Tyra Tisid Gotrind

A very special princess.

Class: 1 Aristocrat/8 Monk/1 Fighter/1 Drunken Master/1 Favored Soul Race: Human Alignment: Lawful Good
Age: 21 Gender: Female Height: 5’3"
Hair: Light Blonde Eyes: Light Blue Weight: 117 lbs

Allegiances (explained below in more detail): Davin Gotrind, Goodness, Family and Duty

Ability Score 14 15 12 12 14 12
Ability Modifier +2 +2 +1 +1 +2 +1

Maximum HP: 76

Fortitude : 15 = 6 (base, Monk 8) +1 (CON) + 2 (FEAT: Great Fortitude) +2 (Level 1 Fighter) +2 (Level 1 Drunken Master) +2 (Level 1 Favored Soul)
Reflex : 12 = 6 (base, Monk 8) +2 (DEX) +2 (Level 1 Drunken Master) +2 (Level 1 Favored Soul)
Will : 14 = 2 (base, Aristocrat 1) +6 (Monk 8) +2 (WIS) +2 (Level 1 Favored Soul) +2 (FEAT: Iron Will)

Armor Class : 17 = 10 (base) +2 (Dexterity Modifier) +2 (Wisdom Modifier) +1 (Level 5 Monk) +2 (BDB)

Attack Bonus: + 9/ +4 = +6 (Level 8 Monk BAB) +1 (Level 1 Fighter BAB) +2 (Str Modifier)/ +1 (Fighter BAB) +2 (Str Modifier)

Movement: 50ft = 30 (medium creature) + 20 (Level 8 Monk)

Feat Level Acquired (ECL) Notes
Dodge 1 Human Character Feat
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Improved Unarmed Strike 2 Level 1 Monk Feat
You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.

In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

Stunning Fist 2 Level 1 Monk Bonus Feat
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.
Combat Reflexes 3 Level 2 Monk Bonus Feat
You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Great Fortitude 3 3rd Level Character Feat
You get a +2 bonus on all Fortitude saving throws.
Iron Will 6 1st Level Fighter Feat
You get a +2 bonus on all Will saving throws.
Negotiator 6 6th Level Character Feat
You get a +2 bonus on all Diplomacy checks and Sense Motive checks.
Skill Focus: Diplomacy 9 9th Level Character Feat
You get +3 to all checks with this skill.
Fiery Fists 9 6th Level Monk Bonus Feat
As a swift action, you can expend one of your uses of the Stunning Fist feat to surround your fists and feet in flame. For the rest of your turn, you gain an extra 1d6 points of fire damage on your unarmed strikes. When you select this feat, you gain an additional daily use of Stunning Fist.
Ki Blast 11 You focus your ki into a ball of energy that you can hurl at an opponent.
Benefi t: You can expend two daily uses of your Stunning Fist feat as a move action to create an orb of raw ki energy.
You can then throw the seething orb as a standard action with a range of 60 feet. This ranged touch attack deals damage equal to 3d6 points + your Wis modifier. The ki orb is a force effect.
If you fail to throw the orb before the end of your turn, it dissipates harmlessly.
When you take this feat, you gain an additional daily use of Stunning Fist.
Augment Healing 12 Add +2 points per spell level to the amount of damage healed by any Conjuration (Healing) spell that you cast.

Class Features Level Acquired Notes
Weapon and Armor Proficiency 2 (Mnk 1) As a Monk Tyra is proficient with the following weapons: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Flurry of Blows 2 (Mnk 1) As a Monk Tyra may strike with a flurry of blows. At 7th level monk she is still incurring a penalty to accuracy for this type of attack, making her effective attack bonus currently +7/ +7 (rather than the +8 she would normally add).
AC Bonus 2 (Mnk 1) As a monk Tyra adds her Wisdom modifier to her Armor Class. This bonus disappears when she is helpless or immobilized.
Evasion 3 (Mnk 2) When a successful Reflex save would halve the damage, it instead deals no damage at all. This benefit applies only when the Monk is unarmored or wearing Light Armor and does not apply if the Monk is helpless (such as being unconscious or paralyzed).
Fast Movement 9 (Mnk 6) Adds +20 to the Monk’s movement speed. The Monk loses this bonus if wearing any armor at all.
Still Mind 4 (Mnk 3) Adds +2 to the Monk’s resistance rolls against enchantment spells and effects.
Ki Strike 5 (Mnk 4) Treats the monk’s fists as magic weapons for the purpose of dealing damage to creatures with Damage Reduction.
Slow Fall 11 (Mnk 8) A Monk within arm’s reach of a wall may use it to slow her descent. When first using this ability she takes damage as if the fall were 40 feet shorter than it actually is.
Weapon and Armor Proficiency 6 (Fght 1) A Fighter is proficient with all simple and martial weapons and with all armor (Heavy, Medium and Light), and shields (including Tower Shields).
Purity of Body 7 (Mnk 5) At 5th level, the monk gains control over her body’s immune system. She gains immunity to all diseases but those of a supernatural or magical origin (such as lycanthropy or mummy rot).
Drink Like a Demon 8 (DM 1) A drunken master’s body handles alcohol differently from other people’s. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move action. Every bottle or tankard of alcohol he consumes during combat reduces his Wisdom and Intelligence by 2 points each, but increases his Strength or Constitution (character’s choice) by 2 points. A drunken master may benefi t from a number of drinks equal to his class level. The duration of both the penalty and the bonus is a number of rounds equal to the character’s drunken master level + 3.
Wholeness of Body 10 (Mnk 7) At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Spells 12 (FS 1) A favored soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. She can cast any spell she knows without preparing it ahead of time the way a cleric must. To cast a spell, a favored soul must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The DC for a saving throw against a favored soul’s spell is 10 + the spell’s level + the favored soul’s Wisdom modifier.
Unlike a cleric, a favored soul’s selection of spells is limited. A favored soul begins play knowing four 0-level spells and three 1st-level spells of your choice.
Unlike a cleric, a favored soul need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Skill Total Modifier Ranks Skill Modifier Misc Modifier
Balance (M, DM) 5 1 2 2 (Synergy, Tumble)
Bluff (DM) 5 4 1
Climb (M, F, DM) 5 3 2
Concentration (M) 3 2 1
Craft: Alchemy (M, F, DM) 3 2 1
Diplomacy (M, FS) 17 7 1 2 (Negotiator)
2 (synergy, Bluff)
3 (Skill Focus)
2 (Synergy, Sense Motive)
Disable Device 2 1 1
Disguise 5 2 1 2 (Synergy, Bluff)
Escape Artist (M, DM) 3 1 2
Gather Information 2 1 1
Heal (FS) 6 4 2
Hide (M, DM) 2 2
Intimidate (F) 6 2 2 2 (Synergy, Bluff)
Jump (F, DM, FS) 13 1 2 2 (Synergy, Tumble) 8 (Speed Bonus)
Knowledge: Arcana (M, FS) 2 1 1
Knowledge: Architecture/Engineering 2 1 1
Knowledge: History 2 1 1
Knowledge: Nobility/Royalty 2 1 1
Knowledge: Tactics 4 3 1
Listen (M, DM) 7 5 2
Move Silently (M, DM) 3 1 2
Perform: Dance (M, DM) 2 1
Perform: Sing (M, DM) 4 3 1
Ride (F) 3 1 2
Search 4 3 1
Sense Motive (M, FS) 10 6 2 2 (Negotiator)
Spellcraft (M, FS) 3 2 1
Spot (M) 7 5 2
Survival 4 2 2
Swim (M, F, DM) 2 2
Tumble (M, DM) 10 8 2

NB: Class skills are indicated with an initial for the class with which it is associated.

Items and Possessions
Tyra carries the following items on her person most of the time:

A half-charred journal, slowly being rewritten and restored.
A half-rewritten journal
A mithril spiked chain (Brought to her and left in her care by Aleran Vale)
The Dwarven Magehelm (Given to her by Odewyn and Grayden)
The Dragon Claws (Given to her by Odewyn)
One simple platinum ring (Given to her by Verick)
One gaudy ring (Given to her by Queen Selessai as a cermonial wedding band)
A simple silver bracelet (Given to her by Adrian Havec)
A metal flask bearing the design of a phoenix (crafted for her by Odewyn Werner)
“Washing Rag,” borrowed from Adrian Havec

Languages spoken:
Elven (learned from Sir Sebastian Hramn)
Dwarven (learned from Odewyn Werner)
Kelandish (learned from being surrounded by Kelanders who didn’t speak Golirian, Elven or Dwarven)
Draconic (learned from the Golirian knight, Sor
Nada’Athi (learned from Salarim Attan’Shala

Spell Level Name Description
0 Light Object touched glows like a torch, emitting bright light in a 20 ft radius and dim light for an additional 20 ft. Lasts 10 min/level.
0 Guidance Target gains +1 on saving throw, attack roll, or skill check. Lasts 1 minute or until discharged.
0 Cure Minor Wounds Cures 1 point of damage.
0 Read Magic You can read script that would otherwise be unintelligible. You may make spellcraft checks to read glyphs and symbol spells. Lasts 10 min/level.
1 Cure Light Wounds You channel positive energy that heals 1d8 points of damage + 1 point per caster level. This spell deals damage to undead, and they may apply spell resistance and make a Will save for half damage.
1 Remove Fear Subject gains a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
1 Protection from Evil This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

On Allegiances:
Tyra’s allegiances are listed in a very particular order. The first listed is the most important to her. The last listed is one she will not pursue or champion at the cost of any of those before it. What follows is a brief explanation of each allegiance, along with some manner of aphorism which belies her attitude and how it might have shifted over time.

Davin Gotrind: Tyra loves Davin, and is much less shy about this fact than a princess probably ought to be. Neither is she shy about her belief that Davin has done exactly as she asked, and helped her “become better,” or her belief that Davin is largely responsible for her salvation. Additionally, since becoming embroiled in the fight against the Wraith King, Tyra feels that Davin has been the only constant in her life. He has not died, he has not been kidnapped and replaced by a doppelganger, and he has not left her side when she has needed him.
The day she loses Davin will be the day the princess breaks.
“If all else perished, and he remained, I should still continue to be; and if all else remained, and he were annihilated, the universe would turn to a mighty stranger.”

Goodness: This has long been one of Tyra’s motivations. This is the reason she fought to help free Sin Tal, the reason she has declared Yuri to be an enemy, why she tried to keep Nemil from being freed, why she argued for the life of a demon and why she would offer her blood to a former thrall of the Wraith King. It is difficult enough to be hated and mistrusted for what one is but cannot control; one need not starve on account of it.
Since discovering herself to be one of the generals of the Wraith King, this has become an even more important aspect of Tyra’s character. She worries (even still) that the actions of her past lives might overshadow any good she has done in her present life. For this reason she believes that all of her actions must benefit the greater good.
“By doing good we become good.”

Family: As Tyra understands it, Gosselin Aerol, the first Bearer of the Secret of Light and the wife of the man who became the Wraith King, killed her family to put him in a position of power from which to launch his cult.
Since discovering this, Tyra has become extremely motivated not to neglect any member of her family for the sake of power. Family for Tyra includes her family by blood (Selessai, Adrin, and Tsain), her family by marriage (Davin, Gabrielle, Terrence, Lesia, Michael, Alicia, Eppie, Julian, Edmund, and Sebastian), and her family by circumstances which created a bond too strong to be called mere friendship (Grayden Valaran).
Tyra will not put her family before the good of the realm or the fight against the Wraith King, but if her family falls she will be certain to carry on the tales of their deeds and the legacies of their names (as she did when Grayden fell and she began telling his story to Verick for the purpose of publicizing the fallen knight’s deeds).
“Family means no one left behind or forgotten.”

Duty: Tyra has an obligation to the people – and not just her people. She has spent enough time on the battlefields of Keland and Golir to understand that those two countries, at the very least, are interdependent. If one falls to the Wraith King there will be little hope for the other.
On occasion Tyra entertains brief daydreams wherein she is the type of person who can flee to the mountains or across the Merchant Sea and make a home somewhere far from the war spreading over the world. However, as she gains in power she becomes increasingly persuaded that her abilities represent an opportunity and an obligation for her to set aright the sins of her predecessors.
Whatever their opinion of her, Tyra is beholden to the people. She will guard them as she can, rule them if she must, and serve them until she is no longer able.
“Conscientious people are apt to see their duty in that which is the most painful course.”

Tyra is a woman with a lot of stories, most of which involve her doing something incredibly foolish or particularly impulsive.

Like the time she left the comfort of her home in Golir to avoid becoming engaged and spent a year in hiding before being kidnapped.
Or the time she came out of hiding in order to declare herself an enemy of a powerful lord (who turned out to be a General of the Wraith King and might now have taken the Wraith King’s power).
Or the time she willingly ventured into a mysterious forest, about which the most well known fact is that those who venture into its boundaries tend not to return. This fact is not entirely accurate, as she noted only a forty percent mortality rate among those who walked the woods.
Or there was the time she liberated a city from the aforementioned powerful lord, dragged his bed into the streets and burned it as part of a public spectacle.
Or the time she encouraged the destruction of a statue in the middle of the newly liberated city, and learned that the statue had been concealing – and possibly blocking – a portal to what is assumed to be the plane of Asmod. Do not ask her for details. She only knows this is bad.
Or the time she befriended a demon.
Or the time she stole a knight from Keland and eloped with him.
Or the time she and this knight agreed to have a proper wedding with a proper ceremony and a proper dress – the last of which she effectively destroyed when she ripped the train off in preparation for a plan to try to strangle a dragon who had the gall to interrupt her wedding feast. This plan unfortunately never came to fruition.
Or the time she encountered a creature in the underground who might have been able to answer many of her questions about her past and struggles to come, and the only demand she made of this king who was a dragon who was a general was that he should apologize to her husband for having treated the knight so poorly.
Or the time she tried to tackle a wolf-man. From fifty feet above it.
Or the time she tried to lunge at a vampire from horseback, apparently forgetting that all of her skill in the saddle stems from her agility rather than anything resembling actual training.
Or the time she climbed something made from pieces of giants because she was certain this gave her both a tactical advantage and a better view of her target.
Or the time, after swearing she would never again be caught giving money to dragons, agreed to pay her 5% of profits from a gold mine to a dragon.
Or when, on the advice of a mage, she decided it was a good idea to jump down the chasm and landed in acid jelly, consequently losing her pants.
Or when she really wanted to talk to the master of the adamantine golem guarding the 15’ tall adamantine door guarding the portal to the plane of Asmod.
Or the time she shouted for all to hear that she was Princess Lisil, and one of those who heard was a frightened serpentine creature with the ability to turn flesh to crystal.

Despite all evidence to the contrary, Tyra has learned from these events. Mostly that she acquires scars more easily than she might like. Those who have seen her unclothed (which includes her husband, one miracle worker, one former-assassin-turned-holy-man, one demon and two dragons; one of whom is now deceased), might have noticed some of the following scars upon her person:

  • Gouge marks on her right leg, inflicted by magically powered drill creatures.
  • An acid burn over her chest, inflicted by a nameless crazy woman in a tunnel near Lisil. This woman seemed to be building the drill creatures responsible for the scars on her leg.
  • A discernible bite mark on the calf of her left leg, inflicted by some thick-skinned creature referred to as an “alligator.”
  • Very faint circular marks on her wrists, which she laughs about frequently.
  • A line running along the left side of her jaw and connecting on the left side of her neck, from a crossbow bolt which struck her during the liberation of Lisil.
  • A scar on her right shoulder, where she was attacked by the Gray Render in the Temple of the Wraith King in Ptoril Dzarfen.
  • A scar on her right thigh where she was struck by the flaming sword Shard during the battle of Eastern York.
  • A new scar on her left thigh where she was bitten by one of the wolf-men during the siege of Westmen’s Keep.

Tyra Tisid Gotrind

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