Adventurer

Kyra Rusmanya's page

35 posts. Alias of TDLofCC.


Full Name

Kyra Rusmanya

Race

Human (Kelishite)

Classes/Levels

Ranger 1 (Fav. Class Ranger +1HP)

Gender

Female

Size

5' 7"

Age

18

Alignment

Chaotic Good

Deity

Sarenrae

Languages

Common

Occupation

Scout

Homepage URL

http://www.obsidianportal.com/campaigns/lagecyfire

Strength 16
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 10
Charisma 8

About Kyra Rusmanya

Background:

Kyra had a pretty wild youth, her family was a group of nomadic Kelishites traveling the hills of the Uwaga Highlands. On a fatefull night her family caravan was attacked by a very large band of gnolls. They had been under attack alot more frequently the last few weeks, but her father and uncle had always been able to fend of the attackers. Not so that night. Her uncle got torn to the ground by one of the hyenas and they overwhelmed her father. Not before he had taken out one of the gnolls in sheer rage at the thought of his family at the mercy of this roving band.

Her whole family was captured and in a sick game they all got slaughtered by the ferocius gnolls and torn to pieces by the hyenas right in front of her eyes.
They then carved up both her cheeks, and left her for dead. When she woke up, she saw carrion birds flying around the bodies of her family. At only 16 years old she had lost her whole life.
She collected the bodies and made a great funeral pyre with wood from the caravan wagon. She looked at the gnoll corpse and without conscious thought she started kicking and punching the lifeless body. Picking up a dagger she carved up his face, just like they did to her ... in her moment of rage she broke off one of the gnoll fangs ... she grabbed it and wanted to throw it far away.

But the pain and loss was to great, with the tooth in her hands she fell to the ground.

Unknown to her, the great fumes of smoke was spotted by another caravan, who raced to the source of the fire. There they found the unconscious Kyra and took her to Katapesh. After a few days her physical wounds started to heal, but the mental wounds were to great. In her mind she saw her parents killed over and over. A cleric of Sarenrae told her that vengeance and rage will never bring back her family. Kyra didn't care, it was all she had left ... she hated gnolls and would not rest until she had found some measure of revenge.

She had kept the tooth and made a crude necklace ... a vivid reminder of what had happened. She didn't return to the nomadic life, but stayed at the temple of Sarenrae for a short while. Looking for a way to pick up her life again.

At last het hatred for gnolls and the desire to accelerate their extermination led her about 2 years ago to Fort Longjaw, a stockade near Katapesh, standing as a bastion against gnoll incursions. There she exhibited great prowess and promise and were trained by the Commander of the fort (a female human named Giana Secondstride) in the style of the hunt, how to learn and understand the gnoll to better kill him/her. It was Giana's vision that she join a small commando unit trained in the slaughter of gnolls, to take the war to them. There she was teamed up with Quzman. They both were trained as scouts for the unit, Quzman taking the fight to them dual wielding scimitars, Kyra softening the victim with javalin attacks and then closing in for the kill with the sword. After a year+ of training, they were sent on various scout missions, which were completed successfully. On their last mission, they both were sent to lead a regimen of Fort warriors under the command of Renfro Blackstone on a scouting mission, as you had heard rumors of two tribes of gnolls meeting in the desert. The orders were to recon the meeting point and report back to Renfro in 2 hours in order to determine the best course of action. They did as told and went to the meeting point. There they saw emissaries of the gnoll tribe known as Three Jaws negotiate for a long time and finally sign documents with the tribe known as the Circle. Then while the festivites ensued within the gnoll tribes two emissaries, one from each tribe, break off and head north toward Pale Mountain.

Despite the fact that it was past the time to report back to Renfro, they decided to follow the gnoll emissaries in hopes of learning even greater news of what could be contained in their satchels. Following the gnolls for an hour and a half through the desert, they were unfortunately spotted by the gnolls and a battle ensued. After defeating them Quzman opened the satchels, there he discovered the documents detailing negotiations for service of both tribes (the number of warriors, resources, and gold) they had to each give in tribute very month to some gnoll leader known as the Carrion King! And it appeared already other tribes were uniting under the Carrion King's banner. This was prizeworthy intelligence and they raced back to your camp inform Renfro, sure that the fruits of your efforts would override any penalties for your disobedience of direct orders. Unfortunately, upon returning to the camp, all that was left were traces of a slaughter and gnoll tracks. There was evidence of a battle (broken arrows) and blood spilled everywhere, but you only 4 gnoll bodies. The bodies of the entire unit (7 men) were missing, as well as their weapons and gear. Rushing back to Fort Longjaw, where one survivor (Kel) from the unit massacre told Commander Secondstride of the gnoll ambush (about 20 gnolls) from the north during the night, while Captain Renfro awaited the reports. The Commander was grieved at the loss of her unit and had both Kyra and Quzman arrested and brought up on charges of dereliction of duty, failure to comply with a direct order, and other military charges. She refused to listen to any reports of a Gnoll King organizing the tribes. Both were found guilty of all charges and normally would have been subject to the death penalty, but without the physical bodies of the men and Kel's shaky testimony that he never actually saw anyone die since he started running once he heard the screams, they were sentenced to 10 years in the prison at Solku.

This is where they have been both languishing for the past 9 months, until the day a lantern-jawed 6'1" well-dressed human male was led in to the area outside the small cell and introduced as Garavel, a major-domo. He carried a well-used longsword at his side and the equivalent of today's cigar in his mouth. "So, these are the famous gnoll-killers, who screamed to the sky, that a Gnoll king was uniting the tribes?" He laughs. "Turns out you were right, the tribes are uniting, and this human city is up s#~$'s creek without a paddle!" He laughs some more, spitting on the floor. "But none of that is my concern, what does concern me is that my benefactor has got it in her pretty little head that there is a profit to be made by establishing a trade route in the village of Kelmarane. But you know what, that godforsaken village is smack dab in the middle of gnoll country!" So I's got to hire me some crazy people, some people with nothing to lose, to risk their skin to wipe out all the gnolls in that s*@& hole." He arches his eyebrows at both of you. "That's where you come in."
"Now, you seem to be incarcerated for some dereliction of duty BS, all I care about is you watch my and my lady's back out there. I got some pull with the local authorities, and on orders from my Lady Almah, a merchant princess, I can get you two released. Now, this costs coin, so you know what, if I do this, you're both swearing you're going to see this mission through, no matter what evil blocks our way. Deal? Oh and yeah, since I have to outfit your convict butts, you're both in the hole with me at -500 gp each, so you'd better pay off your debt as well, or gnolls will be the least of your worries!", he says as he motions to his sword. "Well, scarfaces", tracing an outline of the scars on both their faces on his own, "you in or out?" "I know you'd hate to leave such wonderful accomodations!" He bellows out in laughter, taking another puff of his cigar.

Happy to have a chance to be released from the cell, they both agree immediatly. They are released the next day and Garavel pays for all your starting equipment.
He then tells you to meet him at the gate to Solku the next morning at 8 am.
Garavel reminds you that if you flee/abscond, either he or the authorities or Katapesh bounty hunters will track you down.

Description:

Kyra has long brown hair, which is usually in a braided back atop her head into a pony tail and going against all tradition she refuses to wear anything to cover her hair.
It may be good against sun and sand, but it can easily be grabbed by an adversary.

In the desert it's never good to be worn down with heavy metal, so she wears a light chain shirt. Covered up with sand colored clothes.
For extra protection she caries a heavy wooden shield. She knows that metal will shine brightly in the ever present desert sun and can
give away her position ... and make her an easy target.

She's fairly tall and muscular, not good looking and not ugly, but two things are immediatly noticable when looking at Kyra, the long scar across her cheek and the disapproving look at anyone who stares at her too long. In her own mind she's hideous, and hates the scar and it's creator with an indomitable rage.

On her back she carries a small amount of javalins, within easy reach and on her hip she carries a well used scimitar. Unknown to most she has hidden a few daggers in the folds of her loose fitting clothing.

She proudly wears a necklace with single large gnoll fang around her neck, and she's all to willing to explain how she came by it.

Personality:

Kyra is a bit of a loner, in her mind she's hideously deformed because of the scar on her cheek. It must be said that it doesn't look good, but she's far from hideous.
That's another reason why she wears unadorned linnen sandcolored clothes, she hopes to disappear in crowds without people noticing her.

The only person she really trusts in this world is Quzman, she met him at Fort Longjaw where she was stationed. They both were trained in the style of the hunt, how to learn and understand the gnoll to better kill it.

She hates gnolls with a vengeance, her whole family has been killed by gnolls and she was left for dead. She doesn't talk or interact with gnolls and whenever she can (outside city laws) attacks them on sight. She has taken it up her to at least kill two gnolls for every family member killed (Parents(2), Brothers(3), Sister, Uncle, Aunt and Nephews(2)).

Her main Weapon is the Javalin, when at high enough levels she will throw two javelins (Deadly Aim + Rapid Shot) then close to melee to finish off her opponent with violent slashes from her scimitar.

Against anything that resembles a hyena, she shows no mercy and no quarter. She's hesitant to kill other humans because it might make her no different than the violent gnolls who killed her family.

Gear:

Chainshirt (100gp)
Heavy Wooden Shield (7gp)
Scimitar (15gp)
Javalin (4x) (4gp)

Travelers outfit (1gp)

Backpack (2gp)
Bedroll (1sp)
Flint/Steel (1gp)
Belt Pouch (1gp)
Money Pouch (1gp)
Empty Sack (2) (2sp)
Rope (50ft) (1gp)
Torch (4) (4cp)
Waterskin (1gp)
Whetstone (2cp)

Loaf of bread (2cp)
Hunk of cheese (1sp)
Trailrations (10 days) (5gp)

Money
GP: 33
SP: 5
CP: 4

Traits:

Uwaga Highlander (Katapesh)
You were born and raised in western Katapesh, in the rugged badlands and hills of the Uwaga Highlands. Even if you were born in a city like Solku, you ofen had to travel the dangerous trails with your family. Predators, gnolls, and worse haunt the Uwaga Highlands, and you’ve become something of an expert at evading them.
You gain a +1 trait bonus on Hide and Move Silently checks. This trait bonus increases to +2 in hilly or rocky areas.

Gnoll Killer
You grew up in rural Katapesh, in a region where gnoll activity was a fact of life. You killed your frst gnoll at a young age when a group of gnoll slavers attacked your village, home, or caravan, and your hatred of gnolls has only grown since then. Something in your past fueled your hatred of gnolls even further—perhaps your family was slaughtered by gnolls, or maybe you even served a few harrowing weeks as a prisoner of a gnoll tribe before a miraculous escape. When you heard that Garavel was looking for brave men and women to aid in retaking the village of Kelmarane from a tribe
of gnolls in the service of the notorious Carrion King, you knew you had to be part of the group, and signed up immediately. You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. If you are a barbarian and you’re fghting gnolls, your rage lasts 1 round longer than normal. If you’re a ranger and you select humanoid (gnoll) as a favored enemy, your trait
bonus on attack rolls and weapon damage rolls against gnolls increases to +2. If you’re a spellcaster, you gain a +1 trait bonus to spell save DCs for damaging spells against gnolls.

Achievements:

All gnolls Must Die
Your name is whispered by black lips throughout the Uwaga Highlands as a bringer of death and pain—few are the gnolls
who don’t quake when they hear stories of your deeds. Requirement: Deliver the killing blow to 20 gnolls,
hyenas, dire hyenas, werehyenas, jackalweres, or minions of Lamashtu.
Beneft: As long as you carry some sort of trophy harvested from a gnoll (a necklace of ears, a set of teeth, a magic
weapon taken from a chiefain, etc.), you gain a +2 morale bonus on all Will saves. You also gain a +2 competence
bonus on attack rolls and weapon damage rolls against gnolls, hyenas, dire hyenas, werehyenas, jackalweres, and minions of Lamashtu.

Skills:

Survival (+5)
Perception (+4)
Ride (+7) (+5 with Chain Shirt)
Stealth (+8/+9 in hilly or rocky areas) (+6/+7 with Chain Shirt)
Knowledge(Local) (+1)
Knowledge(Nature) (+4)

Feats:

Point Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Deadly Aim
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Special Abilities:

Favored Enemy (Humanoid(Gnoll))
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat:

Hitpoints: 12

Initiative: +3

BAB: +1
CMB: +4
CMD: 17

Armor Class: 19 (10 + 4(Chain Shirt) + 2(Large Shield) + 3(Dex))
Flatfooted: 16 (10 + 4(Chain Shirt) + 2(Large Shield))
Touch: 13 (10 + 3(Dex))

Javalin
Within 30ft
BAB: +5 (+4 with Deadly Aim)
Damage: 1d6 + 4 (+6 with Deadly Aim)

Outside 30ft
BAB: +3 (+2 with Deadly Aim)
Damage: 1d6 + 3 (+5 with Deadly Aim)

Scimitar
BAB: +4
Damage: 1d6 + 3

Saves
Fort: +4
Refl: +5
Will: +0