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M Mountain Dwarf Paladin
![]() Doon-Kahn questions the rat's assessment of the roof's stability but keeps his objections to himself. After all, he is not the one risking his life. Better for the treasure to be lost than the life of a companion... "The day is yet young, and we are under no compulsion to rush ourselves, better to exercise caution." he says in agreement. "Perhaps we could salvage some materials to strengthen the ceiling while we wait. I do not posses anything capable of sealing the cracks at the moment but we could at least bolster the weakened roof." If the others seem amenable to the idea he will grabs what he can from the rooms they have explored and try to fashion some braces.
Seems like we're leaving all three chests in there at the moment Alice. ![]()
M Mountain Dwarf Paladin
![]() "It only seems to be the ceiling in that room that is unstable... the adjacent chambers should remain safe." Doon-Kahn gives his expert opinion, peering through the door into the slime room. He waits for an opportunity to jog through it without suffering further injury, joining Ninivic in the other room. ![]()
M Mountain Dwarf Paladin
![]() Knowledge (Engineering): 1d20 + 6 ⇒ (18) + 6 = 24
Doon-Kahn lets out a bellow of surprise as he feels the slime splash his skin, quickly shucking off his pack and grabbing the first thing to hand to scrape it off, ending up with a file from his weapon crafting kit. He tosses the file aside as the slime continues to work on the metal file. Peering up at the ceiling he can only nod in agreement to Molasbur's assessment, shuffling out of the slime room into the treasure room to see how far the reservoir extends. Treasure room okay or does it look like it'll drip through there too? ![]()
M Mountain Dwarf Paladin
![]() Hmm, looks like I didn't end up taking Knowledge (Dungeoneering), will have to see if I can fix that next level. Perception: 1d20 + 2 ⇒ (17) + 2 = 19 (Additional +2 for anything stonecunning applicable) Doon-Kahn follows the others back through the unfamiliar tunnels, taking mental note of the layout as best he can should he become separated from the others. He peers at the slime, watching as it burns and then peers around the room for anything that sticks out to his dwarven senses; there have certainly been many secret doors in the other rooms they have passed through after all. When such a search fails to turn up anything he joins the others near the doors, standing to one side and a short way back, hand on the hilt of his blade. ![]()
M Mountain Dwarf Paladin
![]() "I am still hearty and hale and eager to cleanse more of this region if the tunnels ahead not have been explored. I will yield to the consensus of the group should you feel it necessary to wait until Molasbar's arcane faculties have replenished however." Doon says, fingering the hilt of his longsword. Are any of the PCs actually keeping a map of the group's explorations in game? ![]()
M Mountain Dwarf Paladin
![]() Bling Bling! Heal: 1d20 + 2 ⇒ (12) + 2 = 14 Doon gives a grim smile as the beast falls back into it's grave, before recent events catch up with him. He turns to the burly woman who seems locked in place, looking her over for signs of injury or other source for the paralysis. "I do not know what has caused this affliction..." he mutters angrily, though thankfully the effects begin to wear off moments later. Once he is reassured of Kiley's condition he will turn his attention back to the ghoul, beginning to chant once more as he focuses upon the necklace, stopping anyone attempting to touch it with a restraining hand. Detect Evil on the necklace. ![]()
M Mountain Dwarf Paladin
![]() Did you forget that he was prone? that's -4 to AC. Otherwise yeesh, Flatfooted AC higher than 16. Doon-Kahn grimaces at the ghoul's speed and dexterity as it manages to avoid their blows within the coffin and leap to it's feat. He shifts back on his feet to give himself more room and swings at the unholy being. Longsword attack: 1d20 + 4 ⇒ (20) + 4 = 24
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M Mountain Dwarf Paladin
![]() "By no means do I suggest we leave it, but it would not seem to have been disturbed, and likely will remain that way. Whatever manner of being lays within must have been a being of some power, or of great reverence to dark forces to have been given an honor guard of the dead such as we just faced. It is no lowly warrior that would exude a dark aura such as this." Doon reasons as he examines the sarcophagus. "This region is tainted with great darkness, we must exercise caution if we hope to survive and purge it of the beings that haunt it's chambers." ![]()
M Mountain Dwarf Paladin
![]() Mmm hmm. Detect spells are pretty powerful. You just have to remember how they work with different hit dice and creature types. Speaking of, what strength is the aura? Doon-Kahn's hymn falters as he takes stock of the aura emanating from within the sarcophagus. He looks at his new companions, face grim. "A darkness yet lurks within that box. We should not disturb it lightly." he cautions. ![]()
M Mountain Dwarf Paladin
![]() Aye, wearisome stuff hacking apart zombies, but it's the duty of any gods fearing holyman ;) Forgive me if Doon is a bit inconsistant, don't have a good feel for him yet. Will try and actually type up a background for him now that he's in, should help me grasp him a bit better. ![]()
M Mountain Dwarf Paladin
![]() Doon lets out a sigh as the others start to move around the chamber again, the dumpy fellow heaving himself to his feet with a grunt of effort. As Molasbar examines the sarcophagus with his magic the dwarf recalls the lessons of his youth, his hand coming to rest on the sunburst and longsword upon his chest. He softly recites a slow hymn in dwarven, turning his attention to the sarcophagus, trying to ignore the taint of the zombie's putrid remains. Detect Evil on the sarcophagus ![]()
![]() mmm, Druid fits well for Dwarves, but I like Paladins too, and they don't fit well in a lot of campaigns. Stonelord, yeah. Let's say that if (read: when) DoonKhan dies one of his siblings (who happens to be a druid) can come and take his place :) Haven't read a lot of UC yet (prefer to read my hard copy, which is still weeks from Australia) but it looks pretty cool from skimming it. EDIT: Well, stats in profile, have to put together the background still, but he's a noble-born dwarf (mother is the equivalent of a baroness, father deceased) from the Golushkin mountains in western Brevoy who has been training most of his life to participating in the Crusades, but got distracted from that purpose when research turned up the legend of Rappan Athuk. ![]()
![]() GM Sloth wrote: I'm still accepting submissions for the next day or so. I should also point out that I'm not limiting my selection to just one person either. If I find two extraordinary submissions that both balance well with the rest of the party, I'd be happy to take them. So don't feel like you're limited to just "Fighter" or what have you. Hmm, in that case I wouldn't mind submitting this character as well (this is Peanuts, who submitted Tomast, the barbarian up above). He is another character made for the same PbP as Tomast, and the one I actually ended up submitting :) I think I'd need to adjust his starting cash/gear down a bit as we used max starting gold rather than average. ![]()
![]() Irnk, Dead-Eye's Prodigal wrote: For that matter, I seriously wonder if he is gonna let you get away with Azlanti human. There are no Azlanti any more. The last one was Aroden & he died about two hundred years ago. Judging by his stats he hasn't gone True Azlanti, just Azlanti blooded. It's an option from the Inner Sea World Guide. You may have a point about the Azlanti stuff though. It's been 4-5 years in continuity since Rise of the Runelords. ![]()
![]() Zoruk Magnu wrote: Well I am mostly concerned with how it would effect the party. Not sure if the opposition research feat would work with it. So having no access to two schools is not an easy loss. Granted they dont have a ton of must have spells but they do have a few that are kinda hard to shallow, invisibility quickly comes to mind for example. Well, I'm competing with you for the Arcane slot, so it won't likely affect me, but I would say no, that discovery would not work, or if it did it would only restore it to being a 'normal' opposition school perhaps (so takes two slots to prepare, etc). Invisibility certainly is an awesome spell, but it's not like it's necessary exactly. I do like the thassilon magic thing if for flavour reasons if nothing else; was definitely considering going with a thassilon specialist wizard before I got this crazy idea for a tattooed dwarven sorcerer :p ![]()
![]() Nicholae Szabo wrote: Question - Does one get regional languages for free as part of background (ie Inner Sea Primer)? AJM8665 wrote:
So yes, you would get Varisian for free :) Zoruk Magnu wrote:
I believe what is known about Thassilon, is that it was ruled by seven runelords, great wizards who each epitomized one of the seven sins, and what the runelords considered the seven schools of magic (not considering divination a true school). Enough is known about the sins/magical schools that there are modern day wizards who have resurrected some of the Thasilonian magical traditions (as represented by the options in Inner Sea Magic). I wouldn't say that any of that information is particularly well known however, only amongst scholars and students of history. Some might perhaps know of the links to Absalom and Xin, but I'm not really sure (and I may already have said too much. That's up to AJR :) ). ![]()
![]() Alrighty, hope you like this guy, he is a Mountain Dwarf, Empyrael Bloodline, Tattoed Sorcerer. I ended up spent a lot longer on him than I had planned (sometimes I get really into the background, as is the case this time :p It's quite long). I also got most of the way through a barbarian before I got the idea for Doon-Kahahn, so that didn't help :p |