In Form [Rosa has two]
1:ROSALYN in Prime human form Image HERE Human Description
Ht: 6'4"
Age: unknown looks 30
Wight - 95lb
Hair - Metallic Silver
Head: Halo (Blazing white)
Skin - Pale white
Eyes - Silver blue
Build: graceful
Human Form
A well dress Nobel woman in fine clothing, Long white hair, fair skin, deep blue eyes, with a blue tear like gem in her forehead, she always give of light to a range of 20' She dos not ware any form of Armour or carry any form of weapon. She seems happy and jokes a lot. She seems the least threatening you ever going to meet.
Aasimar Angel Description
Ht: 18'4" [spell]
Age: unknown looks 20
Wight - 895lb
Hair - Metallic Silver
Head: Nalo (Blazing white)
Skin - Metallic white
Eyes - Metallic Silver blue
Build: graceful / Always clean
Aasimar From -
Standing some 18'4" tall, a tear like blue gem in her forehead, big Metallic wings, her skin is silver like her hair, her eyes are blue orbs. Glowing from the inside with light and good health. Then the halo, no mater from which direction you look at her, she always seems to have a faint glowing hallow around her head. She moves with grace and has a deep soft toned voice. Rosa looks human yet is outsider, Aasimar. She carries no Armour or weapons that you can see but has a powerful quietly and speed about her motions. She is very heavy and so the ground and floor she walks on my take a bit of a strain. She glows as bright as day to a range of 20' all around her.
In action -
Rosalyn is well mannered and has a kind way about her. She will seek to help others when ever she can, and will not unduly harm others. But if she has to she will tray and end the conflict as soon as she can, often putter herself at risk. But she is lucky, often standing very bad odds to end a fight yet coming out unharmed. She dos not shy away from battle but will always seek to help the fallen and hurt. As a battle healer and guiding light she falls into battle like a star, a rallying point that shine out in the darkness. She is the embodiment of a perspective, an idea made form, where others run, she will stand, where other feel hopeless she will come, when darkness comes she will shine out to stop it, where other hurt she will heal, where others fight she will negotiate. She is a bringer of peace. Her aim is to become a Demigod.
Sex: Female Race: Human looking AasimarClass: Monkl18/ClericL18 (of the 12 Sisters Luminass) (Archetype - Qinggong Monk of the Lotus) Age Unknown Looks 20
NG Large (Outsider Native, Aasimar/Human)
Init +8/+10Evil; Senses Normal + Halo +Gem* Detect evil, See Invisibility [constant]; Perception +37
*Senses (120 ft.)Darkvision, Blindsense, Detect Intelligent, Detect thoughts 60 at will'. DeathWatch 30' constant / Arcane Sight 120' Items'
*[Daylight (Ex) Constant (as spell) 20']
DEFENSE:
--------------------
AC 54 Base=10[+5Armor^][+0=Shield][+7=Dex][+6NA][+5=Deflation*][+17 Wis+Class Monk][+1Insight][+1Feat][+2Luck][-1Size]
Touch 42 Flat footed 46
**Ki Power Barkskin180mins +5NA [Always on]
**Spell Ironskin 18/32mins +7NA
>Shield Spell 3/day Su (item)
**Item defending -5 TH +5 AC
CMD +66 = 10+BAB18*+16Class+4Str+8Dex+1size+5Defection+1Insight+1Feat+2Luck) (misc mods)(+2 bonus to CMD against grapple, reposition, and trip attempts.)
HP 375/375 MAX HP (18x8)+(3x18)
Fort = [ +23 ](+11Class)(+3Con)(+5Enchantment)(+2Luck*)(+1Morale*)(+1competence*)
REF = [ +27 ](+11Class)(+7Dex)(+5Enchantment)(+2Luck*)(+1Morale*)(+1competence*)
Will = [ +32 ](+11Class)(+12Wis)(+5Enchantment)(+2Luck*)(+1Morale*)(+1competence*)
Items*
+2 saving throws against becoming blinded or dazzled.
+2 bonus on saving throws against enchantment spells and effects.
+2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead)
Spell resistance: PR28
Resistance: acid 5, cold 5, electricity 5.
Immunity to all forms even supernatural or mundane diseases, poisons, all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons, Any new attempts to possess or exercise mental control over the target from spells and effects created by evil creatures or objects.
OFFENSE:
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Speed 120* ft. Flight 30 ft (Average) Teleport 180'/day DD 3/day
Abundant Step (Su) 1,120' 1Ki, gausses form 10' fly (perfect)
Base Atk +13/+8/+3;
CMB +39 = BAB18+16class+4Str+1Size
Melee+13/+8/+3;[+3Str] +16/+11/+6
Ranged+13/+8/+3;[+7Dex] +20/+15/+10
+1 Morale Bonus to all attack rolls
+2TH +DMG Unarmed attacks Melee Attacks^
*By default ALL her attacks Unarmed attacks do NONE lethal Damage, she would much more subdue a target than kill it.
*While Ki pool has one point, All Unarmed attacks AND Natural Attacks are also treated as Magic/cold iron/silver/good/Adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
*All Unarmed using Natural Attacks [wings] are Glorious all hits = Dazed No save, Cit = Blinded 2/rounds.
Ranged
-Scorching Rays (Su) 1ki 3 Rays [DMG 4d6] 70' Range up to 3 Targets - from Gem.
ALSO - When you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
Space 10ft., Reach 10ft.
SPECIAL ABILITIES:
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Halo (Sp) Create light centred on her head at will +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. (Race)
Daylight (Ex) 20' Constant (Items/Race)
Fly (Sp) speed of 30 feet (Average). (Race - feat)
Luck +4 TH/DMG (spell)
Aura (Ep)(NG)(Over powering)(Class)
Channel Positive Energy 9D6 (8/day)(DC24)(Su)(Class)
Spontaneous Casting Heal (Class)
Ki Pool (Su) Pool 34 (class)
True Strike (Su) At will 1Ki (Class)
Touch of Surrender (Su) At will 5ki (Class)
Abundant Step (Su) 1,120' per 1Ki Spent (class)
Selective Channelling [5 subjects] (Class - feat)
Gaseous Form (Su) At will 1Ki (Class)
Travel Domain (Domain) +10 Speed
Agile Feet (Su) (Domain) 18 rounds/day
Dimensional Hop (Domain) (Sp): 180ft/day [5' steps]
Bit of Luck (Sp): (Domain) 15/day
Good Fortune (Ex): (Domain) 3/day Re-roll a d20 just rolled
Comprehend Languages Constant (Item)
Luck+2 luck bonus on AC, saving throws, ability checks, and skill checks (Item)
Negate critical hit or sneak attack 1/day (item)
Read thoughts 30' At Will (item)
Ring of Ki Mastery 2/2Kipool (Item)
Detect evil (Su) constant (Item)
Alter Self At will (Item)
Immune ALL poisons/Suffocation/Diseases/gas based attacks.(item)
Hast 10 r/day (item)
Change attack Block Crit or sneak attack 1/day (item)
DeathWatch Constant (Item)
Arcane Sight At will (Item)
STATISTICS:
Stats 20 1=1 point Buy
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Str [ 18 ][+04][Base 10][0p][+6Belt][+2Size]
Dex [ 24 ][+07][Base 20][8p][+2Race][+6Belt][-2Size]
Con [ 16 ][+03][Base 10][0p][+6Belt]
Int [ 16 ][+03][Base 10][0p][+6Gem]
Wis [ 34 ][+12][Base 22][10p][+2Race][+6Gem][+4Levels][+2Book]
Cha [ 20 ][+05][Base 14][2p][+2Race][+6Gem]
--------------------
--------------------
Skills 18x(4+3+2) = 162 unspent 28 unsent
Luck Stone +2 Ion stone +1 Morale All Skills rolls (Item)*
[competence+18x3 skills Item]
+31 Acrobatics(+7dex, 18rank)(+3Items)(+5 Jump)<
+10 Appraise(+3int, 1rank)(+3Items)<
+08 Bluff(+5cha, 0rank)(+3Items)(-1 Humanoids)
+07 Climb(+4str, 0rank,)(+3Items)
+06 Craft(ALL)(+3int, 0rank)(+3Items)<
+31 Diplomacy(+5cha, --rank +2Race)(+21 Items)(-1 Humanoids)<
+28 Disguise(+5cha, 0rank)(+3Items)(+20 Item)
+14 Escape Artist(+7dex, 1rank)(+3Items)<
+31 Fly (+7Dex 18rank)(+3Items)<
+15 Handle Animal (+12wis 0Ranks)(+3Items)
+30 Heal (+12Wis, 11rank +2Heal kit +2tools)<
+10 Intimidate(+5cha, 2rank) [+2Evil] <
+20 Kn (Arcana)(+12Wis Int 2rank)(+3Items)<
+20 Kn (History)(+12Wis Int 2rank)(+3Items)<
+20 Kn (Engineering)(+12Wis Int 2rank)(+3Items)<
+20 Kn (Nobles)(+12Wis Int 2rank)(+3Items)<
+20 Kn (Local)(+12Wis Int 2rank)(+3Items)<
+20 Kn (Mathematics)(+12Wis Int 2rank)(+3Items)<
+20 Kn (Planes)(+12Wis Int 2rank)(+3Items)<
+20 Kn (Dungeon)(+12Wis Int 2rank)(+3Items)<
+20 Kn (Nature)(+12Wis Int 2rank)(+3Items)<
+20 Kn (Science)(+12Wis Int 2rank)(+3Items)<
+20 Kn (Religion)(+12Wis Int 2rank)(+3Items)<
+20 Kn (Technology)(+12Wis Int 2rank)(+3Items)<
+20 Linguistics(+12Wis Int 2rank)(+3Items)<
+37 Perception(+12wis, 18rank +2Race)(+5Items)<
+20 Profession(Healer)(+12wis, +2rank)(+3Items)<
+10 Ride (+7Dex 0rank)(+3Items)
+38 Sense Motive(+12wis,+18rank)(+5Items)<
+10 Sleight of Hand(+7dex, 0rank)(+3Items)
+27 Spellcraft(+3int, --rank)(+21Items)<
+08 Stealth (+7dex 0rank -2Race)(+3Items)
+15 Survivel (+12wis 0rank)(+3Items)
+07 Swim (+4Str 0rank)(+3Items)
+29 Use Magic Device(+5cha, --ank)(+21Items)<
Concentration Check +30 [CL18+wis12]
Mutant eye.
+2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.
--------------------
Ability Score Racial Traits, Aasimars are insightful, confident, and personable, They gain +2 Cha and +2 Wis *+2 Dex
Type: ->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.
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.
Celestial Resistance: Acid resistance 5, cold resistance 5,electricity resistance 5.
Feat and Skill Racial Traits Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Alt-Magical Racial Traits +2 racial bonus to your Dex score.
Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2
circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.
cleric class
--------------------
Hit Die: d8 - 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).
18th - BAB +13/+8/+3 - SAVES +11/+6/+11
Spells 4/4+1+3/4+1+3/4+1+3/4+1+3/4+1+2/4+1+2/3+1+2/3+1+2/2+1+1 [+34 wis bonus Spells]
Channel Positive Energy 9d6 8/day [3 + 5 Charisma modifier] DC24
10 + 1/2 the cleric's level + the cleric's Charisma modifier.
Also Variant Channelling Luck: +9 luck 1 roll + 5d6 heal or 9Ki 8/day
Heal—Creatures gain a channel bonus or a luck bonus (creature’s choice) on one roll (attack roll, CMB check, saving throw, or skill check) made before the end of your next turn.
Luck Domain
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck (Sp) 15/day [+2 to roll]
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 favourable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune: (Ex) 3/day
At 6th level, as an immediate action, you can re-roll any one d20 roll you have just made. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.
Travel Domain +10 Speed
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): 18 rounds/day
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.
Dimensional Hop (Sp): 180ft / day
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Alignment: Any lawful, Hit Die: d8
The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist(Dex), Intimidate Cha), Knowledge (history) (Int), Knowledge (religion) (Int),Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Human Add +¼ point to the monk's ki pool.
Class Features
Weapon Proficiency: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex) +17AC CMD+16 [12+4+1item]
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex) +16/+16/+11/+11/+6/+6/+1
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat manoeuvres for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike large [4D8]
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would.
Bonus Feats
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list:Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Touch of Serenity (Su)17/day
At 1st level, a monk of the lotus gains Touch of Serenity as a bonus feat, even if he does not meet the prerequisites. At 6th level, and every six levels thereafter, the duration of Touch of Serenity increases by 1 round. Each round on its turn, the target may attempt a new Will save to end the effect. This duration does not stack; only the longest remaining duration applies.
Stunning Fist (Ex)
Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex) +60
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind (Ex) A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Ki Pool (Su) Pool 34/34 [9+12+4FC+3V+3V+3V]
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. ki strike allows his unarmed attacks to be treated as magic weapons/cold iron/silver/lawful/adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool, a monk can do one of the following:
1:Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
2:Increase his speed by 20 feet for 1 round, or
3:Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
4th-Level Qinggong Ki Power Barkskin +4 NA (Su) 1ki 180 mins
Monk 4th - Slow Fall (Ex)
4th-Level Qinggong Ki Power Scorching-Rays (Su) 1ki 3 Rays [DMG 4d6] 70' Range up to 3 Targets
Monk 5th - High Jump
Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
6th-Level Qinggong Ki Power
6th-Level Qinggong Ki Power
Gaseous Form (Su) (self only, 1 ki point) 32mins
Monk 7th - Wholeness of Body
Improved Evasion (Ex)
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Su)
At 11th level, a monk gains immunity to poisons of all kinds.
Touch of Surrender (Su)
At 12th level, a monk of the lotus makes a foe into a friend with a single show of mercy. As an immediate action, when one of his melee attacks would reduce a creature to 0 or fewer hit points, the monk can spend 65 ki points to make the target of that attack surrender. When the target surrenders, it is reduced to 0 hit points, becomes disabled, and is charmed, as if the monk had cast charm monster/person with a caster level equal to the monk’s level. The target does not get a saving throw against this effect. This charm lasts until its duration expires, until the monk dismisses it or uses it on another creature, or until the target is again reduced to 0 or fewer hit points, whichever happens first. The monk can only have one creature charmed with touch of surrender at a time. This is a mind-affecting charm effect.
Monk 12th - Abundant step.
Diamond Soul (Ex)
At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.
Touch of Peace (Su)
At 15th level, a monk of the lotus can set up vibrations within the body of another creature/person to win over the creature’s mind. The monk can use touch of peace once per day, and must announce his intent before making his attack roll. On a successful hit, the attack deals no damage, but the target is charmed as if the monk had cast charm monster/person with a caster level equal to the monk’s level. The target does not get a saving throw against this effect. The creature/person is charmed for 1 day per level. If the monk or his allies attack the charmed creature, or if the monk asks or commands the charmed creature/person to take hostile actions, the effect ends. This is a mind-affecting charm effect.
Quivering Palm
14th-Level Qinggong Ki Power Abundant Step (Su) 1,120' per 2Ki [1Ki item]
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
Monk 17th - Timeless Body (Ex)
14th-Level Qinggong Ki Power Learned Master (Ex)
At 17th level, a monk of the lotus gains all Knowledge skills and the Linguistics skill as class skills. The monk uses Wisdom instead of Intelligence as the key ability for these skills.
Monk 17th - Tongue of the Sun and Moon (Ex)
Vow of Peace
Restriction: The monk must strive to attain peace and may only use violence as a last resort. They can never strike the first blow in combat. If attacked, they must use the fight defensively action or the total defense action for the first 2 rounds. the monk must always give his opponent the option to surrender, and cannot purposely slay another creature that could reasonably be influenced to flee or join a civilized society as a productive member (obviously this excludes many monsters). Many monks who have taken this vow learn how to grapple and pin opponents, tying them with specialized knots that allow them to work themselves free after sufficient effort. Many monks of peace are vegetarians.
Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
Vow of the Peaceful hand
Restriction: The monk is not allowed to use or possess any from of manufactured weapon that has a proficiency alliterated to it. They are restricted to unarmed attack, improvised weapons and natural weapons only. They must not buy or sell them, activity train with them or use them is combat. They may only holed them for a sort time and must seek to place them down or out of their possession as soon as physically possible.
Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
Vow of the Peaceful Body
Restriction: The monk is not allowed to use or possess any from of manufactured Armour that has a Armour proficiency alliterated to it. They must not buy or sell them, activity train with them or use them is combat. They may only holed them for a sort time and must seek to place them down or out of their possession as soon as physically possible.
Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
Headband: [157,900gp]
-:Intelligent Item The Gods Tear [13,900gp].
1:Headband of Mental-superiority in gem +6 int/wis/cha 144,000gp
-:Also acts as divine and Ki Focus
As tire drop Gem in her forehead
Slotless
As Gems in her belt.
Way Finder [52,000gp]
Shining Wayfinder 2000gp
-Ioun Stones wayfinder slotted
1:Flawed Pale Green Prism +1 Morale bonus bonus on attack rolls, saves, skill checks, and ability checks + Twice per day as a free action the bearer may remove the fatigued condition from himself as a free action (or reduce the exhausted condition to fatigued). 28,000gp
2:Clear spindle Cracked Sustains creature on half normal food, Protection from possession and mental control (as protection from evil) 1000gp
-Bead of Newt Prevention x1 1,000gp
-Luck Stone 20,000gp
Ioun-stones [5,000gp]
1:Dusty rose prism +1AC Insight bonus 5000gp
Handy Haversack[2,000gp]
Built into her clothing,
[see image above]
Main Pouch [1100gp]
- Auto Medical scanner [MW Surgeons tools] +2 heal 1000gp
- Medi Packs - Healing Kits x 2 100gp +2 heal
Side pouch 1 [1005gp]
- Cartographic set 100gp
- Camera Photronic + Cystals 200gp
- Small Photronic PDA with info Cystals. 500gp
- Par of Binoculars 200gp
- Simple Make-up/Clean up Kit 5gp
Side pouch 2 [15,500g]
Metamagic Rods, Extend
- Wand of Cure Light Wounds 750gp
- Wand of Unseen Servant 750gp
- Lesser Extend Metamagic rod 3,000 gp
- Extend Metamagic Rod 11,000 gp
Created with Create Demiplane, Greaterand permanency spell at a cost of 22,500gp. It is Rosa's home, where she can be herself.
Extradimensional demiplane, up to 20x10ftx18 cubes.
This plane is alien to say the least, rooms of light with life every where, life room other planes and dimensions, the plane looks back on itself and one can walk around it with ease. It seems to be a building hanging in space, a sun shines close by and lights the room with its yellow glow.
The Demi-Plane is Intelligent and is called "The House"
Demi-plane Quality's
Alignment: (mildly) Good
Bountiful: Your demiplane gains a thriving natural ecology, a higher planes one, and alien odd one but ir us there. The demiplane provides enough Abrasion food to support one Medium creature for every 10-foot cube of the demiplane. This ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the mico-eco system for reuse.
Gravity: gravity is normal but subjectively directional by design of the house.
Morphic The house will change the shape of the plane to suit directed need. Takes 5 mins local per large change.
Shape: Self-contained, loops upon itself when a creature reaches one edge.
Structure: The Demi-plane has a specific, linked physical structure, a locations of rooms with views out into Deep space.
Energy: Positive Dominant
This Demi-plane riotous explosion of life in all its forms. Hyrobonicks and plant pots bloom, whole rooms are full of life. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy swirling through the plane. All individuals this positive-dominant plane gain fast healing 2 as an extraordinary ability.
Magic: Impeded Magic (Harm descriptor) :
Evil spells and spell-like abilities are more difficult to cast this plane it interferes with such spells. To cast an impeded spell, the caster must make a concentration check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell
functions normally.
Flowing Time Fast: 1 hour prime = 1 Day Demi-Plane
On some planes, the flow of time is consistently faster. One may travel to this Demi-plane, spend an hour there, and then return to the Material Plane to find that a day has elapsed. Everything on this plane returned to is only a few hours older. But for that traveller and the items, spells, and effects working on him, that day away was entirely real. When designating how time works on planes with flowing time.