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Lazastrahd's page

122 posts. Alias of TheWaskally.


Full Name

Lazastrahd

Race

Drow|HP: 23/23|AC: 15 (11 Tch, 14 Fl)|

Classes/Levels

Gestalt Investigator (Sleuth)\Wizard (Sword Binder)/3rd|Speed 30ft (30ft)|Sleuth’s Luck (Ex) (2/2)|Inspiration Pool (6/6)

Gender

Male

Skills:
Acro +8|Appraise +8|Diplo +9|Heal +6|Intim. +8(+11)|Kn. Arc +10|Percep +10|SM +12|Spell +10
CMB: +2, CMD: 14|F: +3, R: +2, W: +4|Init: (+3) +1

Size

Medium

Age

115

Special Abilities

See SQ Tab

Alignment

Lawful Neutral

Location

Vigil, Lastwall

Languages

Elven, Undercommon, Common (Taladane), Drow, Drow Sign Language, Draconic

Occupation

Agent

Homepage URL

Appearance

Strength 16
Dexterity 12
Constitution 14
Intelligence 18
Wisdom 14
Charisma 14

About Lazastrahd

Initiative: +1
Senses: Perception +9, Darkvision 120 ft.
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AC 15 (11 Touch, 14 FF)(+1 Dex, +4 Armor) Spell Resistance 7
Hp 16/16 (1d8(max) + 2 Con + 1 Favored Class)
Fort +3, Ref +2, Will +4 +2 vs. poisons
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Speed 30 ft (30 ft Base)
Melee MW rapier +6 (1d6 + 3, 18-20/x2), Sap +5 (1d6 + 3, x2, non-lethal)
Ranged Revolver, cold iron +3 (1d8, x4, 20ft.), MW rapier +6 (touch attacks only, 30ft.)
Special Attacks
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Spells
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.


Spells Memorized 0-level - Detect Magic, Message, Ray of Frost
1st-level - abundant ammunition, heightened senses
2nd-level - rope trick, mirror image
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BAB +2, CMB +3, CMD 14
Feats Amateur Gunslinger, Scribe Scroll, Arcane Strike, Skill Focus (Sense Motive), Acrobatic, Arcane Armor Training.
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Skills 6 + 4 Int, +2/Background
Acrobatics +8 (2 Rank, 3 Class, 1 Dex, 2 Acrobatic)
Appraise +8 (1 Rank, 3 Class, 4 Int)
Climb +3 (0 Rank, 0 Class, 3 Str)
Craft +4 (0 Rank, 0 Class, 4 Int)
Diplomacy +9 (3 Rank, 3 Class, 2 Cha, 1 Diplomat)
Disable Device +5 (1 Rank, 3 Class, 1 Dex)
Disguise +2 (0 Rank, 0 Class, 2 Cha)
Fly +1 (0 Rank, 0 Class, 1 Dex)
Heal +6 (1 Rank, 3 Class, 2 Wis)
Intimidate +8 (3 Rank, 3 Class, 2 Cha)
Intimidate +11 vs. non-human humanoid races
Knowledge (arcana) +10 (3 Rank, 3 Class, 4 Int)
Knowledge (dungeoneering) +8 (1 Rank, 3 Class, 4 Int)
Knowledge (engineering) +8 (1 Rank, 3 Class, 4 Int)
Knowledge (geography) +4 (0 Rank, 0 Class, 4 Int)
Knowledge (history) +8 (1 Rank, 3 Class, 4 Int)
Knowledge (local) +8 (1 Rank, 3 Class, 4 Int)
Knowledge (nobility) +8 (1 Rank, 3 Class, 4 Int)
Knowledge (planes) +4 (0 Rank, 0 Class, 4 Int)
Knowledge (religion) +8 (1 Rank, 3 Class, 4 Int)
Linguistics +4 (0 Rank, 0 Class, 4 Int)
Perception +10 (3 Rank, 3 Class, 2 Wis, 2 Keen Senses)
Perform (string) +7 (2 Rank, 3 Class, 2 Cha)
Profession +2 (0 Rank, 0 Class, 2 Wis)
Ride +1 (0 Rank, 0 Class, 1 Dex)
Sense Motive +12 (3 Rank, 3 Class, 2 Wis, 3 Skill Focus, 1 Diplomat)
Sleight of Hand +6 (2 Rank, 3 Class, 1 Dex)
Spellcraft +10 (3 Rank, 3 Class, 4 Int)
Stealth +5 (1 Rank, 3 Class, 1 Dex)
Use Magical Device +6 (1 Rank, 3 Class, 2 Cha)

SQ:

Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail. Drow are proficient with the hand crossbow, rapier, and shortsword.
Sleuth’s Luck (Ex) (2/2)
At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.
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Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.
Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don’t qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It’s possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.

This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.
Deeds
Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.

At 1st level, a sleuth gains the following deeds.

Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).

Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.

Sleuth’s Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)
Inspiration (Ex) Inspiration Pool (6/6)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Poison Lore (Ex)
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Poison Resistance (Ex)
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
Expanded Inspiration (Ex)
An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex)
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

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Racial Traits +2 Dex, +2 Cha, -2 Con; Elf, Medium, Normal Speed, Immunities, Spell Resistance 7, Keen Senses, Spell-like Abilities, Poison Use, Superior Darkvision 120ft., Light Blindness, and Languages
Traits (Race) Arcane Prodigy, (Social) Adopted: (Race) Masterful Demeanor, (Magic) Eye for the Wondrous, (Regional) Diplomat.
Drawback Haunted.
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Items Agency uniform, a MW packpack, an investigator's kit (includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.), a Pathfinder's Pouch, an Agency badge made of cold iron, a ring of sustenance, and Lazastrahd's spellbook.
Combat Gear A mithril shirt, a cold iron revolver with holster and 40-shell belt, a MW rapier, and a sap.

Wealth 5,100gp
Carrying Capacity
Light (77 lbs or less); Medium (78-153 lbs.); Heavy (154-230 lbs.)
Current Load: 65
Height 6'3", Weight 145 lbs., Eyes Red, Hair Bright White Skin Dark grey
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10 Minute Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Lazastrahd is a young drow and newly-commissioned agent of The Agency. [Investigator (Sleuth)/Wizard (Sword Binder)]
2) "Laz", as some of his more 'relaxed' fellow agents call him, is a quiet person with few friends. The drow likes to use his investigative mind to evaluate those he comes into contact with, and deal with them accordingly. The drow tries to keep his life private and away from his investigations.
3) Lazastrahd has grown up entirely in human culture. The drow has been taught the horrors of his racial heritage. Even now, Lazastrahd's dark elf features occasionally invite small jumps of fear should the investigator make a quick movement around those outside The Agency. Despite this, Lazastrahd works on maintaining an even temperament, which has served him interacting with human society. On rare occasions, Lazastrahd's temper boils over in menacing ways.
4) During his academic studies within The Agency, Lazastrahd has found he has a gift for arcane magic and a near-encyclopedic knowledge of magical items, weapons, and artifacts.
5) Due to the longevity of his race, a young Lazastrahd often 'baby-sit' other younger race members of The Agency before they made it to adulthood. Perhaps some players would know the drow as a dower minder and elder apprentice.
6) In mock interrogations held at The Agency, Lazastrahd works best working alongside others to be their 'bad-cop' to their 'good-cop'. Lazastrahd enjoys figuring out the puzzles that are his investigative cases.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Lazastrahd would like to continue to pursue his passion for arcane study, along side his case load. Secretly, the drow hopes one day to be happy in his own skin, and be at peace with himself.
2) I'd like Lazastrahd to meet other non-evil drow, someone he can relate to in this human culture he's grown up in. Lazastrahd is so outside my normal role-playing experience, I'll be surprised wherever he goes as a character.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) At night, Lazastrahd would often sneak out at night from The Agency Compound. Not for any inherent mischief, but to be able to see so clearly, then the young drow could during the day. For hours, Lazastrahd would stare out into the night, down at the streets below, and across the rooftops, being able to see so much better and with far greater detail during the day.
2) The agents who took Lazastrahd from his drow home did at least get his true first name correct, but not his family name of Venenthril, a drow family dedicated to Zura, The Vampire Queen, Demon Lord of Cannibalism and Vampires. It is commonly believed that the baby drow was taken by a rival house for a sacrifice to another demon lord, which instigated another quiet drow house war. But the agents were not as tidy as they thought they were. a half-torn parchment detailing part of the journey into The Darklands was found the next day by a slave and presented to Lady Belmarniss, mistress of House Venenthril. As of yet, the drow noblewoman doesn't see much need to invest resources into what could be a wild basilisk chase, but the thought stays with the Lady of the House most nights.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Margarete Felsham, a young human female and fellow agent of The Agency. Lazastrahd pretty much watched Margarete grow up in The Agency Compound. Margarete has always been nice and friendly to Lazastrahd, even during moments the drow would slash out or become depressed. Margarete may be the closest thing to a 'childhood friend' Lazastrahd ever had.
2) Khardon Dourstone, an adult dwarf who joined The Agency after years in the field as a member of the city watch. Khardon was tasked to help the young drow master his agency-issued revolver skills. Under the dwarf's tutelage, Lazastrahd's aim has gotten much better. Khardon may be one of his fellow agents the drow looks up to and respects. Khardon's words carry weight with the young investigator/wizard.
3) Being the only drow above ground for miles around, Lazastrahd has had many racist and hurtful words said to him and done to him. Being called 'a slaver' or 'child-eater' are slurs Lazastrahd has had to deal with from without and within The Agency.
4) Marcus Silverton, a rich, nobleman's son whom Lazastrahd had the utter misfortune of meeting during an Agency social event. The snobbish human teenage gave the drow a lot of grief that evening, but was infuriated by Lazastrahd's wicked rapier wit and inability to take the rich boy's sass. After a few minutes of meeting, the situation got heated, fist raised by the human aristocrat. Ultimately, Lazastrahd had to fake a false apology for his manners to the Silverton lad. Despite this, Marcus was tried to use his clout to make Lazastrahd's life as difficult as he can within the law.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Lazastrahd often keeps his hands behind his back. It goes along way to put people at ease around him, and it helps him think.
2) The first time Lazastrahd held a rapier. It felt so..at ease in his hands. Like he was meant to wield it. Rarely, when wielding a rapier, Lazastrahd would get flashbacks to other drow using rapiers. But that's impossible. Lazastrahd was a baby when he was rescued by The Agency.
3) One time when some racist human called Lazastrahd a slaver, the drow denied it, but recalled to the racist human that "several human maidens he's had sex with did enjoy being tied up or tied down." This lead to an even louder yelling match in the market square.
In all honesty, Lazastrahd has realized many human and elven people have 'fetishized' drow in human culture, often asking about private and deviant matters the male drow might partake in.