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PostPosted: Mon Feb 13, 2006 12:30 pm 
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okay

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PostPosted: Mon Feb 13, 2006 4:29 pm 
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That gives the rest of you guys some time to pick your gear. Check the equipment list at the d20.org site.
>> http://www.d20srd.org/indexes/equipment.htm <<
Our rouge might wanna buy some:

Thieves’ Tools

This kit contains the tools you need to use the Disable Device and Open Lock skills. Without these tools, you must improvise tools, and you take a -2 circumstance penalty on Disable Device and Open Locks checks.

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PostPosted: Mon Feb 13, 2006 5:18 pm 
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Can you get anything? Or just the stuff for the class.

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PostPosted: Mon Feb 13, 2006 5:31 pm 
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What kind of items is it important to have? besides the theives tools, I imagine I should get a bedroll, pus one of you should probably get a rope for climbing (since I'm a small character, I can't carry as long a rope).

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PostPosted: Mon Feb 13, 2006 6:59 pm 
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I usually offer players my Adventure's Starter Kit, which contains the basics:

Backpack
Bedroll
Flint/Steel
Small Mirror
Rope (hemp, 10ft)
Trail Rations (3)
Waterskin
Travellers Outfit

It comes out to 29.5 lbs. or 15.25 lbs. for the small guys and I give it to players for about 14 gold.

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PostPosted: Mon Feb 13, 2006 7:26 pm 
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ikwaylx wrote:
Can you get anything? Or just the stuff for the class.

Welll, you can buy anything you want, but if the item has a Feat requirement that you don't have, you won't be able to use it.

Anyone who has at least one point in either the Disable Device or Open Locks skills can use theives tools.

Only an arcane spellcaster (Wizzard, Sorcerer) can understand what's written in a spellbook, but Sorcerers don't need a spellbook since they don't need to memorise their spells. Clerics and Druids don't need spellbooks either since they get their Divine Spells from praying and resting.

I wouldn't get a horse untill we know we need one.Besides, you need at least one point in the Ride skill or you won't be able to controll your mount)

Krazed Squirell's kit looks like a good place to start.

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PostPosted: Mon Feb 13, 2006 7:33 pm 
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Sarge wrote:
...Besides, you need at least one point in the Ride skill or you won't be able to controll your mount)


Very important. Cagey, evil, DM's always mess with players that don't have any points in Ride.

Not that I'd know... -Krazed Squirell

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PostPosted: Mon Feb 13, 2006 8:26 pm 
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:hands the Krazed Squirle a Nut:

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PostPosted: Mon Feb 13, 2006 8:41 pm 
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I prefer my torch. My rations. And my oil.
And maybe a backpack.
It all works out. I just need to figure out the game 100%. So far it's 42%

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PostPosted: Mon Feb 13, 2006 10:35 pm 
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It kinda depends on your character. My guy is a Fighter, so he's the type to kit himself out like a soilder. He's prepared to be in the feild for long stretches at a time; hence the tent and the bedroll. He's not a ranger, though: He's more of an urban fighter than a wilderness guy. The rope and the torches are just your usual adventuering gear; it's very practical stuff to have with you. As for the Whetstone: I use it to keep my blade sharp. By the way, a Whetstone is called that becasue it is oiled for lubrication. It's not sutible for taking nicks or divits out of a blade, just for sharpening the edge. It's about 5" long by 2" wide, and it's carried in a 5½ " x 2½" wooden box.

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PostPosted: Mon Feb 13, 2006 10:41 pm 
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Is there anything you can recommend for a monk?
It would be helpful.
Since they have no weapons, they fight fist combat. meaning they should be strong.
Meh,I don't know much about monks just that stuff.

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PostPosted: Mon Feb 13, 2006 11:05 pm 
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ikwaylx wrote:
Is there anything you can recommend for a monk?


Monks are pretty low-maintenance. You probably still need the basics but not much else. If anyone else can elaborate, I'm not too good with the monk class.

Also, to any clerics, make sure you get a holy symbol. Some spells can't be cast without one.

Sarge wrote:
:hands the Krazed Squirle a Nut:


Ironically, I hate nuts.

Ah well, maybe I'll chuck it at someone later. -Krazed Squirell.

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PostPosted: Mon Feb 13, 2006 11:09 pm 
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Thanks.
Backpack torch rations and oil for me then

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PostPosted: Mon Feb 13, 2006 11:22 pm 
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ikwaylx wrote:
Is there anything you can recommend for a monk?
It would be helpful.
Since they have no weapons, they fight fist combat. meaning they should be strong.
Meh,I don't know much about monks just that stuff.

Monks can use weapons, actualy. It's just that most of the special powers they have are dependent on them fighting unarmed. Therefore, it doesn't make much sense for a monk to fight with a mele weapon.
However, Monks do get proficency with Shuriken (throwing stars) by default. Buy yourself a bunch of Shurikens (you get 5 for 1Gp). I'd get 15.

For clothing, you've got that Monk's Outfit. I'll quote D20.org:
Code:
[b]Monk’s Outfit[/b]

This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. The outfit is designed to give you maximum mobility, and it’s made of high-quality fabric. [b]You can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.[/b]


Note that last part. guess what those pockets hidden in the folds are for. That's right, throwing stars.

EDIT: Oh, I forgot about the Sai:
Sai

With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

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PostPosted: Mon Feb 13, 2006 11:28 pm 
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Dang, I forgot about the monks outfit. Also, there are several weapons designed with monks in mind. They typically have a more oriental flair like the sai and kama (small scythe-lookin' thing). The staff is also a classic monk standby.

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PostPosted: Mon Feb 13, 2006 11:31 pm 
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Hey umm. How come you can't delete posts anymore?

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Last edited by ikwaylx on Mon Feb 13, 2006 11:37 pm, edited 1 time in total.

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PostPosted: Mon Feb 13, 2006 11:35 pm 
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ikwaylx wrote:
we started umm. Here's my info
_____________________________________

Name: Ikwaylx of the Shining Hand
MONK
Alignment: LG (monks must be of lawfull alignment)
STR: 14
DEX: 14
CON: 14
INT: 10
WIS: 15
CHA: 10

SVAING THROWS
Fortitude: 4
Reflex: 4
Will: 4

AC: 14
HP: 10
Armor: none
Weapon: 1D6 +2 (19/20 X2) Unarmed

SKILLS:
Concentration: 2
Dicipline: 4
Hide: 6
Listen: 6
Move Silently: 6
Spot: 2
Parry: 6 (DC is the modified attack roll of the incoming blow. A succesfull parry means that the incoming attack deals no dammage. If the parry roll is 10 points higher than the incoming attack, the parrier can make a free attack (a Counterattack) that does not count against the number of attacks the character would otherwise be limited to. Counterattacks cannot be parried. The character may attempt a Parry check a number of times per round equal to the number of attacks per round he is entitled to.
Diplomacy/Persuade: 2

FEATS:
Cleave: If the character kills an opponent, he gets automaticly gets a free attack against any opponent in meele range. (Required for: Great Cleave. Monk LVL 1 bonus feat.)
Dodge: +1 AC bonus vs. his last attcker or his current attacker. Multiple dodge bonuses are cumulitive. (Required for: Mobility and for Spring Atack.)
Eveasion: Whereever a Reflex save is made for half dammage, the character instead takes no dammage instead. (Monk LVL 1 bonus feat)
Flurry Of Blows: Monks can choose to to receive an extra attack per round when fighting unarmed or with a Kama. However, all attacks in that round suffer a -2 attack penalty. (Momk LVL 1 bonus feat)
Improved Unarmed Strike: Armed atackers do not get attacks of oportunity when fighting against this character. (Required for : Stunning Fist, Deflect Arrows. Monk LVL 1 bonus feat)
Monk AC Bonus: Monks add their Winsdom to their AC. (Monk LVL 1 bonus feat)
Stunning Fist Monks can attempt a disabling strike at -4 attack penalty for -4 dammage. If the attack hits and deals any dammage, the target must make a Fortutude save against a DC of (10 +(1/2 the attacker's level) + the attacker's Wis.) If the target fails his save he is held for three rounds. This feat may be used once per day per every four levels. Monks automaticly suffer no other attack or dammage penalties when using this feat, even if they are under the effects of a spell that wiould otherwise give them penalties. The monk must be in melee range and able to move freely (no hold, sleep, entangle, web, paralize, pertrifiy, daze, encumberance, charm, etc.). The Parry skill can be used to deflect this kind of attack. The Undead and Constructs are unaffected by this feat. (Required For: Extra Stunning Attacks, Improved Stunning Fist, Unarmed Mastery, Ki Strike, Quivvering Palm. Monk LVL 1 bonus feat.)
Weapon Proficiency: Monk (proficint with club, daggar, handaxe, light crossbow, heavy crossbow, quarterstaff, shrukien, kama, sling)

GEAR: Torch A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.
Oil

A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.
Acid
You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

#Monk’s Outfit

This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. The outfit is designed to give you maximum mobility, and it’s made of high-quality fabric. You can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.

Shruiken:
Throwing item,ranged.Held in pockets of monks outfit.
they are sharp ninja throwing spike wheels that can cause quite a bit of damage


I think I got this sorted now,and i'm getting D&D more
61%. An improvement.

WHOOPS. double post
DELETED

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PostPosted: Tue Feb 14, 2006 12:16 am 
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Location: Falling off a cliff. Please send help.
I guees I'll take the stuff from the starter kit, (minus the rope, we don't all need to have rope, do we?) and a set of thieve's tools.

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PostPosted: Tue Feb 14, 2006 1:57 am 
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NAME: Sarge of Lonelywood
Alignment: LN
Race: Human
Class: Fighter
Level: 1 EXP:___________
Initiative: 15
Speed: 20ft
Weapon: 1D8 +4 (Critical: 19/20 x2) (Longsword + large sheild) d20(Roll for attack)
Armor Class: 16 (Chain Mail + large sheild)
Hit Points: 11
____________SKILLS________________
Diplomacy:d20+/-X
Disable Device:D20+/-X
Hide:D20 -4
Listen:d20+/-X
move Silently: D20-4
Open Lock:D20+/-X
search:D20
Spot:D20+/-X
OPTIONAL SKILLS:
Concentration: D20+1[+2] (Used for resisting the effect of the Taunt feat.)
Dicipline: D20+8[+9]( Allows me to resist any combat feat such as Called Shot, Disarm, Knockdown, etc.)
Intimidate: D20+2 (to make a bully back down or to bully others)
Lore: D20+4 (Used to identify the properties of a given magic item. Magic item must be in character's possestion first. Fighters are limited to identifing weapons, armor, sheilds, boots and gloves.)
Parry D20-4 (A successfull roll gives a temporary bonus to the armor class)
Taunt D20+0 (Allows the character to turn an NPC hostile who would otherwise be non-hostile. Does not work against Lizardmen, Drow, or extra-planar beings)


_________ABILITY SCORES__________
Strength: 18/ +4
Dexterity: 11/ +0
Constitution: 13/ +1
Intelligence: 10/ +0
Wisdom: 10/ +0
Charisma: 10/ +0
_____________SAVING THROWS_____________
Fortitude: D20+4
Reflex: D20+1
Will: D20+1

Armor:
>Chain Mail (Base Armor Class: 5, Max DEX bonus: 2, Armor Check Modifier: -5, Feats Required: Medium Armor, Weight: 40)
>Large Steel Sheild (Base Armor Class: 2, Armor Check Modifer: -2, Feats Required: Sheild, Weight: 15)
>Simple Leather Helm (Adds a bonus of 1 to Concentration and Dicipline checks, no AC bonus) (Weight: 1, Feats Required: None)
Weapons:
>Long Sword: (Base Damage: 1D8, Critical Threat: 19/20 X2, Base Dammage Type: Slashing, Weapon Size: Medium, Feats Required: Martial Weapons)
Misc. Gear: 1 Longsword Scabbard, 3 torches, 50' of rope, Cold Weather Cap, Cold Weather Clothing, Bedroll, Backpack, 1 Tinderbox w/flint stones, 1 Set of Whetstones, 1 Bar of Soap, 1 stick of chalk, 1 sewing needle, 1 waterskin, 1 sheet of paper, 1 candle.
Gold: 10gp

Feats:
Armor, Light (Proficiency)
Armor, Medium (Proficiency)
Armor, Heavy (Proficiency)
Blind Fighting (Invisible combatants get no bonus to hit me, Once per oponent I can re-roll to see if I hit them, if I missed on the first roll.)
Luck of Heroes (+1 bonus on any saving throw once per day; This feat can only be taken at character generation)
Sheilds (Proficiency)
Weapon Focus: Longsword (+1 to hit with the Longsword)
Martial Weapons (Proficiency)
Simple Weapons (Proficiency)


There. All done. I deleted the three potions of CLW 'casue undfer the D20 rules the darn things cost 50Gp EACH!! I threw in a few extra thingies I thought would come in handy in a dungeon crawl. I'd tell you what it's all for, but then the GM would know what I'm thinking.
And before you ask, my waterskin is actualy full of... water.
Don't think you need one? Read >>this<<

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PostPosted: Tue Feb 14, 2006 2:14 am 
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I'd spring for at least one Potion of Cure Light Wounds, in a low-level campaign despite the high price. Divine Spellcasters (Clerics, Druids, etc.) have only so many spell slots for healing (Remember: Clerics can spontaneously cast healing spells of the appropriate level at any time.) and you lose a lot of HP in early battles.

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PostPosted: Tue Feb 14, 2006 3:36 am 
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Okay, I picked my gear. I'd appreciate it if someone more experianced checked it over, to make sure it'll work out.

Quote:
Misc. Gear: 1 Short Sword Scabbard, 1 potion of CLW, 1 traveler's outfit, 1 backpack, 1 bedroll, 3 trail rations, set of Theives' Tools, 1 bullseye lantern, 3 pint flasks of oil, 1 signal whistle, 1 flint and steel


I took the lantern because I had the gold, and I figured it would be better than a torch, and I also though the whistle could be useful if we got seperated.

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PostPosted: Tue Feb 14, 2006 7:01 am 
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Exhibit A wrote:
Okay, I picked my gear. I'd appreciate it if someone more experianced checked it over, to make sure it'll work out.

Quote:
Misc. Gear: 1 Short Sword Scabbard, 1 potion of CLW, 1 traveler's outfit, 1 backpack, 1 bedroll, 3 trail rations, set of Theives' Tools, 1 bullseye lantern, 3 pint flasks of oil, 1 signal whistle, 1 flint and steel


I took the lantern because I had the gold, and I figured it would be better than a torch, and I also though the whistle could be useful if we got seperated.

You forgot to buy arrows. A short bow isn't much use without something to shoot from it. However, you get a free bonus with your purchace of any kind of arrow: A free quiver. According to D20.org....

Arrows
An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

My fault really, I should have put that down when I gave your guy a bow.

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PostPosted: Tue Feb 14, 2006 4:31 pm 
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Just wondering, but what class is everyone? Specifically, do we even have any casters?

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PostPosted: Tue Feb 14, 2006 5:53 pm 
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Puphles wrote:
Just wondering, but what class is everyone? Specifically, do we even have any casters?

We've got a Wizzard, but no cleric.

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PostPosted: Tue Feb 14, 2006 5:58 pm 
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Looking back at the thread, it seems the only spell caster in the party is Hi Guys, whose a wizard. I'd say y'all definitely need a healer in your party but ,since COLA has apparently locked sign-ups, that may not happen. If that’s the case, buy more healing potions.

A party without a cleric is like a guy thats not going ,uh...not going to live...long.

I'm not good at analogies, but you get the idea. -Krazed Squirell

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PostPosted: Tue Feb 14, 2006 7:55 pm 
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Sarge wrote:
Exhibit A wrote:
Okay, I picked my gear. I'd appreciate it if someone more experianced checked it over, to make sure it'll work out.

Quote:
Misc. Gear: 1 Short Sword Scabbard, 1 potion of CLW, 1 traveler's outfit, 1 backpack, 1 bedroll, 3 trail rations, set of Theives' Tools, 1 bullseye lantern, 3 pint flasks of oil, 1 signal whistle, 1 flint and steel


I took the lantern because I had the gold, and I figured it would be better than a torch, and I also though the whistle could be useful if we got seperated.

You forgot to buy arrows. A short bow isn't much use without something to shoot from it. However, you get a free bonus with your purchace of any kind of arrow: A free quiver. According to D20.org....

Arrows
An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

My fault really, I should have put that down when I gave your guy a bow.

No. I took care of that. I bought 20 arrows, I put them under weapons, not misc. gear.

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PostPosted: Tue Feb 14, 2006 9:54 pm 
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yeah. Same with me. except with shruikens.

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PostPosted: Tue Feb 14, 2006 11:01 pm 
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okay, okay, okay, since you guys would need a healer Char., theni open up sign-ups once more, and final time. this will push back the game til at least friday, though.

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PostPosted: Tue Feb 14, 2006 11:07 pm 
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Choc-o-Lardiac Arrest wrote:
okay, okay, okay, since you guys would need a healer Char., theni open up sign-ups once more, and final time. this will push back the game til at least friday, though.

fine with me.
I have everything,if there's anything else,just ask. And i'll get to it.

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PostPosted: Wed Feb 15, 2006 12:57 am 
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You don't need a healer per se, but it does make the game a lot less nerve-wracking.

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