The Surface Caller

Vantrag Kewadin's page

65 posts. Alias of baticeer.


Full Name

Vantrag Kewadin

Race

Drow

Classes/Levels

Investigator 3 ■ HP 21/21 | AC 17 (T 11, FF 14) CMD 15 | Init+3, Perception+6, Fort+2 Ref+6 Will+2 ■ Insp. 3/4, Extracts 2/3

Gender

Female

Size

M

Age

151

Alignment

Neutral Evil

Deity

Lolth, but like, not aggressively

Location

Menzoberranzan

Languages

Drow, Undercommon, Drow Sign, Abyssal, Goblin, Draconic

Occupation

Grumpy gay alchemist & unwilling temporary house leader

Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 8
Charisma 14

About Vantrag Kewadin

mechanical notes:

Init +3
AC 17, touch 13, flat-footed 14 // +4 bonus vs spiderweb effects, +1 dodge bonus vs trap attacks
(AC currently based on Mage Armor: Dex bonus +3, armor bonus +4)
Fort +2, Ref +6, Will +2 // +2 vs poison, +2 vs enchantment, +1 Ref to avoid traps
Spell Resistance 9
BAB +2, CMB +2, CMD 15

Daily Inspiration Pool: 3/4
(adds 1d6 to result of a check as a free action; expend 2 to use on attacks or saves)

Extracts Prepared Today: Anticipate Peril, Disguise Self, Adhesive Spittle
Save DC: 13 + Ext. Level

Daily SLAs: dancing lights, faerie fire, darkness, spider climb
Other Dailies: Hard to Fool (reroll Sense Motive), Tireless Logic (reroll Int skill)

Crunch:

Female Drow Investigator 3
NE medium humanoid (elf)
Init +3; Senses Darkvision (120 ft.), Perception +6
AC 13, touch 13, flat-footed 10
hp 21 (3HD)
Fort +2, Ref +6, Will +2, +2 vs. poison, +1 Reflex to avoid traps
Spell Resistance 9
Speed 30 ft. (6 squares)
Base Atk +2; CMB +2; CMD 15
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Skills
Acrobatics +7; Appraise +3; Bluff +7; Craft (Alchemy) +9; Craft (Calligraphy) +7; Craft (Untrained) +3; Diplomacy +2; Disable Device +10; Disguise +8; Escape Artist +7; Fly +3; Heal -1; Intimidate +7; Knowledge (Arcana) +9; Knowledge (Local) +7; Knowledge (Nobility) +7; Knowledge (Religion) +7; Perception +6; Perception (Trapfinding) +7; Perform (Untrained) +2; Ride +3; Sense Motive +4; Sleight of Hand +7; Stealth +3; Survival -1
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Racial Abilities
Darkvision - 120 feet.
Drow Immunities - Immune to magical sleep effects; +2 racial bonus on saving throws against enchantment.
Keen Senses - +2 racial bonus on Perception checks.
Poison Use - Never risk accidentally poisoning self.
Spell Resistance - SR 6+level.
Spell-Like Abilities - dancing lights, darkness, & faerie fire 1/day
Light Blindness - Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
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Class Abilities
Alchemy (Su): When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. Extracts behave as spells in potion form. An extract becomes inert if it is not in the investigator's possession. An extract, once created, remains potent for 1 day before losing its magic. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formula list to determine the extracts that he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to at least 10 + the extract's level. The saving throw DC of an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula of any level that he can create. An investigator can also add formulae to his book just as a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying formulae.

Inspiration (Ex): 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. As a free action, he can expend one use of inspiration from his pool to add 1d6 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft 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 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 (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge 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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Investigator Talents
(Can choose from the investigator list or from certain alchemical discoveries & rogue talents.)
Hard to Fool (Ex): Once per day, an investigator with this talent can roll two dice while making a Sense Motive check, and take the better result. She must choose to use this talent before making the Sense Motive check.
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Formula Book
(Extracts per day: 3 first-level)
1st-Level: Adhesive Spittle, Anticipate Peril, Comprehend Languages, Crafter's Fortune, Disguise Self, Shield
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Feats & Traits
Hidden Hand (combat trait) - Your concealed weapons strike fast and true. You gain a +1 trait bonus on Sleight of Hand checks made to conceal light weapons and a +1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round.

Tireless Logic (social trait) - Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

Arcane Strike (combat feat) - As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, you gain a +1 damage bonus and your weapons are treated as magic for the purpose of overcoming damage reduction.

Spider Step (drow racial feat) - You can cast spider climb once per day as a spell-like ability, using your character level as the caster level. Furthermore, you gain a +4 bonus on saving throws against the web special attacks of spiders and the effects of web and other similar spells (such as the web cloud spell).
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Equipment
Alchemist's Fire (Flask); Leather Armor; Alchemical Glue; Alchemist's Kit; Crossbow Bolts (10); Disguise Kit; Formula Book (Alchemist's); Manacles (Medium); Potion of Cure Light Wounds; Potion of Mage Armor; Rope, Spider Silk (50 ft.); Scroll (Detect Poison); Spider Sac (x2); Thieves' Tools (Masterwork); Dagger (x3); Tanglefoot Bag; Flask (Empty) ; Hand Crossbow
2,162.94 GP

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END OF CRUNCH
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Appearance & Personality:
Vantrag Kewadin is quite plain by drow standards; on the short side, and not particularly curvy. She also chooses to dress in a fairly subdued manner, not flaunting her looks with the revealing clothes that are the typical fashion of high society. Her eyes are red and her white hair is shoulder-length. In general, she does not stand out in a crowd, which is exactly the way she wants it. She pays little attention to physical appearance; the mind is what's most important to her. For the most part, she is dispassionate about evil acts, not cruel; had she been born in an environment other than a drow noble house she might have ended up as a decent person by the standards of non-drow society, but life in Menzoberranzan demands that a drow must be cutthroat or she will not survive.

Background:
As the fifth daughter of her house's matron mother, Vantrag's choices in life should have been obvious. She was expected to enter the priesthood of Lolth and, although she had no realistic chance of inheriting her mother's position, advance her house's status through diligent service of the Spider Queen. Unfortunately, Vantrag showed no talent for divine magic, and instead requested to enroll in Sorcere, Menzoberranzan's wizardly academy. The arcane arts are seen as a primarily male pursuit in drow society, so her choice was unusual, but her low-ranking position meant it was grudgingly permitted. While at Sorcere, she was unusual as a female student, and became even more unusual for choosing to specialize in alchemy, a highly experimental field of the arcane arts, which is somewhat looked down on by traditional wizards. She loved the possibilities of alchemy, but was especially drawn by it experimental nature; Vantrag likes feeling that she is breaking new ground, trying things that have never been done before.

Goals:
Like most drow, Vantrag's primary ambition is to increase her own power, but she is content to remain unnoticed "behind the scenes" as long as it keeps her secure. She wants to work for the advancement of House Kewadin through her talents at infiltration and alchemy. Vantrag is a firm believer in the idea that knowledge is power: the best way to defeat an enemy is to learn their secrets, and the best way to increase one's own power is to find some new discovery that no one has yet explored.

Relationships
Although most drow females view males as inferior, Vantrag has a greater degree of respect for them; her time among her predominantly male classmates and instructors in Sorcere has convinced her that both genders can be equally skilled and equally cunning. Of course, she still won't hesitate to take advantage of her standing in a matriarchal society if that's the best way to get what she wants. Because of her arcane interests and her general attitude towards males, Vantrag is sometimes mocked for being "too masculine" by those who would outrank her. It doesn't help that she prefers female lovers, either. She does have a husband, though; their marriage was arranged politically to form a connection between their two noble houses, and their relationship is purely that of polite, cordial allies.
(Placeholder... Will think more about her relationships with other characters later)