| Qaianna |
I've got an idea for a storyline/RP theme for my barbarian, but I'm running into an issue with it.
The idea: she's the one who makes her own weapons.
The issue: Master Craftsman at level 5, Craft Magic Arms at 7.
Yes, the idea's suboptimal, but I'm now wondering ... at what point is the normal frontline fighter 'supposed' to have at least a +1 weapon? My only estimate is to base it off the WBL chart, which suggests 4th to start with, but when is it less 'neat' and more 'you may as well just throw your shoes at the monster'?
| DominusMegadeus |
Well, the party is gonna run into problems if they don't get their Big Six (assuming CR appropriate encounters). There are ACs of a certain level that you need to-hit bonuses of a certain level to meet.
If the party is getting less WBL, a smart DM is also lowering the difficulty and special defense/offenses of the encounters so as to avoid the no-win scenario.
As long as you DM understands the game's math, you shouldn't need a +1 until you have access to it, but the DM isn't obligated to hold back when everyone except you buys/crafts appropriate gear and you're holding out for a few feats.
In short, you may have to bite the bullet for your roleplay. Luckily, Barbarian is about the best choice you could have made for this situation. Probable 2-hander, lots of flat bonuses, charges frequently.
You'll still be up to speed on the armor and magic trinket front, right?
| Qaianna |
Well, the party is gonna run into problems if they don't get their Big Six (assuming CR appropriate encounters). There are ACs of a certain level that you need to-hit bonuses of a certain level to meet.
If the party is getting less WBL, a smart DM is also lowering the difficulty and special defense/offenses of the encounters so as to avoid the no-win scenario.
As long as you DM understands the game's math, you shouldn't need a +1 until you have access to it, but the DM isn't obligated to hold back when everyone except you buys/crafts appropriate gear and you're holding out for a few feats.
In short, you may have to bite the bullet for your roleplay. Luckily, Barbarian is about the best choice you could have made for this situation. Probable 2-hander, lots of flat bonuses, charges frequently.
You'll still be up to speed on the armor and magic trinket front, right?
Resigned sigh. Oh well. I'll see how things play out; at the moment Samantha doesn't have the cash to enchant her greataxe, although she does have a few fun items. (Amulet of Natural Armour and Cloak of Resistance, composite longbow of Str +4.) Of the two captured magic weapons, one was a longsword that went to someone else, and the other was a bastard sword that was hocked for cash instead of kept as a backup melee for me. If nothing glowy comes to my hands, that'll be 2k down the drain.
At least I'll have the feats to customise the weapon later.
| Paulicus |
Keep a few scrolls/oils of magic weapon on hand, that should keep you going until 7th, unless you're fighting lots of ghosts or something.
In PFS a magic weapon is one of the last magic items I get (after armor/cloak/some potions/etc) because that first +1 does little more than masterwork. Might not apply to your game though.
| Fergie |
By "math" I would estimate that you should have a magic weapon by the time you get to seventh level.
I base this on the concept that you should have a common magic item (big six type stuff) by the time it becomes 10% of your WBL.
However, I think the game expects martial type characters to have some kind of magic weapon by the time they are third level or so, and an oil of bless weapon, or oil of magic weapon before that. There is usually some point around 5-8 level where you go from having 1 or 2 magic weapon, to a half dozen or so.
All of this depends highly on party composition, setting, difficulty, and things like the GM handing out a +3 dagger before anyone has a +1 greatsword.
One last note: Magic item construction for martial characters is rather painfully bad according to the core rules. See if you can work out something with your GM to capture what you are trying to achieve (guy who only makes his own weapons, or guy who uses his grandfathers katana, or greatest axe maker of the tribe, or whatever) using an alternate rule system or house rule.
Here is a shameless plug for getting the magic item bonuses through vows.
| Guru-Meditation |
The upgrade from Masterwork to +1 is a measly +1 damage. The important difference is being able to break DR/Magic and harm incorporeal foes.
And for these few occasions where you really want this it is very easy to just have a 3 or 4 Potions of Magic Weapon Oil (@50 GP) ready.
It is absolutly no problem waiting till 7th to magic-up your self-crafted weapon.