Bard

Lorna Medvyed's page

87 posts. Alias of adsapiens.


Full Name

Lorna Medvyed

Race

Manifested:
HP 10/10 | AC 11 TO 1 FF 10 | F +3 R +1 W +1 (+2 vs fey spells and SLA) | CMD 13 | Init +1 | Perc -1 DV

Classes/Levels

Exemplar:
HP 7/7 | AC 18 TO 12 FF 16 | F +4 R +1 W +2 | CMD 18 | Init +1 | Perc +0 DV | DR 5/Slash

Gender

Female Human Spiritualist 1 | HP 11/11 | AC 17 TO 13 FF 14 | F +4 R +2 W +2 (+2 vs. fey spells and SLA, +4 vs. mind-affecting) | CMD 16 | Init +2 | Perc +0 DV

Spells:
1st 2/2

Age

23

Alignment

Neutral Good

Deity

Erastil

Location

Brevoy

Languages

Common

Occupation

Historian

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Lorna Medvyed

Background:

The single daughter of Gurev Medvyed, Lorna is a young noblewoman who was raised in the faith of Erastil in their manor in the Gronzi Forest by the East of Brevoy. A lover of nature and farming, Lorna is the pride of the house and very close to her parents. Yet, she never really much showed aptitude for riding or hunting, like her father: she was very much a delicate, sensible woman, and her true talents lied on negotiation and diplomacy.

She was still a teenager, and already she had friends in most towns she would visit. Beautiful and knowledgeable, she was able to conjure the right balance of etiquette and quirkness to melt even the colder noble hearts. Her studies were always intense, and she built a small reputation for memorizing locals and nobles equally, eventually becoming a historian of sorts. She had a natural mastery of emotions and conversation, and despite the fact House Medvyed wasn't the richest noble one, her life was perfect from almost every angle.

Almost - because such is reality. While alone in her bedroom, Lorna was conflicted; she felt the urge to gain the world. To ride warhorses to battle; to yield dangerous weapons, to conquer the arcane powers of the heroic wizards of her history books. She wanted to be an adventurer, but suppressed it. If she was great dealing with others, she wasn't with her own emotions. She suppressed it with fear and stoicism. Looking herself at the mirror, she would cry, yell, and on the second after clean her face and put a big smile to dine with her family. Her life was a farce; her happiness was a façade.

This entire process ate her from the inside out, and her mind slowly cracked. All her resistance was being for nothing, as the instincts were growing stronger by the day. She was haunted by the needs in her core. The episodes started becoming more and more frequent, and before her 18th birthday, her parents had already witnessed her fragile state of mind more than once. They, too, tried to suppress it; they, too, pretended nothing like that was real, and kept stimulating her to conceal, not feel.

Then, that night arrived. A ball was to happen; a great party hosted by the Surtova. Lorna accompanied her parents and her many cousins to the small keep in the outskirts of Port Ice, northern Issia, near the Lake of Mists and Veils. It was curious to have it happen in such place instead of New Stetven, but she didn't mind it much; she was happy to finally meet that place, and curious to link the historic places to the books she constantly studied.

At a given moment, during the party, she was called to a room with her father. There, she was introduced to a young, handsome man; Dario Surtova was the son of Berislav Surtova (ambassador in Zmeyka) and a promising bachelor (despite being a bit distant of the royal lineage). Gurev considered it a promising union, and the courting started. Lorna felt she could grow to like the young man, given time, and didn't dismiss the potential betrothal. That was what she was supposed to do, and she would gladly play the part. And so she accepted when he pulled her to walk and talk by the gardens.

The situation was somewhat awkward, but Dario was gentle. She could feel he was shy and uncomfortable with the clunkiness of the situation, and she knew her beauty and charisma could be quite intimidating. They were about the same age, but it felt as if she was a decade older as Dario talked about horses and properties, and all she could think about was... Adventuring.

And it happened. Bandits surrounded them from all sides; they had approached the keep and invaded it through its walls in repair in the hopes of finding some easy coins, but the possibility of a nice ransom by capturing the two noble teens was too tempting to pass. Dario took Lorna's front, pulling a little dagger from his belt - something one would use as a letter opener - and tried his best to show courage, besides the shaking hand. Lorna was somewhat afraid as well, and stepped back into a small shed used for repairs on the old crumbling walls.

The issian outlaws laughed and advanced, easily disarming and somewhat humiliating Dario. He still managed to bleed the hand of one of the men, and for that he was violently punched almost to the point of going unconscious. As their eyes started to go into the shed, searching for the young girl who tried to hide there, they couldn't have been more surprised... And terrified.

By the door Lorna screamed. This wasn't a scream of fear; this was a revelation of anger, it was the true unchaining of something hidden, terrible and hungry. Her skin seemed to shed for a moment, as a creature of pure ectoplasm clawed its way out of her entrails. That thing - a sort of phantom known as an exemplar - was a perfect physical match of Lorna; beautiful and glorious, looking just like her, but yet still somewhat stronger and more imposing. Lorna herself felt pain, relief, and hid down - her own beauty, intellect and strength seemingly being drained by that manifestation of herself. She looked aged, tired, dizzy with all the effect; Phantom Lorna, however, was a monstrosity of self confidence and power, holding an immense sledgehammer by its overgrown hands.

The moments that followed were so taken by indiscriminate violence and sorrow that Dario tuckled himself in a corner and cried. What was he witnessing? What was that spirit-looking monster? Why was Lorna suddenly so aged and battered? She had became a shell of her former self, was visibly bleeding to death, and yet allowing that creature out of her to drain her energies to dispense a lesson none of those bandits would ever forget. They all fled in a storm of screams of fear and broken bones, and by the time the phantom returned back inside Lorna, Dario had already fled as well, and all hopes of betrothal were gone.

The Medvyed didn't much talk about that incident; the parents didn't know even how to tackle the subject with Lorna. Instead, for the next several months they locked her in the manor, and she didn't oppose to the uncalled imprisonment. Now, she knew her own emotions had finally taken over her, and that her true self would always haunt her. If Gurev and his wife were afraid she would fall into a depressive state and try to take her own life, though, they couldn't be more wrong; for Lorna never felt such relief, despite the pain and danger, and she grew to accept her curse as her true power. For all her time locked she studied her newfound spiritual capabilities, trained with weapons and armor, and decide to embrace it with all her heart.

When the news came that charters were being formed to explore and re-open the old trade routes by the south on the Stolen Lands - and considering their not too great relations with the Surtova, since the events of that night - the opportunity was obviously there, for the entire family, to try to turn a new page and get to a new chapter on their life. Lorna Medvyed was to be their representant on the expeditions.

Goals and Motivations:

1. What is a short-term goal of your character?

Lorna is a conflicted soul - raised to be the perfect noblewoman, yet with a burning desire inside of her to seek thrill and adventure the world. From a short term, she's learning to use her newfound capabilities as a spiritualist, and her immediate goal is to understand and find her balance with her "other side" - her exemplar, the phantom that "haunts" her.

2. What is a long-term goal of your character?

Lorna is a Medvyed by heart, and wants to bring glory and power to her house. Worshippers of Erastil and nature, the somewhat good hearted family has their share of issues with the realm newrulers, and finding a sustainable politic model for the future - being through new alliances, diplomacy, or lands - is her long term goal.

3. If your character was given the opportunity to found their own kingdom what would be their motivation to do so?

Lorna is a noble by birth and has it on her core, even to the point of having the usual entitlement to such. She knows and likes the game of power and lands, and while she's a person interested in peace and truly altruistic towards the general good, she sees positions of leadership as the natural and most effective way to bring change.

Appearance and Behavior:

Lorna is a beautiful and young taldan woman. She has long dark hair and small yet attentive green eyes. She is very athletic and muscular, having a kind of outworldly might to her; if for most of her life she was taught things like etiquette and diplomacy, for the past several months - after discovering her spiritualist powers - she applied herself to martial arts and combat in general, becoming physically formidable.

A strong and educated woman with poise and a confident smile, Lorna's behavior is influencing and deeply intimidating. She's a social butterfly, loyal, friendly and quirky; she dresses well, speaks with authority and positions herself with fierce bravery. The event of her powers manifesting changed her, and she's nowadays a force for good.

When her phantom is manifested, things drastically change: she's drained of her life force and intellect. She becomes a husk of sorts, losing a bit of her confidence, her powers and even her beauty. When it happens, she looks older, almost sick, bleeding more hurt in each second - yet, somewhat inside all that pain, a smirk of relief can be seen as if she enjoys liberating it.

The phantom looks just like a somewhat translucent and ghostlike version of her normal self, but yet even a lot more confident and defiant. It is taller, stronger, faster, more violent and focused. It seems to be constantly draining Lorna's life force and positions itself in such way to defend her from being harmed.

Character Sheet (Shared Consciousness):

Lorna Medvyed
Female human (Taldan) spiritualist (fractured mind, haunted, quintessentialist) 1 (Pathfinder Campaign Setting: Distant Realms 53, Pathfinder RPG Occult Adventures 72, 109, 110)
NG Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +0 (+2 while benefit from concealment or full concealment due to darkness or dim light)
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +2 (+2 trait bonus vs. fey spells and spell-like abilities); +4 bonus vs. mind-affecting
Resist noble born - medvyed
--------------------
Offense
--------------------
Speed 30 ft.
Melee scythe +3 (2d4+4/×4) or
. . unarmed strike +3 (1d3+3 nonlethal)
Spiritualist (Fractured Mind, Haunted, Quintessentialist) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—mage armor (1 rnd min casting time ), shield (1 rnd min casting time )
. . 0 (at will)—detect magic (1 rnd min casting time ), mending (1 rnd min casting time ), read magic (1 rnd min casting time ), telekinetic projectile (1 rnd min casting time )[OA]
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 16
Feats Dodge, Skill Focus (Intimidate), Skill Focus (Survival), Spiritualist’s Call[OA]
Traits friend in every town, noble born - medvyed
Skills Diplomacy +7 (+9 to deal with fey), Intimidate +9 (+11 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (history) +4, Knowledge (local) +5, Knowledge (nobility) +4, Perception +0 (+2 while benefit from concealment or full concealment due to darkness or dim light), Stealth +0 (+2 while benefit from concealment or full concealment due to darkness or dim light), Survival +3, Use Magic Device +6; Racial Modifiers noble born - medvyed
Languages Common
SQ dimdweller, emotional spellcasting, etheric tether, exemplar, phantom (Phantom, anger), shared consciousness, unfocused spellcasting
Other Gear lamellar (leather) armor[UC], scythe, backpack, bedroll, belt pouch, flint and steel, sledge, trail rations (2), waterskin, 36 gp, 4 sp
--------------------
Tracked Resources
--------------------
Shared Consciousness (1/day) (Su) - 0/1
Trail rations - 0/2
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Emotional Spellcasting Use Charisma as casting stat instead of Wisdom.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Exemplar Spirit has your abil scores & spells, manifest 1 rnd act, dismiss std, can gain your feats & gear
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.
Spiritualist’s Call (Strength) When sum phantom, give it a +2 enhan bon to its Str, Dex, or Cha.
Unfocused Spellcasting All spells have a 1 round minimum casting time.

Character Sheet (With Phantom Manifested):

Lorna Medvyed
Female human (Taldan) spiritualist (fractured mind, haunted, quintessentialist) 1 (Pathfinder Campaign Setting: Distant Realms 53, Pathfinder RPG Occult Adventures 72, 109, 110)
NG Medium humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception -1 (+1 while benefit from concealment or full concealment due to darkness or dim light)
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +1 (+2 trait bonus vs. fey spells and spell-like abilities)
Resist noble born - medvyed
--------------------
Offense
--------------------
Speed 30 ft.
Melee scythe +2 (2d4+3/×4) or
. . unarmed strike +2 (1d3+2 nonlethal)
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 12, Int 8, Wis 8, Cha 12
Base Atk +0; CMB +2; CMD 13
Feats Spiritualist’s Call[OA]
Traits friend in every town, noble born - medvyed
Skills Diplomacy +6 (+8 to deal with fey), Intimidate +5 (+7 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (history) +3, Knowledge (local) +4, Knowledge (nobility) +3, Perception -1 (+1 while benefit from concealment or full concealment due to darkness or dim light), Stealth +1 (+3 while benefit from concealment or full concealment due to darkness or dim light), Use Magic Device +5; Racial Modifiers noble born - medvyed
Languages Common
SQ dimdweller, emotional spellcasting, etheric tether, exemplar (1d6 dmg/rnd, no spells), phantom (Phantom, anger), shared consciousness, unfocused spellcasting
Other Gear lamellar (leather) armor[UC], scythe, backpack, bedroll, belt pouch, flint and steel, sledge, trail rations (2), waterskin, 36 gp, 4 sp
--------------------
Tracked Resources
--------------------
Shared Consciousness (1/day) (Su) - 0/1
Trail rations - 0/2
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Emotional Spellcasting Use Charisma as casting stat instead of Wisdom.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Exemplar (1d6 dmg/rnd, no spells) Spirit has your abil scores & spells, manifest 1 rnd act, dismiss std, can gain your feats & gear
Phantom (Ectoplasmic Manifestation) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.
Spiritualist’s Call (Strength) When sum phantom, give it a +2 enhan bon to its Str, Dex, or Cha.
Unfocused Spellcasting All spells have a 1 round minimum casting time.

Character Sheet (Ectoplasmic Phantom):

Phantom CR –
Phantom (Pathfinder RPG Occult Adventures)
NG Medium outsider (phantom)
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +1 Dex, +1 dodge, +2 natural)
hp 7 (1d10+2)
Fort +4, Ref +1, Will +2
DR 5/slashing
--------------------
Offense
--------------------
Speed 30 ft.
Melee improvised earth breaker +4 (2d6+7) or
. . unarmed strike +6 (1d3+5 nonlethal) or
. . 2 slams +6 (1d8+5)
Spiritualist (Fractured Mind, Haunted, Quintessentialist) Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—mage armor, shield
. . 0 (at will)—detect magic, mending, read magic, telekinetic projectile[OA]
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 14, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +6; CMD 18
Feats Additional Traits, Dodge, Light Armor Proficiency, Power Attack
Traits magical knack, surprise weapon
Skills Intimidate +6, Survival +4, Use Magic Device +6
Languages Common
SQ ectoplasmic phase lurch
Other Gear lamellar (leather) armor[UC], improvised earth breaker[UE]
--------------------
Tracked Resources
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.