Currently cast:
telepatic bond
mage armor
mirror image 6
shield
Spent:
sphere of invisibility
dimension door
Background:
Eidi origins blur at the height of Chelish Civil Wat. His mentor, a human female named Ommarra, merely explained she found him among the ruins of an Aroden temple reduced to ashes by Thrune's troops. He was embraced by a young woman covered by a white goat fur and a symbol of Aroden.
Ommarra felt compassion for the baby, took him and raised him. Of course, campaigning at the midst of a Civil War and nursing a child by someone who has never done such a deed was not easy. Surprisingly for the same Ommarra the baby demonstrated inner strength and good health, endured and survived the winter despite the roughness of the war.
The half-elf was risen under the culture and faith of his mentor, a Knight of the Ioun Stone. Although the order had slowly faded after Aroden's death, the boy was mentored as any other knight of the order would had been, and so he was called after an Azlanti name despite being a half-elf, Eidi.
Strange for Eidi himself, the boy demonstrated to be sage like the one who has already lived a life before. He knew things of remote places never visited, felt familiarity with people never met, and had dreams of someone else bringing light to the world. His mentor believed Eidi might had lived another life and had been reincarnated when he found him.
After Aroden’s death Eidi’s mentor had been fighting the chaos at Absalom and later joined the first Mendevian Crusade with the Church of Iomedae on the lead. But when her order of knights disappeared on the fight between those claiming to join the Church of Iomedae and those advocating for keeping faithful to Aroden, Ommarra decided travelling to Cheliax and place her sword to defend the true ruler of the Empire, King Gaspodar.
By the time Eidi became a teenager, the forces of King Gaspodar had quickly been defeated. Observing the ascend of House Thrune, Ommarra pledged allegiance to the House Davian in an attempt to side the least bad of the noble competitors. Those years of war, hunger and chaos placed a seed of endurance on the young Eidi who fearfully observed how quickly his beloved mentor and only ever known parent grew older and older.
The Battle of a Hundred Kings became an inflexion point in the war and marked the destiny of Eidi and his mentor Ommarra. One year later the war was definitely lost. All the omens of a bright fate and promises of humanity collapsed on Eidi’s mind as he saw the rise of Asmodeo’s loyals to take control of Cheliax.
Eidi left to exile in Thuvia crossing the Inner Sea with his mentor. There, they worked as sellswords or took any job that would lend them food and roof.
Despite their efforts to cover their identities, the murderous wizard Commandra Voxlay eventually found Ommarra in her seek to get rid of any supporter to House Davian. The old knight was not a rival for the wizard at that point of her life and thus, she was killed. Eidi felt the dark event but when he reached his mentor all she could do is to gave him her mithral sword once at service to Aroden, her mouth shut, her eyes full of drops.
This last event finally convinced Eidi there was no such a thing as humanity, compassion or forgiveness, that people only survived if they were strong enough to defend themselves or otherwise pledged fealty to those more powerful.
Fearing Commandra Voxlay or her minions might come after him, Eidi fled to the neighbouring and one of the most closed and obscure countries in Golarion, Rahadoum. His faith lost, looking for a new identity and living in a country that persecuted god followers and divine signs, Eidi looked for a new path in life. And so he joined the prestigious wizard college of the Occularium in Manaket. There, the half-elf learned the arcane ways and how to master magic. He learned to construct the long trenches and dikes the institution prepares to make the desert cultivated.
When the Eye of Abendego finally took the southern neighbour nation of Lirgen, he was contracted to relocate to Haldun, at Rahadoum’s frontier, and join the fortification to maintain the sentries and magical wards that hold away the curse of the Sodden Lands.
After years of fighting the beasts and undeads of the Sodden Lands, when rumor raised that an Iomedae cult had risen at Botosani, Eidi traveled there, discovering of Iomedae’s ascension to godhood. After getting in touch with the cult a ray of hope connected with Eidi’s heart.
Understanding House Thrune persecution probably ended with the death of his mentor, he eventually returned to Avistan, travelled to Galt and lived once more the consequences of chaos during the Last Revolution. He saw the prosperity on peaceful independency of Andoran. Travelled through southern Varisia. Adventured in a dozen groups and eventually got tired of the world.
At the end of his life, he has decided to come back to his origins. Looking for the old church he was found in, a life lived without finding a real purpose, a family, a goal, the last thing he has pendant is to find a place to die. As such, he is looking for terrains and a good architect to build his grave so he can finally rest in peace. The thing is, the odd dreams he had when he was young had returned after setting foot in Cheliax. The one his mentor believed he reincarnated from had a link with this place, and so, he feels something is changing and moving him.
Eidi is not a do-gooder. If there is a job to be done, money has to be placed on the open and before hand. He does not want to die like his mother or mentor, in the poverty of a common grave.
Contradictory enough, he is bold on defending the weak when he sees so, going to large danger in combat in order to offer his life in exchange of that one of others.
At a world of survivors he just looks to die. His favourite sentence “It is just not that easy to die you know?”
Anyway that might seem as contradictory to anyone seeing his good health, vitality and survivor mind.
Despite his lack of purpose he is not grim. He demonstrates a quite chilling personality. Just he seems not to care about events. His life has made him understand there is nothing such as control, you are here one day and not the other, and no one will really care about you. Powerful will allow chaos to happen if they become more powerful in the process.
Description:
Despite the years have cleared his head and whitened the hair of his chin, Eidi still demonstrates good health and vitality.
He favours humble clothing and good armor for dressing, as he has understood being unnoticed in the crowd and well defended ultimately comes to better results on what keeping a good life means.
The main idea is an aged character whose moment in life apparently passed long decades ago. Raised when Aroden was still alive, the world was totally different. He was an involved member of a now extinct organization called the Knights of the Ioun Star, devoted to defend the remnants of the old Azlanti civilization.
When man-god Aroden passed away and his organisation faded away, he lost his purpose in life. He has been also involved in Cheliax Civil War, as a sellsword on the wrong side, that is the losing one.
After that his life has lacked a direction, taking whatever job that will give him food and roof for a time.
At a point in life when he thinks he has failed and there is nothing more for him in this world, the adventure might prove him that he still has a role to do in this world, and finally fulfill his sense of purpose in life, giving him a reason for having been alive.
To the party, he can provide his casting abilities, proven in now almost forgotten wars, but more importantly, his life experience, which has made him knowledgeable and sage.
DEFENSE AC 22, touch 16, flat-footed 19 (+4 mage armor, +1 Dex, +5 deflection, +2 natural)
HP 173 (3d8+14d6+68+17+14)
Fort +16 (4 Con, 7 class, 2 feat, 3 item), Ref +9 (1 Dex, 5 class, 3 item), Will +21 (4 Wis, 12 class, 2 racial, 3 item) [+2 vs enchantments, fear and death effects; immune to sleep; resistance ability damage 4 and drain 2]
Inmune Negate critical hit or sneak attack (7/7 - bracelet)
OFFENSE Speed 30 ft.
Meleestaff +8/+3 (1d6-1) 20/x2 bludgeoning, or
cold iron dagger +8/+3 (1d4-1) 19/x2 piercing or slashing
Rangedray +10
cold iron dagger +10/+5 (1d4-1) 19/x2 piercing 10'
STATISTICS Str 8, Dex 12, Con 18, Int 26, Wis 18, Cha 10
Ability increases +2 Int (racial), +1 Int (4th), +4 Int/Wis (item), +4 Con (item), +1 Int (8th), +1 Int (12th), +1 Int (16th)
Base Atk +9/+4; CMB +8; CMD 24
Feats Scribe ScrollB, Breadth of experience, Toughness, Great Fortitude, Lunging spell touch, Spell penetration, Craft wonderous item, Divine interference, Improved great fortitude, Elven Spirit Traits Reincarnated (faith): You lived a previous life as someone—or something—else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects.
Magical Knack (magic): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Skills (16x9 = 144) Acrobatics +5 (2 Dex, 3 rank), Appraise +12 (8 Int, 1 rank, 3 class), Diplomacy +14 (0 Cha, 11 rank, 3 class), Disguise +1/+11 (0 Cha, 1 rank; +10 magic), Escape artist +18 (1 Dex, 17 rank), Fly +6 (2 Dex, 1 rank, 3 class), Heal +8 (4 Wis, 1 rank, 3 class), K. arcana +28 (8 Int, 17 rank, 3 class, 2 feat), K. dungeoneering +14 (8 Int, 1 rank, 3 class, 2 feat), K. engineering +14 (8 Int, 1 rank, 3 class, 2 feat), K. geography +14 (8 Int, 1 rank, 3 class, 2 feat), K. history +14 (8 Int, 1 rank, 3 class, 2 feat), K. local +22 (8 Int, 9 rank, 3 class, 2 feat), K. nature +14 (8 Int, 1 rank, 3 class, 2 feat), K. nobility +14 (8 Int, 1 rank, 3 class, 2 feat), K. planes +28 (8 Int, 17 rank, 3 class, 2 feat), K. religion +30 (8 Int, 17 rank, 3 class, 2 feat, 2 worm), Linguistics +13 (8 Int, 2 rank, 3 class), Perform wind +3 (0 Cha, 1 rank, 2 item), Perception +26 (4 Wis, 16 rank, 2 racial, 5 competence), Profession +6 (4 Wis, 2 feat), Sense Motive +8 (4 Wis, 1 rank, 3 class), Spellcraft +29 (8 Int, 17 rank, 3 class, 2 feat), Survival tracking +9 (4 Wis, 5 competence), Concentration +24/+17 (8 Int/4 Wis, 16/13 level)
Languages Common, Elf, Azlanti, Osiriani, Celestial, Read lips, Draconic, Infernal, Abyssal, Aklo, Undercommon, Auran
Half-elf double favoured class (wizard, theurge): hp x 14
Community [Secondary]: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge
Honor (Glory) [Primary]: 1st—shield of faith, 2nd—zone of truth, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—geas/quest, 7th—holy sword
Knowledge: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore
Law: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum
Protection: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion
SPECIAL ABILITIES Weapon and Armor Proficiency: Proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he's not proficient with any type of armor or shield.
Low-Light Vision: See twice as far in dim light.
Elven Immunities: Immune to magic sleep and +2 racial bonus vs enchantment spells and effects.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Keen Senses: +2 racial bonus on Perception.
Multitalented: Chose two favoured classes
Dual Minded: +2 Will (replaces the adaptability racial trait).
Aura (Ex): A Lawful aura as for his god.
Channel energy: 3/day (1d6; DC 11) Note: 3rd level increase is lost because of ecclesitheurge Bonded Holy Symbol power. Domains: Primary: Honor (Glory), Secondary: Community, Day spells: ?
Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spontaneous casting: Can channel the energy of a prepared spell, losing it to cast any "cure" spell of the same level spontaneously.
Blessing of the Faithful (Su): As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge's next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
Domain mastery: The ecclesitheurge chooses one domain as primary and the other as secondary. He can prepare the primary domain spell list in his normal slots. Additionally he can choose each day a different domain from his god and gain that spell list instead of his secondary spell list (this does not affect domain powers).
Bonded Holy Symbol (Su): Can bond to a holy symbol like a wizard's bonded object of amulet type. Thus, the cleric can cast one spell per day from the cleric or his domains spells, and can craft the holy symbol as if it was an amulet.
Arcane bond: (ring) Can use the bonded object to cast any spell in the spellbook once per day. Can craft the bonded object as if he had the equivalent craft feat. To cast a spell without wearing the bonded object requires a Concentration DC 20+spell's level check.
Arcane School (Life; opposed: Abjuration and Divination): Gain an extra slot per spell level to cast a spell from that school of magic. Preparing spells from the opposed schools requires 2 slots, and takes -4 to craft skills if spells required are of those schools. Extra powers related to that school are granted.
Healing Grace (Su): Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell. This healing may be spread out between the targets of the spell in any way you choose. If you assign any of the healing to an undead creature, it instead takes 1 point of damage for each point assigned. At 11th level, the amount of damage cured increases to 2 points of damage per level of the spell. This healing occurs when the spell is cast and has no effect on creatures that enter its area after the spell is in place. At 20th level, the amount of damage cured increases to 3 points of damage per level of the spell.
Share Essence (Sp): As a standard action, you can share your vital energy with a living creature that you touch. You take 1d6 points of nonlethal damage + 1 for every two wizard levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. You may not use this ability to grant yourself temporary hit points. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This ability has no effect if you are immune to nonlethal damage.
Scribe scroll: Scribe Scroll bonus feat.
Spellbook: The wizard adds all level 0 spells, 3+INT level 1 spells at level 1, and 2 extra spells each new level. Without the spellbook he can only prepare [i]read magic.
Combined spells (Su): Can use slots of one class to cast spells of the other, using slots of 1 level higher than the usual spell level (maximum level 2 spells).
Spell Synthesis (Su): At 10th level, a mystic theurge can cast two spells, one from each of his spellcasting classes, using one action. Both of the spells must have the same casting time. The mystic theurge can make any decisions concerning the spells independently. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. The mystic theurge receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. A mystic theurge may use this ability once per day.
Permanency (permanent spell): see invisibility
Contingency (permanent spell): break enchantment (conditions)
EQUIPMENT:
Worn
(armor) -
(belts) belt of incredible Constitution +4, 16000 gp
(body) jewelled outfits, 100 gp
(chest)
(eyes) lens of Detection [p] (+5 competence Perception and Survival tracking)
(feet) winged boots [p]
(hands) glove of storing (quick rod), 10000 gp
(head/face)
(headband) headband of mental prowess +4 (Int/Wis), 40000 gp
(neck) silver Aroden's holy symbol of natural armor +2 (bond), 8000 gp/2
(shoulders) cloak of resistance +3, 9000 gp
(wrist) bracelet of second chances (7/7), 15750 gp
(ring 1) ring of inner fortitude, 42000 gp (reduces ability damage or temporary penalties by 4 points and reduces ability drain by 2 points) [Manzorian gift]
(ring 2) ring of protection +2 (bond), 8000 gp/2
Ring of protection +5 [p]
(other - ioun) ioun orange prism (+1 CL), 30000 gp
scroll case [x2], 1 gp
bandolier [x2], 5 sp
spell component pouch, 5 gp
waterproof bag, 5 sp (even 10r of immersion)
waterskin, 1 gp
mwk backpack, 50 gp (+1 Str to carrying capacity)
spring-loaded wrist sheaths [x2], 5 gp (breath of life scroll, suppress compulsions and charms scroll)
gladiator winner belt, 2000 gp worthed
Weapon-like staff of minor arcana, 8000 gp (10/10 charges: 1 - shield, 2 - magic missile)
Cure light wounds wand (50/50 charges), [p]
Lesser rod of extend spell, 3000 gp
Rod of Thunder and Lightning [p] (1/day lightning bolt and other stuff) (sold)
Lesser rod of toppling spell, 3000 gp
lesser rod of quicken metamagic 35000 gp
Cold iron dagger, 4 gp
Wand of invisibility (15/15) [p]
Wand of enervation (10/10) [p]
Belt
Spell Component Pouch
Fork attuned to Ascaria's Demiplane (Plane Shift focus)
Ivory statuette of Eidi crafted by Solrisa (contingency focus), 1500 gp
Chest replica (secret chest focus), 50 gp
Four pieces of ivory (legend lore focus), 50 gp each
Ivory statuette (mnemonic enhancer focus), 50 gp [Manzorian present]
diamond [x4], 1500 x4 = 6000 gp (1 used to lift Solrisa's curse)
diamond dust 1000 gp
incense 1000 gp
eye ointment 1000 gp
Incense, 5000 gp [p]
Earplugs, 3 cp (+2 vs sonic -4 Perception listen)
Signal whistle, 8 sp
Sewing needle, 5 sp
Pearl of power I [x2], 1000 gp
Pearl of power III, 9000 gp [Ekyam's present]
Bandolier 1 (7/8)
Potion of cure light wounds, 50 gp
* Powder, 1 cp (flour, AC 5 to momentarily reveal invis in one square)
Smokestick, 20 gp (1 min 10' fog cloud)
Sooth syrup, 25 gp (+5 alchemical vs sickened/nauseated 1h)
Antiplague, 50 gp (bonuses vs disease)
Antitoxin, 50 gp (+5 alchemical vs poison)
Alchemical grease, 5 gp (+5 alchemical vs grapple and to escape artist)
Bandolier 2 (4/8)
Alchemical fire [x2], 20 gp
Acid flask [x2], 10 gp
potion of cure serious wounds [p]
Backpack
Disguise kit, 50 gp (+2 Disguise)
mwk Ocarina, 100 gp (+2 Perform)
Flint and Steel, 1 gp
Silk rope, 10 gp (50' break 24 DC)
Backup spell component pouch, 5 gp
Backup wooden holy symbol, 1 gp
Big egg golden prize, 2000 [p]
Rhorsk's personal prayer book, - gp
Banner of Thadimir (cloak) [p] (cold resistance 30 and constant breath water)
Level 1 scrolls 25 x 10 = 250 gp
scroll of remove sickness, 25 gp
scroll of entropic shield, 25 gp
scroll of shield of fortification, 25 gp
scroll of ant haul, 25 gp
scroll of comprehend languages, 25 gp
scroll of magic weapon, 25 gp
scroll of sanctify corpse, 25 gp
scroll of remove fear, 25 gp
scroll of enlarge person, 25 gp
scroll of protection from chaos, 25 gp
Level 2 scrolls 11 x 150 = 1650 gp
scroll of suppress charm and compulsion, 150 gp
scroll of gentle repose, 150 gp
scroll of calm emotions, 150 gp
scroll of see invisibility, 150 gp
scroll of gust of wind, 150 gp
scroll of delay poison, 150 gp
scroll of consecrate, 150 gp
scroll of align weapon, 150 gp
scroll of lesser restoration, 150 gp
scroll of communal resist energy, 150 gp
scroll of blur, 150 gp
scroll of remove paralysis, 150 gp (crafted)
Level 3 scrolls 9 x 375 = 3375 gp
scroll of invisibility sphere, 375 gp
scroll of remove blindness/deafness, 375 gp
scroll of fly, 375 gp
scroll of wind wall, 375 gp
scroll of communal align weapon, 375 gp
scroll of water breathing, 375 gp
scroll of remove disease, 375 gp
scroll of remove curse, 375 gp
scroll of purge invisibility, 375 gp
Level 4 scrolls 2 x 700 = 1400 gp
scroll of neutralize poison, 700 gp
scroll of death ward, 700 gp
Level 5 scrolls 1125 gp
scroll of breath of life, 1125 gp
Level 6 scrolls 1650 gp
scroll of shadow walk, 1650 gp
scroll of heal, 1650 gp (c)
Base equipment: 232 gp
Potions and alchemicals: 260 gp
Scrolls: 7800 gp/2 = 3900 gp
Major equipment: 40000 gp
Spell learning and inscribing: 1460 gp