"Knowledge is power."

Name: Kara
Player: Bunton

Sex: Female
Age: 19
Race: Human

Class: Wizard (Evocation)
Alignment: Neutral Good
Level: 4
Proficiency: +2
Hit Points: d6+1[CON] | 21

Height: 4' 11"
Weight: 115 lbs
Size: Medium

Identifying Features: Medium-length brown hair. Wears a permanent puzzled expression. Bright green eyes.


Strength 8 -1
Dexterity 14 +2
Constitution 12 +1
Intelligence 18*** +4
Wisdom 14* +2
Charisma 10 +0



Dagger d20+4 = +2[DEX]+2[PRO] 1d4+2[DEX] piercing Finesse, light, thrown (range 20/60)
Staff d20+1 = -1[STR]+2[PRO] 1d6-1[STR] bludgeoning
Sling d20+4 = +2[DEX]+2[PRO] 1d4+2[DEX] bludgeoning Ammunition (range 30/120)


Spell Save DC: 8+4[INT]+2[PRO] = 14
Spell Attack Mod: +4[INT]+2[PRO] = +6

Prepared Spells per Day: 8 = 4 (wizard level)+4[INT]

  • Aganazzar's scorcher
  • absorb elements
  • burning hands
  • catapult
  • dust devil
  • earth bind
  • Snilloc's snowball swarm
  • witch bolt
Spell Slots:
SPELL LVL. 1st 2nd
Slots 4 3 3 0


1st Level Spells:

2nd Level Spells:


Initiative: +2[DEX]

Land Speed: 30 ft.
Armored Speed: 30 ft.
Climb Speed: None
Swim Speed: None
Flight Speed: None


AC: 10+2[DEX] = 12

Strength Save: -1[STR] = -1
Dexterity Save: +2[DEX] = +2
Constitution Save: +1[CON] = +1
Intelligence Save: +4[INT]+2[PRO] = +6
Wisdom Save: +2[WIS]+2[PRO] = +4
Charisma Save: +0[CHA] = +0

Racial Traits:

Size: Medium
Ability Score: Choose 2 ability scores to increase by 1.
Feat (Human): Choose 1 feat. [Magic Initiate]
Skills (Human): Choose 1 additional skill. [Sleight of Hand]

Class Features:

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs
Skills: Arcana, Religion

Level Features

Arcane Tradition



  • Explorer's pack (includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)
  • Spellbook/arcane focus (rune-staff)
  • Flint dagger
  • 4,244 gp, 9 sp
  • Sling
  • Pouch full of pebbles
  • Thissun (owl familiar)
  • Healing potion


Kara was an inquisitive and curious child. From the time she could talk she was always asking questions, investigating things, and trying to understand the world around her as much as she could. She was always getting into trouble or annoying people, but her enthusiasm was never dampened.

While Kara was still a child, an old wizard from foreign lands named Thazar settled in the Ankrat village. Kara was curious about this outsider and began visiting him on an almost daily basis, pestering him with questions about the world beyond the Land and about magic.

While he was annoyed at first, Thazar soon relented and began telling the young Kara his stories. Kara found them fascinating and always had more questions, and soon began asking Thazar to take her on as an apprentice.

Thazar knew he wasn't getting any younger and that he needed an apprentice to pass his accumulated knowledge on to, and the girl did seem to be genuinely bright, if irritating. Thazar began teaching Kara everything he knew about magic. He was a harsh teacher, and didn't tolerate mistakes, but Kara was fast to learn.

Years passed, and Kara eventually came of age, ready to prove herself and test her knowledge. She knows that once she passes the trials all the members of the village must go through, she can truly begin exploring as Thazar did in her younger days. She aims to visit all the different settlements of the Land, and perhaps even beyond, enhancing her knowledge and bringing back secrets that will help her tribe. But first, she must become an adult, and to do that she must pass the trial.


Kara is the only child of Cherrag, the village chief, who puts in extra effort to provide enough for Kara to eat while she pursues her studies. Her mother, also called Kara, died shortly after she was born. The elder Kara's sister and younger Kara's aunt, Mara, was primarily responsible for raising and instructing her before Thazar took her on as an apprentice.

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