
Arknight |

Always wanted to venture into Krynn :)
I'm wondering if this concept would work: human rogue (knife master)/ sorcerer (Draconic Bloodline (silver)) - grew up on the streets of a major city until he was taken in by a seemingly harmless alchemist. Using the boy as a bodyguard and helper, the alchemist (in fact a blackrobe ) intended to use the boy for a ritual to extend his own life. To the mage's surprise the boy struck back with arcane power and fled, never looking back. He's wandered since, concealing his sorcerous ability for the most part while just trying to survive.

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Welcome all. I'm really enjoying the game so far, so I hope you might also. It's not just a retelling so far, so very interesting twist.
Arknight, I think I was also waiting on you in the PFS game, but might be someone else. HERE Also, <not the DM, so don't take this as an official no>, but in this era of Dragonlance, both Dragons and Sorcerers (Wild Magic) really don't exist. They do, but extremely unheard of. Dragons are legends, and Sorcerers (spontanious magic) is about a handfull of people on the planet, if that.
Corerue, I think the DM is pretty open to things, but as mentioned above, there is no history of dragons at this point in time in Krynn. Sort of like in the real world, no one believes they actually ever existed.
Hu'tonkton, I like what you have done. <again, I'm not DM>, but isn't that a huge distance to wander in search of a healer? I actually forget, but aren't the Kagonesti secretely on a whole different continent? Just curious, maybe you are from a tribe much closer.
Anyway, I hope you all get in. We could use yor individual talents and I hope you all can enjoy the game also. :)

Hu'tonkton |

Beckett - thanks for the feedback. I've read all of the posts up to the present and am hopeful to get in. It looks awesome.
My thinking on Hu's background is a bit inspired by Riverwind's story, in that he set out in search of the impossible, and has been about it for a long time. I wasn't intending him to be from a different continent, but thought a Kagonesti elf might be interesting to play.
In my mind he has been wandering for a long time, doing the odd bit of work for food but mostly living off the land. He comes now to Solace, either for the first time or to reunite with those he'd met 5 years ago. I think it might be more interesting if this was his first time to Solace, but will go with whatever the DM thinks is the best fit, if I get in.

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DANATH KIRION CR 2
Male Human (Taldan) Cavalier (Beast Rider) 3
NG Medium Humanoid (Human)
Init +3; Senses Perception +7
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DEFENSE
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AC 20, touch 13, flat-footed 17. . (+6 armor, +1 shield, +3 Dex)
hp 23 (3d10+3)
Fort +4, Ref +4, Will +2
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OFFENSE
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Spd 20 ft.
Melee Longsword +6 (1d8+3/19-20/x2) and
. . Masterwork Lance +7 (1d8+4/20/x3) and
. . Unarmed Strike +6 (1d3+3/20/x2)
Ranged Longbow, Comp. (Str +0) +6 (1d8/20/x3)
Special Attacks Cavalier's Charge, Dragon's Challenge +3/+1 (1/day)
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STATISTICS
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Str 16, Dex 16, Con 13, Int 12, Wis 12, Cha 12
Base Atk +3; CMB +6; CMD 19
Feats Mounted Combat, Precise Strike, Ride-by Attack, Spirited Charge
Traits Armor Expert, Sacred Touch
Skills Acrobatics +0, Bluff +5, Climb +4, Craft (Weapons) +5, Diplomacy +7, Escape Artist +0, Fly +0, Handle Animal +7, Perception +7, Profession (Soldier) +5, Ride +6, Sense Motive +7, Stealth +0, Survival +5, Swim +4 Modifiers +2 Ride while riding your bonded mount., Dragon's Skills
Languages Common, Elven
SQ Aid Allies +3 (Ex), Animal Companion Link (Ex), Tactician (Precise Strike) 4r (1/day) (Ex)
Combat Gear Longbow, Comp. (Str +0), Longsword, Masterwork Breastplate, Masterwork Buckler, Masterwork Lance; Other Gear Backpack (empty), Bedroll, Blanket, winter, Cauldron, Cooking kit, Flint and steel, Lantern, hooded, Oil (1-pint flask) (2), Rations, trail (per day) (4), Torch (3), Wandermeal (per serving) (4)
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SPECIAL ABILITIES
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+2 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -2 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.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Spirited Charge Double damge when making a mounted charge (triple with a lance).
Tactician (Precise Strike) 4r (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Ka'lorion
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ANIMAL COMPANION CR 3
Male Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +5
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DEFENSE
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AC 21 touch 12, flat-footed 15. . (+3 Armor, +2 Dex, -1 size, +6 natural, +1 dodge)
hp 22 (+6)
Fort +5, Ref +5, Will +2
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OFFENSE
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Spd 50 ft.
Melee Bite (Horse) +4 (1d4+3/20/x2) and
. . Hooves x2 (Horse) +4 x2 (1d6+3/20/x2) and
. . Unarmed Strike +4 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
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STATISTICS
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Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +6; CMD 19 (23 vs. Trip)
Feats Dodge, Endurance, Power Attack -1/+2
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Track [Trick]
Skills Acrobatics +6, Fly +0, Perception +5, Stealth -2, Swim +7
Languages
SQ Attack Any Target [Trick], Combat Riding [Trick], Evasion (Ex), Track [Trick]
Combat Gear Parade Armor; Other Gear Bit and bridle, Saddle (Military), Saddlebags (empty)
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SPECIAL ABILITIES
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Attack Any Target [Trick] The animal will attack any creature on command.
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.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
Remaining Purse: 250 Steel
I will work on a back story when I get more time.
Rough story is he is a disillusioned knight who had been betrayed by his previous order. When the betrayal came he took it hard and resigned his position among his traitorous fellows, but when they wouldn't accept his resignation from their order. They sought to take his life and he left a trail of blood when he fought his way free.

Hu'tonkton |

I noticed the Riverwindness, and I kind of like it, honestly. As far as the distance, something I mentioned in another thread is maybe you could be an elf (family) raised by the plainsmen?
I'm wiiling to rework the background as needed. I haven't read the books in a long time, so my knowledge of the world is a bit rusty. Hopefully that is not a problem.

GM Trajan |

I think the 'class' barbarian is broad enough to be applied to different archetypes- you could be a brutish pugilist from the city who rages in battle too, so I think an Kagonesti would definitely fit. As for the distance- a storm took his small boat off course, landing him near Solace. The island the elves are on is just a bit northwest of where we're starting.
Corerue, Hu'tonkton - feel free to join us over at the gameplay/discussion threads.
Arknight- the concept sounds interesting. A sorcerer 'protected' from the High Order by a black robe, who intends to use them for their own devices (ala Fistandulus). Sorcery could exist- they're just hunted to extinction by the High Order. Wild magic was contained when the Grey Gem was secreted away, and the three gods of magic keep most wild powers in line- but it's not so crazy to think that someone with a dragon bloodline might manifest some powers. Roll it up?

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GM Trajan I hate to do this but I have to withdraw =/ For the next couple of weeks i'm going to be busy interviewing and moving about for a new job. Sorry for holding things up for your game but I didn't feel right to lead you on further. I wish I had posted sooner but I just got word today. =/
Hopefully in the future I can apply again, I will Dot your game and watch if thats alright with you.
Good luck to Arknight and Hu'!

Arknight |

1d6 ⇒ 2
Male Human Rogue (Knife Master) 2 Sorcerer 1
NG Medium Humanoid (Human)
Init +7; Senses Perception +7
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DEFENSE
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AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 24 (2d8+1d6+6)
Fort +2, Ref +6, Will +3
Defensive Abilities Evasion
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OFFENSE
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Spd 30 ft.
Melee Dagger +4 (1d4/19-20/x2) and
. . Unarmed Strike +4 (1d3/20/x2)
Ranged Masterwork Shortbow +5 (1d6/20/x3)
Special Attacks Claws (6 rounds/day), Sneak Attack +1d8/+1d4
Sorcerer Spells Known (CL 3, +4 melee touch, +4 ranged touch):
1 (4/day) Color Spray (DC 14), Icicle Dagger
0 (at will) Light, Prestidigitation (DC 13), Read Magic (DC 13), Ray of Frost
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STATISTICS
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Str 11, Dex 16, Con 14, Int 12, Wis 12, Cha 16
Base Atk +1; CMB +4; CMD 14
Feats Agile Maneuvers, Eclectic, Eschew Materials, Improved Initiative, Rogue Weapon Proficiencies, Weapon Finesse
Traits Courageous, Magical Knack: Sorcerer
Skills Acrobatics +8, Bluff +8, Climb +5, Diplomacy +8, Disable Device +9, Knowledge (Arcana) +7, Knowledge (Local) +6, Perception +7, Sense Motive +6, Sleight of Hand +8, Spellcraft +6, Stealth +8, Swim +4
Languages Common, Draconic
SQ Draconic: Silver Dragon (Cold), Hidden Blade +1, Trapfinding +1
Combat Gear Dagger, Masterwork Shortbow, Masterwork Studded Leather;
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TRACKED RESOURCES
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Claws (6 rounds/day) (Ex) - 0/6
Dagger - 0/1
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SPECIAL ABILITIES
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Agile Maneuvers Use DEX instead of STR for CMB
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Courageous +2 save vs. fear.
Draconic: Silver Dragon (Cold) +1 damage per die for [Cold] spells.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hidden Blade +1 +1 bonus on Slight of Hand checks to conceal a light blade.
Magical Knack: Sorcerer +2 CL for a specific class, to a max of your HD.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
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