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1

Searian the Many

We can do better!

  • Origin Changelings
  • Class Paladin
  • Kit Eldritch Knight
  • Culture
  • Faction
  • Ethos Benefactor
1

Mighty +3

+3

Deft +5

+5

Smart +2

+2

Hit Points

4 / 4

Armor Points

8 / 8

Magic Points

7 / 8

Fate Points

3 / 3

Abilities

Shapeshift

Talent

Icon

You may change your physical appearance and body shape to another humanoid form at will. You can’t mimic the appearance of a specific person. You have disadvantage on Mighty.

Sacred Touch

Technique

Icon

Choose a maleficence. For 1 MP, you may apply the peril of your maleficence to an attack with your weapon (this does not count as an action). 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.

Eldritch Knight

kit

Icon

Due to a marvelous accident or because of an unknown destiny, you have been enchanted by a sorcerous power. Choose two spells at character creation. You can cast these spells even if you're not a spellcaster, and you are not subject to magic penalties conferred by armor or shields when casting these spells. As long as you have MP, you may take advantage on spell checks to resist magic.

Equipment

Weapons

Weapon Icon
3

Kama (Sickle Axe) +5

Light

Weapon Icon
4

Blowgun +7

Missile

Precise
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 +7
  • Initiative +0
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Force

Crushes fragile objects.

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

Spells

  • Spell Icon

    Magic Manacles

    Conjuration +5

    You conjure into existence a pair of manacles for each MP spent. The manacles must be shackled to a victim manually to have effect (the victim is not entitled to a spell check if the manacles are successfully attached); afterwards, the victim cannot remove them, no matter their strength. The manacles are invulnerable to all forms of mundane damage, and will adjust their shape to match the limbs of the victim to which they are affixed. You can undo the shackles with a command word.

  • Spell Icon

    Mystic Grace

    Enchantment +5

    You endow yourself or your targets with supernatural agility for the duration of the spell. Most death-defying checks involving Deft automatically succeed, such as scaling sheer surfaces, alighting ceilings, or leaping across great chasms effortlessly. If the GM requires a check, you may roll with advantage.

Maleficence

Maleficence Icon

Force

Crushes fragile objects.

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

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 (3/13)
90

Item Icon
Beast Hide
Armor
Item Icon
Blowgun
Weapon
Item Icon
Kama (Sickle Axe)
Weapon
Item Icon
Longbow
Weapon
3

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Kama (Sickle Axe)
Attr
+5
Skill
DMG
3
Tactics
Icon
Longbow
Attr
+5
Skill
+2 Missile
DMG
4
Tactics
Precise
Icon
Blowgun
Attr
+5
Skill
+2 Missile
DMG
4
Tactics
Precise

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

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
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  • 3
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  • 4
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  • 5
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  • 10
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