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10

Nicolás Head Hunting

one more plinzz once more

  • Origin Humans
  • Class Paladin
  • Kit Stalker
  • Culture Altean
  • Faction The Retainers
  • Ethos Guardian
10

Mighty +3

+3

Deft +3

+3

Smart +7

+7

Hit Points

4 / 4

Armor Points

0 / 0

Magic Points

6 / 6

Fate Points

3 / 3

Abilities

Adaptable

Talent

Icon

You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.

Sacred Touch

Technique

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Choose a maleficence. Your maleficence may only be used as follows: as a bonus action, you may apply the peril of your maleficence to an attack with your weapon and its damage for 1 MP. For 3 MP, you may convert your maleficence into healing energy that recovers 1d6 HP to any target you touch. A paladin's maleficence is not subject to magic penalties conferred by armor or shields.

Stalker

kit

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Your preternaturally honed senses enable you to fight in the dark, blind or deafened. You can target invisible foes as if they were visible. You are immune to effects (magical or mundane) that would debilitate your senses, such as blindness or deafness. For 2 MP, you can erase all evidence of your passage through an encounter space.

Equipment

Weapons

Weapon Icon
M/2

Bare Fists or Feet +3

Hand-to-Hand

You have no weapons equipped.

Armor

You have no armor equipped.

Shield

You have no shield equipped.

  • Defense +3
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

 Deed Die 0 / 0
 Deed Die 0 / 0
 Deed Die 1 / 1

Languages

Supply

Magic

Maleficence

Maleficence Icon

Sound

+7 Smart

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

Magic is not your forte.

Maleficence

Maleficence Icon

Sound

+7 Smart

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

Code of Honor

Social

Your strict code of honor makes you especially trustworthy at the negotiating table. Any check you make involving diplomacy or persuasion has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of the check is improved one tier (Good becomes Exceptional).

Known Stances

  • Stance Icon

    Animal Friendship

    Active

    You have always been a friend to the natural world, approaching its denizens with humility and respect. You may create a player advantage in your first interaction with a Wild animal or monster.

  • Stance Icon

    Astral Awareness

    Passive

    The powers of your lineage awaken within you as you adventure farther into your quest. You have advantage when searching for secret doors or passages.

  • Stance Icon

    Aura of Power

    Active

    Your unshakeable faith in the gods protects you against great peril. As a reaction, you may make an opposed check to cancel a single source of lethal damage (matching the attribute of the check that precipitated the damage), with advantage.

  • 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

    Battle Trance

    Active

    When the heat is on, time slows down for you as you enter a state of extreme focus. When you use this stance, you have the initiative over anyone taking combat action in the round.

  • Stance Icon

    Bonus Action

    Active

    You reach deep down into a hidden well of strength, momentarily pushing yourself beyond your limits. On your turn, you may take a non-combat, non-spellcasting bonus action in addition to making an attack.

  • Stance Icon

    Bonus Cantrips

    Passive

    You're either a failed mage exiled by the academy, or a learned arcanist with a sprinkle of magical rigor. When you learn this stance, choose three maleficences. As an action, you may cast a cantrip related to one of these maleficences per the Mage technique Arcane Adept.

  • 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

    Chain Contingency

    Active

    You're the man with the plan, be it tactical strategy, feats of finesse, or nimbleness of thought. When you learn this stance, choose a contingent category (Arcane, Combat, Skills, Social, Support, Survival, or Trait). Whenever you use a stance of the contingent category, you may declare that you are using this stance; you may then immediately use another stance of the contingent category.

  • Stance Icon

    Code of Honor

    Passive

    Your strict code of honor makes you especially trustworthy at the negotiating table. Any check you make involving diplomacy or persuasion has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of the check is improved one tier (Good becomes Exceptional).

Focus

Focus Icon

Code of Honor

Social

Your strict code of honor makes you especially trustworthy at the negotiating table. Any check you make involving diplomacy or persuasion has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of the check is improved one tier (Good becomes Exceptional).

Inventory (0/13)
250

Armament

Weapons

You have no weapons in your inventory.

Armors

You have no armors in your inventory.

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

solo te quiero a tí

The Rail Priest

Sacred Loop

You carry a silver adze (a Blunt weapon) that is your weapon and the holy instrument of your craft; you have advantage when you attack with it. You know every battle train’s route and how to read THE STORM; you gain advantage on any rolls involving its elemental hazards. You start with +3 HP.

Experience

  • 2
    +1 Skill
  • 3
    +1 Skill
  • 4
    +1 Skill
  • 5
    +1 Smart
  • 6
    +1 Skill
  • 7
    +1 Skill
  • 8
    +1 Smart
  • 9
    +1 Skill
  • 10
    +1 Skill

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