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The Eternal Dungeon: Escape or Die! (Inactive)
Game Master WesternWolf777



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Andoran

Discussion thread.


Male Human (Fallen) Antipaladin (KotS) 10; 84/84 HP; AC 24, T 12, FF 22, Init +2, Perc +12 (Darkvision 60), F +11 R+9 W+9 (+2 vs. Mind Effect/Death/Poison); Immune Poison, Fortification 50%

Alright, here's Zorek in all of his glory. All spells are done.


Male Human Paladin/Sorcerer 1

Valens is finished. I swapped out heal for knowledge (planes) based on trait selection. I didn't say much about advancement, but I plan to stay in the classes. Other than that, I like to let characters develop organically.


Fetchling Ninja/Sorcerer 1

Hello.
Sai is about ready to roll.
Advancement is tenative, as strengths and weaknesses inevitably appear in play that make you change your mind.


Male Human (Fallen) Antipaladin (KotS) 10; 84/84 HP; AC 24, T 12, FF 22, Init +2, Perc +12 (Darkvision 60), F +11 R+9 W+9 (+2 vs. Mind Effect/Death/Poison); Immune Poison, Fortification 50%

Yeah, I plan on staying in the classes, though I'm debating on whether or not I should go into the Knight of the Sepulchre Archetype.


Male Human Paladin/Sorcerer 1

Hilarious that we all went charisma synergistic spontaneous casters, and that we have a paladin and antipaladin. Nothing will remain unsmote.


Fetchling Ninja/Sorcerer 1

And the ninja is the middle-of-the-road character. Yikes.


Male Human (Fallen) Antipaladin (KotS) 10; 84/84 HP; AC 24, T 12, FF 22, Init +2, Perc +12 (Darkvision 60), F +11 R+9 W+9 (+2 vs. Mind Effect/Death/Poison); Immune Poison, Fortification 50%

Yeah, this is going to be glorious.


Fetchling Ninja/Sorcerer 1

Let the mayhem begin >:D

Andoran

Hahahha. Sorry I haven't said anything over here yet. There was a small glitch in the boards and it didn't show me there were any new posts until just now. I have to go to work in a few minutes but when I get home later I do a final proof reading of characters and have some questions for you guys.

After I picked Zorek I decided to go for one evil, one good and one neutral character. Since the NPCs will be few and far between this should generate some roleplaying.

Sai Ling, if you posted less than ten times with your other alias you made can you just edit it to be this new character? Or change your profile pic to something that resembles the ninja character? If not I guess that's fine. Don't want you to have to change your main avatar if that's what that is.


Fetchling Ninja/Sorcerer 1

Oh. This is just a main by default.

One ninja/sorcerer avi coming up. Well, maybe not precisely, but more like a fetchling than a bear.

Andoran

Okay,

@ Zorek - I didn't see any mistakes.

@ Angel Valens - Didn't see any mistakes.

@ Sai Ling - I can't find a spell called Penumbra. There is protective penumbra but that's a second level spell. Help me out?

Also can you break the spells up by level, list the DCs please? Something like this

0 (at will) - blah blah (dc XX)

1st (X/Day) - wiggitywiggity (dc XX)..

---------------------------------
Question for everyone:

Preferred weapon?

Light, Medium or Heavy armor? Shield?


Male Human (Fallen) Antipaladin (KotS) 10; 84/84 HP; AC 24, T 12, FF 22, Init +2, Perc +12 (Darkvision 60), F +11 R+9 W+9 (+2 vs. Mind Effect/Death/Poison); Immune Poison, Fortification 50%

Preferred items are a greatsword with heavy armour, no shield.

Also, Penumbra is a cantrip.


Fetchling Ninja/Sorcerer 1

Thanks Zorek.
Preferred weapon, wakizashi. Light to no armor. (mage armor no stack with armor & is more effective than any armor I can wear at this point)
On the spells.

Andoran

I'm gonna go ahead an make the gameplay thread live. I think I'm gonna do something a little odd, I'm gonna include an in game clock with each of my posts. Probably something like:

Day 1 22:45

I'm gonna put a dungeon map up on the campaign info tab. I'll use more zoomed in maps for combat. I'll roll initiative, and might occasionally make knowledge/perception checks for you if I feel it'll benefit you and you haven't thought of it.


Fetchling Ninja/Sorcerer 1

(this is updated in the profile, but just for a quick peek, here you go)

Spells Known: lvl1 (5/day) Mage Armor, Grease (DC 16)
lvl0 (at will) Mage Hand, Penumbra, Detect Magic, Open/close (DC 15)

Andoran

K, gameplay just went live.


Male Human Paladin/Sorcerer 1

No armor yet. It would interfere with spells.

I'm thinking I'll use weapons two handed, but I'm not picky about what. Figure I'll take advantage of whatever I can scrounge.

Unless there happens to be a Holy Avenger lying about : )

Messageboard seem to still be messed up this morning.


Male Human Paladin/Sorcerer 1

I would be willing to carry a shield and use it occasionally.

Andoran

Where is everyone? Waiting on Sai Ling and Angel


Male Human Paladin/Sorcerer 1

Sorry, I typed up a post last night and left it in the preview screen, forgot to submit.


Fetchling Ninja/Sorcerer 1

Road trip run amuck yesterday, didn't get out of the car til 1 am.
Back on track now.


Male Human Paladin/Sorcerer 1

Everyone thinks that I am an Aasimar, but I built the character as a human. Aasimar actually works better for the concept. Can I do a quick rebuild?
That would look like this.

ANGEL
Male Aasimar Paladin/Sorcerer (Celestial Bloodline) 1
LG Medium Outsider(native)
Init +1; Senses ; Perception + 5, Darkvision
-------------------- 
DEFENSE 
-------------------- 
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +5
Acid, cold, electricity resistance 5
-------------------- 
OFFENSE
-------------------- 
Spd 30 ft. 
Melee 
Unarmed Strike -1 (1d3+1/20/x2) 
Bastard sword +4 1d10+3
Ranged
Heavenly fire +2 ranged touch 1d4 vs evil, heal 1d4 vs good, 7 per day
Sorcerer Spells Known (CL 1): 
2 (5/day) Expeditious Retreat, Mage Armor
4 (at will) Acid Splash, Daze, Light, Touch of Fatigue
-------------------- 
STATISTICS
-------------------- 
Str 15, Dex 12, Con 15, Int 11, Wis 16, Cha 18
Base Atk +1; CMB +3; CMD 14 
Feats power attack,
Traits Asmodean demon hunter, Aspiring Hellknight
Skills Diplomacy +10, Knowledge (planes) +4, Intimidate +5, Perception +5, Use Magic Device +8

Languages Common
SQ Daylight once per day
Combat Gear 
-------------------- 
SPECIAL ABILITIES
-------------------- 
Detect Evil: A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Asmodean demon hunter: You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.

Aspiring Hellknight: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Yeah that's fine.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Because you can move your own tokens on the map there's no need for me to chime in between every action. If you are next in the initiative just act after the person before you goes. Please label your posts like:

Round 1
Initiative XX

blah blah blah


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

We haven't had a player post in this game in over a week. It was a nice idea, but I think pure dungeon crawl is just too boring in PBP. I'm gonna go ahead and kill this game. Thanks for trying it guys. I hope it was at least somewhat fun while it lasted.

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