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Blanket_Thunder

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  1. Are those temporary or permanent negative levels on Alfren? Trying to decide what to do spell-wise.
  2. I have probably two decades of PbP experience, so that's good! Also, I just created my paizo account and got my ID number. I'll post the link to the character statblock once I have it put together, and sign up on the Chronicles form. EDIT: Hope this helps!
  3. Hi! Looking to join, but not sure how to even do so. Never done anything with Pathfinder Society Play or anything like that, so I'm a bit of a noob. Any advice on how to get started? Thanks!
  4. J'zirr is finished, with exception to prepared spells and mundane equipment, which I will finish if chosen. Let me know if I need to do it, though, and I certainly will. I couldn't decide between this or an Argonian rogue, but I feel that a Khajiit would be more fun and have the opportunity for better one-liners, as is customary in the Elder Scrolls games. Health calculation shows (despite my convoluted method): 8(1st level)+5+6+7+8+10(Con mod 2 x 5 levels) = 44 List of useful Magic Items that are useful to J'zirr: - Nature's Mantle - Cloak of Protection +1 - Gauntlets of Ogre Power
  5. "May Rajhin's luck guide you to warm sands, friend. " Class: Druid Circle: Wildfire Race: KhajiitTabaxi Deity: Azura Alignment: Chaotic Neutral Background: Outlander Quick Points - Motivation: J'zirr has heard that a group of Argonians might reside somewhere in Faerun. He hopes they might be able to help him return with their mystical connection to the Hist. He would want to save Faerun to find them (if they even exist). They are probably just lizardmen, and there is no Hist, but he believes they are Argonian. - He is a native to Morrowind. - Chaotic Neutral doesn't mean "Chaotic Stupid." Simply, it is a distaste for all governance, as Khajiit are normally inclined. - He has a crippling addiction to Skooma & Moon Sugar and hasn't had any in months. Personality J’zirr is like most Khajiit from Nirn. He believes in few laws of men or elves, has a free spirit, and will do whatever he can to provide for his fellow slaves and friends. He also enjoys having a good time and refuses to be down about any situation. His past as a Dunmer slave allows him to stay positive about his present: It can never get that bad again. He is sharper than most, and incredibly wise—rare, for a Khajiit—and chooses to sit back and watch for the right moment instead of craft an opening with a silvery tongue. Appearance J’zirr stands at 5’10” and is particularly thin Suthay Khajiit, weighing in at 130 lbs. He is built much like an elf of faerun. He is not physically strong, but is rather agile. Instead of wearing lighter robes like most khajiit, he wears a thick breastplate covered by furs and other such trappings. He also carries a shield on his left arm and no visible weapons. He carries a small totem about his neck fashioned in the likeness of a morning star, an homage to Azura who he reveres. His fur is a dark brown/auburn color, with pitch black spots that wind about his body. His eyes are a piercing bright yellow, and seem to reflect light in the darkness. Background In the final years of the third era, J’zirr was born in slavery under a minor Telvanni householder near Tel Voth. Slavery under the Dunmer was not a pleasant experience, but J’ziir didn’t know anything different for the first fifteen years of his life. He was abused, tortured, overworked, and starved, among many other things. He lost everyone: his parents, his friends, and anyone close to him. At the age of fifteen, he broke free from his bonds when a group of reavers broke into the tower, slew the Telvanni operators, and left the slaves for dead. With help from fellow slaves, J’zirr found the key to the slave bracers, freed himself and others, and made a break for the coast. With the dust and ash from the ever-erupting Red Mountain hanging in the air, it was a difficult trek, but he made his way northwest, deep into the Ashland. Here, broken, starving, thirty, and near death, J’zirr stumbled into the Urshilaku tribe. While they usually did not traffic with outlanders or even Khajiit, the wise woman, Nibani Maesa, saw something different in J’zirr and took him in. J’zirr spent several years with the Urshilaku, growing and learning among them. He learned the Urshilaku tribe’s ways and magic, calling on the Daedric Prince Azura for power. He learned that he had a knack for Conjuration, Restoration, and Destruction, and particularly favored flame magic. Eventually, the Khajiiti wander lust called him to leave and find some of his people. Once he set out, he began adventuring around Morrowind, gaining fame and helping others, simply putting his name out to try and find some Khajiit who might know any of his relatives, but finding any would be nearly impossible, he knew, because he did not know his surname or clan names. As he traveled, news of the Nerevarine spread, and how he conquered the demon Dagoth Ur, put an end to the blight in the mountain, and left the continent and went to Akavir, but rumors could only hold so much truth. J’zirr had often wondered if he could be Nerevarine, but clearly, that was not Azura’s plan. J’zirr’s travels brought him to Cyrodiil during the height of the Oblivion Crisis, and he found himself in Cheydinall, waiting to get across the country. It was here where he was asked to join a large party that planned to close an Oblivion gate that had appeared a few miles into the forest. The journey to the gate was short, and the excursion inside the gate was relatively short. Many of the adventurers died, but J’zirr held firm. As they worked their way into the tower, the forces grew stronger, and hours rolled by. Finally, they made their way to the top of the sigil tower and removed the stone. Expecting to be teleported back, they awaited one by one as they were shunted out of Oblivion, and back to the Prime Material Plane. J’zirr, however, was not home. Looking up, he noticed the stars were not right, and there was only one moon. He was in a forest, and he could still use his magic, but the voice of Azura was not present, and he felt... emptier than usual. He scouted around, used magic to divine locations, and explored the forest. Eventually, he made his way north to Baldur’s Gate and began adventuring around the area, looking for a way back to Nirn.
  6. Can our character be from any world? I’m really thinking someone from Nirn (Elder Scrolls); could have a lot of hilarious implications. also, for warlocks: does the 5 spell levels in a wizards spell book also apply to the Tome pact warlock if we take the ability to cast rituals from the book?
  7. I always forget that the wordspell target words have a minimum level, so I could have added a sickening effect to my wall of fog basically for free. Oh well! We're here now.
  8. Shizune watched Elva's patience, and nodded her ascent without any word. She backed up a bit from the wall of fog, giving Elva room to get to work and readied the words of a spell. Celestial Elk Stats Summoned Celestial Elk Level 2, Init 3, HP 15/15, Speed 50 ft[B]Base Attack Bonus[/B] 1 Gore: +3 (1d6+2, x2) 2 hooves -2 (1d3+1, x2) Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7 Spell Resistance 6 Resist acid, cold, electricity 5 Perception +7, darkvision 60 ft Actions Start of Turn: If Alfren took damage, he heals 5 and Shizune loses 5, but it didn't look like he did. Move: 3 spaces southwest Standard: Ready action to cast BurstClose Range, 10' radius WrackSaving Throw: DC 17 Fortitude Spell Resistance: Yes Effect: The targets of a wordspell with this effect word are sickened for 9 rounds. catching as many guards as cross over without hitting Elva.
  9. I am finished. I have taken some creative liberties. I came up with a name & chose a color for the dragon that destroyed Elre's home, but that can be changed to whatever would work well for you. I also took some creative liberties, so if anything conflicts with the setting just let me know. I am not very well versed in Dragonlance lore. This is all assuming I get in.
  10. I’ve settled on: an elf/human Druid whose grove was recently destroyed by a red dragon in recent years. Thinking circle of stars Druid who’s been studying the stars for years for signs of the Gods’ return. He really wants that red dragon dead. any places you recommend for this area to be?
  11. I've been wish-washing back and forth between like 3 concepts and I'm getting closer to narrowing down, I just have one more question for you: For druids: What is your ruling on having a mundane (or like +1) suit of scalemail that is just some large animal skin? I believe dragon scale is too high rating for use, and I just want to make sure that's feasible.
  12. Shizune smirked as the guard surrendered right after Elva's many jabs. The fear of death often puts people into a more... pensive state. She then quoted an old Drow proverb, as much to Elva as the Guard, "The hand of mercy often holds the rod of correction.'" She turned specifically to the guard and added, smiling warmly, "I am trusting you to stay as you are. I will heal you when this is all over. " With her words spoken, she turned to the elk, pointed at the Spiders, and said, "Run," hoping that the elk did the same for her as for Pym. At that same instant she felt the familiar warmth of a wound opening up on her chest and the trickle of warm blood, where one of her allies across the battle had received a wound. Hoping beyond hope that they were okay, she summons her innate drow ability to levitate, but chooses to walk forward toward the line of fog, awaiting the incoming priestesses and wizard. If she needed to heal her allies, levitating over the ice wall would help her. Celestial Elk Stats Summoned Celestial Elk Level 2, Init 3, HP 15/15, Speed 50 ft[B]Base Attack Bonus[/B] 1 Gore: +3 (1d6+2, x2) 2 hooves -2 (1d3+1, x2) Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7 Spell Resistance 6 Resist acid, cold, electricity 5 Perception +7, darkvision 60 ft Actions Start of Turn: T'rissae heals 5HP, Shizune takes 5HP per Life Link Free: Converse Free?: Command Elk Standard: Levitate spell on self (duration 9 minutes) Move: Walk 4 squares Northwest, 2 squares west.
  13. The build I was thinking was too feat-starved and would have used them all anyway lol After I built it, I realized I hated it
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