
High God of Krynn |

Indeed you will be given the choice to do a Soulforge risk if you wish it. Lots of good rewards if you succeed but expect to it be a very difficult challenge for your level, if not more so if you bring allies to help you along. I will be listening of what background info you reveal throughout the game and be prepared for me to play to your Strengths and Weaknesses during the test.

High God of Krynn |

Ok lets to a Role Call, these are the players that interest me so far for the group.
Jor Majere: Fighter (Warrior Role)
Talinthal Uth Mondor: Cleric (Divne Caster)
Terevalis Unctio of House Mysti: Wizard (Arcane Caster)
Potential player:
Mithas Aran: Monk Zen Archer (Skulldugger)
We also have a potential Swashbuckler and Knight but still want to hear more about their characters.

Terevalis Unctio of House Mysti |

Indeed you will be given the choice to do a Soulforge risk if you wish it. Lots of good rewards if you succeed but expect to it be a very difficult challenge for your level, if not more so if you bring allies to help you along. I will be listening of what background info you reveal throughout the game and be prepared for me to play to your Strengths and Weaknesses during the test.
That is what I'm looking forward to

Storyteller Shadow |

My full Submission for Alathea of Solace, Cleric of Zivilyn. I will write up her background next. She is from Solace (a stretch I know) and aligned with the Legion of Steel.
Alathea of Solace
Human (Female) Cleric of Zivilyn 1
LN Medium humanoid (Human)
Init +1; Senses Perception +8
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Defense
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AC 13, touch 10, flat-footed 13 (Studded Leather)
HP 8 (1d8)
Fort +4, Ref +0, Will +6
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Offense
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Speed 30 ft.
Melee Morningstar +0 (1d8 -- x2)
Special Attacks Channel Positive energy (DC 15 - 1d6+1)
Channel Negative Energy (DC 15 - 1d6+1)
7x Per Day (One or the Other)
Domains
Knowledge – Lore Keeper
Meditation – Cast Empower 1x Day
Cleric Spells Prepared (CL 1st; concentration +6)
1st—Command, Endure Elements
0 (at will)— Light, Purify Food & Drink, Create Water
D Domain spell; Comprehend Languages
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Statistics
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Str 10, Dex 10, Con 14, Int 10, Wis 18, Cha 16
Base Atk +0; CMB +0; CMD 10
Feats Simple Weapon Proficiency, Light and Medium Armor Proficiency, Shield Proficiency, Selective Channeling, Versatile Channeler
Traits Sacred Conduit (+1 DC to Channel), Arcane Temper (+1 Concentration & Initiative)
Skills Acrobatics +0, Diplomacy +7, Heal +8, Knowledge Nature +4 Perception +8 (Extra Skill as Human), Sense Motive +8 (5 Skill Points)
Languages Common
SQ Aura, Orisons, Channel Energy, Domains
Other Gear:
Backpack
Rope (Hemp)
Waterskin
Holy Symbol (Silver)
GP 80

Storyteller Shadow |

Alathea's Background
Alathea of Solace grew up in the village of Solace hearing tales of the Companions who saved the world. Her hero was Goldmoon who found the Disks of Mishakal and brought the Knowledge of the Gods back to the world. Sadly before her birth the Gods once again went silent leaving Alathea nothing but stories of these impossible beings. Still, Goldmooon herself would regale Alathea with these stories in her brief visits to Solace. To be touched by Goldmoon though never have her the apark of the divine, known as a Mystic which Alathea craved.
As the darkness of the Dragonlords descended on the land, the Legion of Steel rose to prominence in these dark times, providing what help it could against the Dragon Tyrants. Alathea assisted the organization in mundane ways as she was little more than a Tavern girl in the famous Inn of the Last Home.
As the Dragons fell and the God returned, Alathea met a Cleric of Zivilyn passing through the village. She recognized the devotion of Alathea to the Gods and manufactured for her a symbol of Zivilyn, to Alathea’s joy, the symbol allowed her to channel the divine energies of Zivilyn as one of the Goddesses chosen on Krynn. As something more than a mere tavern maid, Alathea seeks to make a difference in the world. For as the Gods of Light and Neutrality have returned, so have the Gods of Darkness…

High God of Krynn |

Ok a Cleric of Zivilyn would be a fine addition to the party. The Legion of Steel is willing to accept Clerics into their ranks although they have some rivalry with the Mystics who often feel that by worshiping the Gods for power is serving two masters. Still Abasinia was where the Legion was founded so you certainly could have joined up with them there.
As for your culture you probably make you an either an Abasinian Cityfolk or Plainsfolk.
Cityfolk get Profession as their favored skill.
Plainsfolk get Survival as their favored skill.
Both get Abasinian as their racial language.
Anyway being a member of the Legion you will have a reason for being in Khur. Khur is another nation with a strong Legion presence and it is a hotbed of activity at the moment so you could have been sent to Pashin on an assignment. If Mithas is also there he could be your contact in the region.
Ok so for our new party we have:
Alathea: Human Cleric of Zivilyn
Jor Majere: Human Fighter
Terevalis: Silvanesti Elf Wizard
Mithas: Kagonesti Elf Zen Archer Monk
That does fill a solid 4 role party but I am leaving space open for a 5th and maybe 6th player to sign up until next week. I will run with 4 but I would like to give time for more people to sign up.

High God of Krynn |

The Kagonesti Wood Elf/Wild Elf of the setting. They often tattoo themselves or wear warpaint and live savage lifestyles in the wild. The Silvanesti have made efforts to "Civilize" them with little success. They are more hale than most elves (They don't have the -2 con penalty), however they do get a -2 to intelligence as many are not educated. Their stats are +2 dexterity, +2 wisdom, -2 intelligence.
By the way Jor, what culture are you from? This matters as it decides what your regional language and regional skill is.
By your name you probably are either Abasinian or Solamanic as those are the cultures where the name Majere is most prevalent. Solamanics get Diplomacy as a class skill, Abasinians get Profession (if cityfolk) or Survival (if Plainsfolk) as a class skill. Solamanics get the Solamnic language while Abasinians get the Abasinian language.

gossamar4 |

Here's a few things that compelled me to submit a character:
Here is the new statistics for a Gnome
-2 Strength, +2 Dexterity, +2 Intelligence.
I love playing gnomes. Having different racial modifiers opens up a lot of new options for viable classes. Awesome!
Just a reminder that Dragonlance is a low Magical Item setting.
Only Focused spellcasters (Wizards, Clerics & Witches) can craft magical items and there is not many of them around to do so.
This begs to play a spellcaster. What player doesn't want their character to feel "extra-special" or add that extra level of heroism. Throw in a couple magic crafting feats and the rest of the party will love you.
Besides: Gnome... Magic. They go hand in hand
The Gunslinger class is available to only Gnomes, as Firearms are not in widespread use on Krynn.
Again, a chance to shine with uniqueness. Or take advantage of an option ONLY available to Gnomes. Either way, kudos! More gnomeish fluff.
I've never played in a dragonlance setting, AND never played a gunslinger. Maybe I'm a glutton for punishment. All this brings me to the character that may NOT be optimized, but certainly sounds like FUN!
Gnome Wizard (Spellslinger)
Here's the basic
Gnome wizard (spellslinger) 1 (Pathfinder RPG Ultimate Combat 74)
LN Small humanoid (gnome)
Init +4; Senses low-light vision; Perception +3
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Defense
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AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 8 (1d6+2)
Fort +1, Ref +4, Will +2; +2 vs. illusions
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Offense
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Speed 20 ft.
Melee switchblade knife +1 (1d3/19-20)
Ranged pistol +5 (1d6/×4)
Wizard (Spellslinger) Spells Prepared (CL 1st; concentration +5)
. . 1st—burning hands (DC 15), burning hands (DC 15)
. . Opposition Schools Abjuration, Divination, Enchantment, Illusion
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Statistics
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Str 10, Dex 18, Con 12, Int 18, Wis 11, Cha 10
Base Atk +0; CMB -1; CMD 13
Feats Gunsmithing[UC], Rapid Reload
Skills Acrobatics +4 (+0 to jump), Bluff +2, Craft (craftsman) +8, Diplomacy +1, Knowledge (arcana) +8, Perception +3, Sense Motive +1, Spellcraft +8; Racial Modifiers +2 Craft (craftsman), +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Sylvan
SQ arcane gun, gnome magic, mage bullets
Other Gear black powder (2), firearm bullet (20), pistol, switchblade knife, artisan's tools, backpack, bandolier, bedroll, belt pouch, blanket, winter, canteen, flint and steel, gunsmith's kit, ink, black, inkpen, parchment (10), powder horn, silk rope (50 ft.), sunrod (3), waterproof bag, wrist sheath, wrist sheath, spring loaded, 42 gp, 3 sp
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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Divination You must spend 2 slots to cast spells from the Divination school.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.

Jor Majere |

Hm, I would say I am more of Solamanic. Suits better his background plus personality if he is also member of Brass Tiger Company.
I do imagine Jor as well-likeable person, people cant hate him, bringing laughter and joy around plus easily trustable due to his upbringing in the Solamanic(I would imagine the people be quite tight-knitted community and taking care of each oter). He is someone who have chances to grow up to be anything in a leadership position, of course if he is being guided along way.
Looking at it, that seems quite good option. Just my charm doesnt really match that hm... considering of changing my WIS to CHA in order to better represent his characteristic.
So that is then: Common, Solamnic as a languages still 1 missing. I guess Pash will be third one due to location

Ashe |

Sorry I post a lot durring the day from work, but night time is time with the wife. I do check in sometimes though.
I will throw together my paladin today. Gabriel Lucas Barca Knight of Solamnia. Will the different orders (Rose, Sword, Crown) just be levels of prestige in the order? I will be going Hospitaller so I can help aid in healing for the group and still front line support. What about Sollamnic Armor? Will I start with that or is that going to be earned. Thanks.
On the Racist stuff, our local group finds it funny how racist LG ends up sometimes. When we have games without such or when we did way of the wicked we found we treated everyone almost as a potential ally where LG often is quick to put stuff to the sword :)

High God of Krynn |

The language of Pashin is Khur and most certainly you can take it if you wish Jor Majere. Still there is a "Common" tongue in Dragonlance so don't strut too much about local languages.
As for a Spellslinger, I think it thematically works well a Gnome. It is SO Gnome Like to combine magical powers with a highly experimental firearm to make a bigger boom. Its probably a recent development on your part as Wizard Magic as magic only started working again 6 months previous. However as Gnomes live up to 350 years you could have learned some of your skills before the Second Cataclysm 36 years beforehand.
As for Gnomes and the Orders, generally those from Mount Nevermind or large Gnome Settlements were given leway to use magic back in the day so long as they restricted their operations to their own communities. If they use magic outside their own communities though then they fall under the jurisdiction of the Towers and are required to take the test if they become powerful enough to be a threat.
As for the firearms available, I will let a gnome have an Advanced Firearm but they are HIGHLY experimental and count as a Gnomish Contraption for purposes of rules. This means you get a quirk for every 25 complexity points and when your gun misfires you get a Mishap in addition to the normal misfire rules.
Anyway I will count your weapon as a complexity 40 Invention. The following points are pre-spent in order to simulate normal firearm rules.
2 CP for a d6 weapon damage
1 CP for a 30 foot weapon range
4 CP for a x4 critical range
5 CP for attacking touch AC
0 CP For Doing Bashing & Piercing
20 CP for being a portable handheld device.
If you want your gun to be an advanced firearm it will cost another 5 Complexity Points.
As for the remaining points they can be used as follows:
Attack enhancements:
Up the damage die: The damage die of the weapon can upgrade the die type of your weapon by 1 rating
Attack Functions
Die type increase: 1 CP per die enhancement up to a d8
Extra Attack Dice: 2 CP per additional die. This die starts at 1d4 and can be increased by spending using the Die Type increase (1 CP per size increase)
Range Increase: 1 CP for each additional 30 feet of range (I will not allow more than double the normal range so 60 for a pistol or 160 for a rifle)
Feat Duplicating: For 3 CP you can have the weapon to have a built in feat. The feat ONLY applies when using that invention.
As for your weapon's built in quirk
1d100 ⇒ 1
Quirk
Your weapon has the Noisy flaw. Suffice to say your firearm is even more noisy than a normal firearm and so loud that a LOT of people will hear it go off.
Mishap: You and everyone within 5 feet of you take 1d4 sonic damage due to a large piercing sound from the device.
I will give you the option to upgrade your firearm in increments of 5 complexity points but you will have to pay the upgrade costs and make craft (Gunsmithing) checks to do so. However as the craft target number is equal to the complexity difficulty. So to upgrade your device to a complexity 45 device it will take a DC 15 Craft Check (45/4 + 10) and 10 full days of work (7 for the complexity plus 1/2 the craft time for planing and schematics)

Storyteller Shadow |

Ok a Cleric of Zivilyn would be a fine addition to the party. The Legion of Steel is willing to accept Clerics into their ranks although they have some rivalry with the Mystics who often feel that by worshiping the Gods for power is serving two masters. Still Abasinia was where the Legion was founded so you certainly could have joined up with them there.
As for your culture you probably make you an either an Abasinian Cityfolk or Plainsfolk.
Cityfolk get Profession as their favored skill.
Plainsfolk get Survival as their favored skill.
Both get Abasinian as their racial language.Anyway being a member of the Legion you will have a reason for being in Khur. Khur is another nation with a strong Legion presence and it is a hotbed of activity at the moment so you could have been sent to Pashin on an assignment. If Mithas is also there he could be your contact in the region.
Sounds good. I think I would be Cityfolk. Will add that to my character and have a profile ready to go later tonight.

High God of Krynn |

Your character looks pretty good so far Ashe. However one nit pick. I won't allow you to lower your Wisdom Score to 7. I'ed rather put a floor on how low one can lower their stats with point buy to an 8 (Before racial modifiers). Wisdom is an important stat for a Knight and you should not gimp it so readily.
As for the Plate Mail, I won't let you start with that. You need 10+ in the Solamnic Knight faction in order to gain access to that kind of armor unless you purchase it yourself. I will let you have a breastplate armor and a light war horse though. Technically your character is a Squire of the Crown. You don't have the status to get the full plate armor yet.

Terevalis Unctio of House Mysti |

You don't necessarily have to have levels in a PRC to belong to the Organization. The levels in the PRC reflect the character's dedication to the Orders that they are a part of. For example, Derek Crownguard was a Knight of the Rose but in the War of the Lance book was LN and thus did not have levels in the PRC but was a ranking Knight of Solamnia.
The same is true of the WOHS. The more levels a person took in that PRC the more dedicated to the Orders they were and they got the benefits of the PRC.

High God of Krynn |

Basically the Faction Benefit for the Knights of Solamnia is that you gain access to the arsenals of the order allowing you a free allocations of Masterwork equipment (at faction level 10+). I'll probably throw in some kind of useful feat or ability as well as that seems a bit underpowered compared to some other faction benefits.

High God of Krynn |

Anyhow looks like we've got a solid group now.
Jor Majere: Human Fighter (Solmanic)
Gabriel Lucas Barca: Human Paladin (Solmanic)
Alathea of Solace: Human Cleric of Zivilyn (Abasinian)
Mithas Aran: Kagnosti Elf Zen Archer Monk
Terevalis: Silvanesti Elf Wizard
Still I won't be able to post this weekend due to some activities I have planned. I hope to start up things on Monday.