I'm not a Vet but If I had it to redo over again I'd go WF instead of human just for the self healing and massive hp gain. Currently I'm working mine to 20 so i can TR him to WF wiz, and then probably FVS 16th level seems a little late to reroll for me.
If you have a 32 build already I'd add the points to str to avoid having to keep str gear maxed
It would look like this
Code:
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My First Warforged Sorcerer
Level 20 Chaotic Good Warforged Female
(20 Sorcerer)
Hit Points: 262
Spell Points: 2038
BAB: 10\10\15\20
Fortitude: 11
Reflex: 5
Will: 19
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 10 10 10
Dexterity 8 8 8
Constitution 18 18 20
Intelligence 8 8 8
Wisdom 6 6 6
Charisma 16 21 24
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance -1 -1 -1
Bluff 3 7 7
Concentration 8 28 28
Diplomacy 3 7 7
Disable Device n/a n/a n/a
Haggle 3 7 7
Heal -2 -2 -2
Hide -1 -1 -1
Intimidate 3 7 7
Jump 0 0 0
Listen -2 -2 -2
Move Silently -1 -1 -1
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 -1 -1
Search -1 -1 -1
Spot -2 -2 -2
Swim 0 0 0
Tumble n/a n/a n/a
Use Magic Device n/a n/a n/a
Level 1 (Sorcerer)
Skill: Concentration (+4)
Feat: (Selected) Extend Spell
Spell (1): Master's Touch
Spell (1): Nightshield
Level 2 (Sorcerer)
Skill: Concentration (+1)
Spell (1): Expeditious Retreat
Level 3 (Sorcerer)
Skill: Concentration (+1)
Feat: (Selected) Toughness
Spell (1): Jump
Level 4 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Spell (2): Scorching Ray
Level 5 (Sorcerer)
Skill: Concentration (+1)
Spell (2): Resist Energy
Level 6 (Sorcerer)
Skill: Concentration (+1)
Feat: (Selected) Empower Spell
Spell (3): Chain Missiles
Level 7 (Sorcerer)
Skill: Concentration (+1)
Spell (2): Blur
Spell (3): Haste
Level 8 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Spell (4): Wall of Fire
Level 9 (Sorcerer)
Skill: Concentration (+1)
Feat: (Selected) Maximize Spell
Spell (2): Web
Spell (3): Displacement
Spell (4): Stoneskin
Level 10 (Sorcerer)
Skill: Concentration (+1)
Spell (5): Cone of Cold
Level 11 (Sorcerer)
Skill: Concentration (+1)
Spell (3): Magic Circle Against Evil
Spell (4): Force Missles
Spell (5): Break Enchantment
Level 12 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Feat: (Selected) Spell Penetration
Spell (6): Reconstruct
Level 13 (Sorcerer)
Skill: Concentration (+1)
Spell (4): Fire Shield
Spell (5): Protection From Elements
Spell (6): Disintegrate
Level 14 (Sorcerer)
Skill: Concentration (+1)
Spell (7): Otto's Sphere of Dancing
Level 15 (Sorcerer)
Skill: Concentration (+1)
Feat: (Selected) Greater Spell Penetration
Spell (5): Teleport
Spell (6): Greater Heroism
Spell (7): Finger of Death
Level 16 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Spell (8): Mass Repair Critical Damage
Level 17 (Sorcerer)
Skill: Concentration (+1)
Spell (7): Prismatic Spray
Spell (8): Polar Ray
Level 18 (Sorcerer)
Skill: Concentration (+1)
Feat: (Selected) Force of Personality
Spell (9): Wail of the Banshee
Level 19 (Sorcerer)
Skill: Concentration (+1)
Spell (8): Mass Charm Monster
Spell (9): Mass Hold Monster
Level 20 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Spell (9): Energy Drain
Enhancement: Sorcerer Bloodline of Power
Enhancement: Sorcerer Improved Empowering I
Enhancement: Sorcerer Improved Empowering II
Enhancement: Sorcerer Improved Maximizing I
Enhancement: Sorcerer Improved Maximizing II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Racial Toughness IV
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Lineage of Elements II
Enhancement: Sorcerer Lineage of Elements III
Enhancement: Sorcerer Lineage of Deadly Elements I
Enhancement: Sorcerer Lineage of Deadly Elements II
Enhancement: Sorcerer Lineage of Deadly Elements III
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 Force Manipulation II
Enhancement: Sorcerer Force Manipulation III
Enhancement: Sorcerer Force Manipulation IV
Enhancement: Sorcerer Energy of the Dragonblooded I
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Sorcerer Energy of the Dragonblooded III
Enhancement: Sorcerer Charisma I
Enhancement: Sorcerer Charisma II
Enhancement: Sorcerer Charisma III
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
The spells are not how i would take them they would be retrained to this point by end game
In early levels pick up the great axes and use masters touch to melee through korthos using sp to keep you alive
Always keep your str item cha item and con item upgraded and get some potency scepters and fire lore sceepters.
Once you hit 4th scorching ray will end the tougher fights quickly and it will only get better. Upgrade your repair spell regularly If you are dead you cant kill the BBEG.
At 6th Haste will start to make you everyone's best friend until later levels only cast it when your melees are fighting you just don't have the sp yet to keep it up and still toss around the heat Soon it will be a permenant thing
At 8 you get firewall and it's all uphill from there Keep your fire line pumped as much as possible
I didn't give the build critical enhancements for force/repair as it should be fine without and you kind of want your heals reliable.
I'm sure some vets will come in and fix any misconceptions I might have I haven't seen the endgame yet but I think this would be very solid for a newer player.