Kelarith |
Marantis Everoak
Marantis Everoak
Male elf ranger 1
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +6
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 12 (1d10+2)
Fort +3, Ref +6, Will +0; +2 vs. enchantments, +1 trait bonus vs. scrying and mind-reading effects
Immune sleep
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Offense
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Speed 30 ft.
Melee greatsword +4 (2d6+4/19-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (draconians +2)
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Statistics
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Str 16, Dex 18, Con 12, Int 11, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 18
Feats Point-blank Shot
Traits reactionary, wanderer's shroud
Skills Heal +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +6, Stealth +8, Survival +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven
SQ elven magic, track +1, wild empathy
Other Gear leather armor, flight arrows (40), greatsword, longbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, torch (10), trail rations (5), waterskin, 2 gp
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Special Abilities
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Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Draconians +2) (Ex) +2 to rolls vs. Favored Enemy (Draconians) foes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wanderer's Shroud -1 to Diplomacy checks to gather information about you.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Background coming
Shalafi2412 |
The Kirath
The kirath are the scouts and spies of the Silvanesti army. They have long been an organisation that has proved vital in preventing the evil hordes from overrunning the Silvanesti people. The kirath were originally formed to facilitate the reclamation of Silvanesti after Lorac's nightmare, after the War of the Lance.
The basic goals of the kirath are to:
Explore the forests and root out danger
Subdue any danger when discovered
Report any incidents back to their superiors
Most of the kirath hail from House Protector, although a few do occasionally come from House Gardener and House Mystic. However once an elf has joined the kirath, they almost never involve themselves in House politics from that point forwards.
In the field, the kirath usually communicate via secret hand signals and atrakha whistles. The atrakha whistles allow them to imitate the sounds of birds and small animals to communicate with their fellow kirath. The kirath are known to use a weapon known as a soris, in battle. The soris is two pieces of light wood, connected by a joint in the middle. The lower half of a soris is five feet long and ends in a sharp metal point. Usually a leather wrist thong is attached to this end. The upper half is eighteen inches long, tipped with a rope loop and four hooks. Because the soris can be manouevered into different positions, it can be used as a climbing tool, as a club, or as a quarterstaff. Kirath are known to value their soris' highly, and will deal harshly with anyone who steals one. An elf who steals a soris will be forced to pay a great amount in restitution. A non-elf who steals a soris would be put to death.
One of the other great items of the kirath are the greenmasks. Since the green dragons overran Silvanesti, the elves developed this mask which is treated with heatbane, to protect them against chlorine and most other gas attacks. They are also invisible to infravision due to the heatbane treatment. When used in conjunction with a firebane cloak, the elves can be completely undetected to any creatures that see in infravision.
Kirath are known to travel in either solo or manyrun missions across the Silvanesti terrain. Solo missions allow the kirath to travel speedily across the forest and in relative quiet. Although if they come upon trouble, the lone kirath has no backup. Manyrun missions are when a party of kirath journey into the forest.
The hierarchy of the kirath is loosely based. There are beginner scouts, senior scouts and veteran scouts. One of the senior-most leaders for a long time (and oft considered the overall kirath leader) is Aleaha Takmarin. The kirath ultimately report to the Silvanesti army, and their true leader is the Speaker of the Stars. The kirath have loyally served throughout the more recent ages of Krynn, and have been a strong force throughout the turmoil that occurred during the War of Souls.
Shalafi2412 |
I forgot that the paladin and the barbarian were complete.
Minotaur Wizard
Human Cleric of Paladine
Kender Druid
Kender Martial Artist
Silvanesti Ranger
minotaur paladin
minotaur barbarian
Interest but no submission
Gambit's Cleric of Kiri-Jolith
Salty's fighter
Nick's gnome alchemist.
Am I missing anyone?
Jeji the Unstable |
"Good-day,-greetings,-and-salutations. Why-hello,-my-friend-Nickadeamous-said-you-may-be-in-need-of-my-special-tal ents-so-I-thought-I-would-come-by-and-introduce-myself. My-name's-Jeji,-Jeji-the-Unstable-as-some-have-taken-to-calling-me,-althoug h-I-don't-know-why,-I-have-the-steadiest-hands-in-the-business. Yep,-it's-true-I-tell-you,-no-one-is-better-with-contraptions-than-I-am. If-its-got-moving-parts,-than-I'm-your-man,-er-gnome-I-guess-the-case-would -be. I'm-also-pretty-handy-with-Bessy-here. Yup,-built-her-myself,-you-see,-and-that-should-be-more-than-enough-to-demo nstrate-my-craftsmanship-talents" says the little gnome as he pats the stock of a rather complicated looking crossbow. "Well,-its-nice-to-meet-all-you-tall-folk,-and-woah,-is-that-a-minotaur,-I- haven't-actually-seen-one-up-close,-you-see,-and-wow,look-at-the-size-of-th ose-knees."
Jeji pulls out some string and begins to take measurements of the minotaur's knees. Once satisfied, he pulls out a small journal and begins to write it in as yammers on.
"Well-even-if-you-don't-need-my-very-specialized-set-of-skills,-this-journe y-was still worth the effort. I-mean,-can-you-imagine-how-jealous-the-others-will-be-when-I-tell-them-abo ut-the-minotaurs...wait,-you have-more-than-one. Well-that's-just-unimaginable" he says as he moves towards another minotaur with his string in hand.
Shalafi2412 |
For those doing mages here is an alternate that you can follow rather than the PRC. It is an archetype
Wizard of High Sorcery (Wizard archetype)
By Dragonhelm March 9, 2014
Raistlin in Red Robes
Raistlin in Red Robes
Of all the orders of Ansalon, none are as feared or as respected as the Orders of High Sorcery. Throughout history, the Wizards of High Sorcery have been viewed as both a bastion of strength and an arcane abomination by the people around them.
Wizards draw their strength from the Gods of Magic — Solinari, Lunitari, and Nuitari — who trained the first Wizards of High Sorcery in their arcane laws. This First Conclave trained other spellcasters, starting a process of seeking out worthy students and handing down the principles and codes that would eventually bring order to the arcane energies that threatened constantly to disrupt the world. Since that time, the laws of magic have been upheld by all three orders of the Wizards of High Sorcery.
Orders of High Sorcery
The Gods of Magic are responsible for setting down the Foundations of wizardry. The three axioms state:
All wizards are brothers and sisters in their Order. All Orders are brothers and sisters in the power.
The places of High Wizardry are held in common among all the Orders and no magic is to be used there in anger against fellow wizards.
The world beyond the walls of the Towers may bring brother against sister and Order against Order, but such is the way of the universe.
Wizards of the Black Robes: Though Black Robe wizards embrace the cause of evil, they don’t seek to advance that cause by randomly hurling fireballs at the peasantry (at least not frequently), for such activities would abuse and jeopardize their primary loyalty to magic itself. Black Robe wizards may be cruel, but they are also selfish and cunning, and tend to avoid open acts of violence if more subtle ways can be found.
Wizards of the Red Robes: Red Robe wizards tread the path of neutrality, working to balance good and evil in addition to their ultimate loyalty to magic. While forces of good and evil may battle for control of Krynn, the forces of neutrality understand that it is the balanced dynamic of that battle that truly defines the world.
Wizards of the White Robes: Aside from their vow to uphold the primacy of magic, the cause of good is the White Robe wizards’ central concern. Acts that violate the precepts of good can lead to a wizard’s ruin, and White Robes who stray from the path soon find themselves cut off from Solinari’s blessing. Though sometimes finding themselves allied with clerics of the pantheon of good or the Knights of Solamnia, the ever-present fear of persecution by a suspicious populace means that even White Robes must often operate alone.
Class Skills
The Wizard of High Sorcery gains Intimidate as a class skill.
Arcane School
Each of the three Orders of High Sorcery has a degree of expertise in two schools of magic. The favored schools are abjuration and divination (White Robes), illusion and transmutation (Red Robes), and enchantment and necromancy (Black Robes). When choosing a school to specialize in, it is recommended, though not mandatory, to choose a school that matches your order. Otherwise, the rules for the wizard’s Arcane School ability apply.
Test of High Sorcery
At 4th level, a wizard takes the Test of High Sorcery, designed to challenge the dedication of any student desiring to master the art of magic.
Each Test of High Sorcery is uniquely designed for the individual taking it, and should include at least three challenges to be overcome by the wizard’s knowledge of magic and its use. Characters must solve problems and defeat foes by casting every spell they know at least once, and should also face confrontation with someone thought to be a friend or ally. The Test must also include at least one lethal danger of a Challenge Rating equal to the wizard’s own level.
Those taking the Test can bring companions with them if they desire, but will find the challenges scaled upward in compensation. No one who accompanies a wizard on his challenge has any guarantee of returning, for by the harsh terms of the Test, failure means death.
Upon completion (and survival) of the Text, the Wizard of High Sorcery chooses the robes that match his moral alignment: black for evil, red for neutral, white for good.
Moon Magic
All Wizards of High Sorcery draw strength directly from the moon aligned with their particular Order—White Robe wizards from Solinari, the White Moon; Red Robe wizards from Lunitari, the Red Moon; Black Robe wizards from Nuitari, the Black Moon (whose aspect only Black Robe wizards can see).
The waxing and waning of their respective moons has an effect upon the magic of Wizards of High Sorcery. When a moon is at High Sanction (from waxing gibbous, through full, to waning gibbous), wizards of that moon’s order cast spells at +1 caster level and with a +1 to any spell save DCs. When a moon is at Low Sanction (from waning crescent, through new, to waxing crescent), wizards of that moon’s Order cast spells at –1 caster level and with a –1 to any spell save DCs. During the waxing and waning periods around the quarter moons, wizards of that moon’s Order cast their spells normally.
The alignment of any two moons is a positive event for wizards of both orders, even if the moons are at Low Sanction. When two moons are in conjunction during High Sanction, wizards of both moons’ Orders cast spells at +2 caster level and with a +2 to any spell save DCs. If the same two moons come into conjunction at Low Sanction, the conjunction cancels out the penalty for the two moons being at Low Sanction, and these wizards cast spells as normal.
When all three moons come into alignment in High Sanction, all magic becomes more powerful. Wizards of all three Orders cast spells at caster level +3 and with a +3 on spell save DCs. If the three moons come into conjunction at Low Sanction, the conjunction cancels out the penalty for the three moons being at Low Sanction, and these wizards cast spells as normal. This alignment, known as the Night of the Eye, occurs in a cycle of 504 days (exactly 1–1/2 years).
This ability replaces a wizard’s bonus feat at 5th level.
Conversion Notes
Although the Wizard of High Sorcery was a perfect example of what a prestige class could be in 3rd edition, the Pathfinder game gave us the option of class archetypes. While the Wizard of High Sorcery has an air of prestige and requirements for entry, it also stands as the foundation for the base Dragonlance wizard. Likewise, the only core class that would take the prestige class would be the wizard. With more specialized roles, such as the Kingfisher, relying on the Wizard of High Sorcery class as a prerequisite, the choice to instead make it an archetype was clear, at least to me.
A few notes on changes:
Arcane Focus was dropped, as the wizard base class already addresses specialization at 1st level.
Item of Power was dropped, as that area is already covered to a degree with the wizard’s Arcane Bond.
Arcane Research was a bit much for this archetype. If you wish, you can replace the 10th, 15th, and 20th levels with this ability.
Tower Resources can be role-played.
The Order Secrets are good flavor text, but a bit much for an archetype. They would do well for a prestige class down the road. Perhaps a Master of High Sorcery, or Conclave Wizard?
Moon Magic has been simplified a bit.
Works Cited
Weis, Margaret, Chris Pierson, and Jamie Chambers. Chapter 1: Wizards of Ansalon. Towers of High Sorcery. 1st ed. Vol. 1. Dragonlance. Lake Geneva: Sovereign P, Inc., 2004. 20-26.
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« Wizard of High Sorcery (Arcana Evolved-inspired variant)
Jeji the Unstable |
"Unstable? A strange name, I would name you Jeji, the Long Winded, but then, I am not in the business of naming people..." Jakun snorts.
"OH-MY-GOODNESS-it-talks. You-didn't-tell-me-they-talk. I-didn't-know-you-could-talk. I-thought-you-just-made-cow-noises,-you-know,like-cows-do,-but-no,-you-can- talk,-and-pretty-good-I-might-add." Jeji begins to try to climb up the minotaur's leg and then realizes he doesn't climb very well. "I'm-going-to-need-a-ladder-if-I'm-going-to-see-inside. Does-anyone-here-have-a-ladder-that-they're-not-using-that-I-could-borrow? Anyone? I'll-have-to-ask-the-barkeep. Oh-barkeep-my-good-sir,-do-you-have-a-ladder-back-there,-i'm-sure-you-do,-h ow-else-would-you-reach-the-top-shelf. Hmm,-he-can't-hear-me-from-down-here... Does anyone-have-a-ladder-that-I-can-borrow-so-I-can-climb-on-top-of-the-bar-to- ask-the-bartender-if-he-has-a-ladder-that-I-can-borrow?"
Kelarith |
Marantis followed the veteran Kirath, Palenthialan through the woods, breathing hard but quietly, marveling at the elder elf’s speed and dexterity. He hardly moved a leaf as he ran through the forest. Marantis was amazed that he could keep up at all. He moved quickly and quietly himself, but in Marantis’ view, he sounded like a herd animal stomping along in comparison to Palenthialan. They scouted through the grey waste, encouraged that here and there they did see some green.
Palenthialan smirked at the young elf following him and put on a burst of speed and moved out of Marantis’ sight. Marantis stopped and looked at the ground where the elder elf was just moments ago. Not a leaf was disturbed, no branch even shifted in Palenthialan’s wake. Marantis started to get frustrated. He knew this was part of his testing, that if he couldn’t follow the veteran Kirath, he wouldn’t be invited into their ranks. Patience…don’t let frustration color your sight. Marantis took a deep breath, silently and let it out slowly, letting him become attuned to the woods around him. Marantis smiled, there! A small bur in the bark of a tree, just above head level. Marantis knew where Palenthialan disappeared to. He reached up and grabbed a low branch, and scrambled up the tree trunk, finding the older elf soon after, camouflaged almost perfectly amidst the boughs, such was the magic of the Elvenkind cloak. Marantis remembered the silent language of the Kirath and flashed signs to Palenthialan.
You almost had me. I almost passed by without looking up.
You must always think in all directions, Marantis. Lest you miss a hidden infiltrator. Palenthialan smiled, But you did eventually, and did well. It’s time to return.
Marantis came back to the Kirath steading, along with several other novices who had all been out in the woods with an elder. All stood waiting, anxious to see who would be accepted into the ranks. The calls went out, one after another, and Marantis began to feel a knot in his stomach, had he done something wrong, did he fail his test? Soon, however, the Kirath Elder read his name from the list, “Marantis Everoak, report to Palenthialan for posting outside.”
Marantis wasn’t sure what that meant, outside. Outside what? Confused, Marantis made his way to where Palenthialan made his modest home. Most of the Kirath led simple lives when not scouting, and keeping borders safe. Once there, Palenthialan smiled and bade Marantis over.
“Marantis, congratulations. You earned this, though, you are one of the more talented trackers I’ve had the pleasure to work with.” He handed a parcel over to Marantis, and nodded for Marantis to open it.
Marantis smiled and tore into the bundle, like a child on his birthday. Inside was a Greenmask, an Atrakha flute, and a Soris, the weapon of the Kirath.
Kirath nodded and grinned up at Palenthialan. “Thank you!” then his face twisted into a concerned look, “Palenthialan, the Elder mentioned posting outside. What did he mean by that?”
Palenthialan sighed and his face grew solemn. “This summer is no natural, which I’m sure you’ve noticed.” Marantis nodded. “Things are happening again in the outside world, that are putting pressure on the Silvanesti. As distasteful as it may be, we need some of our brightest initiates to travel out and gather information. We need the younger of us to go, so they will not be jaded by centuries of experience with the lesser races.”
Marantis made to argue, but Palenthialan held up a warding hand. “Marantis, this is how the Kirath have decided you will best serve us, and the Silvanesti. You do not have to accept the post. I’ll take back the flute, mask and Soris, and nothing ill will be thought of it. We know it’s an imposition to push upon you, and it will not be easy, and will test your patience to the limit, but please realize that this is perhaps the most important information we could possibly get, and you and a few others were chosen because you showed promise.”
Marantis nodded dully. Of course he’d accept, how could he not do his duty. “I’ll go. I’ll find out what is happening and come back. I won’t let you down.”
Palenthialan nodded and smiled, “I knew you would not.”