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Cytherea3

Cythera e'Kiernan

Basic InformationEdit

      Race: Human
     Class: Fighter (Two-handed) 3
            Bard (Dancing Dervish) 2
            Bronze Dragon Disciple 6
     Level: 11 (3/2/6)
Experience: 105,526 XP (TNL 145K)
 Alignment: Lawful Neutral
 Languages: Common(Venzan), Middle Landellian, Draconic, Elven, Infernal
     Deity: Cortessa
First Seen: The Dunn Wright Inn
 Currently: At Home


AbilitiesEdit

  • Please indicate Racial and Level Adjustments
STR: 23 +6 (5 pts); +2 Racial; +2 Magic belt; +4 Dragon Disc; +1 8th level
DEX: 14 +2 (5 pts)
CON: 16 +2 (2 pts); +2 Dragon Disc; +2 Magic belt
INT: 14 +2 (5 pts)
WIS: 10 +0 (0 pts)
CHA: 16 +3 (3 pts); +1 4th level; +2 Magic Headband

Combat StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
(Max-2)  HP: 131 = [3d10(26) + CON(9) + FC(0)] (Fighter-3)
                   [2d8(12)   + CON(6) + FC(0)] (Bard-2)
                   [6d12(60)   + CON(18) + FC(0)] (Dragon Disciple-6)
  Wearing Mithral Platemail
         AC:  31 = [10 + DEX(2) + ARM(13) + NAT(3) + Dodge(1) + Other(2)*]
   AC Touch:  15 = [10 + DEX(2) + Dodge(1) + Other(2)*]
      AC FF:  28 = [10 + ARM(13) + NAT(3) + Other(2)*]
  Wearing Mithral Breastplate
         AC:  25 = [10 + DEX(2) + ARM(7) + NAT(3) + Dodge(1) + Other(2)*]
   AC Touch:  15 = [10 + DEX(2) + Dodge(1) + Other(2)*]
      AC FF:  22 = [10 + ARM(7) + NAT(3) + Other(2)*]
       INIT:  +8 = [DEX (2) + Reactionary (2) + Imp Initiative (4)]
        BAB:  +8 = [Fighter(3) + Bard(1) + Dragon Disciple(4)]
        CMB: +14 = [BAB(8) + STR(6) + Misc (0)]
             +15 = [+1 for Sundering#]
             +15 = [+1 on Grapples with Armbands of the Brawler]
        CMD:  29 = [10 + BAB(8) + STR(6) + DEX(2) + Dodge(1) + Other(2)*]
              30 = [+1 against Sundering#]
              30 = [+1 on Grapples with Armbands of the Brawler]
  Fortitude: +11 = [Ftr(3) + Bard(0) + Drgn Disc(3) + CON(3) + Misc(2)$]
     Reflex: +10 = [Ftr(1) + Bard(3) + Drgn Disc(2) + DEX(2) + Misc(2)$]
       Will:  +9 = [Ftr(1) + Bard(3) + Drgn Disc(3) + WIS(0) + Misc(2)$]
      Speed:  30' (40' while Battle Dancing)% wearing Mithral Platemail 
              40' (50' while Battle Dancing)% wearing Mithral Breatplate 
         DR:  00/Any
         SR:  00
 Spell Fail:  25% wearing Mithral Platemail
              15% when using Swift Action of Arcane Armor Training

* = 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
% = Includes +10ft Movement for Boots

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
Situational Bonuses:
  Arcane Strike: +2 Damage when active, treated as Magical to by-pass DR
  Power Attack: -3 Attack for +6 damage (+9 with bite & 2-hd melee weapons)
  Furious Focus: Negate PA penalty on round's 1st strike (2H attacks only).
  Inspire Courage Battle Dance: +1 Attack/damage & +10ft move when active 
  Shield of Swings: +4AC/CMD traded for 1/2 Damage on Full Attack
  Lunge: +5ft Reach for -2AC

Melee:
 MWK Glaive:       Attack: +15/+10 = [BAB(8) + STR(6) + MWK(1) + Magic(00)]
                   Damage: 1d10+12*, Crit: 20/x3, Special: Reach, Slashing
 +1 Greatsword:    Attack: +15/+10 = [BAB(8) + STR(6) + MWK(1) + Magic(00)]
                   Damage: 2d6+13+1d6(Electricity)*, Crit: 19-20/x2,
                   Special: Slashing & 1d6 Electricity
 MWK Heavy Flail:  Attack: +15/+10 = [BAB(8) + STR(6) + MWK(1) + Magic(00)]
                   Damage: 1d10+12*, Crit: 19-20/x2, Special: Cold Iron, 
                   Bludgeoning, Disarm, Trip
MWK Spiked Gauntlet: Attk: +15/+10 = [BAB(8) + STR(6) + MWK(1) + Magic(00)]
                   Damage: 1d4+6, Crit: 20/x2, Special: Pierce
 MWK Morningstar:  Attack: +15/+10 = [BAB(8) + STR(6) + MWK(1) + Magic(00)]
                   Damage: 1d8+9, Crit: 20/x2, Special: B and P; silver; 2-hd
 Dagger:           Attack: +14/+9 = [BAB(8) + STR(6) + Misc(0) + Magic(00)]
                   Damage: 1d4+6, Crit: 19-20/x2, Special: Pierce or Slashing,
                                                           Can be thrown
 Claws x 2:        Attack: +14/+9 = [BAB(8) + STR(6) + Misc(0) + Magic(00)]
                   Damage: 1d4+6, Crit: 20/x2, Special: Slash & Bludgeon
 Bite:             Attack: +14/+9 = [BAB(8) + STR(6) + Misc(0) + Magic(00)]
                   Damage: 1d6+9, 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: +11/+6 = [BAB(8) + DEX(2) + MWK(1)]
                   Damage: 1d8+5, Crit: 20/x3, Range: 110', Special: P or B
 Chakram:          Attack: +10/+5 = [BAB(8) + DEX(2) + Misc(0) + Magic(00)]
                   Damage: 1d8+6, Crit: 20/x2, Range: 30', Special: Slashing
 Dagger:           Attack: +10/+5 = [BAB(8) + DEX(2) + Misc(0) + Magic(00)]
                   Damage: 1d4+6, Crit: 19-20/x2, Range: 10', Special: Pierce

Racial Traits (Human)Edit

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 FeaturesEdit

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. 15 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/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 +2(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. +4 Str, +2 Con
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. 6 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 (6d6 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 (DC16).
Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a
                range of 30 feet. Using non-visual senses the dragon
                disciple notices things he cannot see. She usually does not
                need to make Perception checks to notice and pinpoint the
                location of creatures within range of her blindsense
                ability, provided that she has line of effect to that
                creature.
                  Any opponent the dragon disciple cannot see still has
                total concealment against her, and the dragon disciple still
                has the normal miss chance when attacking foes that have
                concealment. Visibility still affects the movement of a
                creature with blindsense. A creature with blindsense is
                still denied its Dexterity bonus to Armor Class against
                attacks from creatures it cannot see. At 10th level, the
                range of this ability increases to 60 feet. 

FeatsEdit

Arcane Strike (General 1st Level): Swift action to deal +1 damage per five
  +2        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 -3/+8(9) (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.
Arcane Armor Training (General 9th level): As a swift action, reduce the
            arcane spell failure chance due to the armor you are wearing
            by 10% for any spells you cast this round.
Blind-fight (Bloodline bonus): In melee, every time you miss because of
            concealment, you can reroll your miss chance percentile roll
            one time to see if you actually hit.
              An invisible attacker gets no advantages related to hitting
            you in melee. That is, you don't lose your Dexterity bonus to
            Armor Class, and the attacker doesn't get the usual +2 bonus
            for being invisible. The invisible attacker's bonuses do
            still apply for ranged attacks, however.
              You do not need to make Acrobatics skill checks to move at
            full speed while blinded.
Lunge (General 11th Level): You can increase the reach of your melee
            attacks by 5 feet until the end of your turn by taking a –2
            penalty to your AC until your next turn. You must decide to
            use this ability before any attacks are made.

TraitsEdit

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

SkillsEdit

  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 66 = [(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(6) +FC(0)] (Dragon Disc-6)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics*            +20     0       *       2     -3   +0 (Use Perform Dance)
Appraise               +2/4    0       *       2          +2 (Merch Scale)
Bluff                   +6     0       *       3          +3^
Climb                  +7/9    1       3       6     -3   +2 (Climber's Kit)
Craft (       )         +2     0       *       2          +0
Diplomacy              +10     1       3       3          +3^
Disable Device                 0       0       2     -3   +0
Disguise                +6     0       *       3          +3^
Escape Artist           +3     1       3       2     -3   +0
Fly                     +4     2       3       2     -3   +0
Handle Animal          +10     1       3       3          +3^
Heal                    +0     0       0       0          +0
Intimidate             +10     1       3       3          +3^
Knowledge (Arcana)    +13/15   8       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)      +6     1       3       2          +0
Knowledge (Nobility)   +6/8    1       3       2          +2 (Book)
Knowledge (Planes)      +6     1       3       2          +0
Knowledge (Religion)    +6     1       3       2          +0
Linguistics             +6     1       3       2          +0
Perception             +16     8       3       0          +5# (Blindsense 30ft)
Perform    (Dance)     +23    11       3       3          +4^ (+ 1/2 Bard)
Profession (       )           0       *       0          +0
Ride                    +3     1       3       2     -3   +0
Sense Motive            +9     5       3       0          +1 (World Traveler)
Sleight of Hand                0       *       2     -3   +0
Spellcraft             +13     8       3       2          +0
Stealth                +09     7       3       2     -3   +0
Survival               +4/6    1       3       0          +2 (Compass)
Swim                    +7     1       3       6     -3   +0
Use Magic Device               0       *       3          +3^

* = Can substitute Perform Dance for acrobatics due to Versatile Dance
# = Bonus from Eyes of the Eagle
^ = Bonus from Circlet of Persuasion

Bard Spell List (Known)Edit

Caster Level: 6                      Concentration: +9 = [CL(6) + Cha(3)]
 
Cantrips (Known 6 Base)              DC13             
  Casting: At Will
     * Prestidigitation
     * Read Magic
     * Detect Magic
     * Light
     * Resistance
     * Mending
 
1st Level (Known 4 Base)             DC14
  Casting: 5/Day  (4 Base + 1 Cha)
     * Timely Inspiration 
     * Grease
     * Cure Light Wounds
     * Vanish
 
2nd Level (Known 4 Base)             DC15 
  Casting: 4/Day  (3 Base + 1 Cha)
     * Glitterdust
     * Minor Image
     * Gallant Inspiration
     * Mirror Image

EquipmentEdit

Equipment                        Cost     Weight
Explorer's Outfit                         00  lb
+4 Mithral Platemail           26500 gp   25  lb
Belt of Physical Might         10000 gp    1  lb
      (+2 Str & +2 Con)
+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
Boots of Striding & Springing   5500 gp    1  lb
      (+10ft Speed, +5 Acrobatics Jumping)
Eyes of the Eagle               2500 gp    0  lb
Armbands of the Brawler          500 gp    1  lb
Quick Runner's Shirt            1000 gp    0  lb
      (1x/day Use Swift Action to take Extra Move Action to Move)
Circlet of Persuasion           4500 gp    0  lb
      (+3 Charisma based Checks)
Headband of Alluring Charisma   4000 gp    1  lb
+1 Greatsword (Shocking)        8350 gp    8  lb
MWK Glaive                       308 gp   10  lb
MWK Cold Iron Heavy Flail        630 gp   10  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)
  +1 Mithral Breast plate       5200 gp  (15  lb)
  Grappling hook                   1 gp  ( 4  lb)
  Climber's Kit                   80 gp  ( 8  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)
  Grooming Kit#                   NT gp  ( 2  lb)
  Mess Kit$                       NT gp  ( 1  lb)
                              Sub-total  (79  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)
  Rope, Silken (100ft)            20 gp  (10  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
  Holy Water (4 flasks)          100 gp    4  lb
  Alchemical Fire (3 flasks)      60 gp    3  lb 
  Acid (3 flasks)                 30 gp    3  lb 
  Ioun Torch                      75 gp    0  lb
  Ioun Stone (Dusty Rose)       5000 gp    0  lb
  Sewing needle                  0.5 gp    0  lb

                           Total Weight: 104½ 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 

 # = This pouch of toiletries includes a comb, scissors, nail file,
     sponge, hairbrush, miniature mirror, soap, chewing stick, and
     tooth powder.
 
 $ = This kit includes a plate, bowl, cup, fork, knife, and spoon,
     made of tin. Each item has a handle or small hole, and can be
     tied together using the included leather cord.

FinancesEdit

PP: 0                                 Replacement Character:   10,500 GP
GP: 495                                             DMCs:       6,840 GP 
SP: 4                                        Escort Service:   12,265 GP
CP: 5                                  Faith and Good Works:   59,901 GP
                                                             ==========
Gems/Jewelry/Other:                         Career Earnings:   88,336    GP
0000                                      Carried Inventory:  -87,710.55 GP   
                                          Living Conditions:     -100    GP
                                      Consumed or Destroyed:      -30    GP
                                                            ============ 
                                                    Coinage:     495.45

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

DetailsEdit

      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.

BackgroundEdit

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 HuskyEdit

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 LogEdit

Replacing fifth level retired character Ariel Esimae

      XP Received: 10,000 XP
Treasure Received: 10,500 GP

DMCs spent between adventures

DMC Spent = 6
      XP Received: 5,040 XP (5th level-28xp/day)    Running Total: 15,040 XP
Treasure Received: 5,580 GP (5th level-31gp/day)
DMC Spent = 1
      XP Received: 1,320 XP (6th level-44xp/day)    Running Total: 16,360 XP
Treasure Received: 1,260 GP (6th level-42gp/day)


Escort Service

      XP Received:  9,476 XP                        Running Total: 25,836 XP
Treasure Received: 10,675 GP                                
DMC Spent = 1
      XP Received: 1,830 XP (7th level-61xp/day)    Running Total: 27,666 XP
Treasure Received: 1,590 GP (7th level-53gp/day)


Faith and Good Works  4 May 2012 to 29 May 2013

      XP Received:  6,480 XP on 20 July 2012        Running Total:  34,146 XP
      XP Received: 17,438 XP on 17 Dec 2012         Running Total:  51,584 XP
      XP Received: 19,530 XP on 31 Mar 2013         Running Total:  71,114 XP
      XP Received: 17,492 XP on 29 May 2013         Running Total:  88,606 XP
Treasure Received: 49,101 GP 
   
   Spending 3 DMC: 16,920 XP (188 XP*90 days)       Running Total: 105,526 XP
                    9,990 GP (111 gp*90 days)
 
                   0000 Gems/Jewelry
                        Items

Level UpsEdit

  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)

  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)
 Spent on: Perception x 2; Stealth; Know Arcana; Perform Dance 

  Level 8: 22 July 2012
    Class: Dragon Disciple (Bronze)-3
      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) 
 Spent on: Perception; Know Religion; Know History; Perform Dance; 
           Spellcraft

  Level 9: 17 Dec 2012
    Class: Dragon Disciple (Bronze)-4
      BAB: +6 to +7
     Fort: +6 to +6
      Ref: +6 to +6
     Will: +6 to +6
  Ability: +2 Strength (Dragon Disciple 4th Level)
     Feat: Precise Strike (Teamwork Feat)
 Features: +1 Natural Armor Increase 
           +1 Bard Level Casting (-> 5th level)
   Spells: +1 2nd Level Known; +1 1st & +1 2nd level spell/day
       HP: Max-2 = 1d12(10)+1(Con) = +11
Skill Pts: 56 = +2(Drag Disc) +2(Int) +1(Human) +51(Old Total) 
 Spent on: Perception; Know Nature; Know The Planes; Perform Dance;
           Spellcraft

 Level 10: 14 May 2013
    Class: Dragon Disciple (Bronze)-5
      BAB: +7 to +7
     Fort: +6 to +7
      Ref: +6 to +7
     Will: +6 to +7
     Feat: Blind-fight (Bloodline Bonus)
 Features: Blindsense 30ft
       HP: Max-2 = 1d12(10)+1(Con) = +11
Skill Pts: 61 = +2(Drag Disc) +2(Int) +1(Human) +56(Old Total) 
 Spent on: Perception; Know Arcana; Sense Motive; Perform Dance;
           Fly

 Level 11: 29 May 2013
    Class: Dragon Disciple (Bronze)-6
      BAB: +7 to +8
     Fort: +7 to +7
      Ref: +7 to +7
     Will: +7 to +7
  Ability: +2 Constitution (Dragon Disciple 6th Level)
     Feat: Lunge (General)
 Features: +1 Bard Level Casting (-> 6th level)
   Spells: +1 2nd Level Known; +1 2nd level spell/day
       HP: Max-2 = 1d12(10)+2(Con) = +22 (+10 from Con Increase)
Skill Pts: 66 = +2(Drag Disc) +2(Int) +1(Human) +61(Old Total) 
 Spent on: Perception; Fly; Sense Motive x 2; Perform Dance;

ApprovalsEdit

  • Approval (Nov 21, 2011) (Satin Knights) level 6
  • Approval (Nov 24, 2011) (jkason) level 6
  • Approval (April 20, 2012) (jkason) level 7
  • Approval (3 Oct 2012) (Systole) level 8
  • Approval (27 Dec 2012) (Satin Knights) level 9
  • Approval (1 Jun 2013) (Satin Knights) levels 10 and 11

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