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4

Saucerhead Tharpe

Well that's new.

  • Origin Tarth
  • Class Paladin
  • Kit Esper
  • Culture Islander
  • Faction Tregator
  • Ethos Radical
4

Mighty +5

+5

Deft +4

+4

Smart +2

+2

Hit Points

8 / 8

Armor Points

8 / 10

Magic Points

6 / 9

Fate Points

0 / 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.

Esper

kit

Icon

Your sixth sense is oftentimes your salvation. You are never surprised when ambushed, and may always act during the surprise round. You gain advantage on initiative checks.

Equipment

Weapons

Weapon Icon
5

Falchion +7

Edged

Defender
Weapon Icon
4

Grappling Hook +5

Flexible

Weapon Icon
M/2

Bare Fists or Feet +5

Hand-to-Hand

Armor

Icon
+1

Metal Lamellar

Medium

10
4

Shield

Icon
+2

Heater +2

Body

2
Defender
  • Defense +6
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

 Deed Die 1 / 2
 Deed Die 0 / 1
 Deed Die 1 / 1

Languages

Supply

Magic

Maleficence

Maleficence Icon

Chaos

Creates disorder and maximizes randomness.

Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)

Spells

Magic is not your forte.

Maleficence

Maleficence Icon

Chaos

Creates disorder and maximizes randomness.

Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)

Stances

Focus

Focus Icon

Juggernaut Stance

Combat

You are immovable like the mountain yet rushing forward like the river. All those within a personal space of your path of movement must make an opposed Mighty check or fall prone when you move; if you end your movement in an opponent's personal space, they also suffer 1d6 force damage if they fail the check.

Known Stances

  • Stance Icon

    Bonus Action

    Active

    You reach deep down into a hidden well of strength, momentarily pushing yourself beyond your limits. On your turn, you may take a non-combat, non-spellcasting bonus action in addition to making an attack.

  • Stance Icon

    Juggernaut Stance

    Passive

    You are immovable like the mountain yet rushing forward like the river. All those within a personal space of your path of movement must make an opposed Mighty check or fall prone when you move; if you end your movement in an opponent's personal space, they also suffer 1d6 force damage if they fail the check.

  • Stance Icon

    Shockwave

    Active

    You make your fearsome presence known as a mighty shockwave that reverberates throughout the battlefield. When you leap into the fray or slam your weapon on the ground, all those in a melee space surrounding you must make contested Mighty check at disadvantage or be knocked prone.

Focus

Focus Icon

Juggernaut Stance

Combat

You are immovable like the mountain yet rushing forward like the river. All those within a personal space of your path of movement must make an opposed Mighty check or fall prone when you move; if you end your movement in an opponent's personal space, they also suffer 1d6 force damage if they fail the check.

Inventory (3/15)
80

Item Icon
Brass Knuckles
Weapon
3
Item Icon
Falchion
Weapon
Item Icon
Grappling Hook
Weapon
Item Icon
Grappling hook
Cheap
Item Icon
Heater
Shield
Item Icon
Metal Lamellar
Armor

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Falchion
Attr
+5
Skill
+2 Edged
DMG
5
Tactics
Defender
Icon
Brass Knuckles
Attr
+5
Skill
DMG
M/2
Tactics
Icon
Grappling Hook
Attr
+5
Skill
DMG
4
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Metal Lamellar
AP
+10
Soak
Mighty
4
MP
+1

Shields

Name
Def
MP
Mighty
Tactics
Inventory Icon
Heater (Body)
Defense
+2
MP
+2
Mighty
2
Tactics
Defender

Supply

Session Zero Icon

Blackmail

Bond

Knows about a time Avaluna sought out forbidden knowledge in the past

Session Zero Icon

Art heist.

Bond

Stole the Ender Etching with Avaluna

Session Zero Icon

The art was useful

Bond

Provided the Ender Etching to Victor's master.

Session Zero Icon

Take it as it comes

Bond

Avaluna

Notes

Quest Log

1 strong melancholy token

negative tag loathing

Memory inoculation: unrequited love

Joined the paladin order after being rejected by his teenage love. She worked at a gambling den and he was a young upstart. Always thought that winning it big would impress her, but in the end she just worked there and he wasn’t even that good of a gambler. After he went back to the skills he knew which was as he already remembered, fighting.

A district in the nexus. The center of wisdom was where all knowledge was stored so clockworks didn’t have to all know everything all the time. With the destruction of this place many ways of thinking exist only in individuals who were using it at the time. Essentially instead of storing their collected knowledge in a library they will have to rebuild based on an almost oral tradition.

Cultist of Jophiel

Solipsistic Strength

Once per session, you may will out of existence your experience of one real mundane or magical effect or peril. If you contest an effect originating in an opponent, you must succeed in a contested check against them, as determined by the GM.

Experience

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

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