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Weaving Thread

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Gwydo
Snarg of Wildpaw
Araiguna
Permeus (tabran)
Hanuel and Dara(Toilarin)
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Caladrius
Archengeia
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Post by Rory Fri Mar 29, 2013 4:28 am

Nah, what I would want is to weave an extra effect to the mask I have that really boosts one of the buffs of Rage somehow. Getting me a better axe won't really help in the long run, since I want to multiclass for unarmed combat.
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Post by Snarg of Wildpaw Fri Mar 29, 2013 10:30 pm

Just one request: jaw attachment with accent translator. If it improves my bite attack so be it, but the priority item is the translator.
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Post by Hanuel and Dara(Toilarin) Sat Mar 30, 2013 12:49 am

How difficult would it be to weave cloaks that grant bonuses to Disguise?
Hanuel and Dara(Toilarin)
Hanuel and Dara(Toilarin)

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Post by Archengeia Sat Mar 30, 2013 2:46 am

Hanuel and Dara(Toilarin) wrote:How difficult would it be to weave cloaks that grant bonuses to Disguise?

No more difficult than any other Skill bonus items.
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Post by Zeiss Sat Mar 30, 2013 12:00 pm

Since Zeiss seems to be the one to transport the Leycite because only he has ranks in the Deftness skill, I thought that we should take advantage of the journey to Holtburg by sea and weave a belt that would boost his Deftness.

Since none of the mages has a rank in deftness (as far as I know), I do not know how difficult it would be to do so. I am just putting a suggestion here. It would be bad if we lost that awesome treasure. Very Happy
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Post by Caladrius Wed Apr 03, 2013 2:58 am

Because I have been sitting on weaving points since the level 1 (I should have 9 now) I also am sitting on Action Points (23 of them)
I would like to make
A Ring of Intelligence (INT) minimum +1 Ideally +3 or more Razz
A Ring of Charisma (CHA) minimum +1 Ideally +3 or more Razz
My Weaving Skill is currently 15,
If I weave a ring +1 Intelligence (INT) then my Weaving Skill goes to 16,
If I weave a ring +3 Intelligence (INT) then my Weaving Skill goes to 17,
Either way the next roll I should get a bonus. I would think that I would have some points left over still.
So the question is what’s next?
Caladrius
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Post by Archengeia Wed Apr 03, 2013 3:13 am

Caladrius wrote:Because I have been sitting on weaving points since the level 1 (I should have 9 now) I also am sitting on Action Points (23 of them)
I would like to make
A Ring of Intelligence (INT) minimum +1 Ideally +3 or more Razz
A Ring of Charisma (CHA) minimum +1 Ideally +3 or more Razz
My Weaving Skill is currently 15,
If I weave a ring +1 Intelligence (INT) then my Weaving Skill goes to 16,
If I weave a ring +3 Intelligence (INT) then my Weaving Skill goes to 17,
Either way the next roll I should get a bonus. I would think that I would have some points left over still.
So the question is what’s next?
Posting here the results as was discussed in chat. 1 CXP, 2 AP burnt, no results.
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Post by Caladrius Wed Apr 03, 2013 3:36 pm

Awesome, next time I should ask what the chances are before I commit to something. I thought my odds were much higher. Do you have guides on chances for creating x time and what would be required?

i.e. to create a ring with +1 int requires a 25 or higher (roll + weaving exp) adding someone to help in the process drops the requirements down but at the same time both users must make the minimum roll?
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Post by Archengeia Wed Apr 03, 2013 7:09 pm

In general, there are Trivial, Easy, Medium, Hard, Insane, and Near-Impossible things with regards to difficulty Weaving. I freely share which difficulty a given thing is (for example any Attribute modifier would be Hard) but I don't give out numbers for various reasons.

When group Weaving the difficulty gets harder at first, but as the people work together over time that slowly turns into a benefit rather than a detriment, and they can share or split CXP cost as they wish.
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Post by Kolson Tue Jun 04, 2013 12:34 am

Weaving stuff time. Weaving +20 and spend any amount of AP required.

For Z

1. Need a teapot that cools instantly on command. Something with forget-me-nots in a classy floral pattern.

2. Cloak of Deception for Z. Maybe a +6? Could I add anything else to it like a bonus to saving throws without getting too ridiculous? 

For Zeiss

1. A magical tatoo that let's Zeiss use a Lighter effect, to set things on fire with his mind. Not sure what limits you'd prefer.

2. Tattoo that lets Zeiss cast Float 3 times a day. I'll obviously get Tab's help on this.

For Rory

1. Grapple Increasing Gauntlets. I'm hoping for a +4 but I'm not sure what range you would consider acceptable for lv 6. Any guidance appreciated.

2. Amulet of Mighty Fists +2- +2 to hit and damage rolls with unarmed and natural attacks.

3. Some way to increase threat range for Rory's attacks. I'm thinking something with charges that he could activate before making an attack.

For Kolson

1. I'm thinking I need a Diplomacy +6 ring.

2. I would also like to make a new sword for myself. Could I do an Obsidian Sword +1 with +1d6 Acid damage?


Last edited by Kolson Wezrae on Thu Jun 13, 2013 2:25 am; edited 3 times in total
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Post by Zeiss Tue Jun 04, 2013 12:42 am

Don't forget the Float tatoo. Gonna need Tabran though.

And someone to make the tatoo.
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Post by Kolson Tue Jun 04, 2013 12:54 am

Sorry about that. I edited it into my post.
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Post by Rory Tue Jun 04, 2013 1:39 am

Think you could add a crit threat range for #3? I'm thinking this: http://s7d9.scene7.com/is/image/sheplers/281E04_03_p1?hei=575&wid=470&op_sharpen=1&size=470.0,575.0
But no flattering designs or sparklies. Just silver with the black horseshoe linked with the white one. I would probably go for increasing the crit range over grappling gauntlets(for now), and I'm not too keen on using jewelry: necklaces, earrings, piercings, anklets, arm bands and toe rings, to be specific. At least I think that covers everything except finger rings.
Rory
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Post by Kolson Tue Jun 04, 2013 1:48 am

Rory, if you refuse to wear that kind of stuff you'll be at a big disadvantage. Are you really okay with that?
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Post by Rory Sun Jun 09, 2013 4:51 am

Hmm. If I can't get it as a passive bonus, I'd rather go for the grapple bonus.
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Post by Kolson Thu Jun 13, 2013 2:24 am

Adding a Cloak of Deception (Is that a good name?) to the Weaving list.
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Post by Z Thu Jun 13, 2013 2:29 am

Z is looking for LOTS of deception to her cloak.  She is also going to ask Kolson to weave her teapot to auto heat the water when full and auto cool down when empty, maybe have it fill itself if we can get the water to not disappear.
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Post by Kolson Thu Jun 13, 2013 2:30 am

Well, we'll see what we can do.
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Post by Z Thu Jun 13, 2013 2:37 am

Kolson Wezrae wrote:Adding a Cloak of Deception (Is that a good name?) to the Weaving list.
 Cloak of Untruths purdy plox
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Post by Kolson Thu Jun 13, 2013 2:59 am

You got it. Very Happy

You're misspells remind me of Roxy from Homestuck.
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Post by Archengeia Thu Jun 13, 2013 4:28 am

Kolson Wezrae wrote:Weaving stuff time. Weaving +20 and spend any amount of AP required.

For Z

1. Need a teapot that cools instantly on command. Something with forget-me-nots in a classy floral pattern.
Result: 3 hours work.  Teapot is designed beautifully, and will cool promptly but if done too often will crack the material. 0 CXP.

2. Cloak of Deception for Z. Maybe a +6? Could I add anything else to it like a bonus to saving throws without getting too ridiculous? 
Result: 5 hours work.  With AP, can boost Deception up to +7 total, or +5 with a +1 to any saving throw of your choice, or reducing the CXP cost by 1.  Base CXP cost of 2.

For Zeiss

1. A magical tatoo that let's Zeiss use a Lighter effect, to set things on fire with his mind. Not sure what limits you'd prefer.
Result: Need more input.  You need to specifically go for uses per day, or charges.  Also; a tattoo is rougher to do then other stuff, will require tying Zeiss down for the pain he'll be in, and some skill in doing the art.

2. Tattoo that lets Zeiss cast Float 3 times a day. I'll obviously get Tab's help on this.
Result: Need more input.  You need to specifically go for uses per day, or charges. 

For Rory

1. Grapple Increasing Gauntlets. I'm hoping for a +4 but I'm not sure what range you would consider acceptable for lv 6. Any guidance appreciated.
Result: 6 hours work.  +6 bonus to Grapple.  1 CXP.

2. Amulet of Mighty Fists +2- +2 to hit and damage rolls with unarmed and natural attacks.
Result: 7 hours work.  +2 to hit, or +2 to damage, take your pick.  2 CXP.  1 AP blown to get this result, may remove AP to reduce to +1.

3. Some way to increase threat range for Rory's attacks. I'm thinking something with charges that he could activate before making an attack.
Forgive my blatant stupidity but you mean a crit increaser yes?  If so this will be in High difficulty.

For Kolson

1. I'm thinking I need a Diplomacy +6 ring.
Result: 5 hours work.  Success, +6 Diplomacy.  1 CXP.

2. I would also like to make a new sword for myself. Could I do an Obsidian Sword +1 with +1d6 Acid damage?
Result: With 1 AP blown you can succeed in making an ordinary Obsidian Sword with no enchantments, at a cost of 3 CXP, or you may blow the AP and accept a failure with a loss of merely 2 CXP, or no AP and a loss of 3 CXP.
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Post by Z Thu Jun 13, 2013 5:30 am

kolson can i has deception +7 plox plox plox
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Post by Rory Thu Jun 13, 2013 9:16 pm

Nice.
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Post by Snarg of Wildpaw Thu Jun 13, 2013 9:26 pm

If anyone has any spare exp after they're done with everything, I'd like to make a request, por favor. If not, don't worry 'bout it - it's not vital.
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Post by Zeiss Thu Jun 13, 2013 9:32 pm

For the Lighter Tattoo :

I will take the painful one. The effect will be "summoning" a little flame out of nowhere in a radius of 50 feet. It will have three charges. The summonsed flame will last one hour. The flame is small, the size of a little finger.

For the Float Tattoo :

Also the painful tattoo. The effect will be like if I was casting the spell Float, and I can do so on myself or anyone else in a 30 feet radius. It will have three charges.
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