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Pollywannahacker

Born with specific markings or having had survived a strange event of circumstance in your youth, you are fabled and revered by all flying creatures.

Legends of you and your nature spread far and wide, affecting those around you like a breezy bluster. Gain Advantage on Influence checks when you make a show of power or skill that can be attributed to the wind.

Despite the innately lofty aspects of your culture, you feel most at home in simple straits.

Your groundedness gives you keen insight into navigating terrain. Should you come across any obstacle that requires you to climb or otherwise ascend, you always find a way around at ground-level.

In addition the Naturecraft skill uses KEY instead of WIL, and gain Advantage on Naturecraft checks to locate grounded things, such as fallen fruit or safe shelter.

Ambushing, stealing, bullying. It's routine, at this point. But now, you leave that life behind.

Your old practices let you get through hard-to-navigate locals with ease, and you know every back alley. (1/Day) You can automatically succeed at a check requiring navigation, or take a shortcut to travel twice as fast from one destination to another.

You're probably to young to be adventuring. Are you a runaway? An urchin? Has your destiny come too soon?

Your size is decreased by 1 instance down to a minimum of Small. You only gain Skill Points when leveling up for every even level (2, 4, 6, etc.). Your neutral saves become Advantaged saves.

Two souls in one body. A brain, split down the middle. New identities created through dissociation.

You aren't one person, you're two. When you finish a Safe Rest, roll 1d20. On an odd roll (1, 3, 5, etc.), your active and dormant personalities swap, with your dormant personality gaining control over your body.

Each personality has it's own Class, Stats, Skills, and potential Backgrounds. Your Ancestry remains the same.