Chain Mauler

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Liberty's Edge

Nox Aeterna wrote:
So if you tell your players they need to turn it off , that means to turn it on they would spend part their first turn in combat.

True. However, I would imagine that having a daring escapade into a deadly and dark dungeon would prompt most player to use their flaming weapons as a source of light (obviously not all players would understand to do so).

But since I am a noob GM at best and my players are equal noobs themselves, I have made it possible for them to be prepared with a proper weapon automatically when an encounter begins (although I always remind them to state what they are doing, what gadget or weapon they are currently holding and so on). Baby steps, I guess. But for myself, I do want to learn the ropes as accurate as possible so I don't have to un-learn things I have gotten wrong in the first place - and also slip the information to my players so they get better as well.

Also, in situations like the flaming sword lighting things on fire or not, I think that it gives also good (or perhaps "comical" is a better word) roleplaying situations where a dude is running with his robes on fire because the fighter was fooling around with his flaming sword.

Liberty's Edge

KainPen wrote:
feel free to read the flaming enchantment again. It says it does not harm you, it says nothing about your equipment. So if GM could very well, set your clothes on fire,(in doing so that fire could hurt you as it no longer the same as one coming from the axe) or light oil drums with it ect. Keep it out in a dungeon as it is a useful tool. where you expect combat around any condor, but don't be walking around with on in a town ect. as you scare away all the common folk and shop keepers and may attracted attention of local thieves or guards.

I can understand your thinking, especially from a roleplay standpoint. If I was a GM, I would most likely at least mention "turning the flaming off" when not in use. To me it creates immersion. The text itself is vague: do you consider your clothes being part of your character? Who knows? I would perhaps make the character and their belongings impervious to the flame but at the same time make everything else and everyone else so that they are able to take fire damage if the sword were to touch them.

Nox Aeterna wrote:

So if you have a +2 flaming impervious battleaxe

It would cost , the +3 (18000) + impervious (3000) = 21000 (not the same a +4 weapon would cost)
Also , like i said , if it costs money , it does NOT count for the +10 total it can have.
So you can have a
+10 (with total enchantments (remember it can only get a +5 and then +5 form stuff like flaming ...)) impervious battleaxe.

That's a good point I didn't think of when I was writing my question. Thanks for clearing that up. I suppose, for clarity's sake it would be best to keep track of the enhancements and other qualities on separate columns so that the player can see how much they need to pay to get the next +1 to their weapon; like having the magical enhancements that follow the Table 15-8 on one side and then having the other qualities on the other side.

Liberty's Edge

Oladon wrote:
OP: Just keep in mind that a +1 flaming battleaxe is /not/ the same as a +2 battleaxe... you don't get the extra +1 to attack and damage from the former, only the latter.
Xaratherus wrote:
In our above example, you have a +1 Battleaxe worth 2000g in enhancements. You are adding flaming, a +1 enhancement, giving the weapon a cost equivalent of a +2 enhancement, the cost of which is 8000g. 8000 minus 2000 is 6000 - so you would pay 6000g to add flaming to the weapon, and what you'd wind up with is a +1 flaming battleaxe.

So, basically the flame quality is more like, as the youth say, "pimping the visuals of the battleaxe" and giving it what flames usually do: set other things on fire.

Would it then be 18,000 gp - 8,000 gp = 10,000 gp to make the +1 flaming battleaxe into a +2 flaming battleaxe?

Thanks guys, you have just made my life easier and I am indebted to you.

Liberty's Edge

First I want to say I am sorry to bring this age-old question up once again. I browsed the threads looking for a simple answer to my questions but almost all threads seemed to be looking at the same area from a different perspective.

So, weapons, weapons, weapons (and why not armors too?).

TL;DR in the second to last paragraph

Masterwork weapons from the shelf and how hard does it crack a skull
Let's take a basic weapon, say, Battleaxe:
Cost 10 gp
Damage (M) 1d8.
And then the criticals and whatnot.

So, I go to a shop and buy one of these bad boys. It's 10 gp worth of money.

Then I decide I actually want to buy a masterwork battleaxe instead since the last dungeon yielded a bit of extra coin. I pay 300 gp (for the mwk) + 10 gp (for the weapon itself) = 310 gp. Done.

Now it says in the description of Masterwork weapons that the mwk gives a +1 enhancement bonus to attack rolls. Does this include also damage or is it only for my attack roll like this:

d20 + BAB + STR mod + size mod +1 (the enhancement bonus from mwk)

And then when I hit I just roll the 1d8 for damage, adding nothing to it? Or do I roll 1d8+1?

But I wanted it magic!
Moving on, now that I have my masterwork battleaxe that I paid 310 gp, how much more would it cost to make it a magically enhanced battleaxe (the lowest tier magical enhancement which I believe is +1). I read somewhere that for something to be qualified to be imbued with any kind of magic enhancement, you need to have the weapon be a masterwork weapon first; the template so to speak needs to be of high enough quality to withstand the magical imbuing process (my words).

There are tables for magical armors and weapons in the corebook (Table 15-3 for armors and shields p.461 and Table 15-8 for weapons p.468). I noticed certain multiplying mechanics what comes to the prices of different enhancement bonus amounts. Armor seems to use enhancement bonus² x 1000 gp as the formula when determining prices and weapons use a bit different formula.

Conclusion of sorts...
So, hypothetically speaking, I walk in a shop and buy a masterwork battleaxe. I pay 310 gp for it and it adds +1 to my attack roll (but not my damage roll), giving me a slightly better chance at hitting someone.

It is also of good quality, a weapon sufficient enough to be imbued with magical enhancements. So, I decide that I will seek a wizard of some kind and ask them, for a fee, to imbue the mwk battleaxe with a +1 magical enhancement. This would give me, not only +1 to my attack roll but also +1 to my damage roll, making the battleaxe damage 1d8+1. Am I correct.

TL;DR:
Buy a battleaxe that is of masterwork quality with 310 gp (the extra 300 gp comes from the mwk quality), adding +1 to my attack roll. Take it to a wizard to be made into a magical weapon with a +1 magical enhancement and pay 2000 gp for that which will in turn give me (instead of the +1 only to attack rolls) a +1 to attack rolls AND +1 to damage rolls.

One more question, fellow gamers
And one final question that came to mind: if I wanted to have it light with fire (A Fiery Battleaxe of Badassery!), how much more would it cost (if the same wizard would still be willing to do business with me after all these questions)?

Thank yous and recognitions
Thanks in advance. I don't like creating similar threads as the hundreds before me but as it seemed to turn into finding a needle in a hay stack, I really saw no other way. And perhaps some others might find this useful as well.

Liberty's Edge

blackbloodtroll wrote:

Indeed.

Nobody says "Gee, it's really hard to shoot this guy 5ft away, maybe I should move farther away to get a better shot."

It's just if you think it in the real world (I know, I know, real world stuff should mostly be left at the door in these things but just for an example's sake) a person doing their thing with a bow from a few feet would probably get hit in the face with a sword before they managed to hit their enemy if they were in melee combat (unless they were Legolas or similar fantastically skilled archer).

But thanks for the answers, I think I got it now. And for the living dead thread: I was searching with Google and this came up; didn't feel necessary to start a new thread for a question that was basically a follow-up for the original.

Cheers.

Liberty's Edge

How about the range penalties when you shoot a bow really close? Do you get a penalty for shooting someone within, say, 10 or 5 feet? I read that you get a -4 if you shoot at an enemy that is engaged in melee with an ally but shooting someone point blank in melee when no allies are around doesn't give penalties?

It's just that logically it sounds rather silly to use bow within 5 feet and extremely difficult compared to a sword but sometimes someone might surprise around a corner and such.

Liberty's Edge

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Thanks guys once again for the clarification. You guys are a well of knowledge!

P.s. It's been a tough job basically starting from scratch to learn a totally new game (noob when it comes to tabletop RPGs).

Liberty's Edge

Hi guys!

I have the book GameMastery Guide and there are dozens of pre-generated NPC characters and as I was browsing through them I started to inspect their HP scores.

The system as I understood is:
your class HD per level + (Con Mod x the amount of levels in that class)

Military General (Fighter 11 lvl) has Con 14 and hp is 85 (11d10+25). Now, calculating with the formula of Con mod (+2) x 11 levels and you get +22, not +25. So there is a difference of 3 points.

The same goes with a 1st level Foot Soldier (human warrior, Con 11). He shouldn't with the formula in mind no +NN points to his total hp but according to the book he gets hp 8 (1d10+3). The same goes for 6th level Cavalry (there is a +3 added to the 6 additional points he gets with the Con mod).

However, a Caravan Guard (human fighter 2 lvl) with Con 14 gets hp 16 (2d10+5). Here the Con mod x levels should be 4 but instead is 5 points.

So my question (after this much rambling) is: is there a pattern for these additional points that are based on other things such as skills or feats that give a random amount of points to the hp (in addition to the Con mod x lvl)?

Thanks.

- Henkka

P.s. I can use the pre-generated NPCs of course but it would be nice to know where the additional points come from.

Liberty's Edge

Hi guys!

Thanks for the explanation how the Kiramor character's scores add up. I was wondering the exact same question as OP (although 3 years later)

I got a question related to this thread:

I have the book GameMastery Guide and there are dozens of pre-generated NPC characters and as I was browsing through them I started to inspect their HP scores.

Military General (Fighter 11 lvl) has Con 14 and hp is 85 (11d10+25). Now, calculating with the formula of Con mod x 11 levels and you get +22, not +25. So there is a difference of 3 points.

The same goes with a 1st level Foot Soldier (human warrior, Con 11). He shouldn't with the formula in mind no +NN points to his total hp but according to the book he gets hp 8 (1d10+3). The same goes for 6th level Cavalry (there is a +3 added to the 6 additional points he gets with the Con mod).

However, a Caravan Guard (human fighter 2 lvl) with Con 14 gets hp 16 (2d10+5). Here the Con mod x levels should be 4 but instead is 5 points.

So my question (after this much rambling) is: is there a pattern for these additional points that are based on other things such as skills or feats that give a random amount of points to the hp (in addition to the Con mod x lvl)?

Liberty's Edge

Thanks guys! This was most helpful. For me, tabletop games are an everyday learning experience.

Once more, thanks for your answers and especially for being so quick! Now I can go to sleep and not worry about these questions :D

- Henkka

Liberty's Edge

Hi guys and girls!

This may sound the most irrelevant and/or stupid question ever asked:
What does weapon familiarity mean?

So, here is the scenario: I have a halfling rogue so his weapon familiarity because of race is "proficient with slings" and his weapon proficiency as rogue is "simple weapons + hand crossbow, rapier, sap, shortbow, and short sword".

So where does the weapon familiarity come into play? Proficiency through class is simple to understand and basically I can use those weapons and for example the Finesse feature in Rapier. But does the familiarity with slings give me some bonuses to attack throws if I use a slingshot? Like +1 or something?

It's the same with Dwarves. They have familiarity with battleaxes, heavy picks, and warhammers. I kind of understand why those weapons but I don't understand how it affects if I have a Dwarf Barbarian who uses a warhammer.

So, if someone can clear this thing, it would be most awesome.

I am coming to these tabletop games from Noobtown so I need to read and re-read so much to "get it" in the first place. Most of the stuff I understand when I reference various sources and combine the things I have learned but sometimes these weird questions arise.

Thanks,

- Henkka