[RPG] Need help with Sorcerer build options

dnd-3.5efeatssorcerer

Ok, so I'm working on a Spellscale Sorcerer with a gambler theme; he will eventually be taking levels of Fatespinner and Fortune's Friend (he doesn't consider this cheating any more than an athlete working out to improve his strength would be cheating) and will probably be more of a support caster. Problem is, I have some ideas for feat options, but I can't decide which ones are worth using:

Metamagic Specialist (Player Handbook 2): Lets me apply metamagic effects without increasing casting time. Could be helpful since blood quickening lets me use those without taking feats for them
Also: do the "spells known" listed under your Draconic Heritage mean you have the option of taking those spells, are forced to spend list slots on those spells, or get those spells in addition to your normal number of spells known?

Domain Access-Luck (Complete Champion): fits the theme, grants a free reroll, and gives access to some potentially useful spells like Aid and Miracle.

Dragonblood Sorcerer (Races of the Dragon): Allows different class feat options that would fit within my level plan and have some interesting-sounding bonuses, but I don't know if taking first level over Metamagic Specialist is better or not.

Luck Feats (Complete Scoundrel): I need one of these to get Fortune's Friend and get two extra for doing so, but I am not sure how much farther I should look into these. So far I'm thinking Lucky Catch, Magical Fortune, and Tempting Fate.

I just need professional advice for choosing this sort of thing, and could maybe take some suggestions if anyone has any other/better ideas.

Best Answer

As with most Sorcerers, your spell selection is going to have a far greater effect on your character's playstyle than feats ever will. Once your Luck feat requirements have been satisfied, consider filling the rest up with general, Sorcerer-useful feats, like Versatile Spellcaster (as Swooper suggested), Arcane Thesis (Player's Handbook 2) coupled with Metamagic feats, reserve feats (Complete Mage) and so on.

Unluck (Spell Compendium) and Alter Fortune (Player's Handbook 2) come to mind as luck-themed spells.

As for luck feats:

  • Lucky Start is definitely the first Luck feat I'd take. Initiative is one of the few rolls that consistently matters for a Sorcerer.
  • Magical Fortune is OK, I guess.
  • Tempting Fate is kind of planning to fail, but it's likely to save your butt sometime. So sure, why not.
  • Lucky Catch is far too situational to be worth it.
  • I'd consider Unbelievable Luck or Survivor's Luck next.

Domain Access: Luck is a complete trap. Notice how many spells known it costs you. You're losing one spell per (presumably spell) level, and only get the meager benefit of being able to cast one domain spell per spell level per day in return as far as spells are concerned.

Regarding your question about Draconic Heritage: If you're talking about the feat presented in Races of the Dragon and Complete Arcane, it doesn't add any spells known to your list. It's the Draconic Legacy feat that adds them.