Kyra

Kyra pre-gen's page

76 posts. Alias of Buckshot Bob.


Race

| HP 13/13 | AC 14, T 10, FF 14 | CMD 12| F +3 R +1 W +5 | Init +0 | Perc +4

Classes/Levels

| Speed 30ft | Channel positive energy 5/5 (DC12), Rebuke death 6/6 | Active Conditions: None. Re-roll used

Gender

”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 1

About Kyra pre-gen

Kyra
Human (Keleshite) cleric of Sarenrae 1
NG Medium humanoid (human)
Init +0; Senses Perception +3
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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor)
hp 13 (1d8+5)
Fort +3, Ref +1, Will +5
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Offense
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Speed 30 ft.
Melee scimitar +2 (1d6+2/18-20)
Ranged sling +0 (1d4+2)
Special Attacks channel positive energy 5/day (DC 12, 1d6 [+1 vs. undead])
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—bless, cure light wounds[D], shield of faith
0 (at will)—detect magic, light, stabilize
[D] Domain spell; Domains Healing, Sun
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Statistics
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Str 14, Dex 10, Con 12, Int 11, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Selective Channeling, Toughness*
Traits deft dodger*, flame of the Dawnflower
Skills Diplomacy +6, Heal +7, Knowledge (religion) +4; Armor Check Penalty –2
Languages Common, Kelish
SQ aura (faint good), spontaneous casting
Combat Gear scroll of endure elements; Other Gear chain shirt, scimitar, sling with 10 bullets, backpack, wooden holy symbol of Sarenrae, waterskin, 6 gp
* The effects of this ability have already been calculated into Kyra’s statistics.
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Special Abilities
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Channel Positive Energy 1d6 (5/day, DC 12) (Su) Kyra can release a wave of positive energy by channeling divine power through her holy symbol. This energy can be used to cause damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on Kyra. Creatures that take damage from channeled energy may attempt a DC 12 Will saving throw to halve the damage. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. Kyra can channel energy 5 times per day as a standard action that does not provoke an attack of opportunity. Kyra can choose whether or not to include herself in this effect. She must be able to present her holy symbol to use this ability.
Flame of the Dawnflower When Kyra scores a critical hit with a scimitar, she deals an additional 2 points of fire damage.
Rebuke Death Five times per day, Kyra can touch a living creature as a standard action, healing it 1d4+1 points of damage. She may only use this ability on a creature that is below 0 hit points.
Selective Channeling When Kyra channels positive energy, she can select up to two creatures within the area of the burst; these targets are not affected by her channeled energy.
Spells Kyra can cast the following spells she has memorized. For full spell descriptions for these and other spells she can prepare, see Chapter 10 of the Pathfinder RPG Core Rulebook.
Bless: Grants Kyra and all allies within 50 feet a +1 morale bonus on attack rolls and on saving throws against fear effects.
Cure Light Wounds: Touch a living creature to heal 1d8+1 hit points of damage, or touch undead to deal 1d8+1 points of damage.
Detect magic: Detects all spells and magic items within a 60-foot cone.
Light: Touched object shines like a torch for 10 minutes.
Shield of Faith: Touched creature gains a +2 deflection bonus to AC.
Stabilize: A living creature within 25 feet that has –1 or fewer hit points stabilizes.
Spontaneous Casting Kyra can exchange any prepared spell (other than an orison or a domain spell) for a cure spell of the same spell level or lower as she casts the spell.
Sun's Blessing (Su) When Kyra channels positive energy to harm undead creatures, she adds 1 point to the damage dealt (already calculated into her statistics). Undead do not add their channel resistance to their saves when she channels positive energy.
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Background:
Born in a small farming town to loving parents, Kyra grew up in the shadow of one of the Dawnflower's shrines. She was taken at a young age with the beauty of the shrine's stained glass, and the grace of the three priestesses who practiced swordplay on the nearby hill each dawn as they offered their morning prayers. When bandits attacked her small town, Kyra watched as the priestesses did their best to reason with them—and when that came to naught, to end them before they could do more damage. Unfortunately, the bandits were too strong, and the village burned. Kyra was one of the few survivors, and on the smoking ruins of the shrine she swore her life and sword arm to Sarenrae, swore to protect those who could not protect themselves and to not spare the blade when the time for redemption passes.

Possessed of a fierce will and pride in her faith and skills with the scimitar, Kyra has traveled far since her trial by fire. She lost her family and home that fateful day, yet where another might be consumed by anger and a thirst for revenge, Kyra has found peace in the Everlight, and in the belief that, if she can prevent even one death at evil hands, her own losses will not have been in vain.