DRAGONLANCE - LEGENDS OF THE THIRD DRAGON WAR (Inactive)

Game Master Dennis Harry

Against the Goblins

Perception Checks:

Eddie [dice]1d20+6[/dice]
Gaurm [dice]1d20+6[/dice]
Zsar [dice]1d20+4[/dice]
Brogg [dice]1d20+2[/dice]
Eldren [dice]1d20+9[/dice]
Theo [dice]1d20+1[/dice]

---

Initiative Checks:

Eddie [dice]1d20+3[/dice]
Gaurm [dice]1d20+2[/dice]
Zsar [dice]1d20+1[/dice]
Brogg [dice]1d20+1[/dice]
Eldren [dice]1d20+4[/dice]
Theo [dice]1d20+2[/dice]

Maps:

Pre Cataclysm Map - Little Detail

Pre Cataclysm Map - Detail

Post Cataclysm Map - For Perspective ONLY

Map of Tarsis. Imagine the crater next to the city being filled with water. That entire stretch of land is all port. In addition, the wall running out into the water is also a man made port and the wall is a combination of wall and dock. The elven ship is at the very end.

Another Tarsis Map The Cathedral to Branchala is just to the northeast of the Central Plaza. It is not represented on the map but I wanted to give the group a sense for the city.

House Rules for Hero Points:

Hero Point Mechanics:

1) One permanent Hero Point may be used to avoid a final death scenario allowing a narrow cinematic escape,

2) One temporary Hero Point may be used if you are between -1 and -9 hit points to stabilize yourself to prevent further blood loss,

3) Temporary Hero Points may be expended to power Feats. These grant a lasting bonus for a one scene or one round duration depending on the feat description,

4) One temporary Hero Point grants a character a chance to supplement their d20 roll by 1d6 and add the result (whatever it was - no re-roll) to the d20 result,

Progression system:
Level 1-10 1d6,
Level 11-20 2d6,
Level 21-?? 3d6. and

5) No more than one Hero Point may be expended per round.

Optional rules mostly in the form of New Feats for Hero Points:

Arcane Surge (Prerequisites - Arcane Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),

Attune Item (Prerequisites - A Weapon of Legacy) (Allows wielder to expend one hero point to add +3 to attack and damage for the scene with chosen item),

Defensive Ward (Prerequisites - Dodge) (Allows wielder to expend one hero point to give yourself a +3 Luck bonus to AC for the scene),

Divine Surge (Prerequisites - Divine Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),

Heroic Feat (Prerequisites - None) (Any saving throw successfully made 10 points above an effects DC automatically allows the character to regain 1 used Hero Point),

Heroic Grace (Prerequisite - None) (Allows wielder to expend one hero point to add +1 to all saving throws or +3 to one saving throw for one scene),

Heroic Quickness (Prerequisites - Improved Initiative) (Allows wielder to expend one hero point to add +3 to Initiative checks),

Manifesting Surge (Prerequisites - Psionic Class) (Allows wielder to increase a powers save DC by 3 for 1 round by expending a Hero Point).

Dragonlance Pathfinder Conversion


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oyzar wrote:
@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.

Depending on the character will depend on why you are there.

Some of the back drop for what will be taking place when the characters get there is:

1) Tarsis wants to reassert itself through trade and is seeking allies to do so,

2) Certain factions of the Holy Orders believe that strife is at an end and are seeking out secular factions to end poverty, hunger, disease etc.,

3) Rumors of War to the East have been popping up on and off unconfirmed of course, as Tarsis is a port city, it would be a good place to ascertain if there is any truth to these rumors,

4) War IS going down in the East and help is being requested!,

The last one is not fully fleshed out so I will not share it.


I find that starting with a common purpose often lead to the most natural and immersive games. I think it's a good idea to have that. Lacking that, it might be a good idea for the group to have something that ties them together, but I'm not sure how to get that with such a diverse group.

Perhaps there is some mystery that needs to be uncovered. A crime to be solved, a threat to deal with, something to find or deliver? Of course we could all just be in the city when something "exciting" happens, in the way that WotR/RotR etc start off. That could of course lead us to having a common purpose.

@Astinus: Did you see my question about a replacement for the Kender racial trait Curious Fingers? As a rogue that does nothing for me (which is kinda weird since you figure kenders would make natural rogues). Also, can we pick a drawback for a third trait?

Edit: After finding the whole definition for Kender I must say that I can't ask for any more. Sorry, I had no idea they got so much. Somehow I missed the part in the conversion that said they ALSO get everything listed in Races of Ansalon.


Zsar looks at you all in confusion. He holds up a flower and says, This is what happens to plants in war... suddenly the plant burst into flame. War prevents balance. Balance can only exist without war he then thinks for a moment. which side is winning?


Here is a dumb question, when would an elf become a Qualanesti elf at this time period? Wouldnt there be a generation before the Qualanesti become Qualanesti since most would be either Silvanesti or Kagonesti?


Terevalis Unctio of House Mysti wrote:
Here is a dumb question, when would an elf become a Qualanesti elf at this time period? Wouldnt there be a generation before the Qualanesti become Qualanesti since most would be either Silvanesti or Kagonesti?

You can read all about it in the link I linked earlier to Qualanesti. Her is my paraphrasing of the events:

The Kinslayer war led to a split amongst the elves. The pure Silvanesti living in the forest and the "tainted" Qualanesti who had mingled with humans living on the plains. The fighting stopped for a time (about 67 years), but when war broke out again between The Empire of Ergoth and the dwarven nation of Thorbardin the Qualanesti used the opportunity to move west and settle in the forest on the other side of Thorbardin. There they have stayed peacefully since 2073 and the signing of the Swordsheath Scroll.

Since the humans of Solamnia has settled the plains, further splitting the two elven nations apart.

I'm not sure how long elves live in dragonlance, but I don't think there are many, if any, alive since the time before the split over a millennia ago.

Of course I might be misunderstanding completely what you are asking about...

Is this the correct interpretation of the Kender? Or is curious fingers supposed to replace the +2 to disable device and sleight of hand and taunt supposed to replace the +4 bonus to demoralize? Also, is the +1 racial bonus supposed to be a luck bonus like what halflings get? That Weapon Familiarity is pretty good for a rogue.

Quote:

Kender Racial Traits

+4 Dexterity, –2 Strength, –2 Wisdom. Quick and agile, the small and wiry kender are built for nimbleness rather than brute strength. Driven by insatiable curiosity, kender lack the ability to think things through or to consider the consequences of their actions.
Small: As Small creatures, kender gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks. Thy must use smaller weapons than humans use, and their liftng and carrying limits are three-quarters of those of Medium characters.
Normal SpeedA kender's base land speed is 30 feet. Kender are faster than their size would suggest.
Weapon Familiarity: Kender treat any kender exotic weapon as a simple weapon.
Eternal optimism:+1 racial bonus on all saving throws. Due to their eternal optimism and inherent belief in the goodness of all people, kender manage to survive and thrive in a world that is oftn hostile to them.
Sharp Senses: Kender receive a +2 bonus on all Perception skill checks.
Curious Fingers: Kender get +2 to Disable Device and Sleight of Hand and they are always considered class skills for kender.
Lack of Focus: Kender have a –4 racial penalty on Concentration checks. Kender don’t necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.
Taunt: Kender have an uncanny insight into the motivations and characteristics of other races. Thy can use this insight to unleash a verbal barrage of sarcasm, insults, and crude comments that cause the targeted victims to lose their temper. Kender receive a +4 racial bonus on all Bluf checks to taunt someone.
Uncanny Insight: Kender receive Taunt as a bonus feat.
Fearlessness: Kender are immune to fear, magical and otherwise.
Automatic Languages: Common, Kenderspeak. Bonus Languages: Dwarven, Ergot, Elven, Goblin, Solamnic.


My question is would Kith Kanan be considered a Silvanesti or qualanesti elf


Terevalis Unctio of House Mysti wrote:
My question is would Kith Kanan be considered a Silvanesti or qualanesti elf

He founded the nation. Just as any other founding father of any nation in history he was considered a member of the new nation from that point forward. Is George Washington considered british or american?


F. Castor wrote:

Sigh... I am so very torn.

At first I thought I was pretty set on playing a Magus (Hexcrafter, Staff Magus). But Dragonlance really makes playing an actual wizard so very enticing. So now I am also considering a Wizard (Exploiter Wizard).

Again... Sigh...

Dooooo eeeet!!


Red-Ohn Gathas wrote:
F. Castor wrote:

Sigh... I am so very torn.

At first I thought I was pretty set on playing a Magus (Hexcrafter, Staff Magus). But Dragonlance really makes playing an actual wizard so very enticing. So now I am also considering a Wizard (Exploiter Wizard).

Again... Sigh...

Dooooo eeeet!!

(In Palpatine voice) "Do it!"


Terevalis Unctio of House Mysti wrote:
My question is would Kith Kanan be considered a Silvanesti or qualanesti elf

He started out as Silvanesti but became Qualinesti by virtue of having founded the Kingdom.


Vinas Solamnus has no levels in KOS


Hmm, I wonder if I should turn my kender into an umbral blade or a dragon fury eventually or if I should just stick with straight rogue. There aren't many advanced rogue talents that excite me, but I would be giving up sneak attack... Anyone got any thoughts or suggestions either way? The flavor of umbral blade speaks about the dark side of the moon, would that mean the dark evil moon for dragonlance?


True kende5 aren't evil


I would like to play either a Kender Bard or Evangelist Cleric of Branchala. I may switch to Human or Half Elven if you have a Kender already in the party.

If I went Bard, could his spell casting be divine?

"Divine Bard
Bards that gain their power through divine magic are much easier to place within the world of Krynn, although there are limits on the eras of play. Divine bards either tap into the divine song of a god or their own inner power of the heart in order to cast spells. Their songs are spiritual, touching the hearts of all those who hear them. The Divine Bard can follow one of two paths: the Bard of the Heart, or the Devoted Bard.

Devoted Bard
While mystic-bards claim that music comes from the heart, cleric-bards claim that music comes from the gods. If one knows the song of a god, one can use the power of that song. Those who follow this path are known as Devoted Bards.

Good bards gain their power from Branchala, through the Song of Life. It is said the hearts of mortals beat to the Song of Life. This song inspires people to create, and to do good works."


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Here is a good map of Ansalon before the Cataclysm, the timeframe we are playing in, although this one is from much later, just before the Cataclysm, as I dont believe Istar was around back in the time of the Third Dragon War. You can click on it to zoom in further.

For contrast here is the post Cataclysm map circa the War of the Lance era.


I think the Tower was there already


Terevalis Unctio of House Mysti wrote:
Gambit wrote:

I am so down, I want to play Drake Steelwind, a Human Knight of Solamnia, a Warder with the Ordained Defender archetype who multiclasses into Cleric of Paladine or Kiri-Jolith, and later on takes the Battle Templar prestige class.

Would doing Quests of Virtue to progress from Crown Knight to Sword Knight to Rose Knight be a component in the game, or would we not delve into personal sidequests to keep the game flowing?

Est Sularus oth Mithas

Remy!

Hello shalafi my old friend, fancy seeing you here. ;)


Istar was around but was just a small trading post city.


Astinus the Chronicler wrote:
Istar was around but was just a small trading post city.

Indeed, just not the GRAND GOOD HOLY EMPIRE OF ISTAR GOODNESS. :P


F. Castor wrote:
Gambit: Drake Steelwind, ? Male Human (?) Warder (Ordained Defender) 1

Drake Steelwind, LG Male Human (Solamnic) Warder (Ordained Defender) 1


oyzar wrote:
Hmm, I wonder if I should turn my kender into an umbral blade or a dragon fury eventually or if I should just stick with straight rogue. There aren't many advanced rogue talents that excite me, but I would be giving up sneak attack... Anyone got any thoughts or suggestions either way? The flavor of umbral blade speaks about the dark side of the moon, would that mean the dark evil moon for dragonlance?

You should totally go with Kender Handler. :P


Gambit, will you go into the knights prc?


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The following is taken from the Dragonlance to Pathfinder Conversion that you have already linked in the recruitment post, so I am assuming it is allowed?

I may or may not be interested in taking levels in this particular PrC (provided of course my characters is not only selected for the game, but also survives the Test), but I thought it good to have it here for your and our reference.

I have tidied it up a bit and put everything in one place for easy reference.

Wizard of High Sorcery:
Wizard of High Sorcery Prestige Class

Entry Requirements
. . Alignment: Any good (White Robes), neutral (Red Robes), or evil (Black Robes)
. . Base Save Bonus: Will +4
. . Spellcasting: Ability to prepare and cast 2nd-level arcane spells
. . Skills: Spellcraft 5 ranks
. . Feats: Spell Focus (any), Scribe Scroll, and one other Item Creation or Metamagic feat
. . Special: Test of High Sorcery: One of the traditions established by the First Conclave is the institution of 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.
Favored Specialization: Each of the three Orders of High Sorcery has a degree of expertise in two schools of magic. This knowledge and mastery of these schools is reflected in the narrowed focus of dedicated wizards (see the Arcane Focus class feature in the Addendum spoiler). The favored schools are Abjuration and Divination (White Robes), Illusion and Transmutation (Red Robes), and Enchantment and Necromancy (Black Robes).

Hit Dice: d6
Class Skills: The Wizard of High Sorcery's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Profession (Wis), Linguistics (Int), and Spellcraft.
Skill Ranks at Each Level: 2 + Int modifier

Base Attack Progression: As Loremaster PrC
Saving Throws Progression: As Loremaster PrC
Spells Per Day Progression: As Loremaster PrC
Weapon and Armor Proficiency: As Loremaster PrC

Class Features:
. . Moon Magic (Su): 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, wizards of both moons’ Orders cast spells at +1 caster level and with a +1 to any spell save DCs. These bonuses stack with any bonus or penalty already in place for the phase of the moons. Thus, if Lunitari and Nuitari come into conjunction at High Sanction, Wizards of the Red and Black Robes cast at caster level +2 and a +2 on spell save DCs. If the same two moons come into conjunction at Low Sanction, the benefit from the conjunction cancel 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, all magic becomes more powerful. Wizards of all three Orders cast spells at caster level +2 and with a +2 on spell save DCs. Again, these bonuses stack with any bonus or penalty in place for the phase of the moons. If the three moons are in conjunction at Low Sanction, every wizard still casts with +1 bonuses. If they align at High Sanction, the bonuses are +3. This alignment, known as the Night of the Eye, occurs in a cycle of 504 days (exactly 1–1/2 years).
. . Tower Resources (Ex): A wizard who has passed their Test of High Sorcery and declared their allegiance to the Gods of Magic gains access to the libraries within the towers controlled by the Orders of High Sorcery. When a Wizard of High Sorcery is scribing or copying a spell using one of these libraries, the time requirement for this process is halved. The cost for researching new spells is onequarter standard.
When a Wizard of High Sorcery uses one of the Orders' laboratories to create magic items they automatically gain access to the most commonly used components and magical reagents. All magic item creation costs are automatically reduced by 100 stl.
. . Arcane Research (Ex): At 2nd level, a Wizard of High Sorcery gains a +1 competence bonus to all Knowledge (Arcana) and Spellcraft skill checks. For every two levels after 2nd this bonus increases by +1.
Additionally, each level that grants an Arcane Research bonus also grants the Wizard of High Sorcery a bonus spell to their spellbook in addition to spells gained from normal level advancement. This spell must be of a level the Wizard of High Sorcery can cast and must be from one of their Order's specialist schools (see Favored Specialization under Special in Entry Requirements).
. . Order Secret (Su): At 3rd, and again at 5th, 7th, 9th and 10th level, a Wizard of High Sorcery may select an Order Secret appropriate for the Order they belong to. A Wizard of High Sorcery may not choose the same secret twice.

Secrets of the Black Robes
. . Magic of Darkness: Once per day for every two Wizard of High Sorcery class levels attained, a Black Robe who knows this secret can imbue a damaging spell with negative energy. Half of the damage dealt by such a spell is negative energy damage, and is therefore not subject to being reduced by protection from energy or similar magic (although death ward negates it). The remainder of the damage is dealt as normal for the spell. Undead are healed by negative energy, so damage dealt to undead creatures simply averages out to nothing for a spell modified in this way. (Assume that the healing takes place first, granting the undead creature temporary hit points above its maximum if necessary, with equivalent damage then dealt to leave the creature back where it started.)
. . Magic of Death: Once per day for every two Wizard of High Sorcery class levels attained, a Black Robe who knows this secret may apply the Empower Spell or Extend Spell feat to any Enchantment or Necromancy spell they cast as a swift action. This ability does not use up a spell slot one level higher than the spell's actual level.
. . Magic of Fear: A Black Robe who knows this secret can make her spells more intimidating. As a full-round action, the wizard can cast any spell that deals damage and has a normal casting time of 1 standard action. Then, as a free action, she can immediately attempt to demoralize one opponent within 30 feet. The wizard receives a circumstance bonus on the Intimidate check equal to the level of the spell she casts.
. . Magic of Hunger: A Black Robe who knows this secret may draw even further upon her own resources to increase the scope of her magic. Each day, she may prepare one extra spell of any level she can cast at the cost of 1 point of Constitution damage per spell level. This ability damage heals normally but cannot be magically restored.
. . Magic of Pain: Once per day for every two Wizard of High Sorcery class levels attained, a Black Robe who knows this secret may cast any spell that deals hit point damage to inflict pain beyond the spell’s normal effects. Any creature damaged by such a spell must make a successful Fortitude save (DC 10 + spell level + Constitution modifier) or suffer a –2 penalty on attack rolls, skill checks, and ability checks for one round due to the lingering pain the spell inflicts. As a price for this wracking pain, the Black Robe herself takes 1d6 points of damage when the spell is cast.

Secrets of the Red Robes
. . Magic of Change: Once per day for every two Wizard of High Sorcery class levels attained, a Red Robe who knows this secret may apply the Enlarge Spell or Extend Spell feat to any Transmutation spell they cast as a swift action. This ability does not use up a spell slot one level higher than the spell's actual level.
. . Magic of Deception: Once per day for every two Wizard of High Sorcery class levels attained, a Red Robe who knows this secret may apply the Enlarge Spell or Extend Spell feat to any Illusion spell they cast as a swift action. This ability does not use up a spell slot one level higher than the spell's actual level.
. . Magic of Independence: A Red Robe who knows this secret casts spells that are harder to dispel. When another spellcaster makes a dispel check against one of the wizard’s spells (including using dispel magic to counterspell a spell the wizard is casting), the DC is 15 + the wizard’s caster level.
. . Magic of Mystery: A Red Robe wizard knows this secret casts spells that are harder to detect and identify. When another spellcaster attempts to use a divination spell (such as detect magic), or a spell-like ability or magic item that might detect the magical aura of one of the wizard’s spells, the other caster must make a level check (DC 11 + the wizard’s caster level) to successfully detect the spell. Similarly, a spellcaster attempting to use a divination (such as see invisibility) to reveal the effects of one of the wizard’s spells must make a level check to reveal the spell’s effects. Any given caster can check only once for each divination spell or effect used, no matter how many of the wizard’s spell effects may be operating in an area.
In addition, when another spellcaster attempts to identify the spell a Red Robe wizard is casting (for instance, to counterspell it), the DC of the required Spellcraft check is increased by +1 for every 2 class levels the Red Robe wizard has attained.
. . Magic of Purity: Once per day for every two Wizard of High Sorcery class levels attained, a Red Robe wizard who knows this secret can imbue any spell that deals hit point damage with pure arcane energy. Half of the damage dealt by such a spell comes from this arcane energy, and is therefore not subject to being reduced by protection from energy or similar magic. The remainder of the damage is dealt as normal for the spell.

Secrets of the White Robes
. . Magic of Defense: Once per day for every two Wizard of High Sorcery class levels attained, a White Robe who knows this secret may apply the Empower Spell or Extend Spell feat to any Abjuration spell they cast as a swift action. This ability does not use up a spell slot one level higher than the spell's actual level.
. . Magic of Radiance: Once per day for every two Wizard of High Sorcery class levels attained, a White Robe who knows this secret can imbue any spell that deals hit point damage with radiant energy. Half of the damage dealt by such a spell comes from this radiant energy, and is therefore not subject to being reduced by protection from energy or similar magic. The remainder of the damage dealt is as normal for the spell. Against undead, a spell modified in this way deals half again as much damage as normal (double the radiant energy damage). As a side effect, radiant spells give off as much illumination as a light spell of equivalent caster level, and this light lingers in the area for one round after the end of the spell’s duration (or one round for an instantaneous spell).
. . Magic of Resistance: This secret allows a White Robe to more easily counter or dispel the magic cast by others. The wizard gains the benefit of the Improved Counterspell feat (if she does not already possess it) and gains a competence bonus on dispel checks equal to +1 per two class levels.
. . Magic of Sustenance: This secret allows a White Robe to cast spells even under difficult circumstances. The wizard gains a competence bonus equal to +1 per two class levels on all concentration checks made to cast or direct spells (but does not gain a concentration check bonus while casting defensively).
. . Magic of Truth: Once per day for every two Wizard of High Sorcery class levels attained, a White Robe who knows this secret may apply the Enlarge Spell or Extend Spell feat to any Divination spell they cast as a swift action. This ability does not use up a spell slot one level higher than the spell's actual level.

Addendum:
The above conversion has removed the following two features of the Wizard of High Sorcery prestige class, reasoning that they are adequately replaced by the Arcane Bond And Arcane School features of the Wizard class.

Arcane Focus: Upon passing the Test of High Sorcery, a wizard has the option of narrowing the focus of his arcane power in accordance with the traditions of his order. The effects of this optional focus depend on whether the wizard was already a specialist or not.
Non-Specialists: At 1st level, a Wizard of High Sorcery who was not already a specialist wizard may choose a specialty school from one of those favored by his Order (see Favored Specialization under Special in Entry Requirements). From this point on, he follows all of the rules regarding specialist wizards in the Player’s Handbook, including the selection of prohibited schools.
Specialists: If the wizard was already a specialist in one of the two favored schools of his Order, his specialization is enhanced. In addition to his existing benefits, he gains a +1 bonus to caster level on spells from the specialist school, as well as gaining a +1 bonus on saving throws against spells from his specialist school and against spell-like abilities (but not supernatural abilities) that duplicate such spells.
In exchange for this enhanced focus on one school, the wizard must give up one additional school of magic, chosen from among the specialist schools of the other two Orders of High Sorcery (see Favored Specialization under Special in Entry Requirements). He cannot choose a prohibited school that he already chose as a 1st-level specialist.

Item of Power: Once a prospective Wizard of High Sorcery successfully completes the Test, his order gives him a permanent magic item, usually valued between 2,000–4,000 steel pieces (though the reward may vary depending on the number of Risk Points at the end of the Test). The order does not tell the new Wizard of High Sorcery what powers the item possesses, as discovering the item’s secrets is seen as a challenge on his new path.

My personal suggestion is to keep both features anyway.

The Arcane Focus is not really affected by the way Pathfinder handles specializations any more than it was affected in 3.5 for which the PrC was first created. And wizards with archetypes that replace the Arcane School can either be excluded from the PrC's Arcane Focus feture or actually remove the archetype and take a specialization instead like a vanilla wizard. After all the Test is supposed to on occasion profoundly affect the wizard taking it.

The Item of Power is in my opinion not the same as Arcane Bond in the least, being one of the rewards and reminders of what can very well be the most important time of a wizard's life in Dragonlance. This feature of the PrC refers to the Test's reward which at times is something simple and at other times... well, anything but, if a certain staff is any indication. That the Item of Power may end up becoming the wizard's Arcane Bond item as well, that is indeed a possibility and an option, but they are not the same thing. Not to mention that the Item of Power makes a very suitable candidate for the Scaling Magic Items ruleset from Pathfinder Unchained, as the GM can actually gift a magic item that at that moment does not exceed the price limits set in the Test of High Sorcery chapter of the Towers of High Sorcery book, but can with time and patience and experience reveal powers that actually make it something worthy of the name Item of Power.


After a 15 hour day yesterday (though I did pop in here a few times) I was too tired to look at the Bard class. Traditionally this class is NOT a Dragonlance class as the Bard is a spontaneous caster.

Therefore, the Bard can fit in I think two ways:

1. The Bard abilities can be swapped out with Rogue abilities giving the flavor of the Bard but without the spellcasting that accompanies the class.

2. The Bard can be a Wizard Archtype. How I have not given much thought to but you would swap Feats for Bardic abilities while being a Wizard.

Really I am fine with utilizing both approaches.

After all, if not a Bard, who wrote the canticle of the Dragon?

Ultimately, the Bard base class is a spontaneous spellcasting class and therefore a no go before the Age of Mortals. Feel free to give me feedback on this people!


Jman72 wrote:

I would like to play either a Kender Bard or Evangelist Cleric of Branchala. I may switch to Human or Half Elven if you have a Kender already in the party.

If I went Bard, could his spell casting be divine?

"Divine Bard
Bards that gain their power through divine magic are much easier to place within the world of Krynn, although there are limits on the eras of play. Divine bards either tap into the divine song of a god in order to cast spells. Their songs are spiritual, touching the hearts of all those who hear them. [i]

[i]Good bards gain their power from Branchala, through the Song of Life. It is said the hearts of mortals beat to the Song of Life. This song inspires people to create, and to do good works."

I am ok with this as a Third Option but would limit the number of Arcane spells you would have access to. Let's discuss further.


With this being Dragonlance playing an actual wizard proves too hard to pass up. With that in mind, here are the various submissions and expressions of interest so far...

F. Castor: Eldren Vacaris, N Male Human (Solamnic) Wizard (Exploiter Wizard) 1

Gambit: Drake Steelwind, LG Male Human (Solamnic) Warder (Ordained Defender) 1

JASON RODARTE: Hurudithya Griffontamer, NG Female Elf (Silvanesti) Cleric (Divine Paragon) of Mishakal 1

Jman72: ?

Johnnycat93: Eddie Richter, CN Male Human (?) Kineticist (Gambler) 1

oyzar: ? ?, ? ? Kender Rogue (Unchained, Hidden Blade) 1

Raltus: ?

That Sean fellow: Red-Ohn Gathas, CG Male Minotaur Brawler 1

TheWaskally: ?

WarforgedMan: ?

william Nightmoon: Zsar Kizar, N Male Bakali Druid (Dragon Shaman) of Chislev 1


PoW:E has a spell-less bard. There is also the evangelist cleric archtype and VMC Bård as other options that give you a lot of bard stuff


oyzar wrote:
PoW:E has a spell-less bard. There is also the evangelist cleric archtype and VMC Bård as other options that give you a lot of bard stuff

Thanks.

Did you get my PM?


I do love the wizards of Krynn,


Argh, just lost a rather large post due to my phone deciding to evict/refresh the page due to memory pressure when I switched away for a second to look something up :(.

I did get your PM and that certainly would be interesting. Though I'm not sure how much time I'll have for it.

I've been trying to find a way to get sap adept to work with a high crit weapon to also work with enforcer, but I've come to the shocking realization that there are no high crit bludgeoning weapons. I still would like to make it work though. If anyone got any suggestions I would welcome them. I haven't decided if I'm going to go for twf or not... These are the options I'm currently looking at:
1) Just use a sap, it's in the name of the feat, how much more of a hint do you need? Ignore the crit requirement.
2) Use a dan bong with the mock gladiator trait. This'll get an 19-20 crit range, so not ideal, but better than sap.
3) Use a Wakizashi or Elven Curved Blade with the blade of mercy trait and weapon versatility. This'll cost two feats and a trait though, not really a price I'm willing to pay.
4) Plead our poor GM for a custom exotic weapon:
Kender War Spoon: Perhaps with stats like a kukri, but bludgeoning instead, counting as an exotic weapon (or perhaps with the ease of hiding that a dagger got). There is a norwegian song about a "nisse"/Tomte which pretty much is the origin for the kender. I've only been able to find the urban kind of nisser after a quick search, but there are specific ones for other terrains as well (forest, mountain and water).
Lamp Post Deal magic damage every third hit Perhaps 1d8 bludgeoning 18-20?
I realize these weapons are quite close to improvised weapons, but given the Kender weapon familiarity I think they make sense.
5) Find a way to make use of unarmed strike (dipping monk or taking the feat, there is even an advanced ninja talent for this). Sadly this doesn't actually increase the crit range.


Why not be an expert in one of the heavier kender weapons? They are all simple weapons for kender.


Battak: The battak is a walking stick with a variety of items fastened along its length. It is the favorite tool of young kender. Shaped like a miniature studded club, this tool sports a small metal wedge at its tapered end and studs around the wide end. A wooden plug that fits into the broad tip unscrews and inverts to bear a short knife blade. The nether chamber that holds this club also stores sling bullets, which may be batted at one's target with great force.

Bells, chimes, and whistles fasten along the club, producing music and making a fearsome jangle in battle. Other uses for this tool include climbing by wedging it in the ground (+1 to climbing checks), creating percussive music.

Bollik: The bollik is a webbed rope belt worn about the waist on a leather sash and buckle. The bollik hangs from a series of quickrelease loops. On one end of the bollik, three weighted balls of leather hang on short strands of rope, forming a bola, but typically used as a flail. When the bollik is worn, these bola balls are tied to the large metal buckle. The bollik can be tugged free with a simple snapping motion and can be relaced in two rounds. Other uses include using as a bola, threshing grain, grappling walls (+1 to climb check) storing items in pockets of leather strap, and playing as a wind thrummer.

When used as a bola, this weapon can be used to make a ranged trip attack, as such if you fail your opponent can not attempt to trip you.

Chapak: The chapak is a combination hand axe and slingshot. Its single-bladed axe head rests on a hollow haft of ironwood. The back of the axe blade forms two prongs that support a cat-gut slingshot. The hollow haft has fingerholes drilled along its length and can be played as a flute if the end plugs are removed. Other uses of this tool include splitting wood, prying with the butt-end, snorkeling (with holes corked), shooting as a blowgun (with holes corked), and grappling (with a spidersilk rope).

Hachak: The hachak is heaviest of the kender tools and is used by woodcutters. On one end of its 6 ft. segmented pole rests a hammer, spike, and piercing beak. The other end of the pole holds a broad axe backed by a hammer head and a saw blade. Metal rings circle the shaft at 1 foot intervals along its length. The shaft itself may be separated into three sections if necessary. Just below the axe blade, a sheepskin wrap can store 6 throwing darts. The hammer and beak can be used as weapons. Other uses include hammering nails, pruning trees, planing wood, and playing as a chime by hammering on the blades.

Hoopak: The hoopak is the most common of kender tools. This 5ft., ironwood staff has a short spike attached to its tip, which doubles as a spear or bo stick and inflicts the first damage value listed in the above chart for both. The staff's other end is forked and laced with gut. A stone may be flung by either planting the blade end of the hoopak in the earth and bending the staff back to sling the stone, or whirling the hoopak overhead as a traditional sling-staff. This tool acts like a bullroar when whirled in the air, creating a low thrumming sound. Other uses include prying with the blade, and picking apples with the gut.

Polpak: The polpak is a 6 ft. staff that sports a short-sword blade. Triggering a catch and giving the blade a half-turn releases it so that it can function as a sword. The blade has one serrated edge and doubles as a saw or pruner. The crosspiece for the sword is a double recurved crescent. Iron rings appear around the shaft at 1 foot increments to aid in gripping and climbing. A dozen caltrops are laced on a rod in the crosspiece. Typical uses include spearfishing with the blade, and playing as a musical saw.

Sashik: The sashik is a beaded, weighted sash-of laced rope. Worn across one shoulder, the sashik bears weighted pouches on one end, making an excellent flail. Two dozen large wooden beads that line one edge of the sashik can be pulled loose and thrown. The mesh of the sash is coarse and netlike. Other uses include scourging by attaching hooks (+1 damage), entangling enemies, fishing as with a net, and playing as a xylophone.

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the sashik to avoid being tripped.

Sithak: The sithak (swordbow) was originally a yoke used for carrying water in buckets. Now, its ends bear two blades, allowing it to serve as a double scythe. A recurving hook rests beneath each blade. A bowstring laced across the yoke allows short field-arrows to fire through a hole in the haft. Other uses include harvesting crops, furrowing ground, slashing enemies, and strumming as a stringed instrument.

Whippik: The whippik is a thin wand of ironwood that holds a short length of looped catgut on its end. It looks much like a riding whip. The whippik is the most popular tool among female kender. Short darts may be fired from this whip bow. The whippik also performs various functions such as snaring game, fishing, and strumming as a stringed instrument.


Will we get to see this:

http://paizo.com/products/btpy8xa3?Dungeons-Dragons-The-Art-of-Dragon-Magaz ine-Hardcover


I hope this particular question is not answered right now. I rather like when there is mystery in a game and I do not know what to expect. ;-)


lol


Where did you find those weapons? With great dexterity and awful strength I really want a finessable weapon...

I must say that I completely misread kender weapon familiary. Somehow I read that it allowed you to treat all exotic weapons as simple weapons. This seems much more reasonable...

Sadly that limits my options for weapons even more. Maybe I'll just go with the sap then...


A Homie the Clown kender?

I have the Races of Ansalon book that talks about the kender weapons at the end.

I do not know that any of them would be finessable since they are all combinations of tools.


Finesse-able weapons are light one handed weapons, and wepons that say in the description they can be used finesseibly. Such as the rapier, whip, chain whip, etc.


I think that this is going to be an interesting group.


I think I'm mostly done with mechanics except for gear. Also unsure about what alignment to go with.

Just like he's not actually planning on stealing anything, he won't be planning to harm anyone either. He'll just beat up people who get in his way and remind them how ashamed their mother would be for getting in the way of this cute little Kender exploring the world.

---===Statistics===---:
Male Kender Unchained Rogue (Hidden Blade, Thug) 1
N Medium Humanoid (Kender)
Init +5; Senses Perception +6
-------------------------------=DEFENSE=-------------------------------
AC: 10, Touch: 10, Flat-Footed: 10 (+0 armor, +5Dex, +0 shield,+0 NA)
HP: 11 {+1d8,+2Con, +1FC}
Fort: +2, {+0Base,+2Con}
Reflex: +7, {+2Base,+5Dex}
Will: +0,{+0Base,+0Wis}
CMD 13 {+ Base -1Str +5Dex -1size}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +0; {+ Base -1Str -1size + misc}
Base Atk: +0;
Melee:+6{+0Base,+5Dex,+1size}
Ranged:+6{+0Base,+5Dex,+1size}

--Melee:+0

--Ranged:+0

-------------------------------=STATISTICS=-------------------------------
Str: 8, Dex: 20, Con: 14, Int: 16, Wis: 10, Cha: 8

-------------------------=Traits=----------------------
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.
Clerver Wordplay (Bluff)

----------------=Race Traits=-------------------
+4 Dexterity, –2 Strength, –2 Wisdom. Quick and agile, the small and wiry kender are built for nimbleness rather than brute strength. Driven by insatiable curiosity, kender lack the ability to think things through or to consider the consequences of their actions.
Small: As Small creatures, kender gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium characters.
Normal SpeedA kender's base land speed is 30 feet. Kender are faster than their size would suggest.
Weapon Familiarity: Kender treat any kender exotic weapon as a simple weapon.
Eternal optimism:+1 racial bonus on all saving throws. Due to their eternal optimism and inherent belief in the goodness of all people, kender manage to survive and thrive in a world that is often hostile to them.
Sharp Senses: Kender receive a +2 bonus on all Perception skill checks.
Curious Fingers: Kender get +2 to Disable Device and Sleight of Hand and they are always considered class skills for kender.
Lack of Focus: Kender have a –4 racial penalty on Concentration checks. Kender don’t necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.
Taunt: Kender have an uncanny insight into the motivations and characteristics of other races. Thy can use this insight to unleash a verbal barrage of sarcasm, insults, and crude comments that cause the targeted victims to lose their temper. Kender receive a +4 racial bonus on all Bluff checks to taunt someone.
Uncanny Insight: Kender receive Taunt as a bonus feat.
Fearlessness: Kender are immune to fear, magical and otherwise.
Automatic Languages: Common, Kenderspeak. Bonus Languages: Dwarven, Ergot, Elven, Goblin, Solamnic.

--------------=Feats=-----------------
Rogue 1: Weapon Finesse
Rogue 1: Quick Draw
Kender: Taunt
1: Enforcer

-=Languages=- Common, Kenderspeak, Ergot, Elven, Goblin


---===Skills===---:

---------------=Adventuring Skills=- (10 points; 8 class, 3 INT -1back)---------------
^Acrobatics*(Dex)____+8 Use Perform (Dance)
^Bluff(Int)____+7{+1rank,+3Int,+3class}
^Climb*(Str)____+3{+1rank,-1Str,+3class}
^Diplomacy(Cha)____-1{+0rank,-1Cha}
^Disable Device*(Dex)____+9{+1rank,+5Dex,+3class}
^Disguise (Cha)____-1{+0rank,-1Cha}
^Escape Artist*(Dex)____+9{+1rank,+5Dex,+3class}
Fly*(Dex)____+5{+0rank,+5Dex}
Heal(Wis)____+0{+0rank,+0Wis}
^Intimidate(Cha)____-1[+11 demoralize]{+0rank,-1Cha} [Use Bluff +4 to demoralize]
Knowledge (Arcana)(Int)____+3{+0rank,+3Int}
^Knowledge (Dungeoneering)(Int)____+7{+1rank,+3Int,+3class}
^Knowledge (Local)(Int)____+7{+1rank,+3Int,+3class}
Knowledge (Nature)(Int)____+3{+0rank,+3Int}
Knowledge (Planes) (Int)____+3{+0rank,+3Int}
Knowledge (Religion) (Int)____+3{+0rank,+3Int}
^Perception(Wis)____+6{+1rank,+0Wis,+2race,+3class}
Ride*(Dex)____+5{+0rank,+5Dex}
^Sense Motive(Wis)____+4{+1rank,+0Wis,+3class}
Spellcraft(Int)____+3{+0rank,+3Int}
^Stealth*(Dex)____+9{+1rank,+5Dex,+3class}
Survival(Wis)____+0{+0rank,+0Wis}
Swim*(Str)____-1{+0rank,-1Str}
^Use Magic Device(Cha)____+3{+1rank,-1Cha,+3class}

---------------=Background Skills=- (2 points + 1 taken from above)---------------
^Appraise(Int)____+3{+0rank,+3Int}
^Craft (Int)____+3{+0rank,+3Int}
^Craft(Sketching) (Int)____+7{+1rank,+3Int,+3class}
Handle Animal (Cha)____-1{+0rank,-1Cha}
Knowledge (Engineering)(Int)____+3{+0rank,+3Int}
Knowledge (Geography)(Int)____+3{+0rank,+3Int}
Knowledge (History)(Int)____+3{+0rank,+3Int}
Knowledge (Nobility)(Int)____+3{+0rank,+3Int}
^Linguistics(Int)____+3{+0rank,+3Int}
^Perform (Dance)(Dex)____+9{+1rank,+5Dex,+3class}
^Perform(Cha)____-1{+0rank,-1Cha}
^Profession(Wis)____+0{+0rank,+0Wis}
^Sleight of Hand*(Dex)____+11{+1rank,+5Dex,+2race,+3class}

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-


---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Sneak attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Hidden Weapons Can draw hidden weapons as a free action.
Portable Hole Specialist (Ex): Starting at 1st level, a hidden blade becomes adept at smuggling and storing objects into and out of extradimensional spaces, and can retrieve items from bags of holding or portable holes as a move action, regardless of how full or unorganized the bag is.
Gambits:[b/] A gambit has two aspects: a risk and a reward. A gambit’s risk describes an action the hidden blade must take in order to play the gambit. The hidden blade begin a gambit as a swift action, then performs the gambit’s risk action. She may add her hidden blade initiation modifier as a luck bonus on any d20 rolls made while performing this action (such as the Acrobatics check of an acrobatic gambit, or the attack roll of a brave gambit). The hidden blade only gets this bonus if she used a swift action to begin the gambit; if taking the actions normally, she gains no additional benefits. If the hidden blade initiates a maneuver as part of a gambit, she cannot recover that maneuver when the gambit is completed (even if it’s her only expended maneuver). If the hidden blade succeeds at her gambit’s risk, she recovers a number of expended maneuvers equal to her hidden blade initiation modifier (minimum 2) and gains the reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of the hidden blade and able to see her perform the gambit’s risk. If the hidden blade fails her gambit (such as missing the charge attack of a brave gambit, or failing the saving throw of an unbreakable gambit), she suffers the gambit’s rake, recovering only a single expended maneuver and taking a –2 penalty on all d20 rolls for one round.
[b]Coward’s Gambit
: Risk: The hidden blade attacks a flat-footed opponent or an opponent she is flanking. Reward: The hidden blade’s allies gain a bonus on damage rolls against that opponent equal to the hidden blade’s initiation modifier for one round.
Unbreakable Gambit: Risk: The hidden blade attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. The effect in question must be a harmless effect on a failed saving throw. Unlike other gambits, this one can be attempted as an immediate action instead of a swift action. Reward: The hidden blade is emboldened by his ability to resist his opponent’s attack, and regains a number of hit points equal to three times his Intelligence modifier.
Frightening (Ex) Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.

---===Maneuvers===---:

-------------------------------=Stances=-------------------------------
Reaching Blade Stance: Stance – Your melee attacks deal +1d6 damage, and your first attack each round has its reach increased by 5 feet.
-----------------------------=Readied Maneuvers=--------------------------------
Flowing Creek, Swift Current, Swift Claws
------------------------------=Known Maneuvers=------------------------------
Flowing Creek: Counter – Make a Perform (dance) check to negate an incoming attack. If you succeed, you can take a 5-foot step.
Swift Current: Strike – Your melee attack deals +1d6 damage. If you drew your weapon as part of this strike, your target is considered flat-footed.
Swift Claws: Strike – Attack a single target with two wielded weapons.

I'm still unsure about what maneuvers to pick. There are so many decent ones to chose from. If there are multiple people trying to overcome the saves of the enemies I might swap in Disturbing Blow, a strike that causes the next d20 roll of the target to take a -4 penalty, pretty good if it's setting up for something like color spray or hideous laughter.


Bully kender lol


oyzar wrote:
I think I'm mostly done with mechanics except for gear. Also unsure about what alignment to go with.

Most Kender, like the vast majority, have a good alignment. They are just a cheery and good hearted people.

Shalafi, are you and I the only good aligned proposed characters thus far?


Hey I'm good aligned! Just a little on the chaotic side. Contemplating going Neutral or lawful Good instead of Chaotic.


Well, Eldren is Neutral but with Good tendencies.


I think I'll go with chaotic good then.


Her alignment matches Mishakels


Kender are small and not medium


I don't see too many minotaurs, who are not Thakardarian, to be chaotic due to their form of government and sense of following honor and tradition.


True Neutral here. And I'm going for the classic definition of the alignment. Actively seeking a balance. If too much of the party leans twards one alignment then Zsar will be the other. Not saying he's going evil. He will act more like the voice for the other side. He understands evil is bad. He also knows that there is more evil than good in the world.
Mostly he balances chaos and law. If the group is majority chaos, he will try to act as the voice of law. If the group is majority Law, he will be the kindled spirit who seeks to inflame the group's fire... at least he'll try.


F. Castor: Eldren Vacaris, N Male Human (Solamnic) Wizard (Exploiter Wizard) 1

Gambit: Drake Steelwind, LG Male Human (Solamnic) Warder (Ordained Defender) 1

JASON RODARTE: Hurudithya Griffontamer, NG Female Elf (Silvanesti) Cleric (Divine Paragon) of Mishakal 1

Jman72: ? ?, CG ? Half-Elf Bard (Divine, Devoted) of Branchala 1

Johnnycat93: Eddie Richter, CN Male Human (?) Kineticist (Gambler) 1

oyzar: ? ?, CG Male Kender Rogue (Unchained, Hidden Blade, Thug) 1

Raltus: ?

That Sean fellow: Red-Ohn Gathas, CG Male Minotaur Brawler 1

TheWaskally: ?

WarforgedMan: ?

william Nightmoon: Zsar Kizar, N Male Bakali Druid (Dragon Shaman) of Chislev 1

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