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Characters/Kyra (Level 1)

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Kyra (Level 1)

Kyra (Level 1)
pc-kyra-the-cleric.webp#.webp
Level 1
Size Medium
Key Ability STR
Hero Points 1
Defenses & Combat
HP 16/16
AC 16
Saving Throws Fort +3, Ref +4, Will +9
Perception +7
Speed 25 ft.
Attributes
STR +2
Languages common, kelish

Details

  • Ancestry: Human
  • Heritage: Versatile Human Versatile Human
  • Background: Acolyte
  • Class: Cleric Cleric
  • Deity: Sarenrae Sarenrae
  • Key Ability: STR
  • Hero Points: 1
  • Languages: common, kelish

Identity

  • Ethnicity: Kelish

Biography

The priests of Sarenrae lead double lives. Known to her faithful as the Dawnflower, the Healing Flame, and the Everlight, she teaches temperance and patience in all things. Compassion and peace are her greatest virtues, and if enemies of the faith can be redeemed, they should be. Yet there are those who have no interest in redemption, who glory in slaughter and death. From the remorseless evil of the undead and fiends to the cruelties born in the hearts of mortals, Sarenrae's doctrines preach swift justice delivered by the scimitar's edge. To this end, she expects her faithful to be skilled at swordplay, both as a form of martial arts promoting centering of mind and body, and so that when they do enter battle, their foes do not suffer any longer than necessary.

Her priests are often categorized into these two camps—those who favor redemption as a method to defeat the enemy, and those who favor the blade. Kyra is certainly one of the latter. 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.

⚔ Defense & Saves

  • HP: 16/16
  • AC: 16
  • Perception: +7 (Trained)
  • Speed: 25 ft. (land)
  • Fortitude: +3 (Trained)
  • Reflex: +4 (Trained)
  • Will: +9 (Expert)

🗡 Attacks

Weapon Traits Attack Bonus Damage
Scimitar Scimitar (Untrained) Forceful, Sweep +2/-3/-8 1d6+2 slashing
Sling Sling (Trained) Propulsive +4/-1/-6 1d6+1 bludgeoning

📊 Ability Scores

STR DEX CON INT WIS CHA
+2 +1 +0 +0 +4 +2

🎓 Skills

Skill Modifier Proficiency
Acrobatics +1 Untrained
Arcana +0 Untrained
Athletics +5 Trained
Crafting +0 Untrained
Deception +2 Untrained
Diplomacy +5 Trained
Intimidation +2 Untrained
Medicine +7 Trained
Nature +4 Untrained
Occultism +0 Untrained
Performance +5 Trained
Religion +7 Trained
Scribing Lore +3 Trained
Society +0 Untrained
Stealth +1 Untrained
Survival +4 Untrained
Thievery +1 Untrained

💰 Wealth & Carry

Coin Total Value Bulk Invested
7 SP, 9 CP 17.5 gp 4.3 / 7 enc / 12 max 0/10

✨ Feats & Features

Heritage
Versatile Human Versatile Human
Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
Background Features
Acolyte
You spent your early days in a religious monastery or cloister. You may have traveled out into the world to spread the message of your religion or because you cast away the teachings of your faith, but deep down, you'll always carry within you the lessons you learned.
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You're trained in the Religion skill and the Scribing Lore skill. You gain the Student of the Canon skill feat.
Feats
Armor Proficiency (Light) Armor Proficiency (Light) (general)
You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. If you are at least 13th level, you become an expert in this armor type.
Special You can select this feat more than once. Each time, you become trained in the next type of armor, as detailed above.
Cleric Spellcasting Cleric Spellcasting (cleric)
Your deity bestows on you the power to cast divine spells. You are a spellcaster, and you can cast spells of the divine tradition using the Cast a Spell activity. As a cleric, your chants generally invoke your deity and their powerful servants by name or title, while your gestures are followed by sacred symbols or other representations of your deity.
At 1st level, you can prepare two 1st-rank spells and five cantrips each morning from the common spells on the divine spell list or from other divine spells to which you gain access and learn via Learn a Spell. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots.
As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in Cleric Spells per Day table above.
Some of your spells require you to attempt a spell attack to see how effective they are or for your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifier and spell DC use your Wisdom modifier.
=== Heightening Spells ===
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.
=== Cantrips ===
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of cleric spell slot you have. For example, as a 1st-level cleric, your cantrips are 1st-rank spells, and as a 5th-level cleric, your cantrips are 3rd-rank spells.
Cloistered Cleric Cloistered Cleric (cleric)
You are a cleric of the cloth, focusing on divine magic and your connection to your deity's domains.
First Doctrine (1st): You gain the Domain Initiate cleric feat.
Second Doctrine (3rd): Your proficiency rank for Fortitude saves increases to expert.
Third Doctrine (7th): Your proficiency ranks for the spell attack modifier and spell DC statistics increase to expert.
Fourth Doctrine (11th): You gain expert proficiency with your deity's favored weapon, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; you can use your spell DC in place of your class DC.
Fifth Doctrine (15th): Your proficiency ranks for the spell attack modifier and spell DC statistics increase to master.
Final Doctrine (19th): Your proficiency ranks for the spell attack modifier and spell DC statistics increase to legendary.
Deity (Sarenrae) Deity (Sarenrae) (cleric)
As a cleric, you are a mortal servitor of a deity you revere above all others. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon.
Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list once you can prepare spells of their rank as a cleric. Any of these spells that aren't normally on the divine list are still divine spells if you prepare them this way.
=== Sanctification ===
Depending on your deity, their sanctification can make you holy or unholy. This gives you the holy or unholy trait, which commits you to one side of a struggle over the souls of the planes and may be referenced in other abilities. If you "can be" holy or unholy according to your deity, you make that choice, and if you "must be" holy or unholy you gain the trait automatically. If you gain the opposing trait in some way, you lose the previous trait until you complete an atone ritual.
=== Anathema ===
Acts fundamentally opposed to your deity's ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.
Casting spells with the unholy trait is almost always anathema to deities who don't allow unholy sanctification, and casting holy spells is likewise anathema to those who don't allow holy sanctification. Similarly, casting spells that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, casting a spell to create undead would be anathema to Pharasma, the goddess of death. Many actions that are anathema don't appear in any deity's formal list. For borderline cases, you and your GM determine which acts are anathema.
If you perform enough acts that are anathema to your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all cleric spellcasting. These abilities can be regained only if you repent by conducting an atone ritual.
Divine Font (Healing) Divine Font (Healing) (cleric)
Through your deity's blessing, you gain additional spells that channel either the life force called vitality or its counterforce, the void. When you prepare your spells each day, you can prepare additional Heal or Harm spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between heal or harm. Once you choose, you can't change your choice short of divine intervention.
Healing Font: You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only heal spells in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6.
Harmful Font: You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only harm spells in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6.
Doctrine Doctrine (cleric)
Even among followers of the same deity, approaches vary. At 1st level, you select cloistered cleric or warpriest and gain the benefits of its first doctrine. At 3rd level and every four levels thereafter, you gain another benefit from your doctrine.
  • Cloistered Cleric
  • Warpriest
Domain Initiate (Fire) Domain Initiate (Fire) (cleric)
Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics.
Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and can't be cast using spell slots. Your focus pool can hold one Focus Point for each focus spell you have, up to 3 points.
Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.
First Doctrine First Doctrine (cleric)
You gain the first benefit of your doctrine:
  • Cloistered Cleric
  • Warpriest
First Doctrine (Cloistered Cleric) First Doctrine (Cloistered Cleric) (cleric)
You gain the Domain Initiate cleric feat.
Haughty Obstinacy Haughty Obstinacy (human)
Your powerful ego makes it harder for others to order you 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).
Student of the Canon Student of the Canon (general, skill)
You've researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.

🎒 Inventory

Weapons
Item Qty Bulk Level Price
Scimitar Scimitar 1 1 0 1 gp
Sling Sling 1 0.1 0
Armor & Shields
Item Qty Bulk Level Price
Chain Shirt Chain Shirt 1 1 0 5 gp
Consumables
Item Qty Bulk Level Price
Healing Potion (Minor) Healing Potion (Minor) 1 0.1 1 4 gp
Ammunition
Item Qty Bulk Level Price
Sling Bullets Sling Bullets 10 0.1 0 1 cp
Equipment
Item Qty Bulk Level Price
Healer's Toolkit Healer's Toolkit 1 1 0 5 gp
Religious Symbol (Wooden) Religious Symbol (Wooden) 1 0.1 0 1 sp
Bags & Storage
Item Qty Bulk Level Price
Backpack Backpack 1 0 0 1 sp
  • Chalk Chalk ×10
  • Flint and Steel Flint and Steel
  • Rope Rope
  • Torch Torch ×5
  • Bedroll Bedroll
  • Waterskin Waterskin
  • Rations Rations ×2
  • Soap Soap
Treasure & Currency
Item Qty Bulk Level Price
Copper Pieces Copper Pieces 9 1 0 1 cp
Silver Pieces Silver Pieces 7 1 0 1 sp

🔮 Spellcasting

Divine Prepared Spells (Divine) — Prepared
DC 17 | Attack +7

Rank 1 (0/2 slots)

  • Bless Bless [aura, concentrate, manipulate, mental]

Description

Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet.

Bless can counteract Bane.

Aura: Bless

  • Daze Daze [cantrip, concentrate, manipulate, mental, nonlethal]

Description

You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also Stunned 1.

Heightened (+2) The damage increases by 1d6.

  • Divine Lance Divine Lance [attack, cantrip, concentrate, manipulate, sanctified]

Description

You unleash a beam of divine energy. Make a ranged spell attack against the target's AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit).

Heightened (+1) The damage increases by 1d4.

Description

You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

Spell Effect: Guidance

Effect: Guidance Immunity

  • Light Light [cantrip, concentrate, light, manipulate]

Description

You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.

You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.

Spell Effect: Light

Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).

Description

You ward a creature with protective energy that deters attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends.

Critical Success Sanctuary ends.

Success The creature can attempt its attack and any other attacks against the target this turn.

Failure The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn.

'Critical Failure The creature wastes the action and can't attempt to attack the target for the rest of sanctuarys duration.

  • Stabilize Stabilize [cantrip, concentrate, healing, manipulate, vitality]

Description

Life energy shuts death's door. The target loses the Dying condition, though it remains Unconscious at 0 Hit Points.

Divine Font (Healing) (Divine) — Spontaneous
DC 17 | Attack +7

Rank 1 (4/4 slots)

  • Heal Heal [healing, manipulate, vitality]

Description

You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

1 The spell has a range of touch.

2 (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.

3 (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

Divine Focus Spells (Divine) — Focus
DC 17 | Attack +7

Rank 1

  • Fire Ray Fire Ray [attack, cleric, concentrate, fire, focus, manipulate]

Description

A blazing band of fire arcs through the air, lighting your opponent and the ground they stand upon on fire. Make a spell attack roll against the target's AC. The ray deals 2d6 fire damage on a hit (or double damage on a critical hit). On any result other than a critical failure, the ground in the target's space catches fire, dealing (@item.rank)d6 fire damage damage to each creature that ends its turn in one of the squares.

Heightened (+1) The ray's initial damage increases by 2d6, and the fire damage dealt by the burning space increases by 1d6.

Last synced: 2026-08-03 04:00