We could use a full spell caster, maybe a shaman type, druidic or sorcerer or whatnot. We have a warlock and bard, but the rest are half casters. Necromancers or plumaweaver would be ideal. But that's just my wish list. Do what you want to role play.
Character development
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We could use a full spell caster, maybe a shaman type, druidic or sorcerer or whatnot. We have a warlock and bard, but the rest are half casters. Necromancers or plumaweaver would be ideal. But that's just my wish list. Do what you want to role play.
I'm thinking a Quetzaldaun and taking you up on the Featherweaving feat. I'd like to swap the standard aarokocra +2 DEX +1 WIS to +2 WIS +1 CON. I'm kind of wanting to lean into both the moon and pluma aspect of the character, so perhaps it would resemble a nocturnal owl more than an eagle. Perhaps swapping out the Eagle Eyes feature for Darkvision?
I have to think where Quetzaldaun would home on the map. It might fit well in the story if they live in the southern mountains of Far Payit and in the jungle canopies there. Maxal would have a thriving community of more urban feathermen, but their culture would mesh better with the conservatories and Skyhome observatories with their telescopes in the wild monasteries in the mountains. The monasteries serves as hermetoriuims and insane asylums and hold a tremendous library and university of the natural and spiritual world.
To be an adventurer, we need to develop some reason for traveling. You may have heard of Qotal's return and his bringing Silver Knights from across the eastern seas where he traveled from Maztica. You are sent by the diviners to find Hualtzihualtimila, an Eagle Knight who is trying to save the Nexal people from the Viperhand in a great exodus. You must warn her that the vampires are disturbing undead legions around the Pyramid of the Gods. There is strife between the vampires. The omens are that the refugee caravans going from Nexal to the new town of Tukon are in danger in this rising civil war. You are charged with restoring order and peace by the priests of Qotal. A secret you shall hold close to your chest is the feeling and fear that your own land and its hermetic institutions are somehow the origin of the troubles.
Develop a character background within this world view or color outside the lines.
I like your reason for adventuring, I'll work on the background that should fit in here.
Oh, and characters name (subject to change) is Xoch' which apparently means "barn owl" in Mayan. I'll probably expand it a bit to fit into the naming convention in the book and to flesh out the background.
If I want to be able to fly, I need to keep armor light. Would I still be able to use a shield while in flight? If you don't already have something in mind and you're still willing to consider a magic item, perhaps something to give a boost to AC?
You can craft a pluma magic based armor that is lightweight. That would fit nicely in the tradition.
Shield:


Armor:





art I found that captures pretty close what I'm picturing:


Lvl 1: 8+3 CON = 11
Lvl 2: 4+3 CON = 7
Lvl 3: 5+3 CON = 8
Lvl 4: 8+3 CON = 11
Lvl 5: 6+3 CON = 9
Lvl 6: 4+3 CON = 7
Lvl 7: 4+3 CON = 7
Total HP = 60
Replaced all rolls < 4 with a 4.
Rolls
HP Rolls - (6d8)
(358612) = 25
Ahead lay another mirage. The vicious wind whips up a sand devil and the refraction of Kukul’s rays makes a spark of fire that dance in melee. No. It’s not a trick of the eyes. There in the middle of it, you see a small figure. A girl. She must be carrying a great weight on her head from the way she walks and dodges the elementals.
Instincts to protect taking over, Xoch thinksI've got to get her out of there!.
Then he changes into a giant elk.
Huge beast:
HP: 42
Speed: 60
Str: +4
DEX: +3
CON: +2
Perception +4
CR 2
Charge: If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions:
Ram Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
Action: Pickup girl
Bonus Action: Wild shape into Giant Elk
Movement: Continuing in direction girl was headed.
If picking up the girl was an object interaction rather than an action, I'll attempt to ram the man with the blazing white sword.
I do appreciate the stats and action clarifications! You are an ideal player, lol. The action clarification is perhaps not as necessary though. I can catch on to that most times.
She is in terror for the first time. She is afraid of you.
"NO!! How did you get here! I won't go back. No! I can't. Don't take me back to the hermitage. Tell the other birdmen to stay away from me, too!!"
She avoids your touch and runs down the path and onto a well crafted stone bridge that you did not notice before. How could you have? You knew it wasn't there before. It spans a dark crevasse and its other end is indistinct in the desert brightness.
As she reaches half way across, she mischievously turns back over her shoulder and yells to you, taunting you, "Well? Coming?". She turns and runs on across the bridge.
Xoch' follows the girl across the bridge, wings tensing.
As you cross, the sun dims and becomes a faint candle in a dark sky. Kukul doesn't shine his light here on the other side. The bridge is a conduit into the Shadowfell that you have read about in tomes dusty in dank libraries of the remote Far Payit hermitage you had trained in. Ahead is a light, more like a brief vapor of light, as you see the girl's dark outline against the light. She walks with jar of water still on her head, into a grand tent. Inside the flap of cloth that she opens to enter, you see golden and rich decorations. The tent is large and dominates the bleak landscape. She lets the flap of cloth drop behind you and you adjust your eyes to the shadowy world, colorless and dreadful.
As the saying goes, "In for a CP, in for an EP." You go to find the break in the tent where you lift the cloth and enter into a dull golden light, luxurious in this world, but unsatisfying. Pillows abound and the smell of food makes you hungry. The girl empties the water into a cistern and takes a drink from a ladle. She turns to you and smiles. No longer a young girl in this place, she is a beauty of golden locks and pale skin and strong cheekbones, all features that mark her as a woman of royal blood from Payit. A white feather, a symbol of Qotal, is tied in her hair.
She gestures you to drink and then sits at the foot of two figures on low chairs facing a gathering of cherub like children. The figures look familiar, as they are depicted in many of the temple frescos. They, too, smile as if they have the patience due to knowing endless time.
Does Xoch' recognize Qotal and Kiltzi for who they are?
Yes, Xoch' would recognize any Maztican god as they walk Maztica and are depicted in most temples. He certainly would recognize Qotal as his patron god.
Noticing the dubious look on Qotal's face, Xoch' continues, feeling a bit sheepish
I do seek to serve you, but I am not always so good at it. You see, there is so much of this world I do not understand and I have been unable to find answers. There is much in myself that I do not understand.
No matter how many hours in prayer I've spent or how long I've dedicated myself to your teachings:
Why can I not extinguish these thoughts that there are very important truths we don't know?
Why am I so consumed by doubt and worry that no matter what I do, I cannot stop pain that must surely enter our world.
There is nothing but war now. The old gods are failing us, or is it the worshipers have turned their backs on us? Both Qotal and I have been driven out of Maztica for our love of each other. For love!? How can this be? Our own pain is great, but we endure. We live on in double tilonis now, in avatars that adhere to our values. We will return to Maztica soon enough. We will ascend to a new world. In this conflict we are in, it is your turn to seek a fairer world and more sympathetic pantheon. Would that restore peace, Xoch'? Would that stop pain? I sincerely hope so.
We will help you, Xoch', if you will accept our guidance. Be true to yourself as you say, push aside all doubt, and we shall return to Maztica. Seek the Chalice of the Gods that once gave Kukul and Maztica the power to create the True World in the first place. Pour forth the milk of human kindness onto the land of Maztica. Our daughter here will see to making Maztica a free and fair land for all of us. She has called you to us because she sees in you a true servant."
But even as he accepted this path, a new set of doubts began to spin in his mind
... is this a fever dream brought on my heat?
... What can one person do to stop the wars and suffering?
... How would he find this Chalice of the Gods
... and on and on.
But no. This was a time to make a decision. He had to choose to not let doubt and fear distract him from his path.
I swear an oath to do all I can to bring about this fairer world and to be true to your guidance. I will spend my energy bringing to pass your daughters goals.
... is this a fever dream brought on my heat?
... What can one person do to stop the wars and suffering?
... How would he find this Chalice of the Gods
... and on and on.
As his words trail off, the woman at the couple's feet smiles at you. Her golden hair shines ever so brighter than the lamps of the tent's, though the shadows deepen and the medicated water you drank begins to work on you.
The tent and its holy occupants fade. The shadows of the Fell encroach. The shadows and herd you back to the bridge which you sense is your only egress. Stumbling down the stone path, you forget much besides the shadows that give you chase.
Falling onto the hot sands, the sun of Kukul says farewell to you with the red and orange hues of dusk. Still the air heats your feathers, but there is no time. The hairy undead beasts of Tezca's desert night come from the dunes themselves and pull you down. The potion prevents you from resisting and they grapple and take you. You fall asleep dreaming of the Shadowfell.