About Red Summer RoseStat Line:
Hp 10/10 | AC: 17, T: 11, FF: 16, CMD: 14 | Saves F +4, R +2, W +5 | Init +1 | Darkvision 60 ft.; Perception +12, Sense Motive +2 | Status: Normal Rose:
Rose doesn't remember much of her early years. Most of this time she was as a child and she only saw a handful of people, people who knew what she was and were scared of her. She was kept in captivity although why she was never put down, no one knows. As she grew, oversight of the orphanage changed over the years, records were misplaced and lost and details about Rose's past along with them. During her formative years, she was socialized more and deemed not a threat by a new regime. She was allowed to mingle with the other children. She didn't really understand that she aged much slower. Her education was lacking and she only really knew that some orphans got adopted, some ran away and others simply aged out. She doesn't remember much from this time other than various elderly faces of human women and children. Eventually she was traded to another orphanage as payment for a debt owed. She survived, liked most orphans do, by playing to her strengths. She was fairly pretty and had her share of boyfriends but one boy in particular took her heart. She fell in love and despite growing up with no money and no family, life was grand and she was happy. Until one fateful day when she was given a difficult task, one that she failed to complete. For her failure, she was beaten nearly to death and left her for dead in the trash. Luckily for her, Jase found her not long after. They managed to escape the orphanage and hide in a church. They stayed there for years, growing ever more in love. Unfortunately fate was cruel. Jase, her love, eventually grew board with the life in the church and fell back into the life of dirty deeds. He was able to hide it from her for a while, but she eventually found out. Unfortunately by the time she discovered his secret, he was severely addicted to shiver. Slowly he succumbed to the addiction. During that time she watched him lose his strength and energy. He deteriorated slowly at first but in the end he went quick. The emotional turmoil during her formative years served as a triggering event that spurred some of her unknown powers, namely her deathwatch ability, to see the life energy of creatures, as if it were water in a glass. She watched, holding his hands as his life energy left his body, as he died, and his soul departed. At first she was sad. She cried for days, weeks even, but eventually sadness turned to anger. Anger at the gods for such a hard, miserable life. Angry for watching as Jase deteriorated. Was she destined for pain her whole life? With no other direction in her life, Rose returned to the church and committed herself to it. With the hardships of her own life, she pledged herself to Adabar in an effort to improve the lives of those unfortunate enough not to find solace in cities. Lately she has grown bored though and her superiors have almost tired of her endless crusade. Some of suggested that she try to bring new order to the Stolen Lands and with nothing else holding her in place, she set out to do just that.
Female tiefling cleric of adabar 1
Channel Positive 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. Darkvision - Tieflings can see perfectly in the dark up to 60 feet. Deflection Aura (Su) - Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense. Fiendish Resistance - Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Pass for Human - Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages. Protection Domain - Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Skilled - Pitborn Tieflings gain a +2 racial bonus on Disable Device and Perception checks. Soul Seer - Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits. Travel Domain - 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. 10 Minute Background:
Concept Points 1.) Does not know that she is a tiefling, may discover this later. 2.) Overwhelming desire to build a safe haven for those less fortune, kind of start her own orphanage. 3.) Became a cleric as a tribute to her first love. 4.) 5.) Goals
Secrets
Acquaintances
Defining Memories
2.) When Jase passed away. She watched him die in more ways than one. Her deathwatch ability triggered and she witnessed his life force leave his body. 3.) Finding solace in the church. 4.)
Build Notes:
Power Attack, Protection (Defense) Domain:
1st - shield 2nd - barkskins 3rd - protection from energy 4th - spell immunity 5th - spell resistance 6th - antimagic field 7th - deflection 8th - mind blank 9th - prismatic sphere Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense. Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Travel Domain:
1st - longstrider 2nd - locate object 3rd - fly 4th - dimension door 5th - teleport 6th - find the path 7th - teleport (greater) 8th - phase door 9th - astral projection 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. Dimensional Hop (Sp): 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.
|