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1

🎲 Princess Minoa

  • Origin High People
  • Class Fighter
  • Kit Eldritch Knight
  • Culture
  • Faction
  • Ethos Guardian
1

Mighty +2

+2

Deft +4

+4

Smart +4

+4

Hit Points

3 / 3

Armor Points

6 / 6

Magic Points

2 / 6

Fate Points

0 / 3

Abilities

Arcane Affinity

Talent

Icon

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

Combat Expertise

Technique

Icon

You may make a second attack on your turn. Your second attack is made with disadvantage. As long as you have MP, you may use any attack available in the round as a reaction against your opponent if they attempt to disengage from your melee space. Such attacks are made with advantage.

Eldritch Knight

kit

Icon

Due to a marvelous accident or because of an unknown destiny, you have been enchanted by a sorcerous power. Choose two spells at character creation. You can cast these spells even if you're not a spellcaster, and you are not subject to magic penalties conferred by armor or shields when casting these spells. As long as you have MP, you may take advantage on spell checks to resist magic.

Equipment

Weapons

Weapon Icon
3

Throwing Dagger +4

Thrown

Weapon Icon
4

Short Bow +6

Missile

Precise
Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Armored Coat

Piecemeal

6
2

Shield

You have no shield equipped.

  • Defense +6
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

 Deed Die 0 / 0
 Deed Die 0 / 0
 Deed Die 0 / 0

Languages

Supply

Magic

Spells

  • Spell Icon

    Charm (Monster)

    Charm +4

    Your enchantment makes a single living monster or non-monstrous creature friendly towards you and assuages their suspicions. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with the target, you receive advantage on all rolls. A charmed creature will maintain its disposition toward you after the spell ends, unless it is intelligent and there is reason to question the friendship or the enchantment is revealed.

  • Spell Icon

    Speak with Nature

    Divination +4

    You or your target can telepathically communicate with 1 type of animal per MP spent, and may converse with creatures of this type for 1 hour per MP spent. Communication is possible even if the animal does not have a language or is not intelligent (plants, for example).

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 (6/12)
110

Item Icon
Armored Coat
Armor
Item Icon
Astral Cloak
Treasure
Item Icon
Boomerang
Weapon
3
Item Icon
Machete
Weapon
3
Item Icon
Short Bow
Weapon
Item Icon
Throwing Dagger
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Boomerang
Attr
+4
Skill
+2 Missile
DMG
4
Tactics
Precise
Icon
Throwing Dagger
Attr
+4
Skill
DMG
3
Tactics
Icon
Machete
Attr
+4
Skill
DMG
3
Tactics
Icon
Short Bow
Attr
+4
Skill
+2 Missile
DMG
4
Tactics
Precise

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Armored Coat
AP
+6
Soak
Mighty
2
MP

Shields

You have no shields in your inventory.

Supply

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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