Majordomo

Seraphina Medvyed's page

847 posts. Alias of bluedove.


Full Name

Seraphina Medvyed

Race

|Initiative +2|Concentration +11 (+15 to CD)|Perc +9 ,

Classes/Levels

Spells Used:
First level: 0 of 8 | Second level: 0 of 6 | Third level: 0 of 4 | BW: 1/1

Gender

Female Human Sorceress (Draconic) 6 |HP 48/48|F +5 R +5 W +6 (+7 vs Fey, +10 vs Charm/Compulsion )||AC 16 T 13 FF 14 |Speed 30'|Resist Acid 10||CMB +6/CMD 19|

Age

21

Special Abilities

Breath Weapon (60 ft. line of acid, 10d6, DC 19, 1/day)

Alignment

Chaotic Good

Strength 16
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 10
Charisma 21

About Seraphina Medvyed

Visual Reference for Face Credit goes to artist.
Visual Reference for General Appearance Credit goes to artist.

Visual reference for Dragonkin Credit goes to artist.

Background:

Seraphina Medvyed was the seventh and last child of Glennwyn Medvyed, nephew to the head of their noble house, Lord Gurev. Glennwyn and his six sons had long defended their modest farm and the border of Medvyen lands, but his wife, Viera had always longed for a daughter.
Seraphina was named for her fiery red hair, which was so uncommon in her family and seemed to mark her out as 'special' among them. She was not spoiled by material wealth, but she was well loved. As the child grew in grace and beauty, she became the apple of her parent's eye and even attracted the attention of the family patriarch. Uncle Gurev saw to it that Seraphina came to visit with his wife and daughter(s) at their home in Stoneclimb so that she received instructions on etiquette since she had a knack for charming people, especially men.

It was during one such visit that brigands attacked her family homestead, killing her father and three of her brothers. Uncle Gurev took the surviving family in and now her older brothers work for him directly. Seraphina is still close to her family, but her thirst for vengeance burns like a fire inside her. Soon after the tragedy, her magical abilities became apparent and she realized she has all the tools she needs to find her families' killers and take matters into her own claws.

Appearance and Personality:

Seraphina has grown into an attractive young woman with an effortless sensuality. She has a warm and friendly personality, easy to talk to and quick to laugh at a joke or even make one herself. She is fiercely loyal and passionate about her beliefs and her loved ones and swift to anger if either is threatened. Her bright red hair glows like molten iron and her copper colored eyes shine like new pennies in the sun. She stands out among her kin and has drawn much attention from minor noble suitors in the area. Uncle Gurev expects that she will make a good match that will strengthen the family’s position and openly favors one Kol Garess, who has expressed interest in Seraphina. But Sera refuses to seriously consider marriage until she has addressed her business with her father's killers, though this is not the excuse she shares with her family. Whether they understand her true motives, she does not know.

The loss of her closest male kin has left Seraphina with an aching emptiness within her. She is aware of the effect she tends to have on men, but she is less aware of how much they effect her as well. She is drawn to men who show the same sense of duty and honor as her father and brothers. Teasing and playful banter draws her attention as well and she always instantly likes all who treat the mysteries of the natural world with respect and reverence. Sera has only recently begun to suspect her own Draconic heritage and she is fearful of finding she is the progeny of a wicked red dragon, so she is ambivalent about finding more about her progenitor. She also fears that her family will turn on her when the truth is known.

Relationships:

Seraphina has many friends and acquaintances among her local area but her closest friends were sort of inherited from her now deceased older brother Alek. He had been closest in age with Seraphina and she had followed him relentlessly from the moment she was able to toddle after him. Once she was fast enough to keep up, he couldn't shake her if he tried. But fortunately, he was an amicable and tolerant big brother, so he rarely tried. His best friend, Zak (Orlovsky?) and his best girl, Thora Burov continued to keep in contact with the family and both helped Sera through her grief. Thora became like a surrogate big-sister and best friend to her and still keeps in touch even though she is newly married, though her letters come less often now... a subject that concerns Sera. Zak has been different the last few times she had seen him as well, distant and distracted somehow. Seraphina worries over the increasing awkwardness between them, wondering how it's possible to miss someone when they are standing mere paces away. Everything seems to be changing.

Several young women connected to the noble houses despise Sera and the attention she attracts from the "best catches" of eligible and influential men. One woman, Ingrid, has her sights set upon Kol Garess and has openly disparaged Seraphina's virtue as a fickle and indecisive woman for refusing to entertain his interest. But Sera worries little over a spiteful woman's petty jealousies. Her sights are set on her true enemy, for she is certain the infamous bandit leader, the Stag Lord is responsible for spilling her kin's precious blood.

Uncle Gurev is concerned and disapproves of Seraphina’s plan to leave home and join the expeditions into the Stolen Lands. He would much rather see her married and safely settled somewhere with a powerful husband that she can influence to further her family’s ideals and interests. He suspects her true motives and he fears she will be reckless and get herself killed.

But even her formidable Uncle cannot stand against her powers of persuasion forever.
”I must go, Uncle. We cannot hide ourselves away inside stone walls while our backyard fills with thieves and murderers! You have always said that all it takes for evil to prevail is for good men to do nothing. Tell me then, what about the good women? Should we stay sheltered in our homes, silently waiting and worrying if our husbands and sons will ever come home? Forgive me, Uncle, but that sounds a lot like doing nothing to me. And if you wish my mother’s fate upon me, you do not love me at all!”

With tears in his eyes, he bowed his head in defeat and nodded silently.

SERAPHINA MEDVYED

Female Human Sorcerer 6
CG Medium humanoid (human)
Init +2; Senses Perception +9,

DEFENSE

AC 24, touch 13, flat-footed 20 (+1 *Amulet of Natural Armor +1, +2 Dex, +1 deflection, +3 natural, +4 shield, +4 Mage Armor )
AC 16, touch 13, flat-footed 14 (+1 *Amulet of Natural Armor +1, +2 Dex, +1 deflection, +3 natural, )
hp 48 (6d6)+12
Fort +5, Ref +5, Will +6, +1 trait bonus on Will saves vs. spells and supernatural abilities of fey creatures, + CHA bonus instead of WIS to Will saves vs Charm and Compulsion effects
Resistances Acid 10,

OFFENSE

Speed 30 ft.
Melee claw +7/+7 (1d6+3)
Ranged masterwork light crossbow +6 (1d8/19-20)

Ranged acid +5 (1d6)
Special Attacks Breath Weapon (60 ft. line, 10d6 acid, DC 20, 1/day), Claws (2, 1d6+3, treated as magic weapons, 8 rounds/day),
Known Sorcerer Spells (CL 6th, concentration +11):
3rd (4/day) - fireball (DC 18) , haste (DC 18)
2nd (6/day) - acid arrow , burning arc (acidic variant) (DC 17) , euphoric cloud (DC 17) , invisibility (DC 17) , mirror image (DC ) , resist energy (DC 17) , alter self
1st (8/day) - corrosive touch , deja vu , enlarge person (DC 16) , grease (DC 16) , protection from evil (DC 16) , shield (DC ) , vanish (DC 16) , mage armor (DC 16)
0th (at will) - acid splash , daze (DC 15) , detect magic , mending (DC 15) , message , prestidigitation (DC 15) , read magic (DC )

STATISTICS

Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 21
Base Atk +3; CMB +6; CMD 19
Feats Arcane Strike, Combat Casting, Eschew Materials, Weapon Focus (Claw)
Skills Acrobatics +2, Appraise +2, Bluff +10, Climb +3, Craft (Untrained) +2, Diplomacy +10, Disguise +5, Escape Artist +2, Fly +2, Intimidate +9, Knowledge (Arcana) +10, Perception +9, Perform (Untrained) +5, Ride +2, Spellcraft +10, Stealth +2, Swim +3, Use Magic Device +14,
Background Skills: Appraise +6, Knowledge (Nobility) +7, Knowledge (Geography) +5, Knowledge (History) +5
Languages Common, Draconic, Sylvan
SQ Bloodline Arcana (acid spells deal +1 damage per die), Bonus Feat, Bonus Sorcerer Spell (6x), Cantrips, Draconic Bloodline, Dragon Resistances, Skilled, Spells, Weapon and Armor Proficiency, , , , , ,
Possessions amulet of natural armor +1; sleeves of many garments; ring of protection +1; robe of arcane heritage; explorer's outfit; cloak of resistance +1; house medvyed signet ring; acid (x3); Backpack, Masterwork [ Noble's Outfit; ];

SPECIAL ABILITIES

No Racial Subtype You have chosen no racial subtype.

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 with the acid descriptor, that spell deals +1 point of damage per die rolled.

Bloodline Powers The power of dragons flows through you and manifests in a number of ways. You must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Sorcerer Spell (6x) Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Breath Weapon (Su) You gain a breath weapon. This breath weapon deals 10d6 points of acid damage. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is 20. The shape of the breath weapon is a line. You can use this ability once per day.

Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d6 points of damage plus your Strength modifier (1d4 if you are Small). These claws are considered magic weapons for the purpose of overcoming DR. You can use your claws for 8 rounds per day. These rounds do not need to be consecutive.

Copper The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type. Copper dragons are associated with the acid energy type and have a 60-foot line breath shape.

Draconic Bloodline At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Draconic Bloodline ~ Bonus Spells

Dragon Resistances (Ex) You gain resist 10 against acid and a +2 natural armor bonus.

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

Family Ties Your family is extremely important to you, and you feel disheartened when you can't do what they ask. When a family member makes a request of you, you must fulfill that request or take a -2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can't take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

House Medvyed Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. 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."

Irrepressible Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Magical Knack (Sorcerer) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Sorcerer gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Noble Born You claim a tangential but legitimate connection to one of Brevoy's noble families. If you aren't human, you were likely adopted by one of Brevoy's nobles or were instead a favored servant or even a childhood friend of a noble scion. Whatever the cause, you've had a comfortable life, but one far from the dignity and decadence your distant cousins know. Although you are associated with an esteemed name, your immediate family is hardly well to do, and you've found your name to be more of a burden to you than a boon in many social situations. You've recently decided to test yourself, to see if you can face the world without the aegis of a name you have little real claim or care for. An expedition into the storied Stolen Lands seems like just the test to see if you really are worth the title "noble."

Resistance to Acid (Ex) You may ignore 10 points of Acid damage each time you take acid damage.

Skilled Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 15 + the spell level.

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.

SERAPHINA MEDVYED

Female Human (Keleshite) Sorcerer 2
CG Medium humanoid (human)
Init +2; Senses Perception +5,

DEFENSE

AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 16 (2d6)+4
Fort +2, Ref +2, Will +3, +1 trait bonus on Will saves vs. spells and supernatural abilities of fey creatures

OFFENSE

Speed 30 ft.
Ranged acid +3 (1d6)
Melee claw +3/+3 (1d4+2)
Ranged alchemist's fire +3 (1d6)
Ranged crossbow, light +3 (1d8/19-20)
Melee cold iron dagger +3 (1d4+2/19-20)
Ranged cold iron dagger (thrown) +3 (1d4+2/19-20)
Special Attacks Claws (2, 1d4+2, 7 rounds/day),
Known Sorcerer Spells (CL 2nd, concentration +6):
1st (5/day) - color spray (DC 15) , mage armor (DC 15)
0th (at will) - acid splash , daze (DC 14) , detect magic , light , prestidigitation (DC 14) , read magic (DC ) , resistance (DC 14)

STATISTICS

Str 15, Dex 14, Con 15, Int 12, Wis 11, Cha 19
Base Atk +1; CMB +3; CMD 15
Feats Arcane Strike, Combat Casting, Eschew Materials,
Skills Acrobatics +2, Appraise +1, Bluff +4, Climb +2, Craft (Untrained) +1, Diplomacy +4, Disguise +4, Escape Artist +2, Fly +2, Intimidate +8, Knowledge (Arcana) +6, Perception +5, Perform (Untrained) +4, Ride +2, Spellcraft +6, Stealth +2, Swim +2, Use Magic Device +8,
Languages Common, Draconic, Kelish
SQ Bloodline Arcana (acid spells deal +1 damage per die), Bonus Feat, Bonus Sorcerer Spell (2x), Cantrips, Draconic Bloodline, Skilled, Spells, Weapon and Armor Proficiency, ,
Possessions sleeves of many garments; acid (x2); explorer's outfit; house medvyed signet ring; alchemist's fire; cold iron dagger; waterskin, filled; Backpack, Masterwork [ Bedroll; Blanket, Winter; Survival Kit (Masterwork); Mess Kit; Grooming Kit; Parchment (x8); Rice Paper, Sheet (x10); Rations, Trail (x8); String (50 ft.) (x5); Rope, Silk (50 ft.); Sewing Needle; Fishhook (x3); Flint and Steel; Chalk (x5); Candles (10); Bell (x3); Sack; ]; Sack ; Pouch, Belt [ Vial (x3); ]; Vial ; Crossbow, Light [ Bolts, Crossbow (10) (x3); ];

SPECIAL ABILITIES

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 with the acid descriptor, that spell deals +1 point of damage per die rolled.

Bloodline Powers The power of dragons flows through you and manifests in a number of ways. You must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Sorcerer Spell (2x) Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). You can use your claws for 7 rounds per day. These rounds do not need to be consecutive.

Copper The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type. Copper dragons are associated with the acid energy type and have a 60-foot line breath shape.

Draconic Bloodline At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Draconic Bloodline ~ Bonus Spells

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

Family Ties Your family is extremely important to you, and you feel disheartened when you can't do what they ask. When a family member makes a request of you, you must fulfill that request or take a -2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can't take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

House Medvyed Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. 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."

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Magical Knack (Sorcerer) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Sorcerer gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Magical Lineage (Burning Arc (Keleshite)) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Burning Arc (Keleshite), treat its actual level as 1 lower for determining the spell's final adjusted level.

Noble Born You claim a tangential but legitimate connection to one of Brevoy's noble families. If you aren't human, you were likely adopted by one of Brevoy's nobles or were instead a favored servant or even a childhood friend of a noble scion. Whatever the cause, you've had a comfortable life, but one far from the dignity and decadence your distant cousins know. Although you are associated with an esteemed name, your immediate family is hardly well to do, and you've found your name to be more of a burden to you than a boon in many social situations. You've recently decided to test yourself, to see if you can face the world without the aegis of a name you have little real claim or care for. An expedition into the storied Stolen Lands seems like just the test to see if you really are worth the title "noble."

No Racial Subtype You have chosen no racial subtype.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sorcerer
Sorcerer Spell Level 0 (2x)

Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 14 + the spell level.

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.