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<blockquote data-quote="cignus_pfaccari" data-source="post: 5187858" data-attributes="member: 14557"><p>In the Eberron game I'm in, the DM has indicated that when we hit epic level, we'll have a chance to do a switchout. After one too many monsters with auras, I'm thinking of switching my avenger to something ranged, and I've really wanted to try a sorcerer.</p><p></p><p>I went human for the extra at-will, and this way I have one at-will that targets each NAD, and one that can be used as a basic attack. I thought about going Wild Magic for the fun with Chaos Bolt, but the rest of it irritates me.</p><p></p><p>I took Arcane Admixture twice to get the benefit of the Essence Mage class feature on two of my at-wills, and also to make sure I don't encounter too many resistances. And, to be honest, I couldn't think of other paragon-level feats to take.</p><p></p><p>Suggestions?</p><p></p><p>Brad</p><p></p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Wil, level 21</p><p>Human, Sorcerer, Essence Mage, Champion of Prophecy</p><p>Build: Storm Sorcerer</p><p>Spell Source: Storm Magic</p><p>Versatile Expertise: Versatile Expertise (Staff)</p><p>Versatile Expertise: Versatile Expertise (Light Blade)</p><p>Arcane Admixture Damage Type: Arcane Admixture Lightning</p><p>Arcane Admixture II: Arcane Admixture Lightning II</p><p>Prophetic Blessing: Prophetic Blessing Dexterity</p><p>Prophetic Blessing: Prophetic Blessing Charisma</p><p>Arcane Admixture Power: Dragonfrost</p><p>Arcane Admixture II: Chaos Bolt</p><p>Background: Seer (+2 to Bluff)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 15, Con 12, Dex 23, Int 12, Wis 10, Cha 27.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 13, Con 10, Dex 15, Int 10, Wis 8, Cha 17.</p><p></p><p></p><p>AC: 34 Fort: 29 Reflex: 33 Will: 38</p><p>HP: 124 Surges: 7 Surge Value: 31</p><p></p><p>TRAINED SKILLS</p><p>Endurance +16, Arcana +16, Diplomacy +23, Intimidate +23, Bluff +25</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +16, Dungeoneering +10, Heal +10, History +11, Insight +10, Nature +10, Perception +10, Religion +11, Stealth +16, Streetwise +18, Thievery +16, Athletics +12</p><p></p><p>FEATS</p><p>Human: Action Surge</p><p>Level 1: Impending Victory</p><p>Level 2: Dual Implement Spellcaster</p><p>Level 4: Distant Advantage</p><p>Level 6: Versatile Expertise</p><p>Level 8: Weapon Focus (Staff)</p><p>Level 10: Unarmored Agility</p><p>Level 11: Superior Implement Training (Accurate staff)</p><p>Level 12: Paragon Defenses</p><p>Level 14: Arcane Admixture</p><p>Level 16: War Wizardry</p><p>Level 18: Sorcerous Reserves</p><p>Level 20: Arcane Admixture II</p><p>Level 21: Sorcerer Implement Expertise</p><p></p><p>POWERS</p><p>Bonus At-Will Power: Lightning Strike</p><p>Sorcerer at-will 1: Dragonfrost</p><p>Sorcerer at-will 1: Chaos Bolt</p><p>Sorcerer encounter 1: Thunder Slam</p><p>Sorcerer daily 1: Howling Tempest</p><p>Sorcerer utility 2: Sorcerous Sirocco</p><p>Sorcerer encounter 3: Thundering Gust</p><p>Sorcerer daily 5: Serpentine Blast</p><p>Sorcerer utility 6: Sudden Scales</p><p>Sorcerer encounter 7: Thunder Bomb</p><p>Sorcerer daily 9: Howling Hurricane</p><p>Sorcerer utility 10: Sorcerous Pulse</p><p>Sorcerer encounter 13: Primordial Storm (replaces Thundering Gust)</p><p>Sorcerer daily 15: Prismatic Lightning (replaces Howling Tempest)</p><p>Sorcerer utility 16: Dominant Winds</p><p>Sorcerer encounter 17: Thunderstroke (replaces Thunder Slam)</p><p>Sorcerer daily 19: Prismatic Explosion (replaces Serpentine Blast)</p><p></p><p>ITEMS</p><p>Adventurer's Kit, Crown of the Brilliant Sun (paragon tier), Bracelet of the Radiant Storm (paragon tier), Magic Efreetweave Armor +5, Stone of Storms (paragon tier), Siberys Shard of the Mage (paragon tier), Deep-Pocket Cloak +5, Accurate staff of Ruin +4, Spark Slippers (paragon tier)</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p></blockquote><p></p>
[QUOTE="cignus_pfaccari, post: 5187858, member: 14557"] In the Eberron game I'm in, the DM has indicated that when we hit epic level, we'll have a chance to do a switchout. After one too many monsters with auras, I'm thinking of switching my avenger to something ranged, and I've really wanted to try a sorcerer. I went human for the extra at-will, and this way I have one at-will that targets each NAD, and one that can be used as a basic attack. I thought about going Wild Magic for the fun with Chaos Bolt, but the rest of it irritates me. I took Arcane Admixture twice to get the benefit of the Essence Mage class feature on two of my at-wills, and also to make sure I don't encounter too many resistances. And, to be honest, I couldn't think of other paragon-level feats to take. Suggestions? Brad ====== Created Using Wizards of the Coast D&D Character Builder ====== Wil, level 21 Human, Sorcerer, Essence Mage, Champion of Prophecy Build: Storm Sorcerer Spell Source: Storm Magic Versatile Expertise: Versatile Expertise (Staff) Versatile Expertise: Versatile Expertise (Light Blade) Arcane Admixture Damage Type: Arcane Admixture Lightning Arcane Admixture II: Arcane Admixture Lightning II Prophetic Blessing: Prophetic Blessing Dexterity Prophetic Blessing: Prophetic Blessing Charisma Arcane Admixture Power: Dragonfrost Arcane Admixture II: Chaos Bolt Background: Seer (+2 to Bluff) FINAL ABILITY SCORES Str 15, Con 12, Dex 23, Int 12, Wis 10, Cha 27. STARTING ABILITY SCORES Str 13, Con 10, Dex 15, Int 10, Wis 8, Cha 17. AC: 34 Fort: 29 Reflex: 33 Will: 38 HP: 124 Surges: 7 Surge Value: 31 TRAINED SKILLS Endurance +16, Arcana +16, Diplomacy +23, Intimidate +23, Bluff +25 UNTRAINED SKILLS Acrobatics +16, Dungeoneering +10, Heal +10, History +11, Insight +10, Nature +10, Perception +10, Religion +11, Stealth +16, Streetwise +18, Thievery +16, Athletics +12 FEATS Human: Action Surge Level 1: Impending Victory Level 2: Dual Implement Spellcaster Level 4: Distant Advantage Level 6: Versatile Expertise Level 8: Weapon Focus (Staff) Level 10: Unarmored Agility Level 11: Superior Implement Training (Accurate staff) Level 12: Paragon Defenses Level 14: Arcane Admixture Level 16: War Wizardry Level 18: Sorcerous Reserves Level 20: Arcane Admixture II Level 21: Sorcerer Implement Expertise POWERS Bonus At-Will Power: Lightning Strike Sorcerer at-will 1: Dragonfrost Sorcerer at-will 1: Chaos Bolt Sorcerer encounter 1: Thunder Slam Sorcerer daily 1: Howling Tempest Sorcerer utility 2: Sorcerous Sirocco Sorcerer encounter 3: Thundering Gust Sorcerer daily 5: Serpentine Blast Sorcerer utility 6: Sudden Scales Sorcerer encounter 7: Thunder Bomb Sorcerer daily 9: Howling Hurricane Sorcerer utility 10: Sorcerous Pulse Sorcerer encounter 13: Primordial Storm (replaces Thundering Gust) Sorcerer daily 15: Prismatic Lightning (replaces Howling Tempest) Sorcerer utility 16: Dominant Winds Sorcerer encounter 17: Thunderstroke (replaces Thunder Slam) Sorcerer daily 19: Prismatic Explosion (replaces Serpentine Blast) ITEMS Adventurer's Kit, Crown of the Brilliant Sun (paragon tier), Bracelet of the Radiant Storm (paragon tier), Magic Efreetweave Armor +5, Stone of Storms (paragon tier), Siberys Shard of the Mage (paragon tier), Deep-Pocket Cloak +5, Accurate staff of Ruin +4, Spark Slippers (paragon tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/QUOTE]
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