About Kyra, Cleric of Sarenrae
NG Female Human Cleric 5 (Pregen)
Spell Attack +11, DC 21 Speed 25 ft Resist: Harm 5
Symbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺)
• = TRAINED •• = EXPERT ••• = MASTER
FEATS AND ABILITIES
The following rules apply to Kyra’s equipment.
Backpack: A backpack can hold up to 4 Bulk worth of items. If you’re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible. The first 2 Bulk of items stowed in your backpack do not count against your Bulk limits (and are not included in your worn Bulk).
Channel Protection Amulet: This amulet grants you resistance 5 to harm spells.
□ Elixir of Life, Lesser (alchemical, consumable, elixir, healing) Activate ◆ (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.
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.
□□ Scroll of Resist Energy: When holding this scroll, you can cast resist energy (see spells). After you cast the spell, the scroll is destroyed.
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.
Wand of Mending: This wand allows you to cast mending (1st level) once per day (see spells).
Feats and Abilities:
Kyra’s feats and abilities are described below.
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. Sarenrae also grants you the ability to prepare burning hands and fireball as divine spells.
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 ◆◆ 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.
Kyra can cast the following spells.
□ Bless (enchantment, mental) Cast ◆◆ somatic, verbal; Effect When you cast this spell, you and all of your allies within a 5-foot emanation gain a +1 status bonus to attack rolls. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. The spell lasts 1 minute. Bless can counteract bane.
Daze (cantrip, enchantment, mental, nonlethal) Cast ◆◆ somatic, verbal; Effect You cloud the target’s mind with a mental jolt. The jolt deals 1d6+4 points of mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
□ Dispel Magic (abjuration); Cast ◆◆ somatic, verbal; Range 120 feet; Targets 1 spell effect or unattended magic item Effect You unravel the magic behind a spell or effect. Attempt a counteract check against the target (your bonus on this check is +9). If you succeed against a spell effect, you counteract it if its counteract level is 3 or lower; if you critically succeed, you counteract it if its counteract level is 5 or lower. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s non-magical properties. If the target is an artifact or similar item, you automatically fail.
Disrupt Undead (cantrip, necromancy, positive); Cast ◆◆ somatic, verbal; Effect You lance an undead creature within 30 feet with energy that deals 3d6+4 positive damage. The target must attempt a basic Fortitude save; if it critically fails the save, it is also enfeebled for 1 round.
Guidance (cantrip, divination); Cast ◆ (verbal): Effect You pray for divine guidance, granting yourself or one creature within 30 feet a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the start of your next turn. The target chooses which roll to use the bonus on before rolling. Once a creature has been affected by this spell, they cannot be affected again for 1 hour.
□□□□ Heal (healing, necromancy, positive); Cast ◆, ◆◆, or ◆◆◆ (see spell text): Effect You channel positive energy to heal living creatures and harm undead. If the target is a living creature, you restore 3d10 Hit Points. If the target is undead, you deal that amount of positive damage to it (basic Fortitude save). You can spend more actions when Casting this Spell to change its targets, range, area, and other parameters.
□ Heroism (enchantment, mental); Cast ◆◆ somatic, verbal; Effect You tap into the inner heroism of a humanoid creature you touch, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks for 10 minutes.
Light (cantrip, evocation, light); Cast ◆◆somatic, verbal; Range touch; Target 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally; Effect The object glows, casting bright light in a 20-foot radius )and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
Mending (transmutation) Cast 10 minutes; Effect You restore 5 Hit Points to a nonmagical object of 2 Bulk or less, potentially removing the broken condition if this repairs it past the item’s Broken Threshold. You can’t replace lost pieces or repair an object that’s been completely destroyed.
Resist Energy (abjuration) Cast ◆◆ somatic, verbal; Range touch; Targets 1 creature; Duration 10 minutes; Effect Choose acid, cold, electricity, or fire damage. The target and its gear gain resistance 5 against the damage type you chose.
□ Restoration (healing, necromancy); Cast 1 minute; Effect Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can’t benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.
□ Sanctuary (abjuration); Cast ◆◆ somatic, verbal; Effect You ward 1 creature you touch against enemy attacks for 1 minute. Creatures attempting to attack the target of this spell must succeed at a Will save each time. If the target of this spell uses a hostile action, the spell ends.
□ Searing Light (attack, evocation, fire, good, Light); Cast ◆◆ somatic, verbal; Effect You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack against a single creature within 120 feet. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between you and the spell’s target.
□ Spirit Link (healing, necromancy); Cast ◆◆ somatic, verbal; Effect You form a spiritual link with another willing creature within 30 feet, allowing you to take in its pain. When you Cast this Spell and at the start of each of your turns for the next 10 minutes, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that’s lower). You lose as many Hit Points as the target regained. This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you are ever at 0 Hit Points, spirit link ends automatically.
□ Spiritual Weapon (attack, evocation, force); Cast ◆◆ somatic, verbal; Effect A ghostly scimitar made of pure magical force materializes and attacks foes you designate within 120 feet. When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. The spell lasts until the end of your next turn unless you Sustain is as an action to extend its duration by 1 round (maximum 1 minute).
Stabilize (cantrip, healing, necromancy, positive); Cast ◆◆ somatic, verbal; Effect You use positive energy to shut death’s door, removing the dying condition from 1 dying creature within 30 feet (though it remains unconscious at 0 Hit Points).
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