Xefas
2013-03-28, 06:09 PM
Question/Situation One
Are there rules for having a weaponsmith alter the size of a pre-existing weapon?
If not, would there be any issues with a houserule that allows a weaponsmith to make Craft checks to change the size of a weapon, with raw materials costing the difference between the two items' market values?
(For example, a Medium +1 Greatsword costs 2350gp, and a Large +1 Greatsword costs 2400gp. So, as a project that costs 50gp in raw materials, the craftsman could alter the Medium +1 Greatsword into a Large +1 Greatsword.)
I'm thinking more in terms of mechanics. But I'm also interested in knowing whether it would be horrendously unrealistic to expect a smith to be able to change a sword's size without fundamentally destroying it (destroying an item, I assume, removes its magicalness). Realism isn't going to stop me, but I'd like to know anyway.
Question/Situation Two
Say, hypothetically, I was going to be playing the Kingmaker paizo module. And, say, hypothetically, the following conditions applied;
-One GM, and one PC; no Leadership feat.
-Using 3.5 rules, so no condensed skills and so on.
-I haven't been spoiled to the module (except what's in the Kingmaker Player's Guide; so I know it's about wilderness exploration and eventually ruling a kingdom), and don't want to be.
What would be some appropriate houserules, or recommendations, to facilitate this, hypothetically? Keeping in mind that I'll probably not be playing a spellcaster.
Right now, we were thinking of the following:
-Character starts at level 2 (it's a big jump from level 1, all things considered, and I'll be getting those sweet, sweet solo XPs, so I'll likely be outleveling the adventure a little bit) with appropriate wealth by level.
-30 point buy
-There's some kind of Potion Belt/Bandolier from the Forgotten Realms setting, costs 1gp, that allows you to slot in six potions, and draw one as a free action once per round. Should probably get one of those.
-The Player's Guide suggests that the party have access to quite a few skills; Perception, Survival, Swim, Ride, Diplomacy, and some Knowledges, if I recall correctly. Since I'm only one man, we're thinking +2 skill points per level, to cover some of the bases other party members would be able to.
-I'm told I should have a high Charisma for this module?
-In terms of weapons, the Player's Guide suggests that the module hands out a lot of swords, axes, and bows. So, specializing in those if possible.
(Hypothetically, of course.)
Are there rules for having a weaponsmith alter the size of a pre-existing weapon?
If not, would there be any issues with a houserule that allows a weaponsmith to make Craft checks to change the size of a weapon, with raw materials costing the difference between the two items' market values?
(For example, a Medium +1 Greatsword costs 2350gp, and a Large +1 Greatsword costs 2400gp. So, as a project that costs 50gp in raw materials, the craftsman could alter the Medium +1 Greatsword into a Large +1 Greatsword.)
I'm thinking more in terms of mechanics. But I'm also interested in knowing whether it would be horrendously unrealistic to expect a smith to be able to change a sword's size without fundamentally destroying it (destroying an item, I assume, removes its magicalness). Realism isn't going to stop me, but I'd like to know anyway.
Question/Situation Two
Say, hypothetically, I was going to be playing the Kingmaker paizo module. And, say, hypothetically, the following conditions applied;
-One GM, and one PC; no Leadership feat.
-Using 3.5 rules, so no condensed skills and so on.
-I haven't been spoiled to the module (except what's in the Kingmaker Player's Guide; so I know it's about wilderness exploration and eventually ruling a kingdom), and don't want to be.
What would be some appropriate houserules, or recommendations, to facilitate this, hypothetically? Keeping in mind that I'll probably not be playing a spellcaster.
Right now, we were thinking of the following:
-Character starts at level 2 (it's a big jump from level 1, all things considered, and I'll be getting those sweet, sweet solo XPs, so I'll likely be outleveling the adventure a little bit) with appropriate wealth by level.
-30 point buy
-There's some kind of Potion Belt/Bandolier from the Forgotten Realms setting, costs 1gp, that allows you to slot in six potions, and draw one as a free action once per round. Should probably get one of those.
-The Player's Guide suggests that the party have access to quite a few skills; Perception, Survival, Swim, Ride, Diplomacy, and some Knowledges, if I recall correctly. Since I'm only one man, we're thinking +2 skill points per level, to cover some of the bases other party members would be able to.
-I'm told I should have a high Charisma for this module?
-In terms of weapons, the Player's Guide suggests that the module hands out a lot of swords, axes, and bows. So, specializing in those if possible.
(Hypothetically, of course.)