Seian Felegra Character in Verum | World Anvil

Seian Felegra

Seian Felegra

Physical Description

General Physical Condition

Seian is a moderately built lizardfolk, and is mostly built for endurance and running. Because of this, Seian doesn't have much muscle tone, but is still very healthy.

Body Features

His underbelly is a softer color of his feathers, countershading with his scales. His scales are a metallic green. He is 6’4” tall and has a long tail behind him. His underbelly would be a pailer version of his other scales. He has a scar of a stab wound on his chest where his heart would be. He has shiny green metallic claws, made of mythril and are used for burrowing. They are longer in size, but are not used for cutting, they are instead used for nothing around dirt. His tail is flat laterally on the bottom, like an iguana’s. It is the same length as his body. He keeps it slightly lifted off the ground to help him balance, and raises it when running, but besides that it often drags behind him. His feet and claws are simple digitigrade for running quickly, standing high on his toes.

Facial Features

He has a moderate to shorter muzzle with a moderate plumage of yellow feathers coming from his neck. He has an abnormally long tongue for his race, one that is blunt and slightly forked. He has adapted to use it to clean him muzzle and his eyes, as opposed to blinking. His mouth is full of moderate sized, jagged teeth, much like a raptor’s. He has a thin membrane over his eyes that he can open and close, but he only closes them when swimming. His eyes are a red color that deepen when he is angered. They face forward in a way that a predator's eyes would, and are slitted like a reptile’s. They rest underneath softer ridges along his muzzle. He should also have a body piercing at the back of his head with a bright, colorful scale. The scale would look like an Abalone shell, but a scale instead of a shell.

Identifying Characteristics

Seian has the following Tattoos: A tooth cracking a bulette’s skull on his back right shoulder The Steton Strider logo on the side of his right shoulder. An undead snake, wrapped around his left Ankle and eating itself. A broken bone spear on his left shoulder blade. The Thorn Colossus, and the Ode to Heresy standing over the other, and a shattered crown that rests between them on his upper back. An elemental made of blood rests on the center of his back. There are swords coming from this cloud of blood. If one looks at the tattoo closely, it glows red a little with pure carnage. The Night Stalker on his right Bicep. (It looks like Nargacuga from monster hunter) A statue of an elf, surrounded by tiny men made of fire on his right forearm. A scene of Seian holding up a golden spear to the sky on his right pectoral, whilst he stands atop a dead bulette and giant. In the background seems to be a large serpent looming over him. (Looks like the Starwars IV poster) A tattoo of Dsangir on his left pectoral, mouth full of molten gold and fire.

Physical quirks

Seian tilts his head, and often expresses his emotions through his tail.

Special abilities

Seian has a magical trinket that allows him to change the color of his scales to match his mood, or however he pleases when he is not focusing on his colors.

Mental characteristics

Personal history

Vyth, a name that means beast, had a simple beginning. Hatched 6th out of 11 children on the coast of bloodwave bay in Steton . Vyth lived in the ternesj oth tribe, a tribe on the coast of bloodwave bay and steton. One day, in his family’s camp, there were…… tremors, and not the ones he was familiar with. Vyth looked up and saw his Younger brother Iwodoi with cuts and bruises running towards the camp, as well as a large dust cloud coming from behind him. Seeing this as a threat, he immediately warned his family as Vyth knew what was coming. Together with his family they fought, a mighty bullette.Seeing his family getting battered and beaten from this creature made something in his head tick. Every blow on his brothers made him angry, and every strike on his sisters filled him with rage, until, he snapped. Fueled with anger towards this creature made him fight with pure brutality, that even the mighty bullette attempted to dig away in fear. Still enraged with a feral bloodlust, Vyth dug after it. The fighting underground persisted for hours, that is until he saw a weakness. Taking the first opportunity he saw, Vyth bit into the bullette’s neck and watched as blood flowed from the bullette, as it fell, lifeless. He then ripped one of the claws off the bullette and dug back to his family. With the claw in hand his family were awestruck with the ferocity he fought with, earning him the name, Beast (or Vyth in draconic). Vyth found a pleasure in hunting creatures and felt proud of his strength, and with this pride, he left his family to begin hunting.

Accomplishments & Achievements

Seian is a is a well accomplished adventurer who has found an ancient dragon's hoard in the badlands, Slain Marcelous Kingvale, Liberated Kytolok from the Scorned and the Thorned King, and slain the Carnage Elemental in the Hall of Heroes, a creature that the Seven themselves fought.

Mental Trauma

Seian hates bees and the like, as he was stung in... uncomfortable areas while hunting down Marcelous Kingvale.

Intellectual Characteristics

Seian is not the smartest, and has a hard time understanding metaphors. He also cannot remember names unless they are related to who or what they are, because of this, he often gives people different names to help him remember them.

Personality Characteristics

Motivation

Seian wants to evolve, and to find a safe home for his future tribe.

Hygiene

Seian isn't very hygienic, he often smells like dirt and old fish. When he doesn't smell like that, he probably smells like rotten flesh. Only when his wife tells him too will he bathe to smell nice.

Social

Family Ties

Seian is currently married to Arakokana Felegra and has been sense August 15th, 1197. Seian currently has 5 children, a lizardfolk boy named Smunsou(Bite), a gold dragonborn boy named Irral (First), a teifling boy named Altiui (Wing), a silver dragonborn girl named Gul Orn (Cold Silver), and a little lizardfolk girl named Anon (flower).   Seian does not know where his home tribe is, or where his parents are.

Wealth & Financial state

Magic Items

Iridescent Scale

Iridescent Scale

Minor Rare A rubbery scale that once belonged to a Ludroth, that has been enchanted and worked on by famous designer, Patricia Ingenllena Elterra Roh Cecilia Ethener, in Malenport. Its now been given a wondrous rainbow color that seems to shift and change the longer you look at it.   Unseen Predator: You may spend one minute meditating with this scale, to begin concentrating on it. Until your concentration is broken, willingly or not, you gain advantage on Dexterity (Stealth) checks, as your scales change colors to match the scenery around you. The Iridescent Scale must also remain on your person in order for you to keep concentrating on it.   Additionally, you are able to willingly change the color of your scales. Meditating with the Iridescent Scale held or worn around your neck, it takes one minute for your own scales to change color. However, during moments of extreme emotional duress, your scales may change color without you having to meditate, to reflect your mood.   The user of this item must have natural scales to be able to gain either of the effects listed above.
Adaptive Shell

Adaptive Shell

Wonderous Item - Major Rare - Attunement, Worthy 2   Having analyzed the Genesis Heart and the Armadillo’s Cloak, the Heart of the Tree has forged a clasp which transforms into a secondary shell around the attuned's body to compliment the other items borne from its power.   When you complete a long rest, you can choose to gain one of the following effects:   • You have resistance to fire and cold damage.   • You have resistance to lightning and acid damage.   • You have resistance to bleed and poison damage.     Additionally, you gain access to the following ability: Adrenaline Rush. When you move your full movement speed, you can use your reaction to take the Dash action, ignoring difficult terrain with subsequent movement. Once you use this ability, you cannot do so again until you complete a long rest.
Bloodmoon Cloak

Bloodmoon Cloak

Cloak - Major Very Rare - 6800GP - Attunement   Once the Cadence Cape, this cape was empowered by the primal energies of Kytolok to become a cloak of strange Armadillo-like scales. Now, it undergoes a new evolution, one of lingering primal rage that lashed out and consumed a Moon Drop associated with Falaael's presence. If it weren't for the firm hand of a dwarven shepard druid, this remnant hate and rage of Kytolok's past would have continued to corrupt and destroy this cloak, but now this tamed power pushes the cloak to its limits.   This cloak reacts to the wearer's emotional state, turning a blood-red when the user is enraged or filled with hate.   At the start of each of your turns in combat, if you hit with an attack or succeeded a saving throw on your last turn, you regain 3 hit points. If you rolled a 20 on any attack or saving throw on your last turn, you instead regain 6 hit points. This healing does not take affect if unconscious.   Your movement speed increases by 10 feet.   Curl Up: As a free action on your turn, you can choose to curl up into a little ball instead of dropping prone. While curled up you gain the effects of half cover and can move at your normal walking speed, but a melee attack roll against you has advantage if the attacker is within 5 feet of you while you're not moving. You can use half your movement or a bonus action to uncurl yourself. While curled you can only do the following: Death Roll: As an action while under the effects of Curl Up, you can move up to your movement speed in an unstoppable roll. While moving in this way you can pass through any creature's space without costing additional movement, and opportunity attacks made against you due to this movement are made with disadvantage. As part of this action, you can make a melee weapon attack with a weapon you are wielding. On a hit, you deal an additional 1d6 bludgeoning damage, and this ability ends.   Thorn Traction: As a bonus action, you can unleash thorn spikes from your curled form. In this state, you gain a climb speed equal to your walking speed, and Death Roll's bonus damage changes to piercing damage. While rolling in this state, you also have the ability to move up, down, and across vertical surfaces and upside down along ceilings. If you end your turn on a ceiling or a surface you could not climb usually, you will fall.   [Base Material, Adornment, Enhancement, Enchantment, Special Crafter]
Genesis Heart

Genesis Heart(Purified)

Wondrous Item - Major Rare - Attunement, Worthy 2   Ripped from the core of the mighty Thorn Colossus, the Genesis Heart is a beating, pulsing, skull-sized sphere of raw Primal energy. Unmolded, yet restrained, the Genesis Heart seeks a mighty host to replace its lost chassis. Upon attunement, the Genesis Heart will fuse with the user, and create a secondary shimmering, protective exosuit based on the user's base form, infused with primal energy.   +2 Constitution Score (Capped at Ability Score Cap)   Whenever the attuned would receive healing from any source, they are restored an additional 3 hitpoints. This item may become further augmented if certain conditions are met.   Genesis Surge: Once per long rest when the attuned's hitpoints would drop to 0. The target may instead expend hit dice and recover as if they had performed a Short Rest. One minute after this effect is used, the target will one level of exhaustion for each hit dice expended in this manner. Expending Genesis Surge disables other Genesis Abilities.   Genesis Embrace: The Attuned gains the ability to expend spell slots to provide succor for their comrades. As an action, the attuned may expend a spell slot to heal all allies within a XD6 30 foot radius, with X being the level of the spell slot expended. The attuned may only use this feature up to 3 times per long rest.
Potted Plant

Potted Plant

Wondrous (Potted Plant) - Major Rare (2700gp) - Attunement A potted plant, grown in the skull of an owlbear.   You gain a +1 bonus on Strength ability checks and you gain advantage on sight and smell based passive Perception. Your maximum hit points increases by 2.   As an action, you can confer the above benefits to a mount or pet by placing it upon the target’s back. If you do so, the pot moulds into the target’s back seamlessly and cannot be removed until it finishes a long rest, or until it dies. The target also gains the following benefits while the pot is attached: • Its hit point maximum increases by an amount equal to your character level + your Constitution modifier. • Its size increases by 1 step, to a maximum of Huge. • It grows vines from the pot, which can be used to make a Vine Whip attack as a bonus action if it takes the Attack action on its turn. This attack uses its Strength modifier for attack and damage rolls, has a reach of 15 feet, deals 1d8 bludgeoning damage on a hit, and allows a grapple attempt on a hit. While grappling, the vines can’t be used to attack. • As an action, the creature can sprout three berries from the plant on its back, which last for 1 minute or until consumed as a bonus action. On consumption, the berry restores 1d4 hit points. This ability has three uses, and refresh once it completes a long rest and the pot is removed.   Slots Used: Base Material, Adornment, Enhancement, Enchantment
Iguana's Leaf

Iguana's Leaf

Bracelet - Very Rare   This charm radiates with a primal natural energy. It is formed of an emerald set in a bouquet of leaves, with a single long white feather. When worn this feather runs down the tail, or however the wearer prefers if worn on the arm or leg. The magic of the charm manifests itself in the wearer with a verity of lizard powers.   While wearing this ring on your body you gain a climb speed of 25ft as their hands and feet change subtly to mimic the ability of a Gecko's. If the creature lacks a tail however this speed is 10ft.   Autotomy: While worn at the base of a tail you gain the ability to sever said tail just below the charm to escape danger. When you have the Grappled, or Restrained conditions, or would fail a save to become Petrified, you may immediately sever you tail to end any of these conditions as a reaction. This can be done once per short rest and requires a fully formed tail to be severed.   Chaotic Growth: While this charm is worn, over the course of a 24 hour period a creature that would naturally have a tail will regenerate it. One tail can be regenerated over this 24 hour period. However there is a 10% chance that an extra tail will be grown, even if the creature wouldn't naturally have one. When rolling to see if an extra tail is grown, roll again to see if another comes with it on each success. A creature can have up to a maximum of four tails in this way, and extra tails are not considered natural.
The Cacophony Series: Forest’s Feather

The Cacophony Series: Forest’s Feather

Wondrous (Anklet) – Major Very Rare (5280gp, 66 days to craft) 1lb   This anklet was crafted with great care, utilizing the resources of nature itself in honor of a dear friend lost. As such, it is granted the respect of the forest itself. At times, one can even notice as a spiritual shell intervenes amidst dangerous times.   The spirits of the forest come to your aid, no matter what dire situation you find yourself in. You possess 30 charges of The Forest’s Fervor, and can expend them on this items' other abilities. You regain all expended charges at the dawn of each day.   Spirit Shell: Whenever you or an ally you can see within 30 feet would reduce damage from a hostile source, you can expend 2 charges of The Forests Fervor to further reduce that damage by 3. Once you have used this ability, you cannot do so again until the start of your next turn.   Pathfinder: Once per turn, when you move, you can expend a charge of The Forest’s Fervor to increase your walking speed by 10 feet until the end of your next turn. You can also expend an additional charge of The Forest’s Fervor to instead increase all other movement speeds that you possess by 5 feet until the end of your next turn.   Soul of the Beast: As an action, you can expend 10 charges of The Forest’s Fervor to shift into a more beast-like form. Claws extend, teeth elongate, and the eyes glow red. If you already possess a feature that grants you a natural attack or an increase to the damage of your unarmed attack, increase its damage by 1d6 damage. Otherwise you gain a natural attack with base damage of 2d4. You use your Strength modifier when making attack and damage rolls with this natural weapon. In addition, you gain blindsight within 10 feet of you. When transforming you choose Fangs (piercing), Claws (slashing), or Horns (bludgeoning) which dictate what type of damage you deal. This form lasts for 1 minute.   Due to materials used to make this item, the item’s cost is reduced to 5280gp, and you are able to spend up to 80gp per day on crafting this item. [Base Material, Enhancement, Enchantment]
Ancient Ire

Ancient Ire

+2 Greatsword - Attunement - Worthy 3 Absolute Frost - This weapon deals an additional 2d6 Cold Damage, which bypasses resistance and immunity   Permafrost You may not benefit from a shield bonus while wielding this weapon. While wielding this weapon you gain Permafrost. Permafrost gives you 10 damage resistance against physical damage, as well as a 50% chance to ignore critical hits and sneak attack damage (50 or less on a d100). If you take at least 20 fire damage you lose the benefits of Permafrost until the end of your next turn. (Any fire damage counts, even if you would not suffer the damage due to resistance)   ANCIENT IRE As an action, you give yourself a frightful presence of 20ft and at a Wisdom saving throw DC of 18. (This aura does not affect allies) Any that fail this save are frightened until they leave your aura. A creature under the effect of this fear does not need to avoid approaching you, but they suffer 2d6 primal damage if they do not flee. This aura lasts for 3 rounds. However, if you defeat an enemy (knock them unconcious or kill them), you extend this presence by 1 round. You may only use this ability once per day. A creature that has succeed on this saving throw is immune to it's effects for the next 24 hours. If you face an enemy whom is immune to fear and you have not used this ability, you may, as a bonus action, cause all of your attacks with Ancient Ire automatically critical hit if you succeed on your attack roll. These critical hits cannot be prevented by fortification, but immunity to critical hits still apply. You may only use this ability once per day
Helmet of the Western Raiders

Helmet of the Western Raiders

Wondrous (Helmet) - Attunement - Worthy 2 While wearing this helm, you absorb the first 15 points of cold damage you would suffer. This only functions if the cold damage is from an enemy source. The wearer of this helmet can see through whiteout conditions and heavy snow with no difficulty.
Einhander

Einhander

+2 Spear - Attunement When attacking a dragon this crits on an 18-20 Deals an extra 4d6 damage against dragons Bypasses any resistances a dragon might have due to it's draconic nature After being hit by Einhander, any draconic resistances a dragon possesses is lost for 3 rounds. (No stack, No refresh)
Skull Tooth

Skull Tooth

“A javelin of bulette tooth and bone crafted by a bulette slayer who finally got his fondest wish” Javelin - Major Rare - Attunement This javelin deals an additional 1d4 points of cold damage on a successful hit After being thrown, the attuned may use it’s bonus action to teleport the weapon back to their hand On a critical hit, all creatures within 5 feet of the target of this thrown javelin suffer 2d6 cold damage. (DC 14 Dexterity saving throw negates) This feature functions twice per long rest.
Mithral Maul

Mithral Maul

A standard maul with the following traits A mithral weapon weighs half of it's normal weight, counts as magical for the purpose of bypassing resistance and counts as true silver for those that are vulnerable to it. If used in crafting, it counts as a Superior quality ingredient.
Winter Weaver

Winter Weaver

+2 Shield - Very Rare - 4,950 gp, 45 days While the lizardfolk are not one for sports, they are ones for being efficient, and what's a more efficient way to go down a mountain than sliding at high speeds on a bulette's skull?   Hit the Slopes, Dude! This shield can be dropped onto the ground in front of you as an item interaction when you are not wielding it. After you run at least 20 feet in a straight line, you can mount the shield and ride it for up to 20 feet, using the arm straps as footholds. When riding this shield, you can only move 5 feet to the side for every 15 feet you move forward. When on a sufficiently steep hill, you do not need to get a running start to ride the shield, and you can ride it until the decline ceases. Once the decline stops, you continue sliding forward a distance equal to your movespeed. While you are riding the shield down a hill, your movement speed starts at 10 feet and increases by 10 feet at the end of each of your turns, up to a maximum of 100 feet. Gnarly! While riding this shield, you can use a bonus action to make a sharp turn, changing the direction considered “forward” for you by 90 degrees and gaining 20 feet of movement speed while riding the shield until the end of your turn. If you do so, a 15 ft cone of snow and lightning sprays from the underside of this shield. Any creatures caught in the area of effect must make a Dexterity saving throw (DC 15). On a failed save, each target takes 2d6 cold damage and is blinded until the end of their next turn. On a successful save, the target is not blinded and takes half damage. You can use this ability 5 times per day, regaining all uses of this ability at dawn.   The Frozen Pools special method grants the following effect:   Can’t Help Being Cool: While wielding or riding this shield, you have resistance to cold damage, and you have disadvantage on saving throws made to resist the effects of hot climates, as described in Chapter 5 of the Dungeon Master’s Guide.   Due to this item’s non-attunement status, its cost is increased. You can spend 110 gold per day on this item.   [Special Method, Base Material, Enchantment, Special Crafter]
Wing Caller

Wingcaller

Wondrous (Horn) - Attunement Arcadum - Secret (This item has hidden properties)   Worthy 3   https://i.pinimg.com/564x/3f/a4/62/3fa462c65f849afc21e7965902c48eca.jpg   As an action while wielding this horn, you can blow on it, sending a cacophonous blast that can bring even the mightiest creatures to the ground. All hostile creatures that are flying within 2000 feet of you must succeed on a DC 24 Strength saving throw. On a failure, their method of flight fails, and the creature begins to fall. Dragons have disadvantage on this saving throw.   This horn also has inherent magic that can be used by you while wielding it. Once you cast a spell through this horn, you can't cast the same spell through it until you finish a long rest. The casting time for each spell is changed to 1 action: bless, mass healing word, heroes' feast, spirit guardians   The horn can only be used to cast heroes' feast if a dragon is to be fought within 24 hours. The effects fade if a dragon is not fought, but the minions of dragons do count for this effect.   If a dragon was slain within 1 day, the horn can also be blown to resurrect someone the dragon had slain.   Storm Triad Adornment When this metal triad is affixed to the horn--Wingcaller--the wielder of Wingcaller can as a bonus action after blowing the horn as an action, unleash a bolt of lightning down upon up to three flying creatures within 2000 feet. These creatures must make a Dexterity saving throw, DC 16 or suffer 6d8 lightning damage, and become vulnerable to lightning damage for 1 minute. An affected creature gets another saving throw at the beginning of their turn to remove the vulnerability. A creature that saves suffers half damage and is not vulnerable to lightning damage. Once used while affixed to Wingcaller, the Storm Triad Adornment fades into dust [Special Method, Base Material, Enchantment, Special Crafter]
  Sleep Anywhere pillow

Sleep Anywhere pillow

Common 0.5 lbs This pillow has the face of an orc painted poorly on one side of it. A string is attached to it that allows you to have the pillow slung around your neck. It’s just a pillow
Bed Socks

Bed Socks.

Magic socks As a bonus action, you can cause these socks to radiate a comfy warmth, or a wave of cold. Both last for 1 hour. Good for getting cosy at night, waking yourself up in the morning, or preventing a cold from a late night swim.
Honorary & Occupational Titles
Veteran x2
Date of Birth
March 25th 1172. (63 total years old. Physical age; 53)
Year of Birth
1172 33 Years old
Birthplace
Steton
Children
Gender
Male
Eyes
Dark Red
Hair
Plumage of yellow feathers
Height
7'8"
Weight
219
Known Languages
Common (Grass), Draconic (Claw), Primordial (Elemental), Primordial (Linnorm)

TaCoMunCher

Lizardfolk Race
Bulette Slayer Origin
Ancestral Guardian Barbarian 12 Class & Level
Neutral Alignment
Gazeneroc Deity
Steton Striders Faction
Ambassador Rank/Position
9 Loyalty
The Cordially Invited Company

Strength 16
+3
Dexterity 14
+2
constitution 18
+4
intelligence 10
+0
wisdom 14
+2
charisma 12
+1
Total Hit Dice 10
Hit Die
1d12+4
+4 proficiency bonus
+7 Strength
+2 Dexterity
+8 Constitution
+0 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+6 Animal Handling
+0 Arcana
+7 Athletics
+1 Deception
+0 History
+6 Insight
+1 Intimidation
+0 Investigation
+2 Martial
+2 Medicine
+4 Nature
+6 Perception
+1 Performance
+1 Persuasion
+0 Religion
+2 Sleight of Hands
+6 Stealth
+6 Survival
skills

 
66
MV
4
Prestige
2
Attunement Slots
16
Armor Class
149
Hit Points
+2
Initiative
50ft, Burrow 30ft, swim 50ft
Speed
GOLD: 16,085SilverCopper
Attacks
Tool Proficiencies: Brewer Supplies, Drums, Cook's Utensils from acedemies.
Skill Proficiencies: Insight from Bulette slayer. Animal handling lip service from Gazeneroc. Nature from Steton Origin. Perception and Stealth from Hunter's Lore racial ability. Athletics and Survival from barbarian.

Attribute Cap Increase - +2 Strength
Atrribute Cap Increase - +2 Constitution; From academies
Proficiences
Linnorm Powerword:
Kos - Might

Using this word of power, causes the individual to grow in size. They become large size and gain a +4 to Strength and constitution. This lasts for 1 minute.

During this time melee attacks deal an additional 2d6 damage.

Using a word of power causes 3 exhaustion levels, which are applied after the benefits from the word fade. This exhaustion cannot be prevented in any way. It cannot be magically healed, it recovers 1 per long rest.
(Notify Arcadum when it was used. Notify it when it has been used three times. Current times used: 2)
Spellcasting
STORY ITEMS:
Map of the last location of the Linnorm (Western Krazax, Teir 3 mission)
Map to Einhander
Book of Fone
Tail Barb of the Alpha Nightstalker
Storm Triad adornment. (Goes into the horn of Greyfall)

Backpack
mess kit
2 Torches
Sleep Anywhere pillow Common 0.5 lbs ; This pillow has the face of an orc painted poorly on one side of it. A string is attached to it that allows you to have the pillow slung around your neck. It’s just a pillow
Tinderbox
2 days of rations
Waterskin
Mithral Maul
Dagger
Drums (Musical instrument)
Crowbar
Mort's Feller's blade
Copper Mark of Arlo enchanted with Level 3 Continual Flame
Grappling hook
Steel mirror
4 silvered javelins
3x Sacks
60x Caltrops
10x vials
Lead lined chest
Longbow
x14 Arrows
Quiver
Cooking Utensils
4x Potion bandoleers
Acid Vial
4x Oil of Slipperiness
3x Potion of Superior Healing
7x Anti-Toxins
1x Potion of greater healing
4x Potion of poison resistance
1x Potion of Flying
2x Potion of Diminution
2x Elixir of Health
1x Potion of Supreme Healing
1x Scroll of water breathing
1x Potion of fire breath
2x Potion of climbing
2x Bottled breath
1x drug water
1x Oil of sharpness +3
1x potion of invulnerability
2x Gentle Repose scroll
1x Potion of healing.
5x Potions of Cold Resistance

9 Tier 5 food tokens

bandoleer 1 (equipped): Potion of flying, Elixier of health, Potion of Supreme healing
bandoleer 2 (equipped): Bottled breath, Potion of invulnerability, Potion of Supreme healing
bandoleer 3: 3x potions of Supreme healing
bandoleer 4: 1x Potion of Growth, 1x Potion of heroism, 1x Potion of Supreme Healing

72 Crafting tokens

Pets:
Thorn Crawler kept with Anon at all times.

An Allosaurous named Stryder with equipment. Stryder has been trained to act as though he has 5 intelligence through Intensive Pet Training.
The Allosaurous has Masterwork plate barding

War Horse (Durant)

*DEAD* The Night Stalker. (Has Equipment, is tamed) *DEAD*
https://docs.google.com/document/d/1rguTWG8bM713uOrMdD07Kr2VLkcTgO6W9YhFwJK1F5c/edit?usp=sharing

A cat that Gul Orn keeps, named Cat that's on hiatus

THE WAR CARRAGE:

Carriage
Rowboat

Total Carry capacity: 540×2×5=5400 lb total carry capacity

Provisions:
Animal Feed x80
Rations x105
Barrels of Water x2
Waterskins x5


Tools:

Alchemist’s Supplies
Brewer’s Supplies
Carpenter’s Tools
Cartographer’s Tools
Cobbler’s Tools
Cook’s Utensils
Glassblower’s tools
Jeweler’s Tools
Leatherworker’s tools
Mason’s Tools
Potter’s tools
Smithing Tools
Tinker’s Tools
Weaver's Tools
Woodcarver’s tools
Navigator’s Tools
Herbalism Kit
Climber’s Kit x5


Armaments:
Light Crossbow x5
Shortbow x5
Crossbow Bolts sets x72
Arrow sets x25
Longsword x5
Leather Armor x5
Healer’s Kit x5
Holy Symbols (Of Glory) x4
Component Pouches x2
Daggers x5
Warpick
Silvered Longsword
Splint Armor
Odin’s Odachi Greatsword (Silvered) 6lb
Heavy Crossbow 18lb
60 crossbow bolts + 3 cases 7.5lb

Misc.:
Lute 2lbs
Lamp x4
Oil Flasks x20
Miner’s Pick
Ram, portable
Merchant’s Scale
Signal Whistle x5
Rope 1200ft
Shovel x5
Tent, 2-person
Whetstone
Torch x9
Ink pen x5
Rations x10
Tinderbox
Grappling Hook x5
Fine Clothes x15
Fishing Tackle
Ink pens x5
one-ounce bottles of ink x5
Paper x100
Parchment x95
100ft of chain
Drums
100 flasks
torches x5
caltrops x25
Ball Bearings x25
holy water x5
pitons x20
hammers x5
Keg of Alcohol
Genasi-Sized Angel Costume (Costume Clothes)
Kobold-Sized Devil Costume (Costume Clothes)
Shield 6lb
Caltrops x2 4 lb
Manacles x1
50ft of rope

Bandolier x16

Scrolls:
Scroll of Cure Wounds x2
Scroll of shield x4
Scroll of absorb elements x4
Scroll of feather fall x1
Scroll of Heroism x5 5lb
Scroll of Bless x2
Scroll of Cure Wounds x4
Scrolls of Wrathful Smite x5
Scroll of Mirror Image x1
Scroll of Pyrotechnics x1
Scroll of Magic Missiles x2

Potions:
1 Basic Poison
5 Potions of Healing
2 serpent poisons,
1 potion of greater healing,
1 potion of acid resistance
Potion of Poison Resistance x1
Potion of Lightning Resistance x1
Potion of Healing x1
Potion of Invuln x2
Oil of Etheralness x1
Oil of Slipperiness x2
Bottled Breath x1

Children’s items
Fish Plush
Irral:
A carving of a dragon
Smunsou:
A carving of a beetle
Feather of Ice
Altiui:
A carving of a bull
Gul Orn:
A carving of a leopard
A cat-bun plush
Horse Plushie
Blue Jay mask
SIlver Dragon Mask
Anon:
A figurine of a giant lizard
Tiger Plush
A giant red dragon plush named Red
A plush of Seian
A mask of Seian

Crafting materials:

Bulette Skull
Base Material (Shield Hammer)
Superior Quality
Attributes: Cold, Brutality, Regeneration, Primal

Venom Sacs of a Chimera
Enhancement Enchantment
Weapons Shields
Strength Wisdom; Lightning, Acid, Chaos, Grave, Fear, Action

Royal Krazaxian Blacksmith (Crafter)
Deity: Glory
Item Types: Armor, Shield, weapon
Ability Alignments: Constitution, Wisdom
Masterwork: Yes
Faction Forge: Yes
Sp. Attunement: Yes
+Bonus: Yes
Effects: Power, endurance, earth, resilience, defense
Flawless: 1 Use each

The Frozen Pools (Special Crafting Method)
The special crafting method involves quenching or bathing items in elemental waters.
Always provides cold weather adaptation when attuned
Possible beneficial effects:
Cold Damage/Resistance
Cold damage output boots
Physical damage resist
Cold Absorption
Possible Drawback:
Hot weather vulnerability
Fire damage suffered increased
Fire damage output decreased

Miremaker's Ritual of Madness
Awarding DM: ACOG
Mission: Red Rescue Team
Type: Ritual

Process: Take the item(s) and bathe it in fire. While it bathed in fire, speak the script provided as a part of this ritual, and continue to utter them until the flames begin to turn golden. Once the flames have turned golden, repeat the ritual in reverse until the flames turn blue. Remove the item(s) from the flames - it will not harm you - and douse it in alcohol. Leave for 24 hours, then proceed with any spell invocations.

Result: The item consistently flows with a light blue flame. If the item is a series or paragon item to a deity that isn't Runethares or Oloken'hai, it becomes Desecrated. If it is an Eye of Madness Series or Paragon, it increases by 1 rarity step. The item has a 15% chance to become an artifact, increased by 5% per prestige the crafter has. If the item has a chance to become an Eye of Madness Series item, the chance increases by 15%. Otherwise, it gains a flat 15% chance, which cannot be augmented in any way. If a prayer of sufficient magnitude is made to Runethares, or if the crafter or special crafter of the item worships Runethares, the chance for Oloken'hai series is nullified. If a material used is aligned with Runethares, the 15% chance is instead aligned towards it becoming a Sage's Scroll Series or Paragon item.

Effect: The item also gains the following effect if attuned:

Protection from Falsehood. If an effect would result in your hit point maximum being reduced, you gain a +3 bonus to the saving throw made to resist it.

Finally, roll a d100. The item gains a benefit based on the result of the roll:

1-50: Resistance to fire damage (if non-attunement, DR instead)
51-75: Reduce all damage you take from dragons by 4.
76-90: Reduce all damage you take from dragons by 4, after resistance is applied.
91-100: Limited immunity to fire damage.

Limit: This special method can only be used once.

Misc Flavor items:
A white gold wedding ring with an emerald in the center (worth 250gp)
A topaz bracelet with a Fire Opal in the center. (Bracelet is worth 200gp, opal is worth 100gp)
A T-rex tooth
Gaint snapping turtle claw that has Vyth written on it in Aquan
Bulette claw (Trophy)
Bloodblossom Genesis Peddle
Behir costume, Large Behir mask, Bulette costume, Basilisk Costume, Dragon costume, Dragon mask
An old Dragon Skull (Trophy)
Night Terror's head
777 Ways to Cook A Turkey
Equipment
Steton Striders
Faction
Mad Man
Stat Array
Cunning Artisan.
As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Hold Breath
You can hold your breath for up to 15 minutes at a time.

Hunter's Lore
You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Natural Armor.
You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Hungry Jaws
In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.

Mobile (Level 4 Feat)
You are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Blood Frenzy (Level 8 Feat)
Prerequisite: Lizardfolk Your thirst for blood cannot be sated just once, you must feed more, you hunger for the taste of iron in your mouth. You gain the following benefits: You can now use your Hungry Jaws ability once per turn. Whenever you critically hit with your Hungry Jaws ability, you gain temporary hit points equal to 2d8 + your Constitution modifier as temporary hit points instead of the normal amount. This ability can only be used as a Lizardfolk, this includes the base ability.

Ability score improvement (Level 12 Feat)
+1 strength, +1 charisma

Ambassador
+5 Maximum Hit Points.

Grant us Eyes?
Gained +2 wisdom from the Marcelous Kingvale Campaign

Title - Veteran
This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.

Blessing of the Arena
Any that have defeated the carnage elemental receive a +1 to damage rolls with melee weapons for the entirety of phase 3.

Spirits Call

Whenever you would activate your spirit shield class feature, that ally gains that damage prevented as a primal damage bonus on the next source of damage they deal. This can only be applied to a single creature once per round.

Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Ancestral Protectors
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Spirit Shield
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical (1 die)
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Consult the Spirits
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Class/Racial Features & Traits

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