Shards of Crystal
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Kamal (Mirza Kalaq)

Author: doctorvin

PC in: Shards of Crystal

Race: Half-Elf

Level: 1

Game System: D&D 4E


Description

Name Level Race Class Alignment Deity
Kamal Mirza 1 Half-elf Wizard Unaligned
Basic Attack and Damage
Unarmed +0 vs. AC
1d4
Skills
Acrobatics (Dex) +0
Arcana (Int) +8 T
Athletics (Str) +0
Bluff (Cha) +2
Diplomacy (Cha) +9 T
Dungeoneering (Wis) +3
Endurance (Con) +1
Heal (Wis) +3
History (Int) +8 T
Insight (Wis) +12 T
Intimidate (Cha) +2
Nature (Wis) +3
Perception (Wis) +3
Religion (Int) +3
Stealth (Dex) +0
Streetwise (Cha) +2
Thievery (Dex) +0
Stats
HP: 22 Surge Value: 5 Surges: 7
Initiative: +0 Speed: 6 Vision: Low-light
Languages: Common, Elven, Dwarven
Attributes
Str: 10 (+0) Dex: 10 (+0) Wis: 16 (+3)
Con: 12 (+1) Int: 16 (+3) Cha: 14 (+2)
Defenses
AC: 13 Fort: 11 Ref: 13 Will: 15
Racial Features Class Features Feats
Dilettante Arcane Implement Mastery: Orb of Imposition Alchemist
Dual Heritage Cantrips
Group Diplomacy Ritual Casting
Spellbook

Powers
At-Will Encounter Daily Utility
Thunderwave Force Orb Rolling Thunder
Scorching Burst Orb of Imposition Horrid Whispers
Ghost Sound Vicious Mockery
Light
Mage Hand
Prestidigitation

Equipment
Weapons Armor Items
Orb Cloth Armor Adventurer’s Kit
Climber’s Kit
67gp

Bio

-
Level 1 Half-elf Wizard
Kamal Mirza
+0
10
Strength
+1
12
Constitution
+0
10
Dexterity
+3
16
Intelligence
+3
16
Wisdom
+2
14
Charisma
HIT POINTS
Total
22
Bloodied
11
Surges
7
Value
5
SAVE MODIFIERS
+0
Initiative
6
Speed
SKILLS
+0
Acrobatics
+8
Arcana
+0
Athletics
+2
Bluff
+9
Diplomacy
+3
Dungeoneering
+1
Endurance
+3
Heal
+8
History
+12
Insight
+2
Intimidate
+3
Nature
+3
Perception
+3
Religion
+0
Stealth
+2
Streetwise
+0
Thievery
13
Armor Class
11
Fortitude
10
Reflex
13
Will
RACE FEATURES
Dilettante
At 1st level, you choose a 1st-level at-will attack power from a class different from yours. You can use that power as an encounter power.
Dual Heritage
You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
Group Diplomacy
You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
CLASS FEATURES
Orb of Imposition
Once per encounter, you can use your orb of Imposition power.
Cantrips
Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
Spellbook
You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.
FEATS
Alchemist
You can make alchemical items of your level or lower. You must have the correct formula and an appropriate skill.
BACKGROUNDS
Background Name
Description
AT-WILL POWERS
Thunderwave
You create a whip-crack of sonic power that lashes up from the ground.
Scorching Burst
A vertical column of golden flames burns all within.
Ghost Sound
With a wink, you create an illusory sound that emanates from somewhere close by.
Light
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
Mage Hand
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
Prestidigitation
You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
ENCOUNTER POWERS
Force Orb
You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons.
Orb of Imposition
Control wizards select this form of mastery because it helps extend the duration of their control effects.
Vicious Mockery
You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage.
DAILY POWERS
Rolling Thunder
Elemental thunder creatures tumble through your foes and knock them about.
Horrid Whispers
Your enemies are seemingly beset by dreadful noises. Desperate to find the source, they are oblivious to the true threat posed by you and your allies.
ATTACKS
1d4 + 0
+0 vs AC
Melee Basic (unarmed)
EQUIPMENT
Cloth armor
Description
Item Name
Description
Orb
Description
Adventurer’s kit
Description
Climber’s kit
Description
CHARACTER NOTES
Note
MONEY
Platinum
0
Gold
67
Silver
0
Copper
0
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