Ganyavesha

Vedika Bhatia's page

49 posts. Alias of Jesse Heinig.


Full Name

Vedika Bhatia

Race

Vishkanya

Classes/Levels

Ranger (Sword-Devil) 2 | 20/20 HP | AC 18 T 13 FF 15 | Fort +5 Ref +6 Will +1 | Initiative +3 | Perception +6 | Death Vow 0/1 | Venom 1/2

Gender

Female

Size

Medium

Age

25

Alignment

Neutral Good

Languages

Common (Taldane), Draconic, Vishkanya, Vudrani

Occupation

Scout

Strength 11
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 16

About Vedika Bhatia

Vedika Bhatia
Female vishkanya ranger (sword-devil) 2
NG Medium humanoid (vishkanya)
Init +3; Senses Perception +6

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Defense
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AC 18, touch 13, flat-footed 15 (+3 armor, +2 shield, +3 Dex)
HP 20 (2d10, +4 Con)
Fort +5 (+3 base, +2 Con) {+1 vs. poison}, Ref +6 (+3 base, +3 Dex), Will +1 (+0 base, +0 Wis, +1 trait)

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Offense
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Speed 30 ft.
Melee Cold iron machete +3 (1d6; 19-20/x2; slashing; finesse)
Ranged Cold iron shuriken +5 (1d2; x2; piercing)

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Statistics
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Str 11, Dex 16, Con 14, Int 12, Wis 10, Cha 16
Base Atk +2; CMB +2 {+2 for dirty tricks}; CMD 15 {+2 vs. dirty tricks}
Languages: Common (Taldane), Draconic, Vishkanya, Vudrani

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Feats
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Level 1
Sleep Venom: You can change the nature of your toxic spittle to put your enemies to sleep.
Prerequisites: Vishkanya.
Benefit: As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and secondary effect of your venom to the following: initial effect staggered for 1d4 rounds; secondary effect unconsciousness for 1 minute. You must make the decision to alter your venom before you apply it to a weapon.
Normal: Vishkanya venom deals Dexterity damage.

Ranger 2 combat style feat
Improved Dirty Trick: You are skilled at pulling dirty tricks on your foes.
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Normal: You provoke an attack of opportunity when performing a dirty trick combat maneuver.

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Traits and Drawbacks
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Missing Child (Campaign): You suspect that a child you know has been abducted.
Missing Son or Daughter: The missing child is your own son or daughter, a niece or nephew, or the son or daughter of your superior or employer and one you had been charged with protecting. The child was abducted during a trip to the market or some other daily event. Long hours spent searching for rumors and your stubborn will to continue grant you a +1 bonus on Will saves.

Weathered Emissary (Social): Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants.
Benefits: You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.

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Adventuring Skills
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Total skill ranks: 20 (12 ranger, +2 Int, +2 favored class, +4 background)

Acrobatics +8 [+5] (2 ranks, +3 Dex, +3 class skill)
Climb +4 [+1] (1 rank, +3 class skill)
Disguise +5 (2 ranks, +3 Cha)
• +9 to pass for human
Escape Artist +7 [+4] (2 ranks, +3 Dex, +2 race)
Knowledge (nature) +6 (2 ranks, +1 Int, +3 class skill)
Perception +10 (2 ranks, +3 class skill, +2 race)
Stealth +10 [+7] (2 ranks, +3 Dex, +3 class skill, +2 race)
Survival +6 (2 ranks, +3 class skill, +1 trait)
Swim +4 [+1] (1 rank, +3 class skill)

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Background Skills
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Knowledge (geography) +2 (1 rank, +1 Int)
Linguistics +6 (1 rank, +1 Int, +3 class skill, +1 trait)
Perform (dance) +5 (2 ranks, +3 Cha)

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Untrained Skills
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Bluff +3 (+3 Cha)
Climb 0
Diplomacy +3 (+3 Cha)
Intimidate +3 (+3 Cha)
Sense Motive +0

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Gear
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Total starting wealth: 175 gp

Traveler's outfit (free)
Cold iron machete (20 gp, 2 lbs.)
Cold iron shuriken, 10 (4 gp, 1 lb.)
Studded leather armor (25 gp, 20 lbs.)
Heavy wooden shield (7 gp, 10 lbs.)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Canteen (2 gp, 1 lb.)
• Compass (10 gp, ½ lb.)
• Grooming kit (1 gp, 2 lbs.)
• Rope, silk, 50' (10 gp, 5 lbs.)
• 45 gp, 9 sp
]

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Special Abilities
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Vishkanya

Ability Score Racial Traits: Vishkanyas are graceful and elegant, but they are often irrational. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
Size: Vishkanyas are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Vishkanyas have a base speed of 30 feet.
Languages: Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high Intelligence scores can choose from the following: Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon. See the Linguistics skill page for more information about these languages.
Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.
Keen Senses: Vishkanyas receive a +2 racial bonus on Perception checks.
Limber: Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.
Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.
Subtle Appearance: You have normal (human-like) eyes, and your beauty is more conventional. You gain a +4 bonus on Disguise checks to look fully human. This racial trait replaces low-light vision.

Ranger (Sword-Devil) 2

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Class Skills: The sword-devil gains Acrobatics as a class skill as a replacement for Spellcraft.

Death Vow (Ex): At 1st level, a sword-devil may, as a swift action, focus all her fury and determination on a single foe she swears to slay. She may do this once per day, plus one additional time per day at 4th level and every 3 levels thereafter (7th, 10th, etc). The sword-devil gains a bonus on weapon attack and damage rolls against her sworn target equal to half her sword-devil level (minimum +1). The death vow effect remains until the target of the death vow is dead, or the next time the sword-devil rests and regains use of this ability.
This ability replaces favored enemy.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex): At 2nd level, a ranger must select one combat style to pursue.
The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Chosen style: Underhanded

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Backstory
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Description: Vedika looks like a Vudrani woman, with brown skin, rough black hair, and dark eyes. She sometimes accentuates these features with eyeshadow. Tiny features - the ever-so-irregular shape of her eyes, the faintest hint of something scale-like along her hairline - give away her vishkanya heritage, but not to the degree of most of her kind. She assiduously works to keep these features disguised while moving and working among humans.
Vedika is slim and not especially muscular, but very agile.
When armed for the road, Vedika wears dark leather armor with metal studs and a brown traveling cloak with a hood. She carries a heavy-bladed chopping sword that is crude but effective, as well as several small throwing stars.

Hair: Black
Eyes: Brown
Height: 5' 9"
Weight: 134 lbs.
Age: 25 years

Personality: Vedika seems like an effusive, confident and capable woman. She keeps her secrets close, but on the surface is engaging and very good at small talk.
As with most vishkanya, she is actually keenly aware of her differences from humanity, and has some of the culturally-ingrained sense of superiority, though she does not have the arrogant disdain that some vishkaya show. Having traveled extensively, she has learned to appreciate "wondrous variety."
Vedika like spicy food and dislikes seafood. She likes children in small doses. She values her privacy and her freedom.

Background: Korvosa is one of the largest and most cosmopolitan cities in the West, so strangers from other parts of the world are not uncommon. Vedika is one of those strangers.
Raised in the far east among the vishkanya enclave in the free city of Goka, she was groomed, as her kind often are, to pass among human society but be able to work among them and manipulate them. At a young age she was arrogant and felt a strong sense of superiority due to her innate speed and confidence. Over time, this weathered into a more mature realization of her limitations.
At the age of 19, her family relocated from Goka to Korvosa. Her parents said that it was for "better opportunities," but she never learned if there was some kind of hidden motive.
Vedika now makes a living as a footsoldier and mercenary. She is also skilled at helping caravans with overland travel - a skill that she picked up during the long journey west.
While in Korvosa, Vedika's younger sister, Sita, was abducted, and she has spent the last several weeks trying to track down any leads to Sita's whereabouts.