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Ok, not much of a backstory, but I have my weakling Gnome Expert who will become a Dirge Bard after leveling up. Young + Gnome = Weak! I took Seeker of Knowledge and need to make Darkvision show up somehow.
Male young gnome expert 1 (Pathfinder RPG Bestiary)
NG Tiny humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
AC 15, touch 14, flat-footed 13 (+1 armor, +2 Dex, +2 size)
hp 8 (1d8)
Fort +0, Ref +2, Will +2; +2 vs. illusions
Speed 20 ft.
Melee light mace +4 (1d3-2)
Ranged heavy crossbow +4 (1d6/19-20)
Space 2.5 ft.; Reach 0 ft.
Str 6, Dex 14, Con 11, Int 12, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 8
Feats Prodigy[UM], Weapon Finesse
Traits - custom trait -
Skills Acrobatics +2 (-2 to jump), Bluff +9, Diplomacy +9, Knowledge (religion) +9, Linguistics +7, Perception +6, Perform (keyboard instruments) +10, Perform (percussion instruments) +10; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Gnome, Infernal, Sylvan
Other Gear leather armor, crossbow bolts (20), heavy crossbow, light mace, Percussion, 21 gp, 5 sp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prodigy (Perform [keyboard instruments], Perform [percussion instruments]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
DescriptionKwellin possesses unsettling red eyes in a flecked gray face topped with a shock of green and black hair. He is usually poring over a book of Draconic lore, fidgeting with his spirit bells, or fussing over a scrap of parchment related to the gods and the undead. When not nose-deep in a book, he is usually pestering Carlissa Nozzledazzle for more lessons—and then running off to ask Hugnir about the hungry dead.
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There's something interesting in this experience you note: that most women who were invited to play lost interest as they weren't as interested in RPG's, period. That makes me wonder if RPG's are not necessarily the entry point of interest that matters, but an early interest in science fiction, fantasy, and gaming in general. I don't know any statistics offhand, but I would imagine that fewer women take an interest in these areas at an early age, probably due to societal/familiar pressure away from them and towards other things.
Of course, I'm busy telling my preschool daughter stories about dragons and mythology, and she has a (carefully monitored, plastic) sword. Fate: Accelerated may appear on the family table in the future!
Dungeon Concept 'Home of the One Hundred Saved' - What do you think, did I make 'rings of sustenance' horrifying?
Ok, that's truly creepy.
I would say that pragmatically speaking, you won't want the PCs to take on all 100. Some will be mooks, leading to some sort of leaders (why wouldn't one grab power and kill a few people to reserve the rings as a boon, or just as control) as bosses at the end.
Great idea. Creepypasta. Well, not exactly pasta. o.0
DM Tarfugal, I see you are deluged with a storm of characters....it's truly snowballing...and yet, here's a submission. I promise not to flake. :D
I have no idea where this character idea came from, but here he is...Sunder...Sunder...SunderCat!
Shawruu the Sniffer, Catfolk Arcane Bloodrager:
Male catfolk bloodrager 1 (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Advanced Race Guide 90)
CG Medium humanoid (catfolk)
Init +1; Senses scent; Perception +6
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +0
Speed 40 ft., climb 20 ft.
Melee armor spikes +4 (1d6+3) or
. . cestus +4 (1d4+3/19-20) or
. . lucerne hammer +4 (1d12+4)
Ranged sling +2 (1d4+3)
Special Attacks bloodrage (6 rounds/day)
Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +4 (+5 sunder); CMD 15 (16 vs. bull rush, 16 vs. overrun)
Feats Power Attack
Traits armor expert, blood of giants
Skills Acrobatics +5 (+9 to jump), Climb +15, Perception +6, Stealth +3, Survival +6; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common
SQ cat's luck, disruptive bloodrage, fast movement
Other Gear armor spikes studded leather, cestus, lucerne hammer, sling, sling bullets (10), 54 gp, 9 sp
Armor Expert -1 Armor check penalty.
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Climbing (20 feet) You have a Climb speed.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Appearance and Personality A rather tall, bulky, grey furred catfolk stands jauntily, gripping a long hammer designed for smashing those far armored than he. Though he is not heavily furred, something about him speaks of northern ancestry—the ruff at the neck, the ears smaller and rounder. His pronounced nose looks less feline than most of his folk. ”Oh, hello. I’m Shawruu, also known as the Sniffer. One day, I’ll be known as the Sunderer!” He grins, showing fine canines.
Shawruu bowed, knowing not to question the will of the council. ”It shall be, by your words,” he said. ”But I’m still taking Armor-Breaker. I earned it,” he said with a smile, indicating the long hammer used in his duels.
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All of these opinions are my own! However...
For players, the converse is true: check to see if the GM has shelved their campaigns. Some GMs flake.
Also, this may be personal, anecdotal experience, but it appears that homebrew campaigns tend to die more often. This could be due to GMs getting a great idea but not fleshing it out entirely, and not being able to keep up with the work of generating scenes, etc. There are in all likelihood notable exceptions to the rule, which would be some sort of homebrew that has been meticulously planned--not just some race and setting ideas, but an actual module. I think I have seen those on the boards, but haven't played in any, so again, my experience is anecdotal.
I am wary of excessively large parties (more than 6) or recruitment where the GM just says "sure, you're in," without scrutinizing player sheets. The exception of course being PFS, where they are already assumed to be legal sheets anyhow.
Thirding or fourthing the sentiment that checking others' post quality and quantity is really a great idea. GMs tend to be pretty articulate on here, but one can run into players who either don't role-play fantastically or just aren't around enough to feel like a part of the game.
Finally, life happens. The most dedicated players and GMs can poof due to real life stuff.
As someone who is enjoying their Abyssal Bloodrager quite a bit…I went Rageshaper for more damage, didn't get Toothy, but did get Indomitable Faith and Sacred Tattoo to boost saves, especially Will. Later on, I will have to get ye olde agile mithral breastplate, jingasa, ioun stone etc to boost AC--damage should be fiiiine. That's a more conservative build, but you don't want your bloodrage to be interrupted by pesky things like dying.
Lots of interest in the thread! Here's Mira, a very shy and subservient kensai magus.
Female human (chelaxian) magus (kensai) 1 (Pathfinder RPG Ultimate Combat 55; Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (human)
Init +3; Senses Perception +1
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 9 (1d8+1)
Fort +2, Ref +3, Will +2
Defensive Abilities canny defense
Speed 30 ft.
Melee cestus +3 (1d4/19-20) and
. . dagger +3 (1d4/19-20) and
. . wakizashi +4 (1d6+3/18-20)
Magus (Kensai) Spells Prepared (CL 1st; concentration +4):
. . 1st—shocking grasp
. . 0 (at will)—light, ray of frost
Str 10, Dex 16, Con 10, Int 17, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Slashing Grace[ACG], Weapon Finesse, Weapon Focus (wakizashi)
Traits hero worship, magical lineage
Skills Acrobatics +4, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +1, Spellcraft +7, Stealth +4
Languages Common, Elven, Infernal, Tien
SQ arcane pool, chosen weapon, spell combat
Other Gear haramaki, cestus, dagger, wakizashi, 105 gp
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Wakizashi) Kensai abilities only function when wielding a weapon of this type.
Hero Worship (Ameiko) (Ex) +1 vs foes threatening hero.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Slashing Grace (Wakizashi) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Mira is an unimpressive, quiet and shy slender girl, with a wide mouth and hair in two rough pigtails. She has the features of a Keleshite and the demeanor of someone born into slavery in Cheliax. She spends long hours practicing with spell and sword, and in combat she is unhesitatingly deadly.
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I Wrote A Wall O' Text Background:
Mira grew up cringing and quiet, as most Chelaxian slaves do, learning to move quickliy within the sprawling Throvus mansion to avoid extra duties as punishment or worse, the whip. She had been born into slavery, her presumably Keleshite parents unknown to her, and her intellect and agility were detected by a slave merchant at an early age; she grew up on the house retinue, occasionally even serving the lovely Contesserina Verine Throvus. As Mira quickly excelled at her tasks, she found the occasion to sneak into the great Throvus hall of artifacts, where dusty armor gleamed and exotic items seemed to move under glass cases. There she found a small chest that appeared to be from distant lands; without thinking, she took it back to her tiny quarters, a place no one bothered to check (the penalty for stealing was death--who would steal?), and hid it under loose flooring.
In the dead of night she opened it and marveled at its contents--a crisp scroll in Taldan entitled "The Subtle and Magickal Arts of the Kensai of Tien", a smaller book of Tien vocabulary, and, under a false bottom--a long knife, a weapon. She would later learn this to be a wakizashi. In her spare hours, she would read the book, and, quietly as she dared, hold the wakizashi, feeling its weight and balance. Eventually, she trained, whisper quiet, in spell and sword.
Her newfound skills came to the fore when, at a drunken dinner party, several guests revealed themselves to be assassins from a rival House, and knives were soon at the Contesserina's slim throat. Without thinking, Mira ran to her room pell-mell and returned, looking foolish and awkward to the would be assassins, who laughed at the small, skinny girl in rumpled servants clothes, holding a tiny sword. When one came close with an axe and a leer, however, she cut him down in two precise strokes. The next was felled by a ray of frost and a slash to the chest. By this time, the Throvus guards had roused themselves enough to dispatch the rest, but the Contesserina had seen enough; Mira was to be her personal bodyguard from now on.
The next year was a worshipful one. Where Verine went, there did Mira, small, unassuming, quiet, stammeringly obedient, while the Contesserina smirked with pride at her protector. Throvus did attempt to pretty up Mira or get her to speak up, but all efforts slid off the girl, as did any attempts to teach her traditional swordcraft. She slumped along, skinny and odd, but proved deadly to all who threatened Verine, leaving several assailants gasping in their lifeblood.
One day the Contesserina bade Mira and Mira alone join her in a carriage ride, save for a halfling driver--one of the few Throvus owned--to visit a distant shrine of Asmodeus. They rode for miles, into known goblin and orc territory, much to Mira's concern. When she protested in her shy way, Verine laughed musically. Seconds later, they were set upon by orcs. Mira, frantic, leapt from the carriage and dispatched the humanoids, incurring several wounds. She returned to the carriage to find the halfling pulling out an arrow from his arm with a grimace, and an unruffled Verine staring at the two of them imperiously. "Mira, and you, little slip, you two are dead. I saw orcs carry your bodies into the woods. Now go." Mira stared open mouthed as Verine smoothly removed a horse from its bridle and prepared to ride it back to the Throvus estate. The halfling nodded, as if they had planned this. Mira protested dully: "But, O Contesserina, Your Grace, my wish is to serve you..." The Contesserina cut her off with the motion of a hand. "Oh, I know that, dear Mina. Your loyalty is impeccable, and yes, I can tell there's more behind it." Mira's only response was to blush furiously. "You are made for better things, Mira. Take your precious box. It's in the carriage. Go with Briggan here--Briggan, your wife is safe.” Mira gaped. A noblewoman who knew the name of a halfling slip? ” You'll be in Varisia before you know it. My station is here. You shall never see me again. Now, leave Infernal Cheliax. That is my last wish, servant. Obey it. Briggan, by the blue bellflower you'll see your way. GO!" With that, the Contesserina gallopped off.
Briggan and Mira made their way to Sandpoint, Mira processing along the way that Verine, the only Chelaxian noble who showed her kindness, who was her liberator, her...friend?---was now gone forever. As the shock of unexpected, unwanted freedom faded into a dull sense of loss, she attempted to regain purpose, talking quietly with Briggan as they journeyed north. I am meant to serve, she thought. Perhaps I can learn more of the sword saints of Tian, and travel there, even. In Sandpoint, Briggan was tearfully reunited with his wife. They embraced Mira and offered to take her with them, but she quietly declined. As night fell, she found herself in the Rusty Dragon, a few coins to her name, wondering what to do next.
The door burst open behind her to the sound of laughter and commotion, and several townsfolk cheered. “Hail Ameiko, of House Kaijitsu!” called out one. “Bah!” came a woman's voice. “That's Innskeeper to you,” the unseen entrant continued and Mira turned to find herself gazing upon a fearsomely beautiful Tian woman who walked up to the bar as if she owned it—which she evidently did. A Tian noble. Here. Mira ran up to Ameiko and dropped to one knee. ”Lady Kaijitsu, I am here to serve,” she murmured, remembering not to mumble, as Verine had taught her. ”Really now, child, they were just joking. Call me Ameiko, and I--” ”Moushiwake arimasen, Kaijitsu-sama. I have giri and must sublimate my ninyo. Goshujin-sama ni oyaku ni tateru koto o yorokonde orimasu
Mira's face split into the first smile in months, perhaps years, then attempted to cover it demurely, with little success. ”Mira, my Lady.” Ameiko offered a strong arm to lift the skinny girl up. ”Up, Mira. We don't bow around here.” Mira hesitated, then took the hand of her employer—her Lady, and stood up into a new life.
My parents went to the gaming stores and bought miniatures for my birthday. Despite growing up in a somewhat conservative town, the kids around me were reasonable and didn't believe any of the "D&D/heavy metal/Madonna will make you a Satanist/druggie/sex fiend" nonsense that media foisted upon us. All was well in my neck of the woods. :)
Two wizards solves the prepared spell conundrum, that's for sure! As Aduard is really SAD on Intelligence, that will give him great DCs for non-ranged touch spells, and then Des can go for ranged touch (at times). Knowledge skills could be spread around as well, although redundancy is nice for Aid Another. Desrovyn is not masquerading as a wizard; he's pretty comfortable in his own skin these days, starry longings notwithstanding.
Spirit Whisperer with Heavens Spirit gets Des a killer debuff in the form of Starshine. There's no save! I had to re-read it to make sure. Well, it's not a huge debuff at first, but it grows.
I had considered a straight Heavens Shaman, but that would conflict with divine caster contenders, not to mention that probably (?) a strong anti-undead cleric type is needed for this campaign.
4d6 ⇒ (2, 4, 3, 4) = 13 drop
Whoa. That's before any bonuses. What should I play? I was gonna submit the wizard I drew up for the other CC recruitment, but these are the most ridiculous stats I've ever rolled. Maybe a Champion of Irori? Melee bard? o.0
Whew, that took a LOT longer than 10 minutes.
Presenting Desrovyn Barazakshev, a bookish and shy Spirit Whisperer Wizard who dreams of flying among the stars...and sometimes those dreams turn nightmarish. The 10 minute background is a lot of text.
Male human (varisian) wizard (spirit whisperer) 1 (Pathfinder RPG Advanced Class Guide 133)
CG Medium humanoid (human)
Init +8; Senses Perception +4
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +3
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +2 (1d8/19-20)
Wizard (Spirit Whisperer) Spells Prepared (CL 1st; concentration +5):
. . 1st—
. . 0 (at will)—
Str 8, Dex 14, Con 14, Int 18, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 11
Feats Combat Casting, Improved Initiative, Scribe Scroll
Traits reactionary, teacher's pet
Skills Knowledge (arcana) +10, Knowledge (geography) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +4, Sense Motive +3, Spellcraft +8
Languages Abyssal, Aklo, Celestial, Common, Draconic, Undercommon, Varisian
SQ spirit (), stardust
Other Gear haramaki, arrows (20), dagger, light crossbow, 109 gp
Combat Casting +4 to Concentration checks to cast while on the defensive.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stardust (7/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -1 to att & perception checks for 1 rds.
Teacher's Pet (Knowledge [arcana]) Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speak
10000 Minute Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1) Desrovyn is the child of somewhat supersititious Ustalavan folk, who fled their village when it was overrun by the undead. Their elder son, Sarnyn, was slain in the attack. Desrovyn is a wayward magic user tied to a strange spirit of light that exists somewhere else across vast gulfs of space and possibly time; because of this, he is dreamy, lost in books, and impractical at times. His last name and slightly olive skin speak to Iobarian ancestry in his family.
2) Acting Dean Gerrith snapped Desrovyn’s book shut, the sound echoing through the library. “I suspected as much,” his tone cool, with barely a hint of menace. “You aren’t even bothering to study these cantrips. You have a witchly patron, or sorcery is in your veins. I shall keep your secret safe if you work with me…” “Neither, and never!” cried the horrified boy, bolting to his feet, his eyes darting for exits. “Very well. If not voluntarily, there are other ways to control my subjects,” said the Acting Dean, drawing a wand. Before Gerrith could use it, though, a blast of ice issued from the doorway, stinging his shoulder and slowing his motion to a crawl. “Sorcery is in my veins, O false Dean”, said Dorani, her lovely face blazing with anger and adrenaline. “Come, Des, we’re leaving this place.”
3) “Oh--I’m sorry. I don’t see any books here. I was told a great scholar lived in these woods,” said Desrovyn, gazing glumly around the sparsely furnished earthen roundhouse, which gripped the side of a Nirmathan hill like a limpet. Thuvran continued to sit at the center by a tiny fire, serene, eyes closed. “Hello?” said Desrovyn curiously. “Well, then,” he continued lamely after continued silence was his answer, “I’ll be going to seek---” “Seek?” said Thuvran, opening his eyes finally. “You know not what you seek. You think all answers lie in books. You know not even what you are. How do you find spells? You have no books yourself.” Thuvran finished his speech with an almost triumphant smile. “I don’t--I suppose I--” “You are a Spirit Whisperer, akin to myself, but different,” continued the shaman. “You look to the night sky often, do you not? Look there tonight. Sit outside and wait, and a message and a messenger will come to you. At dawn, we shall talk.” There was no questioning his commands.
4) Desrovyn gazed at the stars, sitting as he had seen the shaman Thuvran do. This is silly, he thought. It’s been hours. And yet, I do love to view the stars. What would it be like to be among them? And then a voice answered. It seemed to vibrate in his brain, alien and almost hideous, yet also beautiful and even--familiar, as an echo to a dream. You have been there, and you shall again, if your Golarian-self can remember, said the voice. Through dusty tomes have you searched, and this is well, but you have not communed as you should. The stars will speak--I will speak--if you listen. Now raise out your arm. Stunned, Des raised out an arm as he was bidden. A speck appeared in the sky, glowing like a meteor, plunging toward him. He tried not to cringe, and then watched, fascinated, as it descended, revealing itself to be an owl, but one like he had never seen. Its plumage matched the stars above, shifting like a compass as it moved, and a nimbus of light surrounded it faintly. The owl alit on his arm, gripping it carefully, and regarded him impassively. An electric jolt of connection seemed to run from it--her, he realized--through to him. I shall not speak again until you are ready, said the oddly familiar voice, but you have this helper and friend to guide you. Name her well. And remember your own name, and its conflicting interests, and what you wish for among the stars. The lights, the voids, the spaces between, not all are friendly or align with the interests of Golarion. Remember that not only Desna guides the stars, and not only Rovagug stirs in the deep, for those are Golarion’s gods only, and their spheres are minor and mild, O child of Desna and Rovagug, compared to vast unseen forces. Go, with this helper.
5) The Professor sat quietly in the Harpy’s Nest, the tavern dark and quiet at mid-day. “So, you followed my suggestion to go to Nirmathas, and here you are.” “That was your note?” said Desrovyn wonderingly. “Yes, and now after a year and a day, you are not the same youth that left Vigil.” Des stroked the feathers at Taruna's ruff thoughtfully as an answer. “Gerrith is fled, you know, some say to Nidal, and some say to worse places and worse things. Perhaps places you and I have known, and will know again. But that is for another time. I have need of a wizard pupil such as you, who has the gift of the stars, and as I study the arcane depths of the Dark T…” he glanced about, for a moment, and continued more quietly, “...as I study arcane depths of even the spaces between the stars, I might teach you many things, as you can teach me as well. Will you study with me? I shall not force your hand, but I had hoped you could aid me as I have aided you. I will be in Vigil for a season, and you may call upon me here.” Des shuddered involuntarily. The dreams, he thought. But knowledge is mastery. He nodded to the Professor solemnly.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1) Desrovyn seeks knowledge first and foremost. He wishes to unlock the mystery of the heavens, and to travel there. He is uncertain of the motives of his patron, and is not sure what the significance of his own name means to some greater plan. He thinks his starry guide is benevolent, but is it?
2) Gerrith’s return as a necromancer in Ustalav (perhaps with Sarnyn in tow?) would be cool. Did Dorani return to face him? Is she dead, or captured?
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1) Desrovyn has strange dreams at times, often after reading a book of forgotten lore. In the dreams, he leaves Golarion, travelling to distant places in space and time. His patron never speaks, but he can see great structures of light and gas, glorious to behold, and also, great pits of utter caliginous blackness, in which something crawls unseen. Oftentimes, he is drawn inexorably towards the largest pit, and wakes up just before crossing into the sheer darkness.
2) Sarnyn, his elder brother, is dead, but not gone. He is now a member of the undead of Ustalav, and feels his family abandoned him. He would gladly take revenge on Desrovyn if given a chance.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1) The Former Acting Dean Gerrish of Vigil Arcanum - Dean Gerrish was forced out of the Arcanum after the current Dean slowly recovered from what appeared to be poison, possibly at Gerrish’s hand. His motives were not known, but he was rumored to have fled to Nidal to practice shadow magic, or possibly, necromancy. Gerrish is brilliant, exacting, and prejudiced against all spell casters save ‘true’ wizards, and despises most non-humans as well.
2) Thuvran Lore-Keeper - A shaman of arcane lore who keeps watch on the borders of Nirmathas. A despondent Desrovyn, wandering into his territory in search of books and knowledge and hopelessly lost, came to him and was brought under his tutelage.
3) Dorani Gyrdsdottir is a half-Ulfen sorceress whose family fled Irrisen. She entered the Arcanum pretending to be studying wizardry, but was actually a rime-blooded sorceress with Irriseni ice mage heritage. She and Des helped cover up each others’ secret among the other students and the Acting Dean. After stopping Gerrish, she left for Magnimar to join the Pathfinder Society and adventure, quite disappointed in Desrovyn’s failure to join her. It was only after she left that Desrovyn realized she cared for him, and he for her. Will she appear in Ustalav?
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) Desrovyn alternates between his nose in a book and quiet contemplation of the stars with his familiar, Taruna. In most other situations, he is shy and awkward, although he will happily discuss arcane lore all evening.
2) Desrovyn can still recall Sarnyn’s screams as the skeletons and zombies of Ustalav overwhelmed him, as he and his family stole away in the night.
3) Desrovyn regrets letting Dorani leave. If only he had been more adventuresome at the time...but he is just not of that stock...