Rusalka

Tynan Kaddren's page

57 posts. Alias of Edward Sobel.


Full Name

Tynan Kaddren

Race

Fetchling

Classes/Levels

Wizard 1 [HP 7 | AC 12 | T 12 | FF 10 | CMB +0 | Percp +1 (darkvision) | Init +2 | F +1 | R +2 | W +3]

Gender

Female

Size

M

Age

24

Alignment

CG

Languages

Common, Draconic, Shadowtongue, Thassilonian, Undercommon, Varisian

Strength 10
Dexterity 15
Constitution 12
Intelligence 16
Wisdom 12
Charisma 12

About Tynan Kaddren

Tynan Kaddren "Tye"
Female Fetchling Wizard (Shadowcaster)(Thassilonian Specialist) 1
CG Medium Outsider (native)
Init +2; Senses Darkvision, Low-Light Vision; Perception +1
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AC 12, touch 12, flat-footed 10
(+2 Dex)
hp 7
Shadow Blending; Resist cold 5, electricity 5
Fort +1, Ref +2, Will +3

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Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Dagger +0 (1d4/19-20/x2) and
. . Double walking stick wakizashi -4 (1d6/x3) and
. . Quarterstaff +0 (1d6/x2)
Special Attacks Blinding Darkness (1 rds) (7/day)
Spell-Like Abilities Disguise Self (1/day)
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Str 10, Dex 15, Con 12, Int 16, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll, Spell Focus (Illusion), Wizard Weapon Proficiencies
Traits Alabaster Outcast, Keeper of the Veil (Disguise)
Skills
Bluff +2
Disguise +6
Knowledge (arcana) +7
Knowledge (planes) +7
Linguistics +7
Spellcraft +7

b]Languages [/b]Common, Draconic, Shadowtongue, Thassilonian, Undercommon, Varisian
SQ +1 Illusion (shadow) or [darkness] Spells in Spellbook, Extended Illusions (+1 rds), Pride (Shadow), Shadow Spells

Gear Dagger, Dagger, Double walking stick wakizashi, Quarterstaff, Blue book (Magnimar), Darklight lantern, Hollowed pommel (2 @ 0 lbs), Noble's outfit, Scroll of Blend, Scroll of Disguise Self, Shadowcloy flask (2), Signet ring, Wrist sheath, spring loaded (1 @ 1 lbs), Wrist sheath, spring loaded (1 @ 1 lbs)

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Wizard (Shadowcaster) Spells Prepared (CL 1, +0 melee touch, +2 ranged touch, Concentration +4):
1 (3/day) Shadow Weapon (x2) (DC 16), Magic Missile, Shield, Color Spray (DC 15)
0 (at will) Ray of Frost, Detect Magic, Penumbra

TRACKED RESOURCES:

Blinding Darkness (1 rds) (7/day) (Sp) - 0/7
Dagger - 0/1
Dagger - 0/1
Darklight lantern - 0/1
Disguise Self (1/day) (Sp) - 0/1
Shadowcloy flask - 0/2

Special Abilities:

+1 Illusion (shadow) or [darkness] Spells in Spellbook Add one spell from the wizard spell list to wizard's spellbook. The spell must be at or below the highest level he can cast and be of the illusion (shadow) subschool or have the darkness descriptor.
Alabaster Outcast: You are a member of one of Magnimar’s wealthiest families... or rather, you used to be. A falling-out left you disowned and disinherited. Despite your exile, your name still carries considerable weight in Magnimar, and you gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city. Additionally, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
Blinding Darkness (1 rds) (6/day) (Sp) Ranged Touch attack entangles target and grants them concealment.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pride (Shadow) Associated School: Illusion
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
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
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Darklight Lantern: This lantern does not burn oil, but instead burns shadowcloy. When shadowcloy is used as its fuel, this lantern creates a strange, hazy darkness that decreases the light level for 30 feet around it by one step. Unlike when shadowcloy is thrown at a single target, this haze does not decrease natural darkness to supernatural darkness. One f lask of shadowcloy fuels a darklight lantern for 1 minute
Shadowcloy: This thin black liquid is stored in airtight flasks because it evaporates quickly when exposed to air. Its cloying vapors cling to a target, obscuring vision for a short period of time. You can throw a shadowcloy flask as a splash weapon with a range increment of 10 feet. A direct hit means the target treats the ambient light as one category darker than normal, with a creature already in natural darkness treating it as supernatural darkness. This effect lasts for 1 round. A thrown shadowcloy flask has no effect on adjacent creatures or if it misses.
Katana (wakizashi), Double Walking Stick: This single case conceals a pair of matched fighting swords perfectly balanced to be wielded as a pair. Despite their name, the blades more closely resemble the shorter wakizashi. When the blades are concealed in their case, this weapon can be used as a quarterstaff.

Background:

Tynan’s, (or as she likes to be called, Tye), story begins at the Viperwall, on the eastern shores of Ember Lake in central Varisia. Born to a Chelaxian father and Varisian mother, or at least that is what it was supposed to be.

Deep in the catacombs of the Viperwall fortress strange things have been known to happen. And that is such a case. It is said that when a human is born in the shadow world the child becomes touched by the darkness on the world.

The exact circumstances of Tye’s birth are a complete mystery, her parents never returned from that realm of shadows, but Tye did return and servants to the Kaddren family of Magnimar brought the infant child home to Magnimar to be raised in the family.

Unfortunately the unusualness of Tye’s appearance and her unique abilities did not sit well with the new matriarch of the family. Tye was cared for by the servants of the house never afforded the luxuries of the family proper. As a result Tye never even realized her true heritage that she was the baby sister of Zimandi Kaddren.

But there was one who knew the truth. A warrior by the name of Dorin Kaddren, he was there the night Tye was born, He was the one that escorted the infant home and it was he that protected her from her sister’s wrath.

Time went on and one can only protect a child for so long. Zimandi had made a deal with the Creepers of the Underbridge. Selling Tye into the child slave market.

As time went on Tye worked among the child slaves her spirit broken and her heritage forgotten. Eventually her number came up and she was to be sent to the White Eyes of the sewers.

The White Eyes quickly realized that Tye was not one of the regular children sent to them. And fearing the wrath of the shadow realms the White Eyes gave Tye to a man by the name of Ozuno, (a Tien man and a part of the Brothers of the Seven.) Ozuno trained Tye in the arts of shadow magic and began to groom her to be an assassin for the Brothers.

Tye learned her magic well and excelled at it. Her natural talent for shadow magic was extraordinary. She learned the secrets of the ancient Thassilonians and mastered the art of self-alteration.

Tye was well on her way to become a skilled wizard and assassin but something deep inside her stirred; she knew evil was not in her heart. She needed out.

She Used her skills to escape and returned to the family home, but before she could reach the Alabaster District she met with Dorin.

Dorin informed her she could not return home Zimandi would have her killed on sight.

As a gift, Dorin gave Tye her father’s heirloom walking cane and her mothers’s signet ring. The only things that are left to identify Tye as a Kaddren.

Ty was left to her own devices in the Underbridge, using her magic to make a living hoping something better comes along.

spellbook:

Acid Splash Wizard 0
School: Conjuration / Earth Elemental (Creation) [Acid]; Components:
V, S; Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels);
Effect: One missile of acid; Duration: Instantaneous; Save: None;
Resistance: No
Orb deals 1d3 acid damage.

Arcane Mark Wizard 0
School: Universal; Components: V, S; Casting Time : 1 action;
Range: Touch; Effect: One personal rune or mark, all of which must
fit within 1 sq. ft.; Duration: Permanent; Save: None; Resistance: No
Inscribes a personal rune on an object or creature (visible or invisible).

Bleed Wizard 0
School: Necromancy; Components: V, S; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Target: One living creature;
Duration: Instantaneous; Save: DC 13 Will negates; Resistance: Yes
Cause a stabilized creature to resume dying.
Dancing Lights Wizard 0
School: Evocation [Light]; Components: V, S; Casting Time : 1
action; Range: Medium (100 + 10 ft./level); Effect: Up to four lights,
all within a 10-ft.-radius area; Duration: 1 minute (D); Save: None;
Resistance: No
Creates torches or other lights.

Daze Wizard 0
School: Enchantment (Compulsion) [Mind-Affecting]; Components: V,
S, M (a pinch of wool or similar substance); Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Target: One humanoid creature of
4 HD or less; Duration: 1 round; Save: DC 13 Will negates;
Resistance: Yes
A single humanoid creature with 4 HD or less loses its next action.

Detect Magic Wizard 0
School: Divination; Components: V, S; Casting Time : 1 action;
Range: 60 ft.; Area: Cone-shaped emanation; Duration:
Concentration, up to 1 min./level (D); Save: None; Resistance: No
Detects all spells and magic items within 60 ft.

Detect Poison Wizard 0
School: Divination; Components: V, S; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Target: One creature, one object,
or a 5-ft. cube; Duration: Instantaneous; Save: None; Resistance:
No
Detects poison in one creature or small object.

Disrupt Undead Wizard 0
School: Necromancy; Components: V, S; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Effect: Ray; Duration:
Instantaneous; Save: None; Resistance: Yes
Deals 1d6 damage to one undead.

Flare Wizard 0
School: Evocation [Light]; Components: V; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Effect: burst of light; Duration:
Instantaneous; Save: DC 13 Fortitude negates; Resistance: Yes
Dazzles one creature (-1 on attack rolls).

Ghost Sound Wizard 0
School: Illusion (Figment); Components: V, S, M (a bit of wool or a
small lump of wax); Casting Time : 1 action; Range: Close (25 + 5 ft.
/2 levels); Effect: Illusory sounds; Duration: 1 round/level (D); Save:
DC 14 Will disbelief; Resistance: No
Figment sounds.

Haunted Fey Aspect Wizard 0
School: Illusion (Glamer); Components: S; Casting Time : 1 action;
Range: Personal; Target: You; Duration: 1 round/level (D)
You surround yourself with disturbing illusions.

Light Wizard 0
School: Evocation / Wood Elemental [Light]; Components: V, M/DF
(a firefly); Casting Time : 1 action; Range: Touch; Target: Object
touched; Duration: 10 min./level; Save: None; Resistance: No
Object shines like a torch.

Mage Hand Wizard 0
School: Transmutation; Components: V, S; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Target: One nonmagical,
unattended object weighing up to 5 lbs.; Duration: Concentration;
Save: None; Resistance: No
5-pound telekinesis.

Mending Wizard 0
School: Transmutation / Metal Elemental; Components: V, S;
Casting Time : 10 minutes; Range: 10 ft.; Target: One object of up to
1 lb./level; Duration: Instantaneous; Save: Will negates (harmless,
object); Resistance: Yes (harmless, object)
Makes minor repairs on an object.

Message Wizard 0
School: Transmutation / Air Elemental [language-dependent];
Components: V, S, F (a piece of copper wire); Casting Time : 1
action; Range: Medium (100 + 10 ft./level); Target: One
creature/level; Duration: 10 min./level; Save: None; Resistance: No
Whisper conversation at distance.

Open/Close Wizard 0
School: Transmutation; Components: V, S, F (a brass key); Casting
Time: 1 action; Range: Close (25 + 5 ft./2 levels); Target: Object
weighing up to 30 lbs. or portal that can be opened or closed;
Duration: Instantaneous; Save: DC 13 Will negates (object);
Resistance: Yes (object)
Opens or closes small or light things.

Penumbra Wizard 0
School: Evocation [Darkness]; Components: V, S, M (a bit of soot);
Casting Time : 1 action; Range: Touch; Target: creature or object
touched; Duration: 10 minutes/level (D); Save: Harmless Will Negates;
Resistance: Yes
Negates penalties from bright light.

Prestidigitation Wizard 0
School: Universal; Components: V, S; Casting Time : 1 action;
Range: 10 ft.; Target: See text; Effect: See text; Area: See text;
Duration: 1 hour; Save: DC 13 See text; Resistance: No
Performs minor tricks.

Ray of Frost Wizard 0
School: Evocation / Water Elemental [Cold]; Components: V, S;
Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Effect:
Ray; Duration: Instantaneous; Save: None; Resistance: Yes
Ray deals 1d3 cold damage.

Read Magic Wizard 0
School: Divination; Components: V, S, F (a clear crystal or mineral
prism); Casting Time : 1 action; Range: Personal; Target: You;
Duration: 10 min./level
Read scrolls and spellbooks.

Resistance Wizard 0
School: Abjuration; Components: V, S, M/DF (a miniature cloak);
Casting Time : 1 action; Range: Touch; Target: Creature touched;
Duration: 1 minute; Save: Will negates (harmless); Resistance: Yes
(harmless)
Subject gains +1 on saving throws.

Scoop Wizard 0
School: Evocation [Force]; Components: V, S; Casting Time : 1
action; Range: Close (25 + 5 ft./2 levels); Effect: 6 inch diameter
container of force ; Duration: Concentration; Save: None; Resistance:
Yes
Create container made of force you can direct within range.

Scrivener's Chant Wizard 0
School: Transmutation; Components: V, S, M (fine sand and a vial of
ink.); Casting Time : 1 action; Range: 5 ft.; Duration: Concentration,
up to 1 minute/level; Save: Will negates (harmless, object);
Resistance: Yes (object)
Rapidly copies text from one source to another.

Sotto Voce Wizard 0
School: Necromancy [Fear, Mind-Affecting, Sonic]; Components: V;
Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Duration:
1+ Rounds; Save: DC 13 Will Negates; Resistance: Yes
Living creature of 4 or fewer HD is shaken for 1 round.

Spark Wizard 0
School: Evocation / Fire Elemental [Fire]; Components: (V or S);
Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Target:
one Fine object; Duration: Instantaneous; Save: DC 13 Fortitude
negates (object); Resistance: Yes (object)
Ignites flammable objects.

Touch of Fatigue Wizard 0
School: Necromancy; Components: V, S, M (a drop of sweat);
Casting Time : 1 action; Range: Touch; Target: Creature touched;
Duration: 1 round/level; Save: DC 13 Fortitude negates; Resistance:
Yes
Touch attack fatigues target.

Blend Wizard 1
School: Illusion (Glamer); Components: S; Casting Time : 1 action;
Range: Personal; Target: You; Effect: +4 to stealth as long as you
move half speed or less.; Duration: 10 minutes/level
+4 to stealth as long as you move half speed or less, can make
stealth checks w/o cover or concealment.

Color Spray Wizard 1
School: Illusion (Pattern) [Mind-Affecting]; Components: V, S, M (red,
yellow, and blue powder or colored sand); Casting Time : 1 action;
Range: 15 ft.; Area: Cone-shaped burst; Duration: Instantaneous; see
text; Save: DC 15 Will negates; Resistance: Yes
Knocks unconscious, blinds, and/or stuns weak creatures.

Magic Missile Wizard 1
School: Evocation [Force]; Components: V, S; Casting Time : 1
action; Range: Medium (100 + 10 ft./level); Target: Up to five
creatures, no two of which can be more than 15 ft. apart; Duration:
Instantaneous; Save: None; Resistance: Yes
1d4+1 damage; +1 missile per two levels above 1st (max 5).

Shadow Weapon Wizard 1
School: Illusion (Shadow) [ShadowDesc]; Components: V, S; Casting
Time: 1 action; Range: 0 ft.; Effect: one shadow weapon; Duration:
1 minute/level; Save: DC 16 Will disbelief (if interacted with);
Resistance: Yes
Create a quasi-real masterwork weapon.

Shield Wizard 1
School: Abjuration / Void Elemental [Force]; Components: V, S;
Casting Time : 1 action; Range: Personal; Target: You; Duration: 1
min./level (D)
Invisible disc gives +4 to AC, blocks magic missiles.

Vanish Wizard 1
School: Illusion (Glamer); Components: V, S (an eyelash encased in
gum arabic); Casting Time : 1 action; Range: personal or touch;
Target: creature touched; Duration: 1 round/level (up to 5 rounds)
(D); Save: Will negates (harmless); Resistance: Yes (harmless)
As invisibility for 1 round/level (5 max).

Disguise Self Wizard 1
School: Illusion (Glamer); Components: V, S; Casting Time : 1
action; Range: Personal; Target: You; Duration: 10 min./level (D)
Changes your appearance.

Illusion of Calm Wizard 1
School: Illusion (Figment); Components: V, S; Casting Time : 1
action; Range: Personal; Target: You; Duration: 1 minute/level; Save:
Will disbelieve (on hit; see below); Resistance: No
You appear to be standing still, even when you take some actions


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