Drinking & Dragons

ROR:PC/Israa/Logsheet

From Drinking and Dragons
Revision as of 16:10, 29 September 2017 by >Neilert (→‎{{GP|4,457}})
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3,207 Gold Piece

Equipment

Weapons

  • Magic+4 Dominant Kukri [Continual Light] (+4/1d4+4/18–20/x2/2#/S/martial light)

72308 Gold Piece

  • Magic+4 Kukri [Continual Light] (+4/1d4+4/18–20/x2/2#/S/martial light)
    • Matching pair of two -- appearances crackling red fire and glistening blue ice 32308 Gold Piece
  • Magic+1 Dagger 2,302 Gold Piece ×2
  • 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)
  • Magic+1 Composite +1 Strength Longbow 2500 Gold Piece (+1/1d8/x3/110'/3#/P/Strength 12/martial/resquires str 12)

Defensive

  • Magic+4 Shadow Chain Shirt [Mithral] 20,850 Gold Piece (4+4...8 armor bonus AC/4+4...6 max dex/-2+1+3...0 ACP/6.25#/light/20-10...10% failure) +5 Competence to Stealth
  • Magic+2 Amulet of Natural Armor 8,000 Gold Piece Natural AC Ashen skin like over-grilled hot dog.
  • Magic+3 Ring of Protection 18000 Gold Piece
  • Magic+1 Dusty Rose Ioun Stone 5,000 Gold Piece Insight AC
  • Magic+5 Cloak of Resistance 25000 Gold Piece Resistance Saves
  • Magic Seducer's Bane [1]

Other

  • Magic 100 ft of Iron Rope Actually a living vine that needs sunlight and water. Can be cut apart and grow back together. From Yap, Fae-crafted
  • 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 Physical Might 10,000 Gold Piece+2 Con, +2 Dex
  • Magic Handy Haversack 2000 Gold Piece
  • Magic Fog-Cutting Lenses 8000 Gold Piece [2]
  • Magic Gloves of Dueling 15,000 Gold Piece [3]
  • Magic Ring of Blinking 27,000 Gold Piece [4]
  • Magic Boots of the Winterlands 2,500 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
  • PotionPotion, CSW Lvl 3CL 5 ×1 750 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
  • PotionPotion, Greater Invisibility Lvl 4CL 7 ×1 X 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 ×8 90 Gold Piece
  • Wondrous ItemWondrous, Universal solvent 50 Gold Piece
  • WandWand, Reduce Person Lvl 1CL 1 ×47 15 Gold Piece
  • WandWand, Longstrider Lvl 1CL 1×44 15 Gold Piece
  • WandWand, Versatile Weapon Lvl 2CL 4×50 90 Gold Piece
  • PotionPotion, Overland Flight Lvl 5CL 9 ×1 X Gold Piece

Mundane

  • Backpack
  • Bedroll
  • Crowbar 2 Gold Piece
  • Thieves' Tools Masterwork
  • Kaeldro, the plain ol' warhorse

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.