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1

Mr sketti

its pasta time

By zeta86
  • Origin Strongmen
  • Class Paladin
  • Kit Knight
  • Culture
  • Faction
  • Ethos Esurient
1

Mighty +5

+5

Deft +0

+0

Smart +5

+5

Hit Points

9 / 9

Armor Points

0 / 0

Magic Points

5 / 5

Fate Points

3 / 3

Abilities

Genetic Fortitude

Talent

Icon

You start with +3 HP and gain 3 HP when you choose that perk to level up (instead of 2 HP). You have disadvantage on Smart.

Sacred Touch

Technique

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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.

Knight

kit

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As a protector of the realm, you command a henchman who carries your equipment and is bound to protect you by oath, debt, or pact. Your henchman has 1d6 HP, 3 in all attributes, and a single skill. You may outfit them with equipment using your starting gold. They level up when you do, and are on death’s door at 0 HP. If your henchman dies, you suffer 1 wound as a result of emotional distress, and you may recruit a new one in 1d6 days. For 2 MP, you may roll a d6: on a 1 or 6, you resist any spell that targets you.

Equipment

Weapons

Weapon Icon
5

Broadsword +7

Edged

Defender
Weapon Icon
M/2

Bare Fists or Feet +5

Hand-to-Hand

Armor

You have no armor equipped.

Shield

Icon
+2

Zelda +2

Body

2
Defender
  • Defense +2
  • Initiative +2
  • Soak 0

Wounds

Skills

Languages

Supply

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 (5/15)
250

Item Icon
Broadsword
Weapon
Item Icon
Steel Imperial
Armor
5
Item Icon
Zelda
Shield

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Broadsword
Attr
+5
Skill
+2 Edged
DMG
5
Tactics
Defender

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Steel Imperial
AP
+10
Soak
Mighty
7
MP
+4

Shields

Name
Def
MP
Mighty
Tactics
Inventory Icon
Zelda (Body)
Defense
+2
MP
+2
Mighty
2
Tactics
Defender

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    Choose Perk
  • 3
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  • 4
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  • 5
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  • 6
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  • 7
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  • 8
    Choose Perk
  • 9
    Choose Perk
  • 10
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