Q'Barra: Into the Emerald Forest - Attempting to Revive!

Urko

First Post
(09/20/2005 - See last post for my attempts to revive the game)



No longer taking character submissions. Party selection will be posted 4/15 @ approximately 7 PM CST (GMT-5)


It’s another sweltering summer afternoon in Newthrone. At least here in the salon of the Hotel Metrol there’s shade and a slight breeze from the bound-elemental powered ceiling fans. Liveried kobolds scamper from table to table, bringing refreshments to the wealthy and elite of New Galifar. Would that you were one of them! With all you’ve been through, you’re lucky to have the clothes on your back. Down to your last handful of coins, you and your companions fidget impatiently in your wicker chairs in an unobtrusive corner, waiting for the individual you’ve come here to meet. With any luck, he will be able to give you the one thing you need most right now…a job!

Q’Barra: Into the Emerald Forest is an adventure campaign for 4-6 4th level characters set in the world of Eberron and more specifically the wild rainforests of the half-civilized nation of Q’Barra. In selecting characters for this campaign, I will be looking for the following (in rough order of importance):
Interesting character, background, and description
Quality of writing
Filling useful niche within party
Familiarity with Eberron setting (as reflected in background)

Unless I have an absolutely overwhelming number of responses, I will keep submissions open for one week. I’ll give 24-hour notice before closing them in any event, so take your time to really flesh out your background and description. Note that no characters will be selected until after submissions are closed, so there’s no point in posting “save a spot for my changeling rogue 2/sorcerer 2” or whatever – I will select from completed characters. At the bare minimum, I will need complete background, personality and appearance along with alignment, race, class(es), ability score distribution, and feats – the rest can be fleshed out if your character is selected. Of course, if you wish to inquire if a particular concept is a viable candidate before working up the complete character, please feel free to do so. Once all members of the party have been chosen, we’ll work on integrating their backgrounds here before the in-character thread starts. I’d like most if not all of the characters to start the adventure knowing one another.

Sources: Core Books, Eberron Campaign Setting, Sharn: City of Towers, Expanded Psionics Handbook, Races of Eberron, Complete...(by permission). Rules from other sources will be considered, but extremely unlikely to be accepted.
 
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Character Generation

Alignment: This is a story about Heroes working together to make the world a better place. Character quirks and flaws make fine roleplaying, but all characters must be Good or Neutral. Mad-dog killers and sociopaths need not apply!

Ability Scores: 28 point buy (and don’t forget to add in your 4th level attribute bonus!)

Races: All common races from the Player’s Handbook and Eberron Campaign Setting. Goblinoid races and Orcs are also acceptable choices. If you want to play something else you’ll have to make a very convincing case for it in your background.


Classes, Feats, Spells, Powers, Prestige Classes: In general Core, Expanded Psionics Handbook, and Eberron sourcebooks are fine, stuff from the Complete series is usable with permission (and a good in-character reason), anything else is unlikely.


Hit Points: I use a somewhat esoteric system. Hit Points are figured with the following formula:

Step One: Find maximum possible Hit Points and subtract Character Level. For example, for a 4th level cleric this value would be 28 (8*4 = 32, 32-4 = 28); for a Fighter 3/Rogue 1 this value would be 32 (3*10 + 1*6 = 36, 36-4 = 32).

Step Two: Multiply the value from Step One by .85, rounding down the result.

In the above examples, the value would for the Cleric 4 would be 23 (28*.85, round down) and the value for the Fighter 3/Rogue 1 would be 27 (32*.85, round down).

Step Three: Add your Character Level back into the result from Step Two. For our example characters, the Cleric 4 would end up with 27 Hit Points (23+4) and our Fighter 3/Rogue 1 would have 31 (27+4).

Step Four: Add your Con Bonus (or subtract Con Penalty) * Character Level. Let’s say our Cleric 4 only has a 9 Con, giving a –1 penalty. That leaves a final Hit Point total of 19 (23-(4*1)). Our Fighter 3/Rogue 1 is healthier, with a 15 Con (+2 bonus), making a final Hit Point total of 35 (27+(4*2))

Note that this entire calculation, using all character levels, is performed every time you gain a level. If all of this is too confusing just let me know and I’ll tell you what your hit points are.


Starting Equipment: Characters start with the standard 5400 gp worth of equipment for 4th level characters. There is no limit on the value of any individual item you buy – if you want to blow it all on one thing, that’s your prerogative. There is one twist though – if you don’t use it, you lose it! No character can start the game with more than 10gp in cash. Anything beyond that not spent on equipment is lost (no, gems or other forms of wealth do not count as equipment!).

Artificer Note: If you want to play an Artificer, you can use up to 50% of your current level’s craft bonus (the rest can be used in-game) and no more than 35% of previous levels’ craft bonus on items you have created (the rest are assumed to have been used on items you’ve already used up). All of these items will be assumed to have been created successfully (but you’ll have to roll as normal for anything you want to create in-game).


Any other questions, just ask. I look forward to seeing your submissions!
 
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Character Template

Character Template: Please use the following template for your completed character. As stated above, preliminary submissions only need to have Name, Gender, Race, Class(es), Alignment, Ability Scores, Feats, Background, Personality, and Appearance (but feel free to submit complete character if you wish!). Mad props to LeapingShark of the WotC game boards for the original that this is based on (with only very minor changes)

Name
Gender Race Class ??st lvl
Alignment

Str ?? – (?? pts)<-- show pts if using the pointbuy system
Dex ?? – (?? pts)
Con ?? -- (?? pts)
Int ?? -- (?? pts)
Wis ?? -- (?? pts)
Cha ?? -- (?? pts)

Hit Points ??
Action Points ??
AC ??, Touch ??, Flat ??
Init +??
BAB +??, Grap +??
Speed ?? (base ??, load 0/33, armorcategory)
Fort +??, Ref +??, Will +??

+?? Melee, weaponname, 1d6+??, 20/x2
+??/+?? Melee, weaponname/weaponname, 1d6+??/1d6+??, 20/x2
+?? Ranged, weaponname, 1d6+??, 20/x2, 30'r
+??/+?? Ranged, weaponname/weaponname, 1d6+??/1d6+??, 20/x2, 30'r

Sizecategory, ??'??" tall, ?? wt, ?? yrs old
Colortype hair, colortype eyes, tonetype skin

Speaks languagename, languagename, and languagename

+?? Skillname (4)
+?? Skillname (4)
+?? Skillname (4)
+?? Skillname (4acp) add acp if susceptible to armor penalties
+?? Skillname (2cc) add cc if cross classed
+?? Skillname (4 + 2cc) show multiclass ranks separately
+0 Listen (0)
+0 Spot (0)

Feats
-featname (optional brief summary here)
-featname (optional brief summary here)

Racename Traits
-brief summary
-brief summary
-brief summary

Classname Abilities
-brief summary
-brief summary
-brief summary

Classname Abilities
-brief summary of second class' abilities

--delete this section unless wizard, cleric, or druid—
Spells Prepared
0th- Spell1, Spell2
1st- Spell1, Spell2 (D) if domain spell
2nd- Spell1, Spell2 (S) if specialization spell

--delete this section unless wizard—
Spellbook
0th- All cantrips
1st- Spell1, Spell2, Spell3

--delete this section unless sorceror or bard--
Spells Per Day ??|??/??/??
0th- Spell1, Spell2
1st- Spell1, Spell2

--delete this section unless psion, wilder, or psychic warrior—
Power Points ??
1st- Power1, Power2 (D) if discipline power
2nd- Power1, Power2

--delete this section unless special things are listed--
Special
List any special abilities or miscellaneous information that doesn't fit anywhere else on this character sheet. You can include animal companion stats, familiar's benefits and stats, horse/steed statistics, etc.


Background


Personality


Appearance


Armor (worn, ??wt) ??gp optional
Robe (worn, ??wt) ??gp optionally continue for each item below
Outfitname (worn, ??wt)

Medium Weapon or item (belt left, ??wt)
Medium Weapon or item (belt right, ??wt)
Tiny Weapon or item (belt front, ??wt)
Tiny Weapon or item (belt rear, ??wt)
Other items attached to belt (location, ??wt)

Bow or Crossbow (left shoulder, ??wt)
Quiver or Javelin Tube (right shoulder, ??wt)
Backpack (center back, ??wt)
Bedroll (below backpack, ??wt)
Other items worn on back or shoulders (location, ??wt)

Headband, Hat, Helmet (head, ??wt)
Lenses or Goggles (eyes, ??wt)
Cloak, Cape, or Mantle (worn, ??wt)
Vest, Vestment, or Shirt (worn, ??wt)
Ring (left ??th finger, -wt)
Ring (right ??th finger, -wt)
Amulet, Brooch, Medallion, or Necklace (worn, ??wt)
Belt (worn, ??wt)
Gloves or Gauntlets (hands, ??wt)
Bracers or Bracelets (wrists, ??wt)
Boots or Slippers (feet, ??wt)
Other minor accessories (location, ??wt)

Waterskin- water (backpack, ??wt)
5 Torches (backpack, ??wt)
Flint & Steel (backpack, ??wt)
Trail Rations- 1 days (backpack, ??wt)
Other backpack contents (backpack, ??wt)

Coins- ??gp, ??sp, ??cp (pouch, ??wt)
Gemname- ??gp (pouch, -wt)
Gemname- ??gp (pouch, -wt)
Other pouch contents (pouch, ??wt)

Remove any items from this sample list that the character doesn't have. Keep a blank line between the seperate categories (main clothing, belt things, shoulders/back, accessories worn, jewelry, backpack contents, pouch contents) to help organize the character.

The equipment listed should show where everything is usually carried during "hands-free" situations, such as when sitting in the tavern drinking an ale, or climbing up a rope in a dungeon, or carrying your unconscious companion's body back to town to be healed. Even though the character may typically carry certain equipment in his hands, writing your character sheet like this will help visualize where everything goes during any hands-free situations that come up.
 
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Vanak ir'Clarn
Male Human Aristocrat 1/Wizard 3
CN

Str 9 Dex 13 Con 10 Int 18 Wis 10 Cha 13

Feats: Scribe Scroll, Improved Initiative, Spell Focus - Enchantment, Heroic Spirit

Background
Working for the Citadel is usually a fairly prestigious job for just about anyone, or so you would think. That is, of course, what the splashy posters on the towers of Tradefair promised after all. It's not all that it's cut out to be though. In fact, for Vanak ir'Clarn it has turned out to be perhaps MUCH less than it was as presented.

Maybe if only Van's older brothers hadn't somehow successfully pulled through the war despite their obvious incompetence, or maybe the turning point was when he got drunk with his friend Rol and decided to volunteer for the "high pay, good promotion possibilities" foreign assignment. Hell, he thought they'd have be sent to Karrnath to infiltrate the ranks of the wealthy and elite like some awful Firelight theater melodrama. Instead Van was exiled to the very edge of the world, to far away, gods-forsaken Q'barra.

Personality
The people of Q'barra are peasants and poseurs, pretending to glorify the luxuries of old Galifar while slowly rotting away in a verdant green hellhole. Van tries to be understanding and polite. Unfortunately, he hates the heat and the humidity, the bugs and the astonishing lack of similarities between Newthrone and his beloved Sharn. Sometimes he feels like part of him is rotting inside as well, wondering if the reports he dutifully sends back to Breland are read by anyone at all or if the entire world has forgotten him.

Van drinks too much, and keeps with loose company. His aristocratic manners are mostly all wrung out from the heat. His cynicism and sarcasm have been hard-earned, and his morals are worse for the wear as well. He's pretty sure that he's a lost cause set to soak in the jungle where he can't do anyone any more harm. Sometimes he tries to make the best of that, other times he'd rather go wander the redlight district in a kobold ghetto. Most of, most crucially though, Van wants to make a difference. To MAKE his superiors back home recognize the rather large opinion of himself that he sometimes still manages to pull off. He's afraid that that day might never come now though, now that the war is over.

Appearance
Van's in his early thirties but he looks a lot older most of the time. The years have been harder on his lordship's youngest child recently than they were to begin with. His clothes are uniformly rumpled and stained with sweat, favoring expensively cut white shirts with the sleeves rolled up and dark trousers. His dark, whiskey-soaked eyes don't focus properly all the time and his mouth is wedged into a perpetual scowl. His body is falling apart from too much alcohol and not enough food most of the time and, while he glares well above it, his rapier at his side is definitely only for show.

"Sometimes, it doesn't pay to get out of bed. For my crowns though, I'd say that I'd prefer that it wasn't every flense-loving morning. Newthrone is like a little slice of civilization dropped into hell and slowly boiled alive in the jungle. Roaches the size of sky coaches, googly-eyed lizards, and snakes. I should have told my handler where he could shove this assignment and fled to the Cogs in protest. I dunno, maybe sat around and made great big half-orc babies with some endearing mama orc. Anything would be better than Q'Barra, anything at all."



Basically I started out thinking about Indiana Jones and ended up somewhere between The Last Boy Scout and Constantine I think. He's the hero that didn't get a chance to happen during the war. Thanks to either the well-intended actions of distant relations, a reward to his older siblings, or even a serious case of under-appreciation in the halls of the Citadel he got placed in an environment that didn't challenge him except in his liver. Most people look at him and probably assume he's just another ex-pat bum running away from the ghosts of the war, but he's been dutifully sending off his reports for years now. He might clean up his act, or he might not. He's more than a little bit lost which, considering that this is only the second time I've considered playing PbP, is no wonder. Anyway, I hope I presented what you wanted.
 
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For single classed characters, if you want to avoid the math just multiply your max HPs before Con bonus/penalty by the following number.

d4 = .8875
d6 = .875
d8 = .86875
d10 = .865
d12 = .8625

Lower size HD classes get more benefit from this system than classes with higher hit dice sizes. Note, these calculations won't work with multiclassed characters.

Sorry for the interjection, I just enjoy reading about new games here on these boards.
 

Name: Xavier Veris
Class: Scout 4
Race: Human
Gender: Male
Alignment: Neutral Good
Attributes: Str 12, Dex 17, Con 12, Int 12, Wis 12, Cha 10

Str 12 – (4 pts)
Dex 17 – (10 pts)
Con 12 -- (4 pts)
Int 12 -- (4 pts)
Wis 12 -- (4 pts)
Cha 10 -- (2 pts)

Hit Points 31
Action Points 7
AC 18, Touch 13, Flat 15
Init +6
BAB +3, Grap +1
Speed 40' (base 40', load 35.7/43, Light Armor)
Fort +3, Ref +7, Will +2

+5 Melee, Masterwork Cold Iron Short Sword, 1d6+1, 19-20/x2, Piercing
+4 Melee, Silver Dagger, 1d4, 19-20/x2, Piercing or Slashing
+7 Ranged, +1 Composite Short Bow (Str +1), 1d6+2, 20/x3, 70'

Medium, 6'4" tall, 239 Lbs, 28 yrs old
Brown hair, Blue eyes, Tanned and Weathered skin

Speaks Common, Draconic

Climb: +8 (7 Ranks, +1 Strength)
Hide: +10 (7 Ranks, +3 Dexterity)
Jump: +10 (7 Ranks, +1 Strength, +2 Tumble)
Knowledge (Nature): +10 (7 Ranks, +1 Intelligence, +2 Synergy - Survival)
Listen: +8 (7 Ranks, +1 Wisdom)
Move Silently: +10 (7 Ranks, +3 Dexterity)
Search: +8 (7 Ranks, +1 Intelligence)
Spot: +8 (7 Ranks, +1 Wisdom)
+8 (+10 to +12 conditionally, 7 Ranks, +1 Wisdom, +2 In Natural Enviroments, +2 When Tracking)
Tumble: +12 (7 Ranks, +3 Dexterity, +2 Jump)

Feats
-Point Blank Shot, +1 to hit and damage within 30' with ranged weapons
-Precise Shot, no penalty for shooting into melee
-Quick Reconnoiter, 1 Free listen and spot check every round, +2 on initiative
-Track, Can track targets over distances

Human Traits
-Humanoid (Human)
-+1 Skill Point per level
-Bonus Feat at 1st Level
-Favored Class (Any)

Scout Abilities
-Skirmish, +1d6 damage and a +1 competence bonus to ac in any round Xavier moves more than 10'
-Trapfinding, can find traps with a search dc higher than 20.
-Battle Fortitude, +1 competence bonus on fortitude saves and initiative rolls. Already factored into above stats.
-Uncanny Dodge, Retains dex bonus when flat footed or when struck by an invisible attacker.
-Fast Movement, +10' enhancement bonus to land speed. Already factored into above stats.
-Trackless Step, Can not be tracked unless Xavier wishes to be. Leaves no trail.

Background
Like everyone able bodied from his village, Xavier was pressed into the Cyran military at the age of 18. Anxious for the chance to serve his country he gladly looked forward to entering training. A skilled hunter he was trained as a scout and tracker for his unit. A natural at his work, Xavier took pride in his accomplishments for Crye. Sure, he had ended many a person's life with a well placed arrow, but that didn't bother him, or did it? He never payed it any heed, but it slowly ate at him. When Cyre was destroyed on the day of mourning, Xavier lost his purpose. His village was gone, his soon to be wife was gone, Cyre was gone. What was left for him now? Without the constant battles, all of his actions began to catch up with him, all the faces, all the lives he had ended. He couldn't deal with any of it, so he fled to the wilds of Q'barra, to lose himself with the refugees and deserters in Newthrone.

It's been over a year since he arrived. Xavier has been using his natural skills to escort people between settlements, but after he returned he drank until he passed out, refusing to show his problems to anyone, just as his actions during the war were his own, so were his problems after the war. After nearly killing himself two months ago, Xavier is determined to pull himself together. After all nothing will bring all those people back, and a dead man can't atone for his sins.

Personality
Before the war, Xavier was a natural athlete and hunter, outgoing and personable and a favorite in the annual village archery tournament. Proud of his Cryan heritage he was honored to serve in the military. During his service he became very insular, a consequence of being a scout and sniper. Outwardly projecting a proud and determined face, he was torn inside over all the bloodshed. After the war, he was a broken man, fleeing from the devastation of Cyre and his actions in the war. After arriving in Newthrone, his bitterness and shame drove him to drink himself into a stupor to blank out the images in his head. After nearly killing himself, Xavier realized that he has become a stronger person in order to atone for his actions during the war. With a newfound drive, Xavier has vowed to stop drinking, and is going to try and do his best to protect others with his skills. Still gripped by the ccasional bout of melancholy over his past, Xavier works for a better future for himself and others.

Appearance
A tall heavyset man in his late twenties, Xavier moves with a surprising grace. His long brown hair conceals a heavy scar on the side of his neck from an arrow during the war. Xavier is very self conscious of this scar, and does his best to conceal it at all times. A multitude of smaller scars adorn his body, all gifts of various battles over the years. Dressed in worn earth tone clothes and a heavy brown cloak, Xavier has a very nondescript type of look. After all he wants to blend in, not stand out whether in the woods or in a crowd. Dark circles lay under Xavier eyes, a lasting reminder of his drinking and nightmares.

+1 Mithral Shirt (worn, 12.5 Lbs) 2,100gp
Masterwork Cold Iron Short Sword (belt left, 2 Lbs) 320gp
Silver Dagger (small of back, 1 Lb) 22gp
+1 Composite Short Bow (Str +1) (left shoulder, 2 Lbs) 2,450gp
Quiver of 40 Arrows (right shoulder, 6 Lbs) 2gp
Backpack (center back, 2 Lbs) 2gp
Cameo and Engagement Ring, on Necklace (I just priced them as signet rings, since they aren't fancy, nor are they for sale. Just memories) 10gp
Waterskin- water (backpack, 4 Lbs) 1gp
Everburning Torch (backpack, 1 Lb) 110gp
Flint & Steel (backpack) 1gp
6 Potions of Cure Light Wounds (backpack, .6 Lbs) 300gp
Potion of Protection from Evil (backpack, .1 Lb) 50gp
Sealed Quiver of 20 Cold Iron Arrows (backpack, 3 Lbs) 2gp
Flask of Alchemist's Fire (backpack, 1 Lb) 20gp

Belt Pouch (waist, .5 Lbs) 1gp
Coins- 6gp (belt pouch)
Worn Traveling Papers (pouch) 2sp
Heavily Worn Identification Papers (pouch) 2gp
Signal Whistle (pouch) 8sp

Personal Notes
I was looking to create a character who was they typical for king and country soldier, where the horrors of war finally catch up with him. He lost everything in the war, and had to spend all the time afterwards reflecting on everything he had done, and he broke. After nearly self destructing he picks up the pieces of his life, and begins to move on. I hope I got everything in here for you.
 
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Urko said:
Artificer Note: If you want to play an Artificer, you can use up to 50% of your current level’s craft bonus (the rest can be used in-game) and no more than 35% of previous levels’ craft bonus on items you have created (the rest are assumed to have been used on items you’ve already used up). All of these items will be assumed to have been created successfully (but you’ll have to roll as normal for anything you want to create in-game).

Hey urko, am working on an artificer to present and I had a few questions. 1) How would you handle XP and item creation? Let's say that I wanted to create an item that went beyond the 35% craft reserve rule. Would I be able to spend XP? And if so, would that affect my final level? The PHB says that I can't spend so much XP that it would drop me a level. Since I have to spend my craft reserve at that level or lose it, it is only natural that I would craft something. However, there are items that fall just above the 35% craft reserve. To me, it makes sense that my character would have gained xxxx XP, but used whatever needed to start the campaign at 4th. But, I can see how that might be unfair to other PCs. 2) Location: most item creation assumes you have some sort of quiet location to craft an item, esepcially for things like brew potion. Would you have any issue with me using starting cast to purchase a location to do so? Ideally, I'd love one that would fit into your campaign (with hooks for further development). If not, are you OK with another way to explain this away?

Thanks...
 

Ferrix: Thanks for the shortcut! As you said, it doesn't work perfectly with multi-class characters, but after playing with the numbers a bit, I find that with two different die types your calculation gives a total that is at the most 1 point off, although the inaccuracy increases if you add in more die types. So, are you interested in submitting a character?

James Heard & Yeoman: Very, VERY well done characters! Somehow, I don't think it would be too hard to figure out Vanak and Xavier might have met, given their self-destructive common interests...

I have one question about Vanak: where do his Wizard levels fit into his background (there's no mention of arcane training)? Taking a level of Aristocrat was an interesting choice!

Harvey: What is it you're wanting to buy? Assuming you are a 4th level Artificer, by my guidelines above that should give you a craft reserve of up to 82 XP, which would allow you to create items totaling up to 2050 gp value. If you're wanting to make something more than that and can provide a compelling in-character reason, I could let you spend more of your 4th level craft reserve. If you spent all of it, that would give you 122 XP to play with, allowing the creation of items totaling up to 3050gp value (remember you still have to pay half the base price in materials - this comes out of your 5400gp starting cash) . I'd like everyone to start out at minimum XP for 4th level, so you won't have any to spare beyond that.

As far as lab space goes, I'm ok with assuming that you've had a decent work space in the past, but at campaign start up time, your prospects are more grim (hence the motivation to get a job), so no real estate at this time.
 
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Urko said:
Harvey: What is it you're wanting to buy? Assuming you are a 4th level Artificer, by my guidelines above that should give you a craft reserve of up to 120 XP, which would allow you to create something of up to 3000 gp value. If you're wanting to make something more than that and can provide a compelling in-character reason, I could let you spend more of your 4th level craft reserve. If you spent all of it, that would give you 170 XP to play with, allowing the creation of something up to 4250gp value. I'd like everyone to start out at minimum XP for 4th level, so you won't have any to spare beyond that.

Ah, OK. I was being a bit more anal than that. I was thinking: At 3rd level, I'd have to use 35% of my craft reserve (which ends up being 21 XP) or it is blown. Since, under normal circumstance, I couldn't use the craft reserve from the levels before (I'd have lost them), I'd be limited to creating either a scroll, potion, or wondrous item up to 525 gp. I was thinking: what if I wanted to create a potion of Neutralize Poison? Could I spend the 21 Craft Reserve and the remaining 9 XP from what would have been my level at 3rd, or is it just not available to me because it is over the 525 gp cap? Honestly, I had no problem either way, was just looking for some clarification.

So what you are saying is that I would just be able to have xxxx more gp than usual because of past creations, and not breaking it up that finely. If that is the case, I could spend up to an 82 XP Craft Reserve (35% of 20 for 1st = 7, 40 for 2nd = 14, and 60 for third = 21, plus 50% of 4th = 40, for a total of 82) for item creation at character startup, but then only have a 40 XP craft reserve when we begin, or build nothing, which would give me a 142 XP craft reserve.

Am I right? My mind is fuzzy after a looooong day at work :)

Urko said:
As far as lab space goes, I'm ok with assuming that you've had a decent work space in the past, but at campaign start up time, your prospects are more grim (hence the motivation to get a job), so no real estate at this time.

Cool... now I have to add to the (already lengthy) background to accomodate for this, but I have some ideas already...
 

Clarifying the Artificer

I just realized the my previous post just obfuscated the situation more because my numbers were based on a 5th level artificer! I've fixed that post, but I'll go into more detail here.

First the basics (not trying to be pedantic, I just want to make sure I'm not confusing anyone, including myself!). To create a magic item, an artificer must spend XP = Base Price/25, GP = Base Price/2, and days = Base Price/1000 (min 1).
Scroll Base Price = Spell Level x Caster Level x 25 GP
Potion Base Price = Spell Level x Caster Level x 50 GP
(Assume SL = .5 for zero level spells. Artificers can emulate spells at the lowest spell level it becomes available to any spellcasting class.)
Wondrous Item Base Price = more complicated - check your DMG or ask me about specific items.

My intention with the 35% leftover from previous levels was that this represents items that you created at lower levels, but didn't use up. So you can start the game with up to 42 XP spent on items that you could have created at 3rd level or lower (20+40+60=120, 120*.35=42). This would allow you to create items whose total value is no more than 1050 GP (42*25=1050). You still must pay 1/2 the base price for these items - this comes out of your 5400 GP starting total. This is a one-time deal; if you don't use that 42 XP at character creation time, it is lost.

In addition, you can spend up to 1/2 of your current level's Craft Bonus, or 40 XP, on items made after you achieved 4th level but prior to the game's start. This would allow you to create any items whose value is no more than 1000 GP (40*25=1000), for which you would pay half price. If you need to dip farther than that into your 4th level craft bonus and have a good in-character reason for what you're wanting to create let me know.

You asked specifically about a Potion of Neutralize Potion:
Base Price = (Spell Level 3 * Caster Level 5 * 50) = 750 GP
You pay 30 XP (750/25) and 375 GP (750/2).

Hope that clears things up!
 
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