Into The Storm:Ilyush

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Into_the_Storm

Rank

  • Human Sorcerer 7th
  • XP: 80,790/150,000
  • 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.
    • 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

  • 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

  • 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

  • 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

  • Gear, Armor, Weapons
    • Hand Axe x3
    • Haversack
    • 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
  • 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