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Full Name

Adumariel Odranti

Race

| HP 70/76 | AC 23 / 17 T / 18FF | CMB +8 CMD 24 | F +13, R +13, W +11 | Init +6 | Perc +20 SM +11

Classes/Levels

|Speed 30ft | Spells 1st: 5/6, 2nd: 3/5 3rd: 2/4; Mental Focus Abjuration 6/6 , Evocation 3/4, Transmutation 5/6, Divination 0/3, reroll 0/1| Active Conditions: perceive cues, heightened awareness, see invisibility

Gender

“Adumariel Odranti” | Female NG Medium Elf Occultist 9

Size

Medium

Age

130

Alignment

NG

Deity

Yuelral

Strength 13
Dexterity 22
Constitution 16
Intelligence 19
Wisdom 12
Charisma 8

About Adumariel Odranti

With a refined manner and bookish sensibilities, Adumariel carries herself with poise and grace. Over a century of life experience has granted her wisdom, but she sometimes lacks opportunities to share it due to her slightly aloof nature and lack of presence.
Full PDF Character sheet
Adumariel Odranti
Female elf occultist 6 (Pathfinder RPG Occult Adventures 46)
NG Medium humanoid (elf)
Init +6; Senses aura sight, low-light vision; Perception +16

Defence:

AC 23, touch 17, flat-footed 18 (+6 armor, +1 deflection, +6 Dex, Sight of the Unseeing: +1 insight flat-footed or during surprise round)
hp 76 (9d8+28)
Fort +13, Ref +13, Will +11; Sight of the Unseeing: +1 insight while flat-footed or during surprise round, +2 vs. enchantments
Immune sleep

Offense:

Speed 30 ft.
Speed 30 ft.
Melee +1 elven thornblade +15/+10 (1d6+7/18-20) or
. . cold iron dagger +13/+8 (1d4+1/19-20)
Ranged composite longbow +13/+8 (1d8+1/×3) or
. . energy ray +13 touch (5d6) or
. . sling +13 (1d4+1)
Implement Schools
. . Abjuration (Amulet, 6 points) Resonant—warding talisman; Focus—aegis +2, energy shield, mind barrier, unraveling
. . Divination (goggles, 3 points) Resonant—third eye; Focus—mind eye, sudden insight
. . Evocation (Umbrella, 4 points) Resonant—intense focus; Focus—energy ray
. . Transmutation (Boots, 6 points) Resonant—physical enhancement (dexterity); Focus—legacy weapon, mind over gravity, sudden speed
Occultist Spells Known (CL 9th; concentration +13)
. . 3rd (4/day)—clairaudience/clairvoyance, haste, lightning bolt (DC 17), communal resist energy[UC]
. . 2nd (5/day)—perceive cues[APG], resist energy, see invisibility, sound burst (DC 16)
. . 1st (6/day)—burning hands (DC 15), feather fall, heightened awareness[ACG], shield
. . 0 (at will)—detect psychic significance[OA], mage hand, resistance, telekinetic projectile[OA]

Statistics:

Str 13, Dex 22, Con 16, Int 19, Wis 12, Cha 8
Base Atk +6; CMB +8; CMD 24
Feats Extra Focus Power[OA], Extra Mental Focus[OA], Slashing Grace[ACG], Weapon Finesse, Weapon Focus (elven thornblade)
Traits clever wordplay, pragmatic activator
SQ automatic writing (linguistics), elven magic, hypnotism (diplomacy), implements 4, magic circles, magic item skill, mental focus (19/day), object reading, outside contact (1 name, information), phrenology (knowledge [arcana]), prognostication (sense motive), psychometry (appraise), read aura (perception), shift focus

Skills and Languages:

Skills Acrobatics +8, Appraise +8, Craft (bookbinding) +12, Diplomacy +11, Disable Device +16, Fly +11, Knowledge (arcana) +12, Knowledge (dungeoneering) +5, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (local) +5, Knowledge (planes) +16, Knowledge (religion) +10, Linguistics +11, Perception +16, Sense Motive +6, Sleight of Hand +10 (+12 to oppose the Perception check of someone observing or frisking you regarding items in the sheath, +12 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +12 (+14 to identify magic item properties), Survival +1 (+3 to avoid becoming lost), Use Magic Device +21; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Ancient Osiriani, Celestial, Common, Dwarven, Elven, Kelish, Osiriani, Tien, Varisian

Gear:

Combat Gear cold iron arrows (25), oil of daylight, potion of cure light wounds, potion of remove blindness/deafness, scroll of bestow planar infusion i, scroll of blood biography, scroll of comprehend languages, scroll of expeditious retreat, scroll of invisibility purge (x2), scroll of lesser (x5) restoration, scroll of restoration, scroll of see invisibility, scroll of tongues (x2), wand of bless weapon (10 charges), wand of cure light wounds, wand of cure light wounds, wand of cure light wounds (3 charges), wand of glitterdust (10 charges), acid (2), alchemist's fire (2), antitoxin, meditation tea[UE]; Other Gear +2 mithral chain shirt, +1 elven thornblade, cold iron dagger, composite longbow (+1 Str), sling, belt of mighty constitution +4, cracked magenta prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), first aid gloves, headband of vast intelligence +2, ioun torch ioun stone[APG], lesser talisman of freedom[OA], lesser talisman of warrior's courage[OA], pathfinder pouch, ring of protection +1, traveler's any-tool[UE], wayfinder[ISWG], belt pouch, belt pouch, bookbinding tools, fancy boots (worth 50 gp), journal[UE], lady's mercy (worth 150 gp), masterwork backpack[APG], masterwork thieves' tools, parchment (10), scroll case, smoked goggles[APG], sunrod (3), trail rations (3), umbrella[UE], wrist sheath[UE], wrist sheath[UE], locket (worth 1 gp), 5,613 gp

Special Abilities:

Abjuration (Amulet) Abjuration implements are objects associated with protection and wards.

Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Aegis +2 (Su) 1 focus: Grant armor or shield enh. bonus and special ability.
Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Divination (goggles) Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Energy Ray 5d6 (Sp) 1 focus to unelash ray of pure energy as a ranged touch attack.
Energy Shield (45 damage) (Sp) 1 focus, swift action: Summon energy shield absorbs acid, cold, electricity, or fire damage.
Evocation (Umbrella) Implements focused on evocation grant the ability to create and direct energy to protect and to destroy.

Implements: Gloves, rod, staff, wand.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Implements (Su) Gain a series of items which grant access to schools and powers.
Intense Focus +5 (Su) Use implement as focus to add damage to instantaneous evocation spells & effects.
Legacy Weapon +2 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Circles (Su) 1 minute and 1 focus to create magic circle of your choosing (but not opp. your alignment).
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (19/day) (Su) You have a pool of points that activate your focus powers.
Mind Barrier (-18 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Mind Eye (9 minutes) (Sp) 1 focus: Create magical eye that scouts for you.
Mind Over Gravity (9 minutes) (Sp) 1 focus: Gain 60-ft fly speed w/perfect maneuverability.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Outside Contact (1 name, information) (Su) Learn true name of an outsider, and summon it for information or service.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Physical Enhancement +4 (Dexterity) (Su) Implement grants bearer enhancement to one physical attribute.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Shift Focus (Abjuration [Amulet], 12 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Slashing Grace (Elven thornblade) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Sudden Insight +4 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Sudden Speed (Sp) 1 focus: As swift action, gain +30 land speed for 1 minute.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Transmutation (Boots) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.
Unraveling (Sp) 1 focus: unravel adjacent magical effect, as targeted dispel magic.
Warding Talisman +3 (Su) Implement grants Resistance bonus to saves.


Backstory:

Adumariel fled Kyonin as a inexperienced elven youth of only 43. She sought adventure and found it, and found love along with it. After a few short years she and her new human husband Steveren decided to settle down in his hometown of Lepidstadt.

They opened a store of antiquities, curios and stationary and ran it together for over half a century, and raised three half-elf girls to womanhood together. Although a happy life, Adumariel often longed for the excitement of the open road and the pleasure in discovery that adventuring offered.

With Steveren's recent peaceful death to old-age, Adumariel found herself at a loss. Her daughters got her a gift for her 129th birthday; they offered to take over "Odranti's Oddities" and paid for Adumariel's enrollment in the Pathfinder Society, the premier adventuring society in the Inner Sea.

Adumariel found her old thornblade in the attic and set off to complete her training. Having just recently finished her first assignment in the society she is excited to take part in more, and brings with her three storied implements into which she invests her mental focus:
Implements:
Locket (Abjuration): Steveren gave her this locket on their return from their first adventure together. It contains a drawing of him and the inscription Yours Forever - Steveren. Adumariel wears it every day, and her certainty that it protects her has invested in it the power to do exactly that.

Umbrella (Evocation): When her eldest daughter was less than a year old, a thief broke into the store while Adumariel was there and threatened to kill them both. With her thornblade safely stored in the attic, she used the only object she had to hand to fight with, this purple umbrella with an elegant handle and a crystal set into the handle. The thief proved no match for Adumariel's fencing skill (even with an umbrella), and since then she's kept it to represent her fury and strength of will.

First Aid Gloves (Evocation): Recently Adumariel has found the umbrella restrictive in combat, so while she still carries it, she has purchased a fine set of gloves to invest her mental focus in. No ordinary gloves, they have the power to restore life to the recently slain, and Adumariel balances that with her ability to channel destructive energies.

Boots (Transmutation): On her first mission with society Adumariel helped save the children of the town cobbler, and they gifted her with this fine pair of leather boots in return, worked with precious metals in elven filigree. The represent to Adumariel her ability to change her life and the lifes of others through action.

Goggles (Divination): A recent trip to Alkenstar exposed Adumariel to strange magic and the dust storms of the mana wastes . She picked up these goggles from a street vendor, and now channels her third eye through them

Botting:
Adumariel prefers melee combat to ranged, and will happily wade with her thornblade in hand to protect her allies against foes. She will use legacy weapon on her thornblade to make it bane against her foes if she gets the chance, or perhaps holy against fiends that have alignment based DR.

chronicles:


  • 1: Gallows of Madness (A foul breed) (3xp)
  • 2: GM dayjob boon
  • 3: #8-18 Champion's Chalice, Part 1
  • 4: #2-01 Before the Dawn, Part 1
  • 5: #6-00 Legacy of the Stonelords
  • 6: #8-19 Treacherous Waves
  • 7: #2-02 Rescue at Azlant Ridge
  • 8: #35 Voice in the Void
  • 9: #10-06 Treason's Chains
  • 10: #7-12 The Twisted Circle
  • 11: #2-11 The Penumbral Accords
  • 12: #4-11 The Disappeared
  • 13: #10-11 The Hao Jin Hierophant
  • 14: #10-12 Breath of the Dragonskull
  • 15: #51 City of Strangers Part 1
  • 16: #4-09 The Blakros Matrimony
  • 17: #8-99 Solstice Scar D

Boons:

1: Gallows of Madness (a Foul breed)
Gunty's Hearty Breads: Start every adventure with 4 trail rations

3: #8-18 Champion's Chalice, Part 1
Chalice Champion: +2 bonus on all checks made to make progress in a chase or pursuit. One use.
Infused Extracts: Standard action that provokes to gain the benefits of Cure Light Wounds (CL 1) or Shield (CL 1)

5: #6-00 Legacy of the Stonelords
Foes of the Forge Father: +2 to critical confirmation rolls against humanoids with the giant, goblin and orc subtypes, and extra damage equal to weapons multiplier on the total critical damage
Sight of the Unseeing: +1 insight bonus to AC and saves when flat-footed or during a surprise round.

6: #8-19 Treacherous Waves
Saviour of the Reef: After rolling a saving throw against poison but before the results are revealed, can gain a +5 alchemical bonus. One use
Water Affinity: Unknown water-based fun

9: #10-06 Treason's Chains
Cleaning House: Once per adventure can use a full-round action to get a free potion of cure light wounds. If 7th level or above it's a free cure serious wounds
Katepeshi Underground: Once per adventure can reroll a diplomacy or Bluff check with a penalty of 1d6-1

10: #7-12 The Twisted Circle
Mercy's Blessing: Reroll a saving throw against poison or disease and take the better result. One use

12: #4-11 The Disappeared
House Thrune's Favour: +3 circumstance bonus on diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a hellknight order in good standing.

13: #10-11 The Hao Jinn Hierophant
History of the Sunsu Godae: Gain a +5 bonus on Knowledge (history) and Knowledge (local) checks related to Tian Xia. Two uses
Meditations of the Sacred Flower: Can cast commune, mark of justice, or raise dead as a spell like ability with a casting time of 10 minutes. Raise dead requires 5000GP of diamond dust. One use

13: #10-12 Breath of the Dragonskull
Champion of the Farheavens: Standard action summon a small, feathered bear to aid you, as summon monster II (CL = character level) and the stats of a dire-badger. 3 uses.
Firebreaker: Can check a box to reroll a failed skill check to put out a fire. 2 uses.

16: #4-09 The Blakros Matrimony
Impressive Influence: Influenced Nigel Aldain, Alexander Bedard, Hamaria Blakros, Tancred Desimire, Jeon Raeng-Woo, Rubaani Sharaf

17: #8-99 The Solstice Scar, Version D
Blood and Courage: When HP less than half max, gain a +2 bonus on intimidate checks against evil creatures and a +2 bonus on saves against fear. Can standard action indimidate to demoralize all foes in a 15 foot cone
Empyreal Revenant: Within 3 rounds of dying, can use this boon to come back after one minute with half max HP and no negative levels, or 8 ability damage removed, or half negative levels that killed you removed. At the end of the adventure you die again, but a raise is 3PP cheaper. 2 uses
Martyr's Shard 4: Swift action to give a wieled weapon +1 enhancement bonus that doesn't stack, and ignore first 5 points of undead DR, and give you +1 on caster level checks to overcome evil creatures spell resistance
Special: Siege of Gallowspire Aid Character
Unravel Magic (Spellcaster Mission): swift action dispel magic with CL = Character level, or greater dispel magic if 13th level or above. One Use