Kyra

Kyra, Light in the Darkness's page

132 posts. Organized Play character for Great Green God.


Full Name

Kyra

Race

Human (Keleshite)

Classes/Levels

Cleric of Sarenrae 4 | hp 35 | AC 17, T 10, FF 17 | CMD 15 | F +6, R +3, W +9 | Spd 20' | Init +0 | Diplo +9, Heal +11, KnRel +7, Perc +4, SensM +4 | Channel 5/5 | wand of CLW 49/50 | bull's str, +2 deflection to AC

Gender

Female

Special Abilities

aura (moderate good), spontaneous casting

Alignment

NG

Deity

Sarenrae

Languages

Common, Kelish

Strength 14
Dexterity 8
Constitution 12
Intelligence 11
Wisdom 18
Charisma 14

About Kyra, Light in the Darkness

KYRA
Female human cleric of Sarenrae 4
NG Medium humanoid (human)
Init +0; Senses Perception +4
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DEFENSE
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AC
17, touch 10, flat-footed 17 (+7 armor)
hp 35 (4d8+12)
Fort +6, Ref +3, Will +9
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OFFENSE
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Speed
20 ft.
Melee +1 scimitar +6 (1d6+3/18–20)
Ranged sling +3 (1d4+2)
Special Attacks channel positive energy 5/day (DC 16, 2d6 [+4 vs. undead])
Domain Spell-Like Abilities (CL 4th; concentration +8)
7/day—rebuke death (1d4+2)
Cleric Spells Prepared (CL 4th; concentration +8)
_____ 2ndbull’s strength, cure moderate woundsD, hold person (DC 16), spiritual weapon
_____ 1stbless, cure light wounds, divine favor, endure elementsD, shield
of faith
_____ 0 (at will)—detect magic, guidance, light, stabilize
D Domain spell; Domains Healing, Sun
STATISTICS
Str
14, Dex 10, Con 12, Int 11, Wis 18, Cha 14
Base Atk +3; CMB +5; CMD 15
Feats Improved Channel*, Selective Channeling, Toughness*
Skills Diplomacy +9, Heal +11, Knowledge (religion) +7; Armor Check Penalty –3
Traits deft dodger*, flame of the Dawnflower
Languages Common, Kelish
SQ aura (moderate good), spontaneous casting
Combat Gear potion of eagle’s splendor, potion of protection from evil, scroll of comprehend languages, scroll of lesser restoration, wand of cure light wounds (50 charges); Other Gear +1 breastplate, +1 scimitar, sling with 8/10 bullets, cloak of resistance +1, backpack, silver holy symbol, waterskin, 32 gp
* The effects of this ability have already been calculated into Kyra’s statistics.
SPECIAL ABILITIES
Channel Positive Energy (2d6 DC 16, 5/day) Kyra can release a wave of positive energy by channeling divine power through her holy symbol. This energy can be used to cause damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on Kyra. Kyra can channel energy 5 times per day as a standard action that does not provoke an attack of opportunity. Kyra can choose whether or not to include herself in this effect. She must be able to present her holy symbol to use this ability.
Flame of the Dawnflower When Kyra scores a critical hit with a scimitar, she deals an additional 2 points of fire damage.
Rebuke Death Seven times a day, Kyra can touch a living creature as a standard action, healing it 1d4+2 points of damage. She may only use this ability on a creature that is below 0 hit points.
Selective Channeling When Kyra channels positive energy, she can select up to two creatures within the area of the burst; these targets are not affected by her channeled energy.
Spells Kyra can cast the following spells. For full spell descriptions, see Chapter 10 of the Pathfinder RPG Core Rulebook.

  • Bless: Grants Kyra and all allies within 50 feet a +1 morale bonus on attack rolls and on saving throws against fear effects.
  • Bull’s Strength: Touched creature gets a +4 bonus to Strength.
  • Cure Light Wounds: Touch a living creature to heal 1d8+1 hit points of damage, or touch undead to deal 1d8+4 points of damage.
  • Cure Moderate Wounds: As cure light wounds, but 2d8+4 points.
  • Divine Favor: Gain a +1 bonus on attack and weapon damage rolls.
  • Endure Elements: Touched creature takes no harm from hot or cold environmental conditions.
  • Hold Person: Paralyzes one humanoid within 140 feet
  • Shield of Faith: Touched creature gains a +2 deflection bonus to AC.
  • Spiritual Weapon: Creates a weapon of force that attacks at a distance each round for 4 rounds.

Spontaneous Casting Kyra can exchange any prepared spell (other than an orison or a domain spell) for a cure spell of the same spell level or lower as she casts the spell.
Sun’s Blessing When Kyra channels positive energy to harm undead creatures, she adds 4 points to the damage dealt (already calculated into her statistics). Undead do not add their channel resistance to their saves when she channels positive energy.

Prayer (spellcraft DC 15):
She prays for the guidance of Sarenrae to light the way.

Kyra was one of the few to survive a brutal raid on her hometown, and on the smoking ruins of her village she swore her life and sword to Sarenrae—the goddess of the sun, redemption, honesty, and healing. Possessed of a fierce will, pride in her faith, and skill with the scimitar, Kyra has traveled far since then. She has found peace in the
Dawnflower, and in the belief that if she can prevent even one death at
evil hands, her own losses will not have been in vain.