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Pharasma

Rosa Luminass's page

462 posts. Alias of Johnny_Panic.


Full Name

Rosa Luminass

Race

vitals:
HP 68/68; Initi+2; Darkvision 60ft; Fort+8/ Re+4/ Will+9; AC 12 / T12 / FF 10; CMB +5; CMD 15; Speed 30ft;

Classes/Levels

Cleric (Diabolism/Asmodeus) [9]

Gender

Skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2

Size

7'4" 160Kg

Age

unknown

Alignment

LE

Deity

Diabolism

Languages

Common + Infernal + Abyisol + Celestial

Occupation

Cleric of Diabolism

Strength 14
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 18
Charisma 12

About Rosa Luminass

Rosa Luminass LE Cleric of Asmodeus.

Rosa's hell Blade Dark contract

-Descriptions-
Sex - Female
Race - Tiefling Oni-Spawn (Hungerseed)
Classes - Fighter L1 Cleric (Asmodeus)[9]
Alignment - LE alignment.
Age - Unknown (Most of her life she was a mindless slave.)
Hight 7'4" (Size Mid)
Wight - 160kg
Hair - White metallic
Skin - Steel
Eys - Silver orbs metallic

Rosa dos not hide who and what she is, she is not in any way a Tiefling who lives in Shame. As a LE Cleric of Asmodeus Rose is how ever bound by law, She is cold hard unfeeling, but not cruel. She takes no joy from what she dos as a hound of hell. She hunts down and beings back the souls of the guilty, the law barkers. Her mind is sharp her wits fast her will like steel. Do not try to pleaded with her, or look to her good side, she has none.

Rosa is striking in looks, other worldly odd looks, disturbing looks. Her skin is metallic white, her fine white metallic sliver hair that always seems to be moving, her body gives off a cold haze even on the hotted sad. She is very tall (7'4"), age wise she looks around 30, she no horns but a tail. But she will never pass of any thing but Hell Spawn. Rosa She walks with grace and pride, and always keeps herself clean and well kept. Her eyes a metallic silver and seem to look beyond, where who can say, but Rosa sees things others should not.

CRUNCH::

Stats 25 points spend

Str 14 +2[2p +2 Race]
Dex 14 +2[5p]
Con 12 +2[2p]
Int 16 +2[5p +2 Race]
Wis 18 +4[5p +2 Race +2Class]
Cha 12 +1[5p -2 Race]

BAB +6+1
AM +9+4
AR +8+3

CMB +8
CMD 19/14FI

SAVES
FOR +7 [6 Cleric +1con]
REF +5 [3 Cleric +2dex]
WIL +10 [6 Cleric +4wis]

AC 21/13Tch/18FI [Scale Male +5 Dex+2 feat+1]

INITI +2
Perf Combat +
Speed 30' [wile In Armor] 40' with out.
HP 60/60 [12+7(5+1)+7]
[F-class cleric +1hp level.]

MW Adamantine Great Sword TH +9/+4 DMG 2d6+5 19/20x2
[Cold Iron] / throwing Dagger THR + 5 1d4+3 cr19/20 x2 ri10'
Shortbow THR +5 1d6 20/x3 ri60

FEATS and Traits Drawbacks::

Feats
1:
2:
3:
4:Leadership Scare 11

Traits
1: Breath Mark [Holy symble as Birth mark]
2: Born Leader +1 Leadership.


SKILLS::

Skill points' working on [7x9 = 62]
Acrobatics +3 1r [+2Dex]
Appraise +6 1r, [+3int]<
Bluff +5 1r, [+1Cha]<
Climb +6 1r, [+2Str]<
Craft +3 0r (+3Int) <
Diplomacy +5 +1r [+1Cha]<
Disable Device -- 0r, [+2Dex]
Disguise +7 1r,[+1Cha +2race]<
Escape Artist -- 0r,[+2Dex]
Fly --, 0r,[+2Dex]
Heal +10 1r [+4Wis] [+2item]<
Handel animal +5 1r [+1 Cha]<
Intimidate +15 9r [+1Cha +2race]<
Linguistics +7 1r,[+3int]<
Perception +8 1r, [+4Wis]<
Perform (All) +1 0r [+1Cha]
Profession(all) +4, 0r [+4Wis]<
Ride +10 5r [+2Str]<
Sense Motive +16 9r [+4Wis]<
Sleight of Hand -- 0r [+2Dex]
Spellcraft +12 6r, [+3int]<
Stealth +3 1r, [+2Dex]
Survival +6 0r, [+4wis] +2Item
Swim +2 0r [+2Str]<
Use Magic Device +12 8r,[+1Cha]

Knowledge (Arcana) +7 1r, [+3int]<
Knowledge (Engineering) +7 1r [+3int]<
Knowledge (Geography) +7 1r, [+3int]
Knowledge (History) +7 1r, [+3int]<
Knowledge (Nature) +7 1r, [+3int]
Knowledge (Nobility) +7 1r, [+3int]<
Knowledge (Planes) +7 1r,[+3int]<
Knowledge (Religion) +7 1r, [+3int]<
Knowledge (Local) +7 1r,[+3int]<
Knowledge (Dungeon) +7 1r, [+3int]<

Concentration [+8] +5+3

< class Skills + other
^Other

<Class + other skills


Race Tiefling Oni-Spawn:

(Hungerseed):

Standard Racial Traits

Ability Score Racial Traits:

Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Str, +2 Wis, +2 Int –2 Cha

Type: Tieflings are outsiders with the native subtype.

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

Speed: Tieflings have a base speed of 30 feet.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Feat and Skill Racial Traits

Skilled: Tieflings gain a +2 racial bonus on Disguise, Intimidate checks.

Prehensile Tail:
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Magical Racial Traits

Spell-like ability:
46 - You gain an additional +2 racial bonus to your Intelligence score.

Senses Racial Traits

Darkvision:
Tieflings can see perfectly in the dark for up to 60 feet.
Other Racial Traits

Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

Cleric:

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).

Thought [Knowledge] Domain

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp):
You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Read Minds (Su):
At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your cleric level + your Wisdom modifier. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. DC19 Will

1st—comprehend languages, 2nd—detect thoughts, 3rd—seek thoughts, 4th—divination, 5th—telepathic bond,

Travel Domain

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):
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.

Dimensional Hop (Sp): 80'
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport,

Channeling: Neg-Energy 1d6 2/day

Spells:

Level 4 (at Will)
1: Detect Magic/Power* [*if transparency rules]
2: Mending
3: Read Magic
4: Spark

1st Level 3+1
*: comprehend languages
1: Vigor Lesser 12r 1hp
2: Endure Elements < as CLQ
3: .
4:
5:

2ed
*detect thoughts
1: Heroic Fortune
2: Admonishing Ray
3: Hold Person
4:
5:

3ed
*Fly
1:Aura Sight
2:Meld into Stone
3:Speak with Dead

4th
*DM door
1: infernal-healing fast healing 4 9mins
2: Dimension Door
3: Summon Monster IV [Lawful Evil only]

5th
*Teleport
1: summon-monster V [Lawful Evil only]
2: siphon-magic

<= used

Spoiler:

Items:

Dark contract - Intelligent, Adamantine [Rune Hell Blade] GW [Cohort]
Devil possessed.
Adamantine unHoly symbol, embedded in sword hilt. 5gp

Starting Gold = 45,00gp

--On body--
Armor:
Fine under Clothing, 10gp
Sleeves of many garments 200gp
In clothing
Small note-book and Silver point pen 5gp
Signal whistle x1 (--)
Ear plugs
Spell component pouch 5gp
2 antitoxin (-)

Wands
Shield 50/50
QMW 50/50

Mount-Bite'er::

Large Dire Wolf

Wolf, Dire
This immense black wolf is the size of a horse, its fangs as large and sharp as knives.

N Large animal
Init +2;
Senses low-light vision,
scent**
Perception +10

DEFENSE
AC 15, touch 11, flat-footed 13 (+2 Dex, +3 natural, +1 Leather Bording –1 size)
hp 37 (5d8+15)
Fort +7,
Ref +6,
Will +2

OFFENSE
Speed 50 ft.
Melee bite +7 (1d8+6 plus trip)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
Feats:
Run,
Skill Focus (Perception),
Weapon Focus (bite)

Skills
Perception +10,
Stealth +3,
Survival +1 (+5 scent tracking);
Racial Modifiers +4 Survival when tracking by scent


Items:

Barding Leather 40gp
On mount
1x Saddle, exotic riding 30gp 45lb
2x Saddlebags 8gp 16lb
[Saddle hook] Short bow 30gp
[Saddle hook] Quiver + 30 arrows. 10gp
Saddlebags
shovel/pick with case (8 lbs.),
7 days rations (7),
1 Waterskin(4),
leather sack (1/2),
2 torches (2),
1 Sunrod (1),
2x healer's kit (2), 20/20
1 explorer's outfit (6),
1 peasants outfit (2),
wine bottle (1/2).
waterproof map case (1/2),
spice it up (-),
2 flasks of oil (2)
1 climber's kit (5)
7 Animal feed, carnivore (per day) 5 cp 35 lbs.

Strapped to Saddle
1 waterproof bedroll(5),
1 tent (fits 2 people) (20)
1 length of 50 feet silk rope {5)

Cohort Hell Blade -Dark Contract:

Sheet here

Her bound Devil Cohort, part protester, part supervisor, part guild.
This Blade can teleport and fly at will. Its the kind of thing you don't want to meet, let alone with rose. Any one holding it takes 5 points of fire DMG per sound. So you better have fire resistance. She uses it to dispense Justice to the wicked and guilty.

The Sword give proficiency in its use as a great sword [only it], But at a price, the user may not use any other hand held marshal weapon or shield.

Back story:

Rosa remembers a time of rooms and play, in the house of her farther, there nana would look after her and tell her story’s of the world outside. Rosa knew she could not go out, it was a bad thing and if ever her father found her close to a door or shaded window, he was be very angery. Life was sunbeams for shuttered windows, play and sleep. The servants had a party for her, and nana gave her a new dress, rosa had just put it on when her Farther game. He told nana he needed rosa to come to his work shop and that she had to stay, nana was very upset, but Rosa went with her Farther. The room was big and rosa looked at all the books and bottles. A strange Patten had been made in the middle of the work area floor. Some thing was there, a monster, Rosa was not scared she had seen her father with Monsters before. Monster Held out its hand, “You come with me now” it said, Rosa looked at her Farther who just nodded, Rosa held her hand out, the Monster smiled, “The deal is done, you have want you wanted “ there was a flash and Rosa was in a hot place, all around Monster walked and worked, The one holding her hand held out a metal collar he placed around her neck. “You is slave now, you work here, carry and do fast or pain” he placed a drinking jug in her hands and her mind fogged over. Time passed, she worked with others like her in a great tent made of skin and bone. Sleep, eat work, if she was slow hes was crushed under foot, to awake the next day in the blood pits, Her body whole once more to be sent back to work carrying food and drink to the Monsters.
The tent moved, as its owner the lord of hell willed and she with it, she never once looked outside the tent, she knew only work, pain and sleep.

Then came the time of a fight, another slave, a new one was being slow, if he was not faster she and he would be crushed, he would not move more or let her past, so with one swing she smashed he head in and walked over his body to the tables. The Monsters seem to think this was funny, one of them picked Rosa up in its clawed hand, “Fine one this, she has fire in her, you wast such fire in slave, place her in the army she will do well.” With that he broke her neck. When she came to she was in a blood pit she had never seen before, it was a cell and standing over it was a Monster holding large knifes. There was others around her, “worms you are mine, so heed me well, lean to fight and die well and I may let you live again, you will fight and you will die, each time as our lord wills and you will do so no matter what” with that he throw the Knifes into the pit. "Last one standing gets out". Rosa did not win that day or the next, but soon she did and in doig so joined the ranks of hells army. There she became fodder fight and die in endless wars.

Time passed, then came to time of the sword.

She and others had been sent to frontaly attack a Devil, “You will charge at it all of you and keep it distracted while and agent of our master deals with it, most if not all of you will be sent back to the blood pits and death, this is what you are meant to do, Now go and die has our lord wills”
They ran over the hill and down to the waiting Devil, they died, its grate hammer smashing them while it tail flicked from side to side. Rosa was hit and thrown next to a rock, there she waited for death.

But as she lay dying she had time to see a shape move up behind the Devil, now eating some of her fellow dead. The Shape held in its hands a huge black and red sword, Then it moved to smite the Devil, but somehow it gave its place away, the devil move so fast she could not see, spinning it held in its hand a small bird.

“Do you think you could get me like that hell hound” The small thing In its hands screamed and the one with the sword stopped dead.

Why is he not moving

Rose thought, and then she could see, he had become stone. “Silly little hell hound”, the devil said, “he should know better than to send the likes of you, such and insult,” then its head high it screamed “if he wants ME! He can come himself” with one move of its tail it smashed Stone form.

Rosa closed her eyes as the rubble fell around her, she could hear the Devil had gone back to its meal. When she opened her eyes again, the pain was grater, but she could also see that the hounds sword had fallen by her side. She looked at it, it was a work of art, the runes on it seemed to flow and shift, so pretty, slowly she moved her hand to touch them.
“Arr” a voice said in her head “who do we have her, weak and small but there is room for improvement, you are one with a soul, but life yet, you must do”

They found her 2 days later, Still holding the Sword in the Back of the Dead Devil.

"This one is mine now" Said the sword "Make her whole once more and send her for Cleric Training, she is to be sent back!!!"

This is how Rosa's life as a Cleric of Hell Started, Her time on the prime has been hard but if her masters will she shall prevail.

Rosa's doll collection:

Made with the souls of the executed, she likes to make little dolls.

6x devil-doll

6x Terror Wolfs that they ride.


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