Adun-Majakar is a NPC and not to be played within adventures. She is
for GM use for roleplay within our society, as well as for custom events
and content. She serves as a means for a GM to communicate to Player
Characters in the case where a module is not being used and a
Venture-Captain would be beneficial to the narrative
Venture-Captain Adun-Majakar
(Peace-Giver) is a Level 12 Paradise Dragon Life Oracle. Though she is
size huge, she is primarily a non-combatant, and has raised to her ranks
from being the obligatory healer for many years. Now, she's retired to
Pathfinder Society work. She's a fan of paperwork, and views the
pathfinder lodge she (co-*)oversees as the closest she'll get to
bringing her idea of paradise to the world, in a way that involves other
people.
If alignments are in play, she is just barely Lawful
Good, more on the lawful side. She can be very self-serving, but does go
out of her way to improve and enhance the Lodge she oversees and helps
keep.
She loves her paperwork, and any unexpected requests to her
will immediately be met with a request for paperwork to be filed with
her, which she will review before sending off to the Grand Lodge for
approval.
While not a pacifist, she does have trouble fighting,
it was not her focus, after all. She encourages training / sparring
within the society, and stands by to tend to wounds if needed. She only
steps in to heal if absolutely necessary, if there is no other option.
She also is an accomplished non-magical healer, but she treats this type
of healing the same way, only stepping in if needed. To rob younger
pathfinders of the experience to take care of themselves would be to
doom them. Younglings must learn how to take care of themselves if they
are to live in this world.
She infuses parts of the Pathfinder
Lodge with Planar Energy, making it difficult for Chaotic and Evil
Spells and Magic Items to function (Requires a DC6 flat check or lose
the spell or activation). This is not present in all of the
society, only certain places (GM / DM decides), As a GM Rule of thumb,
this should almost-never come into play. Non-evil allies
resting within this region regain twice as many HP from resting, and get
a +1 bonus to saving throws against Spells and other effects.
Increasing to +2 for Chaotic and Evil effects.
She is hard to
suprise or catch off guard socially and emotionally, largely in part to
her long time on Golarian. She will happily watch something that might
be concerning to most, choosing to not invervene, confident that if she
absolutely has to, she can take care of it. At 470 years old, she's not
the oldest of dragons, but she has been around for some time. Others
might find her presence comforting. She has the feats Calm and Centered, and Comforting Presence, which directly combats against fear. She also has the Shameless Request feat, for big dragon asks you something. Having helped many people in her career, she also has the feat A Home in Every Port
If
encountered with someone Chaotic or Evil, or worse, both. She is
generally unperturbed. They are not her responsibility to "Fix". Even if
they were to cause trouble or harm, she could stop it from occurring
with her burgeoning magic, though she much prefers having others do her
work for her, so she can save her resources if they are absolutely
needed.