Pharasma

Rosa Luminass's page

751 posts. Alias of Johnny_Panic.


Full Name

Rosa Luminass

Race

Tiefling [Devil Blooded] [outsider (native)]

Classes/Levels

Cleric (LAW)

Gender

Female looking

Size

[Huge (tall)]

Age

Unknown

Alignment

L-

Strength 28
Dexterity 20
Constitution 26
Intelligence 26
Wisdom 30
Charisma 20

About Rosa Luminass

Rosa Luminass Tifling Devil blooded LN Cleric of The Hells

Item: HELL Blade - possessed magic item [Bound Outsider - inevitable]

Item: Bound her Uniform Cohort EZeZL

Descriptions
Sex - Female
Race - Tifling [Hellspawn] [outsider (native)]
Classes - Cleric (LAW) [L20] Mythic-Hierophant ML5
Alignment - LN alignment.
Age - Unknown
Hight 32'4" (Huge Size Tall)
Wight - 3000lb
Hair - Metallic White [Animated]
Skin - Metallic white [Animated Tattoos]
Eyes - Metallic Silver orbs [No pupils, just metal orbs]

Personality
Rosa dose not in any way hide the fact she is a hell Touched, hers is the blood of the nobles of the Hells. A Cleric of LAW she cares little for petty things like good and Evil. As Hound of Hell, an enforcer of Law in the pits and on the prime her job to bring to book those that would sink the world to the Chaotic powers of the void. She is not cold heated however. Oddly she can be friendly and even kind at times. But when working Rosa is focused indomitable and terrifying.

Description
Standing some 16'" tall Rosa can't be missed, she looks like an Angel. Willow thin, Metallic white, Hair, pale skin with silver orb eyes. When she wants it, from her back spring 2 huge silver Angel-like wings. For age it's hard to tell, 30ish? In movement Rosa is graceful and strong, walking with concordance. In action, she is still with explosions of violence when needed. In dress she is clean kept, her clothing a well made but simple black and red uniform trimmed with silver. The one thing that does stand out is her weapon, the only one she has or uses. A HELL blade, two tentacles hold it in place on her back when not being used. The blade trails darkness and humming with ominous power when in use.

CRUNCH:

INITI +5 Persepton +32
Dark vision 120',[See in Darkness as Devil] [true seeing V Armour]
[Detect Thoughts][constant]
Speed 40'[Walk] [Fly good-M 60' + Levitate at will, Grater Teleport V Armour]

Stats
25 points spend

Str [26][+08][10][00p][-6Age*][+6Item][+8size]
Dex [20][+05][10][10p][-6Age*][+6Item]
Con [26][+08][10][02p][+2Race][-6Age*][+6Item][+6size]
Int [26][+07][12][05p][+3Age][+2levels][+6Item][+1wish]
Wis [30][+10][12][05p][+4Race][+3Age][+3levels][+6Item]
Cha [20][+05][08][03p][-2Race][+3Age][+6Item]
*[Negated by Item]

Defence
Armor
AC [45]53*/58**- Tch 14/19** FI [Can't be Flat footed V Armor.sword] [10+4Armor+5enchantment!5Dex+^+5Ring+17NA+1Insight-2Size]
!magic Vestment +5 Enchantment to armor 40 hours.
*Ironskin [20mins +8 AV NA]
**Shield of Faith Spell +5 [20mins]

Hound of Hell Uniform MW Devil hide Uniform The hide being that of her living Cohort EZeZL Armor +4 / +14 NA 140.0lb

CMD 45/40FI [10+15BAB+8Str+5Dex+2Luck+5Defection+1Insight+2Size]

HP 263 = [1x(8+8)]+[19x(5+8)] = [263/263 HP]

SAVES
FOR [+28][+12Cleric+8con+5enchantment^+2Luck+1competence]
REF [+17][+06Cleric+5dex+5enchantment^+2Luck+1competence-2Size]
WIL [+30][+12Cleric+10wis+5enchantment^+2Luck+1competence]*
Other
[+2 Vs Evil Effects]

Resistance
0:SR 32
1:DR10/Good Law
2:Healed by both negative energy and positive Energy [Stolen Spell]
Items:- Immunity [Ageing, Air attacks, Diseases even magic ones, Poisons, Fire]
Acid resistance 15,
cold resistance 15,
electricity resistance 10.

Other
Nine Lives [9/9]

Current conditions:
None

Offence [Reach 15']
BAB: [15/10/5]
MBA: [20/15/10]
RAB: [20/15/10]

CMB +27 [15BAB+8Str+2Luck+2Size]

Item: HELL Blade - possessed magic item [Bound Outsider - Devil]
AdamantineHuge Great Sword +5 [Evil+Asumatic Impervious] TH+[28/23/18][34*/29*/24*] [DMG 4d6+5En+12Str][+6*] [18/20x2]
[+10d6 Channel Smite Neg Eng][+ Wis Drain 1d6 DC17]
[+1 competence Item]
*+5[+1Trait]=[+6TH] luck Bonus to hit and +5[+1trait]= [+6DMG] Divine Favor 20 mins
Weapons fashioned from Adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than [40]

Natural Attacks
2x Wing attacks dealing TH+[28/23/18][34*/29*/24*] [DMG=1d6+5+12 Evil/Law][+6*] points of damage each.

Ranged
telekinesis at will.
1200' range (375 pounds up to 20 feet per round)
375lb Spiked Impervious Adamantine covered led Ball +5 enchantment
TH 35 [every 2 rounds] DMG [15d6+5]

FEATS and Traits Drawbacks:
Feats
1:Fiendish Heritage
2:Channel Smight
3:Intimidating Prowess
4:Signature Skill[Intimidate]
5:Skill Focus Intimidate
6:fiendskin-damnation[damnation feat 1]
7:maleficium-damnation[damnation feat 2]
8:mask-of-virtue-damnation[damnation feat 3]
9:soulless-gaze-damnation[damnation feat 4]
10:vile Leadership

Class Feats
Clerics are proficient with light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. [Hell's Blade] [Rosa can only use her hell blade, no other manufactured Weapon, magic spell weapons and natural only.]

Item Feats
-:Blind Fight[Way Finder]

Traits
1:Bruising Intellect
Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
2:Fate's Favored [Fate Trait]
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Drawbacks
1: Rosa can use no other manufacturered weapon but her Hell's blade.
2: Illusion based disguise magic is compromised on Rosa,s her Hell's blade removing any disguise bonus she may get from it.

==============================================

tiefling- Hellspawn:

Race:
Tiefling- Devil-Spawn
(Hellspawn)

Stalwart and conniving, diabolical tieflings know the discipline and might of Hell’s legions.

Standard Racial Traits
Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Con, +2 Wis, and –2 Charisma.
Type: Tieflings are outsiders with the native subtype.
Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Fiendish Resistance:
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Feat and Skill Racial Traits

Skilled:
Tieflings gain a +2 racial bonus on Diplomacy, Sense Motive checks.

Magical Racial Traits
+2 Wis

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Other Racial Traits

Fiendish Sorcery:
Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

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.

FC Cleric Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

Damnation Feats x4
Damnation feats represent a bargain the character has made with some dark power, granting the character great power at the cost of her eternal soul. Damnation feats are distinct from more common feats in three ways. Damned: A character with a damnation feat is damned. This is likely a permanent condition, but might be avoided through redemption. As long as a character possesses a damnation feat, she experiences the effects of damnation. Only non-evil creatures can retrain damnation feats. If retraining a damnation feat, the character must follow all the usual rules associated with replacing a feat and must be the target of an atonement spell cast by a good character. Evil characters seeking to redeem themselves might also make use of the redemption rules. Even after a character has redeemed herself and replaced her damnation feats, whoever had once ensnared her is unlikely to give up on its attempts to corrupt her.
Greater Power: Damnation feats increase in power relative to the number of damnation feats a character possesses. Each new damnation feat increases the power of all of the character’s damnation feats, including the newly taken feat and future feats.
Patronage: All damnation feats require the patronage of an evil outsider—typically a daemon, devil, demon, or kyton. This evil outsider patron must be favorably disposed toward the character and must have a number of Hit Dice equal to or greater than her character level. An evil outsider summoned via a spell like planar binding might be coerced to serve as a character’s patron (whether that character is the spell’s caster or another seeking patronage). The caster of a planar binding spell must still attempt Charisma checks to coerce the outsider into service, but she gains a +4 bonus on her Charisma checks if that service is to act as a damnation feat’s patron. Other outsiders might more willingly serve as patrons at the GM’s discretion.
When a character takes a damnation feat, his soul is damned. The character’s spirit is promised to a dark power, whether an evil deity or a foul planar race, and his soul will ultimately be consigned to some grim fate after his death. The method by which one becomes damned typically determines the specifics of this eternal doom, but the in-game effects are the same regardless. Upon taking a damnation feat, the character’s soul becomes ensnared by dark, otherworldly forces. From that point on, if the character dies, returning him to life proves to be more difficult. Any nonevil spellcaster who attempts to bring the character back from the dead must attempt a caster level check (DC = 10 + the slain character’s Hit Dice). Success means the spell functions as normal, while failure means the spell fails and cannot be attempted again for 24 hours. Evil spellcasters, however, can raise the slain character normally, without a check. Upon taking a second damnation feat, the character becomes even more ensnared by his doom. He remains difficult to return from the dead (as noted above), and he can’t be affected by breath of life or raise dead, even when these spells are cast by an evil spellcaster. Also, the character’s alignment shifts one step toward evil (typically toward the alignment of whatever creature serves as his patron). This corruption continues if the character takes a third damnation feat. He is affected as previously noted, and in addition, the spell resurrection no longer affects him.The character’s alignment again shifts one step toward evil (typically toward the alignment of whatever creature serves as his patron). Finally, upon taking a fourth damnation feat, the character can no longer be returned from the dead by any method short of a wish or miracle. The character’s alignment shifts one more step toward the alignment of whatever creature serves as his patron.

Fiendskin (Damnation) [1] [Immunity to fire and poison]
The forces of darkness gird you against the light.
Benefit(s): You gain defensive abilities related to your patron’s outsider subtype. For example, if your patron is a devil, the abilities listed below tie into the devil subtype. These benefits tie to your patron’s subtype, not your specific patron (its abilities might differ from the norm).
One Damnation Feat: Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type.
Two Damnation Feats: Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type. If you already have resistance to the chosen energy type (even from earlier benefits of this feat), this new resistance stacks with the existing resistance.
Three Damnation Feats: Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain immunity to the selected energy type.
Four Damnation Feats: Your creature type changes to outsider (native). Additionally, choose one energy type to which your patron’s outsider subtype grants immunity or resistance. You gain immunity to that energy type.

Maleficium (Damnation) [2]
You are a master of dark magic.
Benefit(s): You cast spells with the evil descriptor with increased potency.
One Damnation Feat: Add 1 to the DCs of all saving throws against spells with the evil descriptor that you cast.
Two Damnation Feats: When you apply a metamagic feat to a spell with the evil descriptor, that spell takes up a spell slot 1 level lower than normal (to a minimum of 1 level above the spell’s actual level).
Three Damnation Feats: Add 1 to the DCs of all saving throws against spells with the evil descriptor that you cast. This bonus stacks with the earlier benefits of this feat.
Four Damnation Feats: Treat your caster level as being 2 higher for all level-dependent effects of spells with the evil descriptor that you cast.

Mask of Virtue (Damnation) [3]
Your alignment is known to you and you alone.
Benefit(s): Those who try to learn your true alignment find it hidden or receive a false result. Depending on the number of damnation feats you possess, spells or special abilities that would normally reveal your alignment return a vague or incorrect result. If this feat disguises your alignment, you can use either your true alignment or the false one when using magic items with alignment prerequisites.
One Damnation Feat: The spell or special ability returns an inconclusive result.
Two Damnation Feats: Upon gaining this power, choose an alignment within one step of your actual alignment. Your alignment is always revealed as being that false alignment.
Three Damnation Feats: Upon gaining this power, choose an alignment within two steps of your actual alignment. Your alignment is always revealed as being this false alignment.
Four Damnation Feats: You immediately know when someone is attempting to use a spell or special ability to learn your alignment. You learn the name and alignment of the creature using the effect. Additionally, you can choose any alignment as the result returned by the spell or ability.

Soulless Gaze (Damnation) [4]
Otherworldly dread infuses your gaze.
Benefit(s): You can use the Intimidate skill to manipulate and terrify others.
One Damnation Feat: You gain a +2 bonus on Intimidate checks.
Two Damnation Feats: When you demoralize a creatures more than once using Intimidate, you can create stronger fear conditions rather than increasing the duration of the shaken condition.
Three Damnation Feats: You gain a +2 bonus on Intimidate checks (this stacks with the earlier benefits of this feat).
Four Damnation Feats: You can use Intimidate to demoralize opponents as a swift action.

Skills:

-=Skills=- [200][+3x20item @] points [20x(2class,8INT)] [20 more?]
[All Skills Rolls get a +2 Luck Bonus]
[Spells +5 to all Will and Dex Skills 24 hours]

Acrobatics*(Dex)+32{+20rank,+5Dex+0class+2Luck+5Item}@
Appraise(Int)+16{+3rank,+8Int+3class+2Luck}^
Bluff(Cha)____+27{+20rank,+5Cha+0class+2Luck}
Climb*(Str)____+15{+0rank,+8Str+0class+2Luck+5spell}
Craft(All) (Int)____+10{+0rank,+8Int+0class+2Luck}^
Diplomacy(Cha)____+32{+20rank,+5Cha+3class+2Luck+2Race}^
Disable Device(Dex)____+20{+8rank,+5Dex+0class+2Luck+5spell}
Disguise (Cha)____+7{+0rank,+5Cha+0class+2Luck}
Escape Artist*(Dex)____+20{+8rank,+5Dex+0class+2Luck+5spell}
Fly*(Dex)____+30{+18rank,+5Dex+3class+2Luck-4Size+4Manover}^@
Handle Animal (Wis)____+20{+5rank,+10Wis+0class+2Luck+5Spell}
Heal(Wis)____+30{+3rank,+10Wis+2Item+3class+2Luck+5spell}^
Intimidate(Cha)____+57{+20rank+8Int+8Str(Feat)+(6Feat)+3Class+2Luck+5Compet ence(Item)+5Enchantment(Item)}^ [Signature skill][Size changes this as well]
Perception(Wis)____+40{+20rank,+10Wis+3class+2Luck+5spell}^
Perform (ALL)(Cha)____+7{+0rank,+5Cha+3class+2Luck}^
Profession(Law Enforcer)(Wis)____+30{+10rank,+10Wis+3class+2Luck+5Spell}#
Ride*(Dex)____+12{+0rank,+5Dex+0class+2Luck+5spell}
Sense Motive(Wis)____+42{+20rank,+10Wis+3class+2Luck+2race+5Spell}^
Sleight of Hand*(Dex)____+20{+8rank,+5Dex+0class+2Luck+5Spell}#
Spellcraft(Int)____+30{+17rank,+8Int+3class+2Luck}^
Stealth*(Dex)____+4{+0rank,+5Dex+0class+2Luck+5Spell-8Size}
Survival(Wis)____+20{+3rank,+10Wis+0class+2Luck+5Spell}
Swim*(Str)____+13{+3rank,+8Str+0class+2Luck}
Use Magic Device(Cha)____+20{+10rank,+5Cha+3class+2Luck}^@

KN [33p]
Kn(Arcana)(Int)+14{+1rank+8Int+3class+2Luck}^
Kn(Dungeoneering)(Int)+11{+1rank+8Int+0class+2Luck}
Kn(Engineering)(Int)+11{+1rank+8Int+0class+2Luck}
Kn(Geography)(Int)+11{+1rank+8Int+0class+2Luck}
Kn(History)(Int)+14{+1rank+8Int+3class+2Luck}^
Kn(Local)(Int)+11{+1rank+8Int+0class+2Luck}
Kn(Nature)(Int)+11{+1rank+8Int+0class+2Luck}
Kn(Nobility)(Int)+14{+1rank+8Int+3class+2Luck}^
Kn(Planes)(Int)+14{+1rank+8Int+3class+2Luck}^
Kno(Religion)(Int)+14{+1rank+8Int+3class+2Luck}^

Linguistics(Int)+31{+18rank+8Int+3class+2Luck}^

Concentration [+30][20CL+10Wis]

[Can intimidate as a swift action]

ACP [0]
*ACP applies to these skills
^In Class Skill Bonus +3

-=Non-Standard Skill Bonuses=-
+2 Heal [Item]

-=Languages=- Common
Infernal + Common + Abyisol + Celestial + Elvish + Dwarf + Under Common.

Cleric of LAW:

Cleric of LAW.

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)[L-]
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) [10d6][Neg-Eng] [8/day]
An LAW 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. 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.

Domains
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Law Domain
Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Touch of Law (Sp): [13/day]
You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Staff of Order (Su): [4x10r/day]
At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order’s wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Devil Domain [Evil]
Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.

Hell’s Corruption (Su): [13/day]
You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Scythe of Evil (Su): [10rx4 day]
At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells:
1st—command, 2nd—Align Weapon (evil only), 3rd—suggestion,, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—planar binding (devils only)

Channeling: [8/day]
DMG[10d6] DC30 [1/2] 30'area [Negative Eng]

Spontaneous Casting
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Favored Class x20 = Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders. [+20] to overcome SR of outsiders.

Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spells

Level0[4][DC19](at Will)
1: Detect Magic
2: Mending
3: Read Magic
4: Spark

1st[4+1*+3wis][DC20][DC+2 if evil]
*: protection from chaos,
1: Divine Favor 18 mins
2: Shield of Faith 20 mins [+5AC]
3: Protection from Evil 20 mins [+2 AC Vs evil]
4: Hide from Undead 200mins
5: Infernal Healing 20mins [CL22] 200hp
6: Protection From Chaos [20m]
7: -
-: Inflict Light Wounds[CL22]

2ed[4+1*+3wis][DC21][DC+2 if evil]
*: Detect Thoughts
1: Align Weapon [Lawful]
2: Visualization of the Body 24 hours [Dex] [Used]
3: summon-monster II
4: Shackle 20 hours
5: Ironskin [20mins +7 AV NA]
6: Heroic Fortune
7: -
-: Inflict Moderate Wounds[CL22]

3ed [4+1*+2wis][DC22][DC+2 if evil]
*: Seek Thoughts
1: Deadly Juggernaut [20mins]
2: Magic Circle Against Chaos
3: Channel Vigor 20r
4: Cure Serious Wounds
5: Meld into Stone
6: Unravel Destiny
7: shield-of-darkness
-: Inflict Serious Wounds[CL22]

4th[4+1*+2wis][DC23][DC+2 if evil]
*: divination,
1: Anti-incorporeal Shell [20min]
2: Death Ward [20mins]
3: Freedom of Movement
4: Planar Adaptation
5: Restoration
6: Divine Power
-: Inflict Critical Wounds[CL22]

X: Revenant Armor < [20/20 days][Used]

5th [4+1*+2wis][DC24][DC+2 if evil]
*: dispel chaos
1: Summon Infernal Host[Devils only][CL20]
2: Plane Shift
3:True Seeing
4: Spell Resistance [SR32 20mins]
5: Disrupting Weapon[20r]
6: commune
-: Inflict Light Wounds mass[CL20]

6th [4+1*+2wis][DC27][DC+2 if evil]
*: create-undead
1: Heal
2: Hellfire Ray[15d6][CL22]
3: Blade Barrier
4: Forbiddance
5: Dimensional Blade
6: summon-monster VI
-: Inflict Moderate Wounds mass[CL22]

7th [4+1*+1wis][DC28][DC+2 if evil]
*: blasphemy
1: Restoration Greater
2: Artificers Curse[CL22]
3: Ethereal Jaunt
4: Cure Serious Wounds Mass
5: Waves of Ecstasy
-: Inflict Serious Wounds Mass[CL22]

Plundered Power [Used] [Heal by Neg Eng 20/days]

8th [4+1*+1Wis][DC29][DC+2 if evil]
*: shield of law
1: Nine Lives [Used Daily]
2: Planar Ally Greater [Devils Only] [HD20][CL20]
3: Frightful Aspect [18mins][CL20]
4: call-construct
5: summon-monster VIII
-: Inflict Critical Wounds Mass[CL20]

9th [4+1*+1Wis][DC30][DC+2 if evil]
*: summon monster IX (law/Devil spell only).
1: Miracle
2: Greater Energy Drain[CL22]
3: Gate [The Hell's][CL22][CL+2 if evil]
4: winds-of-vengeance [20mins]
5: interplanetary-teleport
-: Inflict Critical Wounds Mass[CL22]
<= used

ITEMS
The wearer of fear Tattoo can use command three times per day.
telekinesis at will.

OTHER

Mythic_Hierphhant_MT6:

Mythic
Mythic Tier MT6
Ability Score [+4Wis]
Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you’ve already increased or a different ability score.

Mythic Feat
1: Mythic sunder
3: Alignment Channel Mythic

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.

Mythic Power (Su) 9/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) 1d8
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.

Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Recuperation (Ex)
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Mythic Saving Throws (Ex)
At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn’t come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

Hierophant Features
As you gain tiers, you gain the following abilities.

Divine Surge
Select one of the following abilities. Once chosen, it can’t be changed.

Recalled Blessing (Su)
You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you’re a spontaneous caster, this spell must be one of your spells known. You can’t apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result.

Path Ability
At 1st tier and every tier thereafter, select one new path ability from the hierophant path abilities lists or from the universal path abilities lists. Once you select an ability, it can’t be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as a class ability or minimum mythic tier, that you must meet before you select them.

1st Legendary Item (Ex) Hell Blade
You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
2ed Mythic Spellcasting (Ex)
You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.
3ed Mythic Sustenance (Su)
Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You’re immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake
4th Pure Body (Su)
Your body is so pure that you’re immune to all non-mythic diseases and poisons. Diseases and poisons from mythic sources count as mythic for the purposes of this ability.
5th Unchanging (Su)
Your form is so stable that you become immune to non-mythic polymorph and petrification effects. Polymorph and petrification from mythic sources count as mythic for the purposes of this ability.
6th Undying Healer (Su)
Whenever you fall unconscious, a ghostly image of you manifests from out of your body. Even though you’re unconscious, you control this image. On your turn each round, this image can fly up to 30 feet and use your ability to lay on hands to heal, channel energy to heal, or cast any conjuration (healing) spell that you could cast. This consumes these abilities as normal. Abilities used by the image can’t benefit you. This image lasts a number of rounds equal to your tier. This ability can be dispelled, using double your tier as the caster level. If you die or regain consciousness, the image immediately ends.

Oaths:

Oath of Loyalty (1 Oath Point)
Oath: You have sworn your service to a god, nation, or leader [LAW] (hereafter referred to as your patron). Your alignment must remain within 1 step of your patron’s, and you must adhere to the moral tenets of your patron while remaining in their good standing. Paladin or antipaladin codes provide a framework for what moral tenets might mean for a character who pledges an Oath of Loyalty. Minor infractions may be overlooked, but a gross defiance (such as disobeying a direct order from your patron or acting in a way that directly contradicts your patron’s teachings) is sufficient to break an Oath of Loyalty. A patron may revoke the benefits of an Oath of Loyalty at any time.

Defiance Penalty: Breaking an Oath of Loyalty is not something a patron easily forgets, and those who break an Oath are likely to be pursued and cast out by the patron’s other followers. You are constantly shaken so long as you still benefit from this Oath, and this condition cannot be removed nor can it be averted by an immunity to fear. In addition, others who have sworn Oaths of Loyalty to your former patron are likely to know that you have broken your Oath.

Atonement: Atoning for betraying your patron’s trust requires you to spend 3 days beseeching your patron for forgiveness and making 50 gp x your character level squared worth of offerings to them. Patrons are not required to forgive you if you have offended them. Alternatively, you may spend 3 days seeking out a new patron, paying the cost as a sign of your dedication to this new patron.

Oath of Celibacy (1 Oath Point)
Oath: You have vowed to abstain from all intimacy with others, refusing to form romantic or sexual attachments with others. You cannot express any non-platonic love to others in any form, and cannot willingly benefit from morale bonuses granted by other characters or from the aid another action. In addition, you cannot perform the aid another action to benefit other people.
Defiance Penalty: Should you succumb to your emotions, you are wracked with internal doubt. You take a penalty equal to half your character level on all concentration checks and initiative checks (minimum 1).
Atonement: You must once again forswear your attachments to others, spending 3 days in selfless service to a cause or community during which you purge yourself of hedonistic desires or ambitions to control others. You must also donate or destroy valuables or keepsakes worth at least 100 gp x your character level squared.

Oath of Candor (1 Oath Point)
Oath: Your words will betray no falsehood. You are not allowed to deliberately speak any lies, including bluffing, stating half-truths or concealed truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm, you can remain silent.
Defiance Penalty: Your broken Oath visits its wrath upon you by muddling truth and lie, causing you to take a penalty on all Charisma-based, Intelligence-based, and Wisdom-based rolls as well magic skill checks and saving throws equal to half your character level (minimum 1).
Atonement: Atonement for breaking your Oath requires you to attempt to correct any falsehoods that your words might have spread. Alternatively, you may donate your wealth to some cause as an offering and assurance that you will not again go against your word. The total value of donated materials must be worth at least 100 gp x your character level squared.

BOONS

Immortality (Ex) (2 Oath points)
Your body has transcended physical weakness. You do not need to eat, drink, or sleep, and do not age so long as you do not break your oath (this prevents you from gaining bonuses or penalties from aging). At 5th level, you become immune to disease and aging effects. At 10th level, you become immune to poison and do not need to breathe.

Skillful (Ex) (see text) (1 Oath point)
If you spend at least one Oath point on this Oath boon, you treat all skills as class skills. For every Oath point, you spend on this Oath boon, you gain a number of skill ranks equal to your character level.

Permanent Affects 75kgp

Rosa as for Boons from her Patron

By means of Miracle.

Permanent Greater Size Change (Ex): (Size Change) You may permanently change your size to either Huge or Diminutive, as if using the Size Change talent from the Alteration sphere. [25,000gp]

Divine Vessel[LAW] [Permanent] [25,000gp]

You accept otherworldly energies into your body and transform. Your size increases by one category, your height doubles, and your weight increases by a factor of eight. You gain a +6 size bonus to Strength and Constitution, a +3 natural armor bonus, darkvision 60 ft., and Spell Resistance of 12 + your caster level. These modifiers replace the normal modifiers for increasing your size. The size modifier for AC, attacks, CMB, and CMD changes as appropriate for your new size category.

Fiendish aspect:
You gain the following abilities: an additional +2 bonus to Strength, damage reduction 10/good, resist acid 10, cold 10, and fire 10, a +4 bonus on saves against poison, see in darkness, and a fly speed of 60 feet (good maneuverability). You gain 2 claw wing attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered evil-aligned for the purpose of overcoming damage resistance This spell doesn’t change your base speed. Determine space and reach as appropriate for your new size. All equipment you wear or carry is similarly enlarged by this spell. Melee weapons deal more damage. Other magical properties are not affected by this spell.

Greater Magic Fang [+5] [25,000gp]
All Natural attacks [Wings]

Gear/Possessions:

------=GEAR/POSSESSIONS=-------
Starting Gold = 880,000gp [spent 855,600] [Left gp]

Weapons: [108,850gp]
Hell Blade + Dark Contract [+5 Enchantment]Impervious 8lb
Embedded in sword nacreous-gray-sphere-ioun-stone Which aids Rosa in not aging + gives a Renascence power of Miss chance against incorporeal creatures decreases to 25%..
Possessed Magic Item
NOTE: Made in hell's forges, she bound a Dvil into it. A Cursed Hell Blade. For it will ONLY let Rosa us it and lets her use no other crafted weapon but it, A hound of hell is and thire weapon always have an interdependent linking, the Will it takes is fed back to her to stop aging.

Armor [8800gp]
Mitral shart huge under
Hound of Hell's Uniform
Living Devil Skin, Item: Bound Hide Armor Cohort EZeZL NA+14

slots

Belt: Belt of physical-perfection[+6][Paid for] [144kgp]

Body:

Chest:

Eyes:

Feet: Wondrous tattoo of levitation [11kgp]
+ Striding and Springing [7,750gp] = [18750gp]

Hands: Wondrous tattoo of Holy Symbol Tattoos [200gp]

Head: Wondrous tattoo of Dread [3,600gp]

Headband: Embedded Gem of mental-superiority [+6] [144kgp]

Neck: wondrous tattoo of good luck [20100gp]

Shoulders: Wondrous tattoo of resistance + muleback-cords [+5] [26500gp]

Wrists: Bracers of the Hound [see below] [32,500gp]

Ring L: Wondrous tattoo of telekinesis [75100gp]

Ring R: Wondrous tattoo of Protection [+5][50100gp]

Braces of the hound
Rosa had made under her instruction a set of braces. Called the Braces of the hound. They combine Bracers Ioun Spite [15kgp] with a Shining Wayfinder Campos [3kgp] its job is to hold her ioun stones and also show her where she needs to go V her latest assignment.[/ooc]

Slotted wayfinder Ioun Stones
-:Iridescent Spindle (Ioun Stone Cracked)
This stone grants a +4 competence bonus on Constitution checks to hold your breath. Price: [500gp]
*Slotted power, Iridescent spindle: Endure elements, [Constant] as the spell, as well as protection against exposure to vacuum and underwater pressure.
-:Incandescent blue sphere: (Ioun Stone Cracked)
This stone grants a +1 competence bonus on one Wisdom-based skill. Price: [200gp]
*Slotted power, Blind Fight

Slotted Braces Ioun Stones [{}Res Power when moved to wayfinder]
1:Dusty Rose Prism Ioun-Stone [+1 Insight to AC] [5kgp]
{-+2 insight bonus on CMB and to CMD.}
2:Cracked Pale green prism[+1 competence bonus on attack rolls or saving throws][4kgp]
{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)}
3:Cracked Tourmaline Sphere[ +1 insight bonus on saves against death effects][800gp]
{+2 competence bonus on Handle Animal checks}
4:

None slotted Items

On belt2Lb
Handy Hav-belt [2kgp] 5lb
6x20lb pouches.

Pouch 1
-:Hell Wine [flask] 3x [10/10] 15gp
-:Whiskey, Oldlaw [flask] 4x [10/10] 40gp
-:1st aid [healers] kit 10/10 50gp 1lb
-:Fine Clean Undergarments 30gp 2lb
-:Winter/summer clothing 50gp 15lb
-:Small Cigars 16x[boxs of 100] [40gp]

Pouch 2
-:Signal Whistle 5sp --lb
Grooming Set 1gp 2lb
-:Manacless [Cold Iron] 15gp 1/4Lb
-:Wand of ILW, Small black rod 50/50 [750g]
-:UnHoly book 1lb ___gp
-:Wand of Prestidigitation 50/50 [750gp]

Pouch 3
Large folding chair + Table 100gp
Large Umbrella
Winter Cloak.

Pouch 4
-:Maps and map making kit.
-:MW Writing Kit + Papers and parchments 100gp
-:Documents and papers

Pouch 5
-:Note Book and Pen 4p --lb

Bag of holding II [5kgp]
375lb Spiked Impervious Adamantine covered led Ball +5 enchantment
[80kgp]

Pouch 6
Metamagic Rod Normal(+1 spell level)[Extend][11kgp]

-=Carrying Capacity=- .
Light400 lbs. or lessMedium401–800 lbs.Heavy801–1,200 lbs
-=Current Load Carried=- 1021lb [light]
Starting cash 880,000gp
-=Money=- 0 GP 0 SP 0 CP

Rosa's Demiplane Offices:

Create Greater Demiplane [22,500gp]

Rosa's office complex
Inner office

Gravity: Normal
Shape: Self Contained but windows look out onto parts of the Hell's
Structure: Complex maze of interlinked Officer.
Magic: High Evil/Law +50% Low Good chaotic -50%
Portal: [To the Hell's true].
TIME: Fast [1min = 1 day]
Rosa has her own pocket office, Hellish office building.
Filled will lesser Devils endlessly filling paperwork. She has a large office room overlooking The part of the Hell's where souls work for evermore in Hell's Bureaucracy. Chained to desks doomed soul scribes work in the hot dry heat. Time is fast her, When you come visit you could be here for years and go back seconds after your left. Old and gray. Making being in her office seem like an eternity. Rosa likes art works and has a collection in her office.

Rosa's bar
Flask 1
Hell Wine 9/10 left. 1 Point Fire DMG
1-Part
Spirit of Wine Source Alchemy Manual Price 5 sp; Weight —
Spirit of wine is purified, alchemically active alcohol commonly used as a fuel or solvent in alchemical items, specialized inks, and perfumes. It is too pure to drink alone, but can be used as a reagent to form tinctures and alchemical drinks.
1-part
Coffee, Exotic Source PPC:AA 1gp
This coffee brewed has a wine-like acid taste that is too strong for a novice palate. A very strong form is potent enough to reduce the penalties from the fatigued condition from –2 for 1 hour.
1-part
Saltpeter Source Alchemy Manual Price 3 gp; Weight —
Saltpeter is used to create fertilizers, propellants, fireworks, and preservatives.
Alchemical Power Components [Always hot]
Doses 1 (1 gp); Spells fire descriptor
Spells with the [fire] descriptor deal +1 fire damage.

Flast 2
Oldlaw Whiskey
10gp Source PPC:AA
This single-malt smooth rye whiskey is a favorite of old soldiers everywhere.

10 Min Background:

Five things about her background
1: Rosa was a happy child, mother and father, in a large manner house, walled gardens all around. Nana looking after her, she played with the servants, ordering them around. The only odd thing of her childhood was the fact, in the whole house there was no morrows. But once after a hard rain she has a look at herself in the water of a pool and noted that she unlike the others had horns. When she asked nana about it, she just said everyone is different and not to talk about it with mother. Then one more of her birthdays came but this one was not like the others. Her father was waiting for her deep under the manner house, she was never alowed in but this day nana took her to the door. Telling her to go in, she had her best dress on and wounder if mother would be waiting for her. Was this to be where her party was. She entered and found her father only, standing in-front of a design on the floor. He told her to go stand in the middle of it. She did thinking this was one of her fathers magic ticks she looked so much. It was then the door bust open an her mother rushed in, she was crying and screaming but Rosa could not hear what she was saying. Her mother ran to pick her up but something stopped her, some unseen wall blocked her way and she pounded on it. Rosa started to get upset, to want to cry when the air around her grow hot, her mother pulled away looking at something behind Rosa. Rosa slowly looked behind her and up. There where there had been nothing. There now stood a monster, not looking her her but at her father. He spoke in a deep hard voice.
"You have delivered the child, you contract is complete. sixty more years of life shall be your."
Her mother screamed her farther bowed and the thing reached out for Rosa, and her world went dark. Rosa had been sold to the Hells, when she came to she had a slaves nick chain on and simple clothing. She was ordered to work in the war tent of a great Devil Duke, one they said her very blood was linked to. She just sat and cried, the Slave master snapped her neck. She awake in the pits, her body whole once more and she learned. She learned that death is but a moment away in the hells but death can't save you from torment, each time she was killed, for spilling a drink or being slow, she would rise once more from the blood pits to work endlessly. That was until the day, another slave was slow. She had been waiting to sever wine to a meeting of high ranking Devil officer, when the slave in front of her was too dumb witted to hurry. Rosa and saved her head in with a put and then served the wine.
"This one knows her place and knows what needs to be done, she kills with ease as well. Myricon place her in training see if she can give her life better in this blasted subsection war."
With that he broke her back.She came to in the blood pits of a new place, deep in hellish hill. Cages and others like her standing about. Above, a master Devil, he throw a single dagger into the cage they where in.
"The one left alive gets to eat better food and not suffer today"
It said. She did not live that day, nor the next, but day after day, she did not die as fast until the day she was the only one left standing. It was that day she was place in a troop, armed and sent to fight in one of The 9 hell's endless wars. She was a shock trooper sent in 1st often dead before even seeing an enemy. but still she learned to fight, even to start and used the very magics of the Hell's.
Then one day she and others where sent to fight a Rouge Devil, one who had attempted to stand upto the lord of the hells. They can fome at it form the front as ordered. And it and smashed them, throwing them about like soul dolls. They did not have any hope of even harming it, but that was not the point, they where just a distraction while another killed it from behind. She lay smashed, hurt so bad blood was blocking her eyesight, but she could just make out a tall figure making its way to the Devil as it killed off the last of her company. It had before it a great black blade, raised ready to strike, it ever got the chance, in a moment it was hold never to move again. By some means this devil had tuned that form to stone. Then with one swing of its fist it shattered the form. Bits of stone fell down over rosa and also the things black blade.
::"Told that moron to be careful, now what am I to do":: The thoughts came onto her mind, ::"Use whats to hand I think, YOU yes YOU, the one I am talking to, reach your hand out and graps me, DO IT NOW"
Rosa with the last of her strength reached out and grabbed to the sword.
They found her later, still holing onto the blade but now it was embed in dead form of the rouge Devil. The sword had barked and order when they came. [i]"Make her whole again and send her to me, this one is mine now"[/b]
That was the day she become a hound of Hell, a task she has done for countless years, on the Prime and in the Hell's.
2:Rosa has a dark sense of hummer and its not always so dower, she fine art very much, it is a weakness of hers.
3:Rosa likes to smoke small cigars and will often be seen with one
4:Rosa has had a number of lovers, one being the father of her child Onix Luminass, a Tiefling - Devil-Spawn Rouge.
5:Rosa when working takes her job very seriously, she is far more Law then Evil.

Two Goals
1. To become a god of law.
2. To have a great art collection.

Two Secrets [One known/one unknown]
1. Rosa is LE but will always show as LN [In fact she wants to be LN]
2. Caasimolar her patron has plans for Rosa, and the Hounds of Hell, in some great long game of his.

Three People [2 friends 1 enemy]
1.Devil, Caasimolar (Former President of Hell) Rosa has from time to time worked with and for Caasimolar. He aided her in her rise with in the Hound of HElls ranks. She dose not trust him but she dose trust his motives.
2. The Gold Dragon Drogondus, she has come to its aid more than once it it her. They have a mutual respect and some kind of friendship.
3.Enemy= The Demon Lord Annarock, Who Rosa has defected more then once, his minions have been the corruption of a number of Devils that Rosa has had to deal with over the years. The lasted being Birimor the Blight, who Rosa put down a century ago, in the last great Blood war.

Three Memories
1. Her 1st weeks in the Hells, losing hope and learning NO ONE is coming to help, it was then her heat froze over.

2. Walking in the center of a battle field on the prime, heading to a Devil that should not be there, that should not have started a war. Her shaving some lesser called Angles aside and confronting the hell spawned. Calling its name and its crime out, as all around the battle stilled and slowed as she and it fight a titanic battle. When at last she lopped of hits head, she stood and looked at the mass of men and arms and calling out for all to hear.

"NOTHING TO SEE HERE, MOVE ALONG, THIS WAR IS OVER!"

3. Siting with a group of adventures in a tavern, joking about this and that and drinking the night away. The subject of her work and the evil lord they where seeking where one in the same and she felt for once excepted. Even with a few sideways looks, she was one of them for the trip.

NOTES: