Cythera e'Kiernan (perrinmiller)

===Basic Information===
 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
===Abilities===
* 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 Statistics===
* 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 Statistics===
* 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)===
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. 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. 
===Feats===
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.
===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: 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)===
 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
===Equipment===
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.
===Finances===
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)
===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===
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 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 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)
 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;
===Approvals===
*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
Category:Approved Characters
Category:At Home