Drinking & Dragons

ROR:PC/Calum/Logsheet

From Drinking and Dragons

500 Gold Piece

Mount
Thunderthighs, the heavy warhorse

Equipment

Weapons
  • Magic+1 Vicious Thundering Flaming Burst Runeforged [Tyrannical] Ranseur -- Artisan in patterns of Runelord Alaznist Gold Piece (+1/2d4+1+2d6+(1d6 self)+1d6fire)/x3 (+2d8+2d10fire, fort 14 deaf)/12#/P/disarm, reach/martial 2h) +5 equivalent Tyrannical
  • Masterwork Dagger 302 Gold Piece (+1/1d4/19–20/×2/10'/1#/PS/simple light)
  • Dagger [Silver] 22 Gold Piece (1d4-1/19–20/×2/10'/1#/PS/simple light)
  • Crossbow, Heavy 50 Gold Piece (1d10/19–20/×2/120'/8#/P/simple)
    • Bolt [Silver] ×4 2.1 Gold Piece
    • Bolt [Cold Iron] ×5 0.2 Gold Piece
Offensive
  • Magic Shoes of Leaping Lightning [1] 10500 Gold Piece
  • MagicGreater Rod of Metamagic: Piercing 12,250 Gold Piece 3/day +5 to overcome SR
Defensive
  • Magic+2 Chain Shirt [Mithral] 5,100 Gold Piece (+4+2...6 armor bonus AC/4+2...6 max dex/-2+1+3...0 ACP/6.25#/light/20-10...10% failure)
  • Magic+2 Ring of Protection 2,000 Gold Piece Deflection AC
  • Magic+5 Cloak of Resistance 1,000 Gold Piece Resistance Saves
  • Magic+2 Amulet of Natural Armor 8,000 Gold Piece Natural AC Ashen skin like over-grilled hot dog.
Misc
  • Magic Robe of Runes 44, 000 Gold Piece Skill: Intimidate, Sense Motive; Language: Abyssal, Giant [2]
  • Magic+2 Headband of Inspired Wisdom 4000 Gold Piece
  • Magic+2 Belt of Incredible Dexterity 4,000 Gold Piece
  • Magic Boots of the Winterlands 2,500 Gold Piece
  • Magic Medal of Diehard. "Tenacity of the Wolverine"! Unslotted. Grants Diehard. Must be featured prominently and is open to sundering and disarming. From Yap, Fae-crafted
  • MagicType II Ring of Wizardry 40,000 Gold Piece
  • Magic Ioun Stone: Orange Prism [3] 30,000 Gold Piece +1 CL
  • NOT WORN Magic Ring of Feather Fall 2,200 Gold Piece
  • Magic Donkey 2,500 Gold Piece Combines Floating Disk with Unseen Servant, sort of.
  • Magic Chamomile Coif 500 Gold Piece
    • 1/day, speak command word while wearing, and fall asleep for an uninterrupted 8 hours. Removing or taking damage wakes.
  • "Far Away Tea" ×2
    • Like this, but a tea instead of incense. And for the Reach Spell instead of maximize. Applies to any prepared caster (not just divine).

Consumables

Offense
  • ScrollScroll, Baleful Polymorph Lvl 5CL 9 1125 Gold Piece
  • ScrollScroll, Cone of Cold Lvl 5CL 9 1125 Gold Piece
  • ScrollScroll, Telekinesis Lvl 5CL 9 1,125 Gold Piece
  • ScrollScroll, Black Tentacles Lvl 4CL 7 700 Gold Piece
  • ScrollScroll, Charm Monster Lvl 4CL 8 800 Gold Piece
  • WandWand, Enervation Lvl 4CL 7 420 Gold Piece ×7
  • ScrollScroll, Explosive Runes Lvl 3CL 5 375 Gold Piece
  • ScrollScroll, Fireball Lvl 3CL 5 375 Gold Piece
  • WandWand, Lightning Bolt Lvl 3CL 10 ×25 450 Gold Piece
  • ScrollScroll, Mad Monkeys Lvl 3CL 5 375 Gold Piece
  • ScrollScroll, Stinking Cloud Lvl 3CL 5 375 Gold Piece
  • WandWand, Acid Arrow Lvl 2CL 3 90 Gold Piece ×42 Wand is also: Masterwork Club 300 Gold Piece
  • ScrollScroll, Burning Hands Lvl 1CL 1 25 Gold Piece ×2
  • WandWand, Chill Touch Lvl 1CL 1 15 Gold Piece ×15
  • PotionPotion, Magic Fang Lvl 1CL 1 50 Gold Piece
  • WandWand, Magic Missile Lvl 1CL 1 15 Gold Piece ×37
  • ScrollScroll, Magic Missile Lvl 1CL 1 25 Gold Piece
  • OilOil, Magic Weapon Lvl 1CL 1 50 Gold Piece
  • WandWand, Ray of Enfeeblement Lvl 1CL 2 15 Gold Piece ×48
  • OilOil, Shillelagh Lvl 1CL 1 50 Gold Piece
  • ScrollScroll, Sleep Lvl 1CL 1 25 Gold Piece
Defense
  • ScrollScroll, Stoneskin Lvl 4CL 7 950 Gold Piece
  • WandWand, False Life Lvl 2CL 3 90 Gold Piece ×19
  • ScrollScroll, See Invisibility Lvl 2CL 3 150 Gold Piece ×2
  • PotionPotion, CLW Lvl 1CL 1 50 Gold Piece ×4
  • ScrollScroll, Expeditious Retreat Lvl 1CL 1 25 Gold Piece
  • ScrollScroll, Mage Armor Lvl 1CL 1 25 Gold Piece ×2
  • ScrollScroll, Obscuring Mist Lvl 1CL 1 25 Gold Piece
Utility
  • WandWand, Animate Rope Lvl 1CL 1 15 Gold Piece ×26
  • PotionPotion, Charm Person Lvl 1CL 1 50 Gold Piece
  • Wondrous ItemWondrous, Chime of Opening 300 Gold Piece ×4 1d20+11 to open locks, etc; dispels hold portal, arcane lock, etc CL <15.
  • WandWand, Clairvoyance Lvl 3CL 5 ×27 225 Gold Piece
  • ScrollScroll, Comprehend Languages Lvl 1CL 1 25 Gold Piece ×2
  • ScrollScroll, Detect Secret Doors Lvl 1CL 1 25 Gold Piece ×2
  • PotionPotion, Endure Elements Lvl 1CL 1 50 Gold Piece
  • WandWand, Enlarge Person Lvl 1CL 1 15 Gold Piece ×46
  • WandWand, Expeditious Excavation Lvl 1CL 1 15 Gold Piece ×16 Wand is itself a trowel and counts as a focus for this spell if learned.
  • ScrollScroll, Fly Lvl 3CL 6 450 Gold Piece
  • ScrollScroll, Gentle Repose Lvl 3CL 6 450 Gold Piece ×2
  • ScrollScroll, Haste Lvl 3CL 5 375 Gold Piece
  • ScrollScroll, Improved Invisibility Lvl 4CL 7 700 Gold Piece
  • ScrollScroll, Locate Object Lvl 2CL 4 200 Gold Piece ×2
  • ScrollScroll, Prying Eyes Lvl 5CL 9 1125 Gold Piece
  • ScrollScroll, Shrink Item Lvl 3CL 6 450 Gold Piece
  • ScrollScroll, Scrying Lvl 4CL 7 1700 Gold Piece
  • WandWand, Silent Image Lvl 1CL 1 15 Gold Piece ×5
  • ScrollScroll, Stone Shape Lvl 3CL 6 450 Gold Piece ×2
  • ScrollScroll, Teleport Lvl 5CL 9 1125 Gold Piece {{Qty|1}
  • ScrollScroll, Teleport Lvl 5CL 10 1125 Gold Piece {{Qty|2}
  • ScrollScroll, Tiny Hut Lvl 3CL 5 375 Gold Piece
  • ScrollScroll, Wood Shape Lvl 2CL 4 200 Gold Piece ×2
Healing
  • ScrollScroll, Break Enchantment Lvl 5CL 9 1125 Gold Piece
  • PotionPotion, CSW Lvl 3CL 5 ×1 750 Gold Piece
  • ScrollScroll, Remove Curse Lvl 4CL 7 700 Gold Piece
  • ScrollScroll, Stone to Flesh Lvl 6CL 12 700 Gold Piece ×2

Mundane

  • Backpack
  • Bedroll
  • Belt Pouch
  • Bullseye Lantern
  • Cold-Weather Outfit
  • Everburning torch -- a cloak clasp 110 Gold Piece
  • Flint and Steel
  • Ink, ounce
  • Inkpen ×4
  • Tankard [Clay]
  • Mirror [Metal, Small] ×2 10 Gold Piece
  • Oil, pint flask ×3
  • Paper ×5
  • Parchment ×10
  • Prism (non-magical)
  • Rope [Silk, 50']
  • Sewing Needle ×2 0.5 Gold Piece
  • Soap
  • Spell Component Pouch ×2 5 Gold Piece
  • Cold Mountain Climber's Kit 100 Gold Piece

Special

  • Artisan's Tools (Books) - Thassilonian Manuscript
  • 1,100 GP worth of regional and continental maps. If kept, +4 competence bonus to Knowledge (Geography) checks if an hour is spent consulting them.
  • Misc random artifacts from Thistletop dungeons

Spell Books

Calum's Spellbook #1 (5 full books...) priceless Gold Piece

~ is "Spell Mastery" (able to be prepared without spell books)

Seventh Level
  1. Forcecage
  2. Prismatic Spray
  3. Teleport, Greater
  4. Wish, Limited
Sixth Level
  1. Analyze Dweomer
  2. Bear's Endurance, Mass
  3. Chain Lightning
  4. Disintegrate
  5. Dispel Magic, Greater
  6. Elemental Body 3
  7. Fluid Form
  8. Freezing Sphere
  9. Heroism, Greater
  10. Major Creation~
  11. Shadow Walk
  12. Stone to Flesh
  13. True Seeing
Fifth Level
  1. Baleful Polymorph
  2. Break Enchantment
  3. Cloudkill
  4. Cone of Cold
  5. Contact Other Plane
  6. Fabricate ~
  7. Hold Monster
  8. Passwall
  9. Prying Eyes
  10. Sending
  11. Telekinesis
  12. Teleport
  13. Wall of Force
Fourth Level
  1. All CORE RULEBOOK spells.
  2. Minor Creation ~
Third Level
  1. All CORE RULEBOOK spells.
  2. Mad Monkeys [4]
  3. Stone Shape ~
Second Level
  1. All CORE RULEBOOK spells.
  2. Wood Shape ~
First Level
  1. All CORE RULEBOOK spells.
  2. Animate Rope ~
  3. Stenchcoin
Zero-level
  1. All CORE RULEBOOK spells.
  2. Mending ~
  3. Slap

Artifice Domain Spells

  • All known and by Spell Mastery. No spell book.
1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue, 9th—prismatic sphere.

Mokmurian's Spellbooks zero Gold Piece

  • 6: Disintegrate-, Elemental Body 3-
  • 5: Cloudkill-, Telekinesis-, Wall of Force-, Passwall-
  • 4, 3, 2, 1, 0: Every CORE spell-.

Copying

Copying Spells: 1 hour and DC 15 + Spell Level (Failure -> Wait a week). 1 page & hour per spell level. Spell level squared * 10 GP. ^ Mark spells already learned/known from other spell books. ~ Mark spells known by Spell Mastery that can be prepared without spellbook..



Non-Core Spells

CONFOUND LANGUAGES
School enchantment (compulsion) [mind-affecting]; Level alchemist 2, bard 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M (a drop of alcohol)
Range medium (100 ft. + 10 ft./level)
Target 20 ft. radius burst, centered on one creature
Duration 1 hr./level
Saving Throw Will negates; SR yes
Sometimes simply called babble, this enchantment temporarily replaces each affected creatures' previously known languages with new languages. For the duration of this spell, the target cannot read or comprehend their previous languages. Randomly assign a new language (or multiple languages, if applicable) to each creature affected by this enchantment separately. Any effort the target makes to communicate (written or spoken) will instead be in this new language. The affected creature can only read this language if he/she was previously literate. This spell has no effect on telepathic communication, or the vocalizations of creatures that lack a spoken language.

Creatures under the effect of confound languages cannot benefit from the comprehend languages spell.

STENCHCOIN
School transmutation; Level sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M (a bit of rotten meat)
Range touch
Target one coin
Duration permanent
Saving Throw Fortitude negates (object); SR none
This rather unpleasant spell is more annoying than deadly, and it must be cast on a coin of any valuation. This stenchcoin is scentless until it is disturbed, for example, by being placed into a container or otherwise moved from its resting place. At this point, it excretes a foul odor similar to a combination of skunk and rotting meat. The scent permeates other nearby coins (if the stenchcoin is in a coin pile, a purse with other coins, etc.) and fill any closed container. After 1 hr., the stench fills a regular bag or backpack, and after 4 hrs. it fills an extra-dimensional space such as a bag of holding or a handy haversack. If the container is open after that point, anyone within 5 ft. of the container must make a Fortitude save or be nauseated for one round.
Dealing with the stenchcoin requires finding it. As othercoins absorb scent, this process requires a DC 20 + caster level Perception check and 1 min. of work per 10 coins examined. As the scent spreads among all nearby coins, using detect magic on a stenchcoin in a pile of other coins will only indicate the 5-ft. square where the stenchcoin resides. If the stenchcoin is not with only coins, detect magic works as normal. Once found and discarded, the smell fades over several hours and can no longer cause nausea.
SLAP
School conjuration [force]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one stinging slap
Duration instantaneous
Saving Throw none; SR no
You create a stinging slap against a single target. You must succeed on a ranged touch attack to hit your target. The slap deals 1d6 hp nonlethal bludgeoning damage.