[sblock=Galarion's Statblock]
Code:
Race: Eladrin Class: Wizard
Str: 10 +0 Level: 1 XP: -
Con: 13 +1 BAB: +0 HP: 23
Dex: 15 +2 Grapple: +0 Dmg Red: -
Int: 18 +4 Speed: 6 Spell Res: N/A
Wis: 14 +2 Init: +2 Spell Save: N/A
Cha: 10 +0 ACP: - Alignment: Unaligned
AC: 16
FORT: 11
REF: 14
WILL: 15; 20 vs. Charms
Hit Points: 23
Bloodied: 11
Healing Surges/HP healed: 5
Healing Surges/day: 7
Second Wind:
Attacks:
Dagger +3 vs AC 1d4 Range 5/10
M.Missile +4 vs Reflex 2d4+4 20
[sblock=Race and Class Features]
Eladrin Education: You gain training in one additional
skill selected from the skill list in Chapter 5.
Eladrin Weapon Proficiency: You gain proficiency
with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will
defense.
In addition, you gain a +5 racial bonus to saving
throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild,
so you are considered a fey creature for the purpose
of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative
state known as trance. You need to spend 4 hours in
this state to gain the same benefits other races gain
from taking a 6-hour extended rest. While in a trance,
you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
Fey Step: You can use fey step as an encounter power.
Arcane Implement Mastery
Cantrips
Ritual Casting
Spellbook[/sblock]
Feats:
1 - Armor Prof (leather)
Skills:
Passive Insight 17
Passive Perception 17
Arcana +11
Diplomacy +5
History +6 (untrained)
Insight +7
Nature +7
Perception +7
Languages: Common, Elven
Equipment:
Leather armor, 3 daggers, wand or orb, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days' trail rations, 50 ft. of hempen rope, waterskin
Powers:
At Will:
Ghost Sound
Light
Mage Hand
Prestidigitation
Magic Missile
Thunderwave
Encounter:
Fey Step
Icy Terrain
Daily:
Flaming Sphere
Sleep
Rituals:
Animal Messenger
Make Whole
Tenser’s Floating Disk
Background:
Galarion is an Eladrin that most think that should have been born an Avariel. He venerates Aerdrie Faenya and the power of the storm and the weather, trying to emulate this forces of nature with his arcane magic.
He studied magic in Halruur, enjoying the travels in the airships.
After the big catastrophe, he lost much of his arcane might.
Still young by eladrin standards, he struggles with a world that has much changed.
On his travels he started to sell his magic talents, and with time, other things as well. While not talented at crafting things, Make Whole and his social skills served him well. But his luck has failed him, as he sits on poor quality wares.
Perhaps it is time to move on.
[/sblock]