
Mana Chicken |

I have a level 8 Aasimar sorcerer. 7 sorcerer levels, 1 Dragon Diciple level.
Next level I plan on taking another level in DD. However in addition to the bloodline feat I get to pick, I also get a regular feat.
Just need some advice as what to get for both feats.
For my normal feat I was thinking of taking the Aasimar feat Angelic Blood so in two levels after that I can take the Angel Wings feat, but idk if that's worth spending two feats on when I already have a Fly spell AND I get Dragon Wings at like level 15 (i think) that are technically better.
As for my bloodline feat, I'm torn between Great Fortitude and Toughness. I'm trying to stay alive as much as possible during this campaign because the people around me aren't the most..."mature" people in the world. And one of em is slowly going insane in game so...yeah...which is better: +2 on an already +9 fortitude save, or adding an additional 12 HP to my current 67 hp (+ the d12 I roll when I level)?
My current feats are this:
Light Armor Proficiency
Arcane Armor Training (these two are so I can wear a +2 Mithril Shirt without it interfering with my spellcasting. I think two feats are worth an additional 6 AC for a sorcerer)
Eschew Materials
Scribe Scroll
Improved Initiative
Lightning Reflexes
Bonus question: When I hit 7th level I can assume the form of a medium dragon. Is dragon medium size the same as human medium size? Just one square?

andreww |
Light Armour Proficiency and AAT are effectively netting you +2AC over just casting Mage Armour and are very much not worth it. If you don't have it as a spell known then a Wand is 750gp or a Page of Spell Knowledge is 1000gp. Both are better options than burning two feats.
As for the rest it is difficult to know without knowing the rest of your character. What is it you want to do. You are going into DD but without it seems many of the levels needed to really back up being a melee combatant. If casting is you preference then DD is a terrible option.
What are your spells known currently, how do you view metamagic, what sources are available to you?
If you are concerned about survivability then your best option is to not lose any caster levels. The sooner you get to things like greater invisibility and overland flight the better.

Mana Chicken |

I have the armor so I don't have to waste time casting Mage Armor as an action.
I'm basically trying to be support while at the same time casting high damage spells when I have to. And the DD is just in case I HAVE to do some close combat fighting.
Here's my current spell list (excuse the explanation at the end of each one. I'm copy and pasting and I have that written down so I don't forget).
Detect Magic (all magic within 60 ft.)
Detect Poison (one creature or small object)
Read Magic (read scrolls and spellbooks)
Mage Hand (5 lb telekenesis)
Message (whispers conversations at a distance) (range: 100ft. + 10ft./lvl)
Dancing Lights (creates up to four lights within a 10ft. radius area) (1 min.) (range: 100ft. + 10ft./lvl) (move up to 100ft./round)
Prestidigitation (performs minor tricks)
Lvl 1
*Mage Armor (+4 armor bonus) (1 hour/lvl)
Expeditious Retreat (increases your base movement speed by 30ft) (1min./lvl)
Magic Missle (4d4 +4)
Feather Fall (objects or creatures fall slowly)
Enlarge Person (humanoid creature doubles in size) (1 min./lvl) (range: 25ft. + 5ft./2lvls)
Reduce Person (humanoid creature halves in size) (1 min./lvl) (range: 25ft. + 5ft./2lvls)
Lvl2
*Resist Energy (ignores first 20 points of damage per attack from specified energy type) (10 min./lvl)
Invisibility (subject is invisible for 1min./level or until it attacks)
Mirror Image (1d4 images +1 image/3lvls. If attacked, roll to see if hit main target or image) (1 min./lvl) (AOE and non-attack roll does not effect images)
Scorching Ray (deals 4d6 fire damage , +1ray/four levels beyond 3rd (max 3)) (range: 25ft. + 5ft./2lvls) (multiple targets must be within 30ft. of each other)
Lvl3
*Fly (subject flies at speed of 60-ft.) (touch attack) (1 min./lvl) (if wears off, fall slowly 60ft./round for 1d6 rounds. after that take 1d6 dmg/10ft.)
**Daylight (10 min./lvl)
Fireball (1d6 damage per level, 20-ft. radius) (range: 400ft. + 40ft./lvl) (can melt lead, gold, copper, silver, and bronze)
Invisibility Sphere (makes everyone within 10-ft. invisible) (1 min./lvl)
Next level I'm going to grab either Greater Invisibility or Detonate as a 4th level spell. Then the next level after that I'll grab the one I didn't choose.
The detonate thing is in case I'm surrounded.
This is more of a fun and casual campaign rather than a serious strict one. Hell I don't even think my DM will bother with fly checks when I get wings.

Mana Chicken |

Actually I know he won't make me do fly checks cause when I mentioned grabbing a Permanancy spell when I can cast 5th level spells to a fellow game member he mentioned being able to punch spell casters and making them lose their spell casting for a round. He mentioned if I cast Permanancy on it they can lose their spellcasting forever. I told him thats not how it works and theres a list of spells you can make permanant. He asked the DM if he could do it and the DM said yes. I told him I wasn't doing it though because A: Permanancy is a 2 round spell. He'd have to somehow keep the guy in my range for 2 rounds and punch him twice. B: Making a spellcaster lose his spellcasting forever is broken as hell. And C: If I allow that to happen that means there's a chance that could happen to ME. And I am NOT allowing that to happen.
My DM isn't very strict on the rules.

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You do understand that mage armor last 1 hour per level right? So at Caster Level 8, it lasts 8 hours. In other words, 3 castings a day mean you are never not armored.
For the same cost as that armor, you could have gotten a pair of runestones of power level 1, and it is 1 spell slot a day.
As for feats, I would go for Fortitude over hit points at this stage. Poisons and Diseases suck.

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Scrolls are single use, single spell, at CL very low unless you pay to have the high caster level.
Runestones recharge one of your spell slots, and thus allow you to cast at your caster level.
In other words, After 5 scrolls at your CL of a first level spell, the runestone is ahead.
Also, you can retrain feats. Rules are in Ultimate Campaign.

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Dodge, Improved Natural Armor*, Many Metamagic feats, Craft Wonderous Item (and maybe SF Spellcraft, depending on your spellcraft modifier), Noble Scion of War (if your CHA is better then DEX).
Heavenly Radiance can be fun too, Wandering Star Motes and Searing Light are handy little tricks.
Also, Expanded Arcana can get you a couple more spells known, always a limited quantity for Sorcerers.
* This is a monster feat, but you do meet the prerequisites, no harm in asking the GM.

RegUS PatOff |

If you go to high enough levels (15th), you're going to want to get Spell Perfection. That requires three metamagic feats and Spellcraft 15. Empower Spell and Piercing Spell could be two of the three. Consider also getting Intensified Spell to keep some of your low & mid-level blasts effective at higher levels. A key metamagic feat to link to Spell Perfection is Quicken Spell - that plus Spell Perfection gets you the ability to cast two high level spells per round. You probably don't want to invest in Quicken until you're about to hit 15th.
Items to consider include the previously mentioned Runestones of Power. Consider picking up some Pages of Spell Knowledge to give you some additional flexibility in low to mid-level spells. Mnemonic Vestments together with a varied batch of scrolls can let you access that niche spell without burning the actual scroll. Lastly a Robe of Arcane Heritage can really give your bloodline powers a boost.
Also take a look at some of the Sorcerer guides and Oterisk's DD guide. Understanding that this is not a super optimized build for Dragon Disciple, you can still have some fun as a Sorcerer/DD:

Mana Chicken |

Right now I'm thinking of replacing the two feats with two Two Expanded Arcana feats.
Also, which would be better to wear: A Robe of Arcane Heritage, or a Cloak of Resistance? I really like the +2 on ALL saves.
edit: nvm. i realized they use different slots. I figured the cloak would be a body slot too.

Mana Chicken |

What about looks? Like I said before I don't want it to be obvious I'm a spellcaster.
I heard a story from a friend of mine that someone came up to him for some advice. He kept making these awesome mage characters but they kept dying. He asked him what kind of spells he had and he had the usual list of good spells. Then he asked him what he wore.
"Oh I had a brilliant robe and staff with all sorts of magic symbols on it."
He basically had a giant target plastered all over his body.

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Well, there you have the advantage with the chain shirt. Mage armor may be better at the end of the day, but nothing says non caster like large amounts of metal hanging off your frame.
Still would prefer Mage armor to actual armor on a sorcerer or wizard, but a GM targeting squishy would make me want to hide the fact that I am squishy

kestral287 |
If you really want the +2 AC, Improved Natural Armor taken twice will give you the same benefit. And is still a bad trade.
If you don't want to look like a mage, don't look like anything. Invisibility is a wonderful spell. Greater Invisibility even more so.
Or look like a lot of things. Mirror Images is awesome.
Or don't let them see you. Glitterdust is decent enough for blinding things.
Or cheat. Get a Haramaki or Silken Ceremonial Armor-- which doesn't interfere with spellcasting-- and get it Glamered. Now you look like you have a "normal outfit" on. Costs 2700 gold for the Glamered property, but you're spending money anyway and having one of those armors is a fairly smart move for a mage.
The Robe of Arcane Heritage makes you count four levels higher for your bloodline powers, and only your powers. You get your spells at normal levels, your feats at normal levels, and your Arcana is unaffected.
But at level 11, you'll count as a level 15 Sorcerer for your bloodline and so you get Wings. Your breath weapon will immediately do +4D6 damage and its DC will jump by 2. You'll get the higher leveled claws and natural armor sooner.
But no, you don't get feats sooner (that's a function of your actual class levels, not your bloodline level), or spells sooner (more or less the same and Disciple covers this one anyway).

Mana Chicken |

Ok so this is the changes I made.
Swapped Light Armor feat and Arcane Armor feat with two Expanded Arcana feats. Added Dispell Magic, Shield (found out that +4 AC stacks with the mage armor +4 AC), and Web from those feats.
Traded in the Mithril shirt (just gonna keep mage armor up) for a Robe of Arcane Heritage (gonna enjoy my new breath weapon).
If everything works out right when I go into battle I just have to cast mirror image. If they get around that somehow I can cast shield to raise my AC from 18 to 22 (assuming I keep the mage armor on all the time). And if things get tricky around me I can just firebreath all over those bastards.