Archetype series: Halfling Chaos Sorc Daggermaster and a Dragonborn Dragonsoul Heir

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This is an attempt to build a solid, multiple-attacking chaos sorcerer. Sorcerer do tons of damage with only a few key feats, but they're fragile. Particularly since they seem to like getting up close and personal. The feats for both variants are extremely tight, so only the methods that worked best in testing have survived in these builds.

The chaos sorcerer stays back initially, and then steps forward when it's safe. At range or close up, he/she gets great mileage out of chaos bolt and its tendency to jump around. Wild spellfury triggers each time it jumps. His at-wills are very powerful due to feat support, so they are used primarily. Dailies and encounters are more situational, or used for debuffs/disruption.

Chaos Sorcerer Daggermaster
Chaos Sorcerer / Daggermaster / Demigod

Chaos Sorcerer, L1

Race: Halfling
Class: Sorcerer
Spell Source: Chaos Magic

Ability Scores, with racial adjustments:
Str 12 (+1)
Con 12 (+1)
Dex 18 (+4)
Int 10 (+0)
Wis 8 (-1)
Cha 18 (+4)

HP: 24; Bloodied: 12; Surges: 7 (6 HP)
AC/Fort/Ref/Will: 16/11/14/16
Initiative: +4; Speed: 6

Chaos Bolt: +4 vs. Will, 1d10+8

At-will Powers: Chaos Bolt, Burning Spray
Encounter Powers: Second Chance, Bedeviling Burst
Daily Powers: Dazzling Ray

Skills: Arcana (+5), Bluff (+9), Intimidate (+9), Diplomacy (+9)
Feats: Armour Proficiency (Leather)

Gear: dagger, leather armour, standard adventurer's kit, 84 gp


Levels 2-10

L2. +5 HP, +1 to all level-dependent abilities, new feat: Implement Expertise (daggers), new utility power: Focused Chaos

L3. +5 HP, new encounter power: Ice Dragon's Teeth

L4. +5 HP, +1 to all level-dependent abilities, +1 Dex (19), +1 Cha (19), new feat: Toughness

L5. +5 HP, new daily power: Thunder Leap

L6. +10 HP, +1 to all level-dependent abilities, new feat: White Lotus Riposte, new utility power: Swift Escape, replace Burning Spray with Acid Orb

L7. +5 HP, new encounter power: Thunder Bomb

L8. +5 HP, +1 to all level-dependent abilities, +1 Dex (20), +1 Cha (20), new feat: Sneak of Shadows

L9. +5 HP, new daily power: Howling Hurricane

L10. +5 HP, +1 to all level-dependent abilities, new feat: Sorcerous Blade Channeling, new utility power: Narrow Escape


Chaos Sorcerer, L11

Race: Halfling
Class: Sorcerer
Spell Source: Chaos Magic
Paragon Path: Daggermaster

Ability Scores, with racial adjustments:
Str 13 (+1)
Con 13 (+1)
Dex 21 (+5)
Int 11 (+0)
Wis 9 (-1)
Cha 21 (+5)

HP: 85; Bloodied: 42; Surges: 7 (21 HP)
AC/Fort/Ref/Will: 26/19/23/24
Initiative: +10; Speed: 6

Chaos Bolt (melee): +15 vs. Will, 1d10+17 [if attacked: 5 psychic damage and immediate Reaction to repeat]
Chaos Bolt, Critical: 27+6d10 [if attacked: 5 psychic damage and immediate Reaction to repeat]

At-will Powers: Chaos Bolt, Acid Orb
Encounter Powers: Second Chance, Bedeviling Burst, Critical Opportunity, Ice Dragon's Teeth, Thunder Bomb
Daily Powers: Dazzling Ray, Thunder Leap, Howling Hurricane
Utility Powers: Focused Chaos,Swift Escape, Narrow Escape

Skills: Arcana (+10), Bluff (+15), Intimidate (+15), Diplomacy (+15), Thievery (+17)
Feats: Sneak of Shadows, White Lotus Riposte, Toughness, Implement Expertise, Sorcerous blade channeling, Armour Proficiency (Leather), White Lotus Master Riposte

Gear:
+3 bloodiron dagger
+1 mage's parrying dagger
+3 shadowflow drowmesh armor
+2 cloak of resistance
Belt of vim +1
Boots of the fencing master
Headband of intellect
Iron armbands of power +2
Standard adventurer's kit


Levels 12-20

L12. +5 HP, +1 to all level-dependent abilities, new feat: Wild Spellfury, new utility power: Meditation of the Blade

L13. +5 HP, new encounter power: Mind Hammer (replaces Bedeviling Burst)

L14. +5 HP, +1 to all level-dependent abilities, +1 Dex (22), +1 Cha (22), new feat: Weapon Focus (light blades)

L15. +5 HP, new daily power: Hostility Charm (replaces Dazzling Ray)

L16. +5 HP, +1 to all level-dependent abilities, new feat: Dual Implement Spellcaster, new utility power: Avatars Of Chaos

L17. +5 HP, new encounter power: Thunder Summons (replaces Ice Dragon's Teeth)

L18. +5 HP, +1 to all level-dependent abilities, +1 Dex (23), +1 Cha (23), new feat: Two-Weapon Fighting

L19. +5 HP, new daily power: Prismatic Explosion (replaces Howling Hurricane)

L20. +5 HP, +1 to all level-dependent abilities, new feat: Two-Weapon Defense, new daily power: Deep Dagger Wound


Chaos Sorcerer, L21

Race: Halfling
Class: Sorcerer
Spell Source: Chaos Magic
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 14 (+2)
Con 14 (+2)
Dex 26 (+8)
Int 12 (+1)
Wis 10 (+0)
Cha 26 (+8)

HP: 151; Bloodied: 75; Surges: 8 (37 HP)
AC/Fort/Ref/Will: 37/30/36/36
Initiative: +18; Speed: 7

Chaos Bolt: +26 vs. Will, 2d10r1+35 [+4 melee, if attacked: 8 psychic damage and immediate Reaction to repeat]
Chaos Bolt, Critical: 55+12d10r1 +at-will [+4 melee, if attacked: 8 psychic damage and immediate Reaction to repeat]

At-will Powers: Chaos Bolt, Acid Orb
Encounter Powers: Second Chance, Mind Hammer, Critical Opportunity, Thunder Summons, Thunder Bomb
Daily Powers: Hostility Charm, Thunder Leap, Prismatic Explosion, Deep Dagger Wound
Utility Powers: Focused Chaos,Swift Escape, Narrow Escape, Meditation of the Blade, Avatars Of Chaos

Skills: Arcana (+16), Bluff (+23), Intimidate (+23), Diplomacy (+23), Thievery (+25)
Feats: Sneak of Shadows, Weapon Focus (light blades), Toughness, Implement Expertise, Sorcerous blade channeling, Armour Proficiency (Leather), Ruthless Spellfury, White Lotus Master Riposte, Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, White Lotus Riposte, Robust Defences

Gear:
+5 bloodiron dagger
+3 staff of ruin
Headband of Intellect
+5 shadowflow anathema armor
+4 brooch of vitality
Gauntlets of Destruction
Boots of Striding
Belt of vim +2
Iron armbands of power +4
War ring
Standard adventurer's kit



Levels 22-29

L22. +5 HP, +1 to all level-dependent abilities, new feat: Wild Spellfury, new utility power: Wind Shape

L23. +5 HP, new encounter power: Sun and Stars (replaces Thunder Bomb), retrain Focused Chaos to Elemental Shift

L24. +5 HP, +1 to all level-dependent abilities, +1 Dex (27), +1 Cha (27), new feat: Epic Resurgence

L25. +5 HP daily replace, new daily power: Words of Chaos (replaces Thunder Leap)

L26. +5 HP, +1 to all level-dependent abilities, new feat: Epic Will, new utility power: Divine Regeneration

L27. +5 HP, new encounter power: Chaos Infusion (replaces Mind Hammer)

L28. +5 HP, +1 to all level-dependent abilities, +1 Dex (28), +1 Cha (28), new feat: Quickened Spellcasting (CB)

L29. +5 HP, new daily power: Mind Tide (replaces Thunder Leap)


Chaos Sorcerer, L30

Race: Halfling
Class: Sorcerer
Spell Source: Chaos Magic
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 14 (+2)
Con 14 (+2)
Dex 28 (+9)
Int 12 (+1)
Wis 10 (+0)
Cha 28 (+9)

HP: 206; Bloodied: 103; Surges: 8 (50 HP)
AC/Fort/Ref/Will: 45/42/47/50
Initiative: +29; Speed: 6 (teleport)

Chaos Bolt (minor 1/encounter): +34 vs. Will, 2d10r1+44 [+15 melee, If attacked: 9 psychic damage and immediate Reaction to repeat]
Chaos Bolt, Critical: 64+12d10r1 + at-will [+15 melee, If attacked: 9 psychic damage and immediate Reaction to repeat]

At-will Powers: Chaos Bolt, Acid Orb
Encounter Powers: Second Chance, Chaos Infusion, Critical Opportunity, Thunder Summons, Sun and Stars
Daily Powers: Mind Tide, Hostility Charm, Prismatic Explosion, Deep Dagger Wound
Utility Powers: Elemental Shift,Swift Escape, Narrow Escape, Meditation of the Blade, Avatars Of Chaos, Wind Shape, Divine Regeneration

Skills: Arcana (+21), Bluff (+29), Intimidate (+29), Diplomacy (+29), Thievery (+31)
Feats: Sneak of Shadows, Weapon Focus (light blades), Toughness, Implement Expertise, Sorcerous blade channeling, Armour Proficiency (Leather), Wild Spellfury, Quickened Spellfury, Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, Ruthless Spellfury, White Lotus Riposte, Robust Defenses, Epic Will, White Lotus Master Riposte, Epic Reflexes, Epic Fortitude

Gear:
+6 bloodiron dagger
Headband of Intellect
+6 staff of ruin
+6 shadowflow starleather armor
+6 brooch of vitality
Gauntlets of Destruction
Boots of teleportation
Belt of vim +3
Eye of awareness
Iron armbands of power +6
Nullifying ring
Shadow band
Standard adventurer's kit




Some have suggested that I switch from rogue to ranger to drop daggermaster and gain Spitting Cobra Stance. Both are so good that it was a tempting swap. But now with hybrid builds, you can have both.

Sorcerous Blade Channeling/Wild Spellfury/White Lotus x2
are replaced by
Hybrid Talent/Echoes of Thunder/Resounding Thunder/Fury of the Storm

At-wills are not as powerful, as we've lost the all-round goodness of Chaos Bolt. This means that we've dumped the White Lotus feats as well. Why the switch? Because Fury of the Storm belongs on a bloodiron-wielding daggermaster. We're keeping Ruthless Spellfury for now, as Acid Orb will be triggered by our stance. SBC and Wild Spellfury were always going anyway, as we're just not that interested in being in melee any more. It should be hard to close with this sorcerer. He shifts and teleports. And zaps you if you approach.

Storm Sorcerer Daggermaster with Ranger
Sorcerer|Ranger (rogue) / Daggermaster / Demigod

Storm Sorcerer, L1

Race: Halfling
Class: Sorcerer | Ranger

Ability Scores, with racial adjustments:
Str 8 (-1)
Con 12 (+1)
Dex 18 (+4)
Int 10 (+0)
Wis 12 (+1)
Cha 18 (+4)

HP: 24; Bloodied: 12; Surges: 7 (6 HP)
AC/Fort/Ref/Will: 16/11/15/15
Initiative: +4; Speed: 6

Acid Orb: +4 vs. Ref, 1d10+8
Nimble Strike: +7 vs AC, 1d4+4
Quarry: 1d6

At-will Powers: Nimble Strike, Acid Orb, Hunter's Quarry
Encounter Powers: Second Chance, Thundering Roar
Daily Powers: Howling Tempest

Skills: Acrobatics (+11), Bluff (+9), Stealth (+9), Diplomacy (+9)
Feats: Armour Proficiency (Leather)

Gear: 5 daggers, leather armour, standard adventurer's kit, 79 gp


Levels 2-10

L2. +5 HP, +1 to all level-dependent abilities, new feat: Hybrid Talent (Storm Soul), new utility power: Yield Ground

L3. +5 HP, new encounter power: Disruptive Strike

L4. +10 HP, +1 to all level-dependent abilities, +1 Dex (19), +1 Cha (19), new feat: Toughness

L5. +5 HP, new daily power: Spitting Cobra Stance

L6. +5 HP, +1 to all level-dependent abilities, new feat: Focussed Expertise (light blades), new utility power: Lightning Shift

L7. +5 HP, new encounter power: Thunder Bomb

L8. +5 HP, +1 to all level-dependent abilities, +1 Dex (20), +1 Cha (20), new feat: Sneak of Shadows

L9. +5 HP, new daily power: Howling Hurricane

L10. +5 HP, +1 to all level-dependent abilities, new feat: Weapon Focus (light blades), new utility power: Narrow Escape


Storm Sorcerer, L11

Race: Halfling
Class: Sorcerer | Ranger / Rogue
Paragon Path: Daggermaster

Ability Scores, with racial adjustments:
Str 9 (-1)
Con 13 (+1)
Dex 21 (+5)
Int 11 (+0)
Wis 13 (+1)
Cha 21 (+5)

HP: 85; Bloodied: 42; Surges: 7 (21 HP)
AC/Fort/Ref/Will: 26/19/24/23
Initiative: +10; Speed: 6

Acid Orb: +14 vs. Ref, 1d10+19 [+2/previous turn hit with thunder]
Acid Orb (critical): 29 + 6d10 [+2/previous turn hit with thunder]
Nimble Strike: +17 vs AC, 1d4+10 [+2/previous turn hit with thunder]
Quarry: 2d6

At-will Powers: Nimble Strike, Acid Orb, Hunter's Quarry
Encounter Powers: Second Chance, Thundering Roar, Critical Opportunity, Disruptive Strike, Thunder Bomb
Daily Powers: Howling Tempest, Spitting Cobra Stance, Howling Hurricane
Utility Powers: Yield Ground, Lightning Shift, Narrow Escape

Skills: Acrobatics (+17), Bluff (+15), Stealth (+15), Diplomacy (+15), Thievery (+17)
Feats: Sneak of Shadows, Hybrid Talent (Storm Soul), Toughness, Focussed Expertise (light blades), Weapon Focus (light blades), Armour Proficiency (Leather), Echoes of Thunder

Gear:
+3 bloodiron dagger
+1 mage's parrying dagger
+3 shadowflow drowmesh armor
+2 cloak of resistance
Belt of vim +1
Boots of the fencing master
Salve of Power
Bracers of the Perfect Shot +2
Standard adventurer's kit


Levels 12-20

L12. +5 HP, +1 to all level-dependent abilities, new feat: Resounding Thunder, new utility power: Meditation of the Blade

L13. +5 HP, new encounter power: Primordial Storm (replaces Thundering Roar)

L14. +5 HP, +1 to all level-dependent abilities, +1 Dex (22), +1 Cha (22), new feat: Dual Implement Spellcaster

L15. +5 HP, new daily power: Lightning Daggers (replaces Howling Tempest)

L16. +5 HP, +1 to all level-dependent abilities, new feat: Two-Weapon Fighting, new utility power: Avatars Of Chaos

L17. +5 HP, new encounter power: Pounding Barrage (replaces Disruptive Strike)

L18. +5 HP, +1 to all level-dependent abilities, +1 Dex (23), +1 Cha (23), new feat: Two-Weapon Defense

L19. +5 HP, new daily power: none

L20. +5 HP, +1 to all level-dependent abilities, new feat: Paragon Defenses, new daily power: Deep Dagger Wound


Storm Sorcerer, L21

Race: Halfling
Class: Sorcerer | Ranger / Rogue
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 10 (+0)
Con 14 (+2)
Dex 26 (+8)
Int 12 (+1)
Wis 14 (+2)
Cha 26 (+8)

HP: 151; Bloodied: 75; Surges: 8 (37 HP)
AC/Fort/Ref/Will: 37/30/37/35
Initiative: +18; Speed: 7

Acid Orb: +25 vs. Ref, 2d10+39 [+3/previous turn hit with thunder]
Acid Orb (critical): 179 [+3/previous turn hit with thunder]
Nimble Strike: +28 vs AC, 2d4+17 [+3/previous turn hit with thunder]
Quarry: 3d6

At-will Powers: Nimble Strike, Acid Orb, Hunter's Quarry
Encounter Powers: Second Chance, Primordial Storm, Critical Opportunity, Pounding Barrage, Thunder Bomb
Daily Powers: Lightning Daggers, Spitting Cobra Stance, Howling Hurricane, Deep Dagger Wound
Utility Powers: Yield Ground, Lightning Shift, Narrow Escape, Meditation of the Blade, Avatars Of Chaos

Skills: Acrobatics (+25), Bluff (+23), Stealth (+23), Diplomacy (+23), Thievery (+25)
Feats: Sneak of Shadows, Hybrid Talent (Storm Magic), Toughness, Focussed Expertise (light blades), Weapon Focus (light blades), Armour Proficiency (Leather), Echoes of Thunder, Resounding Thunder, Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, Fury of the Storm, Robust Defences

Gear:
+5 bloodiron dagger
+3 staff of ruin
+5 shadowflow anathema armor
+4 brooch of vitality
Boots of Striding
Belt of vim +2
Salve of Power
Bracers of the Perfect Shot +4
War ring
Standard adventurer's kit



Levels 22-29

L22. +5 HP, +1 to all level-dependent abilities, new feat: Ruthless Spellfury, new utility power: Wind Shape

L23. +5 HP, new encounter power: none

L24. +5 HP, +1 to all level-dependent abilities, +1 Dex (27), +1 Cha (27), new feat: Epic Resurgence

L25. +5 HP daily replace, new daily power: Wrathful Vapours (replaces Howling Hurricane)

L26. +5 HP, +1 to all level-dependent abilities, new feat: Epic Will, new utility power: Divine Regeneration

L27. +5 HP, new encounter power: Thunder Pulse (replaces Thunder Bomb)

L28. +5 HP, +1 to all level-dependent abilities, +1 Dex (28), +1 Cha (28), new feat: Quickened Spellcasting (AO)

L29. +5 HP, new daily power: Hellish Firestorm (replaces Lightning Daggers), retrain Lightning Shift to Sudden Scales


Storm Sorcerer, L30

Race: Halfling
Class: Sorcerer | Ranger / Rogue
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 10 (+0)
Con 14 (+2)
Dex 28 (+9)
Int 12 (+1)
Wis 14 (+2)
Cha 28 (+9)

HP: 206; Bloodied: 103; Surges: 8 (50 HP)
AC/Fort/Ref/Will: 45/42/48/49
Initiative: +29; Speed: 6 (teleport)

Acid Orb: +33 vs. Ref, 2d10+50 [+3/previous turn hit with thunder]
Acid Orb (critical): 190 + at-will [+3/previous turn hit with thunder]
Nimble Strike: +36 vs AC, 2d4+19 [+3/previous turn hit with thunder]
Quarry: 3d6

At-will Powers: Nimble Strike, Acid Orb, Hunter's Quarry
Encounter Powers: Second Chance, Primordial Storm, Critical Opportunity, Pounding Barrage, Thunder Pulse
Daily Powers: Hellish Firestorm, Spitting Cobra Stance, Wrathful Vapours, Deep Dagger Wound
Utility Powers: Crucial Advice, Sudden Scales, Narrow Escape, Meditation of the Blade, Avatars Of Chaos, Wind Shape, Divine Regeneration

Skills: Acrobatics (+31), Bluff (+29), Stealth (+29), Diplomacy (+29), Thievery (+31)
Feats: Sneak of Shadows, Hybrid Talent (Storm Magic), Toughness, Focussed Expertise (light blades), Weapon Focus (light blades), Armour Proficiency (Leather), Echoes of Thunder, Resounding Thunder, Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, Fury of the Storm, Robust Defences, Ruthless Spellfury, Epic Will, Quickened Spellcasting (AO), Epic Reflexes, Epic Fortitude

Gear:
+6 bloodiron dagger
+6 staff of ruin
+6 shadowflow starleather armor
+6 brooch of vitality
Boots of teleportation
Belt of vim +3
Eye of awareness
Salve of Power
Bracers of the Perfect Shot +6
Nullifying ring
Shadow band
Standard adventurer's kit




I may have lost control. Here is a hybrid version of the original halfling sorcerer daggermaster, allowing a deeper blend of the sorcerer and rogue classes. This time with Storm Soul rather than Wild Soul, but this is a simple power swap for sorcs. The occasional rogue power is extremely good, actually. I think I prefer this to the ranger version, despite the greatness of Spitting Cobra Stance.

I think I also prefer this to the non-hybrid version that came first. Swapping back to chaos magic is as straightforward as swapping those power choices for these.

Wild Soul gets: White Lotus Riposte, White Lotus Master Riposte, Wild Spellfury // Chaos Bolt, and more psychic attacks
Storm Soul gets: Resounding Thunder, Echoes of Thunder, Fury of the Storm // More thunder attacks
In other words, "your ghost may walk, you lover of trees, down an English lane, if you know what I mean."

You could also chose the White Lotus pair instead of TWF and TWD.

Storm Sorcerer Daggermaster
Sorcerer|Rogue / Daggermaster / Demigod

Storm Sorcerer, L1

Race: Halfling
Class: Sorcerer | Rogue

Ability Scores, with racial adjustments:
Str 10 (+0)
Con 12 (+1)
Dex 18 (+4)
Int 12 (+1)
Wis 8 (-1)
Cha 18 (+4)

HP: 24; Bloodied: 12; Surges: 7 (6 HP)
AC/Fort/Ref/Will: 16/11/15/15
Initiative: +4; Speed: 6

Blazing Starfall: +4 vs. Ref, 1d4+8
Sly Flourish: +7 vs AC, 1d4+8
Sneak Attack: 2d6

At-will Powers: Sly Flourish, Blazing Starfall
Encounter Powers: Second Chance, Thundering Roar
Daily Powers: Blinding Barrage

Skills: Acrobatics (+11), Bluff (+9), Stealth (+9), Diplomacy (+9), Thievery (+11)
Feats: Armour Proficiency (Leather)

Gear: 5 daggers, leather armour, standard adventurer's kit, 79 gp


Levels 2-10

L2. +5 HP, +1 to all level-dependent abilities, new feat: Hybrid Talent (Storm Soul), new utility power: Tumble

L3. +5 HP, new encounter power: Low Slash

L4. +10 HP, +1 to all level-dependent abilities, +1 Dex (19), +1 Cha (19), new feat: Toughness

L5. +5 HP, new daily power: Thunder Leap

L6. +5 HP, +1 to all level-dependent abilities, new feat: Focussed Expertise (light blades), new utility power: Lightning Shift, retrain Tumble to Sneak in the Attack

L7. +5 HP, new encounter power: Thunder Bomb

L8. +5 HP, +1 to all level-dependent abilities, +1 Dex (20), +1 Cha (20), new feat: Weapon Focus (light blades)

L9. +5 HP, new daily power: Howling Hurricane

L10. +5 HP, +1 to all level-dependent abilities, new feat: Echoes of Thunder, new utility power: Shadow Stride


Storm Sorcerer, L11

Race: Halfling
Class: Sorcerer | Rogue
Paragon Path: Daggermaster

Ability Scores, with racial adjustments:
Str 10 (+0)
Con 13 (+1)
Dex 21 (+5)
Int 13 (+1)
Wis 9 (-1)
Cha 21 (+5)

HP: 85; Bloodied: 42; Surges: 7 (21 HP)
AC/Fort/Ref/Will: 26/19/24/23
Initiative: +10; Speed: 6

Blazing Starfall: +14 vs. Ref, 1d4+17 [+2/previous turn hit with thunder]
Blazing Starfall (critical): 21 + 6d10 [+2/previous turn hit with thunder]
Sly Flourish: +17 vs AC, 1d4+15 [+2 melee, +2/previous turn hit with thunder]
Sneak Attack: 3d6

At-will Powers: Sly Flourish, Acid Orb
Encounter Powers: Second Chance, Thundering Roar, Critical Opportunity, Low Slash, Thunder Bomb
Daily Powers: Blinding Barrage, Thunder Leap, Howling Hurricane
Utility Powers: Sneak in the Attack, Lightning Shift, Shadow Stride

Skills: Acrobatics (+17), Bluff (+15), Stealth (+15), Diplomacy (+15), Thievery (+17)
Feats: Hybrid Talent (Storm Soul), Toughness, Focussed Expertise (light blades), Weapon Focus (light blades), Armour Proficiency (Leather), Echoes of Thunder, Resounding Thunder

Gear:
+3 bloodiron dagger
+1 mage's parrying dagger
+3 shadowflow drowmesh armor
+2 cloak of resistance
Belt of vim +1
Boots of the fencing master
Salve of Power
Iron Armbands of Power +2
Standard adventurer's kit


Levels 12-20

L12. +5 HP, +1 to all level-dependent abilities, new feat: Arcane Admixture (Blazing Starfall, Thunder), new utility power: Meditation of the Blade, retrain Acid Orb to Blazing Starfall

L13. +5 HP, new encounter power: Primordial Storm (replaces Thundering Roar)

L14. +5 HP, +1 to all level-dependent abilities, +1 Dex (22), +1 Cha (22), new feat: Dual Implement Spellcaster

L15. +5 HP, new daily power: Lightning Daggers (replaces Howling Hurricane)

L16. +5 HP, +1 to all level-dependent abilities, new feat: Two-Weapon Fighting, new utility power: Avatars Of Chaos

L17. +5 HP, new encounter power: Stunning Strike (replaces Low Slash)

L18. +5 HP, +1 to all level-dependent abilities, +1 Dex (23), +1 Cha (23), new feat: Two-Weapon Defense

L19. +5 HP, new daily power: Feinting Flurry (replaces blinding Barrage)

L20. +5 HP, +1 to all level-dependent abilities, new feat: Paragon Defenses, new daily power: Deep Dagger Wound


Storm Sorcerer, L21

Race: Halfling
Class: Sorcerer | Rogue
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 12 (+1)
Con 14 (+2)
Dex 26 (+8)
Int 14 (+2)
Wis 10 (+0)
Cha 26 (+8)

HP: 151; Bloodied: 75; Surges: 8 (37 HP)
AC/Fort/Ref/Will: 37/30/37/35
Initiative: +22; Speed: 7

Blazing Starfall: +25 vs. Ref, 2d4+35 [+3/previous turn hit with thunder]
Blazing Starfall (critical): 163 [+3/previous turn hit with thunder]
Sly Flourish: +28 vs AC, 2d4+25 [+4 melee, +3/previous turn hit with thunder]
Sneak Attack: 5d6

At-will Powers: Sly Flourish, Blazing Starfall
Encounter Powers: Second Chance, Primordial Storm, Critical Opportunity, Stunning Strike, Thunder Bomb
Daily Powers: Feinting Flurry, Lightning Daggers, Thunder Leap, Deep Dagger Wound
Utility Powers: Sneak in the Attack, Lightning Shift, Shadow Stride, Meditation of the Blade, Avatars Of Chaos

Skills: Acrobatics (+25), Bluff (+23), Stealth (+23), Diplomacy (+23), Thievery (+25)
Feats: Arcane Admixture (Blazing Starfall, Thunder), Hybrid Talent (Storm Magic), Toughness, Focussed Expertise (light blades), Weapon Focus (light blades), Armour Proficiency (Leather), Echoes of Thunder, Resounding Thunder, Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, Fury of the Storm, Robust Defences

Gear:
+5 bloodiron dagger
+3 staff of ruin
+5 shadowflow anathema armor
+4 brooch of vitality
Boots of Striding
Belt of vim +2
Iron Armbands of Power +4
War ring
Standard adventurer's kit



Levels 22-29

L22. +5 HP, +1 to all level-dependent abilities, new feat: Ruthless Spellfury, new utility power: Hide From The Light

L23. +5 HP, new encounter power: Steel Entrapment (replaces Stunning Strike

L24. +5 HP, +1 to all level-dependent abilities, +1 Dex (27), +1 Cha (27), new feat: Epic Reflexes

L25. +5 HP daily replace, new daily power: Wrathful Vapours (replaces Thunder Leap)

L26. +5 HP, +1 to all level-dependent abilities, new feat: Epic Will, new utility power: Divine Regeneration

L27. +5 HP, new encounter power: Thunder Pulse (replaces Thunder Bomb)

L28. +5 HP, +1 to all level-dependent abilities, +1 Dex (28), +1 Cha (28), new feat: Quickened Spellcasting (BS)

L29. +5 HP, new daily power: Deathweaving Strike (replaces Feinting Flurry), retrain Lightning Shift to Sudden Scales


Storm Sorcerer, L30

Race: Halfling
Class: Sorcerer | Rogue
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 10 (+0)
Con 14 (+2)
Dex 28 (+9)
Int 12 (+1)
Wis 14 (+2)
Cha 28 (+9)

HP: 206; Bloodied: 103; Surges: 8 (50 HP)
AC/Fort/Ref/Will: 45/42/48/49
Initiative: +29; Speed: 6 (teleport)

Blazing Starfall: +33 vs. Ref, 2d4+44 [+3/previous turn hit with thunder]
Blazing Starfall (critical): 172 + at-will [+3/previous turn hit with thunder]
Sly Flourish: +36 vs AC, 2d4+28 [+6 melee, +3/previous turn hit with thunder]
Sneak Attack: 5d6

At-will Powers: Sly Flourish, Blazing Starfall
Encounter Powers: Second Chance, Primordial Storm, Critical Opportunity,Steel Entrapment, Thunder Bomb
Daily Powers: Deathweaving Strike, Lightning Daggers, Wrathful Vapours , Deep Dagger Wound
Utility Powers: Sneak in the Attack, Sudden Scales, Shadow Stride, Meditation of the Blade, Avatars Of Chaos, Hide From The Light, Divine Regeneration

Skills: Acrobatics (+31), Bluff (+29), Stealth (+29), Diplomacy (+29), Thievery (+31)
Feats: Arcane Admixture (Acid Orb, Thunder), Hybrid Talent (Storm Magic), Toughness, Focussed Expertise (light blades), Weapon Focus (light blades), Armour Proficiency (Leather), Echoes of Thunder, Resounding Thunder, Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, Fury of the Storm, Robust Defences, Ruthless Spellfury, Epic Will, Quickened Spellcasting (BS), Epic Reflexes, Epic Fortitude

Gear:
+6 bloodiron dagger
+6 staff of ruin
+6 shadowflow starleather armor
+6 brooch of vitality
Boots of teleportation
Belt of vim +3
Eye of awareness
Iron Armbands of Power +6
Nullifying ring
Shadow band
Standard adventurer's kit




...or, without any hybrid rules at all, we have:

Storm Sorcerer Daggermaster
Storm Sorcerer / Daggermaster / Demigod

Background: Criminal (stealth as class skill)
Storm Sorcerer, L1

Race: Halfling
Class: Sorcerer
Spell Source: Storm Magic

Ability Scores, with racial adjustments:
Str 10 (+0)
Con 12 (+1)
Dex 18 (+4)
Int 12 (+1)
Wis 8 (-1)
Cha 18 (+4)

HP: 24; Bloodied: 12; Surges: 7 (6 HP)
AC/Fort/Ref/Will: 16/11/14/16
Initiative: +4; Speed: 6

Blazing Starfall: +4 vs. Ref, 1d4+8
Sneak Attack: 2d6

At-will Powers: Blazing Starfall, Burning Spray
Encounter Powers: Second Chance, Thundering Roar
Daily Powers: Howling Tempest

Skills: Arcana (+6), Bluff (+9), Stealth (+9), Diplomacy (+9), Thievery (+11)
Feats: Sneak of Shadows

Gear: dagger, leather armour, standard adventurer's kit, 84 gp


Levels 2-10

L2. +5 HP, +1 to all level-dependent abilities, new feat: Armour Proficiency (Leather), new utility power: Unseen Aid

L3. +5 HP, new encounter power: Thundering Gust

L4. +5 HP, +1 to all level-dependent abilities, +1 Dex (19), +1 Cha (19), new feat: Toughness

L5. +5 HP, new daily power: Thunder Leap

L6. +10 HP, +1 to all level-dependent abilities, new feat: Focussed Expertise (daggers), new utility power: Lightning Shift

L7. +5 HP, new encounter power: Thunder Bomb

L8. +5 HP, +1 to all level-dependent abilities, +1 Dex (20), +1 Cha (20), new feat: Echoes of Thunder

L9. +5 HP, new daily power: Howling Hurricane

L10. +5 HP, +1 to all level-dependent abilities, new feat: Improved Initiative, new utility power: Narrow Escape


Storm Sorcerer, L11

Race: Halfling
Class: Sorcerer
Spell Source: Storm Magic
Paragon Path: Daggermaster

Ability Scores, with racial adjustments:
Str 11 (+0)
Con 13 (+1)
Dex 21 (+5)
Int 13 (+1)
Wis 9 (-1)
Cha 21 (+5)

HP: 85; Bloodied: 42; Surges: 7 (21 HP)
AC/Fort/Ref/Will: 25/19/23/24
Initiative: +10; Speed: 6

Blazing Starfall: +14 vs. Ref, 1d4+16 [+2/hit with thunder since last turn]
Blazing Starfall (Critical): 20+6d10 [+2/hit with thunder since last turn]
Sneak Attack: 3d6

At-will Powers: Blazing Starfall, Burning Spray
Encounter Powers: Second Chance, Thundering Roar, Critical Opportunity, Thundering Gust, Thunder Bomb
Daily Powers: Howling Tempest, Thunder Leap, Howling Hurricane
Utility Powers: Unseen Aid, Lightning Shift, Narrow Escape

Skills: Arcana (+11), Bluff (+15), Stealth (+15), Diplomacy (+15), Thievery (+17)
Feats: Sneak of Shadows, Toughness, Focussed Expertise, Echoes of Thunder, Armour Proficiency (Leather), Arcane Admixture (Blazing Starfall, Thunder), Resounding Thunder

Gear:
+3 bloodiron dagger
+1 staff of ruin
+3 shadowflow drowmesh armor
+2 cloak of resistance
Belt of vim +1
Boots of the fencing master
Standard adventurer's kit


Levels 12-20

L12. +5 HP, +1 to all level-dependent abilities, new feat: Dual Implement Spellcaster, new utility power: Meditation of the Blade

L13. +5 HP, new encounter power: Primordial Storm (replaces Thundering Roar)

L14. +5 HP, +1 to all level-dependent abilities, +1 Dex (22), +1 Cha (22), new feat: Weapon Focus (light blades)

L15. +5 HP, new daily power: Lightning Daggers (replaces Howling Tempest)

L16. +5 HP, +1 to all level-dependent abilities, new feat: Paragon Defenses, new utility power: Avatars Of Chaos

L17. +5 HP, new encounter power: Thunderstroke (replaces Thundering Gust)

L18. +5 HP, +1 to all level-dependent abilities, +1 Dex (23), +1 Cha (23), new feat: Two-Weapon Fighting

L19. +5 HP, new daily power: Crashing Winds (replaces Howling Hurricane)

L20. +5 HP, +1 to all level-dependent abilities, new feat: Two-Weapon Defense, new daily power: Deep Dagger Wound


Storm Sorcerer, L21

Race: Halfling
Class: Sorcerer
Spell Source: Storm Magic
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 12 (+1)
Con 14 (+2)
Dex 26 (+8)
Int 14 (+2)
Wis 10 (+0)
Cha 26 (+8)

HP: 151; Bloodied: 75; Surges: 8 (37 HP)
AC/Fort/Ref/Will: 37/30/36/36
Initiative: +18; Speed: 7

Blazing Starfall: +25 vs. Ref, 2d4+35 [+3/hit with thunder since last turn]
Blazing Starfall (Critical): 183 [+3/hit with thunder since last turn]
Sneak Attack: 5d6

At-will Powers: Blazing Starfall, Burning Spray
Encounter Powers: Second Chance, Primordial Storm, Critical Opportunity, Thunderstroke, Thunder Bomb
Daily Powers: Lightning Daggers, Thunder Leap, Crashing Winds
Utility Powers: Unseen Aid, Lightning Shift, Narrow Escape, Meditation of the Blade, Avatars Of Chaos

Skills: Arcana (+17), Bluff (+23), Stealth (+23), Diplomacy (+23), Thievery (+25)
Feats: Sneak of Shadows, Weapon Focus (light blades), Toughness, Focussed Expertise, Echoes of Thunder, Arcane Admixture (Blazing Starfall, Thunder), Armour Proficiency (Leather), Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, Resounding Thunder, Fury of the Storm, Robust Defences

Gear:
+5 bloodiron dagger
+3 staff of ruin
+5 shadowflow anathema armor
+4 brooch of vitality
Boots of Striding
Belt of vim +2
War Ring
War Ring
Standard adventurer's kit



Levels 22-29

L22. +5 HP, +1 to all level-dependent abilities, new feat: Ruthless Spellfury, new utility power: Dragon Fear

L23. +5 HP, new encounter power: none

L24. +5 HP, +1 to all level-dependent abilities, +1 Dex (27), +1 Cha (27), new feat: Epic Resurgence

L25. +5 HP daily replace, new daily power: Wrathful Vapours (replaces Crashing Winds)

L26. +5 HP, +1 to all level-dependent abilities, new feat: Quickened Spellcasting (BS), new utility power: Divine Regeneration

L27. +5 HP, new encounter power: Thunder Pulse (replaces Thunder Bomb)

L28. +5 HP, +1 to all level-dependent abilities, +1 Dex (28), +1 Cha (28), new feat: Epic Reflexes

L29. +5 HP, new daily power: Hellish Firestorm (replaces Thunder Leap), retrain Lightning Shift to Sudden Scales


Storm Sorcerer, L30

Race: Halfling
Class: Sorcerer
Spell Source: Storm Magic
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 12 (+1)
Con 14 (+2)
Dex 28 (+9)
Int 14 (+2)
Wis 10 (+0)
Cha 28 (+9)

HP: 206; Bloodied: 103; Surges: 8 (50 HP)
AC/Fort/Ref/Will: 45/42/47/50
Initiative: +29; Speed: 6 (teleport)

Blazing Starfall: +33 vs. Ref, 2d4+44 [+3/hit with thunder since last turn]
Blazing Starfall (Critical): 172 + at-will [+3/hit with thunder since last turn]
Sneak Attack: 5d6

At-will Powers: Blazing Starfall, Burning Spray
Encounter Powers: Second Chance, Primordial Storm, Critical Opportunity, Thunderstroke, Thunder Bomb
Daily Powers: Lightning Daggers, Hellish Firestorm, Wrathful Vapours
Utility Powers: Unseen Aid, Sudden Scales, Narrow Escape, Meditation of the Blade, Avatars Of Chaos, Dragon Fear, Divine Regeneration

Skills: Arcana (+22), Bluff (+29), Stealth (+29), Diplomacy (+29), Thievery (+31)
Feats: Sneak of Shadows, Weapon Focus (light blades), Toughness, Focussed Expertise, Armour Proficiency (Leather), Echoes of Thunder, Arcane Admixture (Blazing Starfall, Thunder), Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, Resounding Thunder, Fury of the Storm, Ruthless Spellfury, Robust Defenses, Epic Will, Quickened Spellcasting (BS), Epic Reflexes, Epic Fortitude

Gear:
+6 bloodiron dagger
+6 staff of ruin
+6 shadowflow starleather armor
+6 brooch of vitality
Boots of teleportation
Belt of vim +3
Eye of awareness
Nullifying ring
Shadow band
Standard adventurer's kit






The archetypical dragon sorcerer is clearly a dragonborn. The archetypical PP is Dragonsoul Heir, although I came within a whisker of choosing Kensei or Dragon Guardian instead. This build, like the Chaos sorcerer build, is built to be much tougher than the average striker, and to mix it up in and around the front lines.

And this character is really tough. Huge defense boosts and temp HP everywhere in paragon. He/she has a lot of close burst/blast powers, so getting in close to the action is quite important. Pushing adds a handy damage boost. Would like to get room for lasting frost into the build, but feats are very tight.

Good variant: Take MC Ranger instead of Fighter, and take the level 5 daily Spitting Cobra Stance with the MC feat that replaces Draconic Arrogance. This reduces your damage for most strikes by 5-18 per hit, but in certain moderately common circumstances, gives you many more attacks per round. If taking this option, watch that you can pick your battles to use the stance, and get Salves of Power to get more attempts per day. Also consider rings of ramming to really keep yourself clear. This tactic might be used to keep enemies off a fragile party member if you don't need protecting yourself, but make sure you place yourself so that it triggers often.

Dragon Sorcerer Dragonsoul Heir
Dragon Sorcerer/Dragonsoul Heir/Demigod

Dragon Sorcerer, L1

Race: Dragonborn (cold)
Class: Sorcerer
Spell Source: Dragon (cold)

Ability Scores, with racial adjustments:
Str 18 (+4)
Con 12 (+1)
Dex 12 (+1)
Int 10 (+0)
Wis 8 (-1)
Cha 18 (+4)

HP: 24; Bloodied: 12; Surges: 7 (7 HP)
AC/Fort/Ref/Will: 16/14/11/16
Initiative: +1; Speed: 6

Dragonfrost: +4 vs. Fortitude, 1d8+8+push (+1/+0 bloodied)

At-will Powers: Burning Spray, Dragonfrost
Encounter Powers: Dragon Breath, Bedeviling Burst
Daily Powers: Lightning Breath

Skills: Arcana (+5), Endurance (+6), Diplomacy (+9), Intimidate (+11)
Feats: Armour Proficiency (Leather)

Gear: dagger, leather armour, standard adventurer's kit, 84 gp


Levels 2-10

L2. +5 HP, +1 to all level-dependent abilities, new feat: Reaper's Touch, new utility power: Elemental Shift

L3. +5 HP, new encounter power: Ice Dragon's Teeth

L4. +5 HP, +1 to all level-dependent abilities, +1 Str (19), +1 Cha (19), new feat: Weapon Focus (light blades)

L5. +5 HP, new daily power: Thunder Leap

L6. +5 HP, +1 to all level-dependent abilities, new feat: Implement Expertise, new utility power: Sudden Scales

L7. +5 HP, new encounter power: Rimestorm

L8. +5 HP, +1 to all level-dependent abilities, +1 Str (20), +1 Cha (20), new feat: White Lotus Riposte

L9. +5 HP, new daily power: Adamantine Echo

L10. +5 HP, +1 to all level-dependent abilities, new feat: Student of the Sword, new utility power: Narrow Escape


Dragon Sorcerer, L11

Race: Dragonborn (cold)
Class: Sorcerer
Spell Source: Dragon (cold)
Paragon Path: Dragonsoul Heir

Ability Scores, with racial adjustments:
Str 21 (+5)
Con 13 (+1)
Dex 13 (+1)
Int 11 (+0)
Wis 9 (-1)
Cha 21 (+5)

HP: 75; Bloodied: 36; Surges: 9 (19 HP)
AC/Fort/Ref/Will: 26/23/19/24
Initiative: +8; Speed: 6

Dragonfrost (melee): +14 vs. Fortitude, 1d8+24+push (+1/+0 bloodied) [5 cold damage if attacked]
Dragonfrost, critical: 32 +push +10 ongoing [5 cold damage if attacked]

At-will Powers: Burning Spray, Dragonfrost
Encounter Powers: Dragon Breath, Bedeviling Burst, Ice Dragon's Teeth, Rimestorm, Breath of the Dragon Soul
Daily Powers: Lightning Breath, Thunder Leap, Adamantine Echo
Utility Powers: Elemental Shift, Sudden Scales, Narrow Escape

Skills: Arcana (+10), Endurance (+11), Diplomacy (+15), Intimidate (+17), Athletics (+15)
Feats: Student of the Sword, Weapon Focus (light blades), White Lotus Riposte, Implement Expertise, Reaper's Touch, Armour Proficiency (Leather), Draconic Arrogance

Gear:
+3 jagged dagger
+1 mage's parrying dagger
+3 shadowflow drowmesh armor
+2 cloak of resistance
Belt of vim +1
Boots of the fencing master
Casque of tactics +1
Iron armbands of power +2
Standard adventurer's kit


Levels 12-20

L12. +5 HP, +1 to all level-dependent abilities, new feat: Draconic Spellfury, new utility power: Dragon's Revenge

L13. +5 HP, new encounter power: Thunder Breath (replaces Bedeviling Burst)

L14. +5 HP, +1 to all level-dependent abilities, +1 Str (22), +1 Cha (22), new feat: Dual Implement Spellcaster

L15. +5 HP, new daily power: Lightning Daggers (replaces Lightning Breath)

L16. +5 HP, +1 to all level-dependent abilities, new feat: Two-Weapon Fighting, new utility power: Breath of Potency

L17. +5 HP, new encounter power: Thunderstroke (replaces Ice Dragon's Teeth)

L18. +5 HP, +1 to all level-dependent abilities, +1 Str (23), +1 Cha (23), new feat: Two-Weapon Defense

L19. +5 HP, new daily power: Blackfire Serpent (replaces Thunder Leap)

L20. +5 HP, +1 to all level-dependent abilities, new feat: Paragon Defenses, new daily power: Veil of the Dragon


Dragon Sorcerer, L21

Race: Dragonborn (cold)
Class: Sorcerer
Spell Source: Dragon (cold)
Paragon Path: Dragonsoul Heir
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 26 (+8)
Con 14 (+2)
Dex 14 (+2)
Int 12 (+1)
Wis 10 (+0)
Cha 26 (+8)

HP: 136; Bloodied: 68; Surges: 10 (36 HP)
AC/Fort/Ref/Will: 37/36/30/36
Initiative: +17; Speed: 7

Dragonfrost (melee): +25 vs. Fortitude, 2d8r1+51+push (+1/+0 bloodied) [+8 temp HP, 8 cold damage & Immediate Reaction to repeat if attacked]
Dragonfrost, critical: 67+push +20 ongoing [+8 temp HP, 8 cold damage & Immediate Reaction to repeat if attacked]

At-will Powers: Burning Spray, Dragonfrost
Encounter Powers: Dragon Breath, Thunder Breath, Thunderstroke, Rimestorm, Breath of the Dragon Soul
Daily Powers: Lightning Daggers, Blackfire Serpent, Adamantine Echo, Veil of the Dragon
Utility Powers: Elemental Shift, Sudden Scales, Narrow Escape, Dragon's Revenge, Breath of Potency

Skills: Arcana (+16), Endurance (+17), Diplomacy (+23), Intimidate (+25), Athletics (+23)
Feats: Student of the Sword, Weapon Focus (light blades), White Lotus Riposte, Implement Expertise, Reaper's Touch, Armour Proficiency (Leather), Draconic Arrogance, Dual Implement Spellcaster, Draconic Spellfury, Two-Weapon Fighting, Two-Weapon Defense, White Lotus Master Riposte, Robust Defenses

Gear:
+5 jagged dagger
+5 staff of ruin
+5 shadowflow anathema armor
+4 brooch of vitality
Gauntlets of Destruction
Boots of Striding
Belt of vim +2
Circlet of indomitability +2
Iron armbands of power +4
Premonition ring
Standard adventurer's kit


Levels 22-29

L22. +5 HP, +1 to all level-dependent abilities, new feat: Ruthless Spellfury, new utility power: Platinum Scales

L23. +5 HP, new encounter power: Sun and Stars (replaces Thunder Breath)

L24. +5 HP, +1 to all level-dependent abilities, +1 Str (27), +1 Cha (27), new feat: Epic Resurgence

L25. +5 HP daily replace, new daily power: Draconic Incarnation (replaces Adamantine Echo)

L26. +20 HP, +1 to all level-dependent abilities, new feat: Quickened Spellcasting, new utility power: Divine Regeneration

L27. +5 HP, new encounter power: Overpowering Lightning (replaces Thunderstroke)

L28. +5 HP, +1 to all level-dependent abilities, +1 Str (28), +1 Cha (28), new feat: Epic Fortitude

L29. +5 HP, new daily power: Mind Tide (replaces Lightning Daggers)


Dragon Sorcerer, L30

Race: Dragonborn (cold)
Class: Sorcerer
Spell Source: Dragon (cold)
Paragon Path: Dragonsoul Heir
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 28 (+9)
Con 14 (+2)
Dex 14 (+2)
Int 12 (+1)
Wis 10 (+0)
Cha 28 (+9)

HP: 191; Bloodied: 95; Surges: 10 (49 HP)
AC/Fort/Ref/Will: 45/49/40/48
Initiative: +22; Speed: 6 (teleport)

Dragonfrost (melee, minor 1/encounter): +33 vs. Fortitude, 2d8r1+59+push (+1/+0 bloodied) [+9 temp HP, 9 cold damage & Immediate Reaction to repeat if attacked]
Dragonfrost, critical: 75 +push +20 ongoing + 2*Dragonfrost (offhand) [+9 temp HP, 9 cold damage & Immediate Reaction to repeat if attacked]

At-will Powers: Burning Spray, Dragonfrost
Encounter Powers: Dragon Breath, Overpowering Lightning, Sun and Stars, Rimestorm, Breath of the Dragon Soul
Daily Powers: Mind Tide, Draconic Incarnation, Blackfire Serpent, Veil of the Dragon
Utility Powers: Elemental Shift, Sudden Scales, Narrow Escape, Dragon's Revenge, Breath of Potency, Platinum Scales, Divine Regeneration

Skills: Arcana (+21), Endurance (+22), Diplomacy (+29), Intimidate (+31), Athletics (+29)
Feats: Student of the Sword, Weapon Focus (light blades), Implement Expertise, Reaper's Touch, Armour Proficiency (Leather), Draconic Arrogance, Dual Implement Spellcaster, Draconic Spellfury, Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Opening, Robust Defenses, White Lotus Master Riposte, White Lotus Riposte, Ruthless Spellfury, Quickened Spellcasting, Epic Fortitude, Epic Will, Epic Reflexes

Gear:
+6 jagged dagger
+6 staff of ruin
+6 shadowflow starleather armor
+6 brooch of vitality
Gauntlets of Destruction
Boots of teleportation
Belt of vim +3
Eye of awareness
Iron armbands of power +6
Nullifying ring
Shadow band
Standard adventurer's kit

Impressive work. These are very solid builds.
Boring but good. Archetypes indeed. Probably another thing I'll link in my guide if it's okay with you.
Wonderful builds, good summary.

One thing I would change: In the Chaos Sorc build... kick Dragonfrost and take Acid Orb; it's vs. Reflex and does more damage... and I cannot see any important use of Dragonfrost.

Edit: I would also take Lost in Crowd. For this concept it's a very good feat.
Very solid archetypes.
The halfling has hide spec at level 20, but doesn't (any won't ever) qualify with a starting CON of 12. You need 15 CON for hide spec.

I'm a bit surprised that Arcane Reach never made it into either build, given the number of close blast powers available.
Boring but good. Archetypes indeed. Probably another thing I'll link in my guide if it's okay with you.

The point of the "archetype series" is to take the most obvious choices, but then tweak it up. Link away, of course.
Wonderful builds, good summary.

One thing I would change: In the Chaos Sorc build... kick Dragonfrost and take Acid Orb; it's vs. Reflex and does more damage... and I cannot see any important use of Dragonfrost.

Edit: I would also take Lost in Crowd. For this concept it's a very good feat.

Good call on the acid orb. I think I had hopes for a Lasting Frost at one stage, but Chaos Orb should be holding the focus for pretty much the entire career. It gives the (multi-target) equivalent of the twin strike/daggermaster combo.

I had some hopes for Lost in the Crowd in the original plan, but I had such a feat squeeze. I think I can see it coming back in now, though.
Very solid archetypes.
The halfling has hide spec at level 20, but doesn't (any won't ever) qualify with a starting CON of 12. You need 15 CON for hide spec.

I'm a bit surprised that Arcane Reach never made it into either build, given the number of close blast powers available.

Thank you for that catch. I think I'll drop down to leather and save the two feats. The (situational) lost AC can come from Lost in the Crowd, which makes sense when playing him as a multi-meleer. Arcane Reach was in the original plan, like Lost in the Crowd, but the bulk of the close powers are actually on the dragon sorc build (who doesn't qualify). I think it would be overkill here.

I'll take Light Blade Precision for now, which will probably be switched out in the future when I get some good options from Arcane Power.
So I could replace my shield with a mage's weapon parrying dagger, and have +1 AC earlier. Then take TWF and TWD and get shield spec level defenses earlier with a bonus +1 damage.

Then, Two-Weapon Opening might be worthwhile. I'd like to hope that a (melee-replacing-ranged) ranged basic attack is a melee basic attack. If so, I could replace Light Blade Precision to get a good melee damage improvement in paragon.

Thoughts?
I'd like to hope that a (melee-replacing-ranged) ranged basic attack is a melee basic attack.

Keep on hoping, because it doesn't work that way. You have to take Reaper's Touch if you want it to, and then only for Acid Orb and Dragonfrost.
Keep on hoping, because it doesn't work that way. You have to take Reaper's Touch if you want it to, and then only for Acid Orb and Dragonfrost.

Technically, Acid Orb and Dragonfrost with Sorcerous Blade Channeling would be Melee Attacks that count as Ranged Basic Attacks(according to their special line, which isn't changed with their range and type). Doesn't really mean much though. Like he said, I think Reaper's Touch makes them melee basic.
Yeah, that's why I haven't changed the build already. This way it's up a reflex defense, and I'd have to take three more offensive feats to get anything nontrivial out of having two weapons.
It's becoming clearer and clearer that the DPR of these builds is fine, and that they'll be limited - particularly in lower levels - by their fragility. I've swapped some feats around, and employed some early mage's parrying daggers to focus on defenses. This will make the early part of the build more playable. You'll still have to act like a scared ranged attacker for the first half of heroic at least.

Changes:
1. Swapped defensive feats earlier - even at the cost of implement expertise.
2. Noted the +1 mage's parrying dagger in the equipment. It comes as first desired magic item. For Chaos sorc, it is kept until the shield feats arrive mid paragon.
3. I'm keeping burning spray for the Chaos sorc until he can switch to chaos bolt in melee.
I should point out more subtle defenses that replaced the hide armour: I added Psychic Lock and Lost in the Crowd, which are not included in the stats, but should come up quite often in play. The main at-will, and many of the dailies/encounter powers all target will. In those circumstances, Psychic Lock is like a regular +2 to defenses for multiple party members.

I've seen Lost in the Crowd in play - and its best feature is that it's on when times are toughest.

Question: I now have a 12 Str for the chaos sorc, and nothing to do with it. I'm not keen on going 20/16 for Cha/Dex for several reasons, but does anyone have any other constructive ideas?
Look like good builds. Not all that important, but you have the level one chaos sorcerer with leather armor proficiency as a feat, but no leather armor. That means AC should be 16 instead of 14, and also I think the fortitude and reflex defenses are switched.
Thanks. I put the leather earlier after consideration, but failed to adjust the numbers. Personally, I'm going to roleplay this guy as starting as a cowardly thief. But getting some defenses early would be the key optimisation goal.
This is the exact kind of build I was looking for. Just wondering, is the build itself (at the top) updated with the additions/changes mentioned in your posts? Also, what do you think of Sly Dodge as opposed to Sneak of Shadows?
Yes, I keep my archetype builds updated.

Sly dodge seems to make a lot of sense for a Cha-heavy ranged type, so it's a fine option. I didn't choose it for a couple of reasons. The main one is that this build likes to be in melee, and can use any of its spells without provoking. So I basically wasn't planning on provoking any OAs. It might be handy to move around in order to pick a better target, but I decided the occasional burst of damage would be more useful.

Plus, I wanted thievery instead of bluff and intimidate, which I could already get as a sorcerer.
Also, I don't see the proficiency feat for the parrying dagger in the build. Am I missing something? I would much rather go with the dagger/TWF feats than with the shield feats.

Edit: I found the "Mage's Weapon" enhancement, so disregard my feat comment. But, I still would like to use two daggers instead of a shield. Any downsides/advantages to that? You said it would be the equivalent of using the shield but with an added +1 damage, so I'm just wondering why it's not part of the build.
It's a mage's parrying dagger - it comes with built-in proficiency.

TWF + TWD could replace the shield profs, for a net cost of 1 reflex, 1 magic weapon that you never attack with, 1 magic shield benefit. You gain 1 damage to your attacks.

If you want two interesting weapon powers, that will cost another feat (the weapon proficiency). If you want that so you can use TWO with a sorcerer power, then that will cost two more feats: TWO and Reaper's Touch.

So you can go that way, but you'll need to ditch three feats from this build, and your defenses will still be marginally lower even if you don't ditch defensive feats.
This is awesome post, thank you!!!

I ended up with all the same assumptions at level 1 with my Halfling Chaos/insane build (except i MC Rogue level 1 for thematic reasons), I'm glad I'm on the right track.

Thank you again!

p.s. these guys are WONDERFUL to role play with, playing up the insanity is great fun, and you never know what is going to happen in a battle. It is TREMENDOUS fun for both me and the entire group. We were in stitches!

P.S thank you to WOTC for this class!
I ended up with all the same assumptions at level 1 with my Halfling Chaos/insane build (except i MC Rogue level 1 for thematic reasons), I'm glad I'm on the right track.

Me too. But I posted the more 'optimal' starting point. My guy begins as a thief with a bit of a surprise...
I like the concept of dragonborn sorcerers. I looked at it differently then the one listed. I created a lightning and thunder specialised taking all the feats that boosted those two attacks. The only defense I took was endurance as a skill, and leather armour. I took dragon soul heir as paragon class naturally, and the doombringer as the epic class. I like the flavour and concept of twin attacks.
Element theme dragonborn sorcerers are clearly viable. I would argue that weapon focus is still the best way to get the feat bonus to damage, though. It's the most widely applicable.
Arcane Power exerpt thoughts:

TWF is now the plan. It was on the edge before, but that dual implement feat makes it critical. It will be close to the feat that increases damage the most.

The real question is: what to take out? What are the 3-5 worst feats in the build? You know the build is getting right when you have great ideas that you have to leave out...
First off.. being partial to Halflings, I really like the first build..the only thing initially I see - is that you took a +1 mage's parrying dagger but you don't have proficiency in it. I know this because I'm going to run a character I ran in the past a rapier/parrying dagger halfling and I had to take a weapon proficiency in it as it's a superior weapon..hope this helps..

If you have a way around this - please let me know - haha..that would and an extra feat to Porthos Two-Blades..
hahaha.. Never mind, how did I miss the property of this weapons..though it wouldn't work for Porthos..it explains your path..

sorry about that..and again..good builds!!
That was the easiest question I've had in weeks. ;)

And that off-hand dagger is going to get increasingly important, unless we've all mis-guessed what that new feat is about.
OK, so I'm trying to cut the least important feats for the new big damage boosters. The real problem is that I've already got rid of the weaker offensive feats, and now I'm having to cull defensive feats.

So what is the weakest of:
Toughness: ...~10% of my hitpoints

Lost in the Crowd? ...take ~20% less hits when meleeing 2 opponents

Psychic Lock ...take ~20% less hits when I connect with my main attacks
I just played a bunch of battles using these two characters in a party:

Githyanki swordmage
Dragonborn Inspiring Warlord
Dragonborn Bruiser Barbarian
Dragonborn Dragon Sorcerer
Halfling Chaos Sorcerer

The team wiped the floor punching well above their weight. In general, the battles were nearly overwhelming, and then the group managed to pull together enough to pull off a game-winning nova.

The bad news is that these two guys were pretty incidental. The Swordmage was important for keeping the heat off the warlord and barbarian. The Warlord was the only source of buffs and healing, and vital to the whole process. The Barbarian did the bulk of the heavy damage, both before and during the nova. (There was no 'after'.)

Now, this wasn't a fair test. I was using a couple of solo monsters rather than a normal pattern of opponents, so the whole role of these guys was removed. They're for softening up large groups of enemies, not punching through a BBEG with an aura.

Dragon Sorc: Through draconic spellfury and Platinum Scales (mainly PS), he was surprisingly tough. Usually the least hurt at the end. Downside, that's also because he was the smallest threat. None of his close burst powers were ever really useful, however. In more normal fights, he would have been a lot better. He hit about as often and as hard as the others, but just didn't have single target nova capacity.

Chaos sorc: Again, his big trick of being in the middle of lots of small troops and chewing them to pieces just didn't have a chance to be tested. Also, he was quite fragile to big auras, which were in abundance in these tests. He did have some uses, however: Psychic Lock occasionally saved the key members. Also, his randomly chosen debuffs were occasionally vital. The prismatic powers do their business with or without a hit, and set up the break needed to nova on two occasions.

On that basis, for BBEG solo opponents, these two would be better replaced by a second leader (I'd lose the dragon first), and maybe a dedicated controller instead of the Chaos Sorc, since that was his effective role. I'll try big mixes of opponents later and see how the team goes. Then I'd expect the multi-attack nature of these two to more than double their damage output, and make them take a lot of more of the enemy's attention.

Also: tweaks have been made, although I don't have Arcane Power yet. I expect that to affect a couple of feats and several powers.
Latest late epic playtest results: Played against multiple epic solos simultaneously, Vecna, Tiamat and the level 30 Dungeon Delve.

Chaos Sorc: I think this build seemed strong, but it wasn't quite as effective as the warlord/barbarian combination. That said, he did put out a lot of damage. And the secondary control effects, despite their randomness, came in very handy every now and again. He has little nova capacity, but puts out a better steady stream of damage than the barbarian. He's also increasingly effective against multiple opponents, and it was very clear that when there were more opponents he did better and better. So bring on the minions.

He's considerably more fragile than some, but he fared well when becoming adjacent to opponents every now and again. I played him at range early in the fight, and then brought him in when things became more stabilised. It worked well, and I suspect that's how it should be done.

Sorcerous Flux didn't come up very often, but possibly not rarely enough to replace the feat. White Lotus Master Riposte worked well on several occasions. After working hard to get Reaper's Touch and Two-Weapon Opening into the build, I never managed the combination. The requirement to attack in melee the same opponent that you critted is a constraint that doesn't play well for the chaos sorc. That, and a desperate need to get Double Implement Spellcaster into the build, means that I've replaced those two with DIS and the return of Toughness. I'm now thinking this build is getting near its final optimal valley. That said, I still don't have Arcane Power, so there might be something vital outside the excerpts. ;) In particular, there's plenty of room for improvement amongst the powers. He's often using at wills rather than exhausting his encounter powers.

Dragon Sorc: I think this build seemed strong, but I'd have to say that this was the least effective of the five characters. He has little nova capacity, and doesn't have quite the damage output of the chaos sorcerer. The playtests happened to include solos and brutes mainly, however, and this character would be ideal against skirmishers and minions. So no dramatic conclusions should be taken. Looking over the build, there's nothing significant that I'd change. Sorcerous Flux didn't come up very often, but possibly not rarely enough to replace the feat.

One notable feature was that he was never in danger. His toughness was never really challenged, so I'd like to see how he goes in early paragon - where the lack of nova features won't be so important.
Early paragon playtest results: Party was level 11, same as before. Played against a level 11, 12, 13 series of encounters in the same day. And a level 13, 14 and 15 series on another day. Then a level 17 encounter and a level 18 encounter where the party was assumed to be fresh. All successes. At level 19, the free ride stopped - they just couldn't hit the opponents any more. Proper workdays at the level 17 and 18 mark would have had serious consequences as well.

Chaos Sorc: This guy was easily MVP in first encounter and close in second. Both sorcerers worked absolutely perfectly. Wild Spellfury and the melee attack gear didn't come up much until things went badly, and were then very useful. At the higher levels, maneuverability and sheer inability to hit slowed him down a lot, but not more than the others. The chaos bolt is always a good option at any range. I'd say the build was working extremely well.

Dragonborn Sorc: This guy was MVP in second encounter and close in first. Both sorcerers worked absolutely perfectly. Draconic Arrogance was a very handy damage boost. At the higher levels, maneuverability and sheer inability to hit slowed him down a lot, but not more than the others. This sorc has a lot of close burst and blast powers, which are hard to set up even if you're happy to be in melee. Which he was - his toughness was unchallenged. The build was working very well.
What about Dragon Guardian from Arcane Power? Wouldn't it be better than Dragnsoul Heir?
Quite possibly. I never really used anything about Dragonsoul Heir. I should be getting hold of arcane power literally in three hours. I'm reworking all my current builds again. Plus the warlock that I'm playing in tabletop, although that's less of an optimisation question than a "how shall I arrange these elements into something that works" question.
How is it you're taking White Lotus Master Riposte feat without taking the White Lotus Riposte feat that appears to be a prerequisite. If there is some kinda trick you are using, I'd like to know about it.

Thanks
Trick = mistake. I've already shoehorned the prereq feat in my offline builds, but I'm going through AP anyway, so I'll do the update in one big hit.

As an aside, feats have become pure gold. I've had to shorten my list of 'indispensible' feats many times. The WL Riposte pair are still in it, though.
OK, these builds are finally updated for Arcane Power. There have been some strategic power changes in both builds.

Chaos Sorcerer:
Ruthless Spellfury has to fit in the chaos sorc build (everything the TWO combo was supposed to be, in a single feat.)
So does quickened spellcasting, but this left me a horrible dilemma. The weakest attacking feats remaining were Wild Spellfury and Weapon Focus. But they're excellent. So I looked at the two weakest defensive feats: Psychic Lock and Lost in the Crowd. In the end I chose to delete them. But I'm sad about it. Another option would be to remove TWF and TWD instead, but I really like the constant bonus of the TWD.

Dragon Sorcerer:
Now, the dragonborn build had more to do. First, there was the option of a better paragon path. It then had to choose whether to disturb the stat distribution to get Sorcerer Implement Expertise or not. This is essentially a feat a drop in Con to get 15 Dex, for the choice to pick a non-jagged weapon. Finally, there was the question about what to drop for Ruthless Spellfury and Quickened Spellcasting. For the last question, I went for Sorcerous Flux and Toughness. Sorcerous Flux was my least used feat, and Toughness might be useful earlier on, but by mid-epic, this build relies on stupidly boosted defenses and temp HP to get through fights. It was never stressed in playtests.

Paragon path choice is really quite a line call. I like Dragon Guardian, but Dragonsoul Heir is clearly tougher. Dragon guardian puts marks on surrounding enemies, and I want my defender doing that, ideally. But I like its utility and I like getting a double resistance from my Dragon Soul. In the end I left it, but I think the absolute ideal paragon path is still waiting to be discovered.

Sorcerer Implement Expertise comes at a cost of a feat, which hurts even more than the loss of HP and a surge. So we have to make that call after looking at possible weapon enchantments. I've looked around, and not seen anything good enough to turn my head. I'll happily take pitches for this swap - but the payoff needs to be pretty serious. My best thought thus far: radiant weapon?



For both builds: Arcane Familiar might be worthwhile - but at what cost?
Draconic spellcaster perhaps for the dragonborn build?

prereqs, are any arcane class & dragonborn, heroic tier.
Gives a feat bonus to attack to arcane powers that share the type of the dragonborn's breath weapon. +1 feat attackbonus, (+2 at 15, +2 at 25)
Yes, draconic spellcaster is very good. I was trying to avoid limiting myself to particular elements, but it is really so good that it should be considered anyway. That would tend to suggest Lasting Frost as well. And the thunder feats, along with arcane admixture. However, the question is what should one or more of these replace?

I could take Draconic Spellcaster by itself, as it's the best of them, and only a single feat. But what to remove? The defensive feats are pretty vital. I could boost the build into a super glass cannon that would attract immense enemy fire, but there are plenty of "DPR uber alles" builds out there already. Since my playtest, where this build was the last standing at late levels (largely through not being targeted), I've lowered defenses and raised the damage output. I don't want to tip the balance and risk becoming the first to be dropped.
Playtests from levels 11 and 21 are in.

Raw Notes from playtests
The arcane characters are much evolved, let's try a team:

Barbarian,
Warlord,
Swordmage,
Chaos Sorcerer,
Warlock

We'll do levels 11, 21 and 30, and see what it takes to break them. The swordmage should be heavily improved, and I've never seen the warlock in action.

Level 11 party:

Full Level 14 Dungeon Delve (ELs 14,15,17) pics 89: 18,78,33
EL 14 (umber hulks + mindflayer):
Things were looking very grim until the chaos sorc forcibly degrabbed the others with some sliding.
Then they were looking grim again. Most of the party was dazed most of the time.
Success without dailies, but many healing surges expended.
EL 15 (grimlock, drow, mind flayer):
Right to the wire. The array of brutes made the party play smarter,
and not expose themselves in the big room where focus fire would have dropped them.
Had two party members down and failing death saves at one point.
EL 17 (drider fanglords, drow priest, mind flayer mastermind):
Most of the dailies have been kept for this battle, and looking at the defenses on that mastermind,
I doubt it'll be enough...
Some good luck got through the others really easily, but then the controller
nearly took the party down by itself. Save granting is in short supply.
Ultimately, you just can't compete with level 18 monsters for attacks and defenses.

Level 21 party:

Full level 24 Dungeon Delve (ELs 24,25,26) pics 45: 94, 114, 14
EL 24 (glabrezu, hezrou):
Cakewalk. With no real disruption from the other side it was an encounter-power only affair.
Natural 1 on the first Storm of Blades attack only delayed the inevitable.
EL 25 (skirmishers, soliders and minions)
Easier, if anything. The minions were probably supposed to be more of a threat, but the party
has so many multiattacks and benefits on dropping enemies that they were almost a net benefit.
I saved the prisoners anyway. Gotta be the hero.
EL 26 (balor, rot hurler + deathpriest)
So the party is effectively starting this battle fresh. Not a single expendable resource has been
used. Good thing too - about half of them went on this fight.
Not quite a walk on the edge of darkness, but those rot hurlers were trouble.
The warlord mini-nova'd early when the enemy controller came out of stun. Probably slowed the win,
but having large chunks of the entire party stunned with save ends is not a good path to victory.
Especially with all the -2 penalties to saves they were getting. In the end, the artillery were the
hardest to drop. But since they were debuffing rather than damage, the danger level wasn't high.

General notes on the party: Having half the party (counting the Githyanki as almost melee)as melee
types at this level is hard when fighting flyers. Lack of ranged options sometimes hurts. OTOH,
those melee-types are vital for clearing the ground of baddies, so switching might not be a good idea.
It's really nice how the arcane types can switch between melee and ranged so easily. But the
nova capacity of the others has been vital in the past.

Again, the warlock was used largely as a controller. Although his single target ranged damage was OK,
it was not up to the sorcerer's. Natural 1s stripped both arcane characters of their best tricks, but
they did OK. The party could do with some backup healing and some backup attack buffing along with
control. I'm still thinking laser cleric. Or maybe ranged-capable bard.


So only the chaos sorc was tested, but he came out well. He didn't miss the TWO option, and in fact, he barely used wild spellfury. I'm almost wondering whether it should be demoted in the feat priority. The thing that makes me hestitate is that it's the feat that gets more important as the circumstances get worse.

White Lotus Riposte was an excellent tool for warning opponents off. Although usually it 'warned' them rather actively, and that was good, too.

His damage and dodginess were fine. Even at epic, he was as good a striker as the barbarian, and more capable in certain situations.
OK, so someone pointed out in another thread that mage's parrying daggers aren't a valid implement. (Proficient != implement)

So I need a replacement. I'm looking for a staff (1 handed? really?) or dagger with a property that does something useful even when you're not attacking with it. The short list is:

Bloodthirsty +1/+E vs bloodied
Lucklender +2(+1s+received crits) attack/day
Prime shot +T damage point blank
Subtle +E with CA

Defensive Staff +1 NADs


I don't think the Staff of Ruin will operate if you're attacking with a different implement. The second sentence doesn't say anything about having to attack, but the first muddies the waters. Any suggestions?
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