Amber Irdait's page

237 posts. Alias of Lady Ladile.


Race

Inactive

About Amber Irdait

Amber Irdait
Female Half-Elf Occultist (Reliquarian of Desna) 2
CG Medium Humanoid (Elf, Human)
Init +2; Senses Low-Light Vision; Perception +9
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Defense
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AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield)
HP 18
Fort +4, Ref +2, Will +6; +1 trait bonus against effects that cause the confused or dazed conditions; +2 racial bonus vs. illusion spells and effects
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Offense
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Speed 30 ft.
Melee
Dagger +2 (1d4+1/19-20)
Starknife +2 (1d4+1/×3)
Ranged
Shortbow +3 (1d6/×3)
Domain Spell-Like Abilities (CL 2nd; concentration +4)
7/day — Bit of Luck
Implement Schools Abjuration, Divination
Occultist (Reliquarian) Spells Known (CL 2nd; concentration +4)
1st (3/day) — Anticipate Peril (DC 13), Heightened Awareness, Protection from Evil
0 (at will) — Detect Magic, Resistance
Domain Luck (Imagination Subdomain)
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Statistics
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Str 12, Dex 14, Con 13, Int 14, Wis 16, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats
Extra Mental Focus (1st Level)
Skill Focus: UMD (Half-Elf Bonus Feat)
Drawbacks
Lonely
Traits
Affable
Devout Visionary
True Devotion
Skills
Diplomacy +6 - (1 rank, 3 class, 2 Cha; 2 trait to gather information)
Knowledge: Arcana +6 - (1 rank, 3 class, 2 Int)
Knowledge: Local +6 - (1 rank, 3 class, 2 Int)
Knowledge: Planes +7 - (2 rank, 3 class, 2 Int)
Knowledge: Religion +7 - (2 rank, 3 class, 2 Int)
Perception +9 - (1 rank, 3 class, 3 Wis, 2 racial)
Sense Motive +5 - (1 rank, 3 class, 3 Wis, -2 Drawback)
Spellcraft +7 - (2 rank, 3 class, 2 Int)
Use Magic Device +10 - (1 rank, 3 class, 1 Cha, 3 Skill Focus, 1 Magic Item Skill)
Background Skills
Appraise +6 - (1 rank, 3 class, 2 Int)
Knowledge: History +7 - (2 rank, 3 class, 2 Int)
Linguistics +6 - (1 rank, 3 class, 2 Int)
Racial Modifiers +2 Perception
Languages Common, Elven, Halfling, Varisian
Other Gear Leather Armor, Buckler, Arrows (20), Bedroll, Canteen, Dominoes, Flint and Steel, Masterwork Backpack, Occultist's Implement, Wooden Holy Symbol of Desna, Wrist Sheath, 2 gp, 8 sp
Gear Carried by Ellis the Mule
Dandy Brush, Feed x5, Riding Saddle, Saddlebags, Torch x5, Trail Rations x5
Consumables
Alchemist's Fire x1
Holy Water x1
Thunderstone x1
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Special Abilities
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Diminished Focus Power (Su) - A reliquarian learns only the base focus power from one implement school at 1st level. She gains additional focus powers as normal. This ability alters focus powers.

Divine Focus (Su) - A reliquarian uses her Wisdom modifier, rather than her Intelligence modifier, to determine the amount of mental focus available to her each day. This ability modifies Mental Focus.

Domain - A reliquarian gains access to one of her deity’s domains. She treats her occultist level as her cleric level for the purposes of access to domain powers and their strength. Additionally, the reliquarian adds the domain’s spells to her occultist spell list and her spells known.

Dreamer - Half-elves with this trait gain a +2 racial saving throw bonus against illusion spells and effects. In addition, when entering a dreamscape in a lucid body, a half-elf with this trait treats her Charisma score as 2 points higher for the purpose of effects related to the Dimension of Dreams. This trait replaces Elven Immunities.

Elf Blood - Half-elves count as both elves and humans for any effect related to race.

Implements (Su) - At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school. Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor. Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on). Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

Low-Light Vision - Half-elves can see twice as far as humans in conditions of dim light.

Magic Item Skill (Ex) - At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.

Mental Focus (8/day) (Su) - An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally. Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement. The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus. The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost. The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.

Object Reading (Su) - At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.

Sacred Implements (Su) - A reliquarian gains one implement school at 1st level. Additionally, the reliquarian gains a relic of her god, typically a holy symbol of significant age, a fixture from a lost temple, or bone or hair from a prominent historical figure of the religion. This grants the reliquarian access to one of her deity’s domains, as detailed above. Without this implement, the reliquarian cannot use her domain powers and must succeed at a Concentration check to cast spells from her domain. All of a reliquarian’s future implements must be somehow representative of her faith. This ability modifies implements.

Abjuration Implement - Holy Symbol of Desna:

Resonant - Warding Talisman (Su) - The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.

Base Focus Power - Mind Barrier (Sp) - As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

Divination Implement - Headband:

Resonant - Third Eye (Su): - The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

Base Focus Power - Sudden Insight (Sp): - As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.

Scene Response:

"No...please, leave me alone!"

She fled blindly through the bizarre city, knowing only that she had to escape. As she reached a split in the grimy, abandoned street - one way leading around a hill and out of sight, the other sloping down into a darkness that even the light of the blood-red moon couldn't penetrate.

Which way? Which WAY!?

The footsteps grew louder. Casting a quick glance over her shoulder, she paled - the mist approached, a roiling, sickly thing. She knew that she must not let it catch her - the mist was pain, the mist was remembrance.

"GO AWAY!" she screamed suddenly, her expression almost deranged in her fear. "I've done nothing wrong!"

Please...if anyone is listening...I didn't do anything! It wasn't me!

She turned and fled down the sloping streets, descending further and further into darkness. Or was it madness?

She didn't know.