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3

Aesira Prolixus

  • Origin High People
  • Class Mage
  • Kit Monk
  • Culture Muraian
  • Faction Yevna
  • Ethos Judicator
3

Mighty +1

+1

Deft +2

+2

Smart +6

+6
Drained
Drained

Hit Points

4 / 4

Armor Points

2 / 8

Magic Points

7 / 12

Fate Points

3 / 3

Abilities

Arcane Affinity

Talent

Icon

You have advantage on Smart, but you have disadvantage on Mighty.

Arcane Adept

Technique

Icon

You may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic). Additionally, as a reaction, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you (per the spell Counterspell) and you have not already acted in the round. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.

Monk

kit

Icon

Once you were the student; now you are the master. You may make unarmed attacks against any number of targets in an encounter space, dividing your damage as you wish among those you hit. If you roll a natural 5 or a 6 when making an attack, you are entitled to an unarmed attack roll as a bonus action on your turn. Each time you make an attack in this way, you may move adjacent to your opponent, independent of how far you can move in the round. Furthermore, you are not subject to attacks of opportunity when you use this ability. As long as you have MP, you are immune to mundane disease and poison.

Equipment

Weapons

Weapon Icon
M/2+1

Bare Fists or Feet +3

Hand-to-Hand

Knockout
Stun
Two-Handed

You have no weapons equipped.

Armor

Icon

Bone

Light

8
3

Shield

You have no shield equipped.

  • Defense +4
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Divine

+6 Smart

Generates radiance and dispels negative energy.

This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.

Spells

  • Spell Icon

    Aura Analysis

    Metamagic +1

    You read the aura of your target, determining one mechanical reality per round you analyze. Examples of mechanical realities include the target's level, HP, defense, or attribute scores. The target is not entitled to a spell check to resist. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Blessing

    Curative +2

    You call upon the aid of a magical patron to bestow a blessing upon targets other than yourself. The target gains advantage on the next roll of your choosing (initiative, a specific weapon attack roll, a specific skill, but not attributes in general). This effect is not ongoing, and ends after the roll is made. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Flesh Armor

    Alchemy +1

    You will your body to develop an unnatural hardness, shaping your flesh into armor. For the duration of the spell, your soak is 2.

  • Spell Icon

    Inertial Barrier

    Force +1

    Your force of will creates around you an inertial field that saps kinetic energy in the area of effect, reducing all melee attacks by 1 damage, and all missile attack by 3 damage (prior to accounting for your soak). This spell has no effect against energy-based attacks and you cannot move while also benefiting from the effects of the inertial field. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Mystic Grace

    Enchantment +2

    You endow yourself or your targets with supernatural agility for the duration of the spell. Most death-defying checks involving Deft automatically succeed, such as scaling sheer surfaces, alighting ceilings, or leaping across great chasms effortlessly. If the GM requires a check, you may roll with advantage.

  • Spell Icon

    Mystic Strength

    Enchantment +2

    You endow yourself or your targets with supernatural strength for the duration of the spell. All Mighty checks involving physical, non-combat action such as lifting extraordinary weights, vaulting great distances, or running with unfailing endurance for the duration of the spell do not require a check. If the GM requires a Mighty check, you may roll with advantage. (This spell does not empower you to deal additional damage, but your great strength may be used to bend bars or rip doors off their hinges.)

Maleficence

Maleficence Icon

Divine

+6 Smart

Generates radiance and dispels negative energy.

This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.

Stances

Focus

Focus Icon

Weapon Versatility

Combat

A weapon is only as good as its wielder, and your extensive training proves this point. When you learn this stance, choose a weapon class you are proficient in and an attribute. You may substitute the related attribute of this class with the attribute of your choosing when attacking with weapons in the class.

Known Stances

  • Stance Icon

    Knifehand Strike

    Active

    You have learned to extend your spiritual energy into the knifehand strike to supernatural effect. When you make an unarmed attack while using this stance, mundane physical objects (like stone structures or wooden barriers) up to a melee space in volume crack and buckle under the blow, making it possible to break them apart with subsequent interactions. If you successfully attack an opponent while using this stance, they are knocked prone and must make a Mighty check vs. your attack roll or be stunned until after their next action.

  • Stance Icon

    Weapon Versatility

    Passive

    A weapon is only as good as its wielder, and your extensive training proves this point. When you learn this stance, choose a weapon class you are proficient in and an attribute. You may substitute the related attribute of this class with the attribute of your choosing when attacking with weapons in the class.

Focus

Focus Icon

Weapon Versatility

Combat

A weapon is only as good as its wielder, and your extensive training proves this point. When you learn this stance, choose a weapon class you are proficient in and an attribute. You may substitute the related attribute of this class with the attribute of your choosing when attacking with weapons in the class.

Inventory (4/13)
300

Item Icon
Bone
Armor
Item Icon
Death Knight Armor
Luxury
3
Item Icon
Flower Shaped Badge
Luxury
1
Item Icon
Phase Cloak
Treasure

Armament

Weapons

You have no weapons in your inventory.

Armors

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

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

TIME

Thing

Session Zero Icon

Strongman Bond

Tag

Narrative Advantage (One time use)

Notes

Quest Log

Precap: Creepy cult room with a demon symbol and bodies chained on a pedestal. All sorts of winged and furry things torn to shreds surround the symbol; there’s a crown of thorns with hunch of flesh.

One of the two “survivors” is a Changeling, the other is Yevim. This place is of human design and operation. A golden clad figure enters the room with a bunch of implements of torture. 

We skip ahead some time and see blood dripping toward the thorns which drinks the blood. The torturer raises the crown as it glows in the dark.

OTHER STUFF:
There’s some Avestar warlocks (Beranthrum worshippers) that Tsain gave the magespawn to them. They are looking for a treasure (it’s on the map)

We’re told the best way to fight the empire is to destroy it from within. There’s plenty of factions wanting freedom. “Create a cancer of hope within them”

Fodol and Loan talked about turning the Shadowvale rebels to our cause

Zed says there’s three shards left. One in the labyrinth, one that we have, and the final with the empire.

NYN QUEST:
the calling leads to a door of death

Heading into town we see hoof prints with an ectoplasmic aura. Later we find a strange ice that has a necrotic aura to it.

Archetype

None Selected

Experience

  • 2
    +1 Deft
  • 3
    Two-Handed (Hand-to-Hand)
  • 4
    Choose Perk
  • 5
    Choose Perk
  • 6
    Choose Perk
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
    Choose Perk
  • 10
    Choose Perk

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