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Generic Slightly-Anime Fantasy Craft:Ygrak
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=Abilities, Feats & Proficiencies= *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.
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