Defenses
AC 18, touch 14, flat-footed 15 (+3 Dex, +2 armor, +2 natural armor, +1 Deflection)
hp 45 (7d8+7)
Saves Fort +8, Ref +7, Will +12 (+2 insight bonus on all saves against mind-affecting effects)
Offense
Speed 40 ft.
Melee mwk dagger +5 (1d4-1) 19-20x2
Melee bite +4 (1d6-1)
Ranged Special attacks channel positive energy 6/day (DC 16, 3d6)
Cleric Spells Prepared (CL 7th, concentration +12):
4th: crushing despair (DC 20) [D], persistent burst of radiance (DC 17), freedom of movement
3rd good hope [D], dispel magic, prayer, [empty]
2nd hideous laughter (DC 18) [D], burst of radiance (DC 17), lesser restoration, mortal terror (DC 18), spiritual weapon
1st feather fall [D], bless, divine favor, remove fear, sanctuary, shield of faith, shield of faith
0 (at will)—create water, detect magic, read magic, light
D Domain spell; Domains Isolation, Travel Revelry
Spell-Like Abilities (CL 11th)
1/day comprehend languages
Statistics Core Stats: Str 9, Dex 16, Con 12, Int 10, Wis 20, Cha 16
Base Atk +5; CMB +4; CMD 18
Feats Armor of the Pit, Persistent Spell, Spell Focus (Enchantment), Spell Penetration
Traits Beacon of Faith, Natural Flyer, Rising Star, Nervous
Skills Craft (Painting) +11, Diplomacy +11, Fly +12, Knowledge (History) +10, Sense Motive +18, Spellcraft +10, Survival +10
Languages Common, Abyssal
Combat Gear masterwork dagger, scroll of comprehend languages Other Gear +2 bracers of armor, +1 ring of protection, +2 cloak of resistance, +2 headband of inspired wisdom, lesser extend metamagic rod, masterwork painter's tools, outfit (traveler's), outfit (courtier's), silver holy symbol, subtle mask (two triumphs) Currency 130.5 gp
Feats Armor of the Pit You gain a +2 natural armor bonus.
Persistent Spell Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. Level Increase: +2 (a persistent spell uses up a spell slot two levels higher than the spell’s actual level.)
Spell Focus (Enchantment) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Spell Penetration You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
Special Abilities Agile Feet (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.
Beacon of Faith (Trait) You wield the might of your faith with power and clarity. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.
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 her channel energy.
Bonded Holy Symbol (Su) At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of her deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant her bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to her bonded holy symbol as if she had the required item creation feat (typically Craft Wondrous Item), provided she meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to her bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.
Darkvision Tieflings can see perfectly in the dark for up to 60 feet.
Domain Mastery (Isolation, Travel) At 1st level, when an ecclesitheurge chooses her cleric domains, she designates one as her primary domain (Isolation) and the other as her secondary domain (Travel). An ecclesitheurge can use her non-domain spell slots to prepare spells from her primary domain’s spell list.
Each day when she prepares spells, an ecclesitheurge can select a different domain granted by her deity to gain access to that domain’s spell list instead of her secondary domain spell list. She does not lose access to her actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge with Glory as her primary domain and Good as her secondary domain can choose to gain access to the Healing domain; until the next time she prepares spells, she uses the Healing domain spell list as her secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.
Ecclesitheurge's Vow At 1st level, an ecclesitheurge makes a vow to her deity to be protected solely by her faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use her blessing of the faithful ability, use cleric domain powers, or cast cleric spells.
Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Guarded Mind (Ex) You gain a +2 insight bonus on saving throws against all mind-affecting effects.
Maw or Claw (Bite) Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Natural Flyer (Trait) All your life, the sky has beckoned to you, and you have dreamed of reveling in the freedom and bliss of flight. You gain a +1 trait bonus on Fly checks, as well as Acrobatics checks attempted while flying. Fly is always a class skill for you.
Nervous (Drawback) Living under constant threat of death or worse from your oppressive government, your nerves have frayed terribly. Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Rising Star (Trait) All too often, great minds must suffer for their art, but you’re one of the lucky ones. Your skills attracted the attention of a noble patron who pays for your food, housing, and tools. As your patron introduces you to other cultural elites, you’re slowly learning to navigate the treacherous waters of high society, but you still remember the lean times when each meal was a hard-won treasure. You gain a +1 trait bonus on Sense Motive and Survival checks, as well as checks using a single Craft or Perform skill of your choice; one of these skills is always a class skill for you. Once each day, you can invoke your patron’s reputation or name one of your own prominent works to gain a +2 circumstance bonus on a single Bluff, Diplomacy, or Intimidate check. You begin the game with a masterwork musical instrument or tool appropriate to the Craft or Perform skill you selected, a gift from your patron.
Travel Domain You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.
Weapon and Armor Proficiency An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but she’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.
Background:
"You are not bound by who the world thinks you to be. You are your own soul, and what you choose to do with it is your choice alone. But know this—you are not alone." -Beyond Midnight
The trajectory of Meraki's life has been, to put it mildly, unconventional. Born hooves-first to a Rahadoumi merchant and his wife in the port city of Botosani, her fiendish ancestry was immediately apparent. When the midwife fled into the night to alert the Pure Legion to the taint of divinity present in her bloodline, Meraki's parents were faced with a choice: abandon their newborn daughter (strange as she was) to an uncertain fate, or abandon their home and seek asylum in a strange port. Fortunately for Meraki, her parents chose the path of love and self-sacrifice. Swaddled in thick blankets and carried through the streets under cover of darkness, Meraki's was already an exile from her birthplace from her first hours upon Golarion.
Finding a smuggler willing to take her family nearly cost every bit of wealth they had been able to bring with them. Securing their entry into Taldor cost everything that was left.
Glorious Oppara is not a kind place to non-humans, particularly the plane-touched. Meraki's parents tried to shelter her as best they could while rebuilding their lives in a foreign land, often leaving her at home while they went out to work. It came as quite a surprise, then, when the young girl began sharing stories of "the nice lady" who would watch over her when she was home alone. Try as they might, they could never pry a name or a clear description of the woman out of the child, only that "she's like me." Eventually, the stories stopped, and the whole thing was dismissed as a child's imaginary friend.
When Meraki came of age and could no longer stand to be cooped up in her home any longer, she ventured out into the city. She discovered firsthand Oppara's distaste for non-humans, and found herself subjected to stares, suspicion, and maltreatment due to her otherworldly appearance. For her own safety, she learned to read the subtle cues that could indicate the difference between an impolite stare borne of curiosity and a glare that could be a precursor to violence. When that failed, she learned how to defuse a situation. She took to walking the streets at night, where she could more easily avoid notice.
It was on these nighttime excursions, gazing up at the moon, that Meraki discovered her love of painting. It started small, just a sketchpad she could use to track the movement of the stars or share the beauty of nighttime with her parents. For her birthday, Meraki's father gifted her with an easel, paint, and a set of brushes. Her paintings began to find their way into the hands of her family's associates and employers, and curiosity about their creator brought the attention of certain nobles to a tiefling girl who was wholly unprepared for it.
Meraki isn't ready for the life of intrigue and violence she is being drawn into, but when she is alone, she can feel a reassuring hand on her shoulder, hear the smile the accompanies it, and knows that she is on the right path. She just needs to have faith.
Appearance:
For better or for worse, Meraki stands out in any crowd. With skin the color of a ripe plum, a lively tail, and small, bat-like wings, she will never be mistaken for a deformed human or elf as some tieflings are. In light of these obvious features, her yellow eyes with their vertically slit pupils only register on closer inspection (of course, her hooves would stand out more if they were not usually hidden beneath a long skirt or dress). Meraki favors clothing in cool tones, particularly blue, to complement her skin tone. Her hair is possibly the most ordinary thing about her appearance, straight and black just like her mother's. Around her neck she wears a silver amulet that was gifted to her as a child, in the shape of the moon with a seven-pointed crown.
Personality:
Meraki is reserved, generally choosing to observe a conversation rather than insert herself into it. She smiles often, though rarely open-mouthed--more than one alarmed reaction to her wickedly sharp fangs has made her wary. Meraki enjoys sketching landscapes and portraits of the people she encounters. While it is difficult for her, the study of magic has also been a particular interest.