1st: Warpriest; Aura, Blessings (Holy Strike, War Mind), Focus Weapon, Orisons, Sacred Weapon 1d6; Favored Class (Warpriest), +1 skill rank
2nd: Warpriest; Fervor 1d6; Favored Class (Warpriest), +1 skill rank
3rd: Warpriest; Bonus Feat; Favored Class (Warpriest), +1 skill rank
4th: Warpriest; Channel Energy, Sacred Weapon +1; Favored Class (Warpriest), +1 skill rank
5th: Warpriest; Fervor 2d6, Sacred Weapon 1d8; Favored Class (Warpriest), +1 skill rank
6th: Warpriest; Bonus Feat; Favored Class (Warpriest), +1 skill rank
7th: Warpriest; Sacred Armor +1; Favored Class (Warpriest), +1 skill rank
8th: Warpriest; Fervor 3d6; Sacred Weapon +2; Favored Class (Warpriest), +1 skill rank
9th: Warpriest; Bonus Feat; Favored Class (Warpriest), +1 skill rank
10th: Warpriest; Blessings (major), Sacred Armor +2; Favored Class (Warpriest), +1 skill rank
11th: Warpriest; Fervor 4d6; Favored Class (Warpriest), +1 skill rank
12th: Warpriest; Bonus Feat, Sacred Weapon +3; Favored Class (Warpriest), +1 skill rank
13th: Warpriest; Sacred Armor +3; Favored Class (Warpriest), +1 skill rank
14th: Warpriest; Fervor 5d6; Favored Class (Warpriest), +1 skill rank
15th: Warpriest; Bonus Feat. Sacred Weapon 2d6; Favored Class (Warpriest), +1 skill rank
16th: Warpriest; Sacred Armor +4, Sacred Weapon +4; Favored Class (Warpriest), +1 skill rank
17th: Warpriest; Fervor 6d6; Favored Class (Warpriest), +1 skill rank
M Android Warpriest 17 Age 7
LG Medium Humanoid/Construct
Patron Deity: Iomedae
Init +5; Senses All-Around Vision, Darkvision (120 ft.), Low-Light Vision; Perception +31
AC 26 , touch 16, flat-footed 22 (+10 armor, +1 shield, +1 deflection, +4 Dex)
Hit Points 118(138)
Fort +10/+12(+14), Ref +11(+15), Will +13(+15)
Speed 40 ft. (30 ft. base)
Melee Starfall Spade +17/+17/+11/+6/+6 (2d6+5+2/2d6+5+2/2d6+5+2/2d6+5+2 19-20/x2), or Dagger +18/+13/+7 (1d4+5 19-20/x2)
Ranged +2 Construct Bane Longbow +20/+15/+10 (1d8+5/x3) 100 ft., Against Constructs +22/+17/+12 (1d8+2d6+5/x3), or Dagger +18/+13/+7 (1d4+5 19-20/x2) 10 ft.
Space 5 ft., Reach 5 ft.
Str 14(20), Dex 16(22), Con 11 (15), Int 12, Wis 16, Cha 13
Base Atk +12/+7/+2; CMB +18; CMD 31
Fate's Favored (Faith) - Ever since his awakening as a disciple of Iomedae, Fireday has felt her presence guiding and guarding him, a source of solace in harsh and hostile Numeria.
Skills (6 points; 2 warpriest, 1 Int, 1 favored class, 2 background):
Racial Modifiers: +2 Dexterity, +2 Intelligence, –2 Charisma, Exceptional Senses, Constructed, Nanite Surge 1/day.
Languages: Aklo, Androffan, Celestial, Common, Hallit
Location: On Person
Money: 16 GP 3 SP 0 CP
Explorer's Outfit 8 lbs. - 10 GP
Powered Armor (100 Charges) 50 lbs. - Priceless
Dagger 1 lb. - 2 GP
Wand of Cure Light Wounds (50 charges)
Warpriest's Kit 31 lbs. - 16 GP
Total Weight: 108 lbs.
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil on page 266 of the Core Rulebook for details).
A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.
War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).
Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–14. These spells are cast as any other spell, but aren’t expended when cast and can be used again.
Sacred Weapon (Su):
At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–9 on page 469 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.
An evil warpriest (or a neutral warpriest of an evil deity) can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name.
A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below).
Chaotic, Evil, Good, and Lawful Spells:
A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.
By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Channel Energy (Su):
Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.
A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.
Sacred Armor (Su):
At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.
These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–4 on page 463 of the Core Rulebook). For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.
The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield.
When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.
Spells Per Day/Bonus Spells
0 (Save DC 23) - 5
Fireday's most striking feature are intense, metallic green eyes that glow with an eerie light when he activates his nanites or calls upon the Inheritor's power. The rest of his face appears to have the typical craggy features common to the Kellid people, but with a youthful softness, as if he's only just grown into manhood. He keeps his head and face clean-shaven, to make them easier to conceal.
He has a light, athletic figure, not muscle-bound, but capable of solid strength when necessary. His flesh has an ashen cast to it, broken up by his green circuitry marks, something he takes great pains to hide so their glow when they're activated does not give away his true nature.
Fireday has wrapped himself in bandages from near head to toe, hoping to hide his android features and appear more human to protect himself. Over these bandages, he wears sturdy traveler's garb with Iomedae's holy symbol embroidered onto it in several places, depicting his allegiances for all to see. His armor consists of a solid mail shirt that covers his torso and upper arms as well as his legs down to his knees. He wears a hood to obscure his bandaged face, hoping to make his eyes less noticeable as well. On the other hand, the android is almost a walking armory, with a monk's spade in his hands like a walking stick, a sword at his side, and a pair of pila in his pack, as well as a set of six darts tied to the breast of his mail shirt for easy access.
Fireday is a pious soldier of Iomedae, dedicated to her doctrine of promoting good through force of arms, a necessity to those who would try to make Numeria a better place. While fully prepared to defend himself from Technic League agents and paranoid Kellid villagers alike, Fireday attempts to keep his artificial nature as an android secret, hiding his circuitry marks with bandages and travelling from place to place to prevent people getting too curious about his identity.
While most androids have trouble processing their own emotions and those of others, Fireday has gone to great lengths to try and understand both and develop a sense of empathy, to help protect himself from those who would wish him harm or try to deceive him. Unlike the average android, who meets all challenges with a calm, even demeanor, Fireday can be inspired to righteous anger, especially where the Technic League is concerned, but he's smart enough to know where and when to unleash that fury.
In addition, Fireday still experiences the same sense of curiosity and wonder that endeared him to the crusaders who discovered him. Despite his caution towards and hatred of the Technic League, the technology of the Silver Mount fascinates him, as he believes understanding it will help him better understand himself.
Fireday seeks to bring Numeria's people the justice they've been denied by the Technic League. The League is his greatest enemy, especially the man named Osmyn Zaidow, who slew the crusaders that found him and gave him his name. He knows he cannot defeat the entire nation alone, and so as he travels he seeks allies willing to stand up to them in the hopes of rallying Numeria to overthrow the Technic League's evil once and for all. Part of him also feels that he must seek to understand himself through the technology of the Silver Mount, since he knows that it is where most androids like him come from, and through faith in Iomedae, seeing her ascendance from mortal to goddess as similar to his transition from machine to thinking and feeling person.
Fireday may appear to be a human man in his late 20s or early 30s, but his experiences as himself only began 7 years ago. He remembers awakening in a small divot in the ground, staring up at the night sky and hearing raucous voices up above. Seeming to already know how to get up and move, he crawled from the hole and saw a group around a campfire who jumped in surprise at seeing him. They attempted to speak to him in words he didn't understand, and he made sounds to try and respond that they didn't understand, until they were convinced he wasn't a threat. One of them, dressed in shining golden armor, gently invited him to sit at the fire and share their meal, and spoke to him gently, calling himself Corrus. As the night went on, he found himself starting to understand these people through listening as they talked, surprising them by finally saying something they could understand. Corrus gave a small cheer and clapped him on the back, asking him his name. As he did not have one, he hesitated, and Corrus suggested that evening was called Fireday, so why not name him after the day he'd been found if he didn't have a name already. Fireday smiled, and took the name as his own.
The next day, Fireday helped Corrus and his men pack up their camp and joined them as they traveled north. Corrus explained that he was a paladin, and his men were crusaders, and they were headed to Mendev, a place north of Numeria, where they were, to fight terrible monsters and protect good people. Fireday began asking the men question after question after question, and while some became annoyed, Corrus patiently answered everything Fireday asked. Unfortunately, a few days after meeting them, Fireday and Corrus' group was ambushed. A strange bald man with a glowing sword, flanked by strange metal men armed with even stranger weapons systematically slaughtered the crusaders. Corrus threw himself at the swordsman and yelled for Fireday to run, run to Castle Urion. As Fireday ran, he looked back and saw the man mercilessly overpower Corrus and kill him. After running for the better part of a day, Fireday arrived at Castle Urion and collapsed at its gate.
When Fireday came to, he was brought to Caroliss Minerran, the fortress' leader. Her countenance fell as Fireday told his story, describing Corrus' death and his instruction to run. Minerran explained that the man who attacked them was a member of a group called the Technic League, and when Fireday asked why they'd attacked them, Minerran suggested it was because Fireday was an android the League wanted to study or enslave. Fireday felt so many different things welling up inside him, and he began yelling about the League's evil and how Iomedae should stop them...at which point Minerran offered to teach him.
Castle Urion would be Fireday's home for the next seven years as he immersed himself in Iomedae's faith, until finally being ordained as a warpriest of Iomedae. In that time, the knights of the castle had discovered a strange piece of technology that would help them in Mendev's efforts against the demons...which of course drew the ire of the Technic League. Upon discovering a League spy in the castle, Fireday realized he could not stay much longer. His presence would only make the League more likely to want to investigate the castle. Wrapping his circuit-markings in bandages to appear less artificial, he left Castle Urion and began wandering Numeria to fight the League and prevent what happened to Corrus from happening to anyone else. This eventually led him to the village of Torch, just as the violet flame that was its livelihood went out. Fireday was convinced the Technic League must have done this, and prepared to investigate.