Drinking & Dragons

ROR:PC/Israa/Logsheet: Difference between revisions

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=== Weapons ===
=== Weapons ===
* 2x Kukri [MW, Continual Light] {{Detail|(+1/1d4/18–20/x2/2#/S/martial light)}}
* 2x Kukri [MW, Continual Light] {{Detail|(+1/1d4/18–20/x2/2#/S/martial light)}}
** Matching pair of two -- appearances crackling red fire and glistening blue ice (418gp ea)
** Matching pair of two -- appearances crackling red fire and glistening blue ice {{GP|418}}
* Shortsword [MW] (2) (310gp ea) {{Detail|(+1/1d6/19–20/×2/2#/P/martial light)}}
* Shortsword [MW] (2) (310gp ea) {{Detail|(+1/1d6/19–20/×2/2#/P/martial light)}}
* Dagger (2) {{GP|2}} {{Detail|(1d4/19–20/×2/10'/1#/PS)}}
* Dagger (2) {{GP|2}} {{Detail|(1d4/19–20/×2/10'/1#/PS)}}
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== Consumable ==
== Consumable ==
* Universal solvent {{GP|50}}
* Universal solvent {{GP|50}}
* Wand, Shocking Grasp [1@1] (28) (15gp ea)
* Wand, Shocking Grasp [1@1] (28) {{GP|15}}
* Pot, CMW [2@3] {{GP|300}}
* Pot, CMW [2@3] {{GP|300}}



Revision as of 00:22, 26 June 2015


GP: 1,065.71

Upkeep
Average (10 gp/month): The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.

Equipment

Weapons

  • 2x Kukri [MW, Continual Light] (+1/1d4/18–20/x2/2#/S/martial light)
    • Matching pair of two -- appearances crackling red fire and glistening blue ice 418 Gold Piece
  • Shortsword [MW] (2) (310gp ea) (+1/1d6/19–20/×2/2#/P/martial light)
  • Dagger (2) 2 Gold Piece (1d4/19–20/×2/10'/1#/PS)
  • Dagger [CI] 4 Gold Piece (1d4/19–20/×2/10'/1#/PS)
  • Dagger [MW, Silver] (2) 322 Gold Piece (+1/1d4-1/19–20/×2/10'/1#/PS)
  • Dagger [MW] (302 gp) (+1/1d4/19–20/×2/10'/1#/PS)
  • Mace, Light 5 Gold Piece (1d6/×2/4#/B/simple light)
  • Composite [+1] Shortbow [MW] 450 Gold Piece (+1/1d8/x3/110'/3#/P/Strength 12/martial)

Defensive

  • Leather armor [MW] 160 Gold Piece (+2 armor bonus AC/+6 max dex/0 ACP/15#/light)
  • Cloak of Resistance +1 1000 Gold Piece (+1 resistance bonus to saving throws)

Consumable

  • Universal solvent 50 Gold Piece
  • Wand, Shocking Grasp [1@1] (28) 15 Gold Piece
  • Pot, CMW [2@3] 300 Gold Piece

Recap Rewards

  • Session 3: Madame Mvashti will brew you a tea that will effectively be Divination, once, with a 10 minute "brewing" time. (Counts as potion.) (Expires: Chapter 4.)
  • Session 5: 1 free reroll, use better result, of a climb, acrobatics, swim, etc, check with natural terrain (etc.) in the Sandpoint vicinity. (Expires: Until used.)
  • Session 7: Extra Trait from DM's offering & extra non-core spell (or similar) from DM's offering. (Expires: n/a; permanent)
  • Session 8: Submit recap to get: You can gain the benefits of the Blind Fight feat for 1 round.
  • Session 10: Submit recap to get: The sudden death of Haneet to Caizarlu's phantasmal killer lingers on your mind. Next time you would die, you are instead at -(CON/2), not stable. If the cause of death is something else (e.g., constitution damage), you remain at the minimum not to die by that effect.<-- 11, 12, 13 were non-individual -->
  • Session 14: Submit recap to get: One attack roll against a giant is an automatic hit and threat, requires confirmation.<-- 15 was party -->
  • Session 16: Submit recap to get: Get a +5 competence bonus to a single swim check.
  • Session 17: Submit recap to get: Shadow Conjuration, once ever as an SLA with no material components. Filled by those who noticed your interaction with the devil.
  • Session 18: Submit recap to get: A lesser blessing from Myriana, depending on the outcome of the chapter and if promises are kept.

Misc

  • Elf ear necklace -- from Bruthazmus


Mundane

  • Backpack
  • Bedroll
  • Thieves' Tools [MW]

Non-Core Spells

ROPE
School conjuration (creation); Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one hook, branch, stone, or protrusion
Duration 1 round/level
Saving Throw Reflex negates (object); SR yes (object)
A rope you hold coils to a fixed point and ties itself there. The rope can be commanded to tie or untie itself during the spell’s duration as a standard action; if left knotted on the final round, the knot or knots remain at the end of the spell.