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10

Jer'Khar

Hello [Insert Place Name], are you ready to rock?!

By kelses
  • Origin Strongmen
  • Class Bard
  • Kit Herald
  • Culture Altean
  • Faction Kitha
  • Ethos Arbitrator
10

Mighty +5

+5

Deft +8

+8

Smart +2

+2

Hit Points

12 / 12

Armor Points

8 / 8

Magic Points

15 / 16

Fate Points

2 / 3

Abilities

Genetic Fortitude

Talent

Icon

You start with +3 HP and gain 3 HP when you choose that perk to level up (instead of 2 HP). You have disadvantage on Smart.

Spellsing

Technique

Icon

Choose an art: singing, dancing, or playing. You may choose to make the duration of any spell you cast indefinite, as long as you are performing your art (the duration of your spell is 0 as opposed to a number of rounds equal to your level plus the MP you spend). You may concentrate on a number of spells in this way equal to your level, but you may not attack while performing your art. Your art must make noise audible to all in the encounter to work. You may use Performance in lieu of any Arcana skill with your maleficence or spell checks.

Herald

kit

Icon

The sound of your voice is a source of inspiration for all those who behold it. For 2 MP, you may confer a +2 to any non-damage roll, other than your own. This bonus does not apply if the roll is already at +2, and your targets must be able to hear you. You are immune to harm caused by sound, and you have the Sound maleficence.

Equipment

Weapons

Weapon Icon
5

Spetum +5

Reach

Weapon Icon
4

Crossbow +10

Missile

Precise
Weapon Icon
M/2

Bare Fists or Feet +5

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +8
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Psychic

Bewilders the mind.

The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.

Bonus Maleficence

Maleficence Icon

Sound

Shatters glass and deafens.

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

Spells

  • Spell Icon

    Breath Weapon

    Elemental +2

    You breathe your maleficence into the area of effect. Everyone within the area of effect is subject to its peril (except you).

  • Spell Icon

    Call Hivemind

    Conjuration +8

    You summon to your command a hivemind of your choosing. The volume of hiveminded creatures is equal to the spell's area of effect and the type of hivemind depends on where the spell is cast (an urban setting might summon rats, whereas a woodland setting might summon birds or insects). If the hivemind is used to cause harm, choose a maleficence of equivalent peril to deal damage to all those in the area of effect, once upon its summoning. The hivemind cannot be dispersed by mundane means and has no HP.

  • Spell Icon

    Call the Wild

    Conjuration +8

    You summon to your command a group of animals of your choosing. The number of animals is equal to 1 per MP spent. The type of animals that can be called upon depends on where the spell is cast (an urban setting might summon stray dogs, whereas a woodland setting might summon wild boars). Unless the GM deems otherwise, the animals have 1 HP, 3 in all attributes, and are fearless for the duration of the spell.

  • Spell Icon

    Earthquake

    Elemental +8

    You create a minor earthquake in the area of effect that shakes the ground and opens fissures in the earth. All within the area of effect (except you) must make a Deft check vs. your spell check on the first round of the spell's casting, or fall into a fissure. Those who succeed remain standing, but risk having to check again if they move within the area of effect, or take action that compromises their standing; those who fail suffer 1d6 falling damage and must spend a round climbing out. You must concentrate on working the spell for its duration, otherwise the earth seals back up.

  • 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.

  • Spell Icon

    Grow / Shrink

    Enchantment +2

    For 1 MP, you or the target you touch grows twice as large or twice as small in physical size; for 2 MP, the growth/shrinking is tripled; for 3 MP, quadrupled. Victims shrunk or enlarged in this way retain their abilities and attributes but may be more difficult to grapple than they were in their original forms.

  • Spell Icon

    Luminiferous

    Conjuration +8

    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 +8

    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 +8

    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 +8

    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.

  • Spell Icon

    Shadowstuff

    Conjuration +5

    You manifest ectoplasmic material into the mundane world in the shape of objects you imagine. You can create a volume of this shadowstuff equal to the area of effect, in a variety of forms or number you determine. Shadowstuff is highly fragile and cannot be used in the making of objects with intricate components. More than a cursory examination of a shadowstuff object reveals its false nature.

  • Spell Icon

    Shapeshift Other

    Enchantment +2

    You physically shapeshift a single target other than yourself into a form of your choosing, and they adopt the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as their natural form. For every additional 2 MP spent, the form may be other than humanoid (including inanimate objects), and twice as large or as small. You must have prior, firsthand knowledge of the form you attempt to shapeshift your target into, and you may not replicate any specific person. While shapeshifted, your target adopts the physical qualities of the form they've been shapeshifted into. The GM has discretion to alter their freedom of movement or attributes and abilities to suit the fiction.

Maleficence

Maleficence Icon

Psychic

Bewilders the mind.

The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.

Bonus Maleficence

Maleficence Icon

Sound

Shatters glass and deafens.

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

Stances

Focus

Focus Icon

Eavesdrop

Trait

Your masterful control over your sense of hearing makes you almost supernaturally aware of any sounds around you. If you concentrate, you can hear conversations anywhere in the encounter space as if they were in your personal space, and you cannot be surprised by noise while concentrating. Most checks you make to discern specific sounds (even if they are muffled by walls) automatically succeed; if the GM requires a check, you may re-roll it if you fail.

Known Stances

  • Stance Icon

    Call Known Contacts

    Active

    You've always known it's not about what you know, but who you know. As an action, you may create a narrative advantage to call upon known contacts in your area. (If you are a Warden, you can create two narrative advantages.)

  • Stance Icon

    Eavesdrop

    Passive

    Your masterful control over your sense of hearing makes you almost supernaturally aware of any sounds around you. If you concentrate, you can hear conversations anywhere in the encounter space as if they were in your personal space, and you cannot be surprised by noise while concentrating. Most checks you make to discern specific sounds (even if they are muffled by walls) automatically succeed; if the GM requires a check, you may re-roll it if you fail.

  • 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 in the overworld 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

    Inspiration or Invective

    Active

    You wield your awesome wit to cheerlead your allies to success or viciously mock your enemies. Choose a bonus action: as an inspiration, all allies in a melee space who can hear you gain advantage on the next roll of your choosing (initiative, a specific weapon attack roll, a specific skill, etc, but not attributes in general); as an invective, all enemies in a melee space receive disadvantage on the next roll of your choosing.

  • Stance Icon

    Keen Senses: Hearing

    Passive

    You've honed your natural sense of hearing beyond its natural limits. When you use this stance, any check you make which relies principally on hearing (listening at a door) has its TN 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

    Renown

    Active

    Your reputation precedes you. You may create GM advantage in your first interaction with a friendly humanoid or intelligent monster.

  • Stance Icon

    Silver Tongue

    Active

    Your eloquence often gets you out of sticky situations. As a reaction, you may re-roll any check involving social interaction.

  • Stance Icon

    Strategic Carousing

    Active

    You're a socialite with a mission, and you know how to work a room. When you spend a downtime action carousing, you may create a story tag related to the gossip you surface.

  • Stance Icon

    Uplifting Stance

    Active

    You're a team player doing your best to help everybody succeed. When an ally in the scene with you makes a success check, you come to their aid at the last moment, bolstering their efforts as a reaction. The outcome of their check is improved by one tier (Good becomes Exceptional).

Focus

Focus Icon

Eavesdrop

Trait

Your masterful control over your sense of hearing makes you almost supernaturally aware of any sounds around you. If you concentrate, you can hear conversations anywhere in the encounter space as if they were in your personal space, and you cannot be surprised by noise while concentrating. Most checks you make to discern specific sounds (even if they are muffled by walls) automatically succeed; if the GM requires a check, you may re-roll it if you fail.

Inventory (12/15)
80

Item Icon
Crossbow
Weapon
Item Icon
Elder God Hymns
Luxury
Item Icon
Gladius
Weapon
3
Item Icon
Hatchet
Weapon
3
Item Icon
Leather
Armor
Item Icon
Rusted Sentry Helm
Luxury
3
Item Icon
Slingshot
Weapon
3
Item Icon
Spetum
Weapon
Item Icon
Woodland Flute
Treasure

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Slingshot
Attr
+8
Skill
+2 Missile
DMG
4
Tactics
Precise
Icon
Gladius
Attr
+8
Skill
DMG
3
Tactics
Icon
Hatchet
Attr
+8
Skill
DMG
3
Tactics
Icon
Spetum
Attr
+5
Skill
DMG
5
Tactics
Icon
Crossbow
Attr
+8
Skill
+2 Missile
DMG
4
Tactics
Precise

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Leather
AP
+8
Soak
Mighty
3
MP

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

Outcast

Bond

Shares a past of being Outcasts with DQ

Session Zero Icon

Book of Lyrics

Thing

A book from the Astral Veil that DQ is searching for.

Session Zero Icon

Escaped from the Veil

Place

Banded with DQ to Escape from the Astral Veil

Notes

Quest Log

Unwritten Bard Songs:
The Assembly of the Astral Maiden (0/6)

Written Bard Songs:
N/A

Archetype

None Selected

Experience

  • 2
    +1 Deft
  • 3
    +1 Skill
  • 4
    +1 Mighty
  • 5
    +2 Hit Points
  • 6
    +1 Smart
  • 7
    +1 Bonus Spell
  • 8
    +1 Deft
  • 9
    +3 Magic Points
  • 10
    +1 Deft

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