Madge Blossomheart

Lady Rosalyn Aanya Luminuss's page

79 posts. Alias of Captain Wombat.


Full Name

Lady Rosalyn Aanya Luminuss

Race

Aasimars Garuda-Blooded (Plumekith)

Classes/Levels

God Learner Cleric L1

Gender

Female

Size

6'9" 58lb

Age

Looks 20

Special Abilities

Fly

Alignment

CN

Deity

God Learner

Languages

Common + Celestial + Draconic + Under-common

Occupation

Combat Healer

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

About Lady Rosalyn Aanya Luminuss

Lady Rosalyn Aanya Luminuss

Description:
Your looking at a 6'9" tall willow thin Aasimar. She has bright red long hair, light red toned skin, elven like ears, and all Amber orb eyes. She moves with grace, fast and athletic. Her armour is finely made with cords and hooks for her weapons. She has a side bag with map case. Strapped to her leg in a holster is an odd gun like object Spring bow, on the other a Machete. she also a dagger in one boot. In her hands is a 8' cold Iron long spear, with a spike at its end. As a god leaner cleric she works as a healer and explorer.

Personality:
Rosalyn has big mood swings, one moment happy go lucky, the next sombre, some thing is hurting this woman. She is well spoken and seems well educated. She is willing to help others and seems to always be looking into thing and exploring.

Numbers:

Str=12 [+1]2p
Dex=16 [+3]5p+2Race
Con=12 [+1]2p
Int=12 [+1]2p
Wis=14 [+2]2p+2Race
Cha=12 [+1]2p

Affiance:

Movement"
Land 40' Fly 20' (Poor) Overland 5MPH
Init+3 Perception+
Dark Vision 60'

Unarmed strike TH+1 DMG1d3+1 x2 B+L
Cold Iron Long Spear TH+3 DMG1d8+1 19/20x3 P brace, reach
Light Crossbow SpringBow TH+3 DMG1d8 80 ft. 19/20x2 P
Machete Sickle TH+1 DMG1d6+1 x2 P or S
Cold Iron Dagger TH+1 DMG1d4+1

Defiance:

Initiative +3
Senses perception +2

Vigor Points: 8
Wound Points: 24
- Wound Threshold: 12

Defense: 14 (+3 dex +2 feat)
Critical Defense bonus: +2 (+2 armor DR)

Resistance: DR5/— [Cold/Acid/Electricity]
Resistance: DR1/— [against creatures and attacks with the fire type]

Saves:
F=3 [+2class+1Con]
R=3 [+0Class+3Dex]
W=4 [+2class+2Wis]

*+2 trait bonus on all saving throws against charm and compulsion effects.
*–2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.

HP 1d8+1+1 / AC15 T13 FF12

Finley made Silkwave light Armour 20gp 7.5lb

Feats and Traits:

Feats:
1: Douge

Traits:
1:Birthmark [Faith]
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
2:Wanderlust
Your childhood was brightened by the new places you constantly saw as you traveled with your parents, who were merchants. Still excited by travel, you gain great energy when traveling overland.
Benefit(s): Treat your base land speed as 10 feet higher when determining your overland speed.
3:Flame-Touched
You share an affinity with elemental fire.
Benefit: You gain DR 1/— against creatures and attacks with the fire type.

Drawback:
1: Naive
Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism.
Effect: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.

Skills:

Skill Points [2+1wis+1FC] 4
+9 Acrobatics(+3dex, 1rank +3Class +2Race)<
+1 Appraise(+1int, 0rank)
+1 Bluff (+1Cha 0Rank)
+1 Climb(+1str, 0rank)
+1 Craft[All](+1int, 0rank)<
+5 Fly (+3dex, 1rank +3Class +2Race -4Poor)<
-- Disable Device (+1int, 0rank)
+1 Diplomacy (+1Cha 0Rank)<
+1 Disguise(+1cha, 0rank)
+3 Escape Artist(+3dex, 0rank)
+9 Heal (2wis 1rank +3Class +2Item)<
+1 Intimidate (+1Cha 0Rank)
+1 Knowledge (Dungeoneering) (+1int, 0rank)<
+1 Knowledge (Engineering) (+1int, 0rank)<
+1 Knowledge (Geography) (+1int, 0rank)<
+1 Knowledge (History) (+1int, 0rank)<
+1 Knowledge (Local) (+1int, 0rank)<
+1 Knowledge (Nature) (+1int, 0rank)<
+1 Knowledge (Nobility) (+1int, 0rank)<
+1 Knowledge (Planes) (+1int, 0rank)<
+1 Knowledge (Psionics/Arcana) (+1int, 0rank)<
+1 Knowledge (Religion) (+1int, 0rank)<
+5 Linguistics(+1int 1rank +3class)<
+2 Perception(+2wis, 0rank)<
+1 Ride (+1Str 0ranks)<
+1 Perform (+1Cha 0Rank)
+2 Sense Motive(+2wis, 0rank)<
-- Sleight of Hand(+3dex, 0rank)
+1 Spell craft(+1int, 0rank)<
+3 Stealth(+3dex, 0rank)
+4 Survival(+2Wis 0rank +2Item)
+1 Swim (+1Str 0rank)
+1 Use Magic Device(+1cha, +0rank)<

Concentration +3 (1CL+2WIS)

< = Classfeat other Skill

Race Aasimar Garuda-Blooded (Plumekith):

Racial Traits

Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wis and +2 Dex.

Type: Aasimars are outsiders with the native subtype.

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

Base Speed: Aasimars have a base speed of 30 feet.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits

Skilled:
Aasimar have a +2 racial bonus on Acrobatics and Fly checks.
Magical Racial Traits

Spell-Like Ability (Sp):
You have a natural fly speed of 20 feet (poor).
[Wings of red light]

Darkvision:
Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Aasimar Cleric Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders.

CN Cleric L1 God Learner:

BAB+0
Saves +2/+0/+2
Special Aura, channel energy 1d6D Positive, domains x2, orisons, spontaneous casting

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

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).
Weapon and Armor Proficiency

Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Energy (Su)

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

- Domains -

Domain: Travel.
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,

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

Lore Keeper (Sp):
You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Domain Spells: 1st—comprehend languages

Spells:

Orisonsx3
1:Read Magic
2:Detect Magic
3:Mend

Level 1 2+1
D:Comprehend languages
1:Endure Elements
2:Dream Feast

NOTES Spells

A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Items Coin:

Starting coin: 140gp

Finley made Silkweave light Armour 20gp 7.5lb
Weapon Cords 8sp --lb

Silkweave Spell component pouch 10gp 1lb

Silkweave Belt Pouch 1 2gp 1/4lb
Signal whistle x1 2sp --lb
Note book and Silver point pen 3gp --lb
Small Cumpuss 2gp --lb
Travel documents --
Letters of reference.--

Silkweave Belt Pouch 2 2gp 1/4lb
Healers Kit 5/10 25gp 1lb

Silkweave Side bag
- Map Case 5gp 1lb
- Paper x10 1gp --lb
- Note book 3gp
- Light bed roll 1gp 3lb

Weapons
Cold Iron Long Spear 8lb
Light SpringBow [Holstered on leg] 35gp 4lb
- SpringBow bolts x30 3gp 3lb
- Dagger 2gp 1lb
- Machete Sickle 6gp 2lb
- Silkweave Belt Sling -gp -lb

Mythic- Godling - Hierophant:

Godling:
The mythic character is the child of a god, typically born from the union of that deity and a mortal. The moment of ascension is when the character learns of her true heritage or is visited by her divine parent (or an agent of that deity).

Hierophant:
Drawing on power that goes beyond the gods, the hierophant is an inviolate vessel for the divine. The abilities of the hierophant allow him to enhance the power of his spells, heal others with greater potency, and commune with the gods. Most characters that become hierophants have a high Wisdom score, although many also have an above-average Charisma score. The path of the hierophant is suitable for divine spellcasters.

Mythic Feat:
Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.
You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.
1:

Hard to Kill (Ex):
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Bonus Hit Points:
Whenever you gain a hierophant tier, you gain 4 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.

Mythic Power: (Su) 5/Day
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge: (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Divine surge:

Hierophant Inspired Spell (Su):
As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 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 that of the highest-level divine spell you can cast from that spellcasting class.

Hierophant Mythic Abilities x1

Relentless Healing (Su)
You can restore life to the recently dead. If a creature has died within 1 round, as a free action you can expend one use of mythic power to apply healing magic to that creature. This healing can be from a spell or effect you cause or from a magic item you wield. If this healing brings the creature's hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total (similar to the way breath of life functions); otherwise, it remains dead. Alternatively, you can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with a prepared cure light wounds spell) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature's hit points above its death threshold, it returns to life.

Back story:

Cleric L1 (God Learner)]

The God Learner philosophy is an odd one, there is no god-head at its centre but a question, an ideology that questions gods.
Q: Are ALL gods intricately harmful?
Q: What if Gods power there divinity by collecting belief, wealth, souls, worship, lives of lesser beings.
Q: Is every gods then to feed off lesser beings to the deterrent of them?
Q: Do the gods enslave there followers my any means so as to feed off them?
Q: Is this the real goal for every god like being.
Q: Are there beings above the gods that feed off the?
Q: Can the gods be eradicated and ALL souls set free?

God Learners seek the truth, God Learner work to find out all the knowledge of the gods, every teaching, every rite, every secret, ever holy book all knowledge of the gods. By leaning the gods ways God Learners seek to know what gods are and if there is anything beyond them. A deeper truth to reality.

How this is done varies a lot, some take new knowledge with force, other work for years looking over dusty tomes as scrolls. Some head out into the world as seekers, looking for knowledge. the ranks of God Learners is filled with Kings and princes, collectors, wise men, mystics, beggers and all beings under the gods. Some see it as the great puzzle, others as the great idea. Some hate the God Learners hunting them when ever they find them, inquisitions most of all. Most faiths do not like there secrets known. Some just look on with perplexity at the God Learners.

When to God Learners meet, they share all they know. Every God Learner is marked with the Open palm of questioning. This mark may take any form but when two God Learner come close they mark becomes visible and can be shown to the other God Learner.

God Learners can take any Domain but Good/Evil/law/Chaos or any sub Domain of such.
God Learners must always be of a Neutral alignment
-TN/NG/NE/LN/CN-

God Learners must can't join other faiths, They can spy on them, but if they join one they lose all God Learner knowledge and powers. This is a (Su) single event and cant be stopped unless very powerful magic is used, that invariably costs the live of the convert.

Reincarnation:
God Learners have no after life, but believe in Reincarnation, and prefer to use Reincarnation over resurrection.

God Learners: faiths weapon is 'unarmed attack'

Domain - Travel + Knowledge.

Conjecture: What if gods where not good, lawful, evil, Chaotic, what if in fact all gods are greedy, used faith to gain power and keep power, what if faith is just a means to enslave souls, minds and bodys to give gods just what they want more than anything, food. That is the question at the heart of the "God Learner" philosophy and world view,"God Learners" seek knowledge to prove of disprove that view.

Her parents wanted her to be a cleric, just like them, all she had to do was find the right faith. So she looked, coming from a large city it was not hard to find temples and church, good and bad gods, Lawful and chaotic, she tried the small. But what she found behind temple door and in cloisters deep, was greed, indifference, intolerance, blind abidance to out right corruptions within each faith.

Good gods had followers building temples wile the followers went with out, Evil gods order follows to convert or kill, and the followers did never thinking to why? Lawful gods never placed themselves on trial. Chaotic gods where never so mad as to want ever less souls or stop being gods. She could not put what she was thinking into words. That was until the day a friend told her of an odd place where the rule of gods was questioned. A slip of paper and an address. That was the day she meet her 1st "God Learners" and the day she joined there ranks. Within there ranks she leaned a lot, she also picked a roll, she was a seeker.
A seeker explores the world seeking new knowledge of the gods. For above all things that is what the "God Learners" hunt and use. Knowledge is power and if the "God Learners" can find out just what gods are and ALL there ways, then maybe they can brake the hold they have over lesser beings. For that is what "God Learners" seek, freedom from the Soul slavers the gods.

Now she travels as a seeker, looking for Knowledge of new gods and faiths. Right now she's on a ship, sailing to a new land, her ticket paid for, her passage arranged, there she may find what she seeks.
The truth.

Notes: