Drinking & Dragons

ROR:PC/Israa/Logsheet: Difference between revisions

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: Saving Throw Reflex negates (object); SR yes (object)
: 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.
: 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.
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Revision as of 21:44, 3 January 2016


1,379.71 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.
  • Paid through 01 February.

Equipment

Weapons

  • Magic+1 Kukri [Continual Light] ×2 (+1/1d4+1/18–20/x2/2#/S/martial light)
    • Matching pair of two -- appearances crackling red fire and glistening blue ice 2418 Gold Piece
  • Dagger Magic+1 2,302 Gold Piece
  • Dagger [CI] 4 Gold Piece (1d4/19–20/×2/10'/1#/PS/simple light)
  • Masterwork Dagger [Silver] ×2 322 Gold Piece (+1/1d4-1/19–20/×2/10'/1#/PS/simple light)
  • Masterwork Dagger 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

  • Magic+1 Chain Shirt [Mithral] 2,100 Gold Piece (4+1...5 armor bonus AC/4+2...6 max dex/-2+1+3...0 ACP/6.25#/light/20-10...10% failure)
  • Amulet of Natural Armor +1 2000 Gold Piece +1 natural armor bonus
  • Sihedron medallion Magic -- amulet slot 3,500 Gold Piece
    • +1 resistance bonus to saving throws
    • 1/day [free action] False Life (1d10+5 HP)
    • constant effect of Gentle Repose

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
  • Magic Cloak of Elvenkind 2,500 Gold Piece +5 competence bonus on Stealth
  • Magic+2 Headband of Mental Prowess Hilma-crafted CL 7 +2 Wisdom, +2 Intelligence (Skill: Intimidate)

Consumable

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

Mundane

  • Backpack
  • Bedroll
  • Crowbar 2 Gold Piece
  • Thieves' Tools Masterwork

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.