Kyra

Kyra 2E's page

28 posts. Alias of -Karma-.


Full Name

Kyra

Race

Female NG Human Cleric 5 | HP 48/48 | AC 22 | F: +9 R: +9 W: +13 | Perc: +13 | Speed 25 ft | Active Conditions:

About Kyra 2E

Ancestry: Human (versatile)
Background: Acolyte
Class: Cleric 5
Size: Medium;Traits:
Alignment: NG; Deity: Saranrae
Languages: Common, Kelish
Speed: 25
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SENSES
Perception: +13(E)
Special Senses
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DEFENSES
AC: 22
HP: 48

Armor Proficiencies
Unarmored: (+), Light: (+)

SAVING THROWS
Fortitude: +9
Reflex: +9
Will: +13
Notes: (conditional modifiers, reactions, resistances, immunities, etc.)
Resist: Harm 5
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OFFENSE

Spell attack: +11
Spell DC: 21

Melee Strikes
[>] +1 striking scimitar +11 (forceful, sweep), 2d6+3 slashing

Ranged Strikes
[>>] fire ray +11, 6d6 fire (range 60 feet, costs 1 Focus Point)
[>] sling +9 (range increment 50 feet, reload 1) 1d6+1 bludgeoning

Weapon Proficiencies

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SKILLS

Acrobatics: +2
Arcana: +0
Athletics: +10 *
Crafting: +0
Deception: +3
Diplomacy: +10 *
Intimidation: +3
Lore (Scribing): +7 *
Medicine: +13 **
Nature: +4
Occultism: +0
Performance: +10 *
Religion: +13 **
Society: +0
Stealth: +2
Survival: +4
Thievery: +2
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ABILITY SCORES

STR 16 (+3), DEX 14 (+2), CON 10 (+0), INT 10 (+0), WIS 19 (+4), CHA 16 (+3)
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FEATS

Ancestry Feats and Abilities
Cooperative Nature, Haughty Obstinacy

Skill Feats
Group Impression, Student of the Canon, Ward Medic

General Feats
Armor Proficiency (light)*, Armor Proficiency (medium)*

Class Feats and Abilities
Communal Healing, Domain Initiate, Healing Hands*
Alertness*, divine font, divine spellcasting, doctrine (cloistered cleric), second doctrine*
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EQUIPMENT

Worn: backpack, channel protection amulet, scale mail, wooden religious symbol
Weapons: +1 striking scimitar, sling with 10 bullets
Stowed: bedroll, two belt pouches, chalk (10 pieces), flint and steel, healer’s tools, lesser elixir of life, rope (50 feet), rations (2 weeks), soap, torches (5), wand of mending (1st), waterskin

Bulk: 7, 6L (Encumbered at: ; Maximum at: )

Coins: 14 gp, 10 sp, 9 cp
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SPELLS
CANTRIPS (AT WILL) daze, detect magic, disrupt undead, guidance, stabilize
1ST LEVEL bless, sanctuary, spirit link
2ND LEVEL dispel magic, restoration, spiritual weapon
3RD LEVEL heal (×4), heroism, searing light

Equipment description:

Channel Protection Amulet: This amulet grants you resistance 5 to harm spells.
Elixir of Life, Lesser (alchemical, consumable, elixir, healing) Activate [one-action] (Interact); Effect Upon drinking this elixir, you regain 3d6+6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.
Forceful (trait): When you attack with this weapon more than once on your turn, the second attack adds a +1 circumstance bonus to damage, and each attack after that adds a +2 circumstance bonus to damage.
Grappling Hook: To anchor a grappling hook, make a secret attack roll against a DC depending on the target (typically 20). On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you’re partway through.
Sweep (trait): When you attack with this weapon, you gain a +1 circumstance bonus on your attack roll if you already attempted an attack this turn against a different creature from your target.
Healer’s Tools: This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat a Disease, Treat a Poison, or Treat Wounds.
Wand of Mending: This wand allows you to cast mending (1st level) once per day (see spells).

Feats and abilities description:

Anathema: Creating undead, lying, denying a repentant creature an opportunity for redemption, or failing to strike down evil are all anathema to Sarenrae. Repeatedly or flagrantly performing these anathema may cause Kyra to lose her divine spellcasting and divine font abilities.
Communal Healing: When you cast the heal spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the heal spell.
Cooperative Nature: You gain a +4 circumstance bonus on checks to Aid.
Deity (Sarenrae): Sarenrae the Dawnflower is a goddess of healing, honesty, redemption, and the sun. Your favored weapon is the scimitar and she grants you the fire domain.
Divine Font (Healing): You can prepare four additional 3rd level heal spells each day (already included in your statistics).
Divine Spellcasting: Your goddess Sarenrae grants you the ability to cast divine spells. You can cast divine spells using the Cast a Spell activity. See the Spells section for details on the spells you have prepared.
Doctrine (Cloistered Cleric): You gain the Domain Initiate feat (see below).
Domain Initiate (Fire): Your Domain Initiate feat grants you the fire ray domain spell, which you can cast by spending 1 Focus Point from your focus pool of 1.
Fire Ray (uncommon, attack, cleric, evocation, fire); Cast [two-actions] somatic, verbal; Range 60 feet; Targets 1 creature or object; Effect You launch a swirling band of fire. Make a spell attack roll; the ray deals 6d6 fire damage. This ray deals double damage and 3d4 persistent fire damage on a critical success.
Group Impression: When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target.
Haughty Obstinacy: Your powerful ego makes you hard to order around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
Student of the Canon: If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get only a failure instead. If you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.
Ward Medic: When you use Treat Disease or Treat Wounds, you can treat up to two targets.