![]()
About Zukhan SsalarasZukhan
Ability Checks Strength 13
Saving Throws: Strength, Dexterity Scimitar: To hit: +5 Damage:1d6+3
Split Background: Drifter/ Marsh Roamer
Spoiler:
Swamps are a beautiful, but sometimes deadly place. To the unfamiliar, they can be one great, life-threatening trap, with natural hazards ranging from putrid water to the colorful, enticing, but occasionally toxic flora and venomous fauna. However, you can navigate your way through this bewildering maze, allowing you and up to five companions to avoid quicksand, swamp gas, and other swamp hazards while moving at a travel pace. Furthermore, you can identify which plants are poisonous and which are safe to eat. When you forage in a swamp, you can always find enough food and fresh water for yourself and up to five other people per day, unless there is a serious drought or shortage. Class Features:
Natural Explorer: You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
Fighting Style Two Weapon Primeval Awareness:
Beginning at 3rd level, your mastery of ranger
lore allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group. Dread Ambuser:
At 3rd level, you master the art of the ambush. You can
give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn Of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapons damage type. Umbral Sight:
At 3rd level, you gain darkvision out to a range of 60' feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Spells 3/3 1st: Cure Light Wounds, Hunters Mark, Disguise Self and Fog Cloud Racial Features:
Gear
Background:
Zhukhan was born into a clutch of Mormo worshipping Unredeemed Asaatthi in the swamps of Kanthet. The group spent their time raiding caravans and travelers passing through the Fangsfall peninsula. One evening, the raiders bit off more than they could chew, attacking a caravan that had hired a group of well armed adventurers. The whole raiding party was wiped out, leaving an adolescent Zhukhan to fend for himself in the swamp lands. He would certainly have perished, but he was found while attempting to hunt by a human druid named Morov from the Darkwood Grove that had long been an enemy of the Asaatthi raiders. The druid took pity on the young Zukhan though and raised him as his own son while teaching him the worship of Denev.
As the young asaatthi has matured, his wanderlust gripped him. He started a business ferrying travelers to and from the Fangsfall peninsula with his rowboat. He fights off the same sorts of creatures that he would have become if not for the intervention of Morov. |