Ajasz
D&D: Ghosts of Saltmarsh | |
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GM | |
Mark | |
Milestone | |
Level 9 | |
Characters | |
Ajasz, lizardfolk scout Arkis "Elric", kobold paladin of Tiamat Chimalli, tortle barbarian Elora, elven bladesinger Ayida Ginen, half-elf undying warlock Sond, halfling barbarian Yeoman Scribus, kenku bard | |
Party Gear | |
The Sea Ghost • The Harridan Saltmarsh Gear | |
Saltmarsh Region | |
The Town of Saltmarsh Saltmarsh Region | |
NPCs | |
Saltmarsh NPCs • Guests | |
Resources | |
House Rules |
Description
General
- Level: 9
- Class: Rogue
- Specialization: Scout
- Race: Lizardfolk
- Background: Outlander
Characteristics
Personality Trait: I don’t understand how metaphors work, but that doesn’t stop me from using them at every opportunity.
Ideal: Nature. The natural world is more important than all the constructs of civilization.
Bond: I am the last of my tribe, and it is up to me to ensure that their names enter legend.
Flaw: I am slow to trust members of other races, tribes and societies.
Character Statistics
Attributes
Strength | 13 (+1) | Dexterity | 15 (+2) | Constitution | 16 (+3) | ||
Intelligence | 10 (+0) | Wisdom | 13 (+1) | Charisma | 8 (-1) |
Armor Class
16
HP
75
Proficiency
Proficiency bonus: +4
- Initiative modifier: + 2 = +2 [dexterity]
- Attack (handheld / thrown): +5 = +1 [strength] + 4 [proficiency]
- Attack (missile / finesse): +6 = +2 [dexterity] + 4 [proficiency]
Weapons and Armor
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Armor
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Tools
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Languages
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Proficient Skills
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Proficient Saves
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Current Saves
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Abilities
- Speed: 40 feet surface, 40 feet underwater
- Hold Breath: 15 minutes
- Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Hungry Jaws: In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.
- Natural Armor: You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
- Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.
- Expertise: Perception, Insight, Stealth, Thieves Tools
- Sneak Attack: +5d6
- Thieves Cant: Rogue Special Language, takes four times as long to convey a message
- Cunning Action: Receive a bonus action every round, can only be used for: Dash, Disengage, or Hide
- Skirmisher: Starting at 3rd level,you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
- Survivalist: When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
- Uncanny Dodge: Starting at 5th levei, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage to you.
- Evasion: Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Superior Mobility: At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Special Rules
Wanderer: I have an excellent memory for maps and geography, and I can always recall the general layout of terrain, settlements and other features around me. In addition, I can find food and fresh water for myself and up to five other individuals each day, provided that the land offers berries, small game, water and so forth.
Feats / Increases
- Sharpshooter: You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the weapon’s damage.
- Skulker: You are an expert at slinking through shadows. You gain the following benefits:
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Equipment
Weapons & Armor
- Staff
- Machete (Short Swords)
- Crossbow, quiver with 20 bolts, 10 +1 bolts
- Daggers, x2
Gear
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Magical Items
- Cloak of Protection: +1 to AC and all saving throws, grows warm when a dragon is nearby. (Attuned)
- Magic Light Crossbow +1
Potions
- Potion of Fire Breath
Trinket
- A glass orb filled with water, in which swims a clockwork goldfish
- A tooth from a thousand pound crocodile
Horse
None