Shaintar_J&L_Rangers of Jasara
Ileria - Ranger
Agility: D6 Smarts: D6 Spirit: D8 Strength: D6 Vigor: D6
Pace: 6 in. Parry: 8 (2) Toughness: 6 (2) Charisma: (-2)
Skills: Channeling d8+1, Fighting d6, Healing d6, Knowledge (Cosmology) d6, Notice d6, Stealth d6, Survival d4, Swimming d6, Tracking d4
Druid: Druids are the living conduits of the power and will of the Ascended. They are no mere worshippers; they are partners with the Ascended, working to keep the Four Paths (Nature, Earth, Sky, and Sea) strong and vital in the world. (see page 73 of Shaintar Legends arise for more details)
Martial Artist: This character is highly trained in hand-to-hand fighting. He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (page 76). With a successful unarmed attack, he adds +d4 to his Strength roll (as if he were using a small weapon).
One With Life: The Paths of Life come particularly easy to korindians, who were taught by Kor to maintain a strong connection to the land, sea, sky, and all living things. A korindian with this Edge gains an immediate +5 Essence, and a +1 on all Channeling rolls.
Island-born: Korindians can swim as early as they can crawl. They start with a d6 in Swimming.
Lithe: Korindians have a starting Agility of d6.
Low Light Vision: Like their fae cousins, korindians can see very well in the dark. Ignore attack penalties for Dim and Dark lighting.
Nimble: Korindians are deceptively fast in combat, giving them a +1 Parry.
Trained from Birth: Korindians train in handto- hand as soon as they are able to walk. All korindians start with Martial Artist, regardless of pre-requisites.
Healer – +2 all healing rolls (for self and 5 members of party)
Small: Your character is either very skinny, very short, or both relative to his particular race. Subtract 1 from his Toughness for his reduced stature.
Cautious: Some folks gather too much intelligence. This character personifies over-cautiousness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.
Loyal: Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
Enemy: All creatures of Flame and Darkness will attack korindians first if given the opportunity.
Outsider: Korindians are odd by all mainlander standards.
The Law of Kor: Traditional korindians will eschew the use of metal in any form, including for money. This is treated as a Major Obligation.
Weakness: As all fae, korindians are vulnerable to Black Iron and Blood Steel and suffer +2 damage from these sources.
Gear: Korindian Studded Leather (1 Parry), Ironwood Staff (Str+d6, +1 Reach, + 1 Parry, 2 hands), Bedroll, Healing Pouch, Travel Clothing, Water skin
Healing: Essence: 3, Range: Touch, Duration: Instant
Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old. For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself). For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken. Healing can also cure poison and disease if used within 10 minutes of the event.
Defining Interests: Medicine, Brewing, Culinary Arts