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  #136  
Old 05-25-2012, 01:24 PM
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Saratek's theories are largely correct; Masterwork weapons are fine. Their cost is simple to absorb and the bonus is small. My intent, with "sword of the father"-type-stuff, was to communicate that if your father's sword was known for being a +5 flaming vorpal dragonsbane greatsword, you can still take it - but it's just a freakin' masterwork greatsword for now. This can give a character a legend to carry around... without wielding its power before appropriate levels.

What I forgot to mention was that any future upgrades would, indeed, count as part of the standard loot. Somewhere along the line I forgot the impact of this idea; if you choose a weapon for your "bonus" item, it eventually stops being a "bonus" and just starts being "My weapon with its enchantments that I earned but also could have bought." So way down the line, when one guy still has his everlasting chalk (which does not come out of the "loot pool") and the other has his +2 flaming greatsword (whose enchantments do come out of the "loot pool"), who's actually on top, where loot is concerned? No, you won't necessarily have to pay for the enchantments later... it'll just be gold you don't find, catch my drift?

I also forgot an important concept about starting gold: Starting gold is to account for "stuff I've acquired in my life up to this point," not "stuff I just bought the day before I became an adventurer." Thus, the heirloom sword would be counted in that - for the price of a mundane or masterwork sword, mind you, no matter what powers it had before you picked it up.

So, when it comes to the bonus item, try to make it something almost useless. Take a common Wondrous Item and give it a limitation. Take a common modern item and translate it into magic or mad science or steampunk technology. Pull something silly but cool out of Harry Potter. Pick something mundane or technological that you might not normally be able to afford. Here are some more ideas for your bonus item:

Instant Campfire log / sun oven / portable gas stove / self-heating frying pan
Tent that sets up itself. (relax while your friends struggle with theirs!)
Treasure map (you may have "acquired" this quite recently, and its original owners - or other interested parties - might not be happy about it)
Clothes that change colors or styles based on the season (never have to worry about a "Cold Weather Outfit" and a "Warm Weather Outfit" again!).
A cloak that never gets wet or dirty - even when you bleed on it!
Collapsible 10' pole.
Engineer's belt; as the suitcase above, but holds nuts, bolts, screws, and tools. (counts as thief's tools!)
Compact mirror that unfolds into a full vanity set (counts as a disguise kit!)
Google Maps. (I kid. but srsly, a magic map of some kind)
Electric guitar (no amp required!)
Loudspeaker
Compass (I don't care what culture you're from, there's a way to make a compass)
Falcon, housecat, or tame dog (rangers are not the only people who have use of animals, and "handle animal" is useful for more than riding horses), maybe even with something special about it.
A horse (or other riding animal - large lizards are popular in Durendan, camels in Brymseil, large, flightless birds in Dronysha... got any other ideas?), also maybe with something special about it.
Wristwatch
Goggles that highlight blood when you look through them.
Gasmask.
A ring, bracelet, bracer, or glove that acts as an interdimensional sheathe for a single weapon appropriately linked to it.
A weapon whose blade is made of energy (but deals normal damage; DR still applies), so all you carry is a haft, hilt, or grip.
Armor that "folds out" from jewelry, so it can be donned within a single round (I've almost never seen a GM actually require someone to don or remove armor except where swimming was concerned. If you take an item like this, rest assured there will be times it is useful - rare times).

It can be magical or technological (in the case of animals, it must be magical or cybernetic; Modern Doverian Magic and technology cannot create life, including golems, but it can augment existing life or maybe act as a prosthetic). It doesn't have to be something central to your class or your character concept. It's a piece of practicality; somewhere that D&D magic doesn't account for real-life ingenuity.

It's also completely optional, and if I accept an application but don't like the item, you just won't get it. :P Or maybe you'll get it, but it won't have the magic you're expecting.

I would also like to point out that your choice of bonus item should say something about the problems you would LIKE to face, and not the ones you EXPECT to. I will endeavor to create opportunities to use it, and creative or critical thinking on your part may create unexpected uses for it at times. This is an opportunity for you to affect the game's style, its flavor, its theme and direction. Use it wisely.

Cash: After a quick check, I see I must've forgotten to change it in my last sweep. I'll go fix that now.
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Last edited by DoverianDragoon; 05-25-2012 at 01:44 PM. Reason: Whoops! I fail at copy-paste.
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  #137  
Old 05-25-2012, 01:43 PM
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All of your ideas make an old lute seem so boring. So I have a new idea. I really wanted a pet, falcon sounds fun. But then I thought, Clockwork Warforged Falcon. Can I keep him please?
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  #138  
Old 05-25-2012, 02:00 PM
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It occurs to me that in order to create a blade equal his signature weapon, my character would probably have to be able to craft enchanted weapons. Would I have to multi-class for that? Rangers do get some spells by default, though I'm not sure how that would work with the magic system, but then again "create magic items" seems to be a pretty big leap from standard ranger spells.
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  #139  
Old 05-25-2012, 02:13 PM
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@Morathor- any spellcaster with a caster level of 5th can create magic weapons if they have the Craft Magic Arms and Armor feat. So you would need to be a 10th-level ranger.

EDIT: Actually, I don't think Rangers are even spellcasters in this setting, so yes, you would have to multiclass.
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Last edited by Ninjato; 05-25-2012 at 02:14 PM.
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  #140  
Old 05-25-2012, 02:15 PM
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DD, with all of that, you make me feel like my bow isn't appropriate. I contend though that "Truestrike" is very much a vital part, and even considered a partner to Dorian. I mean you can't be “Devon Grey and the Amazing Marvel of Mechanics, Truestrike” without the bow. It just wouldn't make sense.

Something I haven't figured out, what skill would I use for his Marksmanship Shows? It doesn't fall into a Perform category, and I don't know if it would really be a profession. There's martial skill, acrobatics, showmanship, and various other little things rolled into it. Hence why I'm not sure.

I'm fine with "Truestrike" being only MW. The story supports that no magic has touched it, and being it is technological, Dorian can improve it later once he learns what kind of perils her will face in these lands.
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  #141  
Old 05-25-2012, 02:17 PM
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Hm... and then I'd be able to take the feat at, what, level 12?
Sounds fine by me. Although again, not sure if that works with the magic system in the setting (I've read it a couple of times and am still not quite sure I get it).
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  #142  
Old 05-25-2012, 02:21 PM
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Quote:
Originally Posted by DoverianDragoon View Post
I also forgot an important concept about starting gold: Starting gold is to account for "stuff I've acquired in my life up to this point," not "stuff I just bought the day before I became an adventurer." Thus, the heirloom sword would be counted in that - for the price of a mundane or masterwork sword, mind you, no matter what powers it had before you picked it up.
I'm a bit confused as what you mean by this. I've read it over a few times, and to me it seems like you are saying the value/cost of our "Bonus Item" or at least the base cost of such an item, will come out of our starting gold. This is a somewhat frightening idea to me as my base item is still in the 700-900 range. It could very well make it so I couldn't have clothes on my back or food in my belly. I could really appreciate some clarity on this.
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  #143  
Old 05-25-2012, 02:24 PM
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Code H: Alas, modern magic (or technology) cannot create life. That means no constructs with an INT, WIS, or CHA score. I know how you feel, though. A clockwork warforged falcon would kick ass. But then I remembered: "Oh, crap! Golem-making is a lost and ancient art! Nobody knows how to do that anymore! That kind of find would be far too important and expensive to qualify as a bonus item. Why, it's practically a whole character's worth of storyline! (See note on applying for Warforged in the first post)

A regular falcon, or one with a clockwork wing, or an artificial eye or something, would be do-able, though.

Morathor: I seem to recall something about a feat in Pathfinder that allows characters to create magic items using Craft instead of Spellcraft. I know I said "SRD and Complete only," but I'd probably be willing to allow that feat.

I'm iffy on rangers being spellcasters. If they ARE spellcasters, then they would most likely get the "Natural Magic" order from the Talislanta book (unless we can find or build a more thematically appropriate one, which I doubt). And probably from level 1, even. They would need to spend skill points on it, though, so any magical studies they have would be at the expense of other skills. But at that rate, the non-spellcasting variant comes out on top very easily. Hmm...

Saratek: Truestrike is fine. Like you said, it's pretty central to your character, and it IS exorbitantly expensive, something you couldn't normally afford or find. I maintain my approval.
What I meant by the statement you quoted was that, at your option you can buy the heirloom sword (or what-have-you) from your starting gold, and therefore get it in addition to a different bonus item. It was a reminder - to myself and to you - that items "bought" with starting gold are not necessarily brand new, right-off-the-shelf items. Whatever you choose as your bonus item (and I'm still allowing masterwork weapons, everyone, I was just letting you know about the probably-minor drawbacks involved), it's free.
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Last edited by DoverianDragoon; 05-25-2012 at 02:31 PM.
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  #144  
Old 05-25-2012, 02:24 PM
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@Morathor- I don't know where you got level 12 from, you'd just need 5 levels in Mage or whatever it is.
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  #145  
Old 05-25-2012, 02:34 PM
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DD, what do you think of my magical Bonus so far? I intend to have it give him a 75% chance of accuracy. Mind you, the background to it is incomplete still, but i just want to know if it's an acceptable item. If not, i have other things in mind.
-Edit- I seem to be missing the joke behind Phylashio Silkenmurmur... Can someone explain T_T?

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  #146  
Old 05-25-2012, 02:34 PM
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Quote:
Originally Posted by DoverianDragoon View Post
Morathor: I seem to recall something about a feat in Pathfinder that allows characters to create magic items using Craft instead of Spellcraft. I know I said "SRD and Complete only," but I'd probably be willing to allow that feat.
I went looking and didn't find a feat like you described. I did find that the Pathfinder creation feats are basically the same as 3.5's but Pathfinder also requires the crafter to do a Spellcraft or Craft roll to see if they were successful or something like that. That is probably what you were thinking. Regardless, you still have to have the Specific Caster Feat to create Magic Items.
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  #147  
Old 05-25-2012, 02:41 PM
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Right now my application has a bit of brainstorming going on. Small update on my character; I will be continuing updating this character over the next week. My bonus item is a weapon found imbedded in the corpse of an elder - it will tie into my background (once I think it up). This is my character's main weapon but will be the focus of his search which I hope to also tie into my 'Players' wish. (again once I figure that out).

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  #148  
Old 05-25-2012, 02:53 PM
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Interest here, the magic system looks pretty cool...let's see what I can come up with tonight...
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  #149  
Old 05-25-2012, 02:57 PM
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Seeing as I'm pretty inexperienced, this may be a terrible idea (and if it is, feel free to tell me so) but...
For classes like paladins and rangers, that are not primary spellcasters but start to get a little bit of spellcasting as they get higher, would it be appropriate for them to get a bonus feat in a specific school of magic when they hit that level (which appears to be level 4 for both the classes I mentioned)?
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  #150  
Old 05-25-2012, 03:22 PM
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Quote:
Originally Posted by saratek187 View Post
I went looking and didn't find a feat like you described. I did find that the Pathfinder creation feats are basically the same as 3.5's but Pathfinder also requires the crafter to do a Spellcraft or Craft roll to see if they were successful or something like that. That is probably what you were thinking. Regardless, you still have to have the Specific Caster Feat to create Magic Items.
Try "Master Craftsman" on this page.

Deo: Well, since you specifically asked...

Your items is one of the ones I have a big problem with, actually. That's some crazy Divination you have going on there, as I understand it. If you're set on the image showing you something different as your goals change, that's fine... but I cannot dictate what your character's goals are, nor can I tell you how to pursue them. Only you can do that. So you would decide who or what appeared, and I don't think that would give you the benefit you're looking for.

Now, if it always showed you something sentimental, like the image was always of your mother, or a time when you and your father were still close, that would be okay. Easily. No-brainer. But this "Show me my next assassination target" stuff? That won't work like you expect.

Kshnik: So it's just a masterwork... greataxe? Glaive? Halberd? That's fine, if it's what you want.

Morathor: I explored something about Paladin and Ranger spellcasting in my last post. I'm still thinking about how I want that to pan out. They might get the magic from level 1, they might get it at level 4, they might get extra skill points that have to be used on magic modes (I'm thinking about giving Mages those, too, by the way. 4+Int skill points per level is not enough for regular Mage skills plus magic modes. Seriously, what were they thinking here?).
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