Yanmi Un Atar
- Origin Clockwerk
- Class Cleric
- Kit White Mage
- Culture Arcanese
- Faction Beatrix
- Ethos Arbitrator
Mighty +1
Deft +7
Smart +4
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
Equipment
Magic
Stances
Inventory
(1/11)
170
Choose a Weapon
Precise
Called shots with this weapon are not made with disadvantage.
Choose a Weapon
Crushing
Against armored opponents, this weapon deals 1d6 volatile damage. On a 5 or a 6, your opponent is stunned until after their next action.
Knockout
In lieu of dealing damage, you force your opponent to make a Mighty check vs. your attack roll, or fall unconscious until the end of their next turn. They receive a bonus to their check equal to the difference in level between yours and theirs.
Choose an Armor
Armament
Weapons
Armors
Shields
Notes
Quest Log
After the ordeal with Rhetta and finding out his system was tampered with for malicious motives. Yanmi went out into the world and travelled. Coming to a small settlement in Mamara.
Helping out where he could; he began his quest inwards to discovered what he truly was. Coming across some travelling merchants heading to Telrain; he heard of an artificer that could assist him in locating the defective parts within.
Arriving in Telrain, a Nim by the name of Shmelo dismantled Yanmi and went to work rooting out any modifications that would account for behavior switches.
Assured he was successful; he cleaned up Yanmi, who was mostly a head and a partial torso connected to a lodestone generator, and put him back together.
Confident in the work; Yanmi decided it was time to return home to Arcanum.