Agile
Multiple attack penalties reduced by 1 (2nd attack) or 2 (3rd attack).
Deadly
On a crit, add listed dice of extra damage.
Disarm
Can use disarm (Athletics) with this weapon, even if no other free hand. On disarm crit fail, can drop weapon to treat it as a normal failure.
Finesse
Can use your Dex modifier to calculate attacks with this weapon.
Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
Unarmed
Not a weapon, and can't be Disarmed.
Versatile
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.
~~~~~
Statistics:
Str 10 (+0), Dex 24 (+7), Con 19 (+4), Int 19 (+4), Wis 10 (+0), Cha 21 (+5)
~~~~~
Ancestry - Human (Tiefling):
Mauxi
Mauxi reside primarily in Thuvia and Rahadoum, and are culturally closer to Garundi than to other Mwangi. They are distinguished by their ashen skin, lighter brown hair, and common freckles.
Level 1
Hit Points:8
Size:Medium
Movement:25'
Ability Boosts
Two free.
Languages: Common + Int modifier
Heritage:Tiefling
Ancestry Feat:Fiendish Eyes
Level 5
Ability Boosts
Four.
Ancestry Feat:Clever Improviser
Level 9
Ancestry Feat:Fiendish Resistance
Level 13
Ancestry Feat:Fiendish Wings
Level 17
Ancestry Feat:Relentless Wings
~~~~~
Background - Circus Born:
The itinerant life of a traveling circus performer is nothing new to you; you were born and raised in the circus. You’ve seen more acts than you can count and grew up hearing the tall tales of circus performers while gathered around their campfires. You’ve experienced the thrill of captivating a crowd ever since you were young. You may have tried a few times to settle down, but the lure of the open road and the glamor of the big top always called you back.
Ability Boosts:
Two; One must be to Intelligence or Charisma, and one is a free ability boost.
Trained Skills:
Performance, Circus Lore
Feat:Experienced Professional
Level 5
Language:Elven
Level 10
Language:Orcish
Level 15
Language:Draconic
~~~~~
Innate Abilities:
Reflection of Life18 per rest
You regain double the normal number of Hit Points when resting (meaning you regain double your Constitution modifier multiplied by your level). The healing you gain from long-term rest is similarly doubled. In addition, you can focus this healing energy to accelerate your body’s natural healing processes even further.
{AA} Envision1/day - Fast Healing 4
You gain fast healing 3 for 1 minute. This amount of fast healing increases by 1 for every 2 levels you have beyond 5th level.
Reflection of Water(Magical, Transmutation, Water)
Your body is infused with the essence of water and becomes adapted to its presence. You gain a swim speed of 10 feet and can breathe underwater. In addition, you can also focus this affinity to gain an additional effect.
{AA} Envision1/day
You cast control water as a 5th-level innate divine spell. The area of water you control increases by 10 feet in length and width for every 2 levels you have beyond 10th level.
Reflection of Stone(Magical, Abjuration, Earth)
Your body is infused with the resilience and durability of stone. You are protected against the effects of severe cold and severe heat. In addition, you can also focus this durability to gain an additional effect.
{AA} Envision1/day
You cast stoneskin as an innate divine spell, heightened to a spell level equal to half your level rounded up.
Reflection of Storms(Air, Electricity, Magical, Transformation)
Your body is inured to the devastation inflicted by natural forces. You gain resistance to electricity damage equal to your level. You don’t treat wind as difficult terrain or greater difficult terrain while flying, and you can’t be moved by wind unless you choose to be. You gain a +1 status bonus to saves against primal magic. In addition, you can absorb this reinvigorating energy into your body to gain the following effect.
{AA} Envision1/day
You cast moment of renewal (self only) as an 8th-level divine innate spell and regain 1 Focus Point.
Skills
Trained in Acrobatics, Trained in 1 skill based on Swashbuckler style, Trained in 4 other skills + Int Modifier
Offense
Trained in simple weapons, Trained in martial weapons, Trained in unarmed attacks
Defense
Trained in light armor, Trained in unarmored defense
Ability DCs
Trained in Swashbuckler class DC
Swashbuckler's Style:Braggart
You boast, taunt, and psychologically throw your foes off balance. You are trained in Intimidation. You start an encounter with panache if you rolled Intimidation for initiative. You gain panache during an encounter whenever you successfully Demoralize a foe.
Confident Finish {A}(Finisher, Swashbuckler)
You make a graceful attack, piercing your foe’s defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect.
Failure You deal half your precise strike damage to the target.
This damage type is that of the weapon or unarmed attack you used for the Strike.
Precise Strike:2d6
You know how to land your blows in just the right spot. When you have panache and you perform a Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal additional precision damage. If that Strike is part of a finisher, you deal an additional 2d6 precision damage; otherwise, you deal additional damage equal to the number of your precise strike dice (2 damage at 1st level).
As your swashbuckler level increases, so does the number of damage dice for your precise strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.
Swashbuckler Feat:Nimble Dodge
Level 2
Swashbuckler Feat:Charmed Life
Skill Feat:Charming Liar
Level 3
Great Fortitude
Your Fortitude Save becomes Expert
Opportune Riposte {R}(Retort, Swashbuckler) Trigger: A foe within your reach critically fails a Strike against you.
You take advantage of an opening from your enemy’s attack. Make a melee Strike against the triggering foe or attempt to Disarm it.
Stylish Trick:Cat Fall
Vivacious Speed:+10'
When you’ve made an impression, you move even faster than normal, darting about the battlefield with incredible speed. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus.
Skill Increase:Expert Intimidate
You gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.
Level 4
Swashbuckler Feat:Finishing Follow-Through
Skill Feat:Intimidating Glare
Level 5
Skill Increase
Expert - Diplomacy
Weapon Expertise
Your proficiency ranks for simple weapons and martial weapons and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency.
Level 6
Swashbuckler Feat:Attack of Opportunity
Skill Feat:Hobnobber
Level 7
Evasion
Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Weapon Specialization
You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.
Skill Increase
Master - Diplomacy
Stylish Trick:Steady Balance
Vivacious Speed:+15'
Level 8
Swashbuckler Feat:Bleeding Finisher
Skill Feat:Assurance
Level 9
Swashbuckler Expertise
You perform swashbuckling techniques with exceptional flair, making them harder to resist. Your proficiency rank for your swashbuckler class DC increases to expert.
Precise Strike:4d6
Skill Increase
Master - Intimidation
Level 10
Swashbuckler Feat:Swaggering Initiative
Skill Feat:Confabulator
Level 11
Continuous Flair
While not equal to the heights of your panache in combat, you have a dramatic flair about you in any situation. Whenever you succeed at a check during exploration that would have granted you panache in combat, you gain a +1 circumstance bonus to further checks for actions that would grant you panache in combat. This benefit ends when the exploration changes to a different scene (as determined by the GM) or shifts to an encounter or downtime.
Vigilant Senses
Through your adventures, you’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.
Level 12
Skill Feat:Assurance
Swashbuckler Feat:Dueling Parry
Level 13
Improved Evasion
Your ability to elude danger is matchless. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.
Light Armor Expertise
You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.
Weapon Mastery
You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.
Level 14
Skill Feat:Terrified Retreat
Swashbuckler Feat:Cheat Death
Level 15
Stylish Trick:Acrobatic Performer
General Feat:Legendary Negotiation
Greater Weapon Specialization
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary
Keen Flair
You inflict particularly devastating attacks on even well-defended foes. When you Strike with a weapon or unarmed attack with which you have master proficiency, if you roll a 19 on the die and the roll is a success, you critically succeed instead.
Vivacious Speed:+20'
Level 16
Skill Feat:Shameless Request
Swashbuckler Feat:Perfect Finisher
Level 17
Skill Increase
Expert - Performance
Level 18
Class Feat:Incredible Luck
Skill Feat:Bon Mot
Level 19
General Feat:Doublespeak
Skill Increase
Legendary - Deception
Vivacious Speed:+30'
Light Armor Mastery
You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to mastery.
Eternal Confidence
As a swashbuckler at the peak of your skill, you swell with confidence and bravado in every attack. Your proficiency rank for your swashbuckler class DC increases to master.
When you Strike as part of a finisher or Opportune Riposte, you can give the Strike the failure effect from the Confident Finisher action, including the increase from Precise Finisher (page 91) if you have that feat. You can do so only if the Strike uses a weapon or unarmed attack that you could use for Confident Finisher.
Level 20
Ability Boosts: Sex, Con, Int, Cha
Swashbuckler Feat:Panache Paragon
Skill Feat:Slippery Secrets
~~~~~
Swashbuckler Terms
Finisher: Finishers are spectacular finishing moves that use your panache. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can’t use any actions that have the attack trait for the rest of your turn.
Some actions that have the finisher trait also grant an effect on a failure. Effects added on a failure don’t apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you may wish to do this when an attack deals no damage due to resistance.
Retort: Retorts are powerful reactions you can use under certain circumstances. You can perform a retort only if you used a finisher on your most recent turn or if you have panache; if you didn’t perform a finisher, you lose your panache immediately after performing a retort.
Stance: A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode.
Panache
You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular style, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache. You either are in a state of panache or you are not, but while you have panache, you are more effective at performing actions that would give you panache if you didn’t already have it, as described below.
You gain panache by successfully performing specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler’s style. You also gain panache at the start of an encounter if your actions prior to the encounter led to you rolling Acrobatics or your style’s associated skill for initiative. At the GM’s discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier, or sliding down the drapery, you also gain panache if your result is high enough (typically if it’s at least as high as the very hard DC for your level, but the GM can choose a different threshold).
While you have panache, you gain a +5-foot status bonus to your Speeds, you deal extra precision damage if you have the precise strike class feature, and you gain a +1 circumstance bonus to any check that would cause you to gain panache on a success. While you have panache, you can perform powerful finisher actions, including Confident Finish, after which you lose your panache.
Normally you gain and use panache only in combat encounters, and when an encounter ends, you lose panache if you had it.
~~~~~
Feats:
Level 1
Fiendish Eyes(Tiefling)
You can see in the darkness as easily as a fiend. You gain darkvision.
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block normal darkvision. A monster with greater darkvision, however, can see through even these forms of magical darkness.
Experienced Professional(General)
You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.
Nimble Dodge {R}(Swashbuckler) Trigger: A creature targets you with an attack and you can see the attacker.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
Level 2
Charmed Life {R}(Swashbuckler) Trigger: You attempt a saving throw, but you haven’t rolled yet.
When exposed to a sudden danger, you have a strange knack for coming out on top. You gain a +2 circumstance bonus to the triggering save.
Charming Liar(General, Skill)
Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
Level 3
Cat Fall(general, skill) - 10'
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
Virtuosic Performer:Oratory
You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.
Level 4
Finishing Follow-Through(swashbuckler)
When your finisher downs your foe, doing so maintains your swagger. If your finisher brings the target of your Strike to 0 Hit Points (or brings the highest-level target to 0 Hit Points, if your finisher allows you to attack multiple targets), you do not lose your panache at the start of your next turn.
Intimidating Glare(general, skill)
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Level 5
Clever Improviser
You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.
Untrained Improvisation
You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.
Level 6
{R} Attack of Opportunity(Swashbuckler) Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Hobnobber(General, Skill)
The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.
Level 7
Glad-Hand(General, Skill)
First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
Steady Balance(General, Skill)
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
Level 8
{A} Bleeding Finisher(Finisher, Swashbuckler)
You deal a finishing blow that leaves profuse bleeding. Make a slashing or piercing Strike with a weapon or unarmed attack that allows you to add your precise strike damage. If you hit, the target also takes persistent bleed damage equal to your precise strike damage dice.
Assurance:Intimidation
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Level 9
Fiendish Resistance:Fire
Your connection to your fiendish forebears has granted you one of their resistances as well. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type.
Though you can choose any of these, the damage type typically matches a fiend associated with your bloodline. For instance, a hellspawn might choose resistance to fire, or a pitborn with a vrock ancestor might choose resistance to electricity.
Level 10
Confabulator(General, Skill)
Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.
Swaggering Initiative(Swashbuckler)
You swagger readily into any fight—even an ambush. You gain a +2 circumstance bonus to your initiative roll and can Interact to draw a weapon.
Level 11
Battle Cry(General, Skill)
When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.
Level 12
Assurance:Acrobatics (General, Skill)
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
{A} Dueling Parry
You can parry attacks against you with your weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.
Level 13
{A}{A} Fiendish Wings(Divine, Morph, Tiefling, Transmutation)
You can strain to call forth bat-like or otherwise fiendish wings from your back, similar in appearance to those of your fiendish ancestors. Once manifested, these wings remain for 10 minutes. You gain a fly Speed equal to your land Speed while you’ve manifested your wings.
Level 14
{R} Cheat Death(Swashbuckler) Trigger: You take damage that would reduce you to 0 Hit Points.
Somehow you always escape the reaper by a hair’s breadth. You avoid being knocked out or killed and remain at 1 Hit Point, but you become doomed 1 (or increase your doomed value by 1 if you were already doomed). You can’t reduce or ignore the doomed condition from Cheating Death. The doomed condition from Cheating Death lasts for 10 minutes, though this doesn’t affect the duration of any other doomed condition you have.
Terrified Retreat(General, Skill)
When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round.
Level 15
Acrobatic Performer(General, Skill)
You’re an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It’s almost a performance! You can roll an Acrobatics check instead of a Performance check when using the Perform action.
Legendary Negotiation(General, Skill)
You can negotiate incredibly quickly in adverse situations. You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations. You take a –5 penalty to your Diplomacy check. The GM sets the DC of the Request based on the circumstances — it’s generally at least a very hard DC of the creature’s level. Some creatures might simply refuse, and even those who agree to parley might ultimately find your arguments lacking and return to violence.
Level 16
{A} Perfect Finisher(Finisher, Fortune, Swashbuckler)
You focus your panache into an impeccable assault. Make a Strike, rolling the attack roll twice and using the better result.
Shameless Request(General, Skill)
You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.
Level 17
Relentless Wings(Tiefling)
Your wings are now a permanent part of your physiology. You gain the effects of Fiendish Wings at all times, rather than just once per day for 10 minutes.
Level 18
Incredible Luck(Swashbuckler)
You always seem to bounce back from the worst. When you use Charmed Life, roll the save twice (including the +2 circumstance bonus from Charmed Life) and use the better result.
{A} Bon Mot(Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill)
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target’s Will DC.
Critical Success
The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success
As critical success, but the penalty is -2.
Critical Failure
Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Level 19
Doublespeak(General, Skill)
You are skilled at saying one thing while meaning something different. You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a Perception check against your Deception DC to realize you are passing a secret message, and they must critically succeed to understand the message itself.
Level 20
Panache Paragon(Class)
You find opportunities to perform stylish feats in the moments between others’ heartbeats and eye blinks. You are permanently quickened. You can use the extra action only to Tumble Through or perform the skill action listed in your swashbuckler’s style as one that allows you to gain panache, or other actions that would allow you to gain panache at the GM’s discretion.
Slippery Secrets(General, Skill)
You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.
belt pouch (4 cp)
{
flint and steel (5 cp)
854 gp, 4 sp; 1 cp
}
Not Carried
standard clothing (0 gp)
fine clothing (20 sp)
Appearance:
Tasha stands an imposing six-foot-two inches tall. While she looks slender, she still weighs in at 145 lbs due to her height. Her skin is a pale lavender with darker lavender swirls patterning her skin. The patterns aren't just a different color, but are a slightly raised texture. Her teeth, nails and horns are coal black - the latter curling back over her head. Her hair is a shimmering black with hints of the deepest purple. She decorates her body with various piercings filled with silver studs and tiny rings. Her tongue is split - not by heritage, but by choice. Her eyes have dark lavender irises that flare to a fiery red when she's angry.
When she's working, she stands slightly taller on black boots that add another three inches to her already impressive height. Matching the shoes are a pair of skin-tight black trousers. A lime-green striped long-coat is worn over a sparkling white waistcoat. At the top of her head is top-hat colored to match the coat.
~~~~~
History:
Tasha only has scattered images of her mother. Flashes of memories of endless dark caves, slavery, suffering, and then escape. One of her most vivid early memories is of the first time she saw the sun - she was probably four or five - and crying endlessly in her mother's arms over the harsh bright light in the sky.
Unable to make the transition to the surface world, but knowing that to return to the underworld would subject her daughter to a life of slavery as well, Tasha's mother surrendered her to a small travelling circus that was camped in the woods. Then she left - probably to return to the darkness of the underworld.
Tasha's life was better than it would have been in her mother's world, but not by much. With her striking appearance she always managed to draw attention even if it wasn't desired. She was relegated to menial tasks as well as performing as a 'Demon' in a cage for much of her childhood. She eventually ended up in Dusklight's family and when puberty hit, her life worsened. Now becoming a woman, the feline mistress of her circus family exploited her appearance in a new way; She taught her to dance.
She would spend the evenings dancing for an adult audience in the Specialties tent. And when the main show finished for the evening, she would spend another two or three hours engaged in a much more exclusive service. Men (and sometimes women) would pay a small fee to spend three private minutes with a 'Bound Demon'. While she was restrained in a pillory, they would be allowed to do with her what they desired. The pillory wasn't actually secured, but the few times that she reacted poorly to a customer's choice of activity, she was punished severely.
When the opportunity to leave Dusklight's circus for the Wayward Wanderers came, Tasha didn't think twice. Along with her friend Ruinë, she fled the vile woman, hoping never to see her again.
(mamochka)
~~~~~
Circus Acts Reference:
Axel's Amazing Aviary (Lvl: 1, DC 15) (Animal)
See him produce birds from underneath his cloak! They fly. They sing. They deliver sweets to children in the audience!
Nature +7
The Dwarven Throwers (Lvl: 1, DC 15) (Team)
See these tumblers shape themselves into a living ballista and launch themselves through the air!
Acrobatics +7, Athletics +10
Elizia and Mister Tickles (Lvl: 1, DC 15) (Animal)
See her handle deadly vipers of many kinds and dance with a 16-foot-long anaconda.
Intimidation +7, Nature +7
The Flamboni Sisters (Lvl: 1, DC 15) (Fire, Injury, Team)
See feats of juggling from these two brave sisters. Can they juggle fire? Will they set themselves on fire?
Deception +7, Fortitude Save +7
The Feather-Fall Five (Lvl: 1, DC 15) (Agile, Team)
The Kanbali family balances on tightropes with bounces, flips, and arial feats to delight!
Acrobatics +8, Athletics +6
Mordaine the Magician (Lvl: 1, DC 15) (Injury, Water)
Acts of illusion performed with skill, not magic! See Mordaine escape from shackles, locks, and a water-filled tank!
Fortitude +8, Thievery +7
Fidget's Fireworks (Lvl: 5, DC 20) (Alchemical, Injury, Prop)
The plucky Fidget pulls elaborate fireworks from her bag, lighting and juggling them in spectacle certain to amaze.
Acrobatics +9, Performance +9
The Smoke Dragon (Lvl: 5, DC 20) (Air, Audience)
The man who breathes smoke like a dragon! See his smoke make fanciful and fearsome shapes with only the wave of his hand!
Deception +8, Thievery +12
The Amazing Aquakineticist (Lvl: 8, DC 24) (Magical, Water)
See him cause water to rise, to flow, to dance in the air before your very eyes!
Acrobatics +16, Occultism +14
Evora and Gigi (Lvl: 8, DC 24) (Animal, Injury)
This dynamic duo demonstrates their unmatched strengh! You've seen an elephant carry a person, but can Evora bear the weight of her mammoth Gigi?
Athletics +19, Nature +13
Fireproof Flynn (Lvl: 8, DC 24) (Agile, Fire)
He is a living matchstick who juggles Flaming Knives in an amazing exhibition certain to thrill and delight!
Intimidation +16, Performance +16
The Majestic Mistdancer (Lvl: 8, DC 24) (Aerial, Agile, Beast)
A horse and rider? No! The ersatz rider parts to reveal magnificient wings, and Mistdancer rises into the air above the crowds!
Acrobatics +11, Performance +16
Booralu the Deadsinger (Lvl: 10, DC 27) (Emotion, Magical, Musical)
See the shoony who sings to the dead! Watch as the spirits of the departed fly and dance to his melodious voice!
Diplomacy +18, Nature +20
The Invulnerable Beast Juggler [RunkRunk] (Lvl: 10, DC 27) (Animal, Earth)
This statue juggles wild beasts! Never have you seen stone with such agility or such master over animals!
Athletics +22, Nature +16
[dice={A} Confident Finish - Rapier Attack]1d20+
[dice=Rapier Damage - P/E - spending panache]4d6+6+5d6+1d6[/dice]
[ooc]Target takes X damage on a miss (half of the precision damage)[/ooc]