Kyra

Bemmer - Kyra's page

37 posts. Alias of Ietsuna.


Full Name

Kyra

Race

Human

Classes/Levels

Cleric | HP: 30/47 | AC:17 T:10 FF:17 | CMB:+5 CMD:15 | Saves F:+6 R:+3 W:+10 | Init:+3 | Per:+5 | Mythic Power 5/9

About Bemmer - Kyra

Kyra
Female Human (Keleshite) cleric 4
NG Medium humanoid (human)
Init +3, Senses Perception +5
Aura aura of good,

DEFENSE:

AC 17, touch 10, flat-footed 17 (+7 armor, )
hp 47 ((4d8)+12)
Fort +6, Ref +3, Will +10

OFFENSE:

Speed 20 ft.
Melee scimitar +1 +6 (1d6+3/18-20)
Ranged sling +3 (1d4+2)
Special Attacks Channel Positive Energy (2d6, DC 16, 5/day), Sun's Blessing,

Prepared Spells
Cleric (CL 4th; concentration +9)
2nd-bull's strength(DC 17), cure moderate wounds*(DC 17), hold person(DC 17), spiritual weapon
1st-bless, cure light wounds(DC 16), divine favor(DC ), endure elements*(DC 16), shield of faith(DC 16)
0th-detect magic, guidance(DC 15), light, stabilize(DC 15)
*:Domain spell.
Deity Sarenrae; Domains Healing, Sun,

*:Domain spell.
Deity Sarenrae; Domains Healing, Sun

STATISTICS:

Str 14, Dex 10, Con 12, Int 11, Wis 20, Cha 14,
Base Atk +3; CMB +5; CMD 15
Feats Improved Channel, Selective Channeling, Toughness
Skills Diplomacy +9, Heal +12, Knowledge (Religion) +7,
Traits Deft Dodger, Flame of the Dawnflower (Sarenrae),
Languages Common, Kelish
SQ aura, aura of good, bonus feat, orisons, rebuke death (8/day), skilled, spontaneous casting,
Combat Gear Wand of Cure Light Wounds (50 charges), potion of eagle's splendor, potion of protection from evil, scroll (comprehend languages), scroll (lesser restoration)
Other Gear [i]breastplate +1
, cloak of resistance +1, vestments (cleric's), backpack, common, sling bullets (10), waterskin, holy symbol (silver), scimitar +1, sling, 32.0 gp

SPECIAL ABILITIES:

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Good (Ex) You project a moderate good aura.

Bonus Feat Humans select one extra feat at 1st level.

Channel Positive Energy

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 16 Will save to halve the damage. You can use this ability 5 times per day.

Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Domains

Flame of the Dawnflower (Sarenrae) You have been raised to view yourself as a blade in Sarenrae's service, or you have taken that duty on for yourself. Whenever you score a critical hit with a scimitar, you deal an additional 2 points of fire damage to your target.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Rebuke Death (Sp) You can touch a living creature as a standard action, healing it of 1d4+2 points of damage. You can only use this ability on a creature that is below 0 hit points. You can use this ability 8 times per day.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Sun's Blessing (Su) Whenever you channel positive energy to harm undead creatures, add a +4 bonus to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.


Mythic:

Legendary Magic As a swift action, you can expend one use of mythic power to cast any one spell without expending a prepared spell or spell slot. The spell must be on one of your class spell lists and must be of a level that you can cast with that spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Rally As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.