Ardens watches the tiefling, a look of confusion briefly flickering across his face.
How could someone this ignorant possibly hold any real power? Ardens thinks to himself. I just hope his ignorance does not end up putting me in danger.
With that thought in mind, he gets up and goes to the barkeep. Instead of using the gold left by the dwarf to buy drinks, he uses his share to get a room upstairs for the night. As he walks upstairs, he turns back to look at his new "party" before shaking his head and heading off to his room.
[sblock=treex]DemonicJester's recommendation of looking into superior implement training with the crystal orb is a great recommendation, but you're exactly right about the implement training. Since you're going with the mage, you gain training with a school of magic (Illusion) instead of any form of implement.
Also, I forgot when we were talking in PMs earlier that, at level 5, you get an expertise feat as a bonus feat (as per L4W house rules). At least, this is what I remember reading at one point and can see on character sheets, such as
this one. However, I can't find the source for it. If someone could confirm that, it would be great. That said, I'm not sure if you're allowed to take the feat before then and just retrain it later on. I don't see why you wouldn't be, but this is also my first character on here so I don't know for sure. Either way, I would definitely keep DemonicJester's superior implement recommendation in mind. It's a good one. Here's a couple more comments for you on your character sheet.
- Magic Missile counts a a ranged basic attack. It's much more effective than your thrown dagger and you already have it, so it's not like you need to do anything to get it.
- Whether you keep Staff Expertise or go with another feat, add it into your abilities. If you have +1 to hit, add it to the to hit on your attacks in the power blocks and in the math section down below. That way all your bonuses are listed in one place and anyone looking at your character sheet can quickly see everything.
- Along those same lines, you may want to add the on-hit attack penalty you impose due to your Apprentice Mage class feature. This will make it easier to remember to apply as you're doing your attacks and, once again, makes it easier for anyone else (particularly our DM) who is looking at your character sheet to get a quick rundown of everything you can do.
All-in-all, your mage looks good. I don't see any kinks that you need smoothed out.
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[sblock=jsb420]Thanks for starting this adventure. I tried to give you some experience for it, but apparently I haven't given enough people experience since the last time I did to give you any more. If I could ask one, small favor, could you update everyone's colors in the first post to match with the final colors they are using? It would be greatly appreciated.[/sblock]
[sblock=Response to treex's edit]Push/pull/slide gives you a tactical advantage on the battlefield as it gives you control over the layout of the battlefield. As a ranged controller (Illusionist), you can use pushes/pulls/slides to put your enemies in disadvantageous positions or to remove them from beneficial positions (i.e. flanking or being adjacent to a squishy ally). If you have any abilities that target allies or all creatures in an area, you can also use them to remove your allies from dangerous positions or put them into beneficial positions. Any +'s to the distance you can push/pull/slide is a huge benefit as it gives you even greater control over everyone's position on the battlefield.[/sblock]