Hello-
I am attempting to build a basic 28 pt. Human Sorc for DUO play. My companion is building a Drow TWF BattleCleric (dex based, weapon finesse etc.). We are not power-gamers and would consider ourselves slow dungeon crawlers that are heavily reliant on tactics, strategy, and group synergy. We plan to run content that is at our level and lower. That also means we are not planning to use Tomes, uber gear, etc. This is for fun and for experience sake, however, I need a bit of advice. Thank you for taking the time to read this dissertation.
AREAS OF CONCERN/QUESTION:
1. STATS- I min/maxed this build. Is that the right course to take? Did I overeach for CON sake? I don't really have a reference about CON vs. DEX for a Sorc. Am I just killing some other ability that I don't know about by min/max'ing this guy? I could, go CON 14, INT 14, and get more skill points. However, I'm losing roughly 20 HP end game. What should I do??? HELP!!!!
2. FEATS- Regarding HP again, I took Toughness at 1. I feel that HPs are going to be crucial. Would pulling back my CON a bit and puting more into DEX help out my AC enough to even make it worth it? Or should I, as planned, go all CON/CHA?
3. MULTI-CLASS/SKILL POINTS- I took Bard at 1; we decided that healing wand capability is absolutely essential for my Sorc. I could just as easily have taken Cleric, Ranger etc. IMO, having the "Oh S__T" ability of Fascinate, even though it won't hit alot, might be nice. Can someone look at my perform skill and see if it's anywhere close to enough. I also chose Bard because philosophically, I like the innate synergy of Sorc/Bard. BUT...what does this mean for UMD? Should I still invest in UMD? What should I be looking to reach end game UMD? Can I spare some skill points for perform/concentration/jump blah blah? Can someone please look at my skills and tell me if I'm even in the correct ballpark.
4. GENERAL- We decided that Warforged don't fit our playstyle. So that's not really the advice I'm looking for.
5. GENERAL- We also decided to forgo any Rogue skills. We'll just lose out on some content/chests, and will run past traps. (This will be hard but we feel we need to invest as much as possible in our main classes.)
6. GENERAL- We are both limited to 28 pt. builds.
7. SPELLS- I believe I took a standard spell selection. Can someone review it for me?
8. ENHANCEMENTS- Wanted to invest in FIRE/COLD mainly. The rest, I'm not sure about. (I also had to spend a few enhancement points just to spend them.)
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Lanador
Level 16 Neutral Good Human Male
(15 Sorcerer / 1 Bard)
Hit Points: 172
Spell Points: 1647
BAB: 7/7/12
Fortitude: 8
Reflex: 6
Will: 19
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 8 8
Dexterity 8 8
Constitution 16 16
Intelligence 10 10
Wisdom 8 8
Charisma 18 26
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance -1 -1 -1
Bluff 4 8 8
Concentration 7 9 9
Diplomacy 8 13 14
Disable Device n/a n/a n/a
Haggle 4 8 8
Heal 0 0 0
Hide -1 -1 -1
Intimidate 4 8 8
Jump 3 11 11
Listen 0 0 0
Move Silently 0 0 0
Open Lock n/a n/a n/a
Perform 8 12 13
Repair 0 0 0
Search 0 0 0
Spot 1 1 1
Swim -1 -1 -1
Tumble n/a n/a n/a
Use Magic Device 8 24.5 24.5
Level 1 (Bard)
Feat: (Selected) Empower Spell
Feat: (Human Bonus) Toughness
Spell (1): Hypnotism
Enhancement: Bard Extra Song I
Enhancement: Bard Perform I
Enhancement: Bard Energy of the Music I
Level 2 (Sorcerer)
Spell (1): Charm Person
Spell (1): Niac's Cold Ray
Enhancement: Bard Diplomacy I
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I
Level 3 (Sorcerer)
Feat: (Selected) Spell Penetration
Spell (1): Burning Hands
Enhancement: Racial Toughness I
Enhancement: Sorcerer Charisma I
Level 4 (Sorcerer)
Spell (1): Jump
Enhancement: Sorcerer Lineage of Elements I
Level 5 (Sorcerer)
Spell (2): Web
Enhancement: Sorcerer Elemental Manipulation II
Level 6 (Sorcerer)
Feat: (Selected) Extend Spell
Spell (2): Scorching Ray
Enhancement: Human Adaptability Charisma I
Enhancement: Human Improved Recovery I
Enhancement: Racial Toughness II
Enhancement: Sorcerer Lineage of Deadly Elements I
Enhancement: Sorcerer Spell Penetration I
Enhancement: Sorcerer Ennergy of the Dragonblooded II
Level 7 (Sorcerer)
Spell (3): Haste
Enhancement: Sorcerer Charisma II
Level 8 (Sorcerer)
Spell (2): Blur
Spell (3): Fireball
Enhancement: Sorcerer Lineage of Elements II
Enhancement: Sorcerer Elemental Manipulation III
Level 9 (Sorcerer)
Spell (4): Wall of Fire
Level 10 (Sorcerer)
Spell (2): Resist Energy
Spell (3): Displacement
Spell (4): Phantasmal Killer
Enhancement: Sorcerer Lineage of Deadly Elements II
Enhancement: Sorcerer Spell Penetration II
Level 11 (Sorcerer)
Spell (5): Hold Monster
Enhancement: Human Improved Recovery II
Level 12 (Sorcerer)
Feat: (Selected) Greater Spell Penetration
Spell (3): Protection From Energy
Spell (4): Dimension Door
Spell (5): Cone of Cold
Enhancement: Sorcerer Charisma III
Level 13 (Sorcerer)
Spell (6): Flesh to Stone
Enhancement: Sorcerer Energy of the Dragonblooded III
Level 14 (Sorcerer)
Spell (4): Enervation
Spell (5): Break Enchantment
Spell (6): Greater Heroism
Level 15 (Sorcerer)
Feat: (Selected) Force of Personality
Spell (7): Finger of Death
Enhancement: Sorcerer Elemental Manipulation IV
Enhancement: Sorcerer Energy of the Dragonblooded IV
Level 16 (Sorcerer)
Spell (5): Protection From Elements
Spell (6): Disintegrate
Spell (7): Waves of Exhaustion
Enhancement: Sorcerer Lineage of Elements III