Rosa_Luminass's page

326 posts. Alias of Johnny_Panic.

Full Name

Rosa Luminess


Android [Advanced CR1]


Iron Priest [L4] | AC 21, T 17, FF 16 | F +9*/R+7/W+9* | HP 35/35 | CMB +8, CMD 22 | Init +4 | Perception +10 | Condition: None


Female looking


6'6" 250Kg







Strength 18
Dexterity 20
Constitution 18
Intelligence 20
Wisdom 18
Charisma 14

About Rosa_Luminass

Name: Rosa Luminess Image
Race: Android [Advanced CR1]
Class : [LN] Cleric - Iron Priest [of Law] [L4]

THEME: Lawful Tech Alien in an Alien land.

Rosa looks superficially like a female human. But her alien nature is revealed by the fine metallic sheen in their eyes and the biological, tattoo-like circuitry that covers her synthetic skin. Its very clear she is a construct a humanoid Android, tall 6'6", and unusually heavy [250lb]. Her clothing is that of a battle tech medic, protective and dotted with odd strange tools. On her belt is a fat snub like gun.

Rosa understands she is not Organic, and has problems feeling like them. But she is fascinated by others. She's a little OCD, not in a bad way, she just likes order. Things in stay in place. Her tools and clothing are always clean and in order. By design is tends to try and avoid violence or hurting others.


Init +4; Senseslow-light vision, Dark vision 60' Perception +8


AC [22/24*] TAC[16/18*] FF[17/19*] 10+4Armor+0Shield+5Dex+0Items+0other+0Size+2NA+0Dodge+1AP]
SOF [+2 1min]*

HP: 35/35 [1d8+3con]+[3x(5+3)]

Fort: +9*, {+4Base,+4Con+1AP}
Reflex: +7, {+1Base,+5Dex+1AP}
Will: +9*,{+4Base,+4Wis+1AP}


+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects.
+2 trait bonus on saving throws against spells with the pain descriptor

Fear, Fatigue or exhaustion, and are immune to disease and sleep effects.
Dose not need to breath, drink or eat.

CMD +22 {10+3Base +4Str +5Dex +0size +0misc +0Dodge}


Speed: 30ft
CMB: +7; {+3Base +4Str +0size +0misc}
Base Atk: +3;

Unarmed attack* TH+7 DMG[1d3+4] x2 (NL)
Dagger TH+7 DMG[1d4+4] X2 (P/L) r10'

MW Revolver RTA TH+9 DMG[1d8+1] R30' 19/20 x4
RTA TH+8 Jolt 25' DMG[1d3]

Space 5 ft.; Reach 5 ft.

Rolled [Rolled-[25 point buy][+Advanced template]

Str__18 [+4][18][5pp][4template]
Dex_20 [+5][20][5pp][4template][+2Race]
Con_18 [+4][16][5pp][4template]
Int__ 20 [+5][18][3pp][4template][+2Race] [+1Level]
Wis__18 [+4][18][5pp][4template]
Cha__14 [+2][14][2pp][4template][-2Race]


Level feats after 1st:
You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question

2: Amateur Gun Slinger
-: [Gun Smith, from background]


Race Feats:

Weapon and Armor Proficiency
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, [fire arms] light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. [Hammer]

1:Blood Algorithm (Android)
Your inhumanity extends to your very core. Pain receptors were omitted during your construction.
Benefit(s) You gain a +2 trait bonus on saving throws against spells with the pain descriptor. Additionally, once per day when you are healed by a spell that targets constructs (such as a make whole spell), you heal 1 extra hit point per level of the spell.

2:Arcane Dabbler (Regional)
Your study of magic is shown by your expertise in the simplest of Arcane tech exploits.
Benefit: Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st).
If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.
-:know Direction

1:Unusually Dence mass
You have an unusually dense mass, making you haver than water, you take -10 on all swim checks..

Special Abilities

Race Android:


Racial Traits
Ability Score Modifiers: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.

Size: Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Base Speed: Androids have a base speed of 30 feet.

Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Androids gain a +2 racial bonus on Perception checks.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP) (Note: this trait is called Logical in the Book of Heroic Races: Advanced Androids.)
Senses Racial Traits

Exceptional Senses:
Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.

For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.)

Nanite Surge:
An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round (3 RP.)

Advanced Template [CR1]
Rebuild Rules: AC increase natural armor by +2; Ability Scores +4 to all ability scores


-=Skills=- [28 points] 4x[2Levels +5Int +1FC]

+10 Acrobatics*(+5dex, +2rank +3class)<
+08 Appraise(+4int, 1rank +3class)<
+02 Bluff(+2cha, +0rank +0class)
+04 Climb*(+4str, 0rank +0class)
+13 Craft (mechanical)(+5Int, 5rank +3class)<
+06 Diplomacy(+2Cha, +1rank +3class)<
+05 Disable Device (+4Int, +1rank +0class)
+02 Disguise(+2Cha, 0rank +0class)
+01 Fly (+5Dex 0Rank +0Level)
+05 Escape Artist(+5Dex, 0rank +0class)
+12 Heal (+4Wis +5rank +3class)<
+02 Intimidate(+2Cha, +0rank +0class)
+10 Perception(+4Wis, +4rank +0class +2Race)
+05 Ride (+5Dex 0ranks)
+01 Perform (+2Cha +0Rank-1race)
+04 Sense Motive(+4Wis, +1rank +3class-4race)<*
+05 Sleight of Hand(+5Dex, +0rank +0class)
+10 Spellcraft (+5Int, +2rank +3class)<
+05 Stealth (+5Dex, +0rank +0class)
+08 Survival (+4Wis 1rank +3class)<
-06 Swim (+4Str 0rank-10Race)
+02 Use Magic Device(+2Cha, +0rank +0class)

^Knowledge (Arcana)(Int)____+10{+5Int +2Rank +3class}<
^Knowledge (Dungeoneering)(Int)____+10{+5Int +2Rank +3class}<
^Knowledge (Engineering)(Int)____+10{+5Int +2Rank +3class}<
^Knowledge (Geography)(Int)____+10{+5Int +2Rank +3class}<
^Knowledge (History)(Int)____+10{+5Int +2Rank +3class}<
^Knowledge (Local)(Int)____+10{+5Int +2Rank +3class}<
^Knowledge (Nature)(Int)____+10{+5Int +2Rank +3class}<
^Knowledge (Nobility)(Int)____+10{+5Int +2Rank +3class}<
^Knowledge (Planes) (Int)____+10{+5Int +2Rank +3class}<
^Knowledge (Religion) (Int)____+10{+5Int +2Rank +3class}<

+10 Linguistics(+5int +2rank +3class)<

+8 Concentration (+4Wis +4CL)

*Armor Check Penalty [-1]

-=Non-Standard Skill Bonuses=-

Race Skills

Languages: Androffan, Common, Infenal, celstal, Dracona, Abysal.

Class Cleric - Iron Priest L4:

Cleric - Iron Priest [L4]

Iron priests preach of the messengers from beyond the stars, envoys of the divine brought by a falling star. Iron priests can affect robots and other unliving constructs with channeled energy, but lack power over the undead. An iron priest has the following class features.

Saves +F4/R+1/W+4
Alignment: Any.
Hit Die: d8.

Class Skills
The iron priest’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Heal (Wis), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).

Class Features
The following are class features of the cleric.

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) [Lawful good]
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) [Positive] [2d6] [5/day]
When an iron priest channels energy to heal or harm living creatures, she heals or harms constructs with the clockwork or robot subtypes as well. Constructs without those subtypes are also affected, but gain only half the normal amount of healing or take only half the normal amount of damage, as appropriate. An iron priest cannot harm or heal undead with channel energy.
This ability alters channel energy.

Spontaneous Casting
An iron priest can spontaneously cast make whole and greater make whole in place of cure/inflict moderate wounds and cure/inflict critical wounds, regardless of whether she channels positive or negative energy.

Artifice Domain
Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.

Artificer’s Touch (Sp): [1d6+1][5/day]
You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue, 9th—prismatic sphere.

Knowledge Domain
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): [DC23]
You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. 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.

0 level Spells DC14
Level 4 (at Will)
1: Jolt 25'
2: Detect Magic
3: Read Magic
-: Mending-[Domain]

-=1st DC13 (0/day)=-

1st Level 4+1+1 DC15
*: comprehend-languages
1: Technomancy
2: Endure Elements
3: Shield of Faith
4: -
5: -
Spontaneous Casting

Level 2 3+1+1 DC16
1: -
2: -
3: -
4: -
Spontaneous Casting
1: [1d8+1] or Make whole [2d6+1]

1/day each [From Trait] [Divine]
1:Know Direction



Outfit, Artisan’s

MW Parade Armor [Androffan Tech Crew Uniform] 15lb [10gp]
Mythral Shart [1100gp]

Cold Iron Combat Knife 1lb [4gp]
Revolver MW [1000gp]
200 shells, [200gp]

Belt: tech tool belt
Body: -
Chest: -
Eyes: -
Feet: -
Hands: Holy Symbol Tattoo [100gp]
Head: -
Headband: -
Neck: Cold Iron holy symbol [30gp]
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

None Slotted
On tech tool belt
*Spell component pouch* [5gp]

*Medic Pouch* [5gp]
-:2X healers kit 20/20 [100gp]
-:2x Anti Toxin 2/2 [50gp]
-:1x AAir Crystals [30gp]
-:Wand QLW 10/50 [150gp]
*in Holster*
-: Revolver, + Shells [1200gp]

*Tool Pouch*
-:Atificer's Multi-Tool 2lb [250gp] Traveler’s any-tool
-:Lock pick set
Goo Tubes x6 [36gp]
Zipstick Price 20 gp; [1lb] Capacity 10; Usage 1 charge
A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to cause 1 point of nonlethal damage with a successful touch attack. A zipstick is used most often to activate or deactivate items that function on ion-bonding technology, such as ion tape.
MW Kit-Survival 5lb [50g]

*Lesser Bag of holding* [3lb] [1000gp]
-:Gun making kit. [25gp]
-:Scrap Items and odd tools [20gp]
-:Other clothing.

Small Note book and silver point pen 1/2lb [5gp]

-=Carrying Capacity=-
Light 0-66lb. Medium 67–133lb. Heavy 134–200lb.
-=Current Load Carried=- 7.5 lb.

-=Money=- 0 GP 0 SP 0 CP

10 min background:

Born in the vast woam like laps of a Space City, Rosa came into a world of war, across that vast city structure factions fought for power and control. Pre- programed as a Battle Medic, with in the hour she was on a battle field, patching up the wounded. This was her life then. As she worked with the wounded she tried to understand what being alive meant, so much to take in, so much to come know. Then a flash of light. 'A warp mine', she thought not knowing how she know, then space and time twisting out of all recognition and ended. She had died even before she had started to live. But then light, She blinked and was looking up as a world that could not be. Above was a city yet she was on her back in a street. Getting up she looked around. every one seemed fine so she started to walk and look for those hurt. She found a human, badly cut and started at once to dress and tend his wounds. After he thanked her and give her small items. Later she learned this was money. And the human had been in a faction fight. Over the next few mouths she learned about Sigil and what is was. She know she was not where she had been born but here she could do what she was designed to do. And so she did it, there where times when other sort to stop her or take what she needed to do her task. She learned to do harm as well as fix it. She mates tools to help her protect herself. And this is where she is now. Set up on a street healing any who can pay.

Background: I would like you to explain your Characters, Not anything in depth, But a simple explanation as to who you are, where your from, and your motivations, with them I'd like you to apply a 5 minute background.shown here:

1)3 concepts that explain your character.
She designed and built combat medic from a far away war. Deep in space a weapon was used that bent time and space and when she came too she was in the cage, in Sigil and a city like no other. To make a living she did what she was made to do and heal both mech-a and Org-a. She has cobbled bits of kit, and things that help her do her prime task, heal. She knows guns and has made for herself a simple revolver along with some simple tech kit. She calls herself 'she' as others say she looks like a she, but in truth she has no sex, nor sex related gender, she is a construct.

2)2 secrets: one your character keeps from the party, one kept from your character
Known: She had a code that stopped her taking life, but she had a tech mage remove it.
Unknown: Her manufactures placed a power down switch in her, that she dose not know about.

3)3-5 people with ties to your character (this one isn't needed as much- but you may apply as many or as few as you like)
1: Killta a dusty who gets items from the dead for her.
2: Malina Suop, a scrap dealer construct who often calls her in to fix things.
3: The Demon Meleicup, who hates her guts and has more then once tried to end her.

4)1 goal you'd like your character to achieve, 1 goal you'd like the party to Achieve, and 1 goal you'd like to achieve as a player.
1: Have a child, as a mecha she is fascinated by children.
2: Get a base so she can have a work shop.
3: Grow her into a more feeling being, see how being with others links her and build her personality beyond being just a device.

5)I'd like 1 Fear your character possesses as well as 1 Flaw and 1 Positive Trait
Fear: Going off line, she hates not being conscious at all times
Flaw: Empathy, she lacks it, and wants it.
Positive Trait: She wants to care, she wants to feel what others feel, happiness even sadness. This leads her to try an be nice.