Kyra

Kyra MM's page

6 posts. Alias of ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).


Full Name

Kyra

Race

HP 16/16 | AC 16 | F +3 R +4 W +9 | Perc +7 | Stealth +1 |

Classes/Levels

speed 25 ft | focus 1/1 | spells 1 heal (2), sanctuary, bless; C (1st) daze, detect magic. disrupt undead, guidance, stabilize | Active Conditions: ---

Gender

NG human cleric 1 l

About Kyra MM

Kyra

Kyra:

Ethnicity: human (Versatile)
Nationality: Kelesh
Birthplace: Qadira
Age: 34
Gender & Pronouns: F she/her
Height:
Weight:
Physical Appearance:

Human (versatile)
Acolyte
Cleric; Level: 1; Experience: X
size M traits Human, Humanoid
alignement; NG deity Sarenrae
Languages: Common, Kelish
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SENSES
Perception: +7
Special Senses:
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DEFENSES
HP: 16

ARMOR CLASS
AC: 16
Shield: NA

SAVING THROWS
Fortitude: 3
Reflex: 4
Will: 9
Notes: None
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OFFENSE

Class DC: 17

Speed: 25 Movement Types: NA

Melee Strikes
Scimitar +5 (foreceful, sweep) 1d6+2 slashing

Ranged Strikes
Sling +4 1d6+2 bludgeoning (propulsive, range 50 ft., reload 1)

Weapon Proficiencies
Simple: [T]
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MAGIC

Magic Traditions
Arcane: #
Divine: 1
Occult: #
Primal: #

Spell Attack Roll (divine): 17
Spell DC (divine): 17

Focus Points: 1/1
Fire Ray: (Focus 1)
[two-action]
Range 60 feet; Targets 1 creature or object; Effect You launch a swirling band of fire. Make a spell attack roll; the ray deals 2d6 fire damage. This ray deals double damage and 1d4 persistent fire damage on a critical success.

Spell Slots per Day
1st: 2*

Spells Prepared
Cantrips (1st): daze, detect magic, disrupt undead, guidance, stabilize
1st: heal (3), sanctuary, bless

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SKILLS

Acrobatics: +1
Arcana: 0
Athletics: +5
Crafting: 0
Deception: +2
Diplomacy: +5
Intimidation: +2
Lore (Scribing): +5
Medicine: +7
Nature: +4
Occultism: 0
Performance: +5
Religion: +7
Society: 0
Stealth: +1
Survival: +4
Thievery: +1
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ABILITY SCORES

STR +2, DEX +1, CON 0, INT 0, WIS +4, CHA +2
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FEATS:

Ancestry Feats and Abilities
1st: Haughty Obstinancy: 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).
Heritage 1st: (versatile: Armor Proficiency(light))

Skill Feats
Background: Student of the Canon

General Feats
Armor Proficiency (light)

Class Feats and Abilities
Feature 1st: Divine Font (healing)
Feature 1st: Doctrine (Cloistered Cleric)
1st: Domain Initiate (Fire)
EQUIPMENT

Combat Gear: backpack, chain shirt, wooden religious symbol, scimitar, sling (10 bullets)
Magic Items:
Other Gear: bedroll, two belt pouches, chalk (10 pieces), flint and steel, healer’s tools, minor elixir of life, 50 feet of rope, 2 weeks’ rations, soap, torches (5), waterskin,

Bulk: 6, 5 L

Coins: 2 gp, 10 sp, 9 cp