Generic Slightly-Anime Fantasy Craft:Ygrak: Difference between revisions
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*'''Intimidate''' +x (x/xCha/0) | *'''Intimidate''' +x (x/xCha/0) | ||
*'''Investigate''' +x (0/xWis/0) | *'''Investigate''' +x (0/xWis/0) | ||
*'''Medicine''' -x (0/-xInt/0) | *'''Medicine'''* -x (0/-xInt/0) | ||
*'''Notice''' +x (0/xWis/0) | *'''Notice''' +x (0/xWis/0) | ||
*Prestidigitation | *Prestidigitation |
Revision as of 01:52, 16 June 2016
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Ygrak, Female Orc Shaman and Priestess, twenty-five-ish, played by Sam I Am
- Class: Priest 6, XP: 15,000
- Alignment: Horizon Council (Paths
- Action dice: 4d6
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.
Stats
- Point buy (showing my working): STR 13(6)/DEX 12(4)/CON 12(4)/INT 11(3)/WIS 15(11)/CHA 14(8)
- Orc: STR & CON +3 & INT -3
- Shaman: +1 to lowest of Wis or Cha (=Cha)
- Lvl. 4 +1 to any (=Cha)
- STR 16 (+3) / DEX 12 (+1) / CON 15 (+2)
- INT 8 (-1) / WIS 15 (+2) / CHA 16 (+3)
Combat
- Init: +x (1 xxxx + 1 Dex)
- BAB: +x / Melee +x / Ranged +x
- Defence: 12 (10 + 1 Soldier + 1 DEX - 0 Armor DP)
- DR: 2 (Studded Leather Armour)
- Fort: +3 (1 +2 Con) / Ref: +1 (0 +1 Dex) / Will: +3 (2 +1 Wis)
- Vitality Points: 14 (=12+Con) / Wound Points: 12
Common Attacks/Defences/Actions:
- 2H Battle axe +4 To Hit (19-20); 1d10+2; AP2.
- 2H Battle axe Trip attack +7 vs. Oppo.Acrob. (+5 Acrob. +2 axe); opponent sprawled, else Singetorix flatfooted
- Javelin (3), +3 To Hit (19–20); 1d8+2 lethal; 30 ft.×3
- Sling, +3 To Hit (20); 1d4+2 subdual; 60 ft.×6, Load 1
Social, Interests & Religion
Social:
- Lifestyle: +X (Panache X [+X Appearance; Income XXs] / Prudence X [XX% savings])
- Legend: +X
- Reputation: XX
- Renown. Heroic: 0. Religious: 0. Temporal: 0.
Interests:
- Language: XXX
- Study: XXXX
- 3
- 4
Religion:
Abilities, Feats & Proficiencies
- Orc: Always Ready: You may always act during surprise rounds.
- Orc: Banned Actions: You may not make Calm or Influence checks. CHECK ERRATA
- 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: Iconic Classes: If your level in any base class is higher than your level in either Burglar or Soldier, your starting action dice decrease by 2. CHECK ERRATA
- 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?)
- Two origin skills: ??? and ???
- Sha: Bonus Feat: Blessed (take first step along an alignment path)
- Sha: Attribute Training: The lower of your Wisdom or Charisma scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
- 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.
- Sha: Practiced 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.
- Priest: 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.
- Priest 1: Acolyte first step along a Path and alignment ritual weapon (q/staff) if lost, regain in downtime (p. 44)
- Priest 2: Signs & portents
- Priest 3: Path of the devoted - 1 step along alignment path
- Lvl 1: Bandage: Medicine = origin skill. Medicine checks trained even without doctor's bag. With doctor's bag can Mend each character +1/day
- Lvl 3: Feat:
- Lvl 6: Feat:
- SolC: Accurate: When spend 1 action dice on attack, roll two dice (i.e. 2d4 instead of 1d4)
- So1: Fight On: +1 Basic, Melee, Ranged, or Unarmed Combat feat, or 2 additional proficiencies.
- Ba: Well-rounded: +5 ranks in any one skill at chargen
- Ba: Beguiling: When taunt standard character, can change standard result for fixation for rounds =19 (Cha). Dmg interrupts
- Ba: Encouragement: 1/scene Talk to teammate 1 min +1 morale saves
- Ba: Free Hint: 1/session Free hint from GM or bonus action die
- Ba: Practised Impress: If use action die to boost Impress but fails, get it back
- Cha: Charming: May improve Disposition of 1 non-adversary NPC by 5. 1/session.
- Cha: Double Boost: May spend & roll 2 action dice to boost Charisma-based skill checks.
- Cha: Encouragement: May speak to 1 teammate for 1 min. to get them a +1 morale bonus with saving throws until the end of the current scene. 1/scene.
- Lvl 1: Knife Basics: Knives considered always armed. Wicked dance stance.
- Lvl 1: Contempt: +1 free attack per round vs. standard character. Times/combat = AD = 3
- Stance: Wicked dance: +2 dice sneak attack dmg in melée (Note movement restricted to 5ft)
- Proficiencies:???? Start w. 6 Hurled weapons (forte) / Edged weapons (forte) / +2
Skills (ranks/stat/misc)
(4-Int 1 = 3/lvl) Max 4 Total (4x3)=12
Priest/Paladin class skills: Impress, Intimidate, Medicine, Notice, Resolve, Sense Motive Alignment skills: Athletics, Crafting, Investigate, Ride
- Acrobatics +x (x/xDex/0)
- Athletics +x (x/xStr/0)
- Blend
- Bluff +x (x/xCha/0)
- Crafting (?) ? (x/-xInt/0)
- Disguise +x (/xCha/0)
- Haggle +x (0/xWis/0)
- Impress +x (0/xCha/0)
- Intimidate +x (x/xCha/0)
- Investigate +x (0/xWis/0)
- Medicine* -x (0/-xInt/0)
- Notice +x (0/xWis/0)
- Prestidigitation
- Resolve +x (0/xCon/0)
- Ride +x (0/0Dex/0)
- Search -x (0/-xInt/0)
- Sense Motive +x (x/xWis/5origin)
- Sneak
- Survival
- Tactics -x (0/-xInt/0)
One asterisk = Origin skills
Gear
Loads: Light < 100 lb / Hvy 101-300 lb / Over > 301 lb
Stake 100s
- Battle axe (2H), 1d10 lethal (19–20 AP 2) trip 12lb 30s
- Javelin (3), 1d8 lethal (19–20) 30 ft.×3 3lb 12s
- Sling, 1d4 subdual (20) 60 ft.×6, Load 1, 1lb 1s
- Partial Studded leather DR2 DP–1 ACP–0 12lbs 40s
- Blanket Cold res 4 5lb 4s
- Canteen 1 lb 5s
- Pouch (50 coins) 2s
- Rations 7 uses 5lb 5s
- Coin: 1s
History
Info