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IG's "Those Left Behind" [OOC-2]
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<blockquote data-quote="Shayuri" data-source="post: 5118901" data-attributes="member: 4936"><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Thoughts?</p><p></p><p>[sblock=Talashia]Talashia, level 11</p><p>Human, Sorcerer, Lightning Fury</p><p>Spell Source: Storm Magic (+ dex +2 to dmg, resist lightning/thunder 10, expend resist for +4 defenses as interrupt, recover resist via any rest)</p><p>Background: Birth - Omen (+2 to Arcana)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 9, Con 14, Dex 19, Int 11, Wis 12, Cha 21.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 8, Con 13, Dex 16, Int 10, Wis 11, Cha 16.</p><p></p><p>AC: 21 Fort: 21 Reflex: 23 Will: 26</p><p>HP: 76 Surges: 8 Surge Value: 19</p><p></p><p>TRAINED SKILLS</p><p>History +10, Arcana +15, Intimidate +15, Bluff +17, Insight +11</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +9, Diplomacy +10, Dungeoneering +6, Endurance +7, Heal +6, Nature +6, Perception +8, Religion +5, Stealth +9, Streetwise +10, Thievery +9, Athletics +4</p><p></p><p>FEATS</p><p>Human: Ritual Caster</p><p>Level 1: Action Surge</p><p>Level 2: Improved Initiative</p><p>Level 4: Skill Focus (Arcana)</p><p>Level 6: Implement Expertise (Light Blade)</p><p>Level 8: Tempest Magic</p><p>Level 10: Dual Implement Spellcaster</p><p>Level 11: Arcane Familiar - Air Mephit (Read/Speak Primordial, +2 lightning/thunder resistance), turn invisible 1 turn/at will)</p><p></p><p>POWERS</p><p>Bonus At-Will Power: Blazing Starfall</p><p>Sorcerer at-will 1: Storm Walk</p><p>Sorcerer at-will 1: Lightning Strike</p><p>Sorcerer encounter 1: Pinning Bolt</p><p>Sorcerer daily 1: Howling Tempest</p><p>Sorcerer utility 2: Sorcerous Sirocco</p><p>Sorcerer encounter 3: Dancing Lightning</p><p>Sorcerer daily 5: Slaad's Gambit</p><p>Sorcerer utility 6: Swift Escape</p><p>Sorcerer encounter 7: Spark Form</p><p>Sorcerer daily 9: Howling Hurricane</p><p>Sorcerer utility 10: Narrow Escape</p><p></p><p>Paragon Path Abilities and Powers</p><p><strong>Electric action</strong> - Deal Dex bonus damage to 1, 2 or 3 enemies within 5 sq when you spend action point to take extra action.</p><p><strong>Unstoppable Lightning</strong> - Lightning attacks ignore resistance, and treat immunity as resistance equal to 1/2 creature level.</p><p><strong>Furious Bolts</strong>: Enc attack power</p><p></p><p>ITEMS</p><p>Backpack (empty)</p><p>Bedroll</p><p>Flint and Steel</p><p>Belt Pouch (empty) (2)</p><p>Waterskin</p><p>Journeybreads (10)</p><p>Amulet of Protection +3</p><p>Boots of Striding (heroic tier), +1 to speed</p><p>Cannith Goggles (heroic tier), +2 perception, darkvision by expending attack powers</p><p>Sun Globe (heroic tier), radiate dim or bright light at will</p><p>Jagged Dagger +3, crit on 19-20</p><p>Shadowdance Cloth Armor (Basic Clothing) +2, no OA from ranged or area attacks, gain concealment with daily power</p><p>Ritual Book</p><p></p><p>RITUALS</p><p>Disenchant Magic Item, Enchant Magic Item, Brew Potion</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 5118901, member: 4936"] 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 [B]Electric action[/B] - Deal Dex bonus damage to 1, 2 or 3 enemies within 5 sq when you spend action point to take extra action. [B]Unstoppable Lightning[/B] - Lightning attacks ignore resistance, and treat immunity as resistance equal to 1/2 creature level. [B]Furious Bolts[/B]: 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 [/sblock] [/QUOTE]
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