Generic Slightly-Anime Fantasy Craft:Ygrak

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Ygrak, Female Orc Shaman, Priestess 4 / Paladin 3, twenty-five-ish, played by Sam I Am

  • Alignment: Horizon Council (Paths Darkness, Light, Life)
  • STR 16 (+3) / DEX 12 (+1) / CON 15 (+2) INT 8 (-1) / WIS 16 (+3) / CHA 15 (+2)
  • Action dice: 4d6
  • Caster level: 7
  • XP: ?

Combat[edit]

  • Init: +4 (+1 Priest +2 Pal + 1 Dex)
  • BAB: +5 / Melee +8 / Ranged +6
  • Defence: 17 (10 + 4 Priest + 2 Paladin + 1 DEX - 0 Armor DP)
  • DR: 4 (4 Armour)
  • Fort: +7 (5+2 Con) / Ref: +3 (2+1 Dex) / Will: +8 (5+3 Wis)
  • Vitality Points: 77 (=9+2Con/lvl) / Wound Points: 15

Common Attacks/Defences/Actions:

  • 2H Shod Staff +8 (19-20) / 1d8+4 lethal (Bleed) / Reach +1 / AP2.
    • Whirling Guard (Stance) - standard characters cannot flank me
  • 2H Shod Staff Trip +12 / Reach +1
  • 1H War Club +8 (19-20) / 1d8+3 lethal (Bleed)
  • Tumble +10 (p.69)
  • Threaten +18 (p.220) 1d10 stress damage
  • Javelin +6 (19-20) / 1d8+6 lethal / 30ft x 3
    • Zen shot (Stance) - Target's cover worsens by 2 grades - may not move while in this stance, only 5ft bonus steps

Social & Interests[edit]

Social:

  • Lifestyle: +7 (+3 Priest +1 Pal +3 Wis): Panache 2 [+1 Appearance; Income 20s] / Prudence 4 [35% savings]
  • Legend: +6
  • Reputation: 30
  • Renown. Heroic: 1. Military: 0. Noble: 0.

Interests:

  • Alignment: Horizon Council (Darkness, Light, +1)
  • Language: Common
  • Language: Dark speech
  • Study: Native culture/homeland
  • Study: Horizon Council
  • Study: Lords of Chains
  • Study: Elemental Lords

Abilities, Feats & Proficiencies[edit]

  • Orc: Always Ready: You may always act during surprise rounds.
  • Orc: Restricted Actions: Calm, Decipher, and Influence checks you make are considered untrained.
  • Orc: Enlightened Intimidate: Your maximum Intimidate rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
  • Orc: Enlightened Survival: Your maximum Survival rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
  • Orc: Grueling Combatant: Each time an adjacent opponent attacks you and misses, he suffers 2 points of subdual damage.
  • Orc: Light-Sensitive: Each time you enter a more brightly lit area, you suffer 20 points of flash damage (see page 210). (NB Offset by Light Path step 1?)
  • Sha: Contagion Sense: You may roll twice when making Fortitude saves prompted by disease and poison, keeping the result you prefer.
  • Sha: Origin Skill: Choose 1 additional Origin skill (=Medicine)
  • Sha: Practised Sense Motive: If you spend an action die to boost a Sense Motive check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
  • Pri 1: Devout: when fail an attack (ritual weapon) or skill check (priest class skill) and don't suffer an error, may spend an action die to re-roll.
  • Pri 1: Acolyte: alignment ritual weapon (q/staff) if lost, regain in downtime (p. 44)
  • Pri 2: Signs & Portents I (p.45)
  • Pri 4: Bonus feat: Glint of Madness (inflict 1d10 stress when Threaten an opponent / When my attack renders opponent unconscious or dead, may immediately Threaten opponent as a free action)
  • Pal 1: Lay on hands: Mend a character +1/day (or 2 if same alignment as me)
  • Pal 1: Smite the indifferent: when I spend action die to boost damage vs. opponent with lower Cha, may replace die result with (career level/2=3) - die will not explode.
  • Pal 2: Stand in judgement: spend full action to judge single adversary in line-of-sight. Choose Fort, Will or Ref save, opponent suffers morale penalty with those saves (= Str mod = +3). Penalty for entire scene unless I change adversary. Uses = starting action dice (4)/scene.
  • Lvl 1: Feat: Armour basics
  • Lvl 3: Feat: Staff basics (p. 91)
  • Lvl 6: Feat: Hurled basics (p. 92)
  • Path Darkness I (Shaman): Darkvision (p.233)
  • Path Darkness I (Shaman): +5 sneak if not in direct sunlight
  • Path Life I (Priest 1): Bandage: Medicine = origin skill. Medicine checks trained even without doctor's bag. With doctor's bag can Mend each character +1/day
  • Path Light I (Priest 3): Immune to flash damage
  • Path Light I (Priest 3): Cast Flare & Glow I at will (p.131)
  • Proficiencies: 6 (4 priest +2 levels): Blunt (forte) / Hurled (forte)
  • Trick: Salt the Wound: The character uses an opponent’s injuries against him. When he attacks an opponent who has the bleeding condition, he inflicts an additional 1d6 damage.
  • Trick: Warding strike: The character claims his ground, daring anyone to force him from it. After one or more hits, the character gains a +2 morale bonus with Fortitude and Reflex saves until he leaves his current square.

Skills (ranks/stat/misc)[edit]

Origin (*) or Class Skills:

  • Acrobatics* +4 (3/1Dex/0)
  • Athletics +4 (1/3Str/0)
  • Crafting (?) -1 (0/-1Int/0)
  • Impress +2 (0/2Cha/0)
  • Intimidate +18 (11/3Wis/2 armour 2 flag)
  • Investigate +3 (0/3Wis/0)
  • Medicine* +9 (10/-1Int/0)
  • Notice +3 (0/3Wis/0)
  • Resolve +8 (6/2Con/0)
  • Ride +1 (0/1Dex/0)
  • Sense Motive +3 (0/3Wis/0)
  • Sneak* +11 (10/1Dex/0) +5 if not in direct sunlight

Other skills:

  • Disguise +2 (0/2Cha/0)
  • Haggle +3 (0/3Wis/0)
  • Blend +2 (0/2Cha/0)
  • Bluff +2 (0/2Cha/0)
  • Prestidigitation +1 (0/1Dex/0)
  • Search -1 (0/-1Int/0)
  • Survival +3 (0/3Wis/0)
  • Tactics -1 (0/-1Int/0)

(6-Int 1 = 5/lvl) (Total = 35) Max 9 (Orc - Intimidate & Survival max. rank = Career Level (7) + 5 = 12)

Gear[edit]

Loads: Light < 120 lb / Hvy 121-360 lb / Over > 361 lb (but note backpack effect) Weight of gear = 112.5lb

Starting cash 600s + (600 x Prudence %) = 600 + (600 x 0.35) = 600+210 =810s

  • Moderate hardened leather - DR 4 / Fire 5 / DP-1 / ACP -1 / -5ft / -4 disguise / Soft 4 / 10M / 32lbs+8
    • +2 gear bonus for intimidate
    • Reinforced +2 Edged resistance
  • Quarter-staff, shod 1d8 lethal / Threat 19-20 / Double, trip
    • Orc always lethal dmg / target suffers 1 stress dmg with a miss / +2 Comp
    • Bleed
  • War club 1d8 lethal (19-20) / Bleed 8lb 20s
  • Javelin x 3 30ft x 3 3x3lb=9lb


  • [Prize] Grandmother's bracelet - holy bracelet passed down the maternal line. 1 Greater Essence: Damage Aura, Greater - Adjacent attackers suffer 1d10 Divine damage when they hit you. Rep. 10
  • [Prize] Second prize slot - empty
  • Backpack +2 for Str carrying capacity 5lb
  • Blanket Cold res 4 5lb
  • Canteen 1lb
  • Flag (on back like a Samurai) 12lb
  • Pick/Shovel +4 Str for clearing rubble, 8lb
  • Pouch (50 coins)
  • Rations 7 uses 5lb
  • Whistle .5lb
  • Ink, common [check weight etc]
  • Body paint [check weight etc]
  • Chalk [check weight etc]
  • Candles (5) [check weight etc]

Medical (p. 162)

  • Balm 1lb
  • Bandages (negates Bleed) .5lb
  • Leeches .5lb
  • Medicine bag 2lb
  • Salve 1lb
  • Smelling salts .25lb
  • Tonic .25lb
  • Coin: 10.5s

History[edit]

Everyone has heard of Ygrak. Until not too long ago, Ygrak was known as one of the Great Tribes. Now, it is a name of legend, a tale told to children to warn them against the unknown. On a blood moon night, some forty winters ago, a pact that had been made went awry. The entire tribe was devoured by demons, their souls sent to the Halls of Endless Torment, deep in the Underworld. A single woman, a priestess, survived, but only by conducting a ritual to offer her soul-name up to the Gods. By renouncing her soul-name and taking on the name of the tribe, Ygrak, she could escape the demons, as they could only find their victims by their soul-names. The priestess was with child and gave her daughter the same name, Ygrak, and her daughter in turn took the same name. So the tribe survives and it is said that one day, one of the Ygrak's will couple with a God in mortal form and so the tribe will begin to grow again, using their soul-names as is right, but once again becoming prey to the demons.

Info

Notes[edit]

Some descriptions:

  • ...her bone-strewn armor and bloody flag...
  • Her staff is as grim as her armour, all carvings and notches and embedded shark teeth...
  • check - lifestyle +1 and legend +1

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