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3

J’aer Daath un Ceurn

By kelses
  • Origin Tarth
  • Class Cleric
  • Kit Sorcerer
  • Culture Outlander
  • Faction Tantavia
  • Ethos Champion
3

Mighty +2

+2

Deft +6

+6

Smart +3

+3
Deft

Hit Points

3 / 3

Armor Points

6 / 6

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.

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.

Sorcerer

kit

Icon

The source of your magic is weird, dangerous, or untamed... and anything but academic. Choose a second maleficence different than your first. You may make an additional maleficence attack in the round with either of your maleficences, at disadvantage. Elemental spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
4

Warhammer +2

Blunt

Weapon Icon
5

Glaive +4

Reach

First Strike
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

Languages

Supply

Magic

Maleficence

Maleficence Icon

Force

Thaumaturgy +5

Crushes fragile objects.

The victim is stunned until after their next action. (They may only act to defend themselves.)

Bonus Maleficence

Maleficence Icon

Sound

Thaumaturgy +5

Shatters glass and deafens.

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

Spells

  • Spell Icon

    Circle of Binding

    Abjuration +8

    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 (Weather)

    Elemental +8

    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

    Elemental Form

    Elemental +8

    You shape your maleficence into a cloak that surrounds you or your target in magical energy. Choose a type: cold, fire, sound, lightning, force, or light/shadow. For the duration of the spell, magical sources of harm from the chosen element are reduced by 50%, rounded down in your favor. You may cast this spell multiple times to improve the protection (down to 1 point of damage) and choose different elements each time. If you are attacked (whether successfully or not), your maleficence inflicts a peril matching the element chosen.

Maleficence

Maleficence Icon

Force

Thaumaturgy +5

Crushes fragile objects.

The victim is stunned until after their next action. (They may only act to defend themselves.)

Bonus Maleficence

Maleficence Icon

Sound

Thaumaturgy +5

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 (3/12)
250

Item Icon
Armored Coat
Armor
Item Icon
Brass Knuckles
Weapon
3
Item Icon
Glaive
Weapon
Item Icon
Warhammer
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Warhammer
Attr
+2
Skill
DMG
4
Tactics
Icon
Glaive
Attr
+2
Skill
+2 Reach
DMG
5
Tactics
First Strike
Icon
Brass Knuckles
Attr
+2
Skill
DMG
M/2
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Armored Coat
AP
+6
Soak
Mighty
2
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 Smart
  • 3
    +3 Magic Points
  • 4
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  • 5
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  • 6
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  • 7
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  • 8
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  • 9
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  • 10
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