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angeleyes24
04-26-2009, 07:04 PM
i have a sorc/rouge build for the evasion and umd, it works i am happy with it but looking ot put a twist on it this time. instead of going rouge, go monk for when i want to go mellee. if i do it right it should be a good fun build. i went with drow becuse it has the all around best starting stats. the spellsi picked is for some cc, de-biffs, and instant kills. i am looking for feed back. what can i do to make it better. here is my stats, feats and spells. i do know know what ac i wil lget for i am not too knowlagble on all the ac increases out there, and same for hp if some one could help me with this that would be awsome. i could allways take 4 from dex and add it to cha, my ability increase points i chose dix for a better to hit and a better reflex.

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 8 ..... 10 ....w/item 16
Dexterity 16 ..... 20 ....w/item 26
Constitution 8 ..... 10 ....w/item 16
Intelligence 10 ..... 10 ....why?
Wisdom 16 ..... 20 ....w/item 26
Charisma 18 ..... 28 ....w/item 34

Tomes Used
+2 Tome of Strength used at level 14
+2 Tome of Dexterity used at level 14
+2 Tome of Constitution used at level 14
+2 Tome of Wisdom used at level 14
+2 Tome of Charisma used at level 14
+3 Tome of Wisdom used at level 16
+3 Tome of Dexterity used at level 16

Level 1 (Sorcerer)
Feat: (Selected) Empower Spell
Spell (1): Magic Missle
Spell (1): Shield

Level 2 (Sorcerer)
Spell (1): Jump

Level 3 (Sorcerer)
Feat: (Selected) Maximize Spell
Spell (1): Ray of Enfeeblement

Level 4 (Sorcerer)
Spell (2): Scorching Ray

Level 5 (Monk)
Feat: (Monk Bonus) Weapon Finesse

Level 6 (Monk)
Feat: (Selected) Extend Spell
Feat: (Monk Bonus) Toughness

Level 7 (Sorcerer)
Spell (2): Blur

Level 8 (Sorcerer)
Spell (3): Fireball

Level 9 (Sorcerer)
Feat: (Selected) Two Weapon Fighting
Spell (2): Web
Spell (3): Haste

Level 10 (Sorcerer)
Spell (4): Wall of Fire

Level 11 (Sorcerer)
Spell (2): Resist Energy
Spell (3): Displacement
Spell (4): Phantasmal Killer

Level 12 (Sorcerer)
Feat: (Selected) Heighten Spell
Spell (5): Cloudkill

Level 13 (Sorcerer)
Spell (3): Ray of Exhaustion
Spell (4): Dimension Door
Spell (5): Cone of Cold

Level 14 (Sorcerer)
Spell (6): Acid Fog

Level 15 (Sorcerer)
Feat: (Selected) Improved Two Weapon Fighting
Spell (4): Enervation
Spell (5): Teleport
Spell (6): Greater Heroism

Level 16 (Sorcerer)
Spell (7): Otto's Sphere of Dancing

Level 17 (Sorcerer)
Spell (5): Waves of Fatigue
Spell (6): Tenser's Transformation
Spell (7): Finger of Death

Level 18 (Sorcerer)
Feat: (Selected) Spell Penetration
Spell (8): Charm Monster, Mass

Level 19 (Sorcerer)
Spell (6): Flesh to Stone
Spell (7): Prismatic Spray
Spell (8): Polar Ray

Level 20 (Sorcerer)
Spell (9): Wail of the Banshee

slumbering_dragon
04-28-2009, 09:49 PM
for more bonus to your saves throw in 2 lvls of pally for serious LOH and the +10 to your saves. that could be intresting to see, granted u wont see any lvl 9 spells but who cares, there are not that good except for banshee, but since u are allready behind in your dc's, it might be a good choice.