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

@High God, I decided to go completely crazy by studying further education for next 2-3 years during the evenings while still doing my normal full time work. I begin studies mid May, so expect no more than a post a day.


Ok well I'll try and fill in for you when needed Athola. Hope your education goes 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;

What is the study in Athola?


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 am trying to figure out how an intensified schorching ray would work but I am not sure I am high enough level to get the 3rd ray.


Intensify does nothing for scorching ray.

Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.

Scorching Ray is not a variable damage dice by level spell. It is rays that are set to a static 4d6 that you get additional rays based on your CL.

So no effect.


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

Doctorate of Science: Mathematics


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! I have my doctorate in education.


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;

Spells like fireball, lightening bolt, etc would work with the rod though correct?


Yes, up to level 3 spells. Not that you would need it yet though considering that it does not give you extra dice unless you're above your class limit for the spell.


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 only the spells that are like at 1st level, burning hands and snowball. Would it work with a magic missile?


Nope not with magic missile. That is pretty much the same thing as scorching ray as far as how it works. So yeah right now it works with snowball and burning hands. If you have or learn burning arc a second level spell it would work with it. The bread and butter will be fireball and lightning bolt when we get to level 10 and you have your increased CL or when we get above 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;

But I would have to be an 11th level caster to really take advantage of the 3rd level spells with said limitations, correct?


9th. When the moon is right you add +2 right? So at 9th it would count as 11th which would only add a d6. So yeah I would use it only for Snowball or shocking grasp until level 11 or 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;

HAPPY ANNIVERSARY TO US! ONE YEAR!


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

Congrats to the original players on this achievement. I have no idea when I joined this adventure.


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

I will be away from home from 29th April to 2nd May, and 16th to 20th May. I will not be able to post during this period.


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 going to be nice if I can tap into my renegade hunter ability to cast a few spells at higher levels as well as use the rod of intensify 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;

The Shard should do well in this combat!


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3
Athola wrote:
I will be away from home from 29th April to 2nd May, and 16th to 20th May. I will not be able to post during this period.

Just a reminder...


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 looks like a nasty feat to take:

Disructive Dispel

When you dispel an enemy’s magical defenses, those defenses crash down with debilitating effects.

Prerequisites: Ability to cast dispel magic or greater dispel magic, caster level 11th.

Benefit: When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn.


not bad.


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 higher level DC of the Greater Dispel might be pretty hard for some casters to make! It is a good feat, me thinks, for a renegade hunter.


BTW the wights are using swords, not claws BTW. These are Carin Wights so they can use their level drain through a melee weapon. Once again I used my GM prerogative to boost the encounter somewhat. This encounter was laughable in the 3.5 book. Level 7-8 characters VS 5 CR 3 wights. Instead I adjusted the encounter to make the Wights a more viable threat so added 2 levels of fighter, gave them standard Dark Knight warrior equipment and made them Carin Wights to buff them up. I also added an extra monster as 5 wights were made for a 4 person party.


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;

Not a biggie, I think this is a neat but scary and potentially deadly encounter.


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:
Not a biggie, I think this is a neat but scary and potentially deadly encounter.

No doubt!


Yep good fight.


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;

GM, next level I am thinking of taking the discovery which allows specialists to get rid of one of their prohibited schools. I am going to get rid of the prohibition against abjuration so I can cast spells from their like Dispel Magic and the various protections. Maybe we can rp it like Solinari still having interest in him?


Ah interesting, never knew about Arcane Discoveries. Well they are legit feats to take and so long as you allocate a feat to it you can take one. As for how it will work, we'll work in the details later.


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 am looking forward to that, maybe even a little roleplay?


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

Please guide Jor for now. Had sudden businesstrip from tomorrow till Saturday planned (not getting paid enough for this stuff)

Just to info you guys so there will be no slowdown


Yea I'll be away all weekend myself for a gaming convention starting on Friday, expect few if any posts during that time.


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 is everyone doing?


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;

Tuesday is the last day of school and Wed is making sure to close down for the year! Hooray for Summer Break~!


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

https://m.youtube.com/watch?v=2Oo8QzDHimQ


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


I am back from a week of fun! let us continue with the game!


Now for more discussion about rules when it comes to high level PC's versus lower-level foes. Eventually threats that were deadly at lower levels become almost laughable at higher levels. The typical Dark Knight Solider for instance is a Level 1 Warrior for raw recruits, Level 2 Fighter for standard rank and file and level 3 Fighter or Cavalier for experienced soldiers and field lieutenants (Equivalent to the Mounted Dark Knights you fought earlier). Even in large numbers, a high level PC would have little trouble with them. Still standard PC's should not be able to melee an entire army in combat. Hence why I like using "Mob" rules to represent large numbers of lower level creatures. This represents that a large number of enemies will tend to mob a small group rather than take them individually.

I've talked about this before on other posts about the "Vanishing Monster Syndrome" as I call it. Where higher level PC's eventually advance to such a level that your average level 1 goblins are so un-threatening that they vanish from existence in the world because what threat would puny goblins do to a high level PC decked out with magical weapons. I wish there was some way that Pathfinder would address this problem. Now some might justify saying "Well why not throw a level 10 Goblin at the party then?". The problem exists that there aren't that many level 10 goblins in the world. A level 10 goblin would be a chieftain of a tribe of hundreds if not thousands of goblins and why would he really care to personally fight a bunch of PC's who could effortlessly wade through his entire army without breaking a sweat. Certainly something to consider when thinking of the world and how things interact.


The world leveling with players is as old as D&D Doing a MOB style I think is fine.


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 Friday through Sunday, please bot me as necessary.


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 return to regular posting tomorrow.


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

Jor does happen to have Reputation with Dark Knights, (only 2 though) but I am unsure if its any help here.

Mercenary plus no really any idea of Knightly laws or behaviour. Also will be weird if he just suddenly pops out from tunnels designed to be "closed off"


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;

FYI, the wizard is not going to waste his magics, if possible, on patrols and other things. He is saving his spells for the Thorn knights and the Skull knights. Thorns because they are renegades, Skulls becasue of competition with necromancers :)


I posted the message in the wrong area. It has been moved to the gameplay section.


What ever makes for the most sense tactically and allows for the most room. We will let you judge since you have the map :) Probably this room as the prison area is most likely a hall with alcoves as cells.


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;

Gm is this in the right thread?


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

Wow what a Fireball!


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 the Staff of Magius reacted to ambient magic and was not at all happy.


They were only level 2 characters, what level 2 character has more than 35 hit points?


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. Now they are 2nd level ashes.


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:
They were only level 2 characters, what level 2 character has more than 35 hit points?

Yep true enough DM!

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