Abderrahmane Zagora

Khalid de la Poer's page

250 posts. Alias of Jam412.


Race

Half Vistani Wizard 6 AC: 15 HP: 38/38

Classes/Levels

Pass Per: 17 Pass Investigate: 21 Spells: DC 15 1st: 4/4 2nd: 3/3 3rd: 3/3

Gender

Male

Size

M

Age

41

Alignment

N

Strength 8
Dexterity 14
Constitution 14
Intelligence 19
Wisdom 12
Charisma 10

About Khalid de la Poer

Khalid de la Poer
Class: Wizard 6 School: Evocation
Background: Gypsy Alignment: Neutral
Proficiency Bonus 2
HP 38 Hit Dice 6/6
AC 12 (15 w/ Mage Armor)

Ability Checks

Strength 8
Atheletics+2
Dexterity 14
Acrobatics +2 Sleight of hand +2 Stealth +2
Constitution 14
Intelligence 19
Arcana +7 History +4 Investigation+7 Nature +3 Religion +4
Wisdom 12
Animal Handling +1 Insight +1 Medicine +1 Perception +1 Survival +4
Charisma 10
Deception +0 Intimidation +0 Performance +0 Persuation+0

Class Features:

Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Evocation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Sculpt Spells
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip
Starting at 6th level, your damaging Cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Feats: Observant: You can read lips. +5 bonus to Passive Perception and Investigation checks. Intelligence Increase by 1

Gypsy: This is a variant of the Outlander background. The gypsies of Ravenloft have a tendency to glean information from the most bizarre of places from basic tavern talk to just eavesdropping in on conversations from around the corner. As such, gypsy characters can make an Intelligence check (skills can be applied, if applicable) to see if the gypsy might have knowledge of something. How much the gypsy might know is left up to the DM.

Spells

Cantrips: Prestidigitation, Ray of Frost, Light

4/4 1st: Prepared: Burning hands, Charm Person, Magic Missile, Mage Armor, Sleep /Prepared

Disguise Self, Detect Magic, Thunder Wave, Identify

3/3 2nd: Prepared: Blur, Spider Climb, Scorching Ray/Prepared
Knock

3/3 3rd: Prepared: Fireball, Fly, Stinking Cloud

Spell Save DC: 8 + Prof Bonus + Int Mod= 15

Spell Attack Bonus: Prof Bonus + Int Mod= 7

Equipment
Quarter Staff, Component Pouch, Spellbook, Robe of Useful Items,
Periapt of Proof against Poison
Scholar’s Pack: Includes a backpack, a book of lore,
a bottle of ink, an ink pen, 10 sheets of parchment, a little
bag of sand, and a small knife.
3 Potions of Healing 2d4+2
Elixir of Health
Potion of Heroism
Potion of Vitality

Bag of 108 gp

Periapt of Proof against Poison:
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the Poisoned condition and have immunity to poison damage.

Robe of Useful Items:

4 potions of healing
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
Rowboat (12 feet long)
4 potions of healing
10 gems worth 100 gp each
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
2 mastiffs
10 gems worth 100 gp each
10 gems worth 100 gp each
10 gems worth 100 gp each
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice),
which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
43 Wooden ladder (24 feet long)
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice),
which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself