Firegoat
Satyr Sarifal Feywarden Sorcerer/Demonskin Adept/Demiurge
Build Overview: The idea behind Firegoat is to maximize the damage done in the two turns in which Sarifal's Blessing is active (providing a +5/10/15 bonus to all damage stemming from fire attacks made by the sorcerer). The build relies heavily on selecting a single kill target via Flame Spiral (with increased effective single target accuracy similar to Oath of Enmity if you can catch two or three targets in the burst) followed by Lure of Enchantment to draw the target to you and trigger Flame Spiral, and fire-admixed Demon-Soul Bolts + Desert Wind Flurry of Blows (all benefitting from the Sarifal bonus damage) for an average encounter AP nova that can kill one standard of your level+2 from 3-30.
The Build at 30
====== Created Using Wizards of the Coast D&D Character Builder ======
Firegoat, level 30
Satyr, Sorcerer, Demonskin Adept, Demiurge
Spell Source Option: Storm Magic
Arcane Admixture Damage Type: Arcane Admixture Fire
Arcane Admixture II Option: Arcane Admixture Thunder II
Becoming the One Option: Dexterity
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Sarifal Feywarden
FINAL ABILITY SCORES
STR 15, CON 13, DEX 28, INT 10, WIS 12, CHA 28
STARTING ABILITY SCORES
STR 13, CON 11, DEX 16, INT 8, WIS 10, CHA 16
AC: 44 Fort: 40 Ref: 44 Will: 46
HP: 185 Surges: 7 Surge Value: 46
TRAINED SKILLS
Acrobatics +29, Arcana +20, Bluff +29, Diplomacy +29, Nature +25
UNTRAINED SKILLS
Athletics +17, Dungeoneering +16, Endurance +16, Heal +16, History +15, Insight +16, Intimidate +24, Perception +22, Religion +15, Stealth +24, Streetwise +24, Thievery +26
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Satyr Utility: Lure of Enchantment
Monk Feature: Stone Fist Flurry of Blows
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Acid Orb
Sorcerer Utility 2: Spatial Trip
Sorcerer Attack 3: Flame Spiral
Sorcerer Attack 3: Lightning Cuts
Acrobatics Utility 6: Timely Dodge
Sorcerer Utility 10: Maiden's Waking
Demonskin Adept Attack 11: Demon-Soul Bolts
Demonskin Adept Utility 12: Demonic Wrath
Sorcerer Attack 15: Lightning Daggers
Sorcerer Utility 16: Dominant Winds
Sorcerer Attack 17: Poisonous Evasion
Demonskin Adept Attack 20: Swords of the Marilith
Sorcerer Utility 22: Wind Shape
Sorcerer Attack 25: Cloak of Winter Storm
Demiurge Utility 26: Demiurge Resistance
Sorcerer Attack 29: Entropic Whirlwind
FEATS
Level 1: Monastic Disciple
Level 2: Superior Implement Training (Incendiary dagger)
Level 4: War Wizard's Expertise
Level 6: Unarmored Agility
Level 8: Superior Will
Level 10: Dual Implement Spellcaster
Level 11: Arcane Admixture (Fire, Demon-Soul Bolts)
Level 12: Fiery Blood
Level 14: Superior Reflexes
Level 16: Staff Expertise
Level 18: Arcane Reach
Level 20: Arcane Admixture II (Thunder, Flame Spiral)
Level 21: Quickened Spellcasting (Burning Spray)
Level 22: Sorcerer Implement Expertise
Level 24: Superior Implement Training (Accurate staff)
Level 26: Echoes of Thunder
Level 28: Superior Initiative
Level 30: Superior Fortitude
ITEMS
Spirit Fetch
Boots of the Fencing Master x1
Incendiary Ring of Fireblazing x1
Diamond Cincture (paragon tier) x1
Hellfire Staff +6 x1
Blazing Arc Ki Focus +5 x1
Rebounding Incendiary dagger +6 x1
Robe of Eyes Starweave Armor +6 x1
Timeless Locket +6 x1
Flame Bracers (paragon tier) x1
Ring of Free Time x1
Eagle Eye Goggles (epic tier) x1
Burning Gauntlets (paragon tier) x1
====== End ======
Race, Class, Theme, and Background
Race: Satyr
Sarifal Feywarden requires a non-drow fey race, so our choices are satyr, pixie, elf, and hengeyokai. Pixie allows for goblin totem dagger and better mobility. But nothing beats the satyr racial for Flame Spiral carnage. The idea is to select your kill target by seeing what you hit with your Flame Spiral, then using Lure of Enchantment to immediately double tap + provide you with CA for your Demon-Soul Bolts.
Class: Sorcerer
No other class has Flame Spiral, which is the ability we're seeking to maximize w/Sarifal's Blessing.
Theme: Sarifal Feywarden
For our particular idea, Sarifal Feywarden is fantastic. However, Yakuza is also a really strong choice for sorcerers. I feel Sarifal is better if your DM does not allow Intimidate checks to force surrender; otherwise, the two themes are very close in value.
Background: Born Under a Bad Sign
You take a beating in this build (glass cannon!), so you need the extra hit points.
Level 1 Snapshot
====== Created Using Wizards of the Coast D&D Character Builder ======
Firegoat, level 1
Satyr, Sorcerer
Spell Source Option: Storm Magic
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Sarifal Feywarden
FINAL ABILITY SCORES
STR 13, CON 11, DEX 18, INT 8, WIS 10, CHA 18
STARTING ABILITY SCORES
STR 13, CON 11, DEX 16, INT 8, WIS 10, CHA 16
AC: 14 Fort: 11 Ref: 14 Will: 16
HP: 30 Surges: 6 Surge Value: 7
TRAINED SKILLS
Acrobatics +9, Arcana +4, Bluff +9, Diplomacy +9, Nature +7
UNTRAINED SKILLS
Athletics +1, Dungeoneering +0, Endurance +0, Heal +0, History –1, Insight +0, Intimidate +4, Perception +0, Religion –1, Stealth +4, Streetwise +4, Thievery +6
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Satyr Utility: Lure of Enchantment
Monk Feature: Desert Wind Flurry of Blows
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Energy Strobe
Sorcerer Attack 1: Explosive Pyre
Sorcerer Attack 1: Shocking Magnetism
FEATS
Level 1: Monastic Disciple
ITEMS
Dagger x1
Cloth Armor (Basic Clothing) x1
Ki Focus x1
====== End ======
Level 1
Choices: Storm Soul, Desert Wind Flurry of Blows
Skills: Acrobatics, Nature, Bluff, Diplomacy, (Arcana)
Powers: Energy Strobe, Burning Spray, Explosive Pyre, Shocking Magnetism
As a glass cannon, we have to choose Storm Soul for its immediate interrupt shield effect. Although Wild Magic offers some very good power choices, we simply won't be choosing enough of its powers for it to be as good a choice. Dragon Magic is just weaker on satyr, even with amazing powers/riders, due to being -1 to Str compared to the Dex builds; it does gain ground at higher levels with Draconic Majesty, Platinum Scales, etc.
Burning Spray is by far our best at-will (works with Incendiary Dagger), so the choice for the 2nd at-will is an RBA or an MBA. As an RBA, Energy Strobe is better than Acid Orb, because 1 in 6 times it will be fire and thus get Incendiary Dagger and Sarifal's Blessing damage. Ensorcelled Blade is also a reasonable choice. I just prefer Energy Strobe because it's substantially more damage than ESB and will almost always happen for free off Rebounding Dagger in the first couple rounds of the fight.
For dailies, Grounding Rebuke is the other reasonable choice. Shocking Magnetism is mediocre in a vacuum, but with an AP and Flame Spiral or Explosive Pyre, its value goes way up as a triple tap (attack plus pull adjacent damage, plus start turn damage). SM is also good for if you can't get to more than 1 target in round 1 for flame spiral; you can move, flame spiral, AP sm to pull others in.
As for feats, Desert Wind Flurry of Blows from Monastic Disciple is an attack, and therefore works with Sarifal's Blessing. This does 11 damage right at level 1 (2+4cha+5sarifal), making it an incredible feat (as it also gives us ki focus proficiency and a useful skill). It even scales well into paragon and epic due to adding targets and getting more vulnerability from Sarifal's Blessing.
Level 2
Feats: Superior Implement Training (Incendiary Dagger)
Powers: Spatial Trip
Items: Rebounding Dagger (Superior Incendiary) +1
One major reason we stay fire is for the Incendiary Dagger, which gives +1 to hit AND a damage bonus. Provided we can stick to Reflex/fire powers, this is the best superior implement choice. We also acquire the cornerstone of the Flame Spiral build, the Rebounding Dagger. Rebounding Dagger is amazing as a potential double tap on aoes. When you miss one target and hit another, which happens a large percentage of the time in our build, you get to RBA the target you hit. With Flame Spiral, this means quite frequently you get 4 taps (Flame Spiral hit one guy, miss another, RBA the one you hit, pull to you triggering tap 3, and tap 4 at start of their turn).
Mobility is extremely important, since we're relying heavily on Burning Spray. For this reason, we pick up Spatial Trip. Dragonflame Mantle is also quite a good choice, but it sort of conflicts with wanting to have Storm Soul in round 1 (we really rely heavily on Storm Soul to boost our defenses). Good Timing is also substantially better than normal, due to power choices that are all-or-nothing on a hit, such as Explosive Pyre, Shocking Magnetism, Chains of Fire, etc.
Level 3
Powers: Flame Spiral
Items: Siberys Shard of the Mage
This level needs little explanation. Flame Spiral is the core of our build. We also add +1 damage to our implement attacks with a Siberys Shard.
Level 4
Abilities: +1 Cha, +1 Dex
Feats: War Wizard's Expertise
Items: Shimmering Robes +1
We need Shimmering Robes to avoid provoking aoos with ranged/area powers (until 16, when we will be forced to switch to Robe of Eyes due to Demon-Skin Adept's blind-self-on-crit clause).
War Wizard's Expertise allows us to Burning Spray our allies during Sarifal turns. With the resistance they get from Sarifal's Blessing, plus the -5 to hit, our expected damage on them is very low.
Level 5
Powers: Slaad's Gambit
Items: Amulet of Life +1, Weapon of Defense Dagger +1
This level is all about defense, since we tend to stay in the middle of the action. Slaad's Gambit can stop the attack that would knock us unconscious, which is a big deal. We often take a beating in the first two rounds, and Amulet of Life lets us spend an extra surge when a leader heals us. Weapon of Defense is an excellent item to just sit in the off-hand; resist 1 may not seem like much, but it's actually pretty good. Supposing a heroic tier monster hits for 16 damage or so, resist 1 is preventing more damage than a +1 to all defenses would (though defenses would still be better to avoid status effects). We have two strong dailies to mitigate big hits on us (Weapon of Defense and Slaad's Gambit).
If rare items are allowed, you should choose Weapon of Speed instead (if 1/tier, I would recommend choosing it at 10 instead of 5, since minor action attacks are more powerful at paragon tier when you have more static mods).
Level 6
Feats: Unarmored Agility
Powers: Timely Dodge (Acrobatics)
Items: Boots of the Fencing Master
We finally fix our defenses somewhat with Unarmored Agility. On the powers front, Timely Dodge is amazing in a Flame Spiral build. Negating an attack from the guy adjacent to you and then moving to trigger another opponent's Flame Spiral start-of-turn make this power unbelievably strong. Other options are Lightning Shift and Fate's Chaos. Timely Dodge does somewhat clash with your Storm Soul, but you can still use Storm Soul in round 2 (or before your first turn in round 1, if you roll a crappy initiative).
Boots of the Fencing Master make it so your Timely Dodge also gives you an AC/Reflex bonus. In addition, when you use its encounter power on Sarifal turn 2, you also get the bonus.
Level 7
Powers: Blazing Bolts
Items: Rebounding Dagger +2
While Lightning Cuts and Spark Form are excellent choices, the bizarre wording on Sarifal's Blessing ("vulnerable 5 to your ATTACKS") means Blazing Bolts triple taps vulnerability, making it do slightly more damage from 7-10 than Lightning Cuts, though it MUST be used in a Sarifal round to be at all good. Because we want to stick with Reflex/fire powers, we choose Blazing Bolts instead of LC or SF. Note that once we get Demon-Soul Bolts at 11, we often won't have room to Blazing Bolts in our 2 Sarifal rounds (AP fights will be some daily + Flame Spiral + DSB in those 2 rounds), so we need to retrain this power to Lightning Cuts at 11.
Level 8-9
Abilities: Cha +1, Dex +1
Feats: Superior Will
Powers: Prime the Fire
Items: Shimmering Robes +2, Amulet of Life +2
Superior Will provides us some nice defense against daze/stun lockdowns. Prime the Fire is the obvious choice here for a fire-based build. If you get a second +2 weapon by lvl 8, you should take Dual Implement Spellcaster at 8. Otherwise, wait until 10.
Level 10
Feats: Dual Implement Spellcaster
Powers: Maiden's Waking
Items: Weapon of Speed [RARE] +2
Maiden's Waking is by far the best choice, as it allows you to operate even if unconscious. Fog Form is actually pretty great if you didn't have Timely Dodge (and Storm Soul) already.
Assuming your game allows one rare per tier, then this is the right time to take a Weapon of Speed. You will likely get two extra RBAs in the first couple rounds. If Weapon of Speed is not allowed, I would upgrade your Weapon of Defense to +2 instead.
Level 11 Snapshot
====== Created Using Wizards of the Coast D&D Character Builder ======
Firegoat, level 11
Satyr, Sorcerer, Demonskin Adept
Spell Source Option: Storm Magic
Arcane Admixture Damage Type: Arcane Admixture Fire
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Sarifal Feywarden
FINAL ABILITY SCORES
STR 14, CON 12, DEX 21, INT 9, WIS 11, CHA 21
STARTING ABILITY SCORES
STR 13, CON 11, DEX 16, INT 8, WIS 10, CHA 16
AC: 24 Fort: 20 Ref: 22 Will: 27
HP: 83 Surges: 7 Surge Value: 20
TRAINED SKILLS
Acrobatics +15, Arcana +9, Bluff +15, Diplomacy +15, Nature +14
UNTRAINED SKILLS
Athletics +7, Dungeoneering +5, Endurance +6, Heal +5, History +4, Insight +5, Intimidate +10, Perception +5, Religion +4, Stealth +10, Streetwise +10, Thievery +12
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Satyr Utility: Lure of Enchantment
Monk Feature: Desert Wind Flurry of Blows
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Energy Strobe
Sorcerer Attack 1: Explosive Pyre
Sorcerer Attack 1: Shocking Magnetism
Sorcerer Utility 2: Spatial Trip
Sorcerer Attack 3: Flame Spiral
Sorcerer Attack 3: Lightning Cuts (retrained from Blazing Bolts at 11)
Sorcerer Attack 5: Slaad's Gambit
Acrobatics Utility 6: Timely Dodge
Sorcerer Attack 9: Prime the Fire
Sorcerer Utility 10: Maiden's Waking
Demonskin Adept Attack 11: Demon-Soul Bolts
FEATS
Level 1: Monastic Disciple
Level 2: Superior Implement Training (Incendiary dagger)
Level 4: War Wizard's Expertise
Level 6: Unarmored Agility
Level 8: Superior Will
Level 10: Dual Implement Spellcaster
Level 11: Arcane Admixture (Fire, Demon-Soul Bolts)
ITEMS
Siberys Shard of the Mage (heroic tier)
Spirit Fetch
Weapon of Speed Incendiary dagger +2 x1
Rebounding Incendiary dagger +2 x1
Blazing Arc ki focus +2 x1
Amulet of Life +2 x1
Eagle Eye Goggles (paragon tier) x1
Boots of the Fencing Master
Shimmering Cloth Armor (Basic Clothing) +2 x1
====== End ======
Level 11
Abilities: All +1
Paragon Path: Demonskin Adept
Feats: Arcane Admixture (Demon-Soul Bolts, Fire)
Powers: Demon-Soul Bolts
Items: Rebounding Dagger +3, Blazing Arc Ki Focus +2
Retrain: Lightning Cuts at 11 (from Blazing Bolts)
At 11, we get our second major nova tool, the triple tap Demon-Soul Bolts. In addition to Sarifal shenanigans, we also have a quite respectable multi-target nova from range with Explosive Pyre (soon to be Chains of Fire) and DSB to slide guys next to the EP target for a triple tap (or to separate the Chains targets). (plus a likely RBA in there somewhere from Rebounding). Now that we have DSB, we no longer need Blazing Bolts, so we retrain it to Lightning Cuts.
On the item front, it should be assumed by this level that you could buy (with gold) the common item Blazing Arc Ki Focus, which will turn your Lightning Cuts damage into fire if used during your Sarifal round. If not, it's not that big a deal.
Admixing fire into DSB is huge, as this adds 39 damage starting at level 12 (when we take Fiery Blood), and 57 damage at epic. This and Fiery Blood are by far our two best damage-boosting feats this tier.
Level 12
Feats: Fiery Blood
Powers: Demonic Wrath
Items: Siberys Shard of the Mage (paragon)
We grab our Siberys Shard upgrade here. Siberys Shard vs. Khyber is mostly irrelevant, but Khyber will work with Ensorcelled Blade if you decide to take that at-will. Most non-fire attacks will be through the Hellfire Staff from 16+, and Lightning Cuts uses the Ki Focus.
In addition, we take Fiery Blood, which is a nice static bonus to most of our damage.
Level 13
Powers: Chains of Fire (replaces Explosive Pyre)
Items: Timeless Locket +3
Chains of Fire provides some fantastic utility, although it's somehwat RNG-based. We also upgrade our defenses to +3 and abandon Amulet of Life for the init bonus of Timeless Locket.
Level 14
Abilities: +1 Cha, +1 Dex
Feats: Superior Reflexes
Retrain: Acid Orb (from Energy Strobe)
Items: Incendiary Ring of Fireblazing [RARE]
On the feat front, I was thinking about Improved Defenses here, but I think Superior Reflexes is simply better. Since we already have Superior Will, it's only a +1 difference in one defense to take ID (+3 Ref vs. +2 Ref/Fort), so the extra CA in round 1 has to be slightly better.
For our paragon tier rare, we take Incendiary Ring of Fireblazing, which makes all our basic attacks deal fire damage, adding ~20 damage just from the free RBAs alone. For this reason, there's no longer any reason to keep Energy Strobe, so we retrain it to Acid Orb (Fire Orb!).
Satyr Sarifal Feywarden Sorcerer/Demonskin Adept/Demiurge
Build Overview: The idea behind Firegoat is to maximize the damage done in the two turns in which Sarifal's Blessing is active (providing a +5/10/15 bonus to all damage stemming from fire attacks made by the sorcerer). The build relies heavily on selecting a single kill target via Flame Spiral (with increased effective single target accuracy similar to Oath of Enmity if you can catch two or three targets in the burst) followed by Lure of Enchantment to draw the target to you and trigger Flame Spiral, and fire-admixed Demon-Soul Bolts + Desert Wind Flurry of Blows (all benefitting from the Sarifal bonus damage) for an average encounter AP nova that can kill one standard of your level+2 from 3-30.
The Build at 30
====== Created Using Wizards of the Coast D&D Character Builder ======
Firegoat, level 30
Satyr, Sorcerer, Demonskin Adept, Demiurge
Spell Source Option: Storm Magic
Arcane Admixture Damage Type: Arcane Admixture Fire
Arcane Admixture II Option: Arcane Admixture Thunder II
Becoming the One Option: Dexterity
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Sarifal Feywarden
FINAL ABILITY SCORES
STR 15, CON 13, DEX 28, INT 10, WIS 12, CHA 28
STARTING ABILITY SCORES
STR 13, CON 11, DEX 16, INT 8, WIS 10, CHA 16
AC: 44 Fort: 40 Ref: 44 Will: 46
HP: 185 Surges: 7 Surge Value: 46
TRAINED SKILLS
Acrobatics +29, Arcana +20, Bluff +29, Diplomacy +29, Nature +25
UNTRAINED SKILLS
Athletics +17, Dungeoneering +16, Endurance +16, Heal +16, History +15, Insight +16, Intimidate +24, Perception +22, Religion +15, Stealth +24, Streetwise +24, Thievery +26
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Satyr Utility: Lure of Enchantment
Monk Feature: Stone Fist Flurry of Blows
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Acid Orb
Sorcerer Utility 2: Spatial Trip
Sorcerer Attack 3: Flame Spiral
Sorcerer Attack 3: Lightning Cuts
Acrobatics Utility 6: Timely Dodge
Sorcerer Utility 10: Maiden's Waking
Demonskin Adept Attack 11: Demon-Soul Bolts
Demonskin Adept Utility 12: Demonic Wrath
Sorcerer Attack 15: Lightning Daggers
Sorcerer Utility 16: Dominant Winds
Sorcerer Attack 17: Poisonous Evasion
Demonskin Adept Attack 20: Swords of the Marilith
Sorcerer Utility 22: Wind Shape
Sorcerer Attack 25: Cloak of Winter Storm
Demiurge Utility 26: Demiurge Resistance
Sorcerer Attack 29: Entropic Whirlwind
FEATS
Level 1: Monastic Disciple
Level 2: Superior Implement Training (Incendiary dagger)
Level 4: War Wizard's Expertise
Level 6: Unarmored Agility
Level 8: Superior Will
Level 10: Dual Implement Spellcaster
Level 11: Arcane Admixture (Fire, Demon-Soul Bolts)
Level 12: Fiery Blood
Level 14: Superior Reflexes
Level 16: Staff Expertise
Level 18: Arcane Reach
Level 20: Arcane Admixture II (Thunder, Flame Spiral)
Level 21: Quickened Spellcasting (Burning Spray)
Level 22: Sorcerer Implement Expertise
Level 24: Superior Implement Training (Accurate staff)
Level 26: Echoes of Thunder
Level 28: Superior Initiative
Level 30: Superior Fortitude
ITEMS
Spirit Fetch
Boots of the Fencing Master x1
Incendiary Ring of Fireblazing x1
Diamond Cincture (paragon tier) x1
Hellfire Staff +6 x1
Blazing Arc Ki Focus +5 x1
Rebounding Incendiary dagger +6 x1
Robe of Eyes Starweave Armor +6 x1
Timeless Locket +6 x1
Flame Bracers (paragon tier) x1
Ring of Free Time x1
Eagle Eye Goggles (epic tier) x1
Burning Gauntlets (paragon tier) x1
====== End ======
Race, Class, Theme, and Background
Race: Satyr
Sarifal Feywarden requires a non-drow fey race, so our choices are satyr, pixie, elf, and hengeyokai. Pixie allows for goblin totem dagger and better mobility. But nothing beats the satyr racial for Flame Spiral carnage. The idea is to select your kill target by seeing what you hit with your Flame Spiral, then using Lure of Enchantment to immediately double tap + provide you with CA for your Demon-Soul Bolts.
Class: Sorcerer
No other class has Flame Spiral, which is the ability we're seeking to maximize w/Sarifal's Blessing.
Theme: Sarifal Feywarden
For our particular idea, Sarifal Feywarden is fantastic. However, Yakuza is also a really strong choice for sorcerers. I feel Sarifal is better if your DM does not allow Intimidate checks to force surrender; otherwise, the two themes are very close in value.
Background: Born Under a Bad Sign
You take a beating in this build (glass cannon!), so you need the extra hit points.
Level 1 Snapshot
====== Created Using Wizards of the Coast D&D Character Builder ======
Firegoat, level 1
Satyr, Sorcerer
Spell Source Option: Storm Magic
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Sarifal Feywarden
FINAL ABILITY SCORES
STR 13, CON 11, DEX 18, INT 8, WIS 10, CHA 18
STARTING ABILITY SCORES
STR 13, CON 11, DEX 16, INT 8, WIS 10, CHA 16
AC: 14 Fort: 11 Ref: 14 Will: 16
HP: 30 Surges: 6 Surge Value: 7
TRAINED SKILLS
Acrobatics +9, Arcana +4, Bluff +9, Diplomacy +9, Nature +7
UNTRAINED SKILLS
Athletics +1, Dungeoneering +0, Endurance +0, Heal +0, History –1, Insight +0, Intimidate +4, Perception +0, Religion –1, Stealth +4, Streetwise +4, Thievery +6
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Satyr Utility: Lure of Enchantment
Monk Feature: Desert Wind Flurry of Blows
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Energy Strobe
Sorcerer Attack 1: Explosive Pyre
Sorcerer Attack 1: Shocking Magnetism
FEATS
Level 1: Monastic Disciple
ITEMS
Dagger x1
Cloth Armor (Basic Clothing) x1
Ki Focus x1
====== End ======
Level 1
Choices: Storm Soul, Desert Wind Flurry of Blows
Skills: Acrobatics, Nature, Bluff, Diplomacy, (Arcana)
Powers: Energy Strobe, Burning Spray, Explosive Pyre, Shocking Magnetism
As a glass cannon, we have to choose Storm Soul for its immediate interrupt shield effect. Although Wild Magic offers some very good power choices, we simply won't be choosing enough of its powers for it to be as good a choice. Dragon Magic is just weaker on satyr, even with amazing powers/riders, due to being -1 to Str compared to the Dex builds; it does gain ground at higher levels with Draconic Majesty, Platinum Scales, etc.
Burning Spray is by far our best at-will (works with Incendiary Dagger), so the choice for the 2nd at-will is an RBA or an MBA. As an RBA, Energy Strobe is better than Acid Orb, because 1 in 6 times it will be fire and thus get Incendiary Dagger and Sarifal's Blessing damage. Ensorcelled Blade is also a reasonable choice. I just prefer Energy Strobe because it's substantially more damage than ESB and will almost always happen for free off Rebounding Dagger in the first couple rounds of the fight.
For dailies, Grounding Rebuke is the other reasonable choice. Shocking Magnetism is mediocre in a vacuum, but with an AP and Flame Spiral or Explosive Pyre, its value goes way up as a triple tap (attack plus pull adjacent damage, plus start turn damage). SM is also good for if you can't get to more than 1 target in round 1 for flame spiral; you can move, flame spiral, AP sm to pull others in.
As for feats, Desert Wind Flurry of Blows from Monastic Disciple is an attack, and therefore works with Sarifal's Blessing. This does 11 damage right at level 1 (2+4cha+5sarifal), making it an incredible feat (as it also gives us ki focus proficiency and a useful skill). It even scales well into paragon and epic due to adding targets and getting more vulnerability from Sarifal's Blessing.
Level 2
Feats: Superior Implement Training (Incendiary Dagger)
Powers: Spatial Trip
Items: Rebounding Dagger (Superior Incendiary) +1
One major reason we stay fire is for the Incendiary Dagger, which gives +1 to hit AND a damage bonus. Provided we can stick to Reflex/fire powers, this is the best superior implement choice. We also acquire the cornerstone of the Flame Spiral build, the Rebounding Dagger. Rebounding Dagger is amazing as a potential double tap on aoes. When you miss one target and hit another, which happens a large percentage of the time in our build, you get to RBA the target you hit. With Flame Spiral, this means quite frequently you get 4 taps (Flame Spiral hit one guy, miss another, RBA the one you hit, pull to you triggering tap 3, and tap 4 at start of their turn).
Mobility is extremely important, since we're relying heavily on Burning Spray. For this reason, we pick up Spatial Trip. Dragonflame Mantle is also quite a good choice, but it sort of conflicts with wanting to have Storm Soul in round 1 (we really rely heavily on Storm Soul to boost our defenses). Good Timing is also substantially better than normal, due to power choices that are all-or-nothing on a hit, such as Explosive Pyre, Shocking Magnetism, Chains of Fire, etc.
Level 3
Powers: Flame Spiral
Items: Siberys Shard of the Mage
This level needs little explanation. Flame Spiral is the core of our build. We also add +1 damage to our implement attacks with a Siberys Shard.
Level 4
Abilities: +1 Cha, +1 Dex
Feats: War Wizard's Expertise
Items: Shimmering Robes +1
We need Shimmering Robes to avoid provoking aoos with ranged/area powers (until 16, when we will be forced to switch to Robe of Eyes due to Demon-Skin Adept's blind-self-on-crit clause).
War Wizard's Expertise allows us to Burning Spray our allies during Sarifal turns. With the resistance they get from Sarifal's Blessing, plus the -5 to hit, our expected damage on them is very low.
Level 5
Powers: Slaad's Gambit
Items: Amulet of Life +1, Weapon of Defense Dagger +1
This level is all about defense, since we tend to stay in the middle of the action. Slaad's Gambit can stop the attack that would knock us unconscious, which is a big deal. We often take a beating in the first two rounds, and Amulet of Life lets us spend an extra surge when a leader heals us. Weapon of Defense is an excellent item to just sit in the off-hand; resist 1 may not seem like much, but it's actually pretty good. Supposing a heroic tier monster hits for 16 damage or so, resist 1 is preventing more damage than a +1 to all defenses would (though defenses would still be better to avoid status effects). We have two strong dailies to mitigate big hits on us (Weapon of Defense and Slaad's Gambit).
If rare items are allowed, you should choose Weapon of Speed instead (if 1/tier, I would recommend choosing it at 10 instead of 5, since minor action attacks are more powerful at paragon tier when you have more static mods).
Level 6
Feats: Unarmored Agility
Powers: Timely Dodge (Acrobatics)
Items: Boots of the Fencing Master
We finally fix our defenses somewhat with Unarmored Agility. On the powers front, Timely Dodge is amazing in a Flame Spiral build. Negating an attack from the guy adjacent to you and then moving to trigger another opponent's Flame Spiral start-of-turn make this power unbelievably strong. Other options are Lightning Shift and Fate's Chaos. Timely Dodge does somewhat clash with your Storm Soul, but you can still use Storm Soul in round 2 (or before your first turn in round 1, if you roll a crappy initiative).
Boots of the Fencing Master make it so your Timely Dodge also gives you an AC/Reflex bonus. In addition, when you use its encounter power on Sarifal turn 2, you also get the bonus.
Level 7
Powers: Blazing Bolts
Items: Rebounding Dagger +2
While Lightning Cuts and Spark Form are excellent choices, the bizarre wording on Sarifal's Blessing ("vulnerable 5 to your ATTACKS") means Blazing Bolts triple taps vulnerability, making it do slightly more damage from 7-10 than Lightning Cuts, though it MUST be used in a Sarifal round to be at all good. Because we want to stick with Reflex/fire powers, we choose Blazing Bolts instead of LC or SF. Note that once we get Demon-Soul Bolts at 11, we often won't have room to Blazing Bolts in our 2 Sarifal rounds (AP fights will be some daily + Flame Spiral + DSB in those 2 rounds), so we need to retrain this power to Lightning Cuts at 11.
Level 8-9
Abilities: Cha +1, Dex +1
Feats: Superior Will
Powers: Prime the Fire
Items: Shimmering Robes +2, Amulet of Life +2
Superior Will provides us some nice defense against daze/stun lockdowns. Prime the Fire is the obvious choice here for a fire-based build. If you get a second +2 weapon by lvl 8, you should take Dual Implement Spellcaster at 8. Otherwise, wait until 10.
Level 10
Feats: Dual Implement Spellcaster
Powers: Maiden's Waking
Items: Weapon of Speed [RARE] +2
Maiden's Waking is by far the best choice, as it allows you to operate even if unconscious. Fog Form is actually pretty great if you didn't have Timely Dodge (and Storm Soul) already.
Assuming your game allows one rare per tier, then this is the right time to take a Weapon of Speed. You will likely get two extra RBAs in the first couple rounds. If Weapon of Speed is not allowed, I would upgrade your Weapon of Defense to +2 instead.
Level 11 Snapshot
====== Created Using Wizards of the Coast D&D Character Builder ======
Firegoat, level 11
Satyr, Sorcerer, Demonskin Adept
Spell Source Option: Storm Magic
Arcane Admixture Damage Type: Arcane Admixture Fire
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Sarifal Feywarden
FINAL ABILITY SCORES
STR 14, CON 12, DEX 21, INT 9, WIS 11, CHA 21
STARTING ABILITY SCORES
STR 13, CON 11, DEX 16, INT 8, WIS 10, CHA 16
AC: 24 Fort: 20 Ref: 22 Will: 27
HP: 83 Surges: 7 Surge Value: 20
TRAINED SKILLS
Acrobatics +15, Arcana +9, Bluff +15, Diplomacy +15, Nature +14
UNTRAINED SKILLS
Athletics +7, Dungeoneering +5, Endurance +6, Heal +5, History +4, Insight +5, Intimidate +10, Perception +5, Religion +4, Stealth +10, Streetwise +10, Thievery +12
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Satyr Utility: Lure of Enchantment
Monk Feature: Desert Wind Flurry of Blows
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Energy Strobe
Sorcerer Attack 1: Explosive Pyre
Sorcerer Attack 1: Shocking Magnetism
Sorcerer Utility 2: Spatial Trip
Sorcerer Attack 3: Flame Spiral
Sorcerer Attack 3: Lightning Cuts (retrained from Blazing Bolts at 11)
Sorcerer Attack 5: Slaad's Gambit
Acrobatics Utility 6: Timely Dodge
Sorcerer Attack 9: Prime the Fire
Sorcerer Utility 10: Maiden's Waking
Demonskin Adept Attack 11: Demon-Soul Bolts
FEATS
Level 1: Monastic Disciple
Level 2: Superior Implement Training (Incendiary dagger)
Level 4: War Wizard's Expertise
Level 6: Unarmored Agility
Level 8: Superior Will
Level 10: Dual Implement Spellcaster
Level 11: Arcane Admixture (Fire, Demon-Soul Bolts)
ITEMS
Siberys Shard of the Mage (heroic tier)
Spirit Fetch
Weapon of Speed Incendiary dagger +2 x1
Rebounding Incendiary dagger +2 x1
Blazing Arc ki focus +2 x1
Amulet of Life +2 x1
Eagle Eye Goggles (paragon tier) x1
Boots of the Fencing Master
Shimmering Cloth Armor (Basic Clothing) +2 x1
====== End ======
Level 11
Abilities: All +1
Paragon Path: Demonskin Adept
Feats: Arcane Admixture (Demon-Soul Bolts, Fire)
Powers: Demon-Soul Bolts
Items: Rebounding Dagger +3, Blazing Arc Ki Focus +2
Retrain: Lightning Cuts at 11 (from Blazing Bolts)
At 11, we get our second major nova tool, the triple tap Demon-Soul Bolts. In addition to Sarifal shenanigans, we also have a quite respectable multi-target nova from range with Explosive Pyre (soon to be Chains of Fire) and DSB to slide guys next to the EP target for a triple tap (or to separate the Chains targets). (plus a likely RBA in there somewhere from Rebounding). Now that we have DSB, we no longer need Blazing Bolts, so we retrain it to Lightning Cuts.
On the item front, it should be assumed by this level that you could buy (with gold) the common item Blazing Arc Ki Focus, which will turn your Lightning Cuts damage into fire if used during your Sarifal round. If not, it's not that big a deal.
Admixing fire into DSB is huge, as this adds 39 damage starting at level 12 (when we take Fiery Blood), and 57 damage at epic. This and Fiery Blood are by far our two best damage-boosting feats this tier.
Level 12
Feats: Fiery Blood
Powers: Demonic Wrath
Items: Siberys Shard of the Mage (paragon)
We grab our Siberys Shard upgrade here. Siberys Shard vs. Khyber is mostly irrelevant, but Khyber will work with Ensorcelled Blade if you decide to take that at-will. Most non-fire attacks will be through the Hellfire Staff from 16+, and Lightning Cuts uses the Ki Focus.
In addition, we take Fiery Blood, which is a nice static bonus to most of our damage.
Level 13
Powers: Chains of Fire (replaces Explosive Pyre)
Items: Timeless Locket +3
Chains of Fire provides some fantastic utility, although it's somehwat RNG-based. We also upgrade our defenses to +3 and abandon Amulet of Life for the init bonus of Timeless Locket.
Level 14
Abilities: +1 Cha, +1 Dex
Feats: Superior Reflexes
Retrain: Acid Orb (from Energy Strobe)
Items: Incendiary Ring of Fireblazing [RARE]
On the feat front, I was thinking about Improved Defenses here, but I think Superior Reflexes is simply better. Since we already have Superior Will, it's only a +1 difference in one defense to take ID (+3 Ref vs. +2 Ref/Fort), so the extra CA in round 1 has to be slightly better.
For our paragon tier rare, we take Incendiary Ring of Fireblazing, which makes all our basic attacks deal fire damage, adding ~20 damage just from the free RBAs alone. For this reason, there's no longer any reason to keep Energy Strobe, so we retrain it to Acid Orb (Fire Orb!).