Kullen

Kappa Kizhangu's page

149 posts. Organized Play character for Lance K.


Race

| Hit Points:14/14 | AC 15 (16 w/mage armor) | For +5 Ref +5 Will +7| Perception +5 (Keen Eyes)

Classes/Levels

| Hero Points 1/1 | Conditions: mage armor | Speed 25 ft | Exploration Mode: detecting magic | ◆ | ◇ ◈ | ↺ |

Gender

NG Male Wildwooded Halfling Wizard (Abjurer) 1

Age

Skills:
Acrobatics +5, Arcana +7, Athletics +2 (13), Crafting +7, Lore(Farming) +7, Lore(Halfling) +7, Nature +5, Occultism +7, Religion +5, Society +7, Survival +5

Special Abilities

Cantrips: shield, Ray of frost, detect magic, electric arc, mage hand, read aura

Alignment

Spells: 1st mage armor, hydraulic push, summon construct

Strength 8
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 14
Charisma 10

About Kappa Kizhangu

Wild Wooded:
You hail from deep in a jungle or forest, and you’ve learned how to use your small size to wriggle through undergrowth, vines, and other obstacles. You ignore difficult terrain from trees, foliage, and undergrowth.

Keen Eyes:
Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Ancestry Feats: Halfling Lore
Skill Feats:Assurance (Athletics)

Class Features

Arcane Thesis: Spell Substitution:
You don’t accept the fact that once spells are prepared, they can’t be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared. You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.

Protective Ward ∆:

Area 5-foot-radius emanation centered on you
Duration sustained up to 1 minute
You emanate a shimmering aura of protective magic. You and any allies in the area gain a +1 status bonus to AC. Each time you Sustain the Spell, the emanation's radius increases by 5 feet, to a maximum of 30 feet.

Skills:
Acrobatics +5, Arcana +7, Athletics +2 (13), Crafting +7, Lore(Farming) +7, Lore(Halfling) +7, Medicine +6, Nature +5, Occultism +7, Religion +5, Society +7, Stealth +5, Survival +5

Languages: Common, Halfling, Dwarven, Goblin, Elven, Polygot

Gear:
adventurer's pack, material component pouch, explorer's clothing, bandolier, dagger, spellbook, repair kit, healer's tools, writing set, everburning torch, wayfinder

Spellbook:
cantrips - acid splash, detect magic, light, mage hand, message, ray of frost, shield, read aura, prestidigitation, electric arc
L1 - mage armor, magic weapon, summon construct I, jump, burning hands, grease, hydraulic push