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3

Arëtus Stoutfury

Your enemies will fall before his might.

By OSR+
  • Origin Tarth
  • Class Paladin
  • Kit Eldritch Knight
  • Culture Outlander
  • Faction Taelos
  • Ethos Benefactor
3

Mighty +5

+5

Deft +4

+4

Smart +2

+2

Hit Points

6 / 6

Armor Points

10 / 10

Magic Points

9 / 9

Fate Points

3 / 3

Abilities

Berserker Rage

Talent

Icon

You can enter a berserker rage, which lasts for the duration of an encounter. While enraged, you do not receive penalties to your rolls from accruing wounds and you have disadvantage on defense checks. If damage would place you on death's door, make an escalating Mighty check (TN 9) to remain conscious each round. You will not stop attacking your foes, even if your life is in danger, until the final foe falls. You have disadvantage on Deft.

Sacred Touch

Technique

Icon

Choose a maleficence. As a bonus action, you may apply the peril of your maleficence to an attack with your weapon for 1 MP. For 3 MP, you may convert your maleficence into healing energy that recovers 1d6 HP to any target you touch. A paladin's maleficence is not subject to magic penalties conferred by armor or shields.

Eldritch Knight

kit

Icon

Due to a marvelous accident or because of an unknown destiny, you have been enchanted by a sorcerous power. Choose two spells at character creation. You can cast these spells even if you're not a spellcaster, and you are not subject to magic penalties conferred by armor or shields when casting these spells. As long as you have MP, you may take advantage on spell checks to resist magic.

Equipment

Weapons

Weapon Icon
6

Naginata (Reaping Sword) +7

Heavy

Knockdown
Piercing
Two-Handed
Weapon Icon
M/2

Bare Fists or Feet +5

Hand-to-Hand

Armor

Icon
+1

Scale Mail

Medium

10
4

Shield

You have no shield equipped.

  • Defense +6
  • Initiative +0
  • Soak 0
  • MP Penalty 1

Wounds

Skills

Deeds

 Deed Die 1 / 1
 Deed Die 1 / 1
 Deed Die 1 / 1

Languages

Supply

Magic

Maleficence

Maleficence Icon

Divine

+2 Smart

Generates radiance and dispels negative energy.

This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.

Spells

  • Spell Icon

    Magic Step

    Dimension +5

    You teleport yourself to any location within your line of sight. For each additional MP spend, you may also teleport any others you touch. (The distance you can teleport is limited by the spell's area of effect, even if you can see farther away; at 1 MP, the spell's area of effect is a melee space.) In lieu of taking an action to cast this spell, you may cast this spell as your movement. This spell can be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Mass Manipulation

    Mind +5

    You create a belief in your targets that an object in the area of effect is significantly heavier than it actually is. For each MP spent, the object seems 200 pounds heavier. Mechanically, the object is heavier for the person subject to your spell, but for all other observers it weighs the amount that it weighed before the spell was cast. (Victims can withstand 100 pounds per point of Mighty, otherwise they become encumbered.)

Maleficence

Maleficence Icon

Divine

+2 Smart

Generates radiance and dispels negative energy.

This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.

Stances

Focus

Focus Icon

Bonus Attack

Combat

Whether by mighty cleave, deft riposte, or smart sharpshooting, you enter the battlefield as a one-man army. Whenever you successfully attack an opponent within your reach, you may make a single attack as a bonus action in the round against a different opponent within a personal space of your victim, at disadvantage.

Known Stances

  • Stance Icon

    Bonus Attack

    Passive

    Whether by mighty cleave, deft riposte, or smart sharpshooting, you enter the battlefield as a one-man army. Whenever you successfully attack an opponent within your reach, you may make a single attack as a bonus action in the round against a different opponent within a personal space of your victim, at disadvantage.

  • Stance Icon

    Leadership Stance

    Passive

    In the party, you take on the role of the steadfast leader, always putting the safety of your allies first. When you lead group action, you are not penalized for shouldering the burden of multiple piggybacking allies. Alternatively, if you are leading the action in a scene check, you may reroll the dice in any one of the acts, once per session.

  • Stance Icon

    Legendary Lore

    Active

    Your taste for great stories have transformed you into a gourmand of legends. When you use this stance, you may create a GM advantage concerning one of the following legendary subjects: magic, the dead, history, beastiaries, the astral veil, heroes, or the gods.

Focus

Focus Icon

Bonus Attack

Combat

Whether by mighty cleave, deft riposte, or smart sharpshooting, you enter the battlefield as a one-man army. Whenever you successfully attack an opponent within your reach, you may make a single attack as a bonus action in the round against a different opponent within a personal space of your victim, at disadvantage.

Inventory (0/15)
5

Item Icon
3 Haralds of Paladin
Cheap
Item Icon
3 Pouch of Blessing
Consumable
Item Icon
Face Cloth
Cheap
Item Icon
Naginata (Reaping Sword)
Weapon
Item Icon
Scale Mail
Armor

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Naginata (Reaping Sword)
Attr
+5
Skill
+2 Heavy
DMG
6
Tactics
PiercingKnockdownTwo-Handed

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Scale Mail
AP
+10
Soak
Mighty
4
MP
+1

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

Contempt: -2 to all spell checks

Receives Boon of Necromancer kit from Pharkun
Instructed to resurrect great warriors of his order.

Learned the Spell Seduction from Englebert

Smart Spell: 
“You evoke a feeling of overwhelming sexual arousal in a single target, and the target believes only you can satisfy it. The feeling is irrational and works independently of the target’s sexual orientation. This spell will immediately fail if you are engaged in hostile action toward them, or if you take hostile action thereafter. When engaged in social combat with a seduced person, you receive advantage on all rolls. A seduced person loses their disposition after the spell ends.”

The Knight

Knight's Pentangle

Once per session, you may dash in to shield an ally from harm, even if it's not your turn. Add 2 soak to any single source of damage that targets you or an ally within a melee space. Soak conferred this way stacks with yours or your target's soak.

Experience

  • 2
    Piercing (Heavy)
  • 3
    +1 Mighty
  • 4
    Choose Perk
  • 5
    Choose Perk
  • 6
    Choose Perk
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
    Choose Perk
  • 10
    Choose Perk

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