Well I thought someone was going to propose a build with the classes i've exposed. That didn't happen, but heres what I've been collecting, and my idea:
The data:
Dragons of Eberron LOREDRAKE(Page 31)
Magic flows through every dragon’s
blood. The loredrake devotes her life
to harnessing this power and
understanding the mysteries of magic.
The most accomplished priests of the
Dragon Gods and students of the
draconic Prophecy are typically
loredrakes, and it is the dragons of
this path that uncovered the greatest
mysteries of arcane magic. Most
dragons have great respect for
loredrakes, but not all loredrakes are
noble creatures. Darkness abides in
magic along with light, and a
loredrake must decide whether he
answers the call of the Shadow.
Sovereigns: Aureon, The Shadow.
Benefit: Spellcraft is added to the
list of class skills. Once the dragon
has the ability to cast spells, his
effective sorcerer level is increased
by two. For example, an adult gold
loredrake cast spells as a 9th-level
sorcerer. In exchange, the dragon’s
racial Hit Dice are reduced to d10s.
Kobolds: Playing to Their Strengths -
Web Enhacement
Kobold Ritual
The Draconic Rite of Passage (see page 43
of Races of the Dragon) is a ritual
that grants any kobold who completes
the rite a 1st-level sorcerer
spell-like ability of their choice,
usable once per day. To recharge this
ability, a kobold must complete the
Searching for the Dragon meditation
each day, which equates to same amount
of time a sorcerer must spend
concentrating to replenish their
spells. The following ritual (and
associated feat) are extensions of the
Draconic Rite of Passage. Greater
Draconic Rite of Passage The Greater
Draconic Rite of Passage is a powerful
ritual handed down from dragons to
kobolds as a reward for their undying
loyalty. In the same way that
chromatic and metallic dragons gain
integrated levels of sorcerer
spellcasting as they age, this ritual
allows kobolds to awaken a small
amount of their own arcane might.
Prerequisites: Only kobolds of 6 Hit
Dice or more, sorcerer level 1st, who
have successfully completed the
Draconic Rite of Passage, and taken
Draconic Reservoir (1) can undergo the
Greater Draconic Rite of Passage. A
kobold requires no one else to perform
the rite; it is a solitary activity.
(1) See below for feat description.
Benefit: Upon completing this rite, a
kobold gains new spells per day and an
increase in caster level (and spells
known) as if also gaining one level in
the sorcerer class. The kobold does
not, however, gain any other benefit a
sorcerer would have gained (familiar
abilities, and so on). The benefit of
this ritual is automatically factored
into the 15 minutes that a kobold
sorcerer spends concentrating to ready
their daily allotment of spells. No
kobold can benefit from this rite more
than once. Time: A kobold who
undergoes this rite must first endure
nine days of fasting (the equivalent
of three days for a kobold in a region
above 40 degrees F). Immediately
thereafter, the kobold must succeed on
a DC 20 Concentration check to enter a
deep trance that lasts for 24 hours.
If the check fails, the rite must
begin a new. Cost: This rite requires
sacrificing a gem of at least 1,000 gp
in value. The kobold also permanently
loses 3 hit points upon completion of
the rite, the price of unlocking
latent draconic energy within their
soul.
Slight Build: The physical stature of
kobolds lets them function in many
ways as if they were one size category
smaller. Whenever a kobold is subject
to a size modifier or special size
modifier for an opposed check (such as
Hide), the kobold is treated as one
size smaller if doing so is
advantageous to the character. A
kobold is also considered to be one
size smaller when "squeezing" through
a restrictive space. A kobold can use
weapons designed for a creature one
size smaller without penalty. However,
the space and reach of a kobold remain
those of a creature of their actual
size. The benefits of this racial
trait stack with the effects of
powers, abilities, and spells that
change the subject's size category.
Table 6–9: Kobold Fighter Racial Substitution Levels
lvl bab f r w Special
1st +1 +2 +0 +0 Spear focus, Dodge
2nd +2 +3 +0 +0 Constitution boost (Con +2)
4th +4 +4 +1 +1 Strength boost (Str +2)
Kobold Paragon (rotd)
Now my idea:
Sorcerer 1(+2 paragon)(+1 rite)(+2 Loredrake)/
Paragon 3/
Warrior 4/
SoulEater 2/
Haply Warrior 5
CL: 6
BaB: 2+4+2+4 = 12/7/2
TSBase:FRV=(002+133+411+333+144)= 9-11-13
Race: Earth Kobold(-2 Str, +2 Dex, -2 Con)
Warrior Replace: +2 Str, +2 Con)
Great Wyrm Add (+3 Int, +3 Wis, +3 Cha)
Paragon Add (+2 Cha)
Characteristics:
Str+0 Dex+2 Con+0 Int+3 Wis+3 Cha+5
Feats: Dragonwrought, Alertness, Weapon Focus(Claw), Draconic reservoir
So, this way I would be using Soul Eater (BoVD) abilities as "luck stealing" in a necromantic kind of way
Still don't know how to resolve the "unluck aura" though...
The Good domain allows you to cast spells with a +1 caster level. While by itself, the power is hardly impressive, it has excellent synergy with the Aligned Spellcaster ACF (DR357). You sacrifice gaining a familiar to add the [Good] descriptor to all of your spells (in addition to a further CL bonus vs evil aligned/subtype creatures). This means that every spell you cast (maybe not evil spells) gains the +1CL from the Good domain power. There are metamagic feats that can also add the [Good] descriptor to spells, but I find this method to be less effective. For further [Good] descriptor synergy, throw in Spell Focus(Good) (BoED) to gain +2 DC on all spells with the [Good] descriptor. Yes, it's more powerful than Spell Focus(School) and applies to every spell you cast. Maybe a little cheesy, but balance is always a delicate thing in 3.5.
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:
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.