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4

Ortho Endelicht

By gluax
  • Origin Changelings
  • Class Mage
  • Kit Stalker
  • Culture Valeborn
  • Faction Atheist
  • Ethos Judicator
4

Mighty +2

+2

Deft +4

+4

Smart +5

+5

Hit Points

5 / 5

Armor Points

2 / 6

Magic Points

4 / 12

Fate Points

0 / 3

Abilities

Shapeshift

Talent

Icon

You may change your physical appearance and body shape to another humanoid form at will. You can’t mimic the appearance of a specific person. You have disadvantage on Mighty.

Arcane Adept

Technique

Icon

As a reaction, you may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic) if you have not already acted in the round. Additionally, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you (per the spell Counterspell). To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.

Stalker

kit

Icon

Your preternaturally honed senses enable you to fight in the dark, blind or deafened. You can target invisible foes as if they were visible. You are immune to effects (magical or mundane) that would debilitate your senses, such as blindness or deafness. For 2 MP, you can erase all evidence of your passage through an encounter space.

Equipment

Weapons

Weapon Icon
3

Dagger +4

Small

Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Armored Coat

Piecemeal

6
2

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

Sorcery +7

Poisons living beings.

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

Spells

  • Spell Icon

    Basilisk Gaze

    Enchantment +7

    Your gaze transmits a maleficence that transmogrifies a single target into magic stone. The transmogrified is petrified for the duration of the spell, but they remain conscious. This spell can only affect a victim if they meet your gaze. Magic stone cannot be destroyed by physical means, and is unharmed by magic.

  • Spell Icon

    Control (Air)

    Elemental +7

    You can manipulate the flow, direction, and shape of any atmosphere equal to the area effect of the spell. For example, you may disperse noxious clouds, create walls of wind, or unleash hurricane force blasts. If the air is used to cause harm to a target, apply the peril of the corresponding maleficence.

  • Spell Icon

    Invisibility

    Illusion +7

    You or your targets and the gear on their person become invisible for the duration of the spell. If you take risky action or are successfully attacked while the spell is in effect, the spell immediately ends.

  • Spell Icon

    Slithering Shadow

    Necromancy +7

    You extend your lifeforce into your shadow, enabling it to grow in length equal to the spell's area of effect. The shadow grows at a walking pace and may slither across any surface in any direction, silently and indetectable to the untrained eye. You may see, hear, and speak through the shadow as if you are standing where it is extended (as well as cast spells), but it is unable to interact with any physical object. If it is attacked (physically or magically), you become the subject of the attack.

  • Spell Icon

    Time Sieve

    Time +7

    You sift through the sands of time in the area of effect, revealing its past history. For 1 MP, you see what has happened in the past few rounds; for 2 MP, the past few hours; for 3 MP, the past few days. Events are ghostly and jumbled; a check may be required to make sense of them.

  • Spell Icon

    Transmutation

    Alchemy +7

    You can transmute mundane, non-living, raw material between the five states of matter (liquid, solid, gas, plasma, and condensate), at a rate of one transmutation per round. The volume of the material you may affect is equal to the area of effect. If targets in the area of effect would be subjected to a state of matter that could cause harm on the same round the spell is cast, they are entitled to a spell check to resist the harm. Harm caused by the spell effects the peril of an appropriate maleficence.

Maleficence

Maleficence Icon

Venom

Sorcery +7

Poisons living beings.

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

Stances

Focus

Focus Icon

Defy Gravity

Trait

For the graceful dancer, trained trapeze artist, or daring cat burglar, defying gravity is a routine. You may take two non-combat, non-spellcasting bonus actions in the round, as long as they involve Deft. These actions must be causally related, and the success of the first action is required to attempt the second.

Known Stances

  • Stance Icon

    Defy Gravity

    Passive

    For the graceful dancer, trained trapeze artist, or daring cat burglar, defying gravity is a routine. You may take two non-combat, non-spellcasting bonus actions in the round, as long as they involve Deft. These actions must be causally related, and the success of the first action is required to attempt the second.

  • Stance Icon

    Exaltation

    Active

    Your heartfelt praise inspires awe in all those who hear it. When you monologue about one or more of your allies, everyone in the scene within earshot stops what they're doing to hear what you have to say. The TN of any check you choose related to your monologue is reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of the check is improved one tier (Good becomes Exceptional).

  • Stance Icon

    Furtive Spell

    Active

    You've sharpened your spellcraft as a thief hones her dagger for the dark. As an action, you may cast a single spell you know surreptitiously. The casting of this spell does not compromise your stealth status, and it is not apparent to the untrained eye.

Focus

Focus Icon

Defy Gravity

Trait

For the graceful dancer, trained trapeze artist, or daring cat burglar, defying gravity is a routine. You may take two non-combat, non-spellcasting bonus actions in the round, as long as they involve Deft. These actions must be causally related, and the success of the first action is required to attempt the second.

Inventory (11/12)
159

Item Icon
Armored Coat
Armor
Item Icon
Armored Coat
Armor
10
Item Icon
Bandages
Consumable
1
Item Icon
Dagger
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Dagger
Attr
+4
Skill
DMG
3
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Armored Coat
AP
+6
Soak
Mighty
2
MP
Armor Icon
Armored Coat
AP
+6
Soak
Mighty
2
MP

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

Viktor

Bond

She saved me from my family where I was deemed useless due to my birth defects

Session Zero Icon

Forge a new path

Bond

Aveluna said something to me that accidentally triggered me. I blew up on her and feel bad about it.

Session Zero Icon

Stay On Destiny

Bond

Victor reminded me I was chosen by him.

Notes

Quest Log

Tazera is in the banished realm.

The first place we visited was the stain.

0 Melancholy token.

Sharp as a thorn Theta, story tag.

1 global story tag, different from one below.

What is old is new again, 3 mechanoids story tag.

Fear the little things global story tag.

2 global fate point.


Dark wings and loneliness.

Spoke of the Cog

A Simple Monism

Once per session, you may invoke the fundamental principle of the universe to create a relation between two targets, no matter how unlike they are in form or function. This relation grants you narrative advantage with respect to their newly formed codependency. If any of the targets are resistant to the relation you create, the GM may call for a contested check to determine whose belief wins out.

Experience

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

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