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Pyrrha Nikos

Race: Human
Alignment: Neutral Good
Favored Weapon: Armed Combat

Born of hardship Pyrrha Nikos


knows that nothing can be gained if
one does not act. To avoid the slave
trade at a young age Pyrrha ran
from her home following a caravan
of gypsies found her way to Atlas.
Here she lived off the streets for
survival. Things were more difficult
as she was a girl refusing to sell her
dignity for a meal and she learned to fight to protect herself. However, she couldn’t
elude the authorities forever and she was eventually captured by the Atlas guards.
However, instead of handing her to an orphanage Pyrrha was put to work in the
armory, cleaning and maintaining weapons. It was here that her talent for combat was
discovered and at the age of 15 was drafted into the army.

Pyrrha rose through the ranks with due swiftness out doing even her male
counterparts and commanding officers. Before long she was given her own platoon to
hold despite having no training as a commander. At this time Pyrrha proceeded to go
around Isolus on special operations for the crown, one of these she received l nd
o o from a community of goblins these becoming her signature weapons ever
since. Finally it was her performance in the final battles with the cult of Satone that
she was finally recognized by the crown nd g ven the t tle of one of Isolus’
champions. Now Pyrrha is called upon for high profile special operations, in
protection of the king or in the most critical of battles.

Fighter 20
Hit Dice: 20d10 + 40
Initiative: +5 +2
Speed: 30 ft. + 10 ft.
AC: 30 (Dex +5, +1 Weightless Celestial Armor +9, Shield +5, Weapon Supremacy
+1)
BAB: +20/+15/+10/+5
Special Qualities: Fly 1/day
Face/Reach: 5 ft.
Saves: Fort +12, Ref +6 +2, Will +6 (+5 to all) (+2 Against Spells)
Abilities: Str 16 +6, Dex 20, Con 14, Int 12, Wis 14, Cha 16 (+2 on Cha checks)
Flaw: Code of Arms (-4 unarmed opponents),
Implacable (-2 attack, skill, saves 1 hr. if flee)
Skills: Balance +5 +2 (-2 Shield), Bluff +10, Climb +6 (-2 Shield), Diplomacy +10
+6, Intimidate +10 +2, Sense Motive +5, Knowledge Nobility +5, Tumble +23 +2 (-2
Shield), Jump +23 +2 (-2 Shield), Ride +5, Profession (Soldier) +5, Hide/Move
Silently/Sleight of Hand (-2 Shield), Swim (-4 Shield)
Skill Tricks: Acrobatic Backstab, Never Outnumbered, Extreme Leap, Wall Jumper
Feats: Power Attack, Weapon Focus (Short Sword), *Nymph’s K ss, *Improved
Bullrush, *Shield Specialization, *Improved Unarmed Strike, Improved Shield Bash,
Weapon Specialization (Short Sword), Leap Attack, *Shock Trooper, *Melee Weapon
Mastery (Piercing), Shield Sling, *Greater Weapon Focus (Short Sword), Deflect
Arrow, *Greater Weapon Specialization (Short Sword), *Drive Attack, Snatch Arrow,
* ot c e pon rof c ency l nd o o), Agile Shield Fighter, *Weapon
Supremacy (Short Sword), *Shielded Ward

Possessions: l nd o o, +1 Weightless Celestial Armor, Belt of Giant Strength


+6, Helm of Battle (crown), Cloak of Resistance +5, Vest of Free Movement, Bracers
of Blinding Strike, Sandals of Light Step (Strapped Boots)

Weightless Celestial Armor (It): Allows Pyrrha to cast a fly spell once per day.

Helm of Battle (It): The Helm of Battle allows Pyrrha to gain a +2 bonus on the next
attack roll or ability check she makes to attempt a bull rush, disarm, overrun, sunder,
or trip attempt during her turn. 3/day

Bracers of Blinding Strike (It): These bracers grant +2 to initiative, additionally


Pyrrha can make one extra attack with any weapon she is holding, as long as she has
already used the full attack action during the turn. This attack is m de t yrrh ’s full
base attack bonus, plus any modifiers appropriate to the situation. This effect is not
cumulative with any other effect that grants one an extra attack when making a full
attack. 3/day

Sandals of the Light Step (It): This item grants a +10-foot enhancement bonus to
yrrh ’s b se l nd speed, nd c n gnore ny e tr movement costs for d ff cult
terrain. Pyrrha also leave no tracks, as if affected by pass without trace.
When they are activated these sandals, give the benefit of a water walk spell for
60 minutes. Pyrrha can share this effect with up to five allies adjacent to her when she
activates the sandals, though doing this reduces the overall duration accordingly.
1/day

Vest of Free Movement (It): This item grants Pyrrha freedom of movement for 3
rounds. 3/day

Fleet Warrior’s Array (It): These combination of items give Pyrrha a +2 AC bonus
against attacks of opportunity and the Dimension Door spell 1/day.

Weapon Supremacy (Ft): When fighting with a short sword, Pyrrha gain a number of
additional advantages.

Pyrrha gains a +4 bonus on all checks made to resist being disarmed.

Pyrrha can wield her weapon against a foe who grapples her without penalty
and without first making a grapple check. In this situation, Pyrrha can take a
standard action or a full attack action as normal.

When Pyrrha takes a full attack action, she can apply a +5 bonus to any single
attack after her first strike.

Once per round before making an attack roll, Pyrrha can instead choose to treat
her d20 result as a 10.

Pyrrha gains a +1 bonus to AC.

Shock Trooper (Ft): Pyrrha knows three tactical maneuvers.

Directed Bull Rush: If Pyrrha makes a successful bull rush attempt as part of a
charge. For every square she pushes her foe back, she may also push that foe
one square to the left or right.

Domino Rush: If Pyrrha makes a successful bull rush attempt that forces a foe
into the same square as another foe. She may make a free trip attempt against
both foes at the same time, and neither foe gets a chance to trip Pyrrha if her
attempt fails.
Heedless Charge: To use this maneuver, Pyrrha must charge and make the
attack at the end of the charge using her Power Attack feat. The penalty she
takes on her attack roll must be -5 or worse. In addition to normal charge
modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll),
Pyrrha can assign any portion of the attack roll penalty from Power Attack to
her Armor Class instead, up to a maximum equal to her base attack bonus.

Driving Attack (Ft): If Pyrrha uses a full-round action to make a single melee attack
with any piercing weapon and succeeds in hitting, she can initiate a special bull rush
attempt against the target. This bull rush uses yrrh ’s total bonus on damage rolls in
place of her Strength modifier. Pyrrha does not provoke an attack of opportunity with
this bull rush, and she cannot move forward with her opponent. If Pyrrha succeeds in
pushing an opponent back 10 feet or more, she can reduce the distance she pushes him
by 10 feet. In return, her foe falls prone in the square where he ends his movement. Note
that by reducing the distance Pyrrha pushes her opponent, she can have him fall prone
in his current space.

Shield Ward (Ft): Pyrrha applies her shield bonus to her touch AC, and on checks or
rolls to resist bull rush, disarm, grapple, overrun, or trip attempts against her.

Shield Sling (Ft): Pyrrha can use her shield as a thrown weapon with a range increment
of 20 feet. The shield deals damage as normal for its size, and Pyrrha gains her Strength
bonus on damage as normal for a thrown weapon. In addition, Pyrrha can make a
ranged touch attack to initiate a trip attempt. If yrrh ’s target resists the trip attempt as
normal, Pyrrha loses her size bonus (though not a size penalty) on her Strength check. If
yrrh ’s foe's check succeeds, he cannot attempt to trip her. Pyrrha cannot throw a
tower shield. Pyrrha can throw a buckler, but it does no damage, and she cannot use it to
trip an opponent.

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