About YhrrilkaHarrow Bonus (Book 3): one-time use to:
FIGHT!:
[dice=Gladius Attack]1d20+17[/dice] [dice=Gladius damage]1d6+9[/dice] Slashing or Piercing, adamantine [dice=Dagger Attack]1d20+17[/dice]
[dice=Mithral Kerambit Attack]1d20+17[/dice]
[dice=Searing Blast Attack]1d20+17[/dice] vs touch
[dice=Feint]1d20+30[/dice] vs PMD [dice=Disarm]1d20+19[/dice] vs CMD [dice=Fatal Thrust/Sneak Attack]5d6[/dice]
Description:
Yhrrilka art by fiestyguava. Yhrrilka is a powerfully-built young woman, 5ft 10in and about 170 lbs. Her facial features are largely human, but she bears clear evidence of her orcish ancestry in her pointed ears, green skin, golden irises to her eyes, and slightly broader build relative to a human (her eyeteeth, while slightly larger than human norm, are definitely not large enough to protrude while her mouth is closed). She wears her black hair in a braid down the back, and the sides of her head are shaved. She has a sun tattoo on each of her wrists, another under her hair at the base of her skull, and one more over her heart (those latter two are not normally visible, covered by her hair and her shirt). She also has several tattoos done more for decorative purposes across her shoulders and upper back, representing several signs of the Cosmic Caravan. She tends to dress in boots, either pants or skirts/dresses that come to about knee-length, and tends toward tops with short sleeves or bare shoulders, the better to show off her craft. When she first came to Korvosa, she tended toward the leathers and buckskins she wore in Belkzen, but has since started trying more "human" fashion styles. Background: Fortune-Teller Backstory:
Yhrrilka Embersoul was born in the Hold of Belkzen, as a member of the Burning Sun tribe. This renegade tribe of Sarenrae worshipers has found itself in an increasingly perilous position. Surrounded on all sides by other tribes who don't like their unorthodox ways, their Chief has decided that the tribe's best chance at survival lies outside Belkzen. The tribe has sent various members to areas outside of Belkzen, in an effort to show that the tribe can be "good neighbors."
Yhrrilka was sent to Korvosa, accompanied by Zohruk, a young man from her tribe whom she had known for years and was quite close with. The pair of youths made their way to the city, and settled themselves in. The plan was to just be good citizens. Yhrrilka ended up working in a tattoo parlor run by a dwarf. They slept in a storeroom in the back, and she rented space in his shop, where she inked customers, performed pyromancies to tell fortunes, and did Harrow readings. Sometimes all three at once. Things were good for the first few months, until Torsten suddenly told the two that they had to leave. When Ril and Zoh pressed him about it, Torsten revealed that a local gang leader named Gaedren Lamm was trying to extort money from the shop. The two young half-orcs immediately offered to help watch over their new home. Torsten refused, saying that this was his problem and that the best thing they could do was to protect themselves. It was with great reluctance and gratitude that he finally accepted their offer. When the attack came, it was just long enough since Lamm's threat that no one was quite as vigilant as they had been at the outset. Lamm's men broke into the storeroom and started the fire there, which happened to contain both Ril and Zohruk. Ril woke up in the night, having heard a sound. A man was standing over her bed, with a knife in his hand and murderous intent in his eyes. The girl's magic saved her, and dispatched her attacker, but by then the damage was done, and the building was rapidly going up in flames. Ril stumbled across Zohruk's body in the smoke as she headed for the door. He'd killed two men before succumbing to their numbers. Yhrrilka wandered the streets of Korvosa in a daze for two days, until, at the urgings of a note she found in her pack, she was reunited with Torsten and a new friend, Macaria. The three of them avenged themselves on Gaedren Lamm, but little did they know what events would be set in motion beyond that...
Combat Talents:
Starting Tradition: Dedicated Duelist (modified) Practitioner Ability Modifier: Charisma Custom Training (proficiency in gladius, kerambit, rapier, kukri, hunga munga) Finesse Fighting (+5 damage when using Dex to hit and Str for damage (½ BAB)) Unarmored Training When unarmored and unencumbered, you gain a +6 armor bonus to your AC (+3, additional +1 per 3 BAB). This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities. Fencing Sphere Fatal Thrust: Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess. Expert Feint: When you succeed at a feint check against a target, that target also loses its Dexterity bonus to its armor class against all attacks until the beginning of your next turn, in addition to your next attack. Fast Feint You may attempt to feint a creature as a move action. In addition, once per round when you succeed on a feint attempt against a creature, you may expend martial focus to move up to your speed. This movement does not provoke attacks of opportunity from the target of your feint. Feint Strike: Whenever you succeed at a feint against a creature, you may make a single attack against them with any weapon you are wielding as a swift action. You may expend your martial focus to instead make this attack as an attack of opportunity. Focusing Feint: Whenever you succeed at a feint against a creature, you may regain your martial focus as a swift action. Hand Slash (exploit): Make a disarm combat maneuver against the target as a free action. This disarm does not provoke an attack of opportunity. Parry and Riposte: When a creature makes a melee attack against you, you may expend your martial focus and use an attack of opportunity to attempt to parry that attack. Make an attack roll as if you were making an attack of opportunity, but for each size category the attacking creature is larger than you, you take a –2 penalty on this roll. If your result is greater than the attacking creature’s result, the creature’s attack automatically misses and you regain your martial focus. If your base attack bonus is +5 or greater, you may choose to make a single melee attack against a creature whose attack you have successfully parried instead of regaining your martial focus. Unlikely Feint: You do not suffer a penalty when feinting against non-humanoids, and the penalty against feinting a creature with an Intelligence of 1 or 2 is reduced to -4. You may attempt to feint mindless creatures, but suffer a -8 penalty. For every 5 points of base attack bonus you possess, these penalties are reduced by 2 (no penalty for Int 1 or 2, -4 for mindless).
Active Defense: If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2 (+1 per 4 BAB, current total bonus +4). This decision must be made before the roll is made.
Warleader Sphere Tactics are coordinated battle plans that require continuing direction from the practitioner to maintain. A creature must have line of sight to, and be able to see, the practitioner to benefit from a tactic. Beginning a tactic is a move action, and it can be maintained each round as a move or swift action. Once activated, you may switch between any tactics you know each time you use a swift action to maintain an ongoing tactic. Tactics affect all allied creatures within a radius of 10 ft. + 5ft. per rank in Influence you possess, and may be centered on any square you have both line of sight and line of effect to. You may recenter an ongoing tactic at a new location as part of the swift action used to maintain it. The benefits of your tactics end immediately if you are helpless, killed, paralyzed, rendered unconscious, or stunned. Aggressive Flanking: While within the affected area of this tactic, allied creatures are considered to be flanking as long as they both threaten the same creature, regardless of their comparative positioning. Covert Operations: Allies within range of this tactic are granted a competence bonus on Acrobatics, Escape Artist, and Stealth checks, equal to 3+1 for every 4 ranks in Influence you possess (current bonus +5). Allies benefiting from this tactic may use the Acrobatics skill to move through threatened squares at full speed without penalty. Allies can benefit from your Covert Operations tactic even if they cannot see you. Shouts are sound-based effects centered on the practitioner that affect creatures in an area of effect centered on the practitioner with a radius of 10 ft. + 5 ft. per 2 ranks in Influence the practitioner possesses. The practitioner may choose whether or not to include himself in the effects of his shout. The effects of shouts last for a number of rounds equal to 1 + 1 for every 4 ranks in Influence you possess, and use your ranks in Influence instead of your base attack bonus when determining any saving throws. Unless otherwise noted, using a shout is a standard action. Deaf characters or characters otherwise lacking the ability to hear gain a +5 bonus on all saves against shout effects, and must attempt a saving throw against a shout even if its effects would be beneficial. Practitioners in the area of a silence spell or otherwise unable to make a sound cannot use shouts until they are once more able to be heard. While some shouts only affect allies or enemies, others affect all targets within their area of effect. When performing such a shout, you may spend a move action to warn your allies to cover their ears and negate the effects, but doing so gives enemies within the area of effect a +5 bonus to their saving throw against the shout’s effects. Some shouts may require you to expend your martial focus, as described in their entry. Fierce Shout: When you use this shout, you and all affected allies gain a +1 morale bonus on damage rolls on their first attack each turn. For every 2 ranks in Diplomacy you possess, this morale bonus to damage is increased by +1. This is a mind-affecting emotion effect. Persisting Influence: Your leadership in battle clings to allies and enemies alike. Whenever the benefits of a shout or tactic you initiated would end, their benefits persist for +1 round, increasing by +1 for every 7 ranks in Influence you possess. Instantaneous effects are not affected by this talent, nor are tactics that end because you used a swift action to activate a different tactic. Magic Talents:
Caster Level 10; MSB +10; MSD 21; Concentration +15, Save DC 20 Tradition Sorcerer; CAM Charisma Drawbacks: Somatic Casting x2, Verbal Casting Boon: +1 spell point per odd level in casting classes. Spell Pool: 20 points (+10 level +5 Cha +5 boon) ASF: 0 Destruction - CL 10; DC 20; Duration None; Range Close (50 ft), Touch; Talents Searing Blast, Energy Strike, Explosive Orb, Penetrating Blast; Drawbacks Energy Focus (Fire)
Divination - CL 10; DC 20; Duration Concentration; Range Medium (200 ft.); Talents Blindfolded Oracle, Divine future, See Hazard, Witness the City; Drawbacks None
Divine hostility: You may divine whenever a creature or an object within range takes hit point damage. In addition, you gain knowledge as to the amount and type of damage dealt and from what direction the damage was dealt from. If the source of the damage is inside the area of your divine effect, you also learn what square the source occupied. Divine protection: You may divine all creatures you have pinpointed within range and determine which of those creatures have the lowest and highest armor class. Alternatively, you may divine the lowest and highest saving throw each of these creatures has. You do not however determine the values for any of these attributes. Divine future: You may divine for a glimpse of the future, giving yourself insight into the happenings of that day. At any time during that day, you may add an insight bonus equal to 1d4 + 1 per 5 caster levels to one attack roll, skill check, saving throw, ability check, initiative roll, or combat maneuver roll you are about to make. As an immediate action, you may instead grant this benefit to an ally who can both see and hear you. Witness the City: You may spend a spell point to see, hear, smell, feel, and even taste a torrent of past scenes and pieces of conversations related to anything in a settlement you are currently in. At the end of each of your turns for the duration of this divination, attempt a single Influence check to gather information as though you had spent 1d4 hours talking to local people, without having to use an action to do so. Multiple Influence checks made to gather information on the same topic always grants the same information as the first check. You can use your Perception bonus in place of your Influence bonus if you so wish, but with a -5 penalty. - Sense
See Hazard: You may spend a spell point to gain a free Perception check to notice traps and hazards when you are within 10 ft of them, be they mechanical (trip wires, dart throwers, etc.) magical (rune spells, sigils, etc.) or natural (quick sand, pit falls, etc.). This does not give you insight into disabling such traps or hazards. Enhancement - CL 10; DC 20; Duration 1hr/CL; Range Personal; Talents Enhance Focus; Drawbacks Personal Magic, Limited Enhancement (only Enhance Focus, and it only enhances Craft skill)
Life - CL 10; DC 20; Duration Instantaneous; Range Touch; Talents Restore health (cure); Drawbacks None
Nature - CL 10; DC 20; Duration Instantaneous or Concentration; Range Close (50 ft); Talents None; Drawbacks None
Ril's current largest size fire she can affect is Large (10' square, 4d6 damage), and she can swing a fire's size by 3 size categories. Create Fire: Concentration, no requirements. You may produce a Diminutive-sized magical fire that burns without fuel. This fire may be 1 size category larger per 5 caster levels, and may be used to ignite flammable materials to create self-sustaining, non-magical fire. If a target is within the area of the created fire, they suffer damage as normal for that fire’s size and catch fire. A successful Reflex save halves the damage and negates catching fire. Protection - CL 10; DC 20; Duration 1 hour/CL; Range Touch; Talents Ablating, Deathless; Drawbacks Limited Protection (Aegis)
Magic Rituals Known:
Wandering Eye Sphere: Divination; Ritual Level: 4 Casting Time: 1 hour Components: V, S, M (obsidian shards coated in gum arabic, collectively worth 50gp) Description: You imbue one of your eyes with limited sentience, so you can pluck it out and allow it to move on its own. While detached, the eye has 4 HP (subtracted from your own HP), is invisible, and has a fly speed of 30ft (perfect). It sees exactly as you would see if you were there. While your eye is detached, you are dazzled and cannot deal precision damage. If you close one of your eyes (once per round), these penalties are negated, but you lose vision in that eye until you open it again. The ritual ends when your eye is destroyed or returns to your body. Yhrrilka
. . Bloodline Elemental (fire)
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Feats
1. Prophetic Visionary (bonus via background)
Traits Dirty Fighter Skills
72 ranks (bonus ranks in Influence equal to level, max 10) Class Skills currently with 0 ranks:
Appraise (Int), Fly (Dex), Handle Animal (Cha), Knowledge (engineering), Ride (Dex) Languages Common, Orc
Magic Items Blademaster's Tattoo - This tattoo transforms into a melee weapon Yhrrilka is proficient with as a Swift action. This weapon is masterwork in quality and can be enchanted as normal.
Boots of the Cat - Description:
These high-soled The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet. Silver Bracelet
Scroll of False life
Gear:
Description:
You can create magical tattoos, magic items inked directly into the flesh of a willing or helpless creature. Both you and the recipient of the tattoo (if the recipient is not yourself) must be present during the entire tattooing process. Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots. A single slot can only hold one magical tattoo (nonmagical tattoos and tattoos acquired from the tattooed sorcerer archetype do not count against this limit). Tattoos may be inscribed on the following slots: belt, body, chest, feet, hands, head, neck, shoulder, ring (up to two), or wrist. They cannot be inscribed on armor, eye, headband, or shield slots.
Magical tattoos are difficult to destroy, though they count as magic items for the purposes of dispel magic. The spell erase can permanently destroy a magical tattoo, but the bearer of the tattoo can resist the spell with a Will save, in addition to the caster needing to make a successful caster level check to erase the tattoo. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it as well. Doing so is a full-round action that not only requires the target to be willing or helpless, but also provokes attacks of opportunity. At least 2 points of damage per caster level of the tattoo must be dealt to destroy a magical tattoo in this manner. Magical tattoos follow the rules for magic item creation as though they were wondrous items, except that they can use the Craft (calligraphy, paintings, tattoos) skill. New magical tattoos can be researched and designed using the guidelines for pricing new magic items. Magical tattoos are treated as slotless magical items for pricing purposes. Instinctive Understanding (Ex) You may add your Charisma modifier, rather than your Intelligence modifier, to all Knowledge and Spellcraft checks. Martial Spontaneity (Ex): By spending 3 stamina points as a move action, Yhrrilka can gain the benefit of a combat feat she doesn't possess for 1 minute (she must meet prerequisites). She loses the benefit of this feat if she drops to 0 stamina. Nature's Allies Yhrrilka gains Warleader as a bonus combat sphere, and one additional talent as a bonus. Nature's Healing In favored community, +2 to Heal checks, plus additional benefits as listed here. Nimble Moves You may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Prophetic Visionary: Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other actions. If you are interrupted, you must begin again. When you come out of the trance, you know whether a particular action in the immediate future will bring good or bad results, as an augury spell with a 70% chance of success. Ritual Tracker (Su): Yhrrilka can track creatures by observing the omens and mystic signs that subtly mark their passing. She can use Spellcraft instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill. In addition, she can track creatures that leave no tracks, such as flying and swimming creatures, and creatures using trackless step or pass without trace, taking a -5 penalty to her check for each such effect they benefit from. Finally, if she finds or follows tracks where someone has teleported or moved between planes, she may attempt a Spellcraft or Survival check against a DC equal to their MSD to determine their destination. With a successful check she learns the direction of their destination and whether the distance to that destination is near (less than 1 mile), moderate (1 mile to 10 miles) or far (greater than 10 miles); if they moved between planes she instead learns what plane they moved to. Sacred Tattoo +1 luck bonus to all saves. Second Wind (Ex): Yhrrilka can tap into her stamina in order to temporarily regain vitality. By spending 3 stamina points from her stamina pool as a swift action, she gains a number of temporary hit points equal to 1d10 + 1 point per fighter level (maximum +10), up to a maximum number of temporary hit points equal to the current amount of hit point damage that he has taken. This effect lasts 1 minute. Temporary hit points gained from multiple uses of this ability don’t stack, and if the number of temporary hit points that Yhrrilka has from this ability ever exceeds the amount of lethal damage that she has taken, excess temporary hit points are lost. Searing Blast Destructive Blast does d8s of fire damage. Sneak Attack A sneak attack is possible only when Yhrrilka is wearing medium, light, or no armor. This attack deals extra damage any time the target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when Yhrrilka flanks the target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four ranger levels thereafter. Should she score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. Spell Attack When using a talent with the strike descriptor, the attack is treated as a special attack action. This attack may benefit from Vital Strike, as well as combat spheres that augment attack actions (but not other special attack actions). Studied Target +2 (move action, 2 targets max) (Ex) Study a foe as a Move action, gain +2 to weapon attack, damage & some skills vs. them (Influence, Knowledge, Perception, Sense Motive, and Survival). Tap Chaos Yhrrilka may, as part of the action required to use a spell or sphere ability, increase her caster level by 4 for that effect. Whenever Ril uses tap chaos to enhance her magic, her wild magic chance increases to 100%. Track +3 Add the listed bonus to Survival checks made to track. Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Empowerment Whenever Yhrrilka enhances a sphere effect with tap chaos, she may spend a spell point to add her tap chaos bonus to her spell penetration rolls for that effect. Zodiac Tattoos Yhrrilka gains the ability to have her skin enchanted with armor special abilities as though it was a suit of +1 leather armor. She cannot have a total bonus of armor special abilities higher than +6. She cannot use this ability to add any armor special abilities that add a flat gp amount to their cost instead of a bonus equivalent. Current bonuses: light fortification (+1) |