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Old 10-28-2007, 04:38 PM   #1
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Sewers & Chain Chomps (Remix)

It's a little early, but I didn't want the old on locked before I could get the Player Sheets with Italics & Bold.

How To Play

Player Sheets:

Orlando-

Level: 3
Race: Bob-Omb
Class: Paladin
Strength = 18 +4
Dexterity = 12 +1
Constitution = 12 +1
Intelligence = 10 -0
Wisdom = 15 +2
Charisma = 13 +1
Alignment: Good
Hit Points: 24
Feats:
1) Power Attack (Lowers your base attack bonus to increase your damage by the same amount.)
2) Cleave (When you kill an enemy, you may make a free additional attack to someone within your reach.)
Skills:
1) Heal (6/6)
2) Sense Motive (6/6)
Weapon: Falchion (2d4 +6, Critical: 18-20/x2, Two Handed, Slashing)
Armor: Scale (+4 AC) [Max DEX: +4, Armor Check Penalty: -2, Speed Reduction: -0 ft.]
GP: 1,170
AC: 15 (10 + 4 Scale Mail + 1 Dexterity)
Languages: Common; Bob-Omb.
Description:
Age- 25
Gender- Male
Height- 1'0
Weight- 6 pounds
Description- An explosive with a sword, and sheepish armor designed for a bob-omb.
Biography- My name is Orlando. I'm Irish. I'mma Paladin! I guard palaces...and...stuff! I likes swords! I write short stories that involve mangos and hollow plasic eggs. I enjoy swords (I felt like including that twice to show my burning passion toward swords!) and long walks on the beach. I favor a various flavor of pies and cakes. Oh,and I'm a stud, too. heh.

Base Attack Bonus: +3 (+4 Strength)
Fortitude Bonus: +3 (+1 Constitution)
Reflex Bonus: +1 (+1 Dexterity)
Will Bonus: +1 (+2 Wisdom)
Movement Range: 20 ft.

Special Abilities:
Explosion- Once per day, you may detonate yourself, doing 1d8/level to all creatures within a 30 ft. radius (Including yourself, and allies.)
Detect Evil- Once per day, you may use Detect Evil, as the spell. It detects an evil aura anywhere within 60 ft.
Smite Evil- Once per day, you may use this against an Evil foe. You add your Charisma Modifier to your Attack Roll, and do additional damage equal to your Paladin level. If you use this ability against a Non-Evil foe, it does not do any additional damage, and is used up for the day.
Lay on Hands- Once per day you may heal HP equal to (Your Paladin Level) x (Charisma Modifier). You do not have to use this all at once, and may spread it out over several uses. Amount you may heal: 3
Divine Grace: Your Charisma modifier is applied to all Saving Throws.
Aura Of Courage: You are immune to fear. Those within 30 ft. of you get a +4 Bonus on Saving Throws against fear.
Divine Health: You are immune to all diseases, including magical ones.

EXP: 2,080
Next Level: 5,000

Inventory:
Longsword (4 pounds)
Scale Mail (30 pounds)
1,170 GP (5 pounds)
Falchion (8 Pounds)
50 Bolts (5 Pounds)
[52/100 pounds carried.]

Koopan-

Level: 3
Race: Koopa
Class: Barbarian
Strength = 16 +3
Dexterity = 12 +1
Constitution = 14 +2
Intelligence = 10 -0
Wisdom = 10 -0
Charisma = 11 -0
Alignment: Neutral
Hit Points: 31
Feats:
1) Power Attack (Lowers your base attack bonus to increase your damage by the same amount.)
2) Cleave (When you kill an enemy, you may make a free additional attack to someone within your reach.)
Skills:
1) Wilderness Lore (6/6)
2) Intimidate (6/6)
3) Spot (5/6)
4) Listen (5/6)
Weapon: Great Axe (1d12 +4, Critical: 20/x3, Two-Handed, Slashing)
Armor: Studded Leather (+3 AC) [Max DEX: +5, Armor Check Penalty: -1, Speed Reduction: -0 ft.]
GP: 992
AC: 14 (10 + 3 Studded Leather + 1 Dexterity)
Languages: Common; Koopa.
Description:
Age- 23
Gender- Male
Height- 2'4
Weight- 32 pounds
Description- He looks like any other Koopa, with the usual orange skin and big eyes. In combat, he usually has a happy smile on him, even if he's getting beat down by an enemy, showing that he may enjoy combat very much. Strangely, his blue-colored shell is covered with scars and other marks. How he got these marks is unknown.
Biography- He is obsessed with axes. Upon seeing new and unusual axes, he usually drools all over the floor. He is a picky eater who loves to eat meat, and despises cheese for unknown reasons.
Base Attack Bonus: +3 (+3 Strength)
Fortitude Bonus: +3 (+2 Constitution)
Reflex Bonus: +1 (+1 Dexterity)
Will Bonus: +1 (-0 Wisdom)
Movement Range: 30 ft.

Special Abilities:
Fast Movement- Your base movement increases by 10 ft. when you're wearing Light or Medium Armor.
Rage- Once per day, you may fly into a blood crazed frenzy. You gain a +4 STR bonus, a +4 CON bonus, and a +2 Will Bonus, but since you become less able to protect yourself, you also get a -2 AC penalty. This rage lasts 3 rounds + your Constitution modifier.
Uncanny Dodge- You are so adept at dodging blows, you may react to opponents very quickly. When you would lose your Dexterity Bonus (Sneak Attacked), you no longer do.
Trap Sense +1: You have an intuitive sense that helps you avoid Traps. You gain a +1 on Saving Throws to dodge traps, and a +1 on Saving Throws to avoid being damaged by traps.

EXP: 2,080
Next Level: 5,000

Inventory:
Great Axe (12 pounds)
Studded Leather (20 pounds)
992 GP (4 pounds)
50 Bolts (5 Pounds)
GreatSword (8 Pounds)
Potion x 2 (0 Pounds)
Mage Armor Potion (0 Pounds)
Magic Weapon Oil (0 Pounds)
[40/76 pounds maximum]

Biggs-

Level: 3
Race: Toad
Class: Sorcerer
Strength = 9 -1
Dexterity = 10 -0
Constitution = 16 +3
Intelligence = 16 +3
Wisdom = 14 +2
Charisma = 10 -0
Alignment: Good
Hit Points: 18
Feats:
1) Endurance (You can hold your breath longer, and survive hot and cold conditions longer.)
2) Run (When running, you do so at 5x your normal speed, instead of 4x.)
3) Self-Sufficient (+2 on Heal and Survival checks)
Skills:
1) Alchemy (6/6)
2) Concentration (6/6)
3) Craft (Alchemy) (6/6)
4) Knowledge (Arcana) (6/6)
5) Spellcraft (6/6)
Weapon: Quarter Staff (1d6 -1, Critical: 20/x2, Two-Handed, Bludgeoning)
Armor: None (-0 AC)
GP: 1,247
AC: 10 (10)
Languages: Common, Ancient.
Description:
Age- 19
Gender- Male
Height- 2'2
Weight- 26 pounds
Description- A Toad with Green Spots on his head, and wears a Blue Robe. He has a Staff and Glasses, which he only wears when he is very nervous.
Biography- Biggs is a Toad from Toad Town, who had learned his Magic skills from Merlon. He has been searching for a way to become the greatest Mage ever in order to face any challenge. But until then, He's weak and gets nervous fairly easily.

Base Attack Bonus: +1 (-1 Strength)
Fortitude Bonus: +1 (+3 Constitution)
Reflex Bonus: +1 (-0 Dexterity)
Will Bonus: +3 (+2 Wisdom)
Movement Range: 30 ft.

Special Abilities:
Hadoken- Once per day you may shoot a cone-shaped beam that does 1d8/level.
Level 0 Spells (Cantrips)-
Ray of Frost- Does 1d3 cold damage. (Range: Short. Components: V,S.)
Light- Object shines like a torch. (Range: Touch. Components: V. Duration: 10 min./level.)
Detect Magic- Detects spells and magic items within 60 feet. (Range: 60 ft. Components: V,S. Duration: Concentration. Up to 1 min./level.)
Read Magic- Reads scrolls and spellbooks. (Range: Personal. Components: V,S. Duration: 10 min./level.)
Mending- Makes minor repairs on an object that weighs less than 1 pound. (Range: 10 ft. Components: V,S.)

You may cast Six Level 0 spells a day.

Level 1 Spells-
Identify- Determines single feature of Magic Item. (Range: Touch. Casting Time: One Hour. Components: V,S. Cost: 100 GP.
Magic Missle- 1d4 +1 damage; +1 Missle/Two levels above first (Max +5), multiple creatures attacked must within 15 feet of each. (Range: Medium. Components: V,S.)
Hold Portal- Holds Door Shut. (Range: Medium. Components: V.)

You may cast Six Level 1 spells per day.

XP: 2,080
Next Level: 5,000

Inventory:
Quarter Staff (4 Pounds)
Magical Scroll (Charm Person, x2) (0 Pounds)
1,247 GP (6 Pounds)
50 Bolts (5 Pounds)
[15/30 Pounds]

Chunky-

Level: 3
Race: Bandit
Class: Rouge
Strength = 7 -2
Dexterity = 18 +4
Constitution = 10 -0
Intelligence = 12 +1
Wisdom = 8 -1
Charisma = 16 +3
Alignment: Neutral
Hit Points: 13
Feats:
1) Improved Unarmed Fighting. (You are treated as armed when unarmed.)
2) Point Blank Shot (When firing within 30 feet of your target, you gain a +1 bonus on attack and damage rolls.)
Skills:
1) Forgery (6/6)
2) Bluff (6/6)
3) Open Lock (6/6)
4) Search (6/6)
5) Appraise (6/6)
6) Sense Motive (6/6)
7) Diplomacy (6/6)
8) Use Magic Device (6/6)
9) Decipher Script (6/6)
Weapon: Light Crossbow (1d8 +4, Critical: 19-20/x2, Two Handed, 80 ft. Range, Piercing)
Armor: Leather (+2 AC) [Max DEX: +6, Armor Check Penalty: -0, Speed Reduction: -0 ft.]
GP: 1,100
AC: 15 (10 + 2 Leather + 3 Dexterity)
Languages: Common, Bandit.
Description:
Age- 27
Gender- Male
Height- 2'9
Weight- 56 pounds
Description- A Bandit who is not very talkative and sorta lazy, but can act if it matters.
Biography- Chunky came from the depths of the Rogueport and did not have a very kind childhood. Because of this he is slightly cynical and very sarcastic, and usually doesn't have the best outlook on things. On a trip, he was transported to Flipside where he stayed for a while, until he was one day forced back out by the inhabitants. He wandered the Mushroom Kingdom for many years, stealing from many and searching for treasure, even going as far as to help the archaeologist Kolorado in his search for the Dry Dry Ruins before getting sick of finding nothing and quitting. Chunky is an enigma to most he meets.

Base Attack Bonus: +2 (+4 Dexterity)
Fortitude Bonus: +1 (-0 Constitution)
Reflex Bonus: +3 (+4 Dexterity)
Will Bonus: +1 (-1 Wisdom)
Movement Range: 30 ft.

Special Abilities:
Sneak Attack- When you attack your opponent and he is unaware, you do an additional 2d6 damage.
Trap Finding- You may use the Search skill to locate traps.
Evasion- When you make a Reflex save to take half damage from an attack, and succeed, you take no damage.
Trap Sense +1: You have an intuitive sense that helps you avoid Traps. You gain a +1 on Saving Throws to dodge traps, and a +1 on Saving Throws to avoid being damaged by traps.

EXP: 2,080
Next Level: 5,000

Inventory:
Dagger (1 Pound)
Leather (15 Pounds)
1,100 GP (5 Pounds)
Light Crossbow (4 Pounds)
43 Bolts (4 Pounds)
Potion x 3 (0 Pounds)
[25/23 Pounds] (Slightly slowed.) Medium Load: [30/46 Pounds]

Last edited by SephirothKirby; 11-28-2007 at 04:30 PM.
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Old 10-28-2007, 04:51 PM   #2
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LAST TIME!.....

We were following a Uniyoshi to find an undead Necromancer....
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Old 10-28-2007, 08:11 PM   #3
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Chunky decided to Search the cave, with the help of Biggs' light.
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Old 10-29-2007, 02:57 PM   #4
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And, Flux decides to assist Chunky, making sure to cover whatever he could potentially miss. (Doing a Spot check. >_>)
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Old 10-29-2007, 04:32 PM   #5
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PIX IS DEAD.

Flux-

Level: 3
Race: Koopa
Class: Fighter
Strength = 14 +2
Dexterity = 12 +1
Constitution = 15 +2
Intelligence = 12 +1
Wisdom = 10 -0
Charisma = 10 -0
Alignment: Neutral
Hit Points: 27
Feats:
1) Exotic Weapon Proficiency (Bastard Sword)
2) Improved Initiative (+4 on Initiative rolls.)
3) Power Attack (Lowers your base attack bonus to increase your damage by the same amount.)
4) Endurance (You can hold your breath longer, and survive hot and cold conditions longer.)
Skills:
1) Intimidate (6/6)
2) Jump (6/6)
3) Listen (6/6)
Weapon: Bastard Sword (1d10 +3, Critical: 19-20/x2, One Handed, Slashing)
Armor: Scale Mail (+4 AC) [Max DEX: +4, Armor Check Penalty: -2, Speed Reduction: -0 ft.]
GP: 1,030
AC: 15 (10 + 4 Scale Mail + 1 Dexterity)
Languages: Common; Koopa.
Description:
Age- 27
Gender- Male
Height- 2'7
Weight- 40 pounds
Description: Looks similar to a normal red Koopa, though his skin and shell are darker (Dark Orange, and Brick Red, respectively.) Usually carries an calm expression on his face, until combat comes around, at which point turns into an angry glare at whatever his current opposition is.
Biography: Flux started out the early years of his life living in Koopa Village, leading a normal, good life, that kind o' stuff. Though, during his teen years, he became a little bit rebellious, though nothing too extreme. And, once he became an adult, he left and traveled across the Kingdom...Though, he grew bored with this. So...What'd he do now? Wander off to some town and get a good idea of what to do with his life. And, this is where the most interesting part of his story begins...

Base Attack Bonus: +3 (+2 Strength)
Fortitude Bonus: +3 (+2 Constitution)
Reflex Bonus: +1 (+1 Dexterity)
Will Bonus: +1 (-0 Wisdom)
Movement Range: 20 ft.

EXP: 2,080
Next Level: 5,000

Inventory:
Bastard Sword (6 pounds)
Scale Mail (30 pounds)
1,030 GP (5 pounds)
Potion x2 (0 pounds)
Mage Armor Oil x1 (0 pounds)
[41/50 pounds maximum]

- - - - -

Chunky snatched the rock from Tazy's hand, leaving him behind as he and Flux enter the cave for a few feet, about 15, guided by the rock's dim glow.

Chunky searches for anything strange...But he finds nothing out of the ordinary.

Flux strains his eyes to spot anything in the darkness by such dim light...He's able to see that it goes deeper, judging by the walls, but he still can't tell how deep it goes.

The Uniyoshi seems intent on something, before uttering.

"I sense it. There's much evil in this cave."

Last edited by SephirothKirby; 11-28-2007 at 04:32 PM. Reason: PIX IS DEAD.
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Old 10-29-2007, 04:42 PM   #6
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"Well, if there's evil in the cave, I do say we have to follow.....besides we can't leave Chunky and Flux." States Biggs.

(Please state that if everyone else agrees, Biggs will go into thecave with Chunky and Flux.)
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Old 10-30-2007, 05:36 PM   #7
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(So...I just leveled, right?)
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Old 10-30-2007, 08:11 PM   #8
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(^Alledgidly.)
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Old 10-31-2007, 04:52 PM   #9
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(^^ Everyone is level 3 now, why?)
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Old 10-31-2007, 05:09 PM   #10
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(Update, darn you.)
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Old 10-31-2007, 05:18 PM   #11
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(WELL, KOOPAN & ORLANDO NEED TO STATE THEY ENTER THE CAVE, OR BIGGS WON'T)

Biggs entered the cave, part of him nagging him for not waiting for the others. The faint glow lead him directly to his other two comrades, while Orlando and Koopan were presumably standing outside, talking about God knows what.

The Unicorn started to go forward, looking back at the other three.

"Are you going to wait for those two."

Chunky may've given him an unassuring look, but the rest seemed like they intended to have them join. Forced into the cave by an impatient rouge, Koopan and Orlando were drug into the pitch black mouth. As they went deeper, they noticed that it was a simply curving path. No forks, which would make the trip a lot easier. After a certain amount of walking, they could notice a strained expression on the Uniyoshi's face.

After a walking for what felt like 10 minutes,, light could be seen ahead, but there was a turn, so it was unknown what was there. It wasn't too bright, but it was far better than what Biggs had. Which was may or may not have been fortunate for them, as Bigg's light just sparked and went out.
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Old 10-31-2007, 05:43 PM   #12
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"Can anyone sense what's around that corner?"
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Old 10-31-2007, 05:54 PM   #13
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(uh....Detect Magic, plez?)
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Old 10-31-2007, 05:58 PM   #14
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(^ OMG NO )

Tazy and the rest stood huddled, in the darkness as he strained himself to detect a magical prescense behind the corner. There was indeed one, but he couldn't discern what school of magic it was from.

(NOTE: Tazy, you're going to get 2 Level 2 spells I think, when you get to level 4, if you want to think ahead of what you want, go to the "How To Play" section and click on the spell list.
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Old 11-01-2007, 06:49 AM   #15
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"I think I left my flashlight at the castle..."
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Old 11-01-2007, 03:23 PM   #16
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"Did you also leave the switch that turned you on and off? Be quiet."
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Old 11-01-2007, 04:26 PM   #17
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"Oy..." Flux said, facepalming as he heard Chunky say that.
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Old 11-02-2007, 06:29 AM   #18
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You can't mess with dis fourth-wall breakin'

"Fine! I'll just deploy Size=1 font to maintain whispering text!"
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Old 11-02-2007, 11:30 AM   #19
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"Dang it, can't concentrate......oh well"

"Thare's a magical aura there, it may be the Necromancer....so get ready" Says Biggs as he pulls out his staff....and a Bolt falls to the floor, which he puts back in his pocket.
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Old 11-02-2007, 01:30 PM   #20
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"Alright then..." Flux says as he would then ready his bastard sword, just in case it is the Necromancer
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