Daggerheart - Heroes of Nentir: Tak
Tak, 1st level Warrior (Call of the Brave)[edit]
Character Sheet[edit]

Heritage: Galapa (Galapa-Halfling mixed ancestry) Seaborne
Traits: Agility +2, Strength +0, Finesse +1, Instinct +0, Presence +1, Knowledge -1
Evasion 13 (11 class, +1 armor, +1 Untouchable)
Armor 4 (Base 3 Gambeson + 1 round shield)
Damage Thresholds 7/13 (Base 5/11, Level +1, Shell +1)
Hit Points 6
Stress 6
Hope 2
Experiences: Never Surrender +2, Tortoise and the Hare (Deceptively Quick) +2
Proficiency 1
Gear[edit]
Primary Weapon*: Longsword (Agility +2 attack, d10+4 physical damage*)
Secondary Weapon*: Round Shield (Strength +1 attack, 1d4+1 physical damage*, +1 Armor score)
Armor: Gambeson (Damage Thresholds 5/11, +1 Evasion) - strips of soft leather wrapped around limbs and shell
Other Gear: Minor Health Potion (clear 1d4 Hit Points), Gold (1 handful), Basic Supplies (includes several strips of soft leather and leatherworking supplies), torch, 50 feet of rope, sharpening stone
* Includes +1 damage from Combat Training
Heritage Features[edit]
Shell (Galapa): Gain a bonus to your damage thresholds equal to your Proficiency.
Internal Compass (Halfling): When you roll a 1 on your Hope Die, you can reroll it.
Know the Tide (Seaborne): When you roll with Fear, place a token on your community card. You can hold a number of tokens equal to your level. Before you make an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each token spent. At the end of each session, clear all unspent tokens.
Warrior Features[edit]
No Mercy: Spend 3 Hope to gain a +1 bonus to your attack rolls until your next rest.
Attack of Opportunity: If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed:
- They can't move from where they are.
- You deal damage to them equal to your primary weapon's damage.
- You move with them.
Combat Training: You ignore burden when equipping weapons. When you deal physical damage, you gain a bonus to your damage roll equal to your level.
Call of the Brave Features[edit]
Courage: When you fail a roll with Fear, you gain a Hope.
Battle Ritual: One per long rest, before you attempt something incredibly dangerous or face off against a foe who clearly outmatches you, describe what ritual you perform or preparations you make. When you do, clear 2 Stress and gain 2 Hope.
Domain Cards[edit]
Untouchable (Bone 1, Recall 1, bonus to Evasion equal to half Agility - round up)
Whirlwind (Blade 1, Recall 0, spend 1 Hope with successful attack against a target within Very Close range to use the attack against all other targets within Very Close range. All additional adversaries you succeed against take 1/2 damage.
Background Questions[edit]
Who taught you to fight, and why did they stay behind when you left home? Tak was taught by the halfling couple who fostered him. They still live in a hillside village by the sea, enjoying their later years in peace.
Someone defeated you in battle years ago and left you to die. Who was it, and how did they betray you? Tak was orphaned as a child, washing up on the shore alongside his parents' bodies. His wounds were grave, and though the limbs have healed he is no longer able to withdraw into his shell. He has dim memories of a pirate ship, and his father facing off against an expert swordsman as Tak attempted to assist with a dagger.
Who from your past were you most sad to say goodbye to? Tak's foster mother is the weaponmaster of the small seaside halfling community where he was raised. Warriors in the community are given a title at the conclusion of their training, and some use those titles as names. 'Tak' is short for 'Tactician', which he uses to honor his foster mother. His birth name is a secret kept from all but a chosen few.
Connections[edit]
We knew each other long before this party came together. How? (Rose) Since Rose is struggling to find a particular halfling family she asks around a lot, when she heard about the turtle that was raised by halflings of course she'd go check him out and ask way too many questions.
What have I discovered about your past that I hold secret from the others? (Eliseach) Tak has learned that Eliseach once sought to buy poison, intending it for Lady Chairiste when next she had the opportunity, but chose not to purchase it.
What fear am I helping you overcome? (Prototype) Crowds. I instinctively associate any gathering of more than a handful of people with the Imperial Army. You are trying to show me that communities can be nurturing.
(Tanan) How did I save your life the first time we met? Tak and a local gang leader clashed after Tak stepped in regarding a monetary dispute with a shopkeeper. Taman arrived to find Tak bleeding from several wounds and surrounded by gang members...but much of the blood on the cobblestones was not from Tak and multiple gang members were too wounded to keep fighting.
(Prototype) What did you confide in me that makes me leap into danger for you every time? While Prototype was healing Tak from his severe wounds, someone (possibly another PC) asked Tak, "You could have left. They weren't after you. Why didn't you just walk away?" Tak simply responded, "I was asked to help, and I will never stop fighting if the cause is worth it."What did you confide in me that makes me leap into danger for you every time? C: Tak While Prototype was healing Tak from his severe wounds, someone (possibly another PC) asked Tak, "You could have left. They weren't after you. Why didn't you just walk away?" Tak simply responded, "I was asked to help, and I will never stop fighting if the cause is worth it."
(Rose) What did I recently convince you to do that got us both in trouble? Asked Tak to look out for a shopkeeper (and maybe smuggling contact?) who was being harassed by a local gang. Tak ended up clashing with the gang, which brought unwanted attention from both law enforcement and the criminal element in the city.