Difference between revisions of "ROR:PC/Israa/Logsheet"
From Drinking and Dragons
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=== Other === | === Other === | ||
* {{Magic}} 100 ft of Iron Rope {{Detail|Actually a living vine that needs sunlight and water. Can be cut apart and grow back together.}} {{Detail|From Yap, Fae-crafted}} | |||
* {{Magic}} Hat of Disguise {{GP|1,800}} -- Normal state is a spiked mongol-style helmet | * {{Magic}} Hat of Disguise {{GP|1,800}} -- Normal state is a spiked mongol-style helmet | ||
* {{Magic}} Boots of the Mire {{GP|3,500}} {{Detail|+2 resistance bonus to poison and disease saving throws; walk like druid in swamp}} | * {{Magic}} Boots of the Mire {{GP|3,500}} {{Detail|+2 resistance bonus to poison and disease saving throws; walk like druid in swamp}} |
Revision as of 21:19, 15 July 2016
6,110
Equipment
Weapons
- +2 Kukri [Continual Light] ×2 (+2/1d4+2/18–20/x2/2#/S/martial light)
- Matching pair of two -- appearances crackling red fire and glistening blue ice 8418
- +1 Dagger 2,302 ×2
- Dagger [CI] 4 (1d4/19–20/×2/10'/1#/PS/simple light)
- Dagger [Silver] ×2 322 (+1/1d4-1/19–20/×2/10'/1#/PS/simple light)
- Dagger 302 (+1/1d4/19–20/×2/10'/1#/PS/simple light)
- Mace, Light 5 (1d6/×2/4#/B/simple light)
- +1 Longsword [Silver] 2405
- +1 Composite +1 Strength Longbow 2500 (+1/1d8/x3/110'/3#/P/Strength 12/martial/resquires str 12)
Defensive
- +3 Shadow Chain Shirt [Mithral] 13,850 (4+3...7 armor bonus AC/4+2...6 max dex/-2+1+3...0 ACP/6.25#/light/20-10...10% failure) +5 Competence to Stealth
- +1 Ring of Protection 2,000 Deflection AC
- +2 Amulet of Natural Armor 8,000 Natural AC Ashen skin like over-grilled hot dog.
- +3 Cloak of Resistance 9000 Resistance Saves
Other
- 100 ft of Iron Rope Actually a living vine that needs sunlight and water. Can be cut apart and grow back together. From Yap, Fae-crafted
- Hat of Disguise 1,800 -- Normal state is a spiked mongol-style helmet
- Boots of the Mire 3,500 +2 resistance bonus to poison and disease saving throws; walk like druid in swamp
- +2 Headband of Mental Prowess 10,000 +2 Wisdom, +2 Intelligence (Skill: Intimidate)
- +2 Belt of Incredible Dexterity 4,000
- Handy Haversack 2000
Consumable
- Curative
- Potion, CMW Lvl 2CL 3 300
- Potion, Neutralize Poison Lvl 3CL 5 750
- Potion, Remove Curse Lvl 3CL 5 750
- Offensive
- Wand, MM Lvl 1CL 1 ×42 15
- Wand, Shocking Grasp Lvl 1CL 1 ×28 15
- Wand, Chill Touch Lvl 1CL 1 ×15 15
- Oil, Magic Weapon Lvl 1CL 1 50
- Oil, Keen Edge Lvl 3CL 5 ×1 750
- Defensive
- Potion, Blur Lvl 2CL 3 ×1 300
- Utility
- Wand, Detect Magic Lvl 1CL 1 ×48 90
- Wand, Invisibility Lvl 2CL 3 ×4 90
- Potion, Spider climb Lvl 2CL 3 300
- Wondrous, Universal solvent 50
- Wand, Reduce Person ×50
- Wand, Longstrider ×50
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: You can gain the benefits of the Blind Fight feat for 1 minute. (Expires: End of Chapter 3.)<-- 11, 12, 13 were non-individual -->
- Session 14: One attack roll against a giant is an automatic critical hit, already confirmed (ie, no roll required). (Expires: End of chapter 3.)<-- 15 was party -->
- Session 16: Submit recap to get: Get a +5 competence bonus to a single swim check.
- Session 17: Limited, once ever as an SLA with no material components. Filled by those who noticed your interaction with the devil. (Expires: End of chapter 4)
- Session 18: Submit recap to get: A lesser blessing from Myriana, depending on the outcome of the chapter and if promises are kept.
Mundane
- Backpack
- Bedroll
- Crowbar 2
- Thieves' Tools
Misc
- Elf ear necklace Bruthazmus
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.
- SNAP THE LEASH
- School enchantment [mind-affecting]; Level druid/shaman 2, sorcerer/wizard 2, witch 2
- Casting Time 1 standard action
- Components V, S, M (used leash or similar object)
- Range close (25 ft. + 5 ft./2 levels)
- Target one living creature
- Duration instantaneous
- Saving Throw Will negates; SR yes
- You remove the shackles of domestication from a creature’s mind, so that it entirely forgets being broken or trained. Mounts refuse all riders, and other animals forget any tricks learned and obedience taught. Memories are not affected, so creatures may remain drawn to those who have treated them kindly and aggressive toward those who have harmed them. The animal can be domesticated again, but the trainer must start from scratch. This spell is only partly effective against animals with more than 2 Intelligence, animal companions, familiars, and paladin mounts. Although the spell removes any tricks they know, the bond between animal and master is otherwise unaffected.