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3

Tre’Ala Emorgan

Eyes up here...

By kelses
  • Origin Humans
  • Class Cleric
  • Kit Summoner
  • Culture Altean
  • Faction Galimatias
  • Ethos Judicator
3

Mighty +1

+1

Deft +5

+5

Smart +4

+4
Drained

Hit Points

2 / 2

Armor Points

4 / 4

Magic Points

4 / 13

Fate Points

3 / 3

Abilities

Adaptable

Talent

Icon

You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.

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.

Summoner

kit

Icon

Your communion with otherworldly realms has created a friendship with a being imbued of your maleficence that you may summon to your aid. It has 1d6 HP plus 1 per MP spent, 3 in all attributes (plus 1 per MP spent that you may divide among its attributes), and may use your skills where appropriate. All of its attacks have the peril of your maleficence, and it acts independently of you. Your summon is returned to its plane of existence for a day's rest whenever it is slain. Conjuration spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
4

Crossbow +5

Missile

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 +7
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Force

Thaumaturgy +6

Crushes fragile objects.

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

Spells

  • Spell Icon

    Heal

    Curative +7

    You heal 1 HP per MP spent, split among as many targets in the area of effect as desired. Any status effects caused by minor perils on the target(s) are cured. This spell does not heal wounds or targets on death's door. (If an Undead creature is affected by this spell, they are entitled to a spell check and receive 1 HP damage per MP spent, bypassing soak.)

  • Spell Icon

    Luminiferous

    Conjuration +7

    You generate a source of light per inanimate object touched. The illumination fills a single encounter space. The light cannot be extinguished unless the object is destroyed. This effect lasts 1 hour per MP spent.

  • Spell Icon

    Poltergeist

    Conjuration +7

    You manifest poltergeists to haunt the area of effect. This haunting lasts for 1 hour per MP spent. While the spellcaster does not have control over what the poltergeists might do in the area of effect, they will seek to cause chaos and unrest at every opportunity, frustrating the aims of anyone living who attempts to inhabit the space. The poltergeists may cause harm inadvertently, but they are not murderous and would rather their victims suffer mental anguish than perish.

  • Spell Icon

    Rainbow Bridge

    Conjuration +7

    You conjure into existence a rainbow of color that serves as a physical bridge between two locations within the area of effect. All those standing within a personal space of the bridge's starting point are carried to the bridge's endpoint, and the bridge may be crossed side-by-side by as many people can fit in a personal space.

  • Spell Icon

    Sanctuary

    Artifice +7

    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

Force

Thaumaturgy +6

Crushes fragile objects.

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

Stances

Focus

Focus Icon

Second Wind

Trait

The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.

Known Stances

  • Stance Icon

    Astral Awareness

    Passive

    The powers of your lineage awaken within you as you adventure farther into your quest. You have advantage when searching for secret doors or passages.

  • Stance Icon

    Second Wind

    Passive

    The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.

Focus

Focus Icon

Second Wind

Trait

The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.

Inventory (0/11)
466

Item Icon
Bestow Curse
Luxury
Item Icon
Crossbow
Weapon
Item Icon
Esper's Cloak
Treasure
Item Icon
Linen Armor
Armor
Item Icon
Luminiferous
Luxury
Item Icon
Soup Stone
Treasure
Item Icon
bag of gems
Luxury

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Crossbow
Attr
+5
Skill
DMG
4
Tactics

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

Session Zero Icon

The Merchant Company

Group

a logging community working for a Nim Merchant Company known in Telvi that she worked with as their holy woman. She found them after her church claimed her to be a heratic for not exactly following the Teachings of Galimatias after she found some texts of Abraxis.

Session Zero Icon

A hidden Place

Place

An small cabin deep in the woods of Telvi that was a cover for a small Altean underground group against the Empire. It was her home... and only place she felt safe.

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    +1 Smart
  • 3
    +3 Magic Points
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