Dayana Medvyed's page

26 posts. Alias of Delightful.

Full Name

Dayana Medvyed


| HP: 8/8 | AC: 12, T: 12, FF: 10 | CMB: -1, CMD: 11 | F: +1, R: +2, W: +3 | Init: +2 | Perc: +1, SM: +1


| Speed 30 Ft.| 7/day - Laughing Touch| Spells:

0—Daze (DC 15), Detect Magic, Light, Prestidigitation|1st—Magic Missle, Sleep (DC 18)
|Active Conditions: None


Female CN Human Sorcerer (Fey) 1





Special Abilities

Bloodline Powers: Laughing Touch


Chaotic Neutral






Common, Sylvan


Adventurer and Aristocrat

Strength 8
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 12
Charisma 18

About Dayana Medvyed

Character Stats:

Dayana Medvyed
Female Human Sorcerer 1
CN Medium Humanoid (Human)
Init +4 (+4 Cha); Senses Low-Light Vision; Perception +5 (+1 Wis)
AC 12, Touch 12 (+2 Dex), Flat-Footed 10
HP 8 (1d6+2)
Fort +1 (+1 Con), Ref +2 (+2 Dex), Will +3 (+1 Wis, +2 Class); +1 on Will saves made against fey spells and supernatural abilities
Speed 30 Ft.
Melee Quarterstaff -1 (1d6-1)
Ranged Light Crossbow +2 (1d8/19–20)
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—Laughing Touch
Fey Magic Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—Calm Animals (DC 18), Create Water, Flare (DC 14), Purify Food and Drink
Sorcerer Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—Magic Missile, Sleep (DC 18)
. . 0 (At Will)—Daze (DC 15), Detect Magic, Light, Prestidigitation
Bloodline Fey
Str 8 (-1), Dex 14 (+2), Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 18 (+4)
Base Atk +0; CMB -1 (+0 BAB, -1 Str); CMD 11 (10 + 0 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.

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.

SKILLS (+2 Class, +1 Int, +1 Skilled, +2 Background = 6 Ranks)
Bluff +8 (1 Rank, +4 Cha, +3 Class)
Diplomacy +8 (1 Rank, +4 Cha, +3 Class) (+10 vs. fey creatures)
Knowledge (Nature) +5 (1 Rank, +1 Int, +3 Class)
Knowledge (Nobility) +7 (+1 Background Rank, +1 Int, +3 Class, +2 Noble Scion)
Perform (Sing) +8 (+1 Background Rank, +4 Cha, +3 Class)
Sense Motive +5 (1 Rank, +1 Wis, +3 Class)

LANGUAGES Common (Taldane), Sylvan

COMBAT GEAR Acid OTHER GEAR Quarterstaff, Light Crossbow, Crossbow Bolts (20); Explorer’s Outfit, Sorcerer's Kit (Backpack, Bedroll, Belt Pouch, Flint and Steel, Iron Pot, Mess Kit, Soap, Torches (10), Trail Rations (5 Days), Waterskin), 15 GP / 0 SP / 0 CP

Favored Class Bonus: Sorcerer (+1 Hit Point)

Racial Traits:

+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).

Class Features:

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.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Monetary Bookkeeping:

Starting Wealth: 70 GP 0 SP 0 CP
Sorcerer Kit: -8 GP
Acid: -10 GP
Light Crossbow: -35 GP
Crossbow Bolts x20: -2 GP
Quarterstaff: Free
Explorer's Outfit: Free
Grooming Kit: -1 GP
Signet Ring: -5 GP
Current Wealth: 9 GP 0 SP 0 CP



The Gronzi Forest, otherwise known as the Forest to its locals, is a vast wilderness spanning much of eastern Brevoy. For generations this forest realm has been the dominion of House Medvyed, going as far back as before Chora the Conqueror and his red dragons united the feuding kingdoms of Issia and Rostland through fire and blood. Throughout this long history, the original Medvyeds of Stoneclimb sired cadet branches to act as their loyal vassals to ensure that the Forest would be largely ruled by those with direct blood ties – and hopefully loyalties – to the main Medvyeds.

One of the eldest of these lesser branches were the Medvyeds of Greenwood, a House that had decidedly seen far better days. An isolated demesne deep within the Forest, the Greenwood fief encompassed little more than a hamlet and a few miles of wild forestry. This tiny excuse of a realm was ruled by Gregor Medvyed, a sour and grasping man painfully aware of his House’s decay and irrelevance. For years he tried to amend his House’s loss of status and raise its, and more importantly his, station by resorting to all matter of intrigues and ploys. All of these ventures ended in humiliation and failure, a trend that quickly made Gregor even more of a bitter man than he already was. Perhaps no one knew this more than his own daughter.

Dayana Medvyed, Gregor’s only child, was literally conceived to be a tool in her father’s ambitions and not much else. Everything about her upbringing, from her education to whom she was allowed to speak with, was centered on making her the perfect demure bride for a powerful Brevic lord whose wealth could fuel her father’s ambitions. Through much of her childhood, Dayana simply accepted this as her destiny, one she was obligated to fulfill as atonement for “murdering” her mother in childbirth. Growing up, her father would never let forget about this crime, often telling Dayana of her duty to make amends whenever she acted out or asked a question he didn’t wish to answer. This blatant use of guilt as a tool of manipulation worked on Dayana for some time until providence came and forever changed her seemingly immutable destiny.

Though normally obedient to her father’s every word, Dayana wasn’t without her secrets and subtle acts of rebellion. Fascinated by the Forest and all its natural wonders from the very first moment she saw it through her castle window, Dayana would often go into the wilderness to explore the woods and sing songs about its beauty. Knowing full well that her father wouldn't so much as allow her to leave his castle, let alone visit the Forest, Dayana constantly had to come up with clever ways to ensure that would he not learn of her jaunts into the Forest. Pretending to have a sickness that required her isolation, convincing a servant girl that looked like her to wear her gowns and pretend to be her for an hour or two, disguising herself as a woodcutter’s apprentice, and other such deceptions were used by Dayana to temporarily escape her father’s thrall and enjoy an outside world that she desperately wished to inhabit but did not have the courage to flee to permanently.

That all changed when during one of her ventures in the Forest she encountered a wandering nymph. Though at first alarmed by the fey creature’s sudden appearance, Dayana’s concerns were quickly amended when she realized that that nymph meant no harm and simply wished to compliment her singing voice and odes to nature. Taken aback and honored by this praise since her father always disparaged her singing, Dayana shyly offered to sing to the nymph once a week at the site of their first meeting if she enjoyed hearing it. The nymph, Napaiai, eagerly accepted the offer and from that day on the two would meet and share their songs, stories, and thoughts with one another, quickly forming a deep friendship that continued unabated for years as Dayana grew older and matured.

With Napaiai’s aid and companionship, Dayana learned that she was one of the rare Medvyeds with fey blood coursing through her veins, and more importantly, that she was one of the fewer still whose heritage was strong enough to gift her with sorcerous powers. Under the nymph’s tutelage, she learned to control these fey powers and even hide them from her father, who would have no doubt tried to exploit them for his own gain. Regrettably, this would not be the only possibility that Dayana had to fear as the came when her father had finally found her a proper husband. When Lord Medvyed told his daughter of this her reaction was… livid to say the least. Gone was the shy and obedient daughter who did whatever her father asked out a sense of guilt. In her place was a confident young woman who adamantly refused to be sold off to a man she had never so much as seen before. Lord Gregor was predictably flabbergasted and enraged by his daughter’s defiance, especially since she had humiliated him in front of his own court, and immediately ordered his guards to take his daughter to her room. She would accept the marriage or spend the rest of her days trapped within his castle.

Fortunately, Dayana was able to avoid either scenario by using her powers to compel her father’s guards to fall asleep just as they dragging her to her prison. Working fast, the budding sorceress used the same obscure castle tunnels and corridors that she had used a thousand times over the years to once again flee from her father’s seat and reach the Forest. Quickly reuniting with Napaiai, Dayana told her dearest all that had happened to her. Knowing that her father would stop at nothing to capture her even if that meant searching the entirety of the Forest if necessary, Dayana begged Napaiai to help her in escaping from him with whatever means she had. With a heavy heart, the nymph did just that. With her powers over nature, it would be a simple thing to teleport Dayana through miles of wilderness to the very edge of the Gronzi Forest, giving her a significant head start over her father's hunters. But alas, the nymph was bond to the Forest and thus would not able to follow her. Heartbroken but seeing no other option, Dayana tearfully accepted the help of Napaiai’s fey magic and fled the Forest but without first giving the nymph one last kiss before disappearing.

It would over a week after her flight that Dayana would find herself in the free city of Restov, where she had been laying low trying to avoid her father’s bounty hunters. Realizing that hiding from her father was only delaying the inevitable, Dayana searched for the means of getting enough power and wealth that her father would be incapable of pursuing her, and better yet, would allow yet allow her to go on the offensive and possibly take Greenwood from him. The swordlords expedition to the Stolen Lands seemed like just the opportunity that Dayana was looking for. If she succeeded, she would be a ruler of a nation, one that could easily challenge a minor lord. Dayana Medvyed would have her revenge and be reunited with one she loved. And all it would take was forging a kingdom.


Pride born of adversity and insecurity defines much of Dayana’s surface veneer, which to many onlookers comes across as the typical haughtiness that is seen in most highborn aristocrats. Dayana is a proud woman, make no mistake, one that doesn’t not easily suffer fools who make gross assumptions about her capabilities, but beneath that imperious facade there is a young woman that knows full-well that her name alone means less than nothing in most circles and is a paper tiger at best. As such, she is driven to use her prowess (be it in guile or sorcery) to show the world her individual worth and talent.

Though an aristocrat through and through, Dayana detests the antiquated, and in her eyes, self-destructive traditions of her class. She is convinced that mindless adherence to the “Old Way” has been the reason why her House has stayed a stagnant bit player in Brevic politics, and why her father’s own aborted attempts at raising its stature failed so ruinously as they did. In her mind even an institution as rigid as feudalism could make use of innovation, with things such as greater social mobility for the peasantry, the eradication of bigotry against bastards and nonhumans, and the abolishment of marriage alliances between unwilling intendeds being all ideas that Dayana seeks to bring about in either Brevoy or the Stolen Lands.

Passionate and domineering, Dayana is ever striving to make her mark in the world in by her own terms. To achieve such a grandiose goal, she places few limits on her actions. In her view, deception and seduction are acceptable tools in a world filled with unscrupulous people willing to do anything for power. That said, the sorceress does have her scruples. Wanton acts of violence and the willful sacrifice of the innocent sicken and outrage her in ways that pierce her mask of jaded pragmatism. Also, for all of her desire for personal power and validation, Dayana does truly believe in the ideal of noblesse oblige, and believes that without it the nobility is nothing more than tyrants disguised in pomp and ceremony. She aspires to be a good and worthy ruler, one that will give her people the beauty, prosperity, and freedom they deserve. All under her benevolent rule, of course.

Past all the intrigue and ambition, Dayana is a young woman with passions and interests outside of the political. The beauty of nature has always captivated her, and she has always felt at peace when surround by greenery or beside an easy river. As a shy child, she often sang in the Gronzi, making odes to the forest’s splendid beauty. Though she now has little time for such frolics she still enjoys singing whenever the opportunity (and inspiration) arises. In the regard to her faith, Dayana once again breaks with familial tradition by being an adherent to Shelyn instead of Erastil. Though she is not entirely committed to all of Shelyn’s teachings, she finds the goddess’ appreciation for beauty to be inspiring. Calistra has her favor as well, the Savored Sting's guile and hunger for vengeance resonating with her in light of her conflict with her father.


Dayana is beautiful. It is a simple fact of life, one that she has contended with since childhood, for good and for ill. Though this beauty is partially magical in nature, being derived from her likely nymph-sired fey bloodline, Dayana takes pains to maintain it even in the rustic wildness of the Stolen Lands. Her hair, a pale blond, is nearly always bound in two long braids that fall beyond her waist. She is pale-skinned, hinting at possible Ulfen ancestry, and has bright eyes the color of a clear river. She is notably tall, shapely and blessed with an oval-shaped face that can turn heads.

With much of her wealth sold off to pay for passage for her flight to Restov, Dayana has been forced to rough it when it comes to her attire. No longer does she wear the fine silks and satins that are customary for someone of even her minor gentry. Now she adorns herself with whatever is practical and can pass as dignified in her new circumstances in the Stolen Lands. Most of the time this means wearing her habitual traveling clothes, a pair of durable boots and a wool tunic with a hooded long cloak. As a way of paying respect to her House, she also takes care to always wear a small medallion that has its ursine crest.

Height: 5'10" Weight: 140 lbs. Hair: Pale Blond Eyes: Blue