Skip to Primary Menu Skip to About OSR+ Menu Skip to OSR+ Support Menu Skip to Main Content
4

Shillelagh O'Claddagh

By autumn
  • Origin Nim
  • Class Bard
  • Kit Wild Mage
  • Culture
  • Faction
  • Ethos Radical
4

Mighty +3

+3

Deft +5

+5

Smart +3

+3

Hit Points

4 / 4

Armor Points

8 / 8

Magic Points

11 / 11

Fate Points

3 / 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.

Spellsing

Technique

Icon

Choose an art: singing, dancing, or playing. You may choose to make the duration of any spell you cast indefinite, as long as you are performing your art (the duration of your spell is 0 as opposed to a number of rounds equal to your level plus the MP you spend). You may concentrate on a number of spells in this way equal to your level, but you may not attack while performing your art. Your art must make noise audible to all in the encounter to work. You may use Performance in lieu of any Arcana skill with your maleficence or spell checks.

Wild Mage

kit

Icon

You have learned that this is not The Way. Your resistance to the teachings passed down to you by those in charge allow you to overcome your people's shortcomings. When making attribute checks that involve magical skill, you may negate any disadvantage conferred by your origin. The GM gets the final say as to whether the check qualifies. You start with 3 extra MP.

Equipment

Weapons

Weapon Icon
4

Short Bow +5

Missile

Weapon Icon
3

Dagger +5

Small

Weapon Icon
M/2

Bare Fists or Feet +3

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +5
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Sound

Psionics +5

Shatters glass and deafens.

The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)

Spells

  • Spell Icon

    Duo-Dimension

    Dimension +5

    You alter yours or your target's physical reality such that you and the objects on your person become two-dimensional. You have height and length, but no width. If you are observed from the side, you are effectively invisible. You can also slip between the thinnest cracks or openings. While flattened in this way, you take double damage from physical attacks.

  • Spell Icon

    Ectoplasmic Double

    Astral +5

    You conjure into existence an ectoplasmic double of a single target. The double seeks out your target, moving at the target's maximum movement rate. Make a spell check when in melee range of the target vs the target's defense: if you hit, the clone envelops them. Each round the target must make a contested spell check to keep from suffocating; failure means they are entangled and gasping for breath until their next turn. Each time they fail, they are subject to your maleficence's peril. Victims who endure this spell for a number of turns equal to their Mighty are knocked unconscious and put on death's door. You must concentrate on the working of the spell, otherwise your ectoplasmic double will dissipate into nonexistence.

  • Spell Icon

    Enervate

    Necromancy +5

    Your maleficence saps the physical strength from a single target, rendering them weakened, exhausted, and encumbered by any weight they carry. Each round this spell is in effect, your target must make a spell check or become fatigued (their Mighty is reduced to 0 for the duration of the spell), and any action they take that involves physical strength or feats of constitution is performed at disadvantage. You must concentrate on the working of the spell, otherwise your target will regain their strength.

  • Spell Icon

    Probability Drain

    Probability +5

    You tamper with the threads of fate to sow chaos in the area of effect. Targets in the area of effect must roll a 1d6 before acting. For 1 MP, there is a 1 in 6 chance the effects will be chaotic; for 2 MP, a 2 in 6 chance; and for 3 MP, a 3 in 6 chance. Targets subject to chaotic effects make a success check after taking their action: if they do not roll a clean success, a chaos surge occurs and affects the encounter, as determined by the GM. Roll a d6: on a 1, there is collateral damage; on a 2, the action has unintended targets; on a 3, something is gained and something is lost; on a 4, there is a transformation or reversal; on a 5, the action is out of control; on a 6, the action "costs" twice as much to enact. This spell affects everyone in the area of effect, including the spellcaster. You must concentrate on the spell for its duration, or else the chaos subsides.

  • Spell Icon

    Rainbow Bridge

    Conjuration +5

    You conjure into existence a rainbow of color that serves as a physical bridge between two locations within the area of effect. All those standing within a personal space of the bridge's starting point are carried to the bridge's endpoint, and the bridge may be crossed side-by-side by as many people as can fit in a personal space.

  • Spell Icon

    Regeneration

    Necromancy +5

    Through force of will, you regenerate at a rate of 1 HP per round for the duration of the spell. You may also cause targets touched to regenerate in the same fashion. (This spell will always absorb 1 MP per round, even if its effects can be sustained without expending MP by other abilities.) You cannot regenerate wounds.

  • Spell Icon

    Suffocate

    Necromancy +5

    You steal the breath of a single target in the area of effect. In the first round this spell is in effect, your target has disadvantage on Deft checks; in the second round, on Mighty and their movement rate becomes 0; on the third round, on Smart as well, and they are stunned. This spell will not kill its victims, but after the third round they will be unable to stand. You must concentrate on the working of this spell, or else your target will regain their breath.

  • Spell Icon

    Tipple

    Force +3

    You telekinetically move a volume of liquid equal to the area of effect to the lips of your target within the area of effect for the duration of the spell. If the target is unwilling to drink, they are entitled to a spell check, and if they fail, they are considered entangled as the flow of liquid drowns them for the duration of the spell. (A victim who is drowning for more rounds than they have Mighty is automatically placed on death’s door.) If you subject a victim to forced imbibing in this way, you must concentrate on the spell or else the spell ends.

Maleficence

Maleficence Icon

Sound

Psionics +5

Shatters glass and deafens.

The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)

Stances

Focus

Focus Icon

Defy Gravity

Trait

For the graceful dancer, trained trapeze artist, or daring cat burglar, defying gravity is a routine. You may take two non-combat, non-spellcasting bonus actions in the round, as long as they involve Deft. These actions must be causally related, and the success of the first action is required to attempt the second.

Known Stances

  • Stance Icon

    Defy Gravity

    Passive

    For the graceful dancer, trained trapeze artist, or daring cat burglar, defying gravity is a routine. You may take two non-combat, non-spellcasting bonus actions in the round, as long as they involve Deft. These actions must be causally related, and the success of the first action is required to attempt the second.

  • Stance Icon

    Granite Chin

    Passive

    Hit me again, you say—I can take it. When you are struck by bludgeoning or force damage, you take half the damage, rounded up. Apply the benefits of this stance after accounting for your soak.

  • Stance Icon

    Lucky

    Active

    Sometimes the stars align in your favor, and you have a knack for knowing when the moment is right. When you use this stance, you may roll 3 dice and take best result per the rules of doubled advantage.

Focus

Focus Icon

Defy Gravity

Trait

For the graceful dancer, trained trapeze artist, or daring cat burglar, defying gravity is a routine. You may take two non-combat, non-spellcasting bonus actions in the round, as long as they involve Deft. These actions must be causally related, and the success of the first action is required to attempt the second.

Inventory (4/13)
35

Item Icon
Artificer Oil
Treasure
0
Item Icon
Dagger
Weapon
—
Item Icon
Hand Crossbow
Weapon
3
Item Icon
Leather
Armor
—
Item Icon
Luckstone
Treasure
0
Item Icon
Magic Pigment
Treasure
1
Item Icon
Numenic Ore
Treasure
0
Item Icon
Short Bow
Weapon
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Short Bow
Attr
+5
Skill
—
DMG
4
Tactics
—
Icon
Dagger
Attr
+5
Skill
—
DMG
3
Tactics
—
Icon
Hand Crossbow
Attr
+5
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

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    +1 Bonus Spell
  • 3
    +1 Mighty
  • 4
    +1 Bonus Spell
  • 5
    Choose Perk
  • 6
    Choose Perk
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
    Choose Perk
  • 10
    Choose Perk

Are you sure?