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<blockquote data-quote="Zerth" data-source="post: 1572324" data-attributes="member: 8556"><p><strong>Princess Amira of Banzidar</strong></p><p><strong>Female Human Cleric 3 / Sorceress 4 / Mystic Theurge 4</strong></p><p><strong>Alignment:</strong> Chaotic Good</p><p><strong>Deity:</strong> Jazarr. The royal house of Banzidar made a pact with a powerful air spirit named Jazarr several generations ago. The land of Banzidar lies in ruins now, but the spirit has continued to honor the pact providing the last surviving member of the Banzidar royalty with divine power. Jazarr is also known as the Wandering Wind, a spirit who is constantly on the move, never at home in any place, but also never lost as he rides the countless winds of the Infinite Sea.</p><p><strong>Age:</strong> 24</p><p><strong>Eyes:</strong> Blue</p><p><strong>Hair:</strong> Black</p><p> </p><p><strong>Languages:</strong> Andalasian, Auran</p><p> </p><p><strong>Racial & Class abilities:</strong></p><p>Bonus feat at 1st level</p><p>Four extra skill points at level 1, one extra point per level thereafter</p><p>Aura - Chaos and Good</p><p>Spontaneous casting (Cure spells)</p><p>Turn Undead (9 times/day as 3rd level cleric)</p><p>Domains (Air and Travel)</p><p>*Air: Turn or destroy earth creatures. Rebuke, command or bolster air creatures. Usable 9 times/day. </p><p>*Travel: Survival is a cleric class skill. Freedom of movement 3 rounds/day.</p><p> </p><p><strong>STR 8</strong> (-1) [0 pts]</p><p><strong>DEX 14</strong> (+2) [4 pts, +2 item]</p><p><strong>CON 12</strong> (+1) [4 pts]</p><p><strong>INT 12</strong> (+1) [4 pts]</p><p><strong>WIS 17</strong> (+3) [8 pts, +2 item]</p><p><strong>CHA 22</strong> (+6) [10 pts, +2 levels, +4 item]</p><p> </p><p><strong>Saves:</strong></p><p><strong>Fort +6</strong> [Clr 3 + Sor 1 + Mys 1 + Con 1]</p><p><strong>Refl +7</strong> [Clr 1 + Sor 1 + Mys 1 + Dex 2 + Feat 2]</p><p><strong>Will +14</strong> [Clr 3 + Sor 4 + Mys 4 + Wis 3]</p><p> </p><p><strong>Init:</strong> +2 (+2 Dex) </p><p><strong>BAB: +6/+1</strong></p><p><strong>HD: 8 + 2d8 + 8d4 + 10, hp 48</strong></p><p><strong>AC: 15</strong> [Base 10 + Dex 2 + Deflection 3], touch 15, flatfooted 13</p><p> </p><p><strong>Attacks:</strong></p><p>+6/+1 melee, damage 1d4 piercing / slashing, 19-20 x2 (+1 Dagger)</p><p>+8 ranged touch spells</p><p> </p><p><strong>Feats:</strong></p><p>Eschew Materials (human bonus)</p><p>Lightning Reflexes (1st)</p><p>Spell Penetration (3rd)</p><p>Greater Spell Penetration (6th)</p><p>Leadership (9th)</p><p> </p><p><strong>Skills:</strong></p><p><strong>Bluff +11</strong> [5 ranks, +6 Cha]</p><p><strong>Concentration +15</strong> [14 ranks, +1 Con]</p><p><strong>Diplomacy +12</strong> [4 ranks, +6 Cha, +2 synergy]</p><p><strong>Knowledge (arcana) +8</strong> [7 ranks, +1 Int]</p><p><strong>Knowledge (distant lands) +6</strong> [5 ranks, +1 Int]</p><p><strong>Knowledge (nobility & royalty) +2</strong> [1 rank, +1 Int] (cc)</p><p><strong>Knowledge (religion) +8</strong> [7 ranks, +1 Int]</p><p><strong>Sense Motive +5 </strong>[2 ranks, +3 Wis]</p><p><strong>Spellcraft +8</strong> [5 ranks, +1 Int, +2 synergy]</p><p><strong>Survival +8/+10 in Far Realms</strong> [5 ranks, +3 Wis]</p><p> </p><p><strong>Equipment:</strong></p><p>hairband of Charisma +4 (16,000)</p><p>periapt of Wisdom +2 (4,000)</p><p>gloves of Dexterity +2 (4,000)</p><p>ring of protection +3 (18,000)</p><p>+1 dagger (2,302)</p><p>wand of Cure Light Wounds [39] (750)</p><p>Royal outfit (200)</p><p>Bag of Holding I (2,500)</p><p>silver fan [her holy symbol] (25)</p><p>scroll case, contains: Transmute Rock to Mud, Polymorph, Tongues (arcane) and Neutralize Poison (divine).</p><p>Bedroll, ink (vial), inkpen, 5 paper sheets, mirror, signet ring, soap (2lb.), waterskin, bottle of fine wine, noble's outfit, spell component pouch</p><p> </p><p><strong>Money:</strong> 218 dinars</p><p> </p><p><strong>Cleric spells:</strong> (caster level 7th)</p><p>0th - 5 DC 13 (create water, detect magic x2, purify food and drink, read magic)</p><p>1st - 5+1 DC 14 (bless, comprehend languages, doom, remove fear, sanctuary, shield of faith, longstrider*)</p><p>2nd - 4+1 DC 15 (bull's strength x2, resist energy, silence, wind wall*)</p><p>3rd - 3+1 DC 16 (bestow curse, dispel magic, prayer, fly*)</p><p>4th - 1+1 DC 17 (freedom of movement, dimension door*)</p><p>*domain spell</p><p> </p><p><strong>Sorceress spells:</strong> (caster level 8th)</p><p>0th - 6/day DC 16 (disrupt undead, mage hand, mending, message, prestidigitation, acid splash, ray of frost, dancing lights)</p><p>1st - 8/day DC 17 (mage armor, magic missile, ray of enfeeblement, shield, enlarge person)</p><p>2nd - 8/day DC 18 (gust of wind, tasha's hideous laughter, fog cloud)</p><p>3rd - 6/day DC 19 (haste, lightning bolt)</p><p>4th - 4/day DC 20 (ice storm)</p><p> </p><p><strong>Character info:</strong> </p><p>Amira is the last surviving member of the Royal House of Banzidar, a distant land in a far away island. Her homeland was raided by a group of renegade efreeti and she has been an adventuress ever since. </p><p> </p><p>She is a stunningly beautiful woman with long black hair reaching her waistline possessing exellent leadership qualities. She is proud of her heritage and usually doesn't even try to hide it in any way, covering herself in a luxurious silk dress decorated in jewelry. She is obsessed about increasing her already vast magical abilites and knowledge and willing to throw herself in great danger in order to reach her goal. Amira tends to be proud and vain, but she is also kind-hearted.</p><p> </p><p>Daily spells used:</p><p> </p><p>Cleric</p><p>0 - </p><p>1 - </p><p>2 - bull's str x2</p><p>3 - </p><p>4 - </p><p> </p><p>Sorceress</p><p>0 - 0/6</p><p>1 - 2/8</p><p>2 - 0/8</p><p>3 - 0/5</p><p>4 - 0/4</p><p> </p><p><u>Air mephit cohort</u></p><p>Razeem: small outsider (air, extraplanar) HD 6d8+12HP 43, init +7, speed fly 60 (perfect), AC 19 (+1 size, +5 Dex, +3 natural), attack 2 claws +12 (1d3+2) , SA breath weapon, spell-like abilities: blur, gust of wind, summon mephit, DR 5/magic, fast healing 2. Saves fort +7 ref +10 will +7. Stats: Str 14, Dex 20, Con 14, Int 9, Wis 14, Cha 15. </p><p>Feats: weapon finesse, improved initiative, flyby attack. Skills: Bluff +10, escape artist +15, hide +18, diplomacy +7, disguise +7, intimidate +7, listen +16, move silently +14, spot +16, use rope +10, search +8.</p></blockquote><p></p>
[QUOTE="Zerth, post: 1572324, member: 8556"] [b]Princess Amira of Banzidar[/b] [b]Female Human Cleric 3 / Sorceress 4 / Mystic Theurge 4[/b] [b]Alignment:[/b] Chaotic Good [b]Deity:[/b] Jazarr. The royal house of Banzidar made a pact with a powerful air spirit named Jazarr several generations ago. The land of Banzidar lies in ruins now, but the spirit has continued to honor the pact providing the last surviving member of the Banzidar royalty with divine power. Jazarr is also known as the Wandering Wind, a spirit who is constantly on the move, never at home in any place, but also never lost as he rides the countless winds of the Infinite Sea. [b]Age:[/b] 24 [b]Eyes:[/b] Blue [b]Hair:[/b] Black [b]Languages:[/b] Andalasian, Auran [b]Racial & Class abilities:[/b] Bonus feat at 1st level Four extra skill points at level 1, one extra point per level thereafter Aura - Chaos and Good Spontaneous casting (Cure spells) Turn Undead (9 times/day as 3rd level cleric) Domains (Air and Travel) *Air: Turn or destroy earth creatures. Rebuke, command or bolster air creatures. Usable 9 times/day. *Travel: Survival is a cleric class skill. Freedom of movement 3 rounds/day. [b]STR 8[/b] (-1) [0 pts] [b]DEX 14[/b] (+2) [4 pts, +2 item] [b]CON 12[/b] (+1) [4 pts] [b]INT 12[/b] (+1) [4 pts] [b]WIS 17[/b] (+3) [8 pts, +2 item] [b]CHA 22[/b] (+6) [10 pts, +2 levels, +4 item] [b]Saves:[/b] [b]Fort +6[/b] [Clr 3 + Sor 1 + Mys 1 + Con 1] [b]Refl +7[/b] [Clr 1 + Sor 1 + Mys 1 + Dex 2 + Feat 2] [b]Will +14[/b] [Clr 3 + Sor 4 + Mys 4 + Wis 3] [b]Init:[/b] +2 (+2 Dex) [b]BAB: +6/+1[/b] [b]HD: 8 + 2d8 + 8d4 + 10, hp 48[/b] [b]AC: 15[/b] [Base 10 + Dex 2 + Deflection 3], touch 15, flatfooted 13 [b]Attacks:[/b] +6/+1 melee, damage 1d4 piercing / slashing, 19-20 x2 (+1 Dagger) +8 ranged touch spells [b]Feats:[/b] Eschew Materials (human bonus) Lightning Reflexes (1st) Spell Penetration (3rd) Greater Spell Penetration (6th) Leadership (9th) [b]Skills:[/b] [b]Bluff +11[/b] [5 ranks, +6 Cha] [b]Concentration +15[/b] [14 ranks, +1 Con] [b]Diplomacy +12[/b] [4 ranks, +6 Cha, +2 synergy] [b]Knowledge (arcana) +8[/b] [7 ranks, +1 Int] [b]Knowledge (distant lands) +6[/b] [5 ranks, +1 Int] [b]Knowledge (nobility & royalty) +2[/b] [1 rank, +1 Int] (cc) [b]Knowledge (religion) +8[/b] [7 ranks, +1 Int] [b]Sense Motive +5 [/b][2 ranks, +3 Wis] [b]Spellcraft +8[/b] [5 ranks, +1 Int, +2 synergy] [b]Survival +8/+10 in Far Realms[/b] [5 ranks, +3 Wis] [b]Equipment:[/b] hairband of Charisma +4 (16,000) periapt of Wisdom +2 (4,000) gloves of Dexterity +2 (4,000) ring of protection +3 (18,000) +1 dagger (2,302) wand of Cure Light Wounds [39] (750) Royal outfit (200) Bag of Holding I (2,500) silver fan [her holy symbol] (25) scroll case, contains: Transmute Rock to Mud, Polymorph, Tongues (arcane) and Neutralize Poison (divine). Bedroll, ink (vial), inkpen, 5 paper sheets, mirror, signet ring, soap (2lb.), waterskin, bottle of fine wine, noble's outfit, spell component pouch [b]Money:[/b] 218 dinars [b]Cleric spells:[/b] (caster level 7th) 0th - 5 DC 13 (create water, detect magic x2, purify food and drink, read magic) 1st - 5+1 DC 14 (bless, comprehend languages, doom, remove fear, sanctuary, shield of faith, longstrider*) 2nd - 4+1 DC 15 (bull's strength x2, resist energy, silence, wind wall*) 3rd - 3+1 DC 16 (bestow curse, dispel magic, prayer, fly*) 4th - 1+1 DC 17 (freedom of movement, dimension door*) *domain spell [b]Sorceress spells:[/b] (caster level 8th) 0th - 6/day DC 16 (disrupt undead, mage hand, mending, message, prestidigitation, acid splash, ray of frost, dancing lights) 1st - 8/day DC 17 (mage armor, magic missile, ray of enfeeblement, shield, enlarge person) 2nd - 8/day DC 18 (gust of wind, tasha's hideous laughter, fog cloud) 3rd - 6/day DC 19 (haste, lightning bolt) 4th - 4/day DC 20 (ice storm) [b]Character info:[/b] Amira is the last surviving member of the Royal House of Banzidar, a distant land in a far away island. Her homeland was raided by a group of renegade efreeti and she has been an adventuress ever since. She is a stunningly beautiful woman with long black hair reaching her waistline possessing exellent leadership qualities. She is proud of her heritage and usually doesn't even try to hide it in any way, covering herself in a luxurious silk dress decorated in jewelry. She is obsessed about increasing her already vast magical abilites and knowledge and willing to throw herself in great danger in order to reach her goal. Amira tends to be proud and vain, but she is also kind-hearted. Daily spells used: Cleric 0 - 1 - 2 - bull's str x2 3 - 4 - Sorceress 0 - 0/6 1 - 2/8 2 - 0/8 3 - 0/5 4 - 0/4 [u]Air mephit cohort[/u] Razeem: small outsider (air, extraplanar) HD 6d8+12HP 43, init +7, speed fly 60 (perfect), AC 19 (+1 size, +5 Dex, +3 natural), attack 2 claws +12 (1d3+2) , SA breath weapon, spell-like abilities: blur, gust of wind, summon mephit, DR 5/magic, fast healing 2. Saves fort +7 ref +10 will +7. Stats: Str 14, Dex 20, Con 14, Int 9, Wis 14, Cha 15. Feats: weapon finesse, improved initiative, flyby attack. Skills: Bluff +10, escape artist +15, hide +18, diplomacy +7, disguise +7, intimidate +7, listen +16, move silently +14, spot +16, use rope +10, search +8. [/QUOTE]
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