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

Cornelius

By willk
  • Origin Humans
  • Class Mage
  • Kit Illusionist
  • Culture Muraian
  • Faction Kitha
  • Ethos Benefactor
4

Mighty +2

+2

Deft +4

+4

Smart +4

+4

Hit Points

3 / 3

Armor Points

6 / 6

Magic Points

5 / 8

Fate Points

1 / 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.

Arcane Adept

Technique

Icon

You may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic). Additionally, as a reaction, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you (per the spell Counterspell) and you have not already acted in the round. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.

Illusionist

kit

Icon

You have been entrusted with ancient secrets from a secret order of master magicians. Casting spells is not a risky action for you and does not compromise your stealth status. When you are casting spells, it is not apparent to the untrained eye. You may spend MP to cast the spell Phantasm, even if you are not a spellcaster. Illusion spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
3

Scimitar +6

Light

Disarm
Weapon Icon
3

Maleficent Steel +6

Light

Disarm
Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Stealth Jazerant

Piecemeal

6
2

Shield

You have no shield equipped.

  • Defense +4
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Chaos

Sorcery +6

Creates disorder and maximizes randomness.

Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)

Spells

  • Spell Icon

    Command

    Charm +6

    You command a single target to perform a single action. No form of magic can be used to command the target to perform suicidal actions or actions that would knowingly endanger them, including alterations to this spell.

  • Spell Icon

    Fear

    Illusion +6

    Your maleficence manifests as an illusion that induces fear and panic in your targets. Each round the spell is in effect, your targets must make a spell check or else become frightened and flee from you in terror. While frightened of you, you receive advantage in all actions against them. If they are unable to flee, they may be compelled to speak the truth or do your bidding. You must concentrate on the working of the spell, or else your targets will no longer fear you.

  • Spell Icon

    Haste & Slow

    Time +6

    You shape your maleficence into a temporal whiplash that affects a number of targets equal to the MP you spend in the area of effect. If slowed, victims always act last, move at 1/2 their movement rate (a personal space rather than a melee space), and make Deft checks at disadvantage. If hasted, targets act before those who are not hasted, move at twice their movement rate (an encounter space rather than a melee space), and make Deft checks at advantage.

  • Spell Icon

    Invisibility

    Illusion +6

    You or your targets and the gear on their person become invisible for the duration of the spell. If you take risky action or are successfully attacked while the spell is in effect, the spell immediately ends.

  • Spell Icon

    Phantasm

    Illusion +6

    You weave an illusion that is perfectly real to all who behold it. For 1 MP, the illusion is insubstantial and visual; for 2 MP the illusion also has sound; for 3 MP the illusion has physical substance. Harm caused by illusions can kill but is undone when the illusion ends or is disbelieved. Those suspicious of the illusion may make an opposed spell check to disbelieve. You must concentrate on the phantasm for the duration of the spell, or else it ceases to exist.

Maleficence

Maleficence Icon

Chaos

Sorcery +6

Creates disorder and maximizes randomness.

Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)

Stances

Focus

Focus Icon

Punisher Stance

Combat

Your weapon thirsts for vengeance as if it has a mind of its own. Any time you fell a foe, you may make an additional attack as a bonus action against another foe within a melee space of you.

Known Stances

  • Stance Icon

    Punisher Stance

    Passive

    Your weapon thirsts for vengeance as if it has a mind of its own. Any time you fell a foe, you may make an additional attack as a bonus action against another foe within a melee space of you.

  • Stance Icon

    Read Combat Tactics

    Active

    You maintain a laser sharp focus on the battlefield, looking to exploit your opponent's every weakness. When you are engaged with an opponent in combat, you may glean up to three non-magical, mechanical aspects of their character (such as current or total HP, MP, or AP; tactics or stances known; or class or kit) as a bonus action. Each aspect is revealed at the start of the round over the next three rounds from when this stance is used.

  • Stance Icon

    Steal Spell

    Active

    Whether by accident or practice, you bear a sacred aura, the demon's mark, or the crystalline eye and it makes your body a conduit for magic. As long as the opposing spellcaster is visible to you and you have not already acted in the round, you may absorb their spell before its targets are affected by the magic as a reaction. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell and succeed in a contested spell check against them. You may then cast this spell as if it were known by you until you rest.

Focus

Focus Icon

Punisher Stance

Combat

Your weapon thirsts for vengeance as if it has a mind of its own. Any time you fell a foe, you may make an additional attack as a bonus action against another foe within a melee space of you.

Inventory (12/12)
2

Item Icon
Falroth's letter
Luxury
1
Item Icon
Hatchet
Weapon
3
Item Icon
Kobald Testicles
Luxury
0
Item Icon
Longbow
Weapon
3
Item Icon
Maleficent Steel
Treasure
—
Item Icon
Scimitar
Weapon
—
Item Icon
Stake
Weapon
3
Item Icon
Stealth Jazerant
Armor
—
Item Icon
Tome of Sorcery
Treasure
1
Item Icon
bag of flour
Consumable
1

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Scimitar
Attr
+4
Skill
+2 Light
DMG
3
Tactics
Disarm
Icon
Longbow
Attr
+4
Skill
—
DMG
4
Tactics
—
Icon
Hatchet
Attr
+4
Skill
—
DMG
3
Tactics
—
Icon
Stake
Attr
+4
Skill
—
DMG
3
Tactics
—
Icon
Maleficent Steel
Attr
+4
Skill
+2 Light
DMG
3
Tactics
Disarm

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Stealth Jazerant
AP
+6
Soak
—
Mighty
2
MP
—

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

When he puts the book down, one of his alters takes over- that’s why he left the room. This alter has been touched by Vorrago, the fallen god of the abyss which takes the form of pure horror and twisted monstrosities

maleficent steel strength of 3 divine 

Archetype

None Selected

Experience

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

Are you sure?