Fighter

Nyxra Ilphukiir's page

463 posts. Alias of Dragoncat.


Full Name

Nyxra Ilphukiir

Race

Elf

Classes/Levels

Ranger (Sword-Devil) 4|HP: 32/32|AC: 16/13/13|Saves: +5 Fort, +7 Ref, +2 Will (+2 vs. enchantments)|Init: +3|Perc: +10

Gender

Death Vow: 1/1|Female

Size

6'0", 127 lbs (Medium)

Age

117

Special Abilities

(Hopefully) Good Aim

Alignment

CG

Deity

Sarenrae

Location

Kintargo, Archduchy of Ravounel

Languages

Common, Elven, Celestial, Infernal

Occupation

Disgruntled Citizen

Strength 14
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 12
Charisma 16

About Nyxra Ilphukiir

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Statblock
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Nyxra Ilphukiir
Female elf ranger (Sword-Devil) 4
CG Medium humanoid (elf)
Init +3; Senses Low-light vision; Perception +10
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Defense
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AC 16, touch 13, flat-footed 13 (+3 DEX, +3 Armour)
hp 32 (4d10+4+1)
Fort +5, Ref +7, Will +2 (+2 vs. enchantments)
Defensive Abilities immune to sleep
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Offense
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Speed 35 ft
Melee +7 Longsword (1d8+2/19-20/x2)
Ranged +7 Composite Longbow (1d8+1/x3)
Special Attacks +7 Composite Longbow (1d8+2/x3) within 30 ft.
Power Attack: +4 Longsword (1d8+6/19-20/x2)

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Statistics
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STR 14, DEX 16, CON 12, INT 13, WIS 12, CHA 16
Base Atk +4; CMB +6; CMD 19
Feats Point-Blank Shot, Precise Shot, Power Attack, Endurance, Stealthy
Traits Natural-Born Leader, Trustworthy
Skills +10 Acrobatics, +4 Bluff (+5 to fool someone), +11 Diplomacy, +5 Escape Artist, +10 Handle Animal, +10 Intimidate, +7 Knowledge (Geography), +3 Knowledge (Local), +5 Knowledge (Nature), +10 Perception, +4 Sense Motive, +12 Stealth, +8 Survival (+9 to follow tracks), +6 Swim
Languages Common, Elven, Celestial, Infernal
SQ Elven Immunities, Keen Senses, Long-Limbed, Silent Hunter, Death Vow, Wild Empathy (+7 Mod), Track, Combat Style (Archery: Precise Shot)
Combat Gear Longsword, Composite Longbow (+1), 40 Arrows, Leather Armour
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Special Abilities
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Racial Traits:
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.

Long-Limbed: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.

Class Features:
Class Skills: The sword-devil gains Acrobatics as a class skill as a replacement for Spellcraft.

Death Vow (Ex): At 1st level, a sword-devil may, as a swift action, focus all her fury and determination on a single foe she swears to slay. She may do this once per day, plus one additional time per day at 4th level and every 3 levels thereafter (7th, 10th, etc). The sword-devil gains a bonus on weapon attack and damage rolls against her sworn target equal to half her sword-devil level (minimum +1). The death vow effect remains until the target of the death vow is dead, or the next time the sword-devil rests and regains use of this ability. This ability replaces favored enemy.

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

Wild Empathy (Ex): 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.

Slashing Fury (Ex): Beginning at 3rd level, the sword-devil can use her Charisma score in place of her Intelligence score as a prerequisite for combat feats. Additionally, she selects one type of light or one- handed slashing melee weapon. When using this weapon, she may use her Dexterity modifier instead of her Strength modifier on melee attack rolls. At 8th level and every 5 levels thereafter (13th and 18th). the sword-devil may select an additional type of light or one-handed slashing weapon she may use with this ability. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites.

This ability replaces favored terrain.

Inspiring Example (Ex): At 4th level, the sword-devil forms a bond with her companions, inspiring them to greater zeal in combat by the example of her weaponcraft. As a standard action, the sword-devil may grant half her death vow bonus against a single victim of her death vow to all allies within 30 feet who can see and hear her. This bonus lasts for a number of rounds equal to the sword-devil's Charisma modifier (minimum 1). This bonus does not stack with any death vow bonuses possessed by the sword-devil‘s allies; they use whichever bonus is higher.

This ability replaces hunter's bond.

Untouchable (Ex): At 4th level. the sword-devil's confidence and personality distract her foes in combat, making her more difficult to hit. When unarmored and unencumbered. the sword-devil may add her Charisma bonus (ifany) to her AC and her CMD. In addition, the sword-devil gains a +1 dodge bonus to AC at 6th level, and every three sword-devil levels thereafter (9th, 12th, 15th, and 18th). She loses these bonuses when she wears any armor, when she carries a shield, or when she carriers a medium or heavy load.

This ability replaces spells.


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Background
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Do you remember when Kintargo was free of House Thrune’s filthy hands? I do. I remember a time when people could practice the faiths of Sarenrae, Shelyn and more as they wished, without being watched by Asmodean agents or hunted by them. I remember a time when Kintargo had sane and compassionate leadership—when Lord Mayor Jilia Bainilus was still in office. As flawed as she was, she proved herself to be more than capable of leading this city through times of political upheaval.

I remember a time before my mother was torn away from me by Asmodean inquisitors on the flimsiest of pretenses. I remember the Night of Ashes that followed.

My family wasn’t important in the grand scheme of things. There were just the four of us: my father, Caladrel; my mother Tessara; my younger brother Talathel and me. My parents come from across the sea--from the jungles of the Mwangi Expanse and the Chelish colony of Sargava on its western shores. If you've ever heard of Sargava, chances are it's because of news regarding native uprisings against the occupying colonials. Well, my folks were quite interested in learning how to kick an occupying force out of their homeland--and they heard of Kintargo from seafarers coming to and from Sargava. Said that it was a city of many cultures and peoples, living together and retaining their identities in the face of their imperialistic government. To them, it sounded like the ideal place to learn how to raise a little hell... so to speak.

Of course, things weren't that simple. When they arrived, the Chelish Civil War was in full swing. They never fought in any of its battles--instead, they focused on providing aid to those the war had harmed the most: refugees, displaced peoples, political defectors. Said aid consisted of hunting game to boost dwindling food supplies, learning the ins and outs of the land in order to best navigate it without detection, and otherwise lending a hand where needed. I was born during that time, with Talathel coming along later; growing up, I learned how to navigate the wilds and manage people at my parents' feet--and as it turns out, I was pretty good at it. Started out with keeping refugee kids' spirits up by leading them on little 'adventuring' parties through the Archduchy's hills, and eventually that became directing people in making and breaking camps in the field.

When the civil war ended, we settled down in Kintargo and started really living as a family. We were all devout worshipers of Sarenrae—and that’s why we were targeted when Barzillai Thrune’s martial law came down.

Just about any faith that wasn’t Asmodeus or any of the ‘approved’ religions of Cheliax was a target for prosecution. Mom was one of the first ones hauled away by Barzillai’s toadies. ‘For questioning’, they said. I’m sure some of them even believed it, but we all knew the truth—our family was one of the more ‘outspoken’ critics of House Thrune, and since we didn’t really have the protection of a noble patron or an aristocratic title ourselves, the inquisitors had no problem turning their ire on us. Perhaps Barzillai thought that if our loved ones were put in danger, those who refused to kneel would be cowed into line. If he truly thinks that way, he really has no idea just how devoted we are to keeping our faith alive.

I have no idea what Thrune wants here, but after all the nonsensical laws they passed and all the people they’ve hurt—all the families they’ve torn apart, I don’t care.

My name is Nyxra Ilphukiir. And as Sarenrae as my witness, I’ll be the one to take Barzillai Thrune’s head.

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Description & Personality
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Before you is a tall, brown-skinned and dark-haired elven woman dressed in dark green leathers. Her long black hair waves behind her in the breeze. Though she smiles at you, you can see a fire burning behind her dark eyes. A powerful-looking longbow is in her hands and a long, straight sword is belted at her side.

Nyxra is a charming elven woman, and one possessed of a great deal of anger at the occupying Thrune government. From an early age, she was looked to as a leader for her circle of friends and family—and those experiences in keeping them organized and safe while exploring Kintargo’s environs have taught her a great deal about being a responsible and trustworthy figure. While she’s capable of navigating social situations, she very much prefers taking action to solve problems instead of simply talking them out. Her anger can sometimes get the better of her, and spur her into situations where victory simply isn’t possible.

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Traits & Drawback
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(Campaign) Natural-Born Leader: Nyxra’s CHA score is treated as 2 points higher for determining how many teams she can manage in a rebellion, and for the purposes of determining the bonus added to those teams’ actions. In addition, Nyxra gains a +1 trait bonus to her Leadership score if she takes the Leadership feat.

(Social) Trustworthy: Nyxra gains a +1 bonus to Bluff checks to fool someone and a +1 bonus to Diplomacy checks. Diplomacy is a class skill for her.

Reason to Protest: Protesting the Government. Nyxra gains a +2 bonus on all Bluff and Intimidate checks made during the protest itself.
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Skill Breakdown
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—4 Acrobatics
—4 Diplomacy
—4 Intimidate
—2 Knowledge (Local)
—1 Knowledge (Nature)
—4 Perception
—3 Sense Motive
—4 Stealth
—4 Survival
—1 Swim

Background Skills
—4 Handle Animal
—3 Knowledge (Geography)
—1 Linguistics (Infernal)

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Gear
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—1 Masterwork backpack
—1 Longsword
—1 Composite longbow (+1 STR)
—40 arrows
—1 suit of leather armour
—1 grooming kit (comb, scissors, nail file, sponge, hairbrush, miniature mirror, soap, chewing stick, tooth powder)
—1 ranger’s kit (sans backpack & torches)
—>bedroll, belt pouch, iron pot, mess kit, flint & steel, rope, 5 days trail rations, waterskin
—20 doses of night tea
--1 suit of +1 leather armour

Money: 653.1 GP

Carrying Capacity: 66/133/200 lbs

Current Load: 63.78 lbs

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Magical Items
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