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10

Larkspur

By autumn
  • Origin Daemon
  • Class Cleric
  • Kit Valkyrie
  • Culture
  • Faction Mushtarie
  • Ethos Arbitrator
10

Mighty +3

+3

Deft +7

+7

Smart +5

+5

Hit Points

4 / 4

Armor Points

8 / 8

Magic Points

15 / 15

Fate Points

2 / 3

Abilities

Sorcerous Touch

Talent

Icon

You take an additional +2 damage from magical sources and have disadvantage on any check to resist magic. You have advantage on Mighty. In lieu of moving on your turn, you can glide or leap the same distance with your wings.

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.

Valkyrie

kit

Icon

You are a champion of the people and an inspiration to all. You start with the skill Influence. For 2 MP, you inspire all those in a melee space; for 3 MP, all those in an encounter space. Each additional MP adds an additional encounter space. Inspired targets become fearless and are immune to the effects of mundane or magical charm or mind-altering effects.

Equipment

Weapons

Weapon Icon
4

Crossbow +9

Missile

Disarm
Precise
Weapon Icon
5

Broadsword +3

Edged

Weapon Icon
M/2

Bare Fists or Feet +3

Hand-to-Hand

Armor

Icon

Beast Hide

Light

8
3

Shield

You have no shield equipped.

  • Defense +9
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Force

Thaumaturgy +7

Crushes fragile objects.

The victim is stunned until after their next action. (They may only act to defend themselves.)

Spells

  • Spell Icon

    Bane

    Necromancy +9

    Your maleficence infects your target with a random disease. Roll a d12 (or 2d6 and split into two lists) to determine the disease: cholera, dysentery, influenza, lesions, malaria, black plague, small pox, spotted fever, tuberculosis, typhoid fever, typhus, or yellow fever. While this spell is in effect, your victim has disadvantage on Mighty and Deft. The symptoms of the disease take effect immediately. The mundane effects of the disease persist as a major peril, even after the spell ends, and can be cured naturally or by magic.

  • Spell Icon

    Charm (Monster)

    Charm +9

    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

    Circle of Protection

    Abjuration +9

    You bend your maleficence into a protective circle of magic. All those hostile to you or your target must make an opposed spell check to physically enter the circle; its benefits extend to all who remain within its boundaries. The circle does not protect you from ranged attacks or other magic cast from outside it. You must concentrate on working the circle against your opponents for the spell's duration, or else they may pass inside unhindered. A Circle of Protection's area of effect may not exceed a melee space.

  • Spell Icon

    Control (Weather)

    Elemental +9

    You can manipulate the flow, direction, and intensity of a weather pattern in the area effect of the spell, invoking torrential rain, strikes of lightning, or torrents of wind. If the weather is used to cause harm to a target, apply the peril of a corresponding maleficence.

  • Spell Icon

    Heal

    Curative +9

    You heal 1 HP per MP spent, split among as many targets in the area of effect as desired. Any status effects caused by minor perils on the target(s) are cured. This spell does not heal wounds or targets on death's door. (If an Undead creature is affected by this spell, they are entitled to a spell check and receive 1 HP damage per MP spent, bypassing soak.)

  • Spell Icon

    Mend & Unmend

    Artifice +9

    Your magic repairs a mundane, inanimate object that is broken to its original state. The area of effect may be scaled up to affect all objects within a melee or encounter space, but you must spend 1 MP per each additional object beyond the first. Armors are restored for 1 AP per MP spent. If cast upon Clockwerk, this spell recovers 1 HP per MP spent. You may reverse this spell to age an object into disrepair or damage armor in the same way. Clockwerk are entitled to a spell check to resist, in this case.

  • Spell Icon

    Mystic Strength

    Enchantment +9

    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.)

  • Spell Icon

    Overgrowth

    Time +9

    You accelerate the growth of all unintelligent, mundane plantlife in the area of effect such that each round of time that passes for the plantlife is up to 30 years per MP you spend.

  • Spell Icon

    Revive

    Curative +9

    You grab hold of a target's silver cord, anchoring their soul to the world of the living (the target must be on death's door). The target is immediately stabilized and heals 1 wound and 1 HP, while regaining consciousness. Any status effects caused by minor perils on the target are cured.

  • Spell Icon

    Ritual

    Metamagic +9

    Choose another spell you know to cast as the ritual spell. You pool your MP together with other spellcasters to cast it at a power beyond your means. You may involve as many spellcasters in the ritual as you expend MP; they need not know this spell, but must be willing. The spell takes 1 round to cast per MP pooled in this way.

  • Spell Icon

    Secret Passage

    Dimension +9

    By touch, you cause a mundane, inanimate surface equal to the area of effect to become immaterial, allowing anyone to pass through for the duration of the spell.

  • Spell Icon

    Vivify

    Curative +9

    With this orison you or your target is accompanied by a friendly spirit the next time you attempt to rest (though sleep, study, or meditation). Choose one: The spirit accelerates your natural healing process such that you recover in half as much time as you would normally; or you recover twice as many HP or wounds as you would in a single recovery period.

  • Spell Icon

    Word of Warding

    Abjuration +9

    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.

Maleficence

Maleficence Icon

Force

Thaumaturgy +7

Crushes fragile objects.

The victim is stunned until after their next action. (They may only act to defend themselves.)

Stances

Focus

Focus Icon

Derring-Do

Survival

Jack be nimble and jack be quick—you don't care if your landing sticks. As a bonus action, you may take an additional movement on any turn in the round. In addition, you may convert any bonus actions or reactions at your disposal into additional movements in the round.

Known Stances

  • Stance Icon

    Barber Surgery

    Active

    You have medical expertise on the battlefield, whether through study or practice. As an action, any target you touch may recover 1d6 HP divided any way you wish among any number of targets, including yourself. Each target healed is cured of any minor perils. When you tend to your subject's injuries, you must concentrate on your work and take no other action. It takes 1 round per point of HP to recover in this way.

  • 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

    Derring-Do

    Passive

    Jack be nimble and jack be quick—you don't care if your landing sticks. As a bonus action, you may take an additional movement on any turn in the round. In addition, you may convert any bonus actions or reactions at your disposal into additional movements in the round.

  • Stance Icon

    Escape Bonds

    Passive

    You've never met a shackle you can't slip. As an action, you can disjoint your limbs, contort your body, or relax your muscles to escape your bonds in a way that seems physically impossible. Most checks to escape mundane bonds automatically succeed; if the GM requires a check to escape, you may re-roll it if you fail. Magical bonds, including spells or spell-like effects that confer the held status, can be escaped with an appropriate Deft check at the GM's discretion.

  • 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

    Playcall

    Active

    You call for a quick huddle with your team to set the stage for victory. At the start of the round, you may change the initiative order of every member of your party, including that of allied NPCs.

  • Stance Icon

    Shockwave

    Active

    You make your fearsome presence known as a mighty shockwave that reverberates throughout the battlefield. When you leap into the fray or slam your weapon on the ground, all those in a melee space surrounding you must make contested Mighty check at disadvantage or be knocked prone.

  • Stance Icon

    True Aim

    Active

    Your aim is true, even when hurling boulders or battleaxes. If you fail to hit a target with a ranged attack, you may immediately roll again when you use this stance. Additionally, any non-ranged weapon you're skilled in is considered a missile weapon in your hands.

  • 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

Derring-Do

Survival

Jack be nimble and jack be quick—you don't care if your landing sticks. As a bonus action, you may take an additional movement on any turn in the round. In addition, you may convert any bonus actions or reactions at your disposal into additional movements in the round.

Inventory (2/13)
180

Item Icon
Beast Hide
Armor
—
Item Icon
Beastcloak
Treasure
—
Item Icon
Broadsword
Weapon
—
Item Icon
Crossbow
Weapon
—
Item Icon
Manna Potion
Luxury
1
Item Icon
Mushroom Wine
Luxury
1

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Crossbow
Attr
+7
Skill
+2 Missile
DMG
4
Tactics
DisarmPrecise
Icon
Broadsword
Attr
+3
Skill
—
DMG
5
Tactics
—

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Beast Hide
AP
+8
Soak
—
Mighty
3
MP
—

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

Siblings

Person

Peter Paul and I were crib mates. I am sworn to protect him.

Session Zero Icon

Broken Timepiece

Thing

An heirloom passed down through the matriarchal line of my family. It often changes shape and bears the inscription 'MM'. It somehow affects the world.

Session Zero Icon

Served together

Person

Courtney and I know each other from our studies back home.

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    +1 Deft
  • 3
    Disarm (Missile)
  • 4
    +1 Deft
  • 5
    +3 Magic Points
  • 6
    +1 Deft
  • 7
    +1 Skill
  • 8
    +1 Deft
  • 9
    +1 Skill
  • 10
    +1 Deft

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