Into The Storm:Ilyush: Difference between revisions
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**Haste | **Haste | ||
**Protection from Normal Missiles | **Protection from Normal Missiles | ||
== 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) | |||
*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 | |||
*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 | |||
*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 | |||
*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 | |||
== Equipment == | == Equipment == | ||
*Gear, Armor, Weapons | *Gear, Armor, Weapons | ||
**Hand Axe x3 | **Hand Axe x3 | ||
**Scroll of Read Languages, Invisibility 10' Radius, Confusion, Projected Image | **Scroll of Read Languages, Invisibility 10' Radius, Confusion, Projected Image | ||
**Backpack | **Backpack | ||
Revision as of 20:01, 11 October 2025
Rank
- Human Sorcerer 6th
- XP: 57,292/80,000
- XP modifier: +5%
- Neutral
- Full PC
Attributes
- 10 STR
- 08 INT
- 15 WIS (+1 Magic saves)
- 09 DEX
- 17 CON (+2 HP per level)
- 14 CHA (+1 reactions)
Skills
- 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.
- Class Abilities
- Proficient with one weapon
- Knacks
- Expanded Repertoire – Expand known spells by 2
- Metamagic – Gain 3 points per day to affect spells (Into the Wild p. 324)
Combat
- AC: 10
- HP: 31
- Movement Rate: 120’/40’
- Initiative Modifier: 0
- Attacks
- Primary Melee 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)
Spells
- First Level: 4 Spells Per Day
- Light
- Magic Missile
- Read Magic
- Sleep
- Second Level: 3 Spells Per Day
- Invisibility
- Knock
- Web
- Third Level: 2 Spells Per Day
- Dispel Magic
- Fireball
- Haste
- Protection from Normal Missiles
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)
- 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
- 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
- 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
- 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
Equipment
- Gear, Armor, Weapons
- Hand Axe x3
- Scroll of Read Languages, Invisibility 10' Radius, Confusion, Projected Image
- Backpack
- Mirror, steel
- Waterskin
- Rope, 50’
- Tinder box
- Torches x6
Mounts
- 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
- 1,225 gp in gems
Experience
- 278 gp from gold teeth and necklace
- 11,429 gp from sale of the Ancestor Spear