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my drow sor
this is my drow sorcerer would love some input on what to take out? mind you love to blast the enemy as much as i can!{edited with ideas i have got from those
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belo gond3
Level 16 True Neutral Drow Male
(16 Sorcerer)
Hit Points: 132
Spell Points: 1610
BAB: 8\8\13
Fortitude: 8
Reflex: 5
Will: 9
Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 16) (Level 16)
Strength 9 10 10
Dexterity 11 11 11
Constitution 14 16 16
Intelligence 10 10 10
Wisdom 8 8 8
Charisma 20 24 27
Tomes Used
+1 Tome of Strength used at level 8
+2 Tome of Constitution used at level 8
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 0 0 0
Bluff 5 8 8
Concentration 6 22 23
Diplomacy 5 8 8
Disable Device n/a n/a n/a
Haggle 5 8 8
Heal -1 -1 -1
Hide 0 0 0
Intimidate 5 8 8
Jump 1 9.5 9.5
Listen -1 -1 1
Move Silently 0 0 0
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 0 0
Search 0 0 2
Spot -1 -1 1
Swim -1 0 0
Tumble n/a n/a n/a
Use Magic Device n/a n/a n/a
Level 1 (Sorcerer)
Skill: Concentration (+4)
Skill: Jump (+2)
Feat: (Selected) Maximize Spell
Spell (1): Charm Person
Spell (1): Magic Missle
Level 2 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (1): Hypnotism
Level 3 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Extend Spell
Spell (1): Sleep
Level 4 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (2): Scorching Ray
Level 5 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (2): Knock
Level 6 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Empower Spell
Spell (3): Lightning Bolt
Level 7 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (2): Blur
Spell (3): Haste
Level 8 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (4): Wall of Fire
Level 9 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Heighten Spell
Spell (2): Melf's Acid Arrow
Spell (3): Displacement
Spell (4): Force Missles
Level 10 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (5): Cloudkill
Level 11 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (3): Fireball
Spell (4): Dimension Door
Spell (5): Hold Monster
Level 12 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Spell Penetration
Spell (6): Flesh to Stone
Level 13 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (4): Phantasmal Killer
Spell (5): Ball Lightning
Spell (6): Shadow Walk
Level 14 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (7): Mass Hold Person
Level 15 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Greater Spell Penetration
Spell (5): Symbol of Pain
Spell (6): Chain Lightning
Spell (7): Greater Teleport
Level 16 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (8): Otto's Irresistable Dance
Enhancement: Sorcerer Improved Maximizing I
Enhancement: Sorcerer Concentration I
Enhancement: Sorcerer Lineage of Energy I
Enhancement: Sorcerer Lineage of Energy II
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Lineage of Elements II
Enhancement: Sorcerer Lineage of Force I
Enhancement: Sorcerer Lineage of Force II
Enhancement: Sorcerer Lineage of Deadly Energy I
Enhancement: Sorcerer Lineage of Deadly Elements I
Enhancement: Sorcerer Lineage of Deadly Force I
Enhancement: Sorcerer Energy Manipulation I
Enhancement: Sorcerer Energy Manipulation II
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Elemental Manipulation II
Enhancement: Sorcerer Elemental Manipulation III
Enhancement: Sorcerer Elemental Manipulation IV
Enhancement: Sorcerer Force Manipulation I
Enhancement: Sorcerer Spell Penetration I
Enhancement: Sorcerer Spell Penetration II
Enhancement: Sorcerer Spell Penetration III
Enhancement: Sorcerer Energy of the Dragonblooded I
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Sorcerer Energy of the Dragonblooded III
Enhancement: Sorcerer Energy of the Dragonblooded IV
Enhancement: Sorcerer Charisma I
Enhancement: Sorcerer Charisma II
Enhancement: Sorcerer Charisma III
who posted so far }
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I would drop the mental toughness personally and pick up spell penetration,and I would drop the points in Dex and put them in Con. Search and even spot are a waste IMO, and you need to put something into jump. There are going to be some quests that you will just run through and you may need to jump over some mobs. Also with all your spell points as a drow I never needed wand mastery, I usually only used wands for self buffing and healing, which is another skill you may want to put something into especially if you solo anything.
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cool
after messing the the gen. i am thinking the drow maybe the wrong race for me(personally)had 1 before was happy with her but got frustrated to when she was a 1 hit wonder was hoping to build her stronger this go around but not sure
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I don't like your feat choices. You do not need mental toughness, improved mental toughness or toughness imho.
Here is order I took mine in
1)maximize
3)extend
6)empower
9)heighten
12)Spell Penetration
15)Greater Spell Penetration
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I took toughness to boost up hp a few tweaks to get a little more life out of him ,but will take your thought in to consideration when i do the final role was thinking of heighten but never really used it on my last build which may have been part of her problem.
AS Always open to ideas and thoughts to get it better and less of a s.p. drain on the beloved Clerics.
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I have really liked Heighten so far, works incredible with Web and other lower level spells.
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have edited the build looking good a little excited to roll it, And play him up to 7. Then the long fight to get my hands on some tomes, to see my envision beat downs on some baddies,lol