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SummaryEdit

Yimayngurr Player pacdidj
Half-Orc Hunter Ranger (Unaligned) Level 4 (XP 4,666) [paragon class] /[epic destiny]
Initiative +7
Passive Insight 13 Passive Perception 18; Senses Low-light Vision
HP 32 Bloodied 16 Surge Value 8; Surges Per-Day 6
AC 18 Fortitude 16 Reflex 16 Will 13
Speed 6 (8 when charging) Size Medium
Str 18 (+4) Dex 18 (+4) Wis 14 (+2)
Con 10 (+0) Int 10 (+0) Cha 10 (+0)
Racial Abilities Half-Orc Resilience, Swift Charge, Furious Assault
Class Features Hunter Fighting Style, Hunter's Quarry, Running Attack
Battack Basic Attack Hungry Longspear +1: +8 vs. AC; 1d10 + 5 damage
Branged Ranged Basic Attack Throw Hungry Longspear +1: +8 vs. AC; Range 10/20; 1d10 + 7 damage
Feats Quick Draw, Toughness, Hunting Spear Student
Skills Athletics +6, Endurance +7, Heal +8, Nature +9, Perception +8, Stealth +10
Languages Allarian, Rripangu (Tribal Matrilect)
Powers
Fading Strike (At Will Standard Melee or Ranged (10/20) ✦ Martial, Weapon) Ranger Attack 1
Target: One Creature
Attack: +8 vs. AC
Hit: 1d10+5 damage, Yimayngurr shifts 2 squares to a square not adjacent to the target, and the target is slowed until the end of Yimayngurr's next turn
Special: When making an opportunity attack, Yimayngurr can use this power in place of a melee basic attack.
Marauder's Rush (At Will Standard Melee ✦ Martial, Weapon) Ranger Attack 1
Target: One creature
Attack: +8 vs. AC (+10 when charging)
Hit: 1d10+7 damage
Special: When charging, Yimayngurr can use this power in place of a melee basic attack.
Precise Assault (Encounter Standard Melee ✦ Martial, Weapon) Ranger Encounter 1
Target: One creature
Attack: +10 vs. AC (+11 if Yimayngurr moves at least 2 squares during this action)
Hit: 2d10+5 damage
Special: Before the attack Yimayngurr moves his speed. He doesn't provoke opportunity attacks for leaving a square at the start of this movement.
Furious Assault (Encounter Free Action ✦ Personal) Half-Orc Racial Power
Trigger: You hit an enemy
Effect: The attack deals 1d10 extra damage (Hungry Longspear +1), or 1d8 extra damage for a non-weapon attack.
Sure Shot (Daily Standard Ranged (10/20) ✦ Martial, Weapon) Ranger Daily 1
Target: One creature
Attack: +8 vs. AC and Yimayngurr can reroll the attack roll but must use the second result.
Hit: 3d10+5 damage and Yimayngurr can reroll each damage die once but must use the second result.
Begin the Hunt (Daily No Action ✦ Martial) Ranger Utility 2
Trigger: Yimayngurr rolls initiative
Effect: Yimayngurr gains a +2 bonus to the initiative check, and using Hunter's Quarry, designates one creature he can see as his quarry. He gains a +2 power bonus to attack rolls against that creature until it is no longer his quarry.
Hungry Longspear +1 (Encounter Standard Ranged (10/20) ✦ Item, Weapon) Magic Item Power
Target: One Creature
Attack: Make a ranged basic attack with this spear (+8 vs. AC; 1d10+7 dmg)
Hit: The target is also immobilized (save ends). The spear doesn't return to Yimayngurr until the immobilized effect on the target imposed by this weapon is ended



FluffEdit

BackgroundEdit

Yimayngurr is an ill-born child of the Rripangu clan, one of a number of hunting and gathering clans comprising a small, tribal human society on the isle of Kythira. He was sired by an orcish pirate who raped a Rripangu clanswoman during a provisions-gathering raid on their coastal camp.

Raised by the Rripangu clan among the Kythirian mangroves, Yimayngurr was initiated into the spiritual law of his people, dancing in ceremonies honoring Marrpan, the Great Sleeping Turtle, on whose back his people believe the isle of Kythira resides. Yimayngurr was a precocious youth, demonstrating a spear-hunting ability far beyond that of his peers, no doubt enhanced by his orcish physique. His ability to consistently bring back the largest, healthiest game from every hunt, quickly earned him the respect of his peers, despite their suspicions about his inauspicious birth, and mixed blood.

Very much at home amongst his clansmen, Rripangu’s greatest ambition as a child was to learn the songs, dances, and stories of his people, and grow up to become a law man, one of the Rripangu leaders and keepers of history, ancestry, and secrets. He was taken in early on by Botj, one of the law men who acted as Yimayngurr’s surrogate father, teaching him the arts of tracking, stealth, and bush medicine. This idyllic scene was shattered however at the end of his 16th year, when Dhakanmirr, one of the oldest and most conservative law men, blamed that year’s severe drought and lack of game and forage on the bad luck brought about by having a half-orc with “dirty blood” amongst the people.

After the council of law men convened, even his mentor Botj agreed that Yimayngurr was to be banished from the tribe, and put to sea, in order to appease the ancestors angered at the violation of the tribe’s strict marriage and procreative taboos that Yimayngurr’s birth represented. During the farewell ceremony prior to Yimayngurr’s banishment, he was granted a vision by Wititj, the World Serpent, foreshadowing the decimation of his people and the land they have held since time immemorial by a ravenous horde of undead and shadow-dwellers serving a dark and mysterious force rising from the depths of the Shifting Seas. Along with the vision came a gut feeling that his brutish orc father, whom he has never known, might hold the key to or at least a piece of the vision's puzzle.

Yimayngurr deeply wishes to return to and protect his clan, but knows that unless he can provide proof of the impending danger and a means of stopping or avoiding it, there is no chance he will be taken back. He has vowed to find the truth behind his vision, starting with locating and confronting his father. He knows too that he cannot accomplish this task without the help of skilled allies. It is for that reason that he has turned his canoe toward Daunton, a land where it is rumored great adventurers make their homes and their heroic reputations. Perhaps he can find the help he needs there.


AppearanceEdit

Age: 17
Yimayngurrsmall

Gender: Male
Height: 6' 2"
Weight: 225lbs

Curly-haired with a broad, flat nose, Yimayngurr bears many of the features of his Kythira-based human tribesmen. Certain telltale features indicate his mixed parentage though, such as his prominent lower canines, greenish skin tone, and unusually tall stature. Lines of pain and worry have recently been etched in the young man's forehead, following his banishment from his native Rripangu clan.

Following the traditions of his people, Yimayngurr has no use for clothing, save for the kind that protects you from getting killed. He has recently eschewed the crocodile-skin leather armor of his people in favor of the more robust Dauntonian hide armor. Yimayngurr also wears the thin, loin-cloth-like belt made from his mother's hair, which all Rripangu clansmen wear outside their armor as a reminder of his homeland. Like every Rripangu hunter, he carries his armory strapped to his back. Having found a remarkable magical longspear that returns to his hand when thrown in his latest crypt-delving adventure, he now uses it as his primary weapon in place of the traditional fighting spear of his people. He also carries a Rripangu-style three-pronged fishing spear, but will only use this in combat as a last resort. Other than his trusted spears, Yimayngurr carries nothing but the hunter's bare essentials: tools for hunting both on land and water, special body paints and footpads that allow him to remain hidden from his prey, and fire-making and cleaning tools with which to dress and cook his kills.


Yimayngurr speaks with an unusual accent, common among those of his people from Kythira who speak Allarian (something akin to an Ocker, or low brow Aussie accent). He fancies himself something of a naturalist, collecting trophies from the exotic fauna he encounters, and imparting useful tidbits of biology to his companions whenever he gets a chance.

PersonalityEdit

A general affability and a penchant for occasional silly, physical humor usually mask the hurt that Yimayngurr carries deep inside. Those who push him too far though, may see a very different side of the amiable half-orc, as he taps in to that hurt, triggering the deep-seated rage he feels over having been born a bastard and exiled from his people.


Alignment: Unaligned
Despite having been exiled, Yimayngurr follows the sacred laws of his people, which hold the protection of their traditional lands, ancestral heritage, and religious secrets to be more important than any greater philosophical or cosmological moral concerns. Yimayngurr is a loyal friend, but being desperate to rejoin and protect his people, he may consider acts he would have thought deplorable in the past as a means to that end.

HooksEdit

  • Where is Yimayngurr's scoundrel orcish father? Yimayngurr expects he may be able to learn more about his father's whereabouts on the unsavory island of Bacarte.
  • What will happen in the encounter between Yimayngurr and his father? Yimayngurr knows he needs information that his father has, but has long harbored a cold rage over the dishonoring of his mother.
  • A shadowy aquatic menace commands the ravenous hordes of undead and dark beings that Yimayngurr foresaw attacking his people. What is this watery presence? A malevolent being, a curse, a plague? Something darker yet?

KickerEdit

  • Yimayngurr needs allies if he is to safely venture among the pirates and thieves of Bacarte and elsewhere in the isles. Respected at home for his hunting prowess far more than any natural charisma, Yimayngurr finds it hard to make friends. This is doubly true since he was cast out by his clanspeople, the only friends and family he ever knew. He aims to demonstrate his skills as a hunter and tracker to the residents of Daunton, and perhaps find among them a few trustworthy allies to aid him in his quest.



MathEdit

AttributesEdit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 9 16 2 0 18 4
Con 0 10 0 0 10 0
Dex 9 16 2 0 18 4
Int 0 10 0 0 10 0
Wis 5 14 0 0 14 2
Cha 2 10 0 0 10 0
Totals 25   10



DefensesEdit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 4/0 dex/int 3 Hide Armor 1 18
Fortitude4/0str/con11 16
Reflex4/0dex/int1 1 16
Will2/0wis/cha 1 13




Senses and ReactionsEdit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 4 0 0 0 2 Quick Draw 0 - 1 0 7
Passive Insight 2 0 0 0 0 - 0 - 1 0 13
Passive Perception 2 0 0 0 0 - 0 - 1 5 18



HealthEdit

Hitpoints - 12 + 10 (constitution) + 5 (toughness, heroic tier) + [1 x 5 (level bonus)] = 32

Surges -

  • Value: 32 x .25 (rounded down) = 8
  • Surges per day: 6 (class) + 0 (constitution) = 6




AttacksEdit

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

4

str 3Hungry Longspear +1, Proficiency18AC
Basic Ranged

4

str3Hungry Longspear +1, Proficiency18AC





PowersEdit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Charge 4 Str 1 Running Attack 3 Hungry Longspear +1, Proficiency 1 Charge Bonus 1 10 AC
Fading Strike 4 Dex 3 Hungry Longspear +1, Proficiency 1 8 AC
Marauder's Rush 4 Str 3 Hungry Longspear +1, Proficiency 1 8 AC
Marauder's Rush (charge) 4 Str 1 Running Attack 3 Hungry Longspear +1, Proficiency 1 Charge Bonus 1 10 AC
Precise Assault 4 Str 1 Running Attack 3 Hungry Longspear +1, Proficiency 2 Precise Assault 1 11 AC
Sure Shot 4 Dex 3 Hungry Longspear +1, Proficiency 1 8 AC




Skills Edit


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics4dex-1Hide Armor14
Arcana 0 int 1 1
Athletics4str2Hunting Spear Student-1Hide Armor16
Bluff0cha11
Diplomacy0cha11
Dungeoneering2wis13
Endurance50con2-1Hide Armor17
Heal52wis18
History0int11
Insight2wis13
Intimidate0cha2013
Nature52wis1Background19
Perception52wis18
Religion0int11
Stealth54dex0Hide Armor, Footpads, Camouflaged Clothing110
Streetwise0cha11
Thievery4dex-1Hide Armor14





Racial Abilities Edit

  • Half-Orc Resilience [PHB2 pg. 14] - The first time he is bloodied during an encounter, Yimayngurr gains 5 temporary hit points.
  • Swift Charge [PHB2 pg. 14] - Yimayngurr gains a +2 bonus to speed when charging.
  • Furious Assault [PHB2 pg. 14] - Yimayngurr has the furious assault power.



Class Features Edit

  • Hunter Fighting Style [MP2 pg. 32] - Yimayngurr gains Quick Draw as a bonus feat. In addition, he can sheathe a weapon as a free action and gains a +4 bonus to AC against opportunity attacks he provokes by making a ranged attack.
  • Hunter's Quarry [PHB pg. 104] - Once per turn Yimayngurr can designate closest enemy as his quarry as a minor action. Once per round he can choose to deal 1d6 extra damage when his attack hits his quarry.
  • Running Attack [MP2 pg. 32] - If Yimayngurr uses a standard action that lets him move (such as a charge or the Precise Assault power), and he ends that movement at least 2 squares away from where he began that move, he gains a +1 bonus to attack rolls made as part of that standard action.



Feats Edit

  • Quick Draw [Bonus Feat from Hunter Fighting Style, PHB pg. 200] - Yimayngurr can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a potion) as part of the same action used to attack with the weapon or use the object. He also gains a +2 feat bonus to initiative checks.
  • Toughness [1st level, PHB pg. 201] - Yimayngurr gains an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level).
  • Hunting Spear Student (2nd level, MP2 pg. 116) - +2 to Athletics; When Yimayngurr hits an enemy with a spear using fading strike that enemy is slowed until EOMNT.




Regional BenefitsEdit

  • Kythira - +1 to Nature, escalating to +3 when actually on the Isle of Kythira. Kythiran characters also receive +3 to all knowledge skill checks concerning the Shadowrift, Eladrin ruins, and the historic Eladrin courts on the Living Isle.




EquipmentEdit

Equipment Name Value Weight Notes
Hide Armor 30gp 25lbs Purchased
Bracers of the Perfect Shot 680gp - Awarded in A Simple Dungeon Crawl
Hungry Longspear +1 520gp 9lbs Awarded in A Simple Dungeon Crawl
Trident 10gp 4lbs Purchased
Longbow 30gp 3lbs Awarded in The Rerisen Tower
19 Arrows - 2lbs 20 arrows awarded in The Rerisen Tower Arrow uses: -1
Hempen Rope 1gp 10lbs Purchased
Belt Pouch 1gp .5lbs Purchased
Waterskin 1gp 4lbs Purchased
Flint and Steel 1gp 0lbs Purchased
Hunter's Body Paints (Camouflaged Clothing) 30gp 4lbs Purchased
Footpads 5gp - Purchased
Hair String Belt 0gp 0lbs Flavor Equipment, no mechanical benefit
Spear Thrower 0gp 4lbs Flavor Equipment, no mechanical benefit
Hunter's Kit 50gp 5lbs Purchased
Trophy String 0gp 0lbs

Flavor Equipment, no mechanical benefit


Contains: 2 crocodile teeth (From Kythira), 1 Fell Taint Scourge Beak, 1 Rerisen Raven Bone

GOLD REMAINING 110gp

Encumbrance: 69.5 lbs, Normal Load: 180lbs, Heavy Load: 360lbs, Maximum Drag Load: 900lbs



Magic Items:

  • Weapon = Hungry Longspear +1 (AV2 pg. 98) - Proficiency: +2: Damage: 1d10: Range: 10/20: Weight: 9lb: Group: Polearm, spear; Properties: Reach, This weapon has the heavy thrown property and a range of 10/20; Enhancement: Attack rolls and damage rolls; Critical: +1d6 damage; Power (Encounter): Standard Action. Make a ranged basic
    attack with this spear. On a hit, the target is also immobilized (save ends). The spear doesn't return to you until the immobilized effect on the target imposed by this
    weapon is ended.
  • Arms = Bracers of the Perfect Shot (PHB pg. 244) - When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll.

Tracking Edit

Adventuring CareerEdit

  • Yimayngurr arrives on Daunton and visits The Hanged Man
  • He barely has time to settle in and order a bucket of oysters before a job opportunity lands in his lap. He signs up to visit Allaria and embark upon A Simple Dungeon Crawl
  • Having made a bargain with necromancers to escort him out of their dungeon in return for slaying a bunch of "crazy flying jellyfish," Yimayngurr arrives safely back on Daunton and returns to The Hanged Man
  • He hangs around the tavern for a while cooling his heels, eating shellfish, and sipping on grog before he is contracted to escort a bunch of masons to The Rerisen Tower



Adventuring Companions Past and PresentEdit


Wish List Edit

  1. Restful Bedroll
  2. Eagle Eye Goggles (AV, pg. 140)
  3. Bracers of the Perfect Shot (level 3, PHB, pg. 244) received
  4. Bloodcut Hide Armor +1 (level 4, PHB, pg. 227)
  5. Gloves of Agility (level 5, AV, pg. 134)
  6. Most Desired: Amulet of Protection +2 (level 6, PHB, pg. 249)
  7. Hungry Longspear +2 (level 7, AV2, pg. 98)



Treasure Edit

  • Potion of Healing, awarded here
  • 189 gp, awarded here
  • Hungry Longspear +1, awarded here
  • Used Potion of Healing here
  • Bracers of the Perfect Shot, awarded here
  • Javelins sold for 5gp
  • Leather Armor sold for 5gp
  • Longspear sold for 2gp
  • Bought Hide Armor for 30gp
  • Bought Hunter's Kit for 50gp
  • Bought Footpads for 5gp
  • Bought "Hunter's Body Paints" (Camouflaged Clothing) for 30gp
  • Bought Trident for 10gp



XP Edit

  • 833 XP awarded here
  • 964 XP awarded here
  • 2,869 XP awarded here

Total XP 4,666 XP



Mini Stat Block for Combat Edit

[sblock="Yimayngurr actions and stats"]Move:

Minor:

Standard:

[sblock=statblock][COLOR=Blue][B]Yimayngurr[/B][/COLOR] Male Half-Orc Hunter Ranger 2
[URL]http://l4w.wikia.com/wiki/L4W:PC:Yimayngurr_%28pacdidj%29[/URL]
Initiative: +7, Passive Perception: 18, Passive Insight: 13, Senses: Low-light Vision
AC:18, Fort:16, Reflex:16, Will:13
HP:32/32, Bloodied:16, Surge Value:8, Surges left:6/6
Action Points: 1, Second Wind: unused
:bmelee:Hungry Longspear +1: +8 vs AC 1d10+5 dmg
:branged:Throw Hungry Longspear +1: +8 vs AC 1d10+7 dmg
Powers: [COLOR=Green]Fading Strike, Marauder's Rush,[/COLOR] [COLOR=red]Precise Assault, Furious Assault, Half-orc Resilience,[/COLOR][COLOR=gray]Sure Shot, Begin the Hunt,[/COLOR] [COLOR=Orange]Hungry Longspear[/COLOR]
Conditions:[/sblock][/sblock]

Judge Comments Edit

Level 1 Edit

Approval 1 Edit

Approved by H.M.Gimlord

Call me blind, but I can't find anything wrong here. Only one more approval to go. Judges, Please review Yimayngurr Cheers, HMG

Approval 2 Edit

  • pacdidj: Requested changes made. Proposal for a Kythira regional benefit submitted

Yep, all fixed. Approved -- JoeNotCharles

Overhaul Edit

Approved old version here.

Approval 1 Edit

Approval from renau1g
*Might want to update your MBA to the magic longspear so +7 vs AC & 1d6+5 damage same for RBA.
*Precise Assault - you should be at +9 to hit and make a note about the +10 if you utilize running attack.
*Can you use the magic weapon for your Sure Shot Daily? Seems like you could as it can thrown as a heavy thrown weapon.

Approval 2 Edit

Approved by Dekana

Level 2 Edit

Approval 1 Edit

Approved by ScorpiusRisk

Approval 2 Edit

Approved by TwoHeadsBarking:

Approved.

Status Edit

Retired at Level 4.

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