Ring

Kyre Sannah's page

35 posts. Alias of Justiciar Te.


Full Name

Thelkyria Sannah

Race

Half-elf

Classes/Levels

Ranger 2/Paladin 1

Gender

Female

Size

Medium

Age

22

Alignment

Lawful Good

Languages

Common, elven, sylvan, draconic

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

About Kyre Sannah

Background & Appearance:
Little Lady Theskyria Sannah was only six years old and far from home when the darkness fell upon the world. Her parents had sent her away to begin her education under the tutelage of her maiden aunt, a castellan of a townhold - that is to say, the resident paladin of a small town. She had been there for a year, and was destined to remain for two years more, but her parent summoned her to the kingdom hold, the center of the paladin's power, when it became clear that fleeing to a different world was all the hope that remained. A portal would be open at the kingdom's hold, but the journey was far and the coachman who was hurrying Lady Theskyria and her aunt to the great hold tried to take a shortcut through deep and forbidden forests.

The forests were forbidden because they were the home of the fey. The coachman and his beasts were lost. Utterly lost. The coach itself went from the darkness of a wood to the brilliant light of an island sun. Lady Theskyria found that her aunt had somehow lost her body - the passage through the portal the faeries had opened had affected her in strange ways, making her almost a sort of living ghost. She was subject to neither hunger nor thirst, but she could affect nothing.

Under her instruction, Lady Theskyria sought and found the fey, and contacted them peacefully. It was to them that the fading paladin committed her young charge, knowing that the care of the fey might have lasting effects. She remained able to continue the child's education in the ways of knighthood - for the paladin had nothing else to offer - but the fey themselves taught her in their ways, teaching her the paths of the jungle in which she found herself. They called her simply Kyre, and were careful to teach her the ways of mortals as best they could, knowing that she would have to leave their care as they became part of this new world, and that the paladin also would fade from the sight of mortals.

Kyre barely had time to say goodbye when her aunt and her fey guardians alike disappeared. It was soon after she had reached her full growth, and the final gift they gave her was a seething curtain of faerie fire sent into the sky as a signal to attract a passing ship. When the crew explored the tiny island, there was no sign of whatever had caused the magical display. All they found was a beautiful young woman dressed in bark and bone and feathers, weeping in a strangely misplaced faerie ring.

Kyre has all the traits of a half-elf, although both her parents were human - more than a decade of living on the hospitality of the fae have indeed changed her greatly.

Although she is a second-level ranger with a kind of 'jungle savage' persona, her speech is correct and formal, although oddly accented - some have compared her voice to birdsong. She has brown skin, tawny hair and hazel eyes. Her eyes in fact distinctly change color according to her mood.

She wears clothes of plant fiber, leather, bone and feather that give her the equivalent of studded leather armor. She uses only a short spear and a composite bow, despite the fact that she has a longsword. The sword doesn't seem to be empowered, but it does shine in the darkness; careful examination will reveal a single gem on the pommel that isn't actually part of the sword's structure.

Although she has no taste for finery, she wears a golden signet ring. She has no reason to expect that anyone will recognize it as a sign of royalty, but she keeps it for sentimental value.

Statistics:
Speed:30 ft
HP:29 (1d10 + 2d8 + 3)
AC:15 (Touch AC:12, Flat-footed AC:13)
Saves - Fortitude:+6, Reflex:+5, Will:+2
BAB:+3
Short spear, To Hit:+4, Damage:1d8 (x2)
Composite Bow, To Hit:+5, Damage:1d8, Range Increment:110 ft

Race and Class Traits:

Immunity to Sleep
+2 to save vs. Enchantments
Low Light Vision
+1 to Listen, Search and Spot Checks
+2 to Diplomacy and Gather Information Checks
Elven Blood
Favored Enemy:Magical Beasts
Wild Empathy
Combat Style: Archery
Aura of Good
Detect Evil at will
Smite Evil 1/day (Melee attack, To Hit:+3, Damage:+1)

Effective Feats:

Proficiency: Simple and Martial weapons
Proficiency: All Armor
Proficiency: All Shields except Tower
Track
Rapid Shot
Point Blank Shot
Ancestral Relic (From Book of Exalted Deeds)
Self-sufficient

Skills:
Balance:+3 (1 rank + DEX)
Climb:+4 (3 ranks + STR)
Craft - Woodworking/Carpentry:+2 (2 ranks)
Craft - Leatherworking:+2 (2 ranks)
Diplomacy:+6 (1 rank + CHA + racial bonus)
Gather Information:+4 (CHA + racial bonus)
Handle Animal:+4 (1 rank + CHA)
Heal:+5 (1 rank + WIS + Self-Sufficient)
Hide:+3 (1 rank + DEX)
Jump:+3 (2 rank + STR)
Knowledge - Nature:+2 (2 ranks)
Listen:+4 (1 rank + WIS + racial bonus)
Move Silently:+3 (1 rank + DEX)
Perform - Sing:+4 (1 rank + CHA)
Search:+3 (2 ranks + racial bonus)
Sense Motive: +3 (1 rank + WIS)
Spot:+4 (1 rank + WIS + racial bonus)
Survival:+5 (1 rank + WIS + Self-Sufficient)
Swim:+4 (3 ranks + STR)
Use Rope:+3 (1 rank + DEX)
Speak Languages:2 (special)

Equipment:
Composite bow (100 gp)
Shortspear (8 gp)
Arrows - 20 (1 gp)
Dagger (2 gp)
Masterwork Longsword (315 gp)
Leather Armor (10 gp)
Light Wooden Shield - actually a large piece of conch shell(3 gp)
Explorer's Outfit - Kyre's garment contains many of the pouches and minor protective traits of the explorer's outfit without actually resembling it much. (25 gp)
Sannah Signet Ring - carries the Cloudbourne Gem symbol of Kyre's family (5 gp)
Bedroll (1 sp)
Rope, silk - 50 ft(10 gp)
Acid, flask (actually carried in gourdes) - 2 (20 gp)
Antitoxin, vial (actually very dark purple fruits) - 2 (100 gp)

The following are taken from the Arms and Equipment Guide:
Arrows, flight (Increases range increment by 25 ft) - 5 (40 gp)
Arrows, blunt (Do subdual damage instead of normal) - 10 (5 gp)
Arrows, thundering (Hit does no damage, but affects the target as a thunderstone) - 5 (10 gp)
Collapsible Grappling Hook - seems to be made of chitin, and seems to be part of Kyre's outfit when not in use (3 gp)
Elven Rope (Grants a +3 bonus to rope use checks, 60' in 3 carefully knotted 20' lengths)
Sparkers (tiny devices that start 10 fires each) - 5 (10 gp)

Potion of Cure Light Wounds (actually a bright orange fruit) - 2 (100 gp)
Potion of Protection from Evil (actually a bright red fruit) - 1 (50 gp)

The following are taken from the Magic Item Compendium:
Crystal of Aquatic Action, Least - Attached to shield, shield imposes no armor check penalty to Swim (250 gp)
Crystal of Illumination, Least - Attached to Longsword, sheds bright light to 5 ft, shadowy illumination to 10 ft (100 gp)
Symbol of Transfiguration - Purify Food and Drink 3/day, Align Weapon on 1 weapon with 1 round duration 1/day (500 gp)

Persistent Traits:
Experience:+100+1620
Karma: 0