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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 1:08 am 
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If I make a wizard, is the party fairly balanced then? I know it might not be the best choice for a new player, but I like a challenge and figuring out complicated rulesets. Related, it'll probably be a few days or more before my character is ready. I'm also open to any suggestions, tips or advice you guys might have.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 2:20 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Be a sorcerer instead of wizard. Trust me.
Also it was 28 point buy, lvl 3, um just look around the first few pages to see whatever other rules I had.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 3:04 am 
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Ok, I will. I was also looking at cleric in case we need more healz, but I'm kind of confused by the deity thing. Do I just pick an alignement that I try to follow and then just make up a deity to go along with it?


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 8:37 am 
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There's a list of given deities. For a cleric the deity you follow determines what domains you get.

Technically I guess we're determining our alignments by our actions but you're going to need to decide fun things like whether you'll turn or rebuke undead, so I suppose you'd do all except actually write your alignment down. Have an idea what alignment you'd prefer the cleric to be, look through deities...I think within one step of that alignment, pick one that sounds about what you'd like to run with and has domains you'd like. You might be able to make one up along with domains if you can clear it with the DM.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 2:52 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Or just pick any two domains and make up a deity. Or heck, just say you believe in yourself.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 3:03 pm 
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http://www.myth-weavers.com/sheetview.p ... tid=383501

How's this?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 3:32 pm 
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At level 3 our max skill ranks should be 6/3 for class/cross-class, so I don't think you can have 4 ranks of Search yet. Don't forget that currency has weight and adds to encumberance.

I'd recommend totaling up your attack and damage for each weapon to make it easier to keep track of; for instance, for your longsword's damage I'd list the total of its d8 + your strength bonus + its magic damage. It might not hurt to make a note for the numbers for your smiting and your Divine Grace bonus to your saving throws as well.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 3:51 pm 
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Made the changes for the skill points, weapons/Smite Evil and added encumbrance due to gold. Hope I can get some room on that mule, this tent is heavy.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 5:16 pm 
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Location: over there *points*
Right so Krom should heorically drag his friends to safety then administer semli one of his potions. Since he doesn't appear to have any of his own.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 7:33 pm 
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Location: N...nowhere, really. Just passing through.
Oh. Guess I forgot to write down the ones you got from the other guy when you distributed them. Aren't I just unconscious because of the gas and not negative HP? Might, y'know, get Quepp stabilized first, I think I'm only down one or two points.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 7:38 pm 
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Location: over there *points*
Whoops, screwed up my character-player.
Yes. What he said. heal the dead one. using their potions, if you would.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 7:45 pm 
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Two quick questions Guy. How is HP being done? Maximum for first level and roll the next two, or roll all three? And you said that there's no alignment restrictions on class. Does that mean my paladin could potentially be chaotic or neutral good?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Mar 24, 2012 4:16 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
I think my rule was max at first level and average at all levels after. So a d10 would alternate between 5 and 6.
Also, Kid Icarus and school work will prevent me from updating on the weekend. But I guess before that...

Krom heroically drags his friends along the ground and up the stairs face first, after giving Ayalea a healing potion first. Due to unconsciousness not stacking, Ayalea is the first to wake up from the poison, as she is no longer unconscious from HP loss. She still gets dragged by Krom.
Since you have woken up, you notice Krom's new attire, which he had during the fight but it didn't really come up then, what with your more pressing questions of why is that mushroom eating a man and whatnot. Seth, describe to her your new appearance.
You will be resting in the inn until you all wake up/get better, or I guess you could depart/adventure before fully healing. Stat damage heals one point a day, or you could hire a cleric, or wait until that other guy makes his cleric and heals you for free at the cost of all your loot. And I guess you wake up at the end of the day. You eat a ration each, since no one had lunch at the tower and the hunger gets worse the more meals you skip. Also, you have to pay for another night at the inn, plus cleaning costs for whatever purging process is involved in not being poisoned anymore, so 1.5 times normal inn cost except for Krom because he isn't poisoned.
The next days of the week will come when either A) I get time to post again or B) cleric/sorcerer arrives to join party.

Actually, Krom and Ayalea were awake after the tower, they shouldn't have skipped a meal, so they only use 2/3 ration. Also, the inn price, I think, was 20 gold normally. I don't want to check back pages ago but I think that was it.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Mar 24, 2012 11:30 am 
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Alright, done. So I'm waiting on Syobon to join up then? Also you didn't answer whether a paladin could be neutral or chaotic good in this campaign.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Mar 24, 2012 2:41 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
There isn't a restriction on pally alignment, but alignment zealots get a special power. Too bad the first pally in this group left before he could display zealotry.
In addition, I did say at some point that classes would get extra unique powers to buff them. None of the buffs take place before level 4 though, to keep them hidden, except the fighter hd being 12.

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