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 ScaleIridescent 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
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
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(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
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
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
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
+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
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
+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
“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
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
+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]
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
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.
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
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