Ikrimah

Desula Val'kyerin's page

278 posts. Alias of Boss Zog.


Full Name

Desula Val'kyerin

Race

Half-Drow

Classes/Levels

Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|

Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

Gender

Male

Size

Medium

Age

28

Special Abilities

Drinking voluminous amounts of wine

Alignment

True Neutral

Deity

NA

Location

Camp Goandi

Languages

Common, Elvish, Undercommon, Drow Sign Language, Draconic, Aklo, Shadowtongue

Occupation

Spy, Mage, Artisan, Magnificent Basterd!

Strength 7
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 12
Charisma 13

About Desula Val'kyerin

Wizard <2> Wounds:24 Vigor:12 Def:11 Dr:1(4 w/ Mage Armor)

Crit-Def:2(5 w/ Mage Armor) CMD:9

Initiative: +3

Base Attack: +1

Fort:+1/Reflex:+1/Will:+4

Skills (14):

(Rank+Mod+Trained+Race+Etc)
Perception|2+1+3+2=7 (+9 in dim light or darkness)
Bluff|1+1+3=5
Disguise|1+1+3=5
Kn:Planes|1+4+3=8
Kn:Arcana|2+4+3=9
Kn:Local|1+4+3=8
Kn:Nature|1+4+3=8
Kn:Geography|1+4+3=8
Spell-craft|2+4+3=9
Stealth|2+1+3+3=9

Traits:

Dim Seer: +2 to Perception in dim light and is class skill
Elven Reflexes: +2 to Initiative
Master Illusionist: +1 Illusion Dc and +1 to Illusion disbelieve
Oppressive Expectations= -2 to failed skills, -2 stays till succeeded or new skill is failed

Racial:

Elven Immunities: Immune to Sleep magic and +2 to Enchantment spells and effects
Adaptability: Skill Focus Feat (Stealth)
Keen Senses: +2 Perception skill
Low-Light Vision: See Twice as far in Dim Light
Half-Blood: Count as both Elf and Human (Fetchling)
Arcane Training: Use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class)

Feats:

Campaign= Power Attack, Piranha Strike, Deadly Aim and Weapon Finesse
Racial = Skill Focus(Stealth)
Class = Scribe Scroll
1stLvl = Spell Focus(Illusion)

Illusion: Master of the Veil:

Extend Illusion: Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

Face in the Crowd(Su): At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your wizard level, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect.

This ability does not turn you invisible and opponents are not considered flat-footed. It does not allow you to disguise yourself as a specific individual, type of person, or member of another race, so you cannot blend into a group of uniformed guards or appear as a member of an individual’s family, and a human cannot blend into a group of gnolls. You can blend in with any group made up of different types of people, such as a crowd of courtiers in a king’s throne room, and you can disguise yourself (either through magic or more mundane means) to appear as a specific type of person or another race (such as a uniformed guard or a gnoll) before using this ability.

Master of the Veil(Su): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per wizard level. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive.

Shadowcaster:

Shadow Spells(Su)
At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level of the highest-level wizard spell he can cast. For example, if he can cast 6th-level wizard spells, he could prepare six 1st-level spells, two 3rd level-spells, or any similar combination that adds up to a total of six spell levels. These spells are stored in his shadow. He can only cast these spells when he is in an area of normal light or dim light. He gains Shadowtongue as a bonus language.

This ability replaces arcane bond.

Equipment:

Spell-book
Haramaki (Vest)
Bandolier
Iron Vials x2
Bone Dagger
Thunderstones x2
Tangle-foot Bag
Alchemical Fire
Potion Cure Light wounds

Spell DC & Spell per day:

Cantrip: DC=14 (16 Illusion)
4 Spells
1st Lvl: DC=15 (17 Illusion)
5 Spells [2 lvl, +1 Int mod, +1 School, +1 Bond]

0 Level Spells:

Read Magic
Detect Magic
Detect Poison
Resistance
Acid Splash
Drench
Daze
Ghost Sounds
Haunted Fey Aspect
Jolt
Mage Hand
Mending
Message
Open/close
Root
Arcane Mark
Prestidigitation

1st Level Spells:

Alarm
Grease
Shield
Mage Armor
Magic Weapon
Charm Person
Color Spray
Disguise Self
Silent Image
Feather Fall
Enlarge Person
Adhesive Spittle

2nd Level Spells:

Blur