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Author Topic: Dying for a GM for a dwarven pathfinder game.  (Read 3132 times)

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Offline RubySlippers

Re: Dying for a GM for a dwarven pathfinder game.
« Reply #25 on: February 21, 2013, 07:53:50 PM »
I'm not sure if she can make crossbows is weapons crafting enough.

Oh and all crafted items I make will be 10% more, a tithe to her god for such items made using his power and through his mortal servant. That is 10% of the final price. But come on your still saving a bundle.

So your axe is 8000 gp retail you pay the base price plus 800 gp to the faith.

Deal?
« Last Edit: February 21, 2013, 08:01:56 PM by RubySlippers »

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Re: Dying for a GM for a dwarven pathfinder game.
« Reply #26 on: February 21, 2013, 08:05:40 PM »
  *smiles*  Woudl be awesome if you could do the same for my armor and shield, and Frenzy's armor.  Myth Ender is an old axe with a long history so it probably doesn't apply. 

Offline RubySlippers

Re: Dying for a GM for a dwarven pathfinder game.
« Reply #27 on: February 21, 2013, 08:11:48 PM »
Damned dwarves always coming to me for magic arms and armor. (heats up her forge)

Offline cryorage

Re: Dying for a GM for a dwarven pathfinder game.
« Reply #28 on: February 21, 2013, 08:40:11 PM »
Oi if youve room for 1 more im interested.  been ages since ive played a dwarf heh.

Offline BlinkinTopic starter

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Re: Dying for a GM for a dwarven pathfinder game.
« Reply #29 on: February 21, 2013, 08:55:58 PM »
Ummm, Ruby... What is the bonus on that weapon? Are you doing armor as well, or just weapons?

Offline RubySlippers

Re: Dying for a GM for a dwarven pathfinder game.
« Reply #30 on: February 21, 2013, 09:13:37 PM »
Okay any +2 item plain up is not an issue. If you want a +1 item with a special ability she can ONLY do clerical magic so those are very limited and nothing over Level 6 CL. Generally that is not common for her to make. But if you can find a magey sort and pay the fee to cast the needed spell we can see what can be done is any player a wizard?

Special materials again fine.

I'm waiting to hear from the GM about having a shop where she can have masterwork tools and a shrine to her god.

Offline Chajesdad

Re: Dying for a GM for a dwarven pathfinder game.
« Reply #31 on: February 21, 2013, 11:17:25 PM »
Sorry all, busy day at work, seems a few questions have popped up. The beginning of the campaign will be a short venture local, followed by an extensive jaunt away from the holds, with a return for later storyline. Investing in a shop or personal forge and shrine would be a good idea and also help justify the double value provided with character gen. I intended the initial value, to have some portion able to be invested back into the community, such as a shop that your brother is watching while you are away, a boar training family, that your contribution to the family is the breeding program you and your wife/husband/shieldmate manage, significant other in charge when you are away on business ventures.

As for the question from Raven, there are a few times when a specialist of dark places may be useful, but there will be plenty of time surface and shallow depths. But once again, we are talking of an adventuring band strictly of dwarves, can you truly hold them to the surface?

Cryorage, I welcome thee to our wondrous and quickly growing group. We have not only the room for you, but much love to share with you among us.


Offline TheRaven

Re: Dying for a GM for a dwarven pathfinder game.
« Reply #32 on: February 21, 2013, 11:29:04 PM »
The big reason I'm asking is because I'm working on a Ranger, and I'm trying to decide whether the Deep Walker archetype would be worth taking or whether I should stick to the more versatile (if less powerful) regular abilities.

Offline Chajesdad

Re: Dying for a GM for a dwarven pathfinder game.
« Reply #33 on: February 22, 2013, 12:00:15 AM »
     I can't say that we will be spending more time out in the open than in the dark, but there will be plenty of time for both. As for tunnel ranger idea versus a more generalized version, I believe that both character concepts will have plenty of time to shine.

Offline RubySlippers

Re: Dying for a GM for a dwarven pathfinder game.
« Reply #34 on: February 22, 2013, 12:26:14 AM »
UNDER CONSTRUCTION

Ingra Toragchilder



Female Dwarf
6th Level Cleric [Torag]
Lawful Neutral

Ability Scores
Strength 12  [+1]
Dexterity 12  [+1]
Constitution 16  [+3]
Intelligence 14  [+2]
Wisdom 18  [+4]
Charisma 11  [+0]

Racial Traits
* change from base template

Craftsman*
Defensive Training
Hardy
Stability
Stonecunning
Darkvision [60 ft.]
Hatred
Weapon Familiarity

Cleric Abilities
Archetye: Forgemaster

Domain: Artifice
Steel Spells
Divine Smith (Su)
Runeforger 5x/Day (Su)
Glowglyph, Return, Thief-Curse and Tracer Runes
Master Smith (Ex)

Feats
1st Level  Additional Traits
3rd Level  Improved Initiative
Archetype Class Bonus 3rd Level  Craft Magic Arms and Armor
6th Level  Ironhide

Traits
Birthmark [faith trait]
Inner Beauty [religion trait]
Reactionary [combat trait]
Ruthless [racial trait - dwarf]

Skills
Base 2 + Int 2 + Favored Class 1 = 5 Skill Ranks per Level

Appraise (Int)  2 ranks + Int 2  [+7]
Craft armor (Int)  6 ranks + Int 2 + Craftsman 2  [+13]
Craft weapons (Int)  6 ranks + Int 2 + Craftsman 2  [+13]
Diplomacy (Cha)  1 rank + Cha 0  [+4]
Heal (Wis)  6 ranks + Wis 4  [+10]
Linguistics (Int)  1 rank + Int 2  [+6]
Knowledge religion (Int) 2 ranks + Int 2  [+7]
Profession forgemaster (Int)  2 ranks + Wis 4 + Craftsman 2  [+11]
Sense Motive (Wis)  2 ranks + Wis 4  [+9]
Spellcraft (Int) 1 Rank + Int 2  [+6]

Intitiative:  [+7]

Base Attack Bonus:  [+4]
Melee BAB:  [+5]
Ranged BAB:  [+5]
Weapons:
- Warhammer  Grundzamish, in the common tongue of men Hammertime
Attack Bonus  [+7]
Damage  [1d8+3]
Critical  [x3/20]
Weight  [5 lbs.]
Type  [Bludgeoning]
Special: Adamantin Core, Plated in Mithral, +2 Magic Bonus, Impervious
10,812 gp
- Light Crossbow
Attack Bonus  [+7]
Damage  [1d8]
Critical  [19-20/x2]
Range  [80 ft.]
Weight  [4 lbs.]
Type  [Piercing]
Special:  Masterwork
335 gp

Armor Class:  23
Base 10 + Armor 11 + Dex 1 + Feat 1 
Armor:
Full Plate 
Armor Bonus  [+11]
Maximum Dex Bonus  [+3]
Armor Check Penalty  [-3]
Arcane Spell Failure  [25%]
Speed  [20 ft.]
Weight  [25 lbs.]
Special:  Mithral, Magic Bonus +2
12,500 gp

Saves
Fortitude  [+6]
Reflex  [+3]
Will  [+9]

Clerical Spells
DC Modifier +4

0 Level: DC 14  (4):  Create Water, Detect Magic, Light, Read Magic.
1st Level: DC 15  (4+1)  Animate Rope, Crafter's Fortune, Enhance Water,
2nd Level: DC 16  (4+1)  Heat Metal, Wood Shape,
3rd Level: DC 17  (3+1)  Repel Metal or Stone, Stone Shape

Wealth
8,453 gold
Property:

Other Magic Items
« Last Edit: February 22, 2013, 01:49:11 PM by RubySlippers »

Offline BlinkinTopic starter

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Re: Dying for a GM for a dwarven pathfinder game.
« Reply #35 on: February 22, 2013, 04:39:32 AM »
So, Ruby, What you're offering is a +2 Dwarven Double Bladed Waraxe (No special material) for 8,800 GP (Base price+donation of 10%)? I'm not sure I see the savings.

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Re: Dying for a GM for a dwarven pathfinder game.
« Reply #36 on: February 22, 2013, 05:08:50 AM »
I think she means material cost + 880

*  *  *

Tarkana Stone Skull   Fighter 1, Alchemist 5

Age      66
Alignment   Chaotic Good
Height      4’1” 
Weight      171

Skin:      Bronze
Hair:      Fiery
Eyes:      Green

   Tarkana is a sturdy, chesty dwarf-maid with thick, fiery hair.  She divides it into three braids—one over each shoulder and an extra thick one in the back.  It’s questionable whether the mace heads in each braid are functional or not.  No one’s seen her use them and lived to tell the tale.   

Strength   14
Dexterity   13
Constitution   16
Intelligence   17   19 +4
Wisdom   12
Charisma   10

Hit Points:   63

Armor Class:   25   (+1 Full Plate +10   +1 Heavy Steel Shield +3   Dexterity +1   Natural +1)

Saving Throws: 
--Fortitude   6   +3   =d20+9
--Reflex   4   +1   =d20+5
--Will      1   +1   =d20+2

Base Attack Bonus   +4
--Melee   +6
--Missile   +5
--CMB      +6
--CMD      17

Weapons: 
Spoiler: Click to Show/Hide
Acid
--TAB      +6 Touch
--Damage   d6+4 Acid
--Range   20’
--Amo      3

Alchemist’s Fire
--TAB      +6 Touch
--Damage   d6+4 Fire, Repeat in one round. 
--Range   20’
--Amo      6

Bombs
--Attack Roll      d20+6 (Touch)
--Damage      3d6+4 (Fire)
--Splash Damage   7 in 5’ radius, reflex save DC 16 for 3. 
--Range      40
--Amo         9/Day

Crossbow, Heavy
--Attack Roll      d20+6
--damage      d10
--Critical      19X2
--Range      195’
--Amo, Masterwork   10
--Sun Rod Bolts   10

Dagger
--Damage      d4+2
--Critical      19X2
--Range      20’

Flail, Heavy, Masterwork
--Attack Roll      d20+7
--Damage Roll      d10+#
--Critical      19-20X2

Gauntlets
--Attack Roll      d20+6
--Damage      d3+2
--Critical      20X2

Lance on a charge: 
--Attack Roll      d20+8
--Damage      2d8+4
--Critical      20 for 4d8+12
--Reach      10’

Myth Ender (+2 War Axe)
--Attack Roll      d20+8
--Damage      d10+4
--Critical      20X3

Discoveries: 
--Lingering Spirit: 
--Spontaneous Healing:  Fast heal 5 2/day. 

Mutagen: +4 Strength, -2 Intelligence, +3 Natural Armor. 

Feats
Spoiler: Click to Show/Hide
Brew Potion
Iron Hide
Throw Anything
Toughness
Point Blank Shot
Far Shot

Skills:   
Spoiler: Click to Show/Hide
Appraise         1 +3   +3   +0   +0   =d20+7 (+9)
Climb            1 +3   +2   +0   -4   =d20+2
Craft: Alchemy      6 +3   +3   +5   +5   =d20+22
Disable Device      6 +3   +1   +0   +2   =d20+12
Handle Animal      2 +3   +0   +0   +0   =d20+5
Heal            6 +3   +1   +0   +2   =d20+12   Kit 10
*Knowledge: Arcana      6 +3   +4   +0   +0   =d20+13
Knowledge: Dungeoneering   1 +3   +4   +0   +0   =d20+8
Knowledge: Nature      1 +3   +4   +0   +0   =d20+8
Intimidate         0 +0   +0   +0   =0   =d20+0
Perception         6 +3   +1   +0   +0   =d20+10
Ride            6 +3   +1   +0   -4   =d20+6
Spellcraft         5 +3   +4   +0   +0   =d20+12
Survival         1 +3   +1   +0   +0   =d20+5

Traits: 
Spoiler: Click to Show/Hide
--Armor Expert
--Magical Knack: Alchemist

Magic
Spoiler: Click to Show/Hide
Infusions/Day (Caster Level 6)
L 2
1.   Defensive Shock
2.   False Life
3.   False Life

L 1
1.   Cure Light Wounds
2.   Cure Light Wounds
3.   Endure Elements
4.   Jump
5.   Keen Senses

Infusions Known:
L 1:  Ant Haul, Crafter’s Fortune, Cure Light Wounds, Endure Elements, Expeditious Retreat, Identify, Jump, Keen Senses, Long Shot, Shield, Touch of the Sea. 

L 2:  Ablative Barrier, Barkskin, Cure Moderate Wounds, Defensive Shock, False Life, Invisibility, Resist Energy, Restoriation: Lesser, Spider Climb

Stuff
Spoiler: Click to Show/Hide
Magic Items: 
Boro Bead X1
Cauldron of Brewing
Type 2 Bag of holding
Headband of Vast Intellect +2
Stubborn Nail

Gear:
Backpack, Masterwork
Crowbar
Explorer’s Outfit X3
Flint and Steel
Formula Book (Complete backup at home.) 
Sash, Adventure’s. 
Shovel
Silk Rope, 100’, and Grapple
Thief’s Tools, Masterwork
Whistle, Signal


Alchemical Coolness, some organized in a chest. 
Air Crystals X6
Alchemist’s Kindness X60
Antiplauge X6
Antitoxin X6
Bladegaurd X3
Blood Block X6
Body Balm X6
Healy Myrrh X6
Padzahr X3
Powder, Flash X6
Smelling Salts X3
Smoke Stick X3
Sooth Syrup x6
Sun Rod X15
Tanglefoot Bag X3
Tea, Night X15
Thunderstone X3
Tinder Twig X45
Troll Oil X6
Troll Styptic X3
Water Purification Sponge X3   1lbs X3

Potions: 
Cure Light Wounds L 1 X8
Defensive Shock L3 X2
Endure Elements X2
False Life L 3 X2
Restoration, Lesser L 3 X4
Shield L 1 X8
Spider Climb X2
Touch of the Sea X4
Monies
Spoiler: Click to Show/Hide
Small Locked coffer With 150 Platinum

Purse
Platinum   24
Gold      9
Silver      9
Copper      10
   *   *   *

Frenzy
Spoiler: Click to Show/Hide
Advanced, War Trained Dire Boar
Large Animal

Strength   23   +6
Dexterity   14   +2
Constitution   21   +5
Intelligence   2   -4
Wisdom   17   +3
Charisma   12   +1

Hit Points   59

Armor Class   24   (+2 Studded Leather Barding +5, Natural +8, Dexterity +2, Size -1)

Saving Throws: 
Fortitude   4 +5   =+9
Reflex      4 +2   =+6
Will      1 +3   =+4

Initiative: +2
Speed: 40
Special Defenses:  Ferocity

Base Attack:   +3
--Melee   +8
--CMB      +10
--CMD      22

Attacks: 
Gore
TAB      +8
Damage   2d6+9
Critical      20X2

Special: 
--Low Light Vision
--Scent

Feats: 
Endurance
Run
Toughness

Skills: 
Acrobatics   2   +3   +2   +0   =d20+7 (+11 Jump)
Perception   3   +3   +3   +3   =d20+12

Gear: 
--Exotic Military Saddle
--Saddlebags

History
Spoiler: Click to Show/Hide
   A splinter from the Sunstone Clan, the Stoneskulls long ago went from goat herding to breeding and training war bores.  Like the Sunstones and other surface clans, they also serve as the first line of defense against invasion from above, and they’ve developed small unit skirmishing tactics useful for charging giants with lances, then goring them, then breaking away before they can suffer too much retaliation. 

   Tarkana is the eldest daughter in a big family.  Her grandparents are heads of the clan. 

   Though a ferocious warrior—sometimes bordering on a berserker--what makes Tarkana truly dangerous is her mastery of Alchemy.  She tires to have potion available for any problem.  She’ll soften up dangerous foes with bombs before going in for the kill with her war axe, “Myth Ender,” which is said to have once been used in battle against an avatar of Gruumsh. 

   Eleven years ago, during a brief but bloody conflict with a goblin nation called “The Goblin Fire War,” many dwarves were burned with alchemist’s fire by goblins who would not have otherwise been able to penetrate their defenses. 

   In the final battle of the war, Tarkana was part of a flanking maneuver that got to the goblin’s main camp from behind and broke their army.  In the process, she found in the tent of one of their champions a cauldron, a bead, and a gnomish text on transcendental alchemy.  She petitioned the lord regent for permission to claim this loot for herself.  When her petition was granted, she devoured the knowledge within the book voraciously, thus becoming a skilled transcendental alchemist. 
« Last Edit: February 22, 2013, 05:09:57 AM by Muse »

Offline BlinkinTopic starter

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Re: Dying for a GM for a dwarven pathfinder game.
« Reply #37 on: February 22, 2013, 05:54:01 AM »
You know, this whole trying to figure out the cost of making magical items is giving me a maor headache. Base Price, as described is the market price. As an example, a +1 weapon is 2,000 gp.

I've gone through the process to make magical weapons, and I'm more confused every time I try to figure it out, so I think I'll just go with a plain and simple Masterwork and call it done. That's as good as +1 magical and I KNOW how to figure out that price.

The best that I can figure out is that it's half of the base price for the material, plus the cost of the masterworked item, plus whatever the enchanter wants to charge... but I'm far, far from certain on this.

I'm still trying to figure out what to do with a craft... if any at all... because nothing appeals to me as useful and if you can't use a skill, what's the point of putting points into it? IWhat I mean is that a craft skill in basket weaving is a craft skill, but it doens't have a lot of use in play and the skill points for a fighter are too rare to spend on things that's fluff. I've never really figured out why every class in the book has at least 4 skill points plus INT, and ighters have just 2 and INT isn't a stat that is strong in general for a man who needs to be able to stand up to things swinging weapons. *shrugs* I'm almost done with the character, except for equipment and the whole craft thing.

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Re: Dying for a GM for a dwarven pathfinder game.
« Reply #38 on: February 22, 2013, 06:21:19 AM »
The best that I can figure out is that it's half of the base price for the material, plus the cost of the masterworked item, plus whatever the enchanter wants to charge... but I'm far, far from certain on this.

  *  *  *


Thta's it exactly, Blinkin.  (Oh, +1 gives a bonus to damage, masterwork does not.) 

Offline BlinkinTopic starter

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Re: Dying for a GM for a dwarven pathfinder game.
« Reply #39 on: February 22, 2013, 06:52:18 AM »
The best that I can figure out is that it's half of the base price for the material, plus the cost of the masterworked item, plus whatever the enchanter wants to charge... but I'm far, far from certain on this.

  *  *  *


Thta's it exactly, Blinkin.  (Oh, +1 gives a bonus to damage, masterwork does not.)

Ok, so.. doing it that way, without the fee of the caster..

+2 DDwarven Waraxe wuld be:
Cost for Masterwork: 310 gp (30 gp base cost+300 MW quality)
Cost for enchantment: 2,000 gp (4,000 gp/2)
Total cost: 2,310 gp

+3 MithralFull Plate:
Masterwork Cost: 3,800 GP (1,500 gp base cost, 3,000 gp for special material, 300 MW/3)0
Enchantment cost: 4,500 (9,000/2)
Total cost: 8,300 gp

That sound right?

Offline RubySlippers

Re: Dying for a GM for a dwarven pathfinder game.
« Reply #40 on: February 22, 2013, 07:14:13 AM »
So, Ruby, What you're offering is a +2 Dwarven Double Bladed Waraxe (No special material) for 8,800 GP (Base price+donation of 10%)? I'm not sure I see the savings.

I was hoping noone would catch that.  ;D

Seriously though that would be 10% of the magical addition costs on her end only people. can't blame a gal dwarf for trying. So if the juju is 4000 gp divided by two for 2000 gp  plus 10% for the faith it would be 2200gp added to the base price.

Your still saving money at 1800 gp + cost of the item.
« Last Edit: February 22, 2013, 07:16:02 AM by RubySlippers »

Offline Zaer Darkwail

Re: Dying for a GM for a dwarven pathfinder game.
« Reply #41 on: February 22, 2013, 07:27:12 AM »
Hmmm, if I got time I could roll some dwarven char to this game.....we have cleric, figther, ranger.....so a rogue maybe? Or sorcerer with somekind earth/underground related blood lineage (or wizard to create dwarven scholar guy).

Offline Luna

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Re: Dying for a GM for a dwarven pathfinder game.
« Reply #42 on: February 22, 2013, 07:50:27 AM »
Hey guise, I would love to get in on this if there is still room.  :-)

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Re: Dying for a GM for a dwarven pathfinder game.
« Reply #43 on: February 22, 2013, 08:07:21 AM »
+2 Dwarven War Axe (Market price: 8,310) 
--Donation 831
--Material Cost: 4104
Total:    4,935

The Mithral Full Plate will have to be +2, since that’s the biggest enchantment  you can make at sixth level:
+2 Mithral Full Plate (Market Price 14,500)
--Donation:   1,450
--Material Cost: 5,500
Total   ===6,950

Adds up to: 11,885

Offline Zaer Darkwail

Re: Dying for a GM for a dwarven pathfinder game.
« Reply #44 on: February 22, 2013, 08:13:46 AM »
Hey guise, I would love to get in on this if there is still room.  :-)

Well, I myself would not be against more dwarf ladies but up to GM :).

Offline BlinkinTopic starter

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Re: Dying for a GM for a dwarven pathfinder game.
« Reply #45 on: February 22, 2013, 10:27:00 AM »
I was hoping noone would catch that.  ;D

Seriously though that would be 10% of the magical addition costs on her end only people. can't blame a gal dwarf for trying. So if the juju is 4000 gp divided by two for 2000 gp  plus 10% for the faith it would be 2200gp added to the base price.

Your still saving money at 1800 gp + cost of the item.

Oh no, can't blame anyone for making a fair profit. I never dispute that or begrudge that.

« Last Edit: February 22, 2013, 10:49:22 AM by Blinkin »

Offline TheRaven

Re: Dying for a GM for a dwarven pathfinder game.
« Reply #46 on: February 22, 2013, 10:35:49 AM »
Work in progress.

Rardek Deeptracker

So, in terms of his gear, his only enchanted gear that falls under Ingra's domain would be his longbow. Might drop the +2 onto my mithral chain shirt as well.

Offline BlinkinTopic starter

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Re: Dying for a GM for a dwarven pathfinder game.
« Reply #47 on: February 22, 2013, 10:41:18 AM »
f
+2 Dwarven War Axe (Market price: 8,310) 
--Donation 831
--Material Cost: 4104
Total:    4,935

The Mithral Full Plate will have to be +2, since that’s the biggest enchantment  you can make at sixth level:
+2 Mithral Full Plate (Market Price 14,500)
--Donation:   1,450
--Material Cost: 5,500
Total   ===6,950

Adds up to: 11,885

Thanks for the totals. All of this is giving me a major headache onto of a pulled back. whatever it is is what it is. It counts as part of Ruby's starting wealth, but counts as being spent by Belwar... so he's being a bit of a skinflint lol

If he made the actual weapons himself, that reduces the cost a bit because of the donations, but the overall cost wouldn't be much less... Belwar would be able to make the armor for a third of the non-magical cost... 7,5000 (6K for the mithral, 1,500 for the armor/3 is 2,500). That makes the enchanting a little less, I think.... but who knows. I'll just mark off whatever you say it cost Muse... this is why I HATE playing magic types at all. lol
« Last Edit: February 22, 2013, 10:57:43 AM by Blinkin »

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Re: Dying for a GM for a dwarven pathfinder game.
« Reply #48 on: February 22, 2013, 10:50:03 AM »
*offers a warm, wet towel for the pulled muscle* 

The equation for an armor is Bonus Squared X1,000

The equation for a weapon is Bonus Squared X2,000. 

So the market price of the enchantment of a +2 armor is 4,000, of a +2 weapon is 8,000. 

I included the cost for the masterwork items in those equations. 

Masterwork WAr Axe 310 (Base Cast 10, Masterwork component 300.)

Mithral Fu;l Plate 10,500:  (Full Plate 1,500.  Mithral component 9,000.  The mithral component includes the benefits of MAsterwork.) 

So, the divisor for mundane crafting is 1/3rd.  For magical crafting is 1/2. 

Does that help?

Offline Chajesdad

Re: Dying for a GM for a dwarven pathfinder game.
« Reply #49 on: February 22, 2013, 10:53:22 AM »
     With the addition of Luna and Zaer, that will fill our roster, as long as there is active interest. I want to control a bit the  number of people for this first venture into Elliquiyan managerial endeavors. So, yes, there is the canned role of rogue and arcanist  still available within the party. Though I am not pushing anyone in a given direction for character concept. Sometimes finding a way around a deficiency can be fun as well.