Full Name |
Nea'Kyra |
Race |
CG (human) Init +2; Perception +4 |
Classes/Levels |
Cleric-4, HP-32, AC 17, touch 11, flat-footed 15, Fort +4, Ref +3, Will +5. 30' Move. |
About Nea'Kyra
Nea'Kyra
Female human (Keleshite) cleric of Sarenrae 4
CG Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 32 (4d8+9)
Fort +6, Ref +3, Will +6
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Offense
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Speed 30 ft.
Melee cold iron dagger +5 (1d4+2/19-20) or
mwk cold iron scimitar +6 (1d6+2/18-20) or
silver light mace +5 (1d6+2)
Ranged dart +4 (1d4+2)
Special Attacks channel positive energy 7/day (DC 14, 2d6)
Cleric Spells Prepared (CL 4th; concentration +7)
2nd—burst of radiance (DC 14), remove disease[D], lesser restoration, spear of purity[UM] (DC 14)
1st—bless, burning disarm (DC 13), cure light wounds[D], protection from evil, sanctuary (DC 13)
0 (at will)—create water, detect magic, detect poison, purify food and drink (DC 12)
D Domain spell; Domains Redemption inquisition, Healing (Restoration[APG] subdomain)
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Statistics
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Str 14, Dex 12, Con 14, Int 12, Wis 15, Cha 14
Base Atk +3; CMB +5; CMD 16
Feats Channel Surge, Extra Channel, Selective Channeling
Traits arcane temper, deft dodger
Skills Appraise +5, Diplomacy +10, Heal +8, Knowledge (history) +6, Knowledge (planes) +6, Knowledge (religion) +8, Perception +4, Sense Motive +9, Spellcraft +6
Languages Celestial, Common, Kelish
SQ patient sensibility, redeemer’s mercy, restorative touch
Combat Gear dawnflower sash, wand of cure light wounds (32 charges), acid (2), alchemist's fire (2), antiplague[APG] (2), antitoxin (2), healer's kit, healer's kit (4 uses remaining); Other Gear darkleaf cloth lamellar (leather) armor[UC], +1 buckler, cold iron dagger, dart (4), mwk cold iron scimitar, silver light mace, wayfinder[ISWG], bandolier[UE], belt pouch, belt pouch, blanket[APG], blanket[APG], burner, canteen[UE], donation to temple of shelyn (reaping what we sow) (worth 10 gp), flint and steel, fuel pellet (20), holy symbol with flask of Sarenrae[UE], iron holy symbol of Sarenrae[UE], masterwork backpack[APG], quickcatch manacles, quickcatch manacles, tattoo holy symbol of Dawnflower (Henna left hand)[UE], trail rations (2), wrist sheath, spring loaded, 165 gp, 9 sp
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Special Abilities
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Cleric Channel Positive Energy 2d6 (7/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Redemption Inquisition) Your deity inspires you with hope that wayward members of your faith can be brought back into the fold.You reach out to your misguided fellows and give them every chance to turn back from conflict with the true faith, even if your differences come to violence.
Patient Sensibility (Su): You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
Redeemer’s Mercy (Su): At 4th level, any weapon you wield gains the merciful magic weapon special ability. The weapon immediately reverts to its original abilities when you cease to wield it.
Second Chance (Sp): At 8th level, you can give an enemy a second chance to correct the error of its ways. Once per day as a standard action, you can cast atonement as a spell-like ability, targeting a creature that has violated the tenets of a religion you both share or that freely desires to convert to your alignment. If costly material components are required for the atonement, you may choose to accept a permanent negative level as a sacrifice in place of those components. The target of this effect also receives the benefits of a cure serious wounds spell as part of the effects of the atonement.
Cleric Domain (Restoration)
Patient Sensibility (Su) You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
Redeemer’s Mercy (Su) Any weapon you wield gains the merciful magic weapon power for as long as you wield it.
Restorative Touch (5/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Selective Channeling Exclude targets from the area of your Channel Energy.
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Nea'Kyra was orphaned at the age of six and has very few memories of her parents. Of mixed Taldan-Kelish ancestry she was raised at the temple of the Shining Star in Absalom where she became a devoted member of the faith. She has been inspired by the teachings of Scion Lady Xerashir of House Shamyyid, but her level of zeal is only matched by her wanderlust and desire to serve her goddess. Having lived in Absalom her whole life she has seen many wonders of the world... only in passing. She hopes to serve as a champion of the downtrodden and combater of evil. Recently she was given a letter of introduction by Lady Xerashir to Ollysta Zadrian - hoping that the Leader of the Silver Crusade can find some good use for her.
Magic Item Description-
Dawnflower Sash
Aura faint abjuration; CL 5th
Slot belt or head; Price 2,500 gp; Weight —
This long strip of red Qadiran fabric is wrapped around the wearer’s waist or head several times and held in place by an ankh-shaped clasp of red gold. The wearer is protected as if by endure elements, but only in warm environments. If the wearer unwraps the sash to its full length and holds the clasp in her hand, she can use feather fall once per day, briefly leaving behind a trail of pleasant red-gold light as bright as a torch that lasts for 1 round.
If Sarenrae is the wearer’s patron, the wearer can use the sash to cast cure light wounds once per day on command. The wearer can trigger this ability as an immediate action if reduced to –1 hit points or fewer, though thereafter the sash must be recharged by placing it in strong sunlight for 8 continuous hours. As a swift action, the wearer can cause the clasp to shine as brightly as a torch or cease this illumination; the light is warm, feels like sunlight, and is bright enough to make sun-fearing creatures slightly uncomfortable but not so bright as to cause them harm.