The City of Broken Doors, A Planescape Story (Inactive)

Game Master The Kobold Klan

The City Of Sigil looms high over the Outlands- But Something dark lurks the Multiverse and threatens to break the balance.


151 to 200 of 344 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

This level of preparation is almost shadowrun-esqu


CN Male Bariaur | Brawler 5 | HP 46/59 | AC 21, Touch 14, FF 17 CMD 24, 28 vs trip, 25 vs grapple | Fort +9 Ref +7 Will +1 | Init +2 | Perception +4 | Speed 40ft | Conditions:
Usable/day:
Found it! 1/1, Ray of Frost 1/1, Martial Flexibility 3/5, Knockout 1/1

This isn't necessarily a bad thing


1 person marked this as a favorite.
Android PI | AC 18, T 14, FF 15 | F +4/R+8/W+7 | HP 38/38 | CMB +6, CMD 16 | Init +3 | Perception +12 | Condition: None

I was thinking more Yellow Submarine/ Spell Jamer-esqu, lots of Magi-tech babble stuff, In a nut shell, Gilly would be a perfect pilot to understand the crazy chaotic madness moving between plans, hehe, That way the chaotic PCs have a cool roll to play as they are the only ones who can get there heads around the madness of the trip.


Impariut(Inevitable)

Well, with two tables, having a base ship could be a good way of keeping them connected

Overall if I was gonna make a ship like that, I would probably use a Starfinder esk system for it.

As for Volo- yes... I did make that refrence. However this man is definitely not a lvl 1 wizard(which is the official stated class and level for Volo)


1 person marked this as a favorite.

I like the idea of a ship and any system that works is good, GM.
My aim was to try and cut down your work load by having a place players can interact free style in a known environment. Always good for game play I find.


Android PI | AC 18, T 14, FF 15 | F +4/R+8/W+7 | HP 38/38 | CMB +6, CMD 16 | Init +3 | Perception +12 | Condition: None
The Lonely DM wrote:

Well, with two tables, having a base ship could be a good way of keeping them connected Overall if I was gonna make a ship like that, I would probably use a Starfinder esk system for it.

...

Cool, that works just as well, as we can be taken to and from locations, with a base on the craft for dropping things off across groups if we need too. Access to a lab/work shop research DB, Books or other would be good as well.

If we can get the wayfinders + Stones to keep us safe from the basic Environment stuff of a plane, they can also be set to point at the craft so we can do the whole recall thing from a single object.

Outside of that, can't really ask for more.


Ps: Is everyone happy with what Eleven has been doing?. Don't mean to push anyone, just seems to be a way to go, and now more stuff to help up.


CN Male Bariaur | Brawler 5 | HP 46/59 | AC 21, Touch 14, FF 17 CMD 24, 28 vs trip, 25 vs grapple | Fort +9 Ref +7 Will +1 | Init +2 | Perception +4 | Speed 40ft | Conditions:
Usable/day:
Found it! 1/1, Ray of Frost 1/1, Martial Flexibility 3/5, Knockout 1/1

You're good. Someone needs to direct the masses and it wasn't going to be me.


Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12

Yeah, I think you're good eleven. Can't have everyone waiting for someone else to go.


| HP: 31/31| AC: 18 (20) T: 16 F: 13 CMD: 21 | Fort: +5 Ref: +7 Will: +10 | Init: +5 ; Perc: +5 | Senses: Darkvision 60' | Move: 30' / Fly 60'
Additional Defenses:
DR: 5/Magic; SR: 15; Energy Res- Acid, Cold, Elect: 10, Fire 5
Limited Per Day Abilities:
1/D: See Invis, Aid, Detect Evil, Bless, Smite Evil :: 3/D: Prt from Evil :: 8/D: Heavenly Fire
Empyreal Celestial Sorcerer 4

I am 100% happy with the direction. Sorry I haven't been very vocal. Sparrow is feeling very out of place and so would not be likely to speak up.

+she knows next to nothing about planar travel, so the whole what do we need conversation is above her paygrade.


Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12

So, right now we are forming the two groups in character which is great. I kinda do think three groups would be fun, but that is a lot for a GM, so while it would be fun for players I don't think its really possible. I do like the idea that really it's all one big group with two sub-parties that meet and mingle. It should allow for a lot of flexibility as the game goes forward should players need some downtime, or similar, and it allows for remixing the parties which can be a lot of fun without losing the story.

So far we have two initial groups proposed. Do we want to earmark which groups we'd prefer? I'm guessing on a few of these, (in italics) just throwing it out there, no pressure one way or another.

Headed to Mechanica:
Eleven
Shedinn
(Yigbex)
(Sparrow)
(Tak)

Headed to the Abyss:
Sheila
(Haile)
(Gilly)
(Telin)

These groups seem pretty balanced mechanically, as long as everyone's cool with it. This way every group has a face, a skills, and a full caster. Personally I think I'd rather be in the group headed to mechanica, but we gotta break up the groups some way. It makes sense that since Telin and Eleven have been leading a lot of the discussion that they would split between the two parties, at least initially. That could change though. if there was a destination that was mostly research and another that was mostly beat-sticking, I think Eleven and Telin would be both headed to do the "smart person" stuff.

Thoughts?


| HP: 31/31| AC: 18 (20) T: 16 F: 13 CMD: 21 | Fort: +5 Ref: +7 Will: +10 | Init: +5 ; Perc: +5 | Senses: Darkvision 60' | Move: 30' / Fly 60'
Additional Defenses:
DR: 5/Magic; SR: 15; Energy Res- Acid, Cold, Elect: 10, Fire 5
Limited Per Day Abilities:
1/D: See Invis, Aid, Detect Evil, Bless, Smite Evil :: 3/D: Prt from Evil :: 8/D: Heavenly Fire
Empyreal Celestial Sorcerer 4

This list make sense for Sparrow. She would likely stick near Eleven or Telin, but the idea of going to the Abyss is not very attractive to her. Mechanica slightly more so.


Male Prime Mul, Ogrekin Unchained Barbarian 4

Out of character I'd still prefer a good group and an evil group. But IC I am not sure Haile cares that much and will react to "evil" when and if he sees it. Hard to protect Sparrow if not with her of course. But I can have fun with any group. Perhaps I can be a "good" influence on Sheila. Might be fun to work on her redemption in an INT 8 sorta way. :)


Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12

Funnily enough, Telin's not a bad choice for someone to go to the Abyss. His main weapon is cold iron, and he has a innate flight ability both of which are likely to be helpful. What he lacks is any elemental resistances aside from electric, and a way to mask his aura (he's level 5 so should have an aura of good at this point).


Male Prime Mul, Ogrekin Unchained Barbarian 4

It seems like there are a number of folks that a level 5 even though they have templates that would normally cost a level. Hmm.


Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12

I think actually only Telin and Shiela are in fact level 5.

Edit: Nope, Gilly too.


CN Male Bariaur | Brawler 5 | HP 46/59 | AC 21, Touch 14, FF 17 CMD 24, 28 vs trip, 25 vs grapple | Fort +9 Ref +7 Will +1 | Init +2 | Perception +4 | Speed 40ft | Conditions:
Usable/day:
Found it! 1/1, Ray of Frost 1/1, Martial Flexibility 3/5, Knockout 1/1

Gilly has no template so he should be good as far as level.


1 person marked this as a favorite.
Male Prime Mul, Ogrekin Unchained Barbarian 4

Gilly IS a template. :P


Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12

Telin has a cr0 template, he'll be taking the GM offered feat for template advancement at some point in his career. Sheila doesn't have a template so I think we're all good...


Male Prime Mul, Ogrekin Unchained Barbarian 4

This seems a very good deal. Instead of a level you pay a feat?

And for your CR0 template you get:
air subtype
darkvision 60 ft.
Fly perfect speed 30
Resistance to electricity 10
damage bonus +1 electricity

I am not saying your build is overpowered but this a lot for free.


Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12

It is an it isn't. It's definitely a good deal compared to no template. However a lot of 1 level templates provide far more benefits. Compare the aerial template to say the half-dragon or or half-celestial templates. Those are 1 level adjustment templates that provide much stronger benefits.

0cr templates are tough because they don't compare well to full templates, but they are obviously better than no template.

I haven't paid a feat as of yet. I will be paying feats in I want to gain the benefits fo the template as if I was a 5-10 HD and then again if I want to be a 11+ HD

If you look a at the listed benefits of the template most really aren't that great. Being a planar is more of a hindrance than a help usually, darkvision is pretty commmon place, 1 extra damage is nice. The only really nice benefit is the fly speed. We are playing at a fairly high level though and that will soon be rather negligible, plus it's a rather slow speed for flying. Also I fully expect GM to fulfill is promise of punishing players with strong templates to be in effect for Telin.

Edit: Half dragon is a cr+2 template, my mistake there. The general point still stands though. a 0cr template would be underpowered it if required a level (as compared to other cr+1 templates) and is (debatably) overpowered compared to no template (it is "free" stuff after all.) .


Male Prime Mul, Ogrekin Unchained Barbarian 4

The 10 electric resistance is pretty nice as well.

I am just wishing I had a fly speed. :)


Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12
Haile wrote:

The 10 electric resistance is pretty nice as well.

I am just wishing I had a fly speed. :)

True, I missed that one when I was doing the breakdown. It's ok I'm wishing I had better stats, or a sweet SLA or two. ;) And I worry about when GM gets his pound of flesh...


Impariut(Inevitable)

Hehe, Flying players are so easy to wreck...

*Cough* uhm, I mean: yeah, I'm going through the list of items, you can each add an Iounstone to your inventory- the one that gives you Planiar adaptation. However you're not gonna be supplied with Wayfinders- as those are actually items specific to galorian. Heh, but there are items that allow you to use Ioun stones without having them float above you.

Other than tha, your "Ship" will be a specialized vehicle led by an Inevitable- a special one that doesn't have a Stat block. The ship itself however won't be able to help in combat, it will reside either on the Astral plane or Ethereal plane depending on where your groups are.

You also get a special item I deem "The stone of recall" which works basically the same way as it does in most games: It teleports you to a safe place. In this case the ship.

The item is a small stone that allows you to cast Greater Teleport, which has no chsnce to fail. The trip is mostly one way- however it can go back from your ship from anywhere. Using the stone requires all those using it to channel for 5 combat rounds(30 seconds). All those to be effected must be in either physical contact with the stone, or another player. You get 2 of these.

You may cheese it if you want, as you only need to be in contact on the last round of the channeling- when you end your turn.

If ever you happen to find someone else using a stone and you want to make contact in order tk teleport with them- you may a touch attack to grab them, unless they are friendly
The effect can be dispelled, and takes a full round action to continue channeling.

This means one person can channel while others fight off enemies, grabbing your teamates just before the teleport. And it can be dispelled as CL:10, doing so just resets the channeling. You don't need ri be a caster to use it.


Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12
The Lonely DM wrote:
Hehe, Flying players are so easy to wreck...

<Winces nervously>

Ok, so we each get a sparkle stone (I couldn't easily find which specific iuon stone provides planar adaption) and each team gets a reset button. The ship is simply a plot device which is all it ever needed to be. :) works for me.

Would our characters know about the items to protect stones? I was assuming we'd know about wayfinders though I probably shouldn't have.


Impariut(Inevitable)

You will also have workshops and all the supplies needed to start crafting on the ship, as Inevitable sre pretty handy like that


| HP: 31/31| AC: 18 (20) T: 16 F: 13 CMD: 21 | Fort: +5 Ref: +7 Will: +10 | Init: +5 ; Perc: +5 | Senses: Darkvision 60' | Move: 30' / Fly 60'
Additional Defenses:
DR: 5/Magic; SR: 15; Energy Res- Acid, Cold, Elect: 10, Fire 5
Limited Per Day Abilities:
1/D: See Invis, Aid, Detect Evil, Bless, Smite Evil :: 3/D: Prt from Evil :: 8/D: Heavenly Fire
Empyreal Celestial Sorcerer 4

There isn't an ioun stone for planar adaptation. Eleven was recommending the Iridescent Spindle, which makes you breathless - so a decent way to survive a vacuum until you can get back to safety.

We could probably find someone in sigil that would be able to implant the Ioun Stones for us...it takes a pretty hefty charisma check to get to a bonded point with the stone to be able to do that though...so that is difficult.

If we can convince our benefactor to give us Western Star Ioun Stones as well then all of our stones are invisible when we are disguised.

This thread discusses how to protect ioun stones. It looks like the best bet is with wayfinders.

We could make a quick jaunt to Prime to get some wayfinders if we have enough money left to buy one for everybody. An iridescent Spindle in a Way Finder gives the added benefit of Endure Elements, a nice bonus for just 500 more gold. Of course, I say that...but I cannot afford the 500 gold myself, I am at 294.

I guess we could ask our benefactor to pay for that. :)


Female Draegloth Oracle (Ancient Lorekeeper/Warsighted) 5

I don't have any issues with the teams Telin put together. As for Eleven playing leader, that's fine too. It's not like anyone's gonna hear sheila as a source of leadership. So far so good as far as I'm concerned.


1 person marked this as a favorite.
Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12

@ Sheila, no worries :) it was an excellent RP moment. It helps to underscore the tension such an alliance would have and gives our characters a chance to become more comfortable as time goes on :)


Female Draegloth Oracle (Ancient Lorekeeper/Warsighted) 5

Good! Glad we're on the same page there.


Android PI | AC 18, T 14, FF 15 | F +4/R+8/W+7 | HP 38/38 | CMB +6, CMD 16 | Init +3 | Perception +12 | Condition: None

all looking good,

With the ioun stones/ stone of recall, there are two ways this can be done with tattoos

1: This cool 3ed party crafting feat craft-wondrous-tattoo

Which lets a crafter make any craft-wondrous into a tattoo, I have used it as a GM to give players plot items and it works well. But takes a slot, so you win a little and lose a little. With the stone of recall and Planer adaption they can both be these, OR

2: A combo of inscribe-magical-tattoo-item-creation [Pathfinder core] and permanency

Could be cool if all the PCs had the came tattoo,


Impariut(Inevitable)

Ill homebrew a new Ioun stone: The White icosahedron(20-sided die)- It gives the user Elemental Endurance, like a Janni. You'll be able to stay on any hostile plane without suffering any negative environmental effects for 48 hours, however every day after that you start making saves to see of you continue to resist the dangers. This will obviously reset any time you move to another plane so...

Other than that: That craft Tattoo sounds alot like the actual feat: Inscribe magical Tattoo the official version of that feat- and it even uses the tattoo like a Wonderous item, allowing you to replace whatever slot it fits in as a tattoo. I.e. you can get a glove tattoo for gloves of ogre power.

Wait, saw you mentioned that, Sorry-
Up to you what you do, You could "buy" these tattoos as well, But Volo definitely isn't gonna do it himself. Most of what you asked for is pretty well Available, as many folks seek to travel the planes quite frequently- and a group of Adventures looking for items ti help isn't too uncommon.

I suppose what you meant different was that the 3.5e feat can take up no slot for double the price.


Android PI | AC 18, T 14, FF 15 | F +4/R+8/W+7 | HP 38/38 | CMB +6, CMD 16 | Init +3 | Perception +12 | Condition: None

Edit

Sorry fellow players, could you forget that Eleven read out the lists and that it was
Telin did,

So items per group.

Each group gets,
1 recall Stone
1 Chest of holding.
5000gp to split v the group.
Eleven will not take a cut of the 5000gp as she really dose not need anything.
So thats 1000gp per player, or split anyway you see fit,

Each player gets a White icosahedron(20-sided die)- It gives the user Elemental Endurance.
[effects for 48 hours]


Android PI | AC 18, T 14, FF 15 | F +4/R+8/W+7 | HP 38/38 | CMB +6, CMD 16 | Init +3 | Perception +12 | Condition: None

Sorry 1250gp per player, as a credit note


Male Prime Mul, Ogrekin Unchained Barbarian 4

I still have money to spend and will finalize my gear before departing.


Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12

Gm, how do you feel about durable special amunition? If we're going to the Abyss i'd like to purchase some durable cold iron and silver arrows maybe even a few adamantly one's (though those would be pretty expensive).


| HP: 31/31| AC: 18 (20) T: 16 F: 13 CMD: 21 | Fort: +5 Ref: +7 Will: +10 | Init: +5 ; Perc: +5 | Senses: Darkvision 60' | Move: 30' / Fly 60'
Additional Defenses:
DR: 5/Magic; SR: 15; Energy Res- Acid, Cold, Elect: 10, Fire 5
Limited Per Day Abilities:
1/D: See Invis, Aid, Detect Evil, Bless, Smite Evil :: 3/D: Prt from Evil :: 8/D: Heavenly Fire
Empyreal Celestial Sorcerer 4

Just realized that I bought a heavy crossbow but no ammunition.

I think I looked for durable crossbow bolts and found out they don't exist and was disappointed by that fact.

GM, how would you feel about me buying durable crossbow bolts for a base price of 2gp a bolt? That maintains the cost/bolt ratio that is established between arrows and durable arrows.

I would probably also like to pick up a couple of durable special material bolts if that is an option.


Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12

Another question GM, how do you feel about wands of Cure Light Wounds?

I know some GM's dislike them because it basically means that a party of full health at the start of every encounter unless there's some timeline that prevents the repeated use. It can make adveneture planning tough as every encounter has to have the potential to do enough damage to kill someone or else it doesn't matter much. I understand the problems with the eve present heal stick. If we have a "gentleman's agreement" that we shouldn't be using such then that's cool, but otherwise I suggest we spend some of that dicressionary funds into purchasing some wands, at least 1 for each group. Maybe more.


1 person marked this as a favorite.
Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12

Aside from possibly CLW wands, is there anything else that we should be budgeting for each group to purchase together? I'm trying to decide on stuff, but I'm sufferings not knowing just how much I will have.

Also, I didn't see, has anyone taken crafting feats/skills? Aside from Gilly's amazing basket skills that is ;)


Android PI | AC 18, T 14, FF 15 | F +4/R+8/W+7 | HP 38/38 | CMB +6, CMD 16 | Init +3 | Perception +12 | Condition: None

alchemist / gun smith here :)


Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12

Oooo, I usually don't do guns because it conflicts with the flavor of the setting to me, but in this case it really doesn't... Telin may have to commission a pistol or two in the future.


Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0

This feels like a good time to mention I already bought a wand of Infernal Healing for Sheila. I would usually recommend things like potions of endure elements, but some of that stuff seems taken care of.

I was planning Sheila's next feat to be Craft Magic Weapons and Armor.


Male Prime Mul, Ogrekin Unchained Barbarian 4

I would be happy to chip in for a wand of cure light from my share of the 5K each team is getting.

I was confused. I was thinking we had 5K to spend in character creation, but the number is 3k. So I do not in fact need to shop more. lol.


Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12
Green Smashomancer wrote:

This feels like a good time to mention I already bought a wand of Infernal Healing for Sheila. I would usually recommend things like potions of endure elements, but some of that stuff seems taken care of.

I was planning Sheila's next feat to be Craft Magic Weapons and Armor.

This is great! So team Abyss kinda sorta already has one wand and we have a full divine caster. I don't know how we want to a handle evil aligned spells, but I'm going to assume that the good characters don't want to use the wand of infernal healing and so should purchase a wand of CLW. Gilly, idk how you feel about it.

It sounds like we may be able to get quite a lot out of crafting feats, so that's exciting :)


Female Draegloth Oracle (Ancient Lorekeeper/Warsighted) 5

Hey, if you guys are buying it, Sheila will use it.

I could get one more 1st level wand. Not sure which ones will be useful still though. Mount is surprisingly decent. Might be better to get some miscellaneous stuff.

EDIT: How much would it cost Sheila to get a minigun? You know, hypothetically?

EDIT x2: If you're worried about the spell affecting a non-evil PC, it doesn't do anything but change your aura to evil for a period of time. No effect on behavior or spells besides alignment detection ones. That may end up being a good thing where we're going.


Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12

I'm tempted to buy a wand of shield and UMD it myself, but I think I'll just settle for a masterwork buckler.

So many options!

Still waiting to hear about durable special ammunition as well.


CN Male Bariaur | Brawler 5 | HP 46/59 | AC 21, Touch 14, FF 17 CMD 24, 28 vs trip, 25 vs grapple | Fort +9 Ref +7 Will +1 | Init +2 | Perception +4 | Speed 40ft | Conditions:
Usable/day:
Found it! 1/1, Ray of Frost 1/1, Martial Flexibility 3/5, Knockout 1/1
"Sheila" wrote:

Hey, if you guys are buying it, Sheila will use it.

I could get one more 1st level wand. Not sure which ones will be useful still though. Mount is surprisingly decent. Might be better to get some miscellaneous stuff.

EDIT: How much would it cost Sheila to get a minigun? You know, hypothetically?

EDIT x2: If you're worried about the spell affecting a non-evil PC, it doesn't do anything but change your aura to evil for a period of time. No effect on behavior or spells besides alignment detection ones. That may end up being a good thing where we're going.

For the target sure, but its up to the GM on whether casting a spell with the evil descriptor is an evil act, prolly not a problem for Shiela for the time being. This could be a complicated moral question if you really want to dig deep into it. Detecting as evil is good but the duration isn't long enough to be useful for that.

Also Gilly's will go with the flow.


Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12

I'm fine with infernal healing so long as using it doesn't have any connotations (lore wise) or ramifications (mechanically) In a lot of games people are happy to through alignment effects out completely, but for planescape I don't think you really can. It's pretty integrated into the setting.


Male Prime Mul, Ogrekin Unchained Barbarian 4

Just don't explain it to Haile. :) or explain it sayig that devils bleed so you can heal. He will like that. lol.

While asking about wands lets asks about maybe getting partially charged wands. 10 charges of lesser restoration could be a life saver.


Planar(Air)|UnRogue(Sylvan Trickster) 5|HP 28/39|Speed 30, Fly 30 (Average)|AC20:T15:FF16|Saves 6:11:3 +2vsEnchant|CMD 20|Init 4|Per 11 (Lowlight, Const. Detect Magic)|Immune: Sleep|MarFlex 3/4|Conditions: None|
Skills:
Acro+11|Apr+8|Blf+3|Clb+0|Diplo+3|DisDiv +11|Disg-2|EscA+8|Fly+11|HndAn-2|Hea+2|Int+12|Kn(Arc)+7|Kn(Dun)+8|Kn(Loc)+8 |Kn(Nat)+8|Kn(Pla)+5|Kn(Rel) +5|Ride+3|SpC+6|SM+5|Sth+8|Surv+1|Swim+4|UMD+12

Very true.

Ok so questions for GM so far:

  • Aligned spells, how do they play?
  • Durable special material ammo ok?
  • Partial wands available for purchase?
  • Another one, how are we going to handle our two linked tables?

    Any others?

  • 151 to 200 of 344 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post Discussion / The City of Broken Doors, A Planescape Story Discussion All Messageboards

    Want to post a reply? Sign in.