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2

Gruff Halfhorn

  • Origin Tarth
  • Class Bard
  • Kit Druid
  • Culture
  • Faction
  • Ethos Arbitrator
2

Mighty +2

+2

Deft +5

+5

Smart +4

+4

Hit Points

2 / 3

Armor Points

0 / 4

Magic Points

1 / 7

Fate Points

1 / 3

Abilities

Berserker Rage

Talent

Icon

You can enter a berserker rage, which lasts for the duration of an encounter. While enraged, you do not receive penalties to your rolls from accruing wounds and you have disadvantage on defense checks. If damage would place you on death's door, make an escalating Mighty check (TN 9) to remain conscious each round. You will not stop attacking your foes, even if your life is in danger, until the final foe falls. You have disadvantage on Deft.

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.

Druid

kit

Icon

Your hermetic membership in a sacred circle of elder clerics grants you special communion with the forces of nature. For 1 MP, you may shapeshift into any non-monstrous animal of your choosing. The animal you shapechange into must be your relative mass, and your equipment changes with you. It does not cost MP to change back to your original form. You also speak the secret language of nature, which allows you to read the emotions and intent of all non-monstrous flora and fauna.

Equipment

Weapons

Weapon Icon
4

Blowgun +5

Missile

Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Buff Coat

Padded

4
1

Shield

You have no shield equipped.

  • Defense +5
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Sound

+4 Smart

Shatters glass and deafens.

The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)

Spells

  • Spell Icon

    Breath Weapon

    Elemental +4

    You breathe your maleficence into the area of effect. Everyone within the area of effect is subject to its peril (except you), but your maleficence deals zero damage.

  • Spell Icon

    Control (Plants)

    Elemental +5

    You can command all vegetation in the spell's area of effect to do your bidding, as if each plant were a marionette. If the plant life is intelligent, it is entitled to a spell check to resist.

  • Spell Icon

    Disbelief

    Mind +2

    Through sheer force of will, you disbelieve the existence of a real, mundane object, rendering it incapable of affecting you. For each object in the area of effect you choose to disbelieve, its wielder (if any) must make an opposed spell check against you to affect you. If you fail, the object affects you normally. This check must be made each time the disbelieved object interacts with you.

  • Spell Icon

    False Sensory Input

    Mind +2

    You hijack your target's senses so as to supply false sensory input to them. You may switch between the five senses round to round. Each round you may falsify one aspect of the victim's perception at a time: make salt taste like sugar; a thief appear as a priest; a scream sound like a whisper; or a burning sensation feel like cool water (as examples).

Maleficence

Maleficence Icon

Sound

+4 Smart

Shatters glass and deafens.

The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)

Stances

Focus

Focus Icon

Astral Awareness

Trait

The powers of your lineage awaken within you as you adventure farther into your quest. You have advantage when searching for secret doors or passages.

Known Stances

  • Stance Icon

    Astral Awareness

    Passive

    The powers of your lineage awaken within you as you adventure farther into your quest. You have advantage when searching for secret doors or passages.

Focus

Focus Icon

Astral Awareness

Trait

The powers of your lineage awaken within you as you adventure farther into your quest. You have advantage when searching for secret doors or passages.

Inventory (4/12)
155

Item Icon
Blowgun
Weapon
—
Item Icon
Buff Coat
Armor
—
Item Icon
Harp of Suggestion
Treasure
3
Item Icon
Woodland Flute
Treasure
1

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Blowgun
Attr
+5
Skill
—
DMG
4
Tactics
—

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Buff Coat
AP
+4
Soak
—
Mighty
1
MP
—

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

using 1 MP to control plants

The Remembered

Renewal of Story

Once per adventure, you reset all your story tags.

Experience

  • 2
    +1 Deft
  • 3
    Choose Perk
  • 4
    Choose Perk
  • 5
    Choose Perk
  • 6
    Choose Perk
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
    Choose Perk
  • 10
    Choose Perk

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