Heward's Handy Haversacks in Haversacks

jinx crossbow said:
I hadled it this ways.
HHH1(HHH2(content ist changed into demons))
If he opens the HHH2 he wil be attacked.

Means fun for the GM and XP for the players.
And the world is as it should be.

Just have someone inside catapult an armoire into his face.

And then send him a bill.
 

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I would disallow it as well. You have told him so. Whenever he gets something out of there ask him if the HHH is in there. If it is. Make the one on the outside become mundane and everything inside get lost on the astral plane. He'll bitch but you told him you weren't going to allow it. His own fault.
 

Corsair said:
I'd say next time he does it, tell him smoke starts seeping out of his haversack. If he does it another time, in addition to the smoke, he smells ozone... On the 3rd time, the bags fuse into each other, causing a planar rift, sending anything within 30 feet to the astral plane, as well as dealing 10d6 damage to them. (No save, no SR, untyped magical damage) Creatures between 30' and 60' away get a DC 20 reflex save for half and to avoid being sucked in.

So, for the price of 4,000 gp they have an item that deals 10d6 and sucks anything in a 30ft radius to another plane, and a high reflex save for another 30ft? I'd be buying every HHH I ran into.
 

Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gp;Weight 5 lb.

Bag of Holding: This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions


Rope Trick
Transmutation
.....Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.

"KA BOUM" :lol:
 

But people generally have no problem taking bags of holding into those extra dimensional shelters, so obviously, while it MAY be hazardous, it's not a guarenteed danger in all situations.
 

domino said:
But people generally have no problem taking bags of holding into those extra dimensional shelters, so obviously, while it MAY be hazardous, it's not a guarenteed danger in all situations.

And demiplanes as well:

SRD 3.5 said:
Demiplanes: This catch-all category covers all extradimensional spaces that function like planes but have measurable size and limited access. Other kinds of planes are theoretically infinite in size, but a demiplane might be only a few hundred feet across.

In theory, these items lead to very small demiplanes.

Andargor
 

Why don't you charge your player about 5000 to 10000 gp and give the HHH the Nesting ability that allows one extra dimensional space into another safely.
 

sounds like the PC needs to make a spellcraft check.

no ranks in spellcraft...Ka boommm

making the spellcraft... tell him of the hazards as presented in the rope trick spell.
 

domino said:
But people generally have no problem taking bags of holding into those extra dimensional shelters, so obviously, while it MAY be hazardous, it's not a guarenteed danger in all situations.

Actually, you'll find that its extremely unwise in my game. Planar physics are not to be trifled with.
 

Easiest, simplest solution? Have the two HH fuse into being just one. No explosions, no demons, just basically not allowed - and the penalty for trying is the loss of one magic item as the two HH get fused into only one. If you want to be nice, any extra "stuff" that no longer fits gets ejected and lands at the character's feet.
 

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