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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 12:53 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The only classes submitted yet are two barbarians, a paladin and a bard. No rogues yet.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 12:54 am 
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Okay, so I bought a mule and shifted some (most) of the weight to it. I also bought a tent.

Also, I added my gold wrong so I'm actually 100 gold richer, and I forgot to add the magic bonus to my weapon because I counted the magic bonus and the focus bonus as one. Whoops.

My character sheet is all updated. I think I'm all squared away now, except for the HP.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 12:55 am 
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Joined: Thu Jul 29, 2010 10:22 am
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Location: over there *points*
I realized the additional .5 str too. Thanks, (where would we be without you?) Maybe you should add links of the character sheets to the original post, just so they're in one place.
So yeah, people, don't forget STR bonuses to damage, and two handeds are +1.5 your STR.

hm...anyone want to loan me ten gold so I can change my great sword into a masterwork and make it a size bigger, giving me an extra die of damage at the cost of a point of accuracy? (and going dead broke.) Just trying to make the smashiest barbarian possible, if he dies, I'll make a cleric. Or let someone else join.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 1:03 am 
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Magic weapons are all masterwork. The bonus doesn't stack, which is why +1 weapons don't have a +2 bonus.


Oh, and if you're interested in wielding bigger weapons, there'a feat called Monkey Grip that lets you wield a weapon one category larger, at a -2 penalty to attack. It's in Complete Warrior, for reference. Without that, you can't wield a large greatsword at all.


Um but yeah, I don't know the cost for changing weapon size (if there is one), but I do have 10 gold you can have.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 1:08 am 
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Whoops, so much for that. Though from the looks of things Monkey Grip is a retcon, because my PHB says that for everysize category wrong is a -2 to hit. oh well, it was a fun thought. :colbert:

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 1:10 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
I'm waiting for our 5th before putting links in OP.
And don't thank me for reminding you that you're smashier than you thought, I'm going to throw deathtraps at you guys~ I mean for god's sake how many DMs enforce encumberance? Or food requirements?
And I just want to remind you guys that mules are targets too.
And monkey grip lets you wield xhanded weapons of larger size with xhands, instead of x+1 hands. And large weapons/armor are 2x price.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 1:14 am 
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eeyup, that's why I recommended only one other person getting a mule. hopefully there isn't a narrow passage that has a deathtrap and we need to out run it...I can see Krom now, picking up his mule over his head and outrunning an incoming tidal wave.
Anyways, Mules should probably keep near the back, but have some people behind them too. Krom, by virtue of being the tank, should take point in most cases.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 1:14 am 
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It is a -2 for every category off. But, for every size larger, it also increases the effort needed to wield. Like, light turns to one-handed, and one-handed turns to two-handed. Two-handed just goes to "Can-not-wield".


And yeah, what Guyperson said.

Also, my fluff should be just about done, I think I just need to fill in one more box.

Also, just so we're 100% clear, my rage just does +4 Str, +2AC/Reflex, +1 attack at -2 to all.

I remember when you mentioned it, you only said the losing Con, and gaining an attack part, so I just wanted to be sure you got that.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 2:50 pm 
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Location: N...nowhere, really. Just passing through.
I've got a Halfling Rogue rolled up minus items if there's still room. Got class for roughly the next three hours, will finish it up after.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 3:35 pm 
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Oh, if anyone in the group wants to pack stuff on my mule, PM me to let me know how much. I can take 60 lbs from one person or 30 lbs from 2. All I'll ask in return is for help protecting the mule (after all, your stuff will be on there too).

I'll keep track of what you have on my mule on my character sheet, but be sure to mark your stuff on your own sheet too, just in case.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 5:06 pm 
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Location: Somewhere between law and chaos.
So... yeah. Remember when I said I would be rolling a toon.
ilied.jpg

Mainly because I'm having trouble starting.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 5:51 pm 
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Location: N...nowhere, really. Just passing through.
If by "having trouble starting" you mean "I can't figure out what to write down first", google a version 3.5 player's handbook and the Character Creation section at the beginning will outline the steps necessary. From there you can look up things like race/class stats, feats, skills, equipment, etc.

Finished up the Rogue, wouldn't mind a 15-lb, 2500gp bag of holding for the magic item if it'll fly; will need to alter equipment if so.

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Last edited by Otherwise on Thu Feb 09, 2012 7:42 pm, edited 1 time in total.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 7:04 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Well, I'm bored, so I guess I'll start off some of the preliminary info on the game. As in, why are you all meeting together to do shit.

You guys have been set to meet the Great Kijun, well renowned mage. You all know him from his many visits during your youth, and have been inspired by his tales of adventure known throughout the land. When he asked for a group of mercenaries/adventurers/weirdos/etc to go on a journey for him, you figured you'd at least inquire. You were planning a tavern but due to the Cade and Krom's actions you aren't allowed there anymore, so you scheduled the meeting at one of your houses (note: I'm assuming an alignment of doorsmashing means this is acceptable behavior for your characters). And now here you are, waiting for him and the other one or two guys who were coming.

Any info on your town/country/etc just ask.

Edit: No, when I say +1 magic item I mean a weapon or armor with a plus 1 bonus. I will probably throw you guys a bag of holding at some point soon, though.
But I guess otherwise it's good enough to start, just make your adjustments for whatever weapon you make magic and throw your stuff on a pack mule or something.
Everyone who has a Knowledge skill, please mark what it is knowledge in.

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Last edited by Guyperson on Fri Feb 10, 2012 12:17 am, edited 1 time in total.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 11:38 pm 
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OoC:
Sol Reaper wrote:
So... yeah. Remember when I said I would be rolling a toon.
ilied.jpg

Mainly because I'm having trouble starting.

Here's the info you need to start:

Guidebook
Step-by-step instructions to create character (Part one is stats; part two is feats, abilities, and equipment; and part three is spells (so you might want to skip that)

The rest of the info is in the first post (like the 28 point buy system).

BiC:
I wait in the house and see who else is here so far.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 12:01 am 
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Guyperson wrote:
Any info on your town/country/etc just ask.

OOC: I'll take you up on that offer. What's the town like? Climate, size, population, anything to get a better picture of where we're at. And I'm assuming we're in Therom's house as he's the only non short person who doesn't get kicked out of bars?

IC: I pull out my fiddle and play a merry tune to pass the time.

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