Shalafi's Dragons of Summer Flame Campaign (Inactive)

Game Master JASON RODARTE

Something is brewing in the land of Krynn.


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Cayden Cailean

Hello all potential Knights, Wizards, Priestesses, Kender, and more...gather round as we take a trip to the classical world of Krynn. See the sights, breathe in the atmosphere, play with gnomish contraptions, search a kender's pouches, complement that knight on his huge shiny lance, die to..err...attempt the Test of High Sorcery. All this and more can be yours!

Just wanted to do an interest check on a Dragonlance campaign.

The campaign would start off prior to the Summer of Chaos, go through the Knights of Takhisis invasion, the release of Chaos and the end of the war. This is based off a 3.5 campaigh that I ran several years that ran for about 2 abd a half but I would like to update it.

The game will be Pathfinder, with the 3.5 Dragonlance material available for use, such as the Knights of Solamnia PrC's, Wizard of High Sorcery PrC, etc (no other 3.5 material is allowed).

Available races: Human (civilized or nomadic), Elf (Qualinesti, Silvanesti, or Kagonesti), Dwarf (hill or mountain), Gnome, Kender, Half-Elf, and Minotaur (will incur distrust and have roleplaying negatives).

Available classes: Barbarian, Cavalier, Cleric, Druid, Fighter, Mariner, Monk, Noble, Paladin, Ranger, Rogue, Wizard, and Alchemist (gnome only).

Available alignments: Any non-evil

Stats: everyone will use 16, 15, 14, 13, 12, 11 placed however you desire then apply racial adjustments.

Deities domain and favored weapon list:
Paladine: Good, Law, Nobility, Protection, Sun; Longsword
Kiri-Jolith: Glory, Good, Law, Strength, War; Greatsword
Majere: Good, Healing, Knowledge, Law, Protection; Unarmed Strike
Habbakuk: Air, Animal, Good, Travel, Water; Scimitar
Mishakal: Community, Good, Healing, Liberation, Protection; Heavy Mace
Branchala: Chaos, Charm, Good, Luck, Trickery; Rapier

Shinare: Community, Law, Luck, Nobility, Travel; Halberd
Chislev: Air, Animal, Earth, Plant, Weather; Spear
Gilean: Community, Knowledge, Liberation, Protection, Rune; Quarterstaff
Reorx: Artifice, Earth, Fire, Rune, Strength; Warhammer
Zivilyn: Knowledge, Plant, Repose, Rune, Travel; Club
Sirrion: Chaos, Charm, Fire, Glory, Luck; Heavy Flail

Takhisis: Darkness, Destruction, Evil, Law, Trickery; Shortsword
Sargonnas: Evil, Fire, Law, Strength, War; Greataxe
Chemosh: Darkness, Death, Earth, Evil, Trickery; Scythe
Morgion: Death, Destruction, Evil, Madness, Plant; Glaive
Hiddukel: Chaos, Charm, Evil, Knowledge, Trickery; Dagger
Zeboim: Chaos, Destruction, Evil, Water, Weather; Trident

If interested please let me know what you would be interested in playing.


for racial features we are going to use the following, humans, elves (Qualinesti and Silvanesti), dwarves, and half-elves are per the core rulebook. The other races are as follows:

Kender
+2 Dexterity, +2 Charisma, -2 Strength (max starting wisdom, 16)
Small: Kender are small creatures and gain a +1 size bonus to their AC, +1 size bonus on attack roles, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Kender have a base speed of 30 feet.
Fearless: Kender are immune to fear, magical or otherwise.
Kender Luck: Kender receive a +1 racial bonus on all saving throws.
Keen Senses: Kender receive a +2 racial bonus on Perception skill checks.
Lack of Focus: Kender have a -4 racial penalty on all concentration checks. Kender don't necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.
Nimble Fingers: Kender receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks. Kender can use the trained only aspects of these two skills even if they have no ranks in the skills.
Taunt: Kender receive a +4 racial bonus on Bluff checks to taunt someone.
Weapon Familiarity: Kender are proficient with slings and hoopaks and treat any weapon with the word "kender" in its name as a simple weapon.
Languages: Kender begin play speaking Common and Kenderspeak. Kender with high intelligence scores can choose from the following: Dwarven, Ergot, Elven, Goblin, Solamnic.

Kagonesti Elves
Racial Traits:
+2 Dexterity, +2 Wisdom, -2 Intelligence
Medium size
Normal Speed: Kagonesti have a base speed of 30 feet
Elvensight: Kagonesti Elves have low-light vision and can see twice as far as humans in conditions of dim light. Elvensight also includes darkvision up to 30 feet.
Elven Immunities: Kagonesti Elves are immune to magic sleep effects and get a +2 racial bonus against enchantment spells and effects.
Elven Naturalist: Kagonesti Elves gain the wild empathy ability and can improve the initial attitude of an animal. A Kagonesti Elf rolls a 1d20 and adds his Charisma bonus to determine the wild empathy check result. A Kagonesti Elf who gains this ability from another source, such as levels in Druid or Ranger, gain a +2 racial bonus on wild empathy checks. Kagonesti Elves also receive a +2 racial bonus on all Survival checks made to find or follow tracks.
Keen Senses: Kagonesti Elves recieve a +2 racial bonus on all Perception skill checks.
Weapon Familiarity: Kagonesti Elves are proficient with longbows (including composite longbows), longspears, shortbows (including composite shortbows), short spears, short swords, and spears and treat any weapon with "elven" in its name as a martial weapon.
Languages: Kagonesti Elves begin play speaking Elven and Sylvan. Kagonesti Elves with high intelligence scores can choose from the following: Common, Ergot, Gnoll, Goblin, Khurish, Ogre, Solamnic.

Tinker Gnomes
+2 Dexterity, +2 Intelligence, -2 Strength (max starting wisdom, 16)
Small: Tinker Gnomes are small creatures and gain a +1 size bonus to their AC, +1 size bonus on attack roles, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Tinker Gnomes have a base speed of 20 feet.
Guild Affiliation: Tinker Gnomes select a Guild that they are affiliated with at character creation. His guild is a part of one of three broad groups which are Craft Guilds, Technical Guilds, and Sage Guilds. If he selects a Craft Guild he receives a +2 racial bonus on all Craft skill checks, Technical Guild Gnomes receive a +2 racial bonus on all Profession skill checks, and Sage Guild members receive a +2 racial bonus on all Knowledge skill checks.
Gnomish Engineering: Tinker Gnomes receive a +2 racial bonus on Craft (alchemy) and Craft (tinkering) skill checks.
Life Quest: Tinker Gnomes are difficult to deter from their individual Life Quests, they receive a +2 racial bonus on Will saving throws.
Weapon Familiarity: Tinker Gnomes are proficient will all crossbows (including repeating crossbows) and treat all weapons with the word "Gnome" in its name as martial weapons.
Languages: Tinker Gnomes begin play speaking Common and Gnome. Tinker Gnomes with high intelligence scores can choose from the following: Dwarven, Ergot, Ogre, and Solamnic.

Minotaurs
+2 Strength, +2 Constitution, –2 Dexterity, -2 Charisma
Medium size
A minotaur’s base land speed is 30 feet.
+2 natural armor bonus.
Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 ½ times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (–5 penalty on the attack roll and half Strength bonus on the damage roll).
+2 racial bonus on Intimidate, Profession (sailor), and Swim checks. Minotaurs are familiar with the sea and naturally adept at skills useful among seafarers.
Minotaurs may take the scent special quality as a feat.
Automatic Languages: Common, Kothian. Bonus Languages: Kalinese, Nordmaarian, Ogre, Saifhum.


Applying with solinas


There are no bards.


Another class that I would add that would be acceptable would be the inquisitor.


I'm going to submit a NG Qualinesti Elf White Robe Wizard.

Question, will the campaign follow the book exactly, or is it possible for the PC's to alter the events/world?

And come on man, you pretty much stole my campaign intro wholesale. :P

Grand Lodge

i'll probably do an inquisitor then... :)


Algar, you should totally play a Knight of Solamnia. ;)


It is not set in stone.

I took what I admired, Remy. I figured your hardwork should not go to waste and it seems like you will get to enjoy it.


Please submit with your background, etc.

Remy, I have no problem with specialization of any kind for the WOHS.


I'd like to submit Doogan for approval. I know you didn't specifically say gully dwarves so if that's a problem please let me know. I will need to adjust his back story to fit the time line but it will be similar. Will also need to change the stats to fit.


I don't mind gullies, I like them.


Id suggest a few racial adjustments for mostly role playing reasons. I have to go out for dinner but will be able to post something by morning for your approval.


Ok.


So I was thinking the following racial adjustments:

1. Socially gully dwarves would be treated like a pariah by every race except other gully dwarves or any race the DM deems as equally outcast. Not much more than talking cockroaches really. Moreover, they would take a -2 penalty for any cha based skill when dealing with any other type of dwarf who would treat them with absolute disdain.

2. -2 penalty to cha because of #1. This penalty would not apply when interacting with other gully dwarves or other outcast creatures of DMs discretion.

3. Survival would always be a class skill regardless of class chosen.

4. +2 to saves vs disease and poison.

5. +2 bonus to con

6. Immune to the nausea effect.

And for a racial trait, I suggest the trait "Iron Stomach" which will allow the gully dwarf character to take the better of 2 saving throws in any situation where the character has ingested anything that would normally require a single fort save.


Gully Dwarves
+2 Dex, +2 Con, -4 Int, -4 Cha
Small: Gully dwarves are small creatures and gain a +1 size bonus to their AC, +1 size bonus on attack roles, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gully dwarves have a base speed of 20 feet.
Survival Instinct: Gully dwarves are driven to survive. They receive a +2 racial bonus on Stealth and Survival checks. Gully dwarves may use Survival checks to forage for food and basic necessities, even in cities. Survival is always considered a class skill for them.
Hardy: Gully dwarves are resistant to the effects of disease and poison, receiving a +2 racial bonus on Fortitude saves to resist the effects of poison and disease. They are immune to the sickened and nauseated conditions.
Pitiable: Gully dwarf diplomacy consists of flattery, begging, crying, cringing, and pleading. They’ve honed this ability to a fine art. Gully dwarves receive a +4 racial bonus on Diplomacy checks used to convince an enemy not to harm them.
Cowardly: Gully dwarves are extremely susceptible to Intimidation and fear effects. They suffer a –4 penalty on level checks to resist Intimidation checks made against them and on saving throws against fear effects.
Auotmatic Languages: Common and Gullytalk. Available Bonus Languages: Dwarven.

Obviously I am not the DM, but thats how I would do it. This is almost a direct translation of gully dwarves from the Races of Ansalon sourcebook, with even a couple extra perks thrown in. Personally I think the large negatives to Int and Cha are necessary to portray the race properly.


Hi, Torald here. I am interested to further play this character I made for the last campaign.


That Races of Ansalon book made gully dwarves unplayable. From a game mechanics perspective, you can't take away 8 ability stat points and not replace them.

Given the stat array above, you'd wind up with a 7 and an 8 or a -2 and -1.

I personally never found any justification for penalizing their int myself. They are unworldly and not very knowledgeable. But not stupid. Their diet and personal hygiene certainly would reduce their cha bonus though.


The information that Remy provided is stuff that I believe we worked on a long time ago so it will be what will be used for gullies.

Work out his background Torald for the new information.


I might be interested in playing a cleric of Paladine, Shalafi. Maybe a kender cleric of Fizban?


That would be different, Winwaar. Write him up!


I will do so when I am afforded the opportunity!


Va bene.


What do you mean with new informations?
The only thing what is campaign specific in the background at the moment is Solace. I don't find any information about our new starting position in the thread.


Background as in Summer of Chaos and what it is about.

What area are you from?


Gully Dwarf Cleric of Reorx (with the above racial adjustments)

Str 13 Dex 13 Con 17 Int 8 Wis 16 Cha 10

Nothing unplayable about that good sir. :)

I think a case could be made to lower the Int penalty to -2, but thats up to the DM, although I think it would be fair. I do think the Cha negative needs to stay at -4 though personally, I mean if a normal dwarf has a -2 then a gully has to be at least the next tier worse than that.


Winwaar that would be kind of cool. I've always had a character idea for a kender cleric of Branchala personally. It would be Kender Songs instead of Kender Tales. ;)


Torald, where is Griffonstone? I am unfamiliar with the location of that city/area on Ansalon.


Oh great Dalamar the Dark, here is my character profile. I'll work on getting his background to you. I think I would like to play some form of kin to the royal family. Like Gilthanas and Laurana's younger cousin, or something along those lines. If that would be ok with you.

Grand Lodge

Dm would an Minotaur Inquisitor of Kiri-Jolith with Ferocity Domain be ok with you?


Griffonstone was a small town in another campaign. I use it here just for an noble name. Torald comes from Zaradene. A small townb at the straits of Schallsea.


Algar what are these moon elves and who is this Corollon you write about?


Algar, does the ferocity domain work with the Bison of Heaven?

Grand Lodge

Ferocity is a subdomain of Strenght

Grand Lodge

Moon elf corrollon i did no write such things about knowledge i do not have :)


Talinthal Uth Mondor wrote:

Sorry, wrong character. I should have said Xavaren.

Ferocity Subdomain

Associated Domain: Strength.

Replacement Power: The following granted power replaces the strength surge power of the Strength domain.

Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 3rd—rage, 6th—bull's strength (mass).

I really don't see Kiri Jolith giving rage though.


Kazaelti minotaur?

Thanks for telling us where he is from Torald.

Grand Lodge

what would be a Kazelti minotaur?


They are minotaurs that are descended from Kaz from the Legend of Huma.

Grand Lodge

that name i do know.

Grand Lodge

Urgosh
Male Minotaur Inquisitor 1 of Kiri-Jolith
Init +1; Senses Perception +6
==DEFENSE==
AC 18, touch 12, flat-footed 17 (+6 armor, +1 dex, +1 misc)
hp 11 (1d8+2)
SR 0
Fort +4, Ref +1, Will +4
Armor Steel Lamellar, Medium
==OFFENSE==
Spd 20 ft/x4
Melee Greatsword +4 (2d6+6) 19-20/x2 and Gore -1 (1d6+2)
==STATISTICS==
Str 18, Dex 12, Con 15, Int 12, Wis 15, Cha 9
BAB +0, CMB +4, CMD +16
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Shield Proficiency (PFCR 133), Scent
Skills Bluff +3, Diplomacy +3, Intimidate +6, Knowledge (local) +2, Perception +6, Sense Motive +7, Survival +6
SU Judgment (PFAPG 38 - 39), Ferocious Strike (PFAPG 90), Ferocious Strike (PFAPG 90)
MC Inquisitor Domain Ferocity (PFAPG 38), Inquisitor Orisons (PFAPG 38)
Traits Birthmark (Faith) (PFAPG 328), Defender (Combat) (PFCh: FcGd 62)
Languages Common, Kalinese


Is his name Urgosh?
I would love to see his background.

Grand Lodge

yes that is currently his name.

i'll be working on the fluff and the next few days.


So far we have:

Qualanesti White Robe
Human Paladin
Minotaur Inquisitor

Have I missed anyone that has submitted anything?


Yup me


Have you adjusted your stats?


Does everyone here have access to Herolab?


Hrm, my earlier post got eaten. I am adjusting my stats and back story tonight. And I do have a copy of Hero Lab. Why do you ask?


I think it is easier to keep track of everything on that program.

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