Gimble

Xaandros's page

44 posts. Alias of Xaaon of Xen'Drik.


About Xaandros

Xaandros (Xantrohz Arvanxi, though he’s been disowned by all but his mother.)

Race Tiefling (Rakshasa Heritage)
Class Bard 1(favored)
Age 19

Gender: Male
Deity: Lip Service to Asmodeus, secretly worships Desna.
Alignment: Neutral Good (C1G4)
Languages: Common, Infernal, Chelish,
Home affinity: Cheliax

Height 6'2" Weight 188 lbs
Eyes Silver Hair Black with orange highlights
Skin body hair is extremely soft.

+1 STR 12+0=12 (2pts)
+2 DEX 12+2=14 (2pts)
+1 CON 12+0=12 (2pts)
+2 INT 14+0=14 (5pts )
+0 WIS 12-2=10 (2 pts)
+3 CHR 15+2=17 (7pts)

Hit Points d8+1=9
[ ][ ][ ][ ][ ] [ ][ ][ ][ ]

ACTF 16/12/14 [+3 armor, +1Shield, +2DEX]
Initiative +2
BAB +0 MAB+1 [+0BAB/+1STR]
CMB +1 [+0BAB/+1STR] CMD 13 [10+0BAB/+1STR/+2DEX]
Speed 30 ft

Saves
Fort +1 [+0Base,+1Con]
Ref +4 [+2Base,+2Dex]
Will +2 [+2Base,+0Wis]

Combat

Spoiler:

+2 masterwork rapier [+0 BAB, +1 STR, +1MW] 1d6+1 P(18-20/x2)
+1 dagger [+0 BAB, +1 STR] 1d4+1 B (19-20/x2)

Weapon and armor proficiencies

Spoiler:

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Feats&Traits

[1st] Fiendish Heritage [Rakshasa] fiendishly clever tongue, (+2 racial bonus to diplomacy)

Campaign Trait: The Pathfinder Exile
Social Trait: Rich Parents
Religion Trait: Patient Optimist

Racial Abilities:
Darkvision: Tieflings see in the dark up to 60 feet.

Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.

Spell-Like Ability: none

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their

Charisma score as 2 points higher for all sorcerer class abilities.

Languages Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high

Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Languages:

Class Abilities:

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance (7 ROUNDS/DAY) : A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

SPELLS KNOWN

Level 0:
Prestidigitation
detect magic
lullaby
summon instrument

Level 1:
Summon Monster I
Charm Person

SPELLS

Spells per day
Level 0 [DC 14] 3:
Level 1 [DC 15] 1+1:

Skills

+ 6 Acrobatics [1 ranks, +3 class, +2dex]
+ 2 Appraise [0 ranks, +0 class, +2 int]
+ 5 Bluff [0 rank, +0 class, + 3 cha, +2 race]
+ 1 Climb [0rank, +0 class, +1 Str, ]
+ 2 Craft (x) [0 rank, +0 class,+2 int]
+10 Diplomacy [1 ranks, +3 class, +3 CHA, +2 race, +1 trait]
+ 7 Disguise [1 ranks, +3 class, +3 CHA]
+ 2 Escape Artist [0 ranks, +0 class, +2 DEX]
+ 3 Handle Animal [0 rank, +3 cha]
+ 3 Knowledge (arcana) [0 ranks, +0 class, +2 int, +1 bardic]
+ 3 Knowledge (dungeon) [0 ranks, +0 class, +2 int, +1 bardic]
+ 3 Knowledge (engineer) [0 rank, +0 class, +2 int, +1 bardic]
+ 3 Knowledge (geography) [0 rank, +0class, +2 int, +1 bardic]
+ 3 Knowledge (history) [0 rank, +0 class, +2 int, +1 bardic]
+ 3 Knowledge (local) [0 rank, +0 class, +2 int, +1 bardic]
+ 3 Knowledge (nature) [0 rank, +0 class, +2 int, +1 bardic]
+ 7 Knowledge (nobility) [1 rank, +3 class, +2 int, +1 bardic]
+ 3 Knowledge (planes) [0 rank, +0 class, +2 int, +1 bardic]
+ 3 Knowledge (religion) [0 ranks, +0 class, +2 int, +1 bardic]
+ 2 Linguistics [0 rank, +0 class, +2 Int]
+ 4 Perception [1 rank, +3 class, +0 wis]
+ 7 Perform (acting) [1 rank, +3 class, +3 cha]
+ 7 Perform (string) [1 rank, +3 class, +3 cha]
+ 0 Profession (opera singer)[0 rank, +0 class, +0 wis]
+ 2 Ride [0 rank, +2 dex]
+ 0 Sense Motive [0 rank, +0 class,+0 wis]
+ 2 Sleight of Hand [0 ranks, +0 class, +2 DEX]
+ 2 Spellcraft [0 ranks, +0 class, +2 int]
+ 8 Stealth [1 ranks, +3 class, +2 DEX, +2 racial]
+ 1 Swim [0 Ranks, +1 Str]
+ 7 Use Magic Device [1 rank, +3 class, +3 cha,]

Bold Skills are class skills
Italicized are not usable untrained

Xantrohz Arvanxi , first-born son of Liaam Arvanxi (LE - Human Noble 6) and Zalandra (LN Human Wiz 5), it was expected Xantrohz would be raised as the heir to his father’s nobility. As Xantrohz was growing up, he was already learning how to manipulate the merchants his father controlled, the boy with the silver tongue. Xanthrohz was enrolled in the finest schools, he learned of the nobility of Cheliax, and the other nations.

His father loved his boy dearly, until his ceremonial coming of age…when his hands changed, his eyes changed, the fiendish heritage of an ancient pact with a Rakshasan Maharaja, an act older than the recent devilish dealings of Cheliax. His father was torn between his favored child and the ramifications of what would happen to the Arvanxi family if this tiefling child was found out. Liaam disowned Xanthohz and had his name stricken from the noble records, he was forced into an Asmodean orphanage for several years. Xantrohz Arvanxi became Xaandros, he learned of the cruelty of Asmodeus every time he broke a rule, and even when others broke the rules and blamed the hell-spawn. His mother came to visit when his father was on his death bed, she gave him a signet ring of the family, and enough funds to get Xaandros out of the rat-trap. Xaandros found Desna, and began to follow her tenets, in a secret shrine under the tutelage of Maldaria (Adept 3), he learned that the way of the switch was not the only way to maintain law. Secretly he’s been teaching other orphans the blasphemous ways of Desna.

Zalandra used magic to get Xaandros into the manor to see his father before he passed, though his father was too far gone to be conscious for the visit…His younger brother was not so happy with this visit, and upon taking over the household gave orders to have “this vagabond” killed if he ever showed his face on the estate again. It was shortly after this expulsion that Xaandros contacted the society, now some two years later they have contacted him…

Carrying Capacity:
Light:0-43#
Medium: 44–86# (Max Dex +3, ACP -3, Runx4)
Heavy: 87–130#(Max Dex +1, ACP -6, Runx3)

GEAR 41.5#

Masterwork Studded Leather Armor 20#
Masterwork Sitar 100gp 5#
Noble’s Outfit 75gp
Entertainer’s Outfit 3gp
Signet Ring on an adamantium necklace 100gp
Wayfinder
Masterwork Rapier 308gp 2#
Backpack 3gp 2#
Buckler 15gp 5#
Caltrops x3 6#
Dagger 1#

Belt Pouch .5#:
coins only

Cash:

9 pp
13 gp
20 sp