Ganyavesha

Vedika Bhatia's page

291 posts. Alias of Jesse Heinig.


Full Name

Vedika Bhatia

Race

Vishkanya

Classes/Levels

Unchained Rogue 3/Sorcerer 2 | 31/31 HP | AC 17 T 13 FF 14 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +10 {+1 vs. traps} (trap spotter) | Serpent's Fangs 6/6 rounds | Toxic 2/2 | Sorcerer Spells: 1st—5/5

Gender

Female

Size

Medium

Age

25

Alignment

Neutral

Languages

Common (Taldane); Draconic, Vishkanya

Occupation

Cook

Homepage URL

Inspirational Picture

Strength 12
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 11
Charisma 17

About Vedika Bhatia

Vedika Bhatia
Female vishkanya unchained rogue 3/sorcerer 2
N Medium humanoid (vishkanya)
Init +3; Senses Perception +10, trap spotter

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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 31 (3d8 + 2d6, +5 Con)
Fort +2 (+1 base, +1 Con) {+1 vs. poison}, Ref +7 (+4 base, +3 Dex), Will +5 (+4 base, +0 Wis, +1 trait)

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Offense
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Speed 30 ft.
Melee Kukri +6 (1d4+1; 18-20/x2; slashing; finesse)
Melee Punching dagger +6 (1d4+1; x3; piercing; finesse)
Melee Masterwork sap +7 (1d6+1; x2; bludgeoning; finesse)
Ranged Shuriken +6 (1d2+1; x2; piercing)
Spells Known (CL 2nd; concentration +5)
• 1st (5/day)—disguise self, vanish
• 0 (at will)—detect magic, light, mending, prestidigitation, read magic

(b) indicates a sorcerer bloodline spell.

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Statistics
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Str 12, Dex 16, Con 12, Int 13, Wis 11, Cha 17
Base Atk +3; CMB +4; CMD 17
Languages: Taldane (Common); Draconic, Vishkanya

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Feats
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Level 1
Cunning: You are particularly devious, and can master more skills than others in the same amount of time.
Benefit(s): You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Unchained Rogue 1
Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Sorcerer 1
Eschew Materials: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Level 3
Deadly Kiss: You can change your venom to poison those it touches.
Prerequisite(s): Toxic racial trait, vishkanya.
Benefit(s): As a swift action when applying your venom to a weapon or object, you can alter it to become a contact poison for 1d4 rounds. In its contact form, your venom has an onset time of 1 minute, and remains indistinguishable from your saliva or blood.
In addition, you can use your toxic racial trait one additional time per day.
Normal: Vishkanya venom is an injury poison.

Level 5
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.

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Traits and Drawbacks
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Fast Talker (Social): You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

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.

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Adventuring Skills
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Total skill ranks: 30/8 (24 rogue, 4 sorcerer, +5 Int, +5 Cunning feat, +3 favored class; 10 background)

Acrobatics +8 (2 ranks, +3 Dex, +3 class skill)
Bluff +11 (2 ranks, +3 Cha, +3 class skill, +2 race, +1 trait)
Climb +6 (2 rank, +1 Str, +3 class skill)
Disable Device +12 (5 ranks, +3 Dex, +3 class skill, +1 trapfinding)
Disguise +8 (2 ranks, +3 Cha, +3 class skill) {+4 to pass for human}
Escape Artist +10 (4 ranks, +3 Dex, +3 class skill)
Knowledge (arcana) +9 (5 ranks, +1 Int, +3 class skill)
Knowledge (local) +6 (2 ranks, +1 Int, +3 class skill)
Perception +10 (5 ranks, +3 class skill, +2 race) {+1 vs. traps}
Spellcraft +9 (5 ranks, +1 Int, +3 class skill)
Stealth +13 (5 ranks, +3 Dex, +3 class skill, +2 race)
Swim +6 (2 rank, +1 Str, +3 class skill)

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Background Skills
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Profession (cook) +8 (5 ranks, +3 class skill)
Sleight of Hand +11 (5 ranks, +3 Dex, +3 class skill)

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

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Gear
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Total starting wealth: 240 gp

Traveler's outfit (free)
Courtier's outfit (30 gp)
Jewelry (50 gp)
Kukri (8 gp, 2 lbs.)
Punching dagger (2 gp, 1 lb.)
Shuriken, 10 (2 gp, 1 lb.)
Masterwork shuriken (300 gp 2 sp, 0.1 lb.)
Masterwork sap (302 gp, 2 lbs.)
Mithral shirt (1,100 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.)
• Mess kit (2 sp, 1 lb.)
• Rope, silk, 50' (10 gp, 5 lbs.)
• Thieves' tools, masterwork (100 gp, 2 lbs.)
• Extra thieves' tools, masterwork (100 gp, 2 lbs.)
• 1,092 gp, 227 sp, 40 cp
]

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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.
Deceptive: Vishkanya clans that make their livings robbing or killing humans train to distract targets at critical moments. They gain a +2 racial bonus on Bluff checks. This racial trait replaces the racial bonus on Escape Artist 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.

Unchained Rogue 3

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Chosen weapon(s): Kukri

Unchained Rogue 2
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Level 2 talent: Trap Spotter (Ex)—Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.

Unchained Rogue 3
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Sorcerer 2

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 (see Arcane Spells and Armor).

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Chosen bloodline: Serpentine
Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young; your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may struggle for truth in spite of your heritage.
Class Skill: Diplomacy.
Bonus Spells: hypnotism (3rd), delay poison (5th), summon monster III (reptiles only) (7th), poison (9th), hold monster (11th), mass suggestion (13th), summon monster VII (reptiles only) (15th), irresistible dance (17th), dominate monster (19th).
Bonus Feats: Combat Casting, Combat Reflexes, Deceitful, Deft Hands, Persuasive, Silent Spell, Skill Focus (Bluff), Stealthy.
Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.
Bloodline Powers: The treacherous and yet hypnotic serpent’s blood that flows through you taints your magic with a sinuous and seductive grace.
Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.

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

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Backstory
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Description: Vedika looks like a woman of indeterminate mixed heritage, with an olive complexion, slightly curly black hair, and dark eyes. She frequently accentuates her features with elaborate make-up, including dark eye shadow with wingtips. 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 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. In casual settings she wears a simple corset, blouse, skirt, and stockings.

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 vishkanya show. Having blended extensively with many people in Korvosa, she has learned to appreciate "wondrous variety."
Vedika likes cucumbers, onions, mutton, and seafood. She likes children in small doses. She is indifferent to domestic animals except for snakes, which she coddles. She values her privacy and her freedom. She has had a few brief relationships, the last one a love triangle brought to a halt when her boyfriend was executed for various criminal activities. (He had, in fact, actually murdered several people, which is not uncommon among those with the adventuring lifestyle but less acceptable when you're doing it as part of a household robbery in the city.)

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, though, seems to blend in as someone who's from "just at the edge of anywhere." With her pleasant demeanor, indeterminate complexion, and disarming ability to redirect suspicions and conversations, she's always been hard to pin down—which served her well as she often worked to blend in. Her family had come from very far to the east and tried to lose themselves in Korvosa, for nebulous reasons that were never well explained to her. She suspects perhaps they were on the losing side of a political struggle with a vishkanya secret society, or maybe they were sent as sleeper agents for some conspiracy.
Recently, Vedika's younger sister, Sita, was abducted, and Vedika has spent the last several weeks trying to track down any leads to Sita's whereabouts.