Skip to Primary Menu Skip to About OSR+ Menu Skip to OSR+ Support Menu Skip to Main Content
8

Stahl

The dark is all around us. We must stay vigilant.

  • Origin Tarth
  • Class Cleric
  • Kit Wild Mage
  • Culture Outlander
  • Faction Horologos
  • Ethos Arbitrator
8

Mighty +5

+5

Deft +5

+5

Smart +3

+3

Hit Points

6 / 6

Armor Points

4 / 4

Magic Points

14 / 14

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.

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. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. In order to use this ability in combat, you must not have already acted in the round.

Wild Mage

kit

Icon

You have learned that this is not The Way. Your resistance to the teachings passed down to you by those in charge allow you to overcome your people's shortcomings. When making attribute checks that involve magical skill, you may negate any disadvantage conferred by your origin. The GM gets the final say as to whether the check qualifies. You start with 3 extra MP.

Equipment

Weapons

Weapon Icon
4

Rod +5

Blunt

Weapon Icon
4

Chain +5

Flexible

Weapon Icon
M/2

Bare Fists or Feet +5

Hand-to-Hand

Armor

Icon

Roc Down

Padded

4
1

Shield

You have no shield equipped.

  • Defense +5
  • Initiative +2
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Divine

Thaumaturgy +5

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

    Call the Wild

    Conjuration +7

    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

    Circle of Binding

    Abjuration +7

    You shape your maleficence into a circle of power, imprisoning your targets within its boundaries. Victims within the circle cannot physically leave it, but they may make ranged attacks or cast spells that cross the boundary. You must concentrate on the working of the spell against your opponents for its duration, otherwise your targets may freely exit the circle.

  • Spell Icon

    Control (Plants)

    Elemental +7

    You can command all vegetation in the spell's area of effect to do your bidding, as if each plant were a marionette. If the plant life is intelligent, it is entitled to a spell check to resist.

  • Spell Icon

    Control (Weather)

    Elemental +7

    You can manipulate the flow, direction, and intensity of a weather pattern in the area effect of the spell, invoking torrential rain, strikes of lightning, or torrents of wind. If the weather is used to cause harm to a target, apply the peril of a corresponding maleficence.

  • Spell Icon

    Heal

    Curative +7

    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

    Restore

    Curative +7

    Your magic cures a single disease or site of poison per MP spent. For each MP you spend, your target recovers 1 point of attribute damage. You must touch the target, and the target must be willing.

  • Spell Icon

    Shapeshift

    Enchantment +3

    You physically shapeshift into a form of your choosing, adopting the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as your natural form. For every additional 2 MP spent, the form may be other than humanoid (including inanimate objects), and twice as large or as small. You must have prior, firsthand knowledge of the form you attempt to shapeshift into, and you may not replicate any specific person. While shapeshifted, you adopt the physical qualities of the form you've been shapeshifted into. The GM has discretion to alter your freedom of movement or attributes and abilities to suit the fiction.

  • Spell Icon

    Summoning

    Conjuration +3

    You summon an otherworldly entity to your aid imbued of your maleficence. The entity abides by your command and its HP are equal to 1d6, +1 per MP spent. Generally the creature has 3 in all attributes, and always enough MP to use its maleficence. Alternatively, the GM may choose a corresponding creature to determine its attributes, but all its attacks will have the peril of your maleficence. Your summon acts independently of you. It is returned to its plane of existence when the spell ends.

  • Spell Icon

    True Sight

    Divination +7

    With magical insight, you or your target enhance your vision to see through illusions and other non-magical falsehoods in the spell's area of effect. For 1 MP, that which is hidden is revealed. For 2 MP, you see through disguises. For 3 MP, lies sound false to you and written untruths glow magically.

Maleficence

Maleficence Icon

Divine

Thaumaturgy +5

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 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 (9/15)
250

Item Icon
Chain
Weapon
Item Icon
Earthbreaker
Weapon
3
Item Icon
Nodachi (Field Sword)
Weapon
3
Item Icon
Rapier
Weapon
3
Item Icon
Roc Down
Armor
Item Icon
Rod
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Rod
Attr
+5
Skill
DMG
4
Tactics
Icon
Chain
Attr
+5
Skill
DMG
4
Tactics
Icon
Earthbreaker
Attr
+5
Skill
DMG
6
Tactics
Icon
Nodachi (Field Sword)
Attr
+5
Skill
DMG
6
Tactics
Icon
Rapier
Attr
+5
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

  • 2
    +1 Deft
  • 3
    +1 Skill
  • 4
    +1 Smart
  • 5
    +1 Skill
  • 6
    +3 Magic Points
  • 7
    +1 Mighty
  • 8
    +1 Skill
  • 9
    Choose Perk
  • 10
    Choose Perk

Are you sure?