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16:06, 19th May 2024 (GMT+0)

Session zero.

Posted by NarratorFor group 0
Geoffrey
player, 4 posts
Sun 29 Aug 2021
at 22:23
  • msg #54

Re: Summary of ability generation and starting level

Same here for Geoffrey, but his mainly trying to hide. His a recently escaped slave gladiator after all.
Arkyn0
player, 5 posts
Sun 29 Aug 2021
at 22:46
  • msg #55

Re: Summary of ability generation and starting level

Not a local but not new. In town maybe a year.  I hope to have a skeleton sheet together tomorrow?
Nylo Teakwood
player, 5 posts
HE Ranger; shy guy
AC 14; PP 15; 20/20 HP
Mon 30 Aug 2021
at 03:06
  • msg #56

Re: Summary of ability generation and starting level

In reply to Lucia Bardakci (msg # 50):

To go for a professional glassblower Skill Expert will be best. Attribute boost + Skill Proficiency + Expertise > three skill/tool proficiencies

Skilled works better for a jack-of-all-trades character

Magic Initiate is as Tappis said: Cleric/Druid for Guidance to give better results; plus you would still have one more Cantrip and a 1st-level spell to pick. Some versatility there, but little else for glassblowing purposes.
Lucia Bardakci
player, 6 posts
Mon 30 Aug 2021
at 04:19
  • msg #57

Re: Summary of ability generation and starting level

Yeah but the expertise is only for skills not tools.  However she does want to make magic items too so I could use the expertise on Arcana.  And the +1 to a stat means I can have an even 18 for her Int.

Still thinking on it, but almost done with my sheet.  Thanks guys.  ^_^
Narrator
GM, 12 posts
Mon 30 Aug 2021
at 12:39
  • msg #58

Magic Item generation

Lucia just brought this up:

Sure!  This was developed as a downtime activity. The campaign is for a expedition cut off from the rest of society (ie if they don't have it, they have to make it themselves).  Not quite a survival game since they came with a fair amount of equipment.

Developing Magic Item Formulas Time & Cost

Item Rarity     Work Days     Research Cost
Common              3                    5gp
Uncommon            6                   20gp
Rare                12                 200gp
Very Rare           60               2,000gp
Legendary           150             10,000gp

The workdays is modified by the character's Productivity.  Which is calculated by their skill/tool proficiency in an appropriate area of the item.  Productivity is equal to (1/2 + Arcana Proficiency bonus/4) for creating a magic item formula.

For example, if someone without Arcana proficiency wanted to develop a magic item formula for a whistling arrow (common), it would take them 3/.5 days or 6 days.  Double the time that someone with a proficiency bonus of +2 would be able to do it in.

Notice that is this Proficiency Bonus only, not the Skill check value.  The modified number of work days is always rounded up to the next full day.  ie- If it takes you 3.428 days to design the formula it takes 4 days to do it.

Prof. Bonus     Productivity
       0                0.5
       2                1
       3                1.25
       4                1.5
       5                1.75
       6                2
       7                2.25
       8                2.5
       9                2.75
      10               3
      11               3.25
      12               3.5


We use the productivity for the actual making of items as well (magical and none magical).  ie- Blacksmithing for armor and weapons, carpentry for furniture, etc.

I won't allow non-artificers past common items, and you need to research the magic item formula once to create it. Incremental Bonuses (i.e. +1, +2 etc.) require separate formula.
Lucia Bardakci
player, 7 posts
Mon 30 Aug 2021
at 18:22
  • msg #59

Magic Item generation

All done!  ^_^
Tappis Moonwhistle
player, 11 posts
Mon 30 Aug 2021
at 21:00
  • msg #60

Magic Item generation

Non-artificers? Are we using Tasha's now too?
Narrator
GM, 13 posts
Tue 31 Aug 2021
at 03:25
  • msg #61

Magic Item generation

I will allow the artificer class.

EDIT

and Artificer Initiate.
This message was last edited by the GM at 03:31, Tue 31 Aug 2021.
Nylo Teakwood
player, 6 posts
HE Ranger; shy guy
AC 14; PP 15; 20/20 HP
Tue 31 Aug 2021
at 05:06
  • msg #62

Magic Item generation

Allowing Artificer is good since that looks to be the only class with the ability to get expertise in a tool that isn't Thieves'. Of course that's at level 6, so that is a ways down the road.
Valaric
player, 13 posts
Tue 31 Aug 2021
at 21:10
  • msg #63

Magic Item generation

Ok my sheet Is done except for Equipment and Languages which I am still thinking about.
Lucia Bardakci
player, 8 posts
Tue 31 Aug 2021
at 21:27
  • msg #64

Magic Item generation

I just went with class and background for equipment.
Valaric
player, 14 posts
Tue 31 Aug 2021
at 21:32
  • msg #65

Magic Item generation

I did that too for equipment but with my patron possible changes with upgraded armor and weapon skills. Also had several questions was running by DM since we were second level etc.

Any recommendations on my extra 3 Languages. I am a warlock smuggler, for race think of me as a human with a japaese/ American heritage.
Lucia Bardakci
player, 9 posts
Tue 31 Aug 2021
at 21:53
  • msg #66

Magic Item generation

Well depending on your Patron that might give some clues for languages.  Demonic patron> Abyssal; Archfey> Sylvian; GOO> Deep Speech; etc.  Magic wise it never hurts to take Draconic.  For the snuggler, depends on who you smuggle for.
This message was last edited by the player at 21:57, Tue 31 Aug 2021.
Lucia Bardakci
player, 11 posts
Thu 2 Sep 2021
at 01:45
  • msg #67

Magic Item generation

Why am I imagining Geoffrey as played by Kronk (from The Emperor's New Groove)?
Tappis Moonwhistle
player, 12 posts
Thu 2 Sep 2021
at 01:47
  • msg #68

Magic Item generation

So we've agreed to meet a specific person, in a specific place, at a specific time, for reasons that we don't even know ourselves?
This message was last edited by the player at 01:47, Thu 02 Sept 2021.
Geoffrey
player, 6 posts
Thu 2 Sep 2021
at 02:07
  • msg #69

Magic Item generation

In reply to Lucia Bardakci (msg # 67):

I was tempted to describe him humming a theme song too but I restrained myself. Gotta keep hilarity to a minimum :D
Glorandal Jozeiros
player, 8 posts
Thu 2 Sep 2021
at 03:22
  • msg #70

Magic Item generation

In reply to Lucia Bardakci (msg # 67):

Ha! I had this same exact thought!
Valaric
player, 16 posts
Thu 2 Sep 2021
at 21:14
  • msg #71

Magic Item generation

I am starting out as a warlock, am considering seriously about multi classing into a rogue swashbuckler later. Wanted to know if I would be stepping on the toes or concepts of any starting rogue characters.

Have a nice idea of a katana wielding duelist flavored character
Tappis Moonwhistle
player, 14 posts
Thu 2 Sep 2021
at 22:04
  • msg #72

Magic Item generation

I don't intend to go for Swashbuckler this time.
Lucia Bardakci
player, 12 posts
Thu 2 Sep 2021
at 22:49
  • msg #73

Magic Item generation

If I multi-class at all it will probably be artificer, but that's not a guarantee.
Valaric
player, 20 posts
Sat 4 Sep 2021
at 08:01
  • msg #74

Magic Item generation

How are we handle critical hits, roll 2x or max one plus roll normal damage. Reason I an asking is my first hit was a critical on a giant rat.
Narrator
GM, 21 posts
Sun 5 Sep 2021
at 03:58
  • msg #75

Magic Item generation

2x damage on criticals.
Lucia Bardakci
player, 19 posts
Mon 6 Sep 2021
at 03:51
  • msg #76

Magic Item generation

Rinse and Repeat as far as initiatives are concerned?
Narrator
GM, 23 posts
Mon 6 Sep 2021
at 04:56
  • msg #77

Stable combat

These are new rats, so I need a new initiative.
Tappis Moonwhistle
player, 22 posts
Mon 6 Sep 2021
at 05:00
  • msg #78

Stable combat

23:59, Today: Tappis Moonwhistle rolled 20 using 1d20+4.  Initiative.
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