Thera Flidais Warpriest
Human monk (master of many styles) 1/warpriest (sacred fist) of Torag 4 (Pathfinder RPG Advanced Class Guide 60, 130, Pathfinder RPG Ultimate Combat 59)
LG Medium humanoid (human)
Init +1; Senses Perception +9
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Defense
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AC 20, touch 20, flat-footed 19 (+1 deflection, +1 Dex, +4 untyped bonus, +4 Wis)
hp 37 (5d8+9)
Fort +7, Ref +4, Will +10; +1 vs robots
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Offense
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Speed 30 ft.
Melee unarmed strike +6 (1d8+6+2 flurry) or
unarmed strike flurry of blows +5/+5 (1d8+6+2 flurry)
Special Attacks blessings 5/day, fervor 6/day (1d6), flurry of blows, stunning fist (2/day, DC 16)
Warpriest (Sacred Fist) Spells Prepared (CL 4th; concentration +8)
2nd—inheritor's smite, protection from technology
1st—divine favor (3), protection from evil
0 (at will)—create water, guidance, light, stabilize
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Statistics
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Str 19, Dex 12, Con 12, Int 10, Wis 18, Cha 7
Base Atk +3; CMB +6; CMD 27
Feats Improved Unarmed Strike, Power Attack, Pummeling Charge[ACG], Pummeling Style[ACG], Robot's Bane, Stunning Fist
Traits fate's favored, robot slayer
Skills Acrobatics +9, Knowledge (engineering) +5, Perception +9
Languages Common
SQ blessed fortitude, blessings (artifice: crafter's wrath, transfer magic, good: battle companion, holy strike), fuse style
Other Gear 150 gp
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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.
Fate's Favored Increase luck bonuses by 1.
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 +3/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pummeling Charge When using Pummeling Style, make Pummeling Style atk at end of charge.
Pummeling Style As full-rd act, make normal full attack or flurry, adding all dmg together into 1 hit.
Robot Slayer The strange automatons that plague the wilds of Numeria are a blight upon the world, and the idea that there could be countless more of these creatures lying in wait in the unknown ruins scattered throughout the region chills your blood. Khonnir's re
Robot's Bane +1 +1 attack, damage, and saves against robots.
Stunning Fist (2/day, DC 16) You can stun an opponent with an unarmed attack.
Backstory:
For as long as she could remember, the Flidais family had looked after their own piece of the "wild" in Numeria, and as a young child, Thera had always expected for the land to pass onto her, however when her parents died in tragic circumstances when Thera was in her mid to late teens, she found herself owning the property much sooner than she expected. Largely inexperienced and unprepared for the responsibilities thrust upon her, she was quickly marked as a soft touch, and interested parties began to watch the land with interest. Of these interested parties, the Technic League was very aggressive, claiming the land contained important artifacts and thus belonged to them. Privately, Thera believed that the true reason the League were so antagonistic were because her parents had been outspoken worshipers of Erastil, of which more...extreme members had been particularly active in the region against League Agents.
Thera desperately tried to hold onto the land, but eventually was unable to find a satisfactory response to the "delegation" of a League agent backed up by four gearsman. An obscure reference was made to the possibility of the loss of her liberty if she stayed, and Thera took the hint, fleeing her home with next to nothing besides a burning hatred of the league and all it stood for.
Firmly believing in the philosophy that forewarned is forearmed, Thera began to research technology, painting herself as a supporter of the league and all it stood for, all the while determined to learn where it was strong, where it was weak, and so on. It became almost an obsession, to such an extent that she quickly reached the point where her knowledge of technology soon outstripped her knowledge of nature. Eventually, Thera realised that she could not take down the League on her own, and set out to prove to the public the sadistic nature of the organisation in the hope she could find other like minded people. She heard about the town of Torch and its crisis and suspected Technic League involvement, and thus decided to visit the town for herself. If the League had interests there, she would foil them, and if it was responsible for the shutting down of the Torch, then she would prove that to the townspeople in order to sow dissent against the organisation.
About the Character:
O.k, so I really wanted to play up on the issue of technology vs traditionalism, supported by "nature". Thera is a classic example of someone that actually dislikes technology, and has actually taken the extraordinary step of educated herself on technology itself, not only to make an informed opinion on the subject, but also for reasons of shutting down the League. I'm currently loving the conflict I have here, especially with the possibility of using "nature" against futuristic technology, and seeing the interactions there. I plan for Thera to largely act as a strong party face (something she would be happy doing in any case), while still being a fairly knowledgable character to fallback on. I don't plan on her picking up any technology based feats such as Craft X or Technologist (I'll leave that to everyone else), and primarily want her to see both sides of the "progress" debate.