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Rosa.Luminass's page

149 posts. Alias of Johnny_Panic.

Full Name

Rosa Luminass


HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;


Female - Fighter L1 Cleric L2 - Tiefling Oni-Spawn (Hungerseed)


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






Olladra, Goddess of Good Fortune


Common + Infernal + Abyssal + Draconic + Celestial.

About Rosa.Luminass



Cleric of Olladra, Goddess of Good Fortune.

At 8'2" this horned woman is truly scary, silver orb eyes and pointed steel like teeth. She towers over most, Her Armor is Sliver and black, Strapped it her back is a massive 2 Handed great sword. She has Horns metallic silver, steel shod hooves, that clatter was her legs bending the wrong way as she walks. Her Hair is animated changing color, her skin blue gray steel like. Her arms and legs long and strong looking. The look on her face is interested. When she talks there is an odd whisper as if her words are being said by others close by. She gives off a heat haze at all times, a shimmer to the light around her, and her breath steams, every thing about this woman screams evil outsider yet her Armor has the unmistakable Holy Symbol of Olladra, Goddess of Fortune.

Eyes: Silver metallic orbs.[glint red in sunlightl]
Horns: Silver metallic
Legs: Cloven feet [steel shod]
Tail: Fiendish Metallic scales
Hair: Animated Color changes.
Skin: Pale metallic.
Teeth: Metallic Sharp
Other: inhuman voice
Other: birthmark [traits]
Other: unnatural temperature Hot.


Stats 25 points spend

Str 16 +3[5p +2 Race]
Dex 14 +2[5p]
Con 14 +1[5p]
Int 16 +3[5p +2 Race]
Wis 17 +3[5p +2 Race+1 Devilef eggs]
Cha 08 +0[-2 Race]

BAB +2
AM +5
AR +4

CMB +2
CMD 15/12FI

FOR +7 [+2fighter 3 Cleric +2con
REF +2 [+0 Fighter +0+2dex]
WIL +6 [+0 Fighter +3 Cleric +3wis]

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

Perf Combat +
Speed 30' [wile In Armor] 40' with out.
HP 28/28 [10+2 5+2+1 5+2+1]
[F-class cleric +1hp level.]

MW Adamantine Great Sword TH +6 DMG 2d6+5 19/20x2
[Cold Iron] / throwing Dagger THR + 5 1d4+3 cr19/20 x2 ri10'
Shortbow THR +5 1d6 20/x3 ri60

FEATS and Traits Drawbacks:

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

Knowledge (Arcana) +3 0r, [+3int]<
Knowledge (Engineering) +7 1r [+3int]<
Knowledge (Geography) +3 0r, [+3int]
Knowledge (History) +7 1r, [+3int]<
Knowledge (Nature) +3 0r, [+3int]
Knowledge (Nobility) +3 0r, [+3int]<
Knowledge (Planes) +7 1r,[+3int]<
Knowledge (Religion) +7 1r, [+3int]<
Knowledge (Local) +3 0r,[+3int]<
Knowledge (Dungeon) +7 1r, [+3int]<

Concentration +10+3+2 +15

< class Skills + other

<Class + other skills

Race Tiefling Oni-Spawn
Standard Racial Traits

Ability Score Racial Traits:

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

Type: Tieflings are outsiders with the native subtype.

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

Speed: Tieflings have a base speed of 30 feet.

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

Defense Racial Traits

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

Feat and Skill Racial Traits

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

Magical Racial Traits

Spell-like ability:
46 - You gain an additional +2 racial bonus to your Intelligence score.
llinked to back story and fortunes birth mark

Deviled eggs
Produce flame as spell once CL=HD

Senses Racial Traits

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

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

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

CLASS Fighter L1:
Skill Ranks Per Level: 2 + Int modifier.
The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

BAB +1 Saves +2/+0/+0

Bonus feat

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

CLASS Cleric Olladra L2:
God: Olladra, Goddess of Feast and Good Fortune

Domains-> Good (Agathion, Friendship), Healing (Restoration), Luck (Fate), Travel (Exploration)

Class Skills
Skill Ranks Per Level: 2 + Int modifier.

The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

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.
Domain Spells: 1st—longstrider,

Luck Domain
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.

Bit of Luck (Sp):
You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—true strike,

Channeling: Positive Energy 1d6 2/day


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

1st Level 3+1
*: True Strike
1: Vigor Lesser 12r 1hp
2: Endure Elements < as CLQ
3: Protection from Evil.

<= used


Starting Gold = 3500gp
MW Adamantine Great Sword 3050gp From Flaw [Hell Blade]
Dagger Iron, Cold x2 8gp
Holy symbol Steel, embedded in sword hilt. 5gp
--On body--
Armor: Scale Mail + armored-kilt 70gp
Fine Travelers clothing, 10gp
Sleeves of many garments 200gp
In clothing
Small note-book and Silver point pen 5gp
Signal whistle x2 (--)
Ear plugs
Chalk x1
Spell component pouch 5gp
flint and steel (-),
1 Acid flask,
1 Alchemist's fire,
2 antitoxin (-)
traveling papers
Shield 4/50 30go
QLW 4/50 30gp

Gold 12go

Large Dire Wolf

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

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

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

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

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

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


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

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

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