Summary[]
Blazing Starfall (At-Will Standard Area burst 1 within 10 ✦ Arcane, Fire, Implement, Radiant, Zone) | Sorcerer Attack 1 |
Target: Each creature in burst | |
Attack: +13 vs. Reflex | |
Hit: 1d4+18 radiant damage. | |
Effect: The burst creates a zone bounded by burning ground that lasts until the end of my next turn; whenever an enemy within the zone leaves it, that enemy takes 2 fire damage. |
Sly Flourish (At-Will Standard Melee or Ranged weapon ✦ Martial, Weapon) | Rogue Attack 1 |
Requirement: I must be wielding a light blade, crossbow, or sling | |
Target: One creature | |
Attack: +15 vs. AC | |
Hit: 1d4+14 damage (if melee) or 1d4+12 damage (if ranged) |
Explosive Pyre (Encounter Standard Ranged 10 ✦ Arcane, Fire, Implement) | Sorcerer Attack 1 |
Target: One creature | |
Attack: +13 vs. Reflex | |
Hit: 2d8+18 fire damage. Until the start of my next turn, any enemy that enters a square adjacent to the target or starts its turn there takes 1d6+13 fire damage. |
Low Slash (Encounter Minor Melee weapon ✦ Martial, Weapon) | Rogue Attack 3 |
Requirement: I must be wielding a light blade | |
Target: One creature | |
Attack: +15 vs. Reflex | |
Hit: 1d4+9 damage, I slide the target 1 square, and the target is slowed until the end of my next turn. If I'm flanking the target, the attack deals an extra 5 damage. |
Spark Form (Encounter Standard Melee 1 ✦ Arcane, Implement, Lightning) | Sorcerer Attack 3 |
Effect: I shift my speed+2. During the shift, I can move through enemies' spaces. When I leave any creature's space, I make the following attack against that creature. Whenever I use this power, I can make the attack against a creature only once.
--Target: One creature --Attack: +13 vs. Reflex --Hit: 1d6+18 lightning damage. |
Shocking Magnetism (Daily Standard Ranged 10 ✦ Arcane, Implement, Lightning) | Sorcerer Attack 1 |
Target: One or two creatures | |
Attack: +13 vs. Reflex | |
Hit: 3d6+18 lightning damage, and I can pull the target 5 squares. | |
Effect: Until the end of the encounter, any creature that starts its turn adjacent to me takes 5 lightning damage. I can dismiss this effect as a free action. |
Thunder Leap (Daily Standard Close Burst 1 ✦ Arcane, Implement, Thunder) | Sorcerer Attack 5 |
Target: Each creature in burst | |
Attack: +13 vs. Fortitude | |
Hit: 2d6+18 thunder damage. | |
Effect: I jump 10 squares. This movement does not provoke opportunity attacks. Then I make a secondary attack.
Secondary Target: Each creature in the burst Secondary Attack: +13 vs. Fortitude Hit: 2d6+13 thunder damage, and I push the secondary target 1 square. |
Knockout (Daily Standard Melee weapon ✦ Martial, Weapon) | Rogue Attack 9 |
Requirement: I must be wielding a light blade | |
Target: One creature | |
Attack: +15 vs. Fortitude | |
Hit: 2d4+9 damage, and the target falls unconscious (save ends). If the unconscious target takes any damage, this unconsciousness ends. | |
Miss: Half damage, and the target is dazed until the end of my next turn. |
Deep Shroud (Daily Minor Personal ✦ Arcane) | Sorcerer Utility 2 |
Effect: I create a shroud of supernatural shadow around myself. Until the end of my next turn, the space I occupy and each square adjacent to me are heavily obscured. | |
Sustain: Minor. The effect persists. |
Swift Parry (Encounter Immediate Interrupt Personal ✦ Martial, Weapon) | Rogue Utility 6 |
Requirement: I must be wielding a light blade. | |
Trigger: I am hit by a melee attack | |
Effect: I gain a +4 bonus to defenses against the triggering attack, and I gain combat advantage against the attacker until the end of my next turn. |
Accurate Staff of Ruin +2 (Item Property No Action ) | Item |
Special: When I make an attack through this staff, I gain a +2 item bonus to the attack's damage rolls. | |
Critical: +2d10 damage |
Siberys Shard of the Mage (Item Property No Action ) | Item |
Special: I gain a +1 bonus to damage rolls with implement attacks that use the augmented weapon. |
Rhythm Blade Dagger +2 (Item Property No Action ) | Item |
Special: While I wield this weapon in my off hand, my shield bonus to AC and Reflex increases by 1. | |
Critical: +2d6 damage |
Shimmering Cloth Armor +2 (Item Property No Action ) | Item |
Special: I do not provoke opportunity attacks when making ranged or area attacks. |
Songmaster's Boon (Item Property No Action ) | Item |
Special: I gain a 19-20 critical hit range against undead and +1 to Bluff checks. |
Songmaster's Boon Encounter Power (Encounter Minor Action Close burst 10 ) | Item |
Target: Each enemy in burst | |
Attack: +19 (Bluff check) vs. Will | |
Hit: Target grants combat advantage until the end of my turn. |
Lucky Charm Daily Power (Daily No Action ) | Item |
Trigger: I miss with an attack or fail a skill check, ability check, or saving throw. | |
Effect: Add 1d6 to the attack roll, skill check, ability check, or saving throw. |
Boots of the Fencing Master (Item Property No Action ) | Item |
Special: When I shift, I gain a +1 item bonus to AC and Reflex until the end of my next turn. |
Boots of the Fencing Master Encounter Power (Encounter Minor ) | Item |
Special: I shift 2 squares. |
Iron Armbands of Power (Item Property No Action ) | Item |
Special: I gain a +2 item bonus to melee damage rolls. |
Cosmic Cycle Tattoo (Item Property No Action ) | Item |
Special: When I use my second wind, I can choose to change my phase for Cosmic Magic to the next higher-numbered phase. |
Fluff[]
Description[]
Scarmiglione is a stylish, flamboyant kenku who dresses with great flair and struts around proudly with his crystal-topped walking stick, rather than sneaking about in a heavy cloak as most of his brethren do. His feathers are very distinctive: although he is mostly raven-black, some of the feathers on his head, throat, and neck are pure gold in color, and the little feathers that sprout around the edge of his beak change color depending on what cosmic phase he is in. When he is in the phase of the sun, these feathers are tipped in gold; when he is in the phase of the moon, they become tipped in silvery white; and when he enters the phase of the stars, they turn to plain raven black.
Scarmiglione has very cultivated manners and taste and is an unrepentant snob. But he’s a decent enough fellow, although there are certain urges that he sometimes fails to keep in check, such as a desire to pocket shiny objects, a love of gossip, and a fondness for the taste of bugs and rodents. Scarmiglione struggles to maintain his dignity whenever his less delicate tendencies are exposed and may resort to fanciful lies to cover his behavior.
Background[]
Like other kenkus, Scarmiglione is an excellent mimic. This ability, coupled with his prodigious talent for singing, has made him the most versatile performer ever to sing on a Daunton stage. But his odd appearance has prevented him from ever appearing in a leading role. (It might be said that Scarmiglione has other personal qualities that a director would consider undesirable in a leading player, or perhaps just plain undesirable, but Scarmiglione himself believes that he has been confined to playing bit parts for the last ten years because of racism, pure and simple.)
Scarmiglione recently left the Daunton Opera in disgust. (The details can be found in the Screamer.) The suddenness and bad publicity surrounding his departure has most likely left him without a future in the Daunton art scene, and his only other talent, unfortunately, is one for sorcery, which he regards with wizard-like snobbery as a waste of time. (When he first realized that he had a talent for magic, Scarmiglione attempted to study wizardry, but found that understanding even the simplest spell or ritual formulas was beyond him. He now regards his own abilities as something of an embarrassment.)
Hooks[]
Kicker[]
In a recent Screamer interview, Scarmiglione said some very unwise things about some very influential Dauntonians. And there are other wealthy, influential types who might be worried about what else could come out of a gossipy kenku's mouth.
Math[]
Attributes[]
Attributes | |||||||||||
Ability | Cost | Initial | Racial | Level | Final | Mod | |||||
Str | 5 | 14 | 0 | 0 | 14 | 2 | |||||
Con | 2 | 12 | 0 | 0 | 12 | 1 | |||||
Dex | 9 | 16 | 2 | 2 | 20 | 5 | |||||
Int | 0 | 8 | 0 | 0 | 8 | -1 | |||||
Wis | 0 | 10 | 0 | 0 | 10 | 0 | |||||
Cha | 9 | 16 | 2 | 2 | 20 | 5 | |||||
Totals | 25 | 12 |
Defenses[]
Defenses | ||||||||||||
Defense | Attrib | Attrib Type | Class | Racial | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total |
Armor Class | +5/-1 | dex/int | 0 | 2 | Unarmored Agility | 3 | Cloth armor +2, rhythm blade dagger | 4 | 24 | |||
Fortitude | +2/+1 | str/con | 1 | Lucky Charm +1 | 4 | 17 | ||||||
Reflex | +5/-1 | dex/int | 1 | 2 | Lucky Charm +1, rhythm blade dagger | 4 | 22 | |||||
Will | +0/+5 | wis/cha | 1 | 1 | Lucky Charm +1 | 4 | 21 |
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 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 4 | 0 | 9 |
Passive Insight | +0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 4 | 0 | 14 |
Passive Perception | +0 | 0 | 0 | 0 | 0 | 0 | 0 | 4 | 5 | 19 |
Hitpoints[]
Health | |||||||||||||
-- | Base Class | Con | Per Level | Racial | Feat | Feat Name | Equip | Equip Name | Other | Surge Value Bonus | Total | Bloodied | Surge |
Hit Points | 12 | 12 | 5 | 0 | 0 | 0 | 0 | 64 | 32 | 16 |
Surges per Day 7 (Class 6 + Con 1)
Saving Throws[]
Saving Throw Bonuses none
Attacks[]
Basic[]
Basic Attacks | |||||||||||||
Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
Basic Melee |
+2 | str | 1 | Versatile Expertise | 5 | Dagger +2 | 4 | 12 | AC | ||||
Basic Ranged |
+5 | dex | 1 | Versatile Expertise | 5 | Dagger +2 | 4 | 15 | AC |
Powers[]
Power To-Hit | |||||||||||||
Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
Blazing Starfall | +5 | Cha | 1 | Versatile Expertise | 3 | Accurate staff +2 | 0 | 0 | 4 | 13 | Reflex | ||
Sly Flourish | +5 | Dex | 1 | Versatile Expertise | 5 | Dagger +2 | 0 | 0 | 4 | 15 | AC | ||
Explosive Pyre | +5 | Cha | 1 | Versatile Expertise | 3 | Accurate staff +2 | 0 | 0 | 4 | 13 | Reflex | ||
Low Slash | +5 | Dex | 1 | Versatile Expertise | 5 | Dagger +2 | 0 | 0 | 4 | 15 | Reflex | ||
Spark Form | +5 | Cha | 1 | Versatile Expertise | 3 | Accurate staff +2 | 0 | 0 | 4 | 13 | Reflex | ||
Shocking Magnetism | +5 | Cha | 1 | Versatile Expertise | 3 | Accurate staff +2 | 0 | 0 | 4 | 13 | Reflex | ||
Thunder Leap | +5 | Cha | 1 | Versatile Expertise | 3 | Accurate staff +2 | 0 | 0 | 4 | 13 | Fortitude | ||
Knockout | +5 | Dex | 1 | Versatile Expertise | 5 | Dagger +2 | 0 | 0 | 4 | 15 | Fortitude |
Damage Calculations[]
Implement powers: +5 (Cha) +5 (Dex, from Sorcerous Soul) +2 (primary implement) +2 (secondary implement) +2 (item, from staff of ruin) +1 (siberys shard of the mage) +1 (feat, from implement focus) = +18.
Class Features[]
Hybrid Rogue
- +1 Reflex
- Sneak Attack (hybrid): Once per turn, deal 2d6 extra damage when making an attack against an enemy granting combat advantage to me, provided that I am (a) using a light blade, hand crossbow, shortbow, or sling, and (b) using a rogue power.
Hybrid Sorcerer
- +1 Will
- Sorcerous Power: Dexterity. I add my Dex bonus to the damage rolls of sorcerer powers.
- Soul of the Sorcerer (hybrid talent): Soul of the Cosmic Cycle
- Spell Source: Cosmic Magic
- At the end of a short or extended rest, I choose a cosmic phase from those described below and gain its benefits. The first time I become bloodied during an encounter, my phase immediately changes to the next higher-numbered phase (or back to Phase of the Sun if I am in Phase of the Stars). Each time I use a daily arcane attack power, I can choose to change my phase to the next higher-numbered phase immediately after resolving the effects of the power.
- 1. Phase of the Sun: At the start of my turn, each enemy adjacent to me takes 2 fire and radiant damage. I also gain resist 5 cold.
- 2. Phase of the Moon: I gain a bonus to AC equal to the number of conscious enemies adjacent to me. I also gain resist 5 psychic.
- 3. Phase of the Stars: Whenever an enemy's attack misses me, I can teleport 2 squares as a free action. I also gain resist 5 radiant.
- While I have resistance from this class feature, my arcane powers ignore targets' resistance to that damage type up to the value of my resistance.
Racial Features[]
Kenku
- Ability Scores: +2 Dexterity, +2 Charisma
- Size: Medium
- Speed: 6
- Vision: Low-light
- Languages: Common
- Skill Bonuses: +2 Bluff, +2 Stealth
- Flock Effect: Gain a +3 bonus to attack rolls against creatures I flank (rather than the normal +2); grant a +3 bonus to attack rolls or skill checks when aiding another (rather than the normal +2).
- Mimicry: Can mimic sounds and voices (successful Insight check vs my Bluff check to determine that a sound is faked).
Powers Known[]
Rogue
- At-Will
- Sly Flourish
- Encounter
- Low Slash
- Daily
- Knockout
- Utility
- Swift Parry
Sorcerer
- At-Will
- Blazing Starfall
- Encounter
- Explosive Pyre
- Spark Form
- Daily
- Thunder Leap
- Shocking Magnetism
- Utility
- Deep Shroud
Skills[]
Languages Allarian
Skills | ||||||||||
Skill | Trained | Attrib | Attrib Type | Racial | Feat | Feat Name | Equip | Equip Name | Level | Total |
Acrobatics | +5 | dex | 4 | 9 | ||||||
Arcana | -1 | int | 4 | 3 | ||||||
Athletics | +2 | str | 4 | 6 | ||||||
Bluff | 5 | +5 | cha | 2 | 2 | Background | 1 | Songmaster's Boon | 4 | 19 |
Diplomacy | 5 | +5 | cha | 4 | 14 | |||||
Dungeoneering | +0 | wis | 4 | 4 | ||||||
Endurance | +1 | con | 4 | 5 | ||||||
Heal | +0 | wis | 4 | 4 | ||||||
History | -1 | int | 4 | 3 | ||||||
Insight | +0 | wis | 4 | 4 | ||||||
Intimidate | +5 | cha | 4 | 9 | ||||||
Nature | +0 | wis | 4 | 4 | ||||||
Perception | 5 | +0 | wis | 4 | 9 | |||||
Religion | -1 | int | 4 | 3 | ||||||
Stealth | 5 | +5 | dex | 2 | 4 | 16 | ||||
Streetwise | +5 | cha | 4 | 9 | ||||||
Thievery | 5 | +5 | dex | 4 | 14 |
Feats[]
- 1. Hybrid Talent (Soul of the Sorcerer: Soul of the Cosmic Cycle)
- 2.
Armor Proficiency: LeatherUnarmored Agility - 4. Superior Implement Training: Accurate Staff
- 5. Versatile Expertise: Staves, Light Blades (L4W bonus)
- 6. Dual Implement Spellcaster
- 8. Implement Focus (staff)
Regional Benefits[]
Background option: Entertainer (Profession)
- +2 on Bluff checks
Equipment[]
Equipment Name | Source | Cumulative Value (gp) | Weight (lbs) | Notes |
---|---|---|---|---|
Accurate Staff of Ruin +2 | AV | 3400 | 4 | Treasure, equipped main hand |
Siberys Shard of the Mage (heroic) | EPG | 680 | - | Purchased here, attached to staff |
Rhythm Blade Dagger +2 | AV2 | 3400 | 1 | Treasure, equipped off hand |
Shimmering cloth armor +2 | AV | 4200 | - | Treasure, equipped armor |
Shadowdance Leather Armor +1 | D381 | 1000 | - | Starting Wealth (L+1 item) |
Boots of the Fencing Master | AV | 2600 | - | Bought (see tracking) |
Iron Armbands of Power (heroic) | AV | 1800 | - | Bought (see tracking) |
Cosmic Cycle Tattoo | SotAC | 1800 | 15 | Treasure |
Songmaster's Boon | Custom | ? | - | Treasure |
Lucky Charm +1 | AV2 | 840 | - | Starting Wealth (L+0 item), equipped neck |
AV | 544 | - | Starting Wealth (L-1 item) | |
PH | 288 | - | Starting Wealth | |
Everburning Torch | PH | 50 | 1 | Starting Wealth |
Tiny gold statue of a long-forgotten goddess | - | 50 | - | Found here in Beyond the Rerisen Tower. (Value is here under "Keep a Lookout Along the Shore.") |
PH | 50 | - | Starting Wealth; expended here in Beyond the Rerisen Tower. | |
PH | 50 | - | Bought here; drunk here. | |
Thieves' tools | PH | 20 | 1 | Starting Wealth |
Bottle of wine | PH | 5 | - | Starting Wealth |
Backpack | PH | 2 | 2 | Starting Wealth |
Bedroll | PH | 0.1 | 5 | Starting Wealth |
Belt pouch | PH | 1 | 0.5 | Starting Wealth |
Waterskin | PH | 1 | 4 | Starting Wealth |
TOTALS | 20781.1 | 33.5 |
"Cumulative value" is used to keep track of total wealth throughout career. Items currently in possession have their full value, as do expended consumables; items that have been sold have 80% of their normal value (as 20% is recovered from the sale).
Money Remaining: 5484 gp, 9 sp
Total Wealth: 26266 gp
Expected Wealth (beginning of 9th): 25059 gp
Expected Wealth (beginning of 10th): 35539 gp
Wish List[]
Highest priority is the neck item.
L9: shimmering armor +2 (AV)
L10: babau gauntlets (D408)
L11: dice of auspicious fortune (D381)
L12: deep pocket cloak +3 (AV2; neck)
L13: accurate staff of ruin +3
L14: circlet of arkhosia, shielding dagger +3
Character Status[]
Role | Striker |
Status | Approved, Assigned |
Location | Rage of the Savage Lands |
Notes | Kind of a weird build. I hope it works. |
Tracking[]
Treasure[]
Level 4
- Used healing potion here.
- Gained Rhythm Blade Dagger +2, Songmaster's Boon, and 449 gp (total: 639.9 gp) here, in Beyond the Rerisen Tower.
- "Spent" 50 gp to "buy" a healing potion here. (Remaining money: 589.9 gp)
Level 5
- Gained Accurate Staff of Ruin +2 and some treasure (distributed later) here, in Beyond the Rerisen Tower.
- Gained 1945 gp (total: 2534.9 gp). Summary of the monetary treasure for this level is here in Beyond the Rerisen Tower.
- Sold magic dagger +1 (20% of 360 = 72 gp) and accurate staff of ruin +1 (20% of 680 = 136 gp) here (total 2742.9 gp)
- Spent 680 gp on Siberys Shard of the Mage (heroic tier) here (total: 2062.9 gp).
Level 6
- Gained Cosmic Cycle Tattoo and 3130 gp here, in And the Uppity Shoeshine.... (total: 5192.9 gp).
- Spent 4400 gp on Iron Armbands of Power (heroic tier) and Boots of the Fencing Master (total: 792.9 gp).
Level 7
- Spent 1 DM credit to gain 894 gp (total: 1686.9 gp)
Level 8
- Gained Shimmering Cloth Armor +2 here in Rage of the Savage Lands.
- Gained 3798 gp here, in Rage of the Savage Lands (total: 5484.9 gp)
Level 9
- Used healing potion here, in Rage of the Savage Lands.
- Gained 6048 gp here, in Rage of the Savage Lands (total: 11532.9 gp)
Level 10
XP[]
Level 4
- Gained 3254 XP here, in Beyond the Rerisen Tower (total: 7004 XP).
Level 5
- Gained 2767 XP here, in Beyond the Rerisen Tower (total: 9771 XP).
Level 6
- Gained 3063 XP here, in Uppity Shoeshine (total: 12834 XP).
Level 7
- Spent 1 DM credit to gain 500 XP (total: 13334 XP)
Level 8
- Gained 3970 XP here, in Rage of the Savage Lands (total: 17304 XP)
Level 9
- Gained 5801 XP here, in Rage of the Savage Lands (total: 23105 XP)
Level 10
Changes[]
Level 4 (this character replaces Livia, retired at level 4)
- Level 4 starting XP: 3750
- Level 4 starting goods: one level 5 item (shadowdance armor +1), one level 4 item (lucky charm +1), one level 3 item (staff of ruin +1), and 680 gp (gold equivalent of a level 3 item). 489.1 gp spent (after level-based items). Remaining money: 190.9 gp.
- +1 Dexterity, +1 Charisma
Level 5
- Retrained Shocking Magnetism (Sorcerer daily 1) to Blinding Barrage (Rogue daily 1)
- Gained Thunder Leap (Sorcerer Daily 5)
- Gained Versatile Expertise feat (L4W bonus)
Level 6
- Retrained Sneak In the Attack (Rogue utility 2) to Deep Shroud (Sorcerer utility 2)
- Gained Swift Parry (Rogue utility 6)
- Gained Dual Implement Spellcaster feat
Level 7
- Retrained Blinding Barrage (Rogue daily 1) to Trick Strike (Rogue daily 1). I did this as a free retrain after Blinding Barrage was horribly nerfed.
- Retrained Wave of Light (Sorcerer encounter 1) to Explosive Pyre (Sorcerer encounter 1)
- Gained Spark Form (Sorcerer encounter 7)
Level 8
- +1 Dexterity, +1 Charisma
Level 9
- Retrained Trick Strike (Rogue daily 1) to Shocking Magnetism (Sorcerer daily 1)
- Gained Knockout (Rogue daily 9)
- Retrained Leather Armor Proficiency to Unarmored Agility
Level 10
Events[]
Scarmiglione, eager to take a little vacation from Daunton after his recent Screamer interview, seeks passage on a boat. Without deigning to inform the captain. Boy does this turn out to be the wrong boat.
Scarmiglione allows himself to be persuaded to fight some undead, although this certainly isn't the vacation he had planned. He thus embarks on an adventure Beyond the Rerisen Tower.
Almost dead on his feet and convinced he won't see tomorrow, Scarmiglione contemplates the afterlife, and finds it a dismal prospect. Yet he uncharacteristically attempts to sacrifice himself for his friends.
Scarmiglione helpfully summarizes the plot.
Scarmiglione enters the tavern for the first time.
Unable to resist the chance to hear a juicy piece of gossip, Scarmiglione allows himself to be persuaded to meet with Lord Rustavich, who is searching for his missing son. This is very disappointing, as it is hardly scandalous at all. And now Scarmiglione is obligated to actually look for the boy in And the Uppity Shoeshine....
Scarmiglione reenters the tavern.
Distressed to learn that his friend Toeto needs help, Scarmiglione takes passage to the Savage Lands.
The entity responsible for the sickness of Toeto's tribe turns out to be none other than the Avatar of Ravens, their old foe from Beyond the Rerisen Tower.
Judge Comments[]
Level 4[]
Approval 1[]
Looks all right, but you should do the following:
- Add weapon requirements to rogue powers (sly flourish and low slash)
- Add range 5/10 to ranged basic attack
Approved for 4th level by BenBrown
Approval 2[]
Approved for 4th level by renau1g
Approval Status[]
Approved for level by BenBrown & renau1g
Level 6[]
Approval 1[]
Only comment I have is your mini-stats are not up to date. Approval from renau1g
Approval 2[]
Looks good to me. Approval from Iron Sky
Level 8[]
Approval 1[]
- The feats list in the math section is incomplete.
Approved by MeepoLives 22:23, December 14, 2011 (UTC)
Fixed. Thanks! -- Mewness
Approval 2[]
Everything looks right. Fun build. Approved --WEContact 01:19, December 15, 2011 (UTC)
Approval Status[]
Not approved for level 8.