The Enchantress of the Breeze (Sorcerer 35 / Paladin 1 / Monk 4)

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  • #952
    Orion

    Summary:

    Very much inspired by my colleague Aquarius and his adventures using an Enchantment focused spellcaster in the PW he plays, World of Greyhawk, mind controlling a bunch of enemies to defeat them.

    This sorceress has:

    • 38 Charisma (can be capped to Cha 50) from Base 18 Cha, +10 Cha ability increases and Great Charisma X
    • Spell Focus and Greater Spell Focus: Enchantment
    • Paladin 1 for Divine Grace and amazing saves (combined with +8 to saves vs spells)
    • Monk 4 for Evasion, Deflect Arrows, Monk Speed after level 20 (which can be boosted by extended Expeditious Retreat and Mass Haste, to move faster than a DM)
    • Scribe Scroll, Craft Wand (can be swapped for SF/GSF in another school such as Necromancy/Conjuration/Evocation, or Spell Penetration/Greater Spell Penetration if you go through the Original Campaigns / Hordes of the Underdark)

    Spell DCs with capped Cha at 50:

    • Dominate Monster DC 43 Will
    • Mass Charm DC 42 Will
    • Hold Monster / Dominate Person / Mind Fog DC 39 Will
    • Confusion / Charm Monster DC 37 Will
    • Wail of the Banshee DC 39 Fortitude
    • Finger of Death DC 37 Fortitude

    Weaknesses:

    • Mind immune enemies, will need to be dealt with IGMS (or other strategies)
    • Low physical damage output with only Mundane 21 melee AB (4 APR with monk weapons) and 20 ranged AB (3 APR)
    • Low carrying capacity
    • 20% exp penalty from level 20 onwards

    WhiZard created his famous Speed Caster (Sorcerer 36/Paladin 1/Monk 3) – I choose to get Monk 3 faster, to enjoy monk speed much earlier in the build than he gets it, Level 20 in this build, compared with Level 39 in his build. SF/GSF/ESF: Necromancy is nice too, but like Devastating Critical, running around with ridiculous instant party friendly AoE death spells loses its lustre after a while.

    I will adjust and edit this build as I play it, plus add some artwork too.

    Build details:

    Sorcerer(35), Monk(4), Paladin(1), Human

    Lawful Good only. Designed for PvM playable levels 1-40.

    STR: 10
    DEX: 8
    CON: 14
    WIS: 8
    INT: 14
    CHA: 18 (38)

    Human: (Quick to Master)
    01: Sorcerer(1): Toughness, Scribe Scroll
    02: Sorcerer(2)
    03: Sorcerer(3): Extend Spell
    04: Sorcerer(4): CHA+1, (CHA=19)
    05: Sorcerer(5)
    06: Sorcerer(6): Craft Wand
    07: Sorcerer(7)
    08: Sorcerer(8): CHA+1, (CHA=20)
    09: Sorcerer(9): Empower Spell
    10: Sorcerer(10)
    11: Sorcerer(11)
    12: Sorcerer(12): CHA+1, Spell Focus: Enchantment, (CHA=21)
    13: Sorcerer(13)
    14: Sorcerer(14)
    15: Sorcerer(15): Greater Spell Focus: Enchantment
    16: Sorcerer(16): CHA+1, (CHA=22)
    17: Monk(1): {Cleave, Evasion, Improved Unarmed Strike, Stunning Fist}
    18: Paladin(1): Maximize Spell
    19: Monk(2): {Deflect Arrows}
    20: Monk(3): CHA+1, (CHA=23)
    21: Sorcerer(17): Great Charisma I, (CHA=24)
    22: Sorcerer(18)
    23: Sorcerer(19)
    24: Sorcerer(20): CHA+1, Great Charisma II, (CHA=26)
    25: Sorcerer(21)
    26: Sorcerer(22)
    27: Sorcerer(23): Epic Spell: Epic Mage Armor, Great Charisma III, (CHA=27)
    28: Sorcerer(24): CHA+1, (CHA=28)
    29: Sorcerer(25)
    30: Sorcerer(26): Great Charisma IV, Great Charisma V, (CHA=30)
    31: Sorcerer(27)
    32: Sorcerer(28): CHA+1, (CHA=31)
    33: Sorcerer(29): Epic Spell: Epic Warding, Great Charisma VI, (CHA=32)
    34: Sorcerer(30)
    35: Sorcerer(31)
    36: Sorcerer(32): CHA+1, Great Charisma VII, Great Charisma VIII, (CHA=35)
    37: Monk(4)
    38: Sorcerer(33)
    39: Sorcerer(34): Great Charisma IX, (CHA=36)
    40: Sorcerer(35): CHA+1, Great Charisma X, (CHA=38)

    Hitpoints: 302
    Skillpoints: 223
    Saving Throws (Fortitude/Will/Reflex): 36/36/31
    Saving Throw bonuses: Spells: +8, Mind Effects: +2
    BAB: 21
    AB (max, naked): 21 (melee), 20 (ranged)
    AC (naked/mundane items only): 17/28
    Spell Casting: Sorcerer(9)
    Alignment Changes: 0

    Concentration 43(45), Disable Trap 1(3), Discipline 40(40), Listen 40(39), Open Lock 1(0), Search 8(10), Set Trap 1(0), Spellcraft 38(40), Tumble 40(39)

    01: Concentration(4), Disable Trap(1), Open Lock(1), Search(2), Set Trap(1), Spellcraft(3), Save(3),
    02: Concentration(1), Save(7),
    03: Concentration(1), Search(1), Save(9),
    04: Concentration(1), Save(13),
    05: Concentration(1), Search(1), Save(15),
    06: Concentration(1), Save(19),
    07: Concentration(1), Search(1), Save(21),
    08: Concentration(1), Save(25),
    09: Search(1), Save(28),
    10: Save(33),
    11: Search(1), Save(36),
    12: Save(41),
    13: Search(1), Save(44),
    14: Save(49),
    15: Save(54),
    16: Save(59),
    17: Discipline(20), Listen(20), Tumble(20), Save(6),
    18: Discipline(1), Save(10),
    19: Discipline(1), Listen(2), Tumble(2), Save(12),
    20: Discipline(1), Listen(1), Tumble(1), Save(16),
    21: Spellcraft(21),
    22: Concentration(4), Spellcraft(1),
    23: Concentration(4), Spellcraft(1),
    24: Concentration(4), Spellcraft(1),
    25: Concentration(4), Spellcraft(1),
    26: Concentration(2), Spellcraft(1), Save(2),
    27: Concentration(1), Spellcraft(1), Save(5),
    28: Concentration(1), Spellcraft(1), Save(8),
    29: Concentration(1), Spellcraft(1), Save(11),
    30: Spellcraft(1), Save(15),
    31: Spellcraft(1), Save(19),
    32: Save(24),
    33: Save(29),
    34: Save(34),
    35: Save(39),
    36: Save(44),
    37: Discipline(17), Listen(17), Tumble(17),
    38: Concentration(5),
    39: Concentration(5),
    40: Concentration(1), Spellcraft(4),

    #953
    Maximillian Kane

    Hey Orion!

     

    I like this one. As you know, not a fan of Sorcerers, but this is one build I would play. However, there are a few things I’m curious about, like why you chose to get 40 Discipline, with such a bad STR score. It won’t really allow you to resist anything they try on you, so I’d definitely get rid of that and rely on immunites. I’d also drop Disable Traps and Open Locks and just get a Pixie Familiar for when you need some Rogue skills. I’d also suggest moving Monk 4 to 40, to max out Listen. Then you can x-class some of these saved points into Set Trap and get 15 Craft Trap, allowing you to make your own traps up to deadly, except Gas, which is crap anyway, which you could then set to conserve spells or just to have another good, reliable source of damage.

     

    I also wondered why you chose to get Monk and Paladin before 9th level spells. Since BAB isn’t really a concern, I’d much rather have those 9th level spells sooner, or if you really want the speed earlier, then go for Monk levels after Sorcerer 8, which is when you get Extended Haste to make good use of it. I like that you get it earlier, but I think I’d prefer to either go for it ASAP, or get it after 9th level spells (leaning more towards the latter).

     

    I would also consider dropping one of the epic spells or even 2 Great CHAs for an Epic Spell and ESF: Enchantment. I’d probably get Dragon Knight and end up on 36 CHA.

     

    Other than these few minor tweaks, it looks good! Kudos!

    #955
    Orion

    Thanks Max for the comments and the tweaks. To answer some questions:

    • Discipline 40 in case of extended Shields / Shapechange: Iron Golem. No magic item properties transfer with Shapechange so the discipline can be useful for knockdown resistance but it doesn’t provide immunity. In sorceress form its not that good except against perhaps called shots. Just with morphing it could help.
    • DT 1 and OL 1 is to minimize Pixie usage / knock spell for minor locks and traps. Bigger stuff a Pixie or Rogue needs to help.
    • BAB 21 is mostly for an extra ranged attack. In a party often the warrior types are dealing the damage so I end up mostly using ranged attacks if I want to save spells. One could drop it of course. Getting the speed is nice though.

    I actually did think about putting in Dragon Knight and ESF: Enchantment. Might be good to do that.

    #956
    Maximillian Kane

    Well, That’s the thing about Discipline, though. You’re spending 40 points on a build that doesn’t have that many skill points on a skill that will only be useful in one specific situation. I wonder if that situation will occur as often as it needs to to justify the investment. I tend to think it won’t. Besides, you could add one more tool to your toolbox by investing in trap-setting, IIRC you’ll need 15 modified ranks in set traps to set all but epic traps, which would mean 30 skill points, cuz they’re x-class. Then the remaining 10 could go into maxing out Listen, and improving Search a bit, perhaps. If you account the usage of items like Ring of the Trapper or even DEX gear, you can probably get away with 9 ranks, or even less. Then you would have enough points to add that to your arsenal. That’s what I’d tend to favor, at least.

     

    As for BAB, I don’t have a particular problem with it, especially if you’re in a party and the battle isn’t worth your spells. A shame about delaying the level 9 spells, but they’re not essential for your survival, just nice to have.

    #957
    Orion

    Oh the Iron Golem / Shield strategy is my get out of jail card against melee mobs, it’s very effective before epic warding. Even with EW, when it is used up for the day, I can keep going with it. EW doesn’t protect against dev crit, so the Crit immune Golem is a very handy tool. the +cha items don’t transfer which is a pain though *but* I wonder if I don’t really lose ‘memorized’ spells as a sorc when I shift like Wizards do. I will have to test it out.

    I used to use it a lot especially on a sequencer, damage shield strategies taught to me by GDL in a party with him used to be the fastest way I would level up mages, without relying on summons. Very cheesy I know. The downside of the strategy is the hit points go low. I think it will expensive but worth it if it saves a death or three by resisting a knockdown so I can get my heal potion off. I am curious how useful the discipline will be against epic level mobs like the spell resistant Drow on WoG or the terrifying Sultan’s palace.

    I’ve done the set trap 15, it is good! I could take points out of concentration and listen to get set trap 11 mod then boost it with cats potions or + trap items. That way i could fit in both. She will be fast and speedy so concentration 33(35) might be enough. Listen I hesitate to drop though. Spellcraft I could take some ranks from too. The saves are already sky high.

    #958
    Maximillian Kane

    No, you should definitely not drop Listen. Quite the contrary, you should delay that last Monk level just to max it out! Lowering Concentration is risky. One thing I normally do with my casters is to turn on Damage Shields and EW, then cast in melee to generate AoOs and kill them faster. That way you can make the most out of the shields. Losing that would be a problem IMO. I do understand what you mean about Iron Golem vs not just DevCritters, but just heavy Critters in general. There are a few situations where I do find it useful, but in most it’s a nuisance due to the lost spell slots when you morph. If you could let me know whether you lose spell slots when shifting (and whether you regain them when de-shifting), that would be great. Perhaps Sorcerers can use this strategy more often because their spells aren’t memorized if they regain or don’t lose their spells. I’d even add that to the guide if it’s true!

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