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1

Tarvis Ironvale

Iron and creed... stand or fall!

  • Origin Humans
  • Class Bard
  • Kit Inquisitor
  • Culture
  • Faction
  • Ethos Guardian
1

Mighty +3

+3

Deft +3

+3

Smart +4

+4

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.

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.

Inquisitor

kit

Icon

Your faith is your greatest weapon, none shall elude its halo of truth. As long as you have MP, you cannot be forced to act or speak by physical means or magical coercion. For 2 MP, you may force an opponent to make an opposed check or else be compelled to tell the truth. The attribute you use depends on the way in which you impose your will upon your victims, with the GM's discretion.

Equipment

Weapons

Weapon Icon
M/2

Bare Fists or Feet +5

Hand-to-Hand

Knockout
Stun

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

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Divine

+4 Smart

Generates radiance and dispels negative energy.

This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.

Spells

  • Spell Icon

    Mystic Intellect

    Enchantment +3

    You endow yourself or your targets with supernatural intelligence for the duration of the spell. Most actions requiring a Smart check for memory recall or reason automatically succeed, such as perfectly memorizing information no matter how lengthy, or reasoning through complex puzzles as if they were child's games. If the GM requires a Smart check, you may roll with advantage. (This spell does not enhance spellcasting.)

  • Spell Icon

    Object Reading

    Divination +3

    You or your target scan the psychic impressions of a target object (up to the size of a personal space) to learn fuzzy details about any minds who have recently interacted with it, such as their race, appearance, profession, and so on. For 1 MP, you can see minutes into the past; for 2 MP, hours; for 3 MP, days; for 4 MP months, and for 5 MP, years. The farther back into the past you look, the more frenzied and obscure the reading.

  • Spell Icon

    Sanctify

    Curative +3

    You channel the power of your magic patron to sanctify a number of objects equal to the MP you spend. This spell can purify food and drink of disease or impurity, transform liquid into holy water, dispel profane influences over an area of effect, or transform mundane objects into holy symbols.

  • Spell Icon

    True Sight

    Divination +3

    With magical insight, you or your target enhance your vision to see through illusions and other non-magical falsehoods in the spell's area of effect. For 1 MP, that which is hidden is revealed. For 2 MP, you see through disguises. For 3 MP, lies sound false to you and written untruths glow magically.

Maleficence

Maleficence Icon

Divine

+4 Smart

Generates radiance and dispels negative energy.

This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.

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 (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

The Otali'isar of the Outlands pursue Tarvis for denouncing their ways as sinful, forcing him to flee lest he be executed upon the scaffold before all. Renowned for his uncompromising hatred of corruption, Tarvis judged the people guilty—whether by intent or ignorance—and entreated the Creator’s mercy for those who acted without knowing. Scarred by childhood deceit, he became guarded and solemn, prone to emotional volatility and sudden violence when provoked. Yet his intellect is keen, roughly the equivalent of 120 IQ, and his historical acumen grants a perspicacity that benefits any who seek to comprehend how the world ought to operate.

Archetype

None Selected

Experience

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