About Kyra AltreasBackstory:
"No matter what I do, or what I have done, who I have helped, or who I will help...I have never felt as though I was truly at peace. I feel as though I am an outsider in most places, regardless of how I, or others, feel about me. I feel comforted in only a few places- the various temples to Iomedae scattered across Golarion. For these temples are the only places I can call 'home'...For it is here that I pray for victory, for honor, for protection, not for me, but for those I would fight alongside, and for her."
"While I cannot remember the years involving my infancy nor my early childhood, I can always recall two distinct feelings. The first was a distinct feeling that I didn't belong, that I was not to be accepted by many of the citizens of Kenabres. The second feeling was that I was being watched. I knew nothing of what was watching me, why, or if it even was watching me, but as I progressed through childhood, I would find that answer on my own. While at first, I found it easy to find friends in the large city, as time went on, it became impossible, due in no small part to the mysterious circumstances leading up to my arrival. Simply put, I was found sleeping inside of a temple of Iomedae as an infant. The doors had been locked, and there was no sign of intrusion, and yet, there I was. There was no note, no injuries upon my body...While at first, people might have seen it as a miracle, opinions changed rather quickly. As I grew up, I was cursed by various type of misfortune. Namely, it seemed as though nobody in the town trusted me, due to my strange arrival. I had no visible parents to speak of, no history, not a single thing linking me to anyone. Many began to think I was a demon, and it wasn't uncommon for me to overhear conversations about me, with many people claiming I was an aludemon stealing the form of a mortal. With no home to speak of, I turned to the grand citadel of Iomedae, where I often spent my nights in research and prayer. The priest quickly offered me a place there, so I had a home, finally. It felt different there...Peaceful, carefree, comforting. It was the first time I found myself content. The priest of the temple allowed me to live in the temple, and soon after, I began to have strange dreams, visions of sorts. I would find myself in a brightly-lit area. In front of me, I would see a strange creature- a celestial gold dragon. Intimidating though it might've been, I had an instinctive feeling that it meant no harm, and I never found myself harmed in these dreams. Behind the dragon, I saw a silhouette of a figure in armor, carrying a shield and a longsword, with a massive army following behind. Confused at these sudden visions, I voiced my concerns to the priest, who had become like a father to me. He asked me to stay calm, and instead counted me to be blessed, as he explained to me that the dragon was a servant of Iomedae, the Inheritor.
It's difficult to remember the exact time and place, but I grew used to the treatment around town, and I occasionally ventured out through Kenabres, running errands here and there for the priests at the temple. On one of my trips, I happened upon a young girl named Amanda. To date, she was the second person not to judge me, and I made it a point to go outside more, simply to play with her. One day, however, I visited my friend, but I spied from around the corner some strange hooded men grabbing her and several other children. I know not why I didn't chase after them that day, but I found myself too scared to follow, damning those children to their poor fates...It is something that still haunts me to this day, truth be told. I spent years reading the tales of Iomedae's acts, and I practiced the way of the longsword and shield. I'd given up just being a bystander. No, I was a victim no longer! I prayed to Iomedae to bring protection to Amanda, and though I wandered for many days, I found the hideout of those insidious cultists. When I arrived, I was greeted by gore and bloodied corpses, and amongst the death, I found Amanda. Though she was alive, something about her was off. Something about her kneeling there, covered in blood, the very pinnacle of rage, and scarred black by some terrible magic...it frightened me to my very core. The sight itself was eerie, yes, but no, it was some other aspect of her...She was different, both in appearance and in terms of her soul. Something within me cried out, in that very moment... 'Kill her now! She must be slain for the greater good!' it screamed. And yet, I disobeyed. I tried to remove her scars with the restorative magic I'd learned, but it was no use. We traveled back to Kenabres together, and as we walked, I discovered myself. I swore I would prevent this from happening again, that I would fight in Iomedae's name against these foul demons that would threaten Golarion. I pledged to fight in the crusades as Amanda herself pledged. Though our reasons were different, our goals were the same. I readied myself for battle, and as the years passed, a pair of strange wings burst forth from my back, as though they reflected the rays of the sun somehow. Public opinion of me lightened slightly as I brought my friend home, though I cannot speak for the other poor souls I could not save...Now, in this time of peace, I cannot help but feel uneasy, and I ready myself for combat once more, ready to prove myself not only to the citizens of Kenabres, but to myself, to Amanda, and to my deity. I shall become a protector of the innocent, a warrior in my deity's name." Stats:
Female Archon-Blooded Aasimar Cleric 1/ Paladin 2 Lawful Good Medium Native Outsider Init +3 Senses: Darkvision 60 ft.; Perception +7 (+11 to find secret doors/hidden things) -----------------------------------------------
AC 17 (10 base, +4 Armor +2 Shield +1 Dex); Touch 12; Flat-Footed 16HP: 29 ((1d8)+2, (1d10)[6]+2, (1d10)[9]+2 )
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Speed: 30 ft.
Aura of Good Domains Spontaneous Casting Protection from Evil 1/day (Good Domain) Remove Disease 1/day (Aasimar SLA) Guided Eyes: Perc as class skill, +4 to see through a disguise/find something hidden or concealed (Sun domain, Revelation subdomain) Touch of Glory 6/day Consecrate 3/day (Scale) Spontaneously cast cure spells Spells Prepared:
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Str 13, Dex 12, Con 15, Int 12, Wis 16, Cha 14
Demon Slayer: You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil. Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Touched by Divinity: As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your
You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity.
Inventory/Equipment: Masterwork Chain Shirt (25 pounds, equipped)
98 platinum
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Spells Spells A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Channel Energy: Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. Domains: cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action. A cleric must be able to present her holy symbol to use this ability. Spontaneous Spellcasting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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). An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy). Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Appearance:
Kyra looks like a young human female for the most part, save for the prismatic wings that have sprouted out of her back. The wings shimmer with the various colors of the rainbow and seem to be almost ethereal, not quite there. She has shoulder-length wavy hair the color of the sky, and powder-blue eyes. She has a healthy skin tone and weighs 120 pounds. She's 5'6" and is almost always wearing a smile, even during tough times. Personality:
Kyra is outgoing and kind, and while she has few qualms with killing demons that she sees as ruthless, she is definitely not beyond redemption, considering how she refused to kill her best friend after she was transformed. If she believes something can be redeemed, she will attempt to do so, at the cost of her own health. |