That is not dead which can eternal lieNicknames:
So that with strange aeons even death may die
Hunter of the UnknownRace:
Tosuri (Ophidian humanoid)Gender:
S’Hraa stands 5’ 10” (Though, head to tail, he is 7’ 6” long) tall and weighs 225 lbs. He has green scales with the occasional black splotch. He has a few ritualistic markings on his head and body written in an ancient language. He has blood red eyes inset on the sides of his triangular head. In tropical or desert environments he is largely devoid of clothing, otherwise he wears a simple black robe for insulation. Like others of his race, he is venomous and has retractable fangs for injecting crippling toxins in a creature or, thanks to a specialized equipment implanted in his maw that can store crafted poisons to be delivered through his fangs, various poisons for a different effect. Like the snakes he resembles, he also lacks eyelids and, to the casual observer, appears to never sleep but actually takes regular short naps throughout the day.Personality:
S’Hraa is a quiet and passive individual, rarely starting a conversation and usually found silently observing others. In conversations he may initially appear cold and distant, but this is just a guise for those he does not know. He is slow to trusting others but quickly becomes amicable and loyal when someone does. He inherits his tribes’ morals, and strives to display honor, courage, and subtlety whenever possible.Biography:
S’Hraa comes from the Hri’Saa tribe renowned, by those who have heard of them, for being some of the best hunters in the world. Taught virtually after hatching how to hunt, few develop skills that have no practical use in hunting with alchemy being the most common. Almost everything the tribe does revolves around hunting. Though there is the occasional competition during hunts, it is not to see who can catch the biggest animal but rather the rarest. This is where S’Hraa excelled.
At only the age of seven, and on his first hunt, S’Hraa has somehow managed to catch a legend. The elusive Pochak. This cold-blooded creature is not rarely caught because it is particularly large or fearsome or agile, but that it is almost completely invisible, with all knowledge of it’s existence gleamed from the occasional tale of a ghost or the tracks that led to no animal. When questioned how he found such an animal, S’Hraa simply stated that he just knew it was there. It was later determined that this was his natural affinity for Animancy manifesting and enhancing his senses. This is a rare ability as nearly everyone else in the tribe develops an affinity for Illusion.
There were some conversations over this strange development with many considering this to perhaps be a blessing or a curse of some sort. Regardless of the meaning, S’Hraa quickly became one of the best hunters as his affinity allowed him to sense the aether and its interactions in the environment and essentially allowed him to see the ‘aura’ of any living creature. As a side effect, this was also a boon for his poisons as it led to a deeper understanding of how his alchemical concoctions reacted with a live animal. While initially he was only able to see the aether, it was not long before he developed an understanding of how to manipulate it and quickly became the most valued healer in the tribe and was able to heal virtually any non-fatal wound or disease. S’Hraa did eventually developed an affinity for Illusion, but to a lesser degree than his peers.
It was not until recently when Brood Minder Sha’His died from natural causes did S’Hraa start to question the limits of Animancy. He started to wonder if there was a way to prolong life, perhaps even indefinitely, without all the effects that come with being undead but rather staying alive in the first place. Is there a way to live without time claiming your body? Asking around got little more than a worried look and conversations ending abruptly. Only one of the village elders, the Keeper of the Esoteric, actually give some information. It was little more than a tale of an ancestor many generations ago, another Animancer as it turns out, seek the same question. This individual did something so grievous that it led to exile, and to never be heard from again. It was clear to S’Hraa this tale was meant to deter, to inform this path would likely lead to despair, but he was not shaken.
Knowing he would learn nothing here, S’Hraa elected to venture elsewhere for his answers and left the tribe. From one of the smooth skins that occasionally trades with the tribe, he heard of a guild of mages. Perhaps there he may find the answers he seeks. Perhaps S’Hraa will only end up as another legend like the nameless individual before him, or perhaps the tribe will come to hear from him again. With the question burning in his mind he sets off for either glory or doom.Affinities:
Animancy and IllusionCraft:
Alchemy, specializing specifically in debilitating poisonsMagic:
S’Hraa being a capable alchemist and animancer has blended the two into a singular art. He is able to quickly discern an affliction and a suitable remedy in most cases. Using restorative magic for wounds and potions to ease the pain as well as speed up recovery. When hunting he can locate major arteries and veins and inject toxins for faster acting symptoms, using this method for defense or offense would not be much of a stretch. He can also sense any living creature from up to 30 feet away, even through barriers up to three inches thick (assuming said barrier does not block magic in any way) and this may be further refined through further training. He can detect the identities of those he sense if he recognizes the aura. This sense is independent of his sense of sight and he can detect others even while blinded, in low light conditions, or other instances that may impair him visually.
As far as Illusion, he can make himself and up to two other creatures similar in his size almost completely invisible (though this does not make them quite, remove their scent, etc). This also requires some concentration and if he were to be surprised or otherwise distracted he might drop the effect). He can hide his tracks (such as footprints) and of those with him for up to an hour. He can also create visual illusions up to 10 cubic feet big.Skills:
Excellent hunter and tracker
Shares many characteristics of snakes, details in otherOther:
Being cold-blooded, he suffers in environments lacking sufficient heat, normally in cool environments he off sets this by wearing an insulating robe this provided little mitigation for freezing temperatures incurred naturally or magically.
He is carnivorous and hunts prey when needing to feed, swallowing it whole. Depending on the size of the prey, he can go up to nearly three weeks before needing to hunt again.
Compared to other races, he has poor vision and poor sense of hearing.
He is fond of snakes and tries not to injure one when possible and dislikes those who do not do the same.