Dragon disciple feats: give me suggestions, ideas or what I did wrong


Advice


I work out some feats for this build tell me want you think or what you might suggest. Also telling what I did wrong or what GM might not agree to would be good too.

1st Draconic Bloodline
2nd-5th Dragon Disciple
6th Draconic Bloodline
7th-8th Dragon Disciple
11th-20th Draconic Bloodline

16 feats:
1human<-race
4bloodline<-DD gives you 3 (and 1 from Draconic right?)
1free<-class bounus
10unsual<-existance

Feats
1st Eldritch Heritage (Arcane Blood Line), Skill Focus [arcana], Eschew Materials (free)
3rd Power attack (BL), Combat Casting
5th Extend Spell
7th Improved Initiative (BL), Empower Spell
9th Multiattack
10th Toughness (BL)
11th Spell Penetration
13th Improved Eldritch Heritage (Arcane Blood Line)
15th Quicken Spell (BL), Improved Eldritch Heritage (Arcane Blood Line)
17th Greater Eldritch Heritage (Arcane Blood Line)
19th Spell Perfection

Maximize Spell<-rod needed?
Selective Spell<-rod needed?
Elemental Spell<-?


Hmm...

It looks like you have forgotten that in order to be a Dragon Disciple, you need 5 ranks in Knowledge: arcane. If I am reading this right, you should actually try this.

Spoiler:

Level 1-5 Sorcerer (draconic bloodline)
Level 6-9 Dragon Disciple levels 1-4
Level 10 Sorcerer (For the BAB and Spell Level)
Level 11-14 Dragon Disciple 5-8(If you want more than 5 levels, go to 8)
Level 15-20 Sorcerer levels 7-12

Starting Human, you get your bonus feats at level 7, 11, 14, and 15

1. Skill Focus: Knowledge Arcana, Combat Casting, Eschew Materials
3. Arcane Heritage: Familiar
5. Extend Spell
7. Power Attack (BL), Empower spell
9. Spell Penetration
11. Improved Initiative (BL), Improved Arcane Heritage
13. Multiattack
14. Toughness (BL)
15. Quicken Spell (BL), Spell Perfection
17. Greater Arcane Heritage
19. Improved Arcane Heritage


Eldrich Heritage has a prerequisite of being level 3. You won't be able to even use Multiattack until you reach level 12. So I moved some things around. Although I would also make these suggestions.

Multiattack is a feat that is on the monster list, hence GM's may not allow it. You might want to look into Improved Familiar. Sorcerous Bloodstrike, and Spell Focus / Spell Specialization. Also, consider the Intensified Metamagic feat, as it can increase your Damage Dice which due to your arcana gives you even more damage. It's a good bargain.

Also, you may want to check out my guide


If you are a human taking a skill focus at the first level - unless your DM doesn't allow the Advanced Race Guide alternative human racial abilities - I would always suggest taking Focused Study - you trade off your human bonus feat for THREE bonus Skill Focus feats (at 1st, 8th and 16th) - which seems like it is always worth doing.

Personally I'm not a huge fan of Sorcerers using metamagic (rods perhaps but feats seem costly) though they are more flexible about it (but slower) than Wizards (and Eldritch Heritage Arcane will help).

Focused study would give you the chance to pick up a second Eldritch Heritage if you want.


So many "why?"'s!:P

If you get Spell Perfection, get it earlier.

What are you trying to archieve with this build?


Ya I am going to reconsider my feats... particularly the meta magic.

Oterisk you guide was helpful now that I actually read it through. It does seem that either you don't like the full out draconic/DD or that you simply think it's inferior to other options. Either way I don't think my DM is going to like me taking that may different classes to make my build.

I was trying to aim in the direction of switch hitting. I wanted to do some blasting, Some cool natural attacks, maybe some buffs(part time), possibly some crowed control(don't think there is enough space to do this very well). Going by Oterisk guide I would be some where in the range of puff the magic dragon and Beast caster. Not Sure I know how to get to beast caster properly though. O the intimidating dragon thing never occurred to me thanks, it made me laugh.

I am also going to take it that familiars are far more recommended than the bonded objects like for wizards. Another think what are the master bonuses for the improved familiar feat or are there any?


The best thing to do with all the choices is to figure out a story of what you want your DD to be, and make your decisions based on that. Does he use a weapon or claws? Does he Blast or Buff? Make your choices on what you want to see him do at high level, and that should color your choices from level 1.

The reason why I don't like 10 Sorc 10 DD is because it doesn't give you enough oomph in the Melee Department and takes away your 9th level spells. If doing just the two, I actually recommend doing 12 Sorc and 8 DD so you can keep those 9th levels and lose virtually nothing else. The Puff the Magic Dragon build is for people who like casters with the ability to Melee if they have to. If that is what you are looking for, then it isn't a bad option. They make decent blasters and if you get some Buffs going as well, you should be alright. You can't be everything, so you are going to have to make some choices.

If you want to buff and crowd control, you might want to think 5 or 7 levels of Bard before you DD. They make terrible Blasters though, so be warned.

Two different classes before DD isn't too bad. I don't really recommend much more than that (I don't think). You would have to do the same with the wimpy Eldrich Knight, so just tell your GM that and they should let it slide.

There is a Familiar Guide out there that explains more than I could in a little post like this, but the short of it is no, you don't get the bonuses anymore. But you do get a little guy that can do some pretty neat stuff, like using wands and giving potions to allies that drop.


10 levels of DD seems sub-par for just about any build caster-heavy, or melee-heavy.
finishing DD at 8 seems pretty much optimal, although you don't have to go that far if you don't want to obviously.
i would honestly suggest getting at least 2-3 levels of some melee class (in the 5 class levels you need to qualify for DD),
those class abilities, HD, BAB, and Feats can really help your melee ability...
you can also build with all melee, and just 1 or maybe 2 levels of Sorceror,
lower on the spell department, but better at melee... you can even 'dip back in' to the class thru your DD progression,
in order to pick up some crucial class levels, getting class abilities and/or qualifying for class-level based feats/abilities.
that approach is recognizing that you aren't keeping up with full casters, and splitting your stats to cover CHA and melee stats hurts ever further, so instead of worrying about max spells and DCs you just have the CHA to get bonus slots of each level you can cast (which is less, since you took more melee class levels), and optimize for melee(+/ranged) combat. DD gets some nice stat boosts, natural attacks/armor, the breath weapon/resistances, and has nice saves to boot (unlike the other high-STR class option, alchemist) along with it's spells. That approach (if you go all the way in, you can moderate it with more sorc levels too) sees your spells somewhere in between Rangers and Maguses, as tools to support you as a primarily melee combatant.

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