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.