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1

Pazari

You would barter all our lives?

By pelian
  • Origin Clockwerk
  • Class Psychic
  • Kit Medium
  • Culture
  • Faction
  • Ethos Benefactor
1

Mighty +3

+3

Deft +3

+3

Smart +4

+4

Hit Points

4 / 4

Armor Points

0 / 0

Magic Points

7 / 7

Fate Points

3 / 3

Abilities

Natural Armor

Talent

Icon

Your natural armor soaks 2 points from any single source of damage. If the damage dealt from a single source would be reduced to 0, you take no damage (any subsequent source that would be reduced to 0 deals 1 instead, and then 0 on the next subsequent source, alternating in this way with each subsequent source). Whenever you rest to recover HP or wounds, you require supply equal to 1 gp per HP or wound to repair yourself.

Mind Over Body

Technique

Icon

You can convert attribute points into MP, which are restored when you rest. While you gain MP from converted attribute points immediately upon conversion, reduce your attributes at the end of the round. If all your attribute points are reduced to 0 HP this way, you are immediately placed on death's door. As long as you have MP, you can detect the presence of sentience within a melee space by concentrating for 1 round.

Medium

kit

Icon

You've always been drawn to the secrets of the spirit world. Choose 2 spells from the Divination school: you may cast these spells even if you’re not a spellcaster. You can detect the presence of spirits wherever the dead linger, and commune with them by allowing them to possess your body. A hostile spirit can be controlled with an opposed Smart check. Divination spell checks explode on a 5 or a 6.

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 +2
  • Soak 2

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Psychic

Bewilders the mind.

The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.

Spells

  • Spell Icon

    Action-at-a-Distance

    Force +3

    You move one object per MP spent, up to 100 pounds per MP spent, anywhere within your line of sight. The object moves at a walking pace. This spell can also be used to exert telekinetic force of equal weight against an object, such as holding a door closed.

  • Spell Icon

    Aura Analysis

    Metamagic +3

    You read the aura of your target, determining one mechanical reality per round you analyze. Examples of mechanical realities include the target's level, ethos, HP, defense, or attribute scores. The target is not entitled to a spell check to resist. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Divinely Inspire

    Divination +3

    You call upon your magic patron to grant a target other than yourself supernatural aid. Make a prayer to your patron. The GM chooses a spell appropriate for your situation, and you bestow this spell upon your target. You must expend 1 MP to cast this spell and 1 MP to bestow the spell upon your target. The target may cast the spell at a later time, whether or not they are a spellcaster, but the magical charge transferred thereby will only last 24 hours.

  • Spell Icon

    Haste & Slow

    Time +4

    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

    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

Psychic

Bewilders the mind.

The victim is confused (they may act with disadvantage) and can't cast spells until after their 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 (17/13)
250

Item Icon
Brooch of the Closed Mind
Treasure
1
Item Icon
Chitin
Armor
5
Item Icon
Crystal Ball
Treasure
1
Item Icon
Ectoplasmic Oil
Treasure
0
Item Icon
Flanged Mace
Weapon
3
Item Icon
Gauntlet
Shield
3
Item Icon
Hand Crossbow
Weapon
3
Item Icon
Omnitool
Luxury
Item Icon
Sacred Pendant
Treasure
1
Item Icon
Tonic
Treasure
0

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Hand Crossbow
Attr
+3
Skill
DMG
4
Tactics
Icon
Flanged Mace
Attr
+3
Skill
DMG
4
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Chitin
AP
+8
Soak
Mighty
3
MP

Shields

Name
Def
MP
Mighty
Tactics
Inventory Icon
Gauntlet (Buckler)
Defense
+1
MP
+1
Mighty
1
Tactics
Disarm

Supply

Notes

Quest Log

This hero has not logged any notes.

The Counselor

Tête-à-Tête

Once per session, you may conduct an hour-long consultation with the Queen about matters of state. You both recover 1d6 MP.

Experience

  • 2
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  • 3
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