Across a World to The Kingdom Nirvana (Inactive)

Game Master ♣♠Magic♦♥

You play a group from the dead kingdom of Martell as nomads to the sister kingdom called Nirvana on the other side of the world. Includes system changes, new feats and new, better Martial classes! ^_^


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Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

I really don't care who started or ended any argument as I didn't notice any argument.

I am just wanting to get some posting in.

Seems like every time I am free for a night of posting, every game I am in, or running, is dead.

Still waiting in my game for someone to do something(take some initiative)


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

I know, right?

In the fine folk, everything keeps hitting stalls...

Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3
Lulu Yordle wrote:

I really don't care who started or ended any argument as I didn't notice any argument.

I am just wanting to get some posting in.

Seems like every time I am free for a night of posting, every game I am in, or running, is dead.

Still waiting in my game for someone to do something(take some initiative)

I normally make characters who end up doing all the talking (both magic and ice can attest to this tendency to a greater or lesser extent) I built one more passive, and a non spell caster to boot he's just trying to keep everyone alive, everyone else can poke at stuff, show him something that needs killing, that's what he figures he's there for


I would do that Ed, but Mickey really isn't an ideas man. Just kind of a point and kick dude. :/


Female Human Monk(Wanderer)/1 -- (HP: 9/9; AC19; FF16; T17; F+3, R+4, W+6; Perc: +8, Init +2)

I'm too tired to post any comments.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Arcane strike does not add to hit...

How do you have a +7 to hit?

You still have not explained that.


M (male) Aasimar bard (arcane duelist) 4
stats:
AC 16 initiative +2 fort save +2, reflex +6 will +3

+3 str, +1 MW +2 charge, and a misreading of Arcane strike
so +6 to hit, sorry


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

How do you have a masterwork weapon?
They cost 300gp.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Also, why do you have 3 traits, and one of them is a racial trait that is not your race?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Also, your ac is one too high.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I took a drawback
I thought they cost 150?
I'll double check AC


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Your sheet doesn't show it.
You didn't answer the second half of the trait question.
Nope. Masterwork weapons are 300.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

sorry, haven't updated
the second half? fine, the adopted trait,
what trait is for the wrong race
I'll double check that mw price thing


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

The claw fetish.

And doesn't the adopted trait mess with your backstory?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

ah, and yes, yes it does.
but I was discusing with you over the phone how the red hand fetish fits so well with the snake culture that I was saying that pretty much all nagaji had this trait, and you said that that worked,


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Works well enough.

And i remember almost none of that conversation.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

we talked for literally hours, several of them


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

I know that. Still remember little of the actual conversation.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

ok, moved one skill rank from Ride to Craft (weapon), by having made it himself it cuts down on the cost
and the AC was apparently a carry over from when I origionally planed for him to carry around a shield, then changed it when I picked a 2h weapon, apparently I forgot to fix it in one place,
AC is 17


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

It's a dc 20 check.

Every time you fail by 5 or more, you lose half the raw matireals,


M (male) Aasimar bard (arcane duelist) 4
stats:
AC 16 initiative +2 fort save +2, reflex +6 will +3

I thought you only had to make the "masterwork" check once, and the rest is for time/money constraints


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

You can make a masterwork item: a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield, see Equipment for the price of other masterwork tools) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.

You can take 10 to make the base axe.


Tell you what.
DM says that I'll make a roll with his mod (as is done for craft checks)
If it succeeds, he gets the masterwork at his price. If it doesn't, he has and pays for a regular one and the wasted materials.
Or he could not gamble his money and just get a regular one.


M (male) Aasimar bard (arcane duelist) 4
stats:
AC 16 initiative +2 fort save +2, reflex +6 will +3

here's my masterwork check 1d20 + 4 ⇒ (18) + 4 = 22


I said I was going to make the roll, but whatever.
Opinion, Ice?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

What?

Look, as far as the rules go, this is kinda ridiculous.

Every day he makes the check, he makes a number of /silver pieces/ worth of progress.


M (male) Aasimar bard (arcane duelist) 4
stats:
AC 16 initiative +2 fort save +2, reflex +6 will +3
Quote:
The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield, see Equipment for the price of other masterwork tools) and a Craft DC of 20

looks to me like the masterwork check is separate

either way I hate the craft rules,


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

I hate them as well but making non-masterwork stuff is not a big deal.

I have looked at it this way:

a weapon smith making various weapons every day, possibly for an army or something (including repairs of broken stuff).

but someone comes in and wants the best of the best so you take your time. you select the best materials. you work the forge to get the perfect temperature. you spend the effort to make bend the mtal just right to get that perfect edge.

this takes more time, maybe a week, maybe 2 weeks. sometimes the metal has an impurity that throws off the whole process while that would be alright for a normal weapon for the common foot soldier, This is for a general. this impurity will set you back if you don't handle it properly. (hence the DC 20 check)

Think of the process to make a Katana. (in 3.0 a Katana was basically a masterwork bastard sword).

when completed you have a blade of masterwork quality you place your forger mark on the blade. and off it goes to bring glory to not only the wielder but you as the maker of the finely crafted blade.

If you have a final craft skill bonus of +10 or better you are considered a master craftsman and taking 10 (which you can do) means you don't have to worry about those impurities, you learned how to identify them early and how to remove them effectively.

the higher the bonus the faster you can craft that masterwork weapon.

also it is a good idea to purchase some sort of armor and weapon crafting supplies on the road. this allows the make repairs.

when the party defeats that bandit but his nifty looking armor is now full of slashes and holes (thanks to the party's attacks, you can repair it to fetch a better price at the market.

just my take on the crafting thing.


Yes. That.
Exactly that....


M (male) Aasimar bard (arcane duelist) 4
stats:
AC 16 initiative +2 fort save +2, reflex +6 will +3

I normally wouldn't care too much, but I plan to get this enchanted later (around lvl 5 when it becomes my bonded object) but I can't do that if it's not masterwork


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Payet Best wrote:
I normally wouldn't care too much, but I plan to get this enchanted later (around lvl 5 when it becomes my bonded object) but I can't do that if it's not masterwork

Masterwork transformation.

...
Kananas. Are not better. Then regular swords.


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

if you took it as a bonded object I believe that is different.

from the SRD under wizard:

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

as an arcane duelist you gain the arcane bond ability at level 5, which automatically gives you the masterwork weapon for free per the arcane bond rules for wizard. so you do not need to have a masterwork weapon now.


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2
icehawk333 wrote:
Payet Best wrote:
I normally wouldn't care too much, but I plan to get this enchanted later (around lvl 5 when it becomes my bonded object) but I can't do that if it's not masterwork

Masterwork transformation.

...
Kananas. Are not better. Then regular swords.

under older 3.0 rules they were, but that has changed (which is why I referenced them as 3.0). in pathfinder they are as you say no better.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Yeah, "katanas are just better" frustrates me.
Katanas in real life are no better then most swords.


M (male) Aasimar bard (arcane duelist) 4
stats:
AC 16 initiative +2 fort save +2, reflex +6 will +3

ah so if the thing just becomes masterwork at level 5 I'm fine with that, I can put my rank back in ride, and lower my to hit by 1, and just not worry about it till lvl 5,

sorry for slowing everybody down,

and katanas are good swords, but they are not automatically best swords,


I don't like it continuity wise that it just magically poofs into a masterwork when the xp ticker goes over 5.

I would like it if he got it masterwork transformed before it became his bonded item.
That amount of gold won't matter too much when you're lv. 5

This is why bonded item should be part of a back story. It causes problems if you have to get it on screen.

Opinions?


I am only giving thrules as written.

Up to the dm to decide.

Let me ponder it and give you my thoughts


M (male) Aasimar bard (arcane duelist) 4
stats:
AC 16 initiative +2 fort save +2, reflex +6 will +3
♣♠Magic♦♥ wrote:

I don't like it continuity wise that it just magically poofs into a masterwork when the xp ticker goes over 5.

I would like it if he got it masterwork transformed before it became his bonded item.
That amount of gold won't matter too much when you're lv. 5

This is why bonded item should be part of a back story. It causes problems if you have to get it on screen.

Opinions?

it's a class feature that I give up a rather important bard ability for,

and the back story part is why I was wanting to have this custom weapon/instrument from the get go,
I can wait till lvl 5, or you can allow it to be masterwork now, either way is good for me


Female Human Monk(Wanderer)/1 -- (HP: 9/9; AC19; FF16; T17; F+3, R+4, W+6; Perc: +8, Init +2)

For simplicity, lets just find someone who can cast Masterwork Transformation and pay them the 300gp when we find them. It is also a cleric level 2 spell, so Malowa should be able to cast it in a few levels.


That's what I'm saying.


M (male) Aasimar bard (arcane duelist) 4
stats:
AC 16 initiative +2 fort save +2, reflex +6 will +3

but at level 5 it would be free, and it'll be at least 2 levels till anybody in the party can cast it,


I'm saying that it doesn't make sense for it to be free.
Just forget it. It's masterwork. There needs to be an FAQ for this.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

k,
and I will point out it isn't free
I give up lore master for it


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Actually, no.
The object must be masterwork to be a bonded item...

So, you simply must have a masterwork item by that level.

As such, you dont start with one, but you have to get one by that level, or lose out on the class feature until you do.

+300 wealth at 1st level for an argument is not a good idea, and encourages others to argue.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

1. I see no such statement in the quoted material
1.b did you read such? if so please show me where you find such
2. that's (similar to) how it works for wizards who select that option,
3. I wasn't asking for +300 worth at 1st level, I was asking for it at 5th level, and the rules, the way I see it, gives it to me

arcane duelist wrote:
At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item.
wizard wrote:
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

So a new weapon poofs into your hand at 5th level.
Your weapon cannot be an instrument, and must be just a weapon.

That is what it says as raw, anyway.

Bonded items are really a nerf at the given level. Have it taken, and poof, you can't magic good.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

it never says "can't be multipurpose"
and yes I realize they are a nerf for a spontaneous caster at any level, though I once had a DM rule that for spontanious casters it let you cast any spell on your spell list once/day (no I am not asking for this it's just interesting trivia)
I console myself with the realization that I can enchant the weapon without wasting a feat on it


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Well, of we are going rules as written, an axe cannot be gutiar. There are no rules for that.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Anyway, I'm done talking about this. Magic already said it's masterwork, so whatever.


I would just rather him have it than deal with this.
Can we get back to the game now?

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