Skip to Primary Menu Skip to About OSR+ Menu Skip to OSR+ Support Menu Skip to Main Content
1

Bareth Narakon

A tome in your hand, and a skip in your step.

By kelses
  • Origin Tarth
  • Class Mage
  • Kit Channeler
  • Culture Outlander
  • Faction Almacantar
  • Ethos Arbitrator
1

Mighty +1

+1

Deft +3

+3

Smart +6

+6

Hit Points

2 / 2

Armor Points

4 / 4

Magic Points

12 / 12

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.

Arcane Adept

Technique

Icon

As a reaction, you may make a spell check using Smart to dispel the magic of your enemies if you have not already acted in the round. You may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you. 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.

Channeler

kit

Icon

Your studies in wizarding school have taught you how to use arcane implements to intensify your magic. You cast your spells through a focus object, such as a wand, staff, or crystal ball. Whenever you spend MP to cast a spell, you may add 1 MP to your magic pool to cast the spell as long as you have your focus object in your possession. Artifice spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
3

Scimitar +5

Light

Disarm
Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Linen Armor

Padded

4
1

Shield

You have no shield equipped.

  • Defense +3
  • Initiative +2
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Sound

Sorcery +8

Shatters glass and deafens.

The victim is deafened until after their next action. Deaf victims receive disadvantage on defense checks.

Spells

  • Spell Icon

    Animate Object

    Artifice +8

    Your maleficence becomes an invisible tether, animating a number of mundane, inanimate objects equal to the MP spent. You may move the object as if it were a marionette. Sentient objects, such as golems, may also be commanded, but they are entitled to a spell check to resist each command.

  • Spell Icon

    Ansible

    Artifice +3

    You call upon your magic patron to create a spiritual bridge between two points. Choose two mundane objects. The possessor of one object becomes telepathically linked with the possessor of the other object, independent of the distance between the objects, as long as both objects are held by their possessors at the same time. This enchantment is permanent unless one of the objects is destroyed.

  • Spell Icon

    Mend & Unmend

    Artifice +3

    Your magic repairs a mundane, inanimate object that is broken to its original state. The area of effect may be scaled up to affect all objects within a melee or encounter space, but you must spend 1 MP per each additional object beyond the first. Armors are restored for 1 AP per MP spent. If cast upon Clockwerk, this spell recovers 1 HP per MP spent. You may reverse this spell to age an object into disrepair or damage armor in the same way. Clockwerk are entitled to a spell check to resist, in this case.

  • Spell Icon

    Sanctuary

    Artifice +3

    You conjure into existence a physical sanctuary of your imagining which occupies the area of effect. This sanctuary functions as a safe space for you and as many companions as can fit inside to seek shelter and recover for 1 hour per MP spent. When you cast this spell, you may choose to increase the spell's duration by 1 hour for each space you decrease its area of effect, down to a personal space. The sanctuary is magically protected from mundane elements (rain, snow, heat, etc) and contains an environment pleasing to the spellcaster. It can have many physically locked portals (such as windows or doors) as MP spent—make a spell check to set a TN for intrusion—but is otherwise as vulnerable to attack as any mundane structure would be.

Maleficence

Maleficence Icon

Sound

Sorcery +8

Shatters glass and deafens.

The victim is deafened until after their next action. Deaf victims receive disadvantage on defense checks.

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 (0/11)
220

Item Icon
Linen Armor
Armor
Item Icon
Scimitar
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Scimitar
Attr
+3
Skill
+2 Light
DMG
3
Tactics
Disarm

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Linen Armor
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
    Choose Perk
  • 3
    Choose Perk
  • 4
    Choose Perk
  • 5
    Choose Perk
  • 6
    Choose Perk
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
    Choose Perk
  • 10
    Choose Perk

Are you sure?