Dragonlance: Age of Mortals Campaign (Inactive)

Game Master Darkfire142

A Three Book Adventure Path in the world of Dragonlance covering levels 1-20.


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Sure, you can if you wish terevalis


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Thanks. When I made him we had not decided on the PRCs.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Terevalis Unctio of House Mystic
Male Elf Wizard 1
NG Medium Humanoid (elf)
Init +2; Senses low-light vision; Perception +3
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3; +2 vs. enchantments
Immune magic sleep; Resist fire 5, elven immunities
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Offense
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Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
Quarterstaff +0 (1d6/x2)
Ranged Longbow +2 (1d8/x3)
Wizard Spells Prepared (CL 1):
1 (2/day) Protection from Evil, Sleep (DC 15), Mage Armor
0 (at will) Acid Splash, Read Magic, Detect Magic
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Statistics
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Str 10, Dex 15, Con 12, Int 19, Wis 13, Cha 11
Base Atk +0; CMB +0; CMD 12
Feats Favored of the Moons, Scribe Scroll
Traits Bruising Intellect, Classically Schooled
Skills Appraise +8, Intimidate +8, Knowledge (arcana) +9, Knowledge (history) +8, Knowledge (religion)
+8, Perception +3, Spellcraft +10 (+12 to determine the properties of a magic item); Racial Modifiers +2
Perception
Languages Common, Dwarven, Elven, kenderspeak, Khurish, Sylvan
SQ elven magic, opposition schools (illusion, necromancy), protective ward (7/day), resistance 5 (fire),
specialized schools (abjuration)
Other Gear Dagger, Longbow, Quarterstaff, 73 GP
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Special Abilities
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Abjuration The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Protective Ward (7/day) (Su) Create 10' radius field granting allies +1 (+1 / 5 levels) AC bonus.
Resistance 5 (Fire) (Ex) You gain Fire Resistance 5.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I looked at it and thought an abjurer would be better.


Male Anthrosian Human Warder/Psion 3

Abjurer eh, thats about as White Robe as it gets my friend. ;)


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The only White Robes they really talked about in the novels, that played a part other than being a name, are Par-Salian and Palin. Par-Salian I really like. Palin is beyond meh.


Male Qualinesti Dirge Bard 1 Current Map

... I keep on resisting the urge to talk about the designated good characters of Dragonlance, but Par-Salian brings it to mind... I mean, seriously? >_>;;


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

LOL. I always liked the Red and Black Robes. I found them more interesting. Oh I forgot that dumb new head of the White Robes, what is her name? Coryn or something along those lines. BEH


Male Qualinesti Dirge Bard 1 Current Map

Yeah, somehow, I feel like the good guys in Dragonlance are never quite as well written as the evil ones... Though that could be because of the time the original trilogy was written.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Palin has always been too whiny for my tastes, I am not my uncle, they broke my hands, boo hoo hoo.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

What are the effects of the moons again? Are there any in alignment?


Here is a link to the chart.

Moon Tracker

This should give you your bonus/penalty.

You don't need to be level 6 to benefit from the bonus level.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Gracias!


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

High God do the rolls you gave in the Game Play section correspond to the one that you gave in the link?


Male Qualinesti Dirge Bard 1 Current Map

Yes, I believe they do, Terevalis.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The numbers sound more like the chart found in the 3.5 DLCS.


Male Qualinesti Dirge Bard 1 Current Map

High God, I would recommend adding the link to whatever map we are using to the place it says "A Three Book Adventure Path in the world of Dragonlance covering levels 1-20," up top. It's what one of my other games does so we don't have to keep flipping pages and whatnot.


Ok this is a chance for me to tell you some of the ways I like to DM. I myself am a fan of Dungeon World and like the rule of succeeding at a task giving you options to perform. Semus succeeding at a skill check for instance opened up a number of options for his character to perform. Now don't think these are limiting and I am very open to options by the players as well. On the same vein, a minimal failure of some kind I might give your character a hard choice to allow them to succeed but at a price.

Another house rule I like to use is the "Named Character" clause. Generally I like my named antagonists to be more challenging in combat than average mooks you might face. Named characters I generally give a slight boast to hit points. This usually is giving them a 1 (or more) maxed out hit die (and then 50% of their hit die for other levels). I also might give them slight stat raises from the base profile. In addition, I will be pathfinderizing most things you face. For instance human foes will have the +2 racial bonus to one stat (Generally with one their class would take advantage of). Just a forewarning of you read the stats out of the books and find they're a bit higher than those listed.


Male Qualinesti Dirge Bard 1 Current Map

Sounds good. Though I am a fan of Eberron's way of doing it too, where if you want to kill the Queen of Aundair, the greatest threat is the fact that she is, indeed, the queen of a rather loyal nation (not the fact that she has a dozen levels of AwesomeClassXYZ, cause she doesn't). Also, as I've never read the books, so I won't notice the difference!

Will you be fully be converting the stat blocks? Like, turning mystics into oracles, making clerics who have domains that still exist get their domain powers, changing those domains that no longer exist, etc? That would be a lot of work.

On second thought, maybe it's better I don't know. Though if you don't, we might end up being more potent (if only ever so slightly) than our opponents. But, please, don't feel pressured to do the super conversion, I would feel terrible if I increased your workload. x_x


Male Kender Ranger (Trapper) - 1st

HGoK, that's all fine by me :)

I do have the books, in fact I ran this adventure (only the first part) when it came out, 8 or 9 years ago. Don't worry I won't refresh my memory, neither will I care for any modifications you do to it.

Premade adventures are at their best when customized anyways, plus it adds to the fun for the GM. :)


As for the answer to your question Seren, generally when appropriate I will be adjusting class features. Not going to put too much effort into it though, just adding any additional "Class Features" when they're relevant for an encounter.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

That makes sense.


Male Anthrosian Human Warder/Psion 3

Hey gang, sorry for the lack of posts, I've been out of pocket this weekend.


That's fine Drake, the party was mainly doing reconnaissance in the camp for the posts, stuff your character isn't very good at. Whenever you are ready to begin the fight inform me and I'll roll initiatives and get the battle going.


Male Qualinesti Dirge Bard 1 Current Map

That's something that bothers me a little about the Dragonlance setting - the willingness of wizards to work with each other, even when they are Black/White Robes. I'm not entirely fond of the idea "Well, they're all devoted to magic." Um... So? The Black Robes are evil! They don't wear black robes just for the flashy cape twirling they can do... *Sigh* Never mind. I apologize, I am trying not to rant about how I think the Dragonlance setting could be improved. Moving on! :D


Well not necessarily Seren. White, Red and Black wizards are free to fight and kill one another and do so on a lot of occasions. There is a lot of bickering among the moon gods as well. But the Towers (and other designated strongholds) of the Conclave are "Neutral Ground" where fighting is prohibited and wizards work together for the betterment of magic. But what they are united is in the cause that magic is a powerful force and that misusing it could threaten the very world. Hence why magic needs to be controlled.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Their working together is a reason why they have survived, however, that does not mean that a White Robe and a Black Robe or even a Red Robe at different sides of a battle won't try to kill each other. Right now, though, there are no Robed wizards in the group or the baddies since no one has yet to take the Test.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Seren, what ever happened to your concept of the cleric of Fizban? The other game has started.


Male Qualinesti Dirge Bard 1 Current Map

Oh, I realized I didn't have time, sorry! I should have posted that, but it's been busy. x_x

As for the other stuff... And? Why would an evil character really and honestly oblige by the rules? It's all so... lawful. I feel like I want to create a sorcerer myself, or a wizard who's renegade simply because he doesn't believe in the Conclave. I mean... Really. *Sighs* Nevertheless, this isn't my place to complain. Let's move on, lest I provoke something more? I mean... I like the Dragonlance setting... but I also am so irritated by some of it. xD

Scarab Sages

M

I would say Drake is getting "hosed" by the simultaneous flanking bonuses.

Interpreting flanking this way kind of mixes flanking with a readied action, since one of the opponents waits for the other to get in position to attack (and benefit from flanking). This would be Ok, except you use a move action to ready an action.

Being first level we're specially sensitive to this interpretation. though I don't know if Drake would've changed his action if he knew about it in advance.

HGoK, if this is the way you want to interpret this rule it's fine. We can take advantage of it too :), but just wanted to get a clarification before it gets set in stone.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

How do you make the maps for people to see?


Readying an action costs a standard action. So the Bandit is free to move action before he uses a ready action. He basically readied an action and the trigger was when his friend gets into a flanking position. The trigger was fulfilled. Indeed this can be taken advantage of by players as well, indeed I've seen a lot of rogues use this kind of tactic before. The disadvantage of using a ready is that it lowers your initiative to when the triggering event occurs and you can take no further actions afterwards. Anyway the rules are listed here.

http://paizo.com/prd/combat.html


Male Anthrosian Human Warder/Psion 3

What I wouldn't give for a Cleric of Mishakal in the party right now. :P


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I love the clerics of Mishakel.


There is a pretty good prestige class clerics of Mishakel can take. Only downside is that they're complete pacifists. They're forbidden from killing except when its undead, elemental, plants, undead, vermin or something clearly evil (like Demons, Devils and Minions of Chaos).


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I have a Silvanesti Cleric of Quenesti Pah/Healing Hand in the Age of Mortals game I was in.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I never realized how potent an alchemist can be.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Are we using the 3.5 version of what the moons do or are we using a previous edition. If we are using the 3.5 version wizards do not get bonus spells but cast bonuses to DCs as well as to their caster levels. I double checked that last night.


I prefer the previous edition version of the moon tracker as I like the bonus spells being given from the moons. Otherwise the class feature seems pretty underpowered in 3.5. So at this stage you're not getting a +1 caster level but you are getting +1 spell per day. Just so you know the additional spells don't apply to every level. You have to chose what to apply to those additional slots from the spells you have available.


Male Kender Ranger (Trapper) - 1st
Terevalis Unctio of House Mysti wrote:
I never realized how potent an alchemist can be.

Alchemists are the Bomb dot com :)

I like the grenadier archetype, have to try the mutagen route, but it's not my style.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Ok.


Female Gnome Fizzician | AC 34 | F +23 R +22 W +21 | Perception +20, scent, darkvision, low-light (+2 to locate w/in scent range) | Hero Points 1 | Clara portraitHats (Squirrel Familiar)Baabaa Yagoat (Construct)

This is the first time I've played an Alchemist, but yeah, so far she seems like a pretty effective glass cannon, with the twist that she doesn't currently have any attack worth noting that *doesn't* do splash damage. She'll definitely want the precise bombs discovery as soon as she's able.

The Mr. Hyde route sounds fun at some point too...and the Vivisectionist is a delightfully creepy archetype for the right character.


Male Anthrosian Human Warder/Psion 3

Clara, you need a tricked out repeating crossbow, with scope, quickdraw feature, and alchemical item attachment. ;)


Male Elf Hunter (Divine hunter) 1 (AC: 18 [T: 15 /F: 13]; HP: 9/9; F+2, R+7, W+3 [+2 vs. enchantments]; Init: +7; Perc: +9 [Low-light])

Datura wasn't "unwilling" to heal the guy. He had no healing magic, and in fact Clara is the only one trained in the healing skill. With a higher score than I have. I was merely curious why she thought I could do anything for him.

As a prepared caster, I have to use slots to memorize Cure spells. So I'm not going to fill every slot with them. I do not have stabilize prepared. Lastly, given that he's not trained in Heal, he doesn't have much experience with it.

Maybe it was just a poor choice of words, but he was not "unwilling" to heal the man.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

What happens if you cast a charm spell on an unconcious person?


Male Qualinesti Dirge Bard 1 Current Map

Regrettably, guys, it seems like I've got too much juggling to do. I'm going to have to retire from this game. Hope you guys have fun!


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Oh no! Now the elves are down to 2.


OK for now I'll NPC Seren till such a time he can leave the party. Its not plausible for him to wander off from the party at this time.


Male Kender Ranger (Trapper) - 1st

Let's try to keep the gameplay ontopic.

Terevalis, I don't know why you felt the need to deal with the chest yourself, the kender would've gotten around to it, after taking care of the important stuff, business before pleasure as they say.

Semus has a +10 bonus to disable device checks, and a pretty good perception too, specially for traps +8.


Female Gnome Fizzician | AC 34 | F +23 R +22 W +21 | Perception +20, scent, darkvision, low-light (+2 to locate w/in scent range) | Hero Points 1 | Clara portraitHats (Squirrel Familiar)Baabaa Yagoat (Construct)

Seren, sorry to see you go!

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