Osirionologist

Chandra Florianus's page

119 posts. Alias of Clebsch73.


Full Name

Chandra Sabina Florianus

Race

Human

Classes/Levels

Bard 1 Stats: hp 8/8; AC 17/T 13/FF 14; F +0 / R +5 / W +2; Init +3; Perc 0; BP 8/8; 1st 2/2

Gender

Female

Alignment

LG

Deity

Milani

Location

Cheliax

About Chandra Florianus

Chandra

background:

Chandra Sabina Florianus is the eldest child of the famous Florianus acting family, whose patriarch died allegedly rehearsing a complicated bedroom scene involving a harness and wire and some pyrotechnics devices with an understudy for the role of Glorianna of the play Prince of Propriety. Chandra inherited her family talent for acting and began to perform while still a pre-teen. Since then she has performed the lead in a number of plays, including Rosalucia in The Devil’s Deed and Milani in Destiny in Amber, proving she could play both a romantic lead and a villain. Currently, she is understudy to renowned Giacarlotta Sclaratti in an upcoming version of Three Priests and a Harlot.

While researching for her role as the Milani, she discovered that she was rather taken by the idealism and optimism of the religion. To admit to this would open herself up to ridicule and suspicion, so she maintains an aloof agnosticism with regard to her religious ties, paying barest lip service to the prevailing worship of Asmodeus. She has begun secretly to attend underground meetings of a Milani worship cell, although she has yet to make more of a commitment than that. This has put her in touch with more common people and has helped make her aware of some of the horrible conditions some of them must live with.

Such nocturnal adventures are evidence that she longs to break free of the stifling social constrictions of nobility and the acting profession and do something more important than entertaining vain scions of a decaying aristocracy. She attends bars and parties in middle class zones of the city, again, in disguise, and allows herself to cut loose and enjoy herself without worrying about what the acting and theater aristocracy might think. Some of the people she has met at such events talk of an underground movement to right social wrongs. She keeps trying to get them to take her along on some of their secret missions. While not a skilled fighter, she is clever, charming, and her bardic performance abilities and spells make her a good support player. And she can provide good intel on the rich and famous.

Appearance:

Chandra is beautiful, with classic Chelaxian features: dark green eyes, angled jaw line, strong nose, and thin, level eyebrows. Her hair is naturally brunette, but she often dyes it other colors; currently it is strawberry blonde. Her eyebrows remain dark, creating an exotic look. She has a fine figure and has inspired a number of suitors, although she currently dates no one seriously. She is somewhat on the tall side, about 5'9", not especially strong, but very graceful and quick.

When she wants to get away from the stuffy atmosphere of cast parties and award ceremonies, she puts on a wig (red hair), a suit of leather armor, essentially a cat-suit, and her weapons and ventures out into the city where the rest of the people live.

Personality:
Growing up, Chandra was a prima donna and a bit spoiled. But her family has always been dominated by outspoken liberals in the poisonously conservative world of Cheliax aristocracy. Their noble credentials cannot be challenged and their brilliant contributions to the world of the stage and theater insulate them from retribution when they speak out against some cruel policy or unjust political gamesmanship. As Chandra matured, she absorbed this liberal attitude and found herself feeling increasingly guilty to enjoy her family's reputation without herself doing audacious acts that defy authority and put stuck-up nobles in their place. She is ripe for recruitment by forces for the good and the just.

For all her idealism, she has great love for Cheliax and hopes to see it restored to former glories, just without the contracts with devils and other occult power grabs. While she is too savvy to say so publically, she hates House Thrune and resents that they moved the capital from Westcrown and the decay of the city since then.

She has a good sense of humor and also great fashion sense, setting trends with her clothing and getting tongues wagging with her scalding double-entendres. Growing up listening to colorful stories from several generations of actors has equipped her with a deep knowledge of the personalities and history of the theater and its actors in Westcrown. If a fellow actor gets too vain or self-important, Chandra can remind him or her of someone who did the same role much better or someone who had a much more illustrious career. And she can always spice up a conversation by telling stories about famous actors playing practical jokes on their costars in the middle of a play and embarrassing mistakes and accidents.

Human Bard 1
LG Medium Humanoid (Human)
Init: +3; Senses Perception +0

Defense
AC 17, touch 13, flat-footed 14 (+3 armor, +1 shield, +3 Dex)
hp 8 (1d8)
Fort +0 Ref +5 Will +2

Offense
Speed 30 ft.
Melee MWK rapier +4 (1d6+3/18-20) or dagger +3 (1d4+3/19-20) or whip +3 (1d3 + 3) non-lethal, reach 5' to 15', provokes AOO
Ranged sling +3 (1d4+3) 50' (+1/+1 within 30')
Special Attacks bardic Performance 8 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Bard Spells Known (CL 1st; Concentration +7)
1st (2/day)--Adoration, Chord of Shards DC 15
0th (at will)--Daze DC 14, Ghost Sound DC 14, Message, Unwitting Ally DC 14
Statistics
Str 10 Dex 16 Con 10 Int 13 Wis 10 Cha 18
Base Atk +0; CMB +3; CMD 13
Feats Point-Blank Shot, Prodigy
Traits Child of Infamy, Noble
Skills Acrobatics +5, Diplomacy +8, Intimidate +8, Knowledge (Local) +6, Knowledge (Nobility) +6, Linguistics +5, Lore (Westcrown Acting) +6, Perform (Acting) 12, Perform (Oratory) 8, Profession (Actor) +6, Stealth +5 [Includes -2 ACP]
Languages Common, Infernal, Azlanti
SQ Bardic Knowledge +1
Gear 1 Potion CLW
Other Gear Studded leather, buckler, MWK rapier, dagger, sling, sling bullets (10), whip, disguise kit, 1.9 gp
Cost of gear: 403.1 gp, Weight: 37 (medium encumbrance) or 29 without disguise kit (light encumbrance)
Starting Wealth: 405 gp (105 bard average + 300 gp Child of Infamy trait)

House Rules:

Weapon Finesse: All characters may use dexterity modifier on attacks when using weapons to which weapon finesse applies if higher than strength modifier.

Dexterity May Modify Damage: For finesse weapons and ranged weapons, characters may use the dexterity modifier as the damage modifier if higher than strength.

Agile Maneuvers: All characters may use dexterity modifier to CMB if higher than strength.

Bard Class Features:

Hit Die: d8
The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks Per Level: 6 + Int modifier.

Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, 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 using 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.

Spells
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

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.

Cantrips (Sp)
Bard's 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.


Bardic Performance:

Bardic Performance
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 many such performances are language dependent (as noted in the description). A deaf bard has a 20% change 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.


Available Bardic Performances:

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 check result 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 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 the ability from working. For every three levels a 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 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.


Feats:

Prodigy
Benefit: Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks with these skills. If you have 10 or more ranks in any one of these skills, the bonus increases to +4 for that skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to two new skills.
Skills chosen Perform (Acting), Profession (actor)

Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.


Traits:

Child of Infamy (Campaign)
Your family has long been in show business. Perhaps it was your parents, or an older sibling, or an uncle or aunt—whatever the case, one of your close relatives is, or was, a well-known and well-loved actor or actress. That this relation died in some compromising and embarrassing way has done little to alter your family’s name and fame—if anything, the unfortunate death has increased it. When folk learn your last name, they are quick to assume you live a wild life like your ill-fated relative, and whether you bask in this notoriety or do your best to hide your heritage, the years of association with the acting scene have had their effect. You’ve certainly inherited your relative’s talents, and are a larger-than-life figure, a melodramatic attention-hound, or a sly manipulator of emotions. You gain a +1 trait bonus on Perform (act) skill checks, and the skill is always considered a class skill for you. Furthermore, you’ve inherited some of your relative’s funds, and begin play with a nest egg of 300 gp that you can spend however you wish.

Desperate Focus (Magic)
You’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.


Spell details:

Adoration: Transmuation, Bard 1, (V,S), 25', one creature, 1 min. SR
The target of this spell is the subject of adoration by those whom it tries to affect with Diplomacy or during performance combat. If the target is out of combat, it receives a +2 morale bonus on all Diplomacy checks it makes to influence creatures. If the creature is engaged in performance combat the target gains a +2 morale bonus on all performance combat checks.

Chord of Shards: Evocation, Bard 1, (V,S), 15', cone-shaped burst, Reflex Save negates, DC 15
During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.

Daze: Enchantment (Compulsion), Bard 0, [V, S, M (a pinch of wool or similar substance)], 25', one humanoid creature of 4 HD or less, 1 round, Will save negates, DC 14, SR
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Ghost Sound: Illusion (Figment), Bard 0, [V, S, M (a bit of wool or a small lump of wax)], 25', illusory sounds (volume = 4 normal humans), 1 round (D), Will save disbelief, DC 14
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

Message: transmutation [language-dependent], Bard 0, [V, S, F (a piece of copper wire)], 110', 10 min.
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Unwitting Ally : Enchantment (Charm), Bard 0, (V,S), 25', one living creature, 1 round, Will save negates, DC 14, SR
You befuddle the target's mind. The target has difficulty telling friend from foe for a short period of time. The subject is considered your ally and not your enemies' ally while determining flanking. The subject takes no other hostile action against your enemies due to this spell's effect.