Menthen Jagaro

Lucifer Rosala's page

5 posts. Alias of Kios.


Race

Aasimar

Classes/Levels

Lore Warden 11

Age

113

Alignment

Lawful Neutral

Strength 18
Dexterity 16
Constitution 16
Intelligence 14
Wisdom 12
Charisma 12

About Lucifer Rosala

Story, Part 1:
My first memory is of a great storm, tearing apart the world. Screams echoed everywhere but I was alone for what seemed like an eternity. The screams slowly died away until only mine remained.

I was found by a priest who gave me my first name. "The Morning Star, Bringer of Dawn." He said I was a gift from the gods and taught me many things before giving me away to another.

She was, from then, my mother. The one beside her, my father. Alesandra and Gulierre Rosala, to whom I owe my family name. They are both long since dead, yet I am still young.

They died when I was like a teenager, though I had already experienced much. They followed the old ways, believing in the teachings of the god of humanity without needing proof of magic and miracles. It was not magic that Aroden taught. Everywhere across the world you could see proof of his greatest miracle - the advancement of mankind.

After they died, I traveled the world, taking work where I could and learning many things. I carried my mother's favorite book with me wherever I went. It was the History and Future of Humanity, and carried inside it's pages lessons of the past and the hopes and dreams of the human race.

I played many roles during that time, but I was always in my heart a soldier.

I traveled first to Molthune, in Avistan, where I had heard a great war for freedom was being fought. I found the cause of the rebels just and joined them gladly.

After the war, I went to Korvosa, where I was a fisherman and hunter. It was not difficult in those times to make a living if you were one of the few that could hunt at night. Those happy times came to an end when my home was burned down during a revolt. My stores had been raided and my money was gone.

So I went home. Sadly, though, no one there recognized me. Time had passed for them. I was forced to become a beggar, living in the gutters where once I was noble. That didn't last long before I started taking what I needed, and caught the attention of a certain council.

My youngest nephew, now old and decrepit, was among it's members. He recruited me to save the lives of many, though it was a job that forced me once again to leave my home.


Story, Part 2:

To that end, I went far across Cheliax's borders to a small town called Riverford in what is now Andoran. It was a small farming town, full of shepherds and growers. It was there that I found peace.

For years I worked hard, uncovering the hidden treasures buried in the land as I dug and replanted what the cows ate. A village of such size was not a place I enjoyed much, and a large rebellion was stirring.

I chose the side of the freedom fighters, using the magic items I had found to fund and arm myself. As the battles raged on, I collected the treasures of my enemies so I could sell them in the towns. It was this that led me to the capital of Almas.

Sneaking in as a merchant to sell my wares to the capital, I aided an attack from inside it's walls, helping the great city fall. Afterwards, I stayed on, making a great deal at buying and reselling to the right people.

With the money I made, I enjoyed many extravagances. I learned to act out my battles on the stage with great exaggeration. I took the Common Rule to heart, and it changed my views drastically.

Aroden was just a man, yet he did so many great things. He was not a God of Light, but of Humanity. He only wanted to further humanity, to save us from the darkness surrounding us. He was such a hero and I wanted nothing more than to be like him.

After a time, news of my home began to worry me. I traveled first to Varisia and then back to Korvosa, where a certain troubling someone needed to be brought to bear.

Unfortunately, I was not the one to deal that particular blow, but I did enjoy fighting pirates in Veldraine. From there it is quite a blur. I fought mammoths in the Lands of the Linnorm King, studied culture in the Mwangi expanse, even went to pirate among the river kingdoms. I wanted to learn exactly what it was that made humans so great.

My adventures eventually took me to Absalom, where I found a permanent home. I joined a group of other adventurers, exploring the dungeons and caverns and forests, but always coming home.

During that time I fought demons, dragons, goblins, trolls. All enemies of mankind. All working towards our extinction. As the party began to fall apart, not understanding my zeal, I received a letter about a certain tournament. I had always wanted to visit Tian Xia.

Crunch:

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Offense
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Init +3, Speed 30 ft
BAB +11, Melee +15, Ranged +14, CMB +21(+25 trip)
+2 Longsword +19 (1d8+8, 19-20, x2)
+1 Called Javelin +16 (1d6+6, x2, 30 ft)
Know Thy Enemy +2 to Attack and Damage if enemy is identified as a swift or standard action.

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Defense
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HP 103, AC 22, FF 19, Touch 13, CMD 34(36 vs trip)
Fort +12, Reflex +8, Will +6(+9 vs fear)
+2 AC and DR 2/- vs Humans, DR 3/- vs small piercing weapons.
At will, can designate target to get +2 to AC and saves against
Senses Darkvision 60 ft, Perception +7, Sense Motive +1

Description:

Luc is of slightly above average height and stature, but not enough to make him stand out among others. He has noticeable scars on his forehead, left cheek, and his small chin. His jaw is lifted, giving him a slight grin even when he frowns. Though his hair is the usual black and his skin the usual pale of a Chelaxian (though perhaps somewhat exaggerated), his eyes shine with an unusual and intense violet hue which makes his view seem to shift to follow those looking his way.

Luc is dressed in a colorful green and gold jacket and cloak with intricate designs covering his sleeves and the legs of his loose-fitting trousers. On the back of his jacket is the emblem of a winged eye over a desert pyramid, a small white orb sitting above it. The collar of his red shirt sits very high compared to most modern fashions, blocking the side view of his cheeks and chin and he wears a tall green hat with a black trim which he sometimes has to duck under doors.

Equipment:

8302 gp, 2 lb - +1 Called Javelin 1d6+1, x2, 30 ft, as a swift action may call to teleport it to hand.

8315 gp, 4 lb - +2 Longsword 1d8+2, 19-20, x2, S.

9155 gp, 5 lb - +3 Buckler: +4 to AC.

9250 gp, 15 lb - +2 Defiant Quilted Armor: +3 to AC, +2 additional AC and DR 2/- vs Humanoids with the Human subtype. DR 3/- against small piercing weapons.

4000 gp, 1 lb - Sash of the War Champion: Fighter level counts as 4 higher for the purpose of armor training and bravery.

10000 gp, - lb - Ring of Foe Focus: +2 to AC and saves vs foe designated at will.

3600 gp, 1 lb - Dead Man's Headband: +2 to Intimidate and +1 to the DC of fear effects. Secures hat from wind and weather effects. +5 to DC to Steal or Sunder Hat.

8000 gp, - lb - Amulet of Natural Armor +2: +2 natural armor bonus.

4000 gp, 1 lb - Cloak of Resistance + 2: +2 to all saves.

16000 gp, 1 lb - Belt of Physical Perfection +2: +2 to Strength, Dexterity, and Constitution.

80622

Skills:
8 Acrobatics (6 + 2 Dex)
9 Appraise* (4 + 3 Class + 2 Int)
12 Bluff (11 + 1 Cha)
6 Craft(Tailor)* (1 + 3 Class + 2 Int)
11 Diplomacy* (2 + 3 Class + 2 Race + 3 Trait + 1 Cha)
9 Heal (8 + 1 Wis)
19 Intimidate* (7 + 3 Class + 1 Cha + 6 Focus + 2 Item)
13 Know(Engineering)* (8 + 3 Class + 2 Int)
6 Know(Geography)* (1 + 3 Class + 2 Int)
7 Know(History)* (2 + 3 Class + 2 Int)
11 Know(Local)* (8 + 3 Class + 2 Int + 1 Trait)
14 Know(Religion)* (7 + 3 Class + 2 Int + 2 Trait)
7 Linguistics* (2 + 3 Class + 2 Int)
7 Perception (4 + 1 Cha + 2 Trait)
7 Perform(Act) (6 + 1 Cha)

Languages:Common, Tien, Halfling, Goblin, Elven

Feats:

Skill Focus - Intimidate: +3 (+6 at 10 ranks) to Intimidate.

Combat Reflexes: 2 additional attacks of opportunity each round.

Improved Trip: +2 to CMB and CMD vs Trip, Tripping does not provoke attacks of opportunity.

Power Attack: -2 to attack, +4 to damage

Improved Feint: may use Bluff to feint as a move action

Felling Smash: If you use Power Attack as on a single attack action, you may Trip as a swift action.

Performance Weapon Mastery: All weopns wielded gain performance quality.

Vital Strike: When using the attack action, may roll damage dice for weapon twice before adding other effects to determine damage.

Improved Vital Strike: When using the attack action, may roll damage dice for weapon three times before adding other effects to determine damage.

Devastating Strike: +2 damage per damage dice rolled with vital strike.

Greater Trip: +2 to CMB to trip, opponent tripped provokes attack of opportunity.

Cornugon Smash: As a free action after using Power Attack, may Intimidate to demoralize foes.

Class Abilities:

Scholastic: + 2 skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This replaces proficiency with medium armor, heavy armor, and shields.

Expertise: can choose to take a -3 to attack to get +3 dodge bonus to AC.

Maneuver Master: +6 to CMB and CMD

Weapon Training: +2 to Attack and Damage with Heavy Blades, +1 to Attack and Damage with thrown weapons:

Bravery + 3 to Will saves vs. fear

Know Thy Enemy: can take a standard action to study a specific target in sight. You must make a Knowledge check to determine the target’s abilities and weaknesses as part of this standard action. If successful, the lore warden not only notes the appropriate abilities and weaknesses, as detailed under the Knowledge skill, but also gains a +2 competence bonus on all attack rolls and weapon damage rolls made against that enemy. Note that this bonus on attack and damage rolls applies only to that specific creature. This bonus lasts for the duration of an encounter, or until the lore warden attempts a new Knowledge check to use this ability on a different target.

Hair's Breadth: a lore warden can attempt an Acrobatics check as an immediate action to negate a confirmation role for a critical hit. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent’s confirmation roll.

Swift Lore: May use Know Thy Enemy as a swift action.

Racial Traits:
Exalted Resistance: SR = 5 + CL (16) vs spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance.

Spell-Like Ability - Daylight: 1/day, CL = Level (11)

Skilled: +2 to Diplomacy and Perception

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: 60 feet

Traits:
Devotee of Aroden: +2 to Diplomacy and Knowledge(Religion). Diplomacy is a class skill.

Tongue of Many Towns +1 to Diplomacy and Knowledge(Local)