Drow Priest

Rosa Luminasss's page

245 posts. Alias of Johnny_Panic.


Full Name

Rosa Luminasss

Classes/Levels

Drow Legendary Cleric/Investigator L20| Initi +9+4d8 take best 2 | HP 186/186 | AC 35 T21 FF20 CMB21/CMD41 | Fort +22 Ref +22 Will +28 | Percep +34 | Intimidate +44/49*|

Size

12',2" [Large (tall)]

Age

Unknown

Alignment

LN

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

About Rosa Luminasss

Alt Rosa Lumminasss -
Alt form HOUND OF HELL

Descriptions
FEMALE DROW, [Outsider (native)],
Classes - Legendary CLERIC (Evil/LAW) [L20, Legendary Investigator L20

Description-Personality-Undercover
The Drow looking down at you is Rosa Luminasss A Cleric of LAW. She is big, standing some 12'2" tall, [450lb] grey magic tattoos covered skin. grey/red eyes with long white hair. Wearing a well made uniform of some kind. Large overcoat, knee high black boots, bants, jaket. [Kn Planes DC40 to know what that uniform is] She seems to have no Armor who weapons. Just LAW holy symbol tattoos on her hands. Her spesonily tends to be very practical, stern and a pragmatist. When in a fight she somehow seems to have a large Great sword, which is the only crafted weapon she will use.

Description-Personality-True Form:

Hidden form, Hound of Hell is in a word, $&*&^ING Terrifying!!, As a hidden Evil Cleric, of the HELLS!! and an enforcer of its Laws. She is one scary lady. Sold to the Hells as a child, she grew up in its pits, Hell forged her, but Brains, Witts, and looks kept her alive. Becoming indomitable, Cold-heated, focused, cunning, and as utterly ruthless as any Devil. In this form she is reviled as a Half-Drow her unifrom changes to one more suited to the Hells. A mask covering her face, with a shrug of shoulders two large magic wings come into being so she can fly. And her Hell blade burning with red fiendish writing. In combat, she exclusively uses her Large hell blade. Rosa is still respectful, Even as she removes your head from your shoulders. You see Rosa lives by a set of rules, which makes her more trustworthy than any Paladin or cleric of goodness. Her Sword is just a normal magic sword while not in this from. All the hounds of hell work under Arch Devil, Caasimolar (Former President of Hell) and as such they follow rules Rosa only changes to this side of her, the Damned side when on duty. She will only act as per the Rules of the Hounds of Hell. Defend oneself when attacked, only effect the Mortal plane as needed for a satisfactory completion of A mission. Above all should you make a contract with someone, honor it to the very letter. However, they should be very very careful what letters they use in making it.

Cohort bound Item: Dark Contract, Large HELL Blade - possessed magic item [Bound Outsider - CoHort-Nemesis Devil (Advodaza)CR 18]

CRUNCH:

INITI +5 Persepton +18
Low-light vision, Dark vision 30' Detect thoughts at will 60'[item], Detect magic[Race] Constant.
Speed 60', Fly 60'{Incaparial at will} Teleport 60' at will
Permanency Spells
1:See InvisibilityConstant 2:TonguesConstant 3:Comprehend Languages Constant 4:Read Magic Constant 5:Aura Sight Constant
*Large at will
**Your alignment is always revealed as being this false alignment. 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.

Stats
[30 Point Buy]
STR[20][+05][13][03p][ABP Legendary Body APB+4][Levels+1][+2Size]
DEX[20][+05][14][05p][ABP Legendary Body APB+2][Race+4][+2Capstone][-2Size]
CON[20][+05][14][05p][ABP Legendary Body APB+6]
INT[30][+10][15][07p][ABP Legendary Mind APB+6][+2Capstone][+3Age][Levels+4]
WIS[30][+10][14][07p][ABP Legendary Mind APB+4][+4Capstone][+3Age][+5Alt Reality]
CHA[20][+05][11][03p][ABP Legendary Mind APB+2][Race+4][+3Age]

Defence
Armor
AC [34] Tch 29 FF30] [10+5Enchantment+5Dex+5Deflection+1Dodge+5NA+2Insight-1Size+2profane]
*Magic Tattoos Braces of Armor +5

CMD 43[10+15BAB+5Str+5Dex+5Defection*+2Insight+1Size]
Spell
HP 20x1d8+5Con [165/165 HP]

SAVES
FOR [+23][+12Base+05con+5enchantment^+1competence]
REF [+23][+12Base+05dex+5enchantment^+1competence]
WIL [+28][+12Base+10wis+5enchantment^+1competence]

Resistance
+8 resistance bonus on saving throws against all mind-affecting spells and effects.
Resistance 5 Cold
Resistance 5 Electric

Immunities
Fire/Poison [Feats]
Immune to all harmful vapors and gases, diseases even magic ones. [Items]

Other

Current conditions:
None

Offence [Reach 10']
BAB: [+15/+10/+5],
MBA: [+21/+15/+11] [15+5Str+1competence]
RAB: [+21/+15/+11] [15+5Dex+1competence]
CMB [+21] [+15BAB+5Str+1Size+1competence]

Item: Inperveus UN-HOLY-HELL Blade - possessed magic item Possessed Evil Magic Item [Bound Outsider - Devil CR18]
AdamantineLarge Great Sword [+5 Enchantment]
TH[+26+21+16][+15+5Ench+5Str+1competence][DMG 3d6+5En+5Str][18/20x2][+2D6 Bleed*][+2d6 Unholy][Channle Strike 10d6 force 1r][Ignores hardness 20]
Range-Attack
TH+26 [+26+21+16][DMG 2d6+5En+6/+5Str][+2D6 Bleed*][+2d6 Unholy][18/20x2][Channle Strike 10d6 force 1r][Range line of sight/Greater Teleport]

*Weapons fashioned from Adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than [40]
[SLA: Greater Invisibility, Greater Teleport Self only, Fly 60' at will self as a move action]
The weapon, leaves persistent wounds that deal 2d6 points of bleed damage. Bleeding caused in this way is difficult to stanch—a successful DC 29 Heal check is required to stop the bleeding, and anyone attempting to magically heal a creature suffering from an infernal wound must succeed at a DC 29 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects. The Heal check DC and caster level DC are Constitution-based.
NOTE: Made in hell's forges, Familiar bound Dvil. A Cursed Hell Blade. For it will ONLY let Rosa us it and let her use no other crafted weapon but it.
Millie-Attack

NA Weapons Perminacy Grater Magic Fang +2
Unarmed TH[+23/+17/+13] DMG [1d10*+5Str+2Item] 20 Crit [Magic Fang Greater +2 Permanency]
Can use intimidation to demoralize opponents as a swift action. Intimidate+45/+50*

FEATS-TRAITS-DRAWBACKS:

FEATS and Traits Drawbacks:
Feats
01:*Drow Paragon[Race Feat]
02:>Maleficium[Damnation Feat]
03:*Drow Nobility Drow[Race Feat]
04:>Fiendskin[Damnation Feat]
05:*Improved Drow Nobility Drow[Race Feat]
06:>Mask of Virtue[Damnation Feat]
07:*Greater Grow Nobility Drow[Race Feat]
08:>Soulless Gaze[Damnation Feat]
09:Channeling Force
10:Vile Leadership
11:
12:
13:
14:
15:
16:
17:
18:
19:
20:

DAMMED [By Caasimolar (Former President of Hell)]
Damnation Feats

1:Mask of Virtue (Damnation)
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.

2:Maleficium (Damnation)
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.

3:Soulless Gaze (Damnation)
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.

4:Fiendskin (Damnation)
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.

Drow Paragon (Drow)
Your drow blood is particularly strong.
Prerequisites: Drow-blooded and drow magic racial traits, half-elf.
Benefit: You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by your drow magic racial trait count as drow spell-like abilities for the purposes of any feat prerequisites.

Drow Nobility (Drow)
Your blood courses with power, granting you greater spell-like abilities.
Prerequisites: Able to use drow spell-like abilities, drow.
Benefit: You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your caster level is equal to your character level.

Improved Drow Nobility (Drow)
Your magical heritage is more potent than that of your peers, as demonstrated by your superior spell-like abilities.
Prerequisites: Cha 13, Drow Nobility, able to use drow spell-like abilities, drow.
Benefit: You may use your dancing lights, faerie fire, feather fall, and levitate spell-like abilities twice per day. Your darkness spell-like ability instead becomes deeper darkness, which you may use twice per day.

Greater Drow Nobility (Drow)
You have mastered the lesser spell-like abilities of the drow, demonstrating true nobility.
Prerequisites: Cha 13, Drow Nobility, Improved Drow Nobility, able to use drow spell-like abilities, drow.
Benefit: Your detect magic spell-like ability is now constant. You may use your dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities at will.

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, see Drawbacks.]

Item Feats
-:Improved Unarmed Strike

Traitsx4
1: Fiendish Confidence [Religion Traits]
You expect to be obeyed and are rarely proven wrong.
Benefit(s) You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.
From Feat

Drawbacks
1: Light Blindness (Ex)
Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or a daylight spell.
Such creatures are dazzled as long as they remain in areas of bright light.
2: Bonded Hell Weapon:
You are Bonded to your Hell Weapon and can use no other manufactured/Crafted weapon but it.
For it would become jealous and turn on you.
*Nonmanufactured objects and Natural weapons are not counted as manufactured weapons.
So you can us as a weapon a found rock but not a cafted house brick for instance.
It is the 'manufactured/Crafted' part that is key

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

RACE DROW:

Standard Racial Traits
Ability Score Racial Traits: Drow are nimble and manipulative. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Drow are humanoids with the elf subtype.
Size: Drow are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Drow have a base speed of 30 feet.
Voice in the Darkness (2 RP): Prerequisite(s): Charisma 13+. Characters who practice coercion and intimidation in the Underworld or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow possess spell resistance (SR) equal to 6 11 plus their total number of class levels.
Feat and Skill Racial Traits
Keen Senses– Drow gain a +2 racial bonus on Perception checks.
Magical Racial Traits
Spell-Like Abilities (Su):
DROW NOBLE FEATS You may use your dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities at will.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Senses Racial Traits
Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Weakness Racial Traits
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Skills::

Alls skills are class skills, Investigator Bonus on all Skills[roll 4d8 takes best 2 +5FC]
Race: Elan Investigator Gain a +1/4 bonus on all inspiration rolls {+5}
Unlocks

Skill Points 20x[6+2+10]+[+40 Background skills]=[400] [Can always take 10 as a free action]

Acrobatics {55+4d8 take best 2} (+5dex,+20rank,+3Class+2Luck+take10+5FC+10 competence bonus item)
Appraise {26+4d8 take best 2}(+10int,+1rank,+3class+2Luck+take10)
Bluff {53+4d8 take best 2} (+5Cha +20Rank +3class+2Luck+take10+5FC){Alt form +10competence Class}
Climb {30+4d8 take best 2} (+5Str +10Rank +3class+2Luck+take10+5FC)
Craft[Tattoo]{52+4d8 take best 2}(+16int,+20Rank,+3Class+2Luck+take10+5FC)
Fly {45+4d8 takes best 2}(+5dex, +20Rank,+3Class+2Luck+take10+5FC)
Disable Device Unlocked {62+4d8 Take best 2}(+16int,+20Rank,+3Class+6Feat+2Luck+take10+5FC)
Diplomacy {60+4d8 take best 2}(+10Int +20Rank +3Class+10Power+2Luck+take10+5FC)
Disguise {55+4d8 Take best 2} (+5Cha, +20Rank +3class+2Luck+take10+5FC){+10competence Class}
Escape Artist {35+4d8 take best 2} (+5dex,+10Rank,+3Class+2Luck+take10+5FC)
Heal {42+4d8 take best 2}(+10wis +10Rank,+3Class+2Luck+take10+5FC)
Intimidate[Unchained]{82+4d8 Take best 2} (+10Int+20Rank+3Class+10Feats+2trait+2Luck+take10+5FC+10Profain){Alt form +10Competence Class}
Perception {50+4d8 take best 2} (+10Int,+20rank,+3class,+2Luck+take10+5FC)[+10 vs traps auto with in 30']
Ride {30+4d8 take best 2} (+5Str +10Rank +3class+2Luck+take10+5FC)
Perform {Sing}{40+2d8}(+5Cha+5Rank+3Class+2Luck+take10+5FC)
Sense Motive {50+4d8 take best 2}(+10Int+20rank+3class+2Luck+take10+5FC)
Sleight of Hand {35+4d8 Take best 2} (+5dex+10rank+3Class+2Luck+take10+5FC)
Spell craft {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Stealth {65/74+4d8 Take best 2} (+5dex+20Rank+3Class+2Luck+take10+5FC){Alt form +10competence}{+20 Invisibility}
Survival {40+4d8 take best 2} (+10Wis+10Rank,+3Class+2Luck+take10+5FC)
Swim {30+4d8 take best 2} (+5Str +10Rank +3class+2Luck+take10+5FC)
Use Magic Device {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)

Kn(Arcana) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Dungeoneering) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Engineering) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Geography) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(History) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Local) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Nature) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Nobility) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Planes) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Religion) {70+4d8 Take best 2}(+10int, +20rank +3class+2Luck+20Cleric+take10+5FC) {always make rolls]
Linguistics {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)

Concentration {47+4d8 take best 2} (20ML+10INT+2trait+take10+5FC)

Empathy
+2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on this power.
+6 bonus to Perception checks to avoid being surprised by a foe
+6 bonus to Perception checks Vs Traps

CLASS LEGENDARY PLANAR ENVOY CLERIC L20:

LEGENDARY PLANAR ENVOY CLERIC of The 9 Hells.

Class Features
The following are features of the legendary cleric.

Weapon and Armor Proficiencies
Legendary clerics are proficient with all simple weapons, light armor, and bucklers, plus one weapon appropriate to their faith {great Sword}. They may select a single martial tradition [Hounds of Hell] of their choice.
black-seraph-maneuvers
1:Armageddon-lanceRanged touch attack which deals an additional 14d6 points of damage and panics target.

Faith (Su) 30/30 Faith Pool
At 1st level, the cleric’s faith manifests itself in a pool of points which fuel their domain powers. The cleric’s faith pool is equal to ½ their level plus their Wisdom modifier (minimum 1). When casting a spell, they can expend 1 point of faith to increase their effective caster level by 1 or increase the DC of the spell by 1. The legendary cleric regains all expended faith when they regain spells each day.

Aura (Ex) [LAWFULL]
A legendary cleric treats their level as 5 higher when determining the strength of their alignment aura. If they worship a deity or an aligned faith, they gain a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Knowledge of the Faith (Ex)
A legendary cleric automatically gains a number of ranks in Knowledge (religion) equal to their class level and may use Wisdom in place of Intelligence for Knowledge (religion) checks. In addition, they automatically succeed at any Knowledge check related to their faith, though if it isn’t about their faith specifically (for instance, a story about a different deity that theirs is involved in), they only know the parts that involve their faith.

Channel Energy (Su) 13/dayDC32 Channelling 12d6+10 DMG Force 10 targets or ALL objects in 30'
A legendary cleric who channels negative energy can choose to deal damage to living creatures or to heal undead creatures. 30-foot radius centered on the legendary cleric. When channeling, they can select a number of targets in the area of up their Wisdom modifier. These targets are unaffected by the channel (this counts as having the Selective Channeling feat as well as 13 Charisma for the purpose of meeting prerequisites). The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two legendary cleric levels beyond 1st.
Planar Channeling (Su)
At 1st level, the planar envoy gains Alignment Channel as a bonus feat, but must spend a faith point or an additional use of channel energy to use channel energy without affecting it with the Alignment Channel feat. By spending a faith point, the planar envoy may have their alignment channel affect all creatures of the specified alignment, not just outsiders with the specified alignment subtype. At 8th level, when the planar envoy spends a faith point in this way when using Alignment Channel, creatures that fail their saving throw against being damaged become sickened for a number of rounds equal to the planar envoy’s Wisdom modifier.
This modifies channel energy.

Bonus Feats x3 any channeling feat,
2ed,Bonded Holy Symbol,
10th Expanded Domain Magic,
18th Sacred Summons

Devoted Skill (Ex)
At 5th level, the legendary cleric gains the skill unlocks for Knowledge (religion) and for their first domain’s divine skill.

Planar Envoy (Legendary Cleric Archetype)
Planar envoys commune directly with the otherworldly powers of Heaven, Hell, or whatever other eternal realms stretch across the multiverse. Calling upon the aid of outsiders in combat as well as diplomacy, planar envoys embody the might of the outer planes.
Planar Alliance (Su)
At 1st level, the planar envoy gains a familiar as a wizard of their class level. In addition, they treat all summon monster spells as domain spells, their effective spell level being equal to their level on the sorcerer/wizard spell list.
At 4th level, the planar envoy gains Augment Summoning as a bonus feat even if they do not meet the prerequisites. In addition, they may spend a faith point as part of casting a summon monster spell to reduce the casting time to a standard action.
At 8th level, the planar envoy gains Improved Familiar as a bonus feat. By spending a faith point as a standard action, the planar envoy may grant their familiar the Guardian Spirit template for a number of minutes equal to their planar envoy level. The effective conjuration spell level for the purpose of determining the effects of the Guardian Spirit template is equal to half the planar envoy’s level.
At 12th level, the planar envoy adds lesser planar binding, planar binding, and greater planar binding to their spell list (as 4th, 6th, and 8th-level spells, respectively). In addition, they may spend a faith point as part of casting any planar binding spell to gain a +2 bonus on Charisma checks or as part of casting any planar ally spell to reduce the cost of payment by 20%.
At 16th level, the planar envoy may spend a faith point as part of casting a conjuration (summoning) spell in order to summon one additional creature of the same kind.
This replaces the domain gained at 1st level.

Domains

Freedom Domain
The domain of freedom is one of reflection, detachment, and perpetual striving. As a legendary cleric of freedom, you may be seeking to liberate yourself and others from some shackles of physical spiritual oppression. You could be a revolutionary firebrand opening the eyes of the masses to their condition, a warrior battling against forces of subjugation, or a mystic seeking to cast off the bindings of material existence to achieve spiritual perfection.
Skill: Escape Artist
Breaker of Chains (Su)
By spending a faith point as an immediate action, you may grant an ally within 30 feet a sacred bonus to Acrobatics checks, Escape Artist checks, CMD, and saving throws against effects which would restrict their movement for 1 round. This bonus is equal to half your cleric level (minimum 2).
Freedom’s Call (Su)
At 4th level, you can emit a 30-foot aura of freedom for 1 minute by spending a faith point. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable.
Forever Unbound (Su)
At 8th level, you constantly benefit from the freedom of movement spell.

Doctrine of Transcendence
The body and mind are themselves prisons, and you dedicate yourself to escaping their confines to exist in a higher state of being. Through intense physical and mental discipline, you push towards freeing yourself from your own mortal limitations. You gain the following abilities.
Free of Necessity (Ex)
You no longer need to eat, drink, or breathe and become immune to poisons and diseases.
Shed Body (Su)
At 16th level, you may become incorporeal as a move action and remain incorporeal as long as you wish. You may choose to have your equipment become incorporeal with you. Unlike other incorporeal creatures, you do not gain a deflection bonus to Armor Class from your Charisma modifier. During this time, your body fades into an immaterial form that retains your basic likeness. While incorporeal, you gain a fly speed equal to your land speed (perfect maneuverability).

Domain Spells: 1st-abjuring step,2nd-extreme flexibility,3rd–gaseous form,4th-litany of escape,5th-break enchantment,6th–getaway,7th–ethereal jaunt,8th-protection from spells,9th–freedom

Travel Domain
The domain of travel is built around movement, exploration, and guidance. As a legendary cleric of the travel domain, your lifestyle is likely nomadic or otherwise distant from most of society. You may be a guide who leads people through danger, a monastic who protects people in remote parts of the world, or a navigator who helps keep the group on the right path in times of tumult.
Skill: Acrobatics
Agile Feet (Su)
By spending a faith point as a free action, you may allow yourself and all allies within 30 feet to ignore all difficult terrain and not take any penalties for moving through it for 1 round.
Blessed Alacrity (Su)
At 4th level, all of your movement speeds increase by 10 feet. You may spend a faith point as a free action to double this bonus for one round.
Dimensional Hop (Sp)
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Doctrine of Gateways
Every journey has a destination, and your expertise lies in reaching destinations quickly through magical means. The doctrine of gateways is built upon circumventing dangers and bringing your allies directly between points. You gain the following abilities.
Portal (Su)
When using dimensional hop, you may spend a faith point to create two 5-foot diameter portals, one in the space you teleported from and one in your current space. These portals persist until the end of your next turn, and creatures of any size can step move through either, using 5 feet of movement to exit from the other portal. At the end of your next turn, you can spend an additional faith point as a free action to extend the portals’ duration by 1 round.
Master of Dimensions (Su)
At 16th level, you do not expend distance for using dimensional hop to teleport less than 60 feet. In addition, you may spend 20 feet of movement from dimensional hop to transport a willing creature between planes (as per plane shift) instead of teleporting it.

Domain Spells, 1st–longstrider, 2nd–knock, 3rd–haste, 4th-dimension door, 5th–teleport, 6th–getaway, 7th–greater teleport, 8th–phase door, 9th-interplanetary teleport

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.

True Faith (Su)
At 20th level, the legendary cleric chooses a third domain. They gain the benefits of all domain powers offered by all of their domains as if they had selected them as primary domains, although they only gain the benefit of one doctrine per domain.

SPELL CASTING As class

Orisons: Legendary clerics can prepare a number of orisons, or 0-level spells, each day as noted on Table 1-1: Legendary Cleric Class Features under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting
Each domain has one spell at each spell level. A legendary cleric can channel stored spell energy to cast these spells any time. The legendary cleric can “lose” any prepared spell that is not an orison in order to cast any domain spell of the same spell level or lower.

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.

Domain Spells: 1st-abjuring step,2nd-extreme flexibility,3rd–gaseous form,4th-litany of escape,5th-break enchantment,6th–getaway,7th–ethereal jaunt,8th-protection from spells,9th–freedom
Domain Spells, 1st–longstrider, 2nd–knock, 3rd–haste, 4th-dimension door, 5th–teleport, 6th–getaway, 7th–greater teleport, 8th–phase door, 9th-interplanetary teleport
Planar Envoy {Three spells, Planer Travel, Detect Thoughts, Mind blank} + ALL Summoning Spells + Gate + When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura {LE}, you may cast the spell as a standard action instead of with a casting time of 1 round.
Damnation Feat: Add 2 to the DCs of all saving throws against spells with the evil descriptor that you cast.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). Treat your caster level as being 2 higher for all level-dependent effects of spells with the evil descriptor that you cast.

Spells

Level0[4][DC21](at Will)[DC18][DC+2 if evil]
1: create-water
2: Mending
3: stabilize
4: spark

1st[4+1*+2wis][4+1Day][DC19][DC+2 if evil]
*: Inflict Light Wounds
1: Divine Favor 21 mins
2: Shield of Faith 5 mins [+2AC]
3: hidden-diplomacy
4: Infernal Healing 21mins
5: Comprehend Languages
6: Hide from Undead]
-: Summon Monster I {Devils Only}

2ed[4+1*+2wis][4+1Day][DC20][DC+2 if evil]
*: Inflict Moderate Wounds
1: Align Weapon [Lawful]
2: Visualization of the Body 24 hours [Dex] [Used]
3: Summon Monster II [Devils Only]
4: Shackle 21 hours
5: Ironskin [21mins +5 AV NA]
6: Detect Thoughts
-: Summon Monster II {Devils Only}

3ed [2+1*+2wis][4+1Day][DC21][DC+2 if evil]
*: Inflict Serious Wounds
1: Infernal Challenger 21min
2: Cure Serious Wounds
3: Meld into Stone
4: Deadly Juggernaut 21min
5: -
6: -
-: Summon Monster III {Devils Only}

4ed [4+1*+2wis][4+1Day][DC25][DC+2 if evil]
*: Inflict Critical Wounds
1: Divine Power
2: Freedom of Movement
3: Infernal Healing Greater
4: Planar Adaptation
5: -
6: -
-: Summon Monster IV {Devils Only}

5ed [4+1*+1wis][4+1Day][DC26][DC+2 if evil]
*: Mass Inflict Light Wounds
1: Darkvault
2: Breath of Life
3: True Seeing [21r]
4: Spell Resistance SR33
5: -
-: Summon Monster V {Devils Only}

6ed [4+1*+1wis][4+1Day][DC27][DC+2 if evil]
*: Harm
1: Hellfire Ray
2: Blade Barrier
3: Invoke Deity
4: Forbiddance
5: hold monster
-: Summon Monster VI {Devils Only}

7ed [4+1+1wis][4+1Day][DC28][DC+2 if evil]
*: Mass Inflict Serious Wounds
1: Plundered Power[Flight] 42days
2: -
3: Regenerate
4: Blasphemy
5: -
-: Summon Monster VII {Devils Only}

L8 [4+1+1wis][4+1Day][DC29][DC+2 if evil]
*: Mass Inflict Critica Wounds
1: Cure Critical Wounds Mass
2: Frightful Aspect
3: Nine Lives 21hours
4: Planar Ally Greater [Devils only]
5: Mind blank[24hours]
-: Summon Monster VIII {Devils Only}

L9 [4+1+0wis][4+1Day][DC30][DC+2 if evil]
*: Cursed Earth
1: Gate [Calling can only be form The 9 Hells]
2: Miracle
3: Overwhelming Presence
4: Summon Monster IX [Devils Only]
5: -
-: Summon Monster IX {Devils Only}

CLASS LEGENDARY INVESTIGATOR L20:

Class Skills: The legendary investigator treats all skills as class skills.
Skill Ranks per level: {6+2+15} Intelligence modifier
Course of Study (Ex)
Theatrics
Despite your trained intellect, you’ve become very aware of the power emotion has over people. Fear has become one of your best tools.
Focus Skill: Intimidate
Dual Identity (Ex)
At 1st level, you gain the dual identity feature, as a vigilante.
At 1st level, you gain the seamless disguise Ex feature, as a vigilante.
A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
Friend of Darkness (Ex)
At 1st level, while you are in your alternate identity, you gain a competence bonus to your Bluff, Intimidate and Stealth skills equal to half your class level, minimum 1.
Frightening Display (Ex)
At 4th level, when you damage a creature with a melee attack, you may make an Intimidate check as a swift action to attempt to demoralize them. The target does need to be able to see you.
Perfect Stealth (Sp)
At 8th level, while in your disguised identity, you may cast invisibility as a spell-like ability.
The effect ends if you leave your disguised identity. This is a move action.
True Fear (Su)
At 12th level, creatures within 30 feet of you lose their immunity to fear while they remain. If they leave this area, fear effects continue, but they regain their immunity against any new fear effects. You must be in your disguised identity to use this ability.
Shocking Appearance (Ex)
At 16th level, as a standard action, you may make an Intimidate check to demoralize all enemies that can see you that are within 30 feet of you. If you are invisible, you become visible, but resume your invisibility at the end of your turn. You must be in your disguised identity to use this ability.
Inspiration (Ex) 26/26 Pool
1/2 their legendary investigator level + their Intelligence modifier (minimum 1). A legendary investigator can only use inspiration once per check or roll. They can use inspiration on any Intelligence-based skill checks without expending a use of inspiration, provided they’re trained in the skill. This includes skills in which the legendary investigator substitutes their Intelligence modifier for the skill’s typical ability modifier. Inspiration can also be used on attack rolls and saving throws, at the cost of spending two uses of inspiration each time from the legendary investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Temporary increases to Intelligence, like from the spell fox’s cunning do not increase the number of points of inspiration the investigator has or can have.
Power Source:
Occult Power Source
A legendary investigator casts psychic spells drawn from the medium, mesmerist, occultist, psychic, and spiritualist class spell lists. the lower of the two spell levels listed for the spell.
0 Level Powers [Known 6][Per Day 6][DC26]
1:Prestidigitation 2:Telekinetic Projectile 3:Sift 4:Read Magic 5:Detect Psychic Significance 6:mending
1st Level Powers [Known 6][Per Day 6+2][DC27]
1:Comprehend Languages 2:Cultural Adaptation 3:Detect Secret Doors 4:detect-thoughts 5:Shadow Weapon 6:Hidden Diplomacy
2ed Level Powers [Known 6][Per Day 6+2][DC28]
1:Anticipate Thoughts 2:Speak with Animals 3:Darkvision[Used Daily] 4:Detect Mindscape 5:Instigate Psychic Duel 6:Mirror Hideaway
3ed Level Powers [Known 6][Per Day 4+2][DC29]
1:Analyze Aura 2:mindscape-door 3:Heroism 4:Haste 5:Nondetection 6:Shadow Enchantment
4th Level Powers [Known 5][Per Day 4+2][DC30]
1:create-mindscape 2:Out of Sight 3:Phantasmal Killer 4:Planar Adaptation 5:invisibility greater
5th Level Powers [Known 4][Per Day 3+2][DC31]
1:secret-chest 2:telepathic-bond 3:Permanency 4:Retrocognition

Studied Combat (Ex)
Swift action, 15 rounds +10TH/+10DMG precision damage [24 hours cool down]
Studied Strike (Ex) 10D6 DMG precision damage
They cannot use a studied strike against a creature with concealment.
Quick Wits (Ex)
Ues Intelligence modifier for Perception, Sense Motive, Diplomacy.
Danger Sense (Ex)
+6 dodge bonus to AC against attacks by traps.
+6 bonus on Reflex saves to avoid traps
+6 bonus to Perception checks to avoid being surprised by a foe
This ability counts as trap sense for any feat or class prerequisite. The bonuses gained from this ability stack with those gained from trap sense (if the legendary investigator has trap sense from another class).
Investigator Talent (Ex)
Level 03 Quick Study
level 05 Amazing Inspiration(investigator now d8s at 20th rolls 2d8 and adds both dice to the result}
Level 07 empathy Roll twice on Sense Motive checks; spend inspiration to detect thoughts
Level 09 Tenacious Inspiration (Ex)Whenrolling inspiration die, roll an additional inspiration die and take the higher result, {at 20th Roll 4D8 takes best two}
Level 01 Combat Inspiration (Ex)[Use inspiration on attacks 4d8+take best 2]
Level 13 Inspired Intimidator 1Ip = +5 Intimidate result.
Level 15 Eidetic Recollection Can Always two 10 on ALL skill rolls, 1IP = take 20
Level 17 studied-defense +10AC 18 Rounds
Level 19 Greater Combat Inspiration Add Inspration to Attack rolls no Inspration cost
Keen Recollection (Ex)
Nurfed by level 20
Piercing the Veil (Ex)
At 16th level, they automatically succeed on any Will saving throw against an illusion that grants a saving throw. Will save against any glamer or figment present within 10 feet regardless of it having a saving throw.
Stimulate the Mind (Ex) 4/Day +1d8 inspiration
4x per day, spend 10 minutes reviewing notes to roll their inspiration die 1d8 to regain the resulting number in points of inspiration
Slippery Mind (Ex)
At 14th level, If they fail their saving throw and are affected by an enchantment or other mind-affecting spell or effect, may attempt the save again 1 round later at the same DC. They get only this one extra chance to succeed on their saving throw.
Perfect Body, Flawless Mind (Ex) [Int+8]
At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability.

Master Intellect (Ex)
At 20th level, use inspiration on all skills (even ones they are not trained in) and all ability checks (including initiative checks) without spending inspiration. If you already may use the check without inspiration, you may roll your inspiration die twice and take the higher result.

Gear/Possessions:

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

Starting Gold = 440,00gp [spent ]
[States +5 Inherent Bonus = +2 50kgp +1 50kgp +1 25kgp, = 125,000gp]

Weapons: [Forged]
Epic Item Hound of Hell Hell Blade 'Dark Contract'
[Great Sword][250gp]
Adamantine [3000gp]
Impervious[3000gp]
Possessed Magic Item [50,000gp]
glamered[2700gp]
[Total=83,000gp]

ARMOR/CLOTHING
Hound of Hell Uniform,
Nobles Robes [1000gp]
Glamered[2700gp]
EMBEDDED Impervious[3000gp]
*Back of uniform, sheath-of-bladestealth, Holds Hell Blade in place[5000gp]
[Total=10700gp]

slots
Belt: -
Body: Monks Robe [13,000gp]
Chest: unfettered Shirt [10,000gp]
Eyes: -
Feet: Magic Tatoo of Striding-and-springing and elvenkind[5,500gp]+[1.5*2500=3750]=[7,250gp]
Hands: Gloves of Reconnaissance + Tatoo [Hidden UnHoly Symbles][2,100gp]
Head: Magic Tattoo of Telepathy and The maiden [32,100gp]
Headband: -
Neck: Magic Tatoo of Adaptation, Health and Persuasion
[9000gp]+[7500gp*1.5=10750gp]+[4500gp*1.75=7500gp]=[27,250gp]
Shoulders: -
Wrists: Magic Tatoo of Armor +5 and Many Garments [64,600g]
Ring L: [Sustenance [23,900gp]
Ring R: Magic Tatoo of of-evasion AND
None slotted Items
Channle Feats ]
Hell Hound - Badge of office - Holy Symble[8,000g]
10xelixir-of-the-thundering-voice]elixir-of-the-thundering-voice 2,500gp
Slotted wayfinder Ioun Stone
Wayfinder Tireless [5,000gp]
Tireless wayfinders have burnished copper cases and silver inner workings.
In addition to the usual functions of a wayfinder (including the ability to create light), the bearer of a tireless wayfinder halves the Strength and Dexterity penalties for being fatigued or exhausted, and gains a +2 resistance bonus on all saving throws made against effects that cause fatigue or exhaustion. The tireless wayfinder must be in a creature’s possession for 1 full week before these benefits apply, and they are lost if it leaves the creature’s possession for more than 1 hour.
Slotted wayfinder Ioun Stone
Deep red sphere +2 Dex 8000gp
Slotted power
Gain Improved Unarmed Strike feat

On belt2Lb
Handy Belt of Holding [2500gp] 5lb [6x20lb Pouches inside]
As a handy-haversack but in the form of 6x belt bouches each holding 2 cubic feet in volume or 20 pounds in-weight.

Pouch 1 [Personal stuff]
10xelixir-of-the-thundering-voice]elixir-of-the-thundering-voice 2,500gp
-:UnHoly book 1lb ___gp
-:Cold Iron UnHoly Symbol [40gp]
-:Signal Whistle x8 2gp --lb
-:Silent Whistle 5sp --lb
-:Mirror, small steel 1/8lb
-:Air crystals x4 1lb [200gp]
-:Manacless [Cold Iron] 15gp
-:Sunrod x4 8gp 4lb
-:Oil, Alchemist’s Fire 4x 4lb [100gp]
-:Rope, spider’s silk (50 ft.) 4lb

Pouch 2 [Healing kit]
-:2x[healers] kit 10/10 100gp 1lb
-:Anti Taxin 10/10 100gp
-:Wand of CSW, Small black rod 50/50 [12,2750g]
-:Water Purification Sponge 25gp]
-:Antiplague [50gp]
-:Smelling salts [25gp]
-:Troll Stypticx2 [50gp]

Pouch 3 [kits]
-:torturers Kit 200gp
-:Kit, survival kit, masterwork 50gp
-:Thieves’ tools, masterwork 200gp
-:Maps and map making kit.
-:MW Writing Kit + Papers and parchments 100gp

Pouch 4 [Clothing]
-:Fine Clean Undergarments 30gp 2lb
-:Long Black cloak 15gp
-:2ed uniform 250gp
-:Drow Nobles outfit 250gp

Pouch 5 20lb [Lux]
-:Fine Coffee Set and coffee 2lb 50gp
-:Hell Wine [flask] 3x [7/10][10/10][10/10] 15gp
-:Whiskey, Oldlaw [flask] 4x [10/10] 40gp
-:Grooming Set 1gp 2lb
1/4Lb
-:Cigars 4x[boxs of 30] [260gp]
-:Large bed Roll.

Pouch 5 20lb [Loot]
Pocket Watch [250gp]
102,650gp in coins and gems
Office Petty cash forms.

-=Carrying Capacity=- .
Light0-133 lbs. or lessMedium134–266 lbs.Heavy267–400 lbs
-=Current Load Carried=- 68lb [light]
Starting cash
-=Money=- 0 GP 0 SP 0 CP

HOUNDS Demiplane HELL Offices:

Create Greater Demiplane

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]
The HOUND has its own pocket office, Hellish office building.
Filled will lesser Devils endlessly filling paperwork. They have 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 Hounds, 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 artworks and has a collection in her office.

Background: