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CB: The Siren

Updated Fri, Feb 13, 2009 by Shayalyn

The Siren

By Perryc

In Greek mythology, the Sirens were creatures that, through the irresistible charm of their song, enchanted and lured the unsuspecting to their deaths. In DDO, the Siren is a practitioner of the arcane arts that specializes in enchantments. She is either a bard or rogue turned sorcerer that is exceptionally gifted at crowd control and can use almost any wand, scroll, or item. She can also talk her way out of most trouble and can beguile even the toughest NPCs. In combat, the Siren can use her abilities to thwart the enemy and allow her companions to deliver the killing blow or reach out and deliver it herself in necessary.

The primary consideration for this build is to maximize the effectiveness of the Siren's enchantment and other crowd control spells. In practical terms, this means increasing the Siren's spell difficulty class (DC) and spell penetration (SP) ability as much as possible. At 14th level, this build will have a Spell DC of 20 (26 using Heighten Spell) and a SP of 21. The next consideration is maximizing the Siren's UMD score. By 14th level, her base score will be 28 with the potential to exceed 40 with buffs and normal gear.

Even given the option of a 32-point build, the Drow is clearly the best racial choice with the racial bonuses, especially to Charisma.  With normal gear, the Siren will have between 1100 (Rogue) and 1300 (Bard) spell points at level 12.  With Mithril Breastplate (really not that uncommon anymore if you watch the auctions) a Mithril shield, and the Elven Arcane Fluidity enchantment, the Siren can achieve an AC in the mid-30's.  Additionally, a Siren can achieve an buffed UMD score of 40 or higher (when was the last time you saw a Sorcerer resurrect a fallen companion or cast blade barrier?)

Notes:
The following are the benefits of not using a pure Sorcerer build:
  • Light armor and shield proficiencies (what squishy wants to get close enough to a Flesh Render with a 16 AC to cast Otto's Resistible Dance?)
  • 16 (Bard) or 24 (Rogue) additional skill points
  • Use Magical Device as a class skill (Bard and Rogue)
  • Cure Light Wounds spell and Cure Wands proficiency (Bard)
  • A net +3 to the Reflex (Bard and Rogue) and +2 to Will (Bard) saves
  • 4 additional hit points (hey, that's a whole level's worth for a Sorcerer!)
  • Inspire Courage and Fascinate songs (Bard) or the Evasion feat (Rogue)
Based on in-game experience and player feedback, more emphasis has been placed on spell penetration and enlarged spells than the original build.

Starting abilities:
Drow (28 pt) Drow (with Bonuses)
Str 8
Str 8
Dex 10
Dex 10
Con 12 Con 12
Int 14 Int 14
Wis 10 Wis 10
Cha 20
Cha 26
           
(Below information based upon 28 point build, level 14)

Hit Points: 92

Armor Class: 10 + Items/spells

Saving Throws:
Fortitude: +5
Reflex: +6
Will: +10

Class/Race Features:
+2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution.
+2 to their Listen, Spot, and Search skills.
SR 11 at Level
+2 to their saving throws against enchantments
Immunity to magical Sleep effects.
Weapon and Armor Proficiency: Rapier, shortsword, and shuriken.
Bardic Music (Fascinate, Inspire Courage)

Feats : Skill Focus: Use Magical Device, Spell Penetration,
Greater Spell Penetration, Heighten Spell, Enlarge Spell

Notes on Feats:
There are a lot of feats that would benefit the Siren. Mental Toughness and Improved Mental Toughness are the first that come to mind. Given the limited number of feats that a Sorcerer is allowed, there is simply no room for many of them.

Skills:
Bluff +21
Concentration +15
Use Magical Device +28
Haggle +12
Jump +3
Perform +11
Tumble +4

Note:  With only one level of bard, the ability to use the Bard's fascinate song is limited to once per rest. This can, however, be a very powerful tool when used at keys points in a quest. One of the enchantments below can be substituted with the Extra Song enchantment song to get a second song and a second level of Bard adds a third song.

Hypnotic PatternEnhancements:
Drow Enchantment Resistance 2
Energy of the Dragonblooded 4
Elven Arcane Fluidity 1
Improved Heightening 3
Improved Spell Penetration 3
Skill: Sorcer's Bluff 2
Skill: Sorcer's Concentration 2
Sorcerer's Charisma 3
Spell Penetration 3


Spells (in the order selected):
(DC 15 + spell level)
Spell Points: 1150 (
50 (Bard)  + 720( Sorcerer)  + 230 (Ability Score) + 150 (Enhancements))

Bard:
Level 1: Cure Light Wounds (or Remove Fear)

Sorcerer:
Level 1: Magic Missile, Hypnotism, Charm Person, Jump.
Level 2: Web, Otto's Resistible Dance, Command Undead, Hypnotic Pattern.
Level 3: Hold Person, Halt Undead, Haste, Suggestion.
Level 4: Phantasmal Killer, Firewall, Charm Monster, Crushing Despair.
Level 5: Hold Monster, Cloudkill, Dominate Person
Level 6: Flesh to Stone, Symbol of Persuasion


Detailed progression by level:

Level 1
Class: Bard
Skills: Bluff +4, Concentration +4, Haggle +4, Jump +4, Tumble +4, Use Magical Device +4, Perform +3, others by preference.
Feat: Skill Focus, Use Magical Device
Enhancements: Enchantment Resistance 1

Level 2
Class: Sorcerer
Skills: Bluff +1, Concentration +1, Use Magical Device +1
Enhancements: Energy of the Dragonblooded 1, Skill Sorcerer's Concentration 1, Skill: Sorcerer's Bluff 1, Drow Spell Resistance 1

Level 3
Class: Sorcerer
Skills: Use Magical Device +1, others by preference.
Feat: Spell Penetration
Enhancements: Sorcerer's Charisma 1, Elven Arcane Fluidity 1

Level 4
Class: Sorcerer
Ability: Charisma +1
Skills: Bluff +1, Concentration +2, Use Magical Device +1

Level 5
Class: Sorcerer
Skills: Bluff +1, Concentration +1, Use Magical Device +1
Enhancements: Skill: Improved Heightening 1, Sorcerer's Concentration 2, Skill: Sorcerer's Bluff 2

Level 6
Class: Sorcerer
Skills: Use Magical Device +1, others by preference.
Feat: Greater Spell Penetration
Enhancements: Energy of Dragonblooded 2,  Improved Spell Penetration 1, Drow Spell Resistance 2

CloudkillLevel 7
Class: Sorcerer
Skills: Bluff +1, Concentration +1, Use Magical Device +1
Enhancements: Sorcerer's Charisma 2, Improved Heightening 2

Level 8
Class: Sorcerer
Ability: Charisma +1
Skills: Bluff +1, Concentration +1, Use Magical Device +1

Level 9
Class: Sorcerer
Skills: Use Magical Device +1, others by preference.
Feat: Heighten Spell

Level 10
Class: Sorcerer
Skills: Bluff +1, Concentration +1, Use Magical Device +1
Enhancements: Improved Spell Penetration 2, Energy of Dragonblooded 2

Level 11
Class: Sorcerer
Skills: Bluff +1, Concentration +1, Use Magical Device +1
Enhancements: Improved Heightening 3

Level 12
Class: Sorcerer
Ability: Charisma +1
Skills: Use Magical Device +1, others by preference.
Feat: Greater Spell Penetration
Enhancements: Sorcerer's Charisma 3

Level 13
Class: Sorcerer
Skills: Use Magical Device +1, others by preference.
Enhancements: Improved Spell Penetration 3

Level 14
Class: Sorcerer
Skills: Use Magical Device +1, others by preference.
Enhancements: Energy of Dragonblooded 4



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