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Rosa_Luminass's page

239 posts. Alias of Johnny_Panic.

Full Name

Rosa Luminess




Investigator/Ninja [L1] | AC 14, T 14, FF 10 | F +1*/R+6/W+4 | HP 5/9 | CMB +2, CMD 15 | Init +4 | Perception +8 | Condition: None


Female looking


6'2" 200Kg







Strength 15
Dexterity 18
Constitution 13
Intelligence 19
Wisdom 14
Charisma 10

About Rosa_Luminass

Rosa Luminess
Race: Android
1:Ninja [L1]
2:Investigator - Psychic Detective [L1]

THEME: A cold hard ruthless and uncaring killer. Highly skilled Ninja infiltrator who cares only for her "Craft".

Companion G’mork Tiny Dragon G’mork Alt

Blood socked Ninja Rosa looks superficially identical to a human in many ways, and to the uninformed it can be difficult to differentiate the human and what she really is. In the right light, though, Her alien nature is revealed by the fine metallic sheen in their eyes and the biological, tattoo-like circuitry that riddles in her skin. She is in true completely artificial, though made of materials that mimic the flexibility, shape, and density of human flesh and bone. Her organs mirroring those of humans so well that only by examining the materials and makeup of these systems which use sheeny oils and polymer alloys rather than blood and marrow could one guess that their physiology is constructed and alien. Rosa is a female looking humanoid, her body that of a young woman, tall 6'2" with black hair. She is unusually heavy [200lb]. She has a Companion G’mork he seems to be linked to her on some way.

Rosa sees herself as, faster, smarter, quicker, better then none constructs life. This is not pride, she sees this as a fact. with a genius level IQ, she tends to be the smartest thing in the room, abet like a calculator is. Often working out problems before others even know there is one. Rosa however was made and trained to kill, it is her craft, her art and the center of her being. Rosa IS cold, hard, aloft, unfeeling, uncaring, Emotionless. But she fully understands that others have emotions, she can even mimic them with work, but she dose not have them in the same way as others. If you meet her, she seems will spoken with impeccable manners, Knowledgeable to a high level, skilled and gifted in many ways. She has some kind of keep connection to a small Dragon that travels with her. Asking it's advice and being VERY protective of it.

Init +4; Senseslow-light vision, Dark vision 60' Perception +8


AC [14] TAC[14] FF[10] 10+0Armor+0Shield+4Dex+0Items+0other+0Size+0NA+0Dodge]
Mage Armor [+4 1 hours]

HP: 9/9 [1d8+1con]

Fort: +1*, {+0Base,+1Con}
Reflex: +6, {+2Base,+4Dex}
Will: +4*,{+2Base,+2Wis}

Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.

For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects.

Fatigue or exhaustion, and are immune to disease and sleep effects.

CMD +5 {+0Base +2Str +4Dex +0size +0misc +0Dodge}


Speed: 30ft
CMB: +2; {+0Base +2Str +0size +0misc}
Base Atk: +0;

--Melee: [Sneak attack+1d6][+1DMG Flanking Trait]
Improved Unarmed attack* TH+4 DMG[1d3+2] x2 (L/NL)
Telekinetic Projectile TH+4 DMG[1d6] R25' [5lb or less object]
Dagger TH+4 DMG[1d4+2] X2 (P/L) r20'

MW Cold Iron Katana TH+3 DMG[1d8+3] [Deadly] 18/20x2 <s>


Space 5 ft.; Reach 5 ft.


Rolled 17/16/15/14/13/12

Str 15 [+2][15]
Dex 18 [+4][16][+2Race]
Con 13 [+1][13]
Int 19 [+4][17][+2Race]
Wis 14 [+2][14]
Cha 10 [+0][12][-2Race]


4d6 ? (4, 5, 4, 6) = 19 = 15 [7p]
4d6 ? (5, 4, 4, 5) = 18 = 14 [5p]
4d6 ? (3, 1, 3, 6) = 13 = 12 [2p]
4d6 ? (4, 6, 5, 6) = 21 = 17 [13p
4d6 ? (1, 5, 2, 6) = 14 = 13 [3p]
4d6 ? (4, 6, 6, 2) = 18 = 16 [10p]


Level feats after 1st:
1:Improved unarmed Strike

Race Feats:

Weapon and Armor Proficiency
Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi, light armor
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

-:Weapon Finesse [Ninja]
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.


1:Bruising Intellect [Social Traits]
Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

2:Arcane Dabbler [Regional Trait]
Your study of magic Alchemy is shown by your expertise in the simplest of Alchemy exploits.
Benefit: Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st).
If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.
*They are Alchemy drafts not spells, and need to be made as such, as in class.*


1:Mass Murder [Campaign Trait]
You have killed without just cause and been condemned
for it. To be sent to Branderscar Prison, this was no typical
killing but a particularly savage and unforgiveable act.
You may also have killed someone with powerful friends.
Punishment: Death by beheading
Benefit: You deal 1 additional point of damage when
flanking a foe. This additional damage is a trait bonus.

2:Attempted Murder [Campaign Trait]
You tried to kill someone and botched the job. To be
sent to Branderscar Prison, you did not try to kill just
anyone. You likely assaulted someone of great
importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate
checks, and Intimidate is always a class skill for you.

[From Feat]

1:Paranoid [When you kill for a living its always best to be]
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
You have a hard time understanding and trusting those with unfamiliar ways and appearances.
Effect: You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.

Race Android:

Racial Traits

Ability Score Racial Traits: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer
a –2 penalty to Charisma.

Size: Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Base Speed: Androids have a base speed of 30 feet.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits

Alert: Androids gain a +2 racial bonus on Perception checks.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP)
Senses Racial Traits

Exceptional Senses:
Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Other Racial Traits

For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs.

Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.

Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.)

Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP) (Note: this trait is called Logical in the Book of Heroic Races: Advanced Androids.)

Android bodies built for stealth and infiltration employ camouflage circuitry, foregoing the capacity for a nanite surge, since the resulting display can compromise delicate missions. Androids with this trait reduce the penalty for using Stealth while moving at full speed by 5 and reduce the Stealth check penalty for sniping by 10. This racial trait replaces nanite surge


-=Skills=- [13 points] [8Levels +4Int +1FC]

+4 Acrobatics*(+4dex, +0rank +0class)<
+4 Appraise(+4int, 0rank +0class)<
+0 Bluff(+0cha, +0rank +0class)<
+2 Climb*(+2str, 0rank +0class)<
+4 Craft (alchemy)(+4int, 0rank +0class)<
-2 Diplomacy(+0cha, +0rank +0class -2Trait)<
+4 Disable Device (+4int, +0rank +0class)<
+0 Disguise(+0cha, 0rank +3class)<
+4 Escape Artist(+4dex, 0rank +0class)<
+2 Heal (+2wis +0rank +0class)<
+10 Intimidate(+4Int, +1rank +3class +2Trait)<
+4 Linguistics(+4int +0rank +0class)<
+8 Perception(+2wis, 1rank +3class +2Race)< [+1traps]
+4 Ride (+4Dex 0ranks)
+0 Perform (+0Cha +0Rank)
-4 Sense Motive(+2wis, +0rank +0class -4class -2Trait)<
+4 Sleight of Hand(+4dex, +0rank +0class)
+8 Spellcraft (+4int, +1rank +3class)[+1d6]<
+8 Stealth (+4dex, +1rank +3class)<
+2 Survival (+2Wis 0rank)
+2 Swim (+2Str 0rank)
+0 Use Magic Device(+0cha, +0rank +0class)<

^Knowledge (Arcana)(Int)____+8{+1rank,+4Int +3class} [+1d6]
^Knowledge (Dungeoneering)(Int)____+8{+1rank,+4Int +3class} [+1d6]
^Knowledge (Engineering)(Int)____+8{+1rank,+4Int +3class} [+1d6]
^Knowledge (Geography)(Int)____+8{+1rank,+4Int +3class} [+1d6]
^Knowledge (History)(Int)____+8{+1rank,+4Int +3class} [+1d6]
^Knowledge (Local)(Int)____8{+1rank,+4Int +3class} [+1d6]
^Knowledge (Nature)(Int)____+8{+1rank,+4Int +3class} [+1d6]
^Knowledge (Nobility)(Int)____+8{+1rank,+4Int +3class} [+1d6]
^Knowledge (Planes) (Int)____+8{+1rank,+4Int +3class} [+1d6]
^Knowledge (Religion) (Int)____--{+0rank,+4Int +0class}

+5 Concentration (+4int +1CL)

[+1d6] [6/day]
The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

-=Non-Standard Skill Bonuses=-

Race Skills

Languages Common, Draconic, Abyssal, Infernal, Sylvan.

Special Abilities:


---===Spells / Powers===---]
-Spell-Like Abilities (CL=HD)-

Ninja L1:

Ninja L1

HD 1d8
BAB +0
Saves +0/+2/+0
Poison use
Sneak attack +1d6
Alignment: Any.
Ninja trick x0

Class Skills
Skill Ranks per Level: 8 + Int modifier.
The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Weapon and Armor Proficiency
Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Finesse Training (Ex) [Ninja]
At 1st level, a ninja gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the ninja from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The ninja can select a second weapon at 11th level and a third at 19th

Poison Use
At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack [1D6]
If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty. The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Ninja Code

The eight pillars of the Ninja Code of Honor

-: To go against this Ninja code is to go against all things Ninja and to indicate unfitness to be a Ninja.

1. I will never Divulge any Secrets of all the Ninja knowledge and traditions I know.
2: I will respect at all times the Ninja craft and the art of killing, as well as the elders of my Ninja clan.
3: I will be mindful of my true Ninja self, to do otherwise would be to lose focus in my Ninja craft and art, there is no other way but the way of the Ninja.
4: Emotions are the enemy, Emotions have no use to the Ninja other then to be a mask throw which one can enact ones Ninja craft and art.
5: I will strive to keep order, logic and discipline at all times, the 1st battle is the mind.
6: Have no enemy's but only subjects of one's Ninja art and craft.
7: I will strive for self improvement in my Ninja craft, seeking education and improvement in all Ninja ways.
8. I will never cower from a necessary pain, nor rush to it pointlessly do that which is needed for ones craft and art.

Class Investigator - Psychic Detective L1:

Investigator - Psychic Detective [L1]

Saves +F0/R+2/W+2
Alignment: Any.
Hit Die: d8.
Parent Classes: Alchemist and rogue.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Spell Casting

A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier.

Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.

At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.

In effect, the psychic detective loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast.

A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.

Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower.

1st—Detect chaos, detect evil, detect good, detect law, find traps.
3rd—Calm spirit*, daylight.
4th—Modify memory.
6th—Banishment, moment of prescience, scrying (greater).

This ability replaces alchemy.

Inspiration (Ex)] [5/day]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding [+1]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Psychic Meddler (Su)
At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects.
This ability replaces poison lore, poison resistance, swift alchemy, and poison immunity.

Phrenic Dabbler (Su)
At 3rd level, a psychic detective gains a small pool of phrenic points equal to 1/2 her psychic detective level, as well as one phrenic amplification, as the psychic class feature. This does not allow the psychic detective to qualify for the Extra Amplification feat.
This ability replaces the investigator talent gained at 3rd level.[ooc]

Investigator Talents
A psychic detective selects investigator talents as normal, except she cannot select the alchemist discovery investigator talent. She can select the Expanded Phrenic Pool* feat as a discovery even though she doesn't meet that feat's prerequisites, and she can select an extra phrenic amplification once as a discovery.

The following investigator talents complement the psychic detective archetype: confusing strike, device talent, effortless aid, hidden agendas, inspired intelligence, item lore, and unconventional inspiration.
[ooc]This ability alters investigator talents.

Spells [3/Day]

0Level spells DC14 [unlinied]
2:Telekinetic Projectile
3:Detect Psychic Significance

1level spells [DC15] [2] [2+1/day]
1:Mage Armor [1 Hour]
2:Disguise Self

1/day each [Trait] [extracts]
2:Detect Magic


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

Starting cash 0 starting gold 0 in consumables [^ on sheet]

Lamellar Armor 15lb
MW Cold Iron Katana [200gp] 18/20 x2
Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.

Belt: -
Body: -
Chest: -
Eyes: -
Feet: -
Hands: -
Head: -
Headband: -
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

Items - Back pack, Ninja clothing, katana, kusarigama, shortbow, shuriken, smoke Pellets, healers kit, poisons, drow x 3. Quiver, arrows, bow, alcmist fire, Black powder pouch.

None slotted Items

-=Carrying Capacity=-
Light 0-66lb. Medium 67–133lb. Heavy 134–200lb.
-=Current Load Carried=- 7.5 lb.

-=Money=- 0 GP 0 SP 0 CP

Back story:

Origins unknown
She new this, she had been made to order, the Ninja that paid for her, wanted something of use, something that could do jobs in ways they could not. She had awaken in a dark room, in the room with her was another, small skinny, a male human she found out later. A voice talked to her form the darkness, and she understood it. Its simply said. "Brake his neck" She had looked at the thing trying to find a way out of the room. She had waked over and with to hits from her fist stunned it. Reaching over she twisted its neck, there was a crack. It was still. This was her 1st kill, but by no means her last. The voice form the darkness said. "Wrong, to slow and wasteful of movement. A small door opened and another human, old and female was pressed into the room. [i]"Again!" The voice demanded. So She did as ordered. Over and over and over...

Companion G’mork
She hire G’mork as a spy, the tiny Dragon had she was told skills. This he proved to have, after the job, a simple one of framing a law officer with a stolen item. He has stuck around, acting as her aid and at times adviser. She knew she had difficulty understanding the 'feelings' other had, G’mork was very good at telling her where she was wrong and what to do in that area. Of all the beings she has meet she almost trusts him.

For the art of death

Killers are not hard to find, there is always the thug or evil cult type who will kill for god or coin. But a real professional, One who takes pride in the craft is a little harder, The Assassin, Who will for coin kill a man, his wife, his children even. But then beyond that are the few, the very few with the wit and skills to not just kill and a life, but also destroy that life. To pulling down brick buy brick until there is little left but death. Such a killer is far harder to find.

Rosa is one such, trained from acquisition by a Ninja to be a true killer of things. She plans, plots and works out not just to take a life, but also how to destroy everything that life stood for. Her craft is that of the despoiler and vengeful agent who comes and pulls a whole life apart. She can and does take great care in orchestrating the downfall of her target. In her own cold hard logical way, all so she can make great art, the truest of art, the art of death. and great care.

For instance...

The honest merchant who crossed the wrong group. For him, stolen goods planted in his ware house and home. Found by the law and him locked away. After his wife temped in to prostitution then his son found dead from drink. All planed and worked out, all executed.

The pilgrim Inn, so fat from faithful coin. One day tainted food, a few dead, then a string of bad luck. Soon no pilgrim goes to the accused inn and the doors close for good and the pilgrims go to another Inn.

The rich man, whose eye on power upset someone above, A night of drink, then out of wedlock lust, news comes out and shame. Shame that leads him to take his own life and that of his family, so sad. But all again by Rosa's hand.

Then her last contract, the one that had coursed her so much trouble.

Bring down two noble houses, two houses seeking to be linked by marriage. Hard yes, because her employer, a would have been the bride form another noble house, wanted to do more than brake up a love match with a simple sandal. She wanted the two noble houses to fall and fall hard.

Rosa was more than willing to oblige. The execution of the contract was complicated, her plan was simple and elegant. She would use the wedding itself, both families in one place. The wedding was held in an old wood chapel at night. The right amount of black powder change, the wrong amount of stocked holy oil in the cellar. The two door guards drugged with free wedding food. Exits spiked and locked. So simple once completed.

She has sat some way away and watched the fire storm. The few that came out on fire where saved, but by the time the local militia had the fire out. It was all far too late for the happy couple and all but a few of the wedding goers.

It was only after she had discovered that her employer, a rash and stupid girl child with more coin than spine, had succumbed to guilt on hearing of her x-lovers demise. She had confessed all. Used as bait on the night of payment, Rosa, after some struggle was captured.

There was a court case, but Rosa had not really been paying much attention, she had spent her time plotting ways to get away, but it seems when to kill some 130 people form noble stock, one is very well guarded.

Now Rosa is waiting execution, her mind working to find a means to get out and away, there is no hope, but that dose not matter for Rosa never feels hope, nor fear or happiness nor any human feelings at all.


Surprise Weapon
You are skilled at fighting with objects not traditionally considered weapons.

Benefit: You gain a +2 trait bonus on attack rolls with improvised weapons.

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