Drinking & Dragons

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=== Weapons ===
=== Weapons ===
* {{Magic|+2}} Kukri [Continual Light] {{Qty|2}} {{Detail|(+2/1d4+2/18–20/x2/2#/S/martial light)}}
* {{Magic|+2}} Kukri [Continual Light] {{Qty|2}} {{Detail|(+2/1d4+2/18–20/x2/2#/S/martial light)}}
** Matching pair of two -- appearances crackling red fire and glistening blue ice {{GP|2418}}
** Matching pair of two -- appearances crackling red fire and glistening blue ice {{GP|8418}}
* {{Magic|+1}} Dagger {{GP|2,302}} {{Qty|2}}
* {{Magic|+1}} Dagger {{GP|2,302}} {{Qty|2}}
* Dagger [CI] {{GP|4}} {{Detail|(1d4/19–20/×2/10'/1#/PS/simple light)}}
* Dagger [CI] {{GP|4}} {{Detail|(1d4/19–20/×2/10'/1#/PS/simple light)}}
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=== Defensive ===
=== Defensive ===
* {{Magic|+2 Shadow}} Chain Shirt [Mithral] {{GP|2,100}} {{Detail|(4+3...7 armor bonus AC/4+2...6 max dex/-2+1+3...0 ACP/6.25#/light/20-10...10% failure)}} {{Detail|+5 Competence to Stealth}}
* {{Magic|+3 Shadow}} Chain Shirt [Mithral] {{GP|13,850}} {{Detail|(4+3...7 armor bonus AC/4+2...6 max dex/-2+1+3...0 ACP/6.25#/light/20-10...10% failure)}} {{Detail|+5 Competence to Stealth}}
* {{Magic|+1}} Ring of Protection {{GP|2,000}} {{Detail|Deflection AC}}
* {{Magic|+1}} Ring of Protection {{GP|2,000}} {{Detail|Deflection AC}}
* {{Magic|+2}} Amulet of Natural Armor {{GP|8,000}} {{Detail|Natural AC}}
* {{Magic|+2}} Amulet of Natural Armor {{GP|8,000}} {{Detail|Natural AC}}
* {{Magic|+3}} Cloak of Resistance {{GP|4000}} {{Detail|Resistance Saves}}
* {{Magic|+3}} Cloak of Resistance {{GP|9000}} {{Detail|Resistance Saves}}


=== Other ===
=== Other ===
* {{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}}
* {{Magic|+2}} Headband of Mental Prowess {{Detail|+2 Wisdom, +2 Intelligence (Skill: Intimidate)}}
* {{Magic|+2}} Headband of Mental Prowess {{GP|10,000}} {{Detail|+2 Wisdom, +2 Intelligence (Skill: Intimidate)}}
* {{Magic|+2}} Belt of Incredible Dexterity {{GP|4,000}}
* {{Magic|+2}} Belt of Incredible Dexterity {{GP|4,000}}
* {{Magic}} Handy Haversack
* {{Magic}} Handy Haversack {{GP|2000}}


== Consumable ==
== Consumable ==

Revision as of 23:02, 15 July 2016


6,110 Gold Piece

Equipment

Weapons

  • Magic+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 Gold Piece
  • Magic+1 Dagger 2,302 Gold Piece ×2
  • 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)
  • Magic+1 Longsword [Silver] 2405 Gold Piece
  • Magic+1 Composite +1 Strength Longbow 2500 Gold Piece (+1/1d8/x3/110'/3#/P/Strength 12/martial/resquires str 12)

Defensive

  • Magic+3 Shadow Chain Shirt [Mithral] 13,850 Gold Piece (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
  • Magic+1 Ring of Protection 2,000 Gold Piece Deflection AC
  • Magic+2 Amulet of Natural Armor 8,000 Gold Piece Natural AC
  • Magic+3 Cloak of Resistance 9000 Gold Piece Resistance Saves

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+2 Headband of Mental Prowess 10,000 Gold Piece +2 Wisdom, +2 Intelligence (Skill: Intimidate)
  • Magic+2 Belt of Incredible Dexterity 4,000 Gold Piece
  • Magic Handy Haversack 2000 Gold Piece

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, Detect Magic Lvl 1CL 1 ×48 90 Gold Piece
  • WandWand, Invisibility Lvl 2CL 3 ×4 90 Gold Piece
  • PotionPotion, Spider climb Lvl 2CL 3 300 Gold Piece
  • Wondrous ItemWondrous, Universal solvent 50 Gold Piece
  • 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 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.