Vorrea Talminari

Rosa.Luminass..'s page

434 posts. Alias of Johnny_Panic.


Full Name

Rosa Luminass

Race

Aasimars - Archon-Blooded HP:99/99|AC:20(t:16,ff:14)|F:+11|R:+8|W:+13|CMD:24|CMB:+7|Init:+3 Per:+18

Classes/Levels

Lesser Angel of Death, LE Cleric [Law/Death] L9

Gender

Female

Size

8'6"

Age

Unknown

Special Abilities

Fly

Alignment

LE

Deity

--

Occupation

Lesser Angel of death.

Strength 14
Dexterity 16
Constitution 16
Intelligence 14
Wisdom 21
Charisma 14

About Rosa.Luminass..

Rosa Luminass Aasimars - Archon-Blooded LE Cleric of LAW/Death

Intelligent: Death Blade "The end"

Descriptions
Sex - Female
Race - Aasimars - Archon-Blooded [Native Outsider]
Classes - Cleric (LAW/Death) [L9]
Alignment - LE
Age - Unknown
Hight 8'6" (Size Mid)
Wight - 170kg
Hair - Metallic Black [Animated]
Skin - Pale
Eyes - Deep Blue

Personality
She is not in any way a Aasimars - Archon-Blooded. A Cleric of law/Death, A It's her job to end the lives of those Heaven or Hell deem to be ended. Bit also to fight the Chaotic powers of the void. She is not cold heated how ever. Oddly she can be friendly and even kind at times. She has great companion to those she ends.

Description
Standing some 8'6" tall and willow thin, Flame red Hair, pale skin with deep blue eyes. When she wants it, from her back spring 2 large black Angel like wings. For age its 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 and well kept, her clothing a well made but simple black, trimmed with silver. The one thing that dose stand out is her weapon, the only one she has or uses. A black blade. Trailing darkness and humming with ominous power.

CRUNCH:

INITI +3 Persepton +16
Dark vision 60',
Speed 30'[Walk] [20'(Poor maneuverability)]

Stats
20 points spend

Str [14][+2][10][02p][+2Item]
Dex [16][+3][10][05p][+2Item]
Con [16][+3][12][02p][+2Race][+2Item]
Int [14][+2][10][02p][+2Item]
Wis [21][+5][12][7p][+2Race][+2levels][+2Item]
Cha [14][+2][10][02p][+2Item]

Defence
Armor
AC 20- Tch 16* FI [Can't be Flat footed, while close to sword] [10+4Armor+2 Enchantment+3Dex+^+1Ring+0NA+0Insight]
!magic Vestment +3 Enchantment to armor 9 hours.
*Ironskin [18mins +3 AV NA]
**Shield of Faith Spell +2 [9mins]
Mithral Chain +2 Enchantment 10.0lb

CMD 24/--FI [10+5BAB+2Str+3Dex+1Defection]

HP 99/99 = [9x(8+3)]= [99/99HP]

SAVES
FOR [+11][+6Cleric+3con+1enchantment^+1competence]
REF [+08][+3Cleric+3dex+1enchantment^+1competence]
WIL [+13][+6Cleric+5wis+1enchantment^+1competence]*
Other

Resistance
Race: Acid resistance 5, cold resistance 5, and electricity resistance 5.

Other

Current conditions:

CMB +8 [6BAB+2Str]

Adamantine Great Sword +2 [Impervious]TH+[10/+5]DMG 2d6+2En+2Str 18/20x2] [+5d6 Channel Smite feat DC16]
Weapons fashioned from Adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than [40].

Ranged
See Channel 30'r + [Ray 60' Sword needed] [5d6] [Harm] [DC16]

FEATS and Traits Drawbacks:
Feats
1:Eschew Materials
2::Channel Smite
3:Improved Sunder
4:Craft Wonduse items

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

Traits
1:
2:

Drawbacks
1: Rosa can use no other manufacturered weapon but her Hell's blade.
2: Illusion based disguise magic is compremised by Rosa,s Hell's blade removing any disguise bonus.

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

Race Aasimar - Archon-Blooded:

Race: Aasimars - Archon-Blooded

Stalwart and conniving, diabolical Tieflings know the discipline and might of Hell's legions.

Standard Racial Traits
Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Type: Aasimars are outsiders with 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.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits

Skilled:
Aasimar have a +2 racial bonus on Intimidate, Sense Motive checks.
Magical Racial Traits

Ability (Ex):
You have a natural fly speed of 20 feet (poor).

Senses Racial Traits
Darkvision:
Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Skills:

-=Skills=- [36]points [9x(2class,2INT)]
[Background skills # 18/18][+9item @] = [36+9+18=67]

Acrobatics*(Dex)+12{--rank,+3Dex+0class}@
Appraise(Int)+6{+1rank,+2Int+3class}^#
Bluff(Cha)____+3{+1rank,+2Cha+0class}
Climb*(Str)____+4{+1rank,+3Str+0class}
Craft(All) (Int)____+2{+0rank,+2Int+0class}^
Diplomacy(Cha)____+6{+1rank,+2Cha+3class}^
Disable Device(Dex)____+3{+0rank,+3Dex+0class}
Disguise (Cha)____+2{+0rank,+2Cha+0class}
Escape Artist*(Dex)____+3{+0rank,+3Dex+0class}
Fly*(Dex)____+11{+9rank,+3Dex+3class-4Race}^
Handle Animal (Wis)____+6{+0rank,+6Wis+0class}
Heal(Wis)____+12{+1rank,+6Wis+2Item+3class}^
Intimidate(Cha)____+14{+9rank+2Cha+3Class}^
Perception(Wis)____+18{+9rank,+6Wis+3class}^
Perform (ALL)(Cha)____+2{+0rank,+2Cha+0class}^
Profession(Law Enforcer)(Wis)____+10{+1rank,+6Wis+3class}#
Ride*(Dex)____+3{+0rank,+3Dex+0class}
Sense Motive(Wis)____+18{+9rank,+6Wis+3class}^
Sleight of Hand*(Dex)____+3{+0rank,+3Dex+0class}#
Spellcraft(Int)____+6{+1rank,+2Int+3class}^
Stealth*(Dex)____+3{+0rank,+3Dex+0class}@
Survival(Wis)____+6{+0rank,+6Wis+0class}
Swim*(Str)____+2{+0rank,+2Str+0class}
Use Magic Device(Cha)____+6{+1rank,+2Cha+3class}^@

KN [33p]
Kn(Arcana)(Int)+6{+1rank+2Int+3class}^
Kn(Dungeoneering)(Int)+3{+1rank+2Int+0class}
Kn(Engineering)(Int)+6{+1rank+2Int+3class}^
Kn(Geography)(Int)+6{+1rank+2Int+3class}^
Kn(History)(Int)+6{+1rank+2Int+3class}^#
Kn(Local)(Int)+3{+1rank+2Int+0class}
Kn(Nature)(Int)+3{+1rank+2Int+0class}
Kn(Nobility)(Int)+6{+1rank+2Int+3class}^#
Kn(Planes)(Int)+6{+1rank+2Int+3class}^}^
Kno(Religion)(Int)+6{+1rank+2Int+3class}^

Linguistics(Int)+6{+1rank+2Int+3class}^#

Concentration [+15][9CL+6Wis]

[Spell: Steal Ability, Head Gem - All Kn skills are class skills]

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:

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)[LN]
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) [5d6][Neg-Eng] [5/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.

Archon [Law Sub Domain

Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.

Touch of Law (Sp): [8/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.

Aura of Menace (Su): [9r/day]
At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—divine favor, 2nd—align weapon (law only), 3rd—prayer,, 4th—order’s wrath, 5th—dispel chaos, 6th—planar ally (archons only), 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Death Domain
You can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Granted Powers

Bleeding Touch (Sp): [8/day]
As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death’s Embrace (Ex):
At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—wail of the banshee.

Channeling: [5/day]
DMG[5d6] DC24 [1/2] 30'area [60'ray, sword] [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 x9 = Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders. [+9] 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][DC15](at Will)
1: Detect Magic
2: Mending
3: Read Magic
4: Spark

1st[4+1*+2wis][DC16]
*: cause fear
1: Divine Favor 9 mins
2: Shield of Faith 9 mins [+3AC]
3: Protection from Evil 9 mins [+2 AC Vs evil]
4: Hide from Undead 90mins
5: Infernal Healing 9 mins [CL16] 200hp
6: Protection From Chaos [9m]
-: Inflict Light Wounds[CL16]

2ed[4+1*+1wis][DC17]
*: align weapon
1: Align Weapon [Lawful]
2: Visualization of the Body 24 hours [Dex] [Used]
3: -
4: Shackle 9 hours
5: Ironskin [9mins +4 AV NA]
6: Heroic Fortune [Used]
-: Inflict Moderate Wounds[CL20]

3ed [3+1*+1wis][DC18]
*: animate dead
1: Magic Circle Against Chaos
2: Channel Vigor 18r
3: Cure Serious Wounds
4: Meld into Stone
-: Inflict Serious Wounds[CL20]

4th[2+1*+1wis][DC19]
*: death ward
1: Planar Adaptation
2: Restoration
3: -
-: Inflict Critical Wounds[CL20]

X: Revenant Armor < [9/9 days][Used]

5th [1+1*][DC20]
*: Slay Living
1: Plane Shift
-: Inflict Light Wounds mass[CL20]

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

OTHER

Gear/Possessions:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

Starting Gold = 46,000gp

Weapons: [5,850gp]
Death Blade The End [+2 Enchantment]Impervious 8lb
Bound Cohort CR2][negative-energy-elemental]
Possessed Magic Item
NOTE: Made by death, she bound her Cohort into it. A Death Blade. For it will ONLY let Rosa us it and lets her use no other crafted weapon but it

Armor [5,350gp]
Death Armor, with Mithral Shirt +2 + Travelers-Any-tool to hold her sword [250gp] 8.5lb

Body slots

Belt: Belt of Physical Perfection[+2] [8000gp][Crafted]
Body: -
Chest: -
Eyes: -
Feet: -
Hands: Holy Symbol Tattoos [200gp]
Head: -
Headband: Embedded Gem of Mental prowess[+2] [8000gp][Crafted]
Neck: -
Shoulders: -
Wrists: -
Ring L: Ring of Sustenance [2,500gp]
Ring R: Ring of Protection [+1][1000kgp]

None slotted Items

On belt2Lb
Handy Hava-belt [2.2kgp] 5lb
6x20lb pouches.

Pouch 1 1000gp
-: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/Holy 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

-=Carrying Capacity=- .
Light 0-36 lb. Medium 27–53 lbsHeavy 54–80 lbs
-=Current Load Carried=- 21lb [light]
Starting cash 46,000gp
-=Money=- 0 GP 0 SP 0 CP

Rosa's Demiplane Offices:

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: