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Pharasma

Rosa.Luminass.'s page

285 posts. Alias of Spugly_fuglet.


Full Name

Rosa Luminass

Race

Construct (Outsider) LN Axiomite Cleric of 'Law' L20 (Divine Scion 'Law' 10 Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4

Classes/Levels

Status:
Init +28 | AC36* FF31 T22 | HP226/226 | F -- | R +37 | W +55 | Per +38

Size

L

Special Abilities

As race+class

Alignment

LN

Deity

Law

Languages

Common + Infernal + Abyssal + Celestial + Sylvan+Undercommon+Dragconic.+elf+Dwarf+Orc+Gnome+Halfling

Occupation

Divine Scion 'LAW'

Strength 25
Dexterity 26
Intelligence 32
Wisdom 47
Charisma 32

About Rosa.Luminass.

Rosa Luminass - Construct (Outsider)
LN Paragon Cleric of 'Law' L20
Divine Scion 'Law' 10 Feat
Mythic HIEROPHANT (Duel path GUARDIAN) T4
Domains Travel and Law->Inevitable
Channeling type Positive or Lawful.

Image of Rosa Here

Rosa is a axiomite soul in a custom Construct (Outsider) *Inevitable type Body

Base Info
HP 226 (8x20)+20 Levels +16 Mythic +30Race
Initiative + 20 (+8dex +12Mythic with Feat)
Speed 50' + fly 40 ft. (average) SLA

AC: 36 = 10 +8(Braces of Armor) +8(Dex) +5NA (necklace) +1NA (belt) +5(shield Ring) -1Size
DR 10/Chaotic (Class)
DR 5/epic (Class)
DR 3-- (body of Adamantine) (Race)
+Mythic power
1MP=Max DR/60HP (from one Energy hit)
+DR6/Epic DR/30 (acid, cold, electricity, fire, and sonic) for 1min.

Touch: 22 = 10 +8(Dex) +5Ring -1Size
Flat: 31 = 10 (+8Armour) +5NA +5Ring shield -1Size
AC 44 + Combat Ex +4 (-4 to attacks) or Shield on.
AC 48 + Combat Ex +4 (-4 to attacks) With Shield on.
Spells 50/54 160mins/16mins

Attacks
BAB +15
Melee: +22/+17/+12
Range: +23/+18/+13
CMB: +23 (also Sunder +22 +17Base +2Feat +1Spell +2Wayfinder)
CMD: 38/FF33 Also 32+10(sword)+2 Wayfinder = +32 To and 47 v Sunder

'VeriAequitas' Axiomatic Psionic Adamantine Great Sword 3d6+17DMG+2d6 +Axiomatic 2d6+10 Vs Chaotic beings.
Other +27/+22/+17 19/20/X2

Magic - Cleric Spell
Spell save DC=26+Spell Level
CL 20 (vs RS +20)
Concentration +36
Melee Touch +21
Range touch +22
Spell Resistance 31.

Stats and saves:

Stats
STR [25] 12+2race+5Other+6Item
DEX [26] 15+0race+5Other+6Item
CON [--] --
INT [32] 13+2race+5Other+6Item+8feat
WIS [47] 16+2race+5Other+6Item+8feat+5level+4Mythic+1Class
CHA [34] 13+2race+5Other+6Item+8feat
25 Point Spend.

Saves
Frt[--]--
Ref[37]06Base+8Dex+18feat+5item
Wil[57]12base+18Wil+18feat+5item+2Class+2Feat

Death Contingency - wile being fused with VeriAequitas, Rosa made a Soul seed which she placed on the Plane of Law.

Feats and Traits:

Feats 10
1th Channel Smite
2st Alignment Channel *Never Chaotic, +2 Law DC
3th Improved Channel
4th Combat Expertise
5th Selective Channelling
6th Craft Wondrous Item
7th Craft Magic Arms and Armor
8th Craft Construct Item Creation
9th Iron Will
10th Leadership Made From her own body (Ex)*

Horrifically Overpowered Feats X 3
Heroic grace – Add mental stat bonus to saves (Wil+18)
Mental Paragon All Mental Stats start at 18 not 10.
Prestigious Divine Scion 'Law'.

From Mythic.

Dual Path (HIEROPHANT + CHAMPION ) (Mythic)
Mythic Paragon (Mythic)

From Classes
Armour Prof L/M
Martial Light (All)
Shield Prof
Tower Shield
Great sword Prof (item only)

Traits
Law Enforcer If you follow this code, you are always alert to those who transgress against the laws of civilization. Benefits: You receive a +2 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of Master-work manacles.

Mathematical Prodigy
Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world.
Benefit: You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.

Skills:

Base Skills
240 Spend + 3x20 Item.

+33 Acrobatics(+8dex, 0rank 20Item+5Item)
+20 Appraise(+11int, 6rank)<
+12 Bluff(+11cha, 1rank)<
+10 Climb(+7str, 4rank,)<
+11 Craft (all)(+11int +0Ranks)<
+35 Diplomacy(+12cha, 20rank)<
+24 Disguise(+12cha, 1rank +10Item)<
+25 Disable Device (+8dex 0rank +20item)
+20 Escape Artist(+8dex, 12rank)
+31 Fly (+8Dex 20rank)<
+12 Handle Animal (+11cha, 1rank)
+22 Heal (+18Wis, 1rank)<
+35 Intimidate(+11cha, 20rank)
+26 Knowledge (Arcana)(+11Int 5rank +1Trait)<
+20 Knowledge (Dungeon)(+11Int 9rank)
+40 Knowledge (Eng/Math)(+11Int 20rank +1Trait5item)<
+20 Knowledge (History)(+11Int 6rank)<
+20 Knowledge (Nobles)(+11Int 6rank)<
+20 Knowledge (Planes)(+12Int 6rank)<
+20 Knowledge (Nature)(+11Int 6rank)<
+20 Knowledge (Religion) (+11Int 6rank)<
+20 Linguistics(+11int 6rank)<
+37 Perception(+18wis, 14rank+5Item)
+22 Profession(Solder)(+18wis, 1rank)<
+12 Ride (+8Dex 1rank)<
+30 Sense Motive(+18wis, 9rank)<
+34 Spell-craft(+11int, 20rank)<
+23 Stealth (+8dex 0rank +20Item)
+22 Survival (+18wis 1rank)
+11 Swim (+7Str 1rank)<
+20 Use Magic Device(+11cha, 9rank )

Class features, Feats, Traits and Racial Traits:

Cleric Domains
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): 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—greater teleport, 8th—phase door, 9th—astral projection.

LAW

inevitable

Granted Powers You follow a strict and ordered code of laws, and in so doing, achieve enlightenment. Inevitables are a race of lawful neutral outsiders.

Command (Su): As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells 1st—protection from chaos, 2nd—align weapon (law only), 3rd—command undead, 4th—order's wrath, 5th—command (greater), 6th—planar binding (inevitables only), 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Special Abilities:

From Cleric
Channel Law/Positive Energy 10d6 (15/day) DC33 (class)
Scribe Scroll
Spontaneous Casting Harm
Combat Expertise +/-4
Dimensional Hop (280/day) 5' steps at will. Domain+Mythic
Command Undead (DC35)
Leadership (base Score 34) Feat
Channel Smite (feat)
Aura LE
Agile Feet (21/day) (Su) (Domain) 1/r Ignore Difficult Terrain
All Movement +10'
Command as spell 14 day Domain+Mythic [DC44]
Staff of Order 7/day 16 Rounds per use. Domain+Mythic

From Divine Scion

From Race
Dark Vision 60'
Constructs immunity’s
SR 31
Fleet +10' Speed
Reach +10'
SLA At will Make whole 5d6 HP back.
impervious Body.
DR 3-- (body of Adamantine)
Fly SLA at will.

From Items
Channel Construct Heal Can focus her power on the brick, allowing her to repair damaged constructs and objects as if they were living creatures.
Shape Channel Whenever this holy symbol is used as a focus for channeled energy, as a free action the bearer can alter the channel area to one of the following options: 10-foot burst centered anywhere within 30 feet, 60-foot line, 30-foot cone.
Impervious Body - cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means.
Gloves of Shaping Shape stuff less that 8 hardness. See items
Helm of Telepathydetect thoughts at will + subjection 1/day
Greater Hat of Disguise alter self.
Mind ShieldingImmune to detect thoughts, discern lies, and any attempt to magically discern her alignment.
comprehend languages and read magic Consent Helm

Spells Known +SLA:

Spells Like Ability's

Make whole SLA At will (5d6 HP per round)
Detect Chaos Contest Class
Fly (magic) At will Race

Items
True seeing continuously (Eyes)
Haste 10/10 10r/day. (Item)
alter Self (Item)
Father Step Constant. (Item)
Detect thoughts at will (Item) 60'
Endure elements as well as protection against exposure to vacuum and underwater pressure. (Way Fonder)
immune to detect thoughts, discern lies, and any attempt to magically discern her alignment. (Item)
true seeing continuously (Item eyes)
Analyze dweomer as the spell 1/day (item eyes)
Telekinesis at will
Freedom of movement Continually

Spell List

+ Spontaneous casting to Inflict wounds spells All Spells can be found HERE FULL LISTS
NO Chaotic descriptor spells may be taken ALL summoning spells can only call Inevitable or lawful constructs.

Spell level 0 4 at well.
Detect Magic
Spark
Mending
Stabilize

Spell level 1 0/9+0/1/day

Divine Favor +3TH +3DMG 20min
1: Protection from Chaos 20min
2: Protection from Chaos 20min
3: LongStrider (cast every day) 20 Hours (used)
4: LongStrider (cast every day) 20 Hours
5: Clarion Call200min
6: obscuring-mist20mins
7: Entropic Shield 20mins 20% chance range
8: Entropic Shield 20mins 20% chance range
9: obscuring-mist20mins

Spell level 2 0/8+0/1/day
1: Invisibility* 20min
2: Resist Energy 200min
3: zone Of Truth 20mins
4: protection-from-chaos20 mins
5: arrow-of-law
6: owls-wisdom 20 mins.
7: Wrathful Mantle 20 rounds. +5 all saves. Stacks.
8: spiritual-weapon

Spell level 3 0/8+0/1/day
1: Meld into Stone
2: chain-of-perdition 20 rounds
3: Invisibility Purge
4: Deadly Juggernaut
5: magic-circle-against-chaos 20mins
6: magic-circle-against-chaos 20mins
7: wind wall20 mins
8: Nap Stack

Spell level 4 0/8+0/1/day
1:Death Ward
2:Restoration
3:Dismissal
4:status Greater20 Hours.
5:Spiritual Ally20 rounds
6:planar-adaptation20 hours
7:divine-power
8:divination

Spell level 5 0/7+0/1/day
1:break-enchantment
2: Raise Dead
3: Plane Shift
4: Righteous Might 20 rounds
5: Atonement
6: Dispel Chaos
7: Mythic STEAL POWER

Spell level 6 0/7+0/1/day
1:dust-form
2:Summon Monster VI (Inevitable or lawful construct Only)
3:Blade Barrier 20d6 20mins
forbiddance Perm
planar-ally
5:Summon Monster VI (Inevitable or lawful construct Only)
6:Summon Monster VI (Inevitable or lawful construct Only)
7:planar-adaptation mass

Spell level 7 0/7+0/1/day
1:Destruction 1round 200 points DMG
2:Circle of Clarity
3:dictum
4:Resurrection greater
5:Bestow Grace of the Champion
6:Repulsion
7: Resurrection greater

Spell level 8 0/7+0/1/day
1:Call Construct
2:discern-location
3:frightful Aspect
4:Planar ally Greater
5:Summon Monster VIII Inevitable or construct Only
6:Storm Bolts
7:Shield of Law

Spell level 9 0/6+0/1/day
1:true-resurrection
2:Implosion 200 / round
3:Miracle
4:Summon Monster IX (Inevitable or lawful construct Only)
5:Gate (Inevitable or lawful construct Only)
6:ASCENSION
7:wooden-phalanx

Domain Spells:

Travel Domain
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—Teleport, 6th—find the path, 7th—greater Teleport, 8th—phase door, 9th—astral projection.

Law->Inevitable Domain
Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—command undead, 4th—order's wrath, 5th—command (greater), 6th—planar binding (inevitables only), 7th—dictum, 8th—shield of law, 9th—summon monster IX (Inevitables Lawful Constructs Only).

Taken -

1:Longstrider
2:locate object.
3:command undead DC32
4:Dimension Door
5:Teleport
6:planar binding (Inevitables only)
7:Teleport, Greater
8:Phase Door
9:Summon monster IX (Inevitables Lawful Constructs Only)

Mythic Spells.

STEAL POWER
Schoolnecromancy; Level cleric 5, sorcerer/wizard 5, witch 5
Casting Time1 standard action
ComponentsV, S
Rangeclose (25 ft. + 5 ft./2 levels)
Targetone mythic creature
Durationinstantaneous
Saving ThrowWill negates; Spell Resistanceyes You sap the power from a mythic creature, using it to restore your own. If the target fails its saving throw, it loses 1d4 uses of its mythic power, to a minimum of 0. If you have mythic power, you regain one use of mythic power for each use stolen with this spell, up to your maximum number of uses per day.

ASCENSION
Schooluniversal; Level cleric 9, druid 9, sorcerer/wizard 9,
witch 9
Casting Time 1 hour
Components V, S, F (lesser artifact), M (10,000 gp in rare
herbs, gems, and other exotic materials)
Rangeclose (25 ft. + 5 ft./2 levels)
Targetone touched nonmythic creature per three levels
Duration 2 hours/level;
see text Saving Throw Will negates (harmless); Spell Resistance yes (harmless) With this mighty spell, you invest a number of creatures with mythic power. The total duration of this spell is split evenly among the total number of targets. Each creature targeted by this spell becomes a tier 1 mythic character and must select a path and the abilities that come with that path. Instead of picking one mythic flaw, all characters targeted by this spell maintain their mythic power only while they are within 100 feet of the artifact used as a focus for this spell. Targets that leave this area lose their mythic power, but can regain it if they return to the area. The effects of this spell cannot be dispelled or negated by any mortal spell or ability (that is, anything not used by a deity), with the exception of disjunction, which functions normally. If the artifact as a focus for this spell is destroyed, this spell immediately ends and all creatures affected by it gain 1d4 permanent negative levels. Mythic: If you expend one use of mythic power when casting this spell, the duration increases to 1 day per level, and you may use yourself as the focus for this spell instead of a lesser artifact. If you choose this option, the spell lasts as long as you are alive and all targets remain within 100 feet of your location.

Used On 'VeriAequitas' Her Companion Sword.

Equipment::

Carrying 4160lb [86]lb

Weapons:
VeriAequitas

Armor: DR 3-- (body of Adamantine) (Race) Hardness 80 HP40 Per inch. Race Construction - See Race -- Construction Type - Impervious CL3 30,00gp + Construction marital - Adamantine = 60,000gp

Belts: Belt of physical perfection +6 CL16 (Integrated in Body) CL16

Body: Adamantine + Body - impervious CL7 + Belt of the Snake King CL5 (Integrated in Body) CL12

Chest construct-channel-brick in the Shape of a single Arrow of LAW Holy Symbol(viable) CL7 + malleable-symbol CL9 (Integrated in Body) CL16

Eyes: TRUESIGHT GOGGLES CL11

Feet: Boots of speed CL10 + boots-of-striding-and-springingCL3 (Integrated in Body as feet) (CL13)

Hands:ENGINEER’S WORKGLOVES CL5 Gauntlets of the Skilled Maneuver CL3 + GLOVES OF SHAPING CL5 = CL13

Helm Helm of Telepathy CL5 + Greater Hat of disguise CL3 + Helm of Comprehend languages and read magic CL4 + Mind Shielding (as ring) CL3 (Integrated in Body) CL15

Headband:Headband of Mental Superiority +6 CL 16 (Integrated in Body) CL16

Neck: Medallion of Natural Armour +5AC.CL15 (Integrated in Body) CL15

Ring R:Ring of Armor +5 CL15 (Integrated in Body) CL15

Ring L:Ring of Telekinesis CL9 + Ring of Freedom of Movement CL7 (Integrated in Body) CL16

Shield: NO SHIELD

Shoulders: Shoulder pads of Resistance +5 CL15 (Integrated in Body) CL15

Wrists:: Bracers of Armor +8 CL7 (AC+8) 4 (Skill check 0) (Dex limit 0) (Integrated in Body) CL11

Weaponry RH: 'VeriAequitas'
Weaponry LH: 'VeriAequitas'

Other - (Integrated in Body) But Normal use.

Cube of Force In body

Ever smoking Bottle In body

scarab of protection On brest

Handy Haversack X2 (Integrated in Body)
INSIDE

scabbard-of-keen-edges For keeping Sword go's in.

Manacles of Cooperation x20

Iron bands of bindingX4

instant-fortress/ Prison

Pathfinder Pouch (Integrated in Body)

In the Pouch
Portable-Hole
Adamantine Wayfinder + Ioun stone + gold and pocket Watch (Internal Chronometer) 1lb Ioun Stones x2 ->
Iridescent spindle Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.
Dusty rose prism +2 insight bonus on CMB and to CMD.

ORB OF PURE LAW

-hidden in Ethereal plane-
--Rosa's Soul Seed-- Miracle Spell Item that can recreate Rosa should she die, If both her body and Soul crystal hit zero HP her soul seed, on the Ethereal plane starts reconstructioning her there. This item is always in place.

Cohort - LAW BLADE 'VeriAequitas' LN

Rosa Mythic cleric of Law Followers*:

Leadership 34 Score, L20+11+1+2 =34

1 Cohort (sword) Cohort - LAW BLADE 'VeriAequitas' LN

Followers

Made From her own body (Ex)
Unlike other Roses Followers are made from her own body as a swarm of Constructs, She can make 3d10 levels of Follows a round. She has extra dimensional spaces in her body that hold the resources to craft her Construct swarm.

constructs Where CL is same as Follower Level.

Max Followers
1st-355
2ed-23
3ed-17
4th-9
5th-5
6th-3
7th-2
8th-1
Devoted subordinates List

Custom RACE Axiomite construct (outsider):

An axiomitethat undergos this tramuation loses all Axiomite race usability unless specified.

They use their own soul to power a custom Inevitable construct made by them.
This then becomes there body and they are limmited by it until they are released from the soul Cyrstal - See race.

Construct 20RP -Inevitable Custom Body-

A construct race is a group of animated objects or artificially created creatures.

A construct race has the following features:
Constructs have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Constructs have the low-light vision racial trait.
Constructs have the dark-vision 60 feet racial trait.
Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) or through the use of the Craft

Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or non-lethal damage.
Constructs are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
Constructs cannot be raised or resurrected.
Constructs are hard to destroy, and gain bonus hit points based on their size, as shown on the following table - Large +30 HP
Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.

Construction Type -Inevitable-
Construction, this race starts with a body Construction of plain Iron, but can upgrade its Construction by paying for improvements. All Improvements must be mundane and none magical. Cost based on 'NONE MAGIC' large suit of Full plate armour 1500Gp + Cost of marital/Construction type X10.

Magic Item Integration -Inevitable-
This race can only use slotted magic items by integrating them into its body, (Weapons and Shields not included) but all other slotted magic items MUST be integrated. Once and magic item has been integrated it can be used as normal, It can not be removed by normal means, (exuding Weapons and Shields). If any Integrated (none Artefact) magic item is removed it must make a DC20 Roll with 1d20 +items CL or be destroyed in the process, removing such Items is full round action and provokes OoA.

Axiomite Soul Crystal -Axiomite-
An Axiomite soul is held in a Crystal in its Inevitable body, should the Soul Crystal be destroyed then the axiomite is freed and the Axiomite body ceases to function. This means this race is very hard to kill, but the Soul Crystal is a weakness, should it be removed the Axiomite soul is helpless until freed from its Soul Crystal - HP 10 Hardness 10

Potion Bane -Inevitable-
Unlike most Constructs the half Inevitable dos not gains any benefits from Potions or elixir of any kind. If they drink or Imbue them any magic or other in a Potion or elixir is lost.

Large (7 RP) -Inevitable-

Prerequisites: Humanoids taking this quality must have the giant subtype.
Benefit: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.

Standard (0 RP) -Axiomite-
Modifiers: Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score..

Normal Speed (0 RP) -Inevitable-
The race has a base speed of 30 feet.

Xenophobic (0 RP) -Axiomite-
Members of this race start with their racial language only. Races without a racial language cannot take this array. Furthermore, choose up to four languages (except for Druidic or other secret languages), one of which must be Common (or Undercommon, if the race is native to the Darklands). Members of this race with high Intelligence scores can choose from any of these additional languages.

Spell Resistance, Greater (3 RP) -Axiomite-
Prerequisites: None.
Benefit: Members of this race gain spell resistance equal to 11 + their character level.

Reach (1 RP) -Inevitable-
Prerequisites: Large size.
Benefit: Members of this race have a reach of 10 feet.

Spell-Like Ability, -Axiomite-
At-Will
(10RP) (Variable, see Special) =
Prerequisites: None.
Benefit: Choose a 3rd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as an at-will spell-like ability. The caster level of the spell is equal to the user's character level.
Special: This trait costs as many RP as twice the level of spell chosen (minimum 2). Up to five spells can be chosen when you take this trait. Each time you take an additional spell, adjust the RP cost of this trait appropriately.

Make wholeAt will SLA 4RP
Fly At will SLA 6RP fly 30 ft. (average); Location: Speed.

Divine Scion Class Features:

The following are class features of the divine scion prestige class.

Opposition Alignment (chaotic) (Ex)
A divine scion must pick one of the following alignment subtypes as her opposition alignment: chaotic, evil, good, or law. The opposition alignment she chooses must be one that she does not possess as part of her own alignment. She gains a +1 bonus on caster level checks made to overcome spell resistance of creatures with that alignment subtype.

Domain Specialization LAW (Su)
At 3rd level, a divine scion selects a domain granted by her deity—this domain becomes the divine scion’s chosen specialization in representing her deity. Every time a divine scion casts a domain spell from her specialized domain, she heals damage equal to twice the spell’s level. In addition, each domain specialization grants a spell-like ability (which functions at a caster level equal to the divine scion’s total character level) and a permanent sacred bonus (or profane, if the divine scion is evil) on a single type of d20 roll. The specific spell-like abilities and bonuses granted are listed below.

LAW SLA
Law: detect chaos constant; +2 on Will saves

Divine Wrath (Su)
At 4th level, a divine scion’s damaging spells deal +1 point of damage per die against creatures with an alignment subtype that matches the divine scion’s opposition alignment.

Deific Defense (Su)
At 7th level, a divine scion gains DR 2, bypassed by attacks with the alignment subtype of her opposition alignment (so a divine scion with “evil” as her opposition alignment gains DR 2/evil).

Divine Awe (Su)
At 8th level, a divine scion’s spells can stagger creatures that match the alignment subtypes of the divine scion’s opposition alignment. When such a creature is affected by a divine scion’s spell, it is staggered for 1 round if it fails its save against that spell. If the creature makes its save (or if the spell doesn’t allow a saving throw), this ability has no effect.

True Scion

At 10th level, a divine scion becomes a true scion of her deity. The amount of healing she gains from her domain specialization doubles. Her divine wrath ability now deals +2 points of damage per die against creatures of the appropriate alignment. The damage reduction granted by her deific defense increases to 5. Finally, she permanently increases her Wisdom or Charisma score (her choice) by +1.

Mythic HIEROPHANT (Duel path CHAMPION) T4:

Moment of Ascenstion Arcane Bomb
Artifact: The character comes into contact with an unstable artifact that unleashes some of its power into him, granting him mythic power. The mythic character might need to protect the artifact, as it is the source of his power.

Ability Score bonus T4 +4 Will

Mythic Power (Su): MT4 (4X2)+3=11
Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You can draw upon your mythic power a number of times per day equal to 3 plus your mythic tier. This power is used by a number of different abilities gained by mythic characters.

Surge (Su): 1D8
You can call upon your mythic power to overcome difficult challenges. You can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.

Amazing Initiative (Ex): (4+2Feat)x2 = +12Init
you gain a bonus on initiative checks equal to your mythic tier. In addition, on your turn, you can expend one use of mythic power as a free action to take an additional standard action during your turn. You cannot use this ability more than once per round.

Hard to Kill (Ex): No Con Score - No Effect/No con Score
Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.

Recuperation (Ex):
you are restored to full hit points after 8 hours of rest as long as you’re not dead. This ability does not restore hit points lost to mythic damage. In addition, expending one use of mythic power and resting for 1 hour allows you to regain a number of hit points equal to half your full normal hit points (up to a maximum of your full normal hit points) and regain the use of any class features that are limited to a number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as if you had gained 8 hours of sleep for such abilities. This rest does not refresh the use of mythic abilities such as mythic power or other mythic abilities that are limited to a number of times per day.

Mythic Feats - 2

Dual Path (HIEROPHANT + GUARDIAN) (Mythic)
You excel in many areas, allowing you to select path abilities from two mythic paths.
Prerequisite: 1st mythic tier.
Benefit: Select a mythic path, other than the path you selected at your moment of ascension (see page 3). You gain the 1st level ability of that path (archmage arcana, champion strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Whenever you gain a path ability, you can select from list of abilities presented for both paths, as well as from the list of universal path abilities.

Mythic Paragon (Mythic)
Your mythic power is greater than even you understand.
Prerequisite: 1st mythic tier.
Benefit: Your mythic tier is considered two higher for the purposes of determining the strength and potency of mythic abilities, feats, or spells. This does not grant you early access to mythic abilities or greater versions of mythic spells, nor does it grant you additional uses of mythic power or adjust the dice rolled for mythic power use.

HIEROPHANT
Those who draw upon a god’s divine power find themselves limited by the source of their devotion, but such restrictions do not exist for the hierophant. Mythic characters who heed this calling gain their powers through their own link to the divine, directly from the source of devotion instead of relying upon an intermediary deity. While most still venerate a divine being, the spirit of nature, or the power of life itself, they become more like patrons and less like devotees.

Bonus Hit Points +4HP per new hierophant tier.

Mythic Spells HIEROPHANT 2 mythic spells,
can expend mythic power to cast that spell with enhanced results. must be able to cast the normal divine version of the spell or have it on your list of spells known.

HIEROPHANT = Divine Surge + Guardian’s Call.

Inspired Spell HIEROPHANT (Su):
Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell. This spell must be on one of your divine spell lists and must be of a level that you can cast using that divine spell casting class. You don’t need to have the spell prepared or on your list of spells known. When casting a spell in this way, treat your caster level as two levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than the highest-level divine spell you can cast using that spell’s spellcasting class, CL22 Spell level 9 Max

Absorb Blow (Su): GUARDIAN.
You can expend one use of mythic power as an immediate action whenever you take damage from a single source, such as a dragon’s breath, a spell, or a weapon. You take 10 fewer points of damage from this source per guardian tier you possess. In addition, for every 10 points of damage prevented by this ability, you gain DR 1/epic and 5 points of energy resistance against all energy types (acid, cold, electricity, fire, and sonic) for 1 minute. This DR and resistances stack with DR or
resistances you possess from sources other than this ability.
1MP=Max DR/60HP off one attack +DR6/Epic +DR/30 all energy types.

HIEROPHANT + GUARDIAN Path Ability’s T4

Sacred Boons (Su): HIEROPHANT
Add twice your mythic tier to your class level to determine the effects of your domain abilities. This does not grant you access to domain abilities earlier, it simply increases the effect of domain abilities that you have access to. Additionally, once per day you may expend one use of mythic power as a standard action to regain the use of all of your domain abilities as if you had rested for 8 hours.

Faith’s Reach (Su): HIEROPHANT
Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell requires a melee touch attack, it instead requires a ranged touch attack.

Epic DR GUARDIAN (Su):
You gain DR 5/epic. You must be 3rd tier before selecting this ability. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it is taken, the DR is increases by 5, to a maximum of DR 15/epic.

Mythic Companion (Su): HIEROPHANT 'Sword'
Select one animal companion, cohort, eidolon, familiar, or mount gained from one of your class features or feats. That creature gains can call
upon mythic power (as the base mythic ability) a number of times per day equal to your hierophant tier. This mythic power can be used only to add a d20 roll, and uses the same type of die you use for your mythic power.
Sword 4x1d8/day.

Physical description + Back Story:

Rosa is a axiomite soul in a custom Inevitable Body
As such she has NONE of the axiomite race usability unless specified.

Race Custom Inevitable - Axiomite (Construct Outsider) LAWFUL
Physical Features -
Build: Large.
Eyes: Two large Gemstones.
Skin: Steel Metallic form, with intricate symmetrical decoration.
Head: symmetrical
Horns: Steel metallic Horns left over from her past life.
Other: Lines of light form around her, in complex mathematical symmetrical decoration patterns

In Form -
Rosa is a large Construct in the shape if a Humanoid Female. Standing she is 18'2' in height, Her body is an Intricate construction of her Axiomite crystalline dust, magical and metal elements. She seems to be made of Adamantine, Living-steel, Mithral with extra dimensional spaces parts and magically moving parts, Her eyes are two large gemstones. Her Steel Metallic form as intricate symmetrical decoration and is itself perfectly symmetrical. He has with her a Soul Blade intelligent mythic Sword. 'VeriAequitas' (True Justice) at all times

Sociological profile
Rosa was once a Fiend, but after a battle in which all evil was tripped from her, she souls in an intent linked to the Axiomite God mind and was changed for ever. It remade her as a Axiomite Humanoid Construct, and as such Sociologically is that of the Axiomite's she sees order and law. Shes a perfectionist, and is always diligent, silent most of the time she dos not fidget, she is just and fair, wise, clever and cunning of mind and deed. If you spend sometime with Rosa you may find she only has mild emotions even under the greatest duress, she has a dry whit and seems at times down right Copernicus.

Back Story

Rosa Luminass LN Paragon Cleric of LAW

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 angry. 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. they where all dead of dying and so it was now eating some of her fellows. The Shape held in its hands a large black and red sword, it came close and then 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 hound of hell”, the devil said, “he should know better than to send the likes of you, such and insult,” then with its head high it screamed “if he wants ME! He can come himself” then with one move of its tail smashed the Stone form. Rosa closed her eyes as the rubble fell all around her, she could hear that the Devil had gone back to its meal. 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 its. They found her 2 days later, Still holding the Sword in the Back of the Dead Devil.

That is when she gained the rank of Hound of Hell, They changes her, made her bigger and gave her power, stripped away her feelings and sould to that her Hell Blade could use her to do Hells will. Hounds have but one function, To find and punish those that would brake Hell's laws with in its own ranks. She was made not to feel not to care, just to deliver justice. That's how they wanted her, but they got more than they wanted.
She was diligent with a Staff of Devils always at work seeking who was to be punished next. But in Rosa's hard was not fear of good, but fear of Chaos, Sinking the world down into mindless madness. Always the outer
powers and Demons seek such a thing.

Then the time came for the punishment of a Devil in liege with Demons. A Dark Brotherhood, that broke all the rules. The world was in danger, order would be lost, so she joined with others, ones who would be her enermys at any time, Even a agent of Heaven.

The Event.
They tracked the dark brother hood to a long forgotten temple, where some powerful being was to be sacrefiset to some thing from beyond. She called her hoard of Devils only to see them warped by they beings they where ordered to fight, only the things of steel and Iron stayed true. She had to kill her own hoard, and then fight back to back with Metal and angles. Some thing stated to shift in her mind, doubt for the 1st time second her life came, just as in the room with her feather, so she felt betrayed by the master of hell. How can he bring order if one such as her could not rule her own. But there was not time to think, a thing was made by the Brother hood, some thing so strong only the power of the true divine could hope to stop it. Rosa call to the core of herself, the place beyond, the rules and laws of hell, to a place of pour Order.
Infinitely complex yet all known and interlinked, she become a conduit for it. Its power reached out to device and changed it.

There was an explosion, she new it even as it happen, and to brake thing that the hooded one had she tuck that explosion into herself, it would mean her death, she knew this, but there power, there plans had to be stopped. She pushed the Angel aside and did what had to be done. The power was great and burned her from the inside, buy she kept her form, using that place of order to hold her just long enough. Then she let the power good in one vast blast at the hooded man. That thing he held was no mare, but nore was Rosa, She flesh gone she fell and that should have been that.

But the realms of LAW know something of use when they see it, and they had seen Rosa, The power of the device has stripped from her all the working of hell, all that was lie was her Link to them and her will.
All evil was stripped from her, She linked to the Axiomite God mind and was changed by it forever. The God mind remade her as a Axiomite Humanoid Construct, she gained Axiomite Sociologically. The Axiomite god mind know Rosa was needed to hold back a great danger used the Ember of life and will to rebuild her, all around things of magic and metal lay. From this it pulled parts and pieces to rap around her now Axiomite soul, placing that soul in a gem at its hart. When it was done it let life once more come and so.

Her eyes started to see once more, but not as before, her body did not at all feel the same, she looked down and could see she was no longer flesh and blood. But Steel and magic. Her mind had also changed she new of the Axiomite place she has linked to and the link was still there. Out of time she had been there and talked to God mind, she new why she had been sent back and what she should do. The order of the world was her duty, not the greed and hunger of any one god. She was to protect that, Forever standing in the battle that ranged at the hart of creation itself.

Player Notes:

Material from the following books may be used: Core Rulebook, APG, UM, UC,The Genius Guide to Horrifically Overpowered Feats* (*for your Epic Powers).

Characters are 20th level, built with 25 point buy.

You have maximum HP per hit dice.
Characters have at least 1,000,000gp worth of personal magic items.
You may select two traits. 25000 per 1 Item.

Characters may select 3 feats from The Genius Guide to Horrifically Overpowered Feats as “Epic Powers”, these are granted separately from normal character advancement and do not count towards your limit of normally earned feats.

Rosa Luminass God plan

All intelligent Construct souls go to Meckehevan.

(Deity)
The god of Constructs
Titles Lady Luminass
The Patten
Queen of numbers.
The never ending sum.
Construct God
Queen of Constructs.
The Constructed one.
Machine mother
Lord of Hell
mistress of construction

Adjective Luminass

Home Construct Machine City Number 1
Alignment Lawful Neutral
Portfolio: Contracts, Law, knowledge.
Worshipers: Intelligent contracts, engineers, contract Makers.
Cleric Alignments
LG NG CG
LN N CN
LE NE CE

Domains Law, knowledge, Atisfic, Magic.
Subdomains Contract, Inevitable, Arcane,
Favored Weapon Greatsword.



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