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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Yes only one per round, unless you're doing a "Cheat Death". It does not cost an action though and you can spend hero points to recharge one of your spell slots or class abilities.


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

Awesome one down two to go!

I would like Alathea to take the Whip. I think Jor or Gabriel should take the Ring of Evasion.

Level 7 - Cleric 7
HP = 7 (+2 from Con Bonus)
Feat - Quicken Channel
+1 BAB
+1d6 Channel
Spells - 1 more 1st per day and 1+1 4th plus a bonus spell for a high Wisdom score.
Skills: 4 (+1 Favored Class) +1 Perception, +1 Sense Motive, +1 Knowledge Religion, +1 Knowledge History


HP: 1d10 ⇒ 7 First roll above 5 since level 2 maybe :)

Easy Level here:

+1BaB, +1 Smite, able to cast "0" Second Level spells. So one with bonus spell.

Feat: I think I'm taking power attack. I will post if I change my mind.

I have a better chance of making the save because of Paladin saves and all but with LoH I'm kind of made of HP but again that's what paladins do. I don't mind taking it. I like the idea of mocking the bad wizard or dragon when there spells or breath have no effect.

I will leave it up to Jor. If he wants it then it's his.

Can I pick up draconic now with linguistics? Especially after working with Sandstorm. Looking I have 2 to pick I didn't pick another language last level even though I put the point in. Is there any language we have come across oh yeah Giant, I'm taking giant and draconic if that is cool. Skill points going in the same 4 skills.


You can learn Draconic if you wish Gabriel. Giant is ok 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;

Level Renegade Hunter 1
HP 1d6 ⇒ 5
Feat: Spell Penetration

Spells Dalamar's Lightening Lance, Bone Shatter
http://www.d20pfsrd.com/magic/all-spells/b/boneshatter

Let me look at my skills when I get home as well as the abilities of the Renegade Hunter


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 never realized how important having spell penetration was.


It's because your powers are weak, come to the dark... oh wait you have. No hope I say no Hope. :)


So what do I need to know about the lance for now? Such as it's weapon of fame score and what that does for 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;

Too bad the lance doesn't like the knight. Well, it is an intelligent item, so there. I'm just sayin.....


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;

LOL, if it wasnt for my suggestion she would have flayed someone alive. BWHAA HAAA and my ligthening bolt got her pretty good.


Well it is a De-Powered Dragonlance. It never made sense to me that Mayls would keep the Dragonlance of Huma in her horde once she got her claws on it. She would take actions to make sure it could not be used against her again. Hence she used sorcery to spell leach the magic out of it and then put it in a room with massive traps and magical protections. As the Dragonlance of Huma is a major artefact, it can't be destroyed so she'd take means to make sure it wouldn't be used against her.

It is also my way of altering the plot considering that having the fully powered Dragonlance of Huma as a level 7 character is hella overpowered. It also gives the PC's further reason to follow the plot of the quest.

Still the Dragonlance of Huma does have some properties simply for what it is even de-powered.

First of all it counts as a +2 weapon because its made of Dragon Metal. Also this means the weapon is considered Silver and Good for overcoming damage reduction.

Secondly it is a Weapon of Legend as it was forged by the best smiths in history. This on it on counts the weapon as having a +5 bonus to hit and +2 base damage. So the weapon has a +5 to hit and a +4 to damage when combining the Enhancement and Masterwork bonuses.

There is plenty of other properties for the weapon but as the lance has been spell-leached, it no longer has them. Well until you find a way to repower the lance.


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 need to swap out my feet. The required field for the prestige class is improved counterspell not spell penetration


You can retrain a feat if you want.


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;

Would craft Wand be a good one to retrain? Or will we have much down time now that the adventure seems to be moving quickly around?


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

Well, I will gladly accept that Ring of Evasion. Now that this part 1 is over, let us see what other craziness we are able to discover in the next part


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;

Do I really need to retrain though?


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

So, information to you guys: I will be away for 5 days (Coming back on Monday due to combining Work & Holidays). Appreciated if NPCed during the time but getting back on track on Monday.

Otherwise all good and well during my absence


I have vacation coming up on the 10th. Will not be back to the 20th so posting again on the 21st.


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;

Looking at it, I don't think I need to retrain, I just wrote down the wrong feat that is needed for the PRC.


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;

DM this is the feat he gets at the 1st level according to the PRC. Is this okay or is there a Pathfinder equivelant?

Investigator
( Player's Handbook v.3.5, p. 96)

[General]

You have a knack for finding information.
Prerequisite

Benefit

You get a +2 bonus on all Gather Information checks and Search checks.

Would it be a Knowledge Local Rather than Gather Information in Pathfinder?


Or just keep it as is and make it diplomacy and perception


Yes you can take the equivalent for Pathfinder. I would allow Knowledge Local and Perception for the feat. I will also say that you can now treat Perception as a class skill for your character if it isn't already.


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

4 more levels to to get weapon finesse for sword, to make shard more useful.

HP: 1d8 ⇒ 5

Just 1 horrible task of selecting bonus feat to compliment her.

What are the items she picked up from the ogre-mage. She would show them to the elf for identifying. Also whip needs to be fully identified, she still has the whip is picked up from feet of dragonspawn.


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;

Finally! A Renegade Hunter! Sorcerers beware!


Most of the Ogre's items were destroyed when he fell into the lava pit. Only the Ioun Stone and the Staff survived.


Leveling done. I went mounted combat. Figure if the story is going to have me riding a dragon into combat against other dragons wielding the fabled dragon lance might as well embrace it. :)


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

Which gem is the ioun stone?


Its the one that gives +2 charisma.


Alathea you should take the stone if you want it.

You get an additional channel.

It is my main stat pretty much: I get another LoH, Another +1 to hit and AC on a smite, and a bonus 1st level spell, but I have a lot of magic. If you don't want it I will of course take 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;

9 (Int Mod, +2 +1 favored Bonus)
Skills +2 Perecption, Know Local
+1 Know Arcana, Spellcraft, Know Religion, History, Craft Alchemy


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 get Lunar Rebuke and +1 to saves because of the PRC.


I am going to alter the renegade hunter class so that you get a wizard level every level instead of not getting a level at level 2 and level 4. It also will count as wizard levels for purposes of the level of your arcane bond. Your Bonus Feats however do not apply as there has to be some kind of exchange.


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

That would be a good one for me. Thanks Gabriel!

Athola did you want the whip< I was considering taking it if for no other reason than I have no magic item if forced into melee :-)


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;

You need proficiency dont you?


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

Athola is just carrying it for now, taking it quickly from floor at dragonspawn to prevent she picking it up again. Well it did nasty fire damage, but need mr evil to identify it properly.

You welcome to take it. Besides it is not small size.


Well assuming you take your time to identify the whip, its a very unique weapon.

The whip is red in colour and covered with spikes. The whip portion is actually made out of the hide of a red dragon and is spiked with razor sharp obsidian. While it functions as a whip, it does damage like a spiked chain and does both bludgeoning and slashing damage. The head of the whip is also made of adamantine. Due to its construction it can harm even enemies with natural armor. The weapon has a base damage of 2d4 damage.

The weapon is a +1 flaming burst whip. It also has the protection from elements spell on it granting a 10 points of cold resistance when wielded.


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;

Nice weapon


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;

Higher level Neromancy spells are heinous.


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
Terevalis Unctio of House Mysti wrote:
You need proficiency dont you?

You are correct, for some reason I thought it was a simple weapon.

If no one wants it, it may be worth selling so I or Terevalis can create something else for the party.


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

I am a little stumped in what to take as a feat. Any suggestions.


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:
I am a little stumped in what to take as a feat. Any suggestions.

Heroic Surge from the Age of Mortals is a great Feat.

Improved Initiative is always a great Feat.


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

HP: 1d10 + 2 ⇒ (10) + 2 = 12 77/77

BAB: +7/+2

Backswing (Ex) (Replaces Armor Training 2 at lvl 7)

4 Skillpoints (Survival, Diplomacy, Intimidation, Perception)


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

I am suffering severe pain, so posting will be slow next few days.


Hey guys. I leave next Thursday for vacation. SCA event. Gulf Wars will be going from the 10th-20th posting again on the 21st. I will be letting all my games know in the next few days. My wife will have her phone so I may be able to check in at night but will need to be botted for any combat. Just giving a heads up.


This drain is a case of its one of those abilities given with Intent VS Mechanics. The way the module is written the NPC will use this ability subtly to weaken someone's resolve through Wisdom Draining them through casual contact. It does not function like a Vampire Slam attack, it does not do PHYSICAL damage to a target, just straight Wisdom Drain. It does not make sense that the drain would automatically be known as hostile. This is the general tactic of the creature in question, wisdom drain them so that they are more susceptible to suggestion.


Sounds good, just looking for a loop hole :)


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;

We are close to approaching our first anniversary of playing this game, April 26th!!


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

Nice going for the original starting players.


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

Work has been brutal this week. Will update tomorrow.

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