Carmilla Caliphvaso

Hazel Medvyed's page

36 posts. Alias of DukeRuckley.


Full Name

Hazel Solana

Race

Human

Classes/Levels

Dreamspun Sorceror (Seeker) 1

Age

24

Alignment

LG

Languages

Common, Dwarven, Draconic, Gnome, Sylvan

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

About Hazel Medvyed

Senses: Perception +1

Initiative: +2

Hit Points: 8/8 (1d6, +2 Con)

Melee: Dagger -1 (1d4-1, 19-20/x2)

Armor Class: 12, 10 flat-footed , 12 touch (+2 Dex, +0 armor)
Saves: Fortitude +2, Reflex +2, Will +3 (+1 will vs. fey spells and spell-like abilities)
Concentration: +5
Resistances:
Immunities:
Weaknesses:

Base Attack Bonus: 0
Combat Maneuver Bonus: -1
Combat Maneuver Defense: 11

Size: Medium
Speed: 30 ft.

Sorcerer Features:
Sorcerer Proficiencies: 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.

Tinkering: Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his sorcerer levels for determining his overall bonus on these skill checks.

Dreamspun Arcana: Whenever you target a single creature with a spell, you gain an insight bonus equal to half the spell’s level (minimum +1) for 1 round to your AC and saving throws against any spell or attack made by that creature.

Lullaby (Sp) - 7/day: At 1st level, you can use lullaby as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. This effect lasts for 1 minute and does not require concentration. The penalty on saves versus sleep effects increases to –4.

Spells:

Level 0 (at will, DC 14): Daze, Detect Magic, Light, Read Magic
Level 1 (4/day, DC 15): Mage Armor, Magic Missile

Character Traits:
Noble Born (Medvyed): 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.”

Rich Parents: Your starting cash increases to 900 gp.

Skills:
5 ranks/lvl (2 class, 1 human, 2 int)

Disable Device +6 (1 rank, +3 class, +2 Dex)
Diplomacy +8 (1 rank, +3 class, +4 Cha)
Knowledge (Arcana) +8 (1 rank, +3 class, +1 Int, +3 feat)
Perception +5 (1 rank, +3 class, +1 Wis)
Perform (Sing) +5 (1 rank, +4 Cha)
Spellcraft +6 (1 rank, +3 class, +2 Int)

Note: +1 to disable device and perception to deal with traps.

Languages:
Common, Draconic, Dwarven, Gnome, Sylvan

Feats:
Cosmopolitan: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. (Diplomacy and Perception.)

Harrowed: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Ref lex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

Weapons: Dagger
Armor: None
Tools and Skill Kits: Harrow Deck, Thieve's Tools (Masterwork)
Mundane Gear: Backpack (masterwork), Pouch (spell component), scroll case (x2), antitoxin vial, waterskin, rations (4 days), bottle of fine wine
Magical Gear: None
Potions: Cure Light Wounds (x2)
Scrolls: Expeditious Retreat (CL1), Grease (CL1, x2), Identify (CL1), Protection from Evil (CL1), Sleep (CL1, x3)
Animals: light Horse, bit and bridle, riding saddle

Money and Treasure:

Experience Points: 0
To Next Level: 1000

Appearance and Personality:
Hazel, named for her hazel green eyes, is a striking young woman. She has beautiful strawberry blonde hair that she sometimes wears up and at other times wears down. Hazel is very polite and courteous, a product of her noble upbringing in Brevoy. Her cleanliness and nobility has not, however, stopped her from getting hands on when the need requires it. She has been known to get dirty and wield a hammer when someone was in need, though she doesn't have a skilled background. When Hazel gets to know someone, she relaxes a little around them, employing a little more humor and occasional flirtations that she would normally shy away from.

Background:
Hazel grew up as a member of House Medvyed, the daughter of a noble. She is learned and has in fact studied four languages other than common: Dwarven (due to her butler being a Dwarf), Draconic (in an attempt to better understand the recent history of Brevoy, and in anticipation the dragons return), Gnome, and Sylvan (both of which are due to the fey creatures in the wilderness nearby).

When Hazel turned 15, she discovered that she was unique among the rest of her family. Her dreams appeared to be more real than everyone else's. Most of her friends and family thought she was looking into things too much, but Hazel was sure she was different. She turned to a traveling Varisian, who determined that Hazel was in fact Dreamspun. Her dreams were in fact more real than others, because there was truth in them. Often, Hazel's dreams were in fact visions of the past and future. The Varisian, a Harrower by trade, taught her to harness her abilities in order to divine the futures of others.

Hazel has been practicing her ability to Harrow ever since she learned from the Varisian, who has since moved on. While she is not able to know for sure the future of those she performs a Harrowing on, often she is able to find clues. Unfortunately for her, Hazel's family doesn't exactly approve of her practice, wishing she would instead focus her efforts on diplomacy and accepting one of her many suitors as her husband.

Instead, Hazel has decided to travel, in the hopes of learning more about her powers. She has prepared by learning how to channel her ability into useful spells, even going so far as to purchase equipment to leave. All she needs is an excuse and someone (or a group) to accompany her for safety. That is when she heard the Swordlords were searching for a group of people to clear the land to the south. Her dreams that night confirmed her suspicions. She must be part of that group!

Kara Soltani: The Varisian who taught her more about her abilities and trained her in the art of Harrowing.

Denalda: A servant assigned to Hazel, Denalda is her closest friend and confidante. Though it is a bit of a scandal that Hazel believes her best friend to be a servant, she cares little for the politics about the situation. Unfortunately, this has led to punishment for Denalda on more than one occasion, so Hazel has had to be more discreet with their relationship.

Tarith Surtova: A noble from House Surtova who attempted to court Hazel to no avail. Tarith is still bitter about it to this day, though the rejection happened almost two years ago. Rumor has it that he may try something drastic to force Hazel's hand, though she doesn't fear him.

Adventuring Companions:
Hod Ronoakson
Taewyn Kais
Illya Vastrakova

Campaign:
GM BleedsGreen's Kingmaker

Character Progression:

Level 1: Harrowed, Cosmopolitan, +1 skill point (FC)

Feats of Interest: Combat Casting, Toughness, Improved Initiative