Skip to content

Ysa Longstep

Tiefling · Fighter, Battle Master · Level 5

Ysa Longstep

Road escort and caravan guard
“s two hills and a bad decision away.”
AC18
HP44/44
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“Who gets hurt if this goes wrong?”
From how they speak

Voice

A forward, weather-scraped voice shaped by years of calling directions across wagons and wind. Her consonants land cleanly and her vowels carry a faint rasp, like dust caught at the back of the throat. When she laughs, the sound is sudden and full-bodied, with a little click of fennel seeds against her teeth.

Her words have the clipped rhythm of someone used to giving directions over wind, wagon noise, and tired complaints. She favors concrete images of roads, weather, and distance. Her humor arrives dry and matter-of-fact, often a beat after everyone else has noticed the danger.

Speech patterns

Uses distances and travel time to explain nearly everything: 'That's two hills and a bad decision away.'
Asks direct questions, especially 'Who gets hurt if this goes wrong?'
Uses dry humor to ease tension, but drops it instantly when someone is in danger.
Calls people 'neighbor' until she knows their name, then makes a point of using it.

How to play them

Ysa responds well to plain speech, shared practical work, and anyone who makes room for vulnerable people in a plan. She tests strangers with small responsibilities before trusting them with larger ones. She refuses sympathy about her past, but respects someone who names a mistake without dressing it up as heroism.

Goal

Find Tav before the militia sends him into a conflict he cannot leave, then earn enough steady work to return home without arriving empty-handed.

Motivation

Ysa wants to be useful without being owned by an employer, and to prove through actions rather than speeches that a person is more than the risk they represent.

Secret · GM only

Appearance

Ysa is a rangy, long-limbed tiefling whose stride eats up a room in quick, level steps. Her skin is a muted plum-brown, with a soft, suede-like texture and faintly lighter bands at her wrists where years of bracers have shielded it from the sun. Two swept-back horns rise from her hairline, ridged like old walnut shells; she has filed their tips smooth rather than sharpened them. Her broad jaw and square, ivory-colored teeth are striking: when she laughs, the grin is unexpectedly broad and unguarded, and she chews fennel seeds with the steady, thoughtful rhythm of a person counting miles. Her black hair is cropped close at the sides and tied into a short, practical braid. A small brass wind-up bird is always pinned inside her coat, its paint rubbed away at the beak from years of being thumbed. She gives the impression of someone already halfway to the next place, yet who will stop dead if a child calls her name.

Clothing

A dark russet traveling coat over a chain shirt, with the sleeves cut to clear her bracers. Her boots are patched at both heels, her belt is crowded with practical loops, and a faded yellow scarf is knotted twice around her throat.

Body language

She stands with her weight on the balls of her feet, as if a starting signal might come at any moment. Her gaze tracks hands rather than faces during negotiations. Around frightened people she lowers herself to their eye level, but when challenged she squares her shoulders and plants her feet with surprising stillness.

Height
6 feet 1 inch
Build
Lean, rangy, and corded with practical strength; long legs and broad shoulders built for miles in armor.
Eyes
Amber, with a dark ring around the iris
Hair
Black, cropped at the sides and gathered into a short braid
Skin
Muted plum-brown with lighter, sun-shielded bands at the wrists
Age
Thirty-two
Gender
Female
Size
Medium

Distinguishing features

Her broad jaw and conspicuously even ivory teeth show whenever she chews fennel seeds or laughs.
A tiny brass wind-up bird stays pinned inside her coat; its beak is worn to bare metal from constant rubbing.
Her horn tips are smoothly filed, and the ridges catch light like polished dark wood.

Personality

14 traits and drives

Ysa is quick to laugh at ordinary trouble and quick to take charge in a crisis, but the two impulses do not always cooperate. She is warmly attentive to children and exhausted travelers, yet suspicious of anyone who offers a grand cause in exchange for obedience. When rested, she tells stories and lets others interrupt; when frightened or ashamed, she becomes brisk and turns every feeling into a task.

Alignment
Neutral good

Quirks

Counts steps aloud under her breath when crossing a bridge, but starts over if someone interrupts.
Turns her brass bird's little key exactly twice before a dangerous journey.
Chews fennel seeds in pairs and offers them to people who look carsick.
Taps the flat of her sword against doorframes as she passes, as if checking that the world is still solid.

Habits

Counts doorways and likely exits whenever she enters an unfamiliar building.
On a safe road she jokes readily and shares food; under pressure she becomes blunt, fast, and intensely practical.
When someone describes a plan involving risk to others, she asks who has agreed to bear that risk.
She checks the pin holding her little brass bird before setting out, then pretends she was only checking her coat.

Traits · 4

She treats a stranger's practical problem as real even when their dramatic story sounds false.
She jokes easily in safe company but has little patience for humor that makes a frightened person feel small.
She is decisive in a fight and hesitant when asked to make a promise about the future.
She admires competence but distrusts people who use it to command.

Flaws · 3

She takes responsibility for decisions that were never hers alone.
She can mistake caution for cowardice in people who have not had the chance to prove themselves.
When asked for help personally, she deflects with a joke or offers work instead.

Fears · 3

Being forced to choose which helpless people to abandon again.
Finding that Tav has joined the militia willingly and believes its cause.
Returning home and discovering her mother has stopped waiting for her.

Wants and needs · 4

Wants to find Tav and learn whether he joined the militia by choice.
Needs to answer her mother's letters and admit she is struggling.
Wants a job that does not require abandoning people to protect cargo.
Needs to decide whether telling Bren's brother the truth would help him or only transfer her guilt.

Combat

AC 18 · HP 44 · 30 ft.

Ysa holds a narrow approach with her longsword and uses her reach of movement to keep vulnerable allies behind her. She prioritizes enemies threatening civilians or spellcasters, spends Action Surge to stop an immediate danger rather than to show off, and uses Second Wind only when staying upright protects someone else. She avoids pursuit into unknown terrain and will disengage if the fight turns into a slaughter.

Ysa Longstep

Medium humanoid (tiefling), neutral good
Armor Class18
Hit Points44
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsPerceptionSurvivalAnimal HandlingIntimidation
SensesDarkvision 60 ft., passive Perception 11
Languages
Common,
Infernal
Second Wind. As a bonus action, Ysa regains hit points once per short or long rest.
Action Surge. Ysa can take one additional action on her turn once per short or long rest.
Extra Attack. Ysa attacks twice, instead of once, whenever she takes the Attack action on her turn.
Darkvision. Ysa can see in darkness within 60 feet as if it were dim light.
Hellish Resistance. Ysa has resistance to fire damage.
Infernal Legacy. Ysa knows thaumaturgy. She can cast hellish rebuke once per long rest as a 2nd-level spell, using Charisma as her spellcasting ability.

Spells

Thaumaturgy (cantrip, transmutation). A magical utterance creates a minor sensory effect such as a harmless sound, a flickering flame, a brief gust, or a small tremor.
Hellish Rebuke (level 2, evocation). When damaged by a creature within 60 feet, Ysa can use her reaction to force it to make a Dexterity saving throw. It takes fire damage on a failed save, or half as much on a success. Usable once per long rest.

Actions

Longsword. Ysa makes two melee attacks with her longsword. Attack: to hit, reach 5 ft., one target. Hit: slashing damage, or slashing damage if wielded with two hands.
Longbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: piercing damage.
Thaumaturgy. Ysa spits a sharp syllable and gestures with her sword hand, creating one of the following minor magical effects: a harmless sound, a brief flame flicker, a sudden gust, or a small tremor. This is the thaumaturgy cantrip.
Hellish Rebuke. Once per long rest, when a creature Ysa can see within 60 feet damages her, she can use her reaction to make it roll a Dexterity saving throw, . The creature takes fire damage on a failed save, or half as much on a success.

Reactions

Parry. When a creature Ysa can see hits her with a melee attack, she adds 2 to her AC against that attack, potentially causing it to miss. She must be wielding a melee weapon, and can use this once per short or long rest.
Hellish Rebuke. When a creature Ysa can see within 60 feet damages her, she can use her reaction to cast hellish rebuke. The attacker makes a Dexterity saving throw, taking fire damage on a failure or half on a success. Usable once per long rest.

Services they sell

Road and caravan escort
Route planning around flooded cuts, unsafe bridges, and militia checkpoints
Basic instruction in weapon handling and travel safety

Rewards they can give

A dependable guide through the kiln road's lesser-known safe routes.
The location of a hidden roadside shelter and the people who maintain it.
A practical ally who will stand between the party and danger once trust is earned.

Equipment

  • Longsword (martial weapon)A well-maintained longsword with a plain, cord-wrapped grip, carried for dependable defense rather than display.
  • Longbow and arrows (martial weapon and ammunition)A sturdy longbow and a quiver holding twenty arrows.
  • Chain shirt (armor)A shirt of interlocking steel rings worn beneath her coat.
  • Brass wind-up bird (keepsake)A little brass bird with a stiff wind-up key. It no longer moves, but the beak has been rubbed nearly smooth.
  • Road kit (adventuring gear)A small pouch of fennel seeds, a whetstone, and a folded map annotated with safe wells and reliable barns.

Possessions

A longsword with a cord-wrapped grip
A longbow and twenty arrows
A brass wind-up bird with a worn beak
A pouch of fennel seeds
A folded route map with wells and safe barns marked
An unopened letter from her mother

Background

Ysa Longstep grew up carrying messages between isolated farms along the old kiln road, where her mother repaired cart wheels and her father made iron hinges. She learned to measure distance by sore feet and to read weather in the smell of dust. At nineteen she enlisted with a caravan escort, more for steady meals than martial ambition. During a winter crossing, her patrol was ordered to abandon a stranded wagon train to protect a wealthy employer's cargo. Ysa disobeyed, led the refugees through a flooded quarry cut, and lost her closest friend, Bren, when the rope bridge gave way. The survivors reached shelter, but the employer branded her unreliable and the company dismissed her. That decision made her a fighter who will not accept a route plan that treats people as expendable. Now she escorts travelers and takes occasional work from the Kiln Road Wardens, while quietly searching for Bren's younger brother, who vanished after joining a private militia. Her mother, Nella, still sends her mended gloves with no note. Ysa has not answered the last three letters because she is ashamed to admit she cannot afford to come home.

Role in the story

A roadwise ally, escort, or morally grounded rival who can draw the party into the search for Tav and the truth behind the militia's recruitment.

“She learned to measure distance by sore feet and to read weather in the smell of dust.”
From their background
Faction
Occasional guide for the Kiln Road Wardens, a loose network of route-keepers and volunteer escorts. She has no formal rank and distrusts the private militia recruiting along the southern road.

Known connections

Nella Longstep, her mother, maintains a wheelwright's stall on the kiln road and sends her repaired gear.
Bren, her former patrol companion, died during the flooded quarry escape; Ysa keeps his name out of casual conversation.
Tav, Bren's younger brother, disappeared after enlisting with a private militia. Ysa is searching for him.
The Kiln Road Wardens sometimes hire Ysa to guide travelers, though several senior wardens consider her difficult.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Ysa Longstep into a sheet

A high-res, share-ready sheet you can post or print.