Gender |
EG 5/AoA 9/Mys 6 | HP: 130/130 | AC: 27 / T: 16 / FF: 26 | Fort: +11, Ref: +10, Will: +20; +4 spells/SLA/blind/visual | M. Touch: +7, R. Touch: +8 | CMB: +7, CMD: 20 (25 vs trip) | Init: +16, Perception: +28 |
Strength |
10 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
16 |
Wisdom |
28 |
Charisma |
18 |
About Maika, Seller of Miracles
Maika
Appearance - Avatar
Female human eldritch godling 5/agent of accrual 9/Mystic 6
LN Medium humanoid (human)
Init +16; Senses darkvision 60 ft.; Perception +28
Aura aura (10 ft. radius)
Resources:
. Agile Feet: 12/12 (rounds per day)
. Armor Attunement: 1/1 (per day)
. Channel Positive Energy: 4/7 (per day)
. Commission Fund: 2,959 GP
. Dimensional Hop: 120/120 (feet per day; 5 foot increments)
. Divine Weapon: 1/1 (at a time)
. Legendary Power: 4/4 (per day)
. Miraculous Accounts: 13/13 (at a time)
. Mythic Power: 11/15 (at a time; regains 3 per day)
. Weapon Attunement: 1/1 (per day)
Spells:
. 6th: 2/3
. 5th: 5/5
. 4th: 6/6
. 3rd: 7/7
. 2nd: 7/7
. 1st: 5/7
Occult Skill Unlocks:
. Automatic Writing: 1/1 (per week)
. Dowsing: 1/1 (per day)
. Faith Healing: 1/1 (per day)
. Hypnotism: 1/1 (per day)
. Phrenology: 1/1 (per day)
. Prognostication: 1/1 (per day)
. Psychometry: 1/1 (per day)
. Read Aura: 1/1 (per day)
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 26 (+9 armor, +2 deflection, +1 Dex, +3 enhancement, +2 natural)
hp 130 (14d6+46)
Fort +11, Ref +10, Will +20; +4 insight vs Spells/SLAs, +4 resistance bonus vs. blindness and visual effects
Defensive Abilities hard to kill, mythic saving throws
--------------------
Offense
--------------------
Speed 50 ft.; agile feet, dimensional hop
Ranged +3 javelin +11 (3d6+3)
Special Attacks channel positive energy (6d6), mythic power (15/day, surge +1d8+1)
Spell-Like Abilities (CL 12th; concentration +16 (automatically succeeds); dispel resistance; dispel check +4)
. . 1/day・antimagic field, dispel magic, identify, imbue with spell ability, magic mouth (DC 22), spell resistance
. . 6th (1/day)・find the path, hold monster (DC 26)
. . 5th (1/day)・dispel chaos, teleport
. . 4th (1/day)・dimension door, order's wrath (DC 24)
. . 3rd (1/day)・fly, magic circle against chaos
. . 2nd (1/day)・align weapon (law only), locate object
. . 1st (1/day)・longstrider, protection from chaos
Eldritch Godling (Psychic) Spells Known (CL 12th; concentration +15 (automatically succeeds); dispel resistance; dispel check +4)
. . 6th (3/day)・disintegrate (DC 25)
. . 5th (5/day)・explode head[OA] (DC 24), plane shift (DC 24)
. . 4th (6/day)・greater invisibility, mind thrust IV[OA] (DC 23), rainbow pattern (DC 23)
. . 3rd (7/day)・dispel magic, force punch[UM] (DC 22), haste, major image (DC 22)
. . 2nd (7/day)・invisibility, make whole, mirror image, see invisibility
. . 1st (7/day)・charm person (DC 20), color spray (DC 20), ill omen[APG], magic missile, remove fear
. . 0 (at will)・arcane mark, detect magic, ghost sound (DC 19), mage hand, mending, message, prestidigitation, read magic, stabilize
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 16, Wis 28, Cha 18
Base Atk +7; CMB +7; CMD 20 (25 vs. trip)
Feats Ascendant Spell, Combat Expertise, Deadly Aim, Dispel Focus, Eschew Materials, Greater Dispel Focus, Greater Spell Penetration, Improved Initiative, Persistent Spell[APG], Power Attack, Psychic Sensitivity[OA], Sacred Geometry, Spell Penetration, Unseen Spell
Mythic Feats Extra Path Ability[M], Lucky Surge[M], Potent Surge[M]
Mythic Path Abilities Mystic Secret (Psychic Overload), Enduring Armor, Crafting Mastery, Divine Source, Tongues, Legendary Item 1+2+3
Traits aura (10 ft. radius), reactionary
Skills Acrobatics +6 (+14 to jump), Appraise +20, Climb +5, Diplomacy +15, Handle Animal +8, Heal +15, Intimidate +8, Knowledge (arcana) +18, Knowledge (cultures) +10, Knowledge (dungeoneering) +4, Knowledge (engineering) +8, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +20, Perception +28, Profession (Banker) +18, Sense Motive +23, Spellcraft +20, Stealth +6, Survival +10, Use Magic Device +18
Languages Aboleth, Abyssal, Aklo, Androffan, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dreamspeak, Dwarven, Elven, Ignan, Infernal, Protean, Sylvan, Terran; tongues[MA]
SQ aligned spellcaster class, amazing initiative, ascendancy, ascendancy: defiant magic, ascendancy: talent for mysticism (x2), commission, crafting mastery[MA], diversify holdings, divine source[MA], divine traits, divine weapon, dt: divine portfolio i, dt: mystic inheritance i, dt: paramortal i, dt: paramortal ii, dt: paramortal iii, dt: seer i, enduring armor[MA], erase from time, force of will, forewarned, legendary item[MA], legendary item[MA], legendary item[MA], legendary power, legendary surge, lineage domain: travel, miraculous accounts, mythic bond, protect interests, psychic overload [mythic], recuperation, rejuvenating, returning, sacrificial deposit, soul safe, spells: arcane spell failure, spells: concentration, spells: dispel resistance, tongues[MA], transact miracles (wizard/cleric), void awareness (+4)
Other Gear javelin, cariad aur[MA], cybernetic arm, cybernetic arm, cybernetic eyes, cybernetic legs, 28,000 gp
--------------------
Special Abilities
--------------------
Agile Feet (12 rounds/day) (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aligned Spellcaster Class (Ex) Agents of accrual come from several spellcasting and veilweaving traditions, each offering a unique perspective and skill set. At 2nd level, an agent of accrual must choose a spellcasting or veilweaving class they belonged to before adding the prestige class to be their aligned class. They gain all the class features for one additional level of their aligned spellcasting class as if they had gained a level in it. They gain the class features of an additional level of her aligned class at all levels except 1st and 6th levels. They still retain the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class.
Ascendancy (Ex) As expressions of the godling’s innate mystic power, her spells are subject to her desires, and can be altered through pure acts of will. This power is known as the godling’s ascendancy and is divined into minor and major powers. An eldritch godling has one minor and one major ascendancy at 1st level. Eldritch godlings receive additional minor ascendancies at 5th and 9th level, and major ascendancies at 13th and 17th level. Once an ascendancy has been selected, it cannot be changed. An eldritch godling may always select a minor ascendancy instead of a major, if she prefers.
Ascendancy: Defiant Magic (Ex) Because the spell like and supernatural powers of godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, they can be much harder to dispel or suppress. The godling is considered to have special spell resistance that applies only against dispel and antimagic effects. The value of the SR is 10 + the godling’s level.
This special SR applies only to antimagic and dispel affects, though it applies to such effects even if they normally ignore SR. When spell-like and supernatural abilities used by a godling first interact with an antimagic field (or any similar area), there is a chance the field fails to suppress the godling’s ability. A caster level check must be made for each spell-like or supernatural ability when it first encounters the antimagic field (including when a godling in an antimagic field attempts to use such an ability). If the caster level check does not exceed the godling’s SR, the spell-like or supernatural ability works normally in the antimagic area.
Similarly, when a dispel magic, greater dispel magic, remove curse, or similar magic is used against a spell-like or supernatural ability, the dispelling effect must overcome the godling’s special SR in order to have any chance to dispel or remove the supernatural or spell-like effect. This SR also applies to any similar effect that does not work against gods and artifacts.
Ascendancy: Talent for Mysticism (x2) (Ex) Your godling magic has expanded into other magic powers. You gain a bonus scion talent (or greater scion talent if you are at least 10th level). The talent must be a spell-like or supernatural ability. (You cannot use this to gain a scion talent that is an extraordinary ability or has no listed type). Chosen: Channel Energy, Divine Weapon (Sonic)
Ascendant Spell Imitate mythic version of a spell. +5 Levels.
Channel Positive Energy (6d6, 7/day) (Ex) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Commission (Su) At 2nd level, the agent of accrual gains a special miraculous account for themselves. They gain 5% of the value of a sacrificial deposit as value added to this account each time it is used. They may use this to transact miracles for themselves as they see fit. They cannot transfer value of this fund to or from other accounts they hold but may do so with another agent of accrual. At 8th level the agent gains 10% of the value of a sacrificial deposit instead.
Crafting Mastery (Ex) Can craft any magic item. If you also have the feat, 2x speed & roll all checks twice.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dimensional Hop (120/day) (Sp) At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Dispel Focus +4 CL when you attempt a dispel check.
Diversify Holdings (Ex) At 5th level the agent of accrual may select a second class spell list to use for the transact miracles ability. If a spell appears on both class lists, the agent may use the lesser scroll cost of the two classes.
Divine Source (2 domains) (Su) You can grant divine spells to those who follow your cause.
Divine Traits (Ex) Divine traits are special powers an eldritch godling gains through her divine heritage. Players may select any divine traits for a godling character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait she possesses (though in some cases higher degrees make lower degrees superfluous).
An eldritch godling gains divine trait ranks at 3rd, 7th, 11th, 15th, and 19th levels. The number of ranks gained increases each time, 1 rank at 3rd level, 2 ranks at 7th, and so on. Each time a godling gains divine trait ranks, she may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III).
A godling may save unspent ranks if she wishes, but can only spend them when she gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
Divine Weapon (Ex) You have developed a supernatural weapon of pure immortal power. Summoning the weapon is a free action, and it is permanent until you dispel it (a swift action) or it leaves you hand (causing it to dissipate at the end of your turn). You may wield the weapon as any weapon with which you are proficient. It deals 4d6 base damage if used as a 2-handed weapon, 3d6 damage if used as a 1-handed, thrown, or ranged weapon, and 2d6 if used as a light weapon. The weapon deals energy damage of a type chosen when you select this talent (sonic). The appearance of the weapon reveals the energy type it does (a javelin that does electricity appears to be a lightning bolt, a sword that does fire damage appears to be a column of pure flame, and so on).
DT: Divine Portfolio I (Ex) The godling selects one oracle mystery. He gains one revelation from the mystery. He must meet all the revelation’s prerequisites. The godling treats his godling level as his oracle level for this revelation (including fulfilling the revelation’s prerequisites). The godling may choose to have any of the ability’s calculations that are normally based on Cha modifiers instead be based on any ability modifier of the godling’s choice. (Once this choice is made, it cannot be changed).
This divine trait may be selected more than once. Each time it is selected it costs one more divine trait rank, and grants access to a different mystery and one revelation from that mystery. Chosen: Time (Erase From Time)
DT: Mystic Inheritance I (Ex) The godling selects one sorcerer bloodline or wizard arcane school. If the godling selects a bloodline, he gains the bloodline arcana and the bloodline power gained at 1st level. If he selects an arcane school, he gains one power the arcane school grants at 1st level. The godling treats his godling level as his sorcerer or wizard level (as appropriate) for these powers. The godling may choose to have any of the ability’s calculations that are normally based on Int or Cha modifiers instead be based on any ability modifier of the godling’s choice. (Once this choice is made, it cannot be changed).
This divine trait may be selected more than once. Each time it is selected it costs one more divine trait rank, and grants access to a different bloodline or arcane school. Chosen: Divination (Forewarned), Void (Void Awareness)
DT: Paramortal I (Ex) The godling does not need to eat or drink. While the godling may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass.
DT: Paramortal II (Ex) The godling suffers no penalties from the fatigued condition. A godling that is fatigued and gains the condition again becomes exhausted, as normal. The godling gains darkvision out to 60 feet. A godling that already has darkvisions adds 60 feet to her darkvision’s range. The godling ages only 1 year for every 10 years that pass.
DT: Paramortal III (Ex) The godling does not need to sleep. If the godling has a class that grants spells that normally require a full night’s sleep, the godling instead regains spells once per day (at a time agreed upon by the player and GM). Preparing spells for the day still requires an hour of meditation. The godling ages only 1 year for every 50 years that pass.
DT: Seer I (Ex) As a standard action the godling can attempt to gain knowledge and learn rumors about a given topic. This functions as the gather information function of the Diplomacy skill (expect for the reduced time taken) and the godling gets a special check to determine success. The check is 1d20 + (godling level x 1.5) + the godling’s spellcasting attribute modifier. The godling may only make a single check for a given topic, and cannot make a new check until she has gained another godling level.
If the godling casts a divination spell with a percentage chance of gaining information (such as augury or divination), the godling adds her spellcasting attribute modifier to the chance of success.
Enduring Armor +9 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Erase From Time (2/day) (Ex) As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability once per day, plus one additional time per day at 11th level.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Forewarned (Su) You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power.
Legendary Surge (+1d6 to Saving Throws - All) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item.
Lineage Domain: Travel (Ex) As a result of their divine bloodline, eldritch godlings gain access to the powers and spells of a cleric domain. Once these domains are selected they cannot be changed. (While the player selects these domains, the godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses her class level for her effective cleric level. A godling uses her spellcasting attribute modifier (rather than her Wisdom modifier) to determine save DCs and uses/day of all her lineage domain powers.
Lucky Surge [Mythic] Roll surge dice twice and take the highest result (or thrice if already roll twice).
Miraculous Accounts (13/day) (Su) As a full round action, the agent of accrual can create a pool of magical energy linked to a target they touch. They can have a number of these pools equal to their Charisma Modifier + their Agent of Accrual Level. These pools are then tied to those creatures until the creature has been dead for one week or either the agent of accrual or the targeted creature chooses to abandon the account if it has less than 10 gp in its balance. The agent of accrual cannot create a miraculous account for themselves.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Potent Surge [Mythic] Add 1 to the result of any surge roll.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Protect Interests (Su) At 5th level, the agent of accrual can also spend value from their miraculous accounts to defend an account holder or attack their enemies with transact miracles but only if the account holder authorizes it as an immediate action. The range of approval for using transact miracle expands to anywhere on the same plane.
Psychic Overload [Mythic] (Su) As a standard action, you can expend one use of mythic power to cast any one psychic spell without expending a prepared spell or spell slot. The spell must be on one of your psychic spellcasting class spell lists and must be of a level that you can cast with that psychic spellcasting class.
You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level cannot be greater than that of the highest-level psychic magic spell you can cast from that spellcasting class.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenating (60 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses.
Returning (Plane-Crossing) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function.
Sacred Geometry (Quicken Spell, Maximize Spell; max 5 dice) Use metamagic effects through mathematics without raising spell level.
Sacrificial Deposit (Ex) The agent of accrual can spend one minute in a ritual to sacrifice any object of greater than 100 gp in the name of one of its accounts. This item must have been in the creature’s possession for at least 1 week and believed by its bearer to be their property. At the end of the ritual, the object vanishes never to be seen again. Half of this value is collected into the target’s miraculous account. The other transformative value is assumed to be offered up to the Church of Coin, fiends, or Eternals—although the possibility has been put forward that the entire object is drawn through microconduits in the agent of accrual’s body or soul and that the energy attributed to the target of the miraculous account bond is from elsewhere. This ability does not work on artifacts, relics, or objects that are considered cursed.
Soul Safe Your item carries a part of your immortal spark within it, and unless the item is destroyed you cannot be permanently slain. If you are killed, your body reforms 24 hours later in the nearest open space within 30 feet of the item.
Spells: Arcane Spell Failure (Ex) As long as an eldritch godling feels secure and confident, she can make very simple gestures to satisfy the somatic componets of her spells. As a result, godlings do not suffer arcane spell failure in armor with which they are proficient. This is true even for eldritch godlings that select a spell list from a class that does suffer arcane spell failure.
Spells: Concentration (Ex) As acts of will, the spells cast by eldritch godlings do not require focused attention to cast. Thus an eldritch godling does not need to make concentration checks to cast her spells, even if she suffers damage, distraction, violent motion, or is grappled. An eldritch godling does still need a free hand to cast spells with somatic components, so a pinned godling may not be able to cast such spells because her hands are also pinned.
Spells: Dispel Resistance (Ex) Because the spells of eldritch godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, the spells are much harder to dispel or suppress. The godling is considered to have special spell resistance (equal to 10 + godling level) that applies only against dispel and anitmagic effects. This special SR applies to antimagic and dispel affects that ignore normal SR.
When spells cast by a godling first interact with an antimagic field (or any similar area), there is a chance the field fails to suppress the godling’s innate spell power. A caster level check must be made for each spell when it first encounters the antimagic field. This SR also applies to any similar effect that does not work against gods and artifacts.
Surge (1d8+1) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tongues (Sp) You can understand and speak any language, as the tongues spell.
Transact Miracles (Wizard/Cleric) (Sp) At 1st level the agent of accrual can select one class’ spell list. As a standard action the agent of accrual may “spend” value from a creature’s miraculous account equal to the cost of a scroll for that class and level to create a magical effect from the chosen class’ list on the account holder as long as they are within close range. At 1st level, the agent of accrual can only select 0 or 1st level spell effects to target a creature possessing a miraculous account who approves this use with a free action. This increases at specified levels to a maximum of 8th level spells at 10th level.
Alternatively, as a full round action, two agents of accrual in physical contact can transfer value between their held accounts with the permission of their respective miraculous account holders. An account holder is made aware of any effort to transfer their accrued value and may grant permission regardless of distance or planar location. This transfer is a full-round action that provokes attacks of opportunity.
Unseen Spell You can render your spells invisible. +2 level
Void Awareness (+4) (Su) Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.
--------------------
Religion Information
--------------------
Alignment Lawful Neutral
Pantheon Multiversal
Areas of Concern Selling Magic and Magical Items for Money
Domains Law, Travel
Subdomains Loyalty, Trade
Favored Weapon Unarmed Strike
Symbol A balanced scale surrounded by a circle, with a sack of coins on one side and a swirling arcane symbol on the other
Sacred Animal(s) Dogs
Sacred Color(s) Gold
Obedience Find and sell magic of any level to someone who desires it. This could be as simple as a trick shown to kids or a fairly major working. The buyer must be informed of the nature of the magic and exactly what it will do. Sometimes there is nobody around to sell magic to during a day, and while followers may inquire if their traveling companions want to buy any magic that day, they are discouraged from high-pressure sales tactics and may still receive the benefits of their Obedience even if they don't have anyone to sell magic to. (Maika understands that magic is a luxury service and there won't always be customers, and her followers are not penalized with the loss of power for a day as long as they've made a reasonable effort to find a customer.)
--------------------
Cult Information
--------------------
Cult Center Hyraeatan (planar nexus city)
Cult Leader Unknown
The Demigod of Transacted Miracles is worshiped almost exclusively by spellcasters of varying types, but especially those who want to make a livelihood out of their power. The Guild of Magic Sellers doesn't worship her, precisely, but she does serve as its nominal head.
The Code Of Selling Miracles:
The following are the fundamental principles of selling magic, and all members of the Guild of Magic Sellers must follow them.
1) To perform high-quality casting services at a fair and just price, without seeking to maximize personal profit or pressure customers into buying magic they cannot afford.
2) To use only proven merchandise of high quality distributed by reputable firms when crafting magical items.
3) To furnish an itemized invoice for fairly priced components and casting services that clearly identifies each activity, its cost, and when the customer requested it.
4) To have a sense of personal obligation to each customer.
5) To promote good will between the buyers and sellers of magic and miracles, as well as the local governing jurisdictions.
6) To recommend spellcasting based on what is required to accomplish the customer's stated goal.
7) To offer the customer a fair and transparent price estimate for work to be performed, including estimates for any reasonable alternatives.
8) To clearly explain any protections for the customer relating to uncertain magic, such as petitioning the powers for information.
9) To obtain prior authorization for all work done, in writing or by other means satisfactory to the customer.
10) To notify the customer if appointments cannot be kept or casting cannot be performed.
11) To maintain customer records for one year or more.
12) To exercise reasonable care for the customer's property while it is in my possession.
13) To maintain a system for fair settlement of any complaints.
14) To safeguard the privacy of my customers and their information.
15) To clearly explain the difference between the spells I sell and the spells I cast for personal reasons, such that none have cause to complain.
16) To follow all local laws regarding the sale and use of magic.
17) To provide magic to all customers without fear, favor, or bias.
18) To uphold the high standards of the industry and seek to correct any abuses within it.
19) To uphold the integrity of all sellers of magic.
Oath: I solemnly swear to uphold the Principles of Selling Miracles. I recognize that magic is a gift to the world, to be treasured and used, and that none have exclusive domain or authority over it. It is up to me to maintain the integrity of the Guild and prove worthy of the trust placed in me, and so I shall.
--------------------
Background
--------------------
Short Version: Maika is primarily a support character, capable of hurling around metamagic'd psychic spells with relative ease. She possesses a strong divine weapon capable of dealing sonic damage, but as she's not a warrior, she can't actually bring out its full potential. However, she is excellent at dispelling magic and in general knows quite a lot about magic.
However, her real strength comes when others care to make use of her abilities. As an Agent of Accrual, people can open accounts with her and ask her to cast spells for them on-demand. This allows her to cast Wizard and Cleric spells for them essentially on-demand, including powerful heals or magical attacks, giving her allies enormously expanded capabilities when they choose to request additional help. Scroll effects aren't terrible expensive, so even a relatively small investment of their wealth could go quite a long ways.
----
Maika is the Purveyor of Transacted Miracles, overseer of the multiverse-wide standard exchange of magical services for money. This includes both the spells sold by churches and those sold by private citizens, including the merchants of magical items. In times of yore, she was a wizard of some renown in the planar junction city of Hyraeatan, a major trading hub and general supporter of balance on many levels - not the choice of the city, exactly, but the unique nature of some planar events near it meant that the city would either be balanced or destroyed, so people didn't have much of a choice.
Rising through the House of Prominence, Maika eventually ascended to mythic power and began to rapidly move towards immortality. During this process, the magic she'd studied infused every fiber of her being, shifting her from a scholar to an eldritch godling. Shortly thereafter, she began to work with the Temple of Coin and House of Prominence to create a better way to provide magic to others, leading to the largely-fixed pricing the multiverse knows today.
While not quite on the level of a full deity, Maika's had a significant impact on every church that provides spellcasting services to its members. Notably, however, she is completely neutral on the ethics and personal choices of each faith. She knows that different churches have different rules about who can get what, including occasionally having higher or lower prices, but this is kept in check partly by the standardized prices she enforces on non-religious sellers that participate in her organization (which is most of them). By offering standard prices, sellers have to compete based on quality of service, which means most people can buy spellcasting services and magic items without too much hassle.
Magically, Maika is fairly flexible. She maintains a set of psychic powers as her base casting abilities, complete with the knowledge of how to effectively apply the metamagics she knows to improve the potency of her spells. In many ways, she's among the most knowledgeable figures when it comes to precisely how to cast magic, and she puts this to good use.
As an Agent of Accrual - a prestige class discovered in her home city - Maika is also capable of forming contracts with people and casting spells on them if they're willing to pay for it. She can cast up to 7th-level Wizard and Cleric spells - which is, frankly, quite a lot of the spells that exist at all - and can do it as often as people are able to pay for it. This service carries a premium price - approximately twice the cost of buying it elsewhere - but that's what she decided was appropriate for the ability to provide magic on-demand. This was most notable when a rich planar visitor hired her to cast 50 Limited Wishes in a row for him, a feat of casting rarely surpassed. He walked away a poorer but happier man.
As a godling - whose powers have still progressed, albeit slightly delayed - Maika has a selection of useful powers. She can form a divine sonic weapon in a variety of shapes and use it to smack foes around (though she is not, and should not be mistaken for, a true warrior), and she can Channel Energy several times per day to heal a group. She can also gather information, and as if that wasn't troubling enough for her foes, her expertise with magic is such that she can almost always react before her foes and she is particularly resilient against damage from spells.
In general, Maika is neutral on the matter of what other people do with magic, but she has extremely strong opinions on the sale thereof. As far as she's concerned, a deal is a deal and the seller must follow through. She even hires herself out to provide exclusive magic on-demand, paid up-front or through an agreement with the Church of Abadar (whose banking services her own faith is intimately tied to). As the patron of selling magic, every spell she casts has a price - but she believes in fairness, not greed, and never seeks to try and push people into a purchase they can't afford. (Notably, Channeled Energy is not magic in the traditional sense, so she feels quite free to use that.)
She's willing to sell her services to anybody who will pay, with the only real caveat being that she will not actively seek to hurt herself or her personal interests. In that regard, she's fairly mercenary - utterly loyal while the money lasts, but when the job is over, she moves on. This helps her retain her standing among other faiths, and frankly, she doesn't really provide anything that people couldn't otherwise acquire if they put enough capital into the effort. If people wanted magical support, they'd hire someone else if she wasn't available, so most people don't hold it against her and churches generally agree that her presence is better for them.
Maika is missing numerous body parts - only her torso and most of her head is intact. The rest have been replaced with prosthetics. This is confusing to some - she's quite capable of casting Regenerate on herself through her Commission wealth - but she prefers to keep the advanced cybertech prosthetics.
She's capable of crafting almost any magical gear, but seems content with a shimmering golden holy symbol that she keeps tucked beneath her clothing. This item - Cariad Aur - helps her channel her powers and acts as a divine focus for her abilities. She can use it to heal herself or protect against troubling effects, and she's capable of summoning it across planar boundaries. As a major artifact, it's nigh-indestructable... and unknown to most, it anchors her soul to help prevent her death. This item was key to surviving her original ascension to mythic power and has helped her move closer and closer to true godhood in the years since.