Name: Tavvin "Tav" Xiltarr
Door: TDM-rolled Submissive [
Door pass ]
Canon: Baldur's Gate 3
Canon Point: Act One - Entrance to the Ruined Battlefield (Shadow-Cursed Lands)
Age: 25
Appearance:
hereHistory:
PRE BALDUR'S GATE III
Tavvin was born in the Underdark to a notable drow house - his mother was a priestess of Lolth (the most important goddess in drow culture) - as the youngest of three children. He spent his childhood competing with his sisters for their mother's favour and imagining the legacy he would have, something that was very much a primary goal in drow culture.
During his early teens, he started to understand why he felt so incredibly uncomfortable and ill at ease with himself more often than not, and realised that while he had been assigned female at birth, it didn't match how he felt inside. Given the second-class status of males in drow culture, he kept it a secret, assuming that he would be able to live the lie and be satisfied with the power he would have as his mother's favourite. With no genuine friends to speak of - and certainly nobody to trust with this information - he never shared this with anybody else.
Eventually the lie became too insufferable to live with and, after a harrowing escape (from both other drow and the types of monsters inhabiting the deep) he fled the Underdark for the surface. It was almost impossible for him to survive in a place so different from everything he had been taught and had experienced up to this point. The sunlight hurt his eyes for months (being unused to it, having lived without it for the entirety of his life so far) and he almost died of starvation a few times, resorting to thieving simply to keep himself alive.
He found himself in Baldur's Gate and there he discovered that certain people's fetishes included sex with drow specifically. With no other way to make coin and keep himself sheltered or fed, he fell into sex work and, if he was lucky, he was actually paid for his time. His abduction to the nautiloid and subsequent infection with a mindflayer tadpole, and meeting others in the same position as him, is the first time he's had any kind of meaningful friendship with anybody in his life, though he still finds himself expecting these people to betray him at any moment.
ACT ONE
The protagonist wakes up inside a giant dimension-crossing illithid (mind flayer) flying ship. They are infected with a parasitic tadpole that enthrals and transforms people into illithids; however, the transformation does not happen, and the ship comes under attack from githyanki warriors riding red dragons. The mind flayer crew teleports the ship to the Nine Hells and are attacked by an army of Devils. The protagonist is freed during the fighting and steers the damaged ship to Faerûn, where it crashes. They encounter other survivors of the wreck, all likewise implanted with tadpoles.
The party seeks to remove their parasites through numerous avenues, all of which fail to provide a cure. They are saved from the tadpoles' overwhelming psychic force by a "Dream Visitor" inside Shadowheart's mysterious prism, a device that is sought after by the githyanki. The protagonist then becomes involved in the fate of the Emerald Grove, where local druids and tiefling refugees face off against the goblin horde that worships a cult of the "Absolute". Once the party either sacks or saves the grove, they travel through the mountains or the Underdark to reach Moonrise Towers, a cultist stronghold, in search of a new cure.
[ Source: Wikipedia link ]
SPECIFIC CHOICES:
- Injures Us to make it more subservient
- Attempts to free Shadowheart but gave up after there didn't seem to be a way to open the pod
- Recruits Shadowheart
- Refuses to go looking for the "thing" in the bushes on Astarion's request
- Recruits Astarion
- Recruits Gale
- Deceives Nymessa and Damays so that he can free Lae'zel without a fight
- Recruits Lae'zel
- Stands back and watches Aradin punch Zevlor
- Doesn't want involvement in any of the tieflings' issues, just wants to find a healer
- Recruits Wyll
- Persuades Rolan, Lia and Cal to stay
- Detects Kagha's thoughts and saves Arabella, demands payment from her parents
- Isn't honest with Nettie about the parasite and so has to kill her after she pulls the poison thorn out as a weapon
- Standoffish with Auntie Ethel when she asks what's wrong
- Stands back and watches Arka kill Sazza
- Rescues Barcus by convincing the goblins he's a True Soul, asks for a reward from Barcus
- Refuses Raphael's offer
- Poisons goblins' booze tub
- Kills Priestess Gut in her chambers
- Kills Dror Ragzlin
- Knocks out Minthara
- Frees Halsin
- Persuades Shadowheart not to kill Lae'zel at camp
- Chooses to avoid the Underdark and takes the Mountain Pass
- Persuades Shadowheart to stand down when she threatens to kill Lae'zel at camp
- Allows Lae'zel to enter the zaith'isk but ultimately convinces her to leave it before it kills her
- Gives the githyanki egg to Lae'zel
Personality:
Positive Trait - Adaptable:If there's one thing that Tavvin can claim as a positive it's that he's
good at adapting to change. It's always been an important part of his life on account of needing to constantly be able to meet anything thrown at him well. At times, the
difference between life and death given drow society's penchant for sabotage, betrayal and murder. To further this, the difference between living in the Underdark and living on the surface required him to be able to adapt quickly. Especially as, up until that point, he had been living exclusively in the Underdark and in drow society. His ability to adapt allowed him to survive, even when his odds weren't looking ideal. Finally, the way he adapts to having a mindflayer tadpole put in his brain, and looking ahead to how he might find a cure for himself, adapting to what he needs to be in order to achieve this. His entry into Duplicity will mark yet another major change for him of which he will adapt for the most important reason of all: survival.
Negative trait - Selfish:Tavvin learned very young that the
only way to survive in drow society was to be selfish. Looking out for himself above all others while simultaneously appearing to be worshipping Lolth and serving the house he'd been born into. Just as with more positive traits,
he associates the need to be selfish with the only way to survive. He can't think of other people because there is no margin of error or leeway in drow culture. One mistake could cost him his life. A prime example of this in canon is the fact he didn't want to know about the tiefling's struggles and initially refused to get involved because all he wanted was to find a healer to fix his own problem.
Negative trait - Exploitative:Not content with simply concerning himself with himself, Tavvin also
seeks out people who can be of use to him and will exploit them and their talents in the name of improving his own chances. He also
doesn't believe in doing things for free, expecting reward for sometimes very little effort his end. An example of this in canon is when he persuades a group of goblins to leave a windmill they're torturing a deep gnome on. When Tavvin manages to stop the windmill the deep gnome, Barcus, has been attached to, he asks for a reward before getting him down, exploiting Barcus' precarious position before lending more aid.
Negative trait - Deceitful:With little issue over
deceiving others to get either what he wants or what he needs, it's something he regularly falls back on to if he senses things aren't going to go his way. With a
mentality of 'anything goes' when it comes to survival, more often than not he doesn't have a moral dilemma over conducting himself this way. Especially as deceit and manipulation in drow culture are par for the course. An example of this in canon is that he chooses to deceive two tieflings who have caught Lae'zel in order to get them to leave the area. This is so that he can free Lae'zel specifically so he can have her in his party as she is strong and physically impressive, and perfect to have as an exceedingly effective fighter protecting him.
Powers and Abilities:
⇝ Level 6 | Ranger 3 - Gloom Stalker Subclass, Rogue 3 - Assassin SubclassSkill Expertise: Stealth, Sleight of Hand
Proficiencies: Acrobatics, Deception, Insight, Perception, Arcana
Additional Skill: Investigation
Sneak Attack: Melee, RangedExploit an enemy's distraction and deal extra damage to their vulnerable spots with melee or ranged weapons.
Cunning Action
Dash - double movement speed
Disengage - retreat safely. Moving won't provoke Opportunity Attacks
Hide - Hide from enemies by succeeding at Stealth checks
Assassin’s Alacrity
Quick as an alley cat in a rain-dark city, you immediately restore your Action and Bonus action at the start of combat
Assassinate: Initiative
Deadliest against unprepared enemies
Assassinate: AmbushGreatly increases damage against surprised foes
Favoured Enemy: Mage BreakerProficiency in Arcana and gain the True Strike cantrip which gives you Advantage on Attack Rolls against a creature
Natural Explorer: Beast TamerYou have cultivated a strong bond with animals. You can cast Find Familiar without expending a spell slot
Fighting Style: Duelling
When you are wielding a melee weapon in one hand, and no weapon in the other, you deal an additional 2 damage with that weapon
Dread Ambusher
First turn of combat. Movement speed increased by 10ft. Affected entity can also make an extra weapon attack that deals an additional 1d8 damage
Superior Darkvision
Can see in the dark up to 24 m / 80 ft
Umbral ShroudWrap yourself in shadows to become Invisible if you are obscured
Spell: Hunter’s MarkMark a creature as your quarry to deal an additional 1d6 Weapon damage whenever you hit it with a weapon attack.
Spell: Hail of ThornsShoot a volley of thorns. The thorns deal weapon damage to the target and then explode. The explosion deals an additional 1d10 Piercing damage to the target and surrounding creatures. On miss, the thorns still explode. On save, targets still take half damage from the explosion.
Spell: Disguise Self
Magically change all aspects of your appearance.
Spell: Cure Wounds
Heal allies with divine magic through touch
Spell: Find Familiar
Summon a familiar, a fey spirit that takes an animal form of your choosing
Organ Rearranger (from Knife of the Undermountain King)
The wielder scores a Critical Hit when rolling a 19. When they roll 2 damage or less, reroll the dice, taking the highest result.
Shadow Blade (from Knife of the Undermountain King)
You have Advantage on Attack Rolls against Lightly or Heavily Obscured targets when using this blade.
Cat's Grace (from The Graceful Cloth armour)
Cat's Grace and increase your Dexterity by 2, to a maximum of 20
Nimble As a Cat (from The Graceful Cloth armour)
You gain a +1 bonus to your Dexterity Saving throws and also increase your Jump distance by 1.5 m / 5 ft.
Writhing Dance (from Moondrop Pendant)
When at half health or below, the wearer doesn't provoke Attacks of Opportunity.
Inventory:
Knife of the Undermountain King
The Graceful Cloth armour
Moondrop Pendant
Samples:
TDMTFLN