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Cytherea3

Cythera e'Kiernan

Basic Information

      Race: Human
     Class: Fighter (Two-handed) 3
            Bard (Dancing Dervish) 2
            Bronze Dragon Disciple 3
     Level: 8 (3/2/3)
Experience: 40,404 (1 Oct)(TNL 50K)
 Alignment: Lawful Neutral
 Languages: Common, Draconic, Elven, Infernal
     Deity: Cortessa
First Seen: The Dunn Wright Inn
 Currently: Faith and Good Works


Abilities

  • Please indicate Racial and Level Adjustments
STR: 21 +5 (5 pts); +2 Racial; +2 Magic belt; +2 Dragon Disc; +1 8th level
DEX: 14 +2 (5 pts)
CON: 12 +1 (2 pts)
INT: 14 +2 (5 pts)
WIS: 10 +0 (0 pts)
CHA: 14 +2 (3 pts); +1 4th level

Combat Statistics

  • Please specify the nature of Special and Miscellaneous Adjustments
(Max-2)       HP:  76 = [3d10(26) + CON(3) + FC(0)] (Fighter-3)
                        [2d8(12)   + CON(2) + FC(0)] (Bard-2)
                        [2d12(30)   + CON(3) + FC(0)] (Dragon Disciple-3)
              AC:  24 = [10 + DEX(2) + ARM(7) + NAT(2) + Dodge(1) + Other(2)*]
        AC Touch:  15 = [10 + DEX(2) + Dodge(1) + Other(2)*]
   AC Flatfooted:  21 = [10 + ARM(7) + NAT(2) + Other(2)*]
            INIT:  +8 = [DEX (2) + Reactionary (2) + Imp Initiative (4)]
             BAB:  +6 = [Fighter(3) + Bard(1) + Dragon Disciple(2)]
             CMB: +11 = [BAB(6) + STR(5) + Misc (0)]
                  +12 = [+1 for Sundering#]
             CMD:  26 = [10 + BAB(6) + STR(5) + DEX(2) + Dodge(1) + Other(2)*]
                   27 = [+1 against Sundering#]
       Fortitude:  +8 = [Ftr(3) + Bard(0) + Drgn Disc(2) + CON(1) + Misc(2)$]
          Reflex:  +9 = [Ftr(1) + Bard(3) + Drgn Disc(1) + DEX(2) + Misc(2)$]
            Will:  +8 = [Ftr(1) + Bard(3) + Drgn Disc(2) + WIS(0) + Misc(2)$]
           Speed:  30' (40' while Battle Dancing)
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

* = Deflect AC from +1 Ring of Protection & Insight +1 AC from Ioun Stone
# = Shattering Strike +1 CMB & CMD for Sundering
$ = With +2 Cloak of Resistance

Weapon Statistics

  • Please specify the nature of Special and Miscellaneous Adjustments
Situational Bonuses:
  Arcane Strike: +1 Damage when active, treated as Magical to by-pass DR
  Power Attack: -2 Attack for +4 damage (+6 with bite & two handed melee weapons)
  Furious Focus: Negate penalty of PA on 1st strike of round (2H attacks only).
  Inspire Courage Battle Dance: +1 Attack/damage & +10ft movement when active 
  Shield of Swings: +4AC/CMD traded for 1/2 Damage on Full Attack

Melee:
 MWK Glaive:       Attack: +12/+7 = [BAB(6) + STR(5) + MWK(1) + Magic(00)]
                   Damage: 1d10+10*, Crit: 20/x3, Special: Reach, Slashing
 MWK Greatsword:   Attack: +12/+7 = [BAB(6) + STR(5) + MWK(1) + Magic(00)]
                   Damage: 2d6+10*, Crit: 19-20/x2, Special: Slashing
 MWK Heavy Flail:  Attack: +12/+7 = [BAB(6) + STR(5) + MWK(1) + Magic(00)]
                   Damage: 1d10+10*, Crit: 19-20/x2, Special: Cold Iron, 
                   Bludgeoning, Disarm, Trip
MWK Spiked Gauntlet: Att: +12/+7 = [BAB(6) + STR(5) + MWK(1) + Magic(00)]
                   Damage: 1d4+5, Crit: 20/x2, Special: Pierce
 MWK Morningstar:  Attack: +12/+7 = [BAB(6) + STR(5) + MWK(1) + Magic(00)]
                   Damage: 1d8+7, Crit: 20/x2, Special: B and P; silver; 2 hands
 Dagger:           Attack: +11/+6 = [BAB(6) + STR(5) + Misc(0) + Magic(00)]
                   Damage: 1d4+5, Crit: 19-20/x2, Special: Pierce or Slashing,
                                                           Can be thrown
 Claws x 2:        Attack: +11/+6 = [BAB(6) + STR(5) + Misc(0) + Magic(00)]
                   Damage: 1d4+5, Crit: 20/x2, Special: Slashing & Bludgeoning
 Bite:             Attack: +11/+6 = [BAB(6) + STR(5) + Misc(0) + Magic(00)]
                   Damage: 1d6+7, Crit: 20/x2, Special: S, B, & P

* Damage includes Overhand Chop: Strength doubled when single attacking with
  two-handed weapon

Ranged:
 MWK Comp Longbow: Attack: +9/+4 = [BAB(6) + DEX(2) + MWK(1)]
                   Damage: 1d8+5, Crit: 20/x3, Range: 110', Special: P or B
 Chakram:          Attack: +8/+3 = [BAB(6) + DEX(2) + Misc(0) + Magic(00)]
                   Damage: 1d8+5, Crit: 20/x2, Range: 30', Special: Slashing
 Dagger:           Attack: +8/+3 = [BAB(6) + DEX(2) + Misc(0) + Magic(00)]
                   Damage: 1d4+5, Crit: 19-20/x2, Range: 10', Special: Pierce

Racial Traits (Human)

Ability Adjustments: +2 (Strength)
               Size: Medium
              Speed: 30' (20' in Medium/Heavy Armor)
      Favored Class: Fighter (+1 Skill Point three times)
         Bonus Feat: +1 Feat at 1st level
            Skilled: +1 Skill Point per level

Class Features

Fighter (Two-handed) (Favored Class)

 Armor/Weapons: Light/Medium/Heavy Armor
                Shields (including Tower)
                Simple & Martial Weapons
   Bonus Feats: One at 1st level & then every even level
Shattering Strike +1 (Ex): At 2nd level, a two-handed fighter gains a +1 bonus
                to CMB and CMD on sunder attempts and on damage rolls made
                against objects. These bonuses increase by +1 for every four
                levels beyond 2nd.  This ability replaces Bravery.
Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single
                attack (with the attack action or a charge) with a two-handed
                weapon, she adds double his Strength bonus on damage rolls. This
                ability replaces Armor Training 1.
Weapon Training +0 (Ex): Starting at 5th level, whenever she attacks wielding
                two-handed melee weapon, she gains a +1 bonus on attack and
                damage rolls. Every four levels thereafter (9th, 13th, and
                17th), she gains an additional +1 bonus on attack and damage
                rolls when using a two-handed melee weapon. This ability
                replaces Weapon Training 1, 2, 3 and 4.

Bard (Dancing Dervish)

 Armor/Weapons: Bard Proficiencies, but Scimitar and Kukri replaces the
                proficiency with the rapier and whip.
Arcane Spellcasting: Cantrips & 1st level spells spontaneously.  No chance for
                failure while wearing light armor.
        Spells: A bard casts arcane spells drawn from the bard spell list
                She can cast any spell she knows without preparing it ahead of
                time. Every bard spell has a verbal component (song, recitation,
                or music). To learn or cast a spell, a bard must have a Charisma
                score equal to at least 10 + the spell level. The Difficulty
                Class for a saving throw against a bard’s spell is 10 + the
                spell level + the bard’s Charisma modifier.
 Cantrips (Sp): Bards learn a number of cantrips, casting at will.
Battle Dance (su): A dervish dancer is trained in the use of the Perform skill,
                especially dance, to create magical effects on herself only,
                working like bardic performance. Battle dancing is treated as
                bardic performance for the purposes of feats, abilities,
                effects, and the like that affect bardic performance, except
                that battle dancing does not benefit from the Lingering
                Performance feat or any other ability that allows a bardic
                performance to grant bonuses after it has ended. Battle dancing
                benefits apply only when the bard is wearing light or no armor.
                Like bardic performance, it cannot be maintained at the same
                time as other performance abilities.
                  Starting a battle dance is a move action, but it can be
                maintained each round as a free action. Changing a battle dance
                from one effect to another requires the dervish dancer to stop
                the previous performance and start the new one as a move action.
                A dervish dancer’s performance ends immediately if she is
                killed, paralyzed, stunned, knocked unconscious, or otherwise
                prevented from taking a free action each round. A dervish dancer
                cannot perform more than one battle dance at a time. At 10th
                level, a dervish dancer can start a battle dance as a swift
                action instead of a move action.
                  Dervish dancers gain the inspire courage, inspire greatness,
                and inspire heroics bardic performance types as battle dances,
                but these only provide benefit to the dervish dancer herself.
                  Useable 4 rounds per day + Charisma modifier. Increases by 2
                rounds per Bard level. 14 rounds per day. Extra Performance +6.
Inspire courage +1: Use battle dance to inspire courage in herself. Receives a
                +1 morale bonus on saving throws against charm and fear effects
                and a +1 competence bonus on attack and weapon damage rolls.
                Increases by +1 at 5th, 11th, & 17th levels.
    Fleet (Su): While performing a battle dance, a dervish dancer gains a +10
                enhancement bonus to her land speed. This bonus increases by 5
                feet for every four bard levels gained after 1st level, to a
                maximum of +30 feet at 19th level. This ability replaces bardic
                knowledge and lore master.
Versatile Dance (Ex): At 2nd level, a dervish dancer gains a bonus equal to half
                her level on Perform (dance) checks. She can use her bonus for
                her Perform (dance) skill in place of his bonus for Acrobatics.
                This ability replaces versatile performance.

Dragon Disciple(Bronze)

 Armor/Weapons: Dragon disciples gain no proficiency with any weapon or armor.
Spells per Day: At the indicated levels, a dragon disciple gains new spells per
                day as if she had also gained a level in an arcane spellcasting
                class she belonged to before adding the prestige class. She does
                not, however, gain other benefits a character of that class
                would have gained, except for additional spells per day, spells
                known, and an increased effective level of spellcasting.
Natural Armor Increase +1(Ex): As her skin thickens, a dragon disciple takes on
                more and more of her progenitor's physical aspect. At 1st, 4th,
                and 7th level, a dragon disciple gains an additional +1 increase
                to the character's existing natural armor (if any). These armor
                bonuses stack.
Ability Boosts: As a dragon disciple gains levels in this prestige class, her
                ability scores increase as noted. These increases stack and are
                gained as if through level advancement. +2 Strength
Blood of Dragons: A dragon disciple uses her class level when determining the
                bonuses & powers gained from the draconic bloodline. She must
                choose a dragon type upon gaining his first level in this class.
  Bloodline Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, 
                Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus
                (Knowledge [arcana]), Toughness.
  Bloodline Arcana: Whenever she casts a spell with an energy descriptor that
                matches her draconic bloodline's energy type, that spell deals
                +1 point of damage per die rolled. (Electricity)
  Bloodline Power Claws (Su): Starting at 1st level, she can grow claws as a
                free action. These claws are treated as natural weapons,
                allowing her to make two claw attacks as a full attack action
                using her full base attack bonus. Each of these attacks deals
                1d4 points of damage plus your Strength modifier
                  At 5th level, these claws are considered magic weapons for the
                purpose of overcoming DR. At 7th level, the damage increases by
                one step to 1d6 points of damage.
                  She can use her claws for a number of rounds per day equal to
                3 + her Charisma modifier. These rounds do not need to be
                consecutive. 5 rounds per day.
Bonus Bloodline Feat: Upon reaching 2nd, 5th, & 8th levels, a dragon disciple
                receives one bonus feat, chosen from the draconic bloodline's
                bonus feat list.
Dragon Bite (Ex): At 2nd level, whenever the dragon disciple uses her bloodline
                to grow claws, she also gains a bite attack. This is a primary
                natural attack that deals 1d6 points of damage, plus 1–1/2 times
                the dragon disciple’s Strength modifier. Upon reaching 6th
                level, this bite also deals 1d6 points of energy damage
                determined by the dragon disciple's bloodline.
Breath Weapon (Su):At 3rd level, a dragon disciple gains the breath weapon
                bloodline power, even if her level does not yet grant that 
                power. At 9th level, the dragon disciple gains an additional
                use of her breath weapon each day. This breath weapon deals
                1d6/DD Level damage (3d6 Electricity, 60ft line). Those caught
                in the area of the breath receive a Reflex save for half damage.
                The DC = 10 + 1/2 DD level + Charisma modifier (DC13).  

Feats

Arcane Strike (General 1st Level): Swift action to deal +1 damage per five
            caster levels with weapon; counts as magic vs. DR; Lasts 1 round.
Dodge (Human Bonus 1st Level): Gain a +1 dodge bonus to AC. A condition that
            causes loss of Dex bonus to AC also loses the benefits of this feat.
Quick Draw (Bonus Fighter 1st level): Can draw weapon as a free action.
Power Attack -2/+4(6) (General 3rd level): Can trade a –1 penalty on all melee
            attack rolls and combat maneuver checks to gain a +2 bonus on all
            melee damage rolls. This bonus to damage is increased by half (+50%)
            when an attack with a two-handed weapon, a one handed weapon using
            two hands, or a primary natural weapon that adds 1.5 times Strength
            modifier on damage rolls. This bonus to damage is halved (–50%) for
            attacks with an off-hand weapon or secondary natural weapon.
              When BAB reaches +4, and every 4 points thereafter, the penalty
            increases by –1 and the bonus to damage increases by +2.
Furious Focus (Fighter 2nd level): When wielding a two-handed weapon or a
            one-handed weapon with two hands, and using the Power Attack feat,
            do not suffer Power Attack’s penalty on melee attack rolls on the
            first attack made each turn. Still suffer the penalty on any
            additional attacks, including attacks of opportunity.
Shield of Swings (General 5th level): When taking a full-attack action while
            wielding a two-handed weapon, can choose to reduce the damage by 
            1/2 to gain a +4 shield bonus to AC and CMD until the beginning of
            next turn. The reduction in damage applies until the beginning
            of your next turn.
Improved Initiative (Bloodline bonus): Quick reflexes allow her to react
            rapidly to danger. Get a +4 bonus on initiative checks.
Extra Performance (General 7th level): She can use her bardic performance
            ability more often than normal. Use bardic performance for 6
            additional rounds per day.

Traits

World Traveler (Racial): +1 Sense Motive, always class skill
Reactionary (Combat): +2 to Initiative

Skills

  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 51 = [(Base(2)+INT(2)+Human(1)) x Level(3) +FC(3)] (Fighter-3)
                 + [(Base(6)+INT(2)+Human(1)) x Level(2) +FC(0)] (Bard-2)
                 + [(Base(2)+INT(2)+Human(1)) x Level(3) +FC(0)] (Dragon Disc-3)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics*            +15     0       *       2     -1   +0 (Use Perform Dance)
Appraise               +2/4    0       *       2          +2 (Merch Scale)
Bluff                   +2     0       *       2          +0
Climb                 +8/10    1       3       5     -1   +2 (Climber's Kit)
Craft (       )         +2     0       *       2          +0
Diplomacy               +6     1       3       2          +0
Disable Device                 0       0       2     -1   +0
Disguise                +2     0       *       2          +0
Escape Artist           +5     1       3       2     -1   +0
Fly                            0       0       2     -1   +0
Handle Animal           +6     1       3       2          +0
Heal                    +0     0       0       0          +0
Intimidate              +6     1       3       2          +0
Knowledge (Arcana)    +12/14   7       3       2          +2 (Book)
Knowledge (Dngnrng)    +6/8    1       3       2          +2 (Book)
Knowledge (Engnrng)            0       *       2          +0
Knowledge (Geography)  +6/8    1       3       2          +2 (Book)
Knowledge (History)     +6     1       3       2          +0
Knowledge (Local)      +6/8    1       3       2          +2 (Book)
Knowledge (Nature)             0       *       2          +0
Knowledge (Nobility)   +6/8    1       3       2          +2 (Book)
Knowledge (Planes)             0       *       2          +0
Knowledge (Religion)    +6     1       3       2          +0
Linguistics             +6     1       3       2          +0
Perception              +8     5       3       0          +0
Perform    (Dance)     +15     8       3       2          +3 (Boots & 1/2 Bard)
Profession (       )           0       *       0          +0
Ride                    +5     1       3       2     -1   +0
Sense Motive            +6     2       3       0          +1 (World Traveler)
Sleight of Hand                0       *       2     -1   +0
Spellcraft             +12     7       3       2          +0
Stealth                +11     7       3       2     -1   +0
Survival               +4/6    1       3       0          +2 (Compass)
Swim                    +8     1       3       5     -1   +0
Use Magic Device               0       *       2          +0

* = Can substitute Perform Dance for acrobatics due to Versatile Dance

Bard Spell List (Known)

 Caster Level 4
 Cantrips  at will          Level 01  4/Day         Level 02  2/Day 
* Prestidigitation         * Timely Inspiration    * Glitterdust (DC 14)
* Light                    * Cure Light Wounds     * Mirror Image
* Resistance               * Grease (DC 13)
* Detect Magic             * Vanish
* Read Magic
* Mending

Equipment

Equipment                        Cost     Weight
Explorer's Outfit                         00  lb
+1 Mithral Breast plate         5200 gp   15  lb
Belt of Giant Strength +2       4000 gp    1  lb
+1 Ring of Protection           2000 gp    0  lb
Cloak of Resistance +2          4000 gp    1  lb
+1 Amulet of Natural Armor      2000 gp    0  lb
MWK Dancing Boots                 50 gp    1  lb
MWK Glaive                       308 gp   10  lb
MWK Cold Iron Heavy Flail        630 gp   10  lb
MWK Greatsword                   350 gp    8  lb
MWK Spiked Gauntlet              305 gp    1  lb
Dagger (2)                         4 gp    2  lb
MWK Composite Longbow (+5 Str)   900 gp    3  lb
  Arrows (40)                      2 gp    6  lb
  Blunt Arrows (20)                2 gp    3  lb
MWK Silver Morningstar           398 gp    6  lb
Chakrams (8)                       8 gp    8  lb
Handy Haversack                 2000 gp    5  lb
*Center compartment (8 cubic feet & 80 lbs)
  Large water proof bag (2)        4 gp  ( 4  lb)
  -Bedroll                       0.1 gp  ( 5  lb)
  -Blanket                       0.2 gp  ( 1  lb)
  -Winter blanket                0.5 gp  ( 3  lb)  
  Water proof bags (2) empty       1 gp  ( 1  lb)
  Sacks, empty (2)               0.2 gp  ( 1  lb)
  Crowbar                          2 gp  ( 5  lb)
  Bolt cutters                     6 gp  ( 5  lb)
  Torches (2)                   0.02 gp  ( 2  lb)
  Rope, Silken (100ft)            20 gp  (10  lb)
  Grappling hook                   1 gp  ( 4  lb)
  Climber's Kit                   80 gp  ( 8  lb)   
  Canvas (5sq yards)             0.5 gp  ( 5  lb)
  Courtier's Outfit               30 gp  ( 6  lb)
  Traveler's Outfit                1 gp  ( 5  lb)
  Hot Weather Outfit               8 gp  ( 4  lb)
  Cold Weather Outfit              8 gp  ( 7  lb)
                              Sub-total  (76  lb)
*Left Side compartment (2 cubic feet & 20 lbs) 
  Water proof bags (2) Books       1 gp  ( 1  lb)
  -Book of Geography (+2)         50 gp  ( 2  lb)
  -Book of Local Lore (+2)        50 gp  ( 2  lb)
  -Book of Nobility (+2)          50 gp  ( 2  lb)
  -Book of Arcana (+2)            50 gp  ( 2  lb)
  -Book of Dungeoneering (+2)     50 gp  ( 2  lb)
  -Trail rations (3 days)         NT gp  ( 3  lb)
  Anti-toxin (2 vials)           100 gp  ( 0  lb)
  Anti-plague (2 vials)          100 gp  ( 0  lb)
  Potion of CMW                  300 gp  ( 0  lb)
  Wand of CLW (18 charges)       270 gp  ( 0  lb)
  Periscope                       20 gp  ( 4  lb)
  Thunderstones (1)               30 gp  ( 1  lb)
  Whetstone                     0.02 gp  ( 1  lb)
                              Sub-total  (20  lb)
*Right Side compartment (2 cubic feet & 20 lbs)
  Liquid Ice (2 flasks)           80 gp  ( 4  lb)
  Holy Water (4 flasks)          100 gp  ( 4  lb)
  Alchemical Fire (3 flasks)      60 gp  ( 3  lb)
  Acid (3 flasks)                 30 gp  ( 3  lb)
  Merchant's Scale                 2 gp  ( 1  lb)
  Waterskin                        1 gp  ( 4  lb)
  Compass                         10 gp  ( ½  lb)
  String/twine (50ft)           0.01 gp  ( ½  lb)  
                              Sub-total  (20  lb)
Spell Component Pouch              5 gp    2  lb
Belt Pouch                         1 gp    ½  lb
  Ioun Torch                      75 gp    0  lb
  Ioun Stone (Dusty Rose)       5000 gp    0  lb
  Sewing needle                  0.5 gp    0  lb

                           Total Weight:  82½ lb  Light Encumbrance

            Light   Medium    Heavy    
Max Weight: 0-153   154-306   307-460

Riding Dog (Husky named Carak)   150 gp
MWK Studded Leather Barding      350 gp
Harness & Saddlebag                6 gp
6 days Trail Rations              NT
Waterskin                         NT 

Finances

PP: 0
GP: 213
SP: 9
CP: 5

Gems/Jewelry/Other:
0000

Average (100 gp): Small apartment in Venza. Does not track nonmagical
                  expenditures of 1 gp or less.
Used 2 charges on CLW wand (30gp)


Details

      Size: Medium
    Gender: Female
       Age: 22
    Height: 5' 11"
    Weight: 145 lbs
Hair Color: Red
 Eye Color: Blue-gray
Skin Color: Bronze tinted, tanned
Appearance: Slender, yet very muscular build and attractive. She has blue-gray
            eyes and her hair is red. She keeps it long, about halfway down her
            back. Her muscles are very toned from rigorous martial training and
            dancing, but she does have a decently curved figure.
              She wears a mithral breastplate and carries an assortment of
            finely crafted weapons. She wears gray, trimmed with red or orange
            colors to adorn her outfits, even while wearing armor. She leaves
            her hair flowing loose and free.
  Demeanor: A cheerful and but often serious woman. She enjoys talking and being
            sociable. She has taken the teachings of mother to heart and upholds
            the opinion that battle is an art-form, elegant as it is deadly. She
            is intelligent and pays attention to tactical situations, yet often
            listens to the opinions of others before trying to exert her will.
            Her word is her bond, once given she will try to keep it.

Background

Cythera learned of her draconic heritage through her mother, according to the stories she used to tell as part of her profession as a traveling bard. One of her ancestors was the daughter of a Lord Morrolan who ruled from a floating castle. Serena was cast out of her father's castle for becoming pregnant. Morrolan was a proud warrior and sorcerer but could not handle the shame. Serena was cast out into the world on her own and she made her way using her sorceress abilities and great singing voice. She was the one who started the family tradition of being traveling bards. Her child, a daughter, was born from the union of Serena and a bronze half-dragon, and thus all children from her daughter's lineage have some dragon blood running through their veins.

Cythera's mother told her the stories, hoping she would make a better name for herself in the world. She was raised by her mother and never met her father. However, Cythera has aspirations of becoming a great warrior, but not styled after the long dead lord, but rather his dragon ancestry. She has always had a great fascination about dragons and hopes to learn more about them. The dragon blood beckons her irresistibly.

While her mother was a traveling bard, she was also secretly a dancing dervish, training the daughter a young age to follow in the tradition. But while her mother was more lithe and graceful, Cythera was born of a stronger body, probably from the brute of her long absent father. She was raised by her mother and never met her father, some traveling warrior that was exceptionally large and strong for a human. So when she became a teenager, she was favoring larger bladed weapons than that of her mother.

Before coming of age, however, Cythera's mother encountered some wererat thieves. After catching them in the act, a bloody fight ensued and her mother sacrificed herself to save her daughter, buying time for Cythera to escape. But, the girl would not be running forever, she trained harder and found a few others that were also trying to gain experience and gold by adventuring.

Cythera left her twon with those fellows and gained some experience in the Dance. They investigated the coast, trying to determine the cause of a disruption of shipping. The group came upon a lighthouse on a rocky penisula, built to warn ships of the dangerous reefs just off shore. They found the family living there slaughtered. A pirate camp nearby was responsible, having build a fake tower with a light in the wrong place. Ships would mistakenly run aground and the pirates would kill any survivors and loot the cargo. Cythera and her friends managed to kill all of the pirates in a bloody battle, but only herself and the ranger survived.

Despite the dubious success, Cythera gained martial prowess and the ranger accompanied her to commence tracking the wererat gang responsible for killing her mother. The duo tracked a couple to Tritower and ambushed them in a alley. They found a three more at an Inn en route to Venza. Unfortunately the leader got away, but not before managing to kill the ranger. Alone, Cythera followed the blighter onwards to Venza and cornered him in a deserted part of the city near the canals. After a one-on-one duel, she was victorius.

Her revenge completed, Cythera would not return home, and decided to continue onward leading a life of exploration along a path to further her goal of unlocking the power of her draconic heritage. With her experiences this has finally started to manifest itself, the bloodline showing itself as her power grows. She purchased a small apartment in Venza, planning to put down some roots as a base of operations for her adventuring. After a bit of rest adn relaxation, she eventually finds herself stir-crazy and heads out to the Dunn Wright Inn, a favorite hangout of adventurers, to see what is going on.


Carak the Husky

Carak - Husky

Carak the Husky

Medium animal, Neutral
Init +2; 
Senses: low-light vision, scent; Perception +8
 
DEFENSE
AC 16  touch 12, flat-footed 14 
       (+2 Dex, +1 natural, +3 Armor)
CMD 15 (19 vs. trip)
HP 13 (2d8+4)
Fort +5, Ref +5, Will +1

OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)

STATISTICS
Str 15 
Dex 15 
Con 15 
Int 2 
Wis 12 
Cha 6
Base Atk +1; CMB +3
Feats: Skill Focus (Perception)
Skills: 
Acrobatics +6 (+14 jumping)
Perception +8
Survival +1 (+5 scent tracking)

Equipment:
MWK Studded Leather Barding     25 lbs
Harness and saddlebag            9 lbs
Trail Rations (6 days)           6 lbs
Waterskin                        4 lbs

                Total Weight:   44 lbs

            Light   Medium    Heavy    
Max Weight: 0-100   101-200   201-300

Adventure Log

Replacing fifth level retired character Ariel Esimae

      XP Received: 10,000
Treasure Received: 10,500 GP
DMC Spent = 6
      XP Received: 5040 (5th level-28xp/day)
Treasure Received: 5580 GP (5th level-31gp/day)

DMC Spent = 1
      XP Received: 1320 (6th level-44xp/day)
Treasure Received: 1260 GP (6th level-42gp/day)

Escort Service

      XP Received: 9476
Treasure Received: 10,675GP                                
DMC Spent = 1
      XP Received: 1830 (7th level-61xp/day)
Treasure Received: 1590 GP (6th level-53gp/day)

Faith and Good Works


      XP Received: 1600 + 4758 (7th level-61xp/day) = 6358 (mid-adventure)
                   Total = 34024XP on 20 July 2012
Treasure Received: 0000 GP
                   0000 Gems/Jewelry
                        Items

      XP Received: 
Treasure Received: 0000 GP
                   0000 Gems/Jewelry
                        Items

Level Ups

  Level 6: 21 Nov 2011
    Class: Dragon Disciple (Bronze)-1
      BAB: +4 to +4
     Fort: +4 to +5
      Ref: +6 to +6
     Will: +4 to +5
     Feat: None
 Features: Natural Armor Increase, Blood of Dragons
       HP: Max-2 = 1d12(10)+1(Con) = 11
Skill Pts: 41 = +2(Drag Disc) +2(Int) +1(Human) +36(Old Total) = 41(New Total) 

  Level 7: 5 April 2012
    Class: Dragon Disciple (Bronze)-2
      BAB: +4 to +5
     Fort: +5 to +5
      Ref: +6 to +7
     Will: +5 to +5
     Feat: Improved Initiative (Bloodline Bonus); Extra Performance (Gen 7th)
 Features: Ability Boost (+2 Str); Bloodline Feat; Dragon Bite; 
           +1 Bard Level Casting (-> 3rd level)
   Spells: +1 Cantrip & +1 1st Level Known; +1 1st level spell/day
       HP: Max-2 = 1d12(10)+1(Con) = 11
Skill Pts: 46 = +2(Drag Disc) +2(Int) +1(Human) +41(Old Total) = 46(New Total) 
 Spent on: Perception x 2; Stealth; Know Arcana; Perform Dance 
  Level 8: 22 July 2012
    Class: Dragon Disciple (Bronze)-2
      BAB: +5 to +6
     Fort: +5 to +6
      Ref: +6 to +6
     Will: +5 to +6
  Ability: +1 Strength
     Feat: None
 Features: Dragon Breath 1x/day (Electricity) 
           +1 Bard Level Casting (-> 4th level)
   Spells: +2 2nd Level Known; +2 2nd level spell/day
       HP: Max-2 = 1d12(10)+1(Con) = +11
Skill Pts: 51 = +2(Drag Disc) +2(Int) +1(Human) +46(Old Total) = 51(New Total) 
 Spent on: Perception; Know Religion; Know History; Perform Dance; Spellcraft

Approvals

  • Approval (Nov 21, 2011) (Satin Knights) level 6
  • Approval (Nov 24, 2011) (jkason) level 6
  • Approval (April 20, 2012) (jkason) level 7
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