Woman

Seren Dypethe's page

1,319 posts. Alias of DM Fflash.


Race

[i] Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv

Classes/Levels

, Sh Evoc x2, Br Ench, Teleport[/i]

  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4[/list][/spoiler]

  • Gender

    Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12[spoiler=Status][list]

  • Active spells: Mage Armor, Veil
  • Spells remaining:

  • Alignment

    CG

    Deity

    Sivanah

    Location

    Korvosa

    Languages

    Celestial, Common, Draconic, Elven, Gnome, Shoanti, Shadowtongue, Aklo

    Strength 10
    Dexterity 14
    Constitution 10
    Intelligence 22
    Wisdom 8
    Charisma 12

    About Seren Dypethe

    Seren
    Fe/Male half-elf veiled illusionist 4/illusionist (shadow[APG]) 5 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder Campaign Setting: Paths of Prestige, Pathfinder RPG Advanced Player's Guide 147)
    CG Medium humanoid (elf, human)
    Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
    --------------------
    Defense
    --------------------
    AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex)
    hp 46 (9d6+3)
    Fort +4, Ref +6, Will +7; +2 vs. enchantments
    Immune sleep
    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee rapier +1 (1d6/18-20)
    Ranged shortbow +3 (1d6/×3)
    Special Attacks binding darkness
    Illusionist (Shadowcaster) Spells Prepared (CL 9th; concentration +15)
    . . 5th—break enchantment, shadow evocation (DC 23), shadow evocation (DC 23), teleport
    . . 4th—dimension door, phantasmal killer (DC 22), shadow conjuration, shadow invasion
    . . 3rd—dispel magic, fly, haste, major image (DC 21), shadow enchantment (DC 21)
    . . 2nd—create pit[APG] (DC 18), detect thoughts (DC 18), hideous laughter (DC 18), hypnotic pattern (DC 20), invisibility, stone discus[ACG], twilight haze[ACG]
    . . 1st—color spray (DC 19), color spray (DC 19), feather fall, forced quiet[UM] (DC 17), mage armor, silent image (DC 19), ventriloquism (DC 19)
    . . 0 (at will)—acid splash, detect magic, ghost sound (DC 18), message
    . . Opposition Schools Evocation, Necromancy
    --------------------
    Statistics
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    Str 10, Dex 14, Con 10, Int 22, Wis 8, Cha 12
    Base Atk +5; CMB +5; CMD 18
    Feats Greater Spell Focus (illusion), Persistent Spell[APG], Scribe Scroll, Secret Signs[ISWG], Shadow Gambit, Skill Focus (Disguise), Spell Focus (illusion)
    Traits framed (family honor), magical knack
    Skills Acrobatics -1 (-5 to jump), Appraise +10, Bluff +14 (+18 to pass secret signs), Disguise +17, Fly +11, Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (local) +10, Linguistics +10, Perception +9, Sense Motive +0, Sleight of Hand +5, Spellcraft +17, Stealth +11, Use Magic Device +10; Racial Modifiers +2 Perception
    Languages Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Shadowtongue, Shoanti
    SQ elf blood, extended illusions (2 rounds), shadow spell slot (shadow spell slot), shadow spells, sivanah’s veils (elf), sivanah’s veils (halfling), veil pool
    Combat Gear +1 arrows (9), assisting gloves[APG], lesser extend metamagic rod, pearl of power (1st level), potion of cure light wounds, scroll of chastise, chastise, scroll of disguise self, disguise self, magic weapon, magic weapon, vanish, scroll of enlarge person, scroll of mage armor, scroll of see invisibility, spider climb, scroll of teleport, wand of magic missile (CL 3rd, 39 charges), oil (4); Other Gear arrows (17), rapier, shortbow, smoke arrows[APG] (5), whistling arrow[UC] (5), cloak of resistance +2, cracked dusty rose prism ioun stone, headband of vast intelligence +2, ring of protection +1, candle (2), chalk, disguise kit, hemp rope (50 ft.), hooded lantern, masterwork backpack[APG], masterwork thieves' tools, sack, tindertwig (3), travelling spellbook[APG], 1,424 gp, 9 sp, 1 cp
    --------------------
    Special Abilities
    --------------------
    Binding Darkness (2 rounds, 9/day) (Sp) Ranged Touch attack entangles target and grants them concealment.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Elf Blood Half-elves count as both elves and humans for any effect related to race.
    Elven Immunities - Sleep You are immune to magic sleep effects.
    Evocation You must spend 2 slots to cast spells from the Evocation school.
    Extended Illusions (+2 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
    Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Necromancy You must spend 2 slots to cast spells from the Necromancy school.
    Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
    Secret Signs You can hide somatic components of spellcasting
    Shadow Associated School: Illusion
    Shadow Gambit You can tap into the Plane of Shadow to momentarily lend reality to one of your illusion (figment) spells.
    Shadow Spells (Su) At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level o
    Sivanah’s Veils (Elf) A veiled illusionist learns to cloak herself in the forms favored by the goddess Sivanah—human, halfling, elf, gnome, cyclops, and naga. Once the veiled illusionist learns a veil, she can expend 1 point from her veil pool to disguise herself as a m
    Sivanah’s Veils (Halfling, DC 25) A veiled illusionist learns to cloak herself in the forms favored by the goddess Sivanah—human, halfling, elf, gnome, cyclops, and naga. Once the veiled illusionist learns a veil, she can expend 1 point from her veil pool to disguise herself as a m
    Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
    Veil Pool (visual, audible) (Su) You have a veil pool equal to your veiled illusionist level + your Wisdom, Intelligence, or Charisma modifier.
    --------------------
    Seren's early life looked to be all right. Sure he was a half-elf and his mother, older brother and he had to live with the sneers and whispered comments. He dealt with minor bullies and the like, but all in all, he persevered mainly due to his brother's timely protection, with an adventurous, middle class life in the Midway of Korvosa and eventually earned his way into the Acadamae.

    Enter Gaedren Lamm. In a pure case of "wrong place at the wrong time" Seren's brother, Lane, was fingered as the culprit in a murder of some woman (unknown to Seren or Lane) by a fisherman. Later through a glib tongue and a bit of "encouragement" Seren got the fisherman to recant and the truth came out. It seems the actual murderer, Lamm, put up Lane as the patsy.

    However, the damage was done to Seren, Lane, and his family. Regardless that the law had exonerated Lane, the family still held the stigma of "being involved" and Seren was forced to self-eliminate from the Acadamae and help is family. Within short order, men (Seren believes they were Lamm's men) took care of Lane, beating him so bad that he entered a coma for months. When he came around, his mental faculties were no longer full and he was committed. Mean while, Seren's mother got ill over the winter and died slowly of a wasting sickness. His once perfect life destroyed, Seren found himself eating bugs in the street and learning to get by. Some time in the bottle and a year-long bout with shiver took the remaining part of his dignity and pride and eroded at his perspective on the law.

    In this low time, Seren found a burning desire to regain his magical studies, and started thieving for it, vowing to catch up to his compatriots. He fell in with some Nidalese shadowcasters and began to learn their special brand of magic. Blocking out the source of where that power initially came from, Seren justified it as a necessary evil in his relentless pursuit. However, every time Seren would move forward, it would seem Lamm's activities would get in the way. And although Seren was a sometime member of the Dark Knives, a gang recognized by the Cerulean Society, they weren't able to assist with Lamm's interference.

    Some where deep in the outwardly friendly half-elf's mind, the subconscious knowledge that Lamm had to go started to rise up, and Seren has come to associate Lamm's elimination with his progress in arcane studies.

    Seren Dypethe is an outgoing man, feels he's adaptable to most social situations and is equally comfortable in high society as he is with men of ill-repute. While a nice guy, he's not the type that folks follow or even listen to, more the type that folks forget or consider beneath their notice, not for the lack of his trying, but because nothing about him every ... stands out. He just doesn't seem exceptional, never got the best (or the worst) marks at the Acadamae and simply was just average. Seren hates that. He wants to make something of himself, he needs it, and life has gotten to the point that if breaking the law is the only way to do it, well, that's OK by him.

    His recent bonding with the shadow has changed his demeanor a bit. A touch colder and a bit more aloof, his constant struggle with the attached shadow affects his soul more than he's consciously aware.