Sorry I'm late.
BTW, I'll set Gladr up to do all rituals. Not much low-level healing, though.
Galdr, Tiefling Wizard
Background:
When Galdr was born, his parents noted an odd, spider-shaped birthmark on his left shoulder, which, upon his mother touching it, burned her hand. As a consequence, his parents neglected the young tiefling.
The young tiefling was taken in by his grandfather, a teifling wizard who wished to restore the magical glory of the old tiefling empire. To this end, he trained his grandson. Gramps was resentful of Phillian's exalted status as the town wizard, and spied on him. Gramps was found out and Phillian humiliatingly banished him from the town. The young tiefling was ashamed and vowed that one day, he would get revenge.
Then, one day, Gladr was out cleaning the walk of his grandfather's house which had been left to him. A neighbor's mastiff had escaped the day before and suddenly appeared. It advanced on the boy, fangs slobbering with white foam. The boy panicked and called forth...something. The dog threw it's head back and yowled as though enduring the very essence of pain itself. In this fashion Gladr learned he was also a warlock.
Appearance and Personality
Gladr is 6 feet tall, with curling's rams horns, red skin, and a tail. He is calm and slow to anger, but has a fiery temper when roused. He usually wisecracks about everything and suffers an apparent inability to take anything seriously. As the wizard in an otherwise martial group, he brags that he "makes all the magic happen."
[sblock=stats]
Str 10, Dex 12, Con 11, Int 18, Wis 13, Cha 16
Skills: Arcana +9, Bluff +10, Diplomacy +8, Nature +9, Religion +9, Stealth +3
Feats: Fey Pact Initiate, Ritual Casting
HP: 10. Bloodied: 5
Healing Surges: 6 (heals 2)
Speed 6, Init +1
Defenses: AC 14, Fort 10, Ref 14, Will 15
Languages: Common, Elven
Misc Passive: Fire Resist 5, Bloodhunt (+1 to attack bloodied foes), low-light vision, wand of accuracy (add +1 to 1 atk per encounter), cantrips
Powers:
At will:
Magic Missile (+4 vs Ref, 2d4+4 force dmg, range 20, basic atk)
Scorching Burst (+4 vs Ref, 1d6+4 fire dmg, burst 1 within 10 squares)
Encounter:
Burning Hands (+4 vs Ref, 2d6+4 fire dmg, close blast 5)
Infernal Wrath (Minor action, +1 to atk against enemy who hit Galdr last turn, +3 extra damage)
Eyebite (+3 vs Will, 1d6+3 psychic dmg, invisible to enemy till end of next turn)
Daily (pick one)
Acid Arrow (+4 atk vs Ref, 2d8+4 acid, ongoing 5, secondary 1d8+4, ongoing 5, miss, 1/2 dmg & ongoing 2, no secondary. Range 20)
Sleep (+4 atk vs Will, target slowed, if first save failed target unconscious. Miss, slowed. Range 20, burst 2)
Rituals: Animal Messenger, Tenser's Floating Disk, Comprehend Languages
Possessions: Spellbook, Wand, Adventurer's Kit, Cloth 'Armor', 1 component for Comprehend Languages, 1 component for Tenser's Floating Disk, 7 gp
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