Drinking & Dragons

ROR:PC/Breslin/Logsheet

From Drinking and Dragons
Revision as of 11:30, 20 June 2015 by >Mqs

GP: 1302.44

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.
Feed
1.5 gp/month for donkey
  s5=miss|
  s6=miss|
  s7=done|

}}

Mundane

  • Backpack
  • Bedroll
  • Candle (4)
  • Chalk(5)
  • Crowbar
  • Flask (Empty)
  • Flint and Steel
  • Grappling Hook, Common
  • Hammer
  • Ladder, 10'
  • Mirror [Metal, Small]
  • Piton
  • Pole, 10'
  • Rope [Hemp, 150']
  • Saddle, Riding
  • Saddlebags
  • Sealing Wax
  • Sewing Needle
  • Shovel
  • Signet Ring
  • Soap
  • Spell Component Pouch
  • Whistle, Signal

Non-Core Spells

DECEITFUL PRESENCE
School illusion (glamer); Level bard 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 round/level (D)
Saving Throw Will negates (harmless); SR yes (harmless)
The target appears to be slightly farther away than it actually is. If an opponent fails its Will save when interacting with the target, it perceives the creature to be 5 ft. farther away. This enables the target to cast a spell or use a ranged weapon without provoking an attack of opportunity. A creature that believes the illusion will automatically miss if it attempts to attack with a reach weapon.
Additionally, Tiny or smaller creatures appear to be in an adjacent space rather than the same space.
SEAM RIPPER
School transmutation; Level bard 0, magus 1, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components S, F (a small fishhook or barbed needle)
Range close (25 ft. + 5 ft./2 levels)
Target article of clothing touched
Duration 1 round/level
Saving Throw Fortitude partial; SR no
You animate a small, barbed metal object that flies from your hand at a single target. On a successful ranged touch, the hook splits into dozens of tiny copies, which infest a non-magical garment worn by the target and violently tug it apart.
Used as an attack on a worn article of clothing, seam ripper destroys fabric, fur, or hide garments. Clothing, armor, cloaks, and other cloth items enchanted to +1 or better are not affected.
Additionally, the wearer is subject to a dirty trick combat maneuver based on the type of garment and the nature of its sudden destruction. Your Intelligence modifier is applied for the CMB check rather than your Strength modifier. A target can be blinded by swirling fabric strips, entangled by collapsed trousers, dazzled by burst batting, or shaken from mortifying humiliation caused by sudden nudity, subject to the GM’s discretion. This condition lasts for 1 round.
On a successful Fortitude save, the object gains the broken condition instead of being destroyed, and this also negates the dirty trick maneuver. This spell has no effect on armor or on wooden, chitin, stone, metal or other clothing, or objects that do not employ fabric or seams that can be cut or torn apart.