Kaptra Dorethain

Yangrit Foehammer's page

678 posts. Organized Play character for Warah.


Full Name

Yangrit Foehammer

Race

HP 37/37 | AC 20*, T 18*, FF 15* | CMB +6, CMD 21 | Fort +6*, Ref +7*, Will +7*^ | Init +3 | Perception +9*, Sense Motive +9 | Darkvision 60’ |

Classes/Levels

Speed 30ft | Active conditions: none

Gender

Female LG Dwarf CORE Monk 4

Size

Medium

Age

97

Alignment

Lawful Good

Deity

Torag

Location

Highhelm, Five Kings Mountains (homeland)

Languages

Common, Dwarven

Occupation

Clerk

Strength 14
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Yangrit Foehammer

PFS # 289224-2
Experience: 9
Faction: Silver Crusade
Wealth: 0 PP, 1390 GP, 7 SP, 4 CP
Fame: 18
Prestige: 18
__________________________________________________________________

Name Yangrit Foehammer
CORE Monk (4)
LG Medium humanoid (dwarf)
Init +3
Senses: Perception +9*, Sense Motive +9, Darkvision 60’, Stonecunning

Defense:

HP 37/37 (8+2; 5+2 x3; Toughness +4; favored class bonus +2)
AC 20*, touch 18*, flat-footed 15*^ (+1 armor, +3 DEX, +3 WIS, +1 natural armor, + 1 Dodge, + 1 Monk AC, +1 Insight for FF only)
^See Sky Citadel Reclaimer boon: +1 AC to saving throws when flat footed (already included) or during surprise round (not included).
*+4 vs monsters of the giant subtype. See Defensive Training Racial Trait.
Fort +6*, Ref +7*, Will +7*^
*+2 racial bonus on saving throws against poison, spells, and spell-like abilities. See Hardy Racial Trait.
^+2 bonus on saving throws against enchantment spells or effects. See Still Mind class feature.
CMD 21 … (+4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. See Stability Racial Trait.)

Offense:

Base Attack Bonus: +3^
^+1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes; see Hatred Racial Trait.
CMB +6
Speed 30 ft.
Melee
[dice=Unarmed Strike]1d20 + 6; 1d8 + 2[/dice] … (x2)
[dice=Flurry of Blows 1]1d20 + 5; 1d8 + 2[/dice] … (x2)
[dice=Flurry of Blows 2]1d20 + 5; 1d8 + 2[/dice] … (x2)
[dice=Cold Iron Dagger]1d20 + 6; 1d4 + 2[/dice] … (19-20/x2; 10ft)
[dice=Cold Iron Kama]1d20 + 6; 1d6 + 2[/dice] … (x2)
Ranged
[dice=Sling with cold iron bullets]1d20 + 6; 1d4 + 2[/dice] … (x2; Range: 50ft)

Statistics:

Space 5 ft.; Reach 5 ft.
Str 15, Dex 16, Con 14, Int 10, Wis 16, Cha 8
Level adjustments: 4th: Str
Armor Check Penalty: none
Favored class (Monk) +1 skill point (levels: 1-2); +1 HP (levels: 3-4)
Languages Common, Dwarven
Light Load: 66 lbs
Medium Load: 134 lbs
Heavy Load: 200 lbs

Traits and Racial Traits:

Traits
Suspicious: +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill.
Unorthodox Strategy: +2 trait bonus on Acrobatics checks made to move through an enemy’s threatened squares.

Dwarf Racial Traits
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Skills:

Bold = Trained; Normal = Untrained
acrobatics +10
appraise +0 (+2 for price of nonmagical goods that contain precious metals or gemstones.)
bluff -1
climb +6
craft (any) +0
diplomacy +0
disable device n/a
disguise -1
escape artist +7
fly +3
handle animal n/a
heal +3
intimidate -1
knowledge (history) +4
knowledge (religion) +4

linguistics n/a
perception +9 … (See Stonecunning Racial Trait)
perform (any) -1
profession (clerk) +7
ride +3
sense motive +9
sleight of hand n/a
spellcraft n/a
stealth +8
survival +3
swim +6
use magic device n/a

Feats:

Dodge +1 dodge bonus to AC; level 1 bonus feat class feature

Improved Grapple +2 to grapple checks and no provoking AOO; bonus level 2 feat class feature

Improved Unarmed Strike don’t trigger AOO with unarmed strike and can deal lethal or nonlethal damage; bonus level 1 feat class feature

Stunning Fist You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. Bonus level 1 feat class feature

Toughness gain 1 HP per level in perpetuity; level 3 feat

Weapon Finesse can use DEX modifier for attack rolls; level 1 feat

Toughness gain 1 HP per level in perpetuity; level 3 feat

Gear:

Combat Gear
02 lbs_____acid flask (2)
04 lbs_____cold iron sling bullets (8) (.5 lb each)
00 lbs_____wand of cure light wounds (50 charges)
00 lbs_____wand of mage armor (48 charges)
01 lbs_____potion of cure light wounds (2)
01 lbs_____oil of Magic Weapon (2)
01 lbs_____Holy Water (1)
00 lbs_____vial of antitoxin (1)
01 lbs_____haunt siphon (1)

Other Gear
02 lbs_____backpack
02 lbs_____cold iron kama
01 lbs_____cold iron dagger
04 lbs_____grappling hook
02 lbs_____monk’s outfit
05 lbs_____bedroll
10 lbs_____hemp rope
00 lbs_____sling
01 lbs_____bracers of armor
00 lbs_____amulet of natural armor
00 lbs_____flint and steel

Scenario gear

Food and Drink
02 lbs_____cheese (4)
02 lbs_____bread (4)
04 lbs_____waterskin

Total weight: 45 lbs
Light Load: 66 lbs
See Statistics for Medium and Heavy load limits.

Class Features:

Monkr Class Features

Weapon and Armor Proficiency: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. At 7th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

My Boons:

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

☐ ☐ ☐ ☐ Mortic Transformation: The Whispering Tyrant grows restless in the depths of his Gallowspire prison, and negative energy has begun to infect the mortal beings who inhabit the Inner Sea region. While you have avoided the dreadful transformation into a mortic, living mortals infected with negative energy, you still have a small fragment of their necromantic power to draw on. You may check a box next to this boon as a swift action to gain one of the following special abilities for one minute:
Death Gasp (Su): You can hold your breath to suspend the majority of your biological processes. While holding your breath, you gain a +3 bonus to saving throws to ability drain, energy drain, and sleep effects. While holding your breath you also suspend the effects of ongoing bleed damage, disease, and poison. This doesn't cure any damage that the bleed effect, disease, or poison has already done, but the suspended rounds count toward the effect's duration. If you speak, cast a spell with a verbal component, or otherwise stop holding your breath before 1 minute has passed, you lose the benefits of this ability at the beginning of your next turn.
Negative Energy Affinity (Ex): You react to positive and negative energy as though you are undead--positive energy harms you, while negative energy heals you.
Paralytic Saliva (Su): You gain paralytic saliva that paralyzes any creature you bite for 1 round unless it succeeds at a DC 13 Fortitude save. Elves are immune to this effect. If you do not currently possess a bite attack, you gain a bite attack as a secondary natural attack that deals 1d6 damage (1d4 for Small creatures) for the duration of this effect.

Sky Citadel Reclaimer: You succeeded in reclaiming the sky citadel Jormurdun, an immense fortress city abandoned millennia ago. You were able to claim a small boon for yourself either by studying the lore left behind by the dwarves or earning a divine favor by restoring a shrine to working order. Choose one of the following rewards, and cross the other four off your Chronicle sheet. (Editor’s note: This confuses me, as the text says to choose one, but our GM had us choose two for a reason that I cannot remember. If the text is correct, I will keep Sight of the Unseeing and eliminate Foes of the Forge Father.)
Foes of the Forge Father (Monument District): Extensive wall carvings document the dwarves’ struggle against their ancestral enemies, and having read the atrocities committed by giants, goblins, and orcs, you have dedicated yourself to defeating them. You gain a +2 bonus on attack rolls made to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and you deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit against such a foe; this additional damage is added to the final total, and is not multiplied by the critical hit modifier itself.
Sight of the Unseeing (Seer’s District): You exposure to Jormurdun’s prophecies and ancient cults has given you exceptional insight into future events. You gain a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round. You may cross this boon off your Chronicle sheet before rolling attack roll, initiative check, ability check, skill check, or saving throw to add 1d6 to the result. Alternatively, you may cross this boon off your Chronicle sheet before rolling d% as part of a divination spell (such as augury, divination, or contact other plane) to either add or subtract 1d6 from the result.

Sky Key Core: You assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears this is just one piece of a larger device. Each time you earn a Sky Key Component boon, you also recover one spent Prestige Point.

Timinic’s Trinkets: It took some convincing, but you persuaded Timinic not to leave the Pathfinder Society, and he’s determined to help reestablish the Dryblade Lodge in Daggermark. He has procured some useful tools for prospective recruits, and has offered these items to you as well. You can purchase any wondrous item from the Core Rulebook worth 250 gp or less, a pair of sleeves of many garments (Pathfinder RPG Ultimate Equipment 275), or a traveler’s any tool (Ultimate Equipment 323), for 1 Prestige Point. You can use this boon any number of times.

Vaultkeeper: Having taken possession of the poppet Vaultkeeper, you begin to hear it whisper arcane secrets into your ear. When using the rules for retraining (Pathfinder RPG Ultimate Campaign 188), you treat all classes as though they had retraining synergy with the witch class; those that already have retraining synergy with the witch class instead reduce the number of days required to retrain any class level into a witch level by 1. A witch retraining a witch class archetype also reduces the time spent by 1 day for every alternate class feature gained or lost. You can check the box that precedes this boon when retraining to gain the gravewalker witch archetype (Pathfinder RPG Ultimate Magic 84) for free. If any other archetypes you have modify the same class feature as the gravewalker archetype replaces, you lose those archetypes at no cost. You can instead check this box and spend 2
Prestige Points to bequeath Vaultkeeper to one of your other characters, granting that character the effects of this boon instead. This allows you to use the archetype with that character as though it were allowed by Additional Resources, and you must have a copy of Pathfinder RPG Ultimate Magic and a copy of this Chronicle sheet with you when playing a character using this archetype.

☐ ☐ ☐ Whispers of Evil: Chasing the ghoul witch Zaashakar throughout the city of Azir has left you with more questions than answers. A previously hidden evil has begun to stir, but now you’re aware of its movements. You can check a box next to this boon at the beginning of an adventure to gain a +1 circumstance bonus on all Perception and Sense Motive checks during that adventure.

Draconic Sidekick: You returned several stolen pseudodragon eggs to their clutch. Now, the pseudodragons of the Frisky Unicorn have selected you as the traveling companion and mentor for one of their hatchlings. The young pseudodragon has not yet chosen her name, and she allows you to help her decide. As long as you do not mistreat your new ally and your alignment does not become evil at any time, she agrees to travel with you. You may use this boon in one of two ways. First, you may take a pseudodragon (Pathfinder RPG Bestiary 229) as a familiar with the Improved Familiar feat as long as you are a spellcaster of at least 5th level (rather than 7th). This pseudodragon’s sting counts as silver for the purposes of bypassing damage reduction. Alternatively. you may cross this boon off your chronicle sheet to gain a pseudodragon that follows you loyally for one adventure. Its sting also bypasses DR/silver, as the pseudodragon familiar. This pseudodragon allows you to bypass the normal limit of one combat creature per player per scenario.

Fortune’s Return: Despite the ill omens of the Yellow Prophet, you saved Lady Qualstair from assassination and prevented unfortunate accidents from carrying deadly consequences. You gain up to four of the six abilities below (your GM will tell you if you did not earn all four). Cross off the ones you do not choose. You m ay ac t ivate a n abi l it y t h at you d id not cross off by checking off the box next to it. Doing so grants you a +1 luck bonus on an attack roll, saving throw, skill check, or ability check associated with the corresponding ability score. Apply the bonus before you roll. The bonus increases to +2 if you use if for the specific use listed below.
☐ The Suit of Hammers (Strength): Sundering or otherwise breaking an object
☐ The Suit of Keys (Dexterity): Picking a lock
☐ The Suit of Shields (Constitution): Fortitude saves or Constitution checks against fatigue or exhaustion
☐ The Suit of Books (Intelligence): Performing research
☐ The Suit of Stars (Wisdom): Avoiding getting lost or otherwise navigating

☐ The Suit of Crowns (Charisma): Speaking to a person in a position of authority.

New Recruit (J. Dacilane): Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the Spiritualist list [i](Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your level -3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.

Botting Yangrit:

See Offense spoiler for standard attack rolls.

Yangrit makes a point to protect and defend anyone who is vulnerable to those who abuse their power.
She is cynical and wary of the integrity of male authority figures.
If combat breaks out, she’ll try to set up a flank with her allies, using Acrobatics (remember the +2 trait bonus here) as needed to go through threatened squares to get into position.
She will only use her weapons or sling if her unarmed strike would be an impractical choice.
In situations that require diplomacy or tact, she tries to keep her grouchy mouth shut.

Appearance:

Height: 4’-1”
Weight: 162 lbs
Age: 97
Dark brown hair and eyes
Ruddy, pale brown skin
Constantly wears a grumpy scowl
Generally unremarkable

Personality:

At first meeting, Yangrit is guarded and reserved, even cold. As she slowly comes to trust individuals, she shows a sort of gruff concern for their well-being. While she will talk more with those she trusts, she’s certainly not the chatty type, preferring to speak only of practical issues. Once her trust is earned, she is steadfastly loyal, to a point. If she sees evidence that her trust is misplaced, she will turn on a dime, resolving to never trust that individual again. Her contempt will be quite evident and lasting.

Background:

Yangrit Foehammer was always a good girl: obedient, trusting, hard-working, pious, and possessed of strong self control. Her parents recommended that she consider joining a monastic order; they could easily see that she was well suited to such a life. Yangrit decided at a young age that would be the life for her and never looked back, a tendency toward tunnel vision being one of her characteristics. She chose to join an order dedicated to Torag, which focused on asceticism and bringing balance to the world, mostly by uplifting the poor. She spent her time working alongside the poor, meditating, training with the other monks in the martial arts, and doing financial bookkeeping for the monastery, which was very successful in its efforts to raise funds for the less fortunate. Her life in the monastery in Highhelm was perfectly predictable and satisfactory for decades.
All of that changed one spring afternoon. While reconciling expenses in the monastery’s records, Yangrit realized that the head of their order had been embezzling funds. She stormed into his office to demand an explanation, only to find him engaged in shocking drunken debauchery with several other people. Dismayed and disgusted at this flagrant betrayal of their order’s principles (not to mention his lack of ethics and morality), she reported her discoveries to her other superiors in the monastery. Their responses surprised her. Not one of them seemed to believe her or even care, but one way or another told her that she was either mistaken or should mind her own business.
Yangrit sought justice for the embezzlement through the law (his other actions were not illegal, though disgusting and wrong), only to be accused of slandering her widely respected and honored superior. No one, not even her parents, believed her. She continued to press for justice. Soon she began to receive threats, only sometimes veiled, from both authority figures and unknown sources. Upon reporting the threats, she was told that she either was imagining things or had brought them upon herself. It became very clear to her that there would be no justice; everyone with the power and authority to mete it out was either corrupt or duped by his facade of lawful piety. It did not escape her notice that most of the authority figures who stood in the way of justice were male.
Incensed and bitter over her treatment by what she termed the “‘Good’ Old Boys Club”, Yangrit shook the dust of Highhelm from her feet. What point was there in staying in a place where neither she nor the rule of law would be respected? She wandered somewhat aimlessly, doing her best to right wrongs and uphold the rule of law wherever she went as a way of compensating for the failures of justice she had experienced. She still is cynical and wary of the integrity of male authority figures. Yangrit makes a point to protect and defend anyone who is vulnerable to those who abuse their power.