Suit of Keys

Lady Pru's page

22 posts. Alias of flash_cxxi (RPG Superstar 2009 Top 32).


Full Name

Prudence Devine

Race

Caucasian, Human

Classes/Levels

Witch of Bastet 1

Gender

Female

Size

5' 11"

Age

31

Alignment

Chaotic Neutral

Deity

Bastet

Languages

English, German, Spanish

Occupation

Business Owner; Keeper of Secrets

Homepage URL

Lady Pru & Mafdet

Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 12
Charisma 15

About Lady Pru

HISTORY
Prudence grew up the daughter of a low-life criminal named Harold Devine. Harold was a thug and standover man for hire, but he didn’t just like to take his love of a good beating out on his marks, regularly inflicting his chosen gifts upon his wife and daughter. After he went too far one night in a drunken display of violence, savagely beating Prudence’s mother to death, she ran away from home and found herself living on the streets.
After two years of life on the run, she was propositioned at sixteen by a man driving along the street she was sitting on one night. She turned him down, even after getting a look at the money he was offering, but afterwards she began to think. She made the decision not long after to not say no the next time it happened. She didn’t have to wait long.
Fast forward 3 years and Prudence had been working the streets quite successfully. She had managed to keep herself out from under the thumb of any local Pimps, and had made a name for herself amongst the other women of the area as someone they could turn to if they were in trouble. It was this protective nature that would lead to her spiritual awakening.
One night, a woman named Jackie came to her, bloody and bruised, with a broken eye socket. Her “manager” had beaten her for not making enough money and she had run from him. Unfortunately he had followed her and was intending to continue his beating, threatening Prudence to let her go or the same would happen to her. She pushed Jackie behind her and stood defiant in the face of the man, who had pulled out an extendable baton and was starting to raise his hand and advance. It was at that moment that two things happened; a strange black cat jumped up onto the garbage bin next to where they were standing, watching Prudence intently, and the baton in the man’s hand suddenly sparked, like a jolt of electricity had flowed down its length into his hand. He dropped the weapon in surprise, cursing and shaking his hand, and Prudence bent down and picked it up. She felt the lingering electricity in the weapon, but to her it felt comforting, a soothing tingle rather than the burning jolt the man had felt. She told the man to leave and not come back, lest she inflict the same ministrations on him that he’d given to Jackie. Shaking both his head and his hand, he stumbled away. Moving back to Jackie, prudence pulled back her hair to examine her wound. She suddenly felt more of the strange tingling in her hand that she’d felt upon picking up the baton, and a strange arcane tattoo began to appear on her left hand. Instinctively, she raised the hand to Jackie’s forehead and the wound there began to mend; bone resetting and flesh knitting back together. Neither Prudence nor Jackie could explain what had happened that night, but it was clear that Prudence had been chosen by some higher power. From that night on the two were inseparable.
When word got out about what had happened, more women started coming to Prudence for protection, and soon she had to move out of her tiny room and into larger accommodations to handle the crowds. While she never saw herself as a Pimp or Madame, nevertheless the women began giving her a cut of the money they earned. She ended up saving enough to buy an old apartment block, which ended up becoming a defacto brothel.
After a while, Prudence decided to go back to school and get a degree in Computer Programming. She did, but couldn’t leave her friends, knowing that without her they’d most likely fall prey to others and be back on the streets.
So now Prudence lives on the top floor of her old building with Jackie and her cat Mafdet, the black cat who had come to her that night years ago when Bastet had seen fit to reward her for her protection from of Jackie. The women who live and work on the floors below her are like family, and they know that Prudence would do, and has done, anything to protect them.

DESCRIPTION
Tall and toned, Prudence definitely stands out in a crowd. With long pink hair, shaved along the left side of her head, and multiple piercings and tattoos, she is hard to miss. Add to that her ecclectic style of dress, character t-shirts, short shorts, and heavy boots, and she is definitely someone that most self respecting people would steer clear of.
She is always followed around by a strange black cat, with one purple eye, and one blue eye.
Jackie

STATS:

Female Shadow/Spirit Bloodline Witch of Bastet 1
Chaotic Neutral, Medium Humanoid, Human
Business Owner

Initiative +4; Senses Perception +2, Low-Light Vision

Languages English, German, Spanish

DEFENCE
AC 7, touch 7, flat-footed 10 (+3 Dex)
CMD 13
hp 8
Fort +1, Ref +3, Will +3
Resistances
Magic Resistance 7
Threshold 0

OFFENCE
Speed 40ft.
Base Attack +0 CMB +0
Melee +4 (+0 BAB, +3 DEX, +1 Bonded) Extendable Baton 1d6+1 x2 (B)
Melee +5 (+0 BAB, +3 DEX +2 Bonded) Extendable Baton Disarm
Melee +3 (+0 BAB, +3 INT) Prehensile Hair 1d3 x2 (B) [10ft]
1min/day [ ]
Ranged +3 (+0 BAB, +3 DEX) H&K MP5/40 2d8+2 x2X (P/B) [40ft]
Clip [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
Special Attacks
Arcane Strike (Swift)

ABILITIES
STR 10, DEX 16, CON 12, INT 16, WIS 12, CHA 15
SPECIAL ABILITIES
Pierce the Veil
Burst of Speed [ ]

HEXES
Prehensile Hair

BLOODLINE TRAITS (7/8BP)
Shade Sight (1BP)
Soul of the Swift (1BP)
Dream Soaked Strength (2BP)
Shadow of Magic (3BP)

TRAITS
Carnal Power
Son of a Gun

FLAWS & DRAWBACKS
Felonious Background [1st Level Flaw]

FEATS
Alertness [1st Level Familiar]
Arcane Strike [1st Level Witch of Bastet]
Bastet’s Mark [1st Level Witch of Bastet]
Bonded Weapon [1st level]
Cross Blooded [1st Level]
Sprinter [1st Level Bonus]
Weapon Finesse [Dream Soaked Strength]
Weapon Proficiency (Extendable Baton) [Bonded Weapon]
Weapon Proficiency (H&K MP5/40) [Son of a Gun]

SKILLS
Acrobatics +3
Appraise +3
Bluff +2
Climb +0
Computer Use +4
Craft +3
Diplomacy +3
Disable Device +4
Disguise +2
Escape Artist +3
Intimidate +2
Perception +2
Perform +2
Profession (Computer Programmer) +7
Profession (Prostitute) +7
Sense Motive +5
Stealth +6
Street +5
Survival +1
Swim +0

SPELLS:

WITCH SPELLS
Caster Level 1
Spells per Day
Cantrips/3
Arcane Mark
Detect Magic
Spark

1st Level/2
Charm Person
Cure Light Wounds

Familiar Spells Known
Cantrips
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue.

1st Level
Charm Person
Cure Light Wounds
Disguise Weapon
Mage Armour
Summon Spirit I
Web Bolt

MAFDET:

Black Cat Familiar

ABILITY INFORMATION:

HEXES
Prehensile Hair (Su)
Prudence can instantly cause her hair to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score (16). Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage. Her hair can manipulate objects (but not weapons) as dexterously as a hand.
The hair cannot be sundered or attacked as a separate creature. Pieces cut from her elongated hair shrink away to nothing. Using her hair does not harm her head or neck, even if she lifts something heavy with it. She can manipulate her hair a number of minutes each day equal to her level (1); these minutes do not need to be consecutive, but must be spent in 1-minute increments.

TRAITS
Carnal Power
+1 trait bonus to Diplomacy and Sense Motive.
Prudence can always sense if someone is under an enchantment effect with a DC 15 Sense Motive check.

BLOODLINE TRAITS
Shade Sight (1BP) - Low-Light Vision
Soul of the Swift (1BP) - 10ft bonus to Base Speed
Dream Soaked Strength (2BP) – Weapon Finesse Feat
+1 to hit with Bonded Weapon
Shadow of Magic (3BP) - Spell Resistance equal to 6 + Character Level (7)

FLAW
Felonious Background
A basic, most-rudimentary background check reveals that Prudence is hampered by a legal record listing her criminal background (Prostitution and Blackmail). Checking her background in this way may
not be legal, but it is certainly not difficult.
If she ever manages to acquire a new identity, she may replace this flaw with another (such as Legally Dead) or she may buy it off with the expenditure of a feat.

FEATS
Arcane Strike (Combat)
As a swift action, Prudence can imbue her weapons with a fraction of her power. For 1 round, her weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. This bonus increases to +2 at 5th level.

Bastet’s Mark
Whenever Prudence activates Pierce the Veil, she can also see the magical aura of any magical items or creatures as if she cast the spell detect magic. If using this ability to identify an aura, she does not need to make a skill check to successfully identify any aura associated with the Alchemy School (Abjuration or Transmutation).

Sprinter
Once per day, Prudence can cast the spell burst of speed as a swift action that does not provoke an attack of opportunity. Once activated, until the end of her turn, she gains a +20-foot bonus to speed, her movement does not provoke attacks of opportunity, and she can move through the space of creatures that are larger than she is, but she cannot end her movement this round in a space occupied by a creature. The magic is considered psychic.
Additionally, she gains a +1 bonus to Initiative checks.

SPELLS
Disguise Weapon
Casting Time 1 round
Components V, S
Range touch
Target manufactured weapon touched
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
Prudence can make one manufactured weapon look like a different manufactured weapon of the same size and relative encumbrance. eg. she could make a Small greatsword look like a Small quarterstaff, a Medium club, or a Large dagger. Even the appearance of an improvised weapon is possible. The extent of the apparent change is up to her. She could add or obscure a minor feature or make the item look like it is composed of different materials (stone, wood, etc). The spell does not provide any of the abilities of the chosen form, nor does it alter the perceived tactile or audible properties of the item or how it is wielded. A creature that interacts with the glamer may attempt a Will save to recognise it as an illusion.

Summon Spirit I
School conjuration
Casting Time full round action
Components V, S
Range close (30 feet + 5 ft/level)
Effect one simple spirit
Duration 1d4 +1 round per level
Summons a simple spirit (see page 240) to fight or perform tasks for the caster. The caster may command the spirit throughout the duration as a move action that does not provoke attacks of opportunity. The spirit may move beyond the range after being summoned.

Web Bolt
School conjuration (creation); Level 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect fist-sized blob of webbing
Duration 1 min./level
Saving Throw Reflex negates; see text; Spell Resistance no
You launch a ball of webbing at a target, which must make a save or be affected as if by a web spell occupying only the creature’s space. If the creature saves or breaks free of the webbing, the remaining webs dissolve and the square is not considered difficult terrain. The spell has no effect if the target is not on or adjacent to a solid surface that can support the webbing.
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. Creatures caught within a web become grappled by the sticky fibres. Attacking a creature in a web doesn’t cause you to become grappled.
Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat manoeuvre check or Escape Artist check as a standard action against the DC of this spell.
The strands of a web spell are flammable. Any fire can set the web alight and burn it away in 1 round. The creature(s) within the flaming web takes 2d4 points of fire damage from the flames.