Felial Yeskian | Character Sheet | Talisman RPG | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Felial Yeskian, level 1 Assassin

player name Elf ancestry Lorekeeper background neutral alignment xp
22 age 171cm height 79kg weight Hazel eyes Spiked red hair
Strength +4
Brawn +2
Agility +4
Mettle +2
Craft +3
Insight +1
Wits +4
Resolve +2

Life:14 of 14
Physical Damage Mod:4
Psychic Damage Mod:3
Armour Type:Leather
Armour Points:3 of 3
weapons Die roller for bonus rolls: 1d6

Weapon Att Bonus Damage
Bow +6 1d6+4
Shortsword +4 1d6+4
Stiletto +4 1d3+4
L Skill Aspects
  Animal Handling +0
Athletics Bra Agi Met
Bargain Wit Res  
  Deception +0
  Decipher +0
  Entertain +0
  Empathy +0
  Evaluate +0
  Fortitude +0
  Intimidate +0
  Investigation +0
Lore Wit    
Melee Bra Agi  
Missile Weapon Agi    
       Bows Agi+2    
Notice Wit    
  Persuasion +0
  Psychic +0
  Ride +0
Sleight of Hand Agi    
       Distraction Agi+2    
Stealth Agi    
       Wilderness Agi+2    
Survival Ins Met  
  Throw +0
special abilities Lorekeeper: When using Persuade (or something similar) to ask for access to a library or book colleciton, your Attitude is always two steps higher on the Attitude Chart.

Night Sight: When Elves are outdoors, they can see at night as if it were daytime. Torches and other light sources do not affect Night Sight; however, this special ability does not aid them when they are underground or in a building.

Movement of Leaves: When you're in the woods or a forest, once per day you can reroll 1d6 in any test. You can use this special ability on yourself or grant it to a party member you can see. You also have +1 Speed during combat in these locations.

Treachery: You conceal your intentions in combat, as well as in social interactions. You get a Bonus Die when making Deception tests. Also, when you attack with a weapon that deals 1d3 or 1d6 base damage, you can spend 1 Light Fate to deal 2 additional damage per level in any of the following situations:
  • your target is surprised or partially surprised,
  • your target is immobile or unable to take actions,
  • your target is currently friendly toward you.

  • Preparation: You are a professional, and a professional spends time preparing. The first time you make an attack against an Enemy (or another target the GM approves) that you've studied and prepared to kill, choose one die that is not a Kismet Die. Do not roll that die. After you've rolled the rest of the dice, you can set that die to any result.

    You can prepare to kill only one target at a time. Preparation usually takes at least a number of days of work equal to 2d6 minus your Wits (with a minimum of 1 day). You must be able to either observe the target directly or gain information from who has.

    Path of Blood: Woe betide those who stand between you and your target. When you reduce an Enemy to 0 Life, you can spend 1 Light Fate to make an attack against another Enemy whose threat is the less than or equal to your initial target. You can't use this feature more than once per round.
    spells Spell Points:0 of 0

    equipment Gold: 5
    Item Load
    Leather armour 1
    Shortsword 1
    Bow (20 arrows) 2
    Poisoner's kit 1
    Haversack (climbing harness, blanket, tinderbox, 50 feet of rope, mess kit, water bottle) 1 (4)
    Antitoxin potion -
    Stiletto 1
    Max load: 20, current load: 7
    magic items Spirit Bane
    Damage: 1d3+1
    Traits: This weapon can be used to attack Incorporeal spirits.
    Special Abilities: Spend 1 Light Fate to use Strength instead of Craft when damaging an Incorporeal spirit.

    When you roll a 6 on the Kismet Die on an attack with this weapon, any spirit with a Threat less than three times your Craft is immediately and completely destroyed. After this ability is used three times, the dagger crumbles into dust.
    notes Felial was raised as a lorekeeper among a small elven community in the woodlands. Over time, the group were harassed by all manner of monsters of the wood. Felial took it upon herself to fight these creatures, training with her bow and stalking prey. Her skill came to the point that a well-placed arrow could scare off any bandit, troll or goblin plying the woods for loot.

    Felial eventually joined Varus after finding him lost in the woods and saying farewell to her community.

    Notice: rolls are 3d6, the third die is the Kismet die, if it rolls 1 (additionally marked with __), the GM gets a Dark Fate point, if it rolls a 6 (additionally marked with **), player gets a Light Fate point. Example rolls: first scores an 11 and gives a Dark Fate Point to the GM: [4, 6]+[1__] = 11, second scores a 10 and gives a Light Fate Point to the player: [2, 2]+[6**] = 10

    Talisman Adventures RPG © Games Workshop Limited
    Talisman RPG Character Sheet v1.01, made by Tillerz - Updated: 2020-11-22

    Created by



    Talisman RPG

    Statblock Type

    Character Sheet