XP 3 200
Femelle race bonus language ~ modern human language young aasimar (angel-blooded) summoner 5 / evangelist 3
NG Medium outsider (native, angel-blooded)
Init +2; Senses darkvision 60 ft., Perception +7
AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural)hp 59 (8d8+16)
Resist acid 5 , cold 5 , electricity 5 , fire 2
Space 5 ft.; Reach 5 ft.Innate Spell-Like Abilities: alter self ( DC , 1/day) Wayfinder Spell-Like Abilities: detect evil (at will), light (at will), protection from evil (1/Day)Cloak of the Crusader Spell-Like Abilities: bless (1/Day)Knight-Inheritor's Ring Spell-Like Abilities: bless weapon (1/Day), prestidigitation (DC 10,at will), wartrain mount (1/Day)Inheritor’s Light Spell-Like Abilities: inheritor's smite (1/Day)
3rd (2/day)—magic circle against evil
2nd (5/day)—blur, haste, restore eidolon, lesser, see invisibility
1st (5/day)—mage armor, mount, protection from evil
0 (at will)—detect magic, guidance, light, message, read magic, resistance
Feats Bodyguard, Combat Reflexes, Deific Obedience, Resilient Eidolon
Skills Acrobatics +4 , Climb +2 , Diplomacy +7 , Escape Artist +0 , Fly +0 , Heal +13 , Knowledge (Nobility) +5 , Knowledge (Planes) +9 , Knowledge (Religion) +8 , Linguistics(Tien) +5 , Perception +7 , Ride +4 , Sense Motive +6 , Spellcraft +7 , Stealth +0 , Swim +2 , Use Magic Device +10
Languages Celestial, Common, Tien, Varisian
SQ aligned class, bond senses, bonus summoner eidolon dr (5x), cantrips, celestial language, celestial resistance, courageous, divine boon, eidolon, iomedae's obedience, life link, maker's call, obedience, protective grace, resistance to acid 5, resistance to cold 5, resistance to electricity 5, resistance to fire 2, shield ally, skilled, skilled, spell-like ability, summon monster, weapon and armor proficiency, weapon and armor proficiency
Combat Gear magnesium (4), acid (flask) (3), antiplague (vial), antitoxin (vial), scroll (endure elements), potion (touch of the sea/wizard/1st), holy water (flask); Other Gear +1 benevolent chain shirt (fire-forged steel), inheritor's light, acid (flask) (3), holy water (flask), dagger, dart, longsword (cold iron/masterwork/consecrated), masterwork mace (heavy/cold iron/consecrated), shining wayfinder, wand of cure light wounds, cloak of the crusader, wand of lesser rejuvenate eidolon, knight-inheritor's ring, outfit (explorer's), spell component pouch, belt pouch, healer's kit, holy symbol (iron), backpack, masterwork, holy text (typical), rope (silk/50 ft.), scroll case, cold-weather outfit (2), wrist sheath, spring loaded, wrist sheath, spring loaded
Aasimar (Angel Blooded) Angel Blooded Aasimars Receive a +2 bonus to Strength and Charisma and a +2 bonus to Heal and Knowledge (planes) checks. They can cast Alter Self as a spell like ability.
Aligned Class (Ex) Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features ofher aligned class as well as those of the evangelist prestige class.
Attuned to the Citysong Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
Axe Beak Companion As long as you have Chronicle sheets for all three parts of the Quest for Perfection campaign arc, you may take an axe beak as a loyal mount or companion; the Chronicle sheets need not be consecutive or in order, but all three must be present in the same character's records. If you possess a class feature which permits you to take an animal companion or a mount that progresses as an animal companion, you may add the axe beak to your list of legal and available companions. You must present a copy of Pathfinder RPG Bestiary 3 in order to use an axe beak companion as if it were allowed as an additional resource. Other than provide access to this animal as a choice of mount or companion, this boon provides no mechanical benefit.
Bond Senses (Su) As a standard action, share the senses of your eidolon, hearing, seeing, smelling, tasting, and touching everything your eidolon does. You can use this ability 5 rounds per day. There is no range to this effect, but your eidolon and you must be on the same plane. You can end this effect as a free action.
Bonus Summoner Eidolon DR (5x) Summoner: Add DR 1/evil to the summoner's eidolon. Each additional time the summoner selects this benefit, the DR/evil increases by +1/2 (maximum DR 10/evil).
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Celestial Language (Ex) Aasimars speak Celestial.
Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Courageous (Sp) Each day, upon performing your obedience, choose one of the following spell-like abilities: Remove Fear 3/day, Blessing of Courage and Life 2/day, or Heroism 1/day
Current Prestige Points (18x) The character has 18 current prestige points.
Darkvision See in the dark up to 60 ft.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Distrust of Witches Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
Divine Boon As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist's chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Deific Obedience feat on page 210 and the core deity descriptions in Chapter 1 for details on these divine boons. When a divine boon grants a spelllike ability, the evangelist's caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.
Eidolon (Ex) You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.
Fame (34x) The character has accumulated 34 Fame. He has a +3 to Diplomacy with members of his faction. Maximum Item Cost: 561000 gp
Force for Good (Silver Crusade Faction) Your good-aligned spells are especially powerful, and they function at +1 caster level. This trait makes your aura more powerful (one step higher), as outlined in the detect evil spell.
Gloomspire Explorer [__] Despite having studied only a small portion of the Sevenfinger's tomb, you are now one of the Society's foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than Gloomspires.
Heroes of Magnimar Thanks to your actions in Ravenmoor, and the protection of Magnimar's interest in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.
Iomedae's Obedience Hold your primary weapon in front of you and hang a holy symbol of Iomedae from it. Kneel while focusing on the holy symbol, pray for guidance and protection from the Inheritor, and swear to follow her teachings. Gain a +4 sacred bonus on Diplomacy and Knowledge (nobility) checks.
Life Link (Su) A close bond is formed with your eidolon. Whenever your eidolon takes enough damage to send it back to its home plane, you can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to your eidolon. This can prevent your eidolon from being sent back to its home plane. In addition, you and your eidolon must remain within 100 feet of one another for your eidolon to remain at full strength. If your eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If your eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If your eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when your eidolon gets closer to you, but its maximum hit point total does return to normal.
Magical Scrivener Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
Maker's Call (Su) As a standard action, you can call your eidolon to your side. This functions as dimension door, using your caster level. When used, your eidolon appears adjacent to you (or as close as possible if all adjacent spaces are occupied). If your eidolon is out of range, the ability is wasted. (0/day)
Obedience (Ex) In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class (see below), an evangelist must perform a daily obedience to her chosen deity (see page 10).
Pharasma's Blessing [__] You may reroll any single attack roll targetting an undead creature or any single saving throw against an undead creature's ability or effect, always take the result of the second roll. You must make the reroll before the result of the first roll is known. If Pharasma is your deity, you recieve a +4 bonus on your reroll. (One time use).
Beacon of Good (Silver Faction) Beacon of Good (Silver Crusade, Fame 5, 2 PP) The Shining Crusade gives you a shining wayfinder (see page 55) emblazoned with the emblem of a silver dragon. If you lose your shining wayfinder, you can purchase a new one for an additional 2 PP. Members of the Silver Crusade who are caught selling shining wayfinders for their own profit are exiled, and must switch factions.
Free purchase up to 750 gp Free purchase up to 750 gp (2 PP)
Retraining (7x) The character has spent prestige points to retrain.
Temple Temple (4 PP): Regardless of your class, you are an active member of your local temple or place of worship. Your commitment to seeing your faith prosper and grow has ingratiated you with the local clergy, and you may even hold a spot among them when not out adventuring. You can use Heal to make Day Job rolls. Once per game session, if you have access to an operating temple of your faith, you can have a cleric cast either cure moderate wounds or lesser restoration on yourself or one of your allies, free of charge. You must visit the temple to receive this attention.
The Cost of Beneficence (Silver Faction) The Cost of Beneficence (Silver Crusade, Fame 10, 1 PP) Whenever you give magical healing that you have rightfully paid for to an NPC, the Silver Crusade reimburses you for half the cost of replacing such resources. For example, if you give a lost orphan a potion of cure light wounds you purchased at the start of an adventure, at the session's conclusion, the Silver Crusade would reimburse you 25 gp to help defer the cost of your generosity. You receive no reimbursement for expended healing paid for with Prestige Points only or found in the course of an adventure (as no gp were expended to purchase it).
Protective Grace (Su) The evangelist's chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.
Purity of Faith (Iomedae) Your soul is free from impurity, and you are deeply committed to fulfilling your duties to the church. You gain a +1 trait bonus on Will saving throws and a +1 trait bonus on saving throws against spells and effects originating from an outsider with the evil subtype.
Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 2 points of Fire damage each time you take fire damage.
Resisting the Gossamer King Your body was subject to a barrage of poisons and diseases in Ravenmoor. You had to either fight through those debilitating effects coursing through your veins or die. As a result your body has toughened, and you have gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against poisons and diseases.
Secrets of Creation (Armorer's District) Among the fragile texts in Jormurdum you found treatises on the enchantment of magic arms and armor. One per day you can cast magic weapon as a spell-like ability with a caster level equal to your character level. In addition, whenever you cast greater magic weapon or magic vestment, you treat your caster level as one higher for the purpose of determining the spell's effects. If you wield a weapon or wear armor augmented by either of these spells, you treat the spells caster level as one higher (unless the spell has already benefited from this boon).
Shield Ally (Ex) Whenever you are within your eidolon's reach, you receive a +2 shield bonus to your Armor Class and a +2 circumstance bonus on your saving throws. This bonus does not apply if your eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
Skilled (Ex) Angel Blooded Aasimars receive a +2 bonus to Heal and Knowledge (planes) checks.
Skilled Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can't be changed.
Sky Citadel Reclaimer You succeeded in reclaiming the sky citadel Jormurdun, an immense fortress city abandoned millennia ago. You were able to claim a small boon for yourself either by studying the lore left behind by the dwarves or earning a divine favor by restoring a shrine to working order. Choose one of the following rewards, and the other four off your Chronicle sheet.
Sky Key Core You assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears this is just one piece of a larger device. Each time you earn a Sky Key component boon, you also recover one spent Prestige Point.
Spell-Like Ability (Sp) Angel Blooded Aasimars can use alter self 1/day as a spell-like ability.
Summon Monster (Sp) You can cast Summon Monster 3 as a spell-like ability 5 times per day as a standard action and the creatures remain for 5 minutes (instead of 5 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.
Unrelenting Defense (Miner's District) [__] You have received a boon from one of the dwarven pantheon, granting you the ability to withstand physical harm without complaint. You can use this boon as a mode action to gain DR/adamantine equal to 1 + half your level for 5 rounds. If you already have DR/adamantine (such as from stoneskin), you instead increase the DR value by 3 for 1 minute. WHen you use this boon, cross it off your Chronicle sheet.
Urban Tenacity Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
Weapon and Armor Proficiency An evangelist is proficient with all simple weapons and light armor. An evangelist also gains weapon proficiency with her chosen deity's favored weapon.
Weapon and Armor Proficiency