Arazni |
Min-maxing? First time I've ever been accused of that.
If you're referring to his ability scores, I can think of several story-related reasons for them, including social isolation (which is a habit, sometimes, for the militarily trained).
That being said, however, I will attempt to change the scores and get back to you.
Bec-de-corbin is a polearm from Ultimate Equipment, possibly also in Ultimate Combat.
Anshim Karas
Male Minotaur Skirmisher (Ranger) 1
CG (formerly CE) Medium humanoid (minotaur)
Init +2, Senses Perception +7, scent, track
Age
Hair
DEFENSES
AC 12, touch 10, flat-footed 12 (natural +2)
hp 13 (1d10+3)
Fort +5, Ref +2, 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 10, Con 16, Wis 16, Int 10, Cha 8
Base Atk +1, CMB +5, CMD 14
Feats Power Attack
Skills Climb +8, Heal +7, Perception +7 (+2 scent), Stealth +4, Survival +7, Swim +8; Racial Modifiers +2 Perception (scent).
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.
Power Attack (Feat) Anshim can choose to take -1 penalty on melee attack rolls to gain +2 bonus on melee damage bonus roles. Increased by 50% when making an attack with a two-handed weapon. The bonus is halved if making an attack with an off hand weapon or secondary natural weapon.
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.
Eric Swanson |
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.
Roger that. I will have him be Solamnic then. As for why he is in Khur, you mentioned the Solamnic Knights are looking for intel on the goings-on in Khur with the Minotaur invasion of Silvanesti. IF he has a merchant BG it would make a good cover for Gareth as well.
Here is a partial stat block:
Ahelcot Ulson
LG Human male (Solamnic) Wizard lv1 1
STR 11
DEX 12
CON 12
INT 18
WIS 14
CHA 14
Traits: Magical Lineage, Arcane Student
Bonus Skill: Profession (merchant)
Gareth Brightblade |
Darkfire142 wrote: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.Roger that. I will have him be Solamnic then. As for why he is in Khur, you mentioned the Solamnic Knights are looking for intel on the goings-on in Khur with the Minotaur invasion of Silvanesti. IF he has a merchant BG it would make a good cover for Gareth as well.
Here is a partial stat block:
** spoiler omitted **
That works well for my background.
"Clothyard" Shaft |
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 originallyI am the prospective Elf Cleric (up later tonight, I swear). Was wondering if this back story worked for you Arazni:
- 1) you were invading horde of minotaurs but were critically wounded
- 2) My Cleric called on Mishakal to save you but in exchange giving up your war-like ways
- 3) you pledged since I saved your life you now were responsible for mine
- 4) Have come with me leading an exodus of Silvanesti to Khur?
Whatcha think? Bound to my protection but still able to function normally. Will still have antipathy towards and from other elves.
Cleric up once RL gets out of the way. Thanks!
Darkfire142 |
Hello Garth, thanks for your enjoyable background. As for some amendments to your background. You arrived at the city of Ak-Khurman and reported to the Solamanic representative in the Legion Stronghold, Lional Uth Dartan and given a mission to travel to the town of Pashin and meet with a legion spy by the name of Klaudia Lorn and receive a package and deliver it back to Lional. You were not told what the package is for, but that it is vital to the cause that it gets to the proper destination.
As for Pashin, it is a major trading hub that is close the Minotaur controlled Silvanost and the Ogre Lands of Blode. It also is being populated by the Nekarans, who flooded to the town after the Minotaur occupation and now make up 50% of the population of the town. The Nekarans and now control the town although there is extensive resistance against their rule. Pashin is a strategic point for if there is an invasion of the Dark Knights into Khur, the town will be a major supply hub for the incoming forces.
As for Ahelcot Ulson, you're an apprentice White Robe, hoping to eventually become a member of the Solmanic Auxiliaries, a group of mages that work closely with the Solmanic knights and provide Arcane support to the Knighthood. Thus you've gone with Garth Brightblade to Khur to assist him in the mission. That hopefully should being both of you together.
Gareth Brightblade |
Hello Garth, thanks for your enjoyable background. As for some amendments to your background. You arrived at the city of Ak-Khurman and reported to the Solamanic representative in the Legion Stronghold, Lional Uth Dartan and given a mission to travel to the town of Pashin and meet with a legion spy by the name of Klaudia Lorn and receive a package and deliver it back to Lional. You were not told what the package is for, but that it is vital to the cause that it gets to the proper destination.
Perfect. Thanks. ~Jman72
Eric Swanson |
As for Ahelcot Ulson, you're an apprentice White Robe, hoping to eventually become a member of the Solmanic Auxiliaries, a group of mages that work closely with the Solmanic knights and provide Arcane support to the Knighthood. Thus you've gone with Garth Brightblade to Khur to assist him in the mission. That hopefully should being both of you together.
Perfect, that works just fine for me.
EDIT: Question for you, what specialist schools would be appropriate for a White Robe wizard?
Daynen |
Heh. looks like a lot of party members that aren't too keen on Minos. I so want to get in on that. Juicy, juicy character conflict and plot development. As mentioned, I'm willing to collaborate with whoever wants to get to know a slightly introspective arcane bruiser with horns. don't mind being the black sheep of the party that everyone's got their eye on. He'll actually thrive on such a party dynamic.
And Darkfire, if you find you would like to take part in the details, fire away. It's a very rough, very general background for now, with plenty of room for momentous occasion and life-changing events. I can flex very easily with this guy BECAUSE he's not so concretely defined yet.
Cassim Doka |
"You smile just like your father," his mother would say, with a smile of her own budding on her lips. . .
-
Cassim awoke feeling at ease, the way he always did when he dreamed of his mother. He smiled, that same smile his mother loved so much. Today would be a good day. Not only did the omens of his dreams foresee a peaceful day, this day was also special. The Khan was speaking, which meant a day away from the monotony and toils of pickpocketing and information gathering for the local ne'er-do-wells. This also meant he got to spend the entire day with Milaah, his favorite person in all of Khuri-Khan. . .
-
He rushed to Milaahs hut in the slums, just a stones throw away from his own, and peeled back the curtain that served for a door. Of course, Milaah was already awake, and beautiful as ever. He couldn't quite put a pin in it, but something about her always settled his spirits.
"Your up early!", Milaah smirked.
"Wake up late and miss your bedhead? Not a chance!", retorted the young rogue. . .
-
The Khan's courtyard was packed, but being the sneaks they are, Milaah and Cassim managed to get near the front. The Khan was truly an inspiration. Even for pickpockets and petty thieves.
".... And to a Khuri-Khan free forever!", the Khan ended his magnificent speech, with a smile.
Milaah turned to Cassim with a sparkle in her eye, "Cassim! You smile just like the Khan!"
This was the first time anyone had said anything about his smile since his mother. Cassim looked long and hard at Milaah. For the first time, he noticed she looked like his mother. Too much like her in fact. He looked back at the Khan. She was right. He and the Khan shared a smile. And a nose. And a jaw. With another glance at Milaah, the strain in her eyes shown all. She looked back and forth between him and the Khan.
"Cassim. . ."
But he already knew what she was going to say.
Cassim panicked. He hated everything that was happening right now. He was afraid, and confused. He knew in that instant he needed to get away. Away from this girl who looked too much like his mother. Away from this Khan, who looked too much like himself. From these streets, these days, these routines of scratching out a pitiful existence. So he ran. Away from everything, back to his hut. He grabbed what little money he had, his jerkin, his tools, and most importantly his dagger. The curious dagger like none other he had seen before.
He headed for the gates of town, and hid in alleyways and corners until dark. As soon as the coast was clear he stole a horse. The most beautiful, black desert mare he had ever laid eyes on. Cassim rode off into the distance, with the faces of the afternoon haunting him the entire journey. . .
-
Shortly thereafter, Cassim is caught trying to pick a paladins pocket, (say that 5x fast) and is taken in for (welcomed) reformation. Enter!: Cassim Doka! The good rogue! The rest is yet to unfold, GM willing ;)
Size: Medium
Height: 6' 0"
Weight: 170 lb
Eyes: Hazel
Hair: Black Straight; Beardless
Skin: Tan
Strength 10 (+0)
Dexterity 18 (+4)
Constitution 12 (+1)
Intelligence 13 (+1)
Wisdom 14 (+2)
Charisma 14 (+2)
Speed: 30 feet
Armor Class: 16 = 10 + 2 [leather] + 4 [dexterity]
Touch AC: 14
Flat-footed: 12
Initiative modifier: + 4 = + 4
Fortitude save: + 1 = 0 [base] + 1
Reflex save: + 6 = 2 [base] + 4
Will save: + 2 = 0 [base] + 2
Attack (handheld): + 0 = 0 [base]
Weapon Finesse: + 4 = 0 [base] + 4
Attack (missile): + 4 = 0 [base] + 4
Combat Maneuver Bonus: + 0 = 0 [base]
Combat Maneuver Defense: + 14
Acrobatics Dex* 8 =
+4
+ 1 + 3 [class skill]
Appraise Int 5 =
+1
+ 1 + 3 [class skill]
Bluff Cha 6 =
+2
+ 1 + 3 [class skill]
Diplomacy Cha 9 =
+2
+ 1 + 3 [class skill] + 3 [skill focus]
Disable Device Dex 5 =
+4
+ 1 + 3 [class skill]
Disguise Cha 6 =
+2
+ 1 + 3 [class skill]
Escape Artist Dex* 8 =
+4
+ 1 + 3 [class skill]
Knowledge (local) Int 5 =
+1
+ 1 + 3 [class skill]
Perception Wis 6 =
+2
+ 1 + 3 [class skill]
Sense Motive Wis 2 =
+2
Sleight of Hand Dex* 9 =
+4
+ 1 + 3 [class skill] +1 [Child of the Streets trait]
Stealth Dex* 8 =
+4
+ 1 + 3 [class skill]
Special abilities:
Sneak Attack +1d6
Trapfinding -- add half of rogue level to find traps, minimum +1
Equipment : Dagger(Kukri if I can) Leather armor, Thieves tools
This is my back story and stat block. Feedback would be wonderful, and I know its awful forward of me to be so presumptuous about what I can do as far as my back story goes, but I've always liked the idea! Feedback would be wonderful.
~ (formerly on this thread) CromoftheBloodhammer.
Cassim Doka |
Darkfire142 wrote:Perfect. Thanks. ~Jman72Hello Garth, thanks for your enjoyable background. As for some amendments to your background. You arrived at the city of Ak-Khurman and reported to the Solamanic representative in the Legion Stronghold, Lional Uth Dartan and given a mission to travel to the town of Pashin and meet with a legion spy by the name of Klaudia Lorn and receive a package and deliver it back to Lional. You were not told what the package is for, but that it is vital to the cause that it gets to the proper destination.
Dm willing, I believe this would be the place that I come in, attempting to pick your pockets,
~CromRiddick |
Riddick only knew the love and comfort of his father Willam. Only hearing stories of her life, Willam did his best to explain she had past on. Growing up in Khur, he panhandled alongside his homeless father when he was but a child. Luck struck the struggling family when Willam stumbled across a dropped coinpurse filled to the brim with platinum and steel. Willam took the money and used it to build an inn where Riddick discovered his love for music and the harp; Willam gave him his mother's harp as a young boy and the only memento of her memory. At his father's request, he'd cross dress and pretended to be an elven girl...and eventually maiden when he had matured.
He had no qualms with playing the part; people never questioned it. Riddick thought of his mother every time he played the harp, growing to question his father's stories. He was willing to lie to the public about his daughter actually being a son, what else could he be lying about? His father wanted him for the inn, but a strange wanderlust Riddick couldn't explain overcame him. With the intent of finding out for himself, he sneaks some supplies from the inn's stockroom every night, preparing for a journey into the big, unknown world...
Melisaria Darkflower |
Here is Melisaria Darkflower, cleric of Mishakal the Restorer, and refugee in this land fleeing from the Minotaur invasion of her adopted homeland Silvanesti.
Female Elf Cleric 1
LG Medium Humanoid (elf)
Init +2; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +5; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +0 (1d4/19-20/x2) and
Quarterstaff +0 (1d6/x2)
Ranged Light crossbow +2 (1d8/19-20/x2)
Spell-Like Abilities Touch of Good (6/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Cure Light Wounds, Bless, Sanctuary (DC 14)
0 (at will) Light, Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 10, Int 14, Wis 17, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Selective Channeling
Traits Ease of Faith, Magical Lineage (Cure Light Wounds)
Skills Acrobatics -1 (-5 jump), Climb -3, Diplomacy +7, Escape Artist -1, Fly -1, Heal +7, Knowledge (religion) +6, Perception +5, Ride -1, Sense Motive +7, Spellcraft +6 (+8 to determine the properties of a magic item), Stealth -1, Swim -3
Languages Common, Draconic, Elven, Khuri
SQ aura, cleric channel positive energy 1d6 (5/day) (dc 12), domains (good, healing), elven magic, rebuke death (6/day), spontaneous casting
Combat Gear Holy water; Other Gear Studded leather armor, Crossbow bolts (20), Dagger, Light crossbow, Quarterstaff, Backpack (7 @ 11 lbs), Bedroll, Belt pouch (1 @ 0.5 lbs), Mishakal, Sack (empty), Trail rations (5), Waterskin, 22 GP, 3 SP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Cure Light Wounds) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Rebuke Death (6/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Needs a few little tweaks to put in given racial traits etc instead of standard, but will do that later. Understand difficulty with Minotaur characters but can come up with a plausible backstory with a little teamwork. Please let me know if/who you need me to work with on that.
Give me a shout if you see something that needs fixing.
Enistus |
I see you have plenty of applicants, but this has been on my mind since you started the recruitment. More choices is good, isn't it?
Presenting Enistus, a human druid, devoted to Lunitari, the Red Moon, with the Holy order of the Stars. Taking the concerns of the Veiled Maiden, would see magic used in the name of balance, freedom, and curiosity. Wearing a frazzled green cloak over his hide armor, prominently displaying the holy symbol worn as a necklace, his unkempt appearance with a full beard and wild hair belies his eloquence. With his great strength, he looks to be a cross between a wizard and a brute wild elf.
It was not long ago that he discovered his magical talents, and like many sorcerers who possess a more naturalistic magic, Enistus has had to learn on his own. This was a surprise to him as much as anyone, as he believed his lot was as a simple laborer, making use of his great strength. It was the appearance of a true friend that convinced him otherwise. A wolf bound itself to him through some unknown power, giving great assurance of his inner strength. It was then on that he decided to take to the wilds in order to discover this power, spending years in relative isolation. Though he bears a kinship with humans, he harbors a strong suspicion toward them as he fears they may think him a rogue sorcerer. It would not be the first time he had to deal with such. Regardless, Enistus does not hide his interest in magic, and wishes to prove himself now.
Only recently has he felt the strength within him become strong enough for challenges greater than self discovery. In this troubled time, he emerges from relative isolation after years of training to lend his aid. He arrives at the coastal city Ak-Khurman with little more than three sub-iron coins and the holy symbol of Lunitari: a triple-divided moon representing light, dark, and the red moon. Inwardly, he's not sure about his devotion to the recently-returned goddess, but hopes that coming events will justify his choice.
I'm interested in any suggestions to incorporate Enistus more thoroughly into the game.
Starting wealth x 10: 2d6 ⇒ (2, 2) = 4 = 40 gold.
Ro'Khan |
Riddick, after a read of your backstory, I think I may have a connection to Kharon. While it may seem the most odd pairing, I think it would be an amusing bit of irony if a young boy made to pose as an elf girl would find kinship in a minotaur sorcerer who just wants to be himself. The freedom to be oneself is a strong one, and something that he could respect, even if the sight of his disguise is an oddly amusing one.
Not sure if I'm getting my thoughts across clearly; what are yours?
Mas'soud |
Background for Mas'soud
Born of the union between a Tondoon merchant and a Mikku tribeswoman, Mas'soud has traveled the lands of Khur since early childhood. He spent his initial years with his mother, and once old enough would accompany his father on his travels and learn the skills of a merchant.
Unbeknownst to his mother, Mas'soud would assist his father in nightly burglaries when 'stocks' were running low or sales were horrible due to the conflicts,influx of refugees or just bad luck.
At the age of eighteen, he seperated from his parents thinking that they could not teach him anything else. Since then he has traveled the lands of Khur as a small stall merchant, selling whatever he can from a small stall consisting of a tiny bench with small trinkets and cheap jewelery that he 'acquired'. When he doesn't have any wares he acts as a guide for merchants and travelers to earn coins to feed himself. This could be how he has come to know some of the other characters
At a distance, Mas'soud looks like a typical Khur tribesman with his olive skin, dark brown eyes and raven black long hair. His allegiance to the Tondoon is apparant at a much closer distance with ritual scaring on his face. He has the typical hawkish feature of a Kurd, with very angular cheeks and nose. He is of a slim but defined built. His equipment has seen years on the road, reflected by the scratches to the leather, patches to his desert robes, and sweat stains on his dagger's grip.
I took the standard gold, but if preferred I can roll for it instead.
4d6 ⇒ (1, 6, 5, 3) = 15
Darkfire142 |
Hello Enistus,
A druid would be an interesting addition to the Dragonlance game, however there is one problem with your character concept. The Moon Gods do not grant Divine Spells. They are the powers that be for Arcane Magic in the world and while there is many that pay homage to the moons such prayers do not grant any divine spells.
Druids who draw their power from a God must devote themselves to one of the 3 nature deities. Good druids typically worship Habbakuk. Neutral druids worship Chislev and evil druids worship Zeboim. You can chose either an animal companion or a nature's bond as normal, but if you chose Nature's Bond you'll need to also take a domain of the God you chose much like a Cleric. You also get a medallion of faith. Hopefully that helps you develop things.
As for Gold, you get standard for your class. Just to speed things along.
Anshim Karas |
Six Things to Know about Anshim Karas
1. Anshim was once chaotic evil, but converted to chaotic good when a priestess of Mishakal the Redeemer healed him after he was seriously injured in the minotaur raid on Silvanesti.
2. When the priestess healed him, bringing him back from death's door, Anshim had a bit of a mystical religious experience.
3. Since then, he has been increasingly protective of the beautiful elf, once his enemy.
4. He knows she still has a lot to teach him. But the gift of compassion was the greatest lesson.
5. He is still learning about kindness and modifying his behavior for the greater good.
6. He is haunted by a dark fate that may still be waiting for him.
Five Mannerisms
1. Anshim is mostly silent, used to living in the wilds instead of in society. He snorts and growls on occasion, but this does little to improve his communication.
2. He is still learning things about the metaphysical nature of the world, and now stops to question things on occasion. Usually asking 'Why?'
3. He is quite protective of the priestess Melisaria Darkflower (the priestess who healed him and introduced him to a different way of life).
4. He bares his teeth when he wants to be intimidating.
5. At times, Anshim is surprisingly gentle, especially with plants, animals, and children who have not yet learned the world's cruelty.
Four Goals
1. Anshim wants to know more about Mishakal and her beliefs. He is not yet ready to completely adapt them, but he knows they represent something very different from how he was brought up.
2. He wants to see his new friend Melisaria Darkflower in a permanent home, which right now is not Silvanesti, nor Khur for that matter.
3. Short Term: Find a safe place for Melisaria and himself. They are refugees from a wartorn land.
4. Anshim sometimes feels a dark fate waiting for him. It is not a usual feeling, but he wakens from nightmares and horrifying memories that lie just beyond the edge of consciousness.
Three People Tied to Anshim (1 Friend, 2 Enemies)
1. Melisaria Darkflower is Anshim's only friend at the moment. He has given up everything about his past, including the ties to his race and homeland.
2. Another minotaur hunter, Sarak Lharim, tried to prevent Melisaria from escaping with her kind. He would have succeeded if Anshim had not stepped in front of her and prevented the other minotaur from attacking her. Sarak Lharim lived through the encounter, however, and swore blood vengeance against him.
3. Among the elves who escorted Melisaria Darkflower was a different cleric, one who was less interested in kindness and redemption. Golminius Firestar has tried to separate Melisaria from Anshim.
Two Secrets, one Known, one Unknown
1. Although he feels a mystic bond with nature, Anshim knows that this mystic bond will never be experienced as the power of spells. He tries to keep this from others, however.
2. The numerous deaths at his hand have tainted Anshim in a mysterious and dark way. Unless he can be redeemed, there is some dark fate that awaits him.
One major memory or life experience
The fall should have killed him. That was all he remembered as he lay in a shivering mass of metal, fur, one horn badly bent if not completely broken, and insurmountable pain. He drifted in and out of consciousness as the pain grasped his body. Anshim's weapon lay a few feet away and he silently cursed himself for making the blind jump. He was not the most nimble. Far from it. And he had managed to get tangled and mangled by the tree branches that suddenly appeared in front of him. He could no longer think about his situation and allowed his eyes to close and his mind to drift into blissful darkness.
When he opened his eyes again, a concerned face was leaning over him. Not a minotaur. For a moment Anshim feared for his life, but his eyes were drawn to the halo of golden light that surrounded the dark-haired head and for some reason his fear melted away. The elven woman looked up for a second, then back down again: her eyes filled with concern and some other emotion he could not identify. His eyes closed and his mind drifted back to dark.
He felt magic, or smelled it. It smelled of fresh grass and lilacs and waterfall and iron all at once. His pain vanished. And he felt life surge back into his body. He took a deep, breath, realizing his ribs no longer pierced his lungs, and opened his eyes again. The elven woman stood there, an odd sort of smile on her lips, though there was sadness across her face. She was fleeing. Fleeing the minotaurs that had invaded her home.
Anshim grit his teeth together a second or two, tasting the blood that sometimes rose in his mouth when his fangs pierced his gums. "Anshim" he said simply, pointing to himself. The elf woman seemed to understand his name, and responded in kind. "Melisaria. We must go. Your vanguard is almost upon us." Anshim shook his head. "Not mine. Any longer."
Enistus |
Ah. I was under the (mis)impression that druids were more like sorcerers in Dragonlance, unlike clerics. With this in mind, I'll change backstory and personality to accommodate - which will be simple enough. God of persistence will work well. I'll have a story of personal revelation more significant than "boy meets wolf" that gives significance to being a follower of Habbakuk. I would prefer to keep the wolf and try to keep him as a lifelong companion, would this conflict?
As for the medallion of faith, are we talking the sort that grants special power - the one for Lunitanri allowed the casting of Light and Darkness? I was counting it as a normal holy symbol, rather than the typical holly and mistletoe that Pathfinder druids usually get, or one of the following.
The various types of Medallions of Faith each grant specific abilities based upon the god they are devoted to. The special power can only be used once per day, and is restricted to ordained clergy only- Token Medallions do not grant the special ability. These powers are detailed below in the entry for each god.
If an un-ordained priest or a citizen worshipper uses more powerful types of medallions than they are entitled to, that artifact will only function as though it were a Token Medallion of Faith. Conversely, if a high-ranking clergy member uses a Medallion that is not typically used by one of their station, the Medallion acts as though it were of the appropriate type. In addition, they all have the capabilities listed below, some of which are reversible as found in the Players Handbook. There are following restrictions on the powers' usage:
Token of Faith: one of minor protection (from evil/good), remove fear, or bless each day.
Lesser Medallions: combine and two of protection from evil/good, remove fear, or bless each day.
The wielders of this symbol are able to cast the spell Courage once per day. It is for this reason that priests of Habbakuk are so valued by military commanders.
Also, way to break the 'no minotaurs and elves in same group'. Not being sarcastic, I think that's great. Take that, racism!
Zenergy |
Riddick, after a read of your backstory, I think I may have a connection to Kharon. While it may seem the most odd pairing, I think it would be an amusing bit of irony if a young boy made to pose as an elf girl would find kinship in a minotaur sorcerer who just wants to be himself. The freedom to be oneself is a strong one, and something that he could respect, even if the sight of his disguise is an oddly amusing one.
Not sure if I'm getting my thoughts across clearly; what are yours?
I'm willing to go as far as having everyone know Riddick from just seeing him perform. Also forgive the sparse details, truth be told, what happens in roleplay is WAY more important, especially on an adventure path. I just concentrated on adventure motivation and let the gods sort the rest.
I think everyone going to Riddick's inn could be a good setup, but again, I don't know how AOM actually starts so this could be impossible. As for personally knowing Riddick, yeah that's fine, but he won't want to talk about his little secret.
WHICH REMINDS ME
I should probably get a rank in Disguise...xD
Darkfire142 |
A medallion of faith is a symbol of one's bond with their God. It is an important part of being a Cleric and without one, your character cannot cast Divine spells beyond the 3rd level. The Medallion of faith has 3 functions. First of all, a Medallion of faith can be used to create another medallion of faith so long as the person is a true devotee to the Gods (Aka possessing of Cleric/Druid class levels). Secondly, the Medallion of faith resists involuntarily attempts to remove it. Anyone who tries to remove your Medallion without your permission takes 2d4 divine damage ignoring all forms of damage reduction. In addition the Medallion of Faith can be used as a weapon against Undead, Fiends and Minions of Chaos. Basically this involves a Touch Attack using the medallion and does 2d4 divine damage (Ignoring all forms of damage reduction). You have to be careful however as some creations of chaos are so powerful that using a medallion on them will destroy the medallion in the process. Replacing a lost or destroyed medallion requires seeking out another cleric/druid of your own alignment and requesting a new one to be made for you.
As you can see, the Medallion of Faith is a pretty powerful item although it does have a disadvantage if you lose it.
Darkfire142 |
Just for some future information Zenergy, Bards in Dragonlance can not take healing spells. Bard Magic is Sorcery, that draws upon the raw arcane energies of the world. Arcane magic can not heal (except in the rare few Arcane Spells that suck life from targets like Vampiric Touch). So when picking your spells do not take any healing spells.
The only divine casters are Mystics (Oracles) who draw power from devotion to a domain, Clerics who draw power from the Gods themselves and Druids who draw power from one of the Gods of Nature. The Witch class I'ed allow to have healing spells as they much like Mystics draw power from an external source, in their case a pact with some powerful eldrich entity of some kind (Close enough to Divine power for game purposes).
Gareth Brightblade |
Thunder boomed as lightning split the night sky providing the only light by which to view the surroundings. Heavy rainfall fell hindering vision beyond twenty feet. Gareth pulled the hood of his brown leather cloak further over his face as he moved closer to the shadowy building. So many times he had seen this building, but he had never reached it. This time will be different. He instinctively reached inside his cloak caressing the hilt of his sword. He continued to push through the wind and rain until the front of the building was easily viewable. Its black granite and white marble block walls reflected his image while being illuminated by fingers of white lightning crackling through the heavens. What is this place? A tomb? Another flash of lightning, brighter than the others, struck only yards from him. It revealed the steps of the magnificent structure. Suddenly, two figures stood looking at him from the top of the steps. A man and woman dressed in ceremonial blue and black armor simultaneously reached for him as if beckoning him forward. The light was quickly interrupted by a loud thunderclap which knocked Gareth off of his feet. Then, sudden darkness..
Awaken from a deep sleep, Gareth expected to see the courtyard and shadowy building he was approaching only moments before. Instead, he saw the campfire of the merchant caravan he had been travelling with the past few weeks. The dreams had increased exponentially over the journey to Khur, especially since receiving the letter from his mom.
He had been told the gates of Ak-Khurman were only a days travel away now. Unable to return to sleep, the young paladin found a quite, secluded place to prepare for his morning devotions. Though worship of the gods was beginning to return to the war torn world, Gareth had been expressly ordered not to allow the others to know of his connection with the Knights of Solamnia or his allegiance to Kiri-Jolith. The past few years had strengthened his faith in the deity and his mother, Mishakal. As a member of the Solanthic Liberation Army, Gareth gained the respect of the Knight of Solamnia while aiding in the recovery of Solanthus from the Dark Knights. Now he was on a mission to meet Lional Uth Dartan...
Darkfire142 |
Well then I have looked over the characters thus far and have had to make some difficult decisions on who would work best for this campaign. So far my top players are as follows:
Gareth Brightblade (Human Paladin)
Reasoning: He's the heroic leader type who should be the glue that keeps the group together. Being a character blood related to one of the original companions means he following in his ancestor's footsteps of being a hero. Also having a strong front-line warrior is a good solid base for a party of adventurers.
Ahelcot Ulson (Human Wizard)
Reasoning: The Orders of High Sorcery are an important organization in Krynn. Having a player who is a member allows for some good future interactions. His paring with Gareth means that we've got a solid Warrior/Wizard support group in the party, something that could help build a good party dynamic.
Melisaria Darkflower (Elven Cleric)
Reasoning: The elves in the Age of Mortals have suffered tremendously. With the hardships the elven race has gone through, it seems appropriate that a hero arise among the elves bring balance back to the world. Having an elf to represent elven interests is a good idea. Having a healer in the party is a definite must in any adventure. And a Cleric is good to have to represent the interests of the Gods.
Anshim Karas (Minotaur Ranger)
Reasoning: Anshim was a hard sell in the beginning. It was a hard choice between him and Badharkân (Who was attractive because he is a Khur ranger and thus knowledgeable about the land the game starts in). But Ashim has written an extensive background on his character sheet and has proved himself dedicated to his character role. He's definitely going to have a tough time in the game, with a lot of the Anti-Minotaur prejudice but it could be an interesting role-playing challenge. As for his role in the party, having another warrior-type in the party would help add strength to the group in those tough battles to come.
Cassim Doka (Human Rogue)
Reasoning: We had quite a few rogue submissions, but Cassim's background was the most interesting of the bunch. I was looking for at least one character to be from the nation of Khur and in Cassim I think I have found my representive. His rogue abilities will be most useful when dealing with traps and other hazzards that the party may come across. Also he is a native of Khur he also knows much about the land and can help the party out in dealing with the Khur culture.
There is one more slot left I am looking to fill to make my 6th player. I am also willing to consider backups in case people wish to withdraw from the game before it begins. I'm still reviewing characters to decide who might best fill the last niche the party needs.
Eric Swanson |
Darkfire142 |
Looking pretty good so far Eric. I don't see any mistakes except that you have 3 more skill points to use. Your starting money is the average for your class. If you want to purchase any additional spells or scrolls at character creation you're free to do so.
Looking further into your sheet, you have 2 more languages to pick. Solamanic is free as Humans get 2 additional racial features in Dragonlance. One is a free regional language. The other is one skill that is a Favored Skill. If your favored skill is a non-class skill it becomes a class skill. If your favored skill is a class skill you get a +1 Misc bonus to skill checks with that skill.
Melisaria Darkflower |
glad to be on the short list so far. Looking forward to working with Anshim on a good RP experience. Thanks!
Darkfire142 |
You can be a Qualinestri if you wish. A large number of them migrated from the west to hopefully get safe haven with the Silvanesti elves, only to find out too late that the Silvansti forest was overun by the Minotaurs. Historically all the elven races are the same "Race" so to to speak, just political and cultural divisions eventually split the race apart. The Qualenesti and Silvansti have been at odds for a long time. When Alhana Starbreeze and Porthios got married to attempt to unify the nations, there was an uproar among both civilizations. But as they say, misery loves company and the two peoples have been closer than they have in Milena.
It also probably fits well with your alliance with Karas, considering the Qualenesti are more diplomatic with other races and were not directly attacked by the Minotaurs so not as hateful towards the Minotaurs (Although still not liking them either).
Just so you know, the Qualenesti elves have a slighty different stat spread than Silvanesti elves. They have +2 Dexterity, +2 Charisma and -2 Constitution. They have a +1 racial bonus to diplomacy and sense motive checks. All elves also have Elfsight (Low light vision with 30 FT darkvision)
DM DoctorEvil |
Here is Mel's updated crunch wiht the racial traits specific to Qualinesti. I had built her this way on the abilities but Hero Lab had issues with the extra skill points. Added post export.
Will see you in the discussion/gameplay. Thanks!
Female Qualinesti Elf Cleric 1
LG Medium Humanoid (elf)
Init +2; Senses Elf-Vision (30' darkvision); Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +5; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +0 (1d4/19-20/x2) and
Quarterstaff +0 (1d6/x2)
Ranged Light crossbow +2 (1d8/19-20/x2)
Spell-Like Abilities Touch of Good (6/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Cure Light Wounds, Bless, Sanctuary (DC 14)
0 (at will) Light, Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 10, Int 14, Wis 17, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Selective Channeling
Traits Ease of Faith, Magical Lineage (Cure Light Wounds)
Skills Acrobatics -1 (-5 jump), Climb -3, Diplomacy +8, Escape Artist -1, Fly -1, Heal +7, Knowledge (religion) +6, Perception +5, Ride -1, Sense Motive +8, Spellcraft +6 (+8 to determine the properties of a magic item), Stealth -1, Swim -3
Languages Common, Draconic, Elven, Khuri
SQ aura, cleric channel positive energy 1d6 (5/day) (dc 12), domains (good, healing), elven magic, rebuke death (6/day), spontaneous casting
Combat Gear Holy water; Other Gear Studded leather armor, Crossbow bolts (20), Dagger, Light crossbow, Quarterstaff, Backpack (7 @ 11 lbs), Bedroll, Belt pouch (1 @ 0.5 lbs), Mishakal, Sack (empty), Trail rations (5), Waterskin, 22 GP, 3 SP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Cure Light Wounds) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Rebuke Death (6/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Qualinesti Racial +2 DEX, +2 CHA, -2 CON; +1 diplomacy and sense motive
Melisaria Darkflower |
Here is Mel's updated crunch with the racial traits specific to Qualinesti. I had built her this way on the abilities but Hero Lab had issues with the extra skill points. Added post export.
Will see you in the discussion/gameplay. Thanks!
Female Qualinesti Elf Cleric 1
LG Medium Humanoid (elf)
Init +2; Senses Elf-Vision (30' darkvision); Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +5; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +0 (1d4/19-20/x2) and
Quarterstaff +0 (1d6/x2)
Ranged Light crossbow +2 (1d8/19-20/x2)
Spell-Like Abilities Touch of Good (6/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Cure Light Wounds, Bless, Sanctuary (DC 14)
0 (at will) Light, Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 10, Int 14, Wis 17, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Selective Channeling
Traits Ease of Faith, Magical Lineage (Cure Light Wounds)
Skills Acrobatics -1 (-5 jump), Climb -3, Diplomacy +8, Escape Artist -1, Fly -1, Heal +7, Knowledge (religion) +6, Perception +5, Ride -1, Sense Motive +8, Spellcraft +6 (+8 to determine the properties of a magic item), Stealth -1, Swim -3
Languages Common, Draconic, Elven, Khuri
SQ aura, cleric channel positive energy 1d6 (5/day) (dc 12), domains (good, healing), elven magic, rebuke death (6/day), spontaneous casting
Combat Gear Holy water; Other Gear Studded leather armor, Crossbow bolts (20), Dagger, Light crossbow, Quarterstaff, Backpack (7 @ 11 lbs), Bedroll, Belt pouch (1 @ 0.5 lbs), Mishakal, Sack (empty), Trail rations (5), Waterskin, 22 GP, 3 SP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Cure Light Wounds) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Rebuke Death (6/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Qualinesti Racial +2 DEX, +2 CHA, -2 CON; +1 diplomacy and sense motive
Cassim Doka |
Hello peeps its Darkfire. I've got a new Alias for this game. Meet the High God of Krynn, father of the Gods and ultimate power of the universe!
Also, I was wondering when you plan on staring? Just so I can have a heads up. I'll finish up my crunch and be ready to go, regardless
High God of Krynn |
Its a hard choice to make for our 6th slot. Kharn had been with us since near the beginning and his character is something unique to say the least. We also have Riddick the Half-Elf bard and Enistus the human druid.
Kharn is interesting but we already got one Minotaur in the group. One minotaur packing up and joining the righteous side is strange enough, but two could cause some issues. Also looking at Kharn's stats, a 14 charisma is far too low to play a Sorcerer. This game goes levels 1-20 remember and you won't be finding a lot of Charisma boosting magical items (unless you craft them yourself). In addition your bloodline is not viable as Dragons RARELY breed with humans in Dragonlance, especially among the Minotaurs who most dragons do not bother with. In addition, the Minotaurs are not known for their magical prowess. The Minotaurs were not trained by the Academy in the secrets of Sorcery thus never developed it. What little arcane magic they do have come from Black Robes wizards and even then they've only got a few of them. So I'm afraid that I have to turn down this character.
Now Riddick could be interesting. This is going to be an epic adventure of levels 1-20 where the PC's will do some great things. Having a chronicler in the group to record the many exploits of our adventurers could be a useful addition to the group. The fact that he's a Half-Elf also puts him as sort of the Tanis Half-Elven of the group. The only issue is his androgynous appearance, it could end up being offensive to some players. Another good thing about having a Bard is they're a Jack of all Trades, they can act as a secondary arcane caster, secondary sneak as well as extra fighting support. Bards are a pretty well rounded class and I'm looking for a well-rounded party. Just so you know Bards in Dragonlance can't be backup healers, they do not have access to healing spells.
Enistus could be a useful addition as well. Another divine caster with some wilderness knowledge could go a long way to support the party. Especially with the party size, where one healer might not be able to fulfill the role on her own and Druids make good backup healers. The support of an animal companion also is a welcome addition for role-playing potential.
So in the end the final decision comes down to Riddick and Enitstus. Which one do you think would help best with the party dynamic?
Cassim Doka |
Its a hard choice to make for our 6th slot. Kharn had been with us since near the beginning and his character is something unique to say the least. We also have Riddick the Half-Elf bard and Enistus the human druid.
Kharn is interesting but we already got one Minotaur in the group. One minotaur packing up and joining the righteous side is strange enough, but two could cause some issues. Also looking at Kharn's stats, a 14 charisma is far too low to play a Sorcerer. This game goes levels 1-20 remember and you won't be finding a lot of Charisma boosting magical items (unless you craft them yourself). In addition your bloodline is not viable as Dragons RARELY breed with humans in Dragonlance, especially among the Minotaurs who most dragons do not bother with. In addition, the Minotaurs are not known for their magical prowess. The Minotaurs were not trained by the Academy in the secrets of Sorcery thus never developed it. What little arcane magic they do have come from Black Robes wizards and even then they've only got a few of them. So I'm afraid that I have to turn down this character.
Now Riddick could be interesting. This is going to be an epic adventure of levels 1-20 where the PC's will do some great things. Having a chronicler in the group to record the many exploits of our adventurers could be a useful addition to the group. The fact that he's a Half-Elf also puts him as sort of the Tanis Half-Elven of the group. The only issue is his androgynous appearance, it could end up being offensive to some players. Another good thing about having a Bard is they're a Jack of all Trades, they can act as a secondary arcane caster, secondary sneak as well as extra fighting support. Bards are a pretty well rounded class and I'm looking for a well-rounded party. Just so you know Bards in Dragonlance can't be backup healers, they do not have access to healing spells.
Enistus could be a useful addition as well. Another divine caster with some wilderness knowledge could go a long way to support the party....
I like Riddick, but I've always had a soft spot in my heart for bards. No offense to the other applicants :s
High God of Krynn |
Well got a slight amendment. While skimming some info out of the Old Age of Mortals, there is a clan of Minotaurs that does some Sorcery, although learned it in a different way that the Academy route. Some members of Clan Teskos practices wizard magic illegally and were branded renegades. After the disappearance of magic, they went to Spell-Leaching to fuel their magic and then when that became ineffective managed to switch over to Sorcery. So there is SOME Minotaurs that know Sorcery but they're defiantly a very distinct group as most Minotaurs see arcane magic as "Cowardly".
Still this does not change my mind about Kharon. I'm afraid I'm still going to turn down his application.