Alrighty then, Hitty40 called dibs on
antlion's starting kit, so we'll get rolling once he picks from the options below. Well, once he does that and I return to the home computer, anyway.
Fighter- Fighters are all about combat- they start with
10/15 hitpoints instead of 10/10. In addition to a basic melee weapon, Fighters may start with one of these items:
The fancy items are taken, but you can haz 100 Gold! Gold can be spent in shop(s), and maybe is point redeemable pending your survival?
Rogue- Rogues are stealthy folks who aren't the best in a fight, but are well suited to surviving the rigors of dungeon exploration. Rogues get a
+2 bonus to dodging traps. Rogues start with a set of throwing daggers, and may also start with one of the following items:
Amulet of ESP- You are able to detect the thoughts of intelligent creatures. This allows you to detect and attack
invisible creatures without penalty, and also warns you of creatures in adjoining rooms. It does not help against unthinking creatures, such as slimes and zombies.
Cloak of Magic Resistance- This cloak gives you resistance to magical spells and effects, in the form of a
+2 bonus when dodging them.
Poisoned Dagger- As last round's item- needless to say,
it messes folks up. It is worth noting that this dungeon will likely have more ways to resist the poison's effects, however.
Mage- Mages get Magic, of course! They can learn spells from
spellbooks, whereas the other classes need to use an item or scroll. Casting a spell is a Standard Roll, with various effects depending on the spell. All Mages start with a spellbook of Force Bolt (same as last round), and may also start with one of these items:
Spellbook of Teleport- Teleport only works on creatures, not items. You can choose not to designate a destination, in which case the target will teleport randomly. On a 1, the target and caster take one damage each. On a 3, you teleport the target randomly, and on a 4 and 5 you teleport the target to the specified location. On a 6, the target contracts Teleportitis.
Spellbook of Magic Missile- Fires Magic Missiles, which make attacks against targets with a
+1 bonus. If the attack rolls a natural one, it ricochets against a random creature in the same room. On a 1, you
hit yourself with a single missile. On a 3 you shoot
one missile, on a 4 you shoot
two, and on a 5 you shoot
three. On a six, you shoot
three missiles, and
every missile will ricochet at least once.
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Bob - ??
Currently: Preparing to exist
HP- 10/10
Inventory-
Adventuring garbStatus- Normal
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G - Fighter
Currently: Preparing to exist
HP- 10/15
Inventory-
Adventuring garb,
Short Sword,
Mithril ArmorStatus- Normal
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Powder Miner - Fighter
Currently: Preparing to exist
HP- 10/15
Inventory-
Adventuring garb,
Short Sword,
LongswordStatus- Normal
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SPARTAN - Fighter
Currently: Preparing to exist
HP- 10/15
Inventory-
Adventuring garb,
Short Sword,
Ring of RegenerationStatus- Normal
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BULLDOG - Mage
Currently: Preparing to exist
HP- 10/10
Inventory-
Robe and Wizard's hat,
Spellbook of Protection Spells-
Force Bolt,
ProtectionStatus- Normal
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