About Lady Rose
Angel-Born Aasamar Lord of Darkness Tyrant Antipaladin 4
Gestalt Serial Killer Vigilante 3
Female Native Outsider
Speed: 30 ft
Being the daughter of the High Priest of Asmodius has it's privileges. Rose grew up in the lap of luxury, learning all the things a good little girl born of the unnatural love between a man and a fallen angel should. Her father taught her to lie and manipulate and threaten when necessary. He taught her how to hide in plain site using false identities and mannerisms, how to play people against each other to sew discord among the pathetic sheep, and how to fight hard and mean when necessary. The schools of Talengarde were her training grounds and she was a very apt pupil.
Perhaps it was because Chastity, her mother, had been banished to the abyss when Rose was young that the father was so doting. Whenever she killed a playmate, he'd find another for her. (Her favorites he would even bring back to life, though she learned that they were never the same after that.) Whenever she saw something she wanted, he'd have it stolen for her as soon as he could. When she was a teenager going through an awkward time and was snubbed in public by a boy she liked, her daddy had the boy's family's house burned down. Her father loved her dearly.
Perhaps that is why she became overconfident and self-absorbed enough to think she was untouchable. After being angered by her latest lover, the son of a wealthy duke, she'd assumed that when she cut his heart out and escaped into the night that she would get away free and clear like she always did.
She did not count on the boy's father hiring a diviner and discovering the truth.
When her father heard that Sir Balin himself was seeking her, he was livid. He explained how foolish she had been, and told her she would have to deal with the situation she had created.
Ever the dutiful daughter, Rose traveled far away from her father's church and went on an impressive spree of arson and mayhem to draw Sir Balin away from her father's church, seduced and captured Sir Balin, and brought him back to her father.
She was a good girl.
Rose is stunning. She's one of those girls who's hair is always perfect and who's skin practically glows. She has long, thick dark red hair that almost curls, but mostly just gives her perfect waves. Her eyes are bright emerald ringed in dark turquoise. Her otherworldly lineage is most noticeable in her upswept ears, which makes many mistake for elven ancestry (she doesn't tend to correct them), but it also manifests as a tracing of gold and red feathery lines down her back. From a distance it looks like a tattoo, but it is actually raised to the touch and glitters a bit under firelight.
Her figure makes most men distracted and most women spiteful. The only thing that makes her less than the ideal beauty (at least in her mind) is the fact that she is quite short. She only barely tops five feet, so whenever possible she wears heeled shoes or boots. Because of her height many people underestimate her and are extremely surprised by the feats of strength she exhibits. She may be small but her mother's blood makes her extremely strong.
In spite of her short stature she moves with unconscious grace and purposeful attitude, rarely losing her practiced air of poise and confidence.
1) Make daddy proud. Rose is a daddy's girl. In spite of her thoroughly twisted upbringing, she does love him. She feels guilty for having let him down and want's to make it up to him however she can.
2) Bring Mommy Back Home. Rose' mother was banished back to the abyss. Rose desperately hopes to find a means to break the banishment and Summon her mother again.
Friends, Enemies and Family (which are basically both)
Hit Points: 48 (4d10, +8 con) Max per level
Fire resist 4, Cold, Acid, Shock resist 5
AC: 21 (10, +1 dex, +9 full plate, +1 enhancement)
CMD: 17 (10 +4 str, +1 dex, +2 bab)
+10 Ref + (3 Vigilante, +1 dex, +5 cha, +1 resistance)
+9 Will (4 Antipaladin, -1 wis, +5 cha, +1 resistance)
-1 attack, +2/+3 damage, melee or ranged
(Attuned +1) Masterwork Battleaxe +9, 1d8+5, x3 crit
Shield Spikes +8, 1d6+4, x2 crit
Longsword +8, 1d8+6, 19-20/x2 crit
+1 Keen Sacrificial Dagger +9, 1d4+5, 17-20/x2 crit
Pilum, +5, 1d8+4, x2 crit, piercing, 20' range, hit makes target lose shield bonus until they use a standard action to remove it.
Chakram, +5, 1d8+4, x2 crit, slashing, 30' range
Net +1, Ranged touch attack, hit = entangled, 20' lead rope (non proficient)
Feats and Traits:
Sedition: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Dangerously Curious +1 UMD, always a class skill
Blade of Subjugation (blade of mercy): When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Quiet as Death: +2 to stealth checks (campaign trait)
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill points: 2 (antipaladin), 18 (vigilante), 4 (int), 8 (bonus), 8 (background)
*ACP -5 plate (-7 w/ shield), -1 in leathers
+5 Appraise (1 rank, +1 int, +3 class)
+12* Stealth (4 ranks, +3 class, +1 dex, +2 trait, +2 equip)
+14 Use Magic Device (3 rank, +5 cha, +3 class, +1 trait, +2 equip)
Leadership Score: (level, +charisma bonus, +1 trait)
Favored Class Antipaladin. +4 Fire Resist.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Spell-Like Ability (Sp): Aasimars can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar's class level).
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Aura of Evil (Ex) The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
Detect Good (Sp) At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
Smite Good (Su)Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.
Unholy Resilience (Su) At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Touch of Corruption (Su) Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.
Channel Negative Energy (Su) When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
Aura of Obedience (Su) At 3rd level, a lord of darkness radiates an aura that cows the weak into following his commands. He receives a +4 morale bonus on Intimidate checks made against living creatures within 10 feet.
In addition, if he demoralizes a living creature within 10 feet, and exceeds the DC by 10 or more, he may issue one command to the target, as per the spell. The target can resist this effect with successful Will save, with a DC of 10 + 1/2 the lord of darkness’ level + the lord of darkness’ Charisma modifier. A creature cannot be commanded in this way more than once per day. This ability replaces aura of cowardice.
Plague Bringer (Ex) At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.
Cruelty (Su)At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin’s level + the antipaladin’s Charisma modifier.
Dual Identity (Ex)
A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante's true identity revealed to the world at large.
The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante's secret.
Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user's appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.
Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.
Seamless Guise: (Ex) A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
Renown (Ex): The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.
Hidden Strike: The Stalker Vigilante deals an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment). The Serial Killer's hidden strike is considered equivalent to a sneak attack with the same number of dice for the purpose of meeting prerequisites or using abilities that depend on sneak attack.
Signature Weapon (Ex): The vigilante must select one type of weapon (such as longsword or crossbow) when he gains this talent. He gains Weapon Focus as a bonus feat for his selected weapon type. If he already has the Weapon Focus feat with the selected weapon, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Focus in the selected weapon. At 8th level, he also gains Weapon Specialization as a bonus feat for his selected weapon. He doesn’t have to meet any of the prerequisites for these feats.
Thwart Pursuit (Ex) At 3rd level, a serial killer adds 1/2 her vigilante level as a bonus on all checks in a chase and to the DCs of Diplomacy checks to gather information about her and checks to track her or notice her tracks (though not to the DC of the profiler’s expert profiler ability).
Cloak of the Hedge Wizard
Mage Hand at will
Expeditious Retreat x1/day
1st level (+2 cha bonus, +1 bonus)
-Automatic Bonus Progression-
3 Resistance +1
4 Armor attunement +1, weapon attunement +1
-Purse (when unarmored)-
-Magic Item Slots-
-Spring Loaded Wrist Sheathes-
Magic attunement charm (masterwork UMD tool)
(Adventurer's sash, 6 slots)
--On heavy warhorse)--
- Well-made wardrobe chest w/ false bottom -
Mithril Full Plate
Conductive, Cruel weapon
bracers of the merciful knight
silver smite bracelets
unsanctioned knowledge (detect the faithful, blistering invective, haste, dominate person)
Images and Theme Music: