Lucretia Daellum Adella

Pura Guile's page

65 posts. Alias of Michael Riter.


Full Name

Pura Guile

Race

Halfling

Classes/Levels

Bard/Inquisitor

Gender

Female

Size

Small

Age

22

Alignment

Lawful Evil

Deity

Norgorber

Location

Varisia

Languages

Common, Halfling, Aklo, Infernal, Varisian

Occupation

'Orphan'

Homepage URL

http://www.myth-weavers.com/sheetview.php?sheetid=1009977

Strength 8
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 18
Charisma 18

About Pura Guile

Back Story:
No one enjoys being possessed... especially not by a daemon. It's not as bad as being taken over by a demon, but Pura Guile would have much preferred a devil as any native Chelaxian would. It may or may not have been her own fault too; people who steal in Cheliax -especially halflings- are often subjected to cruel and unusual punishments. All it took was her to be disciplined by the wrong Hell Knight Order... one that allowed a daemon summoner into their midst. Several dozen spells and torture sessions later and Pura had a demon festering inside of her.

Not that the Hell Knights knew of course. Otherwise they would have killed her on the spot. No, instead they allowed her to be taken off as a slave and to serve out the rest of her sentence in the city of Ardis. Not many side effects of the possession had developed yet. Perhaps an out of place book or even a levitating tea cup. But in a world full of magic, Pura found that easy to overlook. That's when things became much worse. Pura's personality changed drastically, turning the lovable rogue into a spite filled being, manifesting more and more of the daemon's personality as time went on. Eventually, the change was too drastic for her owners to be ignored and they went out seeking help. That's when Pura met the Professor for the first time.

The Professor contacted a few trained healers and priests he knew and had them perform the exorcism on her. The procedure... was not exactly successful, leaving not only one Priest dead, but a piece of the daemon had lodged itself too deeply in Pura's soul to be removed totally. The Professor left saddened, but with the promise that he will return when he needed a favor from her owners... or Pura herself.

But unfortunately for her owners, the procedure had warped her mind too far. Not remembering any of her past before the procedure, Pura murdered the two of them (despite being relatively kind slave owners) and fled, living out the next few years of her life as an 'orphaned child' on the streets of Caliphas, stealing and convincing others to take pity on her in order to survive. However, she never quite stopped thinking about the Professor's promise... and then she heard the news of his death.

As of now, there are only two goals on her mind. To pay respects to the Professor and to find a way to rid herself of this daemon once and for all... no matter what she has to do in order for the separation to be complete.

Stat Block LONG VERSION:
Pura Guile
F Lawful Evil Halfling Bard/Inquisitor, Level 1, Init +3, HP 9/9, Speed 20 ft
AC 14, Touch 14, Flat-footed 11, CMD 11, Fort +4, Ref +4, Will +7, CMB -2, Base Attack Bonus 0
Sling (Rocks) +3 (1d3, x2)
(+3 Dex, +1 Size)
Abilities Str 8, Dex 16, Con 12, Int 12, Wis 18, Cha 18
Condition Rounds of Shadow Weave: 8 Rounds

Bardic Knowledge (Ex)

A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance

The umbral weaver does not gain the bardic performance ability or any of its performance types.

Wisps of Dusk (Sp)

At 1st level, the umbral weaver learns how to create miniature globs of shadows that act like dancing lights in all ways except as follows.

Rather than each light illuminating as a torch, each wisp reduces the light level by one step within a 20 foot radius. Several wisps of dusk do not stack to reduce the light level of an area more than once. At 7th level, activating this ability is a move action. At 13th level, activating this ability is a swift action.

Whispered Lore

The umbral weaver adds a number of spells to class list. These are not automatically added Umbral Weaver to the umbral weaver's spells known.

0th - dim*, shadow snag*; 2nd - shadow ribbons*; 3rd - deeper darkness; 6th - greater shadow conjuration

The umbral weaver also automatically adds a select few spells to his spells known when he first is able to cast spells of their level. These spells known do not count against their limit of spells known.

trifling image* (cantrip); silent image (1st); minor image (4th); major image (7th); hallucinatory terrain (10th); persistent image (13th); permanent image (16th). Spells marked with an asterisk (*) are detailed below.

Finally, an umbral weaver's spells may be affected by Silent Spell and do not have a verbal component unless the spell normally has one.

Shadow Weave (Su)

The umbral weaver's mastery of shadows allows him to manipulate shadows in ways others can only dream of. At 1st level, the umbral weaver may create a shadowy weave and have it hinder his enemies as it subtly restricts the target's movement.

The tendrils generally appear on the body of those affected by them. He may use this ability for a number of rounds per day equal to 4 + his Charisma modifier.

At each level after 1st, he can use this ability an additional 2 rounds per day.

Activating the shadow weave requires a standard action, but it can be maintained each round as a free action. The shadow weave 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. An umbral weaver cannot have multiple shadow weaves at once. At 7th level, activating the shadow weave requires a move action. Ending the shadow weave is a free action.

Each enemy within 60 feet of the umbral weaver takes a -1 penalty to hit and damage, as shadows slightly hinder their movements. This penalty increase by 1 at 5th level and every 6 levels thereafter (11th and 17th) to a maximum of -4 at 17th level. The umbral weaver must be aware of an enemy to have the enemy be affected by the shadow weave.

While potent in its own right, the true power of the shadow weave is the ways in which the umbral weaver can suddenly concentrate the entire weave to affect one or more enemies, as detailed below.

This ability counts as bardic performance for feats and traits that modify the number of bardic performance rounds available to a bard (i.e. Extra Bardic Performance), but not for anything else (i.e., Lingering Performance).
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.

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.

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.

Judgment (Su)

A grand inquisitor's list of judgments is limited. She can only select her available judgments from the following list: Healing, Piercing, Protection, Purity, and Resilience.

This ability modifies judgment.

Inquisition Domain

All grand inquisitors start their path with one domain. Unlike common inquisitors, this domain grants grand inquisitors the bonus spells listed, plus a bonus spell slot of each spell level. The grand inquisitor may not select an inquisition.

This ability modifies domain.

Monster Lore (Ex)

The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons

Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

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).

Trickery domain:
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

Bard:
Bardic Performance

Bardic Knowledge (Ex)

A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
The umbral weaver does not gain the bardic performance ability or any of its performance types.

Wisps of Dusk (Sp)

At 1st level, the umbral weaver learns how to create miniature globs of shadows that act like dancing lights in all ways except as follows.

Rather than each light illuminating as a torch, each wisp reduces the light level by one step within a 20 foot radius. Several wisps of dusk do not stack to reduce the light level of an area more than once. At 7th level, activating this ability is a move action. At 13th level, activating this ability is a swift action.

Whispered Lore

The umbral weaver adds a number of spells to class list. These are not automatically added Umbral Weaver to the umbral weaver's spells known.

0th - dim*, shadow snag*; 2nd - shadow ribbons*; 3rd - deeper darkness; 6th - greater shadow conjuration

The umbral weaver also automatically adds a select few spells to his spells known when he first is able to cast spells of their level. These spells known do not count against their limit of spells known.

trifling image* (cantrip); silent image (1st); minor image (4th); major image (7th); hallucinatory terrain (10th); persistent image (13th); permanent image (16th). Spells marked with an asterisk (*) are detailed below.

Finally, an umbral weaver's spells may be affected by Silent Spell and do not have a verbal component unless the spell normally has one.

Shadow Weave (Su)

The umbral weaver's mastery of shadows allows him to manipulate shadows in ways others can only dream of. At 1st level, the umbral weaver may create a shadowy weave and have it hinder his enemies as it subtly restricts the target's movement.

The tendrils generally appear on the body of those affected by them. He may use this ability for a number of rounds per day equal to 4 + his Charisma modifier.

At each level after 1st, he can use this ability an additional 2 rounds per day.

Activating the shadow weave requires a standard action, but it can be maintained each round as a free action. The shadow weave 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. An umbral weaver cannot have multiple shadow weaves at once. At 7th level, activating the shadow weave requires a move action. Ending the shadow weave is a free action.

Each enemy within 60 feet of the umbral weaver takes a -1 penalty to hit and damage, as shadows slightly hinder their movements. This penalty increase by 1 at 5th level and every 6 levels thereafter (11th and 17th) to a maximum of -4 at 17th level. The umbral weaver must be aware of an enemy to have the enemy be affected by the shadow weave.

While potent in its own right, the true power of the shadow weave is the ways in which the umbral weaver can suddenly concentrate the entire weave to affect one or more enemies, as detailed below.

This ability counts as bardic performance for feats and traits that modify the number of bardic performance rounds available to a bard (i.e. Extra Bardic Performance), but not for anything else (i.e., Lingering Performance).

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.

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.

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.

Judgment (Su)

A grand inquisitor's list of judgments is limited. She can only select her available judgments from the following list: Healing, Piercing, Protection, Purity, and Resilience.

This ability modifies judgment.

Inquisition Domain

All grand inquisitors start their path with one domain. Unlike common inquisitors, this domain grants grand inquisitors the bonus spells listed, plus a bonus spell slot of each spell level. The grand inquisitor may not select an inquisition.

This ability modifies domain.

Monster Lore (Ex)

The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

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).

Trickery domain:
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

Race+Traits:
+4 Total vs Fear

Effect: Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.
Benefit: You can use your Intimidate skill to demoralize animals and vermin; Intimidate is a class skill for you.
Making Good on Promises:
Benefit: You gain a +2 trait bonus on saves against fear effects.
Maestro of the Society: +3 Bardic Performance

Polyglot Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages. This racial trait replaces keen senses and alters the halfling language racial trait.

Shiftless Halflings have a reputation for larceny and guile—and sometimes it's well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.