Someone run a forum dungeon crawl or somethin' =P
You're talking a D/D style dungeon crawl of doom and character splattering, yes?
Is there any other kind? =)
I could do that on the following provisos:
1. Board based. Easier pace and access.
2. 1-2 posts per day. Something relaxed and to do on the side. Just some fun genericness to splatter things to.
3. D/D 3.5 core. Keeping a small side game simple is best.
Interested?
Verily. Though I was hoping more a varied pace. You know? When on and bored, fling a post kind of deal. Some days none, some days 5-10. *Shruggles* =)
Either way, yeah to core.
Dracos
Quote from: Dracos on October 19, 2007, 03:09:46 PM
Verily. Though I was hoping more a varied pace. You know? When on and bored, fling a post kind of deal. Some days none, some days 5-10. *Shruggles* =)
Either way, yeah to core.
Dracos
Eh, whatever works as long as it's casual. This would be purely something to do when we're killing time and not to infringe on other activities. Y'know, fun and disposable dungeon crawling.
Anyway, wanna go it alone or do you have another person or two you want to club into this? I don't care, group size from 1-3 is fine with me. Any bigger is a no go since that ups the amount of GM overhead.
I'm fine if someone else on generally during the weekdays wants in. If not, I'm also fine alone~ =p.
In fact, if I'm the only one, I might even play a monk again :D
Well, whatever works for you. Feel free to club someone into it or not.
---
Okay, settings time!
1. Difficulty
Hard - The dungeon is a dangerous place. Monsters abound and traps lurk. It's possible to find one's demise it, but usually not by a single mistake or monster. You have a real chance of survival, traps are at least remotely fair.
Ultra Violence - The monsters are stronger than you, the traps are nasty. One shot kills exist but are not common. Save or suck will occur at times. Still, there's a chance of living.
Suicidal - The GM hates you and wants to see you die. Repeatedly.
2. Length
Short - One medium floor or a couple of small floors.
Medium - Normal dungeon size. A couple of levels, a few branching paths, ect.
Large - Big. Lots of layers, complex, distinct areas.
Huge - Fucking Undermountain.
3. Level
4 - A fine level for low powered adventuring. This tends to help keep some of the truly nasty stuff off the table in exchange for limited PC power.
6 - Medium power. PCs have all the low level skills mastered and may have begun PrCs.
8 - Medium power, but on the far end of the spectrum. The low levels are left behind and it's time to play with the bigger boys.
normal to Hard. =P I don't really like playing either of the other two in small groups or with D&D chars (The payoff isn't good enough for doing anything non-totally generic. An hour of creation time to often a half hour of play =). Much better to play those with freestyle, where its 5-10 minutes of create to a half hour of play).
Mmm, I dunno. Huge. Why not, start with a medium and move to a huge if it works well?
8 (or six for a training level perhaps). Played enough 4s for a while now.
Okay, Hard on medium/huge and with level 8 works for me. Go ahead and stat up a PC.
---
For simplicity I will assume PCs have the following unless the build dictates otherwise:
1 week of rations
60 ft rope
Large backpack
Waterskin with water
Flint and steel
Any other basic gear you want, feel free to grab.
As for dice rolling, I'm inclined to do all of it myself(In a channel you guys are in, if you like) and just post the diced out results of your actions. Seems simplest for this sort of game. Shout if you're not cool with that.
Totally cool with that. Will obviously also be trying to keep to simple actions, in line (Both sides should ignore the ability to change course midstream so we don't have back and forth per attack rather than per turn).
Anyhow, what money and stat build?
27000 GP, as per a level 8 character. Blow it on whatever you want in the SRD.
Stat buy from 0; 78 points. Also, +2 from level 8 and 4, respectively. Therefore your stat caps are 18 with one stat having a cap of 20 or two having a cap of 19. (That doesn't count +stat items.)
Cool. I'll give it till tonight to see if anyone else grabs in :)
*raises hand* talked with Drac a bit on this. I'll probably play a cleric, though not sure on specifics. Will depend a bit on the general tone of the game, but I have something of a concept that I talked with Drac. May want to check how you feel on that, Dune, before I settle on anything, besides likelyhood of cleric.
Yay, ninja kung fu orc cleric goblin monk paladins!
no, that's totally not even close.
random queries:
Weapon finesse needed for unarmed strikes? Believe so but asking.
Can a monk get weapon finesse with quarterstaff?
Quote from: Dracos on October 20, 2007, 04:43:50 AM
random queries:
Weapon finesse needed for unarmed strikes? Believe so but asking.
Can a monk get weapon finesse with quarterstaff?
1. For a Monk? No, I don't see anything written for it. They get Improved Unarmed Strike for free.
2. I believe so, yes.
They do. I was meaning for using dex with it for attack roll. Quarterstaff isn't listed among its accepted weapons, (doesn't normally qualify I think) so I was asking. If so for both, awesome. That frees up a feat.
Name: Ayane Desamy
Alignment: Lawful (selfish) Evil
Age: 19
Gender: Female
Size: M
Height: 5'2''
Eyes: Red
Hair: Purple
Race: Human
Class: Monk 8
str: 8 -1 | 10 +0
dex: 18 +4 | 20 +5
con: 10 +0
wis: 20 +5 | 22 +6
int: 10 +0
cha: 14 +2
Hitpoints 47 = 8+7d8 ( 8, 7, 7, 3, 5, 2, 7 )
Speed: 50
AC: 27 = 10 (Base) + 5 (Dex) + 6 (Wis) + 1 (Monk) + 3 (Armor) + 1 (Protection) + 1 (Enhancement)
Remember Dodge.
Init: +5
BaB: +6/+1
Flurry: +5/+5/+0
Attacks:
Unarmed attack: +11/+6 : 1d10
Unarmed Flurry: +10/+10/+5
Spiked Chain: +12/+7 : 2d4+1, Threatens 2 squares in every direction, +2 to disarm, can be used for tripping
Disarm: +22
Shuriken (300): +11/+6 or +10/+10/+5, 1d2, x2
Languages:
Common
Saving throws:
Fort: 6 = 6 + 0(con)
Reflex: 11 = 6 + 5(dex)
Will: 12 = 6 + 6(wis) |+2 versus Enchantment
Feats:
1 for human : Exotic Weapon Proficiency: Spiked Chain
1 for existing : Dodge
1 for level 3 : Weapon Finesse
1 for level 6 : Mobility
Stunning Fist: 8 times per day. DC: 20 fort (10+1/2 monk levels+wis)
Combat Reflexes: 5 AoOs per round, can AoO flatfooted.
Improved Disarm: +4 to disarm, no AoO
Abilities:
Flurry of Blows: -1 to all, +1 attack
Evasion: Take no damage on success
Fast movement: +20
Still Mind: +2 versus Enchantment
Ki strike: Magic
Purity of Body: Immune to poison
Slow Fall: 40 feet
Wholeness of body: 2*level hp pool for healing self. Currently 16.
Fighting Defensively: Gives 3 ac for -4 attack
Total defense: Gives + 6 ac
Skills: 55 points
Diplomacy: 13 = 11+2
Jump: 15 = 5+8+2
Spot: 17 = 11+6
Tumble: 14 = 7+5+2
Hide: 10= 5+5
Move Silent: 10 = 5+5
Listen: 12 = 6+6
Sense motive: 11=5+6
Balance: 7 = 0+5+2
Equip;
1442.5 gp
1 week of rations
60 ft rope
Large backpack
Waterskin with water
Flint and steel
Monk Gi: A purple outfit she tends to wear.
Elegant Bathing Suit of the Mystic Queen +1: Apparently a one piece in green.
Ornate Bracers of Armor: +3 9000
Periapt of Wisdom: +2 4000
Gloves of Dexterity: +2 4000
Chin Lu's belt of Enduring Strength (Belt of Strength) +2 4000
Silvered Ring of Protection +1 2000 gp
Lovely Purple Cloak of Displacement, Minor - 36000 gp. 20 percent miss chance always, calculated after a successful hit.
Slippers of Spider Climb, 20 ft speed walk on anything 10 minutes a day (split as desired)
300 Shuriken 60 gp
2 Cure Moderate Wounds Potions: 600 gp
+1 Spiked Chain 'Shifting Winds' 2325 gp
Probably should spend the rest on rations
-----
thoughts:
Defending
Kifocus
+++++
Protection/ac up items to better be able to tank
Cloak of Displacement Minor, Bag of Holding, Item of warping back up to the top~, improved ring of prot or bracers of armor, spiked chain of defending, shirt/ring of mighty blows?
Boots of speed
Feat thoughts:
weapon focus
improved crit
char draft Not assuming I can use dex unarmed without a feat. Wavering between quarterstaff/sai/spikedchain right now. Probably will go spiked chain given party size and it actually giving crowd control:
Concept: beautiful denial monk Ayane. Focuses on stunning attacks, disarms, in and out moves, and possibly making it painful to follow. Inside and outside of battle is charming/alluring.
Weaknesses: Rogue-killers, trip and other strength based things, non weapon users with high fort (don't have any working denials on such)
----
Minor background:
One of the brightest flowers of her dojo, Ayane is every bit as deadly as she is beautiful and has somehow maintained this despite a lifetime of physical sparring. Of course, with her natural agility and ability to feel the flow of things, she is not hit very often. Fairly proud of both herself and her skills, she can be quite charming when she puts her mind to it. Believing she would not surpass her few remaining betters within the dojo, she left seeking the challenges of the outside world. She tends to be seen dressed in her alluring purple gi, the mark of her school, Chizo, painted in silver on the back beside a fancy painting of a tengu. Said gi provides plenty of freedom of motion, so she is always ready to fight, though some might (did) complain that it revealed far too much of what should be comfortably hidden under the top, and should also be a fair bit longer. Again prideful (and without scars to show her wrong), Ayane has always held if an enemy is distracted by it, it is their own problem. Swift as the wind, she is also naive of the land outside her small dojo and generally relies on natural charm and wit to hide this. Her weapon is fairly exotic in its own right, deceptive and dangerous to approach, when not in motion, it appears a slender blue rope, flower petals of various colors growing from what seems to be fine wood, though is really hardened steel. When in motion, its true danger becomes fairly evident as it is very dangerous to touch, sharp spikes running almost the entirety of the device, and with swift spinning motions of the flexible and long weapon can leave it very difficult to approach. From the outside it often looks like flashes of red or green are painted against a sky full of flower petals. Elegance is evident in most of her equipment, which looks more suited for an art house then for war. Carrying what she does in a small pack or more often hidden over her body, she's not really one for manual labor, heavy lifting, or such things.
---
* One headband, hat, helmet, or phylactery on the head
* One pair of eye lenses or goggles on or over the eyes
* One amulet, brooch, medallion, necklace, periapt, or scarab around the neck - in use
* One vest, vestment, or shirt on the torso
* One robe or suit of armor on the body (over a vest, vestment, or shirt) - in use
* One belt around the waist (over a robe or suit of armor) - in use
* One cloak, cape, or mantle around the shoulders (over a robe or suit of armor) - Used
* One pair of bracers or bracelets on the arms or wrists - in use
* One glove, pair of gloves, or pair of gauntlets on the hands - in use
* One ring on each hand (or two rings on one hand) - 1/2
* One pair of boots or shoes on the feet -used
STR 18+1+2
DEX 10
CON 14
INT 7-2
WIS 16
CHA 13+1-2
=>
Name: Krog Wisefang
Alignment: Lawful Good
Race: Half-orc
Class: Cleric 8
Age: 24
Gender: Male
Height: 6'8"
Size: M
Skin: Dull Green/Brown
Hair: Black
Eyes: Gold
HP: 65/65 = 8+7d8+8*CON(24)
AC: 21 = 10+10+1
STR 21 (+5)
DEX 10 (+0)
CON 16 (+3) = 14+2
INT 5 (-3)
WIS 18 (+4) = 16+2
CHA 12 (+1)
BAB: +6/+1
Init: +0
For: +10 = 6+3+1
Ref: +3 = 2+0+1
Wil: +11 = 6+4+1
Combat:
Full Attack: +14/+9
Damage: 2d6+9
Type: Slashing
Crit: 19-20/x2
Deity/Belief: Krog believes in Krog
Domains: War & Strength
Cleric Spells:
0) 6
1) 5+1
2) 4+1
3) 4+1
4) 3+1
Feats: Martial Proficiency/Weapon Focus (Greatsword), Power Attack, Extend Spell, Cleave
Skills: Profession (Story Artist) 11 [+15]
Special Abilities: Spontaneous Healing, War/Strength Domain Abilities
+ Free Martial Proficiency/Weapon Focus (Greatsword)
+ Once per day add cleric level to strength for one round as free action.
Gear:
Greatsword+2, Full Plate+2, Amulet of Health +2, Periapt of Wisdom +2,
Cloak of Resistance+1, Ring of Protection+1, CLW Wand, cleric's vestments
25,755gp so far (65 lb)
Other:
Cart, Tent, Barrel x2 (filled with alcohol), Mugs x2, Standard Travel Pack,
Sack, Artisan Tools (Masterwork), Paper (sheet) x200.
Background:
Krog was born under special star. Krog no very smart, but very strong.
Krog fight. For tribe. For those of his blood.
Krog fight most of all for self and believe self is right.
Krog gain power in belief.
Krog want spread word of how great is, and how he live his life.
Krog know not all read.
Krog draw what know!
Krog call collection "Rules of Krog". Krog rename self Krog Wisefang.
Krog make money!
Krog fight to gain more laws!
Krog draw more!
Krog make more money!
Krog fight more!
Krog draw prettier!
And so on...
Krog's mission in life is to create a book of laws that everyone in the world can understand and may eventually follow. Or at least learn something from or enjoy. As long as little men don't blow their nose on Krog's book. Krog call that rule #24 of what not to do.
Sidenotes: Krog carry all he can with him and his little cart that he lugs around on his own, except for gear, which is always on him (except for full plate which goes off at sleep time).
We're good to go! Topic incoming in a few hours.
Will edit this post as warranted with spell list.
Krog Spell List:
Level 0 Spells
Detect Magic x3 (2 used)
Detect Poison
Read Magic x2
Level 1 Spells
Command
Detect Evil
Divine Favor
Entropic Shield
Obscuring Mist
*Enlarge Person
Level 2 Spells
Bull's Strength
Status
Hold Person
Find Traps
*Bull's Strength
Level 3 Spells
Speak with Dead
Dispel Magic
Prayer
Wind Wall
*Magic Vestment
Level 4 Spells
Divine Power
Restoration
Magic Weapon, Greater
*Divine Power
In Krog's Cart:
Nothing.
Current Divy Shares:
Krog: +1 holy longsword + 13627.5 gp
Ayane: +1 bathing suit + 29627.5 gp
For Merc:
Dune will allow sellback at market prices, rather than half that. In case you care.
Also, I'm pretty strongly interested in picking up that cloak of displacement, in case you got six thousandish left over that you don't need right now.
In Dungeon Crawling:
One is a swift footed,swim-suited, and sexy male fantasy of a ninja. The other is a golden eyed, divine empowered, 'Special', orcish bookseller. They fight knights of baron.
Somehow I think Merc's can be longer and funnier. Hum, that's a liiiittle better.
Current Divy Total: 34800
Lord German: 1600 GP
Krog: 16600
Ayane: 11800 + slippers of spider climb
<Dracos> I am getting a Belker vision in my head with Ayane. "There's nothing here, you'd think they'd have something they were throwing away their lives to defend." "What about that giant gold statue behind you." "what?"