3.5e Planescape - Cold Black Mask OOC Thread

Thanks for getting the sheet up, and good to hear that your computer's behaving itself.

It looks like you have a decent array of wonderous items, but not too much in terms of magic arms or armor, or magical protection -- that might be worth considering, if it's not against your character concept.

DireLemming said:
Hey, so what should I call this pen? I was thinking something like: "[name]'s Pen of Endless Ink."

"Anthony's Pen of Endless Ink"? How about, "Orchidaceae's Stylus of Unlimited Calligraphy"? :D
 

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Dire Lemming said:
I still have allot of unspent jink and no idea what to buy with it as a tout/information broker. I suppose some of it could be for me case, but I'd like some suggestions.
I don't know how much money you have left, but since you seem intent on boosting your social skills, I'd suggest either a Circlet of Persuasion and/or a Cloak of Charisma +2.

Out of curiosity, why did you purchase both a Heward’s Handy Haversack and a Bag of Holding? How much storage space do you think you'll need? Why not just buy a single larger bag of holding?
 

H3 magically puts the desired item at the top of the bag, making taking an item out of it a move action that doesn't provoke an AoO. The bag of holding can hold more. I'm thinking that as a tout/informant/spivish type he wouldn't have that much use for combat equipment. If he can't stop a fight from happening in the first place, he'd run away. :D The dagger is just because you should always, always have a dagger. I want to hide someone in my backpack though, that would be cool.

The Bag of Tricks is because I read Order of the Stick. Except I got the one that has bears in it. :lol:

I was thinking about those charisma buffing items but my character really doesn't seem like the circlet or cloak wearing type of guy. I don't know how conspicuous those would be.

Maybe I should look at some magic rings. I was thinking of an imoveable rod for if I ever need to clothesline someone who's chasing me, but they cost like 5'000 don't they?
 
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Um, hey... I just realized that the Wound/Vitality point system has no non-lethal damage. So how's that work in relation to my character? I mean, his main offensive spells are all meant to do non-lethal damage. So, are we just going to make it lethal? That seems like it kind of defeats the purpose... Come to think of it, what's the point of a sap in this system?
 
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From the Wounds / Vitality SRD: "This system doesn’t differentiate between lethal and nonlethal damage. Attacks and effects that normally deal nonlethal damage reduce vitality points, except on a critical hit, in which case they reduce wound points."

Although the Variant Rules don't say anything on regaining Vitality Points caused by a non-lethal attack, I'll rule that you can recover "non-lethal" damage per the standard rules - that is, you'd heal non-lethal damage at the rate of one Vitality (or Wound, in the case of a critical hit) Point per hour per character level.
 

So then, there is still non-lethal damage? Or... ? :confused: What happens when a character takes a critical that deals nonlethal damage excedeing their wound points?
 

So it's totally possible to knock people out, you just have to hit them hard enough that they fail the fort save vs. stun, or knock them to 0, wait for them to fall to dying, and heal them fast :)
 
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Nac Mac Feegle said:
So it's totally possible to knock people out, you just have to hit them hard enough that they fail the fort save vs. stun, or knock them to 0, wait for them to fall to dying, and heal them fast :)

Which totally defeats the purpose of Non-Lethal damage. Knocking someone out without a significant risk killing them. :\

Also, I kind of agreed with your original post that you completely deleted in your edit.

Nac Mac Feegle said:
I'm really not sure if VP/WP is right for this game. With the powerlevel we're sporting, crits are basically going to be instant death in this system.

Why'd you do that?
 


Hm, I didn't read them at all, but now that I have I still agree with you, though not as much as before. It basically makes heal useless for stabilization since you've only got one round to do it before the character has to save or die. Also, it does nothing to allay my concerns about the pointlessness of my chosen classes main offensive spells.
 

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