I would like to TR my sorcerer (First life) into a wizard pale master.
I was thinking half elf, because it has no penalty to any stat, because of the enchantments (Human), and that's about it. I was thinking to take the FVS Dilstone to be able to use divine scrolls \ wands with less UMD, but then I Realized I have no room for the enhancements, but meh.
Goals: Good killing abilities (DPS and death spells), Crowd control, solo ability (Nothing too fancy)
Code:
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Level 20 True Neutral
(20 Wizard)
Hit Points: 222
Spell Points: 1730
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 10 10
Dexterity 8 8
Constitution 16 16
Intelligence 18 31
Wisdom 8 8
Charisma 14 14
Tomes Used
+2 Tome of Intelligence used at level 7
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance -1 4
Bluff 2 2
Concentration 7 26
Diplomacy 2 2
Disable Device n/a n/a
Haggle 2 13
Heal -1 -1
Hide -1 -1
Intimidate 2 2
Jump 2 11
Listen -1 10
Move Silently -1 -1
Open Lock n/a n/a
Perform n/a n/a
Repair 4 10
Search 6 21
Spot 1 10
Swim 0 0
Tumble 1 1
Use Magic Device 4 13
Level 1 (Wizard)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Favored Soul
Feat: (Past Life) Past Life: Sorcerer
Feat: (Wizard Bonus) Quicken Spell
Feat: (Selected) Toughness
Level 2 (Wizard)
Level 3 (Wizard)
Feat: (Selected) Empower Spell
Level 4 (Wizard)
Level 5 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Level 6 (Wizard)
Feat: (Selected) Spell Focus: Necromancy
Level 7 (Wizard)
Level 8 (Wizard)
Level 9 (Wizard)
Feat: (Selected) Heighten Spell
Level 10 (Wizard)
Feat: (Wizard Bonus) Spell Focus: Enchantment
Level 11 (Wizard)
Level 12 (Wizard)
Feat: (Selected) Extend Spell
Level 13 (Wizard)
Level 14 (Wizard)
Level 15 (Wizard)
Feat: (Selected) Greater Spell Focus: Enchantment
Feat: (Wizard Bonus) Spell Focus: Evocation
Level 16 (Wizard)
Level 17 (Wizard)
Level 18 (Wizard)
Feat: (Selected) Greater Spell Focus: Necromancy
Level 19 (Wizard)
Level 20 (Wizard)
Feat: (Wizard Bonus) Quicken Spell
Enhancement: Wizard Master of Magic
Enhancement: Human Adaptability Intelligence I
Enhancement: Wizard Improved Quickening I
Enhancement: Wizard Improved Quickening II
Enhancement: Wizard Improved Quickening III
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Glacial Spellcasting I
Enhancement: Combustive Spellcasting I
Enhancement: Combustive Spellcasting II
Enhancement: Combustive Spellcasting III
Enhancement: Combustive Spellcasting IV
Enhancement: Deadly Ice I
Enhancement: Deadly Flame I
Enhancement: Deadly Flame II
Enhancement: Deadly Flame III
Enhancement: Frost Manipulation I
Enhancement: Flame Manipulation I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III
Enhancement: Flame Manipulation IV
Enhancement: Flame Manipulation V
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Energy of the Scholar IV
Enhancement: Wizard Subtle Spellcasting I
Enhancement: Wizard Subtle Spellcasting II
Enhancement: Wizard Subtle Spellcasting III
Enhancement: Wizard Subtle Spellcasting IV
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Wizard Pale Master I
Enhancement: Wizard Pale Master II
Enhancement: Wizard Pale Master III
Enhancement: Summon Skeleton Archer
Enhancement: Summon Skeletal Knight
Enhancement: Summon Skeletal Mage
Enhancement: Shroud of the Vampire
Enhancement: Shroud of the Wraith
Enhancement: Shroud of the Zombie
Summery:
Feats: Toughness
Empower spell
Maximize spell
Spell focus: Necromancy
Heighten spell
Spell focus: Enchantment
Extend spell
Greater spell focus: Enchantment
Spell focus: Evocation
Greater spell focus: Necromancy
Quicken spell
As for the spells I was thinking something like this: (Yes I know I can swap and learn new spells easily)
Code:
Level 1:
Cause fear
Feather fall
Jump
Nightshield
Niac's cold ray
Level 2:
Lesser death aura
Scare
Scorching ray
Blur
Scorch
Level 3:
Heroism
Rage
Haste
Displacement
Fireball
Level 4:
Death aura
Negative energy burst
Wall of fire
Fire shield
Dimension door
Level 5:
Symbol of pain
Waves of fatigue
Teleport
Cloudkill
Niac's biting cold
Level 6:
Circle of death
Nectoric ray
Greater Heroism
Suggestion mass
Chain lightning
Level 7:
Finger of death
Waves of exhastion
Symbol of weakness
Otto's sphere of dancing
Protection from elements mass
Level 8:
Trap the soul
Charm monster mass
Symbol of death
Horrid wilting
Trap the soul
Level 9:
Hold monster mass
Power word: Kill
Meteor swarm
Wail of the banshee
Energy drain
Questions:
Is the race good?
Are the feats good?
Are the spells good?
Enchantments?
What would you change and why?
Is it possible for pale master to self heal themselves well enough? I know they can't be healed by positive energy, and as a cleric I rarely had to heal the pale masters, but how do they do that?