Bugbear Cultist

Chiara "Chana" Durante's page

500 posts. Alias of Cellion.


Full Name

Chiara "Chana" Durante

Race

Human

Classes/Levels

Druid (Swarm Monger) 4 | AC 16 T 13 FF 13 | HP 31/31 | F +8 R +3 W +6 (+4 vs. pois/dise) | Init +2 | Perc +11 | Active Status:: -none-

Gender

Senate Dossier | Loot Log | Female

Size

5' 11"

Age

19

Alignment

NG

Location

Oppara

Languages

Common (Narrows Cant), Common (Taldane), Druidic, Celestial

Strength 19
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Chiara "Chana" Durante

Chiara "Chana" Durante
Female Human Druid (Swarm Monger) 4
NG Medium Humanoid (Human)
Init +2; Senses darkvision 60'; Perception +11
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 31
Fort +8, Ref +3, Will +6 (+4 vs. poison and disease)
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Offense
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Base Atk +3; CMB +7; CMD 19
Speed 30 ft.
Melee
Scimitar +7 (1d6+6/18-20x2)
Shillelagh'd Parasol +8 (2d6+7 / x2)
Ranged
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Special Attacks
Dedicated Adversary: Human (+2 on attack/dmg vs. humans, +2 Bluff, Knowledge, Perception, Sense Motive, Survival vs. humans)
Spells Prepared:
2nd: Barkskin, Summon Swarm, Beastspeak
1st: Commune with Birds, Faerie Fire, Longstrider, Entangle
0th: Detect Magic, Know Direction, Detect Poison, Grasp, Purify Food and Drink
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Statistics
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Abilities:
Str 17+2 Dex 14 Con 14 Int 10 Wis 14 Cha 10

Feats:
Cosmopolitan: Sense Motive and KN (Nobility) as class skills. Bonus languages: Celestial and Narrows Cant
Dedicated Adversary: Selecting Human. You gain the ranger's favored enemy feature bonuses against humans (He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.)
Alertness: +2 Perception and Sense Motive (gained from familiar)
Dirty Fighting: When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check. <<This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.>>

Traits:
Drawback = Misbegotten: You have a deformity of some kind that makes it hard to move. You take a –2 penalty on all Dexterity-based skill checks.
Young Reformer (Campaign): Perhaps you were born at the bottom of Taldan society and you’re tired of seeing your friends and family toil endlessly with no hope of a better life, or maybe your privileged outlook was shattered by empathy or tragedy. Either way, you know the system is broken, and you’ve dedicated your life to fixing it. But tradition rules Taldor as much as any Grand Prince, and change requires more influence than you have so far. You’ve got a few friends and allies, and plenty of determination, but while you work toward the power you need to change the nation, you’ll have to resort to more discrete ways of righting wrongs and curbing the abuses of the upper class.
You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills is always a class skill for you (KN Local).
Once per day, you can call upon your coconspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces. Whatever arrangements you make—for doors left unlocked, guards strong-armed out of your way, stolen keys left for you to find—must be reasonable to have anticipated and achieved beforehand.
Fast Talker (Social): +1 to bluff checks, bluff is class skill.
Mutant Eye (Magic): You have a third eye on your cheek. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.

Skills:
(Total Skills: 4/level + 2background/level + 1 FCB) = 7
Acrobatics -1
Appraise +0
*Bluff +6 (= 0 CHA, 2 RANK, 3 CS, 1 TRAIT)
*Climb +7 (= 4 STR, 1 RANK, 3 CS -1ACP)
*Craft (?) +0
Diplomacy +0
Disguise +0
Escape Artist -1
*Fly -1
*Handle Animal +7 (= 0 CHA, 4 RANK, 3 CS)
*Heal +2
Intimidate +0
*KN: Geography --
*KN: Nature +6 (= 0 INT, 3 RANK, 3 CS)
*KN: Nobility +7 (= 0 INT, 4 RANK, 3 CS)
*KN: Local +10 (= 0 INT, 4 RANK, 3 CS, 2 CLASSFEAT, 1 TRAIT)
Linguistics --
*Perception +11 (= 2 WIS, 4 RANK, 3 CS, 2 FEAT)
Perform (Any) +0
*Ride -1
*Sense Motive +13 (= 2 WIS, 4 RANK, 3 CS, 2 TRAIT, 2 FEAT)
*Spellcraft +4 (= 0 INT, 1 RANK, 3 CS)
Stealth +1
*Survival +2
*Swim +7 (= 4 STR, 1 RANK, 3 CS, -1 ACP)
Use Magic Device --

Languages:
Common (Narrows Cant), Common (Taldane), Druidic, Celestial

EQUIPMENT LINK!
Racial Capabilities:
Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
Bonus Feat: Humans gain an additional feat.

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TRACKED RESOURCES
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See stat line above.
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Special Abilities
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Fecund Familiar: A swarm monger bonds with an urban familiar, treating her druid level as her wizard level for the purposes of determining her familiar’s abilities. Chana has selected a rat familiar The fecund familiar gains the benefits of its master’s child of pollution, shadowy opportunist, and venom immunity class abilities.

As a standard action, a swarm monger can cause her familiar to burst forth into a full swarm of identical creatures, filling four contiguous 5-foot squares and gaining temporary hit points equal to half its master’s maximum hit points. While in swarm form, the familiar loses the improved evasion, share spells, deliver touch attack, and scry on familiar special abilities. It uses its normal AC, saving throws, and skill bonuses, and it gains the swarm subtype and the ability to make swarm attacks (dealing 1d6 points of damage at 1st level and using the swarm monger’s druid level as the swarm’s Hit Dice to determine damage increases as per the swarm subtype). The swarm monger is immune to her own familiar’s swarm attack.

Beginning at 5th level, any creature damaged by a fecund familiar’s swarm attack must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swarm monger’s druid level + the swarm monger’s Wisdom modifier) or be sickened for 1d6 rounds. At 12th level, creatures that fail their Fortitude saving throws instead become nauseated.

A swarm monger can transform her familiar into a swarm a number of times each day equal to her Wisdom modifier (minimum 1), and the transformation lasts for 1 minute per druid level, or until the swarm monger reverts her familiar back to a singular form as a standard action. A fecund familiar cannot be reduced in size to Diminutive or smaller when in swarm form.

Shadowy Opportunist: A swarm monger gains a +2 bonus on Knowledge (local) and Stealth checks.

Wild Empathy: A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Low Friends (Ex): Gain Vermin Heart as a bonus feat (Vermin Heart = You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to influence vermin as easily as you influence animals.)

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Spellcasting: (It's complicated)

Wild Shape (Su)
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Child of Pollution (Su)
Starting at 4th level, a swarm monger gains a +4 bonus on saving throws against disease and poisons, and she can eat spoiled or rotting food and drink without ill effect. Once per day for every 4 druid levels she has, a swarm monger can devour a handful of rotting food as a standard action to gain a number of temporary hit points equal to 1d8 + her druid level that last for 1 hour.

Character Fluff:
Background: [cockney] "The rot's 'bout the same, whetha' ya down there in the sewa's or up in the touwa's. I got a chahnce ta change it, so I dahn gotta try, aight?" [/cockney]

Chana personifies tenacity. She was born to a pair of debaucherous minor nobles, both devoted followers of the goddess Lamashtu at night even as they maintained a veneer of respectability by day. When her truly insane mother gave birth to a disfigured child, clearly "blessed" by their goddess, her parents left her in a sewer in Oppara, expecting the horrible environment would be the best place for their offspring. Surrounded by sewage, filth, and those desperate few that were forced into the underbelly of Taldor's capital, the baby suffered and almost died.

But somehow, through divine providence or otherwise, the baby remained tenacious. It turned its yellow eyes to pierce the darkness, tore into what meager scraps it could with its razor sharp teeth, and forged an instinctual kinship with a colony of rats. It survived and grew.

Years later, Chana pulled herself from the sewers into the sewer-like alleys of the Narrows. Strong and cunning, and eerily defended by a swarm of rats when in danger, Chana began to transition from grotesque child-like beast to grotesque gutter urchin. She picked up the local Narrows Cant, a corruption of Taldan. She met and teamed up with other urchins willing to side with the ratling girl. Always open to forging 'families' with others and a surprisingly good judge of character, Chana remained tenacious even in the face of starvation, violence, and purges from Oppara's Constabulary.

Fiercely defensive of those in her family weaker than her (most of them), Chana stood up against corrupt adults seeking to take advantage of children no one would miss. She especially protected those that seemed almost as disfigured as she was (many of them half-races, halflings, or gnomes, not that she knew what any of those were at the time).

Her life in the gutters came to end when Sophia Durante, following the guidance of a diviner who had sussed out the location of the blood-heir of the Durante family, arrived in the Narrows. A middle-aged noblewoman and sister of Chana's mother, Sophia drew steel to subdue the feral Chana and bring her back to the Durante estate in Oppara.

Sophia informed her that she was the last of a line of Durantes, a noble house that meant just about nothing to the young Chana. The house had been in decline for the last 14 years, ever since Sophia had discovered her sister and brother in law and had quietly offered them the choice of exile or death for their evil actions. With no clear descendant, Sophia's half-elf husband Chamus had been begrudgingly offered temporary regency of the house's assets until 17 years had passed, the elder Durantes returned or a descendant was found.

Soon enough though, it was clear that the half-feral child Sophia had recovered was not going to impress anyone. It wasn't just a matter of primogeniture. It was a matter of respectability. A half-human, a monster, could never inherit. It would be obscene. Sophia became resigned to the fate of the house (and her own fate, for her and her husband would be reduced to common folk due the way she'd married). As a kindness, she chose to at least care for the deformed girl, her niece 'Chiara Durante', though she found the thought hard to swallow.

Chana, or Chiara, proved to be as tenacious, adaptable and clever as ever. She rapidly picked up on the essentials of 'civilized' behavior, and while she never quite left the Narrows Cant behind, she managed to speak decent Taldane after a few month's practice. Sophia and Chamus (or 'Chammy' as she called him), were good people, and Chana took to them as easily as she'd taken to anyone on the street. And she in turn impressed them by being uncannily quick and thoughtful. Within a year, they had a grotesque young woman on their hands.

A few months ago, an administrator started stopping by from the Karthis family. With the absorption of the remaining Durante wealth on the horizon, he'd come to "tally the assets" as it were. Smug and antagonistic, he'd treated Sophia and Chamus as little better than peasants, spitting in their living room to make his points. Soon afterwards, Chana reconnected with her family in the streets, hearing now from a different perspective the pain and suffering they went through.

Chana was not someone to accept things as they were. She cannily saw through to the truth of what was oppressing not only her newfound aunt and uncle, but all the people on the streets. The old ways of Taldor, the racism, the disdain for the poor, the endless, intricate webs of rules. Those things were her enemy, for they produced and perpetuated the evils that choked everyone from the lesser nobility to the weakest rat in the sewers. But to change them she needed to change the very 'rotting towers' that held power. And she couldn't do that as just another urchin on the street. So she had her aunt Sophie teach her everything about nobility and the niceties of court. She would need to be able to fit in among these creatures, to understand them and influence them. A monster was coming to court, but that didn't mean that anyone needed to realize it!

As of the beginning of Crownfall, Chiara Durante has shown up at a few minor gatherings. A standoff-ish young noblewoman, veiled and draped in silks. Listening and watching. Commenting here and there in an attempt to feel out the intricacies of court.

Goals: Chana represents her family and tribe, which has grown to include everyone from Sophia and Chamus to the starving children of the Narrows, to even the rats of the Opparan sewers. She is committed to tear down any who would attempt to act against her tribe and to ensure that they are able to thrive. While her tactics are still being formed, she's attracted to Princess Eutropia's own spoken goals: the removal of primogeniture, and improved rights for women, half-races, and the poor.

Appearance: Chana is significantly deformed from her "blessing" from Lamashtu. Her face is lop-sided, her mouth broad and her teeth a little too sharp. Her third eye sits, perpetually bloodshot, in the space between her nose and her left cheek. Her eyes are misshapen and iridescent yellow. Her shoulders and elbows sport tiny protruding bony spurs while her back carries her second spine, a vestigial bony growth to the right of her true spine.

Serious efforts are made to obscure and modulate this appearance. From bulky dresses to veils to floppy hats, Chana is protected by the foppish attire of nobility. She relies on her friends and family to produce and perfect her 'noble disguise'. When in more standard attire, Chana wears a modified leather vest, plain linen shirt shirt, loose leather trousers, sturdy boots, and a red silk scarf that she can use to cover the lower part of her face.


Animal Forms:
Eagle Form - Small, <2 Talons (1d4), bite (1d4)>, Fly 30ft, +2 Dex, +1 nat armor, low-light vision.
Small size adjustment (+1 atk, +1 AC, -1 CMB/CMD, Fly +2, Stealth +4)

Giant Frog - Medium, <bite (1d6)>, Land 30ft, Swim 30ft, +2 Str, +2 nat armor, low-light vision, scent.

Pony - Medium, <2 hooves (1d3)>, Land 30ft, +2 Str, +2 nat armor, low-light vision, scent.

Dire Rat - Small, <bite (1d4)>, Land 30ft, Climb 20ft, Swim 20ft, +2 Dex, +1 nat armor, low-light vision, scent.
Small size adjustment (+1 atk, +1 AC, -1 CMB/CMD, Fly +2, Stealth +4)


Macros:
[dice=Talon #1]d20+8[/dice] [dice=Talon Damage]d4+4[/dice]
[dice=Talon #2]d20+8[/dice] [dice=Talon Damage]d4+4[/dice]
[dice=Bite]d20+8[/dice] [dice=Bite Damage]d4+4[/dice]
AC = 14 (+3 Dex, +1 nat armor)
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[dice=Hoof]d20+8[/dice] [dice=Hoof damage]d3+5[/dice]
AC = 14 (+2 Dex, +2 nat armor)
--
[dice=Bite]d20+8[/dice] [dice=Bite damage]d6+7[/dice]