Into The Storm:Ilyush: Difference between revisions
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== Rank == | == Rank == | ||
*Human Sorcerer | *Human Sorcerer 7th | ||
*XP: | *XP: 80,790/150,000 | ||
*XP modifier: +5% | *XP modifier: +5% | ||
*Neutral | *Neutral | ||
| Line 22: | Line 22: | ||
**Bargain (CHA, Skilled) - On a successful roll the character can alter the price of a good they are either buying or selling. | **Bargain (CHA, Skilled) - On a successful roll the character can alter the price of a good they are either buying or selling. | ||
**Healing (WIS, Skilled) - On a successful roll the character heals 1d3 hp to a wounded target. Can be used once per day per person. | **Healing (WIS, Skilled) - On a successful roll the character heals 1d3 hp to a wounded target. Can be used once per day per person. | ||
**Alchemy (INT, Proficient) - Is used to identify, isolate, and work with alchemical substances. Is useful when synthesizing poisons and creating magical potions. | |||
*Class Abilities | *Class Abilities | ||
**Proficient with | **Proficient with two weapons | ||
*Knacks | *Knacks | ||
**Expanded Repertoire – Expand known spells by 2 | **Expanded Repertoire – Expand known spells by 2 | ||
**Metamagic – Gain 3 points per day to affect spells (Into the Wild p. 324) | **Metamagic – Gain 3 points per day to affect spells (Into the Wild p. 324) | ||
***Careful Spell - Designate a number of targets equal to number of points spent within the area of effect of a spell; these targets auto-succeed on required saves | |||
***Distant Spell (1 pt) - Double the range of a spell or, if the range is touch, increase the range to 20’ | |||
***Empowered Spell - Reroll a number of damage dice, taking the new result. Each die rerolled costs 1 point. | |||
***Extended Spell (2 points) - Spells with a duration of longer than Instant have their duration doubled, to a maximum duration of 24 hours. | |||
***Heightened Spell (3 points) - The target of a heightened spell rolls any saving throw twice, taking the worse of the two results. | |||
***Quickened Spell (4 points) - The character casts this spell quickly. They may cast an additional spell in the same round, provided the second spell is no higher than 2nd level | |||
***Subtle Spell (2 points) - Can be cast without verbal or somatic components. | |||
***Twinned Spell - When casting a spell that affects a single individual and doesn’t have a range of self the sorcerer can affect another target within 5’ of the original by spending one point per spell level. | |||
== Combat == | == Combat == | ||
*AC: | *AC: 15 | ||
*HP: | *HP: 32 | ||
*Movement Rate: 120’/40’ | *Movement Rate: 120’/40’ | ||
*Initiative Modifier: 0 | *Initiative Modifier: 0 (acts last when using staff) | ||
*Attacks | *Attacks | ||
**Primary Melee Attack: Hand Axe | +2 to hit | 1d6 dmg | 5-10, 11-20, 21-30 range | **Primary Melee Attack: Staff | +2 to hit | 1d4 dmg | ||
**Primary Ranged Attack: Hand Axe | +2 to hit | 1d6 dmg | 5-10, 11-20, 21-30 range | |||
*Saves: | *Saves: | ||
**11 Petrification & Paralysis (P/P) | **11 Petrification & Paralysis (P/P) | ||
| Line 40: | Line 51: | ||
**12 Staves & Wands (W) | **12 Staves & Wands (W) | ||
**12 Spells (R/S/S) | **12 Spells (R/S/S) | ||
**+2 to all saves when wearing Ring of Protection +2 | |||
== Spells == | == Spells == | ||
*First Level: | *First Level: 5 Spells Per Day | ||
** | **Detect Magic | ||
**Magic Missile | **Magic Missile | ||
**Read Magic | **Read Magic | ||
| Line 50: | Line 62: | ||
**Invisibility | **Invisibility | ||
**Knock | **Knock | ||
** | **Mirror Image | ||
*Third Level: 2 Spells Per Day | *Third Level: 2 Spells Per Day | ||
**Dispel Magic | **Dispel Magic | ||
**Fireball | **Fireball | ||
**Haste | **Haste | ||
**Protection from | **Fly | ||
*Fourth Level: 1 Spell Per Day | |||
**Charm Monster | |||
**Polymorph Self | |||
== Magic Items == | |||
*Staff of Power | |||
**Melee: Expending one charge, inflicts 2d6 damage on a successful hit | |||
**Cone of cold: Conjures a cone of freezing energy, 60’ long and 30’ wide at the far end. Creatures caught in the cone suffer 8d6 damage (save versus spells for half damage) | |||
**Spells: Can cast: continual light, fire ball (8d6 damage), lightning bolt (8d6 damage), telekinesis (up to 2,400 coins of weight) | |||
*Wand of Fireballs (11 charges) | |||
**Range: A streak of flame shoots towards an area up to 240’ distant | |||
**Area: The flame detonates in a 40’ diameter sphere of fire | |||
**Creatures caught in the fire ball: Suffer 6d6 damage, with a successful save versus wands indicating half damage | |||
*Wand of Summoning - Summons monsters to do the character’s bidding | |||
**1st level monsters: Expending a charge summons 2d4 1st level monsters | |||
**2nd level monsters: Expending 2 charges summons 1d6 2nd level monsters | |||
**3rd level monsters: Expending 3 charges summons 1d4 3rd level monsters | |||
**Type of monsters: The referee should randomly determine the type of monsters which are summoned, for example using dungeon wandering monster tables | |||
**Arrival time: Summoned monsters arrive at the character’s location in 1d4 rounds | |||
**Commanding: Monsters will attack enemies as directed or, if the character can communicate with them, be given other tasks | |||
**Duration: The monsters disappear after 1 round per level of the character | |||
*Net of Snaring | |||
**A 10’ square net of meshed rope with the power to ensnare creatures | |||
**Throwing: Can be thrown up to 20’. Creatures must save versus spells or be trapped | |||
**Suspending from above: A command word causes the net to drop | |||
**Placing on the ground: A command word can cause the net to close upwards | |||
**Escaping: Only creatures of giant strength can escape ensnarement. The strands of the net cannot be cut or damaged by mundane means | |||
*Figurine of Wondrous Power (Onyx Dog) | |||
**Tracking: By scent. Once started, very difficult to put off the trail. Infravision: 90’. Detect invisible: 65% chance. Intelligent: Speaks Common. Usage frequency: Once per week, for up to 6 hours | |||
*Ring of Protection +2 | |||
**+2 AC bonus | |||
**+2 to all saves | |||
*Ring of Free Action | |||
**This magic item permits the wearer to move freely under any conditions. This applies even if the wearer is attacked by a hold person, slow, or web spell; and also negates environmental effects such as the individual being underwater | |||
*Bracers of Armor | |||
**Grants the wearer an AC of 13 | |||
*Elven Cloak | |||
**The wearer of the cloak is rendered almost invisible; there is only a 1-in-6 chance of them being spotted. Invisibility is nullified for one turn if the wearer attacks | |||
*Handy Haversack - A well-made but otherwise plain leather haversack with two side pouches and brass hardware | |||
**Each side pouch functions as a bag of holding and both will hold up to either 20 cubic ft of material or 20 lbs in weight | |||
**The main part of the haversack can hold up to 80 cubic ft of material or 80 lbs of weight | |||
**No matter how much material is placed into the handy haversack it will never weigh more than 5 lbs | |||
**When the user reaches into the pack for a specific item, that item will always be on top | |||
*Eyes of Minuscule Sight | |||
**A pair of crystal lenses that fit over the eyes, granting the ability to see minuscule details at close range (1’ or less). | |||
*Potion of Healing x2 | |||
**Healing a living subject: Restores 1d6+1 hit points of damage. This cannot grant more hit points than the subject’s normal maximum | |||
**Curing paralysis: Paralysing effects are negated | |||
*Potion of Speed | |||
**Movement: Movement rate is doubled | |||
**Attacks: The number of attacks per round the character can make is doubled | |||
**Other actions: May be performed at double speed | |||
*Potion of Control Plant | |||
**Concentration: Exercising control requires concentration | |||
**Visual range: The character can only control creatures that they can see | |||
**Suicidal commands: Controlled creatures will resist commands that are deadly to themselves | |||
**Affects: All plants (including plant monsters) in a 30’ square area up to 60’ distant | |||
**Commands: Affected plants may be commanded to move around as the character wishes, and may be used to entangle creatures in the area | |||
*Scroll of Protection from Lycanthropes | |||
**When used, conjures a 10’ radius circle of protection around the reader | |||
**Effect: A number of lycanthropes are barred from entering the circle. The number depends on their Hit Dice: 1–3 HD: 1d10 lycanthropes affected, 4–5 HD: 1d8 affected, 6+ HD: 1d4 affected | |||
**Moving: If the reader moves, the circle of protection follows them | |||
**Ranged attacks: The circle does not prevent lycanthropes from using magic or missile attacks against those within it | |||
**Breaking: If anyone within the circle attacks an affected lycanthrope in melee, the circle is broken | |||
**Duration: 6 turns, unless broken | |||
*Scroll of Read Languages, Invisibility 10' Radius, Confusion, Projected Image | |||
== Equipment == | == Equipment == | ||
*Gear, Armor, Weapons | *Gear, Armor, Weapons | ||
**Hand Axe x3 | **Hand Axe x3 | ||
** | **Staff | ||
** | **Haversack | ||
**Mirror, steel | **Mirror, steel | ||
**Waterskin | **Waterskin | ||
| Line 79: | Line 152: | ||
**Rations, iron (14/14) | **Rations, iron (14/14) | ||
**Oil flask (10) | **Oil flask (10) | ||
== Money == | |||
*1,225 gp in gems | |||
*278 gp from gold teeth and necklace | |||
*11,429 gp in gems from sale of the Ancestor Spear | |||
*22,379 gp in gems from leading Lady Z to the Forgotten Barrow | |||
== Experience == | |||
*12,292 xp from sale of treasure and the Ancestor Spear | |||
*23,498 xp from leading Lady Z to the Forgotten Barrow | |||
Latest revision as of 01:47, 12 November 2025
Rank[edit]
- Human Sorcerer 7th
- XP: 80,790/150,000
- XP modifier: +5%
- Neutral
- Full PC
Attributes[edit]
- 10 STR
- 08 INT
- 15 WIS (+1 Magic saves)
- 09 DEX
- 17 CON (+2 HP per level)
- 14 CHA (+1 reactions)
Skills[edit]
- Languages
- Common
- General Skills
- Bargain (CHA, Skilled) - On a successful roll the character can alter the price of a good they are either buying or selling.
- Healing (WIS, Skilled) - On a successful roll the character heals 1d3 hp to a wounded target. Can be used once per day per person.
- Alchemy (INT, Proficient) - Is used to identify, isolate, and work with alchemical substances. Is useful when synthesizing poisons and creating magical potions.
- Class Abilities
- Proficient with two weapons
- Knacks
- Expanded Repertoire – Expand known spells by 2
- Metamagic – Gain 3 points per day to affect spells (Into the Wild p. 324)
- Careful Spell - Designate a number of targets equal to number of points spent within the area of effect of a spell; these targets auto-succeed on required saves
- Distant Spell (1 pt) - Double the range of a spell or, if the range is touch, increase the range to 20’
- Empowered Spell - Reroll a number of damage dice, taking the new result. Each die rerolled costs 1 point.
- Extended Spell (2 points) - Spells with a duration of longer than Instant have their duration doubled, to a maximum duration of 24 hours.
- Heightened Spell (3 points) - The target of a heightened spell rolls any saving throw twice, taking the worse of the two results.
- Quickened Spell (4 points) - The character casts this spell quickly. They may cast an additional spell in the same round, provided the second spell is no higher than 2nd level
- Subtle Spell (2 points) - Can be cast without verbal or somatic components.
- Twinned Spell - When casting a spell that affects a single individual and doesn’t have a range of self the sorcerer can affect another target within 5’ of the original by spending one point per spell level.
Combat[edit]
- AC: 15
- HP: 32
- Movement Rate: 120’/40’
- Initiative Modifier: 0 (acts last when using staff)
- Attacks
- Primary Melee Attack: Staff | +2 to hit | 1d4 dmg
- Primary Ranged Attack: Hand Axe | +2 to hit | 1d6 dmg | 5-10, 11-20, 21-30 range
- Saves:
- 11 Petrification & Paralysis (P/P)
- 11 Poison & Death (D)
- 14 Blast & Breath (B)
- 12 Staves & Wands (W)
- 12 Spells (R/S/S)
- +2 to all saves when wearing Ring of Protection +2
Spells[edit]
- First Level: 5 Spells Per Day
- Detect Magic
- Magic Missile
- Read Magic
- Sleep
- Second Level: 3 Spells Per Day
- Invisibility
- Knock
- Mirror Image
- Third Level: 2 Spells Per Day
- Dispel Magic
- Fireball
- Haste
- Fly
- Fourth Level: 1 Spell Per Day
- Charm Monster
- Polymorph Self
Magic Items[edit]
- Staff of Power
- Melee: Expending one charge, inflicts 2d6 damage on a successful hit
- Cone of cold: Conjures a cone of freezing energy, 60’ long and 30’ wide at the far end. Creatures caught in the cone suffer 8d6 damage (save versus spells for half damage)
- Spells: Can cast: continual light, fire ball (8d6 damage), lightning bolt (8d6 damage), telekinesis (up to 2,400 coins of weight)
- Wand of Fireballs (11 charges)
- Range: A streak of flame shoots towards an area up to 240’ distant
- Area: The flame detonates in a 40’ diameter sphere of fire
- Creatures caught in the fire ball: Suffer 6d6 damage, with a successful save versus wands indicating half damage
- Wand of Summoning - Summons monsters to do the character’s bidding
- 1st level monsters: Expending a charge summons 2d4 1st level monsters
- 2nd level monsters: Expending 2 charges summons 1d6 2nd level monsters
- 3rd level monsters: Expending 3 charges summons 1d4 3rd level monsters
- Type of monsters: The referee should randomly determine the type of monsters which are summoned, for example using dungeon wandering monster tables
- Arrival time: Summoned monsters arrive at the character’s location in 1d4 rounds
- Commanding: Monsters will attack enemies as directed or, if the character can communicate with them, be given other tasks
- Duration: The monsters disappear after 1 round per level of the character
- Net of Snaring
- A 10’ square net of meshed rope with the power to ensnare creatures
- Throwing: Can be thrown up to 20’. Creatures must save versus spells or be trapped
- Suspending from above: A command word causes the net to drop
- Placing on the ground: A command word can cause the net to close upwards
- Escaping: Only creatures of giant strength can escape ensnarement. The strands of the net cannot be cut or damaged by mundane means
- Figurine of Wondrous Power (Onyx Dog)
- Tracking: By scent. Once started, very difficult to put off the trail. Infravision: 90’. Detect invisible: 65% chance. Intelligent: Speaks Common. Usage frequency: Once per week, for up to 6 hours
- Ring of Protection +2
- +2 AC bonus
- +2 to all saves
- Ring of Free Action
- This magic item permits the wearer to move freely under any conditions. This applies even if the wearer is attacked by a hold person, slow, or web spell; and also negates environmental effects such as the individual being underwater
- Bracers of Armor
- Grants the wearer an AC of 13
- Elven Cloak
- The wearer of the cloak is rendered almost invisible; there is only a 1-in-6 chance of them being spotted. Invisibility is nullified for one turn if the wearer attacks
- Handy Haversack - A well-made but otherwise plain leather haversack with two side pouches and brass hardware
- Each side pouch functions as a bag of holding and both will hold up to either 20 cubic ft of material or 20 lbs in weight
- The main part of the haversack can hold up to 80 cubic ft of material or 80 lbs of weight
- No matter how much material is placed into the handy haversack it will never weigh more than 5 lbs
- When the user reaches into the pack for a specific item, that item will always be on top
- Eyes of Minuscule Sight
- A pair of crystal lenses that fit over the eyes, granting the ability to see minuscule details at close range (1’ or less).
- Potion of Healing x2
- Healing a living subject: Restores 1d6+1 hit points of damage. This cannot grant more hit points than the subject’s normal maximum
- Curing paralysis: Paralysing effects are negated
- Potion of Speed
- Movement: Movement rate is doubled
- Attacks: The number of attacks per round the character can make is doubled
- Other actions: May be performed at double speed
- Potion of Control Plant
- Concentration: Exercising control requires concentration
- Visual range: The character can only control creatures that they can see
- Suicidal commands: Controlled creatures will resist commands that are deadly to themselves
- Affects: All plants (including plant monsters) in a 30’ square area up to 60’ distant
- Commands: Affected plants may be commanded to move around as the character wishes, and may be used to entangle creatures in the area
- Scroll of Protection from Lycanthropes
- When used, conjures a 10’ radius circle of protection around the reader
- Effect: A number of lycanthropes are barred from entering the circle. The number depends on their Hit Dice: 1–3 HD: 1d10 lycanthropes affected, 4–5 HD: 1d8 affected, 6+ HD: 1d4 affected
- Moving: If the reader moves, the circle of protection follows them
- Ranged attacks: The circle does not prevent lycanthropes from using magic or missile attacks against those within it
- Breaking: If anyone within the circle attacks an affected lycanthrope in melee, the circle is broken
- Duration: 6 turns, unless broken
- Scroll of Read Languages, Invisibility 10' Radius, Confusion, Projected Image
Equipment[edit]
- Gear, Armor, Weapons
- Hand Axe x3
- Staff
- Haversack
- Mirror, steel
- Waterskin
- Rope, 50’
- Tinder box
- Torches x6
Mounts[edit]
- Svetlana | Horse, riding | 240'/80' movement |3,000 cn max load
- Saddle and bridle
- Saddle bags (300 cn)
- Rations, iron (14/14)
- Oil flask (10)
Money[edit]
- 1,225 gp in gems
- 278 gp from gold teeth and necklace
- 11,429 gp in gems from sale of the Ancestor Spear
- 22,379 gp in gems from leading Lady Z to the Forgotten Barrow
Experience[edit]
- 12,292 xp from sale of treasure and the Ancestor Spear
- 23,498 xp from leading Lady Z to the Forgotten Barrow