Dragonlance: Heroes of a New Age
Game Master
Shalafi2412
HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3
What we do if this results in a party kill?
So far we Alathea and Athola who are blind, effectively removing them from combat. Gabriel is in a very deadly situation. Jor is so confused. Terevalis is sort of weak against heavy melee attacks.
Have to say this is the furthest I have ever played a rogue character. Definitely getting the hang of playing one, still plenty improvement to go. With better choices of feats taken earlier would have resulted in more usefulness.
I don't think it will be a TPK. Remember you got Hero Points and Gabriel is a beast in combat and dam hard to kill. Also Terevalis still has lots of spells he can throw around. I do admit I upped the difficulty of some of the creatures though otherwise this part of the book would be laughably easy for a party like yours.
HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3
Come Gabriel, drive like a tank and mow them down. Yep, definitely needed to up the foes. They would have been a simple walk over for sure. The party will be in for major repairs if they can get out alive.
HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3
On Thursday and Friday I will be traveling back home. No internet access. So bot for Athola as needed.
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
Cleric Level 9
Hit Points = 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Reflex Save +1
Spells: 1 more 2nd level slot & 5th Level spells.
+1d6 to Channel Energy
+1 Concentration checks.
Feat: Extra Channel (2 more per day).
Skills: 2+1 - Perception, Sense Motive, Knowledge Religion.
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: Just remember though that's for the WHOLE party, not per person. So whatever you chose the party should agree upon. As for crafting an item yourself, Toade's Laboratory has all the materials you need for magical item crafting although you still have to pay the cost for the materials. Ah sorry misread that. Here is my idea party, at 10th level I can create an item called Phylactery of Positive Channeling it costs 5,500 steel to make so hopefully we can sell some of the treasure we found to make up the difference. It will increase my Channel Energy by +2d6 both to heal the party and harm undead. That is a much better value I think than a wand as I can now Channel 11xs per day. That is a potential 132 more HP healed per character per day (assuming I roll the max which I won't but still)!
Let me know what you all think.
You don't have to wait, you could have made that awhile ago if you had the feat and money. You just add +5 to the spell craft DC to create it for not meeting the level requirement. It is pretty easy for low level to make high level items if they get a boatload of money do to the creation rules.
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;
Oh the benefits of being a Wizard of High Sorcery....

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;
hp 1d6 ⇒ 2 So I take the 3
3rd level Renegade Hunter
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.
Spells: Teleport, Stirge Swarm (Age of Mortals book)
Feat: Opposition Research: Abjuration
Prerequisite: You must be at least a 9th-level Wizard to select this discovery.
Benefit: Select one Wizard opposition school; preparing spells of this school now only requires one spell slot of the appropriate level instead of two, and you no longer have the –4 Spellcraft penalty for crafting items from that school.
Skills (8) +1 Arcane, Spellcraft, History, Planes, Linguistic (Infernal), Perception, Alchemy, Local
Have to check the increase to saves when I get home to the book
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: You don't have to wait, you could have made that awhile ago if you had the feat and money. You just add +5 to the spell craft DC to create it for not meeting the level requirement. It is pretty easy for low level to make high level items if they get a boatload of money do to the creation rules. I did not have the money and I did not know about the item until recently ;_)
Yeah we have items, but are kind of money poor. :)
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 are you going to be able to renew the Lance of Huma?
Telerie Dayspring already told mentioned that to restore the Lance it must be brought to the Dragon's Graveyard.
Same place we need to go to purify the tear I think.
No the tear needs to be purified in order to allow its powers to be maximized thus allowing them to both heal the elves as well as fulfill some purpose in the future. You had come to the Library of Lord Toade to find a way to cleanse the tear of its taint.
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: No the tear needs to be purified in order to allow its powers to be maximized thus allowing them to both heal the elves as well as fulfill some purpose in the future. You had come to the Library of Lord Toade to find a way to cleanse the tear of its taint. But we don't want to tell Toade that specifically 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;
Toade dont need to know nuthin, but I wonder if this Toade fell off a wyvern, go boom?
Shadow's Status
Terevalis Unctio of House Mysti wrote: Toade dont need to know nuthin, but I wonder if this Toade fell off a wyvern, go boom? I think not! :-)
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;
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
Small change to my 9th level skills adding all 3 points to Spellcraft.
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
Oi, have to change my feat as well to Craft Wondrous Items as I had Craft Wand.
OK gang, I say we sell the Periapt of Health we can get $3,750 for it. Less the $500 to craft the wondrous item that leaves us with $3,250. For another $1,500 I can use the lab to Craft another Wand of Cure Light Wounds and a Wand of Bless. That leaves us with $1,750 for the group for other supplies.
Craft Cure Light Wounds Wand - Spellcraft 1d20 + 8 + 4 ⇒ (3) + 8 + 4 = 15 DC 6
Craft Bless Wand - Spellcraft 1d20 + 8 + 4 ⇒ (3) + 8 + 4 = 15 DC 6
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 long would that take?
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: How long would that take? About 6 days (5 if we do not make the wands) but if we do not do it now it will be a while before we get access to a lab again.
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;
Just want to make sure how much time I have at Wayreth, lol
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 magic washed around him as through his magic, he crossed the many miles and found himself at the Tower of Wayreth.
The Black Robe at first looks around, ignoring the Red Robe. The mythical Tower of Wayreth, first and greatest of the Towers of High Sorcery his normal stoic face cracks for a bit in emotion.
Hearing the Red Robe he replies, Greetings, Pkktro Anovenax, I am Terevalis Unctio of the Black Robes. I am here to see the Master of my Order with news of great import to him. If you would be so kind as to inform him that I have arrived.
HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3
Got home safely, but was too brain dead the weekend to even look at mail or do forum games.
HP: 1d8 ⇒ 5
Updated all except for feat that still to be chosen.
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 you qualify for the weapon finesse shortsword yet?

HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3
That is at 11th level I get to choose next weapon for the damage. Just how the dice roll as one do say. I built the character without even reading the adventure, that I happen to have. Wanting to keep the adventure exciting for me as a player. Yep, can see the error of my character creation, should have selected shortsword instead of a rapier, considering I already had a piercing weapon. Athola is my 2nd attempt in playing a rogue. First did not get far. This one character is the furthest I have ever reached for a fantasy genre game for an online forum game. I can't remember how far the sci-fi adventure went as the old forum boards no longer exists when WotC decided to change everything on their website at once with releasing of 4th Edition. Have to say I really enjoying playing with rogue character, though do see there is place for improvements if I had to do another rogue again.
Just looking at feats to improve the damage of shard attacks.
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 you thought of getting potions of enlarge person?
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 far I'm looking at +2 chain for the Jor, belt of Dex +2 for kender and belt of Steel for knight. Not sure what the cleric might need bit we would need 500 stl for 4000 stl for 4 people
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 got 500 from selling the Peridot at the magic shop :-)
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 much do we have total with the other items that we got from the disir
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;
Or did we sell them for the item you are making?
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
It was mostly potions plus the Periapt (sold) the cloak and the bracers. I think we hold onto those for our use...
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 everyone have a cloak? Does anyone need the bracers of armor?
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 have a cloak, I figured you or Athola could use the bracers.
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;
My Mage Armor spells are better.
HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3
Athola just has a normal cape over her armour.
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;
Take one of the cloaks of resistance
HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3
This is what Athola has in terms of magic items:
Armour (over outfit): Kender Studded Leather Armour +1
Neck: Amulet of Natural Armour +1 (from Patrick Wistlewalk)
Ring: Ring of Feather Fall (from Patrick Wistlewalk)
Ring: Ring of Protection +1
Potion, Cure Light Wounds
Potion, Fire Resistance
Potion, Protection from Energy (fire)
Potion, Resist Energy (fire) 3
Kender Short Sword +1 (replacement if shard is no longer hers)
Kender Buckler Shield +1 (could be sold or exchanged as it is not used)
and finally adventure story item, the shard +4/+5 against undead and evil
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 if you giusto pick out something for 4,000 stp we should be fone to go. I'll get some scrolls and add to the spellbook
HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3
Well I am fine with what you get to benefit the party. Athola does have the +1 shield that can be traded to get something better for the party.
I just remembered I still got an outstanding feat to select.
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 thenot we need to figure out how much we have to trade. We have 16000 right now not counting the goblin sword or the shield
HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3
Think I have gone totally insane.
I use PCGen for many years. There are situations which it can't handle currently due to initial design and source code, especially when you begin layering plenty templates.
I see now they got PathFinder Unchained dataset in, but as Beta. So I decided to create a homebrew campaign dataset to add Kender, feats, abilities, and equipment that don't exist in the Pathfinder dataset collection.
Luckily Kender is very close to PF Halfling so copying it and modifying it to Kender should be "Simple". On no.... definitely not so.... plenty files needs to be added/edited in homebrew folder to implement a new race, etc.
Hopefully using PCGen I can make leveling up easier. Though I still keep a spreadsheet of the skills leveling advancement, in case temporary level reductions are required.
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 anyone know if Jor will be trading in his sword or if the armor is ok?
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: Does anyone know if Jor will be trading in his sword or if the armor is ok? Nope, did not see him say anything affirmative.
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 what do we do, I dont want this to hold us up any more than necessary.
HP: 96 | AC:20 / Touch: 12 / FF: 16 | Init +4 | Perception +12 | Fort: +9 / Refl: +7 / Will: +4
hm. I can trade my sword. I am not using it anyway (the goblin one) so that is some extra credit also .
Sorry for delay. Got just a lot of extra work lately
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 you like to do that at the mageware shop that way you might get what you want? I can get you the armor at the Tower of Wayreth,
Is there anything that the knight and the kender want? The cleric?
HP: 96 | AC:20 / Touch: 12 / FF: 16 | Init +4 | Perception +12 | Fort: +9 / Refl: +7 / Will: +4
Yah, we can do it that way. Jor does need armor quite badly. Just taking too much hits lately or at least need to get some specials on it.
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