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Ruzs

Human · Sorcerer 20 (Draconic Bloodline, fire affinity; custom presentation) · Level 20

Ruzs

Rescue mariner, salvage expert, and occasional guide through dangerous coastal waters
AC17
HP170/170
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Ruzs speaks with a weather-roughened, chest-forward sound, carrying easily over noise without becoming a shout. Salt air has left a faint rasp at the edges of his words, while his consonants stay crisp from years of giving fast deck orders. When amused, his laugh is a sudden bark; when worried, he speaks in short instructions and leaves no room for confusion.

His speech is shaped by years of shouting over rigging, surf, and furnace roar: clipped consonants, clean instructions, and a habit of projecting from the chest. He lengthens vowels when telling a story and snaps them short when giving a warning. His jokes often arrive a beat after the danger has passed.

Speech patterns

Uses short, direct sentences when danger is near and longer, teasing stories when a room feels safe.
Calls people by the work they do until they offer a name, then makes an effort to remember it.
Asks blunt questions, but gives people time to answer without filling the silence.
Uses sailing and furnace metaphors, especially when explaining plans or warning someone to slow down.

How to play them

He is warm but observant, offering practical help before asking for trust. He responds well to courage paired with concern for others, and poorly to threats against bystanders. If the party is honest about its limits, he shares useful information and offers passage; if it lies to him, he asks one direct question and watches what they do next.

Goal

Find the missing survivor from the barge disaster and discover whether the fire was an accident or sabotage.

Motivation

Protect people who have no leverage, and prove that power can be used without turning other people into acceptable losses.

Secret · GM only

Appearance

Ruzs has the sun-browned look of someone who has spent years on open decks, with a strong nose, a wide grin, and a face that seems to challenge the room to keep up. His dark hair is tousled beneath a battered orange tricorne hat, its brim pinned with two small white feathers. A sleeveless rust-red coat hangs open over a black sash and a chain of small brass charms. His hands are unusually memorable: the fingertips are glossy and faintly callused, as if years of handling hot iron have polished them. He walks with a loose, rolling sailor's gait, but can stop so abruptly that his coat keeps swaying after he does. He leaves an impression of careless heat held under deliberate control.

Clothing

A sleeveless rust-red coat, open black shirt, broad dark sash, fitted trousers, sea-worn boots, and a battered orange tricorne with white feathers. His clothes are practical but carefully mended, with heat-darkened stitching near the cuffs.

Body language

He leans into conversations as if listening over wind and surf, often balancing on the balls of his feet. When uneasy, he rubs one polished fingertip against the brass charm at his throat. Before a fight, his loose posture settles into a square, economical stance.

Height
6 feet 1 inch
Build
Athletic and broad through the shoulders, built for climbing rigging and hauling salvage rather than posing.
Eyes
Deep hazel with amber flecks
Hair
Dark brown, sun-lightened at the tips
Skin
Warm bronze, weathered by sun and sea wind
Age
Thirty-four
Gender
Male
Size
Medium

Distinguishing features

A battered orange tricorne with two small white feathers pinned to the band.
Glossy, heat-polished fingertips from years of handling hot tools and channeling fire.
A chain of mismatched brass charms, each salvaged from a different wreck.
A rolling sailor's gait that can snap into complete stillness without warning.

Personality

12 traits and drives

Ruzs is generous with food, information, and second chances, but not with trust. In calm company he is mischievous and enjoys making himself the butt of a joke; under pressure he becomes precise, watchful, and almost impossible to distract. He wants people to feel safe around him, yet his readiness to take over a crisis can make them feel managed instead.

Alignment
Chaotic good

Quirks

Counts a room's doors on his knuckles, then starts over if anyone notices.
Taps his brass charms against a cup before drinking, as if checking whether the vessel is sound.
Gives small names to fires based on how they behave, then apologizes to them when he puts them out.
Folds scraps of paper into tiny boats while listening to long explanations.
Will not sit with his back to an open hearth, even in a friendly home.

Habits

Checks the nearest exits whenever he enters a crowded room, then deliberately turns his back to one to avoid making others nervous.
Steps between threats and the least powerful person present, even when it is tactically foolish.
After a spell goes badly, he stops joking and quietly checks everyone for burns or smoke inhalation.
Treats promises as practical things: he repeats the terms aloud and asks who else heard them.

Traits · 3

He treats strangers with easy warmth while quietly assessing whether they are safe to be around.
He is playful when relaxed but becomes blunt and methodical when someone is threatened.
He hates being praised for bravery, though he is secretly proud when people trust him to lead.

Flaws · 3

Takes responsibility for other people's choices and becomes controlling when frightened.
Uses jokes to dodge grief until the moment he cannot.
Will risk himself to protect strangers, even when a safer plan would help more people.

Fears · 3

Being forced to choose which trapped person to save.
Discovering that the barge explosion was caused by someone he trusted.
His mother learning how much danger follows him.

Wants and needs · 3

Wants to learn what truly happened aboard the salvage barge.
Needs to accept that protecting people does not mean controlling every outcome.
Wants his mother to be safe without making her a prisoner of his worries.

Combat

AC 17 · HP 170 · 30 ft.

He begins by placing himself between enemies and vulnerable allies, using control spells to split the battlefield. He saves high-level slots for threats that endanger the whole group, uses quickened spells to reposition or finish a dangerous foe, and avoids sustained area fire when allies are close. If cornered, he uses Smoke-Slip and defensive magic to break line of sight rather than stand still and trade blows.

Ruzs

Medium humanoid (human), chaotic good
Armor Class17
Hit Points170
Speed30 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionCharismaStrengthDexterityIntelligenceWisdom
SkillsAthleticsAcrobaticsIntimidationPersuasionSurvivalArcana
SensesPassive Perception 11
Languages
Common,
Primordial,
Thieves' cant
Font of Magic. 20 sorcery points; he can convert spell slots into sorcery points or sorcery points into spell slots using the standard sorcerer rules.
Metamagic. Quickened Spell, Subtle Spell, and Empowered Spell.
Custom feature, Cinderwake. Once on each of his turns when he deals fire damage with a spell, he can wreathe himself in embers until the start of his next turn. A creature that hits him with a melee attack while within 5 feet takes 7 fire damage.
Custom feature, Smoke-Slip. As a bonus action, Ruzs can teleport up to 20 feet to an unoccupied space he can see that is lightly or heavily obscured by smoke, flame, or magical darkness. He can use this feature three times per long rest.

Spells

Fire Bolt (cantrip, evocation). A spark deals fire damage to a creature within 120 feet, with an attack roll; Ruzs often uses a restrained, needle-thin flame.
Control Flames (cantrip, transmutation). Creates a small, harmless flame that can light or warm objects.
Burning Hands (cantrip, evocation). A burst of flame deals fire damage in a 15-foot cone, with a Dexterity save for half damage.
Misty Step (level 1, conjuration). Ruzs magically teleports up to 30 feet to an unoccupied space he can see.
Shield (level 1, abjuration). A shimmering barrier raises his AC by 5 until the start of his next turn, including against the triggering attack.
Fireball (level 3, evocation). A 20-foot-radius sphere of flame deals fire damage, with a Dexterity save for half damage.
Fire Stride (Custom) (level 3, transmutation). Ruzs becomes a streak of fire and moves up to 120 feet, dealing fire damage to creatures he passes near; Dexterity save for half damage.
Wall of Fire (level 4, evocation). Creates a wall of fire up to 60 feet long, 20 feet high, and 1 foot thick. Creatures near it or passing through it take fire damage.
Far Step (Custom) (level 5, conjuration). Creates a protective ward that absorbs damage before Ruzs is harmed. The spell is cast using a 5th-level slot, granting 25 temporary hit points.
Delayed Blast Fireball (level 7, evocation). A 20-foot-radius sphere deals fire damage, with a Dexterity save for half damage.
Incendiary Cloud (level 8, conjuration). A 20-foot-radius sphere deals fire damage, with a Dexterity save for half damage, and can ignite flammable objects.
Flame Mantle (Custom) (level 9, evocation). Ruzs surrounds himself with a fiery aura for up to 1 minute. Creatures that hit him in melee take fire damage, and he gains resistance to fire damage.

Actions

Multiattack. Ruzs makes three attacks, using his ember-edged cutlass or his unarmed strike for each attack. Cutlass: to hit, reach 5 ft., one target. Hit: slashing damage plus fire damage. Unarmed strike: to hit, reach 5 ft., one target. Hit: bludgeoning damage.
Ember Lance (Custom). Ranged Spell Attack: to hit, range 120 ft., one target. Hit: fire damage. The target sheds dim light in a 5-foot radius until the start of Ruzs's next turn.
Cinder Fan (Custom). Ruzs exhales a fan of flame in a 30-foot cone. Each creature in the area makes a Dexterity saving throw, taking fire damage on a failure, or half as much on a success. He can use this action twice per short or long rest.
Spellcasting. Ruzs casts a spell from his spell list, using Charisma as his spellcasting ability (spell save , to hit with spell attacks).

Reactions

Ashen Deflection (Custom). When a creature Ruzs can see hits him with an attack, he adds 3 to his AC against that attack, potentially causing it to miss. If the attack misses, Ruzs can move up to 10 feet without provoking opportunity attacks. He can use this reaction three times per long rest.
Draw the Flame (Custom). When a creature Ruzs can see within 60 feet takes fire damage, he can reduce that damage by 15, to a minimum of 0, as he pulls the flame into a brief spiral. He can use this reaction twice per long rest.

Services they sell

Coastal passage and navigation through dangerous reefs
Salvage assessment and practical shipboard repairs
Emergency rescue and fire suppression
Information about privateers and independent harbor crews

Rewards they can give

Safe passage along the Gullwash coast aboard a small rescue vessel.
A dependable guide through reefs, wrecks, and coastal hazards.
A repaired piece of mundane equipment, or an introduction to a trusted harbor medic.
If the party earns his confidence, evidence related to the barge disaster.

Equipment

  • Ember-edged cutlass (weapon)A well-balanced, plain-hilted cutlass with a faintly ember-red edge when Ruzs channels magic through it.
  • Salvager's coat (armor)A reinforced sleeveless coat and layered leather underclothes, chosen for movement and protection from sparks.
  • Deck and salvage kit (tools)A whetstone, a coil of silk rope, flint, a small hammer, and sturdy repair tools.
  • Draz's brass awl (keepsake)A dented brass tool that belonged to his father, kept wrapped in cloth and never loaned out.

Possessions

Battered orange tricorne with two white feathers
Brass charms salvaged from shipwrecks
His father's brass awl
A compact journal of tide notes and unconfirmed names
A sealed letter he has never sent to his mother

Background

Ruzs grew up aboard a salvage barge that worked the reefs outside the port of Gullwash, where he learned knots, weather, and how to keep a furnace alive in a rolling hold. His father, Draz, taught him to repair engines; his mother, Binti, taught him that a crew is only as safe as its least-heard member. At seventeen, a fire broke out in the barge's sealed powder room. Ruzs's magic awakened while he tried to hold the flames away from trapped shipmates. He saved most of the crew, but the blast destroyed their vessel and killed his father. That failure changed his instinct to rush toward danger into a habit of counting exits first. He later joined a privateer crew, then left when its captain began selling rescued villagers to pay a debt. Now he ferries refugees, hunts the former captain's informants, and searches for a missing survivor from the barge disaster. He sends regular money to his mother, who believes he is still doing ordinary salvage work.

Role in the story

A powerful ally and possible rival guide whose rescue work connects the party to coastal communities, a former privateer crew, and a decades-old mystery. His personal search can become a side quest or expose the party to a moral choice about sacrifice and responsibility.

“His father, Draz, taught him to repair engines; his mother, Binti, taught him that a crew is only as safe as its least-heard member.”
From their background
Faction
Formerly sailed with a privateer crew that worked the Gullwash coast; now loosely allied with local rescue crews and independent harbor folk.

Known connections

Binti, his mother, runs a tiny repair stall in Gullwash and thinks her son still works salvage jobs.
Draz, his father, died in the powder-room explosion aboard their barge; Ruzs keeps one of his brass tools.
N'Golo, a patient harbor medic, patches up Ruzs's crew and argues with him about treating himself as expendable.
Brusk, his former privateer captain, still has contacts looking for Ruzs after he refused to help sell captives.
A missing barge survivor named Kett may know why the powder-room fire began.
Major secret · GM only
Minor secrets · GM only

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