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About Kyra Arkona. Background and Personality:
Background
“There is no shame in this.” Kyra was born into one of the most powerful houses in all of Korvosa. Throughout her childhood she was raised to believe that as a member of the Arkona family, she had the right to rule. The Arkona family has always had two leaders. A lord who maintains the reputation of cruelty, and a close relative (often female) who is the face of the family. Unknown to most, one of the positions often went to a Rakshasa, whose numbers were growing within the family. Neither Kyra nor her father had any knowledge of this, and from an early age she was being groomed for the position of the cousin, a woman of power and charm who could topple entire lives with a simple word. It became clear that Kyra’s interests lay not in how she appeared, but what she was capable of, her father shifted the focus of her training. Instead of being taught how to speak, how to appear, she was taught how to fight. While others learned to use weapons as an extension of their body, Kyra learned to use her body as a weapon. While the criminals that ran through the streets of Korvosa were not afraid to stab each other in the back, Kyra learned the honour in letting an opponent draw first. She learned conflict, discipline, and strategy. Kyra took her training very seriously, and spent most of her time practising and learning. As a perfectionist, she would often become angry when she would make mistakes. Her father taught her how important family is, how to protect those she’s in charge of, how to punish those that would break their oaths. Realising that the family will never accept her until she proves herself, Kyra made the decision to end her training early to go into the world and make a name for herself. She intends not only to slay mythical beasts, but to construct a network of connections and gain support for her eventual campaign. Her aspirations go beyond leading the Arkona family, and reach as far as the Throne of Korsova. She realises that she must be seen as more than just a nobleman’s son before she is to be taken seriously. Personality
She will harm people, and innocents, if she has to, but she generally considers it to be a waste. Those that she does have the need to strike down, she views as sacrificing a few pawns in Chess to win the larger game. She sees it as a necessity, rather than something she enjoys. She’s capable of being attached to people and having friendships, but her mind is always on the mission first. . . Kyra Arkona
Attributes
BAB: +5 Unarmed Attack
Unarmed Flurry
Unarmed Flurry (Dragon Style)
Notes:
HP: 48 (5d10 + 3 Con per Level + 2 Favored Class)
CMB: 9 (5 BAB + 4 Str)
Fort +7 (+4 Base +3 Con)
Notes:
Per Level: 4 (4 Base + 0 Int + 3 Favored Class)
Notes:
Alternative Racial Trait - Dual Talent: Gain a one time +2 on a second Ability Score instead of gaining the Bonus Feat and Extra Skill Points per level for being a Human. Campaign - Monster Hunter: +1 to Attacks and Damage against Abberations and Magical Beasts Combat - Reactionary: +2 Initiative.
Weapon Focus (Unarmed): +1 Attack with Unarmed Attacks (Level 1) Improved Unarmed Strike: The monk can attack with his hands full, by using his fists, elbows, knees, and feet. The monk may apply his full Strength bonus on damage rolls for unarmed attacks. The monk can choose to do non-lethal damage. (Level 1 Monk) Dodge: +1 AC (Level 1 Monk) Scorpion Style: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier) (Level 2 Monk) Dragon Style: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round. (Level 3) Dragon Ferocity: Benefit: While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.(Level 5)
Proficiencies - Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities. AC Bonus (+3) - When unarmored and unencumbered, the monk adds her Wisdom bonus to her AC and CMD. This applies even against touch attacks and when flat-footed, but not when helpless or wearing armour. Also gain +1 AC as of Level 4th. Flurry of Blows - Make an additional attack at normal BAB. Blah blah blah. Stunning Fist (5 / Day) - A number of times per day equal to her Monk level, the monk may attempt a Stunning attack. The target gets a Fortitude Save equal to DC 10 + 1/2 Character Level + Wisdom Modifier. The Monk can choose to fatigue the target instead of stunning it. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration. If using Dragon Style, successful hits also make the target shaken for 1d4 + your Strength bonus. Evasion - At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Fast Movement (+10) - Adds to Movement Speed when not wearing armour or carrying a medium/heavy load. Still Mind - +2 Saving Throws against Enchantment spells and effects. Purity of Body - Immune to all diseases, including supernatural or magical diseases. Ki Powers - At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once. Ki Pool (4 / Day) - At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. By spending 1 point from his ki pool, a monk can use one of the following powers. Each of these powers is activated as a swift action. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Style Strike - At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. |