About TesswynName: Tesswyn
Strength: 11
Perception: 15
Size: 1
Damage: 0
Spoken Languages: Common, High Archaic Written Languages: Common, High Archaic Professions:
Ancestry Traits and Abilities:
Determined: When you roll a 1 on the die from a boon, you can reroll the die and choose to use the new number Quirks and Marks of Darkness:
N/A Paths and Path Abilities:
Novice Path:
Nimble Recovery: You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest. Trickery: Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage. Exploit Opportunity Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round. Roguery Talent: Magic x2 Dirty Tricks: Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon. Rogue Cunning: You can use Trickery twice per round. Expert Path:
Read the Signs When you would use an action, you can use a triggered action to search for omens. Make a Perception challenge roll with 1 bane. On a success, you gain 1 Insanity. Instead of becoming frightened from gaining Insanity in this way, you instead make attack rolls and challenge rolls with 1 boon and you impose 1 bane on attack rolls made against you. The benefit lasts for a number of rounds equal to your Insanity total. On a failure, you must wait 1 minute before you can use Read the Signs again. Watchful If you would be surprised, you can use a triggered action to make a Perception challenge roll. On a success, you are not surprised. Master Path:
Seasoned Binder: When you cast an Invocation spell, you can choose one of the following benefits. The benefit is cumulative with the spell's effect, and it lasts until the spell ends.
Equipment:
You have decent clothing, a sack, bread, a waterskin, a tinderbox, a candle, and a pouch containing 10 bits. Hard leather armor, lockpick, and thieves' tools. Scimitar, large shield. Small silver mirror. Implement of magic. Longbow. Ring of invisibility (1 charge), 2 potions of alertness. Music box. Ring of endurance (2 charges), ring of insanity protection. 6 slaying arrows. Incantation of summon medium animal. 3 healing injections. Talismans (Stalwart, One-Eyed God, Summer Queen). 3 gc, 5 cp. Spellcasting:
Traditions: Divination, Invocation, Nature Tradition Special: You may not wear heavy armor. Level 0: Spell (5/5): EPIPHANY DIVINATION UTILITY 0
OAK HIDE NATURE UTILITY 0
INVESTITURE OF THE STALWART
Level 1:
N/A Level 2
READING DIVINATION UTILITY 2
Level 3
INVESTITURE OF THE ONE-EYED GOD
Level 4
THIRD EYE
INVESTITURE OF THE SUMMER QUEEN
Aftereffect: You must get a success on an Intellect challenge roll or gain 1d6 + 2 Insanity. Questionnaire:
[1) "I generally like to keep my head down and not draw attention to myself. I'm more open with close friends, but other people think of me as shy or standoffish." 2) "I value my life and my independence. I haven't got much to lose any more. I guess my job? It kind of sucks, though." 3) "I fear things that I can't control. I hate not having any agency to improve my station in life." 4) "I desire a happy life of comfort and luxury, though I doubt it's within my reach. I loved my family. They're gone now." 5) "Recently, I've had recurring nightmares about my father rising from the grave as a horrid undead creature. He chases me through the woods, and I always wake up right before he catches me." 6) "I survived the massacre of my father's squadron by hiding in a supply crate. I'm not proud of it. 7) "I let others take charge. I don't like to be responsible if things go wrong." 8) "Sometimes I follow through, sometimes I change my mind. It depends on how the mood takes me." 9) "I don't think people are all good or all bad, but I know everybody is capable of doing both good and bad things. Me? I try to be good, but sometimes I want to do things that aren't exactly smiled upon by society." My Story:
Tesswyn grew up in a modest town in the North. Her mother was a seamstress and her father a cobbler, and they raised her as a follower of the Old Faith. It was a simple life, but a happy one. Unfortunately, that happiness was not to last. Her mother succumbed to disease when she was a young girl, forcing her father to take on extra work to support himself and his daughter. When war came to the lands, he was conscripted into a peasant militia. Unwilling to be apart from her only reamining family member, Tesswyn impulsively followed him along. She was still too young to fight, but she did her best as a camp follower to support the troop. It was less than a year before an enemy force came across the camp in the middle of the night and slaughtered all the militia members, Tesswyn's father included. The young girl only survived by hiding in a supply crate until the enemies moved on. Surrounded by the dead, she cradled her father's lifeless body and wept until there were no more tears to cry. Alone in the world, Tesswyn wandered until she came to a large city and found work as a shopkeeper's assistant. It doesn't pay much, and she still has to scavenge for food some nights. She works alongside a hulking orc named Drot, and the two have since become odd friends. A recent spate of nightmares have plagued her sleep. Tesswyn wonders if it's a bad omen of things to come...
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