Anobaith

Liraela the Inkweaver's page

332 posts. Alias of bigrig107.


Full Name

Liraela Varima, the Inkweaver

Classes/Levels

LN Female Vishkanya Unchained Rogue (Deadly Courtesan) 3/Bard (Street Performer) 1 | HP 31/35| AC 22 (15 touch/17 FF | Fort +2, Ref +6, Will +-1 | Perception +5

Size

Medium

Age

20

Alignment

Lawful Neutral

Deity

Ravithra

Strength 8
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About Liraela the Inkweaver

Liraela:
Liraela Varima, the Inkweaver
Perception- +8
Init- +5

==Defense==
AC 22 (+5 armor, +5 Dex, +2 natural) 15 touch, 17 flat
Hp 43 (5d8+15)
Fort- +2 Ref- +10 Will- +3
(+5: poison) (+4: bardic performance, sonic, and language-dependent effects.
CMD 16 (+2 - resist grapple or reposition)

==Offense==

=melee=
-+1 kukri +9 (1d4+6/18-20/x2/S)

-+1 kukri +9 (1d4+6/18-20/x2/S) and
+1 kukri off hand +7 (1d4+6/18-20/x2/S)

-+1 silver dagger +9 (1d4-2/19-20/x2/P or S)

dice=Attack]1d20+7[/dice] dice=Damage]1d4+6[/dice]

=ranged=
blowgun +8 (1d2/x2/20 feet/P)
shuriken (10) +8 (1d2-1/x2/10 feet/P)

BAB- +3
CMB- +2

==Special Abilities==
Posion: 2/day, Weapon—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex or Sleep Venom; cure 1 save.]
Sneak Attack: +2d6

==Performance==

=Rogue= (4 rds/day)
-Fascinate: Will DC 15, fascinated, target must be within 90 feet.
-Inspire Competence: ally within 30 feet, 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.

=Bard= (8 rds/day)

-Fascinate: as rogue
-Disappearing Act (Su): A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components. This performance replaces inspire courage.
-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 noninstantaneous 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.

==Feats==
B- Weapon Finesse: Dex to attack
1- Sleep Venom: As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and secondary effect of your venom to the following: initial effect staggered for 1d4 rounds; secondary effect unconsciousness for 1 minute. You must make the decision to alter your venom before you apply it to a weapon.
3- Lingering Performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
5-Two-Weapon Fighting

==Skills== skills per level: 7 (+2 background) ACP: 0

Acrobatics: +9 (+4 Dex, +2 rank, +3 class)
Bluff: +13 (+3 Cha, +4 rank, +3 class, +2 race, +1 bard)
Diplomacy: +13 (Versatile Performance: Sing)
Disable Device: +14 (+4 Dex, +4 rank, +3 class, +1 rogue, +2 item)
Disguise: +8 (+3 Cha, +2 rank, +3 class, +1 bard)
Escape Artist: +9 (+4 Dex, +2 rank, +3 class)
Intimidate: +7 (+3 Cha, +1 rank, +3 class)
Knowledge (Local): +5 (+1 rank, +3 class, +1 bard)
Knowledge (Nobility): +4 (+1 rank, +3 class)
Perception: +8 (-1 Wis, +4 rank, +3 class, +2 race) (+1 traps)
Perform (dance): +7 (+3 Cha, +1 rank, +3 class)
Sense Motive: +13 (Versatile Performance: Sing)
Sleight of Hand: +11 (+4 Dex, +4 rank, +3 class, +1 bard)
Spellcraft: +5 (+2 rank, +3 class)
Stealth: +14 (+4 Dex , +5 rank, +3 class, +2 race)
Swim: +3 (-1 Str, +1 rank, +3 class)
Use Magic Device: +7 (+3 Cha, +1 rank, +3 class)

=Background skills=
Craft (tattoos): +9 (+5 rank, +3 class, +1 trait)
Perform (sing): +13 (+3 Cha, +5 rank, +3 class, +2 item)

Bonuses: +1 Sense Motive/Survival, Sense Motive is class skill (trait); +2 Diplomacy, Linguistics, Perform (relic); 2 Perception/Stealth/Bluff (Vishkanya); +1/2 level- Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (bard)

The Rogue (Unchained)'s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

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)

==Traits==
Magical Knack (bard): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Rising Star: All too often, great minds must suffer fortheir art, but you’re one of the lucky ones. Your skills attracted the attention of a noble patron who pays foryour food, housing, and tools. As your patron introduces you to other cultural elites, you’re slowly learning to navigate the treacherous waters of high society, but you still remember the lean times when each meal was a hard-won treasure. You gain a +1 trait bonus on Sense Motive and Survival checks, as well as checks using a single Craft or Perform skill of your choice; one of these skills is always a class skill for you. Once each day, you can invoke your patron’s reputation or name one of your own prominent works to gain a +2 circumstance bonus on a single Bluff, Diplomacy, or Intimidate check. You begin the game with a masterwork musical instrument or tool appropriate to the Craft or Perform skill you selected, a gift from your patron.

Spellcasting:

==SLAs:==
Envoy Ring: (CL 3) 1/day: Disguise Self (24 hour duration), Charm Person (DC 15), Comprehend Languages

==Bard== (CL 4)
=Spells Known=
0 (4): Detect Magic, Light, Mage Hand, Ghost Sound, Lullaby
1 (2): Cure Light Wounds, Vanish, Silent Image

=Spells Per day=
1 (3):

Gear and Wealth:
Basic Gear:+1 darkleaf cloth leather lamellar armor (+5 AC, +5 max Dex, 0 ACP), kukri (2), blowgun, shuriken (10),a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, masterwork thieves’ tools, torches (10), trail rations (5 days), and a waterskin, poison pill ring

Poisons: medium spider venom, black adder venom, blue whinnis, oil of taggit

Magic items: Belt of Incredible Dex +2, concealing pocket, +1 silver dagger, Envoy Ring (Relic)

Envoy Ring: The ring grants its wearer a +2 competence bonus on Diplomacy, Linguistics, and Perform checks. Once per day, the wearer can speak a command word to transform her appearance and clothing, as per disguise self. The appearance of her clothing automatically matches the customs of the dominant culture around her, typically that of the local nobility or ruling class. Her physical features don’t match those of the local people, but features that would make her stand out—such as elf ears in a settlement where no elves live—diminish. This lasts up to 24 hours but can be dismissed at any time. The caster level of any spell effect generated by the ring is 1 + 2 per triumph attained.

The ring can be activated to use charm person (DC = 15 + 1 per additional triumph attained) and comprehend languages, each once per day.

Money: 1173 gold, 11 silver, 16 copper

Bard (Street Performer):
Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, 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 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 (see Table: Ability Modifiers and Bonus Spells).

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. The numbers on Table: Bard Spells Known are fixed.)

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.

Streetwise: A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1). This replaces bardic knowledge.

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% 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.

Gladhanding: A street performer earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature’s attitude for 1 minute, after which its attitude becomes one step worse than originally. This ability replaces countersong.

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 noninstantaneous 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.

Disappearing Act (Su): A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components. This performance replaces inspire courage.

-Versatile Performance (sing)(Ex): use Perform (sing) bonus in place of Diplomacy and Sense Motive

-Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Unchained Rogue (Deadly Courtesan):
The Rogue (Unchained)'s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (history), Knowledge (nobility) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Bardic Performance (Su): At 2nd level, a deadly courtesan gains the bardic performance ability and the fascinate bardic performance. Her fascinate DC is 10 + 1/2 her rogue level + her Charisma modifier. She can use this bardic performance for a number of rounds per day equal to 1 + her Charisma modifier. At each level after 2nd, she can use bardic performance for 1 additional round per day. If the courtesan also has bard levels, she may use these rounds for either class’s fascinate bardic performance, and her bard and rogue levels stack for determining her fascinate DC. This ability replaces the rogue trick gained at 2nd level.

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 Competence (Su): At 3rd level, a deadly courtesan can use her bardic performance to inspire competence. The bonus begins at +2 and increases by +1 for every six levels the courtesan has attained beyond 3rd (+3 at 9th and +4 at 15th). This ability replaces all levels of trap sense.

Vishkanya:
+2 Dexterity, +2 Charisma, –2 Wisdom: Vishkanyas are graceful but often irrational.
Vishkanya: Vishkanyas are humanoids with the vishkanya subtype.
Medium: Vishkanyas are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Vishkanyas have a base speed of 30 feet.
Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light.
Keen Senses: Vishkanyas receive a +2 racial bonus on Perception checks.
Limber: Vishkanyas receive a +2 racial bonus on Stealth checks.
Vishkanya clans that make their livings robbing or killing humans train to distract targets at critical moments. They gain a +2 racial bonus on Bluff checks. This racial trait replaces the racial bonus on Escape Artist checks.
Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.
Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action.
Deceptibe: Vishkanya clans that make their livings robbing or killing humans train to distract targets at critical moments. They gain a +2 racial bonus on Bluff checks. This racial trait replaces the racial bonus on Escape Artist checks.
Vishkanya Venom: Weapon—injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.
Languages: Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high Intelligence scores can choose from the following languages: Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon.

Background:
Liraela was born to one of the minor noble houses of Taldor, the Varima family. Unfortunately for both the family and Liraela herself, she was a Vishkanya born from an otherwise normal human pairing. The fact that her family immigrated from Vudra likely had some influence on her unusual heritage, but that same heritage had even more impact on how her family viewed her. As a newborn baby, Liraela was sent back to Vudra to hide the family’s shame at her birth.

She arrived back in Vudra to another branch of the family that didn’t want her, and spent the beginning years of her teenage life on the streets of Indapatta (the capital of Vudra) after being abandoned by the Varimas. She fell into a life of crime out of necessity, not greed, stealing at first to simply survive but eventually because she found she was extremely good at it.

When Liraela was but 12 years old, she found herself working for a street gang by the name of the Serpent Circle. She did a number of odd jobs over the next few years, eventually climbing up to a high enough rank to discover the secret behind the gang: it was led by Shekokkot, who was a royal naga. The young Vishkanya latched onto the impressive creature almost immediately recognizing a kindred spirit, or so she thought. The naga for its part brought the young snake-thief into its inner circle and assisted in her training (including teaching the teenager how to craft the most intricate of inked tattoos) until the Serpent Circle was broken up in a raid by the local authorities, forcing the naga deep underground in case its existence was discovered.

Left with no other options, Liraela spent the next few years just barely scraping by with her street talents, a mix of theft and exhibiting her tattoo art skills until she finally was reunited in a chance encounter with a distant cousin inside the Varima family who had held pity for the poor vishkanya child but didn’t have enough power to do anything about her unfortunate situation.

Now armed with the knowledge of who she was and what she had to gain, Liraela set off towards Oppara to set up shop and attempt to fight her way back inside the social structure of the Taldan elite, where she rightfully belonged. It was in her usual setup where she became embroiled with Lady Lotheed, whose attention she drew with both her grace and artistic ability in both her art and her singing voice. She’s performed a few odd jobs for the scheming politician, making quite a name for herself as an aspiring artist and vocal talent, and hopes to use even Lotheed’s limited influence to skyrocket herself back into her rightful family.

Appearance:
Liraela is a vishkanya, a scaled humanoid often thought to be related or intertwined with the more monstrous naga. Her skin is a deep, rich purple, with shiny scales. Nearly every inch of non-face skin is covered in various tattoos done by her own hand, most of them Vudran in style and usually serpentine in nature.

She most often dresses in deceptively short flowing gowns in darker colors that accent her royal purple scales, combined with as much fine golden jewelry as she can manage. Even her lamellar leather armor was hand crafted by the agents of the Circle of Serpents to accentuate her serpentine features, and dyed her favorite color (that deep rich purple she is so known for).

Envoy Ring:
This golden ring appears perfect on the outside, but the inside shows centuries of wear. A family crest adorns the front, depicting olive branches encircling two crowns, which seemingly indicates a house dedicated to ambassadorship and diplomacy.

The ring grants its wearer a +2 competence bonus on Diplomacy, Linguistics, and Perform checks. Once per day, the wearer can speak a command word to transform her appearance and clothing, as per disguise self. The appearance of her clothing automatically matches the customs of the dominant culture around her, typically that of the local nobility or ruling class. Her physical features don’t match those of the local people, but features that would make her stand out diminish, such as elf ears in a settlement where no elves live. This lasts up to 24 hours, but can be dismissed at any time. The caster level of any spell effect generated by the ring is 1 + 2 per triumph attained.