Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pharasma

Rosa Luminass's page

649 posts. Alias of Johnny_Panic.


Full Name

Rosa Luminass

Race

vitals:
HP75/75;Initi+3;Darkvision 60ft;Fort+7/Re+6/Will+11;AC:20/24/T15/FF16 CMB+5; CMD+15; Speed 50ft;DH:85'/90' CNG:2/7 RM:9/9 AF:8/8

Classes/Levels

Tiefling Devil-Spawn - Cleric (Diabolism) [L9]

Gender

Skills:
Dip +10,Intim+15 Heal +9, Perception +17, Sense Motive +19

Size

7'4" 160Kg

Age

unknown

Alignment

LE

Deity

Diabolism

Languages

Infernal + Common + Abyisol + Celestial

Occupation

Cleric of Diabolism

Strength 16
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 20
Charisma 14

About Rosa Luminass

Rosa Luminass Tiefling Devil-Spawn LE Cleric of Diabolism.

Intelligent: Hell Blade Dark Contract

Cohort: Hector The Imp

Descriptions
Sex - Female
Race - Tiefling Tiefling Devil-Spawn
Classes - Cleric (Diabolism) [L9]
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

Personality
Rosa dose not hide who and what she is. She is not in any way a Tiefling who lives in Shame. Her blood is that of Noble Devils of Hell and she has pride in that fact. As a LE Cleric of Diabolism Rose is bound by law and acts as its tool. She can be cold, hard, unfeeling, but not often cruel. She takes no joy from what she dos as a hound of hell, It's her job nothing more. She can be friendly even kind at times, but she's also know for her dark and sardonic senses of blunt rude Humor. Her mind is sharp her wits fast her will like steel. Rosa can be terrifying when she wants, she has a temper so its always a smart idea to keep on her good side.

Description
Rosa is striking in looks, You can't miss Rosa, standing some 7 1/2 feet tall and willow thin, she towers over most. Her other worldly and odd looks, disturbing looks can shock some. Her skin is metallic white, her fine white metallic sliver hair, her body gives off a cold haze even on the hotted day. Then her eyes, cold hard metallic silver orbs that seem to look at nothing but still seeing. Rosa is very tall, standing some 7'4" and stick thin. Age wise she looks around 30. As a Tiefling she has the normal horns, but silver and no tail. Rosa will never pass of anything but Hell Spawn. When she moves she moves with grace and pride because of that fact. She tries to always keeps herself clean and well kept. Her light black armor and black boots seem finely made. With her at all times is a large Black sword, it hums, and murmurs, whispers things, and rapped in dark shadows seemingly sucking up light, She carry's no other weapon. She has a Black Raven with her, then now and then a Imp can be seen with her as well.

CRUNCH:

INITI +3
Perf Combat +
Speed 40' [50']

Stats 25 points spend

Str [16][+3][5p][+2Item]
Dex [16][+3][5p][+2Item]
Con [12][+1][0p][+2Race]
Int [16][+3][5p][+2Item]
Wis [20][+5][5p][+2Race][+2levels][+2Item]
Cha [14][+2][5p][-2Race][+2Item]

AC 19/20^/24/29* - Tch 14/15^/19/22* FI - 17/21/24* [10+5^Armor+1Encharment+3Dex+1NA+0Other]
*Shield Spell +4 [1min]
^+5/+6 9 hours
Armor [2110gp]
Armor MW Devil Skin Leather + built in Mithral Shirt+1 15lb

AC [+4 Armor /+1/+2^ 9h Enchantment] ACP 0 SF 5%

SAVES
FOR [+07][+6Cleric+1con]
REF [+06][+3Cleric+3dex]
WIL [+11][+6Cleric+5wis]

Resistance
cold 5, electricity 5, or fire 5

BAB +6[+9]
AM +6[+9]
AR +6[+9]

CMB +8
CMD 19/14FI

HP 75/75 = [8]+[39]+[9x2Con]+FC[9x1]

Mili
Adamantine Great Sword +1 TH+11*^/+6^* DMG 2d6+4+2+*+2^ 19/20x2
[^Greater magic weapon +2TH +2DMG 9hours]
[+5d6 Channel Smite feat]
*+3[+1Trait] luck Bonus to hit and +3[+1trait]DMG Divine Favor 9mins
Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
Ranged
See Channel 30'
Channel Ray RTA +11 [5d6] [Harm] DC26 150'

FEATS and Traits Drawbacks:

Feats
1:Fiendish Heritage
2:extra-channel
3:Channel Smite
4:Channel Ray 150' 5d6 DC26
5:Vile-Leadership

Traits
1:Fiendish Confidence [Religion Trait]
You expect to be obeyed, and are rarely proven wrong.
Benefit(s) You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.
2: Fate's Favored [Fate Trait]
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

==============================================

Race Tiefling Devil-Spawn
Stalwart and conniving, diabolical tieflings know the discipline and might of Hell's legions.
Standard Racial Traits
Ability Score Racial Traits:
Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2Con, +2Wis, –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:
cold 5, electricity 5, or fire 5.
Feat and Skill Racial Traits
Skilled: Tieflings gain a +2 racial bonus on Diplomacy, Sense Motive checks.
Soul Seer:
Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits. [Silver Orb Eyes]
Magical Racial Traits
Spell-like ability:
49: You are healed by both positive and negative energy.
Senses Racial Traits
Darkvision:
Tieflings can see perfectly in the dark for up to 60 feet.
Other Racial Traits
FC Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

Skills:

-=Skills=- [54] points(; 2class, 3INT 1Other)

Acrobatics*(Dex)____+3{+0rank,+3Dex}
^Appraise(Int)____+6{+1rank,+3Int}
Bluff(Cha)____+2{+0rank,+2Cha}
Climb*(Str)____+3{+0rank,+3Str}
^Craft(ALL) (Int)____+3{+0rank,+3Int}
^Diplomacy(Cha)____+10{+3rank,+2Cha+2race}
Disable Device____+4{+0rank,+4Dex}
Disguise (Cha)____+5{+0rank,+5Cha}
Escape Artist*(Dex)____+3{+0rank,+3Dex}
^Fly*(Dex)____+3{+0rank,+3Dex}
Handle Animal (Wis)____+2{+0rank,+2Wis}
^Heal(Wis)____+12{+2rank,+5Wis+2Item}
^Intimidate(Cha)____+15{+9rank,+2Cha+1Trait} Intimidate Unchained
^Knowledge (Arcana)(Int)____+7{+1rank,+3Int}
^Knowledge (Dungeoneering)(Int)____+7{+1rank,+3Int}
^Knowledge (Engineering)(Int)____+7{+1rank,+3Int}
^Knowledge (Geography)(Int)____+7{+1rank,+3Int}
^Knowledge (History)(Int)____+7{+1rank,+3Int}
^Knowledge (Local)(Int)____+7{+1rank,+3Int}
^Knowledge (Nature)(Int)____+7{+1rank,+3Int}
^Knowledge (Nobility)(Int)____+7{+1rank,+3Int}
^Knowledge (Planes) (Int)____+7{+1rank,+3Int}
^Knowledge (Religion) (Int)____+10{+4rank,+3Int}
^Linguistics(Int)____+10{+3rank,+3Int}
^Perception(Wis)____+17{+9rank,+5Wis}
^Perform (ALL)(Cha)____+2{+0rank,+2Cha}
^Profession(all)(Wis)____+5{+0rank,+5Wis}
Ride*(Dex)____+3{+0rank,+3Dex}
^Sense Motive(Wis)____+19{+9rank,+5Wis+2race}
Sleight of Hand*(Dex)____+3{+0rank,+3Dex}
^Spellcraft(Int)____+10{+4rank,+3Int}
Stealth*(Dex)____+3{+0rank,+3Dex}
Survival(Wis)____+5{+0rank,+5Wis}
Swim*(Str)____+2{+0rank,+3Str}
Use Magic Device(Cha)____+6{+4rank,+2Cha}

Concentration [+14][9CL+5Wis]

ACP [0]

*ACP applies to these skills

^In Class Skill Bonus +3

-=Non-Standard Skill Bonuses=-
+2 Heal [Item]

-=Languages=- Common
Common + Necril + Infernal + Aklo + Undercommon

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 Domain [Associated Domain: Knowledge]

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

Lore Keeper (Sp): Knowledge skill 29
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): 9/day
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.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—seek thoughts, 4th—divination, 5th—telepathic bond, 6th—find the path, 7th—legend lore, 8th—mind blank, 9th—foresight.

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): 8/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.

Dimensional Hop (Sp): 90' [5' used]
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, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.

Channeling: [7/day]
DMG[5d6] DC16 [1/2] 30' [Negative Eng]

Spells

Level 0 (at Will) DC15
1: Detect Magic
2: Mending
3: Read Magic
4: Spark

1st DC16
*: Longstrider +10' 9 hours [used]
1: Divine Favor 9mins
2: Shield of Faith 9mins +3AC
3: Tap-inner Beauty 9mins
4: Comprehend Languages
5: Infernal Healing 9mins 90hp
6: Weapon-wand 9m Wand use.
-: Inflict-light-wounds

2ed DC17
*: Detect Thoughts 60'
1: Align Weapon [Lawful]
2: Bulls strength 9mins +4STR
3: Eagles Splendor +4Cha 9mins
4: Summon Monster2
5: Cure Moderate Wounds
-: Inflict Moderate Wounds

3ed DC18
*: Fly
1: Magic Vestment +2AC
2: magic-circle-against-chaos
3: channel-vigor 9r
4: Cure Serious Wounds
-: Inflict Serious Wounds

4th
*: Dimension Door 760'
1: Greater Magic Weapon 9 hours +2
2: giant-vermin
3: restoration
-: Inflict Critical Wounds

X: revenant-armor < [6/9 days]

5th
*: Teleport 900miles
1: Summon Infernal Host
2: Plane Shift
-: inflict Light Wounds

<= used

Gear/Possessions:

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

Starting Gold = 46,000gp [spent 45,675,] [Left 175gp]

Weapons:
Cohort Hell Blade + Dark Contract 8lb [10,256gp]

Armor [2360gp]
MW Devil Skin Leather + built in Mithral Shirt+1 2260gp 15lb + Travalors Any tool to hold her sword [250gp]

Belt: Magic Tattoo Belt of Physical Might [10,000gp] [+2Str/+2Dex] 1--lb
Body: -
Chest: -
Eyes: -
Feet: -
Hands: Holy Symbol Tattoo [100gp]
Head: -
Headband: Headband of Mental Superiority +2 [16,000gp] --lb
Neck: Amulet of NA +1
Shoulders: Fine Black hooded Cloak 10gp
Wrists: -
Ring L: Magic Tattoo Ring of Sustenance [2,500gp] --lb
Ring R: -

None slotted Items

Pathfinder Pouch [1000gp] 1lb
--In normal space
-:80 Small Cigars [3gp]
Note Book and Pen 4p --lb
Wayfinder Campos [1700gp]
Slotted Ioun Stone
-:Iridescent Spindle (Ioun Stone Cracked)
This stone grants a +4 competence bonus on Constitution checks to hold your breath. Price: 500 gp.
*Slotted power, Iridescent spindle: Endure elements, [Constant] as the spell, as well as protection against exposure to vacuum and underwater pressure.
-:Incandescent blue sphere: (Ioun Stone Cracked)
This stone grants a +1 competence bonus on one Wisdom-based skill. Price: 200 gp.
*Slotted power, Blind-Fight

--Hidden space
Cap of Human Guise 800gp
-:Signal Whistle 5sp --lb
Grooming Set 1gp 2lb
-:Manacless [Cold Iron] 15gp 1/4Lb
-:Wand of Prestidigitation, Small black rod 50/50 750g
-:UnHoly book 1lb ___gp

Small bag of holding 2000gp 5lb
-:Hell Wine [flask] 3x [10/10] 15gp
-:Whiskey, Oldlaw [flask] 4x [10/10] 40gp
-:1st aid [healers] kit 10/10 50gp 1lb
-:Fine Clean Undergarments 30gp 2lb
-:Winter/summer clothing 50gp 15lb
-:Small Cigars 16x[boxs of 20] [40gp]

-=Carrying Capacity=- .
Light 0-36 lb. Medium 27–53 lbsHeavy 54–80 lbs
-=Current Load Carried=- 21lb [light]
Starting cash 46,000Cr
-=Money=- 0 GP 0 SP 0 CP

other--
Flask 1
Hell Wine 9/10 left. 1 Point Fire DMG
1-Part
Spirit of Wine Source Alchemy Manual Price 5 sp; Weight —
Spirit of wine is purified, alchemically active alcohol commonly used as a fuel or solvent in alchemical items, specialized inks, and perfumes. It is too pure to drink alone, but can be used as a reagent to form tinctures and alchemical drinks.
1-part
Coffee, Exotic Source PPC:AA 1gp
This coffee brewed has a wine-like acid taste that is too strong for a novice palate. A very strong form is potent enough to reduce the penalties from the fatigued condition from –2 for 1 hour.
1-part
Saltpeter Source Alchemy Manual Price 3 gp; Weight —
Saltpeter is used to create fertilizers, propellants, fireworks, and preservatives.
Alchemical Power Components [Always hot]
Doses 1 (1 gp); Spells fire descriptor
Spells with the [fire] descriptor deal +1 fire damage.

Flast 2
Oldlaw Whiskey
10gp Source PPC:AA
This single-malt smooth rye whiskey is a favorite of old soldiers everywhere.

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.

Age of Enthronement

Let me know if the timeframe for this is right GM.

Early years [Levels 1-3]
Once back on the Prime, Rosa spent time going from one Diabolistic temple to another. At each going over the records for those who has signed blood deals with the hell's and absconded on payment, in most cases thire souls. She liked to join adventuring groups who needed a harder-hand and who just happened to dealing with or getting closeto one such contract brakes. Rosa had a near perfect track record retaining payment. It was in 4575 AR that Rosa 1st meet Daidian Ruel, the first Hellknight. He was organizing a group of former soldiers and friends into into new Order, he Called it the 'Rack' it was all a personal thing, some one murder of his wife in the Chelish city of Westcrown. He wanted vengeance and so Hell was more than happy to offer support. Rasa was part of that support.

Middle years [Levels 4-7]
war on the Path of Grace
By 4576 AR Ruel and his new Knight come soldiers, Rosa being one. Worked hard hunting down a group calling itself the Path of Grace. Demon loving cultists working underground in Chelish most of all the capital, They had power and influence within the city. Getting sick of sending to lock up the cults member's, only to see them released from custody a few says later with a wrist slap, Rosa and other started to take more direct action. They called it vigilante justice, but the city was sick. She and others where the only real law around. Rosa was known for her extreme methods, notorious for dark blade but widely praised by average citizens for doing what needed to be done. But it did not tale long for the broke powers that be to strike back. They arrested Ruel in Sarenith, Rosa and some others lead a fight to freed him. Then after they and Reul fleed the city. She wanted no more with the place as did meany but Reul wanted to return and plea his case before King Gaspodar. So they all headed back. The King recognizes did the unexpected, he have them orders to stop the prophesied coming of Aroden. He told Ruel to establish a new knightly order. Ruel accepts this King's commission, but then it all went south, Rule upset the church of Aroden an the real fight to lay wast to the mad cultures started. Rose was in the thick of it, she was baddly hurt more than once. But by 4577 AR the now called Hellknights, succeed in destroying the Path of Grace. Rosa was there when Ruel himself but off the head of the false cleric Attromia and later placed it at the feet of King Gaspodar of Cheliax. After Rosa went with a few knights to Fort Rivad to scout it out before an permanent base of operations was built. Once done Rosa and other clerics of hell helped Ruel and another, one Sheel Leroung to regularly summon forth devils. What they learns about the organization of Hell they incorporated into hellknight teachings, and bylaws. But then the big fall out, Rosa found our that Ruel the now leader of the Hellknights, has been collecting information on the soul of his son Eris for the past five years from 4581AR. She told him it was forbidden to retrieve souls. She was banished from the order.

Later Years [Levels 7-9]
Now a Cleric of hell working alongside the Hellknights Rosa was there in 4589AR when Citadel Rivad burns down and Ruel is seen riding away. The order came from the lord of hell himself that ALL Hounds of hell where to hunt him down. She spent 11 long mouths trying but to know avail. Then is 4590AR she was ordered back to Cheliax as King Gaspodar had approved the creation of two more Hell Knight strongholds the Citadel Demain near Egorian and Citadel Krane near Ostenso. She spent some time clearing the sites trouble. Then in 4596 AR she was ordered to the Chelish city of Corentyn to quell dissension in the military. That was a bloody fight and one she did well in. Gaining the respect of hell and her Imp. That done she left the hell knights to explore and see if she could hunt done Ruel. She is happy to take on risky jobs just to be in places other may not go. Ruel could be in one such place, she has spent some 60 years plus looking.

Rosa is sent ahead of the hell knights to find trouble, if she do's she calling in the Knights to lay wast.

Her skills are Travail and knowledge, She has the skills and craft to get to the bottom of thing.

NOTES:

Shortcuts

Skills

[dice=Acrobatics]1d20+14[/dice]
[dice=Acrobatics]1d20+18[/dice] With talent Jump
[dice=Appraise]1d20+3[/dice]
[dice=Bluff]1d20+15[/dice]
[dice=Climb]1d20+0[/dice]
[dice=Diplomacy]1d20+10[/dice]
[dice=Disguise]1d20+5[/dice]
[dice=Escape Artist]1d20+8[/dice]
[dice=Fly]1d20+14[/dice]
[dice=Heal]1d20+8[/dice]
[dice=Intimidate]1d20+15[/dice]
[dice=Knowledge (arcana)]--[/dice]
[dice=Knowledge (dungeoneering)]1d20+6[/dice]
[dice=Knowledge (engineering)]1d20+3[/dice]
[dice=Knowledge (geography)]1d20+3[/dice]
[dice=Knowledge (history)]--[/dice]
[dice=Knowledge (Mathematics)]1d20+3[/dice]
[dice=Knowledge (local)]--[/dice]
[dice=Knowledge (nature)]--[/dice]
[dice=Knowledge (nobility)]--[/dice]
[dice=Knowledge (planes)]--[/dice]
[dice=Knowledge (religion)]--[/dice]
[dice=Knowledge (Science)]1d20+3[/dice]
[dice=Lore (Undead)]1d20+3[/dice]
[dice=Perception]1d20+16[/dice]
[dice=Perform(dance)]1d20+5[/dice]
[dice=Profession (Criminal)]1d20+6[/dice]
[dice=Ride]1d20+0[/dice]
[dice=Sense Motive]1d20+2[/dice]
[dice=Sleight of Hand]1d20+10[/dice]
[dice=Spellcraft]1d20+2[/dice]
[dice=Stealth]1d20+10[/dice]
[dice=Survival]1d20+2[/dice]
[dice=Swim]1d20+0[/dice]
[dice=Use Magic Device]1d20+10[/dice]

Combat Shortcuts:

[dice=Initiative]1d20+4[/dice]

--Melee: +5 [Weapon Finesse]
Unarmed attack TH+9 DMG[1d3] x2 (NL)
Fangs +9 DMG[1d3] 20x2
Energy Blade (Rapier) RA TH+9 [DMG As Blast Bellow] 20x2 [Magic] [See blade infusion below]
Cold Iron Blade [Dagger] TH +9 DMG[1d4] 19/20x2

--Ranged:+9
Defensive Casting - Concentration roll [dice=]1d20+20[/dice]

[b=]Negative Energy Blast[/b]
RTA Negative Blast [dice=]1d20+5[/dice] 20x2 30'
DMG [dice=]4d6+4[/dice] 30' [Magic]
DMG (Empowered) [dice=]6d6+4[/dice] 120/460' [Magic]

RTA Negative Blast [dice= ]1d20+5[/dice] 20x2 30'
DMG [dice= ]4d6+4[/dice] 120/480' [Magic]
DMG (Empowered) [dice= ]6d6+11[/dice] 120/480' [Magic]

[b=]Gravity Blast[/b]
RA Gravity Blast [dice=]1d20+12[/dice] 20x2 30'
DMG [dice=]4d6+12[/dice] 30' [Magic]
DMG (Empowered) [dice=]6d6+11[/dice] 120/480' [Magic]

RA Gravity [dice=]1d20+11[/dice] 20x2 120'/480
DMG [dice=]6d6+11[/dice] 120/460' [Magic]
DMG (Empowered) [dice=]6d6+11[/dice] 120/480' [Magic]

[*Point Blank Shot TH+1 DMG+1 if blast Range inside 30']
[Blasts can be Empowered +2d6 DMG] [+1Burn]
[Blasts can have extended Range 120'] [+1Burn]
[Blasts can have extended Range 480'] [+1Burn]

Dagger Thrown RA [dice=]1d20+9[/dice] DMG [dice=]1d319/20x2 10'

Healing Shortcuts
Negative Energy heal [dice=]4d6+5[/dice]

Saving Throw Shortcuts
[dice=Fortitude]1d20+1[/dice]
[dice=Reflex]1d20+9[/dice]
[dice=Will]1d20+5[/dice]

Ability Check Shortcuts
[dice=Strength]1d20+0[/dice]
[dice=Dexterity]1d20+4[/dice]
[dice=Constitution]1d20+1[/dice]
[dice=Intelligence]1d20+2[/dice]
[dice=Wisdom]1d20+2[/dice]
[dice=Charisma]1d20+5[/dice]


©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.