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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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;

Can you at least cast restoration in the morning [game time] or lesser so we can move along?


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

I guessing we waiting for next day to begin.


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 pallies get the restoration spell.


Not until higher levels I think.


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 lesser is a first level spell for them. The paladin does cast spells correct? Would a mercy help?


He would need normal restoration to restore the man's mind considering its DRAIN not DAMAGE. And that is a LV 4 spell for a Paladin. Also there is no mercy that restores stat damage or removes negative levels.


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;

Okay. It has been so long since I have played a cleric that I have not really paid much attention to the divine spells.


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 think that the Staff can be used to extend mind influencing spells


back from vacation. Will read and catch up. Have to catch up at work as well so may be tonight or tomorrow until caught up here.


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

Add 7th level feat to Athola profile: Heroic Surge.

Thanx for the suggestion.


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;

The trident might be a good weapon for someone to use. It is only a martial weapon isn't 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;

Happy Easter!!!


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;

Is Jor still with us?


Yea Jor posts rather infrequently. I don't mean to exclude him from party decisions, its just he does not keep up with the posting rate. Not sure if I should slow down or if he should speed up.


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 think that he needs to be more active.


Sorry a Retcannon here. Darkhaven is to the West not the East. Got my directions mixed up. You would have been given the correct direction.


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;

So how close are we to it, give or take?


Roughly 3 days of travel to Darkhaven.


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

here again. No no, Terevalis is right and you are doing good job High God. Its me, who should be posting more frequently but been unable to do that.

The real life has been busy and taking a lot of my time. ALso the last two days I was unable to access Paizo website, which I did not find pleasant.


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;

Can we work together, the cleric and I, in crafting different types of things, such as divine scrolls or different types of weapons/wondrous items? If so, how does that work?


Oh yes, everyone may level up to level 8. May seem a bit quick but looking forward having that extra level would be useful for that which is to come after looking ahead in the module. I am giving the level a bit early but the book 2 starts 1/2 way between 7th level and that extra boost could be useful in the encounters to come. Does mean though for you to be the right level well have to skip the chapter 2 level up point and delay till chapter 3. The guidelines of the module are 1 level up per chapter. Also the extra level may help you with what level items you can craft as well.

Anyway suffice to say, this village does not have a large amount of magical crafting resources so you'll probably have to invest the funds and resources yourself. The Elders are pretty high level characters though (The elders being a 15th Monk, Cleric and Wizard respectively, yes they are super-high level characters, the benefit of being an immortal being after all). As for working together, it is possible, after all there are many magical items that have both Arcane and Divine spell requirements. Still you also don't want to hunker down here for too long either crafting items. You still have a quest to do and there are other forces at work in the background. Delaying too long might come at a cost.


cool

Almost broke pinky finger last night. Hurts a lot so will put leveling off a day or so till I can type with less pain.


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;

PRC abilities

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.

Class Abilities:
At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.

New Spells: Greater False Life, Greater Invisibility

1d6 ⇒ 2 +1
+1 TO iNT
+1 skills to Know Arcana, SpellCraft, Language (Abansinain, Goblin), Know History, Craft Alchemy, Perception (3), Appraise


You got a 3 on the roll as you take half. Also remember I am altering the PRC so that you get caster levels every level so you'll get the class features for your wizard class as well (No bonus feats though)


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 counted the new ability as a wiZara for the death sense. I have to add my memorized spells still


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

Nice to level. Another rouge talent and awesome Improve Uncanny Dodge.
HP: 1d8 ⇒ 3


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 update Alathea tomorrow evening.


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

Level 8 Cleric

HP = 1d8 + 3 ⇒ (1) + 3 = 4 +1 HP favored class.
+1 Ability Score = 18 Charisma
1 more turn per day & +1 to saves to resist channeling
+1 BaB
+1 Fortitude & Will Saves
Skills = 3 - +1 Perception, Diplomacy & Sense Motive
+1 Concentration
+1 3rd and 4th Level spells per day


pinky finger is much better. Will update this morning.


Remember you always get at least 1/2 your hit die in case you roll low so those who rolled a 1, don't take it too hard.


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

Finished updating.


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
High God of Krynn wrote:
Remember you always get at least 1/2 your hit die in case you roll low so those who rolled a 1, don't take it too hard.

I thought I remembered you saying that, will update the HP then and am ready to go.


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

With the downtime I may create another wand need to give it some thought when I get home tonight.


busy day at work today didn't get a chance to update. Live game tonight but we play on Fantasy Grounds so I will try and update tonight.


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

HP Gain: 1d10 + 3 ⇒ (7) + 3 = 10

+1 Str = 20 (this is obvious choice for Jor)

+1 BAB
+1 Fort Save

Bonus Feat: Greater Weapon Focus (Greatsword +1)

Skill gains:

+1 Diplomacy
+1 Intimidate
+1 Survival
+1 Perception


HP: 1d10 ⇒ 1 Well looks like 5 again I have only rolled above 5 once I believe :(

Do these people have a language I can learn?

+1Str
+1BaB
+1 Fort, +1 Will

CMB +2 (bc of Str boost), CMD +2 (bc of Str boost)

Aura of Resolve

+1d6 to LoH, +1 LoH

+1 2nd level spell

+4 SP: Diplomacy, K. Religion, Ride, Linguistics


I know I'm kind of loaded with stuff but one or two pearls of power level 2 would be good as Litany of Righteousness can do some serious damage when I smite.

I feel dumb as I played level 7 without second level spells I had my bonus spell. Oh well :)


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

Yah, you are right about that too Gabriel.

I forgot but Jors greatest strenght is his ability to disarm his opponents or rather, destroy them :) I am afraid that now from on in the future, we might earn a bit less weapons from our enemies since the full blow effect of Jors Sunder (frigging +19 at this point) will start to hit some weapons & armors

so, in the end-> our earnings will diminish a bit if we rely on gaining magical items

(+8 BAB + 5 Str + 2 Imp. Sunder +2 Greater Sunder + 2 Class (at lvl 8))


Go for it. Alathea can cast make whole on any broken items so don't worry about that.


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;

http://www.d20pfsrd.com/magic-items#TOC-Magic-Item-Creation


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;

Am I able to make a wand with a metamagic feat, ie a wand of schorching ray with my ectoplasmic spell?


You can put the endoplasmic on a wand, however you have to take extra time and resources to craft it as you have to up the level of the spell by the level of the metamagic feat.


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 want to make sure I am doing this right:

I have 500 pp which is equal to 5000 gp
If I make a 2nd level wand it should be 4500/2 for the feat for a total of 2250 gp base cose which would be 225 pp correct?

This would take 2.5 days to make correct? A day per 1000 gp base cost?


I suppose so if the crafting rules support 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;

Feat:

You can create magic wands.

Prerequisite: Caster level 5th.

Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.

Price:

able: Wand Base Costs By Crafter's Class Spell Level Cleric, Druid, Wizard Sorcerer Bard Paladin, Ranger*
0 375 gp 375 gp 375 gp —
1st 750 gp 750 gp 750 gp 750 gp
2nd 4,500 gp 6,000 gp 6,000 gp 6,000 gp
3rd 11,250 gp 13,500 gp 15,750 gp 15,750 gp
4th 21,000 gp 24,000 gp 30,000 gp 30,000 gp
* Caster level is equal to class level –3.
Prices assume that the wand was made at the minimum caster level. The cost to create a wand is half the base price.


Yeah but it is 3 days. It doesn't cover fraction of days in creation. If you item falls in the middle like 2500 it is just assumed 3 days. The GM could house rule this if he wanted.

Honestly you should make a lvl9 wand of magic missile if you want something to use when low or not wanting to use a spell for damage. 5d4+5 has average damage of 17 compared to 4d6 which is 14 and it cost 6750/2 3375gp It auto hits and if you want you can spread the missiles. Rolling for touch could be an issue against some enemies. I assume you know the spell? You don't meet the caster level but that only adds 5 to the spell craft DC to make it so it is DC24 which you easily make taking 10. Finally very little is immune to force damage. Incorporeal take full damage from it. It's a much better choice for only a bit more gold.


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 dont know magic missile.


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 was hoping to make a Wand of Cure Moderate Wounds but the cost is 4,500 and we would need to sell the Flame Whip to even come close to making that amount of Steel available.

I think Aathea will need to wait until we hit a new city and sell some of the loot we recovered in the Desolation before she can do that. So for now I will hold off.


You could probably get it from the Elder if you want the spell Terevalis. He is a 15th level wizard and would be willing to share spells with you if you want them.


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. I can trade with him?

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