Serpentfolk Spy

Zukhan Ssalaras's page

120 posts. Alias of Jam412.


Race

Asaatthi

Classes/Levels

Ranger 3 HP: 33/33 AC: 15 Pass Per: 14 ST: S+3 D+5 C+4 I+0 W+2 C+0 (ADV Charm & Poison) DVision 60'

Gender

Male

Size

Medium

Age

50

About Zukhan Ssalaras

Zukhan
Race: Asaatthi
Class: Ranger Gloom Stalker
Background:
Proficiency Bonus 2
HP 33
Hit Dice 3/3
AC 15
Deity
Languages Ledean, Asaatthi and Titan Speech
Proficiencies Row boat
Initiative +5

Ability Checks

Strength 13
Athletics +3
Dexterity 17
Acrobatics +3, Sleight of hand +3, Stealth +5
Constitution 18
Intelligence 10
Arcana 0 History 0 Investigation +2 Nature 0 Religion 0
Wisdom 14
Animal Handling +2 Insight +2 Medicine +2 Perception +4 Survival +4
Charisma 11
Deception +0 Intimidation +0 Performance +0 Persuation +0

Saving Throws: Strength, Dexterity

Scimitar: To hit: +5 Damage:1d6+3
Claw Gauntlet: To hit: +5 Damage: 1d6+3
Longbow: 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:
Favored Enemy: Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
Favored Enemy= Titan Spawn

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:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness.
You gain the following benefits when traveling for an hour or more:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

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:
Asaatthi Resistance. You have advantage on saving throws against poison, and you have resistance to poison damage.
Asaatthi Weapon Training. You have proficiency with the falchion, scimitar, and war fan. Asaatthi monks can treat the war fan as a monk weapon.
Bite. You have a bite attack that acts as a finesse weapon with which you have proficiency. This attack deals 1d4 piercing damage.
Darkvision (30 ft.). You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill.
Reptilian Mind. You have advantage on saving throws against being charmed.

Gear
Scimitar, Claw gauntlet, Studded Leather Armor, Shortbow 20 Arrows, Dagger, traveler’s clothes,
Explorer's Pack (1O gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
A quarterstaff , fishing tackle, a collection of personal identification papers in your name from several nations (some might be fraudulent), a set of traveler’s clothes, and a belt pouch containing 166 gp, a rowboat, a vial of antitoxin, Potion of healing, climbing kit.

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.