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

I think it sounds kinda fun, but then again I'm not a spellcaster. ;) How would it work for weapons and armor?

And did you post our last adventure somewhere? Because if you did, I missed it and I'm sorry. :)
 
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I'm thinking the weapons and armour idea should only apply to items that specifically state or have powers that pertain to a certain plane or so forth, rather than just any weapon. Our Gm has already said this adventure is going to be tough, I'd hate to be handicapped that much when we might really need to have what we carry at full power. The spell idea I remember fondly, especially wild majicks and so forth from 2ed. For flavour's sake, it'd be very fun methinks to have the effects included, but again, we'll probably need these powers and spells to help us.....

I'm just glad I didn't go for a spellcaster. :)

(And now I'm off for an early bed - forgive me if this didn't make sense. Today was a tiring one.)
 

That all sounds fine to me. As far as Vlad, though, I'm not sure that him being LG makes him any less of a lunatic. He's certainly fringe element LG.

best,
Nick
 

Isida Kep'Tukari said:
I think it sounds kinda fun, but then again I'm not a spellcaster. ;) How would it work for weapons and armor?
I'm assuming you mean weapons and armor with special powers, not the enhancement bonuses themselves. Well, those would be subject to the magical conditions like spells themselves. So if you had a sword that could cast cure light wounds three times a day and you were on Carceri, the effect of the healing spell would be halved just as if your cleric had cast the spell without a spell key. Magical conditions would also apply to spells and effects cast from items. I was just going to leave weapon and armor bonuses untouched for this campaign though. As deadestdai said, the adventure is pretty tough and I didn't want to handicap the party with subpar equipment.

This is meant to make the game a little more interesting, not to cripple the party in terms of spell power (which is why I'm not thinking about instituting the rule where clerics lose caster levels the further away they are from the home plane of their patron deity). Occassionally, these magic conditions may result in an inconvenience for you (or maybe even a boon depending on the circumstance), but it shouldn't be a major disadvantage. And I will take them into consideration when calculating CR for monsters and awarding XP. ;)


And did you post our last adventure somewhere? Because if you did, I missed it and I'm sorry. :)
No, no need for apology. You didn't miss anything... my idea for starting is that results from your last adventure sort of lead into the current adventure (You'll see what I mean when I post the In Character thread). But I thought I wouldn't be giving much away prematurely by saying it took place in Carceri. :o
 

(Okay, I lied - sleep-time isn't forthcoming just yet.)

True, Vlad must be a special one to be a "good" aligned member of the Dustmen. Don't they do bad things to cutters like make them dead so they can just raise them again as walking-servant-corpses? I mean, a blood's gotta be careful lest her bone-box be bashed in or wiped clean of itself and she find herself a Dead'n's slave. At least that's the chant in the Hive. Not that I'd accuse ol' Vlad of doing that sort of thing - of course! He's no Knight of the Post or anything. But i did hear the chant.....

Then again, the berk who told me that snappy piece was a tad addled, so I could be wrong.

:)
 

Sephiroth no Miko said:
Well, if by fair, you mean that everyone is affected (natives and non-natives of the plane alike), then yes, it is fair. What spells are enhanced are enhanced both for you and for the enemy. What spells are diminished are likewise diminished both for you and your foes.

Nah, I rather meant, that it shouldn't be much more of a disadvantage than an advantage over time.

But in general I have no problems with a few such inconveniences. :)

Bye
Thanee
 

Sephiroth no Miko said:
I've got a question for everyone. In PS 2e, there were all sorts of interesting rules concerning magic that got tossed out in 3e. For example, there was the one where your cleric level decreased the further away you got away from your patron deity's home plane. There was another one where your magic weapons and armor decreased in bonuses the further away you got from the plane where it was forged. And finally, some spells and schools were enhanced or diminished or altered, depending on which plane you were.

I was thinking about leaving out the first two magic conditions (fluctuating clerical caster level and weapon/armor bonuses), but what do people say to bringing back the last one (spell keys and all)? For me, saying "nonlawful characters on Mechanus suffer a -2 penalty on all Charisma-, Wisdom-, and Intelligence-based checks" and "Normal Magic" just don't capture some of the flavor of the old setting....

I think it's a great idea, it makes each plane a little more unique and adds a not of flavour to the setting.
 



Okey-dokey, Ferrix, here are my comments for Donner Hund:

--His hit points should be 94, not 99 (10+10+(5x10)+24=94).
--You should add in the +2 bonus to Ride and Handle Animal skills check from the Hound Master PrC. Also, you gain a +2 synergy bonus to Ride from Handle Animal. I don't understand the +2 Circ notation under Ride though; is that from an item or something? I don't see anything in his gear that would account for it. Anyway, Donner's HA should be +22 (15 base + 2 Cha +3 feat + 2 PrC), and his Ride should also be +22 (15 base + 0 Dex + 3 feat + 2 synergy + 2 PrC).
--What is the Valorous property on his lance and which book is it from (from the price I assume it's a +1 special ability)? I don't think I've encountered that one.
--A few prices for items are a little off, though it ultimately doesn't impact much on his money. They are: +2 adamantine valorous lance (21,010 gp-- the mw quality is included in the price of the adamantine), +1 ghost touch longsword (8,315 gp-- you didn't include the mw and weapon price), mw silver kukri (328 gp-- 300 gp for mw, 20 gp for silver, 8 gp for the kukri), and 20 +1 arrows should cost 920 gp.
--Also, which book is saddlebags of providing in? I remember seeing it somewhere....
--Grizzle's +2 mithral chain shirt barding should be 5,200 gp, I think (4000 enhancement + 1000 mithral + 200 barding). Also, magic fang potions cost 50 gp each so 4 of them should be 200 gp. Grizzle should then have an excess 1,600 gp to spend.
--As a 6th level Hound Master, Donner should have three pack members, not four.
--Also, the Fort saves for his pack members should be +8 (5 base + 3 Con), not +9.


Ferrix said:
Only thing I'm sort of questionable about is my cohort/mount, which I'm not entirely too certain I did things correctly on.
Okay, let's see. Grizzle is ECL 10. He's 6 HD, so that's 6 ECLs right there. If you slap the winged template on, that's another +2 LA. Since it also has the abilities of a paladin mount, that's another additional +2 LA on top (DMG, p. 200, first column, under "Paladin Cohort Mounts"). That brings us to ECL 10. If you want to keep those two fighter levels, you're going to have to drop the winged template (since you can't drop anything else). Also his HD would be 6d8+2d10+Con bonus (he doesn't get d10s for his dog levels)-- you would treat Grizzle as a multiclass dog/fighter when calculating BAB, saves, skills and whatnot.

I'm not sure how you did his stats (or how he managed to have a natural armor of +12! :uhoh: )... my suggestion would be to start with a riding dog's base stats, add bonuses from the winged template on top if you're keeping that (+4 Dex, +2 Wis), plus any from the paladin special mount (+2 Str, and an Int of 7), plus 1 ability score gain for being 4 or more HD. You would not use the 28 point buy method to buy his stats (since all nonhumanoid cohorts simply use the base creature stats in the MM).

I also have a few other questions, such as how did Grizzle wind up with Improved Trip if he didn't take it as a feat (I know he would have Trip as a special ability for being a wardog)? Also, what is the Natural Heavyweight feat and where is it found?

I suppose if you like, I will stat out your dog for you to save you the hassle, if you tell me what you want. :)
 

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