Pure Power: The Sorcerer's Handbook

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[CENTER]Pure Power: The Sorcerer's Handbook
(Discontinued)

IMAGE(http://i80.photobucket.com/albums/j186/Sven_Stryker/PHB2Sorcerer.jpg)
Any suggestions for picture are welcome. This is the best shot I could get of the PHB 2's photo.[/CENTER]

Hey look, a sorcerer’s handbook. I’m stealing many things from lordduskblade with his permission. Eventually the intro will go here.

This Handbook will use the following system for ratings:
Red: Garbage, or completely overshadowed by another option.
Purple: Situationally useful, but overall pretty meh.
Black: Not a bad choice. You could do worse than pick this.
Blue: Good stuff. You probably want this.
Sky Blue: You want this. Period.

This Handbook covers the following sources:
AP - Arcane Power (currently excerpts only)
AV - Adventurer's Vault
D XXX - Dragon Magazine, issue XXX
FRPG - Forgotten Realms Player's Guide
MM - Monster Manual
MOTP - Manual of the Planes
MP - Martial Power
PHB - Player's Handbook
PHB 2 - Player's Handbook 2

References:

Props to:
lordduskblade for allowing me to shamelessly stealing all of his formatting and helping me with concepts and inspiration.
Everyone posting

Baseline Mechanics: What You Get with Power





HP, Surges, Proficiencies, and Implements

Hit Points - 12 + Con score at 1st level; 5 at each level thereafter. You get the standard Striker health starting health and HP per level.

Healing Surges - 6 + Con modifier. Standard for a Striker. Not too bad

Proficiencies - Yeah, ow. You start in cloth, no shields, and you can only use simple weapons. Luckily, your implements can both be used as melee weapons, so you don’t care. You will definitely want to upgrade to leather, you may want to pick up hide and/or a shield if you can get them.

Implements – Interesting. You get staffs like Wizards, Invokers, and Druids, but you also can use daggers. Allows interesting mixing with Bardic Songblades, Warlock Pact Daggers, Swordmage daggers, and Rogues

Features

You only have 1 feature. Spell Source. It is lonely. Luckily its options are both made up of multiple parts.
Dragon Magic

Draconic Power - Add your Strength to any arcane damage rolls. Add an extra +2/+4 at paragon and epic tiers. This is your striker damage buff. Unlike most strikers, you can get it more than once per round, and on more than one target.

Dragon Soul - Pick a single type from acid, cold, fire, lightning, poison, or thunder. You gain resistance and ignore enemy resistance for that type. Both start at 5, increase by 5 at each tier. Good because you can plan your powers around it. Not as good because it isn’t very flexible.

Draconic Resilience- Since your primary and secondary stats aren’t dexterity or intelligence, this really helps your AC. Skyblue if you don’t put anything into dexterity or intelligence.

Scales of the Dragon Free +2 AC when you become bloodied. It stays for the whole encounter even if you’re no longer bloodied. Free AC is awesome.


Wild Magic

Chaos Power - Add your Dexterity to any arcane damage rolls. Add an extra +2/+4 at paragon and epic tiers. This is your striker damage buff. Unlike most strikers, you can get it more than once per round, and on more than one target.

Wild Soul – Roll 1d10 after an extended rest. You gain 5 resistance and ignore 5 enemy resistance of a type based on your roll. Increases by 5 at each tier. The possible types are
Show
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder
More flexible since you can attain types that Dragon Soul cannot. Less reliable since you cannot consistently control what types you have. You have a 10% chance to have the resist you want. With a feat, you can basically double that (by rolling twice). With a level 2 Utility, you can pick any of the 10 choices once per day. Of 2 Sorcerer Paragon Paths, one lets you roll twice for 2 resists, and one lets you change it once per encounter. There are many ways to get the resist that you want, especially if you have a few days to wait before you assault a stronghold.

Chaos Burst - On your first attack roll each round, you either gain +1 AC or make a saving throw. 50% chance for a free saving throw each round is awesome when you’re afflicted by a save ends effect.

Unfettered Power This effect can either be awesome, useful, or horrible. Whenever you roll a natural 20 attack roll (you crit)you can also knock your target prone and slide it. Awesome. Free control effects. Whenever you roll a natural 1, you push all creatures within 5 spaces 1 square. This can be good or bad depending on your DM. It gets monsters out of your face, and allows you to choose new positions for anyone within 5 spaces. However, your allies may not want to move, or may not have a beneficial space to move into.


Cosmic Magic

Cosmic Persistence- Since your primary and secondary stats aren’t dexterity or intelligence, this really helps your AC. Skyblue if you don’t put anything into dexterity or intelligence.

Cosmic Power - Add your Strength to any arcane damage rolls. Add an extra +2/+4 at paragon and epic tiers. This is your striker damage buff. Unlike most strikers, you can get it more than once per round, and on more than one target.

Soul of the Cosmic Cycle - Resist Cold, Psychic, or Radiant. Becoming bloodied changes which you're on. You can also change it during any rest, and after you use a daily attack power. Color review later.



Races: Those Born with Power



Races - PHB

Dragonborn - +2 Charisma and +2 Strength. Great for Dragon Magic Sorcerers. Go figure, they only have Dragon in their name. Their +1 attack when bloodied works nicely with Scales of the Dragon. Sadly, their breath weapon is not affected by your ability to ignore resistances since it is not arcane. It is still a minor action, and good for carrying a different element or setting up other powers like Lasting Frost or Oncoming Storm.

Dwarves – You’re slow, you’re not strong, you’re not lovable. This is one of the only thing Dwarves are just bad at. You have tons of other choices.

Eladrin – One of the few sorcerers that is actually good with the arcane skill. You can try for Wild Magic since you bump Dexterity, but your Charisma is going to hurt.

Elves - Again, you can try for Wild Magic like your Eladrin cousin. Again Charisma hurts, but the reroll is nice.

Half-Elves – You have good Charisma, a diplomacy bonus, and some extra health. Not bad. Dilettante can net you some interesting Charisma based melee attacks that don’t require implements from bards and paladins. If you multiclass, you may like a dilettante from that class.

Halflings - +2 Charisma and +2 Dexterity. Bonuses against OA’s and a chance to keep people from hurting you. You do well with Wild Magic, and are competent with Close Blast/Burst Dragon Magic.

Humans – An interesting choice. Allows you to grab at-wills that target all 3 NADs. Pick Charisma for your +2 and pick either Spell Source. Your AC will be lower than several other races can attain.

Tieflings – You get charisma, and you can actually use the Arcana skill. Makes an interesting Dragon Magic (Fire) Sorcerer. Several other races can do better though. If you can find a use for your Intelligence, you're blue.


Races - PHB 2

Deva - All this magical background, but you basically aren’t born with any innate magic? Your roll addition can’t save you. Get out.

Gnomes – You’re like the Tiefling. You actually understand Arcana, but you aren’t focused for a specific Spell Source. You could try for the more Stealthy Wild Mage and bump your dexterity. Several others beat you at it though. If you can find a use for your Intelligence, you're blue.

Goliath – You can try for Dragon Magic. Your Constitution is more useful than the Wisdom and Intelligence of the fey races. Still, you might be purple.

Half-Orc – You aren’t innately Charismatic, but you can still play with either Spell Source. You can go for Dragon Magic with Arcane Reach for interesting blasts. Nice racials for staying alive and adding some hurt. I doubt you’ll charge much though.

Shifter, Longtooth – You can try for Dragon Magic, but others do better.

Shifter, Razorclaw – You can try for Wild Magic, but others do better.

Races - FRPG

Drow (FRPG) - +2 Charisma and +2 Dexterity. You get Darkvision, and 1 to 2 Encounter powers. You do well with Wild Magic, and are competent with Close Blast/Burst Dragon Magic.

Genasi (FRPG) – You can make Dragon Magic interesting with several of your element types, but you can’t use your intelligence for much other than Arcana checks. Promise of Storm helps make you a decent Storm Sorcerer

Races - Other

Bladelings (MOTP) – You’re a Razorclaw shifter with less feat support. Cool racial, but we have bursts pretty well covered already.

Bugbears (MM) – You get both of the Sorcerer Secondary stats. Sadly, you are a just less interesting half-orc. Oversized and sneak attack don’t help you much here compared to a half-orc.

Doppelgangers (MM) – You are a tiefling/gnome with less feat support. Interesting ability, but it doesn’t mesh that well since you have almost no polymorphs or illusions.


Githyanki (MM) – No stats we want. Pass. Go back to your Shielding Swordmage.

Githzerai(MM) - Very similar to Elves. No reroll, but some interesting other abilities. Initiative never hurts.

Gnolls (D 367) – Similar to the Goliath but Dexterity instead of Strength. You prefer to try Wild Magic. You might be purple.

Goblins (MM) – +2 Charisma and +2 Dexterity, awesome. You are a Halfling that is easier to hit. However, if you do manage not to get hit, you get away easier.

Hobgoblins (MM) – You are a half-elf without dilettante. Athletics buff is okay for Dragon Magic, and an immediate saving throw is nice. Initiative never hurts.

Kobolds (MM) – You’re a gnoll without the interesting bonuses. Shifty is nice since you don’t have many minor actions though. You prefer Wild Magic, but speak Draconic. Go figure.

Minotaur (D 369) – You’re a goliath focused too much on melee attacks. Sorry, try a weapon class.

Orc (MM) – Another Goliath, another Minotaur, another weapon attack and charge bonus. Pass.

Shadar-Kai(D 372) – You’re a less interesting elf. But wait! You have a feat called Darkwinter Wild Soul which allows you to pick Necrotic or Cold consistently for your Wild Soul. This could prove quite useful for certain builds and campaigns. Blighting Power also adds Necrotic to your Dragonfrost At-Will.

Warforged (D 364) – Another Goliath. You have good defensive oriented racials though, so we’ll keep you. Go for Dragon Magic.


Ability Scores: Levels of Power
over9000




Strength – One of your Secondary Stats. Highly important to Dragon Magic Sorcerers. Wild Magic Sorcerers could care less. Gives you AC and damage for Dragon Magic, Fortitude for all. (Recommended Starting Score: 10-16, before racial adjustments)

Constitution - Adds HP and healing surges, which are always good to have. Wild Magic Sorcerers often bump their Fortitude with this instead of Strength.(Recommended Starting Score: 10-13, before racial adjustments)

Dexterity - One of your Secondary Stats. Highly important to Wild Magic Sorcerers. Dragon Magic Sorcerers still want it because of Arcane Reach and Initiative. Gives you AC and damage for Wild Magic, Reflex for all. (Recommended Starting Score: 13-16, before racial adjustments)

Intelligence - Might be your dump stat. The only thing that makes it not red is Arcana. You’re already stuck with Arcana anyway. You’d rather have Dexterity in almost all cases. If you want more Arcane multiclass options that aren't Bard or Spellscarred, you may need it. (Recommended Starting Score: 8-11, before racial adjustments)

Wisdom – You don’t need it. Probably your dump stat. Reserved for specific multiclassing only. (Recommended Starting Score: 8-11, before racial adjustments)

Charisma - This is your main stat. Boost it every chance you get. (Recommended Starting Score: 16-18, before racial adjustments)

Skills: The Power of Talent



Skills - Sorcerer Class List

Arcana – You’re stuck with it. Your Int probably sucks, but you’re stuck with it anyway. Oh well.

Athletics – You can take it to escape grabs. If you’re a Dragon Sorcerer, you’re probably pretty good at it too. Wild Sorcerers can ignore it if they want.

Bluff – If you’re more combat oriented, this might be more useful for Combat Advantage, otherwise, it’s just a decent social skill that keys off your main stat.

Diplomacy – This is probably the skill you want. Always nice to have, and it keys of your best stat.

Dungeoneering – Your Wisdom probably stinks. Pass.

Endurance - Doesn’t hurt to take if you don’t want more Charisma skills.

History - Your Intelligence probably stinks. Pass.

Insight - Your Wisdom probably stinks. Pass unless you are in tons of social encounters. Then hope you dumped Int and not Wisdom.

Intimidate – Take Diplomacy before this. But this is fine afterwards. It keys off your main stat, and can be interesting if you somehow pick up a rattling attack.

Nature - Your Wisdom probably stinks. Pass.




Skills - Other

Acrobatics - If you are a Wild Magic Sorcerer, this might be worth picking up in a multiclass. Maybe.

Perception – Still the best skill. Your lack of wisdom hurts though.

Stealth - If you are a Wild Magic Sorcerer, this might be worth picking up in a multiclass. Maybe.

Streetwise – The Charisma skill you can’t already get. If this opens up from multiclassing, it’s a pretty good pick.

Thievery - If you are a Wild Magic Sorcerer, this might be worth picking up in a multiclass. Useful if you don’t have someone to fix traps.

Sorcerer Style: How To Use Your Power



You will soon have three choices, currently 2 are out. I hope you like your choice, because you’re born with it, and you’ll die with it.

Dragon Magic Sorcerers focus on one element.

Wild Magic Sorcerers like to roll dice.

Dragon Magic (PHB 2)
Pros: Easier to understand, more consistent
Cons: less flexibility, probably less hp/surges

Wild Magic (PHB 2)
Pros: More versatility, more interesting, often more HP/surges
Cons: Less consistent, often relies on luck of even/odd rolls

Cosmic Magic (AP)
Pros:
Cons:

Implements: Items of Power



Implements

Daggers -

Staffs -



Archetypes: The Paths of Power



1. The Single-Minded

You pick powers relevant to your Sorcerer resistance and try to capitalize on the fact that enemies will rarely reduce your damage. Try to buff your damage type with feats, focus on powers that use it or synergize with it. Works amazingly well with the pre-existing Wintertouched/Lasting Frost combo.
Spell Source: Dragon Magic (or Wild Magic with Darkwinter Wild Soul)
Implement Types: Any

2. The Insane.
(they prefer to be called The Insanely Lucky)

You love to roll dice. You love the thrill of luck. You don’t care what your powers do, you just want to roll dice. When you get lucky, you destroy planets with your power. When you don’t? Well, at least you got to roll dice. Take the Prismatic spells, the Wild Magic Spell Source, and probably the Wild Mage paragon path. Prismatic spells have the bonus that they always have the same Effect if they hit or miss. You just don’t know what that Effect will be.
Spell Source: Wild Magic
Implement Types: Any

3. The Melee Mage.

You like to pretend that you have an extra Spell Source: Melee Magic. You get up in their face and do what they don’t expect. Sorcererous Blade Channeling, Gauntlets of Destruction, and Wild Spellfury are often seen. Wild Magic Sorcerers and Daggers are more prevalent, but a Dragon Magic Sorcerer can easily splash a strength class, and Staff of the Serpent might end up seeing use.
Spell Source: Any
Implement Types: Daggers (Sorcererous Blade Channeling)

4. The Blaster

You focus on area damage. You hit lots of targets, and you hit them hard. A wizard wishes he could deal as much damage as you. You mainly take close blasts and bursts, with some Area spells thrown in for range. Take Arcane Reach and War Wizardry, they will help you better aim your spells and prevent you from devastating your allies. The Arcane Empowerment utility power and feats like Resounding Thunder might be good for you.
Spell Source: Any
Implement Types: Any

5. The Power-Full.

You don’t care about your Resistance type. You pick powers purely based on what does the most damage and how you can best destroy your enemies. You may often lean towards powers that have effects/bonuses from your Spell Source.
Spell Source: Any
Implement Types: Any


Multiclassing: How Others Use Your Power



Barbarian (PHB 2) – Pass on the Weapons. Some interesting Charisma and Strength options that you probably can’t use.

Bard (PHB 2) – Gets your Draconic/Chaos Power bonus to all spells. All spells are also Charisma based, just like yours. Has an Implement (songblade) that can be a dagger. Awesome.

Fighter (PHB) – Pass on the Weapons. Some interesting Strength options that you probably can’t use. Dragon Magic Sorcerers might steal some stances. Gives Dragonborn access to Draconic Arrogance.

Cleric (PHB) – Bard can probably get what you want easier. Still, interesting for some Dragon Magic Sorcerers. The Wisdom requirement hurts.

Paladin (PHB) – Some interesting Charisma and Strength Options. Not arcane, so it cannot benefit from your Draconic/Chaos Power. At least it’s not reliant on weapons.

Ranger (PHB) - Pass on the Weapons. Some interesting Strength and Dexterity options that you probably can’t use, but some that you can. As mentioned in ytterbium's guide: Spitting Cobra Stance is actually pretty good for you.

Rogue (PHB) – Interesting if you use a dagger, some nice abilities you can steal in a pinch. Daggermaster makes you crit on 18-20 since it mentions nothing about melee or weapon powers.

Spellscarred (FRPG) – Arcane powers benefit from your Draconic/Chaos Power. The implement powers can use your Primary stat(Cha), the weapon powers can choose your Secondary stat(Str/Dex). Not much in the way of double attacks, but it's still an interesting choice with many power choices. Works well thematically with Wild Magic. (Cursed with Magic that isn't entirely controllable)

Swordmage (FRPG) – You don’t like the stat, but the Arcane powers do benefit from your Draconic/Chaos Power. Usable with your Dagger.

Warden (PHB 2) - Pass on the Weapons. Some interesting Strength options that you probably can’t use. Dragon Magic Sorcerers might steal some polymorphs.

Warlock (PHB) – Gets your Draconic/Chaos Power bonus to all spells. Many spells are also Charisma based, just like yours. Has an Implement (Pact Blade) that can be a dagger. Awesome.

Warlord (PHB) – Bard can probably get what you want easier. Still, interesting for some Dragon Magic Sorcerers.

Wizard (PHB) - Very similar to the Swordmage. You don’t like the stat, but the arcane powers benefit from your Draconic/Chaos Power. Usable with your Staff.

Powers - Heroic Tier: Fundamentals Of Power




Level 1, At-Will

Acid Orb (PHB 2) –Tied for highest single target damage, longest range, doesn’t hit fortitude, and counts as a ranged basic. Boring, but it definitely works.

Blazing Starfall (AP) – Area Burst 1 within 10. 1d4+Cha Radiant Damage. A little weak, but it's an area attack at range. Cosmic Magic has a rider that creates a zone in the burst area. If an enemy leaves the area, it takes fire damage equal to your strength mod. Nice.

Burning Spray (PHB 2) – Close blast at-will. This is your go to power for melee range area attacks. If someone gets up in your face, burn them. If you use Dragon Magic, this is Sky Blue, because they get burned some more if they get up in your face again. Decent for Wild Magic, but Blazing Starfall is a new contender for an at-will area attack.

Chaos Bolt (PHB 2) –1d10, hits Will. Looks pretty nice for any Sorcerer. However, this power sets the style for every other Wild Magic Effect spell. If you chose Wild Magic, your attack roll not only determines if you hit, it determines if you attack again with a ~50% chance. If you miss with the first attack, you cannot use the secondary attack. (There is no creature within 5 squares of the target last hit by this power) If you do hit with the first attack and roll even, you target another creature within 5 of the last target that was hit.
You may hopefully ignore this next section or direct your DM here.
--However, creatures includes your allies and yourself. DMs may interpret the power as one that is chaotic enough that it can bounce to your allies since it doesn’t say enemies, just creatures. I have yet to see a ruling on whether you are forced to make the secondary attack, but if your DM says you do, I would suggest trying to bounce the Chaos Bolt away from your party so that they do not stay within 5 spaces of the last target hit. It has also been mentioned that you could possibly claim to be attacking "invisible creatures" so that you never have to target yourself or your allies.


Dragonfrost (PHB 2) –Ranged Basic, has a push effect. Push effect can be considered to be worth the lowered damage compared to acid orb. Having to hit Fortitude isn’t. You can consistently use the Wintertouched/Lasting Frost combo with this power though.

Storm Walk (PHB 2) –The least interesting power here. It’s not bad at all, the shift is really nice! But it only does damage, and hits fortitude. Doesn’t even count as a ranged basic.



Level 1, Encounter

Bedeviling Burst (PHB 2) - The only Close Burst for this level. Weakest damage, but hits will, and probably will hit its maximum 2 enemies. Good for getting enemies away from you.

Explosive Pyre (PHB 2) - One of the 4 Ranged attacks at this level. Does the least damage of them, but hits reflex instead of Fort. Good for isolating an avenger's target and hurting grouped enemies.

Frostbind (PHB 2) - Another of the Ranged attacks at this level. Not good for NAD focusing since the penalty is different than what it targets. Still, highest average damage for this level.This is better if you're using the wintertouched/lasting frost combo, but: Your level 3 cold spell hits reflex and Ray of the Moon is probably better for you.

Ray of the Moon (AP) - Another of the ranged attacks at this level. 2d6+Cha damage, and attacks Will. Target cannot shift until the end of its next turn, and if you have Cosmic Power, they take a -1 to attacks as well. Good for pinning enemies to your Defender. This is amazing if you're using the wintertouched/lasting frost combo. It's a nice lead off attack to grant CA for attacking other defenses your cold powers target.

Tempest Breath (PHB 2) -The only Close Blast at this level. Hits reflex, and more damage than Bedeviling Burst. Can hit allies, sadly. Amazing against Lurkers and other Combat Advantage monsters. Dragon Magic has a decent rider.

Thunder Slam (PHB 2) -The last of the Ranged attacks at this level. Has the highest maximum damage of the ranged attacks, but still hits fortitude. Probably more useful than Frostbind since the effect will be more useful for NAD focusing, but often the creatures you want to push have high Fortitude. Great for throwing squishies into pits, though.


Level 1, Daily

Chromatic Orb (PHB 2) -The preferred spell of the Insane. This is more of a controller power than a striker power. Notably has the same effect whether it hits or misses. You just don't know if that effect will end up being useful or not.

Cosmos Call (AP) - The weakest of the level 1 dailies. Might be nice for the insane, but they already have Chromatic Orb. Controllery for 2d8+Cha while hitting Will, but you can't control which effect(daze, slow or 5 ongoing Radiant, all save ends)occurs and it only does half damage with no effect on a miss. Chromatic Orb is basically superior except for hitting Will. This is either purple or black if you have Cosmic Power because you can choose the effect.

Dazzling Ray (PHB 2) -The highest damaging attack you get for a while. If you're focusing one target, this is the preferred spell. Wild magic has a great rider IF it goes off.

Dragonfang Bolt (PHB 2) -Shoots 2 targets and has ongoing damage. Sadly, it's against fortitude, and it is poison damage. Poison is one of the most common Immunities. Pass unless you have the Poisoner feat, then you can consider it black or blue.

Lightning Breath (PHB 2) - The only Close attack here. Hits reflex, does good damage. If anyone hits you, they get pushed away. Dragon Magic has a rider that makes it also deal damage on the push. Sustainable, so you can get a retaliation effect against melee until the end of the encounter. Nice.


Level 2, Utility

Mantle of Flame (PHB 2) –A small defense bonus, and enemies take fire damage if they hit you for a turn. Good for keeping minions off of you.

Elemental Shift (PHB 2) –A power you want and they give it to you early. The best panic button you can get. Wonderful for Wild Magic Sorcerers since they get to choose from 10 types and you often don’t have the one you want. Still pretty good for Dragon Magic Sorcerers. Very useful if you need to make one of your at-wills irresistible.

Stretch Spell (PHB 2) –Unless your Dex mod is higher than your speed, or your enemy is really far away, this is probably a waste. Could be useful as an opener, but it’s not available during surprise rounds.

Unseen Aid (PHB 2) –A free 1/encounter +2 to any skill check? Okay. Overshadowed by Elemental Shift though.


Level 3, Encounter

Dancing Lightning (PHB 2) -One of 2 ranged spells at the level. Highest damage of the two. Targets reflex, and damages enemies adjacent to the target if you hit. Not much damage to them, but doesn't require additional attack rolls. Good for shooting a leader surrounded by minions.

Flame Spiral (PHB 2) -Your Clost Burst for the level. Only hits enemies, and gives you a retaliation effect.

Ice Dragon's Teeth (PHB 2) -Area spell that you can use similar to Dancing Lightning. Hits Reflex with only mildly less damage. However, this has a slow effect that Dancing Lightning does not.

Poisonous Exhalation (PHB 2) -Clost Blast of the level. Great for NAD focusing, and the Dragon Magic rider makes it even better. I'm hesitant to suggestion a poison power due to likely immunities though. Amazing if you have the Poisoner feat.

Spectral Claw (PHB 2) -The other Ranged attack for this level. Weakest damage, hits fortitude, and the wild magic rider isn't consistent. The only thing keeping this from being red is that Immobilize isn't that bad for low levels.


Level 5, Daily

Acidic Implantation (PHB 2) - Guaranteed damage followed by a secondary burst attack. You get to add your Draconic/Chaos power bonus to both rolls. The burst effect targets reflex and hits the original target. You probably don't care if the fortitude attack misses since you may just be targeting 1 enemy, or an enemy already surrounded by its allies. Sadly, you don't get Cha damage to either roll.

Palest Flames (PHB 2) - Weak damage, and an effect you can only use if you have cold powers. If you have cold powers this becomes black. If you have Wintertouched, this becomes significantly better.

Reeling Torment (PHB 2) - Hits will, allows you to slide a target 3 spaces on its turns. Interesting controller effect, but there are good Striker powers here. Ruined by Save Ends.

Serpentine Blast (PHB 2) - Can occasionally get an effective +2 to attack, hits reflex. Might as well just take Dazzling Ray from level 1 that hits Will and has higher average and maximum damage.

Thunder Leap (PHB 2) - Double attacks, allows free movement. That's enough to make it awesome already. The only problems are that it targets fortitude, and it only hits adjacent enemies. If you have Arcane Reach, this works like a blast 3 instead of burst 1. If you stack damage modifiers, this will be one of your favorite powers.


Level 6, Utility

Arcane Empowerment (PHB 2) – Once per day, everything gets bigger. Good for when you need to hit lots of things and fast. Useful on Action Point turns.

Energetic Flight (PHB 2) – Once per day, you can fly for 2 turns. Cool, but pretty useless for a ranged character. Might be useful if you hover out of reach, but it only gets you out for 1 turn, you still probably provoke, and it’s only once per day.

Sudden Scales (PHB 2) – Mantle of Flame X4, but only against 1 attack instead of a whole round. No retaliation damage, but +4 to all/any defense can often make attacks miss. If your Source is Dragon Magic, it’s at least Probably +6 and will increase as you level. Awesome.

Swift Escape (PHB 2) – More situational than Sudden Scales, but it will almost automatically make the attack fail against you since you will hopefully teleport out of target range. Also means you aren’t hit by Miss effects.


Level 7, Encounter

Chaos Storm (PHB 2) - One of the 2 Area attacks for the level. If your allies get a turn after this but before your enemies, this may be useful if you can switch squishies in front of their defenders. Otherwise the effect is rather wasted. Works surprisingly well with the level 29 Entropic Whirlwind, but the two are separated by many levels.

Crushing Sphere (PHB 2) - The other Area attack for the level. Does the same damage, and same area, but it gives a -2 penalty to enemy attacks. Far less situational than Chaos Storm.

Rimestorm -One of the 2 Close Blasts at this level. Hits fortitude, but great for NAD focusing if you have Dragon magic. Knocks targets prone, so it gives CA to your allies, doesn't impede anything but your Ranged attacks, and allows you to scamper away. With Wintertouched/Lasting Frost, this becomes Sky Blue.

Shout (PHB 2) -The other Clost Blast. Does the same damage and hits the same defense as Rimestorm. The only reason Rimestorm isn't clearly better is that this has a Diameter 2 spaces longer. (blast 5 instead of blast 3). The deafen effect is fairly useless, but may be useful if your allies need to stealth.


Level 9, Daily

Adamantine Echo (PHB 2) - Weak base damage, but ongoing damage even on a miss. The fortitude is unhappy, but the real kicker is the AC bonus for the rest of the encounter. If you're a Dragon Magic Sorcerer, you can get obscene AC with this power.

Contagious Curse (PHB 2) -One of the 2 Ranged attacks available. The controller spell that can't. It hits fortitude, it's poison type, it's save ends. Ugh. The only saving grace is the automatic slide effect. Might be useful if you want to isolate an enemy. Isolation is generally bad for your bursts and blasts though.

Prime the Fire - Area attack with a kicker. Sadly hits fortitude, but any enemy that attacks takes damage(plus your draconic/chaos power bonus) whether it was hit or not.

Staggering Blast (PHB 2) -The other Ranged attack. Hits Will, does the highest base damage for this level. It says prone, but it's really an immobilize on hit, and prone on miss. No enemy will move if it knows you will immediately knock it prone.


Level 10, Utility

Chaos Link (PHB 2) –Similar Idea to Swift Escape, but instead of saving you, it hits your enemy. It’s a situational daily, but it’s damage that doesn’t require an attack roll.

Devour Magic (PHB 2) –Highly Situational, but can be a life saver when you have it. There aren’t many ways to remove enemy zones that I’m aware of. Has some nice rider effects too.

Invert Resistance (PHB 2) –Situational, and Save ends. Unless something has resist all, you have to be able to attack the resist/vulnerability before they save, and you could just as easily use Elemental Shift which will probably also protect you and an ally from them. More useful if you have other magic users in the party or if you can make the enemies vulnerable to All.

Narrow Escape (PHB 2) –You still get hit, but you take only half damage, and you automatically get away. Not situational at all. Encounter power that you will basically always use if you get hit by any significant attack. Might be useful even if it isn’t significant.

Powers - Paragon Tier: Overwhelming Power




Level 13, Encounter

Chains of Fire -One of 3 Ranged attacks for the level. A bit gimmicky, but interesting. Hit enemies on vastly differing initiative counts with this. A decent setup power for follow-up Area attacks.

Jaws of the Earth -Another of the Ranged attacks for the level. Immobilizes a target, and allows your allies to pass it or escape it without OAs. Sadly, it would be amazing if it didn't provoke opportunity attacks. Still good for getting past slow guards to their protected targets.

Mind Hammer (PHB 2) -The last Ranged attack of the level. Attack will, high damage, and knocks prone. Solid. The Wild Magic rider is great because it works on even or odd rolls. It also technically still works on a miss. The odd# slide effect can happen on a miss, and the even# standing prevention can happen on a miss if your ally can knock it prone before its turn.

Thunder Breath (PHB 2) -The only Blast and/or Close attack for the level. Smallest dice and hits Fortitude, sadly. The daze can be useful, though. If you have Dragon Magic, you can shut down Melee attackers since they can only charge exactly 2 squares. (they can't attack unless a target is adjacent, or exactly 3 squares away.)


Level 15, Daily

Frost Eddies (PHB 2) -One of the 3 Ranged attacks for this level. Highest damage of the ranged attacks, but hits fortitude. The useful thing about this power is that the target must pay 2 spaces of movement to enter any square, and therefore also cannot shift. Great for keeping that low Fort squishy from running away. Also difficult terrain for other enemies, but that's not as easy to make use of. As usual, better with Wintertouched/Lasting Frost.

Hostiliy Charm (PHB 2) -Another of the Ranged attacks for this level. Attacks Will. Mildly less damage than Dazzling Ray, but you force the enemy to charge its closest ally for more damage. Wild Magic's rider can be pretty funny if it goes off. Hit the biggest, meanest, dumbest enemy you can.

Scintilating Starburst (PHB 2) - The last Ranged attack for this level. The only spell so far with a range as long as Acid Orb. Blind will make your enemy take a -5 to all melee and ranged attacks, and they automatically grant CA to your party. The low damage makes this suffer slightly compared to the other Ranged attacks.

Spitfire Furnace (PHB 2) -The only Blast and/or Close power for this level. High damage, hits reflex, and gives you a damage aura. Cool.


Level 16, Utility

Breath of the Desert Dragon (PHB 2) –Grants anyone in an area flight Immediately and also until the end of your next turn as an encounter power. The only problems are that it provokes OAs and affects enemies along with allies. Very cool, but not much of a combat power unless you’re escaping or charging.

Chaos Echoes (PHB 2) –It’s Chaos Link again, but without the area/close requirement and you don't have to be hit. Much better, but 6 levels later. I would mention that it Kills Orcus though.

Chaos Sanctuary (PHB 2) –This is useful for saving your allies from your Blast and Burst attacks that hit all creatures. If your enemies are medium sized and can push, they may try to take the protected spaces. If you use tons of Blasts and Bursts, this may be Sky Blue. If you’ve taken the War Wizardry feat, it may be Purple.

Comrades’ Mantle (PHB 2) - You and all your allies gain resist 10 to any one of 10 elements until the end of the encounter. Good if you know you’re fighting a dragon or other BBEG that will continually blast all of you with an element. Sad that it isn’t an Immediate Action, and I’m not sure how well the resist Value holds up in late Paragon tier. Might be black or purple.

Draconic Mastery (PHB 2) –Prevents enemies from getting near you or getting away as long as they are not fear immune. Probably Blue for a Dragon Magic Sorcerer since you’ll have a high Strength. You can penalize your enemies for a round without requiring an attack roll.


Level 17, Encounter

Breath of Winter (PHB 2) -The only Close Blast for this level. Low Damage, hits Fortitude, and slows a target that is within 3 spaces of you. Nothing sounds very good there unless you're moving away and they're not adjacent to you. Arcane reach makes this Black, and Wintertouched/Lasting Frost makes it Blue. Make sure you have Rimestorm or Ice Dragon's Teeth before this as they're both basically better.

Dragon Tail Meditation (PHB 2) -Think of this as a defensive utility power. It's situational, but it's an out of turn attack. The main problem is that creatures that try to Flank for CA often have higher reflex defenses. If they don't have high reflex, they often have Reach in this tier and still ignore you since they're out of your range. This Power is better if you have Dragon Magic for the automatic push.

Poisonous Evasion (PHB 2) -Think of this as an escape utility power instead of an attack. It hits fortitude, deals poison damage, and you probably have an ally near you when you get hit. The main benefit is the teleport. This power is black if you have Arcane Reach or Poisoner, and blue if you have both.

Thunder Summons (PHB 2) -Ranged, hits Will against up to 3 targets,and decent damage. Wow. Moves all your enemies adjacent to each other to setup for Bursts and Blasts. Makes it a great setup power for Action Point rounds. If you have Wild Magic and roll even, you can pull squishies all they way to your Big Hitters instead(even on a miss, technically).


Level 19, Daily

Baleful Gaze of the Basilisk (PHB 2) -Deals ongoing 10 Poison(Save Ends) whether you hit or miss. Too bad there's lots of poison immunity. You can't add any damage bonuses to damage since there are no damage rolls. The only effect of a hit is Stun. Stun saves this power from being red, but Fear immunity is even more common than poison immunity. This power is black or blue if you have Poisoner.

Blackfire Serpent (PHB 2) -The only Conjuration Sorcerers have. Serpent that breathes fire in a blast 3 from its location. Allows you to repeat the attack every round as a minor action. That's pretty close to double attacking.Whether this works with Arcane Reach is tricky. The spell itself is ranged, not close, but the serpent's attack is a close blast. If it does work with Arcane Reach, you can make the blast origin within 2 squares of you, instead of from the serpent, according to Arcane Reach's text.

Prismatic Explosion (PHB 2) -Finally another choice for the Insane. Area attack, hits will, does good damage. Loses 1d12+Cha on a miss, but still gets full damage from Draconic/Chaos Power Bonus. The only real failure of this power is that you cannot control the effect or the damage type. Effects still trigger on misses, as usual for Prismatic spells.

Split Strike (PHB 2) - Similar to Dazzling Ray, but can shoot 2 targets and it is lightning instead of radiant. Still good damage. The Wild Magic Rider has effects on both even and odd rolls.

Powers - Epic Tier: Ultimate Power




Level 22, Utility

Dragon Fear (PHB 2) –As long as your enemy isn’t immune to fear, you can effectively shut down any non-teleporting melee creature as long as its reach is less than 5 minus the distance from you to your defender. (Aka, as long as you can stop the enemy before it can reach your allies in front of you)

Platinum Scales (PHB 2) –Another Defense buff immediate interrupt. Instead of being an encounter power, it’s once per day, but for an entire encounter. Not as great for Wild Magic Sorcerers since their Strength probably hasn’t been buffed much up to this level, but this is amazing for Dragon Sorcerers that have buffed up their strength.

Shared Sorcery (PHB 2) – Comrades’ MantleX2. You and all your allies gain resist 10 to any one of 10 elements until the end of the encounter. Good if you know you’re fighting a dragon or other BBEG that will continually blast all of you with an element. Sad that it isn’t an Immediate Action, and I’m not sure how well the resist Value holds up at Epic tiers. Might be black or purple.

Wind Shape (PHB 2) –Encounter power that lets you fly, hover and take half damage for 2 turns. Nice. Might be Sky Blue if you can time it right.


Level 23, Encounter

Black Breath (PHB 2) - The only Blast and/or Close attack for this level. High damage, hits reflex. Dragon Magic has an interesting Rider, the effectively makes the target unable to cast ranged attacks farther than 3 spaces. It may also grant CA if not having line of sight means total concealment and not just attack targeting. Odd that an effect good against ranged attackers is a close attack though.

Chaos Orbs (PHB 2) - One of the 3 Ranged attacks for this level. Decent damage, targets will, and dazes. Solid.

Iron Chains (PHB 2) - Another of the Ranged attacks for this level. Lowest damage and targets fortitude. The saving grace is that the restrained effect causes -2 to target's attacks, immobilize, and grants CA to allies. Works like a burst around the target for the restraining effect.

Plates of Ice (PHB 2) - The last Ranged attack for this level. Long range, decent damage, hits Fortitude, and weakens. Sounds like a great attack against Artillery monsters. Wild Magic's kicker is pretty weak, but can be useful for bunched up enemies. This power is sky blue with Wintertouched/Lasting Frost.



Level 25, Daily

Draconic Incarnation (PHB 2) -High damage, Blast 5, and selectable damage type? This is pretty good for any sorcerer. Choose your enemie's vulnerabilities, or choose your Dragon/Chaos Soul's resistance if available. Dragon Magic has a nice rider effect too.

Force Storm (PHB 2) -If you can bunch up enemies, this attack can do massive amounts of damage. The damage is only added for every target that is HIT though. A good contender for the Level 6 Arcane Empowerment. If it hits all enemies on the ground in a burst 2, it hits 25 enemies for 3d6+125+Cha+Bonuses each. That's a minimum above 3200 damage. It'll never happen though.

Words of Chaos (PHB 2) -High damage, hits Will. That's enough to make it good. Allows you to mess with your enemy's targets. Save ends and hard to control make the effect not very useful though.


Level 27, Encounter

Lightning Eruption (PHB 2) -One of 3 Ranged attacks for this level. The strongest encounter power so far and it hits reflex. Enemies adjacent to the target take good damage with no attack roll required. Solid.

Poison Ward (PHB 2) -Another of the Ranged attacks for this level. Even stronger than Lightning Eruption, but wait... It hits fortitude and does poison damage. The rider effect is nice, but still suffers from requiring a hit and dealing poison damage. This power is blue if you have Poisoner.

Thunder Pulse (PHB 2) -The only Burst and/or Close attack for this level. Large radius, doesn't hit allies. Nice. Decent damage, pushes, and knocks prone. No problems there either. Hits fortitude. Drat. Still a pretty solid power.

Wildfire Curse (PHB 2) -The last ranged attack for this level......Wow. Hits reflex, multi-attacks until you run out of targets in range or miss. Deals good damage with Charisma added to every attack. Wow.


Level 29, Daily

Endless Acid (PHB 2) -Don't let the 1d6 fool you, this power does some decent damage. If you miss, the target takes a minimum of 15 damage. If you hit, the target takes a minimum of 31+Cha+bonuses over 3 turns. If you have a way to invoke save penalties, this is where you use it. Fortitude kinda hurts this ability.

Entropic Whirlwind (PHB 2) - Large area, enemies only, hits Will. Nice! Medium damage and save ends are depressing, but it's possible to multi-attack and gives an encounter long effect(which doesn't require hitting) of teleporting enemies wherever you want if they end their turn near you. Combine this power with Thunder Summons and Chaos Storm for even more damage due to forced teleports.

Prismatic Storm (PHB 2) -The preferred power of the Insane. High damage, large area, hits reflex. Has the same effect on a miss, just like other Prismatic sorcerer powers. The only thing keeping this power from sky blue is the same problem as every other Primatic effect: no control over what damage type and effect occur. Still a pretty awesome power even with that problem.

Recommended Feats: How to Augment your Power



Heroic Tier - General


Wintertouched (PHB) – Combos with Lasting Frost. Actually works with one of your level 5 dailies prior to getting Lasting Frost.




Paragon Tier - General

Lasting Frost (PHB) - Infinite CA with Wintertouched and a Cold attack; Make sure that you ignore cold resistance if you focus on this combo.

[b]Light Blade Precision (PHB)[/b] - Good for Dagger users since Enemies get bigger.




Epic Tier - General


[b]Blind-Fight (PHB)[/b] - Helps you deal with Invisible enemies and useful if you blind yourself with Demonskin Adept

Epic Fortitude/Epic Reflexes/Epic Will (PHB 2) - Now this is defense-boosting.


Robust Defenses (PHB 2) - +2 to all your NADs.





MC Feats

Acolyte of Divine Secrets (PHB 2) -

Arcane Initiate (PHB) - If you actually qualify for it, might be an interesting idea.

Bardic Dilettante (PHB 2) -Gives a 1/day heal that gets a bonus from your main stat. Nice. Also gets you to some nice paragon paths.

Battle Awareness (PHB) -.

Berserker's Fury (PHB 2) -.

Blade Initiate (PHB) –If you actually qualify for it, might be an interesting idea.

Bravo/Cutthroat (D 373) -.

Defender of the Wild (PHB 2) -.

Disciple of Divine Wrath (PHB 2) – Oath of Enmity with Sorcerous Blade Channeling.

Initiate of the Faith (PHB) -.

Initiate of the Old Faith (PHB 2) -.

Inspiring Leader (PHB) -.

Pact Initiate (PHB) – Gives an arcane attack power that probably uses your main stat. Also gives access to another Arcane Striker’s paragon paths.

Poisoner(D 373) – Gets you past the poison immunity that can cripple poison spells. May or may not stack resistance ignore effects with your sorcerer resistance. Still useful even if it is ruled that it doesn’t.

Ruthless Efficiency (PHB) –Take Sneak of Shadows or Sly Dodge. They give you what you probably want from this and along with an effect you can use. Only reason to take this is if you really want Stealth Training IMO.

Sly Dodge (PHB) – Once per encounter, get a huge bonus(+Cha to AC) against an OA. If you have to provoke an OA while casting, this is a huge help. Also grants Daggermaster access. Allows you to grab one of the Charisma skills you may have missed. (If you have both, you can retrain one of your original skill choices to something else)

Sneak of Shadows (PHB) –Good for dagger sorcerers. Technically, sneak attack doesn’t mention the requirement of a weapon attack, and you are wielding a dagger. Also grants Daggermaster access.

Soldier of the Faith (PHB) -.

Spirit Talker (PHB) -.

Student of Battle (PHB) -.

Student of the Plague (PHB) -.

Student of the Sword (PHB) -.

Tactical Leader (PHB) -.

Two-Blade Warrior (PHB) -.

Warrior of the Wild (PHB) -.


Paragon Paths: Combining Power





Other PP's

Bard:
Student of the Seven(PHB 2)It’s weird, but technically anyone that multiclasses to Bard automatically qualifies for this path. The level 11 effects can be useful, the level 16 effect is probably pretty weak for you. You’re mainly here for the powers. Arcane powers that you can pick the NAD you target? Awesome! Don’t let the encounter power fool you though: It’s basically just a ranged attack that doesn’t provoke OAs, not a close blast like you’re used to.

Voice of Thunder (PHB 2) – Allows you to increase your burst/blast RADIUS by 1 when you spend an action point. Has two Thunder Blast powers, and increases all Thunder damage by 2(untyped!). Great for a Blaster or Single-Minded (Dragon Soul: Thunder). Bonus: If you hit, the Encounter power attacks twice! This means you can stack your static Damage mods (Of which Thunder has several) twice. Double Attacks are hard to come by with arcane spells. Doesn’t require War Wizardry.

Cleric:

Divine Oracle (PHB) – Roll Twice Vs. Will. It would be ]Sky Blue if it allowed you to pick which roll instead of taking the higher(For Wild Magic Effects that depend on even/odd), and if Sorcerers had Vs. Will Attacks at 19 and 27.

Paladin:

Rogue:

Daggermaster (PHB) – If you use a dagger as an implement, this gives you an amazing crit range, and combat advantage when you crit. The powers can even be useful if you’re a Wild Magic Melee Mage.

Swordmage:

Umbriri (PHB)- Could be interesting for a Dragon Magic Sorcerer. You might have the strength to use the encounter power, the effects are kinda cool, and the Dominate has a better chance to hit than you think. (Weapon keyword, so Proficiency bonus (+2/+3) against Will, you have at least a 14 Int (+2) since you qualified for swordmage multiclassing, and you must have combat advantage(+2) to use it anyway. A 14 Int is effectively a +6/+7 implement attack against Will instead of the expected +2)

Wandering Swordmage (PHB)Wisdom and Intelligence, 2 stats that you probably can’t afford to raise much. Most of the abilities are useless to you, and the Encounter Powers are also pretty useless to you. However, Heritage of Blades is amazing for you. It has a damage roll, and it’s arcane, so you add your Draconic/Chaos Power to it. It’s also only a minor action to use, and takes no attack roll. If you take this path, you hopefully made Con, Str, or Dex your dump score.
Warlock:

Student of Caiphon (D 366) - If it ends up being ruled that Radiant Daggers can make your attacks do Radiant damage, this is Sky Blue for you. The powers aren’t too bad for you anyway.

Life-Stealer (PHB) – Unless you have a way to get Warlock’s curse, this is basically useless to you. The powers don’t even use Charisma like most other Warlock paths. Stay away! Saddening that you cannot get a fun Infernal Pact Path with the Prince of Hell ED.

Warlord:

Wizard:

Simbarch of Aglarond (FRPG) - If you multiclassed wizard, the encounter power actually lets you act more like a normal striker: Add half your level to all damage against 1 target per encounter if you hit. You'll probably have a 14 int, so the encounter power pretends to have an attack bonus as if you had 30 Cha. Sucks if you miss though. The rest of the PP is good for general survivability.

Racial:




Epic Destinies: Mastering Power



ED's


Archmage (PHB) - Now available if you want to raise your Int enough for Wizard Multiclassing. Gets you a daily Spell twice per day @21, recall any arcane power once per day @26, and @30: one daily Spell becomes an encounter Spell instead. Awesome since all of your powers are considered spells.

Darklord (D 372) – You can kill and raise tons of minions with the level 30 ED. Funny against armies: Hey look, an enemy army of minions, *Arcane Empowerment, action point, large blasts/bursts) now I have an army of minions!

Deadly Trickster (PHB) –This is actually not a bad ED for you. You can easily be trained in Bluff, and you’ll have the Cha needed. Sly Fortune’s Favor is actually pretty useful for the Insane and/or Wild Magic Sorcerers. Epic trick is awesome, as always.

Demigod (PHB) - Still arguably the best Epic Destiny for any character, and you are no exception.

Eternal Seeker (PHB) – Okay if you want to grab Bard or Warlock Powers or Paladin Charisma-based Weapon attacks.

Harbinger of Doom (PHB 2) – Shield of Ill Fortune can actually be amazingly useful to Wild Magic Sorcerers. You can basically choose to have a 90% chance to not be affected by Unfettered Power’s Natural 1 if you don’t want to be. You don’t have to reroll the 1 if you don’t want to. Might be able to cheese with Wild Mage PP if you can argue that you can reroll away from the 1 that triggered Wild Surge after you roll Wild Surge’s d6.

Keybearer (D 372) – Fun for the Insane. Gives you more dice to roll with its Daily.

Loremaster (PHB) – Hard to qualify for, but if nothing else: turning 2 of your Encounter long Daily Utilities(Platinum Scales OMG) into Encounter powers is disgustingly awesome. Arcane Empowerment, Elemental Shift, and Chaos Echoes are also great contenders.

Planeshaper (D 372) -.

Prince of Hell (D 372) – Plus Cha? Hell yes! (pun intended)

Punisher of the Gods (D 372) – Still Broken. Daggermaster ahoy!

[Color="Blue"]Ruler of Winter (D 372) – Single-Minded: Wintertouched/Lastingfrost! Tons of bonuses to cold powers. Shadar-Kai Wildmages with Darkwinter Wild Soul…. Oh wait, you have to be a fey. Elves and Eladrin don’t make very good Sorcerers. Gnomes do though. But really? A gnome? King of Winter? King of Falling more like. Luckily, we still have the Lolth-tainted fey: the Drow. Good in that they're one of the best sorcerer races, but a bit odd that an initial cave dweller cares about seasons. We'll just claim he was "hibernating" until he reached Epic Tier.

Storm Sovereign (D 372) - A pretty nice choice if you're gonna go for Constitution, but it seems better suited to a Warlock.

Tactics: Efficient Power

[b][u]Sample Characters, Level 1[/b][/u]

Before any comments regarding mechanics, one fluff suggestion: I'd change the handbook's name to Born To Be Wild, both for the badass song and the appropriate tie with sorcerous powers.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
Ah, so it's finally here!

Good to see it up.

I'm gonna be scouring it for info. I like the Born to be Wild suggestion, too.
Drow (FRPG) - The racials are just OK, and the powers are a nice complement to the Barbarian's typically low accuracy.

Barbarian?
Barbarian?

Whoops. Fixed. Thanks

Sorry, I'm vetoing the Wild suggestion. It only applies to half of sorcerers, and not the half I like thematically. I'm open to suggestions other than "Power" for my recurring word, but the Born part in the title isn't actually final either.

Edit:That's not to say I don't like Wild Sorcerers, I just like Draconic a better due to less randomness.
For multiclass, where's Cleric? Sure, you need a 13 Wis, but dragon sorcerers can use the Strength powers easily enough, and Healing Word is helpful.

Storm Walk allows you to shift, use a ranged attack, and then move away. It is Thunder damage, which isn't commonly resisted. Good for a sorcerer that likes to stay at range, or move in and out of melee range (a good combo with Burning Spray).
For multiclass, where's Cleric? Sure, you need a 13 Wis, but dragon sorcerers can use the Strength powers easily enough, and Healing Word is helpful.

Storm Walk allows you to shift, use a ranged attack, and then move away. It is Thunder damage, which isn't commonly resisted. Good for a sorcerer that likes to stay at range, or move in and out of melee range (a good combo with Burning Spray).

Cleric somehow disappeared. I'll add it back in. It is the same as the Warlord, but with a sub-optimal Wisdom requirement.

I really like Storm Walk because of my Stormlord Sorcerer build, but it really just isn't as good as the rest of the powers in my mind. It's still black, not purple or blue. Added two words and changed some punctuation on it though.
Whoops. Fixed. Thanks

Sorry, I'm vetoing the Wild suggestion. It only applies to half of sorcerers, and not the half I like thematically. I'm open to suggestions other than "Power" for my recurring word, but the Born part in the title isn't actually final either.

Edit:That's not to say I don't like Wild Sorcerers, I just like Draconic a better due to less randomness.

Fair enough. I will read the Sorc powers and return with ramblings.
Goliath – You can try for Dragon Magic. Your Constitution is more useful than the Wisdom and Intelligence of the fey races. Still, you might be purple.

formatting issue.

Gnolls (D 367) – Similar to the Goliath but Dexterity instead of Strength. You prefer Wild Magic. You can try Wild Magic. You might be purple.

formatting issue.
Fair enough. I will read the Sorc powers and return with ramblings.

Yeah, I've actually read all of them several times and kinda graded them in my head, but I haven't figured out what to write about them, or exactly what colors they deserve. I want to make sure that I'm fair to each power. I know I'll probably make some mistakes anyway though. Fixing them is what I have you guys for!

The lack of multi-attacks is saddening, but not the end of the world. Multi-attacks come from Level 5 dailies and level 11 Paragon Paths basically. (Demon Adept has a weak level 11 that shoots 3 times!)

formatting issue.



formatting issue.

Awesome. Thanks! Fixed. (those kinds are almost entirely due to my quotation marks being different for some reason) Also combined the Gnoll sentences.
Cleric somehow disappeared. I'll add it back in. It is the same as the Warlord, but with a sub-optimal Wisdom requirement.

I really like Storm Walk because of my Stormlord Sorcerer build, but it really just isn't as good as the rest of the powers in my mind. It's still black, not purple or blue. Added two words and changed some punctuation on it though.

I really like your Stormlord Build too (and in fact have adapted it to my Dragon Sorcerer). Thanks for doing this handbook, will definitely post where I think I can help!

Another title suggestion: Where the Wild Things Are

Though I know it references Wild and not Dragon.
To paraphrase some song or another, "Where the Wild Dragon Grows".

Q
Student of the Seven(PHB 2)

Voice of Thunder

Deadly Trickster

[color="DeepSkyBlue"]Prince of Hell (D 372)

More formating issues. I think that's all of them.
More formating issues. I think that's all of them.

Yup. Same curvy quotation mark problem. I don't know why that is. If I take Quotes from another text editor, they don't transfer the same. Fixed and also added Loremaster.
Finally found a really good name: Rising Force. Can't say that it isn't sufficiently epic, and applies equally well to both builds.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
Nice start. Some early thoughts:

Dragonborn might stick to the same breath weapon as their dragon source for the purpose of using other feats on that element. I'm thinking Lasting Frost, here.

Very minor point: I wouldn't call Wild Soul sky blue. Its random nature makes it come up rarely as an important defense, and very rarely as an attack boost.

Weapon focus is better than burning blizzard, or equivalent, because it applies to all powers. And also to melee basic attacks, if it comes to that. So I wouldn't recommend Intelligence for any sorcerer, except for RP reasons.

In your archetypes, you list melee mage as separate from the others. In fact, I would say that it's a variant on the others. Every other archetype can be played as melee-seeking or range-seeking.

I totally disagree on your interpretation of Chaos bolt. If you don't have an acceptable target, just don't take a shot. Or, if you think it's compulsory, just attack the invisible enemy you think might be floating two squares above you instead of your allies. It's outright sky blue for chaos sorcs, and much less so for dragon.

Dragonfrost has two interesting notes: cold = lasting frost boost. Push synergises very well with Draconic Arrogance.
Nice start. Some early thoughts:

Dragonborn might stick to the same breath weapon as their dragon source for the purpose of using other feats on that element. I'm thinking Lasting Frost, here.

Very minor point: I wouldn't call Wild Soul sky blue. Its random nature makes it come up rarely as an important defense, and very rarely as an attack boost.

Weapon focus is better than burning blizzard, or equivalent, because it applies to all powers. And also to melee basic attacks, if it comes to that. So I wouldn't recommend Intelligence for any sorcerer, except for RP reasons.

In your archetypes, you list melee mage as separate from the others. In fact, I would say that it's a variant on the others. Every other archetype can be played as melee-seeking or range-seeking.

I totally disagree on your interpretation of Chaos bolt. If you don't have an acceptable target, just don't take a shot. Or, if you think it's compulsory, just attack the invisible enemy you think might be floating two squares above you instead of your allies. It's outright sky blue for chaos sorcs, and much less so for dragon.

Dragonfrost has two interesting notes: cold = lasting frost boost. Push synergises very well with Draconic Arrogance.

Can you use Weapon Focus if your Implement is a staff? (Yeah, I had definitely forgotten to put that in)


I put in melee mage because I wanted to make sure I mentioned it, and it differs conceptually from the blaster. (Most often because of Sorcerous Blade Channeling, but also because of lack of interest in Area spells)

Like I said, it's pending a ruling on Chaos Bolt. I've heard different interpretations. That's why it's multicolored. I want to make it SkyBlue though.

Yeah, Draconic Arrogance is going in when I get to the racial feats. Only problem is you have to blow 2 feats instead of 1 to get it (Fighter MC)
Yes, you can. It was confirmed by the FAQ.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
Yup. Same curvy quotation mark problem. I don't know why that is. If I take Quotes from another text editor, they don't transfer the same. Fixed and also added Loremaster.

Actually one more...check out divine oracle.
Yes, you can. It was confirmed by the FAQ.

Link or quote please? I know it works on the dagger.

Actually one more...check out divine oracle.

Drat. Checking..... Um. Looks fine to me. That did make me catch some Racial Paragons that weren't supposed to be in there though. Oh DURR. It's in the sentence of Divine Oracle, not Divine Oracle itself. Fixed. Thanks.
Like I said, it's pending a ruling on Chaos Bolt. I've heard different interpretations. That's why it's multicolored. I want to make it SkyBlue though.

Note the 'invisible enemy' fix. There's no problem whatever the rules.
Note the 'invisible enemy' fix. There's no problem whatever the rules.

Edited to include the invisible fix, and specifically separate the possible DM interpretation section from the main section of the power. It was needing a fix so it wasn't a giant block of text anyway.
Note the 'invisible enemy' fix. There's no problem whatever the rules.

Other than the fact that you are meta-gaming and the DM can still smack you down you mean?

Given 4e's stance on screwing players over I am pretty sure chaos bolt is not meant to hit your allies. We'll have to wait for official clarification though.
I am so sure that this is not a problem. When using twin strike, does a ranger who drops his opponent on the first hit have to smack himself in the face?
This might seem like an odd proposition, but here goes:

I've been trying to work out in my head what it would take to get a Human Dragon Magic Sorcerer to where I want them. The build faces the typical problem of having a too-subpar AC for the close blasts and bursts that a Dragon Magic Sorcerer wants to be part of.

The best I could really come up with at first was something like:

Str 16
Con 12
Dex 12
Int 8
Wis 10
Cha 18

Even with Leather armor proficiency, however, this Sorcerer only gets to AC 15, which is too much like a Barbarian's AC for me to be comfortable, given the lower HP and surges.

Since then, however, we've gotten new information about the Weapon and Implement Expertise feats. While I have a lot of gripes about those feats, I have to admit that they do a good job of opening up some builds that I'd otherwise avoid due to expected problems with hitting. For me at least, the existence of these feats creates a solid gap for looking at a character's primary stat in a different way, one that has more allowance for the lack of a racial bonus.

What if we went with the following instead?

Strength 18
Constitution 12
Dexterity 12
Intelligence 8
Wisdom 10
Charisma 16

I admit that it's unconventional. The build does have some bright spots I can point out, however.

* No loss of on-hit damage over the 16 Str/18 Cha build.
* Higher armor class (it's only one higher, but I feel a lot more comfortable with 16 AC than 15)
* Better Strength ability riders

What the build drops of course is +1 to attack rolls. The argument would be that Implement Expertise can help to offset that loss, though. You'll always be behind a similar Dragonborn build on your attack rolls, of course, but the Expertise feat will at least keep you from degrading in hit percentage as you gain levels, and softens the blow of the 16 Charisma.

I don't particularly like the idea of letting the character drop to a 16 Charisma when I can avoid it. The alternative, however, is to either accept a 15 AC on a close attack specialist or start buying heavy armor feats.

Any thoughts?
D&D rules were never meant to exist without the presence of a DM. RAW is a lie.
After dragon sorcs get through the first few levels, they start getting some amazing defense boosts in their powers (dailies and utilities). The Draconic Spellfury feat is also fabulous for improving longevity when mixing it up on the front line. Personally, I'd just spend the feats to get some decent defenses and keep the attack probability high.
Try this:
Strength 18
Constitution 13
Dexterity 11
Intelligence 8
Wisdom 10
Charisma 16

You can take both Armor Prof: Leather and Armor Prof: Hide in the Heroic tier. At 2nd level, your AC will be 18 just from armor and STR modifier. In the Epic Tier, you'll qualify for Armor Specialization: Hide.

The only defense that suffers is Reflex, though you could take Light and Heavy Shield Proficiency to increase both that and your AC.
Unfettered Power Whenever you roll a natural 1, you push all creatures within 5 spaces 1 square. This can be good or bad. However, your allies may not want to move, or may not have a beneficial space to move into.

You can always push/pull/etc your targets less then the power specifies, don't you?

I think this was meant to *** you with enemies getting closer. Not the change allies position if they don't desire to do so.
added archmage due to this thread:
http://forums.gleemax.com/showthread.php?p=18132464#post18132464

@rodolf: I think that wild magic is supposed to be wild. It says all creatures within 5. IMO, that means all creatures within 5. If it is ruled that you don't have to push things if you don't want to(as is a common interpretation), awesome. But to me, I see that as your spell failing so badly that it explodes for no damage. It is WILD magic after all. I think you put your first sentence inside the quote, so I didn't see it at first. Also, you skipped my sentence where I said pushing your allies for repositioning can be good. The power is more predominately good.

@black_egg: Don't forget that your AC goes up by 2 half way through the encounter because you're a Dragon Magic Sorcerer. So if you can get your AC within 1 of where you want it, it should be 1 over that when you become bloodied. (averaging to where you want it) The AC buff stays until the end of the encounter, even if you're no longer bloodied. So if you wait to Second Wind until you're bloodied(or receive some form of healing), you get a +2 AC until the end of the encounter.
It also says you must push all creatures within five 1 square. You can not choose to push less.
It also says you must push all creatures within five 1 square. You can not choose to push less.

Right, I should probably double check things before I let someone tell me I'm wrong. Thanks.
Wild Magic's theme is that it's unpredictable. With this in mind, it's not so much of a stretch to interpret Chaos Bolt as hitting your allies if you run out of enemies to target.
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