Sarpini

Nachni Charan's page

353 posts. Alias of michaelane.


Classes/Levels

Stats:
AC 16/12/14 HP 13/21 F+1 R+8 W+3 Init +4 Per+4

About Nachni Charan

"Do you love Mistress Ching for her beauty...or her great skill?!"
Mistress Ching Shih

NACHNI CHARAN
Female Rakshasa-Spawn Tiefling Bard (Daredevil) 4
LE Medium Outsider (Native)
Init +4; Senses Darkvision (60 feet); Perception +3
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DEFENSE
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AC 14, touch 14, flat-footed 10. . (+4 Dex)
hp 26 (4d8)
Fort +1, Ref +8, Will +3 (+4 vs. mind-affecting or fear)
Resist cold 5, electricity 5, fire 5
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OFFENSE
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Spd 30 ft.
Melee Club +3 (1d6/x2) and
Dagger +7 (1d4/19-20/x2) and
Longspear +3 (1d8/x3) and
Unarmed Strike +7 (1d3/20/x2)
Whip +7 (1d3/20/x2)
Masterwork Shortsword +8 (1d6/19-20/x2)
Special Attacks Bardic Performance (standard action) (14 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (2 Targets, DC 16), Bardic Performance: Inspire Competence +2
Spell-Like Abilities Detect Thoughts (1/day)
Bard (Daredevil) Spells Known (CL 4, +7 melee touch, +7 ranged touch):
2 (2/day) Cacophonous Call (DC 16), Heroism
1 (4/day) Grease (DC 15), Hideous Laughter (DC 15), Silent Image (DC 15), Touch of Gracelessness (DC 15)
0 (at will) Ghost Sound (DC 14), Detect Magic, Mage Hand, Prestidigitation (DC 14), Message, Read Magic
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STATISTICS
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Str 10, Dex 18, Con 10, Int 13, Wis 8, Cha 18
Base Atk +3; CMB +3 (+8 tripping with whip); CMD 16 (19 vs. trip)
Feats Bard Weapon Proficiencies, Serpent Lash, Weapon Finesse
Traits Strumpet's Kiss (Will save DC 14), Touched by the Sea
Skills Acrobatics +6, Bluff +10, Climb +6, Diplomacy +2, Disguise +6, Escape Artist +6, Knowledge (Arcana) +5, Knowledge (Geopgraphy) +5, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nature) +5, Knowledge (Planes) +5, Perception +3, Perform (Act) +11, Perform (Dance) +11, Profession (Sailor) +6, Sense Motive +1, Spellcraft +5, Stealth +11, Swim +7, Use Magic Device +10; Modifiers Diplomacy (-2 for Strumpet's Kiss)
Languages Common, Draconic, Vudrani
SQ Bardic Performance: Derring-Do (Su), Dauntless +1
Gear masterwork shortsword, whip, dagger, bracelets, potion of cure moderate wounds, 2629 gold skulls, 2 silvers
Money tracker Spent bracelet for gambling $, received 3 gold skulls, 2 silvers, bracelet for fiddle, gold skull for whip, won gold skull for rat crushing, made 800 gold skulls for Man's Promise, made 1826 for division of loot at Rickety Squibs

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SPECIAL ABILITIES
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Bardic Performance (standard action) (11 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Derring-Do (Su) Gain morale bonus to Reflex (+1), comp to Dex skills (+2) & dodge to AC (+1) if move 10+ ft.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 Target, DC 14) (Su) One or more creatures becomes fascinated with you.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dauntless +1 (Ex) Gain morale bonus to saves vs. mind-affecting or fear effects
Detect Thoughts (1/day) (Sp) detect thoughts once per day.
Serpent Lash As a standard action, you can make a disarm or trip maneuver with your whip. If it succeeds, you can make an additional disarm or trip maneuver with the same bonus against a target adjacent to the first and also within your whip’s reach. In addition, you can use your whip to perform reposition maneuvers, though you take a –4 penalty on your CMB and you may only move the target toward you from its original position.
Strumpet's Kiss (1/week) Once per week as part of kissing a target (which requires a successful touch attack), you can unleash a curse upon that target. The target of the curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls. A successful Will save (DC 10 + 1/2 your character level + your Cha modifier) negates the effect. At every four levels beyond 1st (5th, 9th 13th, and 17th) this penalty increases by 1. Any foe that successfully resists the effect cannot be affected again by the same strumpet's kiss. This effect lasts for one hour; if you are at least 5th level the duration is permanent and it cannot be dispelled, though any spell of effect that can remove a bestow curse can remove strumpet's kiss. This power also causes you to constantly suffer the same penalty to your Diplomacy checks as other characters are unnerved by your very nature.
Touched by the Sea Nachni always felt the call of the sea, her blood surging with the ebb and flow of the tides. Born to the rakshasa hakima, Sesha Charan, a line of descent infamous for their love of the sea, Nachni is as comfortable in the water as she is on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.
Whip A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a light weapon.

Favorite Pirate:

Favorite Pirate? Nachni's (of course) would be Ching Shih, a Chinese prostitute turned pirate who terrorized the China Sea in the early 1800s with an armada of 400 ships and several thousand men. For more see Ching Shih (Wikipedia) or Badass of the Week: Ching Shih

Background:

The rugged islands off Vudra's west coast are renowned for deadly sea snakes, but most Vudranis agree that the deadliest serpent of all is the rakshasa hakima, Sesha Charan. For twenty five years, Sesha has ruled a small kingdom on the northwest coast from her magnificent palace carved from a rocky promontory.

Nachni was the unintended offspring of a deception orchestrated by her mother to destroy a Vudrani prince. Already, the mother of two rakshasa daughters, Sesha decided to keep the child. Surprisingly, even when Nachni was born a beastbrood tiefling, her mother didn't choose to smother the child and raised her alongside her other daughters.

Lacking the natural talents of her sisters, Nachni proved to possess intelligence and natural charisma. Combined with a tenacious desire to prove herself and a gift for deception, Nachni unexpectedly became her mother's favorite...and a natural target for her sisters.

Two years ago, her sisters hatched a plot that landed Nachni on a slave ship in the Obari Ocean bound for Okeno and convinced her mother had tired of her beastbrood offspring and sold her into slavery. But, fortune smiled upon her as the ship approached the Fleshfairs of Okeno. An Andoran privateer fell on the ship and after a fierce battle, Nachni and the other surviving slaves were brought to the privateer vessel to be carried to Andoran and freedom.

Only days later, events turned again. Just as Nachni had begun working her charms on the Andoran captain and dreaming of raising a fleet to raze her mother's palace, a ship flying the skull & crossbones appeared on the horizon. A brig that proved to be the Pirate Queen's Plunder, the ship of Priest-Captain Blackarm of Mediogalti.

The already-weakened privateers fell to Blackarm and his men quickly, the latest victims of the famous visions Blackarm receives sporadically from Besmara. And so it was that instead of the Fleshfairs of Okeno, Nachni found herself in the Fleshmarket Close of Ilizmagorti where she met the Mwangi witch, Black Babashk.

Betrayed, half a world away from home, and having bounced from ship to ship to ship, Nachni was desperate to get back into a situation she could control. Black Babashk promised that control...for a price. In the dead of night, hidden from the slavers, the witch led Nachni through an ancient heathen ritual. A ritual where Nachni learned the Strumpet's Kiss.

Sold to a brothel the next day, Nachni didn't waste any time getting out of Ilizmagorti. She cut the throat of her first customer, caused the guard sent to gut her slipping down a flight of stairs and stowed away on a ship bound for Port Peril. Free after months of captivity, Nachni slipped off the ship intending to lose herself in town until she could reset her plans. Instead, she found herself confronted by an ugly dwarf and bashed on the head by a gold-toothed man.


Appearance:

Nachni is a dark-skinned, lithe beauty who carries herself with the sinuous grace of a serpent. She wears her night black hair in a short, attractive style that stays out of her way while swimming or climbing ropes, yet somehow manages to fall over her face with mysterious allure when she desires. Nachni's eyes are an eerie, brilliant green with the yellow and black-slitted pupils of a venomous snake. Her smile is frightening and fierce, with a mouth full of sharp teeth, fangs, and a forked tongue.

Nachni goes barefoot on the ship and wears a low-cut, tight, silk blouse and short skirt that accentuates her figure. You might wonder if she has just stepped out of a whorehouse, but her almost regal bearing seems at odds with such a background.


Personality:

In a word, ruthless. Nachni is an adherent to the rakshasa philosophy of dhruva jivita or eternal rebirth, but with a twist. Over the last few months, Nachni has convinced herself that living the life of pleasure and power espoused by dhruva jivita, she will surpass her mother and siblings, rise to a great paradeshi and eat them. In spite of her mistreatment, she sees herself as a rakshasa and destined to rule over weaker races.

Crunch Objectives and Role in Group:

Social Nachni will be able to play a strong social role, but favors deception (Bluff and Disguise) above diplomacy and intimidation over outright force.

Skillz Should be very strong in Acrobatics, Bluff, Climb, and Escape Artist. Not going to go heavy on Knowledge skills unless the group ends up needing it. She is picking up Perform (Act) and Perform (Dance) with an eye toward some of the Masterpieces and possibly making use of Versatile Performance at some point (2nd or 6th level). Will also be putting points into Stealth and Profession (Sailor).

Combat Nachni will prefer others to be on the front line in battle, but will support them with spells and whip (as soon as she is able to lay her hands on one). Plan to pick up Serpent Lash at 3rd level and split between Versatile Performance and the Canny Foe Bard (Daredevil) ability so she should be decent with the whip and able to help with spells when the whip won't do it. Tentatively will go 2nd Level (Trip), 6th Level (Perform (Dance), 10th Level (Disarm).

Spells Haven't completely decided the direction for spells yet. She's leaning toward playing a control or save or suck role versus a buffing role, but we'll see what else winds up in the group.