Wolfman's magical girl pbp OOC


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Grand Lodge

wesF wrote:

Ok, now I have a question of cheese for the DM. This came up in another thread with much discussion back and forth. I can see both sides of the discussion, but for this campaign I would simply like a Yes or No.

Magical lineage trait + a metamagic feat (eschew materials for example) that adds +0 to the spell level modification.

You can't modify the metamagic cost below zero.

Grand Lodge

wesF wrote:

SInce I have levels of mage do I get a normal familiar also or does this item count as my mage bonded object? I'm a little unclear on that.

I'm kinda drawing a blank on what would make a good Bonded Object for this character.
I'm also a little unclear on the creation cost. I was under the impression it's calculated as if we created the item. Then additional abilities have a 50% discount to add.

For lack of a better idea I have what I call my Rogue's Utility Ring

As a Ring of Invisibility (10,000g) Plus:

  • The ring constantly cast Magic Aura on all gear in the wearers possession. The overall effect is that under the scrutiny of detect magic I will not appear to have any magic gear. However if I pick up a magic item it will detect as magic until the ring gets around to casting magic aura. I figure it takes no more than about ten minutes. I over-calculated the cost just to be on the safe side, but it still only came out to 1,000g.
  • Ghost Sound 3/d (50g)
  • reduce person (weilder only) @ will (500g)
  • Disguise self @ Will (500g)
  • Mage Hand @ Will (250g)
  • Total cost 11,300

Magic item creation costs WAY more than you are estimating there.

Magic Aura, Continuous, 1 x 5 x 2000 = 10,000, [10,000 / 2] = 5000. Only covers up to 25 pounds of items.

Ghost Sound (3/day), Command Word, 0.5 x 1 x 1,800 = 900, [900 / (5/3)] = 540 gp

Reduce Person (At Will), Command Word, 1 x 1 x 1,800 = 1,800. Duration of 1 minute. If you want it to always work once you activate it until you say otherwise the cost is 4,000 gp.

Disguise Self (At Will) I'm not sure how they figured the price, but this is a Hat of Disguise which costs 1,800. That price apparently reflects a 10 minute activation time, though I always thought a hat of disguise worked continuously.

Mage Hand (At Will) This is an item called Hand of the Mage. It costs 900 gp.

Total Cost: 22,240 gp. That is for the original ring of invisibility and each of the other items individually. But you want them all in one item.

prd wrote:

Multiple Similar Abilities: For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.

Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price.

The ring takes up a space on your body so the end price is 28,360. That is the retail price of course. If you are crafting the item it will be less.


Male Mime 2 geek/ 10 smartass

I was looking at the defense bonus mechanic. Correct me if i'm wrong, but it's an armor bonus right? Meaning it does not stack with regular armor or Mage armor. Is that correct?


Male Mime 2 geek/ 10 smartass
Quote:
You can't modify the metamagic cost below zero.

That's what I figured.


Male Mime 2 geek/ 10 smartass
ithuriel wrote:
to reduce clutter:
wesF wrote:

SInce I have levels of mage do I get a normal familiar also or does this item count as my mage bonded object? I'm a little unclear on that.

I'm kinda drawing a blank on what would make a good Bonded Object for this character.
I'm also a little unclear on the creation cost. I was under the impression it's calculated as if we created the item. Then additional abilities have a 50% discount to add.

For lack of a better idea I have what I call my Rogue's Utility Ring

As a Ring of Invisibility (10,000g) Plus:

  • The ring constantly cast Magic Aura on all gear in the wearers possession. The overall effect is that under the scrutiny of detect magic I will not appear to have any magic gear. However if I pick up a magic item it will detect as magic until the ring gets around to casting magic aura. I figure it takes no more than about ten minutes. I over-calculated the cost just to be on the safe side, but it still only came out to 1,000g.
  • Ghost Sound 3/d (50g)
  • reduce person (weilder only) @ will (500g)
  • Disguise self @ Will (500g)
  • Mage Hand @ Will (250g)
  • Total cost 11,300

Magic item creation costs WAY more than you are estimating there.

Magic Aura, Continuous, 1 x 5 x 2000 = 10,000, [10,000 / 2] = 5000. Only covers up to 25 pounds of items.

Ghost Sound (3/day), Command Word, 0.5 x 1 x 1,800 = 900, [900 / (5/3)] = 540 gp

Reduce Person (At Will), Command Word, 1 x 1 x 1,800 = 1,800. Duration of 1 minute. If you want it to always work once you activate it until you say otherwise the cost is 4,000 gp.

Disguise Self (At Will) I'm not sure how they figured the price, but this is a Hat of Disguise which costs 1,800. That price apparently reflects a 10 minute activation time, though I always thought a hat of disguise worked continuously.

Mage Hand (At Will) This is an item called Hand of the Mage. It costs 900 gp.


Total Cost: 22,240 gp. That is for the original ring of invisibility and each of the other items individually. But you...

I've already discarded this item, but I do want to make sure I understand how to do the math. So here is my thinking.

I'm sure I have some of the pricing wrong.

However this is not calculated using purely core rules. I was calculating as though I am making the item which I thought was instructions(-50%).

Also Wolfman instructed that for the bonded item additional abilites have a 50% discount instead of 20% markup.

So for example: Reduce Person (At Will), Command Word, 1 x 1 x 2000 squared(It should be continuous and I did forget to square in the original calculation) = 4000 Retail price.

The cost is -50% to create so that brings us to 2K.

Since this is an additional ability and not the primary it would have another -50% discount bringing the cost to add this ability to 1K.

If Wolfman, or a Dm he is teaming with for this game, could correct me (or tell me I'm correct) that would be appreciated.


Male Mime 2 geek/ 10 smartass

Once the game gets going I promise not to be a crazy poster, as I apparently am now.

Here is the final draft of my Bonded object including the math for pricing as I currently understand it.

Archmages Third Eye

This item was originally created by the "archmage" Garrion the Blue. Who eventually got tired of having his items lost/stolen during his adventuring career. This blueish grey stone is shaped like a robins egg with one side perfectly flat. When the flat side is placed on the forehead of an arcane caster and the proper command word is spoken the stone fuses with the casters skull in a quick but painful manner (no actual damage). The stone can only be removed by a command word spoken by the wearer or a remove curse. When Evelyn took posession of this item she had a silver circlet made so it would appear the stone was part of the circlet and not fused to her head.

The "eye" functions primarily as a ring of Wizadry I. (20K retail *50%=10K)
It also functions as a headband of Int +4 (16K retail *50%=8K. Then 8K*50%=4k)Two skills attached are UMD and Diplomacy.

Helm of comp languages and read magic (5200 retail *50%=2600 then 2600*50%=1300)

Detect magic at will (250g)

Total cost to player 15,550g

For this game is this correct or no?


I believe the original rules is that it is a "50%" mark up to add multiple magical abilities to an item, and Wolfman DM is making an exception of that rule for our bonded object, graning a "20%" discount for these magical items. So I think you have the origional rule and the house rule backwards, all of these extra abilities are only 20% off, not 50%.

Using your above numbers above assuming they are correct:
Wizardry I 10,000
Int+4 6,400
Detect magic at will 400
Helm of Comp Languages and read magic: 2080

total of 18880gp

Here is the formula for extra abilities:
(Magic item/ability price x50%)x20%

If I'm wrong, let me know, but i think i got it down.

Grand Lodge

wesF wrote:
I was looking at the defense bonus mechanic. Correct me if i'm wrong, but it's an armor bonus right? Meaning it does not stack with regular armor or Mage armor. Is that correct?

That is correct. It took one of my oracle revelations off the table.

Grand Lodge

jlord wrote:

I believe the original rules is that it is a "50%" mark up to add multiple magical abilities to an item, and Wolfman DM is making an exception of that rule for our bonded object, graning a "20%" discount for these magical items. So I think you have the origional rule and the house rule backwards, all of these extra abilities are only 20% off, not 50%.

Using your above numbers above assuming they are correct:
Wizardry I 10,000
Int+4 6,400
Detect magic at will 400
Helm of Comp Languages and read magic: 2080

total of 18880gp

Here is the formula for extra abilities:
(Magic item/ability price x50%)x20%

If I'm wrong, let me know, but i think i got it down.

It might be a 20 percent discount off of the total 50 percent marked up price.


Male Mime 2 geek/ 10 smartass
jlord wrote:
If I'm wrong, let me know, but i think i got it down.

I appreciate the opinions, but I was hoping to get an official DM ruling for this game.


Male Mime 2 geek/ 10 smartass
LazarX wrote:
wesF wrote:
I was looking at the defense bonus mechanic. Correct me if i'm wrong, but it's an armor bonus right? Meaning it does not stack with regular armor or Mage armor. Is that correct?
That is correct. It took one of my oracle revelations off the table.

It saves me the trouble of casting mage armor as well as being slightly better. It may be worth my while to concentrate on some armor items since my main defense is essentially nil.


Male Mime 2 geek/ 10 smartass

My original gear was calculated without having a bonded item. I dont have the prices off hand, but it consisted of the following items.

Headband of Int +2
Ring of Feather falling
Boots of striding and springing
A single piece of paper with explosive runes prepared on it (inside an envelope for saftey)
Wand of Acid arrow
Wand of true strike

Purse of holding (as bag of holding I but more fashion forward) Picture hermione's bag from the latest harry potter.

Crap tons of mundane gear in the bag. Mostly for entertainment value. Wizards and rogues are both classes where being prepared is mandatory for long term survival. This bag serves that purpose.

I'm considering just making my bonded item a single useful item that I would not otherwise be able to afford.


Girl Hafling? Fiendish totem elemental kin barbarian/Oracle of the flame 6

Adding abilities to your bonded item works like this:

Market value * .5 *.8 or for simplicity:
Market value *.4

This is confirmed by wolfman in a post on the first page in response to a post where I built a bonded item that acted like a wand of burning hands and a wand of fireball. I would quote it but I'm posting from my phone.


Male Mime 2 geek/ 10 smartass
Galita Ido wrote:

Adding abilities to your bonded item works like this:

Market value * .5 *.8 or for simplicity:
Market value *.4

This is confirmed by wolfman in a post on the first page in response to a post where I built a bonded item that acted like a wand of burning hands and a wand of fireball. I would quote it but I'm posting from my phone.

I can work with that. Yay for math formula! The univeral language.


Male Mime 2 geek/ 10 smartass
Galita Ido wrote:
I built a bonded item that acted like a wand of burning hands and a wand of fireball.

Did that work with charges or no?


Girl Hafling? Fiendish totem elemental kin barbarian/Oracle of the flame 6

Yes it did. In my profile you can see my final product I dropped the Fire weapon and wand of fireball. Note that I technically get all the bonus when I just carry the Damascus Deamon Blade, but I wanted the feel of being complete only when she's actually wielding the blade.


there is no 50% markup price in this game for the bonded object, but enchanting it comes with a 20% discount off of the crafting price. the 50% markup applies to other items though.

the idea was to encourage overloading the bonded object.


Girl Hafling? Fiendish totem elemental kin barbarian/Oracle of the flame 6
Wolfman DM wrote:

there is no 50% markup price in this game for the bonded object, but enchanting it comes with a 20% discount off of the crafting price. the 50% markup applies to other items though.

the idea was to encourage overloading the bonded object.

Good cause that means I did it right:), maybe I'll go add some more to the Damascus Demon Blade just for fun.


Male Mime 2 geek/ 10 smartass
Wolfman DM wrote:

there is no 50% markup price in this game for the bonded object, but enchanting it comes with a 20% discount off of the crafting price. the 50% markup applies to other items though.

the idea was to encourage overloading the bonded object.

Got it. I'll edit my Mage Eye Idea to fit this.


Girl Hafling? Fiendish totem elemental kin barbarian/Oracle of the flame 6

Switched out burning hands wand effect on my Damascus demon blade for a +5 competence bonus to intimidate, and I also divided acrobatics into two parts, basic acrobatics and jumping acrobatics since I get huge bonuses to jump. With ten feet of movement I automatically jump at least 30' or half that without 10'.

Also I'm planning on having various mundane items in my haversack that will give me clues to my past, and have them just occasionally come out when I reach for something in it.


Male Mime 2 geek/ 10 smartass

Evelyn Salt's Bonded Object (final draft pending DM approval)

Psi Eye

This item was originally created by the "archmage" Garrion the Blue. Who eventually got tired of having his items lost/stolen during his adventuring career. This item enhances the brain power of the user as well as giving him/her a number of telekenetic abilites.

This blueish grey stone is shaped like a robins egg with one side perfectly flat. When the flat side is placed on the forehead of an arcane caster and the proper command word is spoken the stone fuses with the casters skull in a quick but painful manner (no actual damage). The stone can only be removed by a command word spoken by the wearer or a remove curse. When Evelyn took posession of this item she had a silver circlet made so it would appear the stone was part of the circlet and not fused to her head.

I did the calculations using the ring of the ram function first as it was the most expensive. That's why the powers are listed the way they are. However I would consider it "primarily" a headband of Int +2. I calculated the cost of secondary additions using the (Retail cost*.5*.8 or Retail *.4 for simplicity)Formula.

The eye functions as:
Ring of the ram 4300GP player cost(It would be nice if this function recharged slowly over time, perhaps 1 charge per week as it feeds of latent psychic energy or ability to convert spell energy into charges something like that, but I have no clue how to calcualte that)
Headband of Int +2 1600GP player cost
Ring of Force sheild 3400GP player cost
Ring of Protection +2 3200GP player cost
Hand of the mage 360GP player cost
Boots of Levitate 3000GP player cost

15,860GP total player cost


the object is fine.


Male Mime 2 geek/ 10 smartass
Wolfman DM wrote:
the object is fine.

Groovy. Just let me know when start.


hp 25 | AC 13 | T 13 | FF 10 | CMD 14 | F +2 | R +4 | W +4 | Init +5 | Per +6 |

Ok, I think all of the crunch is done, just have to clerify a few iffy things and put the background in...

Wolfman DM:

Ok a few things I need to check with you.
  • The spell "Diamond Spray" is fan content. I assumed it was apg, but I was wrong. I still think its a pretty cool spell though, so I was wondering if I could have it anyway. Don't worry if you don't want me to have it, its not that important, but I thought I would ask anyway. I don't usually focus on blast spells anyway, so I'm not sure how it stacks up with the others.
  • I have a scorching ray wand effect on the bonded object that does electricity damage (aka, shocking ray) Not sure if this is ok or not, but it seems like one of the other characters is gonna be very fire based, and I thought Lightning seemed more justice-like for some reason. If this is a problem, I can get rid of it/change it to another 2nd level spell.
  • I Remember there being mention of Item crafting being banned. I assume that crafting mundane objects is fine. But, does this apply to potions and scrolls? Since I'm a wizard, I get Scribe scroll as a feat, and I usually take advantage of it, and plan to, unless of course it is not allowed. Maybe we can alter it so that it's like the magical bullets in Nanoha A's or something, so that the artifact is required in their use?
  • This kinda goes with the above. Since we are crafting the bonded object, I assumed I was crafting the scrolls that were purchased with the starting money. If that is not allowed, let me know and I will adjust to full priced purchasing. If scrolls are not allowed to be crafted, then I will try to spend that gold on something else.
  • Lastly (I think...) is the familiar. I would like to have a Cassisian as my Familiar/mascot. THe character is one level to low, and lacks the feat, but I plan to take it next level if we get that far, and I will then be at the correct level to take it. One of the Cassisian's special qualities is to shapechange into a dog, So I was wondering is I could take the fox (which is stated as a young dog) and treat it as a young dog that is the shape-changed cassisian. For game terms, it is treated in all ways as a tiny dog, but once terra makes it next level, the familiar will now deem it appropriate to alter back to it's original form or something to that effect. It's mainly a flavor thing that I'm looking for here, I just want the starting familiar to be the same familiar that I will take at 7th level, and I want it to be an angel.

    Character is in the profile, so go ahead and take a look, and let me know If anything needs to be altered. I will hopefully have the background sometime tomorrow.


  • all of those things are fine.


    hp 25 | AC 13 | T 13 | FF 10 | CMD 14 | F +2 | R +4 | W +4 | Init +5 | Per +6 |

    Background is in the profile, at the bottom, sorry, thought I already posted about it.

    I forgot one thing I needed to ask, I was having trouble picking the last trait, and was wondering if I could take this one, even though Terra is not of the Qadira faction:

    Eastern Mysteries (Qadira Faction)- 1/day increase DC of one spell by +2.


    go ahead. i was also wondering Why Wesf hasn't placed his character inside an alias yet.


    Male Mime 2 geek/ 10 smartass
    Wolfman DM wrote:
    go ahead. i was also wondering Why Wesf hasn't placed his character inside an alias yet.

    I'm new to PBP. What do you mean by Alias?


    Male Mime 2 geek/ 10 smartass
    Wolfman DM wrote:
    go ahead. i was also wondering Why Wesf hasn't placed his character inside an alias yet.

    This is the character info I posted earlier. The actual sheet is at home. I'll happily transcribe to Alias if someone can tell me what that is.

    Evelyn Salt:

    Neutral leaning toward NG, but she's very internally conflicted. Her actions usually balance out

    Str 12, Dex20, Con16, Int 20,Wis12, Cha12
    HP 50 [ooc] I rolled and added con[/occ]
    AC 24 (+5 armor/defense bonus chart, +4 Shield (when the spell is cast), +5 dex)
    Fort+6 (including trait) Ref+10 Wil +6
    BAB +4
    SKills - LOTS, but spellcraft, stealth, sleight of hand, sense motive, escape artist, dis dev, acrobatics, appraise, bluff, and climb all have 5 or 6 ranks in them. Every other class skill has at least one point in it.

    Feats (I may change some of these, but I specifically want feedback on my feat choices)
    1-Point blank shot
    3-Precise shot (so I can shoot into melee. It's kind of my thing)
    5-arcane strike (Currently adds a +2 magic bonus to hit with mundane weapons)
    Wizard bonus @5th - Spell Mastery (summon monIII, Acid arrow, grease, Jump, Spider climb)
    Rogue Talent (RT)- Weapon Finess
    RT-Combat trick - Focused Shot (adds Int to damage with ranged weapons)
    RT - Fast Stealth (full movement while stealthing)

    Special abilities
    Tiefling Stuff- Darkness 1/d, darkvision 60, cold/electricity/fire resist 5

    Rogue Sniper-Evasion, Sneak + 3d6, Accuracy (1/2 range penalty with ranged weapons), Deadly Aim (allows me to use sneak attack at 50 feet at current level)

    Conjurer of the Teleport School (replaces Acid Dart)- Shift (can teleport to a nearby space as Dimension Door. Does not provoke an attack of opportunity. Self only +familiar. can move 5 feet per two wizard levels or 30 feet at current level. Can do this 3+int per day

    Summoners Charm - Adds 1rd/level to any summon spell. At present level summoned creatures last an extra 6 rounds.

    Traits- I like the last two. THe first two i'm on the fence about.

    Resilient (+1 fort)
    Sacred Touch (stabilizes wounds with touch) Could be a small suggestion that a higher good power is looking over Evelyn.

    Poverty stricken (+1 to survival and it's a class skill)
    Reactionary (+2 initiative rolls)


    if you go into a link on the page labeled 'my account' you will be prompted to type a password. type it and enter.

    on the 'my account' page, there will be a list of your personal messageboard aliases. likely an empty list.

    there should be a link labeled 'create a new messageboard alias'.

    you type in a name for this alias and select an avatar than submit it.

    it's best to name it after the character you are using it for. in your case, Evelyn Salt.

    to scribe the character, you click the link to the alias profile and click create a profile.


    Wolfman DM wrote:

    if you go into a link on the page labeled 'my account' you will be prompted to type a password. type it and enter.

    on the 'my account' page, there will be a list of your personal messageboard aliases. likely an empty list.

    there should be a link labeled 'create a new messageboard alias'.

    you type in a name for this alias and select an avatar than submit it.

    it's best to name it after the character you are using it for. in your case, Evelyn Salt.

    to scribe the character, you click the link to the alias profile and click create a profile.

    Got it. It was less involved than I thought it would be.


    What it says on the tin; Caffiene addict 20

    FYI: this is also WesF/Evelyn Salt. I like the name better than WesF


    So, this thing is still happening right?


    Girl Hafling? Fiendish totem elemental kin barbarian/Oracle of the flame 6

    Was wondering the same thing myself.


    I hope so, but have no idea.


    Beuler? Beuler?


    Anything Wolfman DM?


    Female Tian Rogue

    my great grandfather died recently. i may not have time to DM. wolfman will have to step out.


    My condolences. No worries. Real life takes priority.


    I'm sorry to here that too.

    I'll keep an eye in here just in case things change after a while. But don't feel obligated or anything, I understand.


    Girl Hafling? Fiendish totem elemental kin barbarian/Oracle of the flame 6

    I'm sorry for your loss. I hope for the best for you and your family.

    I for one was really looking forward to this one.

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