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Vailea, level 7 Human, Sorcerer
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Vailea, level 6 Human, Sorcerer
  
 
Build: Dragon Sorcerer
 
Build: Dragon Sorcerer
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AC: 19 Fort: 19 Ref: 17 Will: 22
 
AC: 19 Fort: 19 Ref: 17 Will: 22
  
HP: 51 Surges: 5 Surge Value: 12
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HP: 46 Surges: 5 Surge Value: 11
  
  
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'''Base to hit: +10 Base damage: +12'''  ''(When equipped with the Staff of Ruin +2, which is augmented with the dragonshard of the mage)''
 
'''Base to hit: +10 Base damage: +12'''  ''(When equipped with the Staff of Ruin +2, which is augmented with the dragonshard of the mage)''
  
Wizard's Apprentice Attack: Color Orb - Encounter, Range 5, Radiant, vs. Will, Hit 1d8 +Base Radiant and target becomes Dazed until Vee's next turn ends.
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Wizard's Apprentice Attack: Color Orb - Encounter, Range 5, Radiant, Hit 1d8 +Base Radiant and target becomes Dazed until Vee's next turn ends.
  
 
Bard Feature: Majestic Word
 
Bard Feature: Majestic Word
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Wizard Utility: Prestidigitation
 
Wizard Utility: Prestidigitation
  
* Bonus At-Will Power: Burning Spray - Close Blast 3, Fire, vs. Reflex, Hit 1d8 +Base Fire and the next enemy that hits you with a melee attack before the end of your next turn takes fire damage equal to your Strength modifier.
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Bonus At-Will Power: Burning Spray
  
* Sorcerer at-will 1: Storm Walk - Range 10, Thunder, vs. Fortitude, before or after the attack you may shift 1 square, Hit 1d8 +Base Thunder
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Sorcerer at-will 1: Storm Walk
  
* Sorcerer at-will 1: Energy Strobe - Range 10, Varies, vs. Reflex, Hit 1d10 +Base, roll a d6 to determine damage type, and you gain Resist 5 to that damage type until the end of your next turn.  You may use this power as a ranged basic attack.
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Sorcerer at-will 1: Energy Strobe
  
# Cold
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Sorcerer encounter 1: Tempest Breath
# Fire
 
# Force
 
# Lightning
 
# Radiant
 
# Thunder
 
  
* Sorcerer encounter 1: Tempest Breath - Close Blast 3, Acid, vs. Reflex, Hit 2d6 +Base Acid, the target can't gain Combat Advantage against any creature until the end of your next turn, and you gain Concealment until the end of your next turn.
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Sorcerer daily 1: Ice Javelins
  
* Sorcerer daily 1: Ice Javelins - Range 10, Target 1, 2, or 3 Creatures, Cold, vs. Reflex, Hit 1d10 +Base Cold and ongoing 5 cold damage (save ends).  '''Miss:''' Half damage.
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Sorcerer utility 2: Spatial Trip
  
* Sorcerer utility 2: Spatial Trip - Encounter Utility, Move Action, you teleport a number of squares equal to half your speed.
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Sorcerer encounter 3: Ice Dragon's Teeth
  
* Sorcerer encounter 3: Ice Dragon's Teeth - Area Burst 1 within 10 squares, Cold, vs. Reflex, Hit 2d8 +Base Cold and the target is slowed until the end of your next turn.
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Sorcerer encounter 5: Moon and the Stars
  
* Sorcerer daily 5: Moon and the Stars - Range 10, Target 1 or 2 Creatures, Varies, vs. Reflex, Hit 3d6 +Base Cold or Radiant damage.  The damage type you choose determines the attack's additional benefit.  '''Cold:''' The target is slowed and cannot shift (save ends both).  '''Radiant:''' You can spend one healing surge (only one, even if you hit both targets).  '''Miss:''' Half damage (your choice of cold or radiant).
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Sorcerer utility 6: Energetic Flight
 
 
* Sorcerer utility 6: Energetic Flight - Daily Utility, Minor Action, Until the end of your next turn you gain a fly speed equal to your speed, and you can hover.
 
 
 
* Sorcerer encounter 7: Spark Form - Personal, Lightning, vs. Reflex.  '''Effect:''' Before the attack, you shift your speed + 2.  You can move through occupied squares during the shift, as long as you end in an unoccupied square.  '''Target:''' Each creature whose space you moved through.  '''Attack:''' Charisma vs. Reflex.  '''Hit:''' 1d6 +Base Lightning damage.
 
  
  

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