Drinking & Dragons

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{{RORchar|char=Israa}}
{{RORchar|char=Israa}}__NOTOC__


== {{GP|4,373.21}} ==
== {{GP|4,373.21}} ==

Revision as of 20:21, 20 September 2015


4,373.21 Gold Piece

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

  • Kukri Masterwork [Continual Light] ×2 (+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 Masterwork ×2 310 Gold Piece (+1/1d6/19–20/×2/2#/P/martial light)
  • Dagger Magic+1 2,302 Gold Piece
  • Dagger ×2 2 Gold Piece (1d4/19–20/×2/10'/1#/PS/simple light)
  • Dagger [CI] 4 Gold Piece (1d4/19–20/×2/10'/1#/PS/simple light)
  • Dagger Masterwork [Silver] ×2 322 Gold Piece (+1/1d4-1/19–20/×2/10'/1#/PS/simple light)
  • Dagger Masterwork 302 Gold Piece (+1/1d4/19–20/×2/10'/1#/PS/simple light)
  • Mace, Light 5 Gold Piece (1d6/×2/4#/B/simple light)
  • Composite Shortbow Masterwork [+1 Str] 450 Gold Piece (+1/1d8/x3/110'/3#/P/Strength 12/martial)

Defensive

  • Leather Magic+1 1,160 Gold Piece (+2+1...3 armor bonus AC/+6 max dex/0 ACP/15#/light)
  • Cloak of Resistance +1 1000 Gold Piece (+1 resistance bonus to saving throws)
  • Amulet of Natural Armor +1 2000 Gold Piece +1 natural armor bonus

Other

  • Magic Hat of Disguise 1,800 Gold Piece -- Normal state is a spiked mongol-style helmet
  • Magic Boots of the Mire 3,500 Gold Piece +2 resistance bonus to poison and disease saving throws; walk like druid in swamp

Consumable

Curative
  • PotionPotion, Neutralize Poison Lvl 3CL 5 750 Gold Piece
  • PotionPotion, CMW Lvl 2CL 3 300 Gold Piece


Offensive
  • WandWand, MM Lvl 1CL 1 ×42 15 Gold Piece
  • WandWand, Shocking Grasp Lvl 1CL 1 ×28 15 Gold Piece
  • WandWand, Chill Touch Lvl 1CL 1 ×15 15 Gold Piece
  • OilOil, Magic Weapon Lvl 1CL 1 50 Gold Piece
  • OilOil, Keen Edge Lvl 3CL 5 ×1 750 Gold Piece
Defensive
  • PotionPotion, Blur Lvl 2CL 3 ×1 300 Gold Piece
Utility
  • WandWand, Invisibility Lvl 2CL 3 ×5 90 Gold Piece
  • PotionPotion, Spider climb Lvl 2CL 3 300 Gold Piece
  • Wondrous ItemWondrous, Universal solvent 50 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: 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: 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
  • Crowbar 2 Gold Piece
  • Thieves' Tools Masterwork

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.