Undine

Vesi "Feyspeaker" Medvyed's page

69 posts. Alias of Kittenmancer.


Race

Non-binary NG Undine Druid (feyspeaker) 7

Classes/Levels

Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

Gender

Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30

Alignment

Background skills:
Handle Animal +15, Craft Calligraphy +9, Craft mapmaking +9, K. geography +8, Profession (cook) +9

Strength 10
Dexterity 15
Constitution 15
Intelligence 16
Wisdom 16
Charisma 20

About Vesi "Feyspeaker" Medvyed

Crunch:
Vesi Medvyed
Undine druid (feyspeaker, green faith initiate) 7 (Pathfinder RPG Bestiary 2 275, Pathfinder RPG Ultimate Intrigue 26, Ultimate Wilderness 141)
NG Medium outsider (native)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 natural)
hp 53 (7d8+15)
Fort +12, Ref +9, Will +13; +4 vs. fey and plant-targeted effects
Resist cold 5, noble born - medvyed
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee ironwood sickle +5 (1d6)
Ranged sling +5 (1d4)
Special Attacks wild shape 0/day
Druid Spell-Like Abilities (CL 7th; concentration +12)
. . 1/day—whispering wind
Druid (Feyspeaker, Green Faith Initiate) Spells Prepared (CL 7th; concentration +12)
. . 4th—aspect of the stag[D,APG], control water, cure serious wounds
. . 3rd—communal delay poison[UC], haste[D], hydraulic torrent[APG], summon nature's ally III
. . 2nd—barkskin, chameleon stride[D,APG], hold animal (DC 17), lay of the land, sickening entanglement[ACG] (DC 17)
. . 1st—charm animal (DC 16), cure light wounds, hydraulic push[APG], mount[D], remove sickness[UM] (DC 17), speak with animals, summon nature's ally I
. . 0 (at will)—create water, detect magic, enhanced diplomacy, guidance
. . D Domain spell; Domain Plains domain[UM]
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 15, Int 16, Wis 16, Cha 20
Base Atk +3; CMB +5; CMD 15
Feats Agile Maneuvers, Augment Summoning, Combat Expertise, Deadly Aim, Power Attack, Skill Focus (Diplomacy), Spell Focus (conjuration), Superior Summoning[UM]
Traits dangerously curious, friend of the fey (lands of the linnorm kings), noble born - medvyed
Skills Bluff +14, Craft (calligraphy) +9, Craft (mapmaking) +9, Diplomacy +23, Disguise +12, Handle Animal +15, Heal +14, Intimidate +7, Knowledge (geography) +8, Knowledge (nature) +13, Knowledge (planes) +4, Perception +13, Profession (cook) +9, Ride +8, Sense Motive +16, Spellcraft +13, Survival +13 (+15 to avoid becoming lost when using a Mapmaker's Kit as you travel), Swim +14, Use Magic Device +16; Racial Modifiers noble born - medvyed
Languages Aquan, Common, Druidic, Dwarven, Elven, Gnome, Sylvan
SQ dependent, finesse weapon attack attribute, hero points, hydrated vitality[ARG], migrating herd, nature bond (Plains domain[UM]), nereid fascination[ARG], pounce, undine druid, wild empathy +12, wild mischief +12, woodland stride
Combat Gear healer's kit; Other Gear mwk hide shirt, ironwood sickle, sling, amulet of natural armor +2, cloak of resistance +5, figurine (silver raven), handy haversack, headband of alluring charisma +2, ring of eloquence[ACG], bedroll, belt pouch, blanket[APG], chewing stick, cold weather outfit, cutting board, wooden (2 lb), disguise kit, holly and mistletoe, ink (2), inkpen (2), journal[UE] (2), knife, cutting (0.5 lb), ladle (0.5 lb), mapmaker's kit[APG], masterwork calligraphy tools, masterwork cartography tools, paper (10), pot, powder[APG] (2), scroll case, seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], small tent, stove can[UE], tinder packet (0.5 lb), tripod, iron (3 lb), giant chameleon lizard (combat-trained), backpack, bit and bridle, blanket, blanket, Comb (0.1 lb), Cutting board, wooden (2 lb), exotic riding saddle, feed (per day), flint and steel, haggis, Hairbrush (0.2 lb), hemp rope (50 ft.), honey (per jar), Knife, cutting (0.5 lb), Ladle (0.5 lb), maple syrup (per jar), mess kit, mirror, Nail file (0.1 lb), oil, pot, powdered milk, saddlebags, Scissors (0.3 lb), Seasonings, local (0.5 lb), Skewer (1 lb), skillet, small tent, soap, Sponge, teapot, Tinder packet (0.5 lb), Tooth Powder (0.1 lb), torch, trail rations, travel cake mix, Tripod, iron (3 lb), wandermeal, waterskin, 5,094 gp, 9 sp, 9 cp
--------------------
Special Abilities
--------------------
+1 on wild empathy checks against creatures with the aquatic subtype Add a +1 bonus on wild empathy checks to influence animals and magical beasts with the aquatic subtype.
Agile Maneuvers Use DEX instead of STR for CMB
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Druid (Feyspeaker, Green Faith Initiate) Domain (Plains) Granted Powers: The wide open spaces of the prairie, savanna, and steppe are yours to master.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hydrated Vitality (14 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Migrating Herd (Su) Summoned herd animals gain +10' speed and double their spell's duration.
Nereid Fascination (3 rounds, 1/day, DC 18) Fascinate humanoids in a 20-ft radius (Will neg).
Pounce (1/day) (Ex) You may make a full attack as part of a charge.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
Swim (30 feet) You have a Swim speed.
Wild Empathy +12 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Mischief +12 (Ex) Fool an animal into thinking food/made/predator near, as if using Bluff.
Wild Shape (5 hours) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
--------------------

Lizard, giant chameleon (combat-trained) CR –
Giant chameleon (Pathfinder RPG Bestiary 3 186)
N Large animal
Init +6; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size)
hp 34 (4d8+16)
Fort +8, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor), climb 40 ft.
Melee bite +5 (2d6+3), tongue +5 (Grab plus grab)
Space 10 ft.; Reach 15 ft.
Special Attacks pull (5 ft.), tongue
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 18, Int 2, Wis 11, Cha 7
Base Atk +3; CMB +7 (+11 grapple); CMD 19
Feats Combat Expertise, Deadly Aim, Improved Initiative, Power Attack, Skill Focus (Stealth)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Climb +12, Perception +4, Stealth +15 (+25 when still); Racial Modifiers +12 Stealth, +10 Stealth when still
SQ combat riding, finesse weapon attack attribute
Combat Gear oil; Other Gear backpack, bit and bridle, blanket[APG], blanket[APG], comb (0.1 lb), cutting board, wooden (2 lb), exotic riding saddle, feed (per day) (5), flint and steel, haggis[UE], hairbrush (0.2 lb), hemp rope (50 ft.), honey (per jar)[UE], knife, cutting (0.5 lb), ladle (0.5 lb), maple syrup (per jar)[UE], mess kit[UE], mirror, nail file (0.1 lb), pot, powdered milk[UE] (3), saddlebags, scissors (0.3 lb), seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], small tent, soap, sponge, teapot[UE], tinder packet (0.5 lb), tooth powder (0.1 lb), torch (2), trail rations (4), travel cake mix[UE] (5), tripod, iron (3 lb), wandermeal[UE] (5), waterskin
--------------------
Special Abilities
--------------------
Climb (40 feet) You have a Climb speed.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Grab: Tongue (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pull (5 feet) (Ex) You can pull targets closer to you.
Tongue (Ex) Not treated as grappled when grab foe with tongue.

Background:
After a bridge construction accident decimated the undine community Vesi was born into, a branch of the Medvyed family took baby Vesi in and raised them as their own in Stoneclimb. They absorbed the love and reverence of nature from their adoptive family, and their ancestry gave them a strong affinity with water.

Vesi's mentor was a woman that the locals claimed to be a witch - she lived in the woods all alone and knew herbs and weather and could talk to animals. She was a druid in truth, and a werewolf as well, although that last part Vesi did not find out until later. Vesi never learned her name, or gave their own. To the older woman they were always "cub", and Vesi addressed her mentor as "ma'am". Their bond was such that they had no need of names, or of many words, and Vesi learned mostly by observing and doing. The woman did not teach Vesi all she knew, but enough to kindle the thirst in them; then she sent them on their way, to "find yer own woods".

Once they grew a little older, Vesi spent several years in New Stetven to further their education, although they were far more likely to be found on the shores of Lake Reykal than in the classroom. Then Vesi's family, especially their father, started talking about marriage and arranging a good match - something that was definitely NOT in Vesi's plans. Unwilling and unable to stand up to them or disappoint them, Vesi simply... left. They had heard that one of their relatives had settled in the Stolen Lands, and that seemed like a wonderful opportunity to help this fledgling nation start on the right foot in relation to nature. Besides, it would be a new beginning for Vesi as well, and Vesi really likes beginnings.

Appearance:
A short, chubby young person, Vesi's most striking characteristics are their turquoise skin - the colour of a mountain lake in summer, and their extremely long, straight and thick hair - which is a shade of blue so deep as if to appear black in anything but the brightest sunlight. The other features that betray Vesi's heritage they usually conceal - the slightly webbed hands covered by knitted, brightly coloured fingerless gloves, and the fin-like ears hidden under the flaps of their knitted ushanka hat. The rest of Vesi's clothing is a sturdy sleeveless hide tunic and a pair of thick leather trousers. The one concession to the cold weather are the thin leather moccasins on their feet. They carry no weapons beyond a sickle and a sap, both hanging from their belt. Vesi gazes upon the world and other people with clear, guileless blue eyes.

Personality:
Although they are quick enough to speak their mind, Vesi absolutely loathes getting into arguments, so they will more often than not flee or fawn rather than fight. If Vesi cannot convince others from the beginning to agree with Vesi's point of view, they will quickly give in to the others' just to avoid conflict and unpleasantness. The mere thought of someone thinking badly of them terrifies Vesi, and they are constantly seeking the others' approval and validation. They are quite good at making convincing arguments, but have few beliefs that they hold dear and posses a high degree of empathy, so they are easy to sway in a debate - especially when Vesi's interlocutor involves their feelings on the matter. The one topic Vesi will hold fast to is their deeply-felt conviction that people and nature can coexist peacefully and harmoniously, if only people tried.

Vesi is quite innocent and naive in most matters, especially matters of the heart. Although they have read a few romance books, Vesi has no experience with relationships in general, and the scattered attentions they received while studying in New Stetven left them baffled more than anything else.

Hooks:
Vesi is allergic to mammals, which is somewhat of a drawback for a druid. For that reason, they never bonded with an animal like most of their fellow druids do. Vesi has visited several clerics and alchemists in search for a cure, but without success so far.

Vesi has heard many tales on the Narlmarches and is eager to see that ancient forest for themselves, and perhaps be accepted as one of its druids.

Vesi was engaged for 6 months to a man from another noble family, but in Vesi's mind that engagement was cancelled when Vesi left New Stetven. Their fiancé may or may not be still looking for them.

What others might know about Vesi:
Knowledge local DC 12: Vesi is one of the scions of the Medvyed family, having been adopted as a very young child.

Knowledge local DC 15: Vesi manifested a strong affinity with nature from a young age, and has been trained by a local as a druid. They grew up with many half-siblings, and they maintain a close and loving relationship with all of them. They have an affinity with fey, and seem to get along well with those originating in the First World.

Knowledge local DC 20: Vesi is a little unusual for a druid. No one has ever seen Vesi take another form, either, and the undine seems to actively avoid being around animals. They also lack an animal companion, and don't ride horses or mules. Although they haven't been involved in anything notable, they have a reputation for being helpful wherever they go.

Knowledge local DC 25: Vesi is a skilled chef, and loves preparing elaborate meals for their friends. They have a refined palate and have generally high standards for the quality of others' cooking. They seem a little insecure at times, and dependent on others' approval.

Vesi on land
Vesi in water