Think of Rosa as a walking Tank, shes hard to Hit made of Impervious Adamantine with a very very big GunSword. Uncaring Unstoppable Inevitable. Hunting down all dangers to the Prime and any who would
see to distort by means of Chaos.
HP 426 (8x20)+20 +might 10 Per-Levl Levels +16 Mythic +30 Race/Body
Initiative + 25 (+8dex +12Mythic with Feat +5 Mighty)
Speed 80' + fly 70 ft. (average) SLA
AC: 53 = 10 +8(Braces of Armor) +8(Dex) +5NA(necklace) +13NA(Body) +5(shield Ring) +5 Mighty Doge bonus -1Size
DR 5/epic (Class)
DR 3-- (body of Impervious Adamantine) (Race)
1MP=Max DR/60HP (from one Energy hit)
+DR6/Epic DR/30 (acid, cold, electricity, fire, and sonic) for 1min.
STR  13+2race+5Other+8Body+6Item
DEX  18+0race+8Other+6Item
CON [--] --
INT  18+2race+5Other+6Item+8feat+5level+4Mythic
WIS  13+2race+5Other+6Item+8feat
CHA  13+2race+5Other+6Item+8feat
25 Point Spend.
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.
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.
Class features Special Abilities, Feats, Traits and Racial Traits:
Crafting Expertise (Su)
At 3rd level, the machinesmith gains Craft Wondrous Item as a bonus feat. At 8th level he gains Craft Magic Arms and Armor. At 15th level he gains the Craft Construct feat. He uses his machinesmith levels in place of caster level when making such items. In order to add a special ability to an item, he must have access to the prerequisite spells, either through use of a magical item or cast by another spellcaster.
Beginning at 7th level, the machinesmith develops an innate ability to ground magic with science. The machinesmith can “lose” any prepared prototype of 3rd level or higher in order to have it function as a dispel magic spell of a caster level equal to their machinesmith level.
From Divine Scion
Dark Vision 60'
Constructs immunity’s SR 31
Fleet +10' Speed
SLA At will Make whole 5d6 HP back.
DR 3-- (body of Adamantine)
Fly SLA at will.
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
The states below are for the body working on its own
Size Medium; Speed 20 ft.;
AC +2 natural armor;
Attack slam (1d8);
Str 25, Dex 25, Con -, Int -, Wis 10, Cha 25
*A humanoid mechanus has arms and hands.
Spells Like Ability's:
Make whole SLA At will (5d6 HP per round)
Detect Chaos Contest Class
Fly (Device) At will Race
True seeing continuously (Eyes)
[url=http://www.d20pfsrd.com/magic/all-spells/h/haste]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
Schoolnecromancy; Level cleric 5, sorcerer/wizard 5, witch 5
Casting Time1 standard action
Rangeclose (25 ft. + 5 ft./2 levels)
Targetone mythic creature
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.
Schooluniversal; Level cleric 9, druid 9, sorcerer/wizard 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.
In the Pouch
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.
-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.
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.
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-
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) =
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.
Mighty from HOPF:
Mighty: A mighty creature gains +10 bonus hit points per Hit Die (minimum +50), +5 dodge bonus to AC, +5 bonus to initiative, all saving throws, damage, ability checks, and skill checks. It also gains a +30-foot bonus to its speed (to a maximum of double), +10 to all attack rolls and CMB, and +15 to CMD. The saving throw DC for any ability or spell of a mighty creature is increased by 7.
Damage Reduction (Ex)
A mighty creature shrugs off a part of the mundane damage it takes. It gains DR 1/— for every three full Hit Dice it possesses. This overlaps (does not stack with) any other DR the base creature might have.
Immunities: A mighty creature is immune to mind-affecting abilities, sleep, and paralysis.
Spell Resistance: A mighty creature ignores a percentage of the spells that would affect a lesser creature. It might have a mystic ability to negate such magic, or the spell resistance might represent a “super saving throw”—the mighty creature’s ability to shrug off damage, focus past enchantments, and dodge spells with breathtaking speed. The mighty creature’s SR is equal to the base creature’s CR +12.
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.
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.
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 -
Eyes: Two large Gemstones.
Skin: Steel Metallic form, with intricate symmetrical decoration.
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 Huge Construct in the shape if a Humanoid Female. Standing she is 28' 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
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.
Rosa Luminass Stands for LAW
Once there was a flesh and blood Rosa was sold to hell as a Child, there she rose from slave to a Hound of hell, seeking any one who had broken hells laws, that was until the day event.
Then the Event.
The flesh and Blood Hell hound Rosa was dead, but her soul did not fo back to the pits, The Axiomite godmind called it can clad it in a new body, A body of Metal and Crystal, her mind cleaned placed with with in it, then she was sent back the the prime, there to fight a great darkness.
Rosa dos not Lie ever, she if you can call her a she, will always tell you what she thinks is true. She fights for the Godmind now and seeks only to find the truth. Evidence and facts rule her no feelings and faith.
She has problems with Empathy and unnvers Animals and the weak minded, who would not be by a 48 foot mechanical woman.
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.
The god of Constructs
Titles Lady Luminass
Queen of numbers.
The never ending sum.
Queen of Constructs.
The Constructed one.
Lord of Hell
mistress of construction
Home Construct Machine City Number 1
Alignment Lawful Neutral
Portfolio: Contracts, Law, knowledge.
Worshipers: Intelligent contracts, engineers, contract Makers.
LG NG CG
LN N CN
LE NE CE