Majordomo

Seraphina Medvyed's page

879 posts. Alias of bluedove.


Full Name

Seraphina Medvyed

Race

|Initiative +2|Concentration +9|Perc +9 , Portrait

Classes/Levels

Spells Used:
First level: 5 of 7 | Second level: 2 of 5|
Kingmaker Art and Maps

Gender

Female Human (Keleshite) Crossblooded Sorcerer 5 (Draconic/Phoenix)|HP 32/34|F +4 R +4 W +4 (+5 vs Fey, +7 vs Charm/Compulsion )||AC 15 T 12 FF 13 |Speed 30'|Resist Fire 10||CMB +3/CMD 15|

Age

21

Alignment

Chaotic Good

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

About Seraphina Medvyed

Visual Reference for General Appearance 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 ranch and the border of Medvyed lands, but his Kelish wife, Vesta, 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 andher older brothers began to 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 familys' 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 amber colored eyes sometimes flash like polished gold 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 him who spilled her family’s blood, though this is not the excuse she shares with her surviving kin. 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 affect 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 the changes in her physical form as she grows in knowledge and power. She also fears that her family will turn from her when the truth is known.

Relationships:

Seraphina was closest to her now deceased older brother Alek. He had been next 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 and his best girl, Thora continued to keep in contact with the family and both helped Sera through her grief.

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.

He was right on the first point and nearly so on the second.

More recent background:
Seraphina and a group of stalwart adventurers, mostly women, set off into the Stolen Lands with noble intentions. They became close friends and met many more new friends along the way. Among them, Captain Kesten Garess, the older brother of her erstwhile suitor, Kol. As well as the local kobold tribe, the Sootscales and a mischievous pair of woodland fey.

Through interacting with the Sootscales, she learned more about her Draconic Heritage and what it meant concerning the changes in her appearance and more importantly, her growing powers. Yakpank, the Sootscale tutored the young noblewoman toward acceptance and understanding. His mentorship was a gift that forged a bond between Seraphina and the Sootscale Tribe.

Seraphina got her wish to face The Stag Lord, but the monstrous man proved too great a foe. Sera was reckless in her lust for vengeance and the beastly bandit struck her down while her friends were forced to flee for their lives from his pet owlbear.

The Sootscales retrieved Sera’s body, saddened by the loss. They sought to give her a proper Draconic funeral and laid her body on a pyre. But instead of consuming her, the flames revived her! She knows she can likely never repay their loyalty and salvation but she must try. So she now seeks to advocate for the tribe’s position in the burgeoning kingdom.

But her companions had gone their own ways, each chasing their own personal dreams. When she was ready to leave the Kobold Warrens, she learned that some had finally triumphed over The Stag Lord. Captain Garess brought her the news and offered to escort her home to share it with her family. Now she returns to The Stolen Lands with gratitude and dedication to help build something worthwhile.

SERAPHINA MEDVYED

Female Human (Keleshite) Sorcerer 5
CG Medium humanoid (human)
Init +2; Senses Perception +9,

DEFENSE

AC 15, touch 12, flat-footed 13 (+1 *Amulet of Natural Armor +1, +2 Dex, +3 natural, )

Temporary Bonuses Applied Mage Armor,
AC 19, touch 12, flat-footed 17 (+1 *Amulet of Natural Armor +1, +2 Dex, +3 natural, )

Temporary Bonuses Applied Mage Armor, Shield,
AC 23, touch 12, flat-footed 21 (+1 *Amulet of Natural Armor +1, +2 Dex, +3 natural, +4 shield, )

hp 34 (5d6)+10
Fort +4, Ref +4, Will +4, +1 trait bonus on Will saves vs. spells and supernatural abilities of fey creatures (Will vs Charm/Compulsion +7)
Resistances Fire 10,

OFFENSE

Speed 30 ft.
Melee cold iron dagger +3 (1d4+1/19-20)
Ranged cold iron dagger (thrown) +4 (1d4+1/19-20)
Melee claw +3/+3 (1d6+1)
Ranged acid +4 (1d6)
Ranged alchemist's fire +4 (1d6)
Ranged masterwork light crossbow +5 (1d8/19-20)
Special Attacks Breath Weapon (30 ft. cone, 9d6 fire, DC 18, 1/day), Claws (2, 1d6+1, treated as magic weapons, 7 rounds/day),
Spell-Like Abilities: dancing lights ( 3/day)
Known Sorcerer Spells (CL 5th, concentration +9):
2nd (5/day) - alter self (DC ) , burning arc (keleshite) (DC 17) , euphoric cloud (DC 16) , resist energy (DC 16)
1st (7/day) - burning hands (DC 16) , charm person (DC 15) , grease (DC 15) , magic missile , mount , shield (DC ) , shocking grasp , vanish (DC 15) , mage armor (DC 15)
0th (at will) - detect magic , mage hand , mending (DC 14) , message , ray of frost , read magic (DC )

STATISTICS

Str 12, Dex 14, Con 14, Int 14, Wis 12, Cha 18
Base Atk +2; CMB +3; CMD 15
Feats Eschew Materials, Heighten Spell, Heighten Spell +2, Heighten Spell +3, Heighten Spell +4, Heighten Spell +5, Heighten Spell +6, Heighten Spell +7, Heighten Spell +8, Heighten Spell +9, Spell Focus (Evocation), Varisian Tattoo, Sacred Geometry (Maximize and Quicken)
Skills Acrobatics +2, Appraise +2, Bluff +8, Climb +1, Craft (Untrained) +2, Diplomacy +4, Disguise +4, Escape Artist +2, Fly +10, Heal +1, Intimidate +8, Knowledge (Arcana) +7, Knowledge (Engineering) +7, Knowledge (Nobility) +5, Knowledge (Planes) +6, Perception +9, Perform (Untrained) +4, Ride +4, Sense Motive +1, Spellcraft +10, Stealth +2, Survival +1, Swim +1, Use Magic Device +12,
Languages Common, Draconic, Kelish, Sylvan
Archetypes Crossblooded,
SQ Bloodline Arcana (fire spells deal +1 damage per die), Bloodline Arcana (change energy damage spells to fire and use fire spells to heal targets for half fire damage), Bonus Feat, Bonus Sorcerer Spell (5x), Cantrips, Draconic Bloodline, Dragon Resistances, Elemental Bloodline, Ragario, Skilled, Spells, Weapon and Armor Proficiency, +1 Level 2 Spell Known (Sorcerer), , , , ,
Possessions amulet of natural armor +1; cold iron dagger; sleeves of many garments; explorer's outfit; robe of arcane heritage; cloak of resistance +1; house medvyed signet ring; Backpack, Masterwork [ Ink (x3); Vial (x5); Mess Kit; Sewing Needle; Waterskin; Chalk (x10); Blunted Bolt (10); Fishhook; Inkpen; Rice Paper, Sheet (x15); Twine (50 ft.) (x5); Parchment (x7); Grappling Bolt; Potion of Cure Light Wounds; Candles (10); Acid (x2); Grooming Kit; Alchemist's Fire (x2); Rope, Silk (50 ft.); Waterskin; ]; Vial ; Waterskin ; Belt Pouch [ Scroll Case; Acid; Alchemist's Fire; Potion of Cure Light Wounds; ]; Scroll Case [ Scroll of Comprehend Languages (Arcane) (x3); ]; Masterwork Light Crossbow [ Bolts, Crossbow (10); ]; Sack [ Bedroll; Winter Blanket; Noble's Outfit; Trail Ration (x10); Medium Tent; ];

SPECIAL ABILITIES

No Racial Subtype You have chosen no racial subtype.

Bloodline
A crossblooded bloodline combines the powers of two distinct heritages. In most cases, sorcerers with this bloodline are the offspring of two sorcerers from different ancestries, but occasionally a crossblooded sorcerer arises from the conjunction of other powers.
A crossblooded sorcerer selects two different bloodlines. The sorcerer may gain access to the skills, feats, and some of the powers of both bloodlines she is descended from, but at the cost of reduced mental clarity and choice.
A crossblooded sorcerer has one fewer spell known at each spell level (including cantrips) than normal and always takes a -2 penalty on Will saves.
Bloodline Arcana Whenever you cast a spell with the fire descriptor, that spell deals +1 point of damage per die rolled.
Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's type to fire. When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

Bonus Feat Humans select one extra feat at 1st level.
Favored Class Bonus:
Bonus Sorcerer Spell (5x) 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 9d6 points of fire damage. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is 18. The shape of the breath weapon is a cone. 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 7 rounds per day. These rounds do not need to be consecutive.

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

Elemental Bloodline Phoenix Bloodline
One of your ancestors bore witness to a phoenix’s resurrection and formed a bond with the magical creature.
The resurrecting flames still course through your veins, surging with power.
The phoenix is an elemental creature of sky and primal fire, and its blood within you sings with a similar power. The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

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

Fire One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element. Fire is associate with the Fire energy type and the base movement type (+30 feet base speed).

Gold 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. Gold dragons are associated with the fire energy type and have a 30-foot cone breath shape.

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.

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."

Ragario You cast spells from the evocation school at +1 caster level. Additionally, you gain dancing lights as a spell-like ability usable 3/day.

Resistance to Fire (Ex) You may ignore 10 points of Fire damage each time you take fire 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 14 + the spell level.

Vermilion Wings (Su) (Access granted via Robe of Arcane Heritage)
At 9th level, you gain the ability to grow a pair of phoenix wings from your back as a standard action. The wings grant you a fly speed of 60 feet with good maneuverability. You can dismiss the wings as a free action.

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.

Background Skills (Added Manually)
+1 Skill Rank (Knowledge (Engineering), Knowledge (Engineering), Knowledge (Engineering), Knowledge (Engineering), Knowledge (Engineering), Knowledge (Nobility), Knowledge (Nobility), Knowledge (Nobility), Ride, Ride) GM awarded PC with +1 skill rank (won't exceed max ranks).

Sacred Geometry:

You can use your mathematical prowess to add metamagic effects to your spells without using a higher-level spell slot.

Prerequisite(s): Int 13, Knowledge (engineering) 2 ranks

Benefit(s): When you take this feat, select two metamagic feats you do not yet have. When casting a spell, you can perform the steps below to spontaneously apply the effects of either or both of these metamagic feats, as well as any other metamagic feats you have, to the spell without expending a higher-level spell slot. Using a feat in this way increases the spell’s casting time to the casting time it would take if the character were a sorcerer or bard (sorcerers and bards using this ability increase the spell’s casting time by two categories); applying the Quicken Spell metamagic effect negates the increased casting time but still contributes to the modified spell’s effective spell level. You can take this feat more than once; each time, select two additional metamagic feats, adding their effects to the list of possible effects you can apply to spells with this ability.