Difference between revisions of "Zass"

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(Characteristics)
(Features & Feats)
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'''Racial & Background'''
 
'''Racial & Background'''
  
*''Mask of the Wild'': You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
+
*''Innate Spellcasting'': You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
*''Blessing of the Forest'': Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.
+
*''Magic Resistance'': You have advantage on saving throws against spells and other magical effects.
*''Uthgardt Heritage'': You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.
+
*''Poison Immunity'': You are immune to poison damage and the poisoned condition.
 +
*''Criminal Specialty'': Burglar
 +
*''Criminal Contact'': You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.  
 +
 
 +
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.  
  
 
'''Rogue Features'''
 
'''Rogue Features'''
*1st Level: Expertise, Sneak Attack (+2d6),
+
*1st Level: '''Expertise''', '''Sneak Attack''' (+2d6)
*2nd Level: Cunning Action: Bonus Action - You can  take the Dash, Disengage, or Hide action.
 
*3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
 
  
'''Ranger Features'''
+
'''Warlock Features'''
*1st Level: '''Favored Foe''' - Hunter’s Mark spell known, doesn't count against spells known, doesn't require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., '''Deft Explorer''' - Roving: +5 Speed, Climbing & Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.
+
*1st Level: '''Other Worldly Patron - The Archfey''' - '''Fey Presence''' - As an action, you can cause each creature in a 10-foot cube originating from you to make a Wis save. The creatures that fail are charmed or frightened by you until the end of your next turn. Once per rest. '''Pact Magic'''
*2nd Level: '''Fighting Style''' - Archery (+2 w/ Ranged Weapons), '''Spellcasting''' (see "Magic" below"), '''Spell Versatility''' - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, '''Spellcasting Focus''' - May use Druidic spell focus. '''Ranger Spells''' - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond
+
*2nd Level: '''Eldritch Invocations'''
*3rd Level: '''Primal Awareness''' - Bonus spells that can be cast once per long rest w/o expending a slot. '''Gloom Stalker Archetype''' - ''Gloom Stalker Magic'' - expanded spell list that doesn't count against spells known, ''Dread Ambusher'' - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat & if it hits the target takes +1d8 dmg, ''Umbral Sight'' - +30' to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
 
*4th Level: '''ASI''' - ''Close Quarters Archer'' Feat
 
*5th Level: Extra Attack
 
*6th Level: Deft Explorer Improvement
 
*7th Level: '''Iron Mind''' - Gain proficiency in Wis Saving Throws
 
*8th Level: '''ASI''' - ''Athlete'' Feat. '''Land's Stride''' - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).
 
  
'''Feats'''
+
'''Eldritch Invocations'''
*1st Level: '''Sharpshooter''' (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit & +10 dmg.
+
*'''Devil's Sight''' - You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
*4th Level: '''Close Quarters Archer''' (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.
+
*'''Mask of Many Faces''' - You can cast Disguise Self at will, without expending a spell slot.
*8th Level: '''Athlete''' Standing only uses only 5'. Can jump after moving 5', rather than 10'.
 
  
 
== Magic ==
 
== Magic ==

Revision as of 21:36, 29 December 2019

Zass

Race Yuan-ti Trueblood Sex Female Background Spy

Class Thief / Warlock, Archfey Level 1 / 2 Alignment Chaotic/Good

Characteristics

Str 8 (-1) Dex 14 (+2) Con 12 (+1) Int 11 (0) Wis 13 (+1) Cha 17 (+3)

Saving Throws

Str -1 Dex +4 Con +1 Int 0 Wis +1 Cha +3

  • Advantage on saves vs spells and magic effects

Immune to poison and poisoned condition


Speed 30

Passive Perception 12 Passive Insight 11 Darkvision 120 feet, inc magical


HPs 21 _________________ Hit Dice 3d8 AC 13

Initiative +2 Proficiency Bonus +2

Weapon Type Range Attack Damage
Rapier Melee - +4 1d8+2
Shortsword Melee - +4 1d6+2
Dagger Melee 20/60 +4 1d4+2
Hand Crossbow Ranged 30/120 +4 1d6+2
Skills (Proficient, Expertise) Other Proficiencies Languages
  • Acrobatics (Dex) +6
  • Animal Handling (Wis) +1
  • Arcana (Int) 0
  • Athletics (Str) -1
  • Deception (Cha) +5
  • History (Int) 0
  • Insight (Wis) +1
  • Intimidation (Cha) +3
  • Investigation (Int) 0
  • Medicine (Wis) +1
  • Nature (Int) 0
  • Perception (Wis) +3
  • Performance (Cha) +3
  • Persuasion (Cha) +5
  • Religion (Int) 0
  • Sleight of Hand (Dex) +4
  • Stealth (Dex) +6
  • Survival (Wis) +1
  • Light Armor
  • Simple Weapons
  • Hand Crossbow, Longsword
  • Rapier, Shortsword
  • Thieve's Tools
  • Disguise Kit
  • Gaming Set (Dice)
  • Common
  • Abyssal
  • Draconic
  • Thieves' Cant


Features & Feats

Racial & Background

  • Innate Spellcasting: You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Magic Resistance: You have advantage on saving throws against spells and other magical effects.
  • Poison Immunity: You are immune to poison damage and the poisoned condition.
  • Criminal Specialty: Burglar
  • Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Rogue Features

  • 1st Level: Expertise, Sneak Attack (+2d6)

Warlock Features

  • 1st Level: Other Worldly Patron - The Archfey - Fey Presence - As an action, you can cause each creature in a 10-foot cube originating from you to make a Wis save. The creatures that fail are charmed or frightened by you until the end of your next turn. Once per rest. Pact Magic
  • 2nd Level: Eldritch Invocations

Eldritch Invocations

  • Devil's Sight - You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • Mask of Many Faces - You can cast Disguise Self at will, without expending a spell slot.

Magic

Casting Ability Wisdom

Save DC 14 Attack Bonus +6

* = doesn't count against known spells
† = cast once per long rest for free
^ = cast Wis mod per long rest for free

Spell Slots 4 / 3

Cantrips 1st Level 2nd Level
  • Create Bonfire
  • Druidcraft
  • Prestidigitation
  • Shape Water
  • Detect Magic * †
  • Disguise Self *
  • Ensnaring Strike
  • Goodberry
  • Hunter's Mark * ^
  • Longstrider
  • Speak with Animals * †
  • Beast Sense * †
  • Locate Animals or Plants * †
  • Pass Without Trace
  • Rope Trick *
  • Silence

Equipment

Magical Equipment

Longbow +3 (very rare)
Glamoured Studded Leather (rare) - AC 13 + Dex Mod, can appear as clothing
Bracers of Archery (uncommon, attunement) - +2 bow dmg
Efficient Quiver (uncommon)
Elvin Boots (uncommon) - adv on stealth
Aril Ring (common, attunement) - A ring of polished yew. In place of a gem, the ring has a single, living aril.
As a Bonus Action, the wearer may pluck the ring's berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn't get the berry, it fluffs up its feathers and chatters angrily.
If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient's ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.
It's said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don't typically respond. If sent to deliver such a message, the sparrow merely disappears.
The ring will regrow a missing berry at dawn.
Glow Gem (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)
Shaded Scimitar (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.
In dimly lit or dark conditions, if a creature isn't already aware of the weapon's presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it's being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.
Unbreakable Arrow (common) x3
Walloping Ammunition (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Whistling Ammunition (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.

Mundane Equipment

Worn
Glamored Studded Leather Armor 13 lbs
Clothing (including boots & cloak) 5 lbs
Efficient Quiver 2 lbs
Longbow +3
54 Arrows
3 Unbreakable Arrows
2 Walloping Arrows
1 Whistling Arrow
Shaded Scimitar
2 Spears
10 Torches
Belt
Dagger 1 lb
Belt Pouch ~3 lbs
Tiny Tinder Box
Toilet Paper
Glow Gem (in lightproof container)
Thieves Tools
Compass
Chalk
Carpenter's Pencil
Spoon & Fork
Snacks
Small notepad
Monocular
Pack 2 lbs (~25 lbs total)
Change of Clothes 2 lbs
100' Type III Tan cammo paracord .5 lbs
100' smaller lengths of paracord .5 lbs
Sleeping Bag 3 lbs
Backpacking Tarp 2 lbs
3 Days rations 6 lbs
Rags 1 lb
Sewing kit
Mess Kit 1 lb
Flask of oil 1 lb
Plastic bottle of Everclear 1 lb
Duct Tape .5 lbs
Small game snare building equip 2 lbs
48 lbs total
23 lbs w/o pack

Background

Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family's beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn't always self sustaining. Jensen, or "Jay" as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.

When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin' Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.

After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but "out" was another world. A world of elves, orcs, dragons, and unicorns.

On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn't like elves, he went out into the wilds to find "his kind", the elves. It wasn't long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn't long before he too was patrolling with their rangers.

He was "over there" for ten years. It was a good life. He'd been handfasted to a good elven woman for a few years, but they'd had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It's not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, "Psychiatric" on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.