Nolveniss Azrinae

Kalanzar Mizzrym's page

492 posts. Alias of ‘Eκάτη.


Race

m CG drow Druid 6 | HP 38/38 (6/6hd) | AC 16 | Saves: Str +1, Dex +2, Con +1, Int +3, Wis +6, Cha +1 | Passive Perc/Insight 16 | Init +2 | DV60' |

Classes/Levels

Wild Shape 2/2 | Guiding Bolt 2/3 | Cosmic Omen 3/3 (Woe) | Spells [I] 4/4 [II] 3/3 [III] 3/3 | Inspiration 0/2 | Exhaustion 1/6 | Madness 2/3

About Kalanzar Mizzrym

Personality Trait I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
Flaw My piety sometimes leads me to blindly trust those that profess faith in my god.

Underdark changes people. There is little naivety left in Kalanzar. Now he has more pragmatism and gloomy optimism. "We will survive, but not all of us." And still something of the old in him still remains: the desire to save friends (or "to bring the herd to the surface") and deep empathy for those who managed to keep something kind in their hearts living in this darkness.

Ideal Change. We must help bring about the changes the gods are constantly working in the world.
Bond Everything I do is for the common people 'my herd'.

*

Bot me:

[dice=Frostbite]2d6[/dice] [ooc]+ disadvantage on the next weapon attack roll | Con save DC 15[/ooc

[dice=Archer]1d20 + 7; 1d8 + 4[/dice]
[dice=Bolt]1d20 + 7; 5d6[/dice]
[ooc][bADV on the next attack roll made against this target![/b[/ooc
OR

[dice=Bolt]1d20 + 7; 5d6[/dice]
[dice=Archer, ADV]1d20 + 7[/dice]
[s[dice=Archer, ADV]1d20 + 7[/dice][/s
[dice=Archer, DMG]1d8 + 4[/dice]

Background:

Family & Childhood I was raised by my mother, Khalica Mizzrym, who rejected her faith in Lolth and became a priestess Nocticula and escaped from the Underdark. My father, whose name I do not know, fled the underworld with her, but later abandoned and left, leaving her alone. Nevertheless, my mother was able to get to the surface world and find help in the forests among the servants of Eilistraee. Having won great favor among this drow, she was able to provide herself and her son with a decent life.
Childhood Memories I had a several friends and my childhood was generally happy one.
I became a druid because I have always had an affinity to animals, so I explored my talent to see how I could best use it. This interest, mixed with the faith of my mother and the drow around me, led me to the Circle of Stars.
Life event (Tragedy) My beloved, Nulzana, died as a result of an attack by agents of the Spider Queen. They made periodic raids on our forest from caves, and my beloved was on patrol that day.

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m CG drow Druid (Circle of Stars) V
Perc 16 | Darkvision 60' | Init +2 | Prof +3

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Str 12 (+1) | Deх 14 (+2) | Con 12 (+1) | Int 12 (+1) | Wis 18 (+4) | Cha 12 (+1)
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DEFENSE
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HP 27, AC 16
Str +1 Deх +2 Con +1 Int +4* Wis +7* Cha +1
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OFFENSE
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Speed 30 ft.

Melee Scimitar +5 (1d6+2)

Spell Attack Bonus +7, DC 15
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SKILLS
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Wis Animal Handling +4, Insight +7*, Medicine +4, Perception +7*, Survival +7*
Int Arcana +1, History +1, Investigation +1, Nature +1, Religion +4*

Dex Acrobatics +2, Sleight of Hand +2, Stealth +8** Str Athletics +1 Cha Any +1

Languages Abyssal, Common, Druidic, Elven, Primordial, Undercommon Tools Herbalism kit
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SPELLS
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[c]: Frostbite, Poison Spray + Guidance
[1]: Animal Friendship, Cure Wounds, Faerie Fire, Speak With Animals + Guiding Bolt
[2]: Darkvision, Moonbeam, Pass without Trace
[3]: Tidal Wave, Wind Wall
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SPECIAL
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+ Shelter of the Faithful [Desna, Eilistraee, Nocticula, Selûne]: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

+ Skill Expert: Increase one ability score of your choice by 1 (Dex). You gain proficiency in one skill of your choice (Stealth). Choose one skill in which you have proficiency. You gain expertise with that skill (Stealth).

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+ Starry Form (Circle of the Stars)
As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

- Archer.
A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

- Chalice.
A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.

- Dragon.
A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

+ Cosmic Omen (Circle of the Stars)

Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

- Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.

- Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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EQUIPMENT
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Studded Leather Armor [AC12]
Wooden Shield [AC2]
Scimitar
Javelin (2)
Dagger
Sling & Ammo

Bag of Holding:

Traveler's clothes (2)

+ Dungeoneer's pack
- Backpack
- Tinderbox
- Waterskin
- Crowbar
- Hammer
- Pitons (10)
- Torches (10)
- Rations (10 days)
- Hemp rope (50')

Extra Rations (8 days)

5 foot strand of silk rope
Grappling hook
Oil flask (5)
Bedroll
Sack (2)

Herbalism Kit
Cartographer’s tools
Painter's Supplies
Healer's Kit
Mess kit

Bag of caltrops (20)

Another Studded Leather Armor (from dead drow)
A "bag filled with rations" (from dead drow)
A "pile of money" (from dead drow)
A shortsword with an elegant spider design on the hilt (whose could it be?)

A small box of fine wood, inlaid with silver. Inside that, there are a handful of gems - three amethysts, fours small diamonds, and one large, well-cut diamond.

+ Scroll case
- Spider Climb
- Remove Curse
- Protection against fiends

"A badly-damaged journal" ?

Antitoxin
Feather Fall Potion
Cure Wounds Potion (4)
2 potions specifically to restore a mind that has been touched by madness

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HERBALISM
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This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.

+ Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.

- Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
- Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
- Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
- Medicine. Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
- Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
- Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.

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