Madge Blossomheart

Lady Rosalyn Aanya_Luminuss's page

49 posts. Alias of Johnny_Panic.


Full Name

Lady Rosalyn Aanya Luminuss

Race

Aasimars [Outsider Native]

Classes/Levels

Cleric L3

Gender

Female

Size

6'4" 68lb

Age

Looks 20

Alignment

CN

Deity

Soriel-That which is Many

Languages

Common + Celestial

Occupation

Combat Healer

Strength 14
Dexterity 16
Constitution 13
Intelligence 14
Wisdom 16
Charisma 15

About Lady Rosalyn Aanya_Luminuss

Level(s)/Tier Cleric L3 | HP: 20/20 | AC: 16 / T: 13 / FF: 13 / [DR5/— [Cold/Acid/Electricity] [DR1/—Fire], SR: -, Resist: Immune: Sleep | Fort: +4, Ref: +4, Will: +6 | M. Atk: +4, R. Atk: +5, M. Touch: +5, R. Touch: +5 | CMB: +4, CMD: 16 | Init: +2, Perception: +10 [Dark Vision 60']

Channel Energy (Su) 2d6 [4/5] Day r30'
Fire Bolt (Sp): [5/6] Day DMG1d6+1 r30'

*+2 trait bonus on all saving throws against charm and compulsion effects.
*–2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.
+2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead)

Statistics:

N Medium Outsider (Native)
Init +3; Senses Perception +10 Dark Vision 60'
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DEFENSE
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AC 16, touch 13, flat-footed 14 (+3 armor, +3 dex, +0 shield)
HP 20/20 [1d8+1+5+3+3]
Fort +4, Ref +4, Will +6
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OFFENSE BAB+2
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Speed 40 ft.
Melee MBAB+4
Unarmed strike TH+5 [DMG1d3+2] x2 B+L
Cold Iron Spear TH+5 [DMG1d8+2] 19/20x3 [brace]
Cold Iron Dagger TH+5 [DMG1d4+2] x2

Ranged RBAB+5
Crossbow, light TH+5 [DMG1d8] 19-20x2 80'r
Sling TH+5 DMG1d4+2 50' range
Fire Bolt (Sp) RTA+5 [DMG1d6+1+1] x2 30'r [6/day]

------------------------------
STATISTICS
------------------------------
Str 14, Dex 17, Con 13, Int 14, Wis 16, Cha 15

Base Atk +2; CMB +4; CMD 16
Traits
1:Birthmark [Faith]
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

2:Flame-Touched [Magic]
You share an affinity with elemental fire.
Benefit: You gain DR 1/— against creatures and attacks with the fire type.

3:Rich Parents [Social] [From Feat]
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances.
Benefit: Your starting wealth increases to 900 gp.

4: Arcane Dabbler [Regional][From Feat]
Your study of magic is shown by your expertise in the simplest of magical exploits.
Benefit: Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st).
If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.
1: Prestidigitation 1/day
2: Know Direction 1/day

5: Pyromancer [(Aasimar)][From Drawback]
You're especially adept at casting flame-based spells.
Benefit: You gain a +1 trait bonus on damage rolls for any spell you cast with the fire descriptor. Spells that do not deal damage do not benefit from this trait.

Drawbacks
1:Naive
Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism.
Effect: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.

Feats
1: Additional Traits
You have more traits than normal.
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

2: Weapon Finesse
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

-:Improved unarmed Strike [Faith]

Skills (12 points; 2 class, 2 INT)
ACP -0

+8 Acrobatics(+3dex, +2rank +3Class)^<
+2 Appraise(+2int, 0rank)<
+2 Bluff (+2Cha 0Rank)
+2 Climb(+2str, 0rank)^
+6 Craft[medical](+2int, 1rank)< ※
+3 Fly (+3dex, +0rank +3Class)
-- Disable Device (+2int, 0rank)
+8 Diplomacy (+2Cha+1Rank+3class+2race)<
+2 Disguise(+2cha, 0rank)
+3 Escape Artist(+3dex, 0rank)
+12 Heal (3wis 3rank +3Class +2Item +1item)< ※
+2 Intimidate (+2Cha 0Rank)
-- Knowledge (Dungeoneering) (+2int, 0rank)
-- Knowledge (Engineering) (+2int, 0rank)
-- Knowledge (Geography) (+2int, 0rank)
+6 Knowledge (History) (+2int, +1rank +3class)<
-- Knowledge (Local) (+2int, 0rank)
-- Knowledge (Nature) (+2int, 0rank)
+6 Knowledge (Nobility) (+2int, +1rank +3class)<
-- Knowledge (Planes) (+2int, 0rank)<
+6 Knowledge (Arcana) (+2int, 1rank +3class)<
+6 Knowledge (Religion) (+2int, 1rank +3class)<
+6 Linguistics(+2int +1rank +3class)
+10 Perception(+3wis+2rank+3race+2Race)<
+6 Profession (healer) (+2int 1rank +3class)※
+2 Ride (+2Str 0ranks)<
+2 Perform (+2Cha 0Rank)
+7 Sense Motive(+3wis, 1rank +3class)<
-- Sleight of Hand(+3dex, 0rank)
+2 Spell craft(+2int, 0rank)<
+3 Stealth(+3dex, 0rank)^
+3 Survival(+3Wis 0rank)
+2 Swim (+2Str 0rank)^
+6 Use Magic Device(+2cha, +1rank +3class)<

Concentration +6 (3CL+3WIS)

※ background skills

< = Classfeat other Skill

*ACP applies to these skills

Non-Standard Skill Bonuses
Perception +2Race)<

Languages: Common + Celestial

Occupation: Combat Healer

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

*+2 trait bonus on all saving throws against charm and compulsion effects.
*–2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.
+2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead)

Resistance: DR5/— [Cold/Acid/Electricity]
Resistance: DR1/— [against creatures and attacks with the fire type]

Spells:

------------------------------
Spells
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Spells:
Orisonsx4 DC13
1:Read Magic
2:Detect Magic
3:Mending
4:Create Water

Level 1 2+1+1 DC14
D:longstrider [used]
1:Dream Feast [Used each night]
2:Air Bubble
3:celestial-healing
-:cure-light-wounds

Level 2 1+1+1/day DC15
D:produce flame
1:Admonishing Ray
2:Lesser Restoration
-:cure-moderate-wounds

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------

Armor
MW Red Parade Armor 175gp 20lb

Weapon
- Cold Iron Spear 6lb 8lb [Hand]
- Cold Iron Dagger 4gp 1lb [Boot]
- Weapon Cords 8sp --lb [Spear]
- Crossbow, light 35gp 1d8 80' 19-20/×2 4lb [Leg strap]
- Bolts 2gb [20/20] 2lb [Leg straps]

Silkweave Spell component pouch 10gp 1/4lb
- Small Cumpuss 2gp --lb
- Travel documents --
- Letters of reference.--
- Magisterium mask

Silkweave Belt Pouch 1 2gp 1/4lb
Signal whistle x1 2sp --lb
Note book and Silver point pen 3gp --lb

Silkweave Belt Pouch 2 2gp 1/4lb
- Healers Kit 10/10 50gp 1lb

Carrying Capacity
Light 0-100 lb. Medium 100-160 lb. Heavy 68-100 lb.
Current Load Carried 46 lb.
Money 0 GP 0 SP 0 CP

Starting coin: [1040gp] 140gp+900gp[trait]

Background:

10 mins Background
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.

0:Noble - Lady Rosalyn Aanya_Luminuss is a noble of the Underwater city of Soliana.
1:Not be cruel - She has a deep need to save others, she is drown to those in trouble and suffering. Companion and Empathy are big parts of her personality. She would never knowing be cruel I others.
2:over protective - She has a deep fear of loss and losing those she cares for, this can lead her to be over protective and place herself in the way of harm that would hurt others.
3:Death of Brother - As a child she believes her actions lead to the death of her twin brother. Something she has never forgiven herself for. She keeps with her a small part of him in the hope that one day she can bring him back to life.
4:Shame and Honor She was not born with wings but grow them in purity. This led to some embarrassment in the family. It was only when she was seen by a priestess of Soriel-That which is Many. That she was seen as holy touched child that should be trained in the way of the faith. This was done and so she gave the family honor in this. Shame and honor mean a lot to her.
5:Odd habits - She has some odd habits, She is a strict vegan, and eats no form of animal or animal product. She dose not drink alcohol unless medicinal. She is close to fanatical about cleanliness and is almost OCD about being tidy.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

1:To fine a way to resurrect her dead brother. This is a core driving force behind her actions. Her own happiness can second to this need. That at times can bring her into conflict with her own need to help others and protect them.

2:To gain the honor of becoming a high priestess of Soriel-That which is Many. With the respected and power to help others.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1:Where others believe her brothers death was just bad luck she knows it was her own actions the coursed his death.
2:Her brother is not dead but alive.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
1:Her father Load Anaya master of Luminous tower and keep, one of the protective towers of her home city. Her family has the great honer of being lords over it. Her brother was to take over the lordship be she knows that can't happen now with his death. She may have to tale the roll.
2: The high priestess Lirona Coll-ath. Her teacher and training in the cleric-hood. It was she who told her family that Rosalyn should be trained in the ways of the faith.
3:The Orc chieftain Fegaruk who she and others bested when he and his tribe attack the Luminous keep.

Step 5: Describe three memories that your character has.
1: She is sitting on her fathers lap, her brother playing with his toy soldiers. Her father telling her stories of the family and hits history.
2: Her brothers screams as he was crushed under a rock slide. A slide she had started when she had jumped to him on a high rock. He has called to late for her to stop saying it was unsafe. He fell while she her gifts saved her. The guilt and crying after, they never found his body, berried as it was under a mass of rock. All they found was some of his blood on an his hat. This she keeps with her.

1: fear
Being buried alive.

Appearance and Personality:

IMAGE HERE
Lady Rosalyn Aanya Luminuss
Classes/Levels Cleric L3
Gender Female
Race: Aasimars
Size 6'4" 68lb
Age Looks 20
Alignment NG
Deity: Soriel-That which is Many

Description:
Rosalyn is 6'4" tall and willow thin. She has shimmering red hair, light red toned skin, eleven like ears and dark green eyes. She moves with grace, fast and athletic. Her clothing is that of Noble of Underwater city of Soliana. On which clearly are the marking of a cleric of Soriel-That which is Many. In her boot is a dagger, In her hands is a cold Iron tipped spear.

Personality:
Rosalyn as a noble of the Underwater city of Soliana. She is well spoken, educated and had good manneres with a gentile nature. At times she has big mood swings, one moment happy go lucky, the next sombre. Its as if something is haunting her. She looks 20 but acts a lot older, seeming to have expertise in to many things for a 20 year old. She seems always willing to help others. But then again she also seems to always be looking into things and exploring, her very soul seems restless as if searching.

Race Aasimar:

Racial Traits

Standard Racial Traits

Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.

Type: Aasimars are outsiders with the native subtype.

Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Aasimars have a base speed of 30 feet.

Languages
Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Celestial Resistance
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits
[Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Magical Racial Traits Spell-Like Ability (Sp):
Aasimars can use daylight* once per day as a spell-like ability (caster level equal to the aasimar's class level).
[*The light from this is red not white]

Darkvision
Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Aasimar Cleric Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders.

Class Cleric L3:

BAB+2
Saves +3/+1/+3
Special Aura, channel energy 2d6 D Positive, domains x2, orisons, spontaneous casting

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
Skill Ranks Per Level: 2 + Int modifier.
The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Energy (Su) 2d6 [4/5]day
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

- Domains -

Domain: Travel
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su) 6/day
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—longstrider, 2nd—locate object,

Domain Fire

Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Bolt (Sp): 6/day DMG1d6+1 30'r
As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—burning hands, 2nd—produce flame,

NOTES:

Strength [14][+2][14]
Dexterity [17][+3][17]
Constitution [13][+1][13]
Intelligence [14][+2][14]
Wisdom [16][+3][14][+2race]
Charisma [15][+2][13][+2race]

Saves:
F=+4 [+3class+1Con]
R=+4 [+1Class+3Dex]
W=+6 [+3class+3Wis]

Hope is being able to see light despite the darkness
Soriel is not a single being but many, appearing as but balls of light or taking the form of a body-less voice, of multiple things speaking at once. He represents Enlightenment, Community, and Defending those in need. Followers of his faith are taught to grow and learns from their mistakes so that they may further teach others.

Favored Weapon: Unarmed Strike
Symbol: A Tree with many roots spreading far and wide.
Sacred Animal: The Firefly
Sacred Color: Dark Green