ROR:PC/Israa/Logsheet: Difference between revisions
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{{RORchar|char=Israa}} | {{RORchar|char=Israa}} | ||
== {{GP| | == {{GP|4,293.21}} == | ||
;[http://paizo.com/pathfinderRPG/prd/gamemastering.html#cost-of-living 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. | ;[http://paizo.com/pathfinderRPG/prd/gamemastering.html#cost-of-living 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. | ||
Revision as of 18:19, 20 September 2015
4,293.21
- 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 [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
- Shortsword ×2 310 (+1/1d6/19–20/×2/2#/P/martial light)
- Dagger ×2 2 (1d4/19–20/×2/10'/1#/PS/simple light)
- 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)
- Composite Shortbow [+1 Str] 450 (+1/1d8/x3/110'/3#/P/Strength 12/martial)
Defensive
- Leather armor 160 (+2 armor bonus AC/+6 max dex/0 ACP/15#/light)
- Cloak of Resistance +1 1000 (+1 resistance bonus to saving throws)
- Amulet of Natural Armor +1 2000
Consumable
- Wondrous, Universal solvent 50
- Wand, MM Lvl 1CL 1 ×42 15
- Wand, Shocking Grasp Lvl 1CL 1 ×28 15
- Wand, Chill Touch Lvl 1CL 1 ×15 15
- Wand, Invisibility Lvl 2CL 3 ×5 90
- Oil, Magic Weapon Lvl 1CL 1 50
- Potion, Spider climb Lvl 2CL 3 300
- Potion, Blur Lvl 2CL 3 ×1 300
- Oil, Keen Edge Lvl 3CL 5 ×1 750
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
- Thieves' Tools
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.