Ardanto: Guard is able to work two masterwork Longswords in about 3 months. Can't enchant them as of now though (and so can't Daurros, from what I know).
Costs would have to be discussed, but it would be cheaper from Guard surely.
The masterwork platemail... 33 weeks or thereabout. No go.
guard however will get an extra 1250 if yall want it that way bringing him to 10'506 gp 157 sp and 180 cp e
Now keep in mind half of this wont be in your hands for 4 months at lest
I have not counted the 200 gp a month into this so that gives an extra 1200 gp
...
franz, guard will have time to do so..let me run some number to see just how much he would make. Also he has the option of expanding his shop, hiring folks and such as well
Nice! Belt of physical might +2, here I come.
With the bracers I requested from Daurros I have a Craft skill of +17, jsut for the record.
Guard might expand the shop if he sees the need and opportunity for that.
He will discuss it heavily with Kerinith first, making him a senior partner along the way.
He will also buy an additional set of bracers for Kerinith as a present and sign of the partnership.
The battlefist is not an option, since Guard is a sword and board fighter. (More like hammer and anvil though... ;) )
Guard lives on average as well, keeping his shop, and letting Kerinith use his equipment while he's away.
counting up the values, Guard is only 1000some gp short of being able to buy the belt.
Seeker: Might Guard be able to make some money from his crafting skills, during the downtime?
He only needs to finish his masterwork heavy steel shield, no other partymember requested a new armor or weapon as of now, so he should be able to work on commission.
With his newly found fame, that could be rather profitable.
(My thinking)
The slam is not magical as of now, but the primary weapon, the incarnate warhammer is up to +2 good, cannot be sundered or destroyed by normal means, and has some sort of returning ability.
Hmm... Guard only took the handaxe in the manor, out of a thought.
He's not really a ranged attacker, so the handaxe is not really of value for him.
Might think of keeping it as a backup weapon, but he also has a slam attack, so...
@Bryan: Guard rather has the bracers fast and expensive, than having to wait for them. They aren't really that expensive that it's worth the wait.
If Seeker rules them as not readily available though...
But Guard himself is only two levels away from getting the Craft Magic Arms and Armor feat as a class feature. He will need someone to assist him with the actual spells, but that should be the minor problem, by then.
Having six months, even Guard should be able to work out one or two masterwork items, which could be enchanted with the help of Daurros, if the need arises.
Guard will try to get his bracers as soon as possible, then finish the work on his own masterwork heavy steel shield.
(Did I promise someone a weapon? I can't remember...)
In general, a character can sell something for half its listed price, including weapons, armor, gear, and magic items. This also includes character-created items.
WHUT?
Being a crafter doesn't sell anymore... you have to spend half the base price for materials, and can only sell it for that same ammount?
That is, if you don't roll badly on a craft check, else you only burn money.
I created a wondrous item (see below in the spoiler), mailed it to Seeker already, he approved (previously, hope it didn't change).
You probably won't have the necessary spell as of now (Magecraft).
Might be faster to just buy the thing...
Bracers of the Warsmith
Spoiler:
Aura faint transmutation; CL 3rd
Slot wrist; Price: 1,750gp ; Weight 1lb.
Description
These arm guards are crafted from fine steel, featuring a depection on each bracer. The left bracer shows a full plate engraved, while the right one spoils a set of different weapons. While worn, the bracers grant the wearer a +5 competence bonus to both craft(armorsmith) and craft(weaponsmith). Both bracers must be worn for the magic to be effective.
Construction
Requirements Craft Wondrous Item, Magecraft Cost 875 gp
Calculation of Price: according to: Spell effect: User activated or continuous: Spell level x caster level x 2,000 gp2
2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.
1st effect: +5 competence bonus to craft (armorsmith): 1x1x2000 / 2 (duration)= 1000gp
2nd effect: +5 competence bonus to craft (weaponsmith): (1x1x2000 = 2000 gp /2 (duration)) 75% (similar effect) = 750gp
To respond to your example, why should a monk 1/ fighter 19 be able to flurry just as effectively as a monk 20?
+1
That would open up possibilities for special Monk Prestige Classes, that allow their class levels to stack with the Monk levels for the purpose of Flurry attacks.
Guard will assist in looking for the black pearl, after the two days that he's nowhere to be found, that is.
Beeing at the cove, he will help clear it out as well, destroy the evil ones, explore it fully and such.
Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.
English is not my native language, so I read that:
The 20th level sorcerer expends his whole 1st, 2nd and 3rd level spell slots (all of them!) to gain ONE (!) charge for free.
I don't have a german book at hand, but I'd like to read that in my native language. Maybe it's more clear afterwards...
Maybe another aproach to the regeneration ability and how it works, and why it's out after the Troll took fire damage:
The regeneration that normally heals the 'normal' wounds is 'busy' converting the burnt or corroded flesh to 'normally hurt' flesh. After that is done, it's back to normal regeneration.
If the troll was too heavily hurt (below -CON), it's regeneration ability s to overloaden with keeping him alive, that the single point of damage from it's vulnerability is enough to kill it.
"Heh, think you can do that again? Come'ere, try me!" the warforged provokes the fat bullywug to attack him again.
Fighting defensively -> AC 24
Meanwhile he brings his weapon back up, letting it hammer down on the bullywug, not holding back anymore.
Attack with incarnate warhammer, -4 fighting defensively1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19 Action point to augment attack, if I have one left:1d6 ⇒ 1 Probably no hit, but here's the damage1d8 + 6 ⇒ (8) + 6 = 14
It took a minor harddrive failure like that to teach me to backup and doublesave as well.
Now I got a backup-reminder, once in a month I duplicate all drives on a special external harddrive, that's not normally connected to the laptop.
If anything happens, I will only ever loose as much as 4 weeks. That's bad enough, but not too bad.
Hearing the roar of the fat bullywug, Guard redirects his attack against this probable leader of the attackers, but he tries to hit him not in a lethal way:
Attack, with action point, non lethal penalty1d20 + 1d6 + 8 - 4 ⇒ (7) + (5) + 8 - 4 = 16 Damage, if hit1d8 + 6 ⇒ (6) + 6 = 12
I could have tutored with ship's mages, mages traveling with caravans, and while serving as a scout. If we are going to be taking some down time, I could easily join the local wizard's guild as well.
From what I've heard, the next downtime should be around some months. Time enough.
Only thing I can think of is
1 I just drawl cards or
2 I go though it , pull off all the crits , number em and allow folks to roll.
Thats the only ways I can think of off hand. I do like the newer rules where if I am recalling right
x2= normal damage drawl a card
x3= x2 damage and drawl a card
x4= x3 damage and drawl a card
I did the numbering for mine, haven't used it though.
I think it's:
x2= draw card and use written text
x3= draw card and when written "normal damage" = x2, when written "double damage" = x3,...
...
I agree about the dice. Virtual rolling... feh. But imagine recognition on the opposite side. Great idea. :)
... until someone brings Q-Workshop dice to the table. Those are hard to read for some, I imagine an image recognition program might habe problems with them too.
That's the reason I never had any archers in my games, or played them myself.
Thing is, at low level you could get rather cheap one use magic arrows +1. But to have them permanent, you have to have a magic bow.
On the plus side: you could have a magical +1 frost bow and shoot +1 acid arrows with it, buying them cheap for the fight with the ogre that is going to happen.
Would you people say that things like flanking bonus, high ground bonus or attacking a prone target bonus should also give its bonus on CMB?
Yes. / Depends.
Example: A trip from high ground? No, don't see that working.
(For me, a trip 'attacks' the feet of the opponent. When you are on higher ground, you would even net a penalty for trying to trip the lower opponent. Common sense and all. No hard rules though.)
look over the 'Spring Attack'-Feat. The use of the feat would provoke AoO's as well, but might be interesting for some of your players, as you normaly can't move-attack-move.
If they get penalties then they would get all bonuses to attacks as well, and I have not seen that.
PRD wrote:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.