Djarrus Gost

Sigmundr the Curious's page

3 posts. Alias of scranford.


About Sigmundr the Curious

Character Sheet

Spoiler:

SIGMUNDR THE CURIOUS CR 1/2
Male Human (Ulfen) Wizard (Scroll Scholar) 1
CN Medium Humanoid (Human)
Init +2; Senses Perception +2
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DEFENSE
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AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +4
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OFFENSE
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Spd 30 ft.
Melee Dagger -1 (1d4-1/19-20/x2) and
. . Quarterstaff -1 (1d6-1/20/x2) and
. . Unarmed Strike -1 (1d3-1/20/x2)
Ranged Crossbow, Light +2 (1d8/19-20/x2)
Wizard (Scroll Scholar) Spells Known (CL 1, -1 melee touch, 2 ranged touch):
1 (2/day) Mage Armor (DC 15), Color Spray (DC 15)
0 (at will) Ray of Frost, Detect Magic, Mage Hand
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STATISTICS
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Str 8, Dex 14, Con 8, Int 18, Wis 15, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Cypher Magic, Great Fortitude, Scribe Scroll, Toughness +3, Wizard Weapon Proficiencies
Skills Appraise +8, Craft (Painting) +6, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +8, Knowledge (History) +8, Knowledge (Planes) +8, Linguistics +8, Spellcraft +8
Languages Abyssal, Common, Draconic, Infernal, Skald, Thassilonian, Tien
SQ Bonded Object: Quarterstaff (1/day) (Sp)
Combat Gear Crossbow, Light, Dagger, Quarterstaff; Other Gear Pouch, belt (1 @ 3 lbs), Spell component pouch, Spellbook, wizard's (blank), Waterskin
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SPECIAL ABILITIES
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Bonded Object: Quarterstaff (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Cypher Magic Gain bonuses to caster level when using scrolls
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Description

Spoiler:

Thin and bent, with a strange rolling gate. Looks clumsy, but really moves OK. Premature gray and balding hair, with a unhealthy looking pale complexion. Two different colored eyes. Dresses in robes that are usually covered in stains and patches, and always walks with an intricatly carved Quarterstaff. Usually when he is travelling he takes his pack pony Nancy along.

Despite his slovenly, and unkempt apperance, he has a charming smile, and his personality, and weird sense of humor tend to put those around him at ease.

Allergies keep his nose running, and coughing make him seem unhealthy, though he is tougher than he looks.

Personality

Spoiler:

Has a vivid imagination, and a great sense of humor, which make him tend to get carried away and perhaps exaggerate a bit...ie make things up. He can be entertaining, and people don't mind being around him.

He does have a dark side however. When he sets his mind to something, he will let nothing friend or foe stand in his way. If you're trying to keep him from doing something he wants to do some trickery or even violence has been known to present itself. This has gotten better over the years, as he's learned a bit of patience, but is still a bit unpredictable. Not to mention his curiosity has not helped his health any.

Motivation

Spoiler:

Sigmundr has an undying curosity, especially about ancient magics, and arcane secrets. This keeps him constantly travelling about, seeking information from rare texts, and histories. He is also writing his own history on ancient lost arcane secrets, and uses his considerable skills at painting for accurate if a bit bizarre paintings of things that he finds interesting. Recent rumors of Thassalonian ruins around the Sandpoint area have piqued his interest enough to show up there.

Background

Spoiler:

Sigmundr's travels have brought him to Sandpoint, mainly because of the death of Niska Mvashti. She was a long time friend of his Uncle Thorsen, from whom he gained his curiosity, and love of the written word. Niska had sent a message to Thorsen to send an emissary to meet her, and he chose Sigmundr. Arriving too late to talk to Niska directly Koya became his point of contact. They have begin to develop a relationship, much like his uncle and Niska did, and she has began her foolish talk of a great adventure before she dies.

Great Events:
1. When Sigmundr was born, he was believed to be cursed. His bent form, and different colored eyes marked him as one to be avoided, and he was put out in the snow for the wolves. Instead his uncle found him crying, and not caring what anyone else had to say, took him to his cave and raised him as his own. It was a lonely childhood, with only his uncle, and all the books a company. As Sigmundr aged, his uncle took longer and longer trips, leaving Sigmnudr to care for himself.

2. On one of his uncles long trips, Sigmundr was exploring around the ruins that lay near his uncle's cave. He stumbled across an trap door, and using one of his uncles old block and tackles opened it up to find a secret chamber full of books, and scrolls. Though many were destroyed by time, a chest full still remained intact. There was also a strangely carved staff of ebon wood in the room, which Sigmundr claimed as his own. When his uncle returned, he was angry with Sigmundr for performing this dangerous expedition by himself, but quickly cooled off when presented with the ancient writings.

3. Realizing that Sigmundr had the potential for magic, and unable to control his curosity, Thorsen Sent Sigmundr to study with a friend of his that practiced the arcane arts. A retired Cypher Mage, by the name of Buttako. After apprenticing for Buttako for a number of years, he moved back to his Uncles cave (with perhaps an accidently taken book he hoped to use for translation purposes). Here he was residing, and trying to decipher the ancient scrolls, when his uncle asked him to go to Sandpoint.

So Koya wanted a grand adventure. Perhaps his magical skills could help in her adventure...and besides Goblins while stupid and crude, were known for digging up all kinds of strange things. And who knows what that might consist of among all the ancient ruins around Sandpoint.

So off to Sandpoint with his treasured Quarterstaff, and small book of translations Sigmnudr went. He had now been in Sandpoint for about a month and his funds are about to dry up. Time to do something.