I was toying with an idea for a Moonlit Sorcerer 5 / Dragonheart Mage 3, going off of Grugg's description of the Moonlit Elves having some relationship to dragons.
This build was looking to pick up lots of the Draconic feats (Dragonheart Mage allows the sorcerer to pick up a few extra Draconic feats)
At 8th level, this build had the following feats:
Draconic Heritage [Gold], Draconic Toughness, Draconic Senses, Draconic Breath... and either Draconic Legacy or Draconic Knowledge (or a different Draconic feat of your choice).
The combo of these feats together gives the character:
+5 bonus to Listen, Search and Spot
The ability to change an arcane spell slot into a 2d6xspell slot level 30 ft cone of fire
Plus whatever bonus your last Draconic feat gives you... Draconic Legacy gives you three nice 1/day spells, while Draconic Knowledge gives you +5 bonus to all knowledge skills.
Add to the character some extra flame magic if that floats your boat.
You could pull the same stunt with a human as well.
Just a thought.
Edit... you would be limited to Lvl 3 Spells at the start though... that's the trade-off
Posted on 2017-11-19 at 17:12:58.
Edited on 2017-11-19 at 17:14:06 by Ayrn
I have to admit, I don't even know what a moonlit sorcerer or a dragonheart whatever are. I will look into it. Right now I am busy looking at spells, feats and magic items. I do have the players handbook and DM Guide for 3.5, but I think anything else I would need to know more.
I meant Moonlit Elf, which is one of the races listed on the first page of Grugg's game (Fortune's Favoured Q&A).
Dragonheart Mage is a Dragon-themed prestige class for sorcerers which grants a 4 bonus draconic feats (one being Draconic Breath) and expands the Draconic Breath feat to cause more damage as you grow in levels... it also only advances your spellcasting 8 levels over the 10 level class.
Some of the Draconic feats grant and stack some nice bonuses once you get about 5 or so of them.
Anyway... I think the Elemental Savant would be another great choice. And you don't lose any casting levels on the front end... so you can cast 4th level spells at the start of the game.
A Druid (unless you've traded away your wild shape ability, at level 8 you can be a large brown bear all day long, putting out some decent damage while casting spells... and you could have a brown bear companions fighting alongside of you... good times!)
A Hexblade / Lasher (melee battlefield controller, with some debuffing)... Out of curiosity, have you seen the unofficial fixes that the guy who designed the Hexblade has suggested?
A Woodland Warrior (skirmisher dishing out damage with some scouting / trapping skills)
A Pyro-Sorcerer (fire damage dealing ranged striker?)
So, the two areas (maybe three) we seem to be missing are:
1) Someone who can open locks... we could get around this if the Sorcerer either put Knock as one of his spells known, or we split the cost and just give the sorcerer a Wand of Knock.
2) Someone who healing us up... again, we could get around this mostly if each of the characters spends 750 gp on their very own Healing Belt which allows you to heal by touch 2d8 HP 3x/day... so 15x/day 2d8 HP of healing. That's a good start. Personally, this just makes sense regardless of whether or not we have a healer in the group.
We could also split the cost and purchase a Wand of Cure Serious Wounds and give it to Druid. 50x 3d8 HP healed over the course of the adventure. I think that should take care of it mostly.
3) Someone to be the negotiator and friendly face. Not sure if the Sorcerer is going to be pulling this off with a high CHA and a maxed out Bluff skill.
I'm hoping to decide and finish a character tonight. (Sooo many great options, I always have a hard time choosing.)
Posted on 2017-11-20 at 08:47:30.
Edited on 2017-11-20 at 08:59:48 by Ayrn
Elemental Savant looks very interesting. Sorry things are taking a long time, I haven't worked with this system in a couple years and my internet keeps dropping. Excuses . . .
Does anybody have a crazy familiar suggestion? I really do see this sorcerer as a farmboy (actually woodsmen family, but whatever) who looks the part but obviously isn't. I'm not looking to be exotic - at least not on the outside. Thus a hawk was the logical familiar. Does the GM allow more crazy familiars?
Yes, you have the sorcerer figured out. He is going to be a fire damage distance hitting sort of guy with a few other abilities mixed in for variety. Does someone else have dispel magic or do we need him to take it? Sorcerers have limited slots for spell types, so I'm curious.
I could easily see Sirion taking the spokesperson lead. I don't see him as a maxed-out bluff skill person, however. He will have some of that, but seems to get along with people easily and fit into any group. Again, he doesn't try to look intimidating or exotic, although he certainly can when he wants to do so. He is a natural leader. He is most likely to be honest and friendly and make you want to help him. In most cases anyway. rn
What a bunch of stuff to read - at least I found the prestige class info and exotic familiars listed in the DMs Guide. Cool stuff. I did see the elemental option. On one hand that looks perfect, but since I want this guy to look "normal," being followed around by a little fire elemental would seem to ruin the image. And spiders are just creepy. Now, the blink dog . . . that might need to be looked into. As well as other options.
Ok, I don't know how the cloistered cleric works, but historically the idea of a cloistered cleric concentrating on the war domain sounds a bit odd. Lots of wars in the cloister? I'm not complaining, it just made me smile, which is a good thing.