Alyssa lived a simple life with her elven mother near the Stolen Lands until about seven years ago, when a vicious band of bandits attacked them. Her mother fought fiercely back, but didn't manage to survive. In her grief and desperation, young Alyssa managed to summon Nadyra, a strong nymph who managed to drive off the remaining bandits.
Nadyra adjusted quickly to her new reality and did her best to care for Alysa, posing as the girl's aunt. She was always extremely protective of the young girl and helped her develop her magical powers. Nadyra also taught Alyssa what she could about the natural world and the two would venture into the Stolen Lands from time to time to visit Nadyra's ward.
Eventually, when Alyssa matured into a young woman and was able to live by herself, Nadyra went back to her ward, although she would visit occasionally. Through the years, Alyssa had managed to fit well into the small village community where she had lived, and her good-natured demeanor helped her easily get along with everyone. She had a real talent in getting people to listen to her, and was frequently the voice of reason and the one to calm any heated discussion that might occur.
And yet, when the call came for volunteers to set out towards the Stolen Lands to deal with the bandit threat, Alyssa was quick to sign up, even against the advice of most of her neighbors. She understood their concerns, of course, but she still felt this was her calling - to make sure her village stayed safe and that no one else should have to go through what she did.
Important NPC
Her father would be a great choice. I was thinking he could be a noble for whom his family had arranged a political marriage. Hoping to save her lover from any possible scandal and leave Alyssa out of any family drama, her mother decided to leave, although she kept in touch with Alyssa's father through letters. Alyssa has found some of the letters her father sent, but has no clue as to who he is or how to reach him.
Appearance and personality:
Alyssa is a beautiful young woman, having inherited some of her mother's elven beauty, like her long blonde hair and the deep green of her eyes. Her outfit is simple and unremarkable, with the exception of an intricate necklace that belonged to her mother.
She's usually charming, cheerful and good-natured, trying to help out where she can. She's typically confident in her abilities as well, but that feeling of helplessness all those years ago still haunts her from time to time.
The start of the expedition sees her being more reserved and introspective than her usual self though, as she struggles with her reasons for joining - she knows it's not just about ending the bandit threat and protecting people, there's anger and a need for revenge mixed in as well, and those feelings scare her a little.
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DEFENSE
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AC 10, touch 10, flat-footed 10
hp 14 (6 + 1 con + 1 fcb, 4+1+1)
Fort +1, Ref +0, Will +3
Race Options Half-Elf Adaptability Skill focus: Diplomacy
Fey Magic (Terrain: Forest, Spell like abilities: Create Water, Guidance, Stabilize, Cure Light Wounds):The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.
Fey thoughts (Perception, Diplomacy);: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
Low-light vision
Nadyra (Cohort) Stat Sheet:
Neutral Good Medium Elf Nymph Adept 1 Init +1; SensesPerception +1; Low-light Vision
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DEFENSE
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AC 11 (1 dex), touch 11, flat-footed 10
hp 6 (6)
Fort +0, Ref +1, Will +3
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OFFENSE
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Speed 30 ft.
Melee
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STATISTICS
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Str 9, Dex 13, Con 11, Int 12, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 10
Feats
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Skills Handle Animal +6 (1 rank, 3 class, 2 cha );
Heal +5 (1 rank, 3 class, 1 wis);
Spellcraft +5 (1 rank, 3 class, 1 int);
SQ
Equipment
Race Options Fey Magic (Terrain: Forest, Spell like abilities: Create Water, Purify Food and Drink, Stabilize, Cure Light Wounds):The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.
Fey thoughts (Swim, Use Magic Device);: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
Fey-SightedTo some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic.
PerfectThe eerie beauty of some elves cannot be denied. Elves with this racial trait receive a +1 racial bonus on Bluff and Diplomacy checks against humanoids and a +2 racial bonus on saving throws against transmutation spells and spell-like effects. This racial trait replaces elven immunities.
Nadyra Appearance and personality:
Like all nymphs, Nadyra ppears as a beautiful young woman with long dark hair, large almond eyes and elf-like ears. While not as tall as a typical elf woman, her appearance has led people to think she is Alyssa's aunt, having stayed to take care of her after her mother's tragic death, something both women see no reason to correct - in fact Alyssa has become used to adressing Nadyra as such over the years.
Nadyra cares deeply for Alyssa and has come to view her as both her daughter and her ward, and is thus extremely protective of her and deeply invested in her growth and wellbeing.
Over the years she has thaught Alyssa what she could, helping her develop her magical abilities and teaching her about the First World.