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1

Grael Foundra

  • Origin Clockwerk
  • Class Rogue
  • Kit Alienist
  • Culture
  • Faction
  • Ethos Champion
1

Mighty +4

+4

Deft +2

+2

Smart +4

+4

Hit Points

5 / 5

Armor Points

1 / 8

Magic Points

5 / 6

Fate Points

0 / 3

Abilities

Natural Armor

Talent

Icon

Your natural armor soaks 2 points from any single source of damage. If the damage dealt from a single source would be reduced to 0, you take no damage (any subsequent source that would be reduced to 0 deals 1 instead, and then 0 on the next subsequent source, alternating in this way with each subsequent source). Whenever you rest to recover HP or wounds, you require supply equal to 1 gp per HP or wound to repair yourself.

Specialist

Technique

Icon

You have advantage when creating disguises, tinkering with mechanisms, or performing stealth maneuvers. You start with 1 extra skill.

Alienist

kit

Icon

Your obsession with the occult has taught you how to commune with the unknown; you've steeled your mind against the strange. You are immune to mind control and spells or effects that would render you feebleminded or confused. Choose two spells from the Mind school: you may cast these spells even if you’re not a spellcaster. Mind spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
4

Chain +6

Flexible

Ensnare
Weapon Icon
4

Crowbar +4

Blunt

Weapon Icon
M/2

Bare Fists or Feet +4

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +2
  • Initiative +0
  • Soak 2

Wounds

Skills

Languages

Supply

Magic

Spells

  • Spell Icon

    Disbelief

    Mind +4

    Through sheer force of will, you disbelieve the existence of a real, mundane object, rendering it incapable of affecting you. For each object in the area of effect you choose to disbelieve, its wielder (if any) must make an opposed spell check against you to affect you. If you fail, the object affects you normally. This check must be made each time the disbelieved object interacts with you.

  • Spell Icon

    False Sensory Input

    Mind +4

    You hijack your target's senses so as to supply false sensory input to them. You may switch between the five senses round to round. Each round you may falsify one aspect of the victim's perception at a time: make salt taste like sugar; a thief appear as a priest; a scream sound like a whisper; or a burning sensation feel like cool water (as examples).

Stances

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Known Stances

You have not learned any stances.

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Inventory (0/14)
120

Item Icon
Chain
Weapon
Item Icon
Crowbar
Weapon
Item Icon
Leather
Armor

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Chain
Attr
+4
Skill
+2 Flexible
DMG
4
Tactics
Ensnare
Icon
Crowbar
Attr
+4
Skill
DMG
4
Tactics

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

The Mentor (Jon)

Bond

Jon's PC mentored me in roguish ways.

Session Zero Icon

The Oath (Jon)

Bond

Session Zero Icon

War Buddy (David)

Bond

David saved my life on the front lines (where I wasn't supposed to be).

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
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  • 3
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  • 4
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  • 5
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  • 6
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  • 7
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  • 8
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  • 9
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  • 10
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