Post by menatkhufu on Mar 12, 2009 6:54:40 GMT -5
TAWNO, SOOTHSAYER -- Conviction Points 3/3 remain
Class: Expert Lvl 1
Gender : Female
VIRTUE: Inspirational (Someone who's inspirational provides encouragement or new ideas for what you should do. An inspiration is something which stimulates or animates.)
VICE: Vain (Proud of petty things, having a high opinion of one's own accomplishments with slight reason. Having extreme pride in one's own beauty, intelligence, or other good qualities.)
Background : Wanderer
Languages : Romany, German
Bonus Feats : Lucky
Bonus Skills : Sense Motive
Favored Feats : Well-informed, Jack-of-all-Trades
Role Ability
Expert – An expert can spent a point of Conviction to gain 4 ranks to any skill for the duration of the scene. This can exceed the level limit for skills, and it can also be applied to untrained skills to make them trained.
SCORES
STR : -1
DEX : +2
CON : 0
INT : 0
WIS : +3
CHA : +2
COMBAT
Combat Progression : +0 (¾)
Combat bonus : +2
Dodge : +2
Parry : -1
SAVES
Fort : +2 (cha+dex)
Reflex : +4 (cha+dex)
Will : +7 (cha+wis+favored)
Toughness : 0
SKILLS
Bluff (Cha) 6
Diplomacy (Cha) 6
Disguise (Cha) 6
Handle Animal (Cha) 6
Chirurgy (Wis) 7
Notice (Wis) 7
Sense Motive (Wis) 7
Perform - Fortunetelling (Cha) 6
Perform - Firedance (Cha) 6
FEATS
Jack-of-all-Trades (favored)
Fascinate
Suggestion
Inspire Fear (Subject is shaken and suffers -2 penalty to attack rolls, checks, and saves except Toughness. May also panic subject.)
Lucky *
EQUIPMENT
Daggers x 3 : Str+1 (+0) damage, 19-20/+3 Critical, Slashing/Piercing, 10' range increment
Bones, Stories and Tell : A set of animal bones, wooden sticks, little stones and various trinkets tucked up in a linen sack. Used to cast lots.
Class: Expert Lvl 1
Gender : Female
Description:
Tawno is a gypsy. The blood of her people accounts for her smooth skin, deep black eyes and graceful build. Her hair is a chestnut that's warm to the eye, and tends to hang in long, dense waves, braid with ribbons in between. Unlike many of her kin, she is calm and patient. Her voice comes in soothing tunes, and she speaks German with a fluent accent. Habitually wearing light and airy clothes, she ensures that they remain clean all the time. Several pendants hang from her neck, made from wood, copper and polished stone. A jade ring from her mother and large brass earrings adorn her gentle figure.
Personality:
Tawno thinks that every law is ultimately a way for one person to oppress another. She doesnt need a law or religion to tell her that murder is wrong, for example. She balances her time between the Covenant and its people, and the surrounding wilderness. She has an uncanny aura which attracts some people (and she doesn't hesitate to add her femininity to that when it will help) and makes others to shy away. She keeps her pagan beliefs secret, but she avoids Christian practices whenever she can. She doesnt trust strangers, she pretends to be close with people, but keeps them at bay and never does favors if she thinks that it wont be returned.
Background:
A life in the rural is rarely a peaceful one, least for a gypsy, and for Tawno fates made no exception. Her family made a living by visiting the cities, from spring till winter they would travel between burgs and villages, selling trinkets and trading this for that. When her father had died, due to Romany tradition, his elder brother was to take her mother as second wife. Swiftly escaping with her daughter, the desperate woman betook the way and took refuge in a small burg . A relative worked for a local lord as servant, accepting them as helpers in return for one's food only. Tawno's mother soon died with a broken heart, leaving her alone amongst foreign place, among Gajes. A life of denigration and poverty was waiting her.
Thankfully, Tawno had exceptional common sense and perception for a young girl, along with a striking talent of empathy. Her mother had also been a different kind, she claimed to see visions and cast bones, sticks and stones to read fates. Tawno learned the art of fortunetelling from her, and the only inheritance she had when her mother died was a pagan charm and a pouch of junk which she used to read fates. When she hit 16, Tawno was a beautiful woman who was gifted with words, and the lady of the burg -a superstitious, weak-willed woman called Anneliese- had heard of her so-called skill with augury. After a while, she became Lady Anneliese's informal advisor, the woman was obsessed with her lord husband cheating her, and daily consulted Tawno about the future of her marriage.
Playing on Anneliese's paranoia and feeding her with glittering lies, half-truths and sugar-coated obvious facts, Tawno gathered a good sum of gold, and was learning a lot about the outer world from her visitors, mostly poets, musicians and the occasional noble ladies who had gossip to share. She was content with her life until she saw her 18th summer, when a feeling of wanderlust struck her, and the bones she cast for herself spoke clear. She had to leave the burg, else there would be ruin for her.
One of the foresters that supplied the Lord's manor with furs, a young man called Karl, had a knack for her. Whenever she had opportunity, Tawno approached the man, giggling at his jokes, lavishing his strength, listening to him in emulated awe when he talked about the wild animals. Karl fell in to her charms in no time, and Tawno goaded him into abducting her.
One night they ran away together. Karl and she wandered from village to village, sometimes spent days in the road and in time Tawno found out that she loved the sincere simplicity of the man. Above all, he was the only one who did something for her. In return of her love and nothing more, he left his life back for Tawno's whims. When Karl wanted to marry him in a church, Tawno had to confess that she worshipped the pagan gods. So great was the man's love, despite being a good Christian, he accepted her as she is. For years they lived a life on the roads, like the true Romany would. They met every kind of people, from outlaws to merchants, clergy and immigrants, made temporary companions, and learned a lot from each encounter. When they stopped at villages, Tawno would underhandedly earn them some money by fortunetelling, and in time she had local fame as a soothsayer. She told people what they wanted to hear, and much to her surprise they would pay her for this.
All good things have an end, and theirs came in a most unexpected way. Karl caught cold in one of their journeys, simple as it seemed, they would carry on. But as time passed he turned pale and life started to ebb from his countenance slowly. No herbs she knew of could help ease his pain. They have heard of a Covenant with able people who knew of healing, so she took Karl there as a last chance.
Karl couldnt make it to the Covenant. She was alone again. She had to bury her sorrow along with Karl, and move on if she wanted to survive. And so she did.
After a few hours ride from where she buried Karl, there was the Covenant. Wiping the tears off her face, she approached the gate...
Tawno is a gypsy. The blood of her people accounts for her smooth skin, deep black eyes and graceful build. Her hair is a chestnut that's warm to the eye, and tends to hang in long, dense waves, braid with ribbons in between. Unlike many of her kin, she is calm and patient. Her voice comes in soothing tunes, and she speaks German with a fluent accent. Habitually wearing light and airy clothes, she ensures that they remain clean all the time. Several pendants hang from her neck, made from wood, copper and polished stone. A jade ring from her mother and large brass earrings adorn her gentle figure.
Personality:
Tawno thinks that every law is ultimately a way for one person to oppress another. She doesnt need a law or religion to tell her that murder is wrong, for example. She balances her time between the Covenant and its people, and the surrounding wilderness. She has an uncanny aura which attracts some people (and she doesn't hesitate to add her femininity to that when it will help) and makes others to shy away. She keeps her pagan beliefs secret, but she avoids Christian practices whenever she can. She doesnt trust strangers, she pretends to be close with people, but keeps them at bay and never does favors if she thinks that it wont be returned.
Background:
A life in the rural is rarely a peaceful one, least for a gypsy, and for Tawno fates made no exception. Her family made a living by visiting the cities, from spring till winter they would travel between burgs and villages, selling trinkets and trading this for that. When her father had died, due to Romany tradition, his elder brother was to take her mother as second wife. Swiftly escaping with her daughter, the desperate woman betook the way and took refuge in a small burg . A relative worked for a local lord as servant, accepting them as helpers in return for one's food only. Tawno's mother soon died with a broken heart, leaving her alone amongst foreign place, among Gajes. A life of denigration and poverty was waiting her.
Thankfully, Tawno had exceptional common sense and perception for a young girl, along with a striking talent of empathy. Her mother had also been a different kind, she claimed to see visions and cast bones, sticks and stones to read fates. Tawno learned the art of fortunetelling from her, and the only inheritance she had when her mother died was a pagan charm and a pouch of junk which she used to read fates. When she hit 16, Tawno was a beautiful woman who was gifted with words, and the lady of the burg -a superstitious, weak-willed woman called Anneliese- had heard of her so-called skill with augury. After a while, she became Lady Anneliese's informal advisor, the woman was obsessed with her lord husband cheating her, and daily consulted Tawno about the future of her marriage.
Playing on Anneliese's paranoia and feeding her with glittering lies, half-truths and sugar-coated obvious facts, Tawno gathered a good sum of gold, and was learning a lot about the outer world from her visitors, mostly poets, musicians and the occasional noble ladies who had gossip to share. She was content with her life until she saw her 18th summer, when a feeling of wanderlust struck her, and the bones she cast for herself spoke clear. She had to leave the burg, else there would be ruin for her.
One of the foresters that supplied the Lord's manor with furs, a young man called Karl, had a knack for her. Whenever she had opportunity, Tawno approached the man, giggling at his jokes, lavishing his strength, listening to him in emulated awe when he talked about the wild animals. Karl fell in to her charms in no time, and Tawno goaded him into abducting her.
One night they ran away together. Karl and she wandered from village to village, sometimes spent days in the road and in time Tawno found out that she loved the sincere simplicity of the man. Above all, he was the only one who did something for her. In return of her love and nothing more, he left his life back for Tawno's whims. When Karl wanted to marry him in a church, Tawno had to confess that she worshipped the pagan gods. So great was the man's love, despite being a good Christian, he accepted her as she is. For years they lived a life on the roads, like the true Romany would. They met every kind of people, from outlaws to merchants, clergy and immigrants, made temporary companions, and learned a lot from each encounter. When they stopped at villages, Tawno would underhandedly earn them some money by fortunetelling, and in time she had local fame as a soothsayer. She told people what they wanted to hear, and much to her surprise they would pay her for this.
All good things have an end, and theirs came in a most unexpected way. Karl caught cold in one of their journeys, simple as it seemed, they would carry on. But as time passed he turned pale and life started to ebb from his countenance slowly. No herbs she knew of could help ease his pain. They have heard of a Covenant with able people who knew of healing, so she took Karl there as a last chance.
Karl couldnt make it to the Covenant. She was alone again. She had to bury her sorrow along with Karl, and move on if she wanted to survive. And so she did.
After a few hours ride from where she buried Karl, there was the Covenant. Wiping the tears off her face, she approached the gate...
VIRTUE: Inspirational (Someone who's inspirational provides encouragement or new ideas for what you should do. An inspiration is something which stimulates or animates.)
VICE: Vain (Proud of petty things, having a high opinion of one's own accomplishments with slight reason. Having extreme pride in one's own beauty, intelligence, or other good qualities.)
Background : Wanderer
Languages : Romany, German
Bonus Feats : Lucky
Bonus Skills : Sense Motive
Favored Feats : Well-informed, Jack-of-all-Trades
Role Ability
Expert – An expert can spent a point of Conviction to gain 4 ranks to any skill for the duration of the scene. This can exceed the level limit for skills, and it can also be applied to untrained skills to make them trained.
SCORES
STR : -1
DEX : +2
CON : 0
INT : 0
WIS : +3
CHA : +2
COMBAT
Combat Progression : +0 (¾)
Combat bonus : +2
Dodge : +2
Parry : -1
SAVES
Fort : +2 (cha+dex)
Reflex : +4 (cha+dex)
Will : +7 (cha+wis+favored)
Toughness : 0
SKILLS
Bluff (Cha) 6
Diplomacy (Cha) 6
Disguise (Cha) 6
Handle Animal (Cha) 6
Chirurgy (Wis) 7
Notice (Wis) 7
Sense Motive (Wis) 7
Perform - Fortunetelling (Cha) 6
Perform - Firedance (Cha) 6
FEATS
Jack-of-all-Trades (favored)
Fascinate
Suggestion
Inspire Fear (Subject is shaken and suffers -2 penalty to attack rolls, checks, and saves except Toughness. May also panic subject.)
Lucky *
EQUIPMENT
Daggers x 3 : Str+1 (+0) damage, 19-20/+3 Critical, Slashing/Piercing, 10' range increment
Bones, Stories and Tell : A set of animal bones, wooden sticks, little stones and various trinkets tucked up in a linen sack. Used to cast lots.