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Into The Storm:Masha
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[[Into_the_Storm]] == Rank == *Human Fighter 6 *XP: 34,143/64,000 *XP modifier: +10% *Neutral *Retainer of Ilyush == Attributes == *18 STR (+3 melee) *10 INT *09 WIS *09 DEX *18 CON (+3 HP per level) *08 CHA (-1 reactions) == Skills == *Languages ** Common *General Skills **Survival: Butchery (Skilled), Navigation (Expert), Tracking (Skilled), Wilderness Survival (Expert) **Athletics: Climbing (Skilled), Jumping (Proficient), Swimming (Proficient) *Class Abilities **Cleave once per round, up to 6 times a day **Negate one attack per day **When fighting with 2H weapons, roll damage with advantage **Fighting Style: Dual Weapon (if player doesnβt move, can make a second attack with off-hand weapon, roll to-hit with disadvantage, normal dmg if a hit) **Combat Maneuvers: Stun (Expert), Trip (Proficient) *Knacks **Toughness β Rolls d10 for HP **Weapon Specialization: 2H Sword (+1 to hit and dmg with this weapon) == Combat == *AC: 17 *HP: 39 *Movement Rate: 60'/20' *Initiative Modifier: 0 *Attack Bonus: +4 *Attacks **Primary Melee Attack: 2H Sword | 1d20+8 to hit | 1d10+5 dmg **Secondary Melee Attack: Short sword | 1d20+6 to hit | 1d6+3 dmg **Tertiary Melee Attack: Silver dagger | 1d20+6 to hit | 1d4+3 dmg **Primary Ranged Attack: Long bow +1 | 1d20+5 to hit | 1d8+1 dmg | 5-70, 71-140, 141-210 range *Saves: **11 Petrification & Paralysis (P/P) **09 Poison & Death (D) **11 Blast & Breath (B) **10 Staves & Wands (W) **13 Spells (R/S/S) **+1 bonus if wielding Luck Blade == Magic Items == *Ring of Spell Turning **Spells cast on the wearer of this ring are reflected back onto the caster *2H Sword, Frost Brand **In extreme cold, casts light: 30β radius **Grants an attack bonus: +3 against fire-using or fire-dwelling creatures **Can extinguish fire: 50% chance of extinguishing a 10β radius area when thrust into fire. This also affects magical fire (but not instantaneous effects) **Protects against fire: The wielder gains the following benefits: ***Normal fire: Unharmed by non-magical fire ***Save bonus: Gain a +2 bonus to all saving throws versus fire-based magical or breath attacks ***Fire-based damage: Is reduced by 1 point per damage die rolled (Each die inflicts a minimum of 1 hit point damage) *2H Sword, Flaming **Bursts into flames, on command. When flaming: ***Casts light: In 30β radius ***Can set things alight: Treated as a torch, for purposes of setting things on fire (e.g. a web spell) ***Inflicts fire damage: Which may have special effects on certain creatures ***Grants an attack bonus: Against certain types of creatures: ****+2 vs trolls (or other creatures that cannot regenerate fire damage) ****+2 vs pegasi, hippogriffs, and rocs (or other bird-like creatures) ****+3 vs treants (or other plant-based creatures) ****+3 vs undead **Duration: The sword blazes until commanded to cease *2H Sword, Wyrmbane **The sword is normally +1 **it gives a +4 against any reptile including but not limited to: dinosaurs, dragons, hydras, lizards, lizard men, snakes, and wyverns *2H Sword +1, Wishes **The sword grants a total of 1d4 wishes (1 used) **The wish must be spoken out loud by the wielder of the sword *Long Bow +1 *Efficient Quiver - An ordinary-appearing quiver with three compartments, each of which can magically hold many more objects than would seem possible at first look **The first compartment can hold up to 60 arrows or similar objects such as wands **The second compartment can hold up to 18 javelins or magic rods **The third compartment can hold six bows or similarly sized objects such as spears or staves **When the wearer reaches into the quiver, whatever object is desired will be produced == Equipment == *Gear, Armor, Weapons: Total Encumbrance. **Plate Mail +1 **Efficient Quiver ***20 arrows ***Short sword ***Silver dagger **Backpack **Crowbar **Grappling hook **Waterskin **Rope, 50β **Tinder box **Torches x6 **Sack, large x2 == Mounts == *Karatel | Horse (War) | 120'/40' movement | 4,000 cn max load **Barding (AC 14) **Saddle and bridle **Saddle bags (300 cn) **Rations, iron (14/14) == Treasure == *139 gp from gold teeth and necklace *8,214 gp (in gems) from sale of the Ancestor Spear *15,414 gp (in gems) from leading Lady Z to the Forgotten Barrow == Experience == *9,188 xp from sale of treasure and the Ancestor Spear *16,955 xp from leading Lady Z to the Forgotten Barrow
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