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Adventure Title
Magic Items on Person
Magic Items on Person
Session
Date Played
2022-11-04 14:38:00 UTC
2022-11-04 14:38:00 UTC
Levels Gained
GP +/-
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
Magic Items he owns Carried by him at the moment. Including Infusions which don´t count against Magical Item Limit.
Magic Items he owns Carried by him at the moment. Including Infusions which don´t count against Magical Item Limit.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Korama no Sohei | Unique | Quest Reward | false | ||
Characters who have served in the defense of Korama are given the chance to make a Greater Fey Pact with Yoshi, who now uses their full name of Yoshitsune, the true Lord of Korama. Unlocking this Pact requires the characters to have successfully completed the Ring the Spirit Bell, Recruit the Yokai, and Sealing the Rift objectives in Part II. Any who accept this pact are offered a copy of Korama-monogatari, the book chronicling the founding of the domain and suddenly containing extra pages detailing the character’s own defense of the domain this day. The book functions as a Tome of Understanding, and is only available to those who swear fealty to the archfey in addition to completing the required objectives in session. Characters are free to reject this offer with no consequence, but those who do accept are warned that as Korama is a temple, characters are expected to show proper veneration to not only Korama, but to any temples they might encounter in the future. If a character willfully desecrates a temple or monastery, this pact will be rendered broken, and the copy of Korama-monogatari will be rendered blank, its text replaced with the word “Betrayer.” Remove any benefit gained from this tome should that happen. +2 Wisdom | |||||
Light Crossbow "Kripnaks Gnome Bane" | Unique | Artificer Infusion | false | ||
Light Crossbow with "Repeating shot infusion" Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it´s used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automaticly creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. | |||||
Shield "Kripnaks Gnome Pusher" | Unique | Artificer Infusion | false | ||
Shield with "Repulsion Shield Infusion" Item: A shield (requires attunement) A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding it, the wielder can use a reation immediately after being hit by a melee attack to expend 1 of the shield´s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn. | |||||
Warhammer "Kripnaks Gnome Basher" | Unique | Artificer Infusion | false | ||
Warhammer with "Enhanced Weapon Infusion" Item: A simple or martial weapon This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class | |||||
Half Plate "Kripnaks draconic Armor" | Unique | Artificer Infusion | false | ||
Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class. |