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Dungeons & Dragons Online Guides » The Boomstick Sorcerer

Posted on 2008-12-05 by admin | DDO Guides | 188 viewsNo comments | Leave a comment


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The boomstick sorcerer is interested in damage delivery, above and beyond anything else. Crowd control, buffing, debuffing and all other points are secondary to having big numbers floating above his or her opponent’s heads.

A boomstick sorcerer concentrates upon feats and enhancements that focus upon damage spells. In addition, when there is no option that allows enhancing this focus, the boomstick takes feats that increase the sorcerer’s survivability.

The way the boomstick focuses upon damage dealing is by specializing in one type of damage, in this example fire and cold, but lightning and acid is also a choice. Since specializing in both of these enhancements is not cost efficient for action points, the boomstick chooses one or the other.

In the case of the 28 point build (example), the boomstick sorcerer does 40% more with fire and cold spells, with a 9% chance of a critical critical doing 50% more than normal damage with these types of spells.

Starting abilities:
Human (28 pt) Human (with Bonuses) Human (32 point) Drow
Str 10
Str 10 Str 10 Str 10
Dex 10
Dex 10 Dex 10 Dex 10
Con 16 Con 16 Con 16
Con 14
Int 10 Int 10 Int 10
Int 10
Wis 10 Wis 10
Wis 8 Wis 8
Cha 16 Cha 23
Cha 18 Cha 20

Regarding ability scores: a maximized charisma is useful for spells where, if a saving throw is failed, the spell fails completely. However, with damage spells from evocation, damage is only halved. That being the case, the benefit of an maximized statistic for charisma, which is 23 spell points and a 5% increase (in general) in doing full damage, is not enough to offset the benefit of a +1 to fortitude save and bonus hit points. In the case of a 32 point build or a drow character, you have either a less expensive charisma bonus or extra points that allow you to do this. In this case, you lose less, and this makes the higher charisma worth the cost.

(Below information based upon 28 point build, level 14)

Hit Points: 118

Armor Class: 10 + Items/spells

Saving Throws:
Fortitude: +7
Reflex: +4
Will: +9

Class/Race Features:
+4 Skill points at level 1/+1 Skill point past level 1
Bonus Feat at level 1
Spell casting speed

Skills:
Concentration: 21
Diplomacy: 23
Use Magic Device: 14 ½

Feats:
Mental Toughness, Empower Spell, Maximize spell, Improved Mental Toughness, Spell Focus: Evocation, Combat Casting

Enhancements:
Energy of the Dragonblooded 4
Elemental Manipulation 4
Sorcerer’s Charisma 3
Human Adaptability: Charisma
Improved Empowering 1
Improved Maximizing 2
Lineage of Elements 3
Lineage of Deadly Elements 2
Wand Mastery 1
Human Improved Recovery 1

Spells
(DC 15 + spell level, 16 + spell level for evocation)
Spell Points: 1165 (base 750 + Feats 145 + Enhancements 150 + Ability bonuses 115)
Level 1: Magic Missile, Jump, Protection From Evil, Detect Secret Doors
Level 2: Flaming Sphere, Scorching Ray, Resistance Elements, Web
Level 3: Fireball, Haste, Displacement, Ray of Exhaustion
Level 4: Wall of Fire, Solid Fog, Ice Storm, Stoneskin
Level 5: Cone of Cold, Cloudkill, Break Enchantment
Level 6: Otiluke’s Freezing Sphere, Disintegrate
Level 7: Delayed Blast Fireball

Spell Notes:
The spell choice here is designed to allow a concentration on fire spells, with some options. Solid fog and web for slowing opponents, helping in protecting from the aggression sorcerer brings. Disintegrate, wall of fire and ice storm for affecting constructs and undead. Jump, haste and stoneskin to avoid attacks.

——————————————————————————–

Detailed progression by level:
Level 1
Class: Sorcerer
Feats: Mental Toughness, Empower Spell
Skills: Concentration: +4, Diplomacy: +4, Use Magic Device: +2
Enhancements: Energy of the Dragonblooded 1, Elemental Manipulation 1

Level 2
Class: Sorcerer
Skills: Concentration: +1, Diplomacy: +1, Use Magic Device: +1/2
Enhancements: Improved Empowering 1, Sorcerer’s Charisma 1, Improved Maximizing 1

Level 3
Class: Sorcerer
Feats: Maximize spell
Skills: Concentration: +1, Diplomacy: +1, Use Magic Device: +1/2
Enhancements: Lineage of Elements 1, Wand Mastery 1

Level 4
Class: Sorcerer
Ability Score: Charisma +1
Skills: Concentration: +1, Diplomacy: +1, Use Magic Device: +1/2
Enhancements: Energy Manipulation 2, Human Improved Recover 1

Level 5
Class: Sorcerer
Skills: Concentration: +1, Diplomacy: +1, Use Magic Device: +1/2
Enhancements: Energy of the Dragonblooded 2, Sorcerer’s Charisma 2

Level 6
Class: Sorcerer
Feats: Improved Mental Toughness
Skills: Concentration: +1, Diplomacy: +1, Use Magic Device: +1/2
Enhancements: Human Adaptability Charisma

Level 7
Class: Sorcerer
Skills: Concentration: +1, Diplomacy: +1, Use Magic Device: +1/2
Enhancements: Elemental Manipilation 2, Lineage of Elements 2

Level 8
Class: Sorcerer
Ability Score: Charisma +1
Skills: Concentration: +1, Diplomacy: +1, Use Magic Device: +1/2
Enhancements: Improved Maximizing 2

Level 9
Class: Sorcerer
Feats: Spell Focus (Evocation)
Skills: Concentration: +1, Diplomacy: +1, Use Magic Device: +1/2
Enhancements: Energy of the Dragonblooded 3

Level 10
Class: Sorcerer
Skills: Concentration: +1, Diplomacy: +1, Use Magic Device: +1/2
Enhancements: Sorcerer of Charisma 3

Level 11
Class: Sorcerer
Skills: Concentration: +1, Diplomacy: +1, Use Magic Device: +1/2
Enhancements: Elemental Manipulation 4

Level 12
Class: Sorcerer
Feats: Combat Casting
Ability Score: Charisma +1
Skills: Concentration: +1, Diplomacy: +1, Use Magic Device: +1/2
Enhancements: Lineage of Elements 3, Lineage of Deadly Elements 1

Level 13
Class: Sorcerer
Skills: Concentration: +1, Diplomacy: +1, Use Magic Device: +1/2
Enhancements: Energy of the Dragonblooded 4

Level 14
Class: Sorcerer
Skills: Concentration: +1, Diplomacy: +1, Use Magic Device: +1/2
Enhancements: Lineage of Deadly Elements 2

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