| Sigz |
Yockmund Beck (Joie)
Human (Solamnic) Sorcerer (Arcane) 3
NG Medium Humanoid (human)
Init +2; Senses perception +0
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DEFENSE
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AC 12, touch 12, flat-footed 12, (+2 dex)
hp; 22
Fort +3, Ref +3, Will +5
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OFFENSE
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Speed 30ft (6 sq.)
Melee Touch +2
Ranged Touch +3
Space 5, Reach 5
Spells Known (CL 3, DC 14 + spell level)
0 (At Will); detect magic, light, mending, ray of frost, read magic, spark
1 (6/day); grease, identify, magic missile, vanish
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STATISTICS
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Str 12, Dex 14, Con 14, Int 13, Wis 10, Cha 18
Base Atk +1; CMB +2; CMD 14
Feats; Eschew Materials, Magical Aptitude, Iron Will
Traits; Focused Mind, Resilient
Skills; Knowledge (Arcana) +8, Knowledge (Local) +8, Spellcraft +10, Use Magic Device +12
Language; Common, +1
Favored Class; Sorcerer, 1st- hp, 2nd- ray of frost, 3rd- hp,
SQ; Arcane Bond (Ring), Cantrips, Metamagic Adept (1/day)
Combat Gear;
Other Gear;
Weight carried: Ibs
Wealth; 500 st, sp, cp
Working on background.
| Bodhizen |
| 1 person marked this as a favorite. |
My "cleric" doesn't quite fill the same role as Goldmoon, but close enough...
Asliath Argentleaf
Female Half-Elf Cleric 3
NG Medium Humanoid (Elf, Human)
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DEFENSE
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AC 15, touch 11, flat-footed 14. . (+4 armor, +1 Dex)
hp 25 (3d8+3)
Fort +6, Ref +3, Will +7
Immune sleep; Resist Elven Immunities, Resistant Touch (6/day)
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OFFENSE
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Spd 20 ft.
Melee Paueliel Quarterstaff +4 (1d6+1/20/x2) and
. . Unarmed Strike +3 (1d3+1/20/x2)
Spell-Like Abilities Rebuke Death (6/day), Resistant Touch (6/day)
Cleric Spells Known (CL 3, 3 melee touch, 3 ranged touch):
2 (2/day) Bull's Strength (DC 15), Cure Moderate Wounds (DC 15), Summon Monster II
1 (3/day) Protection from Evil, Hide from Undead, Sanctuary (DC 14), Summon Monster I
0 (at will) Light, Detect Magic, Create Water, Mending
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STATISTICS
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Str 13, Dex 13, Con 13, Int 15, Wis 17, Cha 12
Base Atk +2; CMB +3; CMD 14
Feats Fleet, Self-sufficient, Skill Focus: Heal (Adaptability)
Traits Elven Reflexes, Forlorn
Skills Acrobatics -2, Climb -1, Diplomacy +5, Escape Artist -2, Fly -2, Heal +14, Knowledge: History +6, Knowledge: Religion +6, Perception +6, Ride -1, Sense Motive +7, Spellcraft +8, Stealth -2, Survival +6, Swim -1
Languages Common, Dwarven, Elven, Goblin
SQ Aura (Ex), Channel Positive Energy 2d6 (4/day) (DC 12) (Su), Cleric Domain: Healing, Cleric Domain: Protection, Compass, Elf Blood, Spontaneous Casting
Combat Gear Chain Shirt, Paueliel Quarterstaff; Other Gear Backpack, Masterwork (15 @ 15.74 lbs), Candle (5), Cleric's vestments, Compass, Crowbar, Fishhook, Flint and steel, Holy symbol, silver: Mishakal, Lamp, common waterproof, Mug/Tankard, clay, Saddle (Riding), Soap, Bar (50 uses) (2), Waterskin, Whistle, Signal
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SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 2d6 (4/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain: Protection Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rebuke Death (6/day) (Sp) Heal 1d4+1 damage to creatures at negative HP
Resistant Touch (6/day) (Sp) You gain +1 to all saving throws, and may donate this by touch for 1 minute.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
HORSE, LIGHT
Female Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
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DEFENSE
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AC 11, touch 11, flat-footed 9. . (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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OFFENSE
--------------------
Spd 50 ft.
Melee Hooves x2 (Horse) -2 x2 (1d4+1/20/x2) and
. . Unarmed Strike +3 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
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STATISTICS
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Fly +0, Perception +6, Stealth -2
Languages
SQ Riding [Trick]
Other Gear Bedroll, Blanket, Cooking kit, Feed (per day) (10), Rations, trail (per day) (10), Rope, hempen (100 ft.), Saddlebags (27 @ 166 lbs), Spade or shovel, Tent, Small
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SPECIAL ABILITIES
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Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Asliath is a child of two worlds and not particularly welcome in her mother's world. Her father was an adventurer that her mother tells her that loved her very much, but he didn't live to see his daughter born. Although Asliath's mother has always been a devoted parent, growing up with the Qualinesti has never been easy for Asliath; the other elves treating her as if she was handicapped, a thing to be pitied. Asliath has always resented being treated as if she was something less-than and has always striven to be better than her peers at everything she does, a quality that has served her well.
Asliath believes that there are gods out there and that the world needs them and she is bound and determined to find out if the things her mind knows to be true actually are. She doesn't speak of the gods to anyone but her closest friends; companions she found after leaving her homeland to seek her place in the world, and she fears that her friends believe her to be mad. Still, she has her faith, and that seems to be enough for now...
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And, just in case, an updated version of...
Benedict of Io
Male Human Cavalier 3
LN Medium Humanoid (Human)
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DEFENSE
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AC 22, touch 11, flat-footed 21. . (+9 armor, +2 shield, +1 Dex)
hp 29 (3d10+3)
Fort +4, Ref +2, Will +2
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OFFENSE
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Spd 20 ft.
Melee Flail +6 (1d8+3/20/x2) and
. . Gauntlet (from Armor) +6 (1d3+3/20/x2) and
. . Lance +6 (1d8+4/20/x3) and
. . Longsword +6 (1d8+3/19-20/x2) and
. . Shield, Heavy Steel +6 (1d4+3/20/x2) and
. . Unarmed Strike +6 (1d3+3/20/x2)
Ranged Longbow +4 (1d8/20/x3)
Special Attacks Cavalier's Charge, Dragon's Challenge +3/+1 (1/day)
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STATISTICS
--------------------
Str 17, Dex 13, Con 12, Int 10, Wis 12, Cha 16
Base Atk +3; CMB +6; CMD 17
Feats Mounted Combat, Precise Strike, Ride-by Attack, Trample
Traits Armor Expert, Rich Parents
Skills Acrobatics -6, Bluff +7, Climb +0, Diplomacy +7, Escape Artist -5, Fly -6, Handle Animal +8, Heal +2, Intimidate +7, Knowledge: Geography +1, Knowledge: History +1, Perception +5, Ride +0, Sense Motive +5, Stealth -5, Survival +5, Swim +0 Modifiers +7 Ride while riding your bonded mount., Dragon's Skills
Languages Common
SQ Aid Allies +3 (Ex), Animal Companion Link (Ex), Tactician (Precise Strike) 4r (1/day) (Ex)
Combat Gear Arrows, Flight (40), Flail, Full Plate, Lance, Longbow, Longsword, Shield, Heavy Steel; Other Gear Backpack, Masterwork (15 @ 33.96 lbs), Flint and steel, Grappling hook, Lamp, common, Rations, trail (per day) (10), Waterskin
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SPECIAL ABILITIES
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+7 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -7 while riding your mount.
Aid Allies +3 (Ex) Aid Another grants +3
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Dragon's Challenge +3/+1 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Ride-by Attack You can move - attack - move when charging mounted.
Tactician (Precise Strike) 4r (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Trample Your target may not try to avoid your mounted overruns.
HORSE, HEAVY (COMBAT TRAINED)
Male Horse, Heavy
NN Large Animal
Init +4; Senses Low-Light Vision, Scent; Perception +8
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DEFENSE
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AC 15, touch 13, flat-footed 11. . (+4 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Horse, Heavy) +5 (1d4+5/20/x2) and
. . Hooves x2 (Horse, Heavy) +0 x2 (1d6+2/20/x2) and
. . Unarmed Strike +5 (1d4+5/20/x2)
Space 10 ft.; Reach 5 ft.
--------------------
STATISTICS
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Fly +2, Perception +8, Stealth +0
Languages
SQ Combat Riding [Trick]
Other Gear Bedroll, Blanket, Feed (per day) (10), Pot, iron, Rope, hempen (100 ft.), Saddle (Military), Saddlebags (16 @ 156 lbs), Tent, Small
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SPECIAL ABILITIES
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
The second son of a minor, but wealthy noble house, Benedict has been trained in the arts of war, diplomacy and honor from a very young age. It was his task, some day, to support his older brother in protecting the family lands and upholding the family's honor. He grew up hearing the tales of Huma and the old War of the Lance and knew that some day, it would be his destiny to take up sword and shield, and to march off to earn glory for his house in service to the Knights of Solamnia, just as his uncles had before him, and his great-uncles before them, and all the generations leading back to the founding of his house.
As he grew older, he joined his brothers and uncles on the hunts that kept their lands safe, growing strong of arm and putting to rest marauding bands of goblins, human brigands and simple beasts that were a danger to the holdings. He also spent time in study learning the art of diplomacy so that one day, he could speak on his father's behalf for the family and eventually, for his older brother as well. Unfortunately, that last honor would never be his. Six years before joining with the Knights of Solamnia, his elder brother Edgant succumbed to an unnatural illness that left him unsound of mind and body. It was Benedict's charge to take his brother's place and lead the family at his father's side, but Benedict felt that he was ill-prepared and unworthy of the honor and convinced his father to name his younger brother Olenai as his successor.
Soon enough, Benedict was able to join the ranks of the Knights of Solamnia as a novice and begin his training. He was already several steps ahead of his peers and while he was not the strongest or the fastest of the newest group of novices, he was certainly the most steadfast and his stubborn insistence upon completing every task to the satisfaction not only of his tutors, but to the glory and honor of his family, he earned himself high marks and was praised as an asset to the Order.
It is now five years since he joined with the Knights of Solamnia and Benedict is a respected Knight of The Crown. He is considering petitioning the Knighthood to join the Order of the Sword, but he knows that he is not yet wise enough in the ways of the world to join them, and so, he seeks to learn more of the world as he aspires to greatness, along with his trusted friends.
Beckett
|
I am still tossing through a few ideas, (and apologize for not posting up yet). I am still thinking of a Cleric/Solomnic Knight. I am actually thinking of going with a medic/field healer interested in holistic treatment (mind/body/soul), and attempting to form a new group within the Knighthood, (or possibly to replace/update the existing powerless Sword Knights). I am not sure if anyone is interested still in other Knights, so let me know if there are any problems with this, and also if anyone wants to try to work something out for a background.
I personally am interested in playing a very noble, gentle, and righteous warrior type, less concerned with the law, and more with helping people and enduring so that others can push past their issues. I am honestly concidering being a Solomnic Knight (that will be) devoted to Mishakal or Majere rather than the classic 3 patrons of the order. But also would like a little advice from the GM before I go to far into this.
| Geryn Sellsword |
Ok, Geryn is pretty much good to go, with the exception of adding some equipment. Stats and so forth are set up in the profile, although I can post them here on the thread if you'd like. I may still expand the background and tweak some of the fluff a bit, but he is ready for review should the deadline hit.
Please let me know if you have any questions or want anything tweaked.
Geryn dresses in utilitarian clothing, and balances his armor to allow freedom of movement and the maximum protection possible. Currently, he is wearing a long-sleeved grey shirt under his chain shirt. He has light brown doeskin pants that are tightened around his waist by a simple leather belt, and is wearing some light greaves and well-made shoes as well. His well-maintained sword sits in a simple scabbard on his right side, and he keeps a small, obvious dagger sheath on the outside of his left boot. The rest of his gear is carefully packed on and around his saddle, and carried by his horse, a calm old nag named "Huma". The mocking name has earned Geryn several duels with irritated Solamnic Knights who have heard it.
Geryn is sarcastic company in the best of times, and is usually quite generous when it comes to his friends. Always ready for a fight, he is a pragmatic swordsman whose first rule of combat is "use whatever is available to defeat the opponent."
After several years working with Cronar, Geryn decided to part ways from his uncle (and his uncle’s gambling debts) and seek his own niche as a wandering mercenary. Eventually, he began working out of the Inn of the Last Home in Solace, where he met and befriended the other adventurers who would later be called the “Heroes of the Lance.” In Solace, Geryn has gained a reputation as an effective, albeit unorthodox (or “dishonorable” as the Solamnians might put it) fighter. Professionally, he is more concerned with his pay and the potential risks of a contract than with the morality, but he is a loyal employee once he has signed on for a job.
| GM Trajan |
Great stuff so far all.
I'll try to give some feedback sometime in the next week. I've been swamped this week.
Efine- for races I'd prefer if people would use the standard Pathfinder stats, except for Kender and Tinker Gnome.
Beckett- because full knighthood is a prestige class, a cleric (even one of another good aligned god) could join the order. However, should the currently non-existing order of the sword's clerists be revived, a cleric of Kiri-jolith would advance politically well).
Sigz- originally I was thinking just constitution; but maybe a spellcraft check with a constitution modifier rather than intelligence would suit?
Dewn'Mountain- roll up a character, we're not settling the group until next week.
Roidrage
|
Whats a dragonlance adventure without a grumpy hill dwarf! I'll roll up a Hill dwarf Ranger. He will be a lot like a motivated Flint, so really a cross between Flint and Tanis haha.
@GM Tarjan: Would you allow Oracle? I was thinking of one level where he's feeling called by the gods but many think the dwarfs a little mad. And how would you handle the curses? let me know what you think. If I can't, I'm fine with going just ranger.
Aeshuura
|
I have always wanted to play a War of the Lance campaign. I don't think that I would quite fit into your mold though.
I have always wanted to play a half-ogre bastard son of a Knight of Solamnia. Because he is not fully-human, he could never be a Knight, but he still tries to live by the code.
If there is a possibility of you letting this one go, I would be interested in trying it out.
If not, best of luck in your campaign! ^_^
| GM Trajan |
@Alessa- If I can get my hands on a copy, I would likely allow some stuff from it. If I have the cash in a few days I'll get a copy of the pdf.
@Roidrage- Oracles would be allowed, but will start with the same divine magic penalty (spellcasting only) as clerics, druids, etc. The gods of Krynn are punishing mankind- and thus they block all divine contact. In due time, perhaps the punishment will be lifted. Other than that- the revelations and curses will work as normal.
@Aeshuura- I've had bad luck with half-ogre and savage species type players. The main problem would be the hatred that all 'civilized' races would show toward the PC. It would be extremely difficult to develop strong alliances.
Aeshuura
|
@Aeshuura- I've had bad luck with half-ogre and savage species type players. The main problem would be the hatred that all 'civilized' races would show toward the PC. It would be extremely difficult to develop strong alliances.
I understand. The hatred of the 'civilized' races is the role-playing challenge that I would be looking for. You would also have a similar, albeit less intense, feelings toward the knights and wizards, even Kender to an extent. But the character that I was looking to play is humble, and constantly trying to prove his worth. If you are thinking of the fellowship of the original group, we would all be friends already, right?
But as I said before, I understand if you don't want to deal with it. Thanks for your consideration.
Good luck with the campaign!
| GM Trajan |
Friday is the deadline for selection; if you have a chance to finish fleshing out your character's description. I'll be looking for well defined roles, an interesting background, and a character statted up to the point where they're able to start rolling without a lot of change.
Aeshuura
|
Friday is the deadline for selection; if you have a chance to finish fleshing out your character's description. I'll be looking for well defined roles, an interesting background, and a character statted up to the point where they're able to start rolling without a lot of change.
** spoiler omitted **
The one thing that I know for sure is that it will take work on the part of the other PCs. If even one Player doesn't want to deal with it, I would gladly withdraw.
I can write you up a backstory and e-mail it to you for you to evaluate. It would be easier than posting I think, as it might be a little long.
Let me know, and I can try to get it to you by tomorrow.
| Aardvark Barbarian |
Any of the three I wrote up HERE can be put to sheet in no time. Any one of them I would be eager to play.
Gnome Alchemist
Silvanesti Ftr/Wiz
Human Knight of the Sword (Cleric)
Beckett
|
Any chance I can take the "Combat Medic" Prestige Class from Heroes of Battle (3.5)? I think it will actually fit my focus and idea better than the Clerist Knight of Solomnia, (though I still want to aim for Clerist in the RP side).
Also, I could have sworn that the WotL book had alternate rules for both the Knights of Solomnia and the "Heal" skill, but I can't seem to find either of them. Am I just midding them, or am I thinking of a differnt book? Much thanks.
LazarX
|
Monks- were not present in the original adventures, in order to fit one in, we would have to devise a rational for them existing- a roleplaying opportunity.
Actually Majere sponsored an order of monks which kept faith even after the gods went silent. They made a key appearance in the Dragonlance comic book. I believe they were called the Order of the Rose.
LazarX
|
Since I haven't seen one come up yet, would there be a spot for an upcoming mage?
Lilandra of Palanthus a young ambitious mage of the Red Robes. daughter of a well placed family she ran away from home some time ago to escape an arranged marriage. Studious and formal She is still at the stage where she is looking at magic as an out to determine her own destiny. The only thing she considered worthwhile of the smothering courtship was the ruby pendant she wears constantly. For now she avoids being close to men as much as possible both for avoiding entanglements and to keep out of sight of any bounty hunters who might be looking to drag her back home.
*that's my initial character sketch*
Aeshuura
|
Hey GM, I wrote it up elsewhere and will copy and paste here. Essentially, I am going to assume that he is returning much like Sturm, after visiting the Keep of the man that should have been his father... Oh, and by the way, Urgo means "moves like sap/slow" in old Solamnic.
Bertram was an old Knight that settled in the small town of Solace. For some reason, he rarely talked of the old ways, which was fine enough for the people of Solace. Bertram was quiet, and it took <Fighter-type PC> months of begging and proving his dedication, before the old knight taught him even the basics of swordplay. Every day, after hours of grueling practice, <Fighter-type PC> came to Urgo and taught him, effectively giving himself a tremendous sparring partner and reinforcing his own training.
"Urgo, put the plow away, then go and pick up firewood from old man Cutter," the old farmer barked as he threw the leather straps over the handles of the plow and headed back to the house.
Urgo moved quickly, happy to be done with his chores and hefted the plow over his shoulder, wincing only slightly at the pain of the raw flesh on his back. He knew that his step-father was unhappy with his situation, and he took it out on him. Urgo was happy to receive the punishment as long as it did not find its way to his mother.
Urgo's mother used to be a Lady, married to a rather prominent Knight of Solamnia, whose keep rested high in the Vingaard mountain range. It took years until the young half-ogre was able to convince his mother to share the story of his birth. With hesitation, she began slowly...
---
It was winter, she was happy, it was her husband's Oathday. She had put on her best dress, and was headed downstairs to the meeting hall, where their friends were to have gathered. She found her husband pacing back and forth near the front doors. He was clearly concerned. "Dearest, what is it?"
He opened his mouth, but didn't have the chance to speak. The doors exploded inward... and soon the place was overrun with ogres! She remembers screaming, but her husband's guards were no match the leader of the savages! Soon the beasts had slaughtered the guards... she felt one of them grab her and pin her against the wall as her husband squared off with the leader. She could barely breathe. The ogres formed a ring around the knight and their leader, cheering and hooting.
The fight wasn't long, maybe a minute. The savage captain toyed with her husband, battering him with his giant mace. By the count of 30 heartbeats, the knight had one arm hanging limply at his side. He couldn't effectively use his greatsword, which dragged uselessly at his side. Then, after a few jeers, goading him into swinging wildly, the ogre crushed her husband's ribs, leaving him in a heap on the floor. That was when he signaled the beast that held her...
The leader ravaged her again and again in front of her dying husband...
---
She woke up to chaos, shining symbols of the kingfisher, swords, and roses, moving around her. She says the rest was a blur, and Urgo did not blame her. He felt horrible for making her relive the event, but he needed to know. Urgo asked why she kept him, why hold on to something that would just bring her so much pain? All his mother told him was that she and her husband had been trying to have a child for so long... now the gods laughed at her, blessing her with a child, but not with her husband. She could not explain it, perhaps it was to spite the gods, perhaps she felt that with the proper nurturing, she could raise him to be a good and honest man. She kept him well groomed, and clean, taught him humility, she had done a good job.
---
Urgo knew the rest of the story, she traveled across the plains and ended up in Solace. There she met the man that would be his step-father. The same man, that treated him like an animal... Someday, he swore, someday he would know more of the man that should have been his father. The man that died in the castle that day. He looked on, he had to get firewood from Old Man Cutter. Maybe he would see his friends this day!
| imimrtl |
I am presenting Seleshiana Caladon. She is a half-Sylvanesti Elf Wizard who will be working towards the White Robes as a Wizard of High Sorcery. She was adopted by human parents after her elven father and human mother were killed in an ambush by Goblins along the rode to Solace. They had heard the goblins coming and had hidden Seleshiana in some brush and then drew the goblins away. She was found by Jacob and Maggie Caladon and was raised as their daughter. She was given the name Seleshiana because the only identifier she had on her was a bracelet of dwarven make with the name Seleshiana on it.
Female Half-Elf Wizard 3
NG Medium Humanoid (Elf, Human)
Init +1; Senses Low-Light Vision; Perception +5
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DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 25 (3d6+9)
Fort +4, Ref +3, Will +3
Immune sleep; Resist Elven Immunities
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OFFENSE
--------------------
Spd 30 ft., Shift (5') (7/day)
Melee Quarterstaff +1 (1d6/20/x2) and
. . Unarmed Strike +1 (1d3/20/x2)
Ranged Masterwork Longbow +3 (1d8/20/x3)
Wizard Spells Known (CL 3, 1 melee touch, 2 ranged touch):
2 (2/day) Summon Monster II, Summon Monster II, Fire Breath (DC 16)
1 (3/day) Magic Missile, Mage Armor (DC 16), Grease (DC 16), Gravity Bow (DC 15)
0 (at will) Prestidigitation (DC 14), Ghost Sound (DC 14), Detect Magic, Read Magic (DC 14)
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STATISTICS
--------------------
Str 10, Dex 12, Con 16, Int 19, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 12
Feats Augment Summoning, Scribe Scroll, Spell Focus: Conjuration, Wizard Weapon Proficiencies
Traits Dangerously Curious, Deft Dodger
Skills Appraise +8, Diplomacy +3, Knowledge: Arcana +10, Knowledge: Dungeoneering +8, Knowledge: Geography +8, Knowledge: History +8, Knowledge: Nature +8, Knowledge: Nobility +8, Knowledge: Religion +8, Knowledge: The Planes +8, Linguistics +9, Perception +5, Sense Motive +2, Spellcraft +10, Use Magic Device +5
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Sylvan
SQ +3 bonus on Diplomacy, Arcane Training, Deliver Touch Spells Through Familiar (Su), Elf Blood, Empathic Link with Familiar (Su), Enchantment, Necromancy, Share Spells with Familiar, Summoner's Charm (+1r) (Su), Teleportation
Combat Gear Masterwork Longbow, Quarterstaff; Other Gear Backpack, Masterwork (3 @ 4 lbs), Case, map or scroll (20 @ 0 lbs), Flint and steel, Ink (1 oz. vial, black) (2), Inkpen (3), Paper (sheet) (10), Parchment (sheet) (10), Perfume, common, Potion of Endure Elements, Potion of Mage Armor, Pouch, belt (10 @ 3.98 lbs), Scroll: Feather Fall, Scroll: Fog Cloud, Sealing wax, Soap (per lb), Spellbook, wizard's (blank), Vial, ink or potion (2), Waterskin
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SPECIAL ABILITIES
--------------------
+3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Arcane Training +1 CL for spell trigger and spell completion items for your favored class.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Shift (5') (7/day) (Sp) Short-range teleport
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
--------------------
JARUM
HORSE, LIGHT (COMBAT TRAINED) CR 1
Male Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
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DEFENSE
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AC 11, touch 11, flat-footed 9. . (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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OFFENSE
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Spd 50 ft.
Melee Hooves x2 (Horse) +3 x2 (1d4+3/20/x2) and
. . Unarmed Strike +3 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
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STATISTICS
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Fly +0, Perception +6, Stealth -2
Languages
SQ Cold weather outfit, Combat Riding [Trick]
Other Gear Bedroll, Bit and bridle, Blanket, Cold weather outfit, Explorer's outfit, Rope, silk (50 ft.), Saddle (Riding), Saddlebags (empty)
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SPECIAL ABILITIES
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Cold weather outfit +5 Fort save vs. cold weather.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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LEANANIN CR 1/3
Male Thrush
NG Diminutive Magical Beast
Init +2; Senses Low-Light Vision; Perception +9
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DEFENSE
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AC 18, touch 16, flat-footed 16. . (+2 Dex, +4 size, +2 natural)
hp 12 (1d10-2)
Fort +0, Ref +4, Will +5
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OFFENSE
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Spd 10 ft., Flight (40 feet, Average)
Melee Bite (Thrush) +0 (1d2-5/20/x2) and
. . Unarmed Strike +0 (--5/20/x2)
Space 1 ft.; Reach 0 ft.
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STATISTICS
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Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +1; CMB -1; CMD 4
Feats Skill Focus: Perception
Skills Appraise -1, Climb +2, Fly +12, Linguistics +0, Perception +9, Spellcraft +1, Stealth +14, Swim +2, Use Magic Device -1
Languages Elven
SQ Improved Evasion (Ex)
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SPECIAL ABILITIES
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Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
| Geryn Sellsword |
Oops, forgot to roll for HP earlier. Background is updated on the profile (since I can't edit it into my earlier post). Hopefully copious use of the Dragonlance Nexus is alright--wanted to make sure that the background tied into the world as much as possible. In the process of picking out items now, should have them finished in a bit (hopefully--I hate picking out items).
Trajan, do you want me to repost my application, or just leave it in my profile?
Edit: Added end spoiler to "HP Rolls". Not sure if editing will change rolls, but originals were 3 and 4, unfortunately.
Edit 2:...and the Background updates didn't save, of course. Rewriting right now.
| Sigz |
Human (Solamnic) Sorcerer (Arcane) 3
NG Medium Humanoid (human)
Init +2; Senses perception +2
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DEFENSE
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AC 12, touch 12, flat-footed 12, (+2 dex)
hp; 25
Fort +4, Ref +3, Will +5
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OFFENSE
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Speed 30ft (6 sq.)
Melee Touch +2
Ranged Touch +3
Space 5, Reach 5
Spells Known (CL 3, DC 14 + spell level)
0 (At Will); detect magic, light, mending, ray of frost, read magic, spark
1 (6/day); grease, identify, magic missile, vanish
------------------------------------------------------------------------
STATISTICS
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Str 12, Dex 14, Con 14, Int 13, Wis 10, Cha 18
Base Atk +1; CMB +2; CMD 14
Feats; Eschew Materials, Magical Aptitude, Iron Will, Toughness, Alertness
Traits; Focused Mind, Resilient
Skills; Knowledge (Arcana) +8, Knowledge (Local) +8, Spellcraft +10, Use Magic Device +12
Language; Common, Elven
Favored Class; Sorcerer, 1st- hp, 2nd- ray of frost, 3rd- hp,
SQ; Arcane Bond (Raven Familiar - Gammy), Cantrips, Metamagic Adept (1/day)
Combat Gear;
Other Gear;
Weight carried: Ibs
Wealth; 500 st, sp, cp
------------------------------------------------------------------------
------------------------------------------------------------------------
Gammy
N Tiny animal (Raven)
Init +2; Senses low-light vision; Perception +6
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DEFENCE
---------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +2
Defencive abilities; Improved Evasion
----------------------
OFFENCE
----------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
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STATISTICS
-----------------------
Str 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Fly +6, Perception +3
SQ empathic link, share spells
Done with the mechanics, hashing out his background.
| Sigz |
*sigh* got swamped again. I'm just going to give you the basics of what I'm thinking, hope it's interesting enough.
He's a stary eyed dreamer prone to fits of melancholy in between dreams of high dragons and flying cities. Lore and legends are what make him tick and he can loose himself for days with his nose buried in a book.
Born in Solace after his mother made her way from solamnia with him under her belt, his father, a wizard, died at the hands of a lynch-mob getting them to safety.
His mother picked up a violent drunkard for a husband in Solace, they have 2 girls and Joey is unwanted at home by his adopted father and his mother can't look at him without going nostalgic and sad thinking about his real father.
Joey went to Solamnia to find his root during the three year split up and didn't like what he found.
His arcane heritage was trigered in a fit of rage, in a fight with his step-father who was too drunk to propely remember what happened, and has been growing as Joey has traveled and read more.
| GM Trajan |
I'd like to thank all of you for your submissions. I want to take everyone, but I can't. I'm going to try something slightly crazy and run a larger n group. The original heroes of the lance were a fairly large (although I know they didn't start together and split up for a while). If it becomes too unwieldy I might split it into two. Or we'll just have to start killing off PCs... The GM polishes his sharp metal dice
For those of you that I couldn't take- I'm sorry. Partly it was volume, partly it was synchronicity, and when it came down to it I picked PCs that felt like they'd fit best in my story.
So, without further pontification or filibustering, here is my list of the Heroes of the Lance:
1. Trapdodger Barefoot
2. Alessa Synran
3. Brand Vasari
4. Josiah Carpenter
5. Aardvark as Rumalquimiacerveríaencendernarbopoklemkluprudddrep
6. Bodhizen as Asliath Argentleaf
7. Geryn Sellsword
8. "Sir" Janos Donner
9. Seleshiana Caladon
10. Durom Stonehammer
11. Sigz as Yockmund Beck (aka Joey)
Please report in at the game thread:
Go to Game thread
and the discussion thread:
Go to Discussion Thread
| Hu'tonkton |
Here is Hu'tonkton, an Elven Barbarian, for your consideration. I didn't know if you wanted the new PCs to know the original PCs, so I left the background a bit ambiguous. He could be on the way to Solace for the first time now, or some time could have passed since he left the forest (i.e. he came, met the companions, then left and is now returning again).
I'll roll HP if accepted.
Hu'tonkton's parents named him Kem'ohin (Talks as He Walks, in the common tongue), as he seemed scarcely to know how to close his mouth, even as a babe. In the Kagonesti tradition, he renamed himself upon reaching adulthood. Years of pain and hardship had finally quieted his tongue, save for the rush of battle when he was apt to scream at his enemies. Hu'tonkton (meaning Roar of Thunder), was a fitting choice.
Like many Kagonesti, Hu'tonkton was pressed into duty at an early age protecting their forest home against outsiders - goblins looking to pillage, humans after the trees, their high-brow cousins who look down upon them. Though accurate with a bow, Hu'tonkton found he most favored facing the enemy head on, so that he could spit in their face. Though strong for his race, his true advantage has always been his speed and agility. Over many long years he perfected a dizzying two-weapon fighting style that bested any fighter he faced.
Hu'tonkton has had little exposure to other races, save when repelling them away from his forest home. These experiences have come to color his world view. He harbors deep suspicion and distrust of other races, and this comes through in his interactions with them.
Unfortunately, circumstance has brought him away from his home. His father has fallen ill to a mysterious sickness. The Kagonesti healers are unable to stem the disease, and the forest spirits have been silent to prayers. In desperation, Hu'tonkton head out into the world to seek a healer or some powerful medicine that might undo the wasting illness. His steps have taken him to Solace.