PhoenixScientist Character Creation

load previous
Sep 3, 2018 5:09 am
I think ill go with what I said, an armored coat and a cloth robes.
Sep 3, 2018 5:12 am
Good deal. I don't really tell people this, but some items can reasonably stack. Like you couldn't wear Laminar under Plate Armor, but you could feasibly wear Chainmail over Leather, and then put Plate over the Chain. Just an example.

For clarity, are you wearing the coat over the robes or vice versa?
Sep 3, 2018 5:14 am
Your current total is 1337 gp.

Please select from the Mundane Equipment. Remember that consumables are per unit (e.g. the price for Rations will get you 1 day's worth of rations).

Amulet (5 gp), Backpack (1 cp), Basket (1 tc), Bedroll (3 tc), Beer Mug (2 tc)
Blanket (2 tc), Bow String (1 cp), Bowl (1 tc), Bracelet (10 gp), Bucket (1 tc)
Caltrops (1 cp), Candle (3 tc), Canvas (1 cp), Chain (1 sp), Chalk (5 tc)
Crate (4 tc), Fishhook (1 sp), Fishing Net (5 tc), Flask (6 tc), Flint and Steel (1 sp)
Glass (2 sp), Glass Bottle (1 sp), Grappling Hook (4 tc), Hammer (1 gp)
Ink (1 gp), Inkpen (1 sp), Lamp (4 gp), Lantern (3 gp), Lock (1 gc)
Lockpicks (set; 1 gc), Manacles (4 sp), Map Case (2 sp), Necklace (15 gp)
Oil (4 sp), Parchment (1 cp), Pie Pan (1 tc), Pitcher (1 tc), Piton (1 cp)
Plant Pot (1 tc), Pot (4 tc), Pouch (3 tc), Rations (1 sp), Rope (5 cp)
Ring (20 gp), Sack (1 tc), Sewing Needle (1 sp), Shovel (4 tc), Sledge (3 tc)
Soap (5 tc), Spyglass (30 gp), Tankard (3 tc), Tent (6 tc), Torch (3 tc)
Urn (2 tc), Vial (2 cp), Waterskin (3 tc), Whetstone (2 tc), Wine Bottle (3 cp)
Sep 3, 2018 5:26 am
I was actually just keeping them (the coat and robe) separate situationally.
I'll buy a Amulet (5 gp), Backpack (1 cp), Bedroll (3 tc), Bowl (1 tc), Flask (6 tc), Flint and Steel (1 sp), Ink (1 gp), Inkpen (1 sp), Map Case (2 sp), Necklace (15 gp), Parchment (1 cp), Pouch (3 tc), Rations[×7] (1 sp)[7sp], Ring (20 gp), Soap (5 tc)
So... 41 gp, 2cp, 15 tc, 11sp...
Sep 3, 2018 5:28 am
Ah, that works too. Backups are nice.

-blinks-

Where'd...all the money go?

You had 1337 and now you have 41.
Sep 3, 2018 5:58 am
Thats what I just spent..
Sep 3, 2018 6:15 am
Oh i forgot to add the cost of my clothes, so I just bought 46 gp, 2cp, 15 tc, 11sp...
Sep 3, 2018 6:44 am
Platinum (pc) is worth 10 gp.
Gold (gp) is the standard.
Giltsilver (gs), a gilded silver coin, is worth 1/2 gp.
Giltcopper (gc), a gilded copper coin, is worth 1/10 gp or 1/5 gs.
Silver (sp) is worth 1/50 gp, 1/25 gs, or 1/5 gc.
Copper (cp) is worth 1/100 gp, 1/50 gs, 1/10 gc, or 1/2 sp.
Tin (tc) is worth 1/500 gp, 1/250 gs, 1/50 gc, 1/10 sp, or 1/5 cp.
Sep 3, 2018 6:48 am
47gp 1sp 3cp 5tc spent... Right?
So
1289gp 9sp 6cp 5tc left?
Last edited September 3, 2018 7:08 am
Sep 3, 2018 7:41 am
OHHHHHHHHHHHH

I thought that's what you had left. Hurr durr, my mistake.
Sep 3, 2018 7:58 am
We all do that when we see something in a format we recognise.
Sep 3, 2018 4:39 pm
I was wondering if i could get some permanent enchantments for hide and soft step? and maybe a talking skill, either posture or guile...
And what does the durability enchantment cost?
Sep 3, 2018 8:58 pm
Durability costs 20 gp more for first class items, 30 gp for second class items.

Once we finish mundanes, we'll get around to magic. Have you any desire for alcohol or a musical instrument?
Sep 3, 2018 10:28 pm
Durability for the canesword.
No alcohol, for now. I'll just get other people buy it for me. Heh
And since i dont have a.musical skull probably not anf instrument either.
Last edited September 3, 2018 10:37 pm
Sep 4, 2018 1:04 am
Musical Skull. There's a fun idea. ;)

I'm a little leery of giving you an exotic weapon with an enchantment, but okay. We'll work out a good story reason why you have it. Not right now though.

Since you don't want alcohol or musical instruments, we're on to the magic part. You already picked magical durability for your weapon, so it can't have anything else. Do you want something for your coat or robes?
Sep 4, 2018 2:58 am
Yeah, something to help a social skill (probably poise or guile or both) for robe.
And can I get my amulet enchanted to help with one of the stealths.
Sep 4, 2018 3:38 am
Hm, the amulet enchantment is going to be more interesting, as the rules are only so simple for weapons. With lesser items, you need a more powerful artificer with better ingredients. The only stealth item in your budget is Makhu's Sandals of Silence (80 gp). You could wear those, but it wouldn't be your amulet.

As for the robe, you have your options, but they're not just going to give you a skill bonus directly, and they're all a one-shot. Use it up, and you have to find a mage able and willing to cast it back into the robe.

A Wind charge could let you alter sound in a way that manipulates your guile, but not directly. What it would do is change the sound that comes out of your mouth, maybe a different voice, or different words. But you'd have to decide what it says, so the effect on your Guile will depend on what you say, and to who. (50 gp in price)
A Parameter charge could lock you in a position of excellent poise, but you will move with rigidity and it will be extremely uncomfortable, might get difficult to breathe. And without a Parameter mage to turn it off, you're stuck that way until it deactivates. (50 gp in price as well)
A Beauty charge (part of the Body type magic) called "Subtlety and Innocence" would let you insinuate a command into otherwise casual conversation, such as participating in high tea. (50 gp in price)
Here's an interesting option! With a Perception charge, you could do the Mass Effect/Dragon Age thing, pausing your conversation just long enough to consider your options and pick the best way to say what you have in mind. That would give an entirely subjective bonus depending on what you say, but at least it would give you time to plan in the middle of a conversation. (60 gp)
Another interesting option is a Social charge (part of Mind type magic), that would let you hear what your conversation partner is thinking, and what you say next might receive a bonus based on how you react to those thoughts. (60 gp)
Sep 4, 2018 4:13 am
Sandals sound good.
I don't know about the charges, maybe the Social charge, but one, I don't want to spend too much on things that have to be recharged. Ends up being a money sinkhole.
Last edited September 4, 2018 4:13 am
Sep 4, 2018 4:16 am
[1289gp 9sp 6cp 5tc] - [(80 gp sandal) - (30 gp durability) - (60 gp robe) ] = 1119gp 9sp 6cp 5tc left
Last edited September 4, 2018 4:18 am
Sep 4, 2018 4:35 am
Good mercy you have a lot of money. Time to see if there's any magic items that suit your fancy.

Sign of the True Sun - 100 gp
If held aloft, will shine brightly even in magical darkness. Beings of spiritual darkness cannot enter its radius or look straight in its direction. Beings made of shadow in any way will be unmade.
Spine of Null - 100 gp
The body of anything killed by this knife will disappear completely. Has no special powers to make it more effective at killing.
Sign of the Bright Moon - 50 gp
If held aloft, will shine mildly in darkness, and create shade in the light. It does not hold the power of the Sun sign.
Hadbal Knucklebone - 20 gp
This unusual knobby bit of bone has twenty facets. When rolled, it will display a glowing number in the 1-20 range. Not only tells the roller their chances for a task, but artificially makes those chances higher or lower.
Bone Fetish - Wearer's bones will never break but can suffer damage, and improves unarmed attacks (2 gp)
Blood Fetish - Wearer's blood will never spill (though drops may be shed) and every wound they make on the enemy bleeds (2 gp)
Disease Fetish - Wearer will never fall to sickness (but can become slightly ill), and flesh contact with wearer will spread infectious disease (2 gp)
Midnight Fetish - Wearer sees well in darkness, but will be near-blind in light (2 gp)
Frost Fetish - Wearer endures cold as if a lovely spring day, but suffers in hot conditions (2 gp)
Murder Fetish - Wearer moves silently when moving to kill, but is otherwise loud and obvious (2 gp)
Ash Fetish - Wearer can learn why a pile of ashes died, but suffers from frequent hacking coughs (2 gp)
Fire Fetish - Wearer always succeeds in starting fires regardless of the method used, even if the "attempt" was an accident (2 gp)
Potions/Sparklers - 100 gp for Nature or Soul magic
Potions grant some kind of positive effect for which they were designed, or bought in this case. It lasts for a period of time, depending on the effect, then the potion ends. Some potions, like healing potions, do not fade.
Sparklers do the same thing, but are little fireworks that shower sparks of positive magic on you, instead of being drank.
Poppers - 100 gp for Nature or Soul magic
Little firecrackers that work like Sparklers, but inflict negative effects instead.
load next

You do not have permission to post in this thread.