About Nestis Tassi
Nestis Tassi (Huiszui)
Unarmoured 12 AC (10 +2 Dex)
Level 1 2/2
Skills: Acrobatics +2, Animal Handling +2, Arcana +2, Athletics +1, *Deception +5, History +2, *Insight +4, Intimidate +3, *Investigation +4, Medicine +2, Nature +2, Perception +2, Performance +3, *Persuasion +5, Religion +2, Sleight of Hand +2, *Stealth +4, Survival +2
Languages: Common, Abyssal, Draconic
Coin: 0 PP, 7g GP, 0 EP, 0 SP, 0 CP
Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You know four 1st-level spells of your choice from the bard spell list. You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your bard spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack modifier = your proficiency bonus + your Charisma modifier
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
You can use a musical instrument as a spellcasting focus for your bard spells.
You can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
Skill Proficiencies: Deception, Stealth
Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Personality Trait 1: People are only as trustworthy as you are valuable to them. Always strive to be the most valuable person around.
Personality Trait 2: I am prepared for any eventuality; including the day my usefulness as a spy comes to an end.
Ideal: Suspicious: In my experience, everybody has something to hide, and what they hide can usually hurt me (Any).
Bond: I was framed for a crime I did not commit, and seek to bring the true culprit to justice.
Flaw: I think too highly of myself, and have an exaggerated sense of self-importance.
Nessi Tassi is a cheery, vibrant man, with glossy waves of black hair, smouldering dark eyes, and sun-kissed skin - every bit the picture of an Alerian. Average height and weight but a fine speaker and musician!
Cold. Logical. Self-serving.
Huiszui is all of these, and more.
He believes in saving himself but is far-sighted enough to know that will require help. And he will earn it with a smile on his face.
1) Where were they born?
He was born to a pureblood family, in a nest within the Scaled Peaks, inside the borders of the Empire.
2) Who are their parents?
His parents Uhsa and Thekih are relatively respected purebloods, capable in magic.
2a) Are they still alive? Are there any other guardians/close family members?
They are, though they have disowned him after his fall from grace. He has three brothers (Oshu, Shizsihu, Szaztu) and two sisters (Thetsi, Zhitshuthah) remaining. None will likely survive.
His second cousin Zsolia - damn her golden eyes - is very much alive. Hopefully not for much longer.
3) What were they doing before now?
Up until the disgrace - plotting and scheming in both the Scaled Peaks and in the cities of Aleria.
After the disgrace - driven to the city Aleria to seek the secrets of the wizards, particularly the Stormbreakers. Doing quite well in ingratiating himself with them too.
Recently - keeping up spirits among the soon to be refugees. One never knows who will be needed to watch his back after all.
3a) Why leave it all?
The Scaled Peaks - Zsolia. They had plotted together to rob the half-blood wizard Hiztlozill, with three others. Those three are no longer breathing, betrayed by Zsolia. Only a deal made at the last minute gave Huiszui a reprieve.
Aleria - The end is coming. Nessi has his ear to the ground and knows it. He would have left with the first refugees, had he arrived in time. But he won't be denied going with the second.
3b) What did they leave behind?
The Scaled Peaks - family, allies, betrayal: the familiar things of home.
Aleria - contacts, allies, spying: the new spin on old work.
4) What does your character want?
After sending a last warning to the Scaled Peaks through his remaining contacts, Nessi wants to walk through the portal and find a new start, away from the manipulations and subtle torments. He wants power over his own life, perhaps for the first time.