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Dehrisan's page

420 posts. Alias of martinaj.

Full Name

Dherisan Shiarzik




Hedge Witch 1








Neutral Good




Taldane, Elven, Goblin, Shoanti, Varisian, Sylvan

Strength 10
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 14
Charisma 13

About Dehrisan

Core Stats:
Dherisan Shiarzik
Witch (Hedge Witch) 1
Neutral Good
7 HP Current HP: 7
Initiative: +2
Speed: 30 feet
Senses: Low-Light Vision
Str 10 (+0)
Dex 14 (+2)
Con 12 (+1)
Int 18 (+4)
Wis 14 (+2)
Cha 13 (+1)

BAB: +0 CMB: +0 CMD: 12
Fort: +1, Ref: +2, Will: +4
Concentration: +5
AC: 12, Flat-Footed: 10, Touch: 12

+0 Quarterstaff (1d6) OR +0 Sickle (1d6) OR +2 Sling (1d4/50 ft)

Special Abilities:
Class Abilities: Cantrips, Patron (Moon), Hexes, Spontaneous Healer, Empathetic Healing

Hexes (DC 13): Evil Eye (7 rounds), Feral Speech

Orin (Owl Familiar): Store Spells, Alertness, Improved Evasion, Share Spells, Empathetic Link

Racial Traits: Adaptability, Elven Blood, Arcane Training (Witch), Elven Immunities, Keen Senses

Traits: Ease of Faith: Diplomacy, Adopted (Human - World Traveler: Sense Motive), Friends and Enemies

Drawback: Sentimental

Favored Class: Witch (+1 skill points)

Skill Focus (Diplomacy, Half-Elf Bonus), Skill Focus (Survival, Campaign Bonus)Extra Hex

Spellcraft +7
Knowledge (Arcana) +8
Knowledge (Nature) +8
Heal +6
Diplomacy +8
Sense Motive +7 (+9 w/familiar)
Perception +4 (+7 sight-based, +6/+9 w/familiar)
Survival +5

Spells Known:
1st Level (DC 14): Charm Person, Sleep, Peacebond, Mage Armor, Beguiling Gift, Ill Omen, Ray of Enfeeblement

Spells Prepared:
Cantrips (3): Dancing Lights, Guidance, Spark
1st Level (2): Sleep, Charm Person

Quarterstaff, dagger, sling, 10 bullets, backpack, belt pouch, bedroll, waterskin, 3 days trail rations, spell components pouch, healer's kit (full), hemp rope, 3 torches, 2 pieces of chalk, 3 empty vials, small steel mirror, 4 smokesticks

GP: 14.25

Dherisan Shiarzik is a tall, willowy man who seems as if he might be blown over by the slightest breeze. Somehow, though, he remains grounded, carrying himself in such a way that he bends with the storm but never breaks. His features are handsome enough, though no more so than any other half-elf. In fact, he favors his Varisian ancestry over his elven heritage, sporting a swarthy complexion and a roguish smile, and small but tapered ears. What truly gives away his elven parentage is his hair - long, lustrous locks of a silvery shade not seen in those of purely human stock, and it always has a way of falling neatly into place around his shoulders.

Beyond his elven blood, though, Dherisan carries with him an air of the otherworldly, both in his dress and in his manner. The most direct indicator of this are his eyes, each a different color. His right is a brilliant emerald green that might have been inherited from either side of his family, but his left is a shade of yellow that only appears in the eyes of animals. Most find it exotic, and many find it unnerving. Whenever he manifests a hex, this eye has a way of catching the light that makes it glow in an unsettling manner.

When it comes to clothing, Dherisan favors loose, utilitarian robes of green and grey, usually adorned with a number of simple fetishes carved from wood or bone. His walking staff is similarly decorated, with etched runes running the entirety of its length. He keeps an elegant, curved dagger at his side that some may recognize as an instrument of Pharasman priests. A heavy leather belt pinches his frame in the middle, laden with pouches of exotic reagents, and a heavy hood completes the ensemble, though he usually wears it down. When he moves, he does so slowly but deliberately, as does a man who knows precisely where he is going and exactly when he will arrive.

Dherisan was born to a Varisian caravan, the son of a young woman of their clan and an enigmatic traveler who passed through their camp one evening. He knows nothing of his father, not even a name, and his memories of his mother are few. When he was very young, she was overtaken by the wanderlust that overtakes so many half-elves, and not even the nomadic lifestyle of the Varisians could suite her any longer.

Dherisan was left be raised by the community, but this was basically the case for the other children of the caravan, and the only real difference in Dherisan's upbringing was eating or sleeping in a different tent or wagon each night. He was well cared for, and had positive outlook and a tendency to see thing in the long-term that helped him adjust rather quickly. He learned what he could from who could teach him, and it turned out that what he had a talent for magic and divination.

The youth had two mentors, in fact: an old Harrower who had long been with the clan, and a Shoanti druid who had been adopted into the caravan some years ago. Dherisan learned from them both, seeing little difference in the druid's oneness with the world and the interpretive insights of the seeress. Between this unique outlook on magic and a hodgepodge of instructional styles, Dherisan soon developed his own methodology to the art.

It was not long after his skills began to mature that Dherisan had a vivid dream. To this day, he cannot remember the details, but he can't shake the feeling that it was important. When he woke, he found an odd owl with black and white speckled feathers perched before him. He was immediately reminded of a star-filled sky, and had never seen a bird of such coloration before. Dherisan knew immediately that it was no normal beast, and drove it out of camp, unsure of its purpose. however, over the next several days, he saw the owl lingering at the edge of camp, and when he slept, he had visions.

Every night Dherisan saw the sky. Vivid images of stars racing through the great void above him, brilliant motes of light, of snapping jaws, distant howling, the chittering of a thousand crickets, and all of it basking beneath the light of a full round moon. Every time he woke, he saw the owl at the edge of camp, watching him. He grew paranoid at first, then he started to get curious. What were these visions? Where did this owl come from? Eventually, he decided he needed answers. He left camp the night of the next full moon. His memories are hazy, but he knew he was searching for the owl, and that he has not returned to his caravan since that evening.

He began traveling, the owl at his side. He named the creature Orin, and in his dreams it whispered to him. The visions were gone, replaced with knowledge. In his dreams, Dherisan refined his craft, learning the deeper mysteries of magic, as well as supernatural abilities that neither of his mentors had ever possessed. He learned to open his eyes, waiting and watching as he traveled Varisia.

Dherisan became a bridge between the peoples of the wilds, his open-mindedness making him a natural mediator. Over the course of his travels, he became increasingly active and restless at dusk, and feels most alive at night. He has grown accustomed to drifting from place to place, lodging with whatever Varisian Caravan, Shoanti tribe, or small village will have him. Above all, he likes to observe and understand people, believing that each living thing holds within it immessurable portential. With the Swallowtail Festival coming up, Dherisan has set his sights on Sandpoint, eager to become a part of the chaotic whirl of the crowd, to meet people from various parts of Varisia, and to meet up with a man who he is told is an old acquaintance of his mother's, Davirin Hosk.

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