Thrune Agent

Imperia Albus's page

408 posts. Alias of CariMac.


Full Name

Imperia Albus

Race

Female human (Chelaxian) occultist 3 | Init +4; Senses Perception +6 (Dex Focus)

Classes/Levels

AC 21 w Shield, T 15, FF 17 | 18/20 | Fort +5, Ref +7, Will +5 (Protection from Evil)

Gender

Mental Focus:
Implement Schools (7 generic focus)| Abjuration (Shield, 3 points) Resonant—warding talisman; Focus—mind barrier | Transmutation (Weapon, 3 points) Resonant—physical enhancement

Age

30

Languages

Abyssal, Common, Infernal, Varisian

Occupation

Librarian

Strength 12
Dexterity 16
Constitution 11
Intelligence 17
Wisdom 10
Charisma 10

About Imperia Albus

Imperia Albus
Female human (Chelaxian) occultist 3 (Pathfinder RPG Occult Adventures 46)
LN Medium humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+4 armor, +2 deflection, +3 Dex, +1 shield)
hp 20 (3d8+3) (currently 15)
Fort +5, Ref +7, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron rapier +6 (1d6+1/18-20) or
legacy imbued mace +1 +6 (1d6+2) or
silver light mace +5 (1d6+1)
Ranged shortbow +6 (1d6/×3)
Implement Schools (1 generic focus)
Abjuration (Shield, 3 points) Resonant—warding talisman; Focus—aegis +1, mind barrier
Necromancy (Coin, 1 point) Resonant—necromantic focus; Focus—mind fear
Transmutation (Weapon, 3 points) Resonant—physical enhancement (dexterity); Focus—legacy weapon, philosopher's touch
Occultist Spells Known (CL 3rd; concentration +6)
1st (4/day)—enlarge person (DC 14), inflict light wounds (DC 14), shield
0 (at will)—mage hand, resistance, touch of fatigue (DC 13)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 11, Int 17, Wis 10, Cha 10
Base Atk +2; CMB +3; CMD 19
Feats Extra Mental Focus[OA], Weapon Finesse, Weapon Focus (rapier)
Traits lepidstadt scar (ustalav), on the payroll, pragmatic activator
Skills Acrobatics +1 (-3 to jump), Appraise +7, Diplomacy +4 (+2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disable Device +7, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (history) +8, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +7, Perception +6, Profession (librarian) +6, Sense Motive +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +9, Use Magic Device +10; Racial Modifiers +1 Knowledge (arcana), +1 Knowledge (history), +1 Knowledge (planes), +1 Knowledge (religion)
Languages Abyssal, Celestial, Common, Infernal, Varisian
SQ comprehensive education, implements 3, magic item skill, mental focus (8/day), object reading, pride
Combat Gear haunt siphon, haunt siphon, haunt siphon; Other Gear armored coat[APG], buckler, legacy imbued mace +1, arrows (20), blunt arrows[APG] (20), cold iron rapier, shortbow, silver light mace, spirit planchette, brass, bedroll, belt pouch, chalk (10), flint and steel, ink, inkpen, journal[UE], masterwork backpack[APG], thieves' tools, trail rations (5), waterskin, 131 gp, 9 sp
--------------------
Special Abilities
--------------------
Abjuration (Shield) Abjuration implements are objects associated with protection and wards.

Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Aegis +1 (Su) 1 focus: Grant armor or shield enh. bonus and special ability.
Comprehensive Education All knowledge skills are class skills, +1 racial bonus for knowledge skils from classes.
Implements (Su) Gain a series of items which grant access to schools and powers.
Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (8/day) (Su) You have a pool of points that activate your focus powers.
Mind Barrier (-6 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Mind Fear (DC 14) (Su) Target creature is frightened 1d4 rnds. if it has your HD or less, shaken if more (Will neg).
Necromancy (Coin) Implements that draw power from necromancy can control undead and harm the living.

Implements: Bone, coin, doll, drum, robe, skull.
Necromantic Focus (2 HD) (Su) Use implement as focus to command or create additional undead.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Philosopher's Touch (1 weapon, cold iron/silver, 3 minutes) (Su) 1 focus: Weapon touched counts as special material for overcoming DR.
Physical Enhancement +2 (Dexterity) (Su) Implement grants bearer enhancement to one physical attribute.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Transmutation (Weapon) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.
Warding Talisman +1 (Su) Implement grants Resistance bonus to saves.
--------------------

Background:
Imperia Albus is the fourth of five daughters of the Albus family. Her family while keeping up appearances couldn’t afford a dowry for all five girls. Imperia was more interested in occult studies than finding a rich husband. The matriarch decided they would send her away. They created a story about Imperia going to care for an aging relative in the relative’s last days. Instead the family managed to pay for one year of the University of Lepidstadt. After the first year it would be up to her to find a way to stay.

This turn of events was just fine with Imperia. She quickly discovered that she had a real knack for research, and found a position as a junior library researcher soon after she arrived. She loved the job. It was a way to get paid for gaining information, and information is power. She faithfully writes home every month. She gives them just enough useful information to keep the family happy. She doesn’t want to be called back to Cheliax. In addition to her university studies, she studied fencing. She earned the Lepidstadt Scar right before her graduation.

After graduation she stayed at the university working as a fully trained Occult Librarian. That’s when she met Professor Lorrimor. He hired her several times over the last few years to research information on Occult Implements and their histories. Imperia is very surprised to find she has named her as a beneficiary. Even though she was fond of him and grateful he gave her the opportunity to research her area of interest their relationship was entirely professional.

If someone were to sit and watch the library entrance on any given morning, they would see a richly dressed tall human woman walking swiftly into the building. She is graceful, and looks typically Chelaxian with dark hair and midnight blue eyes. She has a small scar on her chin that doesn’t detract from her beauty. Though beauty isn’t her defining characteristic. It’s her intelligence that people notice when they speak to her. She has several pieces of antique looking jewelry she wears. If you ask, she’ll give you the history if the items.

Advancement Plans and Play Style:
Imperia will be a melee fighter. She’ll take feats to get her fencing or slashing grace. I’m not sure if she’ll focus on necromancy or not. It would work with her pragmatic view of the world. Which goes something like this “they are dead and don’t need their bodies anymore. Why shouldn’t we use it for our purposes?”

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.