[Planescape] Squaring the Circle Redux - OOC (Full)

Serpenteye said:
So it couldn't just be a refusal to surrender himself to the after-life? A deep fear of death born from the fear of ending up in one of the more unpleasant hells due to all the sins he committed in his life-time? Or maybe a principled refusal to surrender himself at all, to whatever deity, angel or fiend would await him, a complete resolve to keep the control over his own existance?
Well, it could. But to me that explains why he became a ghost and didn't move on to his final reward (as opposed to say, being foully murdered and wanting to find his murderer)... and it still leaves the question of an anchor open. In my view, he needs to tie himself to something material to maintain his ghostly existence. Though from the sounds of it, your character would be better served anchored to an object-- something significant to him in life-- than someone.

If you're worried about range, it's not like I'm going to require you stay within 10 feet of the item/person at all times. Your character will have the freedom to range out and scout around if he wishes. But if the item/person jumped into a portal from Sigil to Bytopia, your ghost would inevitably have to follow. Yeah, it can make exploring the multiverse harder because you'd have convince someone to 'carry' you/the item, but I'm uncomfortable with the idea of free-ranging ghosts (not just yours), so this is my way of balancing it a little.
 

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Here's a wild and crazy idea! If the DM approves, do one of you character-creating wizards want to create my character??? Anything you want - go wild - go crazy - make it wierd and off the wall and I will play it! Just let me do the description and background bits...

Else it might be next week before I can post my character, being away from all my books and all til the weekend... :( I don't want to hold the game up.

DM, any thoughts? (hopeful grin)

EDIT: This option is open to you as well, DM! :)
 
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Hey Isida, here are my comments for Blade Stopthrust:

--AC should be 25 (+2 Dex, +12 armor, +1 natural armor)
--Fort save should be +11 (8 base +3 Con = 11), +13 with the cloak
--Weapon damage is a off: for a normal melee attack with her dire flail, it should be 1d8+9 (4 Str + 4 specialization + 2 magic - 1 silver). For two-weapon fighting it should be 1d8+8/1d8+6. Alchemical silver imposes a -1 penalty to damage rolls. :\
--Please make a note that her speed is 20 ft. when in armor.
--Please make another note under her saves indicating she has a +4 bonus on her Will saves. vs Enchantment and a +1 vs. spells and effects from chaotic creatures due to her Axiomatic heritage? It helps me not to forget to apply those bonuses when I roll saves (a good thing!).
--Wow... she's carrying an armory! :p

Otherwise, it's all good.

Note to Kajamba Lion: I'll review Vladimir when you've got equipment and spells done for him.
 

Ashy said:
Here's a wild and crazy idea! If the DM approves, do one of you character-creating wizards want to create my character??? Anything you want - go wild - go crazy - make it wierd and off the wall and I will play it! Just let me do the description and background bits...
I have no problems with one player creating another player's character, odd as that practice may be....


Else it might be next week before I can post my character, being away from all my books and all til the weekend... :( I don't want to hold the game up.
...but you're currently an alternate, Ashy. :heh: Unless you know something I don't... :uhoh: :p

Still, if you wish to make your character beforehand, you're welcome to. ;) Since I don't plan to start until next Tuesday (this weekend and upcoming Monday will be rather busy for me), I doubt you'll hold the game up.


EDIT: This option is open to you as well, DM!
Hmmm... well, if inspiration strikes.... I'll see....
 


I don't have numbers for alternates, really. If someone drops, I'll put out a call for alternates, and whomever answers first gets the spot (or in Isida's case, she pounced even before I saw Librarian's post.... :eek: :p). Perhaps not exactly the fairest option per se, but I find it speeds things along.
 
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Sephiroth no Miko said:
Hey Isida, here are my comments for Blade Stopthrust:

--AC should be 25 (+2 Dex, +12 armor, +1 natural armor)
--Fort save should be +11 (8 base +3 Con = 11), +13 with the cloak
--Weapon damage is a off: for a normal melee attack with her dire flail, it should be 1d8+9 (4 Str + 4 specialization + 2 magic - 1 silver). For two-weapon fighting it should be 1d8+8/1d8+6. Alchemical silver imposes a -1 penalty to damage rolls. :\
--Please make a note that her speed is 20 ft. when in armor.
--Please make another note under her saves indicating she has a +4 bonus on her Will saves. vs Enchantment and a +1 vs. spells and effects from chaotic creatures due to her Axiomatic heritage? It helps me not to forget to apply those bonuses when I roll saves (a good thing!).
--Wow... she's carrying an armory! :p

Otherwise, it's all good.
Ok, I believe I have made all applicable changes. And why not carry an armory? She makes weapons, and gives them away. And then she's never without something to hit evil things with... :D
 

Just for kicks, and because I had the time, I whipped up a potential character for Ashy. ;)

Burrow
Male Earth Melfling Druid 11

Alignment: Neutral Good
Patron Deity: Obad-Hai and Fharlanghn
Home Plane: Elemental Plane of Earth
Height: 3' 0''
Weight: 39lbs
Skin: Gray-Brown with clay-like texture
Eyes: Obsidian Black
Age: 68
XP: 66,500

Str: 14 (+2) [4 points, +2 racial]
Dex: 10 (+0) [4 points, -2 racial]
Con: 18 (+4) [6 points, +4 belt]
Int: 11 (+0) [5 points, -2 racial]
Wis: 20 (+5) [10 points, +2 levels, +2 pearl]
Cha: 15 (+1) [5 points, +2 racial]

Class and Racial Abilities:
+2 Str, -2 Dex, +2 Cha, -2 Int, extraplanar humanoid, breath weapon (15 ft. cone of rock shards and pebbles, deals 1d8 points of bludgeoning damage, Ref save DC 17 for half, 3 times per day, with 1d4 round between uses), casts earth spells at +1 caster level. Animal companion, nature sense, wild empathy (+14), woodland stride, trackless step, resist nature’s lure, wild shape 4/day (Tiny, Small, Medium, Large), venom immunity, spells.

Has +4 bonus on checks to avoid being bull rushed or tripped while standing on the ground. Also has +1 bonus on weapon damage rolls if both he and his foe touch the ground. (Due to Earth Heritage feat). Also has acid resistance 5 (due to Improved Elemental Heritage feat).

Hit Dice: 11d8 + 44
HP: 96
AC: 16 (+0 Dex, +5 armor, +1 size)
ACP: -1
Init: +0 (+0 Dex)
Speed: 30 ft., burrow 10 ft. (20 ft. in armor)

Saves:
Fortitude +11 [+7 base, +4 Con]
Reflex +3 [+3 base, +0 Dex]
Will +12 [+7 base, +5 Wis]

BAB: +9/+4 (base +8/+3, +1 for being Small)
Melee Atk: +13/+8 (1d6+5+1d6 sonic/x2/B, Avalanche, +2 thundering club weilded two-handed)
Ranged Atk: +9/+4 (1d4/x2/50 ft./B, sling)

Skills:
Concentration +7 [5 ranks, +2 Con]
Handle Animal +12 [10 ranks, +2 Cha]
Knowledge (nature) +12 [10 ranks, +0 Int, +2 nature sense]
Listen +10 [6 ranks, +4 Wis]
Ride +12 [10 ranks, +0 Dex, +2 synergy from Handle Animal]
Spot +9 [5 ranks, +4 Wis]
Survival +16 [10 ranks, +4 Wis, +2 nature sense]

Feats:
Earth Heritage (1st level)
Improve Elemental Heritage (3rd level)
Endurance (6th level)
Diehard (9th level)

Languages: Common, Druidic

Spells Prepared
Save DC +5
0th - create water, cure minor wounds, detect magic, detect poison, know direction, purify food and drink.
1st - cure light wounds x2, entangle, goodberry, magic stone x2, speak with animals.
2nd - barkskin, reduce animal, soften earth and stone* x2, warp wood.
3rd - cure moderate wounds x2, greater magic fang, meld into stone*, stone shape*.
4th - planar tolerance x2, spike stones* x2.
5th - stoneskin, transmute mud to rock*, transmute rock to mud*.
6th - wall of stone*.
* - Earth spell, is cast at +1 caster level

Equipment:
Belt of Health +4 16,000gp
Pearl of Wisdom +2 4,000gp (worn as headband)
Hide of Stone Beast (as wild rhino hide armor) 26,165gp
Avalanche (+2 thundering club) 18,300gp
Hare’s Luck (as cloak of resistance +3) 9,000gp
necklace of adaptation 9,000gp
Sling 0gp
20 sling bullets 2sp
Heward's Handy Haversack 2,000gp
~Five doses of granite and diamond dust for stoneskin spell 1,250
~Scroll of heal 1,650gp
~Bedroll 5sp
~Everburning torch 110gp
~Sunrods (5) 10gp
~Waterskin 1gp
~50 ft. silk rope 10gp
~Trail rations (20 days worth) 10gp
~Belt pouch 1gp
~Cold weather outfit 8gp


Money
484gp, 3sp

Claw, dire badger animal companion: Large animal; HD 7: hp 81; Init +3; Spd 30 ft., burrow 10 ft.; AC 21 (+3 Dex, +9 natural, -1 size), touch 12, flat-footed 18; Base Atk +4; Grp +15; Atk +14 melee (1d8+10, bite); full Atk +11/+11/+9 melee (1d6+7/1d6+7, claws, 1d8+7, bite); Space/Reach 10 ft./10 ft.; SA rage; SQ low-light vision, scent, link, share spells, evasion, devotion; AL NG; SV Fort +11, Ref +8, Will +4; Str 24, Dex 17, Con 23, Int 2, Wis 13, Cha 10.

Skills and Feats: Listen +8, Spot +8; Alertness, Improved Natural Attack (bite), Toughness, Track.

Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Str, +4 Con, and –2 AC. The badger cannot end its rage voluntarily.

Rage Statistics: hp 95; AC 18 (touch 9, flat-footed 16); Grp +17; Atk +16 (1d8+12); full Atk +13/+13/+9 (1d6+9/1d6+9, claws, 1d8+9, bite). SV Fort +13, Ref +8, Will +4; Str 28, Dex 17, Con 27, Int 2, Wis 13, Cha 10

Tricks Known: Attack, Come, Defend, Down, Guard, Heel, Track, Stay, Seek.

Permanent Spell: greater magic fang (11th level caster) on Claw’s bite.

Appearance:

Personality:

Background:
 
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