Here's 4e Talashia. Suggestions welcome. I took the Skill Focus primarily to enhance her rituals, as sorcerors don't have any Int bonus to speak of. I also added the Holy Trinity of rituals (the item creation ones) without buying them,...if that's not okay I'll erase 'em.
Comments on build...well, I went for a pretty dedicated striker, maximizing damage wherever I could. Tal's defense is a bit crappy; she depends on powers to keep her safe. She can do fairly silly amounts of damage though, especially with the Jagged Dagger's frequent crits. The Dual Implement feat gives her a lot of future flexibility as well, letting her add even more damage with looted magic daggers (or even staves) without losing the crit fury of the Jagged Dagger.
Shazi is an Air Mephit, a flying arcane familiar who adds to Tal's Bluff check, adds to her resistances, gives her the Primordial language for free, and can turn invisible for scouting and spying. Note that the Form of Air power listed doesn't state that it can only be done per encounter or per day. It just says that it turns invisible until the end of your next turn as a minor action. That sounds to me like as long as Tal keeps spending minor actions, Shazi can stay invisible theoretically indefinitely.
Thoughts?
[sblock=Talashia]Talashia, level 11
Human, Sorcerer, Lightning Fury
Spell Source: Storm Magic (+ dex +2 to dmg, resist lightning/thunder 10, expend resist for +4 defenses as interrupt, recover resist via any rest)
Background: Birth - Omen (+2 to Arcana)
FINAL ABILITY SCORES
Str 9, Con 14, Dex 19, Int 11, Wis 12, Cha 21.
STARTING ABILITY SCORES
Str 8, Con 13, Dex 16, Int 10, Wis 11, Cha 16.
AC: 21 Fort: 21 Reflex: 23 Will: 26
HP: 76 Surges: 8 Surge Value: 19
TRAINED SKILLS
History +10, Arcana +15, Intimidate +15, Bluff +17, Insight +11
UNTRAINED SKILLS
Acrobatics +9, Diplomacy +10, Dungeoneering +6, Endurance +7, Heal +6, Nature +6, Perception +8, Religion +5, Stealth +9, Streetwise +10, Thievery +9, Athletics +4
FEATS
Human: Ritual Caster
Level 1: Action Surge
Level 2: Improved Initiative
Level 4: Skill Focus (Arcana)
Level 6: Implement Expertise (Light Blade)
Level 8: Tempest Magic
Level 10: Dual Implement Spellcaster
Level 11: Arcane Familiar - Air Mephit (Read/Speak Primordial, +2 lightning/thunder resistance), turn invisible 1 turn/at will)
POWERS
Bonus At-Will Power: Blazing Starfall
Sorcerer at-will 1: Storm Walk
Sorcerer at-will 1: Lightning Strike
Sorcerer encounter 1: Pinning Bolt
Sorcerer daily 1: Howling Tempest
Sorcerer utility 2: Sorcerous Sirocco
Sorcerer encounter 3: Dancing Lightning
Sorcerer daily 5: Slaad's Gambit
Sorcerer utility 6: Swift Escape
Sorcerer encounter 7: Spark Form
Sorcerer daily 9: Howling Hurricane
Sorcerer utility 10: Narrow Escape
Paragon Path Abilities and Powers
Electric action - Deal Dex bonus damage to 1, 2 or 3 enemies within 5 sq when you spend action point to take extra action.
Unstoppable Lightning - Lightning attacks ignore resistance, and treat immunity as resistance equal to 1/2 creature level.
Furious Bolts: Enc attack power
ITEMS
Backpack (empty)
Bedroll
Flint and Steel
Belt Pouch (empty) (2)
Waterskin
Journeybreads (10)
Amulet of Protection +3
Boots of Striding (heroic tier), +1 to speed
Cannith Goggles (heroic tier), +2 perception, darkvision by expending attack powers
Sun Globe (heroic tier), radiate dim or bright light at will
Jagged Dagger +3, crit on 19-20
Shadowdance Cloth Armor (Basic Clothing) +2, no OA from ranged or area attacks, gain concealment with daily power
Ritual Book
RITUALS
Disenchant Magic Item, Enchant Magic Item, Brew Potion
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