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1

Jamba The Tamer

By Kelses
  • Origin Humans
  • Class Cleric
  • Kit Druid
  • Culture Outlander
  • Faction Horologos
  • Ethos Arbitrator
1

Mighty +1

+1

Deft +6

+6

Smart +4

+4

Hit Points

2 / 2

Armor Points

4 / 4

Magic Points

10 / 10

Fate Points

3 / 3

Abilities

Adaptable

Talent

Icon

You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.

Exorcise

Technique

Icon

You have the power to ward off evils opposed to your faith, be they undead hordes or the powers of other unholy creatures. For each such opponent, you may spend 1 MP to force them to make an opposed spell check using Deft in order to attack or cast spells against you. You cannot cast concentration spells or attack while warding off evil in this way. Moreover, you may make an opposed spell check using Deft to expend MP and dispel the magic of such opponents (per the spell Dispel Magic). To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell.

Druid

kit

Icon

Your hermetic membership in a sacred circle of elder clerics grants you special communion with the forces of nature. For 1 MP, you may shapeshift into any non-monstrous animal of your choosing. The animal you shapechange into must be your relative mass, and your equipment changes with you. It does not cost MP to change back to your original form. You also speak the secret language of nature, which allows you to read the emotions and intent of all non-monstrous flora and fauna.

Equipment

Weapons

Weapon Icon
4

Light Hammer +1

Blunt

Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Roc Down

Padded

4
1

Shield

You have no shield equipped.

  • Defense +6
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Venom

+4 Smart

Poisons living beings.

The victim is poisoned and receives an additional 1 HP damage on the next round at the start of their turn, and each round thereafter, for a number of rounds equal to the damage dealt.

Spells

  • Spell Icon

    Call the Wild

    Conjuration +6

    You summon to your command a group of animals of your choosing. The number of animals is equal to 1 per MP spent. The type of animals that can be called upon depends on where the spell is cast (an urban setting might summon stray dogs, whereas a woodland setting might summon wild boars). Unless the GM deems otherwise, the animals have 1 HP, 3 in all attributes, and are fearless for the duration of the spell.

  • Spell Icon

    Heal

    Curative +6

    You heal 1 HP per MP spent, split among as many targets in the area of effect as desired. Any status effects caused by minor perils on the target(s) are cured. This spell does not heal wounds or targets on death's door. (If an Undead creature is affected by this spell, they are entitled to a spell check and receive 1 HP damage per MP spent, bypassing soak.)

  • Spell Icon

    Speak with Nature

    Divination +6

    You or your target can telepathically communicate with 1 type of animal per MP spent, and may converse with creatures of this type for 1 hour per MP spent. Communication is possible even if the animal does not have a language or is not intelligent (plants, for example).

Maleficence

Maleficence Icon

Venom

+4 Smart

Poisons living beings.

The victim is poisoned and receives an additional 1 HP damage on the next round at the start of their turn, and each round thereafter, for a number of rounds equal to the damage dealt.

Stances

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Known Stances

You have not learned any stances.

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Inventory (3/11)
175

Item Icon
Bolas
Weapon
3
Item Icon
Light Hammer
Weapon
—
Item Icon
Roc Down
Armor
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Light Hammer
Attr
+1
Skill
—
DMG
4
Tactics
—
Icon
Bolas
Attr
+6
Skill
—
DMG
3
Tactics
—

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Roc Down
AP
+4
Soak
—
Mighty
1
MP
—

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

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