GM Trajan's Dragonlance Heroes of the Lance PBP

Game Master gmpathfinder


1 to 50 of 122 << first < prev | 1 | 2 | 3 | next > last >>

1 person marked this as a favorite.

I am looking for a group that is interested in a pathfinder adaptation of the classic War of the Lance series.

Prior experience with Dragonlance is not necessary, but knowledge of the campaign setting (books, gaming products) is not forbidden. The only thing that I ask is that you don’t give away huge plot spoilers, or expect that everything will follow the original modules exactly. I promise to change things up a bit without re-inventing the wheel completely.

The setting:

The setting: It has been 350 years since the cataclysm devastated the planet Krynn. A fiery mountain split the land, and brought many peoples to the brink of extinction. Humanity and human kind survived, without the aid of their powerful Gods watching. All of the faithful, all of the true clerics of the known gods disappeared from the land. In these dark times humans turned to banditry, and elves and dwarves barricaded themselves away from other races. It is within this dark time that our player characters begin their tale.

Currently, the continent of Absalon is rebuilding and returning to civilization from centuries of disorder. Few nations still stand; none command the might of the nations in the last age. Banditry and lawlessness run rampant, yet some pockets of order and civilization have begun to thrive.

We will start in Solace, a frontier town known for being built among the limbs of the giant vallenwood trees. This town is likely the birthplace or adopted hometown of the PCs. Leadership of the vale has fallen to the Seekers, a newly minted group of priests of new gods. The PCs left 5 years ago to seek their fortunes: for some to train in their specialty, for others to strike it rich, to join the knighthood, to learn the craft of wizardry from the High Orders of Sorcery, etc. Each promised to return in the fall of their 5th year to report what they’d learned about the world and to rekindle their friendship. The game will start with the reunion of former friends.

As a general feel the Dragonlance setting tries to be “high epic fantasy”- relatively low magic. One does not simply walk into a magic item store to purchase their favorite gear. Since the cataclysm no divine magic has existed, so no new divine items were created. Artifacts and items pre-cataclysm still exist, although some have lost power. You’ll have to decide for your PC’s whether they’d drink a 350 year old healing potion. Wizards and other magic users, in general, have become rare- what few new items have been created are often only done so with the resources and supervision of the High Order of Sorcery; and likely to be well guarded. This does not mean that family heirlooms and treasure troves of items don’t exist, but they will be much harder to pry from the hands of their current owners.

Mechanics:

This is my first time DMing via PBP, so it will be a bit of a learning process for me.
Pace: I would like to keep the game at a moderate posting rate (1 post / 48 hours or so). If your turn is up and you are missing for 48 hours or more, we may act in your stead. After 5 days, we will likely try to replace you. Interruptions from important life events, of course, will be forgiven- real life comes first.

Home rules: Krynn has one unique effect on magic- to channel arcane or divine energy into the shape of a spell can be taxing. Each time a PC casts a spell they must roll a constitution check (DC 10+spell level) or be fatigued for spell level/2 rounds.

Player Characters: For this campaign, I’m looking for 5-6 new Heroes of the Lance. If you’re familiar with the original 11 iconic Heroes, each fulfilled an important role in the epic tale. New PCs need not recreate the same original characters; rather they will try to fill some of the same roles.

While the original adventures had some very iconic player characters, I would like everyone to roll up a new pc. Characters will use the Pathfinder rule system, with some minor setting related changes. While it’s ok to model your character after one of the classic characters it would be better for you to gear your character to fulfill a role in the party rather than recreate an original hero of the lance.

Character Creation:

1. 25 point buy
2. Starting level 3
3. Available races: human, elf, dwarf, tinker gnome, kender, half elf
a. Tinker gnome- Gnomes of Krynn are an eccentric lot- full of curiosity about the world. Each gnome is driven by a need to explore and create. Each has an individual life quest to fully explore some aspect of the universe. Unfortunately the methods they use are often involve designing machines that even in a best case scenario will allow the use to walk away with most of their limbs after it malfunctions.
b. Kender fulfill the same role as Halflings; however they have a few different traits. They are forever curious and striken with wanderlust. As a race they have very little concept of individual property- so they’ll often ‘borrow’ other people’s possessions without permission. They are natural thieves, although they prefer to call themselves ‘handlers.’
There are no orcs on Krynn.
4. Classes: Currently there are no gods on Krynn, thus all classes that receive divine spells and divine powers will not be able to use them. You may still choose to play a cleric or druid, for example, however you will not have access to spells. Players interest in those classes (particularly those who would fulfill a healer’s role) may choose to take their first 3 levels in another class, or choose to play their preferred class without divine powers.
All other core classes are available, with a few minor variations. Some classes, particularly arcane caster classes, will be difficult to play from a campaign setting perspective.
Barbarians – particularly well suited to Krynn’s barbarian tribes.
Bards: No change, save the removal of the cure spells from their spell list.
Clerics – gain no spells, no channel energy powers, nor domain specific powers.
Druids – may still have animal companions, but do not receive wildshape, spells, or other divine abilities.
Fighters: No change to the class; fighters are abound in all shapes and sizes. Those that wish to follow the role of a lawful good knight might consider the Knights of Solomnia as a potential prestige class.
Monks- were not present in the original adventures, in order to fit one in, we would have to devise a rational for them existing- a roleplaying opportunity.
Paladins- do not receive detect evil, lay on hands, or spells. Smite and the aura of goodness are still present. Paladins that wish to fall along the classic knight archetype might consider joining the Knights of Solomnia.
Rogues – no change, although rogues who take spell casting abilities may face prejudice and the potential branding as a rogue wizard by the High Council of Sorcery.
Sorcerer – this class would present a roleplaying challenge. Sorcerers are hunted as renegade wizards, and usually killed or imprisoned. No sorcerer has petitioned the High Council for membership. Even if one were to do so, they would face a great deal of prejudice from traditional wizards as being undisciplined and too dangerous.
Wizards- may choose any specialization. However, magic is exceedingly rare and distrusted. Control of spell casting abilities are kept in check by the High Council of Sorcery. All wizards reaching 5th level must pass a test and join one of the three orders (White Robe, Red Robe, or Black Robe, as indicated by alignment). Failure means death. Choosing to avoid the test means being hunted down as a renegade. At 5th level wizards may choose to advance in their order rather than as a wizard.

Classes from APG/UC/UM- may not be entirely suitable for the campaign, but will be given consideration. Classes like the gunslinger may prove difficult to incorporate with equipment; classes like the summoner would attract attention from the High Order of Sorcery and likely be hunted as renegade magic users.

5. Traits- pick 2
6. Feats – standard + apg
7. Hit points – max for first level, roll for 2 and 3.
8. Estimated starting gear: 1 masterwork weapon, masterwork armor, and any reasonable collection of gear. Each player may start with a normal mount (horse, pony, etc). Gold is relatively worthless; steel is the coinage of value. Starting steel is 500 st; any gear beyond primary weapon, armor, and mount should be subtracted from that value.

If you would like to be considered, create a character and post them here. The PC should have a background that describes what role they would play in the party and what brought them to the group. Proposals will be accepted up until August 5th at 5pm. I would be happy to answer any questions and help with adaptation to the setting.


Hey can I come?

I want the kender slot!

That would be the Roguish handler slot!


Kenderkin here....

This would be a close approximation of the PC.

I will re-work a bit for the point-buy....

Paizo Employee Developer

I can take the fighter role. What are your thoughts on Cavaliers? Plenty of mounted combatants in Krynn as I recall, no?

If Cav is available, that's my calling. Otherwise I'll think on a different type of melee-based character.

Shadow Lodge

I'm very interested, both in playing and seeing how you work the setting. However, I am in Afghanistan (deployed), so I am not sure if I can post often, (at least 1 a day shouldn't be so difficult most of the time). I would be interested in playing a knight-like cleric, or something along those lines, but am open as needs go. Email is DarthBeckett at Gmail dot com.

Paizo Employee Developer

Here's what the Cavalier might look like if allowed. Gear may change

Cavalier:
Medium Humanoid (Human)
Cavalier (Order of the Cockatrice)
+1 Init / +1 Perception

AC 22 (+1 Dex, +9 Masterwork Full Plate (ACP4), +2 Masterwork Heavy Steel Shield (ACP1))
HP 16+2d10
Saves: 5/2/2

Movement: 30ft
Melee: Masterwork Lance +8 (1d8+3/x3)
or Warhammer +6 (1d8+3/x3)
Ranged: Longbow +4 (1d8/x3)
Special Attacks: Challenge (+3) 1/day / Tactician (Precise Strike), 4 rounds) 1/day / Cavalier's Charge / Braggart / Ride-By Attack

STR 17 / DEX 12 / CON 14 / INT 08 / WIS 12 / CHA 14
BAB 3, CMB 6, CMD 17
Feats: Mounted Combat, Ride-By Attack, Precise Strike, Dazzling Display, Weapon Focus: Lance
Skills: Diplomacy +8 / Intimidate +8 / Handle Animal +8(12) / Ride +8
Traits: Killer, Militia Veteran (Ride)

Mount:
Large Animal (Horse)
+2 / Low-Light Vision, Scent, +6 Perception

AC 17 (-1 Size, +2 Dex, +6 Natural)
HP 14+2d8
Saves: 5/5/2
Special Defenses: Evasion

Melee: Bite +4 (1d4+3), 2 Hooves -1 (1d6+1)
Special Attacks: Power Attack

STR 17 / DEX 14 / CON 15 / INT 2 / WIS 12 / CHA 6
BAB 2, CMB 6 (8 Overrun), CMD 18
Feats: Improved Overrun, Power Attack
Skills: +6 Perception, +5 Survival
Tricks: Attack (Any), Come, Defend, Down, Heel, Stay, Seek
Special Abilities: Link

Shadow Lodge

I also just wanted to point out a few other things and ask a few questions for my approval in the game.

I am very familiar with, and have limited access to all the Dragonlance 3E game materials, (and some extra PF goodness from DL Nexus). When I say limited, I mean I own them all, but may not be able to view them for a day or two, due to my schedule. I will not, however, be cheating. I have not played through the adventure, and besides possibly to look into some player material, I will not be looking into the WotL book.

I would probably be most interested in playing a character that fills Sturm's and Elistan's "roles", but am more interested in learning what you are looking for. Obviously you don't want a carbon copy, but are you wanting similar "ST hooks", or something that has nothing to do with those characters?

Is the Curse of the Magi really for Divine, too, or was that a mistake?

Called away, more in a little bit.


Posting interest--yay for Dragonlance. Working up a free hand fighter, possibly a mercenary of some sort, but certainly a "dirty fighting" type, for fun and profit. Role-wise, will probably be somewhat similar to Kitiara or Caramon.


I would love to play in a DL campaign.

I'm thinking either a native of Mt Nevermind, Tinker Gnome alchemist, bomb-based. Except he doesn't intend for them to blow up or have side effects, he's making worthwhile and useful products, maybe a brewer of "alchohol".

Or

A Silvanesti Magus, basically a White Robe (will take the test) that has mastered combining it with martial prowess. Based along the old ideals of elves being masters of both blade and spell. Typical, cold and racist Silvanesti, brooding even as he's seeking help to free his land from the nightmare.

I apologize, for both suggestion being out of non-core, but the other concepts I had in mind were somewhat taken already (Cleric of Kiri-Jolith in the Solamnic Knights, A kender any kender, or a Mercenary fighter).

Shadow Lodge

Depending on how strict the DM is with Fluff text vs mechanics vs "fun", I was thinking of actually going with a Heretic Cleric of Paladine or Mishakal? I don't see why two can't be done. The original DL adventures had like 30 Fighters in the party :). . .


Wow. Thanks for the quick responses. We've got a while before I'll select the group- at that point I'll pick the ones who have the best concepts and make sure that we fill all the party roles. If we end up with 2 knights or more it'll be based on the quality of the submissions and not "ok we have one knight, sorry no more." I'll have time to really look at your submissions in detail later.

A few comments so far:

Kenderkin:
Looks good so far, now we just need to figure out your relationship to the group and your motivation for adventuring.

Alorha:
I don't see why a Cavalier wouldn't fit well in the setting. It's up to you whether you see the PC as a potential knight of Solomnia http://en.wikipedia.org/wiki/Knights_of_Solamnia

Beckett:
One post every two days is what I'm looking for, so you should be ok. Thank you for your service. As far as access to the original stuff- you can definitely use it to flesh out your character. The mechanics will stay Pathfinder, but we'll use inspiration from the 3e materials. For example, the Test of High Sorcery used to be 3rd level, I decided to bump it back to 5th.

The house rule about magic should apply to all spellcasting- any time you have to weave magical energy is taxing, whether you're drawing it from a divine or arcane source doesn't matter. Spell like abilities don't have the same difficulty, they are unaffected. I see it as similar to a barbarian's rage ability.

If interested in a cleric/divine caster:
The gods aren't dead, just absent from the world at the time. This might give away a little too much of the plot, but one of the first tasks is to find a way to contact them. At that point, anyone can choose levels in a divine class as normal. Before then it's up to you if you want to devote any of your prior levels to cleric, for example. Once the gods are found, those levels would kick in retroactively. Until then you'd be more like a weak fighter without the extra feats.

aardvark:
Tinker Gnome alchemist makes perfect sense. Roll one up! Your brewing could be centered around your Life Quest.


I would love to play a DL campaing. I did read the chronicles and legends when i was young but actually never played the mods.

I'd like a Tanis'esque or Raistilin'esque character, of course made on my own way, not copying any of them.

Tell me what character would fit better.

Half-elf ranger parted in his spirit about the two worlds, or a weak, almost unhealthy, wizard aprentice who craves for power and respect never attained.


I think plain old wander-lust is the motivation for adventuring! ;)

DM

Spoiler:

Could have met any and all adventuring comrades through a mis-understanding regarding some possession they had and I found....

Also

Spoiler:

I might look at the taunt feat and re-do a bit

Taunt

You may be small, but your remarks cut others down to size.

Prerequisites: Cha 13, Small size or smaller.

Benefit: You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.


Hello,

Well I've never played a PBP before, but I'd like to give it a shot.

However, I do know quite a bit about Dragonlance. I think I'd like to play a standard human fighter who will become a cleric of Sirrion. I haven't decided on if he will start as a 3rd level cleric with no spells or a 3rd level fighter. I guess it would depend on the party make-up. But I guess I'll need to decide in order to post a character....

If selected this character would probably fulfill the Protector/Prophet roles depending on what is needed for the story.

Loud, gregarious, passionate, quick to action, very protective of his friends, and has a smart mouth (maybe too smart for his own good). A good guy, but something of a scoundrel and not opposed to bending the rules when necessary.

Anyway, that's the general concept. I'll work on getting his stats together and post them. Thanks!

Paizo Employee Developer

I might go Solamnic. I'll think on it. I'll definitely be very honor-minded, but I had a personal glory motivation that might not sit well with a group that values humbleness in members.


Oh, I'd love to play this. I've read every Dragonlance novel I could get my hands on since the late 90's till this day (just finished The Soul Forge/Brothers in Arms about a month ago).

I'd like to throw my hat in the ring for the party mage, beeing a renegade sorcerer sounds like a challange I'd like to accept but how are you handling alignment vs. robes in the order of wizards? Would white represent law or good f.ex.? And how do you feel about the words of power? I'd like to see them in action as well, we could work it out by taking the experimental caster feat instead of going full wordcaster.


Still working.....


I would also be interested in playing. Normally, I go for clerics, but seeing as how that would be a pretty severe handicap, I might try for a Paladin or Cavalier (Knight of Solomnia) or perhaps a Kagonesti Ranger.


Alorha here.

Stats and whatnot are in this profile.

I could envision her eventually ending up on the path towards Solamnic, though she won't start off that way.

Her motivations are mainly to gain personal glory, get immortalized in song, that sort of thing. Nothing like a grand adventure to achieve that.


Updated with taunt!

A few finer points of my kender submission.

Spoiler:

I have taken cut-purse so instead of two-weapon fighting I will mostly be attacking and stealing items off of opponents.....

I have the trap-spotter talent as I figure kender do not actively search for traps, they just happen to notice them....

If you have any input let me know!


2d6 ⇒ (2, 5) = 7

Question; how do you feel about item creation feats?


Sean C. Macdonald here...

Here are the stats for Brand as a Cleric and as a Fighter. So which-ever is needed for the game I can use. Just let me know which one you think fits best (if at all, heh).

Cleric:

Brand Vasari [CLERIC]

Medium Humanoid (Human)
CG
Cleric of Sirrion
+1 Init / +2 Perception
AC 18 (+1 Dex, +6 Masterwork Breastplate, +1 Dodge) Touch: 12, Flat: 16
HP 14+2d8+2+4(con)
Saves: 5/3/5

Movement: 30ft
Melee (+5): Masterwork Heavy Flail (1d10+3/19-20/x2)
Ranged (+3): Shortbow (1d6/x3)

STR 16 / DEX 13 / CON 14 / INT 10 / WIS 15 / CHA 14
BAB 2, CMB 5, CMD 16
Feats: Toughness, Dodge, Unarmed Strike
Skills: Craft Weapon +4 / Diplomacy +6 / Heal +6 / Knowledge (arcana) +4 / Knowledge (history) +4, Knowledge (religion) +4 / Profession (soldier) / Sense Motive + 6
Traits: Courageous (+1 on AO with US), Deft Dodger (+1 on Ref SV)

Domains: Liberation, Travel
Domain Powers: None
Spells: None
Channel Energy: None

HP 14+2d8+2+4(con)
2d8 ⇒ (3, 8) = 11

Fighter:

Brand Vasari [FIGHTER]

Medium Humanoid (Human)
CG
Fighter
+3 Init / -1 Perception
AC 20 (+3 Dex, +6 Masterwork Breastplate, +1 Dodge) Touch: 13, Flat: 16
HP 13+2d10+2+4(con)
Saves: 5/5/0

Movement: 20ft
Melee: (+8): Masterwork short sword (1d6+3/19-20/x2)
OR Melee: (+6/+6): Masterwork short sword (1d6+3/19-20/x2) and Masterwork short sword (1d6+1/19-20/x2) (bab +3, mw +1, wfc +1, wfn +3, twf -2)
Ranged (+6): Longbow (1d8/x3)

STR 16 / DEX 17 / CON 14 / INT 10 / WIS 9 / CHA 13
BAB 3, CMB 6, CMD 19
Feats: Dodge, Weapon Finesse, Weapon Focus, Two-Weapon Fighting, Unarmed Strike
Skills: Bluff +1, Climb +5, Intimidate +5, Profession (soldier), Ride +5, Stealth +3, Survival +4, Swim +5
Traits: Courageous (+1 on AO with US), Deft Dodger (+1 on Ref SV)

HP 13+2d10+2+4(con)
2d10 ⇒ (2, 4) = 6

BTW, if you pick the fighter I don't suppose I could ask for a DM re-roll of my hit points. &:) pretty sad rolls for a fighter.

So are we starting in Solace or at least the Abanasinia region? Should our characters be from there? Sirrion is the god of Fire and Alchemists, :) So maybe aardvark's gnome alchemist and I know one another to start with? I'll start on a background soon.


Rolling for hit points
2d8 ⇒ (3, 7) = 10

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

How would you feel about a human inquisitor? I'm thinking of a young man who felt lost and at drift when he left Solace five years ago and fell in with the Seekers, in whom he found a group that claimed to have the answers he sought. However in the five years since, he's come to be disenchanted with their methods and their seeming willingness to ally with darker forces in the pursuit of power over truth.

I'm thinking he'd be Neutral Good, basically a good person who's fallen in with a bad crowd. Now he's just trying to mitigate the damage they're doing to Solace and looking for a way out. Deep inside, he still feels there's an answer out there and he needs to search it out.


GM Trajan,

If you are interested, I am going to be running this as well and have done some work on 'Pathfinderizing' the campaign. Here is a link to my Wiki on Obsidian Portal in case you find it useful.

War of Despair wiki

And I'll be watching this as well.


Alessa HP:
2d10 ⇒ (7, 7) = 14
Total=30

Paizo Employee Developer

Almost forgot her Mount.

Summer HP:
2d8 ⇒ (6, 7) = 13
Total=27


As a fan of Dragonlance (certainly the Chronicles and Legends series of books along with others), I find this quite tempting. Also, the 25-point-buy makes me think of monks, a class I have never tried, what with it being MAD as hell, but have been intrigued by as of late.

According to the class' description, monks range "from battle-minded ascetics to self-taught brawlers", making some form of the latter plausible even for a Krynn about to rediscover its Gods. It would still require a bit of thought and brainstorming, however, in order to fit him in the setting.

If I am unable to resist the temptation of applying, I was thinking of a probably LG male human monk, easy to get along and friendly, with a bit more emphasis on the Good part, while leaving the Lawful to represent more his self-discipline and his focus at improving himself and his skills and abilities rather than a blind devotion to the law as a general concept. A traveler and a wanderer, he might find himself at the Inn without actually having any prior ties to the companions who had agreed to meet up again there after those five years. Due to the circumstances being what they are, he could get caught up in the events leading to the formation of the group and the adventure that follows.


This is pretty much what I was thinking of...

Background:

Josiah Carpenter was a jerk. Fortunately for the rest of his friends, he was their jerk. When the companions split to seek fortune, he didn't have to go far. He fell in with a group that called itself the Seekers, and he found his place. Suddenly his heavy hand and his strange feeling that there was something more out there had found a place where he belonged, with others who believed that they had found the Gods again.

It was perfect, until the beatings became more than mere encouragement. The first dead man Josiah had ever seen died while he watched. And something in him died as well. Suddenly the rush of power was gone, replaced with the sick guilt of having participated in a man's death. From that moment onward, Josiah did his best to ensure that no one else got hurt. He focused on intimidating when diplomacy wouldn't work and subduing when intimidation failed. He got very good at patching up wounds and his focus began to shift from belonging to getting out. When the Seekers came to Solace so close to the agreed-upon meeting, he saw a way to get out: with his friends by his side. He's re-joined them, hoping that they can help him redeem himself from the cad he was, to the man he hopes to be.


HP:2d8 ⇒ (8, 3) = 11


Background:
Alessa has been in the saddle almost as long as she could remember. Her father was a horse breeder, and her family was known for the quality of their mounts. Thus she learned to ride at a very young age. It was second-nature to her, and she felt more alive in the saddle than anywhere else.

Her grandfather, meanwhile, would fill her with tales of honor and valor. Stories of the Knights that were (as opposed to the current knights, which had fallen far). Heady with the stories of old, she took up with the village militia, seeking to make her own mark.

The occasional goblin or bear, though, was hardly the stuff legends were made of. She wanted to be immortalized in story! Forever remembered in song! She would never achieve those heights fighting worthless beasts in a small town.

She took her favorite mount, Summer Storm, a grey mare she had trained from a foal, almost a sister to her. She also was given her family's heirloom lance, a thing of master craftmanship and beauty. Alessa began appearing on the tournament circuit. At first she was limited due to her ignoble birth, but as her skill in the saddle became apparent she gained enough notice and popularity that she was invited to the greater jousts. It was at one of these that she won her armor, though she had to have it resized to fit her. Even so, this didn't seem the pathway to legend.

If she was to become immortal, if she was to have her name in songs for ages to come, she would need to do something grand. She would need to achieve something worthy of song. So it is that she found companions to journey with her, to achieve greatness, to be legends.

Alessa is nothing if not proud. She has complete confidence in herself and her skills. She knows how to put on a show, and how to assault an opponent psychologically through intimidation. Such skills were very useful in tournaments. Though she doesn't care much for study, she still recalls her grandfather's stories of a golden age, though most claim such stories are mere fantasy.

Party Role:
Alessa would be the primary frontline fighter, and more often than not will charge out to meet an enemy, drawing both fire and ire. She can deal substantial damage, especially when both challenging and charging. She also has some capabilities as a "face," though her points are more focused in Intimidate as far as social skills go. Still, she has non-negligible charisma, and a point of diplomacy, which is a class skill, so she's far from useless in a social encounter, especially when honeyed words fail and the party needs vinegar.


Background:

Brand spent much of his childhood among gypsies before his mother married a man in Solace that took him and his mother in. In his early teens his mother died from a wasting sickness that the local healer was unable to cure. Brand rebelled against his father outwardly blaming him for his mother's death, but inwardly blaming himself, wishing that there was something that he could have done. In all the historic tales he had been told of as a young child it was the stories of the ancient gods that gave him the most hope. However, when Brand watched his mother breathe her final breath he regarded the stories as nothing more than myths and children's stories rather than true history. Yet in his heart he continued to hope he was wrong.

As a young man he made many friends. With his personable and outgoing nature he proved to be quick with a joke and his fists. He was never one to abide by bullying and would always defend an underdog, no matter what the cost. His natural talent with fighting and restless gypsy blood motivated Brand to join with various mercenary groups that travelled through the region.

Five years ago he left his home and traveled across Abanasinia joining the militia forces of various petty warlords that squabbled with one another over land and money, fending small villages against goblins, various predators and border disputes with the nomadic tribes of the plains. During this time he grew spiritually as a man taking time to look at the suffering at the world around him and his place in it.

As his final job ended near home he decided to take some time to meet back up with his old friends and share some stories and drinks with them before heading out again.

Party Role:

Brand would fill the Flint/Caramon (Protector) roles in the story. Even if he's selected to be a cleric of Sirrion then he could continue that role as well as the role of the Prophet if we have no other full clerics step forward. Although I think that "Josiah Carpenter" could fulfill the Prophet role as he seems more suited to taking the Goldmoon role.

BTW Josiah, what god were you thinking your character would follow? Just curious. &:)


Brand Vasari wrote:

** spoiler omitted **

** spoiler omitted **...

You know, I pondered that and decided to let the campaign flow and see who he ended up worshiping. Could be anyone in the Good camp, I imagine. I didn't want to go straight Cleric, but the inquisitor's more active role seemed to suit the campaign, better.


I step away from the computer for a day and come back to this? Awesome.
You folks are going to make this tough on me. I'm almost sad that I left such a long lead time before I said that I'd decide.

A few things in skimming the posts:

CMDM- Play the character that you feel you'd have the most fun with. Your best submission will likely be the one that you feel most excited about.

Trapdodger- I like the new Kender Taunt!

Sigz - Sorcerer would be a bit of a challenge once the party starts getting famous; you might face groups from all three orders. The orders will generally follow the good vs evil axis, rather than law and chaos. White robes try to convince you it's in your best interests to take the test, red give you the choice but don't pull punches, and black will either seduce you to their robes or destroy you flat out. Item creation feats are fine; supplies may be harder to come by than in a normal pathfinder campaign due to the lack of the magic trade. I might develop a system of creation that combines some elements from 2nd Edition (rare materials) to compensate.

Bodhizen-

plot spoiler:
the clerics will only be underpowered temporarily; once the gods begin to return (early in the first arch of the campaign) they'll be on par with the others.

Brand- We're starting outside Solace; likely your PC would have ties there and to the others.

F. Castor- perhaps a monastery that has withdrawn from the world after the cataclysm?

Kratzee- are you playing a live game or pbp? Any advice is always welcome.

Josiah- no objections to an inquisitor.


Trajan: What would be the active gods to choose from and what domains do you envision their powers encompassing? I've been building a Cavalier Knight of Solamnia just in case, but I'd prefer the Cleric, to be honest.


Speaking of which...

Benedict of Io
Male Human Cavalier 3 (Knight of Solamnia)
LN Medium Humanoid (Human)

Character Details:
Init +1; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 22, touch 11, flat-footed 21. . (+9 armor, +2 shield, +1 Dex)
hp 29 (3d10+3)
Fort +4, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Flail +6 (1d8+3/20/x2) and
. . Gauntlet (from Armor) +6 (1d3+3/20/x2) and
. . Lance +6 (1d8+4/20/x3) and
. . Longsword +6 (1d8+3/19-20/x2) and
. . Shield, Heavy Steel +6 (1d4+3/20/x2) and
. . Unarmed Strike +6 (1d3+3/20/x2)
Ranged Longbow +4 (1d8/20/x3)
Special Attacks Cavalier's Charge, Dragon's Challenge +3/+1 (1/day)
--------------------
STATISTICS
--------------------
Str 17, Dex 13, Con 12, Int 10, Wis 12, Cha 16
Base Atk +3; CMB +6; CMD 17
Feats Mounted Combat, Precise Strike, Ride-by Attack, Trample
Traits Armor Expert, Rich Parents
Skills Acrobatics -6, Bluff +7, Climb +0, Diplomacy +7, Escape Artist -5, Fly -6, Handle Animal +8, Heal +2, Intimidate +7, Knowledge: Geography +1, Knowledge: History +1, Perception +5, Ride +0, Sense Motive +5, Stealth -5, Survival +5, Swim +0 Modifiers +7 Ride while riding your bonded mount., Dragon's Skills
Languages Common
SQ Aid Allies +3 (Ex), Animal Companion Link (Ex), Tactician (Precise Strike) 4r (1/day) (Ex)
Combat Gear Arrows, Flight (40), Flail, Full Plate, Lance, Longbow, Longsword, Shield, Heavy Steel; Other Gear Backpack, Masterwork (21 @ 90.36 lbs), Bedroll, Blanket, Flint and steel, Grappling hook, Lamp, common, Pot, iron, Rations, trail (per day) (10), Rope, hempen (50 ft.) (2), Tent, Small, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
+7 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -7 while riding your mount.
Aid Allies +3 (Ex) Aid Another grants +3
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Dragon's Challenge +3/+1 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Ride-by Attack You can move - attack - move when charging mounted.
Tactician (Precise Strike) 4r (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Trample Your target may not try to avoid your mounted overruns.

Background:

The second son of a minor, but wealthy noble house, Benedict has been trained in the arts of war, diplomacy and honor from a very young age. It was his task, some day, to support his older brother in protecting the family lands and upholding the family's honor. He grew up hearing the tales of Huma and the old War of the Lance and knew that some day, it would be his destiny to take up sword and shield, and to march off to earn glory for his house in service to the Knights of Solamnia, just as his uncles had before him, and his great-uncles before them, and all the generations leading back to the founding of his house.

As he grew older, he joined his brothers and uncles on the hunts that kept their lands safe, growing strong of arm and putting to rest marauding bands of goblins, human brigands and simple beasts that were a danger to the holdings. He also spent time in study learning the art of diplomacy so that one day, he could speak on his father's behalf for the family and eventually, for his older brother as well. Unfortunately, that last honor would never be his. Six years before joining with the Knights of Solamnia, his elder brother Edgant succumbed to an unnatural illness that left him unsound of mind and body. It was Benedict's charge to take his brother's place and lead the family at his father's side, but Benedict felt that he was ill-prepared and unworthy of the honor and convinced his father to name his younger brother Olenai as his successor.

Soon enough, Benedict was able to join the ranks of the Knights of Solamnia as a novice and begin his training. He was already several steps ahead of his peers and while he was not the strongest or the fastest of the newest group of novices, he was certainly the most steadfast and his stubborn insistence upon completing every task to the satisfaction not only of his tutors, but to the glory and honor of his family, he earned himself high marks and was praised as an asset to the Order.

It is now nine years since he joined with the Knights of Solamnia and Benedict is a respected Knight of The Crown. He is considering petitioning the Knighthood to join the Order of the Sword, but he knows that he is not yet wise enough in the ways of the world to join them, and so, he seeks to learn more of the world as he aspires to greatness.


Here's a rough sketch of my submission thus far. Will flesh out the background a bit more later, but any feedback on what I have thus far is welcome.

Also, how do you get the nice character sheet summaries that I keep seeing in application? Is there a way to get those to pop out automatically from something, or is it just a matter of hand-formatting everything?

Summary of character: Think Bronn, from A Song of Ice and Fire.

Background:

Geryn was born in the coastal town of Crossing, the third and youngest child of Gareth and Migdala, both of whom worked as cobblers. Always adventuresome, he was easily the most active and aggressive of the three, often wrestling his older brother (Coranthus) and older sister (Odessa) to a standstill. Not well-suited for life as a cobbler, Geryn spent as much time as he could with his uncle, Cronar, a well-known roustabout and wanderer. Under Cronar’s tutelage, Geryn learned to fight, both with and without weapons. When he turned sixteen, he left home, much to his family’s relief, to begin work with his uncle as a caravan guard.

After several years working with Cronar, Geryn decided to part ways from his uncle (and his uncle’s gambling debts) and seek his own niche as a wandering mercenary. Eventually, he began working out of the Inn of the Last Home in Solace, where he met and befriended the other adventurers who would later be called the “Heroes of the Lance.” In Solace, Geryn has gained a reputation as an effective, albeit unorthodox (or “dishonorable” as the Solamnians might put it) fighter. Professionally, he is more concerned with his pay and the potential risks of a contract than with the morality, but he is a loyal employee once he has signed on for a job.


Party Role:

First and foremost, Geryn is a combatant. While not as tough as some fighters, he prefers to use his wits in a fight anyways, and is able to hold his own in a stand-up fight despite his light armor though use of his various AC bonuses and provide support by disarming and debuffing (via Dirty Trick) enemies. He can also fill in some of the roles that might be traditionally taken up by a ranger, tracking targets, foraging and cooking food, and potentially doing some scouting. Additionally, he can react quickly in case of an ambush, and use a bow reasonably well.


I think I will resist the temptation after all and not apply for this game. Good luck to all those that do! I will probably be keeping an eye on it once it begins. :-)


Well, you only initially responded to the Alchemist, but here are the three that I would like to play one of. Any one of them will be fine by me, I'm just puting three up, so in case a different role needs to be filled.

They are just quick builds, I haven't done equipment or all the finite details. I figured I would refine them if selected.

Gnome Alchemist:
Rumalquimiacerveríaencendernarbopoklemkluprudddrep... [Alchemist 3]

Gnome (Tinker)
N
STR 9 / DEX 14 / CON 12 / INT 18 / WIS 10 / CHA 14
Feats: Splash Weapon Mastery, Point Blank Shot, Brew Potion, Throw Anything
Trained Skills: Appraise +10, Craft (Alchemy) +14 (+17 when crafting), Disable Device +6, Heal +6, Knowledge (Engineering) +8, Profession (Brewer) +3, Spellcraft +10, UMD +8
Traits: Excitable (Gnome), Brastlewark Businessman (Gnome, Social)
HP: 16 - 1st (8+1+1), 2nd (d8+1+1), 3rd (d8+1+1)
2d8 ⇒ (1, 1) = 2

Background:
Rumal, as he's known by the slower speaking races, comes from a long line of brewers. It was, in fact, his very own family that had first originated the "Department of Consumptive Inebriatives in Concordance with the Deductive Origination for Combustive Replacements of Superheated Steam as Provenders of Locomotion Bureau." Now that Rumal is a lead researcher, in the sub-offices of the "Agency for the Nonintoxificational Administration of Fungal or Tuberous Fermentations with Diminishment of Cranial Disruption and Nausea Inducement", it has become his Life Quest to discover a form of alcoholic beverage that will give the pleasurable experience without the nasty aftereffects. Not to mention the accolades he would recieve if it can double as a combustable fuel source without exploding.

In his mission he had exhausted all the sources he could at Mt. Nevermind, deciding first that he would try to get a hold of some of the dwarven spirits. They were powerful as inebriates and fuel, but the hangovers were unabatable. He tried the wines famed by elves and the common human ales. They all had their merits, but none really came close to their mark. The closest he found was at a little inn tucked into a Vallenwood in Abanasinia, and he had toyed with the recipe for a while as he was there. He had made a few non-gnomish friends, and they decided to all go their own ways for a stint. He thought it would be a good time to return with some of his research back home, maybe he could get some ideas while he was there. It had only been about five years since he'd left, but they had all wanted to meet back in that time, and he was out of the samples he had taken with him.

Role:
I can't think of any role he mimics from the originals. The closest would be Tas. As far as normal role, he will be mainly area damages and some party heals/buffs. He is a fully functioning alcoholic, and probably can't remember the last time he was sober. When he gets angry he tends to throw things. I will not be playing him as highly aware of his nature as the class alchemist, as much as it's a circumstance of his research.

-----------------------------------

Elven Wiz/Ftr:
Callastrithari Lithordanil [Wizard 2/Fighter 1]

Elf (Silvanesti)
NG
STR 14 / DEX 16 / CON 12 / INT 18 / WIS 10 / CHA 10
Feats: Point Blank Shot, Precise Shot, Focused Shot
Trained Skills: Craft (Bows) +9, Handle Animal +4, Knowledge (Arcana) +10, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Nature) +10, Knowledge (Religion) +8, Ride +7, Spellcraft +10,Survival +5
Traits: Magical Knack, Warrior of Old (Elf)
Specialist: Abjuration (Opposed schools: Enchantment and Necromancy)
HP: 23 - 1st (6+1+1), 2nd (d10+1), 3rd (d6+1+1)
1d10 ⇒ 7, 1d6 ⇒ 5

Background:
Calla was raised with a typical Silvanesti childhood. Mastery of Sword and Bow, aesthetic pursuits, and a connection with the forest home. She is from a well received enough family to have been given privileges in her education. She has always been snobbish, it's in the blood. So when her father, a succesful merchant had to leave to conduct business amongst the humans she was apalled, especially when he ended up bringing his family to set up shop in some small crude human town. She was petulant at first, and acted like a spoiled child, but the small community grew on her and she reluctanly made friends amongst some of the youth. She often helped them practice with the bow, showed them what she knew of the forest, and constantly flaunted her superior intellect. Included in her studies was the power of Solinari, and the Order of the White Robes. All elven students of magic followed Solinari, to do otherwise was to be ostracized by your people. She was an avid learner, and decided she would focus her studies here, and one day visit the Tower in Wayreth to take the test. It so happened that her father decided to move shop back to their elven homeland, and amongst her friends, they all decided to seek their own paths and return in five years to meet back up. During her time away her and her family ran into trouble in the homeland, and barely made it away from the forest home that would no longer let them in. Sadly, and with a heavy heart she returned from her trip with more weighing on her shoulders than she had ever previously known. Maybe she could find help from her friends, maybe they knew events taking place in the world that could help her explain what was happening.

Role:
Calla could fill a couple of the roles, cynical wizard Raistlin, angry noble Gilthanas, maybe even brooding ranger Tanis. She will be filling the wizard role mainly, but their is a lot of range in her skill set. I will be taking Arcane Archer when she's at about 7 Wiz/3 Ftr. She will be elitist and somewhat rude with her issues of superiority.

---------------------------------

Human Cleric:
Thaddeus Gregor III [Cleric 3]

Human (Ergothian)
LG
Cleric of Kiri-Jolith
STR 16 / DEX 10 / CON 14 / INT 10 / WIS 16 / CHA 14
Feats: Noble Scion (of War), Endurance, Toughness
Trained Skills: Diplomacy +8, Handle Animal +3, Heal +7, Knowledge (history) +4, Knowledge (Nobility) +6, Knowledge (Religion) +6, Ride +6.
Traits: Militia Veteran (Solamnia), Rich Parents
Domains: Leadership, Defense (from Nobility and Protection)
HP: 25 - 1st (8+2+1), 2nd (d8+2+1), 3rd (d8+2+1+3)
2d8 ⇒ (2, 3) = 5

Background:
Thaddeus is fom a long line of Solamnics, so much so that his family claims to have been around since the days of Vinas Solamnus himself. Though the story goes that they have always been Knights of the Sword, and as such never actually had family reach the position of High Clerist to become prominent enough in the history books. Everyone knows that all the great tales are told of the Knights of the Rose, but his family is content in their own knowledge of their history in the order that they don't feel they need the recognition. As a young man growing up Solamnic, he was raised on the Oath and the Measure, the study of the faiths of Paladine, Kiri-Jolith, and Habbakuk, and the laws of war. He somewhat resented his families devotion to the Order of the Sword, as all the other squires would be out at weapons practice or riding he wasn't allowed to go until he recited the daily invocations. He was caught so often all geared up to go out, and made to kneel and study, never bothering to remove his armor, just so he could finish faster.

It wasn't until he was a squire to Sir Jorten that he got to truly feel out his time in the role of a Knight, and not just a student of the faith. The knight was stationed at a small Abanasinian outpost, and in the neighboring town Thaddeus befriended other boys his age. They were more wild and rambunctious than he was, always retaining his composure, as a knight should. He was the most reliable, though, and coming from nobility always treated his friends to things. As they got older, he grew more reserved and to them stuufy even, but he remained a loyal friend. When they decided to go seek out their own interests it luckily coincided with his reporting to the Order, as his time as a squire was over, and he would be knighted. He had responsibilities with the order, but due to his determination to get his work done, he was able to return when they had agreed after five years. He was fortunate enough to get a courier order to the outpost he had squired at, and then released on his own to accomplish his missionary work to earn ranks in the Knighthood.

Role:
His role could fill either the reserved protector Sturm, the reluctant leader Tanis, or even when the powers return the faithful and devoted Goldmoon. He is a Warrior priest through and through. He has protective domains, decent physical abilities and good social ability. He won't be as moody as Sturm or Tanis, more like Caramon, a big happy man who cares deeply for his friends.

Wow, the HP rolls for the Alchemist and Cleric are pretty sad. Not too bad on the Wiz/Ftr.


GM Trajan wrote:

Kratzee- are you playing a live game or pbp? Any advice is always welcome.

It will be live after we finish our current CoT campaign. I have links for the Dragonlance nexus, which is something to check out if you haven't already. It was there that I got the basis for my race conversions.

GM Trajan only:
The biggest deal with this campaign is going to be moving on to book two. I am not sure if I want to try and have the same group of characters do the whole thing, or to have a big group for the first book and then split them up, or just have everyone roll up two characters.


I am still updating this character, but stab and grab will be my bread and butter for combat.....

DM

Spoiler:

It is nice to be a Kender


Question for GM Trajan:

I've got a question for you, if you don't mind.

If I were to make a Cleric, which I'd really like to do, I'd need to know their domains, favored weapons & any relevant special abilities. Do you think you could list them? I realize they won't precisely be relevant at the start of the game, but I'd rather have a convenient fit as opposed to wasting picks on things that won't be especially useful later.


Bodhizen wrote:
** spoiler omitted **

I peeked.

Cleric Domains


Kratzee wrote:
Bodhizen wrote:
** spoiler omitted **

I peeked.

Cleric Domains

Ahh I see that they didn't convert the Passion Domain for Sirrion. I guess I'll do that... I also need to update the domains for my cleric character.

Passion Domain
Deity: Sirrion
Granted Powers: You can flame the fires of your passion within yourself and quench them within your enemies.

Rage (Su): You have the ability to call forth a rage from deep within yourself. For a number of rounds per day equal to your cleric level, you can act as if under the effects of the rage spell. The effect takes a swift action to activate. These rounds do not need to be consecutive.

Crushing Despair (Su): You can emit a 30-foot aura of sadness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by crushing despair unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The crushing despair effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Passion Domain Spells
1 Cause Fear
2 Hideous Laughter
3 Rage
4 Crushing Despair
5 Fear
6 Greater Heroism
7 Insanity
8 Irresistible Dance
9 Weird


Kratzee wrote:
Bodhizen wrote:
** spoiler omitted **

I peeked.

Cleric Domains

Thank you. :) That helps to answer the important part.


Kratzee wrote:
Bodhizen wrote:
** spoiler omitted **

I peeked.

Cleric Domains

That is a nice list, but is there somewhere that has the favored weapons?

That being the case, my cleric submission will be of Paladine instead of Kiri-Jolith. He is a protector more than an attacker.


Aardvark Barbarian wrote:

That is a nice list, but is there somewhere that has the favored weapons?

That being the case, my cleric submission will be of Paladine instead of Kiri-Jolith. He is a protector more than an attacker.

Both Paladine and Kiri-Jolith have the longsword as the favored weapon.


What about the rest? Obviously, I'm not currently considering one of the Gods of Evil, but I am considering a number of the others. That's the last part I'm waiting on.


I would love to play in a DL campaign I have an idea for a barbarian that I have been dying to try and think he would fit in very well. I will flesh him out and post him for your consideration. He would kind of fill the role of Riverwind.


Bodhizen wrote:
What about the rest? Obviously, I'm not currently considering one of the Gods of Evil, but I am considering a number of the others. That's the last part I'm waiting on.

Paladine: Longsword

Branchala CG: Rapier
Habbakuk: Scimitar
Kiri-Jolith: Longsword
Majere: Unarmed Strike
Mishakal: Quarterstaff

Chislev: Shortspear
Gilean: Quarterstaff
Reorx: Warhammer
Shinare: Light mace
Sirrion: Heavy Flail
Zivilyn: Quarterstaff


I present Dahruun

Character Stats:
DAHRUUN CR 2
Male Human Barbarian 3
CG Medium Humanoid (Human)
Init +2; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 35 (3d12+6)
Fort +5, Ref +3, Will +1
Defensive Abilities Trap Sense +1, Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Greatsword +9 (2d6+6/19-20/x2) and
Unarmed Strike +7 (1d3+4/20/x2)
--------------------
STATISTICS
--------------------
Str 19, Dex 15, Con 14, Int 10, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 19
Feats Furious Focus, Power Attack -1/+2, Weapon Focus: Greatsword
Traits Killer, Militia Veteran (any town or village): Profession: Soldier
Skills Acrobatics +3, Climb +8, Escape Artist -1, Fly -1, Handle Animal +5, Intimidate +6, Perception +6, Profession: Soldier +5, Ride +5, Stealth -1, Survival +6, Swim +5
Languages Common
SQ Fast Movement +10 (Ex), Guarded Stance +1 (2r) (Ex), Rage (10 rounds/day) (Ex)
Combat Gear Masterwork Agile Breastplate, Masterwork Greatsword;
--------------------
SPECIAL ABILITIES
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Guarded Stance +1 (2r) (Ex) Gain a +1 dodge bonus to AC vs. melee attacks while raging.
Killer Add weapon's critical modifier to its critical bonus damage.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


He would fill the role of Riverwind as I mentioned above. If chosen I will finish fleshing him out as far as gear goes.

1 to 50 of 122 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Players wanted for Dragonlance War of the Lance Pathfinder Adaptation PBP All Messageboards

Want to post a reply? Sign in.