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About ..Penance.. Penance
Apprentice Devilbinder - When you cast a summon monster spell to summon a devil or fiendish creature, the duration of that spell increases by 1 round. In addition, you gain a +1 trait bonus on opposed Charisma checks against devils conjured with planar binding spells, and payments to devils you conjure with planar ally spells are reduced by 10%. [Campaign Trait] Behind the Veil - Characters with this trait gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Gnomes can take this trait in place of low-light vision. [Race Trait] 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. Gnomes can take this trait in place of weapon familiarity. [Race Trait] Fey Magic - Gnomes with this racial trait increase the DC of spells of the compulsion subschool they cast by 1. Additionally, if the gnome has a Charisma score of 11 or higher, she also gains the following spell-like abilities: 1/day—charm person, dancing lights, entangle, and prestidigitation. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This replaces gnome magic, illusion resistance, and obsessive. [Race Trait] Gift of Tongues - Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred. [Race Trait] Haunted - Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. [Oracle Curse] Hide Tracks (Ex) - At 1st level, a heretical inquisitor is adept at hiding her tracks. Creatures attempting to track her take a –5 penalty on rolls to find or follow her tracks. [Inquisitor] Judgment (Su) - Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed. [Inquisitor] Lore of Escape (Ex) - At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers. This ability replaces monster lore. [Inquisitor] Keen Senses - Gnomes receive a +2 racial bonus on Perception checks. [Race Trait] Mediator (Trait) - You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms. [Social Trait] Patient Sensibility (Su) - You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks. [Inquisition] Pierce the Shadows (Su) - The shadows step aside from your baleful gaze, affording you sight in even the deepest darkness. You gain darkvision 60 feet. If you already have darkvision, increase your existing darkvision by 60 feet instead. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a deeper darkness spell. [Revelation] Power Hungry - You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power. [Drawback] Stern Gaze (Ex) - Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). [Inquisitor] Vagabond Child (Trait) - Select one of the following skills: Weapon Proficiencies - hand crossbow, longbow, repeating crossbow, shortbow. [Inquisitor] Judgments:
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. Escape: Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill). Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Background:
Parents Kromnite and Besha were sworn followers of Iomedae. They were life-long companions and survived numerous battles together. He a paladin and she a cleric, they eventually fell in love which led to a night of passion. Less then a year later, Besha gave birth to a healthy baby boy. They named him Halagaloom and loved him as much as any parents could. But they were in enemy territory when the civil war broke out and Besha became crippled shortly after giving birth. A tower had collapsed killing several people and injuring dozens more. Besha became paralyzed from the waist down. They holed up and hid out in a small town called Brastlewark and did their best to keep secret. They pretended to be followers of Asmodeus if only to protect their child and their love, but they secretly continued to worship and pray to Iomedae. When Halagaloom was old enough, he was sent to learn at an Asmodean convent but was taught the teaching of Iomedae at home behind closed doors. They even taught him the true history of the empire and kept official versions of history books and documents before they were edited. He learned first hand the power of lies. For a time, he believed in his parents and their savior and did his best to hide his secret life. Life was hard for the gnomish family as one can imagine.. As Halagaloom grew older (but not bigger), he began to face the hard reality of Cheliax. He was often bullied and even occasionally tortured. The population here respected strength and Halagaloom did not have it. He was smart and charming, and while his teachers and the priesthood liked him, most others did not. Where some saw knowledge, others saw weakness. He would often walk home crying and pray to Iomedae for aid, but none ever came. The years took their toll on him and he was worn down, eroded away. As he neared adult hood, he finally broke. He was frustrated by the lack of support from his parent’s fake god, and knew that true power was to be demonstrated, but he also had learned the value of hiding. It wasn’t long before he confessed his life style to the church superiors and had his parents arrested. They were taken by Hellknights and publicly executed for concealing illegal historical accounts of Thrune's history, their bodies left on display for weeks. He would spend days watching their bodies rot away while he continued his studies of Asmodeus. At having displayed such loyalty to the church, he was rewarded by becoming an informant. He also stopped using his birth name and took on the moniker “Penance”. He excelled at gathering information, whether by charm or force. He dabbled with poisons and was slowly learning summoning rituals. After several years of exceptional service, he was tasked with uncovering heretics in Longacre. More specifically, he was sent to learn more information about the current military veterans and any activities that they may be up to. He has only been in Longacre for a few weeks and is still staying at the inn but his funds are running low. Despite numerous letters sent to his church superiors, he has not yet heard word back.
Appearance:
Penance stands 3’5” tall and weighs roughly 40 pounds. He dresses in peasant clothing to help him blend in with common people, but when he needs the authority of the church behind him he wears his mask, dark robes, dark cloak and hood and prominently displays his iron holy symbol of Asmodeus. He has plain brown eyes, short black hair, and for the most part is unnoticeable. However his eyes belie a malice rarely encountered in gnomes. 10 Minute Background:
Concept Points 1. Penance is patient, thorough, and thrives on learning secrets. 2. He is educated and well spoken. 3. He takes pride in his knowledge and his ego swells when he knows something that others don’t. He almost gloats in these situations. 4. He is very socially adapt. He can fit into numerous social situations and flourish, from grand balls with high royalty to personal dinners with peasants. He lies with the best of them and can sense deception rather well. 5. Penance is a horror of the mind. The fear lies in what others think he is capable of. He is not physically intimidating. Instead he plays on people’s fears. He speaks slowly and politely as he tortures people, as if what he is doing is completely normal and expected. Goals
Secrets
Acquaintances
Mannerisms
Summoned Fiendish Eagle:
Summoned Fiendish Eagle N Small Fiendish animal Init +2; Senses darkvision 60 ft.; Perception +10 -------------------- AC 14, touch 13, flat-footed 12 (+2 Dex, +1 Natural, +1 Size) Hp 6 Fort +3, Ref +4, Will +2 SR 5 Resistances cold 5, fire 5 -------------------- Speed 10 ft.; fly 80 ft. (average) Melee 2 talons +3 (1d4,x2) bite +3 (1d4/x2) Special Attacks Smite good -------------------- Str 10, Dex 15, Con 12, Int 12, Wis 15, Cha Base Atk +0; CMB -1; CMD 11 Feats Weapon Finesse Skills [+8] Fly [+10] Perception Racial Modifiers +8 Perception -------------------- Smite Good 1/day as a swift action (adds CHA bonus {+0}) to attack rolls and damage bonus equal to HD (+1) against good foes; smite persists until the target is dead or the fiendish creature rests. |