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PLAYER
Name: Dha
Age: 34
Contact: derecho. @ discord, derecho @ plurk
Other Characters: n/a
Interests: I am a huge Dragon Age fan, especially DA:I. I love that you can navigate around battles if you play your cards right in dialogue sections. (I also love action scenes, but when playing a video game, if I can roleplay my way around a battle, I count that as more successful - such as at the Winter Palace and how you can save a fight by gathering enough evidence and influence.) With Tav, he's getting pretty tired of being Hero Boy, especially with the news that he is at least partially responsible for the current crisis (or his former self, really). He would like to follow orders and be a Good Soldier, especially as a cleric/druid multiclass. He'd be happy to run around the Hinterlands collecting starter herbs for a garden or clearing paths for the Inquisition as a way of redemption for his past terror.
I would love for him to be able to do some errand boy things before he has to realize that he has a responsibility owed that he can't just shake off. Also, since he is of the Dark Urge origin, would love to play with that cropping up from time to time.
CHARACTER
Name: Tav
Canon/OC: Baldur's Gate III
Canon Point: Early Act III, specifically after Tav learns of his role in the Grand Design as the Dark Urge/Son of Bhaal
Journal: tadpoled
Age: ~75 (he doesn't have a canon age, but in DnD literature it says half-elves become "middle-aged" around age 75-ish)
Canon World
Faerun is the world of classic DnD and Baldur's Gate III takes place in an unknown wilderness near the titular Baldur's Gate, a city in the area known as the Sword Coast. Magic in Faerun is extremely commonplace, so much so that there are shops in cities and wizards/warlocks/clerics in military regiments just like any fighter type. Additionally, there are monstrous creatures that vary from legendary (such as the Beholder) to undead (shades and shadows) to the more common pests (goblins and kobolds). Many of the monstrous variety are sentient and build their own societies with their own religions, hierarchies, trades, and interact with other creatures regularly. For example, goblins, despite being considered "pests" by most races, have their own social structure, with leaders, a deity, and live in villages.
Most races in Faerun get along, while lines of hostility are drawn along class, city, deity, or magic source/ability. For example, in Baldur's Gate III, there is a major conflict between a colony of tieflings and a grove of druids (who are of all different races, but all are druids). It is up to the player to decide how to resolve this conflict. Throughout the game, too, is the issue between the githyanki, who usually live on other plane entirely, and the player, based on religion and obedience to their queen.
All in all, Faerun is very magical, with a wide variety of races and religions, but is not a modern world. The most modern technology they have is indoor plumbing, but only in the richest of cities, such as Baldur's Gate. There is no electricity, but they don't need it if anybody can cast the spell Light and have that serve as their light source.
History
Act One:
>Tav recruited all companions possible: Gale, Astarion, Shadowheart, Lae'zel, Karlach, Wyll, Scratch the dog, Owlbear cub.
>Tav decided to help the Tieflings and druids in the Emerald Grove.
>The Urge killed Alfira, a bard from the Emerald Grove who followed the party.
>Tav helped the Emerald Grove by killing the three goblin commanders but oops killed all the goblins.
>Talked with the hag in the swamp about curing the tadpoles and lose his left eye as a result.
>Saved Halsin from the goblin camp.
>Took Lae'zel to Creche Y'llek and allowed her to speak for herself at every opportunity.
>Oops blew up the Creche for shiny mace.
>Traveled to the Underdark
>Ate the noblestalk and regained some memories of his past self
>Sided with the myconids against the duregar in their conflict
>Drank a weird mushroom tonic in an attempt to rid himself of the tonic and had a weird trip instead
>Traveled safely across the underground lake
>Saved the deep gnomes from their slavery
Act Two:
>Saved the harpers in the Shadow-Cursed Lands
>Drank the poisoned wine with Jahiera
>Helped Halsin break the Shadow Curse
>Resisted killing Isobel
>Resisted killing Gale the night after
>In the Gauntlet of Shar, allowed Shadowheart to take the lead
>Tried to persuade Shadowheart not to kill Nightsong at the end of the Gauntlet of Shar
>Eventually allowed Shadowheart to make her own decision
>Convinced Gale not to blow himself up at the act's boss
>Rescue Zevlor and Mizora from mind flayer pods
>Defeated Kethric Thorm and acquired his netherstone
>Recruited Jaheira
>Recruited Halsin
Act Three:
>Is actively suspicious of everyone in his camp due to a shapeshifter Orin threatening to kidnap someone and take their place
>Agreed to help Gortash, but plans to go back on the deal (just wants the steel watch off his back)
>Has learned his parentage
Personality
More than anything, Tav is persistent. When Tav woke up on the nautiloid, he had no memory of who he was, where he was going, or why he kept thinking about killing everything around him. So, from Day 1 of this new life, he had to rebuild himself from the shattered pieces he picked up along away, persisting in every way possible. He asked clerics, companions, and just about everyone he met if such a loss of his memory was normal. Additionally, he followed up a cure for the tadpole in just about every conversation with every person, allowed others to test cures on him as needed, resulting in a lost eye, some near fatal poisoning and the like.
His persistence, then, ties in closely with his loyalty, especially to his companions. He allows them to take the lead in situations where he feels they have the most to say (and the most to lose), such as Lae'zel before Queen Vlaakith. Another good is example is how he allows Shadowheart to make the ultimate decision regarding Nighsong's fate. He tries to persuade her in a specific direction, but ultimately, he trusts her to make the right decision. He remains loyal to the friendship they've built over the fate of the entirety of Faerun. He would put any and all of his companions above the world order if that meant keeping them happy and hale.
Finally, while Tav is both persistent and loyal, he is both of those traits to a fault. For example, when he's pursuing the cure to the tadpole problem, he makes a deal with a hag (which nearly the entire entire party disproves and warns him agains). He loses an eye for his efforts and receives a further disadvantage in the fights that follow since the hag can monitor the party's movements through his hag-touched eye. It's not to say that he's stupid, just that he's not a natural born leader, despite being thrust into the role. He can make the difficult decisions, usually with himself as the one who suffers the most from the decision or deal, but he, more often than not, makes terrible decisions.
One cannot talk about Tav without mentioning the Urge. The Urge is in fact Tav’s former self before he was tortured and placed in a mind flayer pod by Orin, his bloodkin (basically his cousin). The biggest glimpse we get is when Tav ingests the Noblestalk in the Underdark. Tav used to be violent and unforgiving but also precise and exacting. For example, in the memory Tav accesses, his butler is assisting him with a living dissection and nicks an artery. Former!Tav focuses first on preserving the pain of his victim, pinching the artery closed before he lays out some serious punishment on his butler. This is seen again in Alfira’s death. She is gored, eyes carved out, yes, but she is also surrounded by the sigil for Bhaal, drawn precisely with her blood.
Strengths & Weaknesses
As a druid/cleric multiclass, he specializes in healing and elemental magics. I have nerfed the spells already in their descriptions (e.g. taken an AoE spell down to a 3ft diameter), but I can further nerf his abilities if need be!
Also note, the Urge does not have access to these spells, as he seems to prefer a good ol' knife or dagger.
Healing Magic:
>Cure Wounds - Will mend small wounds, such as those requiring 1-10 stitches. Or will stabilize someone at death's door (but will not heal them).
>Heal - Actually heals someone of their injuries or wounds. (Will obviously require OOC coordination.) Will not revive the dead. Can stabilize someone at death's door and heal them a little. Note, can only be done once a day if no other VI spells have been cast, and is extremely taxing on Tav. Note 2, needs mod approval regarding severe injuries or revival.
Nature/Elemental Magic:
>Fire Bolt - Produces a small softball-sized flame that can be thrown at an enemy.
>Guidance - Concentrating on someone else provides some additional strength/dexterity/etc. when that someone else faces a challenge. Spell breaks if Tav gets hit or is distracted.
>Thorn Whip - Produces a whip made of thorns, used to drag an enemy closer.
>Talk with Animals - What it says on the can. Tav loves talking to all kinds of animals. Get ready fauna of Kirkwall.
>Moonbeam - Creates a ghostly shaft of light, 3ft diameter, 20 ft high. Enemies that enter will be engulfed in white flames. Spell lasts 30 seconds, rather than a minute and Tav must have line of sight.
>Spike Growth - Creates a 3 ft diameter patch of thorns beneath an enemy. Those that try to move through the space may get some thorns in their boots.
>Plant Growth - Creates a 3 ft diameter patch of undergrowth beneath an enemy. Those who have difficulty moving through thick bushes or other undergrowth may struggle. Else, it is primarily a distraction tactic.
>Grasping Vine - A vine shoots up from the ground and reaches for an enemy within 20 ft of it. If enemy does not cut the vine away or otherwise get out of its range, the vine will drag the enemy toward its center to entangle the enemy in question. This spell requires a great deal of effort from Tav.
>Sunbeam - A bright beam of light shoots out from Tav's hand in a 3ft by 30 ft line. Any creature in the line must look away/cover their eyes or be blinded for 60 seconds. Those that do look away/cover their eyes but are still in the line still experience burns as if standing in intense sunlight. This is extremely taxing to Tav to cast.
In terms of weaknesses, Tav has plenty. In a hand-to-hand, non-powered fight, Tav would lose every time. He's a skinny himbo who makes dumb decisions every day he breathes air. While he can be charming due to being pretty, he is just inescapably dumb, especially when it comes to his party. As I mentioned in his personality, he's loyal to a fault and would believe the word of, say, Shadowheart over clear-cut facts any day.
Now that's getting him in trouble because Orin has kidnapped one of the members of his party and making him paranoid. He hates doubting anyone on his team, but has to root out the imposter sooner rather than later. This paranoia will carry over into his time in Faderift.
Suggested Nerfs
I have removed a good 3/4 of Tav's inventory of spells. I have removed all of his "Wall of ..." spells, which I think would be way overpowered. For any AoE spells like "Spike Growth", I have dramatically reduced their area of effect. For any direct attack spells like "Moonbeam," I have reduced the width and length of their line (3x20 down from 5x40). Everything a level IV and up requires exertion from Tav. His healing spells have been greatly cut down to just the two on the page.
The Urge has no access at all to spellcasting.
Arrival Inventory
Tav has some minor experience dream-walking in canon, thanks to Gale. He will come with his plainclothes (Ashmeadow Outfit in Black, with the anchor side torn up to the elbow, a pair of plain black shoes), and a pair of crescent earrings.
Oh and the Urge.
Humanization
Not needed for Tav. He is a half-elf with braided white hair and a tattoo on his temple, so he will look like a Dalish elf.
Fit
For Tav, he's been dealing with one increasing problem after another. First it's his loss of memory, then the tadpoles, then the shadow-curse, the Aboslute, the End of the World. He would love to just be a nobody in a uniform, scouting and then developing starter seeds for Kirkwall's Riftwatch. This is especially true after the news he's received from Gortash about his potential role in the Grand Design. Tav has a lot of processing to do and to be able to help an organization while not being the figurehead would be amazing for him. With Dragon Age so close in terms of technology, I think he'll fit right in, especially since he is already familiar with multiple planes of reality. He won't blink twice at being told he's from another plane (or another new theory). The only thing he'd worry about is if anyone unsavory followed him, like half the hells he's pissed off or the githyanki.
As to what he'll bring, Tav is a battleworn, albeit reluctant, leader. If he were thrust into a general position to fight Rift demons, Tav wouldn't hesitate. He's used to weirder things happening. Yes, he would much rather explore the corners of Thedas for interesting (and useful!) herbs, but if he's needed to do battle, he won't complain.
There's also that interesting part of him known as the Urge. Is he possessed by a demon? Is he another Anders about to blow up the chantry? Who knows!
SAMPLES
Sample 1
---
Another day gone and another restless night follows for Tav. He tosses and turns, but he finally falls asleep on the wooden table serving as his bed since he arrived in Baldur's Gate. When his eyes shut, though, he does not find peace. Instead, Tav finds himself walking through the grass just outside the Basilisk Gate. The gate's teeth dig into the earth, barring him entry for some reason. What has he done this time to earn the gods' wrath? Who has he angered where to suffer yet another setback?
"Cursed to touch everything," Tav mutters to himself as he wraps his hands around the lowest bars of the portcullis and attempts to lift the entire contraption.
However, just as he applies upward force, Tav sinks through the ground, disappears into the momentary dark and emerges through a blinding green and black. He crashes into a cart full of hay, right hand burning as if he's had a splinter of something shoved into it. All around him are voices, commotion, and he raises his aching head inch-by-inch to observe the sunset broken over parapets of stone. The light paints the gallows in a hallowed plum and graphite, but the true star of the scene is the burning slice of green and black hanging in the sky.
Wait, did he do that?
Tav glances down to his hand and it blossoms bright and painful, pulsing with each burst of the green sky flame. People clamor around it, shouting, and creatures seem to pour from it without restraint. Glancing back to his hand, Tav sighs. If it's not a tadpole, there's always something else to worry about. At least this looks fixable, for now. Tav hefts himself out of the cart, a bit unsure on his legs, but he surges toward crew.
Time to fight. Again.
Notes:
Bhaalspawn: If it would work better, Tav could be possessed by a demon of wrath, rather than a direct Bhaalspawn. Bhaal is the god of murder, so a demon of wrath might be more Theodosian. Tav would still think he's a Bhaalspawn, but would be possessed by a demon in Thedas.
RPG Spells: Fixed that! Sorry for leaving my personal cheat sheet in my app rather than the proper format. Also cut Wind Walk out of the list. Please let me know if anything else needs to be cut.
Talk with Animals: Works for me! Tav usually uses the skill to shoot the shit with squirrels or talk to his dog, rather than for anything tactical.
Heal: Also works for me! :)
Edits in italics
Date: 2024-01-12 08:40 pm (UTC)Name: Dha
Age: 34
Contact: derecho. @ discord, derecho @ plurk
Other Characters: n/a
Interests: I am a huge Dragon Age fan, especially DA:I. I love that you can navigate around battles if you play your cards right in dialogue sections. (I also love action scenes, but when playing a video game, if I can roleplay my way around a battle, I count that as more successful - such as at the Winter Palace and how you can save a fight by gathering enough evidence and influence.) With Tav, he's getting pretty tired of being Hero Boy, especially with the news that he is at least partially responsible for the current crisis (or his former self, really). He would like to follow orders and be a Good Soldier, especially as a cleric/druid multiclass. He'd be happy to run around the Hinterlands collecting starter herbs for a garden or clearing paths for the Inquisition as a way of redemption for his past terror.
I would love for him to be able to do some errand boy things before he has to realize that he has a responsibility owed that he can't just shake off. Also, since he is of the Dark Urge origin, would love to play with that cropping up from time to time.
Name: Tav
Canon/OC: Baldur's Gate III
Canon Point: Early Act III, specifically after Tav learns of his role in the Grand Design as the Dark Urge/Son of Bhaal
Journal: tadpoled
Age: ~75 (he doesn't have a canon age, but in DnD literature it says half-elves become "middle-aged" around age 75-ish)
Canon World
Faerun is the world of classic DnD and Baldur's Gate III takes place in an unknown wilderness near the titular Baldur's Gate, a city in the area known as the Sword Coast. Magic in Faerun is extremely commonplace, so much so that there are shops in cities and wizards/warlocks/clerics in military regiments just like any fighter type. Additionally, there are monstrous creatures that vary from legendary (such as the Beholder) to undead (shades and shadows) to the more common pests (goblins and kobolds). Many of the monstrous variety are sentient and build their own societies with their own religions, hierarchies, trades, and interact with other creatures regularly. For example, goblins, despite being considered "pests" by most races, have their own social structure, with leaders, a deity, and live in villages.
Most races in Faerun get along, while lines of hostility are drawn along class, city, deity, or magic source/ability. For example, in Baldur's Gate III, there is a major conflict between a colony of tieflings and a grove of druids (who are of all different races, but all are druids). It is up to the player to decide how to resolve this conflict. Throughout the game, too, is the issue between the githyanki, who usually live on other plane entirely, and the player, based on religion and obedience to their queen.
All in all, Faerun is very magical, with a wide variety of races and religions, but is not a modern world. The most modern technology they have is indoor plumbing, but only in the richest of cities, such as Baldur's Gate. There is no electricity, but they don't need it if anybody can cast the spell Light and have that serve as their light source.
History
Act One:
>Tav recruited all companions possible: Gale, Astarion, Shadowheart, Lae'zel, Karlach, Wyll, Scratch the dog, Owlbear cub.
>Tav decided to help the Tieflings and druids in the Emerald Grove.
>The Urge killed Alfira, a bard from the Emerald Grove who followed the party.
>Tav helped the Emerald Grove by killing the three goblin commanders but oops killed all the goblins.
>Talked with the hag in the swamp about curing the tadpoles and lose his left eye as a result.
>Saved Halsin from the goblin camp.
>Took Lae'zel to Creche Y'llek and allowed her to speak for herself at every opportunity.
>Oops blew up the Creche for shiny mace.
>Traveled to the Underdark
>Ate the noblestalk and regained some memories of his past self
>Sided with the myconids against the duregar in their conflict
>Drank a weird mushroom tonic in an attempt to rid himself of the tonic and had a weird trip instead
>Traveled safely across the underground lake
>Saved the deep gnomes from their slavery
Act Two:
>Saved the harpers in the Shadow-Cursed Lands
>Drank the poisoned wine with Jahiera
>Helped Halsin break the Shadow Curse
>Resisted killing Isobel
>Resisted killing Gale the night after
>In the Gauntlet of Shar, allowed Shadowheart to take the lead
>Tried to persuade Shadowheart not to kill Nightsong at the end of the Gauntlet of Shar
>Eventually allowed Shadowheart to make her own decision
>Convinced Gale not to blow himself up at the act's boss
>Rescue Zevlor and Mizora from mind flayer pods
>Defeated Kethric Thorm and acquired his netherstone
>Recruited Jaheira
>Recruited Halsin
Act Three:
>Is actively suspicious of everyone in his camp due to a shapeshifter Orin threatening to kidnap someone and take their place
>Agreed to help Gortash, but plans to go back on the deal (just wants the steel watch off his back)
>Has learned his parentage
Personality
More than anything, Tav is persistent. When Tav woke up on the nautiloid, he had no memory of who he was, where he was going, or why he kept thinking about killing everything around him. So, from Day 1 of this new life, he had to rebuild himself from the shattered pieces he picked up along away, persisting in every way possible. He asked clerics, companions, and just about everyone he met if such a loss of his memory was normal. Additionally, he followed up a cure for the tadpole in just about every conversation with every person, allowed others to test cures on him as needed, resulting in a lost eye, some near fatal poisoning and the like.
His persistence, then, ties in closely with his loyalty, especially to his companions. He allows them to take the lead in situations where he feels they have the most to say (and the most to lose), such as Lae'zel before Queen Vlaakith. Another good is example is how he allows Shadowheart to make the ultimate decision regarding Nighsong's fate. He tries to persuade her in a specific direction, but ultimately, he trusts her to make the right decision. He remains loyal to the friendship they've built over the fate of the entirety of Faerun. He would put any and all of his companions above the world order if that meant keeping them happy and hale.
Finally, while Tav is both persistent and loyal, he is both of those traits to a fault. For example, when he's pursuing the cure to the tadpole problem, he makes a deal with a hag (which nearly the entire entire party disproves and warns him agains). He loses an eye for his efforts and receives a further disadvantage in the fights that follow since the hag can monitor the party's movements through his hag-touched eye. It's not to say that he's stupid, just that he's not a natural born leader, despite being thrust into the role. He can make the difficult decisions, usually with himself as the one who suffers the most from the decision or deal, but he, more often than not, makes terrible decisions.
One cannot talk about Tav without mentioning the Urge. The Urge is in fact Tav’s former self before he was tortured and placed in a mind flayer pod by Orin, his bloodkin (basically his cousin). The biggest glimpse we get is when Tav ingests the Noblestalk in the Underdark. Tav used to be violent and unforgiving but also precise and exacting. For example, in the memory Tav accesses, his butler is assisting him with a living dissection and nicks an artery. Former!Tav focuses first on preserving the pain of his victim, pinching the artery closed before he lays out some serious punishment on his butler. This is seen again in Alfira’s death. She is gored, eyes carved out, yes, but she is also surrounded by the sigil for Bhaal, drawn precisely with her blood.
Strengths & Weaknesses
As a druid/cleric multiclass, he specializes in healing and elemental magics. I have nerfed the spells already in their descriptions (e.g. taken an AoE spell down to a 3ft diameter), but I can further nerf his abilities if need be!
Also note, the Urge does not have access to these spells, as he seems to prefer a good ol' knife or dagger.
Healing Magic:
>Cure Wounds - Will mend small wounds, such as those requiring 1-10 stitches. Or will stabilize someone at death's door (but will not heal them).
>Heal - Actually heals someone of their injuries or wounds. (Will obviously require OOC coordination.) Will not revive the dead. Can stabilize someone at death's door and heal them a little. Note, can only be done once a day if no other VI spells have been cast, and is extremely taxing on Tav. Note 2, needs mod approval regarding severe injuries or revival.
Nature/Elemental Magic:
>Fire Bolt - Produces a small softball-sized flame that can be thrown at an enemy.
>Guidance - Concentrating on someone else provides some additional strength/dexterity/etc. when that someone else faces a challenge. Spell breaks if Tav gets hit or is distracted.
>Thorn Whip - Produces a whip made of thorns, used to drag an enemy closer.
>Talk with Animals - What it says on the can. Tav loves talking to all kinds of animals. Get ready fauna of Kirkwall.
>Moonbeam - Creates a ghostly shaft of light, 3ft diameter, 20 ft high. Enemies that enter will be engulfed in white flames. Spell lasts 30 seconds, rather than a minute and Tav must have line of sight.
>Spike Growth - Creates a 3 ft diameter patch of thorns beneath an enemy. Those that try to move through the space may get some thorns in their boots.
>Plant Growth - Creates a 3 ft diameter patch of undergrowth beneath an enemy. Those who have difficulty moving through thick bushes or other undergrowth may struggle. Else, it is primarily a distraction tactic.
>Grasping Vine - A vine shoots up from the ground and reaches for an enemy within 20 ft of it. If enemy does not cut the vine away or otherwise get out of its range, the vine will drag the enemy toward its center to entangle the enemy in question. This spell requires a great deal of effort from Tav.
>Sunbeam - A bright beam of light shoots out from Tav's hand in a 3ft by 30 ft line. Any creature in the line must look away/cover their eyes or be blinded for 60 seconds. Those that do look away/cover their eyes but are still in the line still experience burns as if standing in intense sunlight. This is extremely taxing to Tav to cast.No Sunbeam as of this log.In terms of weaknesses, Tav has plenty. In a hand-to-hand, non-powered fight, Tav would lose every time. He's a skinny himbo who makes dumb decisions every day he breathes air. While he can be charming due to being pretty, he is just inescapably dumb, especially when it comes to his party. As I mentioned in his personality, he's loyal to a fault and would believe the word of, say, Shadowheart over clear-cut facts any day.
Now that's getting him in trouble because Orin has kidnapped one of the members of his party and making him paranoid. He hates doubting anyone on his team, but has to root out the imposter sooner rather than later. This paranoia will carry over into his time in Faderift.
Suggested Nerfs
I have removed a good 3/4 of Tav's inventory of spells. I have removed all of his "Wall of ..." spells, which I think would be way overpowered. For any AoE spells like "Spike Growth", I have dramatically reduced their area of effect. For any direct attack spells like "Moonbeam," I have reduced the width and length of their line (3x20 down from 5x40). Everything a level IV and up requires exertion from Tav. His healing spells have been greatly cut down to just the two on the page.
The Urge has no access at all to spellcasting. Edit: Removed Wind Walk due to balance issues.
Arrival Inventory
Tav has some minor experience dream-walking in canon, thanks to Gale. He will come with his plainclothes (Ashmeadow Outfit in Black, with the anchor side torn up to the elbow, a pair of plain black shoes), and a pair of crescent earrings.
Oh and the Urge.
Humanization
Not needed for Tav. He is a half-elf with braided white hair and a tattoo on his temple, so he will look like a Dalish elf.
Fit
For Tav, he's been dealing with one increasing problem after another. First it's his loss of memory, then the tadpoles, then the shadow-curse, the Aboslute, the End of the World. He would love to just be a nobody in a uniform, scouting and then developing starter seeds for Kirkwall's Riftwatch. This is especially true after the news he's received from Gortash about his potential role in the Grand Design. Tav has a lot of processing to do and to be able to help an organization while not being the figurehead would be amazing for him. With Dragon Age so close in terms of technology, I think he'll fit right in, especially since he is already familiar with multiple planes of reality. He won't blink twice at being told he's from another plane (or another new theory). The only thing he'd worry about is if anyone unsavory followed him, like half the hells he's pissed off or the githyanki.
As to what he'll bring, Tav is a battleworn, albeit reluctant, leader. If he were thrust into a general position to fight Rift demons, Tav wouldn't hesitate. He's used to weirder things happening. Yes, he would much rather explore the corners of Thedas for interesting (and useful!) herbs, but if he's needed to do battle, he won't complain.
There's also that interesting part of him known as the Urge. Is he possessed by a demon? Is he another Anders about to blow up the chantry? Who knows!