Realms Personalities : Khalia
Female human Tra6/Red4: CR 10; Medium-size humanoid (human); HD 10d4+10; hp 35; Init -1; Spd 30 ft.; AC 9 (touch 9, flat-footed 9); Atk +4 melee touch (by spell) or +4 ranged touch (by spell); SQ Red Wizard abilities; AL LN; SV Fort +6, Ref +6, Will +15, Str 8, Dex 8, Con 12, Int 17, Wis 15, Cha 14. Height 5 ft. 10 in.
Skills and Feats: Craft (alchemy) +9, Concentration +11, Craft (wood-carving) +8, Diplomacy +8, Knowledge (arcana) +9, Knowledge (Thayan history) +8, Knowledge (Thayan nobility and royalty) +12, Ride (horse) +3, Spellcraft +15, Brew Potion, Craft Wand, Craft Wondrous Item, Iron Will, Lightning Reflexes, Scribe Scroll, Tattoo Focus (Transmutation).
Special Qualities: Red Wizard Abilities: Specialist defense (Transmutation) +2, Spell power (Transmutation) +2.
Wizard Spells per Day: 5/6/6/5/4/3. Base DC = 13 + spell level, 16 + spell level for transmutation spells. Caster level 10th.
Spellbook: 0-arcane mark, detect magic, detect poison, disrupt undead, mage hand*, mending*, open/close*, prestidigitation, ray of frost, read magic, resistance; 1st-animate rope*, burning hands*, comprehend languages, endure elements, enlarge*, expeditious retreat*, feather fall*, identify, mage armor, magic weapon*, protection from evil, scatterspray*, spider climb*, 2nd-alter self*, blindness/deafness*, bull's strength*, cat's grace*, continual flame, create enchanted tattoo, darkvision*, eagle's splendor*, endurance*, glitterdust, knock*, levitate*, Melf's acid arrow, protection from arrows, scare, see invisibility, summon swarm, whispering wind*; 3rd-analyze portal, clairaudience/clairvoyance, dispel magic, flame arrow, fly*, halt undead, haste* hold person, keen edge*, phantom steed, slow*, tongues, water breathing*, 4th-dimension door*, fear, fire stride*, Leomund's secure shelter, minor globe of invulnerability, polymorph other*, polymorph self*, scrying, stoneskin; 5th-animal growth*, fabricate*, prying eyes, stone shape*, teleport*, wall of stone.
*These spells belong to the school of Transmutation, which is this character's specialty. Prohibited schools: Enchantment, Evocation, Illusion.
Possessions: Khalia's robe (acts as cloak of resistance +2 and grants 3rd-level cat's grace 1/day), Khalia's flaming mask grants 5th-level burning hands 1/day and endure elements (fire) user may ignite or quench at will), wand of darkvision (3rd level)**, bag of holding III, wand of fly (5th level)**, potions** (spider climb, protection from arrows, levitate, cat's grace, haste).
**These items are used as gifts in Khalia's negotiations.
Khalia is a cautious and skilled diplomat in the service of the Red Wizards of Thay. She visits the rulers or ministers of cities and kingdoms and convinces them to allow the Red Wizards to lease a space within their territory to create an enclave. In addition to passionate arguments and negotiations about profits, trade, and friendly relations, she offers gifts to the nobles and leaders she visits - typically magic items useful in supporting an army or guard force. As her people are still held in low regard, she has been forced to flee negotiations that turned sour (her owl familiar was slain during a recent incident}
She prefers to travel in the company of Thayan bodyguards, normally hired from an enclave in a nearby city. Khalia chooses to memorize spells that cause a minimum of damage, to avoid tainting the reputation of the Red Wizards any further should a conflict arise. She replenishes her stores of items from enclaves she visits, using their resources to construct whatever she needs. For her fellows in the enclaves, she brings news of home, letters from other enclaves, and the opportunity to travel.
Khalia has a gentle manner and prefers to avoid arguments and conflict, despite insults directed at her. Given time and access to an enclave, she can have a large amount of money or magic items at her disposal. She is not averse to using them to acquire the services of others to forward her goals, such as hiring local adventurers to supplement her guards or to petition a local noble on her behalf. Extremely intelligent, she knows that she has a lot of work ahead of her and tries to be the most restrained and reasonable Red Wizard that anyone might ever meet.
Source: Forgotten Realms Campaign Setting