Summary Edit

XP 3,750Male Human Adventurer Wizard 4
Medium natural humanoid
Initiative +7; Senses Passive Insight 18, Passive Perception 13
HP 37, Bloodied 18, Surge Value 9, Surges 9
AC 17; Fortitude 18, Reflex 19, Will 18
Saving Throws 0
Speed 6
Ghost Sound (Standard; at-will) ✦ Arcane, Illusion
Ranged: 10 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 (Minor; at-will) ✦ Arcane
Ranged: 5 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 (Minor; at-will) ✦ Arcane, Conjuration
Ranged: 5 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. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.
Prestidigitation (Standard; at-will) ✦ Arcane
Ranged: 2 Effect: 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 your next turn.
  • Make a small, handheld item invisible until the end of your next turn.

Nothing you create 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: You can have as many as three prestidigitation effects active at one time.
Beguiling Strands (Standard; at-will) ✦ Arcane, Charm, Enchantment, Implement, Psychic
Close Blast: 5 Target: Each enemy in the blast. Hit: 4 psychic damage, and you push the target up to 3 squares.
Phantasmal Assault (Standard; at-will) ✦ Arcane, Illusion, Implement, Psychic
Ranged: 10 Target: One creature. Hit: 1d8+4 psychic damage, and the target grants combat advantage and can't make opportunity attacks until the end of your next turn.
Winged Horde (Standard; at-will) ✦ Arcane, Implement, Psychic
Area Burst: 1 within 10 Target: Each enemy in burst. Hit: 1d6+4 psychic damage, and the target cannot take opportunity actions until the end of your next turn.
Charm of Misplaced Wrath (Standard; encounter) ✦ Arcane, Charm, Enchantment, Implement
Ranged: 10 Target: One enemy. Hit: You slide the target up to 3 squares. The target is then dazed until the end of your next turn. Effect: The target makes a basic attack against a creature of your choice as a free action. The basic attack gains a +2 power bonus to the damage roll.
Color Spray (Standard; encounter) ✦ Arcane, Implement, Radiant
Close Blast: 5 Target: Each creature in the blast. Hit: 1d6+4 radiant damage, and the target is dazed until the end of your next turn.
Arcane Whirlwind (Standard; daily) ✦ Arcane, Implement, Thunder, Zone
Area Burst: 2 within 10 squares. Target: Each creature in burst. Hit: 2d6+4 thunder damage, and you slide the target 1 square. Miss: Half damage. Effect: The burst creates a zone that lasts until the end of your next turn. As a minor action, you can slide one creature within the zone 2 squares. As a move action, you can move the zone 6 squares. Sustain Minor: The zone persists, and you can slide one creature within the zone 2 squares.
Horrid Whispers (Standard; daily) ✦ Arcane. Illusion. Implement. Psychic
Area Burst: 1 within 10 squares. Target: Each enemy in burst. Hit: 1d6+4 psychic damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both). Aftereffect: You knock the target prone. Miss: The target is slowed and takes a -2 penalty to attack rolls until the end of your next turn.
Shield (Immediate Interrupt; encounter) ✦ Arcane, Force
Personal. 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.
Mystical Debris (Minor; at-will) ✦ Arcane
Ranged: 5 Effect: One square in range becomes difficult terrain until the end of the encounter. You can end this effect as a minor action. Special: You cannot have more squares than your Intelligence modifier under this effect at one time.
Magic Tome +1
Implement (Tome). Enhancement: Attack rolls and damage rolls. Critical: +1d6 damage.
Shimmering Armor +1
Armor: Cloth. Enhancement: AC. Property: You do not provoke opportunity attacks when you make ranged or area attacks.
Cloak of Distortion +1
Item Slot: Neck. Enhancement: Fortitude, Reflex, and Will. Property: A ranged attack against you from more than 5 squares away takes a –5 penalty to the attack roll.
Implement Expertise: Tome
Benefit: Choose a type of implement. You gain a +1 bonus to attack rolls with any implement power you use through that type of implement. The bonus increases to +2 at 15th level and +3 at 25th level.
Improved Defenses
Benefit: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.
Improved Initiative
Benefit: You gain a +4 feat bonus to initiative checks.
Enlarge Spell
Benefit: Before using an arcane attack power, you can choose to take a -2 penalty to each die of damage rolled with the power to increase the size of its blast or its burst by 1. You can't use this feat on a power that doesn't roll dice for damage.
Alignment Unaligned; Languages Common, Goblin
Str 8 (-1)Dex 13 (+1)Wis 13 (+1)
Con 16 (+3)Int 19 (+4)Cha 10 (0)
Skills Arcana +11, Insight +8, Thievery +8, History +11, Dungeoneering +8
Feats Implement Expertise: Tome, Improved Defenses, Improved Initiative, Enlarge Spell
Equipment Magic Tome +1, Shimmering Armor +1; Cloak of Distortion +1; adventurer's kit; Thieves' Tools; 377gp
Rituals Comprehend Language, Secret Page, Silence

Character Information Edit

Background Edit

Alador was born in a small village on Cape Far, in the Lhazaar Principalities. His family, like many others, was poor and he much of his childhood was spent stealing to get by. Early on in his life he was sent off to be a deckhand for a merchant ship, where he worked for a few years. During his time on the ship he heard constant rumors spouted by the sailors, but one common one that always piqued his curiosity was the rumor of untold riches on Tempest Isle. He had never seen the isle, but he assumed the stories of endless storms were just exaggeration on the parts of the superstitious sailors.

When he was 15, the merchant ship he had been working on at the time was caught in a violent storm on the way to Cliffscrape, and it would up straying very close to the Tempest Isle. Alador was awestruck by the reality of the isle, having not believed the stories until that point in time. As he stared, though, the crew was struggling to control the ship in the fierce weather conditions. He finally realized the trouble right as it hit a large rock and began to sink. Following the example of most of the sailors, Alador jumped overboard and found a piece of the hull to hang on to.

After a day or so he was picked up by a group of pirates, and, after stripping him of his possessions, they threw him in the brig. Since he had always been a cunning individual, Alador managed to escape the brig and almost made it off of the ship before he was caught. The captain was impressed with his skills, and gave him two options; stay on board and work for him, or be shot on sight. Alador chose the former and began his long career as a pirate.

His captain was a nice enough man for a pirate, and had high hopes for Alador. However, Alador only really cared about going to the Tempest Isle to try to find the treasures that were there. He was told he was crazy, but he poured himself into finding out about all he could about the isle. He would ask the other pirates what they had heard, and became convinced that there was some sort of magic at work.

With this in mind, he took every opportunity he could to read up on magic. This was definitely not common for simple seafaring men, but Alador was no simple seafaring man. He had always been the inquisitive type, it's how he survived such a poor childhood in a region so riddled with thieves and murderers. Alador slowly began to pick up some magical abilites from the tomes he read (most having been stolen or plundered from mages they encountered), and began using them whenever he thought they would be useful. He figured that if he learned enough about magic, perhaps eventually he would be poreful enough to stop the storms on Tempest Isle long enough for him to find and claim its riches.

His newfound magical abilities proved useful in their raids, leading the captain to begin intentionally targeting mages. Alador's desire to go to Tempest Isle had slowly worn off on him, and he was beginning to believe that it might actually be possible with a mage on his side. He became more lenient with Alador in regards to basic duties, instead allowing him to spend more time studying the magic tomes they had acquired.

As the years went by, Alador became the most formidable person on the ship. Few encounters they engaged in were a challenge with his magical abilities, and he grew bored of the constant pillaging and plundering. He felt it was getting them nowhere, so he pressured the captain to begin the trip to Tempest Isle. He complied, against the wishes of the rest of the crew, and set sail towards the island. The other crewmembers were not happy. They did not have faith in Alador's talents like the captain did, and they did not fully trust him. They conspired mutiny and tried to take over the ship, and in defense Alador conjured up a whirlwind that threw the mutineers overboard. However, with only the two still left on board there was no way to sail. The ship drifted aimlessly for days before finally running aground on Krag.

From here the two made their way for Port Krez. Alador was already known by some in the pirating community, so he had no real trouble establishing a place for himself in this town of outlaws. He was determined to make it to Tempest Isle, but he figured that if we was going to make anymore attempts then he'd need to be more prepared. He decided to hire out his skills to anyone who wanted a bit of magical deception, or power, at their disposal. Sometimes it was for simple theft, sometimes for more high profiel things. He used his payment to further his research into the arcane, in hopes that he would eventually know all he would ever need to make his trip to Tempest isle a success.

While under the employ of none other than Prince Mika herself, Alador came under the realization that the few sources of arcane knowledge that he occasionally came across in the principalities were not going to be sufficient to accomplish his goal. Prince Mika did not want to release him from her service, however, as she had plans that required his skills. Alador cared little for these plans, and, since he would not get her approval to leave, he would just do so unnoticed. One night he stole some coin and whatever else he could carry, and secretly left her employ. He found someone willing to take him out of Krez, not revealing his reasons, and began to make his way for Khorvaire proper.

Now he has managed to reach Sharn, after much travel, and is on his way to Fairhaven in hopes of finding out more information about Tempest Isle, and any magic that might be at work around the isle.

Appearance Edit

Alador's appearance is very rough. He has scraggly, medium-length dark brown hair (with some scattered gray) and grizzled whiskers from only occasional shaving. He has a scar across his cheek from his days as a pirate, and multiple smaller scars on his hands from thieving mishaps. He is a little on the tall side and has an average build. He wears a very worn long brown coat over a simple tunic and slacks. He typically has a serious demeanor, though sometimes he can appear noticeably annoyed with his surroundings. He can always be seen with a satchel that contains his tome and spellbook, though he rarely is seen with them out of the satchel when not in combat.

Age: 43 Gender: Male Height: 6'1" Weight: 172 lbs.

Personality Edit

Alignment: Unaligned

Alador is not one for formalities, and he has a tendency to appear annoyed when around people. This often causes people to assume that he is not very sociable, but in reality he just has little tolerance for people he feels are not on his intellectual level. Being smarter than most people he met in his life caused him to become arrogant over the years, so now he cares little for conversation with common folk. The people he used to embrace as his own kind - thieves, pirates, etc. - now seem beneath him. He is not above stealing or killing, he only sees the ones who most often use these skills as too simple-minded to really get anywhere from it.

Despite this, Alador has a soft spot for children. In particular, he feels a kinship with the poor children who have to steal to survive like he did, and often will go out of his way to help them obtain something, or to teach them more advanced thieving techniques. For him it is the least he can do to help, even if the children will most likely grow into the kind of people he has grown to dislike.

Hooks Edit

  • Alador is trying to find any and all information he can on magic with the potential to cause storms like the ones seen on Tempest Isle.
  • Alador is currently trying to reach Aundair, in hopes that he can find more information about the history of Tempest Isle there.
  • Alador has a soft spot for children who are poor like he was when he was young. He will often go out of his way to help them if he is able to.
  • Alador's sudden departure from Port Krez has left bad blood between him and Prince Mika Rockface and her Cloudreavers. Meeting them would most likely result in some hostility.

Kicker Edit

Alador's primary goal in life is to find the treasures of Tempest Isle and to take them for himself. For him it is the ultimate challenge, and will make him a legend throughout the pirating community: the person who managed to survive the mysterious storms and claim perhaps the most sought-after treasure in Khorvaire. All of the things he does lead back to this goal in some way or other.

Other Sections Edit

You may add other background sections if you wish. Others have added descriptions of previous adventures gone on and such.

Equipment Edit

Equipment Name Price Weight
Magic Tome +1 360gp 3lbs
Shimmering Armor +1 840gp 4lbs
Cloak of Distortion +1 840gp -
Backpack 2gp 2lbs
Bedroll 1sp 5lbs
Flint and Steel 1gp -
Belt Pouch 1gp 0.5lbs
Waterskin 1gp 4lbs
Thieves' Tools 20gp 1lb

Coins: 377gp

Encumbrance: 27lbs Normal Load: 80lbs Heavy Load: 160lbs Maximum Drag Load: 400lbs

Math Edit

Attributes Edit

Str -2 8 0 0 8 -1
Con 7 15 0 1 16 3
Dex 3 13 0 0 13 1
Int 9 16 2 1 19 4
Wis 3 13 0 0 13 1
Cha 2 10 0 0 10 0
Totals 22   8

Attacks Edit

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


str 1Magic Tome +122AC
Basic Ranged


dex1Magic Tome +124AC

Defenses Edit

DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +1/+4 dex/int 0 1 Shimmering Armor +1 2 17
Fortitude-1/+3str/con11Improved Defenses1Cloak of Distortion +12 18
Reflex+1/+4dex/int11 Improved Defenses1Cloak of Distortion +12 19
Will+1/0wis/cha211 Improved Defenses1Cloak of Distortion +12 18

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 1 0 0 0 4 Improved Initiative 0 0 2 0 7
Passive Insight 1 0 0 0 0 0 0 2 5 18
Passive Perception 1 0 0 0 0 0 0 0 2 0 13

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

Health Edit

--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 10 15 4 0 0 0 37 18 9

Surges per day: 9 (6 class, +3 Con)

Speed and Movement Edit

Speed: 6

Racial Features Edit

Human (PHB)

  • +2 to ability score of choice
  • +1 Reflex, +1 Fortitude, +1 Will
  • Languages: Common, second language of choice
  • Bonus at-will power
  • Bonus feat
  • Bonus skill
  • Vision: Normal
  • Size: Medium
  • Speed: 6

Class Features Edit

Wizard (PHB)

  • Arcane Implement Mastery
  • cantrips
  • Ritual Casting
  • Spellbook

Feats Edit

  • 1st: Implement Expertise: Tome (PHB2)
  • 1st: Improved Defenses (HotFL)
  • 2nd: Improved Initiative (PHB)
  • 4th: Enlarge Spell (AP)

Background Edit

  • Urban
  • Poor
  • Criminal: Added Thievery to list of class skills
  • Mariner
  • Scholar

Skills and Languages Edit

Languages: Common, Goblin

SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Arcana 5 4 int 2 11

Powers Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Beguiling Strands +4 Int 1 Implement Expertise: Tome 1 Magic Tome +1 0 0 2 8 Will
Phantasmal Assault +4 Int 1 Implement Expertise: Tome 1 Magic Tome +1 0 0 2 8 Will
Winged Horde +4 Int 1 Implement Expertise: Tome 1 Magic Tome +1 0 0 2 8 Will
Charm of Misplaced Wrath +4 Int 1 Implement Expertise: Tome 1 Magic Tome +1 0 0 2 8 Will
Color Spray +4 Int 1 Implement Expertise: Tome 1 Magic Tome +1 0 0 2 8 Will
Arcane Whirlwind +4 Int 1 Implement Expertise: Tome 1 Magic Tome +1 0 0 2 8 Reflex
Horrid Whispers +4 Int 1 Implement Expertise: Tome 1 Magic Tome +1 0 0 2 8 Will

Tracking Edit

Money Edit

 + 100 gp starting gold
 + 312 gp from parcels
 + 360 gp N=G parcel at level 1
 - 360 gp purchased Magic Tome +1
 -  15 gp purchased Standard Adventurer's Kit
 -  20 gp purchased Thieves' Tools
   377 gp remaining

Treasure Edit

  • Level 1: Parcel N=G
    • 360 gp
  • Level 2: Parcel N+2
    • Shimmering Armor +1
  • Level 3: Parcel N+1
    • Cloak of Distortion +1

XP Edit

  • 3,750 XP to start at level 4.

Total XP: 3,750

Changes Edit

List changed here

  • 2011/06/25: Created

Judge Comments Edit

Level 4 Edit

Approval 1 Edit

Comments from TwoHeadsBarking:

  • Summary/Health: Looks like you didn't increase your hp when you increased your Con.
  • Summary: Your attacks are all missing their attack rolls.
  • Summary: You are missing the damage bonus from your tome in your damage rolls.
  • Summary: Cloak of Distortion now only gives a penalty equal to its enhancement bonus.
  • Summary: You don't need to describe your feats in the summary block if you don't want to.
  • Equipment: You might want to purchase some reagents so you can cast your rituals. Your choice, of course.
  • Class Features: You should state which implement you have mastery over. Is it Tome of Binding?

Approval 2Edit

Status Edit

Status: Not approved

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