Kade Tichborne

Efreeti victim, transmuter, the Scorpion Groom of Sandpoint

Description:

Kade Tichborne
Efreeti victim, transmuter, the Scorpion Groom of Sandpoint
NB One bane: -1 to init checks

NG Medium Human Wizard (Transmuter) 10
Init + 8 ( + 4 feat, + 2 trait, + 2 Dex)
Senses Perception + 10 ( + 12 w/familiar)

DEFENSE
AC 18 (+ 4 mage armor, + 2 ring, + 2 Dex), touch 13, flat-footed 15
hp 82 (L1 1d6 + 2 + 1 favored class hp; L2 4 + 4; L3 4+3; L4 4 + 3; L5 4+3 L6 4+3, L7 4+3, L8 4+3, L9 4+3, L10 4+3, L11 4+3)
Fort +9, Ref +7, Will +10

OFFENSE
Speed 30 ft
Melee dagger +5/1d4 (P or S)
Ranged light crossbow +7/1d8 (P)

STATISTICS
Str 10 Dex 14 Con 16 (transmuter+3) Int 20 (22) Wis 12 Cha 10
Base Atk + 5; CMB + 5; CMD + 7
Feats Scribe Scroll, Improved Initiative, Great Fortitude, Preferred Spell (Slow) (retrained from Combat Casting), Alertness (w/familiar), Craft Wand, Improved Familiar, Heighten Spell, Spell Penetration, Dazing Spell, Spell focus (transmutation)
Traits Caravan Guard (Survival a class skill/+ 1), Reactionary ( 2 initiative)
Skills (7/level 1; 7/level2; 7/level 3; 7/level 4; 7/level 5; 7/level 6, 7/level 7, 7/level 8, 7/level 9): Escape Artist + 13 (headband); Knowledge (arcana) + 15; Knowledge (dungeoneering) + 15; Knowledge (geography) + 10; Knowledge (history) + 11; Knowledge (local) + 13; Knowledge (nobility) + 9; Knowledge (planes) + 16; Linguistics + 17; Perception 11 (13 w/familiar); Profession (engineer) + 11; Spellcraft + 18; Survival + 5; Use Magic Device + 11
Languages Common, Ignan, Draconic, Abyssal, Infernal, Elven, Tian, Terran, Celestial, Auran/Air, Aquan, Athko,
Favored Class Bonus L1 HP, L2 HP, L3 HP, L4 HP, L5 HP, L6 HP, L7 HP, L8 HP, L9 HP, L10 HP

Specialization school: Transmutation
Opposition schools: Divination and Enchantment

Spellbook
Cantrips (prepared 4): All save Divination and Enchantment, plus detect magic and read magic
1st level (prepared 6 + 1 transmutation): burning hands, charm person, color spray, comprehend languages, enlarge person, expeditious retreat, feather fall, grease, identify, liberating command, mage armor, magic missile, magic weapon, monkey fish, protection from evil, silent image, snapdragon fireworks, snowball, summon monster I, vanish.
2nd level (prepared 5 + 1 transmutation): bear’s endurance, blur, bull’s strength, create pit, daze monster, false life, frost fall, glitterdust, invisibility, levitate, limp lash, mirror image, pyrotechnics, scorching ray, see invisibility, spider climb, stone call, summon monster II.
3rd level (prepared 5 + 1 transmutation): dispel magic, displacement, fireball, fly, haste, lightning bolt, rain of scorpions, shrink item, slow, stinking cloud, summon monster III, tongues.
4th level (prepared 4 + 1 transmutation): black tentacles, dimension door, hellmouth lash, shout, summon monster IV, wall of ice
5th level (prepared 3 + 1 transmutation): baleful polymorph, overland flight, roaming pit, summon monster v
6th level: (prepared 2 + 1 transmutation) flesh to stone, summon monster vi

Memorized at the moment: Cantrips:detect magic, mage hand, read magic, disrupt undead.
Level 1: feather fall, grease x2, liberating command, (magic missile (x 2)), (protection from evil)
Level 2: false life (cast on Tessalyn), glitterdust, (mirror image (x 2)), (scorching ray), (spider climb)
Level 3: dispel magic x 2, fireball (x 2), (haste,) (stinking cloud)
Level 4: black tentacles (x 2), heighten haste, (dazing snapdragon fireworks), wall of ice
Level 5: baleful polymorph, (overland flight,) summon monster v (x 2)
Level 6: (flesh to stone), (heightened roaming pit), (summon monster vi)

Transmutation School Specialist Powers
Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Str, Dex, Con). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Int modifier.

Change shape: Elemental Shape I or Beast Shape II, 11 rounds/day total, not consecutive, standard action to activate

Equipment
Silver Dagger
Light crossbow & 19 bolts
Ranger’s kit (backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches-8, trail rations-5 days, and a waterskin.)
Rations (40 days)
Grappling hook
Ink (4 vials)
Paper (39 sheets)
Caltrops (x5)
Journal etchings of 2 dark wooden and silver disks with pictures of Brinewall under a noonday sun or a moon (transmutation aura) (Infinite plot device charges, AP +200)
Skis and poles
Map maker’s kit
Cold-weather gear
Dog sled + team of riding dogs (The Spirit of Sandpoint)
Tooled, filigreed gold riding saddle
Combat-trained light riding horse w/advanced template

Scrolls (min. level unless noted):
Level 1 – comprehend languages, obscuring mist, liberating command x2, shield x3, monkey fish, protection from evil x2, silent image x2, summon monster I, touch of the sea, vanish
Level 2 – invisibility, levitate, mirror image, see invisibility
Level 3 – dispel magic (6th level)

Shrunken items in foldable cloth via ‘shrink item’ spell (must be renewed every six days): ladder (24’ long), snowshoes, rowboat (12’ long), hot tub with vanilla scented piping hot water (r = 1.5 ft, d = 1.7 ft), bonfire, engineer’s tools, meat/milk/ice cream/other perishable food and drink for 14 man-days.

potion CLW (50 gp)
3 pearls of power 1st level
1 pearl of power 2nd level
ring of protection + 2
cloak of resistance + 2
headband of vast intelligence + 2
wand of mage armor (1st level) (23)
claws of cave bear
Party property: wands of identify (50), wand of endure elements (1st level) (40)
Gold armring with 5 freshwater pearls (sells for 250 gp)
Gold: 14034
XP: 218251

Biography:
Kade Tichborne was the happiest man in Sandpoint as he approached the altar to wed Tessalyn Jherin. His life as a scholar, scribe, and sage was set; Tessalyn was beautiful; the future was as bright as the noon sun.

But Tessalyn was too beautiful, and Kade’s star was rising too fast in the academy. Someone was jealous, and when Kade slipped the ring onto Tessa’s finger, he realized too late that this ring wasn’t the ring intended for his bride. In fact, it was a ring containing an efreet, who immediately granted Tessa’s altar-side wish: to grow closer than ever to Kade, and to be bound to him forever. The efreet granted her wish but twisted it: he made Tessa Kade’s familiar.

Now his bride is a scorpion and retains little of her original mind. They share an empathic bond, but this only serves to torment Kade. He left the academy and devoted himself to the study of transmutation magic in an effort to transform his wife back into herself. He left Sandpoint for a while as a caravan guard to escape the rumors, smothering pity, and painful jeers of his friends and enemies.

Ultimately he decided that talking to the efreet who cursed his wife – or capturing him and torturing him until he removed the curse – was his only recourse. Having heard of efreets roaming the lands to the East, he is eager to make haste in that direction.

Update: After long seasons of caravan travel have brought Kade and Tessa to near the top of the world, Kade has made progress in his quest to restore Tessa. He thought he had achieved perfect success, but when he finished the spell, Tessa was not quite a full human again. Instead, she was a tiny version of herself with gossamer wings and a shimmer of Elysian rainbows playing through the air around her. Worse, each night (or 12 hours after Kade replenishes his memorized spells), Tessa returns to being a scorpion. Kade isn’t sure what caused this partial breakthrough, but he suspects Desna’s involvement. After all, Tessa’s new form is a creature famous for its powers benefitting travelers and all those seeking good fortune. Tessa herself has no explanation for what happened, but she is delighted to no longer be constantly in the form of a scorpion. Her mind is restored, and she and Kade love spending snowy evenings together in front of the fire, laughing, Tessa singing and playing her flute, while waiting for the inevitable reversion to scorpion form.

Familiar:

Tessalyn Tichborne
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8
Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception + 10

DEFENSE

AC 24, touch 20, flat-footed 20 (+ 4 Dex, + 2 size, +4 natural, +4 mage armor)
hp 41 + false life cast daily (3d10 + 3 + 1d10 + 7)
Fort + 3, Ref + 7, Will + 8
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10

OFFENSE

Speed 30 ft., fly 80 ft. (perfect)
Melee slam + 10 (1d2 – 3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks starlight blast

Spell-Like Abilities (CL 3rd; concentration + 8)
Constant—detect evil, detect magic, freedom of movement
At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week—commune (6 questions, CL 12th)

STATISTICS

Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk + 4; CMB + 6; CMD 13
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics + 13, Bluff + 11, Diplomacy + 11, Fly + 16, Knowledge (arcana) + 8; Knowledge (dungeoneering) + 7; Knowledge (geography) + 3; Knowledge (history) + 3; Knowledge (local) + 6; Knowledge (the planes) + 8; Knowledge (nobility) + 3; Knowledge (religion) + 8; Linguistics + 10; Perception + 14, Perform (sing) + 11, Profession (engineer) + 7; Spellcraft + 10, Stealth + 18; Surivial + 4; Use Magic Device + 13
Languages Celestial, Draconic, Infernal; truespeech
SQ traveler’s friend

SPECIAL ABILITIES

Starlight Blast (Su)

As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.

Traveler’s Friend (Su)

The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance— doing so removes the effects of exhaustion and fatigue from the listener.

Inventory

Tambourine
Wand of magic missiles (5th level) (3)
wand of enlarge person (1st level) (35)
Wand of expeditious retreat (1st level) (50)
Wand of create pit (4th) (32)
Wand of ray of enfeeblement (12)
Wand of bear’s endurance (6)
Wand of mage armor (23)
Gem of brightness (holding – party property) (38)
Cube of frost resistance (holding – party property)

Bio:

Kade Tichborne

Jade Regent: Forest of Spirits YcoreRixle