Poludnica

Dayana Medvyed's page

26 posts. Alias of Delightful.


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Given how squishy she is Dayana should probably be the last in the marching order.


Razarak Medvyed wrote:
I would say get as close as possible without being seen, in order to respond as quickly as possible if the two invisibles get caught out

Same. Should we also determine Marching Order for those not in Team Sneak?


Dayana took in both Ivo's and Terri's words before speaking. "Unless one us has an assortment of rags and leathers that could make for a decent disguise I don't such a... disparate group such as ourselves could all pass as bandits," she said well whisking had towards her own fine clothes. " If we are fortunate and the bandits are unaware of our party's appearances than I think it would be better pretend to be sycophantic merchants trying to pay for protection than rowdy bandits attempting to join the Stag Lord."


The plan sounds concrete, but in case Ivo and Terri get found out are you we just going to pull a Hail Mary and try to take the keep by force as a Plan B?


It had taken Dayana some time to get used to idea of setting camp, but after a few days in the wildness of the Stolen Lands with no maids to attend her, the task began to become increasingly normal. In fact, if she was being honest, she began to enjoy the strange freedom of being forced to perform such labor.

As the sorceress set up a tarp to serve as her shelter from the upcoming rain she began to softy hum to yourself as she bounded the tarp's ropes between two nearby trees. She was lost in her own little world for sometime as she did her busywork, but would break out when she heard her cousin's voice.

"Waiting out the rain in the event it doesn't break overnight is the right call. Ivo is correct right that invisibility and rain do not mix, but more than that, though, it is unlikely that any of the Stag Lord's minions would be willing to ride out of their camp in the middle of the rain. No. We wait for some of their numbers to leave for their daily allotment of debased banditry and we use that literal opening to get Ivo and Terri within the fort's walls. After our invisible assassins do their work and open the gates, well," Dayana smiled coyly, "That's when the rest of us come in and finish off whatever remains."

Dayana let her words and prospect of victory sunk in for a few sseconds before was forced to bring up the unpleasant possibility of failure. "Of course, that is if everything turns out well, she looked towards Ivo and Terri intently, "I am more than confident in your abilities, friends, but in the event that you are caught during your infiltration we are going to need a backup plan for getting past those gates."

She turned her gaze towards the rest of the party. "Any ideas for a Plan B?"


Dayana narrowed her eyes at Kressle. "Do not mistake my fanciness as weakness, my dear. Terri is not only new arrival willing to show her worth if needs be. Make sure to remember that before you make another ill-formed assumption."

Dayana turned away from the former bandit without even a backwards glance. She returned to mount Bogatyr and set her eyes on Bassius. "Risky, but you are right that the closer we are to this brigand's base the less time we'll waste on travel and more can be spent on scouting the fort's perimeter."

The sorceress looked towards everyone else. "What does everyone else think? Rest here, or move ahead?"


Dayana had spent ever evening enjoying Svetlana's meal (such as it was) and Terri's songs. The girl was quite a talent for one so youth and her songs reminded her of her lost love, Napaiai. The thought nearly brought a tear to Dayana's eyes while she listened, but the sorceress refused to show such "weakness" out in the open, especially in the company of some many people she hardly knew, so she suppressed the urge.

Beyond that, much of the night was taken up by talking to Raz, learning the names and stories of Kesten's men and those others she hadn't already meet at the trading post, and avoiding being hit by those that looked on the verge of being bold enough to ask.

In the morning Dayana went through her routine ministrations while also preparing herself for the journey to into the wildness. Practicality demanded that she wear something that would survive the rigors of trotting through the woods and marshes of the Stolen Lands, but that didn't stop Dayana from wearing a deep-green tunic and fur-lined mantle that she considered a pragmatic yet still stylish compromise for the perilous task ahead of her.

After that, Dayana hopped on her Bogatyr and made her way to the Thorn River camp along with the others. As they traveled to the camp she also made sure to ask her cousin about the other major figures in the area that were also gunning to remove the Stag Lord. Thus, when they finally reached their destination she had some knowledge of this Kressle character and the group's colorful history with her.

"Quite, right," Dayana declared, meeting Kressle's grin with her own as she got off Bogatyr and formally introduced herself to the former bandit. "Dayana Medvyed, cousin to Raz over here and your newest ally in ending the Stag Lord."


I support the direct approach.


The plan seems more that sensible. Dayana could also throw out some sleep spells once in the camp if the charms or coup de graces don't work out, though, she isn't anywhere near as sneaky as Ivo or Terri, so maybe not. Either way, the plan has my vote.


Dayana intently listened to Raz and Terri's plan. "Sneaking into this brigand's lair and doing away with his cohorts in a surprise assault is a prudent stratagem. If I was made invisible and entered their camp I could enchant many of his men into a slumber, which I imagine would make their throats all the more easier to slit."

The sorceress had heard the stories of the horrors committed by Stag Lord and his men and was more than content to wipe out the whole lot of them with such "dishonorable" means. The bastards deserved no less.

Dayana shrugged. "But I believe Garethane makes a point. Plans are best formulated over a fine meal and in a more... secure place. Shall we go?"


Dayana turned to the tall red-headed cleric and greeted her in kind. "Well met, Tove Hellstrom. My name is Dayana Medvyed, Raz's cousin. The feeling is mutual. You can count my sorcery as a new tool within this group's panoply. By the Eternal Rose, I swear it."

Immediately afterwards she took Bass's hand and gave it a firm shake. "A paladin of Abadar, is it?" she asks him coyly. "I can't imagine a best place for such a holy warrior. If only been here for a few days, of course, but it seems these Stolen Lands are in desperate need for law and order wouldn't you say?"


Dayana ignores Oleg's comment about the gawking (I wasn't as if she needed reminding of the stares) but piques at the name of the Stag Lord.

She'd heard the people of the trading post speak of him in nothing but disdain and fear since she arrived, which was something of pretty actually. If this Stag Lord character and his bandit army could be "persuaded" to serve her and Raz than it would have made the taming of the Stolen Lands a much easier project. Alas, the people here seemed rather intent to see the brigand and his cronies dead and Dayana was nothing if not a women of the people.

"Putting this knave in his place sounds like a marvelous idea, Oleg," she tells the trader sweetly before giving her cousin a knowing look. "Killing the Stag Lord seems like just the thing we'd need to establish our party's claim to these lands, Raz. Might I ask how's your hunt for him gone so far?"


Ah. My bad about the streets. I'll came that in mind for the future.

"It's good to know that you've been keeping busy, cousin."

The sorceress greeted Oleg and other new arrivals (especially the bard with talented singing voice) warmly before returning her focus to her cousin's question. "You caught me, Raz," she admits playfully before taking on a slightly more serious tone."Fighting brigands and monsters seems like quite the adventure. Possibly a very lucrative one at that. Would be willing to let your dear cousin join you and your cohorts in taming the Stolen Lands? You know I'm quite capable when it comes to a fight, whether it be physical or mental."


Danaya had arrived at Oleg's Trading Post from Restov only a few days ago. The town was... quint if she was being incredibly kind with her opinions. The scattered forest hamlets under her father's demesne were little better, but they at least had the beauty of the Gronzi to surround them. The woods around the trading post seemed more foreboding than beautiful in Dayana's assessment.

The young women walked the trading post's streets while her newly purchased stead, Bogatyr, remained at an inn's stables. She had figured that it would best not to draw to much attention to herself by moving around the town on top of a possibly intimidating war horse, and expensive. Furthermore, while she mostly certainly could defend herself if trouble arised, Dayana didn't wish to push her luck by wandering around town with an expensive war horse with saddlebags filled with gold, magic items and other treasures. She still didn't know this town, after all, and given that it was literally on the outskirts of civilization and was notorious for its bandit problem, she didn't see a reason to inadvertently create an opportunity for harassment by having a lot of her material possessions on hand.

Besides, she was on the hunt for her cousin, Razarak, and wanted to see how he'd react to her without all the wealth of her nobility (what of it that remained) on her person. She had not seen Raz in many years, but had stayed in semi-regular contact with him via letters for some time. She knew about his journey to the Stolen Lands and became very interested by the news of his successes in the bandit-ruled countryside.

The sorceress had her own ambitions when it came to the prospect of taming the Stolen Lands and hearing of her cousin's own exploits had inflamed them, making the choice to signup with the Swordlord's settlement efforts and finally gone down south her herself an easy one.

Regrettably, though it seemed like Raz and his companions had left the trading post on some mission by the time she arrived, leaving Dayana with nothing to do other than explore the town and listen to the gossip of the townfolk. She had learned some interesting tidbits from the villagers but she quickly grew bored by listlessness and waiting.

To Dayana's fortune, today was the day that her cousin had returned. As the sorceress walked through the town she spied Razarak walking alongside who could only be Oleg Leveton by what Dayana had heard of the man.

Without missing a beat, Dayana gracefully walked towards her cousin and greeted him warmly. Cousin! It's been to long. How have been these last few years? Busy I imagine.


DM Talomyr - Kingmaker wrote:

Alright now that we have a full compliment of characters, I'll get a in-game post up sometime either tomorrow night or Sunday night.

Dayana, your interest in the expedition the swordlords have been backing along with the fact that you have heard your cousin, Razarak was among those chartered for he expedition has led you to the Stolen Lands, and Oleg's trading post in specific. As you arrive at the trading post, it would seem fate favors you this day as you see your cousing discussing business with a red-haired, barrel-chested man you can only assume is Oleg Leverton.

Understood. I'll have a post for you later today.


Hey, thanks for all the kind greetings everyone!

As for Dayana and Razarak's level of closeness, I'd think that making them cousins that would have seen and known each from family gatherings would be a good hook and explanation for why Dayana would suddenly show up in the party. Perhaps Razarak even sent her a letter asking for her help after the group lost a couple people? Or maybe Dayana just heard he was in the area and thought it would be best to catch up with her cousin?


Here I am. Thanks again for giving me an opportunity to play some Kingmaker. Been wanting to try it out for awhile now and I'm stoked to participate here.

If there any other considerations, house rules, or IC info that I needed to be update on before I can post in Gameplay than let me know. If you need any hooks to explain Dayana's appearance mid-story I'll be happy to work with everyone else to offer explanations.


DM Talomyr - Kingmaker wrote:

Alrighty folks, it was a particularly tough decision but based on my own opinion along with opinions I have gathered from some of the existing players, I will be selecting Dayana Medvyed for open slot.

Dayana, please post in the discussion thread as soon as you can. Given the amount of interest there was, if I have not heard from you in the next 48 hours I will move on to the runner-up.

To the rest of you, thank you very much for your submissions, you truly made it a tough decision. Tough enough that I am going to entertain the idea of selecting a second character to come along as well, but I need the buy-in of my current players before doing so.

Thanks for the spot, Talomyr! Will be posting in the Discussion in a tick.


And here's all of Dayana's crunch and fluff.

Character Stats:

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)
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Defense
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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)
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Offense
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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
Bloodline Fey
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Statistics
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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)

FEATS
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.

TRAITS
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)

LANGUAGES
Common, Draconic, Hallit, Sylvan

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.

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)

Equipment:

Weapons
Darkwood Quarterstaff
Darkwood Light Crossbow

Armor
None

Wondrous Item Slots
Clock of Resistance +1 (Shoulders)

Ammunition
Alchemical Silver Crossbow Bolts (20)
Crossbow Bolts (20)

Consumables
Acid (2)
Alchemist's Fire (2)
Potion of Cure Light Wounds (2)

Kits
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.)

Other Gear
Backpack
Bedroll
Belt Pouch
Flint and Steel
Iron Pot
Soap
Torches (10)
Trail Rations (5 Days)
Waterskin
Signet Ring

Weight Carried: 37 lbs.
Carrying Capacity
[Light Load] 26 lbs. or less
[Medium Load] 27–53 lbs.
[Heavy Load] 54–80 lbs.
Maximum Weight Capacity: 80 lbs.

Tracked Resources:

Alchemical Silver Crossbow Bolts (20)
Crossbow Bolts (20)
Acid (2)
Alchemist's Fire (2)
Torches (10)
Trial Rations (5 Days Worth)
Wand of Mage Armor (50 Charges)
Wand of Shield (50 Charges)

Monetary Bookkeeping:

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

Background:

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.

Personality:

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.

Appearance:

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: 5'8 Ft. Weight: 135 lbs. Hair: Pale Blond Eyes: Blue


Been wanting to play some Kingmaker for awhile now and would love to join this.

All of Dayana's stats and backstory is on her page but I'll post it here for easy reference. In brief, though, she's an arcane caster with a decent mic of blasting and utility spells, but also a talent for enchanting and being a Face. Character-wise she's a politics and intrigue kind of gal that's not afraid to get her hands dirty when it comes to plotting against the party's enemies. She does have her limits, though, and will express them when necessary.


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Faerin Cordova wrote:
I have to say Dayana that's a touching, powerful and outright badass backstory!

Thanks for the compliment!


And Dayana's backstory is done. Might end up editing it a bit later on but it, and she, are good to go.


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Ursiah Medvyed wrote:
Dayana Medvyed wrote:

Her backstory isn't done yet, but I suppose I might as well post my fey sorcerer's stat block. The background will most likely be done and on her page by tomorrow.

** spoiler omitted **...

"Cousin!"

This recruitment is lousy with Medvyeds. I can bear-ly believe it. :)


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Her backstory isn't done yet, but I suppose I might as well post my fey sorcerer's stat block. The background will most likely be done and on her page by tomorrow.

Character Stats:

Dayana Medvyed
Female Human Sorcerer 1
CG Medium Humanoid (Human)
Init +4 (+4 Cha); Senses: Low-Light Vision; Perception +4 (1 Rank, +0 Wis, +3 Class)
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Defense
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AC 12, Touch 12, Flat-Footed 10 (+2 Dex)
HP 8 (1d6, +2 Con)
Fort +2 ( +2 Con), Ref +2 (+2 Dex), Will +2 (+2 Class)
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Offense
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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) – Mage Armor, Sleep (DC 18)
. . 0 (At Will) – Daze (DC 17), Detect Magic, Light, Prestidigitation
Bloodline Fey
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Statistics
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Str 8 (-1), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 10 (+0), Cha 18 (+4)
Base Atk +0; CMB -1 (+0 BAB, -1 Str); CMD 11 (10 + 0 BAB, + 2 Dex , -1 Str)

FEATS
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.

TRAITS
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.”
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.

ADVENTURING SKILLS (+2 Class, +1 Int, +1 FCB = 4 Ranks)
Bluff +8 (+1 Rank, +4 Cha, +3 Class)
Diplomacy +8 (1 Rank, +4 Cha, +3 Class)
Knowledge (Nature) +5 (1 Rank, +1 Int, +3 Class)
Perception +4 (1 Rank, +0 Wis, +3 Class)

BACKGROUND SKILLS (+2 Background = 2 Ranks)
Knowledge (Nobility) +7 (1 Rank, +1 Int, +3 Class, +2 Noble Scion)
Perform (Sing) +8 (1 Rank, +4 Cha, +3 Class)

LANGUAGES
Common, Sylvan

EQUIPMENT
[2] Acid (20 GP, 2 lbs)
Quarterstaff (Free, 4 lbs)
Light Crossbow (35 GP, 4 lbs)
[20] Crossbow Bolts (2 GP, 2 lbs)
Traveler's Outfit (Free Outfit, 5 lbs)
Sorcerer Kit: A backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. (8 GP, 19 lbs)

Current Wealth: 4 GP
Weight Carried: 36 lbs.
Carrying Capacity
[Light Load] 26 lbs. or less
[Medium Load] 27–53 lbs.
[Heavy Load] 54–80 lbs.
Maximum Weight Capacity: 80 lbs.

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.

Favored Class Bonus: Sorcerer (+1 Skill Rank)


Dotting. I'm in the middle of creating a Red Dragon Sorcerer blaster, but so far her elevator pitch is that she's a royal bastard who only became aware of origins once the new royal House in Brevoy started removing threats to their rule. She has neither the aptitude or the desire to rule but sees fleeing to the Stolen Lands with her family as her best option. It's kind of a play on the Hidden Heir(ess) trope but with a character who wants nothing to do with her perceived destiny and just wants to find (or build) a place where she can be safe and happy.

The crunch is more or less done and the backstory and other story elements will be forthcoming.


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We're were gone for like five minutes and the moment we come back we find out the princess is dead, the whole nation we've been fighting for thinks we of all people killed her and now apparently six zombie emperors have come back from the dead to kill us...

I'm getting too old for this s@*&.