Witch (Hedge Witch) 1
7 HP Current HP: 7
Speed: 30 feet
Senses: Low-Light Vision
Str 8 (+0)
Dex 14 (+2)
Con 12 (+1)
Int 18 (+4)
Wis 14 (+2)
Cha 10 (+0)
BAB: +1 CMB: +0 CMD: 12
Class Abilities: Cantrips, Patron (Portents), Hexes, Spontaneous Healer, Empathetic Healing
Hexes (DC 14): Evil Eye (7 rounds), Fortune
Ember (Fox 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)
Favored Class: Witch (+1 skill points)
Skill Focus (Diplomacy) (B), Extra Hex
Knowledge (Arcana) +9
Knowledge (Nature) +8
Knowledge (History) +9
Sense Motive +7
1st Level (DC 14): Charm Person, Sleep, Peacebond, Mage Armor, Beguiling Gift, Ill Omen, Ray of Enfeeblement
Cantrips (3): Dancing Lights, Guidance, Detect Magic
1st Level (2): Sleep, Charm Person
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 fox with ash-grey fur sitting before him. He 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 fox lingering at the edge of camp, and when he slept, he had visions.
Every night Dherisan saw events or people of which he'd never heard. Vivid images of giants building massive monuments or wizards fighting in titanic arcane duels. Every time he woke, he saw the fox 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 fox come from? Eventually, he decided he needed answers. He left camp one night in a stupor. His memories are hazy, but he knew he was searching for the fox, and that he has not returned to his caravan since that evening.
He began traveling, the fox at his side. He named the creature Ember because of the scorched appearance of its fur, 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. Furthermore, in the course of hearing various folk tales and legends, he realized that his dreams were of of old Thassilon, an empire built by giants and ruled by mages, and now wonders how his own magic - and Ember, might be tied to this ancient empire. He has taken to studying the ruins and histories of Varisia, hoping to find a clue as to where these dreams come from or why he has them. With the Swallowtail Festival coming up in Sandpoint and his supplies running low, he's determined that this might be a good time to stop by for a week or so and inspect their famous Old Light.