
Angry Wiggles RPG Superstar 2015 Top 32 |

4d6 ⇒ (6, 1, 2, 4) = 13 : 12
4d6 ⇒ (6, 3, 1, 1) = 11 : 10
4d6 ⇒ (2, 4, 5, 2) = 13 : 11
4d6 ⇒ (3, 5, 6, 3) = 17 : 14
4d6 ⇒ (6, 6, 5, 5) = 22 : 17
4d6 ⇒ (2, 2, 3, 1) = 8 : 7
4d6 ⇒ (5, 3, 3, 1) = 12 : 11
4d6 ⇒ (6, 5, 2, 2) = 15 : 13
4d6 ⇒ (2, 5, 3, 6) = 16 : 14
4d6 ⇒ (1, 4, 6, 4) = 15 : 14
4d6 ⇒ (6, 6, 1, 4) = 17 : 16
4d6 ⇒ (2, 4, 3, 6) = 15 : 13
Point Buy: 20 + 1d6 ⇒ 20 + (1) = 21
I have a thought as to what to do with this. It's seems silly at first glance, but I like it a lot.

Shadowtail24 |

A few notes on the build:
-Looks like you have too many background skills. You should have 11 ranks, 1 for the profession at first level, and then 2 per level.
-The 8 con fits really well with the backstory.
-I think there’s a little incongruity with the build. I can see how you could get cure light wounds, but taking a cure spell over an inflict spell for a follow of Zon-Kuthon seems incorrect. You’ve established your character well as playing the long game, so I’m not too worried about him being less about the pain and more about the discovery, but I think the cure light is a step too far.
-I like the play examples. You combat one was good enough that the DM basically copied it, and your others took mundane and normal activites and made them into good posts.

Edmund Gwenn |

Forgot that you wanted sample posts. A GM for another game to which I recently applied had the same request. Here’s the post where I posted those links.

Shadowtail24 |

Forgot that you wanted sample posts. A GM for another game to which I recently applied had the same request. Here’s the post where I posted those links.
Thank you, I will review soon.

Shadowtail24 |

-I think you're short 3 ranks in your skills. You note 56 which is correct but I only counted 53 ranks selected.
-I think your HP is wrong as well. You get max first, and half hit die +! Each level. That should get you D8+2 (con)at level 1 (10), and ½ d8 (5) + 2(con) for 7 per level. So 10 + 28 = 38.
-Can you separate your background skills to a separate section? That will help track it more easily.
-Backstory is clean, and you’ll have good motivation. I would probably change Abrograil to another specific person in Thrune, like Alana Thrune (half-elf high noble born to thrune), Despit (Halfling high noble who bought his way to throne) or Zerk Thrune (half-orc who won battles in thrune’s army and was given a title). Queen Abrograil II does not appear in this quest.
-I think I have a solution for your magic item. Introducing the Manacles of the Single Truth:
When these manacles are put on, either voluntarily or by force, the wearer must make a DC (x) will save. On a success, the manacles act as a normal ring for 24 hours. On a failure, the wearer is compelled to truthfully answer the next question asked of them. Once the question is answered, the wearer is immune to the effects for 24 hours.
I still need to iron out a cost of obtaining and the DC, but that should fulfill the purpose you intend it for without being OP.
-Once you clean up the small character items you’re all set. I’ll keep working on the item and give you specifics soon.

Ziera |

- Whoops. Sorry for messing up the skills; I will fix that.
- Unfortunately, my Constitution is only 13, so it is +1, not +2. I think that accounts for the difference you noted in HP.
- I'll make a separate section listing how I invested the background skills.
- I'll change the Thrune I'm mad at. :) Honestly, I didn't ever expect to confront the person, but hey, if there is a chance at that, perfect.
- Sincerely, cool of you to do that, but don't worry about the item. I get your ruling that the ring of truth is overpowered... I'll just invest in something else. Maybe just elixirs of truth... they only last ten minutes, but they let you ask more than one question, and the will save doesn't negate the effect or allow you to lie--just not answer. Unfortunate that it can't lastingly ensure truth beyond those ten minutes, but at least it is the basis for some trust.

RePete |

Stats: 4d6 ⇒ (2, 5, 4, 4) = 15 =13
Stats: 4d6 ⇒ (1, 5, 1, 3) = 10 =9
Stats: 4d6 ⇒ (1, 3, 5, 1) = 10 =9
Stats: 4d6 ⇒ (1, 1, 1, 3) = 6 =5
Stats: 4d6 ⇒ (5, 4, 4, 2) = 15 =13
Stats: 4d6 ⇒ (4, 3, 3, 2) = 12 =10
Stats: 4d6 ⇒ (6, 3, 3, 2) = 14 =12
Stats: 4d6 ⇒ (2, 3, 4, 5) = 14 =12
Stats: 4d6 ⇒ (1, 4, 2, 6) = 13 =12
Stats: 4d6 ⇒ (6, 1, 5, 4) = 16 =15
Stats: 4d6 ⇒ (4, 3, 4, 2) = 13 =11
Stats: 4d6 ⇒ (3, 3, 2, 2) = 10 =8
Well that was painful...
Point Buy: 20 + 1d6 ⇒ 20 + (1) = 21
Only a couple days to go, but perhaps I can get something put together in time.

Ziera |

The things you wanted corrected should be corrected (plus a couple of other things I noticed were wrong, or changed because of equipment choices).
Equipment is not yet finalized... was thinking of leaving that until (if) I am selected, if that is okay. I listed out all of the main things I would be buying, but what scrolls to scribe and what to write in the spellbook, and what elixirs to buy are still up in the air.

Shadowtail24 |

The things you wanted corrected should be corrected (plus a couple of other things I noticed were wrong, or changed because of equipment choices).
Equipment is not yet finalized... was thinking of leaving that until (if) I am selected, if that is okay. I listed out all of the main things I would be buying, but what scrolls to scribe and what to write in the spellbook, and what elixirs to buy are still up in the air.
That’s fine. Thanks for making the corrections, you’re all set on your submission. Feel free to add or update as you please though.

Tiny Coffee Golem |

Tiny Coffee Golem wrote:Dot for interest. I’ve got a tiefling Mt or AT that I’ve been wanting to play.I’m heading that means Mystic Theurge or Arcane Trickster? Either would be pretty interesting as a tiefling.
Correct on all counts.
How do you feel about early entry via Spell like abilities? It’s no longer official, but I always liked the flavor. If not I’ll probably go the arcane trickster route.

Tiny Coffee Golem |

Tiny Coffee Golem wrote:I’ve used this in the past but that that it’s official I would like to stay away from it.How do you feel about early entry via Spell like abilities? It’s no longer official, but I always liked the flavor. If not I’ll probably go the arcane trickster route.
Fair enough. Arcane trickster it is. Building it now.

Tiny Coffee Golem |

Set 1
4d6 ⇒ (5, 3, 5, 2) = 15
4d6 ⇒ (5, 1, 4, 5) = 15
4d6 ⇒ (3, 2, 3, 5) = 13
4d6 ⇒ (2, 1, 3, 2) = 8
4d6 ⇒ (2, 5, 3, 4) = 14
4d6 ⇒ (6, 3, 3, 6) = 18
Set 2
4d6 ⇒ (4, 6, 6, 5) = 21
4d6 ⇒ (5, 6, 2, 3) = 16
4d6 ⇒ (3, 5, 2, 1) = 11
4d6 ⇒ (4, 1, 2, 5) = 12
4d6 ⇒ (1, 5, 6, 4) = 16
4d6 ⇒ (5, 4, 5, 3) = 17
20+ 1d6 ⇒ 6
Set 1
4d6 ⇒ (5, 3, 5, 2) = 15-2 = 13
4d6 ⇒ (5, 1, 4, 5) = 15 -1 = 14
4d6 ⇒ (3, 2, 3, 5) = 13 -2 = 11
4d6 ⇒ (2, 1, 3, 2) = 8 -1 = 9
4d6 ⇒ (2, 5, 3, 4) = 14 -2 = 12
4d6 ⇒ (6, 3, 3, 6) = 18-3 = 15
Set 2
4d6 ⇒ (4, 6, 6, 5) = 21 -4 = 17
4d6 ⇒ (5, 6, 2, 3) = 16 -2 = 14
4d6 ⇒ (3, 5, 2, 1) = 11 -1 = 10
4d6 ⇒ (4, 1, 2, 5) = 12 -1 = 11
4d6 ⇒ (1, 5, 6, 4) = 16 -1 = 15
4d6 ⇒ (5, 4, 5, 3) = 17 -3 = 14
20+ 1d6 ⇒ 6
I think I'll go with the 26 point buy

Shadowtail24 |

What is the ruling on self crafting? I'd like to take craft wondrous and add some protections to my spellbook.
Edit: Also, maybe some minor trinkets for RP. Like a broach that constantly cleans (prestidigitation) and mends (mending) my gear.
Dunno exactly yet. Just playing with ideas.
You will have had time to craft anything you want to ahead of the quest Intro so just pay the standard crafting resource cost.

Newbonomicon |

4d6 ⇒ (2, 2, 3, 2) = 9 7
4d6 ⇒ (5, 5, 3, 1) = 14 13
4d6 ⇒ (5, 1, 5, 5) = 16 15
4d6 ⇒ (1, 2, 5, 2) = 10 9
4d6 ⇒ (5, 6, 1, 5) = 17 16
4d6 ⇒ (5, 6, 4, 4) = 19 15
4d6 ⇒ (2, 1, 2, 5) = 10 9
4d6 ⇒ (2, 1, 5, 1) = 9 8
4d6 ⇒ (1, 2, 3, 3) = 9 8
4d6 ⇒ (2, 4, 2, 6) = 14 12
4d6 ⇒ (5, 1, 6, 5) = 17 16
4d6 ⇒ (5, 6, 5, 6) = 22 17
20 + 1d6 ⇒ 20 + (5) = 25
Since you mentioned not being familiar with occult classes, what do you think about kineticists?

Tiny Coffee Golem |

Tiny Coffee Golem wrote:You will have had time to craft anything you want to ahead of the quest Intro so just pay the standard crafting resource cost.What is the ruling on self crafting? I'd like to take craft wondrous and add some protections to my spellbook.
Edit: Also, maybe some minor trinkets for RP. Like a broach that constantly cleans (prestidigitation) and mends (mending) my gear.
Dunno exactly yet. Just playing with ideas.
no worries. Thank you. Almost finished my character. Working on backstory.

Ouachitonian |

I'll throw out some rolls, see if anything jumps out at me.
4d6 ⇒ (5, 2, 6, 4) = 17-2=15
4d6 ⇒ (1, 4, 6, 6) = 17-1=16
4d6 ⇒ (6, 6, 2, 5) = 19-2=17
4d6 ⇒ (3, 4, 1, 3) = 11-1=10
4d6 ⇒ (5, 2, 2, 4) = 13-2=11
4d6 ⇒ (1, 4, 2, 6) = 13-1=12
4d6 ⇒ (1, 5, 6, 1) = 13-1=12
4d6 ⇒ (4, 5, 6, 1) = 16-1=15
4d6 ⇒ (6, 5, 4, 2) = 17-2=15
4d6 ⇒ (4, 6, 6, 1) = 17-1=16
4d6 ⇒ (4, 5, 4, 1) = 14-1=13
4d6 ⇒ (1, 6, 3, 4) = 14-1=13
20 + 1d6 ⇒ 20 + (6) = 26
So, 17, 16, 15, 12, 11, 10 or 16, 15, 15, 13, 13, 12, or 26 PB.

Tiny Coffee Golem |

Haven't finished with Gear or buying more spells. However, this is the 95% of the character.
Pythia (Tiefling AT)
Male tiefling arcane trickster 1/unchained rogue 1/evoker (admixture[APG]) 3 (Pathfinder RPG Advanced Player's Guide 143, Pathfinder RPG Bestiary 264, Pathfinder Unchained 20)
N Medium outsider (native)
Init +8; Senses darkvision 120 ft., low-light vision; Perception +10
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 37 (5 HD; 4d6+1d8+13)
Fort 14, Ref 19, Will 15
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +5 (1d4)
Special Attacks intense spells (+1 damage), sneak attack (unchained) +1d6
Evoker Spells Prepared (CL 5th; concentration +9)
2nd—burning gaze[APG] (DC 16), invisibility, scorching ray, scorching ray
1st—mage armor, shield, shocking grasp, vanish[APG] (2, DC 15)
0 (at will)—acid splash, detect magic, mage hand, message, open/close (DC 14), prestidigitation
Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 14, Int 19, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 15
Feats Accomplished Sneak Attacker, Alertness, Fiend Sight[ARG], Point-Blank Shot, Precise Shot, Scribe Scroll, Weapon Finesse
Traits fiendish sniper, magical knack
Skills Acrobatics +8, Appraise +8, Bluff +6, Climb +4, Craft (alchemy) +8, Craft (tattoo) +10, Disable Device +12, Disguise +4, Escape Artist +11, Fly +8, Intimidate +4, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +10, Sense Motive +6, Sleight of Hand +9, Spellcraft +11, Stealth +13 (+18 to hide following a sniping attack), Swim +4, Use Magic Device +4; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Auran, Common, Draconic, Elven, Infernal, Terran
SQ arcane bond (Blluth, greensting scorpion), prehensile tail[ARG], ranged legerdemain, trapfinding +1, versatile evocation
Combat Gear wand of disrupt undead (50 charges), wand of infernal healing (50 charges), wand of scorching ray (25 charges), flame ink[ARG] (20), flame ink, permanent[ARG]; Other Gear broach of (mending/prestidigitaiton self only constant. slotless) (worth 2,000 gp), masterwork tattooing tools, tattoo[UE], wizard starting spellbook, 5,630 gp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Darkvision (120 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
--------------------
Pythia's was the first son of this generation, but his birth into House Leroung was not a pleasant one. His mother was a favored handmaiden of the ruling House Thrune Matriarch. Pythia's inuman claws and horns caused his mother's death and as such the Matriarch never forgave him for the sin of his existance. Neither did Pythia's father. He mourned his lost wife deeply and never remarried. Leaving Pythia his only offspring, hideous though he was. Pythia's father tolerated his son's existance, but rarely sent for him and the nannys were instructed to keep Pythia out of his fathers sight.
As he grew Pythia faced many of the same challenges as those who would dare look different than their peers. However, in pythia's case the taunts and jabs that noble children normally reserve for each other were backed by the ruling Matron. When playing with other children Pythia was always considered at fault. As such he tended to shy away from other children.
Pythia's childhood was a lonely one. He became bookish and wirey. Scouring the family libraries and hiding when he wished not to be disturbed. One day He found an old manuscript in a remote part of the family library that detailed the casting of the most basic cantrip, Prestidigitation. After months of trying he eventually was able to cast the spell reliably. Thinking to gain his fathers approval he displayed his :"talent" at a particularily public formal dinner. Not understanding the context of the dinner it turned out to be a public display to the ruling council Pythia was begrudgingly allowed to be sent off to the Acadamae in Korvosa. Pythia believes that his father was happy to send him far away, but was unhappy about the added expense of wizadry school.
After many years of study Pythia was beginning to develop a certain degree of respect and admiration for his Wizardly accomplishments. For the first time in his life he was beginning to find a modicum of happiness. He'd even taken up an obscure artform usning tattoo needles and Fire ink. Never having had the opportunity for artistic expression before Pythia found it exhallarating. But his happiness would not last.
Pythia recieved word that his father had fallen ill and eventually died unexpectedly. Though techincally his fathers heir he was not present at his fathers death and therefore a distant uncle was able to usurp his family fortune. Pythia attempted to confront this uncle and gain his family back, but Uncle Demarkus was prepared. His legal claim was iron clad and backed by the church of Asmodeus.
Pythia found himself alone and with scant posessions. He vowed that day in the rain to make a name for himself, take back his house and name, and raise both himself and his house to their rightful station.
He needed money and to further master his arcane craft. However, at the moment he had more immediate needs. Namely, money, shelter, and a way to hone his magecraft. In the short term Pythia was able to scrape by using his Tattoo artistry. He found he could make enough to survive, but untimately it could never be enough. It allowed for neither the funding nor improvent his magecraft. Not to mention it would never help him regain his proper place in Chellish society. Ever the pragmatist Pythia daned to lower himself to mercenary work using his cunning and magic. Having heard of such a group starting up in Tadloton he made his way there. He's got a lot of pent up rage and plenty of firespells at his disposal. He's been itchin to use both.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Pythia's was the first son of this generation, but his birth into House Leroung was not a pleasant one. His mother was a favored handmaiden of the ruling House Thrune Matriarch. Pythia's inuman claws and horns caused his mother's death and as such the Matriarch never forgave him for the sin of his existance. Neither did Pythia's father. He mourned his lost wife deeply and never remarried. Leaving Pythia his only offspring, hideous though he was. Pythia's father tolerated his son's existance, but rarely sent for him and the nannys were instructed to keep Pythia out of his fathers sight.
As he grew Pythia faced many of the same challenges as those who would dare look different than their peers. However, in pythia's case the taunts and jabs that noble children normally reserve for each other were backed by the ruling Matron. When playing with other children Pythia was always considered at fault. As such he tended to shy away from other children.
Pythia's childhood was a lonely one. He became bookish and wirey. Scouring the family libraries and hiding when he wished not to be disturbed. One day He found an old manuscript in a remote part of the family library that detailed the casting of the most basic cantrip, Prestidigitation. After months of trying he eventually was able to cast the spell reliably. Thinking to gain his fathers approval he displayed his :"talent" at a particularily public formal dinner. Not understanding the context of the dinner it turned out to be a public display to the ruling council Pythia was begrudgingly allowed to be sent off to the Acadamae in Korvosa. Pythia believes that his father was happy to send him far away, but was unhappy about the added expense of wizadry school.
After many years of study Pythia was beginning to develop a certain degree of respect and admiration for his Wizardly accomplishments. For the first time in his life he was beginning to find a modicum of happiness. He'd even taken up an obscure artform usning tattoo needles and Fire ink. Never having had the opportunity for artistic expression before Pythia found it exhallarating. But his happiness would not last.
Pythia recieved word that his father had fallen ill and eventually died unexpectedly. Though techincally his fathers heir he was not present at his fathers death and therefore a distant uncle was able to usurp his family fortune. Pythia attempted to confront this uncle and gain his family back, but Uncle Demarkus was prepared. His legal claim was iron clad and backed by the church of Asmodeus.
Pythia found himself alone and with scant posessions. He vowed that day in the rain to make a name for himself, take back his house and name, and raise both himself and his house to their rightful station.
He needed money and to further master his arcane craft. However, at the moment he had more immediate needs. Namely, money, shelter, and a way to hone his magecraft. In the short term Pythia was able to scrape by using his Tattoo artistry. He found he could make enough to survive, but untimately it could never be enough. It allowed for neither the funding nor improvent his magecraft. Not to mention it would never help him regain his proper place in Chellish society. Ever the pragmatist Pythia daned to lower himself to mercenary work using his cunning and magic. Having heard of such a group starting up in Tadloton he made his way there. He's got a lot of pent up rage and plenty of firespells at his disposal. He's been itchin to use both

Storyteller Shadow |

He sighs but cuts his breath out short when he sees a long white haired man kneeling at the altar. The man's long hair is splattered in blood. On the floor next to the stranger is a scimitar the hilt and blade black as night.
Tarken hears a soft sobbing he believes comes from the man, "Are you hurt friend I..." The man spins around suddenly and grasps at the sword. The face is not that of an old man but of a young demonspwan. Tears stream down the man's face.
The hand shakes and screams, "No! I'll shed no more blood this day!" Tarken takes a step back ready to recall a spell to fight against this unpredictable and seemingly dangerous man.
Still, the dragonborn has faced mad men before, was owned by many, "Was your battle in self defense?"
The figure shakes his head, "No. I wish it were, it tries to justify the act as such but I know it's lying to me, telling me what I want to hear".
"It?" asks Tarken confused.
"The Blade", the stranger whispers.
"It can talk?"
"Only to me. Or at least it will only talk to it's wielder".
"What is it saying now?"
"To kill you and flee..."
Tarken took another step back almost casting a spell.
"No please, do not attack me, it will overcome the little will I have. Instead, take my confession".
"I am a Cleric of Erastil, you must seek a Cleric of..."
"For the sake of the nine hells man, please..."
Tarken removes his hood, "I am no man".
It is the figures turn to be surprised, "No. No you are not. If you allow me to unburden my soul they may arrive. Give me the strength to surrender that I may be taken away for my crimes".
Tarken's eyes narrowed, "You are being followed?"
"Tracked. I've been one step ahead for months. Ensuring that when they catch me they will kill me. The Blade has seen to that".
Tarken responds, "Unburden yourself then".
So he did, the Tiefling, Zoren Valkith spent hours agonizing over the death of his father, perhaps the only one of his victims that truly deserved his fate. Zopren claimed the sword for good but it claimed his soul for evil and Zoren's will was not up to the task.
So much death. So much guilt. Tarken could feel the man's crimes burdening his own soul. Until they came, and they came in large numbers. Tarken managed to convince them to arrest the Tiefling in light of his confession.
He felt good about saving the life of the wretch. Still, was the sword magic or was the man mad. Was the sword taking to him or was it an excuse for the heinous crimes that he committed? Tarken was not entirely sure. The tale seemed so believable! Regardless, he did not sleep right thereafter for weeks...
If selected, I will gear up.
Interesting choice for me Tarken as I have a character with a dilemma similar to the one he will face except there it IS the sword making him do bad bad things...
Pero Elond - A Tale of Myth Drannor.

Shadowtail24 |

Oh man, the classic Saturday night recruitment rush.
@Newbonomicon - I'll check out the class and get back to you. I certainly don't have a problem with any of them, I just don't know much about them. That first roll set could build a very interesting character.
@ Ouachitonian - Nice work on continuing the early theme of strong rolls.
@Tiny Coffee Golem - I scanned overt it quickly and everything looks in order. I'll do a more through review tomorrow.
@Storyteller Shadow- Scanned the story, looks like you got the right idea. I'll do a more thorough review tomorrow.

Shadowtail24 |

I think your HP should be 27?
HP=
1: 7 Max hit die (6) + 1 con
2: 5 half hit die +1 (3+1) + 1 con
3: 5
4: 5
5: 5
-I believe you still have some wands in your consumables that aren’t for this character?
-Skills: Did you take +1 skill for favored class bonus each level?
-Backstory- Good direction on the backstory; you get a good sense for the character. I’ll be interested to see how he does respond when the situations arise. At this point he’ll have some experience under his belt, but it still seems like something he needs to do, not necessarily wants to do. You’ll have to make one slight change; the merc group you’re joining in Tadloton is newly formed, you will be among its founding members.
With the clean up you’re all set for submission, though you can certainly add or update as you would like.

Shadowtail24 |

--- Recruitment Submission Tracker ---
Martial: Melee
Martial: Ranged
Arcane
Nazard - Edmund Gwenn – Human Sorcerer (Sage) [Complete]
Tiny Coffee Golem – Pythia – Tiefling Arcane Trickster (Rogue 1, Evoker 3) [submitted, pending review]
Divine
[redacted] – Gray [redacted] – Inquisitor (Infiltator) [Complete]
Support/Adventuring
Saashaa – Jhaltero – Human Investigator 4 / Inquisitor [Pending full backstory/crunch]
Zanbabe – Ziera – Aasimar Bard (Studious Librarian / Negotiator) [Complete]
Pre-Made Characters
Storyteller Shadow – Tarken Jeryl – Dragonborn Oracle (Life) or Erastil [pending review]

Shadowtail24 |

Can we take AP campaign traits? It seems like there's some from Hell's Rebels (especially) that would be highly thematic.
I'm vacillating between a Warpriest or Inquisitor of Milani (possibly going Sentinel or Rose Warden) or an Alchemist of Nethys(going Master Chymist). Decisions, deciosions...
That should be fine. I’ll have to review it to make sure it fits, but yeah there are certainly a few other APs that would fit parts of this.

Edmund Gwenn |

** spoiler omitted **
All the wands are for Edmund. I figured that he’d have some partially-drained wands since they’ve been adventuring all this time, even if he can’t remember it (and I went with round numbers of charges for ease of calculation, is all).
His Favoured Class bonuses have all gone into spells known. His skill points should be 2 class + 6 intelligence + 1 human for 9 each level, plus 2 background per level and 1 free profession merchant rank. He has Diplonacy, Spellcraft and UMD plus six Knowledge skills (3 of which are not class skills).
I’ll make the change about the mercenary group. His son was a member of the Bellflower Network, but Edmund joined this group as a means to more easily infiltrate Cheliax and try to learn Kris’ fate.
If you want some notion to how he reacts to things, here is a previous incarnation of Edmund reacting to a Shoanti warrior who had potentially just insulted him.

Shadowtail24 |

** review response **
-right, human; that’s the last skill rank per level.
-thanks for the example. I scanned through some of the other posts in that quest too. It gives a good sense of the style. He certainly holds the scholar theme well.

Shadowtail24 |

--- Recruitment Submission Tracker ---
Martial: Melee
TerminalArtiste – Raell – Tiefling Swashbuckler (Dashing Thief) [Pending full backstory/build]
Martial: Ranged
Arcane
Nazard - Edmund Gwenn – Human Sorcerer (Sage) [Complete]
Tiny Coffee Golem – Pythia – Tiefling Arcane Trickster (Rogue 1, Evoker 3) [submitted, pending review]
Divine
[redacted] – Gray [redacted] – Inquisitor (Infiltator) [Complete]
Support/Adventuring
Saashaa – Jhaltero – Human Investigator 4 / Inquisitor [Pending full backstory/crunch]
Zanbabe – Ziera – Aasimar Bard (Studious Librarian / Negotiator) [Complete]
Occult
Nikolaus de’Shade – Ahreni – Aasimar Mesmerist [submitted, pending review]
Pre-Made Characters
Storyteller Shadow – Tarken Jeryl – Dragonborn Oracle (Life) or Erastil [pending review]

Tiny Coffee Golem |

Oh man, the classic Saturday night recruitment rush.
@Newbonomicon - I'll check out the class and get back to you. I certainly don't have a problem with any of them, I just don't know much about them. That first roll set could build a very interesting character.
@ Ouachitonian - Nice work on continuing the early theme of strong rolls.
@Tiny Coffee Golem - I scanned overt it quickly and everything looks in order. I'll do a more through review tomorrow.
@Storyteller Shadow- Scanned the story, looks like you got the right idea. I'll do a more thorough review tomorrow.
Thank you. I’ll work on gear and stuff when I get a chance. Hopefully tonight.

PixelsAreGod |

Submitting The Azure Avenger, AKA Antonio Danera
CG Medium Humanoid (Human)
Init +3; Senses Perception +5
------------------------------
DEFENSE
------------------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 dex)
hp 43 (5d8 + 10 + 5)
Fort +5, Ref +9, Will +6
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee 2 Mystic Bolt +1 (1d6+1 electric damage)
Ranged 2 Mystic Bolt +5 (1d6 +1 electric damage)
------------------------------
STATISTICS
------------------------------
Str 9, Dex 16, Con 14, Int 20, Wis 11, Cha 13
Base Atk +3; CMB +2; CMD 15
Traits
Feats Point-Blank Shot, Precise Shot, Weapon Focus(mystic bolt), Two-weapon fighting, Arcane Strike
Skills (11 points; 4 class, 5 INT 2 Background) Acrobatics +11, Bluff +9, Diplomacy +9, Intimidate +9, Knowledge(Arcana) +13, Knowledge(history) +10, Knowledge(local) +13, Perception +5, Profession(librarian) +8, Spellcraft +13, Stealth +11
ACP -0
Languages Common, Elven, Draconic, Infernal, Celestial
------------------------------
SPECIAL ABILITIES
------------------------------
Dual Identity, Seamless Guise, Startling Appearance
Social Talents: Renown, Social Grace(Bluff, Diplomacy), Many Guises
Vigilante Talents: Mystic Bolts(electricity), Arcane Striker, Piercing Bolts
------------------------------
Spells
------------------------------
Spells Prepared
0th (at will) Detect Magic, Message, Ghost Sound, Open/Close
1st (6/day) Charm Person, Enlarge Person, Grease, Magic Missile, Silent Image(2)
2nd (3/day) Invisibility, Glitterdust, Web
Spells Known
0th-All
1st-Charm Person, Comprehend Languages, Disguise Self, Enlarge Person, Grease, Magic Missile, Mount, Obscuring Mist, Protection from Evil, Reduce Person, Silent Image
2nd-Glitterdust, Invisibility, Mirror Image, Web
------------------------------
GEAR/POSSESSIONS
------------------------------
Headband of vast Intelligence +2, +1 Mithral Chain Shirt, Cloak of Resistance +2, potion of cure moderate wounds, Spellbook
Carrying Capacity
Light 0-30 lb. Medium 31-60 lb. Heavy 61-90 lb.
Current Load Carried 12 lb.
Money 100 GP 0 SP 0 CP
Antonio Danera was born in the slums of the city, one of many orphans living in such putrid conditions. There was no official orphanage in such a place, and orphans were expected to live on the streets with the other beggars and thieves. Antonio was only rescued from the continued life of poverty by a man named Silas Rench, a mage who wished to recreate the slums into a bustling market district. When Silas came upon the group of orphans Antonio belonged to, Silas immediately adopted the lot of them in a tirade of sympathetic tears.
Thus Antonio was shifted from the ruined slums to the home of Silas, a bold mansion that even most of the rich would consider gaudy. Silas saw the potential of another great mage in the young boy, and promptly ordered the education of him, and then the teaching of the arcane arts. Antonio was a diligent student, partly of his joy to learn what others could not and the rest the fear that if he did not learn magic, he would be abandoned once again.
As years passed, Antonio grew to be a young man, while his master, Silas, grew old and weary. Antonio noticed during this time that Silas had become more distant and more paranoid, frequently looking over his shoulder and staying out of the sight of the public. Silas would sometimes disappear for hours at a time, and return back to the mansion without explanation.
One night, Antonio awoke abruptly, having heard a noise coming from the hallway outside his room. As he exited the room, he found his master, Silas, on the ground, covered in blood. Antonio, frozen in fear, was shocked to find Silas still alive, grasping a letter in his hands. Silas extended his arm, giving Antonio the paper, before succumbing to his wounds.
Antonio quickly hid the letter, and stayed quiet about what he had seen. When the body was discovered the next day, Antonio attempted to appear as shocked as the other children. House Thrune, arguing that there was no “true” heir to the manor, as all of the children were mere orphans, would instead be given to them. As there was no disagreement by any other house, the mansion was brought under the control of Thrune, and the younger orphans were evicted to orphanages. The older ones, such as Antonio, were given part of Silas’ riches in order to integrate into society.
It was at this time, after leaving the manor for good, did Antonio decide to read the letter. It was short, the only lines written “The House of Thrune strikes. Seek out Tadloton, and join the mercenary guild there.” Antonio was unsure of who these instructions were for - while they were Silas’ handwriting, the man would frequently write notes for himself. But, perhaps, the message was written for him, and if not, Antonio would still seek them out, for these were his master’s last wishes.
Antonio knew that if he were going to oppose House Thrune, he would need a new identity. There needed to be nothing that could connect him to the other orphans, nor Silas. He could not have any fear of repercussion towards them. Yet, he found that he still wanted to tie himself to them, as a reminder of who he fought for.
Thus he chose to become the Azure Avenger, donning a blue robe similar to those his master once wore. He traveled to Tadloton, and immediately signed up for the mercenary company.
Antonio bears black hair that he prefers to keep combed and proper, with reading glasses hanging low upon his nose. He prefers fancier clothes and is kind and generous to those he meets. He prefers to work as a librarian, due to his experience in sorting books.
The Azure Avenger dons blue robes that flow freely in the wind, in order to obscure most of his body (to prevent people from observing his physique). An expressionless mask fits over his face. With a keen sense of justice, Azure is willing to fight against any tyranny, but wishes to topple House Thrune most of all.

Shadowtail24 |

** spoiler omitted **
Since you mentioned not being familiar with occult classes, what do you think about kineticists?
It's probably the occult class that is most similarto what you can do with Sorcs/Wizards/Oracles already. I certainly would not discourage you form submitting one if that is what you want to play.

Shadowtail24 |

-You definitely can craft a strong narrative. This story fits well for Tarken, and you capture a good part of his personality. Looks like from your example posts as well that you can keep up the narrative and storytelling voice in most situations.
-Only critique is that I would be careful of the sword being any kind of sentient. Tarken can key into the necrotic energy n the blade, but everything he fights is his own demons. The sword amplifies them, but doesn’t create them. You could certainly craft it as the sword having originally been a blade bound sentient sword, but it shouldn’t be that while it is in Tarken’s possession.
You’ll all set for submission. You can certainly dd or update anything that you like, but your submission will be marked complete.

Shadowtail24 |

-Looks like Arcane Trickster requires Sneak Attack 2d6 but you only have 1d6 listed from the one rogue level.

Shadowtail24 |

A few things in your character sheet it looks like you didn’t update:
Level
Fort Saves
Attribute mods scores
AC
What is the 3.75 Mesmerist next to Base attack?
Background / post history: The motivation is clear, and it will certainly fit well into the opportunities you’ll have in this quest. I also think the aasimar heritage will help you be patient through what was basically a two year detour on your path to vengeance. I scanned through quite a bit of the Ahreni posts. It looks like there is quite a bit of the “peaceful” Ahreni, and not too much of the “do what needs to be done” Ahreni. Not sure if it’s the setting of the quest you were playing. I think you’ve cast the back story well enough that it will always be a struggle to understand which Ahreni should be in control.
If you just make the character sheet corrections, you should be all set for submission. You can certainly add or update if you want to though.

Shadowtail24 |

Can you separate your background skills to a separate section?
What is the alignment of the vigilante identity?
Backstory: I think you certainly have the basis for this, though because of the vigilante class I do have a few questions about how you’ll play it.
-Are you going to Tadloton as social or vigilante? Will you reveal the other identity to the merc group? Either initially or later?
-I can see a future path here, when the Tadloton Merch guild heads to Egorian, that you realize you need to develop the social alongside the vigilante, that this fight against Thrune isn’t only in the fight itself. It’s also in the social events, the politics, You’ll have had a taste of it in Tadloton, where your renown could carry you, but in Egorian it will be necessary. Which again brings the question, will the guild (and then in Egorian the organization) know both of your identities, and that both identities are in fact you? Or will they know only one piece.
-Just from all the questions here I can already tell that Vigilante would be a very fun class in the quest.

Shadowtail24 |

Forgot that you wanted sample posts. A GM for another game to which I recently applied had the same request. Here’s the post where I posted those links.
Scrolling back up and found this. I actually got the idea for sample posts from Motteeditor, I have just asked for character examples in the past. I read through these, though I think reading Edmund's previous play examples were more indicative of the play style.

Shadowtail24 |

I switched the tracker up slightly to show what I believe is the primary role of each character (you can certainly note if it should be otherwise for your character's primary role, most of the characters fill at least 2-3 roles). I'm mostly doing this because I thought I saw the Adventure/Support group popping up so much, but it looks like we have a submission in each of these roles. Just a few days left, if you still have something pending get it in soon.
--- Recruitment Submission Tracker (by Role) ---
DPS
PixelsAreGod – Antonio Danera – Human Vigilante (Warlock) [review in progress]
Tiny Coffee Golem – Pythia – Tiefling Arcane Trickster (Rogue 1, Evoker 3) [review in progress]
TerminalArtiste – Raell – Tiefling Swashbuckler (Dashing Thief) [Pending full backstory/build]
Combat Control
Nazard - Edmund Gwenn – Human Sorcerer (Sage) [Complete]
Adventuring / Support
[redacted] – Gray [redacted] – Inquisitor (Infiltator) [Complete]
Nikolaus de’Shade – Ahreni – Aasimar Mesmerist [complete]
Saashaa – Jhaltero – Human Investigator 4 / Inquisitor [Pending full backstory/crunch]
Healing
Storyteller Shadow – Tarken Jeryl – Dragonborn Oracle (Life) or Erastil [complete]
Buff/Debuff
Zanbabe – Ziera – Aasimar Bard (Studious Librarian / Negotiator) [Complete]