Yajarn (Truename : Iknis Morrok meaning Fated One in draconic)
Mojh Warmain 3rd level
Experience : 3301
Hero points : 0
Description
At 6’9’’, Yajarn towers over most humans and is even taller than some Giants (but to Yajarn, they are all nonmojh). His scaly body, his sharp teeth, his red eyes and the look of his sword (see below) make an intimidating portrait for those not used to deal with mojh. As if to add to his already dreadful appearance, Yajarn wears jet black clothing.
Background
Through Yajarn now hardly remember it, he (it) was once a young human boy living in a small farming community near the hedge of the harrowdeep. He was the oldest of his family and, during winter, his father would take him along for long hunting trips in the harrowdeep. On a black night, they were attacked by a roaming band of rhodins. His father fought bravely but he fell under the assaults of the foul creatures. The human who became Yajarn was captured. He served them for a short time as a slave but the rhodin found it more profitable to sell him to a small enclave of vile mojh, hidden deep within the woods. Here, they were conducting all sort of foul experiments and rituals and one of them needed a human sacrifice.
The day before the sacrifice, the seer of the enclave consulted the omens for the ritual and discovered that it would bring great woe to kill this human and that he would somehow be important for the future of the enclave. So the leaders decided to give the nonmojh a choice: he would become a mojh and join them or he would die. The young lad was a bit disgusted at the idea of becoming a mojh but he also had no desire to die. So he accepted and went through with the ritual.
For days (or was it weeks ? or months ?), he painfully felt his body change and he thought he was dying. Eventually, the pain ended and he was reborn as Yajarn. It was also during this painful event that Yajarn became aware of his truename: Iknis Morrok, the Fated One. Yajarn wasn’t comfortable in this new body but his mind was full of new ideas and every thing felt different around him. Once he was back on his feet, Yajarn was put under the care of Scalis, a mojh mage blade and weapon master of the enclave. Scalis was a good but harsh teacher. From him, Yajarn learned the way of the sword but also to value strength and to hate weakness. Scalis soon found that Yajarn had no interest in magic but that he could become a great swordsman.
The years went past for the new mojh, years mostly spent training with Scalis. But, for Yajarn, it was now time to move on. First, Yajarn had learned more about the enclave experiments and he wanted no part in this. Second, Yajarn felt like he had learn all he could from Scalis. Finaly, both the prediction of the seer and his truename seem to indicate that he was destined for greatness. Gathering his gear, he fled the enclave, hoping to never see this place again. He’s now in Ao-Manasa, trying to enlist in one of the renowned Giant warmain schools or else just try to make a name for himself.
Personality
Yajarn now fully embraces his mojh nature but he does not share all the views of those who created him. The mojh uses few words, favoring action over discussion. He values strength in all forms and has no respect for those who have none. However, Yajarn is not cruel and dislikes killing for no reasons. So, while he despises beggars and cowards, he doesn’t take any actions against them if they leave him alone. Yajarn respects the laws and authority figures, probably because those are in a position of strength. Yajarn makes no efforts to hide his identity, as he considers doing so is a weakness.
Stats
Str 16 +3 (base 15, 2 pts applied for 16)
Dex 14 +2 (base 12, 2 pts applied for 14)
Con 12 +1 (base 14, -2 racial)
Int 16 +3 (base 13, 1 pt applied for 14, +2 racial)
Wis 10 +0 (base 10)
Cha 8 -1 (base 8)
HD : 3d12+2+4 (sturdy) ; Hit Points 31
AC 22, Touch 12, Flat 20 (armor +7, shield +2, dex +2, natural +1, possibly +3 dodge with expertise)
Init +2
BAB +3, Grap +6
Speed 20, run 60 (base 30, medium load : 112.5/76.7, heavy armor)
Fort +4, Ref +3, Will +1
+8 Melee, masterwork dire bastard sword, 1d10+5, 19-20/x2.
+5 Ranged, longbow, 1d8, x3, range 100 ft.
+6 Melee, +5 Ranged, dagger, 1d4+3, 19-20/x2, range 10 ft.
Medium, 6'9" tall, 190 lb, 37 yrs old (including nonmojh years)
Rusty brown scales, red reptilian eyes,
Speaks Common, Draconic, Giant, Ignan, Infernal
Skills (30 sp) armor check penalty: -6 (-5 without shield)
-2 Balance (+2 racial, -6 armor)
+5 Climb (6 ranks, -6 armor, +2 equipment)
+5 Intimidate (6 ranks)
+1 Jump (4 ranks, -6 armor)
+6 Knowledge (runes) (1 rank cc, +2 racial)
+5 Knowledge (military tactics) (2 ranks)
+6 Ride (4 ranks)
+4 Search (1 ranks cc)
+2 Spot (2 ranks cc)
Weapon and armor proficiencies
- Simple, martial and exotic (heavy) weapons
- Light, medium and heavy armor
- Shields.
Feats
- Opportunist (ceremonial)
- Weapon proficiency (exotic heavy) (talent – char 1)
- Sturdy (warmain 1)
- Weapon focus (bastard sword) (warmain 2)
- Expertise (char 3).
Mojh Traits
- +2 Intelligence, -2 Constitution.
- Medium.
- A mojh’s base land speed is 30 feet.
- Darkvision 60’.
- +2 racial bonus on Balance, Knowledge (runes) and Forgery checks.
- +1 natural armor bonus to Armor Class.
Possessions
Chain and plates (worn, 40 lb.) 600gp
Masterwork long shield (back or worn, 15 lb.) 170 gp
Adventurer’s outfit (worn, 2 lb.)
Dusk cloak (2/day, function as a diminished cloak of darkness spell) (worn) 800 gp
Masterwork dire bastard sword (belt left, 12.5 lb.) 635 gp,
This wicked-looking sword was forged by the mojh of the harrowdeep enclave. The sharp jagged edges are made to cause wounds that won’t heal easily but, amazingly, the blade is very well balanced. The pommel is carved in the form of a dragon head while the sword’s scabbard takes the form of an elongated dragon body.
Dagger (belt right, 1 lb.) 2 gp
Manacles (belt center, 2 lb.) 15 gp
Whetstone (on scabbard, 1 lb.) 1 cp
Longbow (left shoulder, 3 lb.) 75 gp
Quiver containing 20 arrows (right shoulder, 3 lb.) 1 gp
Arrow of hindrance (+2 enhancement, affects as a lesser speed drain, double range penalties) 250 gp
Backpack (center back, 2 lb.) 2 gp
Bedroll (below backpack, 5 lb.) 1 sp
Sack (attach to backpack, 0.5 lb.) 1 sp
50 feet of silk rope (attach to backpack, 5 lb.) 10 gp
Grappling hook (on rope, 4 lb.) 1 gp
2 Waterskins (backpack) 2 gp
Climber’s Kit (backpack, 5 lb.) 80 gp
Hammer (backpack, 2 lb.) 5 sp
4 Pitons (backpack, 2 lb.) 4 sp
Flint & Steel (backpack) 1 gp
Trail Rations- 6 days (backpack, 6 lb.) 3 gp
Belt pouch (belt, 0.5 lb.) 1 gp
Coins (in pouch) : 50 gp, 8 sp, 9 cp (1 lb.)
Last Edit: Added the DM items
