| Terevalis Unctio of House Mysti |
Hurudithya Griffontamer
Female elf cleric (divine paragon) of Quenesti Pah 1 ( Pathfinder Player Companion: Divine Anthology 15)
NG Medium humanoid (elf)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +4
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +2, Ref +3, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +1 (1d6+1)
Special Attacks channel positive energy 5/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
5/day—rebuke death (1d4)
Cleric (Divine Paragon) Spells Prepared (CL 1st; concentration +3)
1st—cure light wounds D, protection from evil , shield of faith
0 (at will)— detect magic , enhanced diplomacy , stabilize
D Domain spell; Domains Community, Healing
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Statistics
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Str 12, Dex 16, Con 11, Int 13, Wis 15, Cha 15
Base Atk +0; CMB +1; CMD 14
Feats Deific Obedience, Selective Channeling
Traits battlefield disciple, sacred conduit
Skills Acrobatics +1 (-3 to jump), Heal +6 (+8 to stabilize a dying creature), Knowledge (arcana) +6,
Perception +4, Spellcraft +6 (+8 to identify magic item properties); Racial Modifiers +1 Knowledge
(arcana), +2 Perception, +1 Spellcraft, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Goblin
SQ devoted domain, divine brand, elven magic
Other Gear armored coatAPG, quarterstaff, 100 gp
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Special Abilities
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Cleric (Divine Paragon) Domain (Community) Granted Powers: Your touch can heal wounds, and your
presence instills unity and strengthens emotional bonds.
Cleric (Divine Paragon) Domain (Healing) Granted Powers: Your touch staves off pain and death, and
your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.
Darkvision (60 feet) You can see in the dark (black and white only).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Devoted Domain (Cleric [Divine Paragon] Domain [Healing]) Gain domain powers of only one domain,
and obediences gained earlier.
Divine Brand (Ex) Brand appears on body which can be used as holy symbol.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.
| Red-Ohn Gathas |
Alrighty guys, fixed it :)
Male minotaur (dragonlance) brawler 1 (Pathfinder RPG Advanced Class Guide 23)
CG Medium
Init +1; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +1
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Offense
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Speed 30 ft.
Melee unarmed strike +6 (1d6+5) or
. . gore +6 (1d6+7)
Ranged javelin +2 (1d6+5)
Special Attacks martial flexibility 4/day
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Statistics
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Str 20, Dex 12, Con 14, Int 8, Wis 13, Cha 12
Base Atk +1; CMB +6; CMD 17
Feats Improved Unarmed Strike, Snapping Turtle Style[UC]
Traits broken, not beaten, lost origins (any city)
Skills Climb +7, Intimidate +3, Perception +7, Swim +9
Languages Common, Custom Language
SQ brawler's cunning, martial training
Other Gear lamellar (leather) armor[UC], javelin (6), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), torch (10), trail rations (5), waterskin, 75 gp
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Special Abilities
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Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
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| oyzar |
I don't suppose there is a change you'll allow two traits from the same category? Taunt makes Clever Wordplay (bluff) extremely enticing for an int based character. However I also really want agile dancer from PoW:E:
Agile Dancer (Social): You can make Perform (dance) checks in place of Acrobatics checks, and can use the higher of your Dexterity or Charisma modifiers when making Perform (dance) checks.
I'm not sure how much use I'll actually get out of bluff and intimidate, but a kender that can't come up with clever taunts or straight faced lies isn't much of a kender.
| oyzar |
Well those were the first books I read from this setting. After that I read dozens more, though I can't recall which ones came before or after chronologically. Unfortunately I do not have access to those books now as they are all stowed away at my dad's loft. Having the name of the titles from this time period might help look things up online though.
| F. Castor |
Three moons actually, representing the three Gods of arcane magic. White for Solinari (good guy), red for Lunitari (neutral lady) and black for Nuitari (evil dude). When they converge that is the Night of the Eye, with the larger white moon acting as the sclera, the smaller red as the iris and the even smaller black moon as the pupil. During that time wizards' powers are greatly enhanced, in the books and the fluff anyway.
Any other time and the black moon is basically invisible, thouth Black-Robed wizards who have passed the Test of High Sorcery can see it and to them seems brighter than either of the other two.
Despite the three being Good, Neutral and Evil, their first and foremost dedication is to Magic, their alignments coming second.
| F. Castor |
| Astinus the Chronicler |
I'm trying to thrawl the other thread for useful information, but it's hard to sift out what's relevant for this game and what's related to a totally different game :/. Could someone post a summary and could we please move all discussion about this here so we don't have to follow two threads?
Everything relevant from there moved here so no need to go diving into that other thread.
| Astinus the Chronicler |
I don't suppose there is a change you'll allow two traits from the same category? Taunt makes Clever Wordplay (bluff) extremely enticing for an int based character. However I also really want agile dancer from PoW:E:
Quote:Agile Dancer (Social): You can make Perform (dance) checks in place of Acrobatics checks, and can use the higher of your Dexterity or Charisma modifiers when making Perform (dance) checks.I'm not sure how much use I'll actually get out of bluff and intimidate, but a kender that can't come up with clever taunts or straight faced lies isn't much of a kender.
I'll allow two traits from the same category though the same bonuses will still not stack. Ex. if a trait gives a +1 luck bonus to AC and +2 luck bonus to AC you only get +2.
| Astinus the Chronicler |
Out of curiosity and interest, what kind of an arcane caster is the Arcanist considered? Prepared or spontaneous?
Indeed Terevalis is correct, the Arcanist IS spontaneous. I will allow it IF the player modifies the class to function as a Wizard class where spells must be memorized and then spent like the Wizard class.
| Astinus the Chronicler |
What books would the 3rd dragon war be taking place during? I have a lot of them and just haven't read them in over 10 years.
Terevalis got this one correct in his response. The book the Dragons also has many tales from this time period.
To be clear, this Chronicle will start BEFORE the Third Dragon War. Much like with the War of the Lance, there are rumors of War where you will all be starting from but no concrete evidence of it quite yet. I will include a Timeline, Dramatis Personae, and Locations for the Chronicle probably over Thanksgiving weekend in a late night orgy of writing and madness... :-)
| Astinus the Chronicler |
Not sure which books, though The Legend of Huma is probably a safe bet. It is basically the time of Huma Dragonbane, Magius and Kaz, as well as Galan Dracos.
When we start play no one will have heard of Huma, Kaz will be an obscure soldier in the Ogre armies, Magius is a Wizard of High Sorcery, and Galen Dracos is also a wizard of High Sorcery. I may screw with what little canon there is on Dracos as the story begins.
We will start with Prologues that give each character motivation to journey to Tarsis.
The year will be Roughly 1030 PC.
| oyzar |
Thanks for allowing that. My idea for this is starting to come together. I mentioned earlier that I won't have any use for curious fingers since I get both those skills as class skills already. Any chance I can swap it for something useful?
Part of the reason I'm making a rogue is because I saw that no one were making a character along those lines yet. Though I still wonder, how prominent will traps be in this game? In some dungeon-heavy campaigns it's nearly invaluable, but in others it does very little. If it's not very useful it's probably a good idea for me to take an archetype that swaps it out as there are quite a few nice ones.
Is it decided what continent we will be on?
Didn't Huma die 1018, at the end of the third war?
| Astinus the Chronicler |
I dont think that Galen Dracos is a WoHS though, from what I remember reading, he was always a renegade, in a way, he gets his magic from the Queen herself, much like Ariakas and the Knights of the Lilly will do later.
Dragonlance Lexicon seems to indicate that he was "discovered" by a Black Robed Wizard. Then after that it's awfully vague as to whether he took the test of just went full Renegade.
Certainly by the time of the book, the Legend of Huma, he and his Brown Robes have become quite powerful and empowered by the Dark Queen.
That is the part about screwing with Canon that I was talking about. :-)
| Astinus the Chronicler |
Thanks for allowing that. My idea for this is starting to come together. I mentioned earlier that I won't have any use for curious fingers since I get both those skills as class skills already. Any chance I can swap it for something useful?
Part of the reason I'm making a rogue is because I saw that no one were making a character along those lines yet. Though I still wonder, how prominent will traps be in this game? In some dungeon-heavy campaigns it's nearly invaluable, but in others it does very little. If it's not very useful it's probably a good idea for me to take an archetype that swaps it out as there are quite a few nice ones.
Is it decided what continent we will be on?
Didn't Huma die 1018, at the end of the third war?
I am not sure how Dungeon heavy it will be as I will be writing as I move along (no modules cover this). I would say go ahead and swap out for a non-dungeon delver Rogue.
Yes this will be on the continent of Ansalon as Taladas got zero love.
Yes Huma died in 1018 at the end of the War. Well at least he did in canon who knows where we will go with this game!
| Terevalis Unctio of House Mysti |
I do think that having a cleric of Mishakel will be very helpful in either way.
I am looking at the boons of Sarenrae and see these so far:
1: Healing Spirit (Sp) cure light wounds 3/day, aid 2/day, or remove curse 1/day [Evangelist]
2: Healing Sunburst (Su) You can transmute
the sun’s burning rays into brilliant, healing fire. You can add your exalted levels to any cleric levels you have to calculate the power of your channel energy ability. In addition, you can spend three of your daily uses of your channel energy ability to channel an especially powerful burst of healing that manifests as a bright burst of sunlight around you. Anyone healed by your channeled energy sunburst who is currently suffering from poison or a nonmagical disease can immediately attempt a new saving throw with a +2 sacred bonus to end the poison or disease effect. [exalted]
3: Angelic Ally (Sp) Once per day as a standard action, you can summon a movanic deva (Pathfinder RPG Bestiary 2 28) to aid you. You gain telepathy with the movanic deva to a range of 100 feet. The deva follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home. The deva doesn’t follow commands that would cause it to violate its alignment by committing evil acts, and it could even attack you if the command is particularly egregious. [exalted]
| Astinus the Chronicler |
Aha, we are counting backwards, things makes sense now. So these events are about 12 years ahead the end of the war (if it does end in our timeline). To make confusion complete we will be around year 1970 Kender time of Light, which of course will be the calendar I'll be using.
Correct. PC stands for pre-cataclysm. While AC stand for after cataclysm. Sort of like BC and AD here on this s+*%ty mudball we (or most of us I suppose) call home.
| oyzar |
The Third Dragon War begins in 1060 PC as the goddess Takhisis plots to conquer all of Ansalon. The wizards of High Sorcery create five dragon orbs to defend their Towers of High Sorcery against the chromatic dragons. The war rages for several decades until it comes to a conclusion in 1018 PC
Uh, according to this we'll be 30 years into the war already. Is that correct? Where is the war raging in regards to where we start?
| Astinus the Chronicler |
Quote:The Third Dragon War begins in 1060 PC as the goddess Takhisis plots to conquer all of Ansalon. The wizards of High Sorcery create five dragon orbs to defend their Towers of High Sorcery against the chromatic dragons. The war rages for several decades until it comes to a conclusion in 1018 PCUh, according to this we'll be 30 years into the war already. Is that correct? Where is the war raging in regards to where we start?
Too many damn timelines! I'll need to look at this again but I may just screw with the dates and have it start in 1030 while the years 1060 to 1030 were behind the scenes machinations by the Dark Queen, her Pantheon, and the Chromatic Dragons. So there may be some early skirmishes in the east but not with enough cohesiveness to call it an all out war.
Thus rumors of wars but no concrete evidence of it being anything more than local disputes or random raids by creatures who serve Dark Forces.
| oyzar |
LOL
"By the way, have you seen this funny symbol I picked up? It looks just like the number eight. But it's blue. Just like my boots. Isn't that neat? Though there is a chain it's hanging on, when I hold it by the chain, it's all sideways. Somehow it makes me think of infinity." The kender holds forth the ornate blue symbol towards the cleric.
Are we starting in the city of Tarsis or the nation of Tarsis? I believe both exist at the time we are starting at.
Some fluff stuff I've been able to piece together (because others are probably looking for the same):
Tarsis was a respected Lordcity of the realm, which was located in the forested region to the east of Kharolis and the west of the Silvanesti nation.
Kharolis was considered the greatest trade nation of the time, much thanks to it's agreements with the dwarves of Thorin.
Silvanesti. The Kinslayer war ended about a millenia ago. With the signing of the Swordsheath Scroll in 2073 PC, those western elves moved further west into the forest of Mithranhana and founded the new nation of Qualinesti. Having felt a great loss from the war and the division of their nation, the Silvanesti started to become isolationists from the world around them.
About a millenia or so before our time Tarsis was subdued by the empire of Ergoth and it hasn't grown back to it's former glory.
Ergoth and Kharolis are trying to deal with each other as little as possible, probably thanks to the war above.
At the time this campaign is starting the Emprie of Ergoth is at a very low point. After a war ending in 1791 PC they signed away most of their lands to Solamnus, ending their dominance forever.
Hylo is some distance away, but I'm not sure how far.
| oyzar |
Ugh, even history is confusing. There are two nations named Kharolis. In this period Tarsis is to the west of Kharolis. On pretty much all maps you can find it's replaced by the planes of dust. Silvanesti is actually on the other side of Kharolis compared to Tarsis (about 300 miles away it looks, though not sure if that is metric or american miles). This is the best map I can find of the current period, the resolution is utterly awful though.
Edit: Found a bit better map. The resolution is still pretty bad though. Correlate with this one from the wrong period to get your bearings.
To the west there are some mountains (named Kharolis Mountains on a lot of maps) and west of that is Qualinesti.
| oyzar |
I forgot to mention but feedback/comments are welcome and appreciated. I can't contribute much to the discussion at hand (don't know much about Dragonlance in all honesty).
The only knowledge I could remember before today was a name (Raistlin), however google makes most things public so I've been able to look things up. Sadly these books and setting were mostly read/used before the era of the internet, so is not as well documented as say Golarion. You could help out by searching things up. I feel with the two maps I posted above as well as links to the various nations involved I've been able to at least get my bearings of where things are in the world as well as the state of things. Qualinesti and Solamnia are the other important neighbors in addition to those I linked above. You could probably look things up if there are other aspects that interest you (for example religion or races).
While Kharolis is considered a great trade nation, Solamnia is probably the most powerful nation at this point in time (well it was before getting ravaged by the war, which may or may not have started yet), largely due to the knights of Solamnia. It's also quite large and prosperous. While not a direct neighbor to Tarsis, it's not far away.
@Astinus the Chronicler: Have you decided why we are in Tarsis yet? Having an opening hook would make it a lot easier to focus in on making a character.