Guy is the offspring of a pair of nobles from Galt that 'relocated' far away from their homeland. He is a swarthy mousy man the color of sand from head to toe. Guy was never much of a warrior (in fact he is a coward) and determined early in life to excel at academics to pursuit his dreams of fame and renown. Life in the desert of Thuvia and his thirst for glory naturally steered him towards Sarenrae in particular. He has always felt very uncomfortable in armor and used any excuse to rid himself of it. Eventually he gleefully discarded the itchy thing and became an Ecclesitheurge. He will always attempt to stay in the back lines, though two things will often draw him out: healing a downed ally or fighting evil outsiders/undead.
Resource Tracking:
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Loot this Chronicle:
Beacon of Faith uses (1/day, +2 caster levels to a domain spell):
Channel uses (5/day, 4d6, DC 18): 1
Aura of Heroism (Su) uses (9[Cleric Lvl] rounds/day):
Firebolt uses (1d6+4, 9/day):
Touch of Glory (Sp) uses (9/day, 1 hour, +9 to one cha check):
Blessing of the Faithful (infinite/day): Close range, +2 sacred bonus to roll, 4 rounds for one use of channeling)
Bonded Holy Symbol uses (1/day):
Pearl of Power, level 1 uses (1/day):
Wand of CLW uses this chronicle: 1
Wand of Comprehend Languages uses this chronicle:
Wand of Mage Armor uses this chronicle: 2
Wand of Aid uses this chronicle: 1
Aegis of Recovery, Greater uses (1 and crumbles if below 0 HP):
Expendables: scroll of lesser restoration
Level 1 spells used (7/day):
Level 2 spells used (6/day): resist energy (acid), cure moderate wounds (instrument of agony)
Level 3 spells used (5/day): heroism
Level 4 spells used (4/day):
Level 5 spells used (3/day): hunter's blessing
Empower Rod uses (3/day, swift action to equip): heroism
Senses Normal
Speed 30 ft.
Base Attack +6
Languages Common, Osiriani, Polyglot, Inguan, Celestial, Read Lips
Defense:
HP 97 {+48[9d8] +36(9[Cleric Lvl]*4[con]) +4[4xfavored class] +9[toughness]} AC 13, flat-footed 13, touch 9 {10 -1[dex] +4[mage armor]} - Current Additional AC Bonuses+2[Blessing of Fervor] CMD 14 {10 +6[BAB] -1[str] -1[dex]} - Current Additional CMD Bonuses Fort +13 {+4[con] +6[cleric] +3[cloak]} - Current Additional Fort Bonuses +2[heroism]
Ref +5 {-1[dex] +3[cleric] +3[cloak]} - Current Additional Ref Bonuses +2[heroism] +2[Blessing of Fervor] Will +15 {+6[wis] +6[cleric] +3[cloak]} - Current Additional Will Bonuses +2[heroism]
Resistances: Fire Resistance 10
Special Saving Throw Bonuses:
Aegis of Recovery, Greater: An aegis of recovery grants its wearer a +5 (+2 since it does not stack with cloak) resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 5d8+7 points of damage and then crumbles to dust.
Offense:
CMB +5 {+6[BAB] -1[str]}
Normal Attacks
+5/1d6-1 Quarterstaff [crit x2; B) {+6[BAB] -1[str]/1d6 -1[str]}
Spiritual weapon
[dice=to hit spiritual weapon]1d20+12[/dice]
[dice=damage spiritual weapon]1d8+3[/dice]
Spiritual Ally
[dice=to hit spiritual ally]1d20+12[/dice]
[dice=damage spiritual ally]1d10+3[/dice]
Spells:
Specials
Concentration +15 {+9[Cleric Lvl] +6[wis]} Beacon of Faith, +2 CL domain spell, 1/day
Spell Focus and Greater Spell Focus (Evocation), +2 DC Evocation
Cast one spell with bonded holy symbol
Using Glory as secondary domain for spells
Spell Specialization with Fireball, +2 levels
Spell Penetration, +2 levels overcoming spell resistance
Greater Spell Penetration, +2 levels overcoming spell resistance
Outsider Spell Penetration, 5x Favored class bonus: Add a +5 bonus on caster level checks made to overcome the spell resistance of outsiders.
Orisons DC 16 {+0[level] +6[wis]} Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
Guidance: +1 bonus to attack, saving throw, or skill roll. 1 min
Read Magic: 1 page per minute. 10 min/lvl
Resistance: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. 1 min
Level 1 DC 17 {+1[level] +6[wis]}
Domain Spells: Heroism: Shield of Faith; Fire: Burning Hands
Open slot
Murderous Command, Will ST
Murderous Command, Will ST
Sanctuary, touch, 1 round/lvl, WILL ST
Sanctuary, touch, 1 round/lvl, WILL ST
D - Shield of Faith, +3 {[2 +1[1/6 lvl]} AC, 1 min/lvl
Shield of Faith, +3 {[2 +1[1/6 lvl]} AC, 1 min/lvl
Level 2 DC 18 {+2[level] +6[wis]}
Domain Spells: Heroism: Bless Weapon; Fire: Produce Flame
D - Bless Weapon Burst of Radiance, Reflex ST or blinded, 5d4 vs. evil, +2 DC
Resist Energy Instrument of Agony, 1 min/lvl, weapon touched, discharge for will ST or nauseated 1d4+1 rounds, 1 round sickened even if saved.
Spiritual Weapon, +12/1d8+3 {+6[BAB] +6[wis]/1d8+3[1/3 lvl]} Spiritual Weapon, +12/1d8+3 {+6[BAB] +6[wis]/1d8+3[1/3 lvl]}
Level 3 DC 19 {+3[level] +6[wis]}
Domain Spells: Heroism: Heroism; Fire: Fireball
Badger's Ferocity Make 3 weapons keen.
Blindness/Deafness Dispel Magic, medium range
D - Fireball, 10d6[spell specialization], medium range, 20' radius, +2 DC
D - Heroism, touch, 10 min/lvl, +2 morale bonus on attack rolls, saves, and skill checks.
Level 4 DC 20 {+4[level] +6[wis]}
Domain Spells: Heroism: Holy Smite; Fire: Wall of Fire
Anti-Incorporeal Shell Blessing of Fervor Dismissal Healing flames, 1 standard, V,S,DF, 10 ft. burst on self, heal/harm 1d8 per two levels (max 5d8) good/evil or half neutral.
D - Holy Smite, V,S, medium range, 20' radius, 1d8/2 lvls, or 1d6/lvl to evil outsiders, blinds for 1 round. Will ST for half, +2 DC
Spiritual Ally, +12/1d10+3 {+6[BAB] +6[wis]/1d10+3[1/3 lvl]} D - Wall of Fire, 1 standard, V,S,MDF, medium range, 20'/lvl high, 20'/lvl long or 5'/.5 lvl radius, 1 rnd/lvl or concentration
Level 5 DC 21 {+5[level] +6[wis]}
Domain Spells: Heroism: Righteous Might; Fire: Fire Shield
D - Fire Shield, +2 DC
True Seeing Breath of Life Life Bubble Hunter's Blessing; +2 sacred bonus on attack rolls, damage rolls, Bluff, Perception, Sense Motive, and Survival vs. creature type; +2 sacred bonus on initiative checks, Perception, Stealth, and Survival checks if terrain applies.
Sleeves of Many Garments
Quarterstaff, cries if Guy leaves it [chronicle 15, Down the Verdant Path]
Light Crossbow
Quiver of 8 cold iron crossbow bolts
Pathfinder Pouch (10 lbs, 2 cu ft) with backup spell components
Spell Component Pouch
Ioun Torch
Pearl of Power, level 1
Silver Holy Symbol (bonded)
Traveler's Any-Tool
Aegis of Recovery, Greater Tailsman of Life's Breath, Lesser
Ankh Talisman, Lesser
Headband of Inspired Wisdom, +2
Circlet of Persuasion
Belt of Mighty Constitution, +2
Cloak of Resistance, +3
Masterwork Backpack
Cracked Magenta Prism Ioun Stone, +2 diplomacy
Wayfinder
4 Scrolls of Bless
4 Scrolls of Prot Evil
2 Scrolls of Expeditious Retreat
1 Scrolls of Endure Elements
2 Scrolls of Lesser Restoration
1 Scrolls of Resist Energy
1 Scrolls of Remove Blindness/Deafness
2 scrolls of Command Undead
1 Scrolls of Breath of Life
4 Acid Flasks
1 Antiplague
1 Antitoxin
1 Air Crystals
1 Vermin Repellent
1 Smelling Salts
3 Sunrod
3 Bodybalm
1 Potion Sponge of Touch of the Sea
1 Potion of Spider Climb
1 Potion of Lesser Restoration
1 Potion of Invisibility
4 Holy Water
Surgeon's Tools Healer's Kit
Spring-loaded Wrist Sheath
- Lesser Metamagic Rod of Empower
Wand of Cure Light Wounds (39 ch)
Wand of Mage Armor (38 ch)
Wand of Comprehend Languages (41 ch)
Wand of Aid (50 ch)
5 Cold Iron Alch Pow Comp, +1 CL Abjuraton
5 Darkwood Alch Pow Comp, +1 CL creation
5 Moondew Alch Pow Comp, +1 CL divination
5 Salt Alch Pow Comp, +1 CL necromancy
5 Spirit of Wine Alch Pow Comp, +1 CL duration summoning
5 Urea Pow Comp, +1 CL cold
3500 gp or equivalent back at base
70 gp with him
Traits:
Race Specials
+1 Skill rank/level
+1 Feat
Starting Traits Beacon of Faith - +2 levels on one cast domain spell: 1/day
Reactionary - +2 init
Class Abilities:
Class Abilities
Favored class bonus: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Deity - Sarenrae
Spontaneous Casting of Cure Spells
Channel (4d6): 5/day {3 +2[cha]/day}, DC 18 {10 +2[cha] +2[glory domain] (+1/2 * 9[Cleric Lvl]} will for half
Glory Domain, Heroism Subdomain
Touch of Glory (+9{9[Cleric Lvl]} to cha based skill): 9/day {3 +6[wis]/day}, 1 hour or use
Aura of Heroism: At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.
Fire Domain
Ecclesitheurge(Archetype) Ecclesitheurge's Vow: lose abilities if he uses armor or shield
Domain Mastery: An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain's spell list.
Blessing of the Faithful: close range, +2 sacred bonus on attack rolls, skill checks, ability checks, or saving throws or to AC. +3 rounds {+1/channel die}} for one channel.
Bonded Holy Symbol: as per wizard’s
Chronicle Boons
1) The Segang Expedition
2) The Consortium Compact
Inside Knowledge: +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
Lord Avid’s Recommendation: +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon for +4 and you can apply it while interacting with anyone on the Isle of Kortos.
the Merchant's Wake
Kellshite Patron: The trade prince vanity has no fame prereq. Business vanities cost 1 less.
Tyrhanny of the Winds, Part I: The Sandstorm Prophesy
Air Affinity:
3) Merchant's Wake
4) ToW I, The Sandstorm Prophesy
5) ToW II, Secrets of the Endless Sky
6) The Temple of empyreal enlightenment
7) ToW III, Caught in the Eclipse
8) House of Harmonious Wisdom
Legacy of a Princess: crap
Sun shogun Talismans: May purchase certain talismans that you may use an immediate action to prevent it from activating.
9) Tome of Righteous repose
Righteous redemption: check box to requisition crap
Worthy Foe: check box swift action to get +2 on CL checks to overcome spell resistance and increase DC by 1, and +2 ST. Only for undead, reptilians, humans, or orcs
10) Wrath of the Fleshwarped Queen
Runewarden's Teachings: Access to Runegard prestige class
Thassilonian Archivist: check a box to ad d4 to knowledge check, or a d8 if related to Tassilon, sin magic, fleshwarping, etc.
11) The Glass River rescue
12) The Unseen Inclusion
Debt of the Scarred Sage: keyword
Secrets Beyond Sight: Cross off to cast object reading, scent, blindsense, or tremorsense
13) Call of the Copper gate
Wary of Space: Check box for +2 ST vs aberrration of creature from Dark Tapestry
14) The Jarlsblood Witch Saga
Linnormhide Armor: Useless
Rare Weapons: Useless
15) Down the Verdant Path
Remnant of the First World:[/i] Staff cries if Guy leaves the room
16) Oath of the Overwatched
Staff of the Overwatched
17) Death on the Ice
Ice Walker: Check box for cold resistance equal to level for 3 hours or endure elements
Runic Tattooing: Check box to add cast spell of lvl 3- touch or personal as tattoo for 24 hours which can be recast
Varki Archeology: Check box for +4 to roll knowledge on Erataki, the Varki, undead, magical beast, or Crown of the World.
Ice Shape: Gain ability to case Ice Shape (like stone shape but for ice)
18) The Solstice Scar C
Blight Bane: Challenge animal, plant or vermine as swift action to gain +1 bonus to attackes for +6[wis] rounds. May give to adjacent ally as move action
19) The Bloodcove Blockade
Malika's Aid: check box to roll heal, Kn geo, Kn nat, or survival twice. Treat as trained and have minumum +5 to roll.
20) We be Super goblins
21) Debt to the Quah
Careful Archeologist: cross off to gain secondary success condition
Items:: Various uninteresting items.
22) The Immortal Conundrum
NA) Siege of Gallowspire (backup character for Marta)
- Restorative Burst Medic Boon: Check box if reduced below 0 to heal all withing 30' as channel by cleric of same level
23) You Only Die Twice
24) The Spire Axis
25) The Magma Vault 8–10
Emerald Spire Level Progression:
Adventure Legal Character Levels
Level 1: The Tower Ruins 1–2
Level 2: The Cellars 1–3
Level 3: Splinterden 2–4
Level 4: Godhome 3–5
Level 5: The Drowned Level 3–5
Level 6: The Clockwork Maze 4–6
Level 7: Shrine of the Awakener 5–7
Level 8: The Circle of Vissk-Thar 6–8
Level 9: The Spire Axis 7–9
Level 10: The Magma Vault 8–10
Level 11: The Tomb of Yarrix 8–10
Level 12: The Automaton Forge 9–11
Level 13: The Pleasure Gardens 9–11
Level 14: The Throne of Azlant 10–12
Level 15: Order and Chaos 10–12
Level 16: The Emerald Root 11–13