from 2 casting classes! What? Lower level spells can still be useful? No way! Anything not the top level spell is just a waste of time!!
Or could it be that they played the DD as a caster, not a spellsword?
Not really sure, but someone above just said 40+ hp's are only marginally useful. I don't know about him, but MOST of my characters died because they RAN OUT OF HP'S! An extra 40 seems pretty good. and +3 AC? 15% more chance to not get hit worthless? Not when paired with an extra 40 hp's. Extra damage abilities that are not spell based but supernatural worthless? Is the fighter swinging the sword useless too?
Let it be known to all non-full casters that everything you do at 9th level is worthless compared to the awesome power of the 5th level spell!

wraithstrike |

Zurai wrote:[When you're responding to a person who says "a properly built and played wizard can solo an adventure designed for four characters" it's probably a good idea to actually respond in a fashion that's consistent with what you're responding to.
And, regardless, a golem in an antimagic field is going to TPK most 4-person parties as well. It's not like it's only the wizard that's going to be screwed.
Well, your lordship, I was unaware that the only properly built adventures were the published material...
Oh wait, I DID publish my very own module: at GenCon 2 years ago, in fact. Hey! That means I CAN evaluate this, right?
Ok, well, in "They're Coming to Eat Our Brains", the Wiz is completly pwn'd by the Mummy at the end. With the archer to fire tons of arrows and the Wiz to cast Flame Arrow off the scroll, they win. Otherwise the kitten vampire kills the Wiz and makes HIM the familiar!
And, no, a Golem in an anti-magic shell will be killed handily by 4 FIGHTERS, especially if they have Ad weapons or Penetrating Strike. End of story.
Sheesh! It's like people are so addicted to magic that they forget that there are other ways to defeat encounters...
Do you have a link to this adventure? A wizard being killed does not prove anything. Any class can die, but a caster played properly is harder to kill than other classes.

wraithstrike |

Zurai wrote:[When you're responding to a person who says "a properly built and played wizard can solo an adventure designed for four characters" it's probably a good idea to actually respond in a fashion that's consistent with what you're responding to.
And, regardless, a golem in an antimagic field is going to TPK most 4-person parties as well. It's not like it's only the wizard that's going to be screwed.
Well, your lordship, I was unaware that the only properly built adventures were the published material...
Oh wait, I DID publish my very own module: at GenCon 2 years ago, in fact. Hey! That means I CAN evaluate this, right?
Ok, well, in "They're Coming to Eat Our Brains", the Wiz is completly pwn'd by the Mummy at the end. With the archer to fire tons of arrows and the Wiz to cast Flame Arrow off the scroll, they win. Otherwise the kitten vampire kills the Wiz and makes HIM the familiar!
And, no, a Golem in an anti-magic shell will be killed handily by 4 FIGHTERS, especially if they have Ad weapons or Penetrating Strike. End of story.
Sheesh! It's like people are so addicted to magic that they forget that there are other ways to defeat encounters...
The point you keep missing is that the DD, whether its a cool class or not is mechanically inferior to a sorcerer. That is why the edition remark was made, and the orb series of spells can kill the golem in the antimagic field well before 16th level.

Blazej |

Blazej wrote:The Dragon Disciple's spells were always less effective than the Sorcerer's magic. Less potential to penetrate spell resistance, access to less powerful spells, and overall weaker spells made him, in general weaker than the Sorcerer. Overall, he found less occasion to use the abilities he gained, even then the Sorcerer was just matching and exceeding those things that he was lacking with his more powerful spells.Two caster levels totally nerfed the character, huh? Mystic Theurge must be the most nerfed PrC in existance, then. Look, you loose 3 caster levels from 2 casting classes! What? Lower level spells can still be useful? No way! Anything not the top level spell is just a waste of time!!
Or could it be that they played the DD as a caster, not a spellsword?
Not really sure, but someone above just said 40+ hp's are only marginally useful. I don't know about him, but MOST of my characters died because they RAN OUT OF HP'S! An extra 40 seems pretty good. and +3 AC? 15% more chance to not get hit worthless? Not when paired with an extra 40 hp's. Extra damage abilities that are not spell based but supernatural worthless? Is the fighter swinging the sword useless too?
Let it be known to all non-full casters that everything you do at 9th level is worthless compared to the awesome power of the 5th level spell!
I didn't say that he was "useless" or "worthless." Those are words that you chose to use that I didn't think were accurate to what I saw. I like to think that I'm reasonably willing to interact with challenges to my arguments, but I'm not going to bother if you are going to respond with hyperbole that misrepresents what I said.

Quandary |

I agree that minor Sorceror "dip" builds work best with DD, like:
Sorc1/Barb12/DD7 or Sorc1/Fight11/DD8 or similar combos.
I don't really get what the problem is with this scenario...
There's plenty of variations on Full Casters with all the options now in the Core Classes - Draconic Bloodline would seem to fulfill the Draconic Full Caster thematic-mechanical niche plenty fine by itself. So having Paizo's take on Dragon Disciple be pretty good at enabling a certain kind of 'gish' build that Core Single Class builds by themselves can't approach... seems a better way to broaden the core game than creating a "Draconic Full Caster" PrC when that thematic-mechanical niche is already covered. I'm pretty sure that similar thinking is what guided the design direction of Dragon Disciple.
I do look forward to other "Bloodline PrC's" though...

Mirror, Mirror |
I didn't say that he was "useless" or "worthless." Those are words that you chose to use that I didn't think were accurate to what I saw. I like to think that I'm reasonably willing to interact with challenges to my arguments, but I'm not going to bother if you are going to respond with hyperbole that misrepresents what I said.
My bad. That was someone else, and I was too lazy to reply to each person.
Now, you DID say he was weaker, overall. That is where I question why, using the MyThe as an example. They certainly have all the weaknesses you describe, but make do just fine. Why would the DD fare so much worse?

Mirror, Mirror |
Mirror, Mirror wrote:Is the fighter swinging the sword useless too?By the time there's any meaningful difference between sorc(5+x) and sorc5/DD(x)? Yeah, pretty much. Being more like a fighter at that level is pretty useless.
A fighter at 12th level is useless??
Well, you specifically said being MORE like a fighter at that level is useless. I don't know about you, but I would rapidly run out of "save or die" spells if I were trying to kill everything without doing hp damage. And, following wisdom that penalties are the way to go anyway, the fighters and fighter-types doing damage is really the ONLY thing that kills opponents. Being able to cast said "save or suck" spells AND enter combat would seem to be a boon.
:Wiz: I cast my spell and sit back and wait for them to die!
:DD: I cast MY spell, which is not quite as cool as yours, and wait here.
:Wiz: Um, aren't you going to get into combat?
:DD: Was INT your dump stat? I'm here to PROTECT you. If they come close to you or the Cleric, I will let them have it!
Basically, you gain a lot of versitility as a Sor for taking the class, and only a minor, and YES I consider 1 spell level minor, hit. Till 8th level, that is.

Mirror, Mirror |
The point you keep missing is that the DD, whether its a cool class or not is mechanically inferior to a sorcerer. That is why the edition remark was made, and the orb series of spells can kill the golem in the antimagic field well before 16th level.
I just don't see it as mechanically weaker. In fact, I find the most useful spells to be in the 3-5 range. DD gets those, and more. At 13th level, the Sor/DD has 5th level spells and combat survivability compariable to the Monk. Would the Sor have 6th level spells? Yes, and Disintegrate is very cool, unless they save. Then they rush the Sor and try everything to kill him before he can do that again. If he was a DD and they rushed him, the DD would bare the claws and have at, being much more likely to win in meele than the Sor.
And as to the orb spells, very clever, except the golem then rushes you, grapples, and you die. To defeat the encounter you need to either make the Golem unable to attack you in such a way where you can still attack it, or get rid of the anti-magic shell. Neither is very easy or uncomplicated for a single character, especially in a dungeon-type encounter.

Kirth Gersen |

That is where I question why, using the MyThe as an example. They certainly have all the weaknesses you describe, but make do just fine. Why would the DD fare so much worse?
The party's MyTh in Red Hand of Doom pretty much got us all killed, by being unable to adequately buff and heal on the one hand, and by being unable to provide meaningful battlefield control or artillery support on the other. The MyTh cripples his whole party. -- unless you already have a full wizard and full cleric on hand, and the MyTh just stands around getting babysat.
Because, let's face it, a cleric 3/sorc 4/myth 1, for example, is in fact nothing but a 4th level sorcerer with a cleric cohort who get only one action per round between them. And yet he's participating in adventures for 8th level characters!
(And looking at a cleric 3/sorcerer 4/mystic theurge 10 is meaningless, because no mystic theurge can survive until 10th level without a small army of well-constructed characters who do nothing but protect him.)