Summary[]
Magic Missile (At Will Standard Ranged 20 ✦ Arcane, Force, Implement) | |
Target: One creature | |
Attack: +14 vs. Reflex | |
Hit: 2d4+10 force damage | |
Special: counts as a ranged basic attack |
Scorching Burst (At Will Standard Area burst 1 within 10 ✦ Arcane, Fire, Implement) | |
Target: Each creature in burst | |
Attack: +13 vs. Reflex | |
Hit: 1d6+8 fire damage |
Thunderwave (At Will Standard Close blast 3 ✦ Arcane, Implement, Thunder) | |
Target: Each creature in blast | |
Attack: +13 vs. Fort | |
Hit: 1d6+8 thunder damage, push target 2 |
Burning Hands (Encounter Standard Close blast 5 ✦ Arcane, Fire, Implement) | |
Target: Each creature in blast | |
Attack: +13 vs. Reflex | |
Hit: 2d6+8 fire damage |
Fire Shroud (Encounter Standard Close burst 3 ✦ Arcane, Fire, Implement) | |
Target: Each enemy in blast | |
Attack: +13 vs. Fort | |
Hit: 1d8+8 fire damage and ongoing 5 fire (save ends) |
Fire Burst (Encounter Standard Area burst 2 within 20 squares ✦ Arcane, Fire, Implement) | |
Target: Each creature in burst | |
Attack: +13 vs. Refl | |
Hit: 3d6+8 fire damage |
Shield (Encounter Immediate Interrupt Personal ✦ Arcane, Force) | |
Trigger: You are hit by an attack | |
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn. |
Wizard's Escape (Encounter Immediate Interrupt Personal ✦ Arcane, Teleportation) | |
Trigger: An enemy hits you with a melee attack. | |
Effect: You teleport 5 squares to a space that is not adjacent to an enemy. |
Wizard's Fury (Daily Minor ✦ Arcane, Force, Implement) | |
Requirement: You must know the magic missile at-will wizard power. | |
Effect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile. |
Sleep (Daily Standard Area burst 2 within 20 ✦ Arcane, Implement, Sleep) | |
Target: Each creature in burst | |
Attack: +13 vs. Will | |
Hit: Target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends) | |
Miss: Target is slowed (save ends) |
Flaming Sphere (Daily Standard Ranged 10 ✦ Arcane, Conjuration, Fire, Implement) | |
Target: One creature adjacent to flame | |
Attack: +13 vs. Reflex | |
Hit: 2d6+8 fire damage | |
Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4+8 fire damage. As a move action, you can move the sphere 6 squares. | |
Sustain: Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere. |
Glitterdust (Daily Standard Area burst 1 within 20 ✦ Arcane, Implement, Radiant) | |
Target: Each creature in burst | |
Attack: +13 vs. Reflex | |
Hit: 1d10+8 radiant damage and the target is blinded until end of my next turn. | |
Effect: The target gains no benefit from concealment or invisibility, nor can it become hidden (save ends). |
Phantasmal Assailant (Daily Standard Ranged 20 ✦ Arcane, Illusion, Implement, Psychic) | |
Target: One creature | |
Attack: +13 vs. Will | |
Hit: 2d10+8 psychic damage. | |
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all your allies (save ends both). |
Summon Magma Beast (Daily Minor Ranged 10 ✦ Arcane, Fire, Implement, Summoning) | |
Effect: You summon a Medium magma beast in an unoccupied space within range. The magma beast has speed 4 (8 while charging) and resist 5 fire. You can give the magma beast the following special command.
Standard Action: Melee 1; targets one creature; +13 vs. Reflex; 1d10+8 fire damage, and the target takes ongoing 5 fire damage and is slowed (save ends both). Intrinsic Nature: If you haven’t given the magma beast any commands by the end of your turn, it attacks an adjacent creature or charges the nearest creature it can charge and makes its listed attack (above) in place of a melee basic attack. Otherwise, it moves its speed toward the nearest enemy. In addition, you are slowed until the end of your next turn. Symbiosis: While the summoned magma beast is present, you can shift 2 squares with a move action. Each creature that you hit with a basic or at-will attack cannot shift until the end of its next turn. |
Fire Shield (Daily Minor Personal ✦ Arcane, Fire) | |
Effect: You gain resist 10 cold and resist 10 fire until the end of the encounter. Whenever a creature makes a melee attack roll against you, it takes 2d6+8 fire damage. No creature can take this damage more than once per turn. |
Healing Word (Daily Minor Close blast 5 ✦ Divine, Healing) | Feat |
Target: You or one ally | |
Effect: The target can spend a healing surge and regain an additional 1d6 hit points. |
Arcane Mutterings (Encounter Free Personal ) | |
Trigger: You would make a Bluff, a Diplomacy, or an Intimidate check. | |
Effect: You make an Arcana check in place of the Bluff, Diplomacy, or Intimidate check. |
Ghost Sound (At Will Standard Ranged 10 ✦ Arcane, Illusion) | |
Target: One object or unoccupied square | |
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. |
Light (At Will Minor Ranged 5 ✦ Arcane) | |
Target: One object or unoccupied square | |
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. | |
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out. |
Mage Hand (At Will Standard Ranged 5 ✦ Arcane, Conjuration) | |
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. | |
Special: You can create only one hand at a time. | |
Sustain: Minor (You can sustain the hand indefinitely) |
Prestidigitation (At Will Standard Ranged 2 ✦ Arcane) | |
Effect: Use this cantrip to accomplish one of the effects given below.
| |
Special: You can have as many as three prestidigitation effects active at one time. |
Burning Gauntlets (Daily Free ) | Magic Item |
Effect: Use this power when you make an attack with the fire keyword. The first target hit by that attack, if any, also takes ongoing 5 fire damage (save ends). Also, you deal an extra 1 fire damage on successful attacks with the fire keyword until the end of the encounter. If you’ve reached at least one milestone today before using this power, instead deal an extra 2 fire damage on successful attacks with the fire keyword until the end of the encounter. |
Defensive Accurate Staff +2 ({{{Frequency}}} {{{ActionType}}} ) | Magic Item |
Critical: +2d8 |
Power Jewel (Daily Minor ) | Magic Item |
Effect: This power allows you to regain the use of an encounter power of 1st or 3rd level. | |
Special: You must have reached at least one milestone today to activate this item. |
Ghoststride Boots ({{{Frequency}}} {{{ActionType}}} ) | Magic Item |
Properties: While you are running, you gain a +1 item bonus to AC and become insubstantial. |
Fluff[]
Background[]
An itinerant scholar, Callen grew up in Daunton as the son of a scribe. His talents with scholastic endeavors allowed him to flourish there. Through out his studies though Callen was always intrigued by tales of daring adventurers, explorers, and delvers. He read everything he could on the vast wild lands of lost isles, portals to distant lands, and the monsters that guarded fell secrets. Intrigued by his research on the Imperium, Callen became close to one of the priests of Mireva named Apolia. He eventually married her and bore three sons, Temmon, Aethanos, and Kephis. Two of his sons followed in their father's footsteps and have become scholars at the university of Daunton. The youngest, Kephis, left Daunton several years ago disillusioned by the atmosphere of the city and wanting to see the world. Several months ago Kephis stopped writing to his father and mother, his last letter sent from Bacarte.
Leaving Apolia in the care of his other sons he is going to try to find Kephis. Knowing that his son is not likely in any danger and can take care of himself, Callen is using the lack of letters from his son as an excuse to get out and see the world that he never took the chance to see. Exploration and learning are at the forefront of his mind.
Appearance and personality[]
Age: 42
Gender: Male
Height: 5'8"
Weight: 184 lb.
Alignment: unaligned
Personality: Callen is a seeker of knowledge first and foremost. He listens very well, though is often slow to respond as he thinks his way through his answers.
Physical Description: Callen Stewart is an aged gentleman of refinement. He is of average height and build with short gray hair and a thin well kept beard. He wears a well tailored blue jacket with small golden embroidery around the cuffs and collar and likewise comfortable but fashionable pants and boots. He carries his mage staff with him where ever he goes as both a support and a weapon when necessary. The staff is made of simple redwood and is tall and sturdy. Tiny golden glyphs float around the head of the staff almost invisibly.
Region[]
Daunton - +2 Monster knowledge checks and re-roll 1 failed knowledge check/day while access to Daunton library is available (requires 4 hours).
Hooks[]
- Hook 1
- Hook 2
Kicker[]
- Missing son
Familiar[]
Name: Apple
Type: Owl
Senses: Low-light vision
Speed: 2, fly 6 (hover)
Constant Benefits: Whenever you make an Insight check or Perception check, add 1d4 to the result.
Active Benefits: Owls Eyes: As a standard action, you can see through your familiar's eyes until the end of your next turn. You do not gain the ability to cast spells or attack through the familiar, and you determine if a target has cover and concealment from you as normal, but you might spot an enemy coming around a corner, or notice a foe hiding behind a wall.
Show Math[]
Attributes[]
Attributes | |||||||||||
Ability | Cost | Initial | Racial | Level | Final | Mod | |||||
Str | 2 | 10 | 0 | 0 | 10 | 0 | |||||
Con | 5 | 14 | 0 | 2 | 16 | 3 | |||||
Dex | 1 | 11 | 0 | 0 | 11 | 0 | |||||
Int | 12 | 17 | 2 | 2 | 21 | 5 | |||||
Wis | 5 | 14 | 0 | 0 | 14 | 2 | |||||
Cha | 0 | 10 | 0 | 0 | 10 | 0 | |||||
Totals | 25 | 10 |
Attacks[]
Basic Attacks | |||||||||||||
Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
Basic Melee |
0 | str | 0 | 0 | 1 | Versatile Expertise | 5 | Defensive Accurate Staff +2 | 0 | 4 | 10 | AC | |
Basic Ranged |
5 | int | 0 | 0 | 1 | Versatile Expertise | 3 | Accurate Magic Missile | 1 | Eagle Eye Googles | 4 | 14 | Reflex |
Defenses[]
Defenses | ||||||||||||
Defense | Attrib | Attrib Type | Class | Racial | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total |
Armor Class | 0/+5 | dex/int | 0 | 0 | 0 | 0 | 3 | Staff + Armor | 1 | Staff of Defense | 4 | 23 |
Fortitude | 0/+3 | str/con | 0 | 1 | 0 | 0 | 3 | Staff + Amulet | 0 | 0 | 4 | 21 |
Reflex | 0/+5 | dex/int | 0 | 1 | 0 | 0 | 3 | Staff + Amulet | 0 | 0 | 4 | 23 |
Will | +2/+0 | wis/cha | 2 | 1 | 0 | 0 | 3 | Staff + Amulet | 0 | 0 | 4 | 22 |
Saving Throw Bonuses none Conditional Bonuses +1 AC when running
Senses and Reactions[]
Senses and Reactions | |||||||||||
Sense/Reaction | Attrib mod | Class | Class Feature | Racial | Feat | Feat Name | Equip | Equip Name | Level | Other/Trained | Total |
Initiative | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 4 | 0 | 4 |
Passive Insight | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 4 | 5 | 21 |
Passive Perception | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 4 | 0 | 16 |
Health[]
Health | |||||||||||||
-- | Base Class | Con | Per Level | Racial | Feat | Feat Name | Equip | Equip Name | Other | Surge Value Bonus | Total | Bloodied | Surge |
Hit Points | 10 | 16 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 54 | 27 | 13 |
Surge Value + 1 (Belt of Vigor)
Surges per Day 9 (Class 6 + Con 3)
Speed and Movement[]
Speed: 6 (Race 6 - Equipment 0)
Racial Features[]
- Bonus Feat
- Bonus Trained Skill
- Bonus At-Will Power
- +1 Fort, Refl, Will
- +2 to one Attribute
- Size: Medium
- Speed: 6
- Vision: Normal
- Languages: Common + any 1
Class Features[]
- +2 Will
- Arcane Implement Mastery: Staff of Defense (1/enc +2 bonus to one Defense as an immediate interrupt)
- Cantrips
- Ritual Caster Feat
- Spellbook (incl. 3 rituals, 3x daily and 2x utility powers gained) - Capacity: 17/128
Feats[]
Skill Training (Heal) [1st level]Superior Implement Training (Accurate Staff) [Retrained at 7th Level]- Initiate of the Faith [Human Bonus]
- Expanded Spellbook [2nd level]
- Arcane Familiar [4th level]
- Versatile Expertise (Staff/Staff) [Bonus] [5th level]
- Enlarge Spell [6th level]
- Burn Everything [8th level]
Skills and Languages[]
Languages Common, Elven
Skills | ||||||||||
Skill | Trained | Attrib | Attrib Type | Racial | Feat | Feat Name | Equip | Equip Name | Level | Total |
Acrobatics | 0 | 0 | dex | 0 | 0 | 0 | 0 | 0 | 4 | 4 |
Arcana | 5 | 5 | int | 0 | 0 | 0 | 0 | 0 | 4 | 14 |
Athletics | 0 | 0 | str | 0 | 0 | 0 | 0 | 0 | 4 | 4 |
Bluff | 0 | 0 | cha | 0 | 0 | 0 | 0 | 0 | 4 | 4 |
Diplomacy | 0 | 0 | cha | 0 | 0 | 0 | 0 | 0 | 4 | 4 |
Dungeoneering | 5 | 2 | wis | 0 | 0 | 0 | 0 | 0 | 4 | 11 |
Endurance | 0 | 3 | con | 0 | 0 | 0 | 0 | 0 | 4 | 7 |
Heal | 0 | 2 | wis | 0 | 0 | 0 | 0 | 0 | 4 | 6 |
History | 5 | 5 | int | 0 | 0 | 0 | 0 | 0 | 4 | 14 |
Insight | 5 | 2 | wis | 0 | 0 | 0 | 0 | 0 | 4 | 11 |
Intimidate | 0 | 0 | cha | 0 | 0 | 0 | 0 | 0 | 4 | 4 |
Nature | 5 | 2 | wis | 0 | 0 | 0 | 0 | 0 | 4 | 11 |
Perception | 0 | 2 | wis | 0 | 0 | 0 | 0 | 0 | 4 | 6 |
Religion | 5 | 5 | int | 0 | 0 | 0 | 0 | 0 | 4 | 14 |
Stealth | 0 | 0 | dex | 0 | 0 | 0 | 0 | 0 | 4 | 4 |
Streetwise | 0 | 0 | cha | 0 | 0 | 0 | 0 | 0 | 4 | 4 |
Thievery | 0 | 0 | dex | 0 | 0 | 0 | 0 | 0 | 4 | 4 |
Powers[]
Powers Known[]
- Wizard
- Cantrips
- At-Will - 1st Level
- Magic Missile
- Scorching Burst
- Thunderwave [Human Bonus]
- Encounter
- 1st Level
- 3rd Level
- 7th Level
- Daily
- Utility
- 2nd Level
- Shield
Expeditious RetreatArcane Mutterings [Power Origin = Skill Power]
- 6th Level
- 2nd Level
- Magic Items
- Other
- Daily
- Healing Word [Feat: Initiate of the Faith]
- Daily
Powers to Hit[]
Power To-Hit | |||||||||||||
Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
Magic Missile | +5 | Int | +1 | Eagle Eye Goggles | 1 | Combat Expertise | +2 | Implement | +1 | Accurate Staff | 4 | 14 | Ref |
Scorching Blast | +5 | Int | 1 | Combat Expertise | +2 | Implement | +1 | Accurate Staff | 4 | 13 | Ref | ||
Thunderwave | +5 | Int | 1 | Combat Expertise | +2 | Implement | +1 | Accurate Staff | 4 | 13 | Fort | ||
Burning Hands | +5 | Int | 1 | Combat Expertise | +2 | Implement | +1 | Accurate Staff | 4 | 13 | Ref | ||
Sleep | +5 | Int | 1 | Combat Expertise | +2 | Implement | +1 | Accurate Staff | 4 | 13 | Will | ||
Flaming Sphere | +5 | Int | 1 | Combat Expertise | +2 | Implement | +1 | Accurate Staff | 4 | 13 | Ref | ||
Fire Shroud | +5 | Int | 1 | Combat Expertise | +2 | Implement | +1 | Accurate Staff | 4 | 13 | Fort | ||
Fire Burst | +5 | Int | 1 | Combat Expertise | +2 | Implement | +1 | Accurate Staff | 4 | 13 | Ref | ||
Phantasmal Assailant | +5 | Int | 1 | Combat Expertise | +2 | Implement | +1 | Accurate Staff | 4 | 13 | Will | ||
Glitterdust | +5 | Int | 1 | Combat Expertise | +2 | Implement | +1 | Accurate Staff | 4 | 13 | Ref |
Equipment[]
Equipment Name | Price | Weight |
---|---|---|
Cloth Armor | 1gp | 4lbs |
Quarterstaff | 5gp | 4lbs |
Dagger | 1gp | 1lb |
Standard Adventurer's Kit | 15gp | 33lbs |
Holy Symbol | 10gp | 1lb |
Ritual Components (Arcana) | 40gp | - |
Ritual Components (Heal) | 20gp | - |
Ritual Components (Nature) | 0gp | - |
Ritual Components (Religion) | 0gp | - |
Spellbook | 0gp | 3lbs |
Burning Guantlets | (1800gp) | - |
Defensive Accurate Staff +2 w/Shard of the Mage | (3300gp) | - |
Amulet of Protection +2 | (1800gp) | - |
Cloth Armor +2 | (1800gp) | - |
Bag of Holding | (1000gp) | - |
Flame Rose | (200gp) | - |
Ghoststride Boots | (1800gp) | - |
Power Jewel | (1000gp) | - |
Eagle Eye Goggles | (520gp) | - |
Bracers of the Perfect Shot | (680gp) | - |
A Practical Guide to Monsters | (1000gp) | - |
Belt of Vigor | (520gp) | - |
Gold remaining 1279.09 Weight 46 lbs
Tracking[]
Treasure[]
Amount | Item | Notes |
+100gp | Base Gold | Starting gold |
-92gp | Starting Equipment | Cloth Armor, Quarterstaff, Dagger, Standard Adventurer's Kit, Holy Symbol, Ritual Components (Arcana), Ritual Components (Heal), Spellbook |
*** | Ebon Mirror | *** |
Gloves of Piercing | Link | |
+100gp | Link | |
*** | Fire! | *** |
+542gp | Link | |
Flame Rose | Link | |
-75gp | Link Scribing Silence from Galinndan | |
*** | 6 Eagle Down | *** |
Staff of Defense +2 | Link | |
Amulet of Protection +1 | Link | |
Cloth Armor +2 | Link | |
+250gp | Link | |
*** | DM Credits | *** |
+2330gp | ||
-1440gp | Improve Amulet to +2 | |
-150gp | Purchase Comrade's Succor ritual | |
-1000gp | Purchase Bag of Holding | |
*** | God Forge | *** |
+1998.09gp | Link | |
Power Jewel | Link | |
Ghoststride Boots | Link | |
+1665gp | Link | |
*** | DM Credits | *** |
+2335gp | ||
+136gp | Sell Gloves of Piercing | |
-200gp | Flame Rose | |
-20gp | Upgrade staff to Accurate Staff | |
-680gp | Shard of the Mage | |
-520gp | Eagle Eye Goggles | |
-680gp | Bracers of the Perfect Shot | |
-1000gp | A Practical Guide to Monsters | |
-520gp | Belt of Vigor | |
-1800gp | Burning Gauntlets | |
*** | Remaining | *** |
1279.09gp |
XP[]
- Ebon Mirror
- Fire!
- 6 Eagle Down
- DM Credits
- 10 Credits @ 166xp ea. +1660 = 14 credits remaining
- God Forged
- DM Credits
- 5 Credits @ 250xp ea. +1200 = 9 credits remaining
Changes[]
- Sept 25 - Added Gloves of Piercing
- Apr 12 - Gained 937XP and 100GP
- Aug 5 - Gained 598XP and Flame Rose and 542GP and scribed Silence for 75GP
- Dec 1 - Gained 1942XP and Staff of Defense
- Jan 22 - Gained XP and Amulet of Protection and Cloth Armor
- Jun 11 - Gained XP and treasure. Spent 5 DM credits. Leveled to 8.
Retraining[]
- Level 3 = Swap Freezing Cloud out for Summon Fire Warrior
Level 4 = Swap Acid Arrow out for Flaming Sphere
- Level 7 = Swap Fireball out for Glitterdust; Swap Skill Training (Heal) out for Superior Implement Training (Accurate Staff); Swap Expeditious Retreat out for Arcane Mutterings (Previously unavailable)
- Level 8 = Swap Summon Fire Warrior out for Wizard's Fury; Swap Summon Abyssal Maw out for Summon Magma Beast (Previously unavailable)
Adventures[]
Judge Comments[]
Level 1[]
Approval 1[]
Approval from --Graf 02:57, 15 September 2008 (UTC)
Attributes cost/bonuses ok, batt ok, def ok, saves ok, senses & skills OK (but see Issues), health ok, powers ok, encumbrance/gold spent ok (added remaining gold and weight)
Issues a) In the #Senses and Reactions section you have perception as trained, but not in #Skills and Languages. But you do have it "correct" (i.e. assuming you have insight trained and not perception) in your summary. Just assuming it was a number swap. Corrected your senses template.
Aside: Interesting backstory, very few people play parents with kids. It seems to me that your missing son would be your Kicker.
Reply from --Erekose13 21:10, 15 September 2008 (PST)
Yes it should've been Insight, thanks for fixing that. I'll add the missing son as his kicker formally, but yes that's the direction I was going.
Approval 2[]
Approved by Halford
Notes
1.) Well the bad news is that two out of three of your save are wrong. The good news is they are too low! You seem to have forgotten the +2 Will save for being a Wizard, and you have also forgotten to include your +2 con bonus to your fortitude save. I have edited accordingly.
2.) There was an odd little box in the Prestidigitation power, edited.
3.) Your endurance skill did not have your con bonus factored in and thus should be +2 rather than 0, edited.
Love the background!
Level 2[]
Approval 1[]
Comments by JoeNotCharles
No comments at all. Approved for level 2.
Approval 2[]
Approval from Dunamin
1. Ability table is missing from Math section.
2. Math > Class Features > Spellbook. Changed "Spellbook (incl. 3 rituals, 3x daily and utility powers gained)" to "Spellbook (incl. 3 rituals, 3x daily and 2x utility powers gained)".
3. Math > Powers Known. Looks you have yet to choose your third Daily power for 1st level.
Level 3[]
Approval 1[]
Approval from Ozymandias79
I give my approval to Callen for level 3.
Approval 2[]
Approval from TwoHeadsBarking:
Looks good. Approved
Level 4[]
Approval 1[]
Approval from Velmont
- Summary (Feat): Implement expertise is still listed. Please correct it.
This character is Approved
Approval 2[]
Approval from Ozymandias79
- quick check => Approved
Level 6[]
Approval 1[]
Approval from renau1g
removed comments that no longer apply. Approved! 14 credits still remaining...wow...
Approval 2[]
Approval from Ozymandias79 Looks good. Approved!
Level 8[]
Approval 1[]
Approval from Ozymandias79 Looks good. Approved!
Approval 2[]
Approved by ScorpiusRisk
Status[]
'Status: Approved as 8th level character with 13207 xp by Ozymandius and ScorpiusRisk