[AU] Butterfly Cage Characters


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  1. #1
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    Acolyte (Lvl 2)

    Isida Kep'Tukari's Avatar

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    ř Ignore Isida Kep'Tukari

    [AU] Butterfly Cage Characters

    In Character
    Out Of Character Thread

    Ok ladies and gentlemen, please post your characters here.
    Last edited by Isida Kep'Tukari; Wednesday, 30th June, 2004 at 09:24 PM.

 

  • #2
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    ř Ignore Rybaer

    Grathis the Twice-bitten

    Grathis the Twice-bitten
    Male Sibbecai, Sibbecai 2 (Med humanoid, spd 30 ft)
    XP 1,250
    Height: 6'2" Weight: 200lbs Fur: gray streaked with black Eyes: black

    Str 16 (+3)
    Dex 15 (+2)
    Con 18 (+4)
    Int 10 (+0)
    Wis 12 (+2)
    Cha 8 (-1)

    HD 22hp (2d8+8; 0 to -4 dying, -18 dead)
    AC 17, touch 12, flat-footed 15 (+2 Dex, +3 studded leather, +2 Dev. long shield)
    Fort +7, Ref +5, Will +1

    Base attack +2
    morningstar +5 (d8+3, x2)
    bite +5 (d6+3, x2)
    (full attack) morningstar/bite +3/+3 (d8+3/d6+3)
    dagger (melee) +5 (d4+3, 19-20 x2)
    dagger (thrown) +4 (d4+4, 19-20 x2) 20' first increment, 10' each after that.
    javelin +4 (d6+4, x2) 60' first increment, 30' each after that.

    Skills: Gather Info +1, Handle Animal +1, Innuendo +1, Listen +3, Sneak +7/+9 (-2 armor), Spot +4.

    Feats: Mighty hurl (ceremonial), power attack, bite (racial/class)

    Racial qualities: Speak common and giant; low light vision; +2 to gather info, handle animal, innuendo, sneak; +3 Con, -2 Int, +1 Dex; Bite feat; Scent.


    Possessions:
    Morningstar, 6 javelins, 2 daggers, studded leather jack, Devanian long shield, bedroll, flint and steel, 6 days rations, 50' silk rope, 3 torches, backpack, belt pouch, waterskin, adventurer's outfit.

    Coin: 18 GP, 8 SP, 7 CP

    Appearance:
    At fourteen years of age, Grathis is tall and muscular, yet lean as is typical of his race (6' 2", 200lbs). His fur is gray streaked with black. A wicked old scar is still visible under his fur across the left side of his face as well as on his right forearm - the result of an encounter with a brown bear while he was just a pup. He dresses in road-dusty travel garb with a studded leather jack.

    Personality:
    Grathis seeks out and savors combat. He gives himself over to his feral instincts in a fight and is not afraid to expose himself to injury. While he comes off as vicious in a fight, he is very self conscious and somewhat withdrawn in social settings. He is moderately arrogant and considers most other races to be weaker than his own. He is very respectful toward giants, other sibbecai, and anyone who openly demonstrates and impresses him with their power - occasionally even magical power. Currently, he is seeking to follow the giants' lead in purging the land of residual threats to peace...generally by offering to take out small pockets of bandits or large vermin.

    Backstory:
    Grathis was born and raised in a small community less than a day's walk from the capital De-Shamod. Like most sibbecai, he was raised in a communal fashion and has no family attachments. At age 13, an adult by sibbecai standards, he took to the road in search of adventure and freedom. He has been working as a guard on caravans and hiring out as a mercenary on bandit hunts in order to afford some basic gear of his own. He feels he is ready to strike out against more dangerous quarry.
    Last edited by Rybaer; Monday, 31st May, 2004 at 02:58 PM.

  • #3
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    ř Ignore Keia
    Connor Cloudwatcher
    Loresong Faen Magister 2 (truename)
    Experience: 1,250 xps.

    Attributes:
    STR: 8 -1 [2 points, -2 Racial]
    DEX: 14 +2 [6 points]
    CON: 12 +1 [4 points]
    INT: 20 +5 [16 points, +2 Racial]
    WIS: 10 +0 [2 points]
    CHA: 10 +0 [2 points]


    Hit Dice: 1d6 + 7
    HP: 11 [Max]
    AC: 13 [10 + 1 Size + 2 Dex]
    Initiative: +2
    BAB: +1
    Melee: +1 [+1 size, -1 Strength]
    Ranged: +4 [+2 Dex +1 Size]
    Speed: 20’

    FORT: +1 [+0 Base + 1 Con]
    REFL: +2 [+0 Base + 2 Dex]
    WILL: +3 [+3 Base + 0 Wis]

    Attacks-Weapons:
    Staff +1 [+1 Melee, 1d6 -1 damage [-1 Strength]


    Feats: Blessed Mage, Modify Spell

    Skills:
    Alchemy +9 [4 Ranks]
    Concentration +6 [5 Ranks]
    Craft Armor +6 [1 Rank]
    Decipher Script +10 [5 Ranks]
    Hide +6 [+4 Size]
    Knowledge
    - Cosmology +6 [1 Ranks]
    - Dangerous beasts +7 [2 Ranks]
    - Geography +7 [2 Ranks]
    - History +7 [2 Ranks]
    - Magic +10 [5 Ranks]
    - Nature +7 [2 Ranks]
    Speak Language [1 Rank]
    Spellcraft +10 [5 Ranks]


    Languages: Common, Faen, Litorian, Celestial, Draconic, Verrik, Giant, Sylvan

    Spells Per Day (cast):
    0th: 6 / 1st: 4

    Spells Per Day (readied):
    0th (8): Appropriate Size, Detect Creature, Detect Magic, Canny Effort, Disorient, Read Magic, Repair (Lesser), Seeker,
    1st (5): Compelling Command, Mudball, Object Loresight, Open Lock, Transfer Wounds,

    Spells Known (Simple, Complex):
    0th: All per the Arcana Unearthed
    1st: All per the Arcana Unearthed

    Equipment:
    Faen Staff [0 gp]
    Backpack [2 gp, 2 lbs]
    Book of Knowledge (Magic) +2 [40 gps, 1 lbs.]
    Lantern, Bullseye [12 gps, 3 lbs.]
    Paper (20 sheets) [8 gps, -]
    Scroll case (4) [4 gps, 2 lbs.]
    Gp Remaining: 94 gps


    Description:
    Connor is average sized for a male Loresong faen and wears his light grey hair braided and his beard and sideburns are keep trimmed short. His blue eyes are the color of sky on a clear day and have been known to shade toward grey when angered or upset. He is moderately tanned, from spending many, many hours outdoors in the sun. Connor dresses in white or light greys or browns in usually baggy clothes with tight sleeves and pant legs. This is to keep his arm motions unhindered while casting.


    Description:
    Experience: 0 xps
    Age: 42
    Gender: Male
    Height: 3'8"
    Weight: 82 lbs
    Eyes: Blue
    Hair: Grey, Long, braided, and beard, short
    Skin: tanned


    Background:
    Almost from birth, Connor was more interested in the grand scheme of things than what was going on around him. Studies (other than magic) suffered and relationships as well. Much like any other Loresong faen however, Connor was deeply interested in magic – as a means of understanding the grand scheme of things, of course. In personality, Connor is rather self-centered, but still interested in fun with the few friends or associates that he has (during those times that his thoughts aren’t elsewhere). Currently, Connor has traveled to the town of Hadrak, sent by one of his instructors in magic. Connor was asked to follow up on rumors that had reached the instructor’s home. Connor has been in Hadrak for three days already and has met several new people at various taverns he would visit.


    Update to 2nd:
    Connor experienced quite a bit more than he expected in exploring the various dangers of the dig of Hadrak. Most important was the sense of nature that he was infused with by one of the three swords. Apprehensive about this power, Connor chose not to follow the power but to learn more about it first (Knowledge nature +2, Spellcraft +1, Knowledge (Magic) +1, Decipher Script +1, Concentrate +1) . His discussions with the sprite Lornae had him thinking about new languages, especially one that he had partially learned in school (Sylvan) that may be appropriate. Otherwise, his concentrated on his Magister skills and power.
    Last edited by Keia; Tuesday, 8th June, 2004 at 04:07 PM. Reason: Updated to 2nd

  • #4
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    ř Ignore Dalamar
    Galen Dumaine
    Male Human Runethane 1/Wind Witch 1 (medium Humanoid, Spd 30 feet)
    XP 1,250/3,301
    Height 5' 9", Weight 178 lbs, Hair: Light brown, Eyes: Blue with grayish tint

    Str 14 (+2)
    Dex 13 (+1)
    Con 12 (+1)
    Int 16 (+3)
    Wis 13 (+1)
    Cha 10 (--)

    HP 7, AC: 11, touch 10, flat-footed 11
    Saves: Fort +1, Ref +1, Will +5
    Init +1

    Base Atk +0
    Quarterstaff +2 melee (d6+3, x2)
    Windblade (greatsword form) +2 melee (2d6+3, 19-20/x2)
    Skills(ranks): Climb +4(2cc), Concentration +5(4), Decipher Script +7(4), Heal +2(1), Jump +4(2cc), Knowledge (Geography) +5(2), Knowledge (Magic) +7(4), Knowledge (Runes) +7(4), Listen +4(3), Spellcraft +7(4)
    Feats: Eldritch Training, Modify Spell, Sensitive
    Runes:
    Lesser: Armor, Rest
    Witchery manifestations: Basic (Air Resistance 20), Blade (Windblade, acts as either shorsword, longsword, or greatsword)

    Spell slots/day (Intelligence covers spellcasting): 5/1
    Spells currently prepared: 5/1
    level 0: Bash, Canny Effort, Detect Magic, Glowglobe, Read Magic
    level 1: Compelling Command

    Languages: Common, Draconic, Giant, Goblin

    Possessions:
    Backpack
    --bedroll
    --rope, hemp 50ft
    --rations, trail x5
    --torches x3
    Pouch, belt
    --flint and steel
    --3sp, and 7cp
    Dust of Magic
    --Single-use item, Magic Weapon
    Quarterstaff
    Dagger

    Background:
    Galen has lived in the city of Xavel for the beginngin of his life. All his life, his parents referred to him as "Mowren's blessing" *. Until only few years ago, he didn't understand what it meant. When he did, he left home without saying a word.
    He traveled far and wide, trying to find something that felt like his. Now, at the age of 36, he has finished his training in runes and magic under a giant mentor, Na-Gerach, who suggested that Galen try to travel south to Yrterot to further his studies.
    However, his caravan was delayed by weather, then finally diverted west around a washed-out bridge. In order to go south again, he was transfered to another caravan, and yet another, but each was forced from its southerly course due to weather, road conditions, bandits, plague, or some other reason. Galen ended up on the other side of the Southern Wastes before he knew it. Now he's in a small mining town at the foothills of the southern Bitter Peaks, waiting for yet another caravan. But here might be a good place to make some money, and his purse has gotten awfully thin. And there were some tantalizing rumors about hidden magic about...

    *I took a freedom here, as to me this sounds like an unwanted child(since Mowren is considered a trickster), while it also could mean a fated child (his role as the deity of fate).
    Last edited by Dalamar; Monday, 31st May, 2004 at 01:56 AM.
    Living Enworld characters:
    Rodimus, making his way to the Tomb of Chaos
    Tumna Lakeside, on a Rathunt
    Zack Grimm, fighting "stonebird men" at A Clash of Earth and Sea

  • #5
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    ř Ignore ES2

    Scinathar comes

    Scinathar

    Race: Mohj
    Level: Mohj 1
    Trueborn

    Str: 15 +2
    Dex: 14 +2
    Con: 12 +1
    Int: 14 +2
    Wis: 15 +2
    Cha: 8 -1

    Starting Feats:
    Talent: Resistance to Magic (+1 bonus to resist all magic and spell-like effects).
    Bite, Sense the Unseen (racial level feat).

    Skills:
    skill points (16)
    Balance +6 (4 ranks), Climb +6 (4 ranks), Concentration +4 (3 ranks), Knowledge (magic) +6 (4 ranks), Spellcraft +3 (1 ranks), Balance +4, Knowledge (runes) +4, Forgery +4.

    Languages: Common, Litorian, Mohj.

    Class abilities:
    Innate Magical Ability: Detect Magic at will, Sense the Unseen bonus feat.

    HD d8 [HP = 9, dying 0 to -1, death -12]

    Racial Traits:
    Base speed 30ft
    Medium size
    +2 Int, -2 Con (already figured into above stats)
    +2 racial bonus to Balance
    +2 to Knowledge (runes) and Forgery checks
    Darkvision 60ft
    Natural Armor +1
    Languages: Common, Draconic.

    Initiative: +2
    BaB: +0
    Melee attack bonus: +2
    Ranged attack bonus: +2
    Armor Class: 13 Touch: 12 Flat-footed: 11

    Equipment:
    Light Crossbow w/ 20 bolts - 1d8 damage, 19-20/x2 crit, range increment 80ft, piercing, 6 lbs.
    Morningstar - 1d8+2 damage/x2 crit, piercing/blunt, 8 lbs..
    (2) Dagger - 1d4+2 damage, 19-20/z2 crit, range increment 10ft, piercing, 1 lb each.

    Alchemist's Frost - 1d6, splash 1 point, refer to page 127 AU PHB.
    Potion Healing (equivalent cure light wounds price) - AM* puts in info.

    Traveler's Clothes, backpack, 2 belt pouches, dirty crimson cloak w/ hood, map case, waterskin, 10 pieces of chalk, 6 days rations.

    Gold: 33
    Silver: 17
    Copper: 20

    Background:
    Scinathar is traveling with a loyal Litorian that has sworn an oath to protect him for the time being. Scinathar was not there when a fellow mohj of great skill saved him from a fate equal to death, and upon Scinathar's search to find himself the Litorian was asked by the mohj elder to accompany him and see that he accomplishes his goal.

    To Scinathar, his elder seemed to know something about him, and who he might become, but Scinathar has yet to discover that for himself. He has grudgingly accepted the company of the Litorian, but he doesn't feel he needs the assistance as they travel the north road to a small town of Hardak, which seems to be getting a swelling population in the last few months, if rumors can be believed.

    Something calls him to head to this town, Scinathar doesn't know what that something is. He is puzzled by this urge, curious, and kind of excited. He follows the Litorians lead, letting him walk in front. After all, sooner or later something bad is going to happen, and he wants to see just how good his bodyguard will be.

    *AM - Arcana Master

    Appearance:
    Scinathar is a Mohj. It's neither male or female. It stands almost 6' tall, and by all glances of his skinny, blue-green scales most would assume it weighs close to 140 or 150, but who knows (besides the gods). It's limbs are long and gangly looking, and it has long fingers good for manipulating hand held objects. Across its head and down its back is a ridge of sharp, dark blue scales that set it apart from other mohj, and its green scales have a slight, blue tint to them. The transformation was a success, but Scinathar looks different than other mohj. Some speculate it's destined for greatness, others say its destined to bring down a great travesty upon the land. Scinathar doesn't know which; it just wants to find its place and survive. It's teeth are razor sharp, capable of doing tremendous damage. It has a tounge that slithers out, almost like a snake. This startles many non-mohj, who don't understand and never will.

    It wears a long brown cloak, dirty to try and make itself look poor so others won't bother it. It walks with a walking stick that's as tall as it is. Scinathar doesn't talk to much, unless spoken to directly. Scinathar doesn't understand large cities or customs of large gatherings. Not even as a human previous did it understand why people gravitate towards gatherings.

    Scinathar is puzzled even more by this hidden inclination that has caused it to travel north, where people are gathering because of these rumors of rare metal and mysterious magics playing around up there. Something calls, perhaps something powerful, and Scinathar wants to find out what that something is.

    Scinathar also wants to try and discover, for himself, how it is that mohj came to be in the first place. He knows it may take his entire lifetime to understand this.

    Personality:
    Scinathar, upon the transformation, really does see everybody else as vastly different. Everyone is nonmohj. He is mohj. It's that simple. When he refers to other nonmohj, he will make a reference like man-person or giant-guard or faen-person, or sometimes simply nonmohj. He knows his looks offsets others, and part of him is curious about it, and part of him loves it. He doesn't see the use of long conversations, so when he speaks he's too the point, and his tone may come off commanding. It's not intentional, its just that small talk doesn't impress him, and he sees it as a waste of time.

    edit: Added personality description.
    Last edited by ES2; Wednesday, 17th September, 2003 at 08:05 AM.

  • #6
    Mochor
    Male Litorian, Oathsworn 2 (Med humanoid, spd 30 ft)
    Height: 6'5" Weight: 165lbs Eyes: black Fur: Golden brown

    Str 14 (+2)
    Dex 17 (+3)
    Con 14 (+2)
    Int 14 (+2)
    Wis 12 (+1)
    Cha 12 (+1)

    HD 17hp (2d10+2; 0 to -2 disabled, -2 to -14 dying, -15 dead)
    AC 14, touch 14, flat-footed 11 (+3 Dex, +1 Oathsworn Bonus)
    Fort +5, Ref +6, Will +4

    Base attack +1
    Unarmed Strike +3 (d6+2, x2)
    Flurry of Blows +1/+1 (d6+2, x2)

    Skills:
    Balance +5, Climb +5, Concentration +3, Escape Artist +5, Heal +2, Intimidate +4, Intuit Direction +3, Jump +4, Listen +6
    Sense Motive +4, Sneak +6, Spot +5, Swim +3, Tumble +5, Wilderness Survival +4

    Feats: Sense the Unseen (ceremonial), Track (general)

    Class Abilities: Unarmes Strike, Flurry of Blows, Eschew Food, Shattering Blow

    Racial qualities: Speak common and giant; low light vision

    Possessions:
    Flint and steel, 3 torches, 3 belt pouches, waterskin, 4 days' trail rations, backpack, adventurer's outfit, dagger

    Coin: 143 gp, 97 cp

    Appearance:
    Mochor is a large male Litorian, with an exceptionally dark mane with hints of red in it. He wears a short pair of baggy pants (to accomodate the extra joint in Litorian legs) and a loose tunic with a loose neck and loose sleeves that end at the elbow. Around his waist is a wide belt holding a sheathed dagger, several large pouches and several hooks for carrying various items. On his back, Mochor wears a tightfitting backpack, designed to shift as little as possible during the loping gait typical of Litorians on the move.

    Personality:
    Mochor is a mature male by the standards of his people, but still relatively young. He has always been rather distant, in tune with things outisde the ken of the others in his tribe. His odd nature prompted him to embark on a solo quest of personal discovery across the plains, a journey common among the self-directed, plains-dwelling Litorians. It was during this journey that he came across the remains of a Litorian family that had been killed for their meager possessions. He tracked the killers for days, becoming more and more consumed with the chase, finding strength in his focus. Finally, after days of pursuit across wthe plains with little or no food, he intercepted the killers, only to begin losing the fight, slowly but surely. Just as defeat seemed certain, Mochor knew, he KNEW that he could win if he would commit. He didn't know what he had to commit to, but he sensed that this was the destiny and knowledge he had gone in search of and gladly consented. He swelled with power, his wounds closed, and the fight was settled in moments. Only afterwards did the old Mojh reveal himself as the sudden rescuer. Still flushed with realization, Mochor swore to serve the Mojh and is currently sworn to protect Scinathar, a Mojh on a journey similar to the one that first set Mochor onto his life-path. He accompanies Scinathar now to Hardak, a city recently surrounded by rumors and searchers......
    Last edited by Jaik; Wednesday, 9th June, 2004 at 12:32 AM.

  • #7
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    ř Ignore WizWrm
    Sanje
    Male Verrik Champion of Death 2
    Experience Points: 1250
    Height: 5'8"; Weight: 145 lbs.; Skin: Dark red; Hair: Blue-black, spiked; Eyes: Black

    Strength: 16 (+3)
    Dexterity: 12 (+1)
    Constitution: 14 (+2)
    Intelligence: 14 (+2)
    Wisdom: 12 (+1)
    Charisma: 10 (+0)

    HD: 2d10+4; HP: 21
    Initiative:: +1
    Speed: 30 ft./20 ft.(armor)
    Base Attack Bonus: +2
    Melee Attacks: +5 bastard sword (1d10+4, 19-20/x2)
    Ranged Attacks: +3 none
    Armor Class: 17 (+1 Dex, +4 beastscale armor, +2 longshield)
    Fortitude: +5; Reflex: +2; Will: +4

    Skills: Diplomacy +5, Heal +6, Knowledge (cosmology) +7, Spot +6
    Feats: Slippery Mind, Weapon Proficiency (Exotic[Heavy])

    Abilities: Sensory Control, 1/day contact, sense thoughts, lesser telekinesis, spell access (psionic) [N/A], spell-completion/spell-trigger access (necromancy), +1 damage vs. living creatures (factored in), 1/day call shield
    Languages: Common, Celestial, Draconic, Verrik

    Equipment: bastard sword, beastscale armor, longshield, traveler's outfit, backpack, alchemist's fire, bedroll, winter blanket, chalk, flint and steel, 50' silk rope with grappling hook, hammer and ten pitons, four days rations, small shovel, sunrod, waterskin, whetstone, 1sp, 7cp.

    Personality and Background: Sanje often tend to be quiet and reserved, though he can be friendly when the situation calls for it. He values self-sufficiency over dependance on a community, and tends to wander, usually spending no more than a few months in any city. He always wishes to feel in control of himself, and therefore prefers the urban life over excessive time in the wilderness. Sanje respects the giants for their wisdom and accomplishments, and commends individualists for their self-determination, but harbors a mild dislike for litorians and sibeccai. He considers an hour or two of daily meditation and reflection important for a relaxed and well-focused mind. Sanje was attracted to the cause of death out of a desire to unearth the purpose of the soul's existence; he feels that there is enough evidence, such as truenames and the presence of the akashic memory, to prove that the mortal span is only a part of the overall path of the soul. Sanje has spent time studying the planes and philospohy as part of his search, and the undead fascinate him, if only because they have 'failed' to move on and are 'stalling' the inevitable. Occasionally he will get a feeling that it is time for an individual to move on; if possible, Sanje will facilitate that process, or at the very least, not oppose it. He has not yet felt his own death, and believes he that he will not do so he is successful in discovering his own basic cause.

    Description: Sanje is fairly short for a verrik, and of moderate build. He has both the dark red skin and dark eyes common to his race, and he wears his blue-black hair shoulder-length, slightly greased to stick out so that it looks almost like a mane on the back of his neck. He wears a loose navy-blue mantled cloak over scale armor, clasped with a tiny golden skull with emerald eyes. Sanje wears a sword belt with his bastard sword attached to the left hip, and a shield slung over his back. He also carries a pack containing miscellaneous adventuring gear. Sanje moves smoothly and speaks in a deep voice.

    Hardak: Sanje has come to Hardak on the advice of a sage who suggested a tome containing information on certain types of undead spirits might be found here. He is also somewhat short on cash, and money always follows places of mystery and excitement; add a gold rush to that and it's the perfect place to spend a few weeks.
    Attached Thumbnails Attached Thumbnails championsanje1.jpg  
    Last edited by WizWrm; Sunday, 30th May, 2004 at 07:34 PM.

  • #8
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    ř Ignore Erekose13
    My communities:

    Scinathar

    Scinathar
    Truename: [spoiler]Scormrynix[/spoiler]
    Mojh 1/ Winter Witch 1

    Experience:1,250/3,301

    Str: 15 (+2)
    Dex: 14 (+2)
    Con: 12 (+1)
    Int: 14 (+2)
    Wis: 15 (+2)
    Cha: 8 (-1)

    Class and Racial Abilities:
    • +2 racial bonus to balance checks
    • +2 knowledge (runes), forgery
    • Darkvision 60'
    • +1 Natural AC
    • Innate Magical Ability: Detect Magic at will
    • Sense the Unseen bonus feat
    • Cast Spells: requires material components and verbal and somatic components. With 1 component missing spells take double the casting time, with all components missing spells take quadruple the casting time.
    • Witchery: Cold Resistance 20
    • Manifestations: Freezing Word (Fort save DC 13, balance DC 13)


    Hit Dice: 1d8 + 1d6 + 2
    HP: 14, dying -2, dead -12
    AC: 13 (+2 Dex, +1 natural armor)
    Init: +2 (+2 Dex)
    Speed: 30ft.

    Saves:
    • Fortitude +1 [+0 base, +1 Con]
    • Reflex +2 [+0 base, +2 Dex]
    • Will +6 [+4 base, +2 Wis]

    BAB: 0; Grapple: +2
    Melee Atk: Morningstar - 1d8+2 damage/x2 crit, piercing/blunt, 8 lbs
    Ranged Atk: Light Crossbow w/ 20 bolts - 1d8 damage, 19-20/x2 crit, range increment 80ft, piercing, 6 lbs

    Skills: (22 sp, 5/2)
    • Balance +6 [4 ranks, +2 Dex]
    • Concentration +6 [5 ranks, +1 Con]
    • Knowledge (arcana) +6 [4 ranks, +2 Int]
    • Spellcraft +4 [2 ranks, +2 Int]
    • Balance +4 [+2 Dex, +2 racial]
    • Knowledge (runes) +5 [1 rank, +2 Int, +2 racial]
    • Forgery +4 [+2 Int, +2 racial]
    • Search +5 [3 ranks, +2 Int]
    • Wilderness Survival +5 [3 ranks, +2 Wis]

    Feats:
    • Resistance to Magic [Talent]
    • Bite [1st]
    • Sense the Unseen [Racial]

    Languages: Common, Litorian, Mohj

    Spells per day - 3/1, base save DC 12+spell level; Caster Level 2.
    • 0th - (3) contact, sense thoughts, read magic
    • 1st - (1) unhand

    Equipment:
    • Light Crossbow w/ 20 bolts
    • Morningstar
    • 2 Daggers
    • Alchemist's Frost
    • Potion Healing (equivalent cure light wounds price)
    • Traveler's Clothes
    • backpack
    • 2 belt pouches
    • dirty crimson cloak w/ hood
    • map case
    • waterskin
    • 10 pieces of chalk
    • 6 days rations


    Money
    33gp, 17sp, 20cp

    Appearance: Scinathar is a Mohj. It's neither male or female. It stands almost 6' tall, and by all glances of his skinny, blue-green scales most would assume it weighs close to 140 or 150, but who knows (besides the gods). It's limbs are long and gangly looking, and it has long fingers good for manipulating hand held objects. Across its head and down its back is a ridge of sharp, dark blue scales that set it apart from other mohj, and its green scales have a slight, blue tint to them. The transformation was a success, but Scinathar looks different than other mohj. Some speculate it's destined for greatness, others say its destined to bring down a great travesty upon the land. Scinathar doesn't know which; it just wants to find its place and survive. It's teeth are razor sharp, capable of doing tremendous damage. It has a tounge that slithers out, almost like a snake. This startles many non-mohj, who don't understand and never will.

    It wears a long brown cloak, dirty to try and make itself look poor so others won't bother it. It walks with a walking stick that's as tall as it is. Scinathar doesn't talk to much, unless spoken to directly. Scinathar doesn't understand large cities or customs of large gatherings. Not even as a human previous did it understand why people gravitate towards gatherings.

    Scinathar is puzzled even more by this hidden inclination that has caused it to travel north, where people are gathering because of these rumors of rare metal and mysterious magics playing around up there. Something calls, perhaps something powerful, and Scinathar wants to find out what that something is.

    Scinathar also wants to try and discover, for himself, how it is that mohj came to be in the first place. He knows it may take his entire lifetime to understand this.

    Personality: Scinathar, upon the transformation, really does see everybody else as vastly different. Everyone is nonmohj. He is mohj. It's that simple. When he refers to other nonmohj, he will make a reference like man-person or giant-guard or faen-person, or sometimes simply nonmohj. He knows his looks offsets others, and part of him is curious about it, and part of him loves it. He doesn't see the use of long conversations, so when he speaks he's too the point, and his tone may come off commanding. It's not intentional, its just that small talk doesn't impress him, and he sees it as a waste of time.

    Background: Scinathar is traveling with a loyal Litorian that has sworn an oath to protect him for the time being. Scinathar was not there when a fellow mohj of great skill saved him from a fate equal to death, and upon Scinathar's search to find himself the Litorian was asked by the mohj elder to accompany him and see that he accomplishes his goal.

    To Scinathar, his elder seemed to know something about him, and who he might become, but Scinathar has yet to discover that for himself. He has grudgingly accepted the company of the Litorian, but he doesn't feel he needs the assistance as they travel the north road to a small town of Hardak, which seems to be getting a swelling population in the last few months, if rumors can be believed.

    Something calls him to head to this town, Scinathar doesn't know what that something is. He is puzzled by this urge, curious, and kind of excited. He follows the Litorians lead, letting him walk in front. After all, sooner or later something bad is going to happen, and he wants to see just how good his bodyguard will be.
    Last edited by Erekose13; Tuesday, 8th June, 2004 at 07:14 AM.
    Erekose13
    Art by Uneide!
    PbP

    [Living 4th Edition]
    Callen Stewart Human Wizard 8
    Beyrk Verkunder Hobgoblin Bard 3

    [Living Eberron]
    Gogmorthak d'Tharashk Orc Barbarian 6

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