Desmodus
09-08-2007, 12:08 PM
First of all, i know 2 things about this build already that you do not need to repeat: I know it has a -2 to charisma as a wf (and is therefore 2 DC behind a drow or a human with a +3 tome), and I know that I miss a lvl 7 spell.
I will get around the DC issue for the most part by being a nuker build with great firewalls and CoC's and an awesome scorching ray. Being able to self heal after I draw aggro with both reconstruct scrolls and the repair spells is also something other sorc's cannot do so well (most can use CMW wands at least, but how much will that really help that 100 pt 3 hit combo by that ogre?). I will, with just static loot and +6 cha item (or +5 item/+1 tome depending on the kind of gear you have) be able to UMD a res on a 3 and a Heal scroll for my fleshie brethren on a 7. Nearly every useful clerical scroll is an easy UMD for me in fact and there is good chance i might even carry a few grtr restoration scrolls (roll of 11) to cure the fleshie's neg levels :)
Another big advantage of this build is an increased sp pool compared to any pure wf sorc. This is just more chance for maxed fw and scorching rays.
Without further ado:
Character Plan by DDO Character Planner Version 2.40
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Kristofer
Level 14 True Neutral Warforged Male
(13 Sorcerer \ 1 Bard)
Hit Points: 120
Spell Points: 1257
BAB: 6\6\11
Fortitude: 7
Reflex: 6
Will: 10
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 14)
Strength 8 8
Dexterity 10 10
Constitution 16 16
Intelligence 12 12
Wisdom 10 10
Charisma 16 22
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 0 0
Bluff 3 6
Concentration 7 15
Diplomacy 3 6
Disable Device n/a n/a
Haggle 3 6
Heal 0 0
Hide 0 0
Intimidate 3 6
Jump 1 4
Listen 0 0
Move Silently 0 0
Open Lock n/a n/a
Perform n/a 9
Repair 1 1
Search 1 1
Spot 0 0
Swim -1 -1
Tumble n/a n/a
Use Magic Device 5 23
Notable Equipment
Level 1 (Sorcerer)
Skill: Concentration (+4)
Skill: Jump (+2)
Skill: Use Magic Device (+2)
Feat: (Selected) Maximize Spell
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I
Enhancement: Warforged Healer's Friend I
Level 2 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Sorcerer Force Manipulation I
Enhancement: Sorcerer Charisma I
Level 3 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Mental Toughness
Enhancement: Sorcerer Improved Heighten I
Enhancement: Sorcerer Improved Maximize I
Level 4 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Elemental Manipulation II
Level 5 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Level 6 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Mental Toughness
Level 7 (Sorcerer)
Skill: Perform (+1)
Skill: Use Magic Device (+0.5)
Level 8 (Bard)
Skill: Perform (+1)
Skill: Use Magic Device (+6)
Level 9 (Sorcerer)
Skill: Jump (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Spell Penetration
Level 10 (Sorcerer)
Skill: Perform (+0.5)
Skill: Use Magic Device (+1)
Level 11 (Sorcerer)
Skill: Perform (+0.5)
Skill: Use Magic Device (+1)
Level 12 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Heighten Spell
Level 13 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Level 14 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Enhancement: Sorcerer Improved Maximize II
Enhancement: Sorcerer Lineage of Elements II
Enhancement: Sorcerer Lineage of Force I
Enhancement: Sorcerer Lineage of Deadly Elements I
Enhancement: Sorcerer Lineage of Deadly Elements II
Enhancement: Sorcerer Elemental Manipulation III
Enhancement: Sorcerer Elemental Manipulation IV
Enhancement: Sorcerer Spell Penetration I
Enhancement: Sorcerer Spell Penetration II
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Sorcerer Energy of the Dragonblooded III
Enhancement: Sorcerer Energy of the Dragonblooded IV
Enhancement: Sorcerer Charisma II
Enhancement: Sorcerer Charisma III
The spell list is really up in the air at the moment because frankly all i know I am going to have is FtS, reconstruct, firewall, scorching ray, cone of cold, jump, a few repair spells (likely serious and light) and probably pk. So I would greatly appreciate any guidance on that front.
Ending UMD:
17 ranks
09 CHA
04 Greater Heroism
03 Cartouche
----
33, as mentioned good for res on a 3 and Heal on a 7
36 total possible with +2 cha tome and +5 UMD raid loot
One more thing, I was seriously debating taking empower instead of spell pen, but I have had so many casters tell me that spell pen is the way to go and empower is overkill that I am inclined to believe them.
HP will be 192 with a +6 con belt on and a GFL docent or possibly ring (have an rr dwarf one he may end up using).
Feel Free to offer any suggestions except a change of race, as I am set on WF.
I will get around the DC issue for the most part by being a nuker build with great firewalls and CoC's and an awesome scorching ray. Being able to self heal after I draw aggro with both reconstruct scrolls and the repair spells is also something other sorc's cannot do so well (most can use CMW wands at least, but how much will that really help that 100 pt 3 hit combo by that ogre?). I will, with just static loot and +6 cha item (or +5 item/+1 tome depending on the kind of gear you have) be able to UMD a res on a 3 and a Heal scroll for my fleshie brethren on a 7. Nearly every useful clerical scroll is an easy UMD for me in fact and there is good chance i might even carry a few grtr restoration scrolls (roll of 11) to cure the fleshie's neg levels :)
Another big advantage of this build is an increased sp pool compared to any pure wf sorc. This is just more chance for maxed fw and scorching rays.
Without further ado:
Character Plan by DDO Character Planner Version 2.40
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Kristofer
Level 14 True Neutral Warforged Male
(13 Sorcerer \ 1 Bard)
Hit Points: 120
Spell Points: 1257
BAB: 6\6\11
Fortitude: 7
Reflex: 6
Will: 10
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 14)
Strength 8 8
Dexterity 10 10
Constitution 16 16
Intelligence 12 12
Wisdom 10 10
Charisma 16 22
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 0 0
Bluff 3 6
Concentration 7 15
Diplomacy 3 6
Disable Device n/a n/a
Haggle 3 6
Heal 0 0
Hide 0 0
Intimidate 3 6
Jump 1 4
Listen 0 0
Move Silently 0 0
Open Lock n/a n/a
Perform n/a 9
Repair 1 1
Search 1 1
Spot 0 0
Swim -1 -1
Tumble n/a n/a
Use Magic Device 5 23
Notable Equipment
Level 1 (Sorcerer)
Skill: Concentration (+4)
Skill: Jump (+2)
Skill: Use Magic Device (+2)
Feat: (Selected) Maximize Spell
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I
Enhancement: Warforged Healer's Friend I
Level 2 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Sorcerer Force Manipulation I
Enhancement: Sorcerer Charisma I
Level 3 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Mental Toughness
Enhancement: Sorcerer Improved Heighten I
Enhancement: Sorcerer Improved Maximize I
Level 4 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Elemental Manipulation II
Level 5 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Level 6 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Mental Toughness
Level 7 (Sorcerer)
Skill: Perform (+1)
Skill: Use Magic Device (+0.5)
Level 8 (Bard)
Skill: Perform (+1)
Skill: Use Magic Device (+6)
Level 9 (Sorcerer)
Skill: Jump (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Spell Penetration
Level 10 (Sorcerer)
Skill: Perform (+0.5)
Skill: Use Magic Device (+1)
Level 11 (Sorcerer)
Skill: Perform (+0.5)
Skill: Use Magic Device (+1)
Level 12 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Heighten Spell
Level 13 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Level 14 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Enhancement: Sorcerer Improved Maximize II
Enhancement: Sorcerer Lineage of Elements II
Enhancement: Sorcerer Lineage of Force I
Enhancement: Sorcerer Lineage of Deadly Elements I
Enhancement: Sorcerer Lineage of Deadly Elements II
Enhancement: Sorcerer Elemental Manipulation III
Enhancement: Sorcerer Elemental Manipulation IV
Enhancement: Sorcerer Spell Penetration I
Enhancement: Sorcerer Spell Penetration II
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Sorcerer Energy of the Dragonblooded III
Enhancement: Sorcerer Energy of the Dragonblooded IV
Enhancement: Sorcerer Charisma II
Enhancement: Sorcerer Charisma III
The spell list is really up in the air at the moment because frankly all i know I am going to have is FtS, reconstruct, firewall, scorching ray, cone of cold, jump, a few repair spells (likely serious and light) and probably pk. So I would greatly appreciate any guidance on that front.
Ending UMD:
17 ranks
09 CHA
04 Greater Heroism
03 Cartouche
----
33, as mentioned good for res on a 3 and Heal on a 7
36 total possible with +2 cha tome and +5 UMD raid loot
One more thing, I was seriously debating taking empower instead of spell pen, but I have had so many casters tell me that spell pen is the way to go and empower is overkill that I am inclined to believe them.
HP will be 192 with a +6 con belt on and a GFL docent or possibly ring (have an rr dwarf one he may end up using).
Feel Free to offer any suggestions except a change of race, as I am set on WF.