Cursed Vampire Guard

Desdemona Tanessen's page

6 posts. Alias of rdknight.


Full Name

Desdemona Tanessen

Race

Half-Elf

Classes/Levels

Wizard 1

Gender

Female

Size

Medium

Age

21

Alignment

NG

Deity

Shyka, Desna

Location

Sandpoint, Varisia

Languages

Taldane, Varisian, Elven, Sylvan, First Speech, Draconic, Aklo

Strength 8
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 12

About Desdemona Tanessen

Desdemona Portrait

Statistics:
Female Half-Elf Wizard (Chronomancer) 1
NG Medium Humanoid (Half-Elf)

Init +4; Senses Perception +8
------------------------------
DEFENSE
------------------------------
AC 13, touch 12, flat-footed 11 (+1 Armor, +2 Dex)
hp 12
Fort +3, Ref +2, Will +4
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee +2

Ranged +2
------------------------------
STATISTICS
------------------------------
Str 8, Dex 14, Con 14, Int 18, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11
.
.
.
.
.
TRAITS

Outlander (Campaign):
You are not from town; you’ve recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to the area.
Lore Seeker: The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You’ve studied magic intensely, and hope to increase that knowledge by adding ancient lore. You’ve come to the region to pursue that study, and chose the town as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.

Pragmatic Activator (Magic):
While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Resilient (Combat):
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Elven Reflexes (Race):
One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes. You gain a +2 trait bonus on initiative checks.

Occult Bargain (Drawback):
You draw magical power from a source, such as a mysterious eidolon, shame-filled phantom, or First World patron, who insists that its identity remains secret. You take a -1 penalty on concentration checks, and you must invoke the entity’s name by word or text each day or be unable to regain spell slots that day. You must be able to cast 0-level and 1st-level spells as a class feature to select this drawback.

FEATS

Scribe Scroll:
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Toughness:
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

SKILLS
(8 points; 2 (Class), 4 (INT), 2 (Background)
-------------------------------
Acrobatics* +2 = DEX 2+0+0
-------------------------------
Appraise +4 = INT 4+0+0
-------------------------------
Bluff +1 = CHA 1+0+0
-------------------------------
Climb* -1 = STR -1+0+0
-------------------------------
Craft +4 = INT 4+0+0
-------------------------------
Diplomacy +2 = CHA 1+1+0
-------------------------------
Disable Device*† +2 = DEX 2+0+0
-------------------------------
Disguise +1 = CHA 1+0+0
-------------------------------
Escape Artist* +2 = DEX 2+0+0
-------------------------------
Fly* +2 = DEX 2+0+0
-------------------------------
Handle Animal† +1 = CHA 1+0+0
-------------------------------
Heal +0 = WIS 0+0+0
-------------------------------
Intimidate +1 = CHA 1+0+0
-------------------------------
K (Arcana)† +9 = CHA 4+1+3+1 (+1 Trait)
-------------------------------
K (Dungeoneering)† +4 = CHA 4+0+0
-------------------------------
K (Engineering)† +4 = CHA 4+0+0
-------------------------------
K (Geography)† +4 = CHA 4+0+0
-------------------------------
K (History)† +8 = CHA 4+1+3 (+1 Background)
-------------------------------
K (Local)† +4 = CHA 4+0+0
-------------------------------
K (Nature)† +8 = CHA 4+1+3
-------------------------------
K (Nobility)† +4 = CHA 4+0+0
-------------------------------
K (Planes)† +8 = CHA 4+1+3
-------------------------------
K (Religion)† +8 = CHA 4+1+3
-------------------------------
Linguistics† +8 = INT 4+1+3 (+1 Background)
-------------------------------
Perception +8 = WIS 0+1+3+2+2 (+2 Keen Senses, +2 Alertness/Familiar)
-------------------------------
Perform +1 = CHA 1+0+0
-------------------------------
Profession† +0 = WIS 0+0+0
-------------------------------
Ride +2 = DEX 2+0+0
-------------------------------
Sense Motive +2 = WIS 0+0+0+2 (+2 Alertness/Familiar)
-------------------------------
Sleight of Hand*† +2 = DEX 2+0+0
-------------------------------
Spellcraft† +8 = INT 4+1+3
-------------------------------
Stealth* +5 = DEX 2+0+0+3 (+3 Familiar)
-------------------------------
Survival 0 = WIS 0+0+0
-------------------------------
Swim* -1 = STR -1+0+0
-------------------------------
Use Magic Device† +4 = INT 4+0+0 (INT to UMD, Trait)
-------------------------------
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Varisian, Elven, Sylvan, First Speech, Draconic, Aklo

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

HALF-ELF

Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses:
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Dual Minded:
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Fey Thoughts:
Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.

WIZARD (Chronomancer):

Temporal Pool (Su):
A chronomancer gains a reservoir of temporal energy to manipulate the time stream in a variety of ways listed below. This temporal pool has a number of points equal to half his class level + his Intelligence modifier (minimum 1). This pool refreshes once per day when the chronomancer prepares his spells.

Forewarned:
The chronomancer can expend 1 point from his temporal pool when he rolls initiative to allow himself or an ally within 30 feet to roll 1d4 and add it to that character’s initiative result. At 5th level, the chronomancer can expend 2 points from his temporal pool as an immediate action to apply this benefit to a saving throw he has just rolled (but before the result is revealed). At 10th level, the die size increases to 1d6.

Rewind:
As an immediate action after losing a spell due to a failed concentration check or after casting a spell that had no effect (such as due to successful saving throws, a failed caster level check to overcome spell resistance, or other immunities), the chronomancer can expend a number of points from his temporal pool equal to half the spell’s level (minimum 1) to immediately prepare the spell again, as if it had not been cast. Any material components expended in the original casting remain expended, as are actions used to cast the original spell.

Foresight School

Prescience (Su):
At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Foretell (Su):
At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Familiar: Snark (Figment)

Spells:

------------------------------
Spells
------------------------------

0th: 3 | (At Will) | DC 14

Acid Splash
Arcane Mark
Dancing Lights
Detect Fiendish Presence
Detect Magic
Detect Poison
Flare
Ghost Sound
Grasp
Haunted Fet Aspect
Guidance
Grasp
Light
Mage Hand
Mending
Message
Oath of Anonymity
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Scrivener's Chant
Spark
Vacuous Vessel

1st: (2+1 | DC 15

Burning Sands
Color Spray
Grease
Heightened Awareness (School)
Mage Armor
Protection From Evil
Vanish

2nd (0 / Day) | DC

3rd (0 / Day) | DC

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS

Consumables:

-------------------------------

Magic Items:

-------------------------------

Mundane Items:

Dagger
Light Crossbow
Bolts (20)
Waterskin
Grooming Kit
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Mess Kit
Soap
Spell Component Pouch
Rope, Hemp 50'
Rations (5 Days)
------------------------------
Carrying Capacity
Light 0-66 lb. Medium 67-133 lb. Heavy 134-200 lb.
Current Load Carried 0 lb.

Money 33 GP 2 SP 1 CP

Background:

The fundamentals all in one place:

Marisan and her identical twin sister Sigita were born to Zora, a Varisian woman. The sisters are Half-Elven but never knew their father, an Elf who spent only a couple of days with Zora. Zora and her extended family follow the traditional Varisian ways of travel on the open road. Their caravan has generally kept to the routes within Varisia itself, only rarely venturing farther north or east.

The twins grew up with a happy and comfortable, if not wealthy, childhood and adolescence. But about halfway through their 16th year, they wandered too far into the Sanos Forest, despite warnings to keep with the fringes of the wood near the caravan. They were out collecting mushrooms, which brought them too close to a nochlean's lair with it's decayed wood and plant material. The nochlean caught both Marisan and Sigita, and took them away to the Witchmarket to trade away to anyone offering the finest favors in exchange. The twins were acquired by a gnome inventor who thought having a set of identical mortals chained to his stall while loudly hocking his wares would be excellent advertising. He was right, but after a while the novelty wore off. The twin's care and feeding became too much trouble at that point and they were traded on and taken away into the First World.

The twins were traded on a number of times, last to a lampad queen who made them handmaids. It was a safe situation, if rather dreary. The lampad queen was given to frequent bouts of weeping, her cavern system was dark and dreary, and the fungus foods were terrible. After learning the caverns though, the twins were able to escape. They simply waited for the lampad queen to fall into one of her more extreme crying sessions, when she tended to forget about the twins entirely, and scurried out to the surface and away.

Unfortunately, as Marisan and Sigita wandered, looking for a way to exit the First World and go home, they became separated. Unable to find each other, they were more stuck in the First World than ever. It was at that low point when Shyka stepped in and had Marisan brought to them.

Shyka offer Marisan a bargain. They would locate Sigita and reunite the twins, then send them home. First though, Marisan would have to render a service to Shyka. Marisan would need some training first, but then she would be sent to see to a detail that is vexing Shyka. A small event was a possible wrinkle in perceived causality. It needed to unfold in one particular way, but could end in one of two ways. Marisan simply needed to ensure it went the right way.

Marisan, who had all but give up hope of finding her sister and returning home under her own volition, accepted Shyka's bargain. She spent some time in training, which was overseen by Shyka's gnome seneschal Yael. Afterward, Marisan was taken back to Golarion. Marisan was given almost no information about the "detail" she was to attend to, only a particular location and date where she must be present. Yael told her she will know when she sees it.


Appearance and Personality:

Height: 5'7" | Weight: 125 | Hair: Black | Eyes: Green

Appearance

See the 20 questions below.

Personality

See the 20 questions below.

20 Questions:

Twenty Questions:

What is your character's name?
Marisan Korzha

How old is your character?
21 years old.

What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Marisan would seem a bit taller than average (for a human), quite thin, and rather young. If rates of maturation are a bit slower for half-elves than humans, Marisan’s 21 years are roughly equivalent to maybe 17 or 18 human years. She would also be recognizable as a Half-Elf unless her ears were hidden by her hair. This is unlikely; while her hair is almost waist-length her ears are rather prominent compared to most Half-Elves. She might possibly be mistaken for an Elf if the observer wasn’t close enough to see her eyes well. Marisan’s hair is black, her eyes are light green, and her skin tone is light compared to most Varisians. She has some freckling on her cheeks and across her nose. Desdemona used to be more heavily freckled, but they are fading as she gets older. While Marisan’s clothing is nothing special, it’s very neat and clean. Marisan is always wearing jewelry in some fashion, which tends look out of place paired with her plain clothes. Marisan also typically uses cosmetics, especially rouge for her lips and kohl as eyeliner.

What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Marisan’s first language is Varisian, and she speaks Taldane with a light accent that would immediately identify her as Varisian to anyone native to the region. She is is typically outgoing and friendly, though she does have her dark moods. Marisan is very good with people, and other intelligent beings for that matter since she has only recently returned from the First World, where she was “lost” for more than 3 years. Humans are sparse in the First World. In conversation Marisan is clever and agile. While she can defend herself if she needs to, she found it safer and more reliable to use deft talk to get by in the First World.

While Marisan generally comes off as pleasant, even playful or whimsical, she also can seem unreadable. A person might feel like they can’t get below the surface with her.

Where was your character born?
In the caravan she lived in with her mother and relatives.

Where were you raised?
Traveling on the road, so various places in Varisia over time.

By who?
Marisan was raised by her mother and her extended family in the caravan.

Who are your parents?
Zora is Marisan’s mother and Aumanas is her father.

Are they alive?
As far as Marisan knows, both are still alive and well. She never met her father, a Mierani Elf who only knew Marina’s mother briefly. It’s been more than 3 years since Marisan has seen Zora.

What do they do for a living?
Well for Aumanas, who knows what elves actually do for a living? Zora doesn’t hold a single occupation, but works as a member of the caravan’s extended household. She helps with the tasks that are needed day to day. While traveling this could be food preparation, mending or sewing clothes, etc. While stopped in a settlement or city, she could be selling things the caravan is carrying for trade, or dancing or storytelling as an entertainer.

Do you have any other family or friends?
Aside from her mother (she doesn’t really count her father) and various grandparents, aunts, uncles, and cousins in the caravan, Marisan has an identical twin sister who is a few minutes younger then her who is named Sigita. Otherwise, most of the people who belong to the caravan are both relatives and friends to some greater or lesser degree. But, Marisan hasn’t seen any of these people for over 3 years.

She was friendly with some residents of the First World, mostly gnomes. But she still moved about mostly and would count very few of them as close enough to call true friends.

What is your character's marital status?
Single

Kids?
None

What is your character's alignment?
Neutral Good

What is your character's moral code?
Marisan doesn’t really believe in moral absolutes. She wants people to be happy and safe. Doesn’t believe random acts of violence are justifiable, and so forth. Basically she adheres to the broad principles that make good people good people. However, an extended time in the First World has shown her that most things are relative and contingent. She might not like theft or have any desire to engage in thievery, but that doesn’t mean she would never steal on principle. Circumstances could arise in which it is the surest way to get the best outcome. In such circumstances Marisan believes it is at least short-sighted to probably stupid to categorically reject options due to adherence to some abstract code. Would she summon the undead for fun and profit? No way. Would she summon the undead to fend off raiders attacking a defenseless village? You bet. Marisan is more focused on good outcomes than proper behavior.

Does your character have goals?
Marisan’s most immediate goal is to do everything she can to help the adventurers she’s with succeed at whatever they’re supposed to succeed at. That fulfills her part of her bargain with Shyka, which will reunite her with her sister and get them returned to Golarion. Afterward, their goal will be to find their mother.

Marisan is acquisitive and likes pretty, shiny things. Nice clothes, jewelry, the money to buy those things, she likes them all. Marisan isn’t greedy exactly, not in the way some find satisfaction in socking away endless wealth. She just likes nice things, mostly things that make her look good, and wants to have them.

Is your character religious?
Not in a fervor of faith kind of way. By tradition she’s a Desnan like so many Varisians. But, the real deific power in her life is Shyka. Marisan is pragmatic about such things. Obviously there are unimaginably power beings out there. In some cases, like her own bargain with Shyka, one does as one is told to get what will be given in return. In other cases like Desna, religion is a shared belief that in part defines a group and bonds its members to each other. Marisan absolutely would participate in prayers or worship of Desna. Both because she respects her family and because it is something that brings them together.

What are your character's personal beliefs?
First and foremost for Marisan is loyalty to family.

Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
I’ve mentioned already that Marisan is good with people, but there is another side of her that can sometimes come through. Marisan is used to a place where the facts of nature and existence, and the logic that follows from them, are more variable and contingent. She can sometimes say things that seem disconnected to the subject at hand, or just deeply weird. This can be a strength sometimes since it takes a lot to rattle her no matter where a conversation suddenly goes. Marisan is the one most likely in most any group to have a pleasant and productive conversation with an insane person. She isn’t at all insane herself, she’s just still adjusting.

Marisan gets what gnomes are all about much better than most people if that might be considered a quirk.

Why does your character adventure?
Because that’s what Marisan’s bargain with Shyka demands.

How does your character view his/her role as an adventurer?
This is something that will probably change with time. Initially Marisan and the rest of the party could have different but parallel views on the subject. While the others adventure to save Sandpoint, etc. Marisan sees her role more as a fail-safe addition due to Shyka’s interest in the outcome. The adventuring party is supposed to succeed at something, but Marisan wasn’t told the specifics. Marisan is there to make sure the right outcome occurs. With time, Marisan might well adapt other views that embed her more deeply in the party with shared goals. But, initially she thinks of herself as a planted among them as insurance against their failure, and thus a wrong outcome.

Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Aside from being remarkably attractive, there is only a small broken hourglass image that looks like a tattoo on the inside of her left wrist. It isn’t a tattoo, but a mark placed there by Shyka to seal her bargain with Marisan.

How does your character get along with others?
Marisan gets along well with others. People tend to like her, even if they don’t necessarily understand her. For her part, Marisan is extremely flexible and adaptive, able to find ways to relate to, and work with a wide range of personality types and mindsets. She is less likely to seek leadership roles than to look for openings when she can more effectively insert her perspectives and opinions. Marisan is generally conflict avoidant, but she won’t avoid a conflict if she thinks nothing else will work.

Is there anything that your character hates?
There’s the standard list: terrible or mean people, cruelty, needless violence and so forth. There’s also the petty list: getting all dirty, gross things like bugs especially when they land or crawl on you, a bad meal.

Is there anything that your character fears?
She fears being robbed. She’s very careful about keeping her possessions safe. She fears the undead, but not in a paralyzing terror kind of way; they just really creep her out. Her greatest fear is never seeing her sister again.