About Dayana Medvyed
Female Human Sorcerer 4
CN Medium Humanoid (Human)
Init +5 (+5 Cha); Senses Low-Light Vision; Perception +8 (4 Rank, +1 Wis, +3 Class)
AC 12, Touch 12 (+2 Dex), Flat-Footed 10
HP 26 (4d6+8, +4 Con, +4 FCB)
Fort +3 (+1 Con, +1 Class, +1 Resistance Bonus), Ref +4 (+2 Dex, +1 Class, +1 Resistance Bonus), Will +6 (+2 Wis, +3 Class, +1 Resistance Bonus) (+1 on Will saves made against fey spells and supernatural abilities)
Speed 30 Ft.
Melee Darkwood Quarterstaff +2 (1d6-1)
Ranged Darkwood Light Crossbow +5 (1d8/19–20)
Bloodline Spell-Like Abilities (CL 4th; concentration +8)
. . 8/day – Laughing Touch
Fey Magic Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day – Calm Animals (DC 19), Create Water, Flare (DC 15), Purify Food and Drink
Sorcerer Spells Known (CL 4th; concentration +8)
. . 2nd (4/day) – Hideous Laughter (DC 20),
. . 1st (8/day) – Ear-Piercing Scream (DC 16),
Entangle (DC 16), Magic Missile, Sleep (DC 19)
. . 0 (At Will) – Acid Splash, Daze (DC 18), Detect Magic, Ghost Sound (DC 15), Light, Prestidigitation
Str 8 (-1), Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 12 (+1), Cha 20 (+5)
Base Atk +2; CMB +1 (+2 BAB, -1 Str); CMD 13 (10 + 2 BAB, + 2 Dex , -1 Str)
Eschew Materials [Sorcerer Bonus Feat]: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Noble Scion (War) [Bonus Feat]: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
Precise Shot [Level 3 Feat]: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Spell Focus (Enhancement) [Level 1 Feat]: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Noble Born: Medvyed (Campaign): You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”
Holy Schemer (Religion): You are well versed in the arts of misdirection, plotting, and intrigue, and you know how to recognize these tactics when they’re used against you. You receive a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you.
Overwhelming Beauty (Magic): The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.
Pride (Drawback): You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
ADVENTURING SKILLS (+8 Class, +8 Int = 16 Ranks)
Bluff +12 (3 Rank, +5 Cha, +3 Class)
Diplomacy +12 (3 Rank, +5 Cha, +3 Class) (+14 vs. fey creatures)
Knowledge (Arcana) +6 (1 Rank, +2 Int, +3 Class)
Knowledge (Nature) +8 (3 Rank, +2 Int, +3 Class)
Perception +8 (4 Rank, +1 Wis, +3 Class)
Sense Motive +5 (1 Rank, +1 Wis, +3 Class)
Spellcraft +6 (1 Rank, +2 Int, +3 Class)
BACKGROUND SKILLS (+8 Background = 8 Ranks)
Handle Animal +8 (1 Rank, +4 Cha, +3 Class)
Knowledge (Geography) +7 (2 Rank, +2 Int, +3 Class)
Knowledge (History) +7 (2 Rank, +2 Int, +3 Class)
Knowledge (Nobility) +8 (1 Rank, +2 Int, +3 Class, +2 Noble Scion)
Linguistics +6 (1 Rank, +2 Int, +3 Class)
Perform (Sing) +8 (1 Rank, +4 Cha, +3 Class)
Common, Draconic, Hallit, Sylvan
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Fey Magic [Favored Terrain: Forest]: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
Fey Thoughts [Selected Skills: Diplomacy, Perception]: The character sees the world more like a native of the First World. 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. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
Languages: Humans begin play speaking Common and their ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell’s DC by +2.
Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic:
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Favored Class Bonus: Sorcerer (+4 Hit Point)
Darkwood Light Crossbow
Wondrous Item Slots
Clock of Resistance +1 (Shoulders)
Alchemical Silver Crossbow Bolts (20)
Crossbow Bolts (20)
Alchemist's Fire (2)
Potion of Cure Light Wounds (2)
Grooming Kit (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
Mess Kit (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.)
Flint and Steel
Trail Rations (5 Days)
Weight Carried: 37 lbs.
[Light Load] 26 lbs. or less
[Medium Load] 27–53 lbs.
[Heavy Load] 54–80 lbs.
Maximum Weight Capacity: 80 lbs.
Alchemical Silver Crossbow Bolts (20)
Crossbow Bolts (20)
Alchemist's Fire (2)
Trial Rations (5 Days Worth)
Wand of Mage Armor (50 Charges)
Wand of Shield (50 Charges)
Starting Wealth: 6000 GP 0 SP 0 CP
Sorcerer Kit: -8 GP
Acid x2: -20 GP
Alchemist's Fire x2: -40 GP
Animal Harness: -2 GP
Bit and Bridle: -2 GP
Darkwood Light Crossbow: -675 GP
Alchemical Silver Crossbow Bolts x20: -42 GP
Crossbow Bolts x20: -2 GP
Darkwood Quarterstaff: -640 GP
Grooming Kit: -1 GP
Light Horse (Combat Trained): -110 GP
Lover's Breath: -200 GP
Potion of Cure Light Wounds x2: -100 GP
Noble Outfit: -75 GP
Cloak of Resistance +1: -1000 GP
Ring of Spell Knowledge I (Burning Hands): -1500 GP
Traveler's Outfit: Free
Riding Saddle: -10 GP
Saddlebags: -4 GP
Signet Ring: -5 GP
Wand of Mage Armor (50 Charges): -750 GP
Wand of Shield (50 Charges): -750 GP
Current Wealth: 49 GP 0 SP 0 CP
N Large Animal
Init +2; Senses Low-Light Vision, Scent 15 Ft.; Perception +6
AC 11, touch 11, Flat-Footed 9 (+2 Dex, -1 Size)
HP 15 (2d8+6)
Fort +6, Ref +5, Will +1
Speed 50 ft.
Melee 2 Hooves -2 (1d4+1)
Space 10 Ft.; Reach 5 Ft.
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Skills: Perception +6
Tricks: Attack, Come, Defend, Guard, Heel, Riding, Stay