Dragonlance: Age of Mortals Adventure Path (Inactive)

Game Master Darkfire142

A Pathfinder Adventure in the World of Krynn


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Sovereign Court

[i]Six months have passed since the War of Souls, an epic conflict that spanned the world of Krynn. After 36 years when the Gods have been silent and magic flows unrestrained by the Moons, the Gods of Krynn have returned. The first among the Light, Paladine walks the earth as a mortal, while the Dark Queen Takhisis lies dead, leaving their places vacant among the heavens. Ansalon still bears scars of the decades where evil reigned upon the world in the Godless times. The Dark Knights of Neraka still subjugate numerous lands and the wicked minotaurs have begun a campaign of conquest. Many among the righteous and good have suffered in the Age of Mortals. Solamina's forces are weakened by the war, the elves are in exile, the Kender lands burned to ash and the dwarves in ever conflict with their darker brethren. Decades ago, the Companions saved the world from the brink of ruin. Now once again, heroes must rise and bring balance back to the world. Will you be among them? [i]

Greetings, I am an avid fan of the Dragonlance campaign setting. Years ago I collected the books of the Age of Mortals Campaign for D&D 3rd. This epic adventure path is covered in 3 books, The Key of Destiny, The Spectre and Sorrows and the Price of Courage, creating an epic campaign that spans from level 1 to level 20. I have tried to run this in the past but have had trouble finding players willing to stick around for the long haul. But I am undaunted and willing to give it another shot.

As I am a fan of Pathfinder, I will be converting the adventure path to use the Pathfinder Rules. As 3rd ed converts fairly easily I don't see much of a problem. Still certain house rules will be used in order to incorporate some of the materials and convert some of the races. Here are some house rules to be aware of.

1. Your character can start as a member of a major factions if you wish or join one during the game. Here is a list of some factions a player can be a part of:

Brass Tiger Company
Knights of Solamnia
Legion of Steel
Ergothian Merchant Marines
Holy order of the Stars
Towers of High Sorcery

If you are a member of a faction that has a related prestige class you may gain access to some prestige class features by spending feats. Your character level must equal or exceed the prestige class level of that ability to purchase it with feats. You can not use feats to gain access to spell-casting abilities however.

2. Most classes are allowed to be played, although certain classes are modified to fit the setting. The Oracle class is a replacement for the Mystic Class. As an Oracle you do not need to chose a patron deity as Mystics draw power directly from a domain (Which is easily represented by an Oracle's Mystery). Druids must define if they are servants to a god or another form of Mystic. For Sorcerers, the Arcane Bloodline is accessible to any character through study of Sorcery. Other bloodlines need to chosen before to represent that your character has some kind of magical blood in your background. The Gunslinger class is available to only Gnomes, as Firearms are not in widespread use on Krynn. As Krynn does not have an oriental region, players may not take Ninja or Samurai as classes in the game.

3. The most common races are: Human, Elf, Dwarf, Gnome and Kender. Other available races are Half-Ogre, Half-Goblin, Goblin, Hobgoblin, Minotaur, Irda and Phaethon. Outsider races (Aasimar, Tiefling, Undine, Sylph, Ifrit, Oread) are rare in Krynn and you will need to give a compelling reason for playing one of these races.

Here are some differences I am incorporating into the game.

Humans: Humans get two additional racial features. First they get a regional language based on where they come from in addition common and languages from intelligence. They also get to chose 1 skill of their choice. If the skill is not a class skill, it becomes a class skill. If it is already a class skill, they gain a +1 misc bonus to using that skill.

Elves: Use the Pathfinder Elves racial traits with the following modifications:

All elves have Elfsight. This functions like Low-Light vision but also incorporates 30 FT dark-vision.

Depending on the type of elf you are you have variant bonuses & penalties.

Qualinesti Elves: +2 Dexterity, +2 Charisma, -2 Constitution. +1 on diplomacy and sense motive checks.

Silvanesti: +2 Dexterity, +2 Intelligence, -2 Constitution. +1 on knowledge arcana and spell-craft checks

Kagonesti: +2 Dexterity, +2 Wisdom, -2 intellgence. +1 on knowledge nature and survival checks.

Kender: http://www.dlnexus.com/fan/rules/23083.aspx

Gnomes: http://www.dlnexus.com/fan/rules/11074.aspx

Minotaur: http://www.dlnexus.com/fan/rules/19940.aspx

* Note: The Minotaurs and the Elves are currently on terrible terms. I may be restrictive of allowing Minotaurs and Elves in the same party.

4. As this game is a heroic game, PC's may not be of evil alignment. You also may not be members of an evil faction such as Knights of Nekara. Just a heads up before you think about playing the Lawful Evil Anti-Paladin type.

Characters will be built with a 25 point buy. The Dragonlance AOM campaign is a difficult setting is a pretty difficult adventure path. You may also chose 2 traits to apply to your character from any list for Pathfinder as well. Starting gold will be as normal (Although the Gold Piece is replaced by the Steel piece.)

Just a reminder that Dragonlance is a low Magical Item setting. There has been numerous magical dark-ages where magical item production stagnated. This is especially true of the past 36 years where numerous magical items where horded by wizards and "Spell Leached" for magical energy. With the Orders of High Sorcery and Holy Order of the Stars back in business, there is means to enchant magical items although such items are not in mass production.

PC's might have lower AC's and Attack Bonuses due to a lack of magical items. Still in the past, craftsmen compensated for the lack of magic by making high quality items. To do this I am considering using a house rule called "Leveled Masterwork" where you can pay for additional masterwork on items, giving improved bonuses to hit and damage and masterwork armor giving bonus AC. We'll decide how mechanically this will work through discussion.

So who is interested in taking part in this Dragonlance Adventure?

Dark Archive

I'd like to play.

I don't know anything about this setting at all though other than the name Dragonlance. I'm also assuming this will be PbP?


I've always wanted to play in a Dragonlance game. I read several of the books when I was younger and loved the setting.

My wife and I are interested but we'd need more info, such as if this is Play by post or not, (if not, times you intend to play, time zone, any software or VTT used)

Cheers!

Grand Lodge

I'd love to play, but the extent of my dragonlance knowledge ends and begins at Dragons of autumn twilight

Sovereign Court

Hello! Thanks for getting back to me. Yes this will be a Play by Post game on the Paizo website. I am hoping to get at least 4 players, but will accept up to six for the game. You do not need extensive knowledge of the setting but I do suggest you read up a bit on the Wiki about the setting so you have a base understanding of it. Here are some tidbits that make Dragonlance unique from other settings.

The 3 Moons of Krynn: Somewhat like Mystra in the Forgotton realms, the flow of arcane magic in the world is regulated by the Gods. The heavenly embodiment of these gods are the "Gods of Magic". Solinari is the white moon, Lunitari is the red moon and Nuitari is the Black moon. They are the source of Wizard Magic, having structured magic in such a way that its power can be called upon through spells. Their servants, the Orders of High Sorcery seek to regulate who has access to magic, by inducting those who advance in power into their order (Aka people with level 2+ spell-casting ability. They subject them to a grueling test of their abilities which weeds out the weak and leaves those who survive with scars of their experience to remind them that Life is Magic and Magic is Life, one cannot exist without the other. Those who join the orders also gain a metaphysical link with the moon that most embodies their nature and attitudes and access to magical secrets that are out of reach to the average spell-caster. While a wizard can still progress without the aid of the Orders, they are at risk of being branded a "Renegade" if discovered and hunted down by other wizards. In ages past being a Renegade was a dangerous lifestyle. In the current age however things have changed.

With the 2nd cataclysm and the disappearance of the Gods, the flow of magic became unrestrained allowing the lost art of Sorcery to rise again in the world. Before the Gods of Magic reigned in the flow of magic, Sorcery was the first art of spell-casting. When the Gods of Magic were active, Sorcery was extremely rare, only accessible to magical creatures and those with supernatural heritage (Such as Dragons, Draconians, Fey, Demons, Celestials and other strange beings). With magic going wild, it was discovered that anyone with the right training can tap into this wellspring of arcane energy. Thus sorcery was reborn. With the return of the Gods however, the Gods of Magic want to once again reign in the flow of magic and thus the newly reformed Orders opposes the Sorcerers. However, they have little chance to reign in Sorcerers as powerful organizations such as the Acedemy, The Legion of Steel and the Knights of Neraka still embrace Sorcery and are powerful enough to resist the overtures of the Orders. This will inevitably lead to conflict in the future as the Orders continue to rebuild.

Steel is the currency of Krynn rather than gold. The reason being is that with all the conflicts throughout Krynn's history, the demand for gold declined as gold was only useful because of its look but was a poor crafting material for other uses. Copper, Silver and Steel were in high demand for weapon and armor crafting thus became much more valuable on the market. And thus supply and demand affected the monetary system of the world. Gold is rarely traded on the open market, but its value is somewhere in between copper and silver for those rare merchants willing to accept it. Because steel is a currency, purchasing steel weapons and equipment have an additional cost. Purchasing steel items cost additional money equal to the items weight. So for instance purchasing a Steel Longsword costs 15 Steel (Book price) plus additional Steel equal to its weight (4 pounds so 4 Steel) for a total of 19 Steel. You can avoid paying this amount by buying Iron equipment, which has the same damage/protection as steel but lower durability and structure. Just a heads up for purchasing equipment. Platinum still keeps the same value in Dragonlance however and is used as currency on occasion.


I would definitely be interested of playing a Dragonlance campaign. I haven't Roleplayed in a while, but I can make the commitment to a PbP game.

Sovereign Court

Glad you're interested. Write up a character and I'll take a look.

Sovereign Court

Just so you know, the campaign begins in the nation of Khur. It is basically the Saudi Arabia analog in Dragonlance. The people there have brown skin and wear Arab-style fashions and speak the Khur language. Here is a brief description of the land:

Khur is a human nomadic nation that is located southeast of Taman Busuk, northeast of Blöde, west of the Ogrelands, north of Silvanesti, and east of Thoradin. It is a mountainous and desert region with scattered oases & shrubs that are usually controlled by one of the Khur tribes there. Geographical features include the Khalkist Mountains in the west and north, the Burning Lands in southern Khur, and the Khurman Sea on the southeastern border. The nation is led by the Khan of Khur and inhabited by the seven tribes which form the Nomads of Khur. Currently Khur is an independent nation, but the Dark Knights have ambitions to annex the lands into their empire.

When you make your characters, you should come up with a reason for being in Khur. Khur is fairly backwater compared to many other regions of Krynn. Due to the influx of elven exiles from the south, there is a growing number of elves in Khur lands. The Khur however are not very welcoming to the elves and they are discriminated against.


Marking for interest :) Will try to have a character ready soon....


I made this guy for a Legacy of Fire AP, which soon "died around him". Do you think I could rework him as one of the local members of the Khur tribes?

Dark Archive

Question: Are there hobgoblins native to Khur?


Mark me interested in this as well...I am thinking of a Wizard of High Sorcery (White Robe of course) as I have always been fascinated with the tale of raistlin and Caramon. (The Test of the Twins short story first published back in Dragon was a powerful one to me.)

My character sketch is human male (Civilized), probably a member of a middle class merchant family trying to re-establish trade across Ansalon. That would explain his presence in Khur (I hope).

While I am not a huge fan of the War of Souls events, I will nevertheless give this a try. I will work on his stats and get an alias up for him.

PS: How will you handle the Test for him, as that will be a factor in his life down the road, he he.

Grand Lodge

Ilyaas Izzadeen, - human
Two-weapon warrior (fighter variant)
Native Khur,
Part of Brass Tiger Company

Does all of this make for a good start?

*edit
That, or I was thinking a cutpurse rogue, or a cleric, Native Khur.
What would fit best?

Sovereign Court

Hello Eric,

The question concerning the test is relevant as if you start affiliated with the Orders of High Sorcery you will have to take it eventually. Basically you first have to achieve 2nd level spells (So level 3), then at your earliest convenience you will have to track down a wizard who has already passed the test. In the previous age, those who took the test were brought to one of the Towers and received the test there. However as at this time only one Tower is active and the Orders are still rebuilding. Because of this it is impractical to make every prospective recruit make the long journey to the tower. In addition, the Orders are on a desperate recruitment drive to increase their numbers. Thus the head wizards in respective regions are allowed to administer the tests at their place of residence.

As for the test itself, that will be a role-playing session of its own. Indeed, depending on your decisions during the test, you could undergo some character changing revelations that could change your alignment as well as what robe you will wear. Passing the test give a number of useful benefits however. These include:

1. An Item of Power: Passing the test gives a reward of a magical item of some kind. The item you get is proportional to the effect the test had on you. No one survives the test unscathed but some pass the test and come out relatively well, while others are marked for life by some kind of serious flaw (Think Rastlin's gold skin type flaw). The more of yourself you're willing to sacrifice, the better the item you shall receive.

2. When you join an order, you are intrinsic linked to the moons. When your moon is in High Sanction you get a +1 to your caster level, when at low sanction you get a -1 caster level. If 2 moons are in alignment, you get a +2 caster level. When the rare event of "High Sanction" occurs, you are at the peak of your power and get a +3 caster level.

3. You gain access to the tower resources. This translates out to a 25% discount on purchasing spell scrolls a 50% reduction in scribing time. To benefit from this however you have to actually be in the Tower of Wayreth or have access to one of the Order strongholds.

When you are initiated you also can purchase Order Secrets by spending feats to get them. You must have been initiated and be at least 3rd level to purchase these. Hope that defines things for you.

As for your culture there are many nations in Krynn. Think of a non-oriental nationality and there probably is a region that fits.
_____

As for your character Badharkân, I'ed certainly allow you to retool a character for the Khur region. You will get Khur as a bonus language as well as a bonus class skill (Or a +1 bonus to a class skill). You also should pick a tribe from this list. Khur, Weya-Lu, Mayakhur, Hachakee,
Mikku, Tondoon or Fin-Maskar. It would be good to have a Khurite in the party to act as a local guide for the party.

____

As for other questions. While there are no native Hobgoblins in Khur, they do have a sizable presence in neighboring Busuk and the Goblin Nation of Throt is not too much further. Goblins/Hobgoblins on occasion have come to Khur to engage in trade so it would not be totally out of place to play one.

____

CromoftheBloodhammer, you certainly can be a Khur fighter. Indeed Fighter is a pretty common class in Khur. Just so you know Khur is not very advanced in terms of nations. Heavy armor is not produced in Khur and generally only available by Import. Most Khur wear light/medium armors, especially since the deserts are dam hot and wearing heavy armor gives penalties to endurance checks to resist the heat. If you're thinking of going heavy armor fighter you might have difficulty finding such armors in most places. Just a heads up for you.

As for the Brass Tiger Company, you get a +2 bonus to social rolls when dealing with other members of your organization. In addition if you ever get the Leadership feat you get a +2 leadership bonus for purposes of recruiting cohorts among your own organization. Unfortunately the Brass Tigers do not have an associated prestige class (Most are generic warriors/fighters) so you do not get access to any additional class abilities.


Pathfinder Adventure Path, Maps Subscriber

I would be interested in building a divine-type for this campaign. Any special rules or is there a good link to the Krynn pantheon for review. What about the Pathfinder Domains - just pick an appropo one?

Sovereign Court

Sure I can link you to a list of Gods for the setting. As for domains, I have a list of domains that these Gods have access to. Just so you know, you cannot chose Paladine as your God, as he's currently a mortal, having sacrificed his divinity to bring down the Dark Queen as well as keep the balance between good and evil. Anyway here is the link. Once you have chosen a God, I will tell you what domains are available for them.

http://en.wikipedia.org/wiki/List_of_Dragonlance_deities


I'm thinking of a Minotaur Skirmisher (Ranger), but not certain what to read from the wiki to better understand the minotaur perspective :)


Pathfinder Adventure Path, Maps Subscriber

Let's say I go with Mishakal, goddess of restoration who appears LG by description. Does an elven cleric of Mishakal, who is in Khur along with a group of Elvish refugees, make sense as a strting point in your campaign? If so, I'll get started on the build, if not nudge me in the right direction.


Here is a character sheet (just stats and class picked) for a human rogue. (This is Benoit)I will fill the other details later.

Grand Lodge

Posted two ideas under the spoiler. I've been wanting to play in this type of setting ever since I started reading 1001 nights, so I have lots of ideas. If either of these fit the criteria, let me know! Thanks,

Spoiler:

Cassim Doka
Rogue/CutPurse
Street rat from Khuri-Khan
17 years old
Str: 10
Dex: 18 (+2 from race mod)
Con: 12
Int: 13
Wis: 14
Cha: 14

Wields a Kukri and wears leather armor

Or

Ilyaas Izzadeen
Fighter/Two weapon warrior
Proud warrior in the employ of The Brass Tiger Company
20 years old
Str: 16
Dex: 16 (+2 from race mod)
Con: 14
Int: 12
Wis: 13
Cha: 10

Dual wields : A Scimitar and a Kukri, and wears studded leather

Liberty's Edge

Never had a chance to play a minotaur before. I want me somma this action. Desert town, eh? Ok. Gonna have to keep the fur short then. Think I might try a barehanded grappling barbarian type. Always wanted to just go total ham on some enemies with no weapon at all. Or maybe I'll just bring a minotaur sorcerer and go completely against type, thumbing my nose at both my race and the high orders, and the sensibilities of good character builds. Yeah. Imma do that. that's more my style anyway.

Why would a minotaur be in Khur? Hmmm...have to work on that one. Could simply be dodging the order and gettin away from the big dumb typical minotaurs maybe. I'll work on something.

Any posting guidelines, suggestions, requests, etc. in regards to character sheet or background? I can go kind of overboard with the backstory sometimes, so I find it best to know where the sweet spot is for each campaign. Otherwise, expect a surprise.

Sovereign Court

That makes perfect sense mkueker. There is a large number of elves that have ditched up and left Silvanost due to the Minotaur invasion. A number of Qualenesti and Kagnosti have also come from the west as well. As you are an elf, you either had divine spells before the departure of the gods 36 years ago or have only recently become a cleric. As for the domains available to Mishakal, you have access to Community, Healing, Good and Protection. You can also chose any sub-domains of those domains. In addition you gain access to features of the Healing Hand of Mishakal starting at 4th level (I will unlock feat options as the game progresses).

As for minotaurs, which are also known as "Kothians", they are a reasonably civilized and cultured race. They are most commonly found on the islands of Mithas and Kothas (named for the sons of the first Kothian emperor) and are renowned for their tactical brilliance, military strength and superb seamanship. Generally they're strong, bad tempered and see their race as superior to all others. Currently they're invading Ansalon and for their first stroke have captured Silvanost and the Silvanesti forest, killing, driving out or enslaving the elves that once lived there. Those Minotaurs who are not a part of the horde take roles like traveling mercenaries, merchants, pirates, tradesmen and the like. As Khur borders on Silvanost, there is a great fear that the Minotaurs once they have consolidated their position in the forest will march on Khur in their next step in their ambitions of world conquest. While Minotaurs are tolerated in Khur, they suffer social penalties when dealing with most of the locals. In addition don't expect a Minotaur to get along with elves. They're still VERY outraged against the minotaurs. For an Elf and a Minotaur to be in the same party there will have to be a VERY compelling reason.


Sounds perfect. Is there anyway I could read a bit on the mentioned tribes before deciding on one, or is it just fluff/not important?

Sovereign Court

Well not too much information is given on the tribes in the Races book. Its mainly just fluff. To simplify the Skill Bonus racial feature I just allow humans to chose any one skill as a class skill, rather than making a list of them by culture (As in the Races book, each culture has a Favored skill and language.)


Actually for me fluff is important :-) I do have some rather old Dragonlance books (prior to 3e I think), so let me check if I can find something in there.

As for skill bonus, this is perfectly fin and understanable, no issues there. Will read some more on Krynn and will update character accordingly. I'll let you know when it is done.

Grand Lodge

I think I'll be doing the rogue, Cassim. I'll work on backstory today at work and post tonight when i get off. Thanks for the consideration


I can not tell you how excited I am to apply. I love Dragonlance! I will get something together very soon!

I am looking at a paladin:

Measure of the Sword

The Order of the Sword combines the purest ideals of heroism, courage, and spirituality with the power of the gods of Light. A strong spirit and faith in the patron deities of the knighthood form the fountain which true honour draws its life from. Courage is the sacrifice to the ideals of honour, no matter what the personal cost. The spirit of heroism is nothing without sacrifice and honour.

The heroic and courageous knight is a champion of the weak, the enslaved, the poor, the falsely imprisoned, fellow knights in need, the defenceless and the oppressed.

The following acts beseem a true Knight of the Sword: facing evil without personal concern for suffering, accepting the challenge of combat for the honour of the knighthood, defending the honour of the knighthood, defending the honour of a fellow knight in good standing and protecting the defenceless and weak. While no truly courageous and heroic knight would run from a battle or decline combat with an evil foe, the Measure does recognize that it is in vain to throw oneself away in a battle that cannot be won. The Measure teaches a knight prudence in choosing his battles and that it is better to live to fight another day than to die in a battle that cannot be won.

A Knight of the Sword must pay homage to Kiri-Jolith and the other gods of Good each day. With the constant aim to ease the suffering of the helpless a Sword Knight has a strong relationship to Mishakal, Paladine's beloved wife, who eagerly helps to heal the wounds of those in need. It is not unusual that many Knights of the Sword see her as the embodiment of true mercy and protector of the home. Every Knight of the Sword has got the duty of defend Mishakal's honour where ever it might be necessary.

A Knight Clerist must spend one day a week fasting with prayer to Kiri-Jolith at sunrise, noon, and sunset.


I will get to work on some type of background and a player character stat block for Anshim Karas, minotaur skirmisher. If any one wants to play an elf, let me know. I think it would be interesting if we had some sort of backstory that bonds us together for some intriguing reason.

Sovereign Court

Well currently we have one player who wishes to play an Elven Cleric of Mishakal and one of the people who was cast out when the Minotaurs invaded. You'll have to work together on a dam good reason why you two would work together. As much as I'ed love to have Minotaurs and Elves working together on this adventure path, its a hard sell with the current political situation.


Darkfire142 wrote:
Well currently we have one player who wishes to play an Elven Cleric of Mishakal and one of the people who was cast out when the Minotaurs invaded. You'll have to work together on a dam good reason why you two would work together. As much as I'ed love to have Minotaurs and Elves working together on this adventure path, its a hard sell with the current political situation.

My paladin idea should go well with a cleric if Mishakal. I need to find a reason to be in Khur. I posted a description of his order above. Sound like a good character idea for you campaign?


It says that Mishakal attempts to convert the evil to the good through compassion; its entirely possible that Anshim Karas is one such conversion, perhaps by the very same Cleric we're traveling with. It might even be possible that Anshim was one of the minotaurs' advance troops, and the first elf he saw was this Cleric... and right when he was about to take him or her down, the goddess sent some kind of vision or otherwise miraculously interfered in some way. Which immediately sent Anshim into an existential crisis. :)

Sovereign Court

Hello Jman,

Ah so a knight of Solamnia I see. Would be good to have one of these holy warriors among our rag tag group of adventurers. Anyway being a part of the Knights of Solamnia faction, you gain the following benefit at your current rank you get 25% off the purchase of masterwork items in Solamanic settlements (50% off in Solamnia itself).

Currently at level 1 you're only a Squire of the Crown. At level 3 you will be able to apply for full knighthood and become a full Crown Knight. You then can join the Order of the Sword and become a full Sword Knight at level 6. When you've reached certain thresholds I will open up feat options to allow you to take class features from the associated knighthoods. You still can play a Paladin though, just make sure you uphold the Code of the Measure in your actions.

Actually there is a VERY good reason why the Solmanic Knights would be in Khur. Their enemies the Dark Knights have ambitions to conquer it in the near future. Gathering intelligence on the Dark Knight strengths as well as associating with potential allies (Such as the Legion of Steel) will aid the Khur and providing an efficient defense when and if the Dark Knights make their move. You would of course have to act somewhat covertly as likely the Dark Knights would arrest you if they found out you were working for the Solamnics. It also is the closest land to the Minotaur invasion area and some of the elves might be able to provide intelligence on the Minotaurs, as even the Solmanics are wary of the Minotaurs ambitions of world conquest.


Darkfire142 wrote:

Hello Jman,

Ah so a knight of Solamnia I see. Would be good to have one of these holy warriors among our rag tag group of adventurers. Anyway being a part of the Knights of Solamnia faction, you gain the following benefit at your current rank you get 25% off the purchase of masterwork items in Solamanic settlements (50% off in Solamnia itself).

Currently at level 1 you're only a Squire of the Crown. At level 3 you will be able to apply for full knighthood and become a full Crown Knight. You then can join the Order of the Sword and become a full Sword Knight at level 6. When you've reached certain thresholds I will open up feat options to allow you to take class features from the associated knighthoods. You still can play a Paladin though, just make sure you uphold the Code of the Measure in your actions.

Actually there is a VERY good reason why the Solmanic Knights would be in Khur. Their enemies the Dark Knights have ambitions to conquer it in the near future. Gathering intelligence on the Dark Knight strengths as well as associating with potential allies (Such as the Legion of Steel) will aid the Khur and providing an efficient defense when and if the Dark Knights make their move. You would of course have to act somewhat covertly as likely the Dark Knights would arrest you if they found out you were working for the Solamnics. It also is the closest land to the Minotaur invasion area and some of the elves might be able to provide intelligence on the Minotaurs, as even the Solmanics are wary of the Minotaurs ambitions of world conquest.

Awesome. Thank you for the quick response. Being a squire undercover would be awesome. I will post a pathfinder character sheet soon for your approval then work on his personality and background. I would like to play a relative of Sturm.


Darkfire142 wrote:

Hello Eric,

The question concerning the test is relevant as if you start affiliated with the Orders of High Sorcery you will have to take it eventually. Basically you first have to achieve 2nd level spells (So level 3), then at your earliest convenience you will have to track down a wizard who has already passed the test. In the previous age, those who took the test were brought to one of the Towers and received the test there. However as at this time only one Tower is active and the Orders are still rebuilding. Because of this it is impractical to make every prospective recruit make the long journey to the tower. In addition, the Orders are on a desperate recruitment drive to increase their numbers. Thus the head wizards in respective regions are allowed to administer the tests at their place of residence.

As for the test itself, that will be a role-playing session of its own. Indeed, depending on your decisions during the test, you could undergo some character changing revelations that could change your alignment as well as what robe you will wear. Passing the test give a number of useful benefits however.

Cool thanks for the info. I was thinking of placing him in Solamnia, perhaps near Palanthas or possibly in Kalaman. That would go well with the Knight of Solamnia character as well. Perhaps we can know each other in some way.

I need to skim my copy of Age of Mortals to get some further ideas but I think this is a good start.


This is what I have so far. Does it look OK? I may switch to an archer paladin if there are a bunch of melee classes accepted. I will do whatever works best for the party. On a side note, how do you feel about the trait Rich Parents?

Character Sheet:

Human Paladin 1
LG Medium Humanoid (human)
Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 13 (1d10+2)
Fort +4, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Falchion +5 (2d4+6/18-20/x2) and
Heavy mace +5 (1d8+4/x2) and
Javelin +1 (1d6+4/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 0, 5 melee touch, 3 ranged touch):
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 15
Base Atk +1; CMB +5; CMD 17
Feats Furious Focus, Power Attack -1/+2
Traits Reactionary
Skills Acrobatics -2 (-6 jump), Climb +0, Diplomacy +6, Escape Artist -2, Fly -2, Perception +4, Ride +2, Stealth -2, Swim +0
Languages Common
SQ Aura of Good
Combat Gear Falchion, Heavy mace, Javelin, Scale mail;
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Special Abilities
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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.

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Eric Swanson wrote:
Darkfire142 wrote:

Hello Eric,

The question concerning the test is relevant as if you start affiliated with the Orders of High Sorcery you will have to take it eventually. Basically you first have to achieve 2nd level spells (So level 3), then at your earliest convenience you will have to track down a wizard who has already passed the test. In the previous age, those who took the test were brought to one of the Towers and received the test there. However as at this time only one Tower is active and the Orders are still rebuilding. Because of this it is impractical to make every prospective recruit make the long journey to the tower. In addition, the Orders are on a desperate recruitment drive to increase their numbers. Thus the head wizards in respective regions are allowed to administer the tests at their place of residence.

As for the test itself, that will be a role-playing session of its own. Indeed, depending on your decisions during the test, you could undergo some character changing revelations that could change your alignment as well as what robe you will wear. Passing the test give a number of useful benefits however.

Cool thanks for the info. I was thinking of placing him in Solamnia, perhaps near Palanthas or possibly in Kalaman. That would go well with the Knight of Solamnia character as well. Perhaps we can know each other in some way.

I need to skim my copy of Age of Mortals to get some further ideas but I think this is a good start.

If both selected, I would think us travelling together and knowing each other would work well. By the way, one of my favorite RP moments was taking the test in a Dragonlance campaign back during AD&D.

Sovereign Court

As a Knight of Solamnia, you can have the Rich Parents trait. Many among their ranks are drawn upon by the nobility. You however should spent a good deal of your starting money on gear as Knights are encouraged to donate their coffers to the knighthood, keeping only enough to cover expenses, upkeep and purchases of equipment the knight may need.

Just remember though you have access to 2 traits and the Rich Parents trait is a one-shot thing, unlike other traits that give a constant bonus to something.

You may apply your 50% discount on masterwork items for your starting gear as you've likely purchased it before going to Khur. Just remember this discount is for the Masterwork property. You still have to pay full price for the item itself.


Any ideas for Anshim's first favored enemy?

EDIT: Also, what weapons are available (especially any 'minotaur' ones)?

Sovereign Court

As for places you might have come from, Palanthas is currently under occupation by the Dark Knights and they do not take kindly to the Wizards so being from there might not be the best of ideas. Kalaman is currently under the jurisdiction of the Nordmaarians. Still Kalaman is a meting pot of different cultures so you could be of any number of different nationalities. Solamnic or Nordmaarian might be the best choices for you Eric.

Sovereign Court

For a Minotaur Favored Enemy, probably Human or Ogre would be the most common favored enemy as those are where they've had the most conflicts in the past. Despite the invasion of the elf lands, I don't see many Minotaurs having a favored enemy Elf, as generally the Minotaurs do not have a long history of fighting the elves. They merely took advantage of a situation while most of the elves were off fighting in Sanction.

Sovereign Court

As for Minotaur weapons, someone made a fan list of them. Here is the link:

http://www.dlnexus.com/fan/rules/12795.aspx

Liberty's Edge

Ok, my character concept is developing a bit here. Feedback is good so I can adjust the crunch and fluff a little if needed. WIP here, open to suggestions and collaboration.

cookie crunchy goodness:

N minotaur sorcerer lv1
STR 16
DEX 12
CON 17
INT 10
WIS 11
CHA 14

BLOODLINE:
draconic(blue)

TRAITS:
desert nomad: +4 to saves vs. hot conditions, +1 saves vs. fire effects.
resilient: +2 saves vs. poison

FEATS:
intimidating prowess: add str and cha to intimidate

I kinda wanna go dragon disciple, maybe. Fate is sure to promise twists long before that choice comes up though. I envision a burly caster who'll turn the fight with the right spell, scare the crap out of the enemy, then wade into a fight with horns and claws flailin' if he gets the chance.

light and fluffy flavor:
Kharon is a minotaur who journeyed to Khur to be rid of the politics. He was never interested in conquest by military might, and sailing bored him. Perhaps his most noted trait, however, is a natural aptitude for magic. Not a fool by any means, Kharon simply lacks the brilliance and tactical gift that some of his peers display, and longs for a less complicated life, where he can do as he pleases and use his natural talents freely.

He likes to brawl, he likes to see new things and places, and he enjoys the advantages magic can bring. He also knows there's something else; something hidden in his essence that wants out. The desert calls to him; the winds and the dunes are comforting, and the blazing sun is invigorating to him.

Kharon knows of the bad blood between his people and the elves, and he knows why other civilized races fear his kind. It simply doesn't matter to him. He's happy to use intimidation to his advantage in order to go about his business and get his way, but he just lacks the ambition and thirst for conquest that his nation now boasts. Some say he is a hypocrite for doing what his people do on a small scale. His people say he is a failure for turning his back on his country's goals. Some say he's just lazy for lacking motivation. He simply doesn't care.

Kharon longs for adventure, headlong charges with horns lowered, and a journey of self-discovery. The budding power within him entices him to grow and evolve himself, and he itches to set if free. In short, Kharon just wants to understand who he is, and be himself.

Tried to keep it general, no names, places, or events, so, again, I'm open to collaborating, especially with elven applicants, to make a party work. If anybody likes the idea, show me a sign!


I actually am thinking a Kender Magus (Staff Magus) or sorcerer. seem to recall readin something about some sort of affliction that hits Kender making them sullen and withdrawn. I'm thinking tha he began studying magic lookin for a magical cure, and found the need to develop his abilities as a way to protect himself on the journeys needed to research the problem.

Is that something doable?


Alright, here's what I have so far for Anshim. Still need to work on gear, but overall, he's looking good. How are we determining hitpoints?

I gave him the faith trait Self-Sacrifice, as he is now devoted to saving the cleric of Mishakal that he was originally trying to kill or capture, and who was then forced to leave to avoid the devastation brought about by the others of his kind. Awakened by some spiritual miracle (the nature of which I leave to the DM and the cleric of Mishakal), Anshim is devoted to the cleric, and sees the cleric as a teacher of truths and spiritual realities beyond his knowledge originally.

Stat Block:

Anshim Karas
Male Minotaur Skirmisher (Ranger) 1
CG (formerly CE) Medium humanoid (minotaur)
Init +1, Senses Perception +9, track
Age
Hair
DEFENSES
AC 11, touch 9, flat-footed 12 (Dex -1, natural +2)
hp 14 (1d10+4)
Fort +6, Ref +1, Will +3
OFFENSE
Move 30 ft.
Melee bec de corbin +5 (1d10+4, crit. 20/x3)
Melee gore +5 (1d6+4, crit. 20/x2).
Full Attack bec de corbin +5 (1d10+4, crit. 20/x3) and gore +0 (1d6+2, crit. 20/x2)
STATISTICS
Str 18, Dex 9, Con 18, Wis 16, Int 8, Cha 6
Base Atk +1, CMB +5, CMD 14
Feats Power Attack
Skills Climb +8, Heal +7, Perception +9, Survival +7, Swim +8
Languages Common, Kothian
Traits Reactionary, Self-Sacrifice
Gear
FEATS AND SPECIAL ABILITIES
Favored Enemy (Ex) Anshim has humanoid (humans) as a favored enemy, gaining a +2 bonus to Bluff, Knowledge, Perception, Sense Motive, and Survival checks against them. He also gets a +2 bonus on weapon attack and damage rolls when fighting humans, and can make Knowledge skills untrained when attempting to identify.
Gore (Racial) Anshim may use his horns as a natural weapon to make a gore attack (1d6, 20/x2).
Keen Senses (Racial) Anshim has +2 on scent based Perception checks.
Reactionary (Trait) Anshim has +2 trait bonus on Initiative checks.
Self-Sacrifice (Trait) As a move action, Anshim can use his own body to grant soft cover to an adjacent ally.
Thick Hide (Racial) As a minotaur, Anshim has a thick hide, granting him +2 natural AC bonus.
Track (Ex) Anshim adds half his ranger level (minimum 1) to Survival skill checks made to follow or identify tracks.
Weapon Familiarity (Racial) Anshim treats weapons with minotaur in its name as a martial weapon.
Wild Empathy (Ex) Anshim can improve the initial attitude of an animal, as a Diplomacy check. He rolls 1d20 and adds his ranger level and Charisma bonus to determine the result.

Oh, is a bec de corbin permitted? Perhaps its called something else in Dragonlance.

Sovereign Court

Actually there are the Afflicted Kender in the current age. They're basically Kender who have become depressed after seeing Kendermore be destroyed by a dragon overlord. Magus and Sorcerer would fall under "Sorcery" in terms of power source so you could chose either class and it should work ok. If you want more info on the afflicted Kender, here is a page with some information.

http://www.kencyclopedia.com/kender/races/Race_display.cfm?page=dl3eafflict edkender

As for Hitpoints, you get max HP at 1st level. Each level beyond that you roll but if your roll is less than 1/2 your hit die you round up to the average. (For instance if a fighter rolled a d10 and got a 1, he would get a 5). I don't like to gimp people for bad rolls but I like to have some randomization when it comes to HP.

Sovereign Court

Arazni, looking at your character sheet I see a lot of Min-Maxing going on. I frown on characters who try and max out the bonuses and pump up the stat penalties. Your dexterity seems VERY low for a Ranger so I would advise putting some more points into it. You also don't need an 18 con for your character. Could you maybe do some updates. As for a ben-de-corbin, what book did you get it out of? is it a weapon out any pathfinder/3.5 resource?


Background:

Gareth Brightblade is the bastard son of Steel Brightblade. During Steel's early twenties in Palanthus, he bed a local noble's daughter. He would never know that the girl would conceive that fateful night and later bare a male child. Gareth's mother was sent away by her father to Solanthus with a maid servant to avoid bringing shame on the family name. In Solanthus, Gareth was raised by his mother and a great uncle who was a Knight of Solamnia. This great uncle, though retired from his position with the order, raised the boy as his own and taught him the skills required to become a squire. His mother gave her life to the church of Mishakal and became a priestess. Her faith became an important part of her son's life. At the age of eighteen, Gareth's great uncle vouched for the honor of his young nephew and helped him earn his chance to join the order. Only a week later, his uncle died. Devastated by the loss of the only father he had known, Gareth spent the next few years dedicating himself to his training. At the age of twenty two, his life was changed dramatically. He was sent on a secret mission to Khur to meet with leaders of the Legion of Steel to provide the groundwork for diplomacy between the two groups. The young squire spent his last few days in Solanthus with his mother. When he finally left for Khur, his mother handed him a letter and made him promise he would not read it until he saw the gates of Khur. Travel to Khur was hard, but he made it without incident. When he arrived, it was finally time to open the letter. He never could have known how life changing the note would be. The note, handwritten by his mom, explained his conception and birth. It revealed the identity of his father and a brief history of Steel's life as well as the life and death of his grandfather Sturm. Now living in Khur, Gareth has commited himself to the task the Knights have given him while hoping to someday find out more about his Brightblade heritage.

What do you think Darkfire? If I am chosen, I will build him as either a melee paladin or an archer paladin depending on the make up of the party. Thanks for the opportunity to apply. ~Jman72

"Est Sularus oth Mithas - My Honor is my Life."

- The Oath of the Knights of Solamnia

Grand Lodge

Would anyone be willing to work with me to connect my backstory? I need someone lawful good that caught me trying to pickpocket them but they caught me and decided to lead me down the path of righteousness.


CromoftheBloodhammer wrote:
Would anyone be willing to work with me to connect my backstory? I need someone lawful good that caught me trying to pickpocket them but they caught me and decided to lead me down the path of righteousness.

Not sure how the selection process will go, but I will play whatever role you need to connect backgrounds. You can see my background above if that will work for you. I haven't been in Khur long though.

Grand Lodge

Gareth Brightblade wrote:
CromoftheBloodhammer wrote:
Would anyone be willing to work with me to connect my backstory? I need someone lawful good that caught me trying to pickpocket them but they caught me and decided to lead me down the path of righteousness.
Not sure how the selection process will go, but I will play whatever role you need to connect backgrounds. You can see my background above if that will work for you. I haven't been in Khur long though.

That works perfectly. Foreigners are usually easy targets for pickpockets, and you fulfill the role of holy tutor perfectly! I'm a native of Khur and I'll be posting my backstory soon for approval if I get selected.

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