Haiten Bhaq

Nyxalia Blackstone's page

83 posts. Alias of flash_cxxi (RPG Superstar 2009 Top 32).

Full Name

Nyxalia "Onyx" Blackstone




Monk of the Four Winds/Kensai/Archmage 2/2/2




5'3" (Medium)



Special Abilities

Crystalline Form, Elemental Fist, Arcane Pool, Spellstrike, Spell Combat,


lawful Good


Kaer Maga


Common (Taldane), Terran, Varisian, Shoanti



Homepage URL


Strength 12
Dexterity 17
Constitution 14
Intelligence 14
Wisdom 16
Charisma 6

About Nyxalia Blackstone

Nyxalia was left on the doorstep of the Monastery of the Elemental Brothers in Kaer Maga, a small sect who operated a small orphanage and practiced the worship of elemental forces. She was left as a baby, wrapped in a blanket and with a small note with nothing written on it but the word “Nyxalia”. Brother Xoan, the monk who found her attributed the word to her as a name and due to her striking appearance gave her the last name Blackstone.
Growing up in the discipline of the Monastery grounds was in stark contrast to the general chaotic nature of Kaer Maga, but despite a shyness to talk to others, she was good at reading and spotting clues. And so Master Xoan gave her access to the Monastery’s small library. She loved the puzzles that she found there and upon finding a rolled up scroll on one of the shelves, read it and almost set the bookcase next to her on fire when flames shot out of her hands. After that, Master Xoan let her read other scrolls the Monks were keeping and from this she was able to piece together her first Spellbook.

Nyxalia’s skin is polished black crystal and her shoulder length hair is fine strands of crystal that she usually wears pulled back in a pony tail. Her purple eyes are what started her fascination with the colour and most of her clothing is one shade of purple or another.
She commonly wears sandals and loose fitting Monks Robes, although when on business she wears pants, boots and a shirt.
No weapons are visible on her person.


Female Oread Monk of the Four Winds/Kensai 2/2
Lawful Good, Medium Outsider (Native)

Initiative +8; Senses Perception +10, Darkvision 60ft.

Languages Common (Taldane), Terran, Shoanti, Varisian

AC 22, touch 22, flat-footed 18; (+5 armour, +3 Dex, +1 dodge, +3 Monk Wisdom)
CMD 16
hp 32 (22)
Fort +10, Ref +7, Will +11
Resistances Acid 10

Speed 30ft.
Base Attack +2 CMB +3
Melee +6 (+2 BAB, +3 DEX, +1 Weapon Focus) Unarmed Strike 1d6+3 x2
Melee +6 (+2 BAB, +3 DEX, +1 Weapon Focus) Elemental Fist 1d6+3 +1d6 Energy x2
Melee +5/+5 (+3 BAB, +3 DEX, +1 Weapon Focus, -2 TWF) Flurry of Blows 1d6+3/1d6+3 x2
Melee +5/+5 (+3 BAB, +3 DEX, +1 Weapon Focus, -2 TWF) Elemental Flurry of Blows 1d6+3/1d6+3 +1d6 Energy x2
Ranged +0 (+0 BAB, +0 DEX) Magic Stone 1d6+1 x2 (P) [20ft]
Ranged Touch +0 (+0 BAB, +0 DEX) Needle 1+1 Bleed x2 (P) [10ft]
Special Attacks Magic Stone [ ], Elemental Fist [x][x], Flurry of Blows, Spellstrike, Spell Combat

STR 12, DEX 17, CON 14, INT 14, WIS 16, CHA 6
SPECIAL ABILITIES Crystalline Form, Hard to Kill, Surge +1d6, Amazing Initiative, Arcane Pool [ ][ ][ ], Mythic Power [ ][ ][ ][ ][ ][ ][ ]

Reactionary +2 Trait Bonus to Initiative
Magical Knack Magus has a +2 trait bonus to Caster Level

Elemental Fist 1st Monk of the Four Winds
Improved Unarmed Strike 1st Monk
Dodge 1st Bonus Monk
Weapon Finesse 1st Level
Weapon Focus (Unarmed Strike) 1st Kensai
Deflect Arrows 2nd Bonus Monk
Combat Casting 3rd Level
Weapon Finesse (Mythic) 1st Mythic Tier

Acrobatics +2
Appraise +2
Bluff -2
Climb +1
Craft (-) +2
Diplomacy -2
Disable Device +5 (+7 w/ MW Thieves’ Tools)
Disguise -2
Escape Artist +3
Fly +3
Heal +3
Intimidate -2
Knowledge (Arcana) +9
Knowledge (Local) +4
Perception +10
Perform (-) -2
Ride +3
Sense Motive +3
Spellcraft +9
Stealth +10
Survival +3
Swim +1

Mage Strike

Path Abilities
Enduring Armour 1st Tier Archmage
Elemental Bond (Earth) 1st Tier Archmage


Caster Level 4 (6 for spells with the Acid descriptor)
Concentration Check +6 (+10 Defensively or Grappled)

Spells Memorised
DC 12
Acid Splash
Arcane Mark
Detect Magic

1st Level/2
DC 13
Corrosive Touch [ ]
Vanish [ ]

Acid Splash
Arcane Mark
Dancing Lights
Detect Magic
Disrupt Undead
Ghost Sound
Mage Hand
Ray of Frost
Read Magic

1st Level
Awesome Strike
Corrosive Touch
Energy Missile
Expeditious Retreat
True Strike


Clothes & Armour
Monk’s Outfit [Purple] (Free)
Traveller’s Outfit [Pants, Shirt, Vest, Boots] (1gp)
Purple Fleshgems (5gp)
Bracers of Armour +1 (1,000gp)
Quick Runner’s Shirt (1,000gp)
Robe of Needles (1,000gp)
Cloak of Resistance +1 [Reversible; Light Purple on one side and Dark Purple on the other] (1,000gp)

Magic Items
Cracked Dusty Rose Prism Ioun Stone (500gp)

2x Cure Light Wounds (100gp; 50gp each)


Masterwork Backpack (50gp)
Masterwork Thieves’ Tools (100gp)
Skeleton Key (85gp)
Flint and Steel (1gp)
Waterskin (1gp)
Spider’s Silk Rope, 50’ (100gp)
Grappling Hook (1gp)
Small Steel Mirror (10gp)
Scroll Case (1gp)
Ink Pot and Quill (8gp, 1sp)
5x Caltrops (5gp)

Spellbook (Free)
Spell Component Pouch (5gp)

Pathfinder Pouch (1,000gp)
pp, 10gp, 17sp, 20cp




This section is for various GM related topics.
[spoiler=Secret Questions]
3 or more things feared
  • Nyxalia
That her parents will finds her and want to reconnect
  • Nyxalia
That one day her lack of confidence in herself will affect her work and endanger someone
  • Nyxalia

2 or more things loved dearly

  • Nyxalia
Master Xoan
  • Nyxalia

1 or more things embarrassed by

  • Nyxalia
That her parents abandoned her

1 thing most proud

  • Nyxalia
That she gained the trust and friendship of Master Xoan

1 secret you will do anything to hide

  • Nyxalia
That she lacks confidence in herself

Magic Item Descriptions:

Cracked Dusty Rose Prism:
This stone grants a +1 competence bonus on initiative checks.
Price: 500gp.

Pathfinder Pouch
Aura none; CL 9th
Slot none; Price 1,000gp; Weight 1lb.
This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume
limit 2 cubic feet).
With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500gp

Spell Descriptions:

Awesome Strike
School: Transmutation; Level: Sor/Wiz 1
Casting Time: 1 swift action
Components: V
Range: Personal
Target: You
Duration: 1 round
You gain the potential to deliver a powerful melee strike. If you make a successful melee strike within the spell’s duration, the target hit by that attack must make a Reflex save or be knocked 10 feet in a direction you choose and fall prone. You can only push the opponent in a straight line, and the opponent can’t move closer to you than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take damage as though struck by a club sized for your opponent (1d6 points of damage for a Medium creature), and the opponent stops in the space adjacent to the obstacle.

Energy Missile
School: Evocation [see text]; Level: Sor/Wiz 1
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to 5 creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes
A bolt of a chosen energy type (acid, cold, electricity, fire , or sonic) blasts from your fingertips and with a successful ranged touch attack deals 1d6+1 points of the chosen energy type of damage.
For every two caster levels beyond 1st, you gain an additional missile: two at 3rd level, three at 5th, four at 7th, and five bolts at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature with one attack roll or several creatures with multiple attack rolls. A single bolt can strike only one creature.