Vudrani

Kyra Greenstar's page

683 posts. Alias of Faelyn.


Full Name

Kyra Elsbereth Greenstar

Race

Half-Elf (Keleshite)

Classes/Levels

Dawnflower Dervish 6 / Evangelist 2 / Champion 2 | HP 61/73 | AC 24 | T 16 | FF 18 | CMD 24 | Fort +7 | Ref +12 | Will +7 | Init +7 | Perc +15 | Bardic Per 19/24 | MP - 5/7 | LP - 2/2 | Spells: 1st - 5/5; 2nd - 4/4; 3rd - 1/2

Gender

Female

Size

Medium

Age

24

Special Abilities

Bardic Performance: Battle Dance, Countersong, Distraction, Fascinate, Inspire Courage, Inspire Competence, Suggestion; Versatile Performance: Dance; Well-Versed; Spinning Spellcaster; Advanced Versatile Performance (Masterpiece)

Alignment

Chaotic Good

Deity

Sarenrae

Location

Osirion

Languages

Common, Elven, Kelish

Occupation

Bard

Homepage URL

Character Sheet

Strength 13
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 10
Charisma 16

About Kyra Greenstar

Kyra Elsbereth Greenstar
Female Half-Elf (Keleshite) Bard (Dawnflower Dervish) 6 / Evangelist 2 Champion 2
CG Medium Humanoid
Init +7; Senses Low-Light Vision; Darkvision 60 ft.; Perception +15
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Defense
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AC 24, touch 16, flat-footed 18 (+4 Dex, +8 Armor, +2 Dodge)
hp 73 (1d8+1+10)
Fort +5, Ref +12, Will +7
Defensive Abilities Elven Immunities; Countersong; Distraction; Well-Versed; Spinning Spellcaster; Dodge; Mobility; Protective Grace
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Offense
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Speed 60 ft.
Melee
Scimitar +11/+6 (1d6+5/18-20/x2)
Dancing Phoenix +12/+6 (1d6+6/18-20/x2)
Punch Dagger +11/+6 (1d4+1/x3)
Ranged
Shortbow +11/+6 (1d6/x3)
Special Attacks Arcane Strike: +2 damage bonus, weapon magic for DR; Battle Dance: +6 bonus to attack and damage while performing; Stolen Fury: +2 CMB vs. Demons
Bard Spells Known (CL 7):
0 (At Will) - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Spark
1st (4+1/day) - Cure Light Wounds, Feather Fall, Grease, Tap Inner Beauty, Vanish
2nd (3+1/day) - Allegro, Bladed Dash, Heroism, Mirror Image
3rd (1+1/day) - Good Hope, Haste
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Statistics
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Str 13, Dex 20, Con 12, Int 14, Wis 10, Cha 16
Base Atk +6/+1; CMB +7/+2; CMD 24
Feats Skill Focus: Perform - Dance, Dervish Dance, Arcane Strike*, Power Attack, Dodge, Deific Obedience, Mobility
Feats marked w/ * indicate Mythic
Skills Acrobatics +19/+20, Appraise +6, Bluff +9/+10, Climb +5, Diplomacy +10/+11, Disable Device +10, Escape Artist +11, Fly +10, Heal +4, Knowledge: Arcana +6, Knowledge: Geography +6, Knowledge: History +6, Knowledge: Local +6, Knowledge: Planes +10, Knowledge: Religion +9, Perception +15/+17, Perform (Dance) +19/+20, Sense Motive +4, Sleight of Hand +9, Spellcraft +7, Stealth +15, Use Magic Device +11/+12
Languages Common, Elven, Kelish
SQ Bardic Performance: Battle Dance, Countersong, Distraction, Fascinate, Inspire Courage +3, Inspire Competence +2; Dervish Dance; Cantrips; Versatile Performance: Dance; Well-Versed; Spinning Spellcaster; Aligned Class; Protective Grace
Other Gear Cold Iron Scimitar +1 (Dancing Phoenix); Scimitar; Shortbow (Arrows - 20 / Cold Iron Arrows - 20); Punch Dagger; Elven Chain +2; Cloak of Resistance +1; Entertainer's Outfit; Masterwork Backpack, (Bedroll; Blanket; Rope, Silk 50 ft.; Mess Kit; Soap; Journal; Ink; Inkpen; Trail Rations 3 days; Bullseye Lantern w/ Glowing crystals; Dress); Belt Pouch (Small Steel Mirror; Deck of Card; Loaded Dice); Belt Pouch (Flint and Steel); Bandolier (Terendelev's scale*; Potion of Lesser Restoration; Potion of Cure Light Wounds; Potion of Cure Light Wounds; Potion of Darkvision; Smokestick; Potion of Cure Moderate Wounds; Potion of Invisibility); Waterskin
547gp 6sp 4cp
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Traits
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Strength of the Sun: You take solace in the purifying light of the sun. During the day, you gain a +1 trait bonus on all Charisma-based checks.

Stolen Fury: You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry) to this day.
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Special Abilities
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Terendelev's Scale:
Terendelev's Scale
Aura Strong (varies); CL 19th
Slot None; Minor Artifact Weight --
Description
Sacred Weaponry: Three times per day as a standard action, this scale can be used to cast Align Weapon, but only to make a weapon Lawful or Good. Unlike a normal Align Weapon spell, this effect can be cast on an unarmed strike or natural weapon. The ability lasts for 19 minutes per casting.

Dervish Dance (Ex): A Dawnflower dervish gains the Dervish Dance feat (Inner Sea World Guide 286) as a bonus feat. This ability replaces bardic knowledge.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Bardic Performances:

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Meditative Whirl (Ex): At 8th level, when using battle dance, the Dawnflower dervish can enter a trancelike state where his spinning motion represents the movement of the planets around the sun, and his spirit is attuned to the healing aspects of Sarenrae. By spending a move action focusing on his whirling, the dervish can apply the Quicken Spell feat to any cure spell he is about to cast (effectively spending a move action and swift action to cast the spell). This does not alter the level of the spell or the casting time. The dervish can use this ability once per day at 8th level and one additional time per day for every two dervish levels he has beyond 8th. This ability replaces the dirge of doom bardic performance.

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.

Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.

Battle Dance: A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.

Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action.

When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability.

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Spinning Spellcaster (Ex): At 5th level, a Dawnflower dervish gains a +4 bonus on concentration checks to cast spells defensively. This ability replaces lore master.

Advanced Versatile Performances: The charismatic kitsune have developed countless techniques for transforming even the most mundane tasks into stunning and riveting performances. These much-lauded arts have spread like wildfire with bards who perform across Golarion. Beginning at 6th level, instead of selecting an additional skill with versatile performance, a bard or skald can choose an advanced versatile performance for one Perform skill he previously selected with versatile performance. Some advanced versatile performance options can be selected only if the bard or skald meets the option’s prerequisites. A bard or skald with an archetype that replaces versatile performance cannot select advanced versatile performance options.
- Masterpiece: The bard gains a bardic masterpiece (Pathfinder RPG Ultimate Magic 21), as if he were giving up a feat to learn it. He must meet the masterpiece’s prerequisites, and the masterpiece must list ranks in a Perform skill that the bard has chosen with versatile performance as a prerequisite. This option can be selected multiple times.

Minuet of the Midnight Ivy (Dance):
Your winding, twisting dance is helpful in dodging obstacles and climbing.

Prerequisite: Perform (dance) 4 ranks.

Cost: Feat or 2nd-level bard spell known.

Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance.

Use: 1 bardic performance round per round.

Action: 1 full round.

Obedience (Ex): In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class (see below), an evangelist must perform a daily obedience to her chosen deity (see the deity's page for more information).

Skilled: Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.

[/b]Aligned Class (Ex)[/b]: Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.

Protective Grace (Su): The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.

Champion/Universal Abilities:

Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
• Upgradable: This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1 longsword, a +2 light steel shield, a cloak of protection +3, an amulet of mighty fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword.

This ritual takes 8 hours. When it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation.
• Unyielding: A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.

Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Mythic Abilities:

Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Standard Racial Traits (Half-Elf):

Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Base Speed :Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Senses Racial Traits
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Blended View: Half-elves with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.

Other Racial Traits:
Elf Blood: Half-elves count as both elves and humans for any effect related to race.


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Background:
Kyra was born in Sothis, the port-capital city of Orision. Her mother was a dancer and barmaid for one of the more extravagant inns the dotted the docks of Sothis. It was there she had a dalliance with Kyra's father, an elven sailor on shore-leave. She was raised by her mother and saw her father but only once every few years when his ship would return to Sothis. During those times though, her father would always come to visit Kyra, or Elsbereth as he so named her.

Kyra grew up around the bustling business of the inn, learning her mother's skill in dancing. She further learned skills in avoiding unwanted advances from many a drunken sailor. It was during those years that she learned to love listening to the traveling bards and yearned to learn their skills of enthrallment. She would always approach every new bard or minstrel who performed and learn a little of the craft from each. While she could not initially imitate their skills in music or story weaving, Kyra found she could fascinate her audience with her talent in dancing. Soon the young half-elf began to earn a reputation within the dock district of a skilled entertainer.

Unfortunately her fame also brought about unwanted attention to young Kyra. A young, apprentice wizard had witnessed her dancing one night and became infatuated with Kyra. He began coming to see her perform every night, watching her from the shadowy corners he preferred. He would try to impress her with his minor magics, conjuring flowers out of thin air and other such cantrips; however, something about the young man had always made Kyra uncomfortable. She demurely rebuked his advances for nearly a year, until one night he failed to show. Kyra felt relieved by his absence, though she felt a strange sense of foreboding. Later that evening while Kyra was walking through the docks to return home, she was set upon by several men and taken into the cellar of a nearby building...

When she came to again, Kyra was laying upon a roughly hewn stone table with her hands and feet bound by rope. Dozens of acrid smelling candles dimly illuminated the small room. She saw several hooded and robed figures standing around the table, chanting in a horrible language unfamiliar to Kyra. She could smell the irony tang of fresh blood in the air and realized from the way her clothing was sticking to her body, she had blood splashed about her body. As she looked about for any avenue of escape, she spotted the gutted carcass of a goat dangling from the ceiling above her. Suddenly the chanting stopped and one of the figures drew a vile looking dagger from his belt as he came to stand next to Kyra. The figure removed his hood... it was the apprentice. He leaned down to whisper into Kyra's ear about his love for her and that he was doing this for her. He made a long, vertical cut along her inner forearm and as Kyra's blood spilled out onto the table she began to feel a strange, dark energy seeping into her.

Kyra cried out to her patron goddess, Sarenrae, and in that moment something strange happened. Instead of the dark energy corrupting her spirit, Kyra drew that energy into her being. The energy bolstered her strength, empowering her enough to try and slip her bonds. As she wriggled one hand free there was a loud commotion from the stairwell; every head seemed to turn at once. Standing there over the body of one of the cultists was a woman bathed in a blinding light. Kyra took full advantage of the distraction, grabbed the dagger out of the young wizard's hand and plunged it into his back just as the woman charged the gathering of cultists.

Kyra was mesmerized by her gracefulness and the way she and her scimitar danced as the cultists fell before her fury. The screams of pain shocked Kyra back to her senses, she cut herself free of the ropes and ran out of the building as quickly as her feet would carry her. She found the nearest guardsman and told him what had happened. Once a force was assembled the Sothis guard burst into the cellar, but all the cultists were dead, as was the woman who had saved Kyra. She learned the woman was a dervish in service to Sarenrae.

Kyra sought out the local temple to Sarenrae to learn more about her savior. It was there she learned of the Dawnflower Dervishes, men and women devoted to Sarenrae who blended swordplay and dancing. Kyra knew this to be her calling and spent the next several years learning the skills of the Dawnflower Dervish.

It has been 8 years since that fateful night and Kyra still has nightmares about the ritual and the dark powers in her soul; however, recently something has changed within her. The energy has taken on a new light and Kyra has sought channel it into something for good. She still does not know the purpose behind the evil of those cultists, but she has begun to feel a strange pull to travel north, to the Worldwound. So gathered her belongings and said farewell to her mother. She brokered passage north on a vessel bound for the north. Each day she greets the dawn with trepidation for she goes forth... but to what end she does not know.

Description:
Reference Image.

Kyra is tall, slender, and beautiful like a half-elf is to be expected; however, her mother's Keleshite blood adds an exoticly dark coloring to her features, save that of her eyes which she inherited from her father's elven blood. Kyra's vibrant, emerald green eyes mark for a startling contrast against her olive skin and thick, black hair. She wears her hair long, down to the middle of her back, and uses it to cover distinctly pointed ears in an attempt to disguise her elven heritage. Coupled with her Keleshite blood, Kyra is often mistaken for a full-blooded human by most chance encounters. Kyra moves with the deadly grace of a dervish dancer and is given to grandiose flourish at times.

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