Full Name |
Kyra |
Race |
NG Female Human Cleric 1 | Speed: 25' | HP: 21/21 | AC: 16 | Perception (T): +7 | F: +6 R: +4 W: +9 | Exploration Activity: ? | Status: | Hero Points: 1 |
About BB Kyra
Kyra is a priestess of Sarenrae, the sun goddess who teaches her followers to heal the wounded and destroy evil. Kyra grew up admiring the beautiful stained glass of Sarenrae’s temple and the graceful priestesses who practiced with their scimitars each dawn. When bandits attacked Kyra’s village, those priestesses fought to the death to protect the villagers, but the bandits were too many and the village burned. Kyra was one of the few survivors, and on the smoking ruins of the beautiful temple she swore her life and sword arm to Sarenrae, promising to protect those who could not protect themselves and to slay those who would harm the innocent. Kyra has a fierce will and is proud of her faith and her skill with the scimitar.
Token located here
____________________
DEFENSE
HP 21
AC 16 (10 (base) +1 (Dex), +3 (Proficiency), +2 (item))
Speed 25’
Fort +6 (T) Reflex +4 (T) Will +9 (E)
____________________
MELEE
Scimitar +4
1d6+1 S
____________________
SPELL
Spell Attack +7
Spell DC 17
(see below)
____________________
SKILLS
Acrobatics +1
Arcana +0
Athletics +1
Crafting +0
Deception +2
Diplomacy +5
Intimidation +2
Scribing Lore +3
Medicine +7
Nature +4
Occultism +0
Performance +2
Religion +7
Society +0
Stealth +1
Survival +7
Thievery +1
____________________
PREPARED SPELLS
You have prepared the spells burning hands, magic weapon, and three heal spells from your divine font ability.
If you want to prepare different spells, see page 22 of the Hero’s Handbook. The spells you can choose are burning hands, command, disrupting weapons, fear, heal, magic weapon, and sanctuary.
Burning Hands [two-actions]
Gouts of flame rush from your hands in a 15-foot cone. The fire deals 2d6 fire damage to each creature in the area. Each creature can attempt a Reflex save, taking no damage on a critical success, half damage on a success, full damage on a failure, and double damage on a critical failure.
Magic Weapon [two-actions]
Touch a weapon. For 1 minute, Strikes with it get a +1 item bonus to the attack roll and have two damage dice instead of one.
Heal [one-action], [two-actions], or [three-actions]
If the target’s a willing living creature, they heal 1d8 HP. If they’re undead, they take 1d8 positive damage but get a basic Fortitude save. The number of actions you take changes the spell.
[one-action] Target one creature you can touch.
[two-actions] Target one creature within 30 feet. If healing, increase the amount to 1d8+8. [three-actions] Affect all living and undead creatures within 30 feet of you.
____________________
CANTRIPS
Detect Magic [two-actions]
You detect any magic in effect within 30 feet of you.
Disrupt Undead[two-actions]PE
Dead 1d6+4 positive damage to an undead creature within 30 feet. It can attempt a Fortitude save, taking no damage on a critical success, half on a success, full on a failure, and double on a critical failure. If it critically fails, for 1 round it takes a –1 status penalty to melee attack rolls, melee damage rolls, and Athletics checks.
Light [two-actions]
Touch an object to make it glow with bright light in a 20-foot radius until you either cast light again or prepare your spells.
Message [two-actions]
Words you speak go directly to the ears of one creature within 120 feet. The target can give a brief response as a reaction.
Stabilize [two-actions]
One creature within 30 feet loses the dying condition and remains unconscious at 0 Hit Points.
____________________
REACTIONS
Shield Block
If your shield is raised, you can spend your reaction to block a physical attack. Reduce the amount of damage by 5, but then you and your shield both take any damage leftover. This might break or destroy your shield. Your shield has a maximum of 20 Hit Points
____________________
SPECIAL ABILITIES
Student of the Canon
You don’t get false information when you critically fail to Recall Knowledge using Religion, and you know information about your deity even if you fail.
Divine Font
When you prepare your spells, you prepare two extra 1st-level heal spells in addition to the spells you choose.
Sarenrae
Kyra worships Sarenrae, goddess of healing, honesty, redemption, and the sun.
Raise a Shield [one-action]
You lift up your shield to get a +2 circumstance bonus to AC until the start of your next turn.
Shield Block [reaction]
If your shield is raised, you can spend your reaction to block a physical attack. Reduce the amount of damage by 5, but then you and your shield both take any damage leftover. This might break or destroy your shield. Your shield has a maximum of 20 Hit Points.
____________________
EQUIPMENT
- backpack
- bedroll
- chain shirt
- chalk (10 pieces)
- flint and steel
- healer’s tools
- rations (2 weeks)
- religious symbol of Sarenrae
- rope (50 feet)
- scimitar
- shield
- soap
- torches (5)
- waterskin
- 1 gold piece (gp)
____________________
MACROS
Use these macros to quickly post in the forums!
Perceptino
[dice=Perception (T)]1d20+7[/dice]
[b]Skills
[dice=Acrobatics]1d20+1[/dice]
[dice=Arcana]1d20+0[/dice]
[dice=Athletics]1d20+1[/dice]
[dice=Crafting]1d20+0[/dice]
[dice=Deception]1d20+2[/dice]
[dice=Diplomacy]1d20+5[/dice]
[dice=Intimidation]1d20+2[/dice]
[dice=Scribing Lore]1d20+3[/dice]
[dice=Medicine]1d20+7[/dice]
[dice=Nature]1d20+4[/dice]
[dice=Occultism]1d20+0[/dice]
[dice=Performance]1d20+2[/dice]
[dice=Religion]1d20+7[/dice]
[dice=Society]1d20+0[/dice]
[dice=Stealth]1d20+1[/dice]
[dice=Survival]1d20+7[/dice]
[dice=Thievery]1d20+1[/dice]
Spells
[dice=Positive Energy Heal, 1-action, touch range]1d8[/dice], if undead get a DC 17 basic Fortitude save
[dice=Positive Energy Heal, 2-action 30' range]1d8+8[/dice], if undead get a DC 17 basic Fortitude save
[dice=Positive Energy Heal, 3-action 30' radius]1d8[/dice], if undead get a DC 17 basic Fortitude save
[dice=Burning Hands, Fire, 15' Cone]2d6[/dice] with a DC 17 Basic Reflex save
Disruptive Undead auto-hits withing 30' for [dice=Positive]1d6+4[/dice] and a basic Fortitude save. On a crit failure, the creature also takes a –1 status penalty to melee attack rolls, melee damage rolls, and Athletics checks.
Scimitar
[dice=Staff, Strike 1]1d20+4[/dice]
[dice=Scimitar, Strike 1 Bludgeoning Damage]1d6+1[/dice]
[dice=Staff, Strike 2]1d20+4-5[/dice]
[dice=Scimitar, Strike 2 Bludgeoning Damage]1d6+1[/dice]
[dice=Staff, Strike 3]1d20+4-10[/dice]
[dice=Scimitar, Strike 3 Bludgeoning Damage]1d6+1[/dice]