Siraj Talal



====== Created Using Wizards of the Coast D&D Character Builder ======
Siraj Talal, level 1
Human, Wizard
Build: War Wizard
Arcane Implement Mastery: Staff of Defense
Background: Arcane Tracker (+2 to Dungeoneering)

Str 10, Con 11, Dex 10, Int 20, Wis 14, Cha 8.

Str 10, Con 11, Dex 10, Int 18, Wis 14, Cha 8.

AC: 18 Fort: 11 Reflex: 16 Will: 15
HP: 21 Surges: 6 Surge Value: 5

Dungeoneering +9, Arcana +10, Insight +7, History +10, Religion +10

Acrobatics, Bluff -1, Diplomacy -1, Endurance, Heal +2, Intimidate -1, Nature +2, Perception +2, Stealth, Streetwise -1, Thievery, Athletics

Wizard: Ritual Caster
Human: Superior Implement Training (Accurate staff)
Level 1: Armor Proficiency (Leather)

Bonus At-Will Power: Scorching Burst
Wizard at-will 1: Ray of Frost
Wizard at-will 1: Magic Missile
Wizard encounter 1: Force Orb
Wizard daily 1: Sleep
Wizard daily 1 Spellbook: Wizard’s Fury

Cyphermage Spellbook, Leather Armor, Sword of Su’ud, Backpack (empty), Ritual Book
Amanuensis, Make Whole, Silence
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Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile…whatever you need to get an image in your mind.

  1. Siraj comes from a long line of Cyphermages. He spent many of his growing years listening to his father, Hamzah, speak of ancient Varisia. (Think the relationship between Indiana Jones and his father in Indy 3). He can call to memory many Varisian parables, legends, and the history of the Order on command, skills brought about through constant, repetitive memory drills.
  2. Siraj is trained in the “Tenets of Su’ud”, in short, the skills required to make a traveling historian and hunter of Varisian antiquity. Those trained in these arts are referred to as “Disciples of Su’ud”. These traveling historians were plentiful in the past, but Hamzah is one of the last formally trained by the Order. Most Cyphermages these days are wandering hedge wizards that decided to throw in with the Order after training someplace other than Riddleport. The services of the Disciples are in high demand, although with so few left, some have lost their way and sell their treasure hunting services to the highest bidder instead of using their skills for the betterment of the Order of Cyphers.
  3. Siraj, having been sheltered many of his growing years, tends to believe the best in people, and as such, has on occasion wandered into danger in social settings assuming he was perfectly safe. He’s learned to lean on his best friend Crowe’s intuition rather than his own and trusts his judgment implicitly. Once inside a dungeon or other such place, his personality transforms however, and he becomes confident, daring, and openly takes charge of a group.
  4. Siraj does not dress like a “typical” Cyphermage, and does what he can to avoid being identified as such, as he prefers to not draw attention to himself given the Order’s reputation outside of its walls. He can most often be found in rugged adventuring clothing with many pockets. He is rarely if ever found without a similarly rugged hooded cloak.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

  1. Siraj takes his position as a Disciple of Su’ud very seriously. Although he’s been successful finding several interesting Varisian pieces, he has yet to make that “great find”. He hopes his time on board ENTER SHIP NAME will change his fortunes.

Siraj Talal

Shadow in the Sky Brassard