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;

Maybe for lesser Orb of Fire


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 I would craft it as a 1st level spell but just at a greater potency?


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;

Does he have any other spells to trade?


He has spells up to the 8th level and has lived long enough to collect quite a lot. He'll let you pick 3 spells to add to your spellbook in the time that you're there. Beyond that he just dosen't have the time to teach you more.


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;

are we ready?


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 am ready.


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

ready


yep


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;

depressed thief?


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

Ready.


As I am not making use of the Prestige Classes, I had to make some adjustments to the Dark Knights and their class format.

The Lily Knights are treated as Fighters and/or Cavaliers.

The Skull Knights are Mystics or Clerics.

The Thorn Knights where the most tricky to deal with. The Magus Class would fit well for them as the Thorn Knight prestige class pretty much gave them Magus-like powers. The problem is that Thorn Knights are Sorcerers not prepared casters. So basically I am treating Thorn knights as a Sorcerers of the "Arcane" bloodline. They get Spell Combat at 1st level instead of a familiar/arcane bond and Spellstrike at level 3 instead of Metamagic Adept. They use the BAB of a Magus instead of a Sorcerer (Due to their combat training) but use Sorcerer HP, at the trade off of 1 less spell known per level due to their martial training lowering their time for learning new spells. They also can wear light armor without interfering with their spellcasting.


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 is a fair trade for the Thorn Knights.

How did you convert the mystic class?


I basically just use the Oracle Class to represent a Mystic, as its stat-wise and effect wise its pretty close and the "Mystery" Can easily represent a Domain of devotion.


Remember the Skull knight has to exclude the horses as well which he probably doesn't have a high enough charisma to do so he may have killed the horses of the other knights, but on the same hand if he didn't kill them Alathea just healed them so its a trade. So the skull could have knocked them unconscious which would have dropped the other knights to the ground then Alathea revived them. Channeling gets crazy when you pack a bunch a people in a small area. My wife played a Undead Lord Cleric in Way of the Wicked and she was always did the most damage.


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;

Now that is funny. Did the horses have a religious or out of body experience?


Ok well I forgot about that. But no matter, I feel bad about killing innocent little horses and I don't want to retcannon damage so we'll ignore it for the meantime but thanks for reminding me. He could have excluded at least his horse and Valeria's horse has a crap-ton of HP so it could have taken the damage without a problem. He has +3 charisma modifier just so you know. Besides the opposite is true as well considering that Alathea didn't exclude the horses either when she channeled, so the horses were healed as well. Speaking of which, indeed, Alathea did not exclude the downed knights from her channels. They took 36 damage which would have gotten healed so that would wake them up as well. They have enough constitution to go -12 before dying as they had 32 HP each. However the ones that Jor killed are still dead so two of them are straight out killed.


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

Yeah Alathea can only Selectively channel out 4 so those 4 that are up were her primary concern.

Although the evil cleric could not have selectively channeled THEM out either so much like the horses they would probably have been kept down by his negative energy channels.

I have a +4 to Charisma while he has a +3.


The two that were revived were more than 30 feet away from where the Skull Knight moved to. He moved in such a way to minimize his affected allies as much as possible. Alathea however was within 30 feet of two of the downed but living Dark Knights so they were revived. The ones Jor killed are very dead though.


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:
The two that were revived were more than 30 feet away from where the Skull Knight moved to. He moved in such a way to minimize his affected allies as much as possible. Alathea however was within 30 feet of two of the downed but living Dark Knights so they were revived. The ones Jor killed are very dead though.

Ah gotcha, we'll have to just kill 'em again!


Woo. Channeling fun :) No worries on the lance. Using your masterwork rules it is still a powerful weapon as is with no abilities. I'm cool with it gaining power down the line as I do and we get it restored. Can't wait to have it and my dragon. Mwahaha.

Terevalis you should try and focus on the skull knight with another area spell if you have it since he is invis.


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

I can't wait to level 11 to get next weapon finesse choice, so I can take short sword, to be able to use Dex mod instead of +0 Str mod


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;

Cant you take a combat feat with a talent?


yeah there is even a talent that gives weapon fineness specifically. Also why couldn't you take it at 9, what is making you wait till 11?


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 is a combat rouge or a finesse rouge correct?


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

Unchained Rogue

11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6


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 didnt realize you were an unchained rogue.


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;

Iconic Invocation:
PRE REQ, Know nobility 4 ranks,membership in an order of knighthood
Benefit: Calling upon an icon from your knighthood [kos] Human Dragonbane, Sturm Brightblade 3 times a day as a standard action gain a moral bonus of +4 to your next attack with lance, heavy mace or longsword


I didn't know you were unchained either. You have Weapon Fineness then already. It is given at level 1. Level 11 will let you add your dex to damage with the weapon. I thought you were complaining about hitting with it. You do have your dex added to your to hit with it right?


Alathea it may be helpful if you start preparing cleric haste (blessing of Fervor) Jor and I would have mowed through these guys. Shouldn't some of them be blinded after the holy smite? Did you not tell High God about that part of the spell?

Edit: Ah I see looking back 3 of them got blinded but it looks like the effect is only 1 round. :(


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

I have weapon finesse for rapier, as I built the character to use a rapier where the Dex bonus is used for melee attacks. Later in adventure we came across the shard, which is treated as a short sword. At 11th level I can choose another weapon to apply the Dex bonus to. Planning to take short sword at 11th so I can apply it shard attacks.

It is the price to pay for the unexpected. :)


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 was not aware that you had to chose which weapon finesse you chose for the unchained rogue. Maybe you could retrain?


You don't pick. At level 1 you get weapon finesse. Which lets you use dex to attack with light weapons and other listed weapons. At level 3 you choose a weapon to get to apply dex to damage. So now you should have dex to attack and at 11 you can get it to damage with the shard.


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;

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.


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:

Alathea it may be helpful if you start preparing cleric haste (blessing of Fervor) Jor and I would have mowed through these guys. Shouldn't some of them be blinded after the holy smite? Did you not tell High God about that part of the spell?

Edit: Ah I see looking back 3 of them got blinded but it looks like the effect is only 1 round. :(

Great spell choice Gabriel, I will add it to my list for the next day, was not aware of that one.

Yep, just 1 round :-(


You didn't know about blessing of fervor? Have you never got to play with a cleric with it before? Wow yeah it is amazing. The mythic version is super sweet you get to choose 2 effects ever round.


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

This is the highest level Cleric I have ever played in Pathfinder and that was not a 3.5 spell but it should have been! :-)


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;

Gabriel, did you look at the feat I posted in this thread last night?


Yeah. I don't really need more to attack roll. It is cool though. I may consider later. Pretty sure my level 9 will be improved critical, but maybe not.


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

Oh my I messed up so bad with not using Dex bonus to attack... First time I ever used a Weapon finesse deat.


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

Perhaps sort loot out here.


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 almost a year into this really great game! 26th, next Tuesday.


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 the intensity metamagic rod allow my snowball spell to do 8d6 points of damage?


Yes it would as it adds up to +5 dice to the max dice of a spell. So your snowball would do 8d6 damage.


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 unavailable the rest of the day and weekend and likely posting again at some pint on Monday, please Bot me as necessary. Thanks.


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 will bot the cleric:

Alathea runs to the worship of Mishakel so that she can marry the knight.

THE END!


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:

I will bot the cleric:

Alathea runs to the worship of Mishakel so that she can marry the knight.

THE END!

That ruins the love story we have together 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;

LOL


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

ah, did read the grappling thing but only apple to attack with one-handed or light-weapons. Grappling stops you from using two-handed items to attack (Which Jor unfortunately has)


One lesson I learned from similar situations is NEVER bother trying to break out a grapple of massive sized creature. Their CMD is often too dam high to break out of. Better to switch to a different weapon and stab your way out.


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

More like cut his way out of the beast.

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