Dragonlance: Heroes of a New Age

Game Master Shalafi2412

What came before...:

Six months have passed since the War of Souls, an epic conflict that spanned the world of Krynn. After 39 years when the Gods have been silent and magic flowed 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?


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Jor, Greater weapon focus has a level requirement of fighter 8. 2 more levels my friend.


HP: 96 | AC:20 / Touch: 12 / FF: 16 | Init +4 | Perception +12 | Fort: +9 / Refl: +7 / Will: +4

Ah, somehow I had the Idea it was lvl 6. Didnt make sure if it was. Ah, now I need to think what was the build up for him.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

What do you think of this conversion of the PRC?

Pathfinder War Mage PrC
Level Base Att. Fort Ref Will Special Spells Per Day/Known
1st +0 +1 +0 +1 Arcane Aegis (1 ally), Battle Magic +1 +1 level of existing class
2nd +1 +1 +1 +1 Arcane Armor Training, Bonus Metamagic Feat +1 level of existing class
3rd +1 +2 +1 +2 Arcane Aegis (2 allies), Battle Magic +2 +1 level of existing class
4th +2 +2 +1 +2 Arcane Armor Mastery, Bonus Metamagic Feat +1 level of existing class
5th +2 +3 +2 +3 Arcane Aegis (3 allies), Battle Magic +3 +1 level of existing class
Requirements

In order to become a War Mage a character must fulfill all of the following requirements.

Spellcasting: Ability to cast 2nd level arcane spells.
Skills: Spellcraft 5 ranks.
Feats: Combat Casting, Eschew Materials, Arcane Strike.
Class Skills

The Wizard of High Sorcery class skills (and the key ability for each skill) are Craft (Int), Heal) (Wis), Knowledge (all) (Int), and Profession (Wis).
Additional Skill Ranks at Each Level: 2 + Intelligence Modifier
Hit Dice: d6
Class Features

Arcane Aegis (Su): The war mage may designate one ally within 30 ft. to benefit from his protection. He adds his Charisma modifier (if positive) as a morale bonus to the ally's AC. This bonus lasts until the end of the encounter. At 3rd level and 5th level the number of allies that can be aided increases by +1.
Battle Magic (Ex): By means of this ability the War Mage increases the effectiveness of his combat spells. At 1st level any spell cast by the War Mage that inflicts damage gains a +1 bonus per die of damage. At 3rd level this bonus increases to +2 and at 5th level to +3. This ability can be used a number of times per day equal to 3 + the War Mage's Constitution modifier.
Arcane Armor Training (Ex): At 2nd level the War Mage gets Arcane Armor Training as a bonus feat. At 5th level he gets Arcane Armor Mastery which supersedes the bonus provided by Arcane Armor Training.
Metamagic (Ex): A War Mage learns to use his spells to their maximum effectiveness. At 2nd level and again at 4th level, the War Mage, gains a bonus feat, selected from the following list: Empower Spell, Enlarge Spell, Greater Spell Focus, Maximize Spell, Greater Spell Penetration, Spell Focus, Spell Penetration, Widen Spell,


Weren't you not considering going "Renegade Hunter" Terevalis?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Yes, I have to wait until I can cast 4th level spells. I was just looking at some of the conversions to Pathfinder.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

I going to work with Athola at level 5 until 17th December.

PS: 15th and 16th December I be traveling back home. Definitely no internet on route.


Just use the Pathfinder OGC page for leveling up. You don't need the book to do so.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Renegade Hunter
Modified from Towers of High Sorcery Sourcebook

Requirements:

Alignment: Any lawful
Skills: Diplomacy 2 ranks, Sense Motive 2 ranks, Perception 2 ranks
Feats: Improved Counterspell
Spells: Able to prepare and cast 4th-level arcane spells, including dispel magic.
Special: Must have passed the Test of High Sorcery and be a member in good standing of one of the Orders of High Sorcery.

Hit Die: d6

Class Skills: The renegade hunter’s class skills (and the key ability for each skill) are Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

Skill Points at Each Level: 2 + Int modifier.

Class Features

Weapon and Armor Proficiency: Renegade hungers gain no additional proficiency with any weapon or armor.

Spells per Day: At 1st, 3rd, and 5th level, a renegade hunter gains new spells per day as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than on arcane spellcasting class before becoming a renegade hunter, she must decide to which class she adds the new level for purposes of determining spells per day and spells known.

Lunar Rebuke (Su): A renegade hunter has the weight of her order and her patron God of Magic behind her, and may draw on this when facing off against other wizards. She gains a +2 bonus on all Spellcraft checks made to identify spells for the purpose of counterspelling and a +2 bonus on caster level for dispel checks.

Investigator: At 1st level, the renegade hunter gains Investigator as a bonus feat. If she already has this feat, she may choose another feat so long as she meets all requirements.

Minor Syzygy (Su): A renegade hunter’s understanding of the influence of the moons of magic is advanced. Once per day as a free action, she may act as if the moon of her Order was in alignment with one other moon for the purposes of determining moon magic effects. If the renegade hunter’s moon is already in alignment with that moon, there is no additional effect. This effect lasts for a number of rounds equal to the renegade hunter’s class levels.

Discern Lies: At 2nd level, the renegade hunter may cast discern lies as a 4th-level arcane spell. It is automatically added to her spellbook and does not require a divine focus to cast.

Lunar Censure (Su): At 3rd level, the renegade hunter’s connection to her patron God of Magic intensifies. As a standard action, she may impose the effects of a Low Sanction on a single target wizard within 30 feet (if the target is normally unaffected by moon phases), or reduce the effects of moon magic on a single target wizard within 30 feet by one step (High Snaction to waxing or waning, waxing or waning to Low Sanction) if he was normally affected by moon magic. The target wizard is allowed a Will save to negate the effects (DC 10 + caster level + Charisma bonus) or the lunar censure takes effect for anumber of rounds equal to the renegade hunter’s class levels. If the target makes its saving throw (or once the duration of the censure expires), the renegade hunter may not use lunar censure on that target again for 24 hours. Lunar censure may only be imposed on one target at a time.

Major Syzygy (Su): At 4th level, the renegade hunter’s knowledge of moon magic reaches its peak. Once per day, the renegade hunter may take moon magic bonuses as if the moon of her order was in alignment with both of the other moons. If the three moons are already in alignment or the mage has already invoked a minor syzygy, there is no additional effect. If the moons are all in High Sanction, the renegade hunter effectively gets all benefits of the Night of the Eye (all moon magic bonuses are at +3). The major syzygy lasts for a number of rounds equal to the renegade hunter’s class levels.

Mark of Justice: At 4th level, the renegade hunter may cast mark of justice as a 5th-level spell. It is automatically added to her spellbook and does not require a divine focus to cast.

Lunar Interdiction (Su): At 5ht level, the renegade hunter’s devoction to her cause affords her greater power against other wizrds. Once per day as a standard action, she may choose to temporarily reduce her own caster level in order tor educe the caster level of a single target wizard with 30 feet by the same amount. Neither caster level may be reduced below 0. Any prepared spells that could not be bast at the reduced caster level are lost from both wizards’ memories as if they had been cast. As well, any currently active spells with a duration of ‘concentration’ which could not be cast at the reduced caster level automatically fail.

The effect lasts for a number of rounds equal to 3 + the renegade hunter’s Wisdom bonus, but can be voluntarily ended by the renegade hunter at the end of her turn as a free action.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

wizard +1
hp 1d6 ⇒ 1
+1 bab, fort, reflex,will
8 skills +1 favored class 9
2 diplomacy, sense motive, 1 know arcana, spellcraft, perception, hist, religion
spells: touch of weakness, tiny hut


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

All leveled up


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

HP roll: 1d8 ⇒ 5

Ooops, somehow I did not add a feat for level 5. Will add it with level 6.

Do we still have our mounts with us? Her pony was carry some of her gear.


No mounts unfortunately, the Desolation would end up killing them and you went across some pretty rough terrain including some mountain climbing so you could not bring livestock along for the travel.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

what happened to our wagon?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

It looks like next level I can take renegade hunter prc, only bad thing is that it does not grant full caster as written, which doesn't make sense to me.


That got left behind at Ak-Khurman as you didn't say you were taking it with you on the ship. Either way you would not have been able to wagon your way through the Desolation so no, you don't have any horses or wagons.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

That makes sense


One interesting thing of Elijayss is that his stats are super-uber for an NPC. His stats are 16 Strength, 20 Dexterity, 16 Constitution, 12 intelligence, 14 Wisdom, 14 Charisma. Calculating the point buy he comes out to 45 points! This includes buying dex 19 to 20 for a level 4 advancement. And remember this is stats in 3.5 where you got less racial mods as well.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

He is a kagonesti though, an uber one at that. From what I understand he was supposed to play a larger role when Coyle wrote the module but for some reason Banks didnt continue with that.


Yea I made all his class levels Ranger rather than keep him as a Barbarian/Ranger. Honestly, the Barbarian levels do jack for him and his strength isn't high enough to really justify taking levels in that class, plus I see him more of an archer than a melee buff and his feats were all ranged based anyway. As a ranger he has all the proficiencies of a Barbarian anyway. As a Guide Ranger he fulfills his role as the party's guide a lot better plus gives me more skill points to put in the vital skills. Also gave him the Desert Runner and Fleet Footed racials to further buff his abilities.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

That does make a lot of sense for him with what he does in the module.


I despise multiclassing characters, I've only got close to doing it once as a prestige class interested me but the game never went long enough for me to make the prerequisites. The higher level and capstone abilities are too good to pass up in my opinion.

Now as a house rule for your Renegade Hunter class, the renegade hunter levels count as wizard levels for purposes of school abilities and bonded item advancement so you can freely multiclass as both Wizard and Renegade Hunter are WOHS classes. As for altering the class, I may allow you to use the abilities of the class to hamper Sorcerers in some way although I would have to consider it on a case by case basis, as otherwise the utility of the class is limited as you won't meet a lot of wizards in this campaign.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I have been looking at the PRC as well, at it seems to me, at least in the early levels, that is it about being a more powerful wizard that those that you find since you are able to act as if your moon is more powerful than it may actually be at the time that you are fighting the renegade.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Yep, I also dislike multi-classing. Love to get to level 20 one day, and enjoy the capstone feature. Over the long run, to me it seems to be damaging to characters potential.

In classless system, I perfectly happy molding character exactly the way I want it.

Definitely like the ranger build you got for our guide.

This probably my last post before I begin the 2 days travel back home.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Sorry about lack of posting, ended up with major flu after flights back home. Today I seem to be able to do stuff with computer, than be all cringed up in a ball.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Oki, updated skills, and feasts too.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

How did you get to +16 for damage for Athola?


The sword does double damage versus undead. As a rogue you have your dexterity for damage +4 and the weapon counts as a +4 versus undead, so that is +16 damage.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Ah, I thought it was only the die that got doubled. I remember for other times.

She can only take the Dexterity for damage only for her rapier, at level 11 and 19 can select an additional weapon. At 11 can take short sword. So until level 11 Athola will loose the +4 Dex bonus (Str bonus is +0) for damage while using the shard.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Sort out loot here I think.


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9
Athola wrote:
Sort out loot here I think.

I will try to do so later tonight as far as pricing goes, though we need to get somewhere to sell the stuff before we can turn it into coin :-)


tomorrow is last day online for the weekend. Traveling to the wife's parents. I may check in just depends on whats going on.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

HIP HIP HOORAY ITS CHRISTMAS VACATION!


Yea I am off to Christmas Vacation as well and going on a trip. Probably will refrain from posts for a few days, won't be ready to resume until monday the 28th. Merry Christmas Everyone!


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

ok. can we find a good place to rest though?


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Oki, enjoy your vacations with families. I will be here none the less to update Athola with new gear and loot.


Lucky for all Gabriel took diseased Mercy to help the kender, Assuming we can find a place to rest he will take care of the filth fever on those that caught it.


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9
Gabriel, The Just wrote:
Lucky for all Gabriel took diseased Mercy to help the kender, Assuming we can find a place to rest he will take care of the filth fever on those that caught it.

Awesome! One less thing I need to prepare to heal the next day then.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Merry Christmas


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9

I will be away from January 1 to January 6. Will check in as I am able but likely I will be unable to post anything significant until my return.

Please bot me as necessary.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Have fun


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HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Has the loot been sorted out?

Also Athola also got the rats disease, though I believe Gabriel said he be able to cure her.


Shadow's Status
Athola wrote:

Has the loot been sorted out?

Also Athola also got the rats disease, though I believe Gabriel said he be able to cure her.

Thanks for the reminder Athola! Will vet to tat tonight.

Gabriel can you cure Terevalis' disease as well?


Looks like I cured 2 diseases assuming a 17 cures it.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

how many mercies does the 6th level paladin get?


I have two. Fatigue and disease


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

This is the first time I have seen a paladin use them. Pretty nifty


Yeah you also heal 3d6 but I believe everyone is at full so didn't bother rolling.


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9

I channeled a lot of energy in that combat, we needed it!

I will get to the Loot split up tonight. FYI my spell selection for the next day:

Cleric Spells Prepared

0th - (at will)— Light, Guidance, Resistance, Detect Magic.

1st (5+D) — Protection From Evil, Remove Fear, Hide from Undead, Command x2.

Domain spell - Comprehend Languages.

2nd (4+D) - Bull's Strength, Lesser Restoration x3.

Domain spell - Detect Thoughts

3rd (3+D) - Protection from Energy x3.

Domain Spell - Locate Object.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Happy new year to everyone.

If you drink this night, enjoy the pleasant hangover the next day. :p


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Happy New Year!
Prospero Ano Nuevo

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