Shanda Faravan

Vladlena Petrovna Dasnadova's page

42 posts. Alias of Hrothdane.


Full Name

Vladlena Petrovna Dasnadova

Race

AC 16 T 12 FF 14 | HP 11/11 | F +2 R +4 W +3 | Init +2 | Perc +4/+5 vs traps

Gender

Female Human Investigator/1

Size

Medium

Age

29

Alignment

Chaotic Good

Deity

Desna

Location

Sandpoint

Languages

Taldane, Varisian, Thassilonian, Hallit, Orc, Goblin

Occupation

Private Investigator

Strength 8
Dexterity 15
Constitution 14
Intelligence 18
Wisdom 10
Charisma 14

About Vladlena Petrovna Dasnadova

Personality:
Vladlena Petrovna Dasnadova prefers to go by V.P. (a nickname she once hated), Ms. Dasnadova (if you insist upon formality), or simply Lena. She spends few hours of the day without an amused smile on her lips. She likes to make scandalous comments both to amuse herself and to catch suspects off-guard. She finds flirting fun, but she doesn't care for the complications of relationships she finds sex incredibly dull.

Despite her rebellious nature, Vladlena did manage to inherit her family's drive for excellence. If she can't do something right, she beats herself up, and if she doesn't think she can do something perfectly, she won't even try.

Ms. Dasnadova does earn a living as a private investigator, but she holds no particular love of the law per se. She yearns for the romantic ideal of the lone detective tracking down great villainous masterminds and undoing them with quick steel and quicker wits. She places little trust in official investigations, seeing them as too mired in politicking and phoned-in investigative work to have any merit.

Aside from her general interests in criminal investigation, Vladlena also has a particular interest in aberrations thanks to a brilliant seminar taught by Count Alpon Caromarc, the methods of criminal masterminds skilled in magic, and wrote her Master's Thesis on the interactions between the cults of Norgorber's various forms, inspired by a famous incident at the University of Lepidstadt with an Anaphexia agent during her undergraduate work.

What Brings Her to Sandpoint:
During her current travels in Varisia, Vladlena heard about the opening of the new Cathedral in Sandpoint, and once again felt reminded of her departed Aunt and Uncle (see Background) and the many summers she had spent with them in Sandpoint. Deciding to use the opening as an excuse, Vladlena immediately headed to Sandpoint. Though she heard that The Chopper had been caught, Vladlena decided that while she met old friends again, she would conduct her own little investigation....

Background:
Vladlena Petrovna Dasnadova was born the youngest daughter of aging Barstoi warhawk Piotr Grigorivych Dasnadov. Piotr--often called "The Old General" by friends and family--whole-heartedly believed that all spheres of human endeavor could benefit from military order. His daughter whole-heartedly believed otherwise.

As Piotr would often extol to his daughter, the Dasnadov family has a long and rich history going well back into the time of the Whispering Tyrant, with branches of the family spread throughout Ustalav and even reaching into Varisia. Despite his misgivings about his far too carefree and lax relatives, Piotr's belief in the importance of strong family ties won out, and Vladlena would spend every summer in Sandpoint with her Aunt Anya and Uncle Goran. The kind childless couple were always encouraging towards Vladlena's dreams of a wandering detective's life. Goran would setup tiny "crimes" for her to solve, and Anya would employ her niece to tail Goran and make sure he wasn't spending too much time at the pub. Vladlena would often draw her friends Shalelu and Ameiko into these jobs. Vladlena spent all year looking forward to her summers, and all summer dreading her return to Ustalav.

That is, until 4702 AR.

Vladlena was hiding in the attic--reading Ailson Kindler's Bleak Heart yet again--when the news came. Secretly happy that his daughter would not be subject to the "corrupting" influence of her Aunt and Uncle, Piotr declared that Vladlena would not be allowed to visit Sandpoint again, as it was clearly too "dangerous" and "vulgar."

Ironically, the deaths of Goran and Anya had precisely the opposite effect on Vladlena that Piotr had hoped. Now, with no more outlet free from stringent authority, Vladlena began acting-out worse-and-worse until she finally stormed out the door in the middle of a dinner, deciding that she would just take permanent residence in the dorms at the University of Lepidstadt, where she was attending at the time.

She threw herself into her studies full-bore, studying such eclectic subjects as Arcanarchaeology (the study of ancient magical structures), Malvolutionary Biology (the study of the development of evil creatures over time), and Forensic Arcanopathology (the forensics of magical substances). She graduated with a master's degree and immediately took up traveling, making a living as a private investigator for-hire.

Appearance:
Vladlena

Vladlena's hair is a deep black, though the right kind of harsh lighting can make it look almost brown. Her eyes are a common kind of blue that does not draw attention. Like the rest of her family, she has a prominent Jistkan nose. Her skin naturally tends towards pale tones, though her face, hands, and upper arms have recently become more tan due to her travels away from ever-overcast Ustalav.

She almost always dresses in a tailored woman's suit with a waistcoat. She generally considers makeup a waste of time, though she does have a fondness for the occasional bit of simple jewelry.

Crunch:
Vladlena Petrovna Dasnadova
Human Investigator 1
CG Medium humanoid (human)
Init +2 Senses: Perception +4 (+5 vs traps)
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP 11 (1d8+2+1 favored class) Current HP: 11
Fort +2, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee Rapier -1 (1d6-1/18-20)
Ranged Hand Crossbow +2 (1d4/19-20) or Alkali Flask +2 (1d6/x2)
Investigator Extracts Prepared (CL 1th; concentration +5):
1st—Shield, Identify
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Statistics
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Str 8, Dex 15, Con 14, Int 18, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats
Combat Expertise, Butterfly's Sting, Unforgotten (story feat)
Traits
Monster Hunter, Helpful, Ustalavic Noble
Drawback
Oppressive Expectations
Skills
Acrobatics +2 (-1 in armor), Appraise +4, Bluff +6, Climb -1 (-3 in armor), Diplomacy +7, Disable Device +6 (+3 in armor), Disguise +2, Escape Artist +2 (+0 in armor), Heal +5, Intimidate +2, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Knowledge (Local) +8, Linguistics +8, Perception +4, Perform +2, Sense Motive +4, Sleight of Hand +2 (+0 in armor), Use Magic Device +6
Languages Taldane, Varisian, Thassilonian, Hallit, Goblin, Orc
Combat Gear
Rapier, Hand Crossbow, 20 Cold Iron Bolts, Alkali Flask (1), Chain Shirt, Formulae Book (all prepared extracts plus Detect Undead, Comprehend Languages, Cure Light Wounds, and True Strike)
Other Gear
Explorer's Outfit, Eyeglasses, Waterproof Bag, Bandolier, Signet Ring, Barbed Vest, Smoked Goggles, Pocketed Scarf, Wooden Holy Symbol of Desna, Backpack
Special Abilities:

Alchemy
Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.

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 make 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. The power they lend creates powerful effects, but also binds the extract’s effect to its creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table 1–7. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives
bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. 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 formulae list (Pathfinder RPG Advanced Player’s Guide 32), which determines the extracts 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 10 + the extract’s level. The saving throw DC for an investigator’s extract is 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 1stlevel 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 for any level that he can create. An investigator can also add formulae to his book just like 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 formulae 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 them.

Inspiration (4/day, 1d6)
An investigator is beyond skilled and knowledgeable—he also possesses keen powers of observation and deduction above and beyond the abilities of others. An investigator typically uses these powers to aid in their investigations, but can use these flashes of inspiration for 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 bonus, minimum 1. 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 he takes 10 or 20 on). 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 spending a use of inspiration, provided he’s trained in that skill. An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep.

Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action.

Trapfinding
An investigator adds half 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.