====== Created Using Wizards of the Coast D&D Character Builder ====== Aramil, level 1 Eladrin, Wizard Arcane Implement Mastery: Tome of Readiness Background: Birth – Prophecy, Occupation – Scholar, Birth – On Another Plane, Geography – Urban, Early Life – Child Prodigy, Recent Life – Explorer of the Ancient (+2 to Arcana)
FINAL ABILITY SCORES Str 8, Con 10, Dex 12, Int 20, Wis 14, Cha 11.
STARTING ABILITY SCORES Str 8, Con 10, Dex 10, Int 18, Wis 14, Cha 11.
AC: 15 Fort: 10 Reflex: 15 Will: 15 HP: 20 Surges: 6 Surge Value: 5
TRAINED SKILLS Religion +10, Arcana +14, Nature +7, History +12, Dungeoneering +7
UNTRAINED SKILLS Acrobatics +1, Bluff, Diplomacy, Endurance, Heal +2, Insight +2, Intimidate, Perception +2, Stealth +1, Streetwise, Thievery +1, Athletics -1
FEATS Wizard: Ritual Caster Level 1: Twist the Arcane Fabric
POWERS Tome of Readiness: Conduit of Ice Wizard at-will 1: Phantom Bolt Wizard at-will 1: Thunderwave Wizard encounter 1: Charm of Misplaced Wrath Wizard daily 1: Arcane Whirlwind Wizard daily 1 Spellbook: Phantom Chasm
ITEMS Spellbook, Cloth Armor (Basic Clothing), Adventurer’s Kit, Tome Implement, Ritual Book RITUALS Amanuensis, Comprehend Language, Create Campsite ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Born in the Eladrin capitol city of Seling, Aramil was transported to the human city of Ricarnan moments after birth. He appeared in the great hall of the Mage’s Guild with strange arcane tattoos all over his body. These runes were a prophecy that told of his part in saving the guild from a great and terrible evil.
The Archmage placed him under the adopted care of an Eladrin wizard named Zerlem, and his wife Duma. They raised him as their own, and taught him his most important lesson: collect all knowledge that you can, because the more you know the more power you possess. While some knowledge can be perilous, Aramil believes that no one ever died from a surplus of knowledge.