Full Name |
Meyanda |
Race |
-1/141 HP | AC 35 T 30 FF 27 | Fort +19 Ref +16 Will +15 | Initiative +6 | Perception +26 | Blessings 5/5 | Death Vow 2/5 | Fervor 4/6 | Rage 6/7 rounds | Ki Pool 5/5 |
Gender |
Female Android Barbarian (Titan Mauler) 2/Ranger (Sword-Devil) 7/Warpriest (Sacred Fist) 8 | |
Size |
Medium |
Alignment |
Chaotic Neutral |
Deity |
Gorum |
Languages |
Androffan, Common (Taldane), Hallit, Orc, Undercommon |
Occupation |
She-devil with a sword |
Homepage URL |
Picture |
Strength |
12 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
16 |
Charisma |
12 |
About Meyanda, Scion of Gorum
Meyanda
Female android barbarian (titan mauler) 2/ranger (sword-devil) 7/warpriest (sacred fist) 8
CN medium construct humanoid (android)
Init +6; Senses Perception +26, low-light vision, darkvision 60'
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Defense
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AC 35, touch 30, flat-footed 27 (+3 armor, +3 Dex, +3 Dex enhancement, +3 Wis, +1 Wis enhancement, +1 Cha, +1 Cha enhancement, +2 sacred fist bonus, +1 Dodge feat, +1 dodge Untouchable, +3 deflection, +1 insight, +2 natural armor enhancement)
HP 141 (2d12 + 7d10 + 8d8, +34 Con, +7 favored class)
Fort +19 (+14 base, +2 Con, +3 resistance), Ref +16 (+7 base, +3 Dex, +3 Dex enhancement, +3 resistance), Will +15 (+8 base, +3 Wis, +1 Wis enhancement, +3 resistance)
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Offense
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Speed 30 ft.
Melee +3 adamantine greatsword (one-handed) +23/+18/+13 (2d6+9/17-20/x2)
Melee Unarmed strike +16/+11/+6 (1d8+1/x2)
Melee Flurry: Unarmed strike +16/+16/+9/+4 (1d8+1/x2) x2
Warpriest Spells Prepared: (CL 8th; concentration +12)
• 3rd (2/day)—communal resist energy, prayer, prayer
• 2nd (4/day)—communal protection from evil, grace, lesser restoration, radiation ward, weapon of awe
• 1st (5/day)—bless, bless, divine favor, divine favor, remove fear
• 0 (at will)—create water, detect magic, guidance, mending, purify food and drink
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Statistics
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Str 12, Dex 16 (22 with +6 enhancement bonus), Con 14, Int 12, Wis 16 (18 with +2 enhancement bonus), Cha 12 (14 with +2 enhancement bonus)
Base Atk +15/+10/+5; CMB +16; CMD 33
Languages: Androffan, Common (Taldane), Hallit, Orc, Undercommon
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Feats
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Level 1
Weapon Focus (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Greatsword
Warpriest (Sacred Fist) 1
Improved Unarmed Strike (Combat): You are skilled at fighting while unarmed.
Benefit: 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.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Ranger 2 Combat Style: Faithful (Gorum)
Cleave (Combat): You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Level 3
Dodge (Combat): Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Ranger 3
Endurance: Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
Level 5
Technologist: You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.
Level 7
Extra Death Vow: Your fury and fighting prowess allow you to swear to slay more enemies per day.
Prerequisites: Death vow class feature.
Benefit: You gain two additional uses of death vow per day.
Level 9
Slashing Grace (Combat): You can stab your enemies with your sword or another slashing weapon.
Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.
Benefit: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size.
You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.
Chosen weapon: Greatsword
Level 11
Vital Strike (Combat): You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Level 13
Improved Vital Strike (Combat): You can make a single attack that deals a large amount of damage.
Prerequisites: Vital Strike, base attack bonus +11.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Skillslot: Emotion Chip feat
Empathy: You have learned to experience emotion.
Prerequisite(s): Cha 13, android.
Benefit: You lose the emotionless racial trait. You can gain morale bonuses, and can be affected by emotion-based effects and fear effects. You lack the +4 racial bonus on saving throws against mind-affecting effects.
Ranger 6 bonus combat style feat
Cleaving Finish (Combat): When you strike down an opponent, you can continue your swing into another target.
Prerequisites: Str 13, Cleave, Power Attack.
Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.
Level 15
Improved Critical (Combat): Attacks made with your chosen weapon are quite deadly.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Chosen weapon: Greatsword
Level 17
Weapon Versatility (Combat): You can use your favored weapons in unconventional ways.
Prerequisite(s): Weapon Focus, base attack bonus +1
Benefit(s): When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action.
If your base attack bonus is +5 or higher, using this feat is a free action instead.
Chosen weapon: Greatsword
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Traits
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Local Ties (Campaign): Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.
Chosen skill: Knowledge (engineering)
Mechanical Aptitude (Magic): You have learned much from tinkering with ancient technology. Choose one of the following skills: Disable Device, Knowledge (engineering), or Use Magic Device. Once per day, you can reroll a check with that skill before the outcome of the check is revealed. You must take the second result, even if it is worse.
Chosen skill: Knowledge (engineering)
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Adventuring Skills
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Total skill ranks: 67/24 (8 barbarian, 36 ranger, 18 warpriest, +17 Int; 36 background)
Acrobatics +24 (16 ranks, +3 Dex, +2 Dex enhancement, +3 class skill)
Knowledge (religion) +21 (17 ranks, +1 Int, +3 class skill)
Perception +26 (17 ranks, +3 Wis, +1 Wis enhancement, +2 race, +3 class skill)
Spellcraft +20 (16 ranks, +1 Int, +3 class skill)
Survival +26 (17 ranks, +3 Wis, +1 Wis enhancement, +3 class skill)
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Background Skills
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Craft (weaponsmithing) +10 (4 ranks, +1 Int, +3 class skill)
Knowledge (engineering) +23 (17 ranks, +1 Int, +3 trait bonus, +3 class skill)
Knowledge (geography) +8 (4 ranks, +1 Int, +3 class skill)
Linguistics +5 (4 ranks, +1 Int)
Lore (tactics) +9 (5 ranks, +1 Int, +3 class skill)
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Untrained Skills
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Bluff +0
Climb +1 (+1 Str)
Diplomacy +1 (+1 Cha enhancement)
Intimidate +1 (+1 Cha enhancement)
Sense Motive +4 (+3 Wis, +1 Wis enhancement)
Stealth +5 (+3 Dex, +2 Dex enhancement)
Swim +1 (+1 Str)
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Gear
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Total starting wealth: 140,000 gp
Padded scale mail bikini (cosmetic, free)
Iron holy symbol of Gorum
+3 adamantine greatsword (21,050 gp, 8 lbs.)
+3 bracers of armor (9,000 gp, 1 lb.)
+3 ring of protection (18,000 gp)
+6 belt of incredible dexterity (36,000 gp)
+2 headband of mental prowess (Wis, Cha) (10,000 gp)
+3 cloak of resistance (9,000 gp, 1 lb.)
Wayfinder (500 gp, 1 lb.) with dusty rose prism ioun stone (5,000 gp)
Backpack (2 gp, 2 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (1 gp, ½ lb.)
• Grooming kit (1 gp, 2 lbs.)
• Poncho (5 sp, 2 lbs.)
• 3,344 gp, 9 sp
]
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Cybernetics
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Dermal plating mark II (16,000 gp, implantation 4)
Skillslot (2,000 gp, 1 lb., implantation 1) with emotion chip (10,000 gp)
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Special Abilities
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Android
Ability Score Racial Traits: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.
Size: Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Base Speed: Androids have a base speed of 30 feet.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Alert: Androids gain a +2 racial bonus on Perception checks.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Nanite Surge: An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.
Unchained Barbarian (Titan Mauler) 2
Big Game Hunter (Ex): A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonus to AC in melee with creatures larger than themselves. This ability replaces fast movement.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Jotungrip (Ex): At 2nd level, a titan mauler may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like. This ability replaces uncanny dodge.
Rage Powers: As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Level 2 Rage Power: Calm Stance (Ex): The barbarian can enter a state of calm. While in this stance, the barbarian doesn’t gain any benefits from rage other than the temporary hit points, but she doesn’t take any of the penalties from rage (including the penalty to AC and the restriction on actions she can take). Rounds spent in a calm stance still count against her total number of rounds of rage per day. This is a stance rage power.
Ranger (Sword-Devil) 7
Death Vow (Ex): At 1st level, a sword-devil may, as a swift action, focus all her fury and determination on a single foe she swears to slay. She may do this once per day, plus one additional time per day at 4th level and every 3 levels thereafter (7th, 10th, etc). The sword-devil gains a bonus on weapon attack and damage rolls against her sworn target equal to half her sword-devil level (minimum +1). The death vow effect remains until the target of the death vow is dead, or the next time the sword-devil rests and regains use of this ability.
This ability replaces favored enemy.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat: At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Chosen style: Faithful (Gorum)
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Slashing Fury (Ex): Beginning at 3rd level, the sword-devil can use her Charisma score in place of her Intelligence score as a prerequisite for combat feats. Additionally, she selects one type of light or one- handed slashing melee weapon. When using this weapon, she may use her Dexterity modifier instead of her Strength modifier on melee attack rolls. At 8th level and every 5 levels thereafter (13th and 18th). the sword-devil may select an additional type of light or one-handed slashing weapon she may use with this ability. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites.
This ability replaces favored terrain.
Chosen weapon: Greatsword
Inspiring Example (Ex): At 4th level, the sword-devil forms a bond with her companions, inspiring them to greater zeal in combat by the example of her weaponcraft. As a standard action, the sword-devil may grant half her death vow bonus against a single victim of her death vow to all allies within 30 feet who can see and hear her. This bonus lasts for a number of rounds equal to the sword-devil's Charisma modifier (minimum 1). This bonus does not stack with any death vow bonuses possessed by the sword-devil‘s allies; they use whichever bonus is higher.
This ability replaces hunter's bond.
Untouchable (Ex): At 4th level, the sword-devil's confidence and personality distract her foes in combat, making her more difficult to hit. When unarmored and unencumbered, the sword-devil may add her Charisma bonus (if any) to her AC and her CMD. In addition, the sword-devil gains a +1 dodge bonus to AC at 6th level, and every three sword-devil levels thereafter (9th, 12th, 15th, and 18th). She loses these bonuses when she wears any armor, when she carries a shield, or when she carriers a medium or heavy load.
This ability replaces spells.
Warpriest (Sacred Fist) 8
Aura (Ex): 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).
Blessings: 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.
Chosen blessing domains: Glory, War
Unarmed Strike: At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike. This ability replaces focus weapon.
AC Bonus: A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 dodge bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. This counts as the monk ability of the same name, and the sacred fist’s warpriest levels stack with monk levels for determining the benefits.
Flurry of Blows (Ex): At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name, except the sacred fist's attack bonus from warpriest levels does not count as his warpriest level. This ability replaces sacred weapon.
Fervor (Su): 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.
Blessed Fortitude (Su): At 3rd level, a sacred fist can avoid even magical and unusual attacks with help from his deity. If he succeeds at a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless sacred fist does not gain the benefit of the blessed fortitude ability. This ability replaces the bonus feat gained at 3rd level.
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.
Ki pool: At 7th level, the sacred fist gains a ki pool. This functions as the monk class feature, using the sacred fist’s level –3 as his monk level when determining the number of points in his pool and bonuses granted to his unarmed strike. Additionally, the sacred fist can as a swift action spend 1 point from his ki pool to grant himself a +1 insight bonus to his AC for 1 minute. (This is in addition the normal ki ability to gain a dodge bonus to AC.) This insight bonus increases by 1 for every 3 levels above 7th (to a maximum of +5 at 19th level). This ability replaces sacred armor.
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Backstory
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Description: Tall and lean, Meyanda has been chiseled by her travels across Numeria into a fit and powerful warrior. Her purple hair has faded out its darker blue tones to take on more of a reddish hue, but her eyes remain wholly violet.
Meyanda has taken to Gorum's challenges by fighting by skill alone, and so she wears little armor—or, indeed, little of anything. Leather boots and gloves protect her hands and feet, and she wears a skimpy padded bikini with metal scales, which has no practical value as armor, along with a pair of small pauldrons and a fur-trimmed hooded cloak. (In hot weather she may even eschew the top of the outfit (NSFW).)
Hair: Red
Eyes: Violet
Height: 5' 11"
Weight: 140 lbs.
Background: As with many of Numeria’s androids, Meyanda was born as salvage. A group of ratfolk scavengers found several androids in stasis pods in an android foundry in eastern Numeria, but the process of “extracting” the dormant androids not only destroyed Meyanda’s kin but triggered the foundry’s self-destruct sequence. Meyanda awoke from stasis minutes after the detonation, into a world of fire and rubble she knew little about. With no memories of her time aboard Divinity, Meyanda swiftly discovered a knack for surviving in the hostile environment she found herself in. Armed only with a strange weapon she salvaged from the ruins around her, she wandered south, soon coming upon a different sort of chaos than that of her “birth”—the junkyard fortress of Scrapwall.
Meyanda fit in well with the thugs and bandits of Scrapwall, although she’s still unsure if that’s due to an intrinsic personality that welcomes and seeks that lifestyle, or if she merely adapted to the first semblance of society she stumbled upon. What she does know is that the AI Hellion speaks to her on a deeper level than mere communication would allow. She converted to his teachings and fell in with his cultists, the Lords of Rust, soon after her arrival in Scrapwall, and it wasn’t long before Hellion had fully indoctrinated her. Since then, Meyanda has become its most powerful priest, and if she can successfully carry out her mission in Torch, she hopes to supplant the leader of the Lords of Rust, the orc barbarian Kulgara.
Meyanda kept her interaction with the citizens of Torch to a minimum when she and her followers arrived. Her primary point of contact in the town was the scoundrel Garmen Ulreth, a man whose reputation as a possible ally had extended well beyond Torch’s walls. He proved the truth of those rumors when he accepted Meyanda’s bribe of a crate of silverdisks, and she spent the first several days in town hiding out in the warehouse he loaned her before her followers located the way into the caves below town. Since then, Meyanda and the bulk of her cultists have dwelt deep in the Engineering deck of the habitat module below Torch, where they’ve spent the days in meditation, training, and study while their power relay continues the long, slow process of beaming energy across Numeria to Scrapwall for Hellion’s use. The extinguishing of Torch’s signature flame has had its expected results. Numerous teams of meddlers are investigating, but so far none of these groups have come close to discovering the truth, and Meyanda is confident she’ll have enough time to finish her mission and be out of Torch long before the malfunctioning reactor explodes.
When a group of adventurers defeated Meyanda's plans, she was taken captive and interrogated. Held captive in Torch for a time, she eventually renounced Hellion and instead became a follower of Gorum. With only a few small weapons and her own survival skills, she set off into the wastes of Numeria to find her fortune and challenge all comers... or die trying.
Personality Traits: Once, Meyanda valued her ratfolk, orc, and human followers, but reserved her greatest affinity for machines. More than even most androids, she felt a greater kinship with robots and constructs than with any being of flesh and blood. She found greater comfort in the predictability of a machine’s thoughts, and trusts the emotions of the flesh only to be counted on as a weakness she can exploit. She looked forward to the day Hellion has promised her—a day when machines rule and the scourge of flesh has been wiped from this world.
Her travels in the wastes have changed her, and now she has learned to revel in emotion and in the chaos of battle. Able to relate to other humanoids, she understands now how they can be driven by things unseen and irrational, and she seeks to experience all that life has to offer.