Feiya

Rosasaria's page

309 posts. Alias of Adrian Grimm.


Full Name

Rosasaria Stoneheart

Race

Half-Elf (Drow)

Classes/Levels

Bramble Brewer/Grenadier Alchemist 5 || Bonded Witch 5 (Gestalt 5) | HP 68/68 | AC 16, T 15, FF 11 | CMD 19 | F +7, R +9, W +8 | Init +5 | See in Darkness, All-Around Vision; Perception +16

Gender

Female

Size

5' 6" 120 lbs.

Age

97 yrs.

Alignment

CG

Deity

Green Faith

Languages

Common, Elven, Abyssal, Aklo, Aquan, Draconic, Undercommon and Goblin.

Strength 16
Dexterity 20
Constitution 18
Intelligence 22
Wisdom 18
Charisma 16

About Rosasaria

Half-Elf

Elves have long drawn the covetous gazes of other races. Their generous lifespans, magical affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so entrance their human associates as their beauty. Since the two races first came into contact with each other, humans have held up elves as models of physical perfection, seeing in these fair folk idealized versions of themselves. For their part, many elves find humans attractive despite their comparatively barbaric ways, and are drawn to the passion and impetuosity with which members of the younger race play out their brief lives.

Physical Description: Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is normally dictated by their human side. While half-elves retain the pointed ears of elves, theirs are more rounded and less pronounced. Their eyes tend to be human-like in shape, but feature an exotic range of colors from amber or violet to emerald green and deep blue. This pattern changes for half-elves of drow descent, however. Such elves are almost unfailingly marked with the white or silver hair of the drow parent, and more often than not have dusky gray skin that takes on a purplish or bluish tinge in the right light, while their eye color usually favors that of the human parent.

History:

Rosasaria woke up again with her brow covered in a fine sheen of sweat. She got up out of bed to rinse her face in the wash basin and lightly towel off. It had been a long while that she had been traveling with her sister Lyra and though she couldn't remember large portions of her past very well, she always trusted Lyra implicitly. Deep down, no matter what, she knew that her sister had her best interests at heart. Unable to sleep with her mind being so fitful she decides to go into the little study that she had in which to do her tinkering and experimenting. She had a fairly complex lab set up with various bottles, flasks, tubes, beakers, you name it. Everything she had to specification, and it made her proud. She lit the burner and began her work, trying to while away the hours once more.

Morning came and with it, Lyra stirred from her slumber. She got up out of bed and came to visit, peeking in on Rose huddled in front of her worktable. She saw Rose staring blearily into a flask of something dark and unmentionable. "Any luck Rosie?" She asked.

Rose turned to her, as if just seeing her for the first time, before her tired, recollection finally managed to kick in. "Huh? Oh this? No sadly, another failure." She sighed heavily and tried to dispose of the sticky mess of her experiment. When she finished she turned her tired, sleepy eyes back to her sister. "Here any good news? I've been itching to find something that might help me improve my discoveries and who knows, maybe even discover new applications for my delicious magical science." She said with a slight gleam of madness creeping into her eyes even as one of them twitched uncontrollably.

She slumped back in her chair, elbow resting on her worktable, hand propped under her chin. "But I don't suppose you have heard any such news though, have you?" She listens intently as Lyra tells her all about the untamed wilds and the possible riches. A small smile creeps back onto her face. "Truly? You aren't pulling my leg now are you?" She jumps up and grabs her. "Do you know what this means?! I can do all that I wish to do and more! We should set out this minute if we want to have the best chance at this opportunity."

She hurriedly scrambles and starts packing her backpack, strapping on a couple of bandoliers on and immediately began stuffing her pouches. She carefully pairs down and collapses her alchemy lab into its travel size. Sadly a lot of her additions she made to it were going to have to be left behind, but she could hopefully replaced with newer, better ones. The ideas that ran through her mind filled her with possibilities and gave her a giddy feeling she hadn't felt in years.

After having collected all of her things she finally grabbed her last few things that she knew that she would need. She picked up the worn longbow that she that had kept her company for many winters, her quiver filled with tough, durable arrows, and finally her wooden staff. The last piece was by far her most precious, since she had the beautifully cut and etched staff for as long as she could possibly remember. If it wasn't for Lyra, she felt that her staff would probably be her sole companion in this cold, unfeeling world.

She breathed a deep sigh, looking at everything around her that she was willing to leave behind once more. "Well Lyra, a strange new land awaits us!" She beamed cheerfully, as the two of them walked out the door, and set forth on an even greater adventure ahead of them.

Appearance:

She appears to be shorter than most of her kin, with gem-like amethyst eyes that almost appear to glow with how striking they are. Her hair is mostly silver with a blonde streak running through the length of it. Her skin is rather pale and upon closer inspection appears faintly bluish tinged.

Crunch:

Medium Humanoid (Human, Elf)
Low-Light Vision
+2 Dex, +2 Int
+2 racial bonus on Perception checks
Immune to magic sleep effects and +2 racial bonus vs enchantment spells and effects
Skill Focus Spellcraft
Languages: Half-elves begin play speaking Common and Elven. Drow Heritage Racial Trait - Drow with high Intelligence scores can choose from the
following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.

Level 4 Bramble Brewer/Grenadier Alchemist || Bonded Witch (Gestalt)
CG Half-Elf (15 RP), 93 yrs.
Init +5
See in darkness, all-around vision
Perception +16
5'6", 145 Lbs.
FCB: Alchemist: Drow: +10 mins to mutagen duration.

STATS 
Str 16, Dex 20, Con 18, Int 22, Wis 18, Cha 16

DEFENSE 
AC 16, touch 15, 11 flat-footed 
(Mutagen AC: 21, T: 16, FF: 15) 
hp 56 
Current hp 56 
Fort +7, Ref +9, Will +8
Speed 30 ft. 
CMB: +6 
CMD: 19

OFFENSE 
Base: +3 
Melee +6 
Ranged +8
Mstwk Quarterstaff +7 (1d6/1d6 +3, x2 crit.) 
+1 Composite Longbow (+2 str) +9 (1d8 +3, x3 crit, ammo: 18/20 durable, 18/36 regular, range 110 ft.)
Bomb +8 (3d6+6 fire dmg, x2 crit., 11/day, range 20ft., 5ft splash, 8 fire dmg, splash targets Ref DC 18 for half dmg)
Explosive Bomb +8 (3d6+6 fire dmg, x2 crit., 11/day, range 20ft., direct target catches fire (1d6 fire dmg/round until extinguished, full round action ref DC 18, rolling on ground provides +2 on save, 2 gallons of water automatically douses flame), 10ft splash, 8 fire dmg, ref DC 18 for half dmg)
Explosive Missile +8 (1d8+3 phys dmg +3d6+6 fire dmg, x3 crit for arrow x2 crit for bomb, range 110ft, 5ft splash, Splash targets DC 18 ref for half dmg, 9 splash dmg)
Briar Bomb +8 (0 dmg, 11/day, range 20ft., 15ft splash (area becomes difficult terrain), DC 18 Ref (Target fail: Entangled and Glued to floor, Splash targets fail: entangled not glued, Any that succeed: not entangled))

Alchemist Extracts Prepared
1st Level - Heightened Senses, Targeted Bomb Admixture, Shield x2, Reduce Person, Crafter's Fortune
2nd Level - Alter Self, Blur, Barkskin x2

Witch Spells Prepared
0 Level - Dancing Lights, Mending, Message, Read Magic, Spark, Stabilize
1st Level - Cure Light Wounds, Ear-Piercing Scream, Mage Armor x2, Unprepared Combatant
2nd Level - Cure Moderate Wounds, Glitterdust, Web
3rd Level - Ray of Exhaustion, Sleet Storm

FEATS 
Precise Shot 
Skill Focus (Spellcraft) 
Bonus Feat: Rapid Shot 
Bonus Feat: Extra Hex: Evil Eye 
Bonus Feat: Extra Hex: Slumber 
Bonus Feat: Brew Potion (Hex: Cauldron) 
Extra Discovery: Explosive Bomb
Extra Discovery: Frost Bomb
Mythic Brew Potion

CLASS BONUS FEATS 
Martial Weapon Proficiency (Longbow)

Mythic Paths (Tier 2)
Archmage- Wild Arcana
Trickster- Surprise Strike

Assured Drinking
Enhanced Magic Items
Mythic Brew Potion

*Potion added*
Display of Intelligence
Crafting Mastery
Mythic Hexes
Remixer
Accursed Hex
Mythic Accursed Hex

Hard to Kill
Mythic Power 7/day
Surge +1d6
Mythic Rapid Shot
Amazing Initiative

TRAITS 
Campaign Trait - Pioneer 
Perfectionist’s Brew - +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions.

Rosa - As you cast a baleful eye at your target you feel the tattoo on your forehead crackle with energy and suddenly your perception expands as the tattooed eye opens to reveal a yellow cat's eye glowing with energy.

Detect Magic(sp) - can detect magic at will as spell-like ability.

The DC of your Evil Eye increases by 1/3 witch levels. At 6th level you can apply 2 effects of Evil Eye at the same time. You can apply another effect once every 3 levels to a maximum of 5 effects at 15th level. The eye glows with fel power whenever you cast Evil Eye but remains open at all times. The eye also grants you All-around vision and a +1/2 levels bonus to perception. With all-around vision you cannot be flanked. At 7th level you can see invisible creatures as the spell See Invisbility and at 14th level you automatically recognize and disbelieve illusions as per the spell True Seeing.

SKILLS 
Acrobatics: +5 dex 
Appraise: +13 (5 rank + 6 int + 3 class skill) 
Bluff: +3 cha 
Climb: +3 str 
Craft: 
>>Alchemy: +25 (5 rank + 6 int + 3 class skill + 5 alchemist lvl competence bonus + 4 cauldron hex insight bonus + 2 trait bonus) 
Diplomacy: +7 (4 rank +3 cha) 
Disable Device: +5 dex 
Disguise: +3 cha 
Escape Artist: +5 dex 
Fly: +12 (5 rank + 5 dex + 3 class skill) 
Handle Animal: 
Heal: +12 (5 rank + 4 wis + 3 class skill) 
Intimidate: +7 (1 rank +3 cha + 3 class skill) 
Knowledge: 
>>Arcane: +14 (5 rank + 6 int + 3 class skill) 
>>History: +14 (5 rank + 6 int + 3 class skill) 
>>Nature: +14 (5 rank + 6 int + 3 class skill) 
>>Planes: 
Perception: +16 (5 rank + 4 wis + 3 class skill + 2 racial bonus + 2 enhancement bonus) 
Perform: +3 cha 
Ride: +5 dex 
Sense Motive: +4 wis 
Sleight of Hand: +5 dex 
Spellcraft: +17 (5 rank + 6 int + 3 class skill + 3 skill focus 
[+2 brewing potions]) 
Stealth: +5 dex 
Survival: +12 (5 rank + 4 wis + 3 class skill) 
Swim: +3 str 
Use Magic Device: +11 (5 rank + 3 cha + 3 class skill)

Adventurer: 
Acrobatics 
Bluff 
Climb 
Diplomacy 
Disable Device 
Disguise 
Escape Artist 
Fly x 
Heal x 
Intimidate 
Knowledge (arcana) x 
Knowledge (dungeoneering) 
Knowledge (local) 
Knowledge (nature) x 
Knowledge (planes) 
Knowledge (religion) 
Perception x 
Ride 
Sense Motive 
Spellcraft x 
Stealth 
Survival x 
Swim 
Use Magic Device x
Background: 
Appraise x 
Artistry 
Craft x 
Handle Animal 
Knowledge (engineering) 
Knowledge (geography) 
Knowledge (history) x 
Knowledge (nobility) 
Linguistics 
Lore 
Perform 
Profession 
Sleight of Hand

LANGUAGES 
Common, Elven, Draconic, Goblin, Abyssal, Aklo, Aquan, Undercommon

SPECIAL ABILITIES 
Alchemy(Su): add lvl to craft (alchemy) checks, can detect magic on potions using craft alchemy.

Bomb(Su): Bomb (3d6+6 fire dmg, x2 crit., 20 ft range, 5 ft splash, 9 dmg fire splash, reflex 18 (half for splash targets))

Martial Weapon Proficiency (Longbow)

Dendrite Mutagen(Su): +4 Natural Armor, +2 Physical Stat, -2 corresponding mental stat, bonuses are alchemical. 

Throw Anything(Ex): Add int dmg to thrown/splash weapons.

Hex (Cauldron) (Ex): Brew Potion Feat, +4 craft (alchemy) insight bonus.

Hex (Evil Eye) (Su): –2 penalty (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 8 rnds. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Hex (Slumber) (Su): creature within 30 feet to falls into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Hex (Cackle) (Su): cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Bonded Item(Sp): As wizard class feature, staff acts as familiar for storing spells and as arcane object bond for bonus spells granted.

Discovery (Briar Bombs)(Su): tanglefoot bomb discovery, but the entanglement’s duration persists for int mod rnds. Additionally, when a bramble brewer throws a tanglefoot bomb, it transforms all squares in its splash radius into difficult terrain that persists for as long as the bomb’s entangling effect. Although these bombs deal no damage, for every 1d6 points of damage the bramble brewer’s regular bombs deal, the briar bomb’s splash radius increases by 5 feet. This ability replaces the 2nd-level discovery class feature.

Alchemical Weapon(Su): infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.

Discovery (Precise Bombs)(Ex): precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Discovery (Explosive Bomb)(Su): The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Swift Alchemy(Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Discovery (Explosive Missile)(Su): As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.

Hex (Misfortune) (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Discovery (Frost Bomb)(Su): When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

Extracts Per Day
1st level - 6
2nd level - 4

Spells Per Day
0 level - 6
1st level - 5
2nd level - 3
3rd level - 2

Patron Spells 
Shadow: 2nd—silent image, 4th—darkness, 6th—deeper darkness, 8th—shadow conjuration, 10th—shadow evocation, 12th—shadow walk, 14th—shadow conjuration (greater), 16th—shadow evocation (greater), 18th—shades.

Bonded Staff Spells 
Staff: 2nd—shillelagh; 4th—warp wood; 6th—plant growth; 8th—arboreal hammer; 10th—passwall; 12th—move earth; 14th—changestaff; 16th—control plants; 18th—wooden phalanx.

Preconstructed Spellbook Rituals:
Alchemical Protection (Su) The alchemical knowledge granted by this book protects you from poisons and alchemical items. Spend this boon’s effect as an immediate action when you make a saving throw against poison or an alchemical item but before rolling the saving throw. You gain a +4 bonus on that saving throw.

Beastly Concoction (Su) This journal grants you the ability to make an extremely potent and savage mutagen. Spend this boon when you imbibe your mutagen. The mutagen grants you a +6 alchemical bonus to your selected ability score instead of the normal +4; you take a –2 penalty to all of your mental ability scores (Intelligence, Wisdom, and Charisma) while the mutagen is in effect.

Items: 
Mstwk Quarterstaff(Bonded Item) (1d6/1d6, x2 crit., -, 4 lbs., B) 
Composite Longbow (+3 str) (1d8, x3 crit, 110 ft., P) 
Longbow (1d8, x3 crit., 100 ft., 3 lbs., P) 
Quiver, 18/20 Durable Arrows (6g 6s, 3lbs.) 
[one consumed in bandit leader kill, from being burned 
one consumed in second bandit encounter, broke] 
Quivers 15/36 Regular Arrows 
Mstwk Silken Ceremonial Armor (+1 arm, no spell failure, 4 lbs, 2 gp)
pieces of a broken durable arrow worth 50% material for crafting one
86 gp 
54 sp 
5 cp
Kit, Witch’s 
Price 21 gp; Weight 23 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Kit, Alchemy Crafting 
Price 25 gp; Weight 5 lbs.
An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks. (This item was previously called an “alchemist’s kit”, and was renamed to avoid confusion with the set of adventuring gear called an alchemist’s kit.”)
2x Bandolier 
Price 1 gp; Weight —
This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).
5x Assassin Vine Seeds
11x Unstable Accelerant (+1d6 fire bomb damage)
1x Alchemist Fire (1d6 Fire, DC 15 extinguish)
1x Alkali Flask (1d6 acid, double vs ooze/acid-based creatures)
1x Super Liquid Ice (6d6 Cold)
1x Combination Super flask (6d6 fire, DC 20 extinguish, 6d6 Acid, double vs ooze/acid-based creatures)
1x combination Alch Fire/Liquid Ice (1d6 fire, dc 15 extinguish, 1d6 cold)
1x combination Alkali Flask/Liquid Ice (1d6 cold, 1d6 acid, double acid vs ooze/acid-based creatures)

Personal Formula Book:
1st Level - Heightened Senses, Shield, Targeted Bomb Admixture, Expeditious Retreat, True Strike, Crafter's Fortune, Reduce Person, Comprehend Languages, Endure Elements, Illusion of Calm.
2nd Level - Alter Self, Barkskin

Lab Journal of Constance Inflix Book:
1st Level - Bomber's eye, Comprehend Languages, Cure Light Wounds, Jump, Keen Senses, Negate Aroma, Resist Energy, Touch of the Sea

2nd Level - Blur, Delay Poison, Fire Breath, Transmute Potion to Poison, Vomit Swarm

Journal of the Beast Within Book:

1st Level - Bomber's eye, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Disguise Self, Enlarge Person, Identify, Shield

2nd Level - Barkskin, Bull's Strength, Cure Moderate Wounds, Elemental Touch, Resist Energy

3rd Level - Beast Shape I, Rage, Tongues, Water Breathing

4th Level - Dragon's Breath

Bonded Staff Stored:
0 Level - Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue.
1st Level - Cause Fear, Command, Cure Light Wounds, Ear-Piercing Scream, Enlarge Person, Ill Omen, Mage Armor, Mount, Obscuring Mist, Unprepared Combatant, Unseen Servant,
2nd Level - Cure Moderate Wounds, Glitterdust, Vomit Swarm, Web
3rd Level - Ray of Exhaustion, Sleet Storm

Customization:

Race Customization: 
Half-Elves 
Type 
Humanoid (elf, human) 0 RP 
Size 
Medium 0 RP 
Base Speed 
Standard 0 RP (30 Move speed) 
Ability Score Modifers 
Flexible 2 RP (+2 to 2 ability scores) 
Languages 
Drow Heritage 1 RP (common and racial, up to seven bonus languages with high int, treated as drow for effects and pre-reqs) 
Racial Traits 
Defense Racial Traits 
Elven immunities 2 RP (immune to magic sleep, +2 vs enchantment spells and effects) 
Feat and Skill Racial Traits 
Static bonus feat (Skill Focus: Spellcraft) 2 RP 
Flexible bonus feat (Extra Hex: Evil Eye) 4 RP 
Senses Racial Traits 
See in darkness 4 RP (can see perfectly in darkness of any kind) 
Other Racial Traits 
Total 15 RP

Hex Choices 
1 Hex: Cauldron 
1R Hex: Evil Eye 
1B Hex: Slumber 
2 Hex: Cackle 
4 Hex: Misfortune 
6 Hex: Prehensile Hair 
8 Hex: Fortune 
10 Major Hex: Witch's Brew

Discovery Choices 
2 Discovery: Briar Bomb 
2B Discovery: Precise Bomb 
3B Discovery: Explosive Bomb 
4 Discovery: Explosive Missile 
5B Discovery: Frost Bomb 
6 Discovery: Void Bomb 
6B Discovery: Directed Blast 
8 Discovery: Smoke Bomb 
10 Discovery: Stink Bomb 
10B Discovery: Staggering Blast 
11B Discovery: Force Bomb

Feat Planning 
1 Precise Shot 
1A Throw Anything 
1W Brew Potion (Hex: Cauldron) 
1R Extra Hex: Evil Eye 
1B Extra Hex: Slumber 
1B2 Rapid Shot 
3 Extra Discovery: Explosive Bomb 
5 Extra Discovery: Frost Bomb 
5B Mythic Brew Potion
7 Extra Discovery: Infusion 
9 Craft Wonderous 
10B Bullseye Shot 
11 Extra Discovery: Force Bomb 
13 Weapon Focus: Bows