Zass

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Zass

Race Yuan-ti Trueblood Sex Female Background Spy

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

Description 5'4, 120 lbs, 20 years old, Blond hair, Blue eyes, Green scaled skin

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 Charisma

Save DC 13 Attack Bonus +5

* = Racial Spells. Once per long rest unless noted otherwise.
† = Can be cast an unlimited number of times per day.

Spell Slots 2 (1st level)

Cantrips 1st Level 2nd Level
  • Poison Spray *
  • Prestidigitation
  • Eldritch Blast
  • Animal Friendship (snakes only) * †
  • Charm Person
  • Disguise Self †
  • Faerie Fire
  • Hex
  • Suggestion *

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.