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3

Q’lere de Lune

Patience, darling.

  • Origin Nim
  • Class Cleric
  • Kit Blue Mage
  • Culture Nithavelli
  • Faction Jethantura
  • Ethos Radical
3

Mighty +2

+2

Deft +6

+6

Smart +3

+3

Hit Points

3 / 3

Armor Points

5 / 6

Magic Points

0 / 9

Fate Points

0 / 3

Abilities

Machine Affinity

Talent

Icon

You gain advantage on any check that involves engineering or crafting. You have advantage on Deft but have disadvantage on Mighty.

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.

Blue Mage

kit

Icon

In the academy, your masters taught you that the best offense is a good defense. You may use your action to cast any spell you know as a reaction. For 2 MP, you may add +2 to a spell check when you resist, dispel, or counter a spell. Abjuration spells explode on a 5 or 6.

Equipment

Weapons

Weapon Icon
3

Sickle +6

Light

Weapon Icon
4

Boomerang +6

Missile

Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Lamellar Cuirass

Piecemeal

6
2

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

Cold

Thaumaturgy +5

Freezes liquids.

The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.

Spells

  • Spell Icon

    Antimagic Shell

    Abjuration +3

    You convert your maleficence into a magic-absorbing shell, the size and placement of which may be as large or as small as desired within the area of effect. Any spells passing through the shell are converted into MP that restore your MP. You regain MP equal to the MP spent to cast the captured spell, but you cannot regain more MP than your pool's maximum. While the shell is active, you cannot move and must concentrate on working the spell, or else the spell ends.

  • Spell Icon

    Circle of Binding

    Abjuration +8

    You shape your maleficence into a circle of power, imprisoning all those 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. A Circle of Binding's area of effect may not exceed a melee space.

  • Spell Icon

    Dispel Magic

    Abjuration +3

    You may expend MP to dispel an enchantment. To dispel an opponent’s magic, the MP you spend must be equal to the MP your opponent spent to create the enchantment (unless you fail to dispel the magic, in which case you expend 1 MP). If the enchantment is spread across multiple targets, all targets in the spell's area of effect are dispelled. If the enchantment was created by a spellcaster more powerful than you, you must also make a contested spell check (either a new spell check from the opposing spellcaster, or in the absence of an opposing spellcaster, a TN of the GM's choosing). This spell cannot be used against spells; only their effects. You can dispel the effects of magic items for 1 round per MP you spend if you succeed on a spell check: use TN 7 + the strength of the magic item.

  • Spell Icon

    Word of Warding

    Abjuration +8

    You utter a magic word at your targets. If they can hear it, they are unable to enter the area of effect, but they may make ranged attacks or cast spells that cross the boundary. You must concentrate on working your spell (by continuously speaking) or else your targets may enter the area of effect freely. Victims forced into the area of effect are wracked with pain (they are effectively stunned) and cannot move.

  • Spell Icon

    Zone of Silence

    Abjuration +8

    You create a zone of magical silence in the spell's area of effect. Sound is negated within its boundaries. (This also affects you.)

Maleficence

Maleficence Icon

Cold

Thaumaturgy +5

Freezes liquids.

The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.

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

    Furtive Spell

    Active

    You've sharpened your spellcraft as a thief hones her dagger for the dark. As an action, you may cast a single spell you know surreptitiously. The casting of this spell does not compromise your stealth status, and it is not apparent to the untrained eye.

  • 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 (7/12)
133

Item Icon
Boomerang
Weapon
Item Icon
Brooch of Antimagic Shielding
Treasure
Item Icon
Knitted Net
Cheap
0
Item Icon
Lamellar Cuirass
Armor
Item Icon
Sickle
Weapon
Item Icon
Stake
Weapon
3
Item Icon
Throwing Dart
Weapon
3
Item Icon
Torch
Consumable
1

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Sickle
Attr
+6
Skill
DMG
3
Tactics
Icon
Boomerang
Attr
+6
Skill
DMG
4
Tactics
Icon
Throwing Dart
Attr
+6
Skill
DMG
3
Tactics
Icon
Stake
Attr
+6
Skill
DMG
3
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Lamellar Cuirass
AP
+6
Soak
Mighty
2
MP

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

Cleric Tag

Tag

Make it up!

Notes

Quest Log

She gains the avenger kit as a final thingy

My magic item can cancel 1 spell per day but only absorbs one MP.

Why did my treasure bring me to Abraxis? It protected/reinvigorated me when I needed it most

Group I left behind? Monastic order or Secret society? My people descend from a clan that left Telrain to terraform Nithaven. We kept the old ways alive, despite the oppression. I abandoned them once my partner was gone.

Area I left? Place of Industry. Nithaven – We kept our pride although oppressed. I escaped when all purpose was lost.

Why Fodel? He is the only way to Abraxis and Abraxis is the only answer to my pain

My Binding TN is 17

Removed gear from front gate, it’s a 12 to beat

NPC tags

Devonaine – jack of all trades

Roxa – Loyal to a Fault

Maug – never down for the count

Need three souls, one for each part of the trinity: we got the mamma

Paladin Shit:

Me: Wrath + key

Etchuck – street charlatan

Crystalia – Heal. Restore. Purify

First 4 NPCs disappeared down hall we sent them, but then they seemed to go south.

Crys was blocking the way in, said she would meet up.

We leave off of the last episode (3/10/24) with Q’lere walking north down the hallway of broken stained glass with her eyes closed and holding the Legendary stick aloft

Paladin Shit:

Wrath & Key for me

Mural – Righteous fury, sacrificial altar

Fodel – doomed resolve, spectral dance

Tre – Divined awe, stained glass

Astrid – Haunting Dread, The Roving Dead

Archetype

None Selected

Experience

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  • 3
    +1 Skill
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