Meyanda

Kavaki Zhen's page

45 posts. Alias of gossamar4.


Full Name

Kavaki Zhen

Race

Android

Classes/Levels

Warpriest (Sacred Fist)4: HP (35/35): AC (19/touch=19/flat=15): Saves (Fort=6/Ref=5/Will=8): Initiative +4: Perception +13: Sense Motive +4

Size

5'10"

Alignment

Lawful Neutral

Languages

Common, Androffan, Gnomish, Hallit

Strength 13
Dexterity 19
Constitution 14
Intelligence 14
Wisdom 18
Charisma 11

About Kavaki Zhen

Background:
. Unearthed after a rockslide, Kavaki was discovered by an old gnome. Not realizing Kavaki was an android until the gnome, Binkbink Fuzzybrain, dug out the android thinking it was a person in need of help. With a fondness of tinkering and wonderment of anything "technical", the arcanist gnome brought Kavaaki back to his home.

. Binkbink entering his twilight years, quickly decided that such a machine could provide as an efficient tool for personal defense against the many dangers of the world, to an older frail gnome. After much trial and error... mostly error, Binkbink decided strictly mechanical engineering would not suffice. He began augmenting his tinkering with magic. With the 1st spell cast upon the android, the circuitry surged with a faint glow.

. With day after day of experimentation, Binkbink got more desperate to achieve a breakthrough. While augmenting some powerful magic spells with some old cleric scrolls he had lying around, BinkBink achieved success and Kavikii powered up permanently. Not having and real weapons around, at least nothing larger than a small sized gnome would use, he decided the machines hard metallic body could be it's own weapon.

. Knowing nothing of physical combat, Binkbink resorted to using a childrens book as a "training manual". The book was nothing more than a fable about a monk that he had acquired in his travels to Tian Xia. The book had all the utopian lessons of right and wrong, good and evil as it chronicled a boys journey through monk enlightenment under the teachings of the god Irori. In no time at all, the android imprinted with the children's fable and acquired a strong morale compass.

. While it may just be the combination of magic, divine, and alien technology... Kavaki, keeping true to the "manual" provided, believes the abilities bestowed are the blessings of Irori himself. With the call to self perfection, Kavaki now seeks to improve the alien hardware that created her and searches for ways to augment her frame with improvements to aid Kavaki's quest for the enlightenment spoken of in the book that shaped her purpose.

Offense:
Initiative = +4

Melee

Unarmed Strike = +8 (1d8+7)

Ranged

Defense:
HP = 35

AC(touch) = 19(19)

Fortitude = +6
Reflex = +5
Will = +8

CMD = 23

Skills:
Acrobatics = +8 (4+1+3)
Diplomacy = +4 (0+1+3)
Escape Artist = +8 (4+1+3)
Heal = +8 (4+1+3)
Knowledge: History = +6 (2+1+3)
Knowledge: Religion = +8 (2+3+3)
Perception = +13 (4+4+3) +2 racial
Sense Motive = +4 (4+1+3) -4 racial
Spellcraft = +6 (2+1+3)
Stealth = +8 (4+1+3)

Feats:
Improved Unarmed Strike (Warpriest 1st): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Weapon Finesse (1st lvl): With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Combat Reflexes(3rd lvl): You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Spells Prepared:
O-level/Orisons (4/day)

Detect Magic
Purify Food and Drink
Read Magic
Stabilize

1-level (4/day)

Remove Fear
Stone Shield
Stunning Barrier x2
* Cure Light Wounds

2-level (2/day)

Hold Person
Make Whole
* Cure Moderate wounds

* = can replace prepared spell spontaniously

Equipment:
Armor = none
Weapon = dagger

Magic Item = Agile Amulet of Mighty Fists
Magic Item = wand of cure light wounds (50 charges)
Magic Item (Potions) = cure light wounds x2, endure elements, enlarge person

Pouch, belt
--943 gp, 5 sp

--Monk's outfit

Traits:
Quain Martial Artist (Regional): You gain a +1 trait bonus on damage rolls when using unarmed strikes.

Numerian Archaeologist (Campaign): Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.

Hero Crunch:
Android warpriest
Female android warpriest (sacred fist) of Irori 4 (Pathfinder RPG Advanced Class Guide 60, 130, Pathfinder RPG Bestiary 5 19)
LN Medium humanoid (android)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +13
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Defense
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AC 19, touch 19, flat-footed 15 (+1 deflection, +4 Dex, +4 untyped bonus)
hp 35 (4d8+12)
Fort +6, Ref +5, Will +8; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 30 ft.
Melee unarmed strike +8 (1d8+3) or
. . unarmed strike flurry of blows +6/+6 (1d8+3)
Special Attacks blessings 5/day, channel positive energy 3/day (DC 15, 1d6), fervor 6/day (1d6)
Warpriest (Sacred Fist) Spells Prepared (CL 4th; concentration +8)
. . 2nd—hold person (DC 16), silence (DC 16)
. . 1st—remove fear, stone shield[ARG] (3)
. . 0 (at will)—detect magic, purify food and drink (DC 14), read magic, stabilize
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Statistics
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Str 13, Dex 19, Con 14, Int 14, Wis 18, Cha 11
Base Atk +3; CMB +4; CMD 23
Feats Combat Reflexes, Improved Unarmed Strike
Traits numerian archeaologist, quain martial artist
Skills Acrobatics +8, Diplomacy +4, Escape Artist +8, Heal +8, Intimidate +4, Knowledge (history) +6, Knowledge (religion) +8, Perception +13, Sense Motive +4, Spellcraft +6, Stealth +8; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Androffan, Common, Gnome, Hallit
SQ blessed fortitude, blessings (healing: fast healing, powerful healer, knowledge: lore keeper, monster lore), emotionless, exceptional senses, flurry of blows, repairing nanites
Combat Gear potion of cure light wounds (2), potion of endure elements, potion of enlarge person, wand of cure light wounds; Other Gear amulet of mighty fists +1, bandolier[UE], belt pouch, spell component pouch, tattoo holy symbol of Irori[UE], 943 gp, 5 sp
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Special Abilities
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Blessed Fortitude (Su) If you succeed at a Fort save for partial effect, take none instead.
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Fervor (1d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Flurry of Blows+1/+1 (Su) You can make a flurry of blows, as the monk.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Repairing Nanites (8 hp, 1/day) You are healed the first time each day you've taken more damage than twice your HD.
Warpriest Channel Positive Energy 1d6 (3/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.