Difference between revisions of "Generic Slightly-Anime Fantasy Craft:Ygrak"

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'''Ygrak, Female Orc #### and Priest, twenty-five-ish, played by Sam I Am'''
 
'''Ygrak, Female Orc #### and Priest, twenty-five-ish, played by Sam I Am'''
*Class: Priest (Horizon Council) 6, XP: 15,000 ...speciality from: Cleric/Fighter/Shaman/Tribesman
+
*Class: Priest (Horizon Council) 6, XP: 15,000 ...speciality from: Cleric/Fighter/Shaman
 
*Action dice: 4d6
 
*Action dice: 4d6
  

Revision as of 07:49, 13 June 2016

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Ygrak, Female Orc #### and Priest, twenty-five-ish, played by Sam I Am

  • Class: Priest (Horizon Council) 6, XP: 15,000 ...speciality from: Cleric/Fighter/Shaman
  • Action dice: 4d6

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
  • Lvl. 4 +1 to any
  • STR XX (+X) / DEX XX (+X) / CON XX (+X)
  • INT XX (-X) / WIS XX (+X) / CHA XX (+X)


Combat

  • Init: +2 (1 Soldier + 1 Dex)
  • BAB: +1 / Melee +3 / Ranged +2
  • 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: 14

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: Attributes: +3 Strength, +3 Constitution, –3 Intelligence
  • 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).



  • 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

Class skills: Athletics, Crafting, Intimidate, Notice, Resolve, Search, Survival, Tactics

  • Acrobatics* +5 (4/1Dex/0)
  • Athletics +2 (0/2Str/0)
  • Bluff +5 (0/5Cha/0)
  • Crafting (?) ? (0/-1Int/0)
  • Disguise +5 (0/5Cha/0)
  • Haggle +2 (0/2Wis/0)
  • Impress +5 (0/5Cha/0)
  • Intimidate +9 (4/5Cha/0)
  • Investigate +1 (0/1Wis/0)
  • Medicine -1 (0/-1Int/0)
  • Notice +1 (0/1Wis/0)
  • Resolve +2 (0/2Con/0)
  • Ride +0 (0/0Dex/0)
  • Search -1 (0/-1Int/0)
  • Sense Motive* +10 (4/1Wis/5origin)
  • Tactics -1 (0/-1Int/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

Notes

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