Into The Storm:Masha

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Revision as of 02:55, 12 November 2025 by Sulldawga (talk | contribs) (Magic Items)
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Into_the_Storm

Rank[edit]

  • Human Fighter 6
  • XP: 34,143/64,000
  • XP modifier: +10%
  • Neutral
  • Retainer of Ilyush

Attributes[edit]

  • 18 STR (+3 melee)
  • 10 INT
  • 09 WIS
  • 09 DEX
  • 18 CON (+3 HP per level)
  • 08 CHA (-1 reactions)

Skills[edit]

  • 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 doesn’t 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 – Rolls d10 for HP
    • Weapon Specialization: 2H Sword (+1 to hit and dmg with this weapon)

Combat[edit]

  • 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[edit]

  • 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: 30’ radius
    • Grants an attack bonus: +3 against fire-using or fire-dwelling creatures
    • Can extinguish fire: 50% chance of extinguishing a 10’ 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 30’ 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[edit]

  • Gear, Armor, Weapons: Total Encumbrance.
    • Plate Mail +1
    • Efficient Quiver
      • 20 arrows
      • Short sword
      • Silver dagger
    • Backpack
    • Crowbar
    • Grappling hook
    • Waterskin
    • Rope, 50’
    • Tinder box
    • Torches x6
    • Sack, large x2

Mounts[edit]

  • 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[edit]

  • 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[edit]

  • 9,188 xp from sale of treasure and the Ancestor Spear
  • 16,955 xp from leading Lady Z to the Forgotten Barrow