Besmaran Priest

Tania Teg's page

915 posts. Alias of Dreaming Warforged.


Race

Saves: S +0, D* +6, C +1, I* +3, W +0, Ch +3; Adv charm, disease; Imm Sleep | Init +4 | PPerc 12; PInv 13; PIns 10; DrkVis | Spd 30' | Insp: No |

Classes/Levels

HD 1/1 | Status: Normal |

Gender

HP 9/9 | AC 15 | Acr +8 Dec +5 Int +5 Inv +3 Perc +2 Pers +5 SoH +13 Stea +6 |

About Tania Teg

Tania Teg
Female, Half-elf, Criminal, Rogue 1

Combat Stats
Passive Perception: 12; Passive Investigation: 13; Passive Insight: 10; Darkvision.
Init: +4
AC: 15 (Dex, Leather)
HP: 9
Saves: Str +0; Dex* +6; Con +1; Int* +3; Wis +0; Ch +3.
Speed: 30 ft

Offense
Dagger +6, 1d4+4, Piercing, Simple, Finesse, Light, Thrown, Range (20/60)
Shortsword +6, 1d6+4, Piercing, Martial, Finesse, Light
Shortbow +6, 1d6+4, Piercing, Simple, Ammunition, Range (80/320), Two-handed
Actions in combat: Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object.

Skills
Acrobatics** +8, Animal Handling +0, Arcana +1, Athletics +0, Deception* +5, History +1, Insight +0, Intimidation* +5, Investigation* +3, Medicine +0, Nature +1, Perception* +2, Performance +3, Persuasion* +5, Religion +1, Sleight of Hand** +13 (gloves), Stealth +6, Survival +0.

Bonus Actions
Two-weapon Fighting: When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Abilities
Proficiency Bonus*: +2
Expertise Bonus**: +4
Str: 10 (+0), Dex: 18 (+4), Con: 13 (+1), Int: 12 (+1), Wis: 10 (+0), Cha: 17 (+3) (Standard; Half-Elf: +2 Cha, +1 Con, +1 Wis).

Proficiencies
Tool Proficiencies: Card Set, Disguise Kit, Thieves' Tools (Gloves of Thievery +5 lockpick)
Weapon Proficiencies: Simple, Hand Crossbow, Longsword, Rapier, Shortsword
Armor Proficiencies: Light
Language Proficiencies: Common, Elvish
Skill Proficiencies: Acrobatics, Deception, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
Skill Expertise: Acrobatics, Sleight of Hand

Class, Race, and Background Features
Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Darkvision: You can see in darkness (shades of gray) up to 60 ft.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Criminal Specialty: Thug/Enforcer.

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.

Equipment
Arrows [20], Backpack, Ball Bearings [1 bag of 1,000], Bell, Candle, Common Clothes, Crowbar, Dagger [2], Hammer, Lantern (Hooded), Leather, Oil (Flask), Piton, Rations (1 day), Hempen Rope (50 ft), Shortbow, Shortsword, String, Thieve's Tools, Tinderbox, Waterskin, Gloves of Thievery.

Paper bird: (Wondrous item, uncommon) After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a Tiny paper bird and Hies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight.

Wealth
85 GP, 0 SP, 0 CP.

Description
Age: 17
Height: 5'6"
Weight: 100 lbs

Background
Alignment: Cahotic Good
Trait: The best way to get me to do something is to tell me I can’t do it. Those who seem the fairest often have the most to hide.
Ideal: Charity. I steal from the wealthy so that I can help people in need. (Good)
Bonds: I’m guilty of a terrible crime. I hope I can redeem myself for it.
Flaw: If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.

Personality Profile
Primary Motivator: Hedonism
Secondary Motivator: Redemption
Emotional Disposition: Calm
Moodiness: Labile
Outlook: Optimistic
Integrity: Unscrupulous
Impulsiveness: Spontaneous
Boldness: Intrepid
Agreeableness: Agreeable
Interactivity: Engaging
Conformity: Heterodox
Sense of Humour: Crude
Favorite Topics of Conversation: Fiction novels, Whoring, Love stories, Famous women, Fashion trends, Stories of abuse, Cigars.
Quirks, Habits, and Oddities: Smoking cigars, Dating women and men alike, Meddling in couples' arguments, Avoiding small children, Reading a book.
Hobbies and Enjoyments: Cards, Fancy cigars and whisky, Flirting in public, Bringing down oppressors (big and small, Zhents in particular).
Favourite Quotes: "That's not what I would do!" "Since when do we care about that!?" "If it were me, I'd go for it." "Who's asking you?" "Did you come up with that yourself?" "Look, it's trying to think... Beautiful, and touching!"

Short Description
A cigar hangs from the corner of her mischievous smile and smoke screens her emerald eyes. Her dark hair is drawn is a complex set of braids that pleasantly frame her cheek and jaw bones and let her elven heritage ears peak through. Tania wears a crimson and black doublet over a white silk shirt. The young half-elf looks just like one of those bravados that now infest most cities, with their hearts full of hope, their clothings unabashed and defiant, their blades looking for an excuse, and their purses painfully ligh. Tania looks like trouble, but her pull is irresistible. She is the flame, and you, the moth.

Brief History
Tania Teg, born Tanalia Telegalis, is the daughter of Waterdavian Zhent agents who trained their daughters to serve the Zhentarim. They recognized her innate talent, or perhaps lack of talent, and turned her into an effective spy and enforcer. As she grew older, the cost of her actions became clearer and weighed heavily on her. These years were miserable.

Reaching the edge of adulthood, she convinced a young thug to elope with her. The young couple lived a few intense months living from the rich on the roads around Waterdeep as outlaws, gaining fame as they burned through life, but love turned sour as resources grew thinner, the law crept closer, and their survival involved darker actions than the romantic stealing from the poor. Banditry led them down a dark path and she found herself doing to others the things she resented most. In fleeing the Zhentarim, she had gone full circle and returned to thuggery.

On a stormy night, fate answered. Her lover turned on her and her to the Zhents. She fought teeth and nail, her accumulated anger fuelling her cunning as she used the darkness and the forest in her favour, the prey becoming the predator.

As dawn came, Tania decide to return to Waterdeep with a clearer sense of purpose, looking for likeminded adventurers who would fight tyranny, protect the weak, and enjoy life to its fullest.