Marshal Hilkalas

Summary Edit

Voda VosaMarshal Hilkalas
XP 000Male Kalashtar Adventurer Hybrid Wizard 4
Medium natural humanoid (natural humanoid)
Initiative +2; Senses Passive Insight 16, Passive Perception 12
HP 36, Bloodied 18, Surge Value 9, Surges 7
AC 20; Fortitude 16, Reflex 17, Will 17
Speed 6
BasicMelee+1 Shielding Khopesh (Standard; at-will)
+8 vs AC; 1d8+4 damage
BasicRangedJavaline (Standard; at-will)
Range 5/10; +7 vs AC; 1d6+3 damage
AreaBeguiling Strands (Standard; at-will) ✦ Arcane, Charm, Enchantment, Psychic, Implement
Close blast 5; each enemy in burst; +7 vs Will; 6 psychic damage, targets are pushed up to 4 squares.
Commander's Strike (Standard; at-will) ✦ Martial, Weapon
Effect: One of Marshal Hilkalas allies can take a free action to make a melee basic attack against the target. The ally gains +4 bonus to the damage roll
AreaInspiring Word (Minor; Encounter) ✦ Healing, Martial
Close burst 5, allies or Marshal Hilkalas: Spend a HS and regain 1d6.
RangedGhost Sound (Standard; at-will) ✦ Arcane, Illusion
Target ranged 10 one object or unoccupied square. Marshal Hilkalas causes a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. He can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If Marshal Hilkalas whispers, he can whisper quietly enough that only creatures adjacent to the target can hear his words.
RangedLight (minor action; at-will) ✦ Arcane
Target: One object or unoccupied square; Effect: Marshal Hilkalas causes 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: Marshal Hilkalas can have only one light cantrip active at a time. If he creates a new light, his previously cast light winks out.
RangedMage Hand (minor action; at-will) ✦ Arcane, Conjuration
Ranged 5; Effect: Marshal Hilkalas conjures 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 Marshal Hilkalas is holding the object when he uses 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 his body into his hand. As a move action, Marshal Hilkalas can move the hand up to 5 squares. As a free action, he can cause the hand to drop an object it is holding, and as a minor action, he can cause the hand to pick up or manipulate a different object. Sustain Minor: Marshal Hilkalas can sustain the hand indefinitely. Special: Marshal Hilkalas can create only one hand at a time.
RangedPrestidigitation (Standard action; at-will) ✦ Arcane
Ranged 2; Effect: Marshal Hilkalas can use this cantrip to accomplish one of the effects given below.
  • Move up to 1 pound of material.
  • Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
  • Color, clean, or soil items in 1 cubic foot for up to 1 hour.
  • Instantly light (or snuff out) a candle, a torch, or a small campfire.
  • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
  • Make a small mark or symbol appear on a surface for up to 1 hour.
  • Produce out of nothingness a small item or image that exists until the end of Marshal Hilkalas ' next turn.
  • Make a small, handheld item invisible until the end of Marshal Hilkalas ' next turn.
Nothing Marshal Hilkalas creates with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: Marshal Hilkalas can have as many as three prestidigitation effects active at one time.
AreaOrb of Deception (Free; Encounter)
Trigger: When Marshal Hilkalas miss an enemy with a wizard illusion power. Effect: Choose another enemy within 3 squares of the missed target. The chosen enemy cannot also be a target of the original attack. Repeat the attack against this new target, with a +2 bonus to the attack roll.
AreaGrasping Shadows (Standard; encounter) ✦ Arcane, Illusion, Implement, Psychic
Area burst 1 within 10 squares; each creature in burst; +7 vs Will; 1d8+7 psychic damage, and target is slowed UENT. Effect: Shadows writhe in the designated area and continue until the end of Marshal Hilkalas next turn. Any creature that enters the area of the grasping shadows takes 6 psychic damage and is slowed until the end of its next turn.
AreaBattlefront Shift (N/A; encounter) ✦ Martial
Trigger: Rolls initiative. Close burst 3, Marshal Hilkalas or an ally in burst shift half speed.
BasicMeleeDevastating Offensive (Standard; encounter) ✦ Martial, Weapon
One creature. +8 vs AC, 1d8+4 dmg, target is slided 2, ally adjacent is slided 4 to the vacated square. Said ally takes a basic melee attack for free against the target.
AreaPhantom chasm (Standard; daily) ✦ Arcane, Illusion, Implement, Psychic, Zone
Area burst 1 within 10 squares, each enemy in burst. +7 vs will, 2d6+7 psychic dmg, and the target falls prone and its immobilized. Miss: Half damage and targets fall prone. Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone.
AreaBastion of mental clarity (Immediate interrupt; encounter)
Close burst 5. Trigger: An enemy hits or misses Marshal Hilkalas with an attack against his Will. Target: Marshal Hilkalas and each ally in burst. Effect: Each target gains a +4 power bonus to Will until the end of Marshal Hilkalas next turn..
Knight’s move (Move; encounter)
An ally within 10 squares takes a move action as a free action.
Shielding Blade Khopesh +1
Critical: +1d6 damage. Property: Marshal Hilkalas gains a +1 shield bonus to AC. Versatile, Brutal.
Orb of forceful magic +1
When Marshal Hilkalas pulls, pushes or slides an enemy with an attack made using this orb he can increase the distance of the forced movement by 1 square (already included in relevant powers’ descriptions).
Amulet of Protection +1
+1 to Fort, Reflex, Will.
Shimmering Cloth Armor
Property: Marshal Hilkalas does not provoke attacks by using ranged or area attacks in melee. +1 AC.

Alignment Unaligned; Languages Common
Str 16 (+3)Dex 10 (+0)Wis 10 (+0)
Con 13 (+1)Int 18 (+4)Cha 14 (+2)
Skills Arcana +11, Heal+7,Insight +4, Intimidate +11
Feats Dual mind Strength, Hybrid Talent (Orb of deception), Unarmored agility.
Equipment Adventurer's Kit, Shimmering Robes lvl1; Shielding Khopesh +1; Orb of forceful magic +1, Amulet of protection +1, 37gp
Rituals None

Character Information Edit

Background Edit

Hilkalas was born to lead, in his mind is the soul of Kalas Ul Halam, a powerful general and commander, a renegade that fought Dal Quor to the last men. But he wished to confront and control Dal Quor, so he could rule over it. Alas, he failed, and escaped with the leader of the renegades, Taratai, to Eberron. His, would be the vengeance.

Reincarnated, Hilkalas sought to ascend in the favour of a local noble, Baron Von Faugthernot. He was named Marshal Hilkalas for his astonishing leader ability. That was the first time the Dreaming Dark found him.

Marshal Hilkalas thought he could prevail, armed with the Baron’s army. He convinced the Baron that the Darks hold powerful secrets, and that if they defeated them, they’ll be swimming in gold and power. The Dreaming Dark obliterated the Baron’s army, and almost captured Marshal Hilkalas. The Baron watched the battle from his castle, swearing retribution upon Hilkalas.

Marshal Hilkalas fled with his life to Sharn. He had touched bottom, and rising again would be hard. But now he was inconspicuous, the Dreaming Dark would not found him on time. His will be Vengeance!

Appearance Edit

Marshal Hilkalas is a tall humanoid, belligerent and imposing. His eyes are completely white, as is his hair, long and braided. He walks with airs of nobility, although his origins are not. He rarely speaks, instead, fixing people with his gaze, and transmitting his thoughts. He is dressed in exotic robes, and a strange looking sword hangs from his belt. A crystal orb orbits the man, adding more to his exotic appearance.

Age: 36

Gender: Male

Height: 6'0"

Weight: 150 lbs.

Personality Edit

Alignment: Evil

Marshal Hilkalas is extremely objective and calculative, measuring in equal conditions the lives of those around him and the chance of winning a battle. He’s cold and manipulative, imposing and sometimes aggressive. His cold white eyes are hard to read, but you can be sure he’s reading yours.

Hooks Edit

  • The Dreaming Dark hunts Marshal Hilkalas actively.
  • Baron Von Faugthernot is not happy to have his army destroyed.
  • Marshal Hilkalas seeks to create bonding with powerful individuals in order to gain allies in his fight against the Dreaming Dark.
  • Marshal Hilkalas wishes to increase his personal power.
  • Marshal Hilkalas needs to create an army, he’ll need to ascend in the social stair to reach a nobility position.

Kicker Edit

Marshal Hilkalas Quori soul belonged to a general and commander, who wished to confront and control Dal Quor. For that, his incarnation is hunted by the Dreaming Dark. Hilkalas survived one confrontation with the Dark, but barely escaped with his life, losing the entire army at his command. Without an army to lead and not enough personal power to confront his hunters, Marshal Hilkalas will try to procure himself faithful followers and power. And when the Dreaming Dark are utterly destroyed, he’ll go after Dal Quor, and submit it to his iron fist.

Other Sections Edit

Equipment Edit

Equipment Name Price Weight
Shimmering Robe 6lbs
Shielding Khopesh +1 4lbs
Orb of forceful magic +1 1lbs
Amulet of protection +1 1lbs
Backpack 2gp 2lbs
Bedroll 1sp 5lbs
Flint and Steel 1gp -
Belt Pouch 1gp 0.5lbs
Waterskin 1gp 4lbs

Coins: 47gp

Encumbrance: 23.5lbs

Normal Load: 160lbs

Heavy Load: 320lbs

Maximum Drag Load: 800lbs

Math Edit

The math section describes the math behind your character sheet. It is here so that judges and character approvers can quickly verify your character's accuracy.

Attributes Edit

See the Attributes template for assistance.

Str 7 15 0 1 16 3
Con 3 13 0 0 13 1
Dex 0 10 0 0 10 0
Int 7 15 2 1 18 4
Wis 0 10 0 0 10 0
Cha 3 13 2 0 15 2
Totals 20   10

Attacks Edit

See the Attack template for assistance.

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee


str 3Shielding Khopesh +1]28AC
Basic Ranged



Defenses Edit

See the Defenses template for assistance.

DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +0/+4 dex/int 0 2 Unarmored agility 1 Cloth 1 Shielding Khopesh +1 2 20
Fortitude+3/+2str/con01Amulet of protection +12 16
Reflex+0/+4dex/int 1Amulet of protection +12 17
Will+0/+2wis/cha2 1Amulet of protection +12 17

Senses and Reactions Edit

See the Senses template for assistance.

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 0 2 0 2
Passive Insight 0 0 0 2 0 0 0 0 2 0 14
Passive Perception 0 0 0 0 0 0 0 0 2 0 12

Senses: None (Special senses such as low-light, etc. go here)

Health Edit

See the Health template for assistance.

--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 11 13 4 0 0 0 36 18 9

Surges per day: 7 (6 class, +1 Con)

Speed and Movement Edit

Speed: 6

Racial Features Edit

  • +2 Cha, +2 Int
  • +2 Insight, +2 Intimidate
  • Languages: Common
  • Dual soul: Roll a saving through vs each effect rendering dazed or dominated. If fail, don’t roll again at the end of turn.
  • Telepathy 5
  • Bastion of mental might power
  • Size: Medium
  • Speed: 6

Class Features Edit

Hybrid Wizard|Warlord

  • Battlefront leader: Heavy shield profs and battlefront shift power.
  • Inspiring word: Inspiring word power once per encounter
  • Cantrips: Use ghost sounds, light, mage hand and prestidigitation as at wills
  • Orb of deception mastery: Power

Feats Edit

List level taken and link to the source.

  • 1st: Dual Mind Strength: +2 dmg with psychic powers.
  • 2nd: Hybrid talent (arcane implement)

  • 3rd: Unarmored agility: gain +2 ac when wearing cloth or no armor

Background Edit

Mental bastion(EB): +2 Insight.

Skills and Languages Edit

Languages: Common

See the Skills template for assistance.

SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Arcana 5 4 int 0 2 11
Insight0wis22Mental Bastion26

Powers Edit

See the Power to Hit Summary and the Power to Hit templates for assistance.

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Beguiling Strands +4 Int Wizard 1 Orb of forceful magic +1 0 0 2 Expression error: Unrecognised word "span". Will
Grasping Shadows +4 Int 0 1 Orb of forceful magic +1 0 0 2 7 Will
Devastating Offensive +3 Str 3 Shielding Khopesh+1 0 0 2 8 AC
Phantom Chasm +4 Int 0 1 0 0 2 6 Will

Tracking Edit

Money Edit

+412 gp starting gold

- 360 gp Amulet of protection +1

-15 gp Adventurer’s kit

 47 gp remaining

Treasure Edit

Keep track of parcels gained. Link to the post where it was given or a reward summary post in the adventure. Also link to the compendium for the item when possible.

  • Level 1: Parcel lvl+4
  • Level 2: Parcel lvl+4
  • Level 3: Parcel lvl+4

XP Edit

Keep track of XP gained. Link to the post where it was given or a reward summary post in the adventure.

An adventure name would go here:

  • 600 XP from nowhere (a link to where it came from would go here)

Total XP: 600

Changes Edit

List changed here

  • 2012/09/16: Created

Judge Comments Edit

Judge comments (and your rebuttal) will go here.

Level 1 Edit

Approval 1 Edit

Approval from User 1

Approval 2Edit

Approval from User 2

Status Edit

Status: Approved as 1st level character with 600 xp by User 1 and User 2

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