Generic Slightly-Anime Fantasy Craft:Ygrak

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Revision as of 08:01, 13 June 2016 by 200.235.165.2 (talk) (Stats)
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Ygrak, Female Orc Shaman and Priestess, twenty-five-ish, played by Sam I Am

  • Class: Priest (Horizon Council) 6, XP: 15,000
  • 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
  • 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: 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).
  • Sha: Bonus Feat: Blessed
  • 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.


  • 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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