Rage Prophet

Medvidi Medyom's page

14 posts. Alias of Seranov.


Full Name

Medvidi Medyom the medium Medium

Race

Half-orc

Classes/Levels

Medium 6 [ HP: 56/56 | AC: 19 T: 12 FF: 18 | F: +6 R: +5 W: +8 | Init: +1 Per: +10 | Trance: 3/3 | 1st: 2/2 ]

Gender

Male

Size

Medium (6'4", 220 lbs.)

Age

29

Alignment

True Neutral

Deity

Sarenrae

Languages

Common, Orcish, Draconic, Goblin

Homepage URL

Portrait of Medvidi.

Strength 20
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 12
Charisma 14

About Medvidi Medyom

MEDVIDI MEDYOM
Male Half-orc
Medium 6
NN Medium Humanoid (Human, Orc)
Init +1; Senses Darkvision, Perception +10

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DEFENSE
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AC 19, touch 12, flat-footed 18. . (+2 Dex, +7 armor, +1 deflection)
HP 56 (6d8+12+6)
Fort +6, Ref +5, Will +8

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OFFENSE
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Speed 20 ft. (Medium Armor)
Melee Unarmed Strike +12 (1d6+8/20/x2) or +10 (1d6+12/20/x2)
. . 2 Claws +12 (1d6+8/20/x2) or +10 (1d6+12/20/x2)
. . 2 Claws +12 (1d6+9 nonlethal/20/x2) or +10 (1d6+13 nonlethal/20/x2)
. . Masterwork Falchion +11 (2d4+9/18-20/x2) or +9 (2d4+15/18-20/x2)
. . Masterwork Falchion +11 (2d4+10 nonlethal/18-20/x2) or +9 (2d4+16 nonlethal/18-20/x2)
. . Dagger +7 (1d4+7/19-20/x2) or +5 (1d4+11/19-20/x2)
. . Dagger +7 (1d4+8 nonlethal/19-20/x2) or +5 (1d3+12 nonlethal/19-20/x2)
. . Gauntlet +7 (1d3+7/20/x2) or +5 (1d3+11/20/x2)
Ranged Sling +7 (1d4+7/20/x2)
. . Dagger +7 (1d4+7/20/x2) or +7 (1d4+8 nonlethal/20/x2)
Special Attacks spirit bonus +2 (Su), trance (Su) 3/day, shared seance (Su), dual vessel (Su), many faces (standard, Su)
Medium Spells Known (CL 6th, Concentration +8):
. . 1st (2/day) see spirits
Spirit the bear (primary), the beating (secondary)
Influence the bear 1, the beating 1, the teamster 0, the vision 0, the owl 0

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STATISTICS
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Str 20 (18), Dex 12, Con 14, Int 12, Wis 12, Cha 14 (12)
Base Atk +4; CMB +9; CMD 21
Feats Enforcer, Power Attack (-2/+4), Hurtful
Traits Blade of Mercy (+1 nonlethal damage with slashing weapons, no penalty for attacking nonlethally w/ slashing weapon), Fate's Favored (+1 on all luck bonuses)
Skills Intimidate 6 ranks (+13), Use Magic Device 6 ranks (+11), Perception 6 ranks (+10), Spellcraft 6 ranks (+10), Diplomacy 1 rank (+6), Knowledge (arcana) 1 rank (+5), Knowledge (planes) 1 rank (+5), Knowledge (religion) 1 rank (+5), Linguistics 1 rank (+5), Sense Motive 1 rank (+5), Bluff 0 ranks (+2), Climb 0 ranks (+2), Swim 0 ranks (+2), Heal 0 ranks (+1), Survival 0 ranks (+1), Stealth 0 ranks (-2)
Languages Common, Orcish, Draconic, Goblin
Combat Gear acid (flask) (3), alchemist's fire (flask) (3), holy water (flask) (3); Other Gear 8pp 7gp 8sp 0cp, +1 breastplate, amulet of mighty fists +1, belt of giant strength +2, headband of alluring charisma +2, ring of protection +1, masterwork falchion, dagger (5), sling, sling bullets (20), adventurer's outfit, satchel, belt pouch, bedroll, candle (10), crowbar, flint and steel, grappling hook, iron pot, mess kit, hemp rope (50 ft.), soap, torch (10), 5 days trail rations, waterskin (Light encumbrance)

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Special Abilities:
Favored Class: Medium (HP)

Half-orc racial traits (Sacred Tattoo alternate racial trait)

Spirit (Su): A medium serves as a vessel to channel spirits, gaining abilities based on the spirits he channels. At 1st level, a medium knows how to contact a number of different spirits equal to his Charisma modifier, and gains an additional spirit known at 2nd level and every 2 levels thereafter.
Each day, a medium must contact his spirits through a ritual known as a seance. Seances take 1 hour to perform and require the medium’s concentration. At the end of the seance, the medium invites any spirit he knows to inhabit him and serve as his primary spirit for that day. The medium gains the listed seance bonus for that spirit for 24 hours.
After 24 hours, if the medium does not perform a seance, he does not keep his spirits from the previous day but instead loses all his contacted spirits until he performs a seance.
The medium gains the lesser spirit power from his channeled spirit at 1st level, the intermediate spirit power at 7th level, the greater spirit power at 13th level, and the supreme spirit power at 19th level. The spirit powers are described in the spirit’s entry.
In addition to granting power to the medium, each spirit additionally influences the medium as it inhabits his body. When a medium begins play, his spirits each have 0 influence upon him, but a spirit can gain influence over the medium in various ways. Whenever a medium contacts a spirit via a seance, that spirit increases its influence upon him by 1 step, but this increase cannot raise the spirit’s influence above 2.
Whenever a medium draws deeply from a spirit’s power via a trance, that spirit increases its influence upon him by 1 step, with no maximum. Some spirits will tempt the medium with powers that grant the medium a large advantage in exchange for allowing the spirit to gain 1 influence over the medium. Each day, after resting but before the day’s seance, the medium automatically reduces each spirit’s influence by 1 step.
Each spirit has a listed compulsion. As the spirit gains influence over the medium, the compulsion becomes stronger. When a spirit has between 0 and 2 influence upon the medium, there are no mechanical restrictions on how the medium expresses his struggle with the increasingly stronger compulsions. A medium under at least 3 influence from a spirit does not need to contact that spirit again after 24 hours—it continues riding him, and he must select that spirit in the next day’s seance. If a spirit ever reaches 4 or more influence over the medium, the medium completely loses control to the spirit. He effectively becomes an NPC under the GM’s control until after he awakens the next day with the influence reduced, unaware of anything that happened in the intervening time. Because of this, few mediums are willing to incur further spiritual influence beyond 3.

Spirit Bonus +2 (Su): When a medium channels a spirit, he gains a bonus based on the spirit’s associated ability score. Strength spirits grant their spirit bonus on attack and damage rolls. Dexterity spirits grant their spirit bonus on Reflex saves and to AC. Constitution spirits grant their spirit bonus on Fortitude saves, and grant 3 times their spirit bonus to maximum and current hit points. Intelligence spirits grant their spirit bonus on skill checks. Wisdom spirits grant their spirit bonus on Will saves and concentration checks. Charisma spirits do not grant their spirit bonus to anything by default; they rely instead on their spirit powers. Spirits may also grant their spirit bonus in other ways, varying by spirit. A 1st-level medium’s spirit bonus is +1, and it increases by 1 at 4th, 8th, 12th, 16th, and 20th levels.

Trance (Su) 3/day: A medium can enter a trance state, beseeching an additional spirit for aid or becoming more in tune with his channeled spirit, in exchange for granting the spirit increased influence over him. Entering a trance requires 1 full round of concentration. At the end of that round, the medium can choose to channel one of his known spirits that matches the alignment or ability score of one of his channeled spirits and gain its lesser power. Alternatively, he can select a spirit he is currently channeling and gain that channeled spirit’s weakest spirit power that he does not currently possess. Either way, the effect lasts 1 minute. Any ongoing benefits from a gained power also end after the minute is up. A medium cannot enter a trance when he is already in a trance. Entering a trance increases the chosen spirit’s influence upon the medium by 1 step.

Shared Seance (Su): At 2nd level, a medium can request his allies to be present for his seance. A character counts as present so long as he maintains physical contact with another present character and willfully opens himself to the spirit; he can take other actions during this time. All present allies gain the channeled spirit’s seance boon for 24 hours.

Dual Vessel (Su): At 5th level, a medium has gained the ability to channel two spirits into himself at once, as long as the spirits are of similar dispositions. In addition to his primary spirit, he can also contact a secondary spirit during his daily seance that matches either his primary spirit’s alignment or ability score.
If the spirits’ ability scores match, the medium gains his secondary spirit’s lesser spirit power but not its spirit bonus. At 13th level, he gains the secondary spirit’s intermediate spirit power, and at 19th level, he gains the secondary spirit’s greater spirit power.
If the spirits’ alignments match, the medium gains his secondary spirit’s spirit bonus but not its spirit powers. The spirits’ alignments and ability scores cannot both match. If a medium is in contact with new spirits that are not on the standard list, they always replace the corresponding spirit from the standard list.
Either way, the medium gains all the secondary spirit’s spells.
A medium cannot change his primary spirit until the next day’s seance. However, when a medium enters a trance and contacts a new spirit, he can choose to have the new spirit displace the secondary spirit at the end of the trance, provided that the new spirit is a legal choice for the secondary spirit. In that case, the displaced spirit returns to the Astral Plane. The medium does not gain the seance boon for the new secondary spirit. The medium cannot displace a spirit if he is under influence 3 from that spirit.

Many Faces (Su): At 6th level, a medium can use his trance ability as a standard action. At 10th level, he can use his trance ability as a move action. At 14th level, he can use his trance ability as a swift action.

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Spirits:
The Bear (Neutral Strength)
The Bear is a spirit of pure strength—strength that cannot be controlled. The Bear might represent a literal animal or beast, a bestial druid, or a savage barbarian.
Spirit Bonus (Strength): Spirit bonus on attack and damage rolls.
Seance Boon: +2 on Strength checks to break an object
Spells: 1st—enlarge person; 2nd—aspect of the bear; 3rd—beast shape II; 4th—bull’s strength (mass).
Compulsion: Bestial—You behave like an animal, giving in to hunger and anger at a moment’s notice.
Paws (Lesser, Su): Your fingers sharpen into deadly claws. You gain two primary claw attacks that deal 1d6 damage each (for Medium mediums).
Massive (Intermediate, Su): Your size increases by one size category. You gain the benefits and drawbacks of enlarge person. For a Medium medium, this increases claw damage to 1d8.

The Beating (Evil Strength)
The Beating is a spirit of attack from all sides, an unrelenting assault that dissolves both physical and mental strength. The Beating represents the victim of such a fate or the perpetrator, or both at once. The Beating might represent a cruel slave master who breaks the wills of others through pain, or a fallen hero who cracked under pressure coming from all sides.
Spirit Bonus (Strength): Spirit bonus on attack and damage rolls.
Seance Boon: +2 on damage rolls against foes you have damaged.
Spells: 1st—ray of enfeeblement; 2nd—excruciating deformation; 3rd—debilitating portent; 4th—symbol of weakness.
Compulsion: Dissolution of Self—Under pressure, you waver and compromise your convictions and identity in favor of compliance and release.
Beater (Lesser, Su): You gain Improved Unarmed Strike as a bonus feat. You gain the unarmed damage of a monk 4 levels lower than your medium level (minimum 1). You gain a +1 bonus on attack rolls against foes you have damaged with an unarmed strike in the last 24 hours.
Dogpile (Intermediate, Su): If you flank an opponent, all allies making melee attacks against that opponent count as flanking, and increase their flanking bonus by 1.

The Teamster (Neutral Constitution)
The Teamster is a driving spirit that keeps others going, no matter what. The Teamster pushes others to live a life of constant toil, but for their own betterment. The Teamster might represent a drill sergeant or other leader who pushes hard but squeezes out more from others than they thought they could give.
Spirit Bonus (Constitution): Spirit bonus on Fortitude saves and 3 times spirit bonus to maximum and current hit points.
Seance Boon: +2 on saves against fatigue, exhaustion, sleep, or knock-out effects.
Spells: 1st—invigorate, tireless pursuit; 2nd—bear’s endurance, false life; 3rd—invigorate, mass, tireless pursuers; 4th—greater false life, sleepwalk.
Compulsion: Unrelenting—You are driven to push onward no matter what, even when you have no strength left to give.
To the Death (Lesser, Su): You gain Endurance and Diehard as bonus feats. Add the Teamster’s spirit bonus to your Constitution score to determine when hit point damage kills you.
Second Wind (Intermediate, Su): Whenever you are at 0 hit points or below, you are no longer disabled, and you gain a number of temporary hit points each round equal to the Teamster’s spirit bonus. These temporary hit points do not stack.

The Vision (Neutral Intelligence)
The Vision is a spirit of arcane knowledge, mad genius, and cryptic clues. The Vision might represent a great but mad wizard or arcanist, or an otherworldly being with unparalleled arcane knowledge that will break the minds that seek it.
Spirit Bonus (Intelligence): Spirit bonus on all skill checks.
Seance Boon: +2 bonus on Knowledge (arcana) and Spellcraft checks.
Spells: 1st—augury, comprehend languages, magic mouth; 2nd—arcane sight, divination, scrying; 3rd—arcane concordance, false vision, symbol of scrying; 4th—brilliant inspiration, arcane sight, greater, vision.
Compulsion: Mad Genius—You seek the advancement of knowledge, no matter how mad that pursuit may be.
Cryptic Words (Lesser, Su): Strange knowledge dances before your eyes, offering advice in cryptic words and visions. As a standard action, you can attempt to decipher these clues to gain insight into a current situation. Choose either a particular skill-related task or a particular opponent in combat. Attempt a Linguistics check with a DC equal to the skill check’s DC or the monster’s CR + 10. If you succeed, the advice is helpful. Following it allows you to grant one ally a circumstance bonus equal to the Vision’s spirit bonus on any one skill check toward that task, or attack roll or saving throw against that opponent, as an immediate action before the roll is made. If you fail the Linguistics check by 5 or more, however, you become convinced of an
inaccurate interpretation, and you suffer a circumstance penalty equal to the Vision’s spirit bonus to all skill checks toward that task, or all attack rolls and saving throws against that opponent for 24 hours, even as you remain convinced that your interpretation is absolutely correct. You can use cryptic words only once against any particular task or opponent every 24 hours. If you use cryptic words again before expending a benefit, the previous benefit is wasted, but all penalties persist for 24 hours.
Arcane Knowledge (Intermediate, Su): You can study a wizard or arcanist’s spellbook for 15 minutes to add a single sorcerer/wizard spell from that book to your spells known and your spell list at the same spell level as the sorcerer/wizard list. You retain this spell as long as the Vision inhabits you. If you are currently retaining a spell using this ability, you cannot use this ability again. When you cast the selected spell, it counts as arcane instead of psychic, so, for example, it may have verbal or somatic components and be subject to arcane spell failure chance.

The Owl (Neutral Wisdom)
The Owl is a spirit of the natural order that binds life together and picks it apart. The Owl represents the harsh realism of a pack of wolves that cull the weak from the herd. The Owl might represent a druid, a shaman, or any other being that balances life and death and looks from afar at a larger picture.
Spirit Bonus (Wisdom): Spirit bonus on Will saves and concentration checks.
Seance Boon: +2 on Heal and Knowledge (nature) checks.
Spells: 1st—natural rhythm, speak with animals; 2nd—blessing of courage and life, speak with dead; 3rd—commune with nature, death ward; 4th—breath of life, slay living.
Compulsion: Harshly Pragmatic—You don’t allow sentiment to cloud your judgment, and you accept the deaths of the few when it serves the needs of the many.
Cull the Weak (Lesser, Su): Just as nature culls the weak from the herd, so have you learned to spot and pick off the weakest opponents. You gain the ability to learn the condition of any creature you notice as if using deathwatch, except this ability detects a creature as fragile when it is below 1/4 its total hit points and fighting off death when it is below 1/2 its total hit points. Add the Owl’s spirit bonus on attack and damage rolls against any foe that detects as fragile (if you also have a Strength spirit active, these bonuses stack).
The Herd Grows Stronger (Intermediate, Su): You understand the harsh necessity of your actions. When you bring an opponent with a number of hit dice equal to at least half your character level to below 0 hit points, the Owl counts as a Strength spirit until the beginning of your next turn. This may cause other spirits to grant you their spirit powers instead of their spirit bonus.