Rosalind Almati Thornbright's page

45 posts. Alias of Ash...

Full Name

Rosalind Almati Thornbright "Rose"


Melee: [dice]1d20+5[/dice] [dice]2d6+4[/dice] | PA: -1/+2 1h; Smite(1): +2/+2


HP 28/34 | AC:20 F:8 R:4 W:7 (+2 death) | Init: 1 (roll twice take better)| Speed: 20/30

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 8
Charisma 14

About Rosalind Almati Thornbright

Short Storytime::

My faith? Well Kurgess doesn't ask too much in the way of pomp. More of a doer than a talker. He became a god by accident you know. Just doing the right thing and apparently impressing Desna and Cayden. Hates traps though, can't say I blame him after the way he died. He's always encouraged us to go out into the world and help people. Suits me, I like to wander. I've always had a bit of that about me. Something new to see, someone new to meet. Just look around! Amazing.
I'm a bit far from home at this point, but it's been interesting. The boat ride over I could have done without, but the little girl needed a guardian and I said I'd see her home. Miss the lass. She's safe now, her aunt is one of those desert nomads, swore up and down she'd kill anyone who hurt her. Fierce, but I knew that after watching the lass. It's in their blood, like the sand. Land makes em that way. Felt a little like home, good people, simple life, death around every rock. Left them a few weeks ago, they showed me a bit about the desert then mentioned Wati. The mother gave me the cloak.

The gate guards nearly turned me back when they saw it. Still, kurgess isn't unknown here, and a bit of talk calmed them right down. One of them is a runner, fast even in his gear. He found a priest, the priest and I talked about this and that, and next thing I know I'm being shown to the quarter. This place is a right circus though.

Kurgess doesn't seem to mind circuses though from what I've seen. Priest told me it's something of a competition. You can be sure that caught my ear coming in the gate. Not that he had many answers for me. Still asked around about it, heard there were some winners and some losers, and more race still to run. Don't much believe in circumstance in my line of work. If I'm here and you're needing help, well, Kurgess has been known to give a lady a nudge. Maybe it's fate.

Maybe I can help you. The name's Rose, as in Thorns, although I don't much fear them.


Pictures worth a thousand word:
Rose is tall but built like a marathon runner. All lean lines, harsh features that soften a bit when she smiles. She's arresting, not pretty. Red hair in tight braids with hints of gold, it takes a close inspection to notice the needles threaded through them. She moves with the easy grace of a lifelong athlete, although a closer look notes she's still bothered by some old leg injury. Her gear is serviceable, neatly kept, and embossed with the markings of the deep desert. Her shield is covered, and she keeps a string of necklaces tucked in. Only her symbol of Kurgess tight against her breastplate is clearly visible. She has an easy smile for children, and will stop what she's doing to pay full attention to them if they approach.

Rosalind Almati Thornbright "Rose"
Female human oracle (spirit guide) 1/paladin 2/cleric* (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
LG Medium humanoid (human)
Init +1; Senses low-light vision; Perception +3
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 34 (3 HD; 1d8+2d10+8)
Fort +8, Ref +4, Will +7; +2 vs. death
Speed 30 ft. (20 ft. in armor)
Melee cold iron light hammer +5 (1d4+3) or
. . dagger +5 (1d4+3/19-20) or
. . greatsword +5 (2d6+4/19-20)
Special Attacks smite evil 1/day (+2 attack and AC, +2 damage)
Spell-Like Abilities (CL 3rd; concentration +5)
. . 1/day—create water, endure elements, know direction, mending
Paladin Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—detect evil
Oracle (Spirit Guide) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—cure light wounds, fallback strategy, obscuring mist
. . 0 (at will)—detect magic, light, read magic, stabilize
. . Mystery Time
Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 14
Base Atk +2; CMB +5; CMD 16
Feats Fey Foundling[ISWG], Power Attack
Traits magical knack, trap finder
Skills Acrobatics -4 (-8 to jump), Disable Device +3, Perception +3, Spellcraft +4, Use Magic Device +8
Languages Common
SQ domain (exploration[APG]), door sight, fey magic, lay on hands 3/day (1d6), oracle's curse (lame), revelation (temporal celerity[UM])
Other Gear mwk full plate, heavy steel shield, cold iron light hammer, dagger, greatsword, cloak of resistance +1, traveler's any-tool[UE], bedroll, belt pouch, fishhook (2), flint and steel, glass cutter[UE], glue paper[UE] (5), grappling hook, masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 3 gp
Special Abilities
Cleric Domain (Exploration)
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Door Sight (2/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Fey Foundling Magical healing works better on you
Fey Magic (Favored Terrain [Desert]) Gain spell-like abilities in selected terrain.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Lay on Hands (1d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.
Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order