Karith Raisheth
- Origin Humans
- Class Paladin
- Kit Inquisitor
- Culture Arcadian
- Faction Avestar
- Ethos Judicator
Fantasy
A Quest of Queens
Can you restore balance to the World of Ruin?
Great White North
Find your fortune in the wintry outlands of Farlas.
Magic University
Face the fantastic at the Magic University in this YA adventure.
Steampunk
Fear the Light
Fight the frontier in this Weird West one-shot.
The Contract
Play a crew of bloodthirsty, elite assassins.
Ride the Lightning
Brave battle trains on the rail to Red Mountain.
Your apprenticeship has come to an end, and now you must prove yourself to your masters in a final test of worthiness.
Your unquestioning devotion to a particular belief, person, or thing is not only irrational, but potentially dangerous for you and those in your stead.
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Technique
Choose a maleficence. Your maleficence may only be used as follows: 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.
kit
Your faith is your greatest weapon, none shall elude its halo of truth. As long as you have MP, you cannot be forced to act or speak by physical means or magical coercion. For 2 MP, you may force an opponent to make an opposed check or else be compelled to tell the truth. The attribute you use depends on the way in which you impose your will upon your victims, with the GM's discretion.
Long Sword +5
Edged
Bare Fists or Feet +5
Hand-to-Hand
Legionnaire's Mail
Medium
Coffin +3
Tower
Divine
+4 Smart
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Magic is not your forte.
Divine
+4 Smart
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Focus Slot
Empty
You have not learned any stances.
Focus Slot
Empty
This hero has not logged any notes.
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