Chain Mauler

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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

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 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