Koriah Azmeren

Lyra Kaldean's page

58 posts. Alias of Joy.

Full Name

Lyra Kaldean




Cleric / 1










Common, Elven

Strength 10
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 18
Charisma 13

About Lyra Kaldean


Handle Animal +6 [1rank+3skillfocus+1trait+1cha]
Knowledge Nature +5 [1rank+3inclass+1int]
Sense Motive +8 [1rank+3inclass+4wisdom]
Perception +11 [1rank+3inclass+1trait+2racial+4wis]


Init: +6
HP: 8
BAB: 0
Melee: 0
Ranged: +2


CMD: +

Attacks -
Dagger - atk: +1 / dam: 1d4 / crit: 19-20 x2 / type: P or S

Saving Throws
Fortitude: +2
Reflex: +2
Will: +3


You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through
hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land.
Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with
the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Eyes and Ears of the Forest:
Your religious training has attuned you to the sounds and movements of the forest.
You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.


Skill Focus (racial bonus feat)
Improved Initiative

Spell List:

Spells Prepared for the Day

Orisons -

1st Level -


Air Domain
Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).

Associated Domain: Animal.

Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Replacement Power: The following granted power replaces the speak with animals power of the Animal domain.

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Replacement Domain Spells: 2nd—feather fall, 3rd—fly, 6th—mass fly.

Animal Domain
Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.


Traveling outfit:


Born in the Stolen Lands, Lyra grew up among the bandit camps that made their homes there and when she was old enough, she tried her hand at banditry as well.

Turns out that she made a horrible bandit and on her very first outing she ended up with an arrow in her side. Unable to ride for long, her fellow bandits left her to fend for herself as they hurried off to avoid the pursuit of some rather angry pilgrams traveling though.

Managing to hide herself on the side of the road, she watched everyone go past. Though she avoided being caught and dangling on a noose, she still faced death since she was wounded and alone in the dangerous forest. Her luck finally seemed to take a turn for the better when she was discovered by a wandering hermit cleric of Gozreh. The old man took pity upon her and nursed her back to health.

Having no where else to go, Lyra decided to stay with the hermit for a bit, learning about the worship of Gozreh and about the forests that she had lived in without really understanding. After a year under his tutelage, Lyra decided to try her hand at living an honest life near the southern border of Brevoy. Lyra worked odd jobs for a bit, menial, but honest, work. Then one day she saw the signs looking for people to help tame the Stolen Lands. Concerned about what exactly "taming" meant, Lyra decided that she would apply to be in one of those parties. Often times taming and settling a land resulted in a good bit of destruction of the forest and she wanted to have a hand at minimizing that as much as possible.

Wealth and Gear:

starting wealth -



Dagger / 2 gp / 1 lb

Backpack / 2 gp / 2 lbs
Bedroll / 1 sp / 5 lbs
Blanket / 1 sp / 2 lbs
Rope, silk / 10 gp / 5 lbs
Waterskin / 1 gp / 4 lbs
Spell Component Pouch / 5 gp
Tindertwig / 1 gp
Travelers Outfit / 1 gp / 5 lbs
Wooden Holy Symbol / 1 gp

Half Elf Racial Traits:

Half-Elf Racial Traits

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).