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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CG Half Elven Divine Bard (Branchala)

I'll post crunch ASAP.


It makes sense for the bakali to be N, I believe Chiselv is as well.


Terevalis Unctio of House Mysti wrote:
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.

So you reckon Neutral or Lawful might be a better fit. Hmm lemme go lawful then and I'll emphasize his sense of honour. Think that could work.


Minotaurs are a powerful race of sailors, pirates and gladiators that live in the Blood Sea isles. Minotaurs are a physical people, less interested in the cultural pursuits than military or naval ones. However, many other races foolishly underestimate the intelligence, honour, and savagery of the minotaur race.

Minotaurs are an honor-bound race. They believe strongly in preserving their honor and emerging victorious in the struggle for dominance in Krynn. Their brutish heads belie the keen minds within; many are smarter than the average human.

AL: Usually LE


I'll go LG cos I prefer playing good characters :)


This book is going to be released on January, do you think we could incorporate the material into the game?

Pathfinder Player Companion: Healer's Handbook (PFRPG)
Paizo Inc.
Pathfinder Player Companion: Healer's Handbook (PFRPG)
Our Price: $14.99
Preorder expected early January 2017
Add to Cart
List This Product.
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Whether it’s getting patched up after a fight, dealing with a debilitating disease you contracted in a dank dungeon, or negating the effects of a terrible poison in the middle of combat, eventually every adventurer needs a healer. The healers have their own agendas, of course, and those don’t always end at fixing up the ailments of their allies. With Pathfinder Player Companion: Healer’s Handbook, characters can learn to efficiently heal their patients, while making sure they don’t get reduced to a walking first-aid kit. In addition to class options and abilities, this Player Companion includes dozens of new healing-themed spells and magic items!!

Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.


Terevalis Unctio of House Mysti wrote:

This book is going to be released on January, do you think we could incorporate the material into the game?

Pathfinder Player Companion: Healer's Handbook (PFRPG)
Paizo Inc.
Pathfinder Player Companion: Healer's Handbook (PFRPG)
Our Price: $14.99
Preorder expected early January 2017
Add to Cart
List This Product.
Facebook Twitter Email
Whether it’s getting patched up after a fight, dealing with a debilitating disease you contracted in a dank dungeon, or negating the effects of a terrible poison in the middle of combat, eventually every adventurer needs a healer. The healers have their own agendas, of course, and those don’t always end at fixing up the ailments of their allies. With Pathfinder Player Companion: Healer’s Handbook, characters can learn to efficiently heal their patients, while making sure they don’t get reduced to a walking first-aid kit. In addition to class options and abilities, this Player Companion includes dozens of new healing-themed spells and magic items!!

Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.

Sure!


Still kinda waiting on opening hook to write the fluff for my character...


Do you want the fluff of the character. I am wondering, would a Qualanesti Elf be better to use?


Qualanesti is a bit closer I think, though given the longlivety of the elves neither are inconvenient distances. The Qualanesti are outsider-friendly and and actually a major trade faction at this time while the Silvanesti are more isolationist.


This is how long, again, after the Kinslayer War?


The Kinslayer war ended about a millenia ago, with the signing of the Swordsheath Scroll in 2073 PC. I posted most of the relevant history (with links for the rest) 2 pages back.


Perhaps a Qualinesti would be better to play since the Silvanesti can be very xenophobic.


In 1060 PC, the Third Dragon War raged across the continent. The elves endured attacks from Takhisis’s great dragons and defended their homeland. Losing only borderland territory, the elves were able to keep the great hordes of evil from entering into their heartland forests. With the conclusion of the war, Silvanesti was able to reclaim much of what they lost.

So it might make sense for a Silvanesti to be out.


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Astinus the Chronicler wrote:
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.

Hooks. As I said I might have the war start in EARNEST in 1030 not 1060.


Focus on the crunch and not the backgrounds ATM.

Whoever gets selected I will work with you on a background as there is not much out there on this time period so I'll need to make it up as I go along.

My wife will be away the weekend of the 3rd. As Recruitment ends on the 1st of December we will have that weekend to get all stories and plot hooks in order. I will also use that weekend to finalize my Outline for the first 1-3 levels of the adventure.


Sounds like a plan


Waiting patiently. ;)


Something for aspiring dragon riders from the Legacy of Dragons Player Companion.

Drakerider (Cavalier Archetype):
While many cavaliers dream of riding a dragon into battle, drakeriders come to learn that the reality involves far more effort than they had expected. Unlike other cavaliers, drakeriders must train their mounts from hatchlings, fighting and toiling alongside their drakes for years through countless struggles before the proud dragons are willing to accept them as riders. Some residents of Triaxus, envious of the close connection between dragonriders and dragons, attempt to emulate this relationship by raising drake hatchlings. These efforts aren’t always successful, sometimes leaving the would-be drakeriders dead or maimed.
Drake Mount: A drakerider gains a drake companion instead of a mount. She gains cavalier’s charge at 9th level instead of 3rd.
This ability replaces mount, tactician, expert trainer, banner, greater tactician, greater banner, and master tactician and alters cavalier’s charge.
Approved Order: A drakerider can join only an order approved by its mount. Suitable orders include order of the beast (ISC), order of the cockatrice, and order of the dragon, as well as other fitting orders at the GM’s discretion.

Silver Champion (Paladin Archetype):
Paladins who serve as priests of Apsu are almost always on the move, wandering from place to place and trying to show their dedication to the Waybringer in their deeds rather than depending on mere words. Good-aligned dragons are more likely to treat such paladins as they would treat other dragons (though perhaps not with the respect reserved for other true dragons), and evil dragons often target them as special threats.
More rarely a drake is so inspired by a paladin of Apsu that it chooses to assist the paladin in all her actions. These drake allies see the benefit of a silver champion remaining mobile and understand the powerful threats the champion must face, and in time even consent to serve their chosen paladins as a steed. Silver champions are often concerned by their drake allies’ pragmatic natures, however, and are sure to treat them with respect, knowing that these lesser dragons must constantly be inspired to act on their better natures.
Deity: A silver champion must worship Apsu.
Drake Mount: At 5th level, a silver champion gains a drake companion. If the drake companion is at least one size larger than the silver champion, it gains the mount drake power as a bonus power. However, a silver champion doesn’t gain additional uses per day of smite evil at 4th, 10th, and 16th levels, and doesn’t gain mercies at 6th, 12th, and 18th levels.
This ability replaces divine bond, channel energy, aura of justice, and aura of righteousness, and alters smite evil and mercy.
Dragon Magic: The silver champion does not have access to the normal paladin spell list. She instead adds the 1st through 4th-level spells from the domains granted by Apsu (Artifice, Good, Law, Scalykind, Travel) and the god’s associated subdomains (Archon, Construct, Dragon, Exploration, Toil, and Trade) to her class spell list. A silver champion casts one fewer spell of each level than normal. If this reduces the number to less than 0, she can’t cast spells of that level.
This ability modifies the paladin’s spellcasting.

The book also contains the statistics and progression for the drake companion. It does begin at Tiny size , but its size increases at certain points in its human companion's level progression (Size Increase happens at levels 5, 9, 13 and 17).


I am not sure that drakes exist in DL.


Are we waiting on any other submissions?


Could be. I think there are a couple of people or more who have expressed interest but have not posted an actual submission yet. Besides, if memory serves, the deadline is in 10 days from today more or less. Even if there are no more new submissions it will nevertheless give the GM the time to work and/or fine-tune at the very least the first parts of the campaign if not more.


My dragonrider is taking more work than I thought. But I hope to finish him tonight.


F. Castor wrote:
Could be. I think there are a couple of people or more who have expressed interest but have not posted an actual submission yet. Besides, if memory serves, the deadline is in 10 days from today more or less. Even if there are no more new submissions it will nevertheless give the GM the time to work and/or fine-tune at the very least the first parts of the campaign if not more.

This!


I used to love playing DragonLance campaigns.
Please allow me to dot, so that I may research a bit...been a while...


Thinking Gnome Artificer...i haven't read it yet, but, feels....right...i did love DL gnomes!


This is Dorian's work in progress...trying to figure out the class...


Zsar would love to have you... but keep your machines away from the trees!


Look at the master class and the gnomes h builder prc in the character creation rules


Oh boy!

Gnome with +2 Int!....ok, I would like to make a Gnome Wizard (Transmuter most likely), but you already have a wizard?

I would concentrate him on crafting, of course...would two wizards in the party be too much?


Dorian 'Grey' wrote:

Oh boy!

Gnome with +2 Int!....ok, I would like to make a Gnome Wizard (Transmuter most likely), but you already have a wizard?

I would concentrate him on crafting, of course...would two wizards in the party be too much?

We do indeed have a Wizard but back in this time the Order is probably at its peak membership wise so two would not be too much for this group. Though you would probably be a Renegade, I think that the Wizards of High Sorcery at this time consider Gnomes an "accident" of the Greygem and therefore not trustworthy with magic.


Thank you!
I shall endeavour to have his crunch done tonight...


Have you thought about alchemist?


I have an Alchy, currently, in PFS.

I haven't played a Wizard in a while, and I feel the itch...lol.


I am assuming he would be considered (sort of) a Renegade until he took the Test and proved himself a dedicated member of one of the three Orders, right? Because if he is considered a Renegade in perpetuity... well...


Whew! It's done! Here is my submission, Jax Waydolsson, dragonrider. Making a dragonrider is more involved than a normal submission, for I had to make sure both rider and dragon's stats and abilities were correctly presented.
Please look Jax over and let me know of any issues or corrections you wish me to address. I am willing to change whatever needs to change to fit the campaign better.


Red would love to have a gnome join the party. Glad to have you little crafter.


I guess I should get together more of a personality and description for my Kender at some point.


Solace doesn't exist until after the Cataclysm


Still working out his method to his maddness...not sure if he will stay as is with some combat role, or make him a pure caster...decisions...


Is there a link for the races? The initial one only has the basics, but it states gnomes also get whatever is in the book?

Gnome is set. Class is being researched. I want him to be a classic-tinkering gnome (item creation feats); just not sure exactly how I want to get there....Wizard is obvious; alchemist would be fun, although he would be limited to potions only...

....let me know if I am holding you guys up...


Dorian 'Grey' wrote:

Is there a link for the races? The initial one only has the basics, but it states gnomes also get whatever is in the book?

Gnome is set. Class is being researched. I want him to be a classic-tinkering gnome (item creation feats); just not sure exactly how I want to get there....Wizard is obvious; alchemist would be fun, although he would be limited to potions only...

....let me know if I am holding you guys up...

I'll have to look at the book vs. the weblink. No hold up, Recruitment is open till December 1.


This is what is listed in the book, which you modify by what's listed in the link (which is the pf conversion).

Quote:

Tinker Gnome Racial Traits

Tinker gnomes have the following racial traits:
• –2 Strength, +2 Dexterity, +2 Intelligence, –2 Wisdom.
Small and skilled with their hands, gnomes tend to be more agile but less physically strong than larger races. With their keen inventiveness, gnomes are extremely intelligent, but they o en put the quest for knowledge ahead of any consequences.
• Small: +1 size bonus on attack rolls, +4 size bonus on Hide checks, must use smaller weapons than Medium characters, li ing and carrying limits three-quarters of those of Medium characters.
• A gnome’s base land speed is 20 feet.
• Guild Affiliation: At character creation, the gnome
character selects a Guild with which he is a affiliated. Since there are innumerable guilds, they are broken into three major categories: Craft Guilds (bowyer, blacksmithing, leatherworking, and the like), Technical Guilds (architecture, chemistry, engineering, scriveners, and others), and Sage Guilds (botany, biology, education, mathematics, philosophy, and so on). If the gnome selects a Cra Guild, he gains a +2 racial bonus on all Craft checks. Technically inclined gnomes gain a +2 racial bonus on all Profession checks. Sage gnomes receive a +2 racial bonus on all Knowledge checks.
• +2 racial bonus on Cra (alchemy) and Cra (tinkering) checks. Gnomes have a keen sense of smell that helps them identify noxious substances, and
all gnomes are at least somewhat skilled in making something out of disparate pieces.
• +2 racial bonus on Will saves. A gnome is constantly involved in the pursuit of a Life Quest. If the gnome appears constantly distracted from day-to-day matters, the gnome is caught up in thinking, dreaming, or planning his Life Quest. Because of this, it is di cult to sway a gnome from his chosen path.
• Automatic Languages: Common, Gnome. Bonus Languages: Dwarven, Ergot, Ogre, Solamnic.
• Favored Class: Any. A gnome’s first class (the class he takes as a 1st-level character) is his favored class.
Quote:

Mad Gnome Racial Traits

Mad gnomes share all the racial traits as ordinary gnomes except as follows:
• +2 Dexterity, –2 Strength. Mad gnomes do not display
the feverish creative genius possessed by ordinary gnomes, nor are they as inclined toward acting before thinking.
• Mad gnomes have a +2 racial bonus on Open Lock and Disable Device checks. ey possess a greater understanding of small mechanical devices and work on the smaller scale. Mad gnomes can use both the Open Lock and Disable Device skills untrained. is replaces the tinker gnome Guild A liation.
• Mad gnomes lose the +2 bonus on Will saves, since Lifequests simply have no real meaning to them anymore.
• Favored Class: Any. When determining whether a multiclass mad gnome takes an experience point penalty, his or her highest-level class does not count. Without the same focus and commitment to a single lifelong career as other gnomes, mad gnomes have reverted to the human quality of adaptability.
Quote:

Wild Gnome Racial Traits

Wild gnomes share all the racial traits of tinker gnomes except as follows:
• –2 Strength, +2 Constitution, +2 Intelligence, –2
Charisma. Wild gnomes are considerably hardier than ordinary gnomes but not as agile and nimble. ey are just as intelligent, but while they are slightly more aware than other gnomes, their propensity for treating others as case studies makes them less socially gi ed.
• +2 racial bonus on Handle Animal, Knowledge (nature), and Survival checks. is bonus replaces the tinker gnome Guild A liation, Cra (alchemy), and Cra (tinkering) bonuses. Wild gnomes are generally more focused in these areas than the broader range of guilds among ordinary gnomes.
• +2 racial bonus on saving throws against poison and disease. Wild gnomes have built up a number of resistances to the dangers of their environment.
• Favored Class: Ranger.


oyzar wrote:

This is what is listed in the book, which you modify by what's listed in the link (which is the pf conversion).

Quote:

Tinker Gnome Racial Traits

Tinker gnomes have the following racial traits:
• –2 Strength, +2 Dexterity, +2 Intelligence, –2 Wisdom.
Small and skilled with their hands, gnomes tend to be more agile but less physically strong than larger races. With their keen inventiveness, gnomes are extremely intelligent, but they o en put the quest for knowledge ahead of any consequences.
• Small: +1 size bonus on attack rolls, +4 size bonus on Hide checks, must use smaller weapons than Medium characters, li ing and carrying limits three-quarters of those of Medium characters.
• A gnome’s base land speed is 20 feet.
• Guild Affiliation: At character creation, the gnome
character selects a Guild with which he is a affiliated. Since there are innumerable guilds, they are broken into three major categories: Craft Guilds (bowyer, blacksmithing, leatherworking, and the like), Technical Guilds (architecture, chemistry, engineering, scriveners, and others), and Sage Guilds (botany, biology, education, mathematics, philosophy, and so on). If the gnome selects a Cra Guild, he gains a +2 racial bonus on all Craft checks. Technically inclined gnomes gain a +2 racial bonus on all Profession checks. Sage gnomes receive a +2 racial bonus on all Knowledge checks.
• +2 racial bonus on Cra (alchemy) and Cra (tinkering) checks. Gnomes have a keen sense of smell that helps them identify noxious substances, and
all gnomes are at least somewhat skilled in making something out of disparate pieces.
• +2 racial bonus on Will saves. A gnome is constantly involved in the pursuit of a Life Quest. If the gnome appears constantly distracted from day-to-day matters, the gnome is caught up in thinking, dreaming, or planning his Life Quest. Because of this, it is di cult to sway a gnome from his chosen path.
• Automatic Languages: Common, Gnome. Bonus Languages: Dwarven, Ergot, Ogre, Solamnic.
• Favored Class: Any.
...

Thank you sir! :-)


Thank you. Tinker Gnome, of course...lol.

Class....class....class....was looking over this...

Archivist

...seems cool, just need to understand it better...thoughts?

I keep defaulting to Wizard [Creation]


Here is a link to the Tinker Gnome PRC

http://guilesworld.com/role-playing-games-stuff/dragonlance/gnomish-tinker/


Here is the Master PRC

http://dl-war-of-the-lance.obsidianportal.com/wikis/the-master-class


I appreciate the links.
I am really leaning toward Wizard [Creation]

He will be absent-minded, curious, and unaware...lol.

Concentrating on Transmutation and Creation spells.

May he have his thieves tools (or just his lock pick) be his bonded item?


You probably don't want to do that, since I probably could use some lockpicks from time to time ;). Though it would be awesome if you could enchant them as metamagic rods...


Theodore Samuel Walden ... wrote:

I

May he have his thieves tools (or just his lock pick) be his bonded item?

Sure. An interesting choice.

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