Valcili's page

Goblin Squad Member. 21 posts. No reviews. No lists. No wishlists.


RSS

Goblin Squad Member

AvenaOats wrote:

@Valandur: The rewards are dependent on the economy: The concept of rewards in themepark:

1. loot, xp, achievements
2. quest lore
3. Am I missing something else?

in pathfinder online:

1. resources from mobs ie hides for crafters
2. preventing more mobs
3. increasing productivity for settlement
4. specialist monster hunter skills (?)
5. artefacts
6 send an escalation into enemy hexes

Are you referring to daoc's RvR + PvE access design as "rewards"?

I don't see it in terms of "rewards", but in terms of positive gameplay outcomes with knock on outcomes, ie causing problems for competitors and improving the running of eg hexes and operations which improve economic situation. I mean those monster hunters will have contracts to earn coin I believe? That price could be set by another player running the settlement calculating the correct rate and so on, with higher for tougher/more mobs etc?

Maybe I'm misunderstanding the meaning of "reward" you're thinking of?

To add to your list,

Merits (region, clan, race, settlement)
Liberating overtaken points of interest (IE resource points)

If you help a nearby settlement squash an infestation, they may be grateful and lower settlements cost or award building access

Respecfully/
Valcili,
Valar Dohaeris

Goblin Squad Member

Slave trading is a terrible career path to choose, and I am pretty confident that if one was to pursue it they would be hunted….a lot however I do think it would be an interesting aspect of the game and I would not mind seeing something like that in the game, someone might be interested in RPing one and create an uprising to free slaves.
On the other hand, I utter disagree with even the thought of a drug trade in this game there should be absolutely no reason to promote drug use or trade and a fun, entertaining, or good in any way shape or form….even in a game it could influence someone in the wrong way.

Just my opinion

Goblin Squad Member

I have a friend who has a solo corp, he does a fairly decent job at make a good living for himself in EVE but as it was mentioned because he is a solo player, he never leaves highsec. He mines only in highsec and generally if leaves highsec its not to farm, but to purchase stuff, and event hen if it is of extreme value he will contract it to be delivered to him.
A thought on farming outside of a settlement area; If one wanted to set up a farm in a higher risk area outside a settlement protection, it can still be protected.
1. You would need to be pretty well off in the first place to go off by your lonesome into a high-risk zone, for the higher rewards. So you would/should have enough resources to have/attain protection for your farming venture.
2. If I was to do a farming venture outside a protected zone, I would not find a spot and set up shop and hope I don’t get jacked. Similar to what you may find in a book, game of thrones is one example, and of course real life American mobs is another, you make a deal and supply a protection tax. Every so often an envoy of the bandits in the controlling area stops by has some tea or wine sees how your business is faring asks if there is any trouble…after the short visit, you fill his wagon with some goods from you crops give his a cheerful smile and send him on his way…next week/month the cycle repeats….they keep you safe and they reap the rewards…it’s a win win…a true bandit should be smart enough not to gut there goose that lays the golden egg. You protect it so it keeps spitting them out for you.

Goblin Squad Member

Dak Thunderkeg wrote:

Thanks for that Valcili.

Only one day left on your recruitment application. Are you looking forward to it?

Well let’s see, your application forum said two weeks but could go longer if required, so I am definitely looking forward to an answer in this order of excited anticipation:

1: Accepted: Welcome to the family, we unanimously agreed that you’re a fresh shiny star and feel you’d be a great, exciting, wonderful, awesome, good looking, long awaited asset to the family and we excitedly welcome you with open arms and are overwhelmed by uncontrolled giddiness just imagining your awesomeness.
2: Extension: Almost there working out some final determinations, application extended up to 2 weeks
3: Denied: Sorry but no one likes you, your boring, not funny, unattractive and we feel you would be a detriment to the Pax Family. Go back three steps and take a different path.
Lol just kidding, but yeah I am looking forward to finding out if my application is accepted. I am looking forward to interacting with everyone, and developing a back story my PFO main as well as assisting in fleshing out the back story for The Watch (I have already been working on presenting most ideas to Kardiak. )

@Kard Warstein – If your ever on line (E.V.E) stop by and say hi to a couple of my friends there, “Atradies” is one of the characters names, that’s my old one that my friend is using now, they are in a corporation we created called “intergalactic manufacturing syndicate” (IMSYN) for short. You all might be able to team up for a spell and talk some PFO to them try and get them interested in getting it after the EE ends. Just tell em Gary said hi and directed you their direction.

Goblin Squad Member

Hello to all,
I am Valcili a recent recruit for Pax in hopes of joining the family and playing by you side with the release of PFO EE, I am writing this later than I should be as I over sighted the request to introduce myself from Dak (there was a big flood of requests in the first days of my application and I missed the last part from Dak...anyway.....
I had first heard of the second kick starting when I was perusing the inter-webs one day and got very excited when I heard how it was going to be all sand boxy and stuff. Heh so I decided to back them because it sounded very much up my ally in things I wanted to play. once I backed them it came time to start my own guild, or CC well sadly I was not able to convince my other friends on the awesomeness of this game and they would not back it especially with it being near 2 years before release. well needless to say if they won't back it they will not be joining the game for EE so I instead went on the search for a new guild family of like minded individuals. I looked through most of the top contenders right now, and after reading what they had to say I felt as though Pax was the best fit. everything I was looking for was here, with a strong history of games and following through to the end was something I was looking for and just couldn't find.

Pax became the focus of my attention so I went to the site and looked a bit more, and soon became certain that this is where I wanted to settle in. looking over the application process too helped me want to settle here, as it is obvious Pax is serious and takes special consideration to hw they allow into their family.
I plan to be a "Ranger-esk" type character, and will be joining the Watch CC once EE starts.

If anyone cares to know more about me or the character I'll be running in PFO feel free to come visit and review my Application here
http://www.paxgaming.com/index.php?topic=17482.45

Wahoo!!! the 500th post of the forum...go me!!! wonder who's going to hit the big 1K?

look forward to conversations and interactions with you all with you all with you all with you all. ****Voice slowly fades and echoes as he fades from this post.*****

Goblin Squad Member

the ability to craft Items I think will likely be something that anyone can do, and enchanting (or crafting magic items) as well is something anyone should be able to do. In a way it is already similar to E.V.E., you will need to first attain the skills to craft magic items just like a spell caster is required to have the feat to craft an item, then you need to have the resources to create the item. Similar to E.V.E. you need a facility to conduct your work in, just like in Pathfinder you'll need a facility to craft your magic items. lastly you need time to complete the work.
As all this will probably be the same in PFO it is safe to assume (since most charter companies will be making the towns, fort, and cities) that there will be specialist who will sell their services to those who want items crafted, or lease out space in their Facility to others to craft items of their own.

There is possible option: NPC and players,
1. Lab owners have NPC that to the crafting labor for the player. Services made available to others.
1.1: Skill tree required to manage NPCs.
1.1.1: More skills needed for multiple NPCs.
1.1.2: NPCs with certain crafting skills are required to be purchased for the lab.
1.1.3: More expensive NPCs can have more crafting skills (IE potions, wands, arms and armor, ETC)
1.1.4: Non magic crafting NPCs would be separate from magic crafting NPCs.
1.2: Since time is required to craft magic items, it is harder to manage NPCs vice doing it yourself thus taking longer to craft.
1.2.2: Skill tree could allow one to become a specialist craft manager to manage NPCs more efficiently improving crafting time. (Similar to an increased DC with accelerated item crafting in PF)
1.3: As with E.V.E. Blueprints can be used (but not required) craft magic items.
1.3.1: These would inform others of what resources are necessary to craft a certain item.
1.3.1.1: Initially Blueprints don't exist, but can be discovered though experimentation, then saved and traded.

Hark wrote:


Oh I know it will take 2 1/2 years. That is why I don't want to take a 6 month detour to learn hat I feel is an essential wizard skill. And yes I feel all primarily magic classes should have thier own specialized enchanting skills.

I don't think that having the wizard path have crafting in it would be effective, as wizards are not the only class with the ability to craft magic items, anyone with the ability to use magic has the potential to make magic items, since there technically is not going to be a class skill tree, you technically would not be taking a detour from the path of wizard. So no matter which path you choose for yourself, if you want to lean a crafting you're going to have to take time to train that skill and put others aside to do it, you'll just need to prioritize what important to you. If I had a ranger I wanted to learn to craft an item, should there be some craft skills in the ranger path, so that the wizard path doesn't have an advantage over him?

If time is an issue for you to reach level 20 as fast as possible, consider the "Twin Destiny" and train an ALT with the crafting skills parallel to your wizard. this will probably be the fastest way to gain crafting and a lvl 20 wizard. then once you his level 20 you can swap them and train your wizard in crafting and your talk in something else. I believe there will be many people do this exact thing, only they'll make their alt an crafting specialist and make that a primary business endeavor. Especially those in large successful charters.


Tacticslion wrote:


PC v. NPC classes, I can see what you're saying, but at the same time, there are more character options (and RP opportunities) with PC classes.

More options true, but keeping to at least a little realism, it’s a viper, what can it actually do, ranger combat style natural attack, Non somatic spells sorcerer, I myself might be intimidated by a viper inquisitor putting me to the question, but in all sense to me "animal companion table" is the best choice.

just my opinion


Calling all artist!!! Are you looking for inspiration, have some free time on your hand, or just not sure what to draw up, well let see if this can help move you forward.

I have been playing RPGs for some time, but the one thing I have never really been good at is the graphical recreation of mental images. (I say it this way to be as politically correct as I can as there are people who would argue the definition of what an “artist” is.) So specifically I am looking for an artist who is highly proficient in drawing/painting/computer-aided graphics or any combination of.
I had played a campaign a while back and had always wanted a scenery recreation of the in game Grotto that was created by my character, though I have not been able to find someone who would/could freely recreate this for me. If there is any artist out there who would be willing to volunteer some of their time because they feel inspired to do a visual re-creation of a verbal description for me, I would be most honored and appreciative.
Once I do have a beautifully recreated image of it, I will eventually attempt a Diorama of it but I first need an image of it so I can induce motivation to complete my “Man cave/hobby room” so I have a place to stage it.
Any interested parties please let me know.

The Deeping Forest::

This Magic Grotto known as the Deeping Forest and is home to its Keeper Ky'vala, a highly powerful Druid Mystic.

Part way up the side of a mountain bluff is an enormous three quarter crescent of sheer cliff carved out of it. The bottom of the crescent is filled with a huge lake that flows out of the crescent's mouth forming a river running down the rest of the mountain side. In the center of the crescent Hovering high above the lake is a colossal forested island. Three waterfalls are visible pouring from This hovering island, two are spilling over the flat surface top, while the third seems to be coming from a large cave entrance on the island’s belly, all are pouring down into the lake.
A small dense forest covers the entire surface top of this hovering island, at the heart of the forest resides a colossal tree soaring over the top of all the rest. The island looks as though it is being kept from floating away by the titan sized vines and roots jutting out from the bottom of the Island and attaching to the cliff surface.

The Colossal Tree in the center of the forest is known as heart tree, it is oddly hourglass shaped with a large flat crown of leaves that span nearly 1000 feet diameter and stands upwards of 700 feet, with a twisting core of expanding roots nearly as wide as its base. The next tallest trees in the forest are dwarfed in comparison reaching heights of 100 feet.

Magically formed, twisted, intertwined living branches camouflage within it crown is an intricately worked palace.

The floating Island is approximately 1 mile in diameter and 1/2 mile deep from tree surface to bottom of the belly. The crescent is approximately 2 miles from bottom of lake to the highest point on the bluff walls, and nearly 2 miles in diameter.

The river flowing from the tops and sides of the island originate from somewhere near Heart tree.

If you are an interested party please let me know publicly or via PM your choice.
Thank you


since it is to be a NPC, monster advancement would be the best approach (in the common or general sense) however if you are planning the viper to serve a specific purpose such as story advancement that requires it to utilize a character classes, well then you would probably want to select the appropriate class.

But with all technicalities a familiar can’t be awakened as it’s intelligence would be above 2.

But if it were me doing this, I would probably, just say that the beast survived the death effects due to some mystical intervention and advance the creature equally to the players based and use the “Animal companion” table.


a whip is a weapon not an item, there for it does have to be made as a magic weapon:
"A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once." (Directly from the book)
automatic 1K minimum just to craft a magic weapon
_____

Jerry Wright 307 wrote:

Whip = 301 gp (1 gp + 300gp for masterwork)

Shocking grasp spell, single-use, use-activated = 250 gp (spell level 1 x caster level 5 x 50 gp)
Unlimited charges = 5000 gp (250 gp divided by (5 divided by 100 charges = .05)) [unlimited use item cost is determined as if it has 100 charges per day

This is incorrect single use is as it states single use, once use it no longer has its magical properties IE potion of cure light wounds.

charge per day is Use-activated Spell level (1) x caster level (5)x 2,000 gp. = 10000
(so if you divided by 100 charges it would be 200K for the item (this is not a necessary step for a low level item)
the only way you could keep it at a 5K create cost is to craft glove of shocking grasp, it would be the same as a whip only it a glove and you don't get the reach of a whip.
If this is the case spend a little extra cash later on and add spectral hand. 6K later and you can cast a 5d6 shocking grasp once a round up to 130ft away.


you cannot make a whip of shocking grasp, it is a weapon so you you're suppose to make it under the weapons creation rules.

1st off needs to be 5th level for the proficiency

a weapon must have at least one enhancement bonus to receive any other special abilities (along with being masterwork) and at least 3 times the level of the enhancement to be placed on the weapon.

So technically the creator will be making a +1 shock weapon, if they want extra damage (approved by the GM) then it would best be accomplished as "Pres Man" said they would have to make a +1 shock, shock weapon making it a +3 magic weapon requiring the creator to be 5th level, with a crafting cost of 9K, This would create a +1 greater shock whip doing 2d6 additional electricity damage on a successful hit.

I personally would make it more expensive, and say for each additional d6 added another +1 is required, so for a +2d6 shock you would have to have a +3 enhancement bonus, making it a +6 magic weapon @36k crafting cost, and minimum level 9.

I understand what they are trying to accomplish but disagree at making weapons more powerful at cheaper prices granting accessibility at lower levels. it creates an abusive game.

The best argument is "you're not the first to learn to make more powerful for cheaper, and now you will be on the receiving end." prepare to defend against this orcs +5 hastened blade of harm!!!! 1d6+40 points of negative energy damage!!!!!


I know this is an old post, but I figured it was a good place to start a couple questions.
1- I have seen they have a "Staff of the Master "(necromancy) and in its description it states there is one for each arcane school. has anyone seen the others? I have not and was curious as to what they contain.
2- I have crafted a staff or two in my time, I'll post one here and you can tell me what you think of it.

_________________

Ky'Vala's Staff of the Deeping Woods

Sculpted of white Ash and black ash, the staff is two pieces of wood that are twisted around each other to form one piece white as snow and black as night. At the top of the staff rests a shimmering pale blue translucent hand wrapped around it as though it is gripping it.

Once a day on command the staff will grow berries as the spell "Goodberry".

Any touch spells cast while holding the staff can be delivered by the spectral hand as the spell.

The staff provides the following spells:
Heal (2 charges)
Reincarnate (2 charges)
Nature's exile
Greensight (1 charge)
Entangle (1 charge)
Speak with animals (will)

Heal (400*7*13/2=18200)
Reincarnate (300*4*8/2=4800)
Nature's exile (200*3*8=4800)
Greensight (200*2*8=3200)
Entangle (200*1*8=1600)
Speak with animals (8*1*1800=14400)
Goodberry( 8*1*1800=2880)
Spectral hand (8*2*1800=28800)
Market 78,680
Craft 39340


Bwang wrote:


Wikipedia:
Quadrupedalism is a form of land animal locomotion using four limbs or legs. An animal or machine that usually moves in a quadrupedal manner is known as a quadruped, meaning "four feet" (from the Latin quad for "four" and ped for "foot"). The majority of quadrupeds are vertebrate animals, including mammals such as cattle, dogs and cats, and reptiles, like lizards.

I like this, it would allow for me to create an old character, like one I used to have and like from the AD&D monstrous humanoid compendium, the ‘Whemic (SP*)” it was essentially a centaur but with the body of a lion rather than a horse; great fun as a savage style character.


juggermunk wrote:
Azure_Zero wrote:

Size Mod(? not really sure)

"You possess a truly impressive stature for a medium creature."

Jotun (4 RP):
Prerequisites: Medium size;
Benefit:
You gain a +2 on ALL CMB, and CMD checks, you carring capacity is 2.0x greater than for a medium creature, your land speed is 35ft.
You gain a +1 to intimidate checks, but take a -1 to stealth checks and a -3 on disguise checks.

If you wish to determine you character's height and weight randomly, your base height is 6'4"(male) or 6'0"(female) and your base weight is 210lb (male), or 170lb (female). Another method is that you determine the character randomly as if they were a humanoid race and then take the height result and times it by 1.25 and take the weight result and times it by 2.

I was thinking about a powerful build ability like the one the Goliaths recived in the races of stone book. I think it would look similar to this.

Previously there was an ability exactly like this, I had used it on one of my characters in an OLD campaign, He was an extra-large Human that had the Racial Character trait of the playable half-giant.

And it was labeled “Powerful Build (Ex)”
Written as such:
“The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.”

I personally would love to see this brought back, My GM allowed me to use this trait for my barbarian. It is an exceptional trait for the flavor of my character.
7’2” human Barbarian towering over all others in the entire city, wielding a huge sized greatsword, it was very fun to play.


I have done a search but was not able to locate any results based on this question.
If I was to make a PC and went 10/10 sorcerer/DD
It says that a 9th lvl DD:

Wings (Su): At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple's speed increases to 90 feet.

So if you basically add 50% of the original speed to your existing speed for flying.
My question is if the wings allow this, should the same be for the Blindsense, a DD gets Blindsense 30ft at lvl 5, and 60ft at Draconic bloodline 20, it doesn’t state this anywhere I could find but wouldn’t this make the Blindsense 75ft, or is there some unwritten rule somewhere that stacking powers have to be equal in which you gain and extra 50% boost on said power.

Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.


Mr. Swagger wrote:

Here is the site I use click me.

This is my character

Awsome this looks to be a decent site, I'll have to find a way to store background and such in other places, I was not able tolocate a place on the existing sheets to do such.


So I had played D&D for a long time, but I am just starting to get back into it, I found this Pathfinder to be my favorite of all so far, I have always been a fan of the 3.5 and I am glad they have kept its legacy alive. But enough chatter, let me get to the point of my question.
I used to use this older online character Database, it was designed to allow you to electronically create, edit and store your characters on line and be accessible anywhere as long as you had an internet connection. It was allow searchable by character and creator by anyone, so you can a plethora of possible quick gen NPC created by other players. It was decently created, what I wanted to know is if there is others out there, that exist but with a better GUI layout, an example would be to create one that looks like the original Paizo character sheet with fill in options and have it saved on the net, so that it can be accessed, GM from anywhere, and always have access. The site I used to use Go to D&D character database is still a great site I just have some personal issues with it, one major one being the formatting issues with page layout when providing descriptions, I am not much of a programmer/scripter/web designer, but I would certainly give it a try, but if some already exist, I would like someone to direct me to these site so I can peruse them and see if there are any I like.

I apologize in advance if this topic has been discussed I did a search and was upable to pull related results
Much appreciated


What would you say to putting a distance how in the hands of one of these rogue snipers with Far Sht, and perhaps they acquire a pair of Sniper Goggles. now they can sneak attack at 2000ft+ with only a -4 to attack?(Vital strike? Furious Focus?) hrrrrm

This would be a great idea for castle defense. A wealthy city could have a few rogue(sniper)/fighters with distance bows, defending the city, put them in very high towers(high ground bonus?. The opposing force wouldnt even know where the arrows are comming from at 2000ft away.


To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price of the item based upon the item's total effective bonus.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Both of these statements are based on interpretation, it says
1 “To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools” this could be items needed for the components to apply the effect in question.
Next:
2 “She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled.” Here it says nothing about needing to create the weapon, jus that you need a weapon.
Next:
3 “Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value” again interpretation the human body, itself is a work of mastery not to be recreated by any form of artificial means. There for can be considered masterwork. (Don’t get on my case I am playing devils advocate here and presuming that this could be interpreted this way)
Next:
4 “Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price of the item based upon the item's total effective bonus.” This can be interpreted as the cost in part 1.
Next:
5 “A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon”
That’s pretty straight forward.
Next
6. “For the purpose of spells and effects that enhance or improve”
Again Pretty straight forward
Next:
7 “either manufactured weapons or natural weapons.””
Manufactured (something created), and something pre-existing.

All these statements put together, can safely be stated that yes you can magically enhance a monk’s unarmed strike for the effects of anything listed under the Magic weapons section. (That are appropriate for a bludgeoning attach weapon)
But in addition there is the rule for creating magic items:” Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, XP, and special abilities.”
Since the rules states this :”A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed.”
There are 4 parts listed on this rule, there for it is safe to say that the monk is treated as creating four weapons when determining cost, time, XP, and special abilities.
The rule also states “A weapon with a special ability must also have at least a +1 enhancement bonus.“
There for if you want to add ghost touch to your monk as a special quality it would cost 32,000gp 32 days and an 9th lvl Caster.
If you wanted to add flaming or icy later on it would cost you an addional 40,000gp 40 days, and a 10th lvl caster.

all ruling listed here were pulled directly from the Paizo online PRD site here http://paizo.com/pathfinderRPG/prd/index.html


1 person marked this as a favorite.

The best approach to this I believe is to just re-design the spell, "Magic Missile, Greater" to a higher level spell. put it into a category that would make it compete able with higher levels.
like this:
Magic Missile, Greater 5 Lvl spell - This spell functions like Magic Missile, except For every two caster levels beyond 9th you gain an additional missile to a max of 10 at lvl 19. in addition you add your Int/Cha modifier to each missle.

example a lvl 10 Sorcerer with a Cha of 18 (+4) could cast greater magic missile releasing a volley of 5 unerring missiles each doing 1d4 +4 to a single target or up to 5 separate targets no two of which can be more than 15 ft. apart with a range of medium so up to 110FT distance.

if targeted at 1 opponent 25-40 points of damage
if you were a 19th lvl wiz with Int of 25(+7) then you would bust out 10 missiles ranging from 8-11 each for a total of 80-110 to a single target. that is right on par with other spells like cone of cold which is considered weak for 5th level.

This of course would need to be approved by the GM of the House, if this is an acceptable option for the house of course. (this was just a quick make up on the spot, might need a little tweaking, but it is a good base line for a better design)