Samnell's Dragonlance Campaign (Inactive)

Game Master Samnell

It's Dragonlance. And Pathfinder. Both. At the same time.
Present Map
Map of Abanasinia, aka Misspelled Ethiopia


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Hunter's are typically martial in someway. Especially the way I intend to play it...


Ok, I'm guessing there's room for martials, but also for other types.


Half-elf cleric of Paladine 3/fighter 2
LG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +8
—————
Defense
—————
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 49 (5 HD; 3d8+2d10+5)
Fort +7, Ref +2, Will +6 (+1 vs. fear); +2 vs. enchantments
Immune sleep
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee mwk longsword +7 (1d8+1/19-20)
Special Attacks channel positive energy 6/day (DC 17, 2d6+1 [+3 vs. undead]), sun's blessing
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day—inspiring word (1 round)
Cleric Spells Prepared (CL 5th; concentration +8)
D Domain spell; Domains Nobility, Sun
—————
Statistics
—————
Str 13, Dex 12, Con 13, Int 12, Wis 16, Cha 17
Base Atk +4; CMB +5; CMD 16
Feats Improved Channel, Selective Channeling, Skill Focus (Diplomacy), Turn Undead, Weapon Focus
(lance), Weapon Focus (longsword)
Traits magical knack, sacred conduit
Skills Acrobatics -2 (-6 to jump), Diplomacy +12, Heal +7, Knowledge (nobility) +6, Knowledge (religion)
+6, Perception +8, Ride +2, Sense Motive +8, Spellcraft +7; Racial Modifiers +2 Perception
Languages Common, Custom Language, Elven
SQ elf blood
Other Gear mwk breastplate, mwk longsword, 150 gp
—————
Special Abilities
—————
Cleric Channel Positive Energy 2d6+1 (6/day, DC 17) (Su) Positive energy heals the living and harms
the undead; negative has the reverse effect.
Cleric Domain (Nobility) Granted Powers: You are a great leader, an inspiration to all who follow the
teachings of your faith.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can
call upon its blessing or wrath to work great deeds.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiring Word (6/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws
for 1 rds.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sun's Blessing (Su) +3 to channel damage vs. undead and they don't get channel resistance.
Turn Undead (DC 17) Your Channel Energy can make undead in 30 ft flee for 1 min.


Oops his name didnt transfer, his name is Talinthalas (ode to the elven heritasge and can be shortened for humans) Tarinius ( a nod to the Revered Daugther! )


Most of his feats wont be usable until he reads the disks of Mishakel. I picked his domains but not his spells.


Dreaming Warforged wrote:
Thanks! Could you let me know a little more about the themes you wish to explore through the campaign?

I have a perverse streak that makes me a bad person to answer that. I blame studying historical horrors, but really I'm just sick inside. :) Also I think themes usually come out through emergent gaming more than premeditation.

The books come to the rescue, though. Each chapter has a set of themes and the authors would know, right? Per them, the story opens on a note of despair. Our Heroes went off in search of the gods and found none. They're soon beset by enemies on all sides. Chapter two concerns itself with fires, literal and metaphorical: anger and vengeance, but also faith. Chapter three is about hope. Chapter four has desolation.

Stuff gets grim, but it's mostly grim-if-you-fail rather than grim-all-the-time.

Dreaming Warforged wrote:
Also, based on your chosen players, what are obvious roles that are left empty and would require some support?

As the others said, we do look a bit martial-light at present. I'm leery of going without a conventional one because somebody's got to take the big hits and all, but it sounds like there'll also be a wealth of martials submitted. I don't think there've been a lot of support-oriented PCs (not necessarily pure healing, friend-buffing) put forward, but so much of that comes down to spell choices and playstyle that it's hard to say.


Should I rework him go make him pure cleric then even though he would be a heathen cleric? That might help the healing department


I think I will.


Talinthal Uth Mondor wrote:
Should I rework him go make him pure cleric then even though he would be a heathen cleric? That might help the healing department

I think the Fighter dip makes sense. Between your Martial bent and my high HP and Transmutation leanings we will not be squishy stay in the back casters but able to handle minions on our own.


My trait should keep my caster level up though correct?


It keeps my caster level up but not the level at which I cast spells correct? I cast as a 5th level cleric right now correcct but am only 3rd?

Let me see what he looks like just plain cleric since the armor and other training could be explained that way as well.


Talinthalas Tarinius #2
Half-elf cleric of Paladine 5
LG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +8
—————
Defense
—————
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 45 (5d8+5)
Fort +5, Ref +2, Will +7; +2 vs. enchantments
Immune sleep
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee mwk longsword +1 (1d8+1/19-20)
Special Attacks channel positive energy 6/day (DC 18, 3d6+1 [+5 vs. undead]), sun's blessing
Domain Spell-Like Abilities (CL 5th; concentration +8)
6/day—inspiring word (2 rounds)
Cleric Spells Prepared (CL 5th; concentration +8)
D Domain spell; Domains Nobility, Sun
—————
Statistics
—————
Str 13, Dex 12, Con 13, Int 12, Wis 16, Cha 17
Base Atk +3; CMB +4; CMD 15
Feats Improved Channel, Selective Channeling, Skill Focus (Diplomacy), Turn Undead
Traits affable, sacred conduit
Skills Acrobatics -2 (-6 to jump), Diplomacy +11 (+13 to gather information.), Heal +7, Knowledge
(nobility) +6, Knowledge (religion) +6, Perception +8, Sense Motive +8, Spellcraft +7; Racial Modifiers +2
Perception
Languages Common, Custom Language, Elven
SQ elf blood
Other Gear mwk breastplate, mwk longsword, 150 gp
—————
Special Abilities
—————
Affable +2 on Diplomacy to gather information and do so in half time.
Cleric Channel Positive Energy 3d6+1 (6/day, DC 18) (Su) Positive energy heals the living and harms
the undead; negative has the reverse effect.
Cleric Domain (Nobility) Granted Powers: You are a great leader, an inspiration to all who follow the
teachings of your faith.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can
call upon its blessing or wrath to work great deeds.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiring Word (6/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws
for 2 rds.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sun's Blessing (Su) +5 to channel damage vs. undead and they don't get channel resistance.
Turn Undead (DC 18) Your Channel Energy can make undead in 30 ft flee for 1 min.


Since the feeling is there's a lack of martials perhaps I should focus on these two. I think I slightly prefer Caitlyn but I'd be happy playing either of them.

Thomas Weissman:

Thomas is a man in his prime, about 6 foot, with blue eyes, flaxen hair and an immaculately shaved chin. Looking at him you can tell he can handle himself, and the sword on his back isn’t for show, yet his ready smile and laugh is disarming. In times of peace he would usually wear riding leathers, but of late he’s been sporting a battered and much loved breast plate and matching sabatons. There have been bandits and worse about, and on more than one occasion in the few months, Thomas has been called to defend the tree top homes of Solace. He had been a part time member of the watch for some years, assisting the sheriff when times were hard.

Often a fixture in the Inn of the last home, but never much of a drinker, Thomas liked nothing better than to hear and retell stories of derring do and knightly glory. Yet behind the bonhomie there was a sadness. He dearly wanted to travel like his brother and sister had, and seek his destiny, yet it was his duty to stay. Somebody had to look after mother and father, and tend the farm. They were getting old now, and the debts to pay for Justin’s tuition where ruinous. Thomas had spent every hour given to him, toiling away on this job and that where anyone needed heavy labor, whittling down the debt a little each day. It wouldn't have been so bad but trade wasn’t what it was and the price his brother had paid was beyond reckoning. It had nearly killed his mother to see Justin like that, and his father had become withdrawn and distant as if his dreams had died.

Still Thomas was determined to pull the family out of penury, forge a peace as best as he can with his wild sister Caitlyn and follow his dreams to become a knight. A real knight of Solamnia. It would he hard for a commoner but surely they would see the merit in his application. He could ride well and was better at the sword and lance. He knew how to take proper care of his mount and his kit. He knew all the regulations, and he lived for the stories where the shining knights in the armor save the day through honor and valor. The stories where they are selfless paragons. The stories so very unlike the harsh reality he would one day face head on.

If selected I think it would make for a great (and tragic) story if his family got killed for either standing up to Hederick The Theocrat, or perhaps by the invading Red Dragon Army. This would give a logical reason for him to swear an oath of vengeance.

Thomas Build:

Thomas Weissman
Human paladin (oath of vengeance) 5 (Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (human)
Init +2; Senses Perception +8
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 22 (+11 armor, +1 Dex, +1 luck)
hp 55 (5d10+5)
Fort +8, Ref +6, Will +6
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 falchion +9 (2d4+5/18-20)
Ranged +1 composite longbow +8 (1d8+4/×3)
Special Attacks smite evil 2/day (+3 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +8)
. . At will—detect evil
Paladin (Oath of Vengeance) Spells Prepared (CL 4th; concentration +7)
. . 1st—bless weapon, hero's defiance[APG]
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 14, Wis 8, Cha 17
Base Atk +5; CMB +8; CMD 21
Feats Deadly Aim, Extra Lay on Hands, Furious Focus[APG], Power Attack
Traits magical knack, seeker
Skills Acrobatics -3 (-7 to jump), Diplomacy +11, Handle Animal +11, Perception +8, Ride +5, Spellcraft +10, Survival +4
Languages Common, Dwarven, Elven
SQ channel wrath, divine bond (weapon +1, 1/day), lay on hands 7/day (2d6), mercy (sickened)
Combat Gear jingasa of the fortunate soldier[UE]; Other Gear +2 full plate, +1 composite longbow (+3 Str), +1 falchion, 275 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.

This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Lay on Hands (2d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Magical Knack (Paladin [Oath of Vengeance]) +2 CL for a specific class, to a max of your HD.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.

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Likely feat progression: more extra lay on hands until he qualifies for ultimate mercy.

Thomas Weissman combat vignette (probably a few levels later):

Ahead where several Sivak Draconians, Thomas had been trailing them for days. Able to sift into the forms of their slain victims, the Sivaks were posing as soldiers hoping to infiltrate and sabotage the supply train that was winding it’s way up the mountain from the valley below. Each was a vicious combatant, armed with a wicked sawtoothed blades, scythe like claws and a prehensile armoured tail.

It was now or never, everyone in the caravan would die unless Thomas acted. Keeping low, he crept out of the forest and lightly ran across the gap to a small hillock. Fortune was with him, he was downwind they wouldn’t notice him before he was ready. Thomas could move stealthy when needed, but it was dishonorable to attack an unaware foe. A few feet behind, he bellowed his challenge and salute, “Est Sularus oth Mithas!"

Both of them jumped slightly and veered into their hideous Draconian forms. Before they could react further Thomas was upon them, swinging his blade around in a wide arc forcing the first to back up. The second charged in and at the last moment, Thomas swung aside, his blade whistling as it describing an arc intersecting the the monster’s neck. Such was the force of the bow and the anger of his god, that the head came neatly off with a look of surprise.

Thomas’s moment of victory was short lived for the first Sivak had run him through from behind. The wound burnt like a shard of molten fire, and Thomas’s face was contorted in pain. He gasped and lurched forwards unsteadily as the monster ripped out the serrated blade. With his free hand he tried to staunch the flow of blood and whispered, ”Kiri-Jolith!” Instantly a faint radiance enveloped his hand and there was a momentary feeling of coolness and pulling as the skin reknit below his hands.

Acknowledging the score with a half bow, it was without rancor he cried his salute, “Est Sularus oth Mithas!" The draconian knew a moment or fear and doubt, it wasn’t supposed to be like this! It leapt forwards snarling and Thomas parried it’s blow and danced aside from a powerful tail lash. Cutting low, he took the things leg off and followed up with a blow transfixing it with his blade. The creature screeched it’s defiance but the blow was a mortal one and it sagged and stirred no more.
Stripping off his pack and pulling out a shovel, Thomas remarked to nobody in particular, ”I hate this bit.” In death the Sivaks had one last vicious surprise, they turned into the image of their slayer. Thomas had to buy himself twice over...

Caitlyn Weissman:

Caitlyn was beautiful, five foot six, green eyes, fiery red hair and one hundred and sixty pounds of pure unadulterated wild cat. Armed with a wickedly sharp tongue, a lucerne hammer and a mean right hook. She attracted all the wrong kind of attention, much the chagrin of her overprotective brothers. It was fun for a while, but boys only want one thing and Caitlyn wasn’t giving. Oh sure she could drink tansy tea, they always said. Thing was that didn’t always work, as she found out to her cost. At first she didn’t want it and then when she lost it, she found that she did. Of course by then the honey eye’d half elf had drifted off back into the woods and broke her heart.

When Justin asked if she would like to accompany him on the way to wayreth, she jumped at the chance. She was so done with Solace and she was immensely proud of her big brother, going to take his test. The first candidate anyone could remember from their family. That day when they set off, is set like crystal in her memory. Her Ma and her Pa had worked so hard for all of this and when it was time to them go, they welled up. Through tears and hugs Ma had said, ”Now Caitlyn you look after Justin,. It won’t do if he gets waylaid by bandits.” ”Just let em try ma!”, She’d grinned back fierce as anything.

The journey had been fun at first, the weather was fine and Justin seemed to have absorbed every story in the whole world. He was fun and knew so much, and he could do magic. Small things, but it was no mistaking the real thing. Yet the tower proved maddeningly hard to find and the weeks of searching had taken their toll. Oh sure Justin still smiled and laughed, but there was a tightness gnawing at him. The letter had said they were welcome, why hadn’t they arrived weeks ago?

”It must be part of the test.” muttered Justin. ”That seems dumb to me,” replied Caitlyn, ”Surely the test is about your command of magic, not about your map reading skills.” He laughed, ”Probably just as well. Anyway you can’t find it on a map, it moves about according the the will of the masters. I figure it often follows the waxing and the waning of the moons like a dance. Trouble is we can only see two of them.”

”What do you mean Justin?! Everyone knows there are only two moons, Solinari and Lunitari!” scoffed Caitlyn. ”No there is a third. Be glad you can not see it. Still I think we can guess where it is. Look at this diagram it shows the tides and the waxing and waning of the moons we can see. If you see there is a pattern to it, matching the phases of all three moons. If I’m right we need to be right here, but we just have to wait.” And so it was. They camped in a one featureless section of wayreth forest that looked like any other section of wayreth forest, except for the morning when they woke up in the shadow of the triple towers of high sorcery, set in an equilateral triangle…

Inside the mages were courteous to Caitlyn, but they were really only interested in Justin and she spent several days bored, being told that this part and that part of the complex where off limits. Eventually Justin took his test and Caitlyn watched through a screen. She was completely unprepared for what her brother faced. Wave after wave of zombies, and strange twisted creatures with wings and hands dripping with sorcery. Caitlyn couldn’t believe her eyes when her gentle brother Justin blasted each wave into dust with spells of fire and ice. After what seemed an eternity, and having bested a horde of creatures, Justin was nearly spent. Pushed beyond all reason and in danger of frying himself through spell burn, he faced an apparition. His doppelganger. Even as he tried to communicate and make peace the doppelganger started to cast a spell… Justin sobbed as he cast his last spell, his most powerful one. A fireball of cherry red destruction. Caitlyn watched with awe as he summoned the energies and then with horror as the spell rebounded off the apparition and burnt her brother alive!

It would have been a kindness if Justin had died, but he lingered and he lingered. Eventually he was well enough to go home, but conflagration and it’s results were indelibly written into Justin’s skin and her soul. Never again would she trust magic for she had seen the price that Justin had paid. It was folly that had brought them here, folly that had branded him! What were they thinking, these oh so wise masters? It was is if they had been trying to kill him, and had very nearly succeeded. And as for that Par-Salian, with his sanctimonious, ”I hope you’ve learnt a little humility” speech. Well if she ever saw him again, she would wipe the smile of his face, permanently.

The journey home had been faster than the one there, despite her brother being a virtual cripple. What should have been a triumphant homecoming, what with Justin passing the test, was more like a funeral. It hit Ma real bad, and Pa was never the same. Thomas did what he could bless him, but there was always too much to be done and Caitlyn was just another mouth to feed. ”Why don’t you help out and find a job?” Thomas had asked, and find a job is what Caitlyn did as a mercenary. She was good at it too, at least when her tongue didn’t get her into trouble, which was most of the time.

After several years of campaigning, she left the company in (fairly) good stead and tried on as a knight. Thomas wasn’t the only one with dreams of shining armor. Of course that didn’t work out. Oh she was skilled enough with blade and horse, but she was thrown out on account of her temper. Many of the knights had been bigots at best and inconsolable letches at worst, and that was before her commander had tried to hit on her. She said no with her first and was shown the door, head first.

Not knowing what else to do, Caitlyn drifted back to Solace. There had been rumors of war, and she needed to tell Thomas the truth. The knights didn’t match up the the stores and he’d only get hurt if he followed his dreams, just like she had, just like Justin had.

Caitlyn Build:

Caitlyn Wiessman
Human barbarian (superstitious) 5 (Pathfinder RPG Advanced Player's Guide 79)
CG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+8 armor, +1 Dex, +1 natural)
hp 70 (5d12+10)
Fort +7, Ref +3, Will +1; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities improved uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 lucerne hammer +11 (1d12+8) or
. . unarmed strike +10 (1d3+5)
Special Attacks rage (14 rounds/day), rage powers (reckless abandon[APG], superstition +4)
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 15, Int 14, Wis 9, Cha 14
Base Atk +5; CMB +10; CMD 21
Feats Dragon Style[UC], Improved Unarmed Strike, Power Attack, Raging Vitality[APG]
Traits axe to grind, friend in every town
Skills Acrobatics +6, Climb +10, Diplomacy +11, Intimidate +10, Perception +7, Ride +6, Survival +7
Languages Common, Dwarven, Elven
SQ fast movement, sixth sense
Combat Gear quick runner's shirt[UE]; Other Gear +2 breastplate, +1 lucerne hammer[APG], amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, 1,335 gp
--------------------
Special Abilities
--------------------
Axe to Grind +1 trait bonus on damage against foes who are threatened by only you.
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Sixth Sense +1 (Ex) +1 initiative and +1 AC during surprise rounds.
Superstition +4 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.

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Likely feat and rage power progression: Savage Dirty Trick, Lunge and things for Spell Sunder. Caitlyn I think will be pretty interesting to play, as she’ll have plenty of options beyond: I full attack. Also I was keen to giver her some social skills so she’ll have something to do out of combat. Caitlyn can be sweet if it suits her, even though she has a simmering temper.

Caitlyn Combat Vignette:

The table flipped over, sending glasses and bowls everywhere. ”No one threatens my friends!” screamed Caitlyn at the seeker. The odious man sniffed, and motioned his goons onwards, ”Arrest them in the name of the highlord!” With a crazed look in her eye, Caitlyn sprung forwards and punched the pompous seeker full on the nose, breaking it. Grabbing hold of the squawking man’s head, she smashed her knee into his face. Damn that hurt! At least he had the good graces to flop to the ground like a sack of potatoes.

The seeker’s guards looked shocked, who was this banshee that had replaced the little sweetling Seeker Torvalds had been letching over? Shaking his head, the lead guard chuckled, ”This will be good sport lads!” They were armed and armored and she was not. Suddenly she was a blur of motion, and she ran straight at the goon on her left, her shoulder connecting solidly with his chainmail covered chest, knocking the wind out of him with an, ”Oof!” A detached part of her brain noted that impact, ‘would hurt like blazes when she stopped.’ Of course stopping was a luxury she didn’t have, the middle guard that spoke before was lunging at her with a gauntleted hand. She tumbled into a forwards flip, evading him, and landed in a dead sprint for the back of the inn. Propped up behind the bar was her lucerne hammer. There wasn’t much room to swing it in here, but she didn’t care.

The guard was running straight at her now, with murder in his eyes. Letting the long haft of the weapon trail on the floor, she put her right foot on it and whipped it up at the last moment, catching the sprinting guard full on the solar plexus. The man folded inwards around the point and flopped around on the floor like a fish out of water unable to breathe.

Caitlyn didn’t wait, she ran forwards to meet the last guard and spun the weapon with incredible force towards his head. The man ducked and lunged with his sword. She dropped the polearm and batted the sword away with her left arm, leaving the man open for a vicious right hook. He collapsed backwards over the prone form of the Seeker, knocking him out again.

Panting as the adrenalin wore off and the shakes caught up with her, she mutted like a mantra, ”Still alive, still alive, still alive…”


Who would you be a paladin of once the gods return?

DM: Would the holy symbol of Paladine be the dragon like it used to be or the triangle? BOOOO


Paladine is the obvious choice, but Kiri-Jolith is the god of holy warfare, I think I'd choose him.


Which of the two versions do you think is better?


Do you mean Thomas vs Caitlyn?


No, my builds.


The first build was interesting but multi classing usually doesn't work out so well in pathfinder so I'd go with the second. Mind you I'd be tempted give him a longspear, drop cha to 16 and bump str to 14.


Talinthal Uth Mondor wrote:

It keeps my caster level up but not the level at which I cast spells correct? I cast as a 5th level cleric right now correcct but am only 3rd?

Let me see what he looks like just plain cleric since the armor and other training could be explained that way as well.

You're free to rework your PC how you'd like, but my comment wasn't intended as a criticism. Don't change just on my account. :)

A fighter2/cleric3 would cast as a third level cleric: second level spells, a third level cleric's spells per day, and caster level three. The sacred conduit trait improves the DC of your channel energy by a point, but that's only good when you're using it vs. undead. Targets for healing don't normally save, though they can if they want to.


I was talking about the magical knack trait.


I like both builds.

Silver Crusade

Stats for a half-ogre or not a good race?

I'm planning on writing a good background.


It's been over ten years since I last touched anything Dragonlance, but this sounds fun.

Would a cavalier be a viable option? If so, would you consider the Inspiring Commander 3rd party archetype?

EDIT

ALSO
Possibly thinking about dipping into Eldritch Guardian Fighter with the Mauler Familiar archetype.


Talinthal Uth Mondor wrote:
I was talking about the magical knack trait.

Ah right, the other statblock. :) Looks like magical knack would give you 5th for a caster level, but it would still be second level spells and third level spells/day. So your cure light wounds wound run 1d8+5, cure moderate 2d8+5, etc.

Also: You can totally have the cook holy symbol instead of the boring one. His name in Solamnic's even Draco Paladin, not Fire-Breathing Pythagoras.


Tharasiph wrote:


Stats for a half-ogre or not a good race?

I'm planning on writing a good background.

It would take some story work. They're also toward the high end power-wise, but I don't think they're quite over the line.

Half-Ogre stats:

+4 str, +2 con, -2 int, -2 Cha
Medium
Speed 30
Natural Armor +1
Low-light vision
Automatic languages: Obre, Abanasinian. Bonus: Goblin, Kothian, High Ogre


Echos Myron wrote:

It's been over ten years since I last touched anything Dragonlance, but this sounds fun.

Would a cavalier be a viable option? If so, would you consider the Inspiring Commander 3rd party archetype?

EDIT

ALSO
Possibly thinking about dipping into Eldritch Guardian Fighter with the Mauler Familiar archetype.

That all looks fine to me, including the third party archetype. It feels very Dragonlance.

Silver Crusade

Hmm might be a bit powerful... how about str +2 but can use bigger weapons or is that even worse?


Hmm - I'm very interested in this, I don't know a lot about dragonlance though. I read some of some of the books back when I was a kid - you know like when you're too young to really understand them, but you fall in love with it anyway? That's dragonlance for me, kind of.

Would a magus be appropriate? I'm specifically thinking of an elf with this archetype.


Have to admit I'd be interested to see an Eldritch Archer in play. It will be very different to a regular magus.


If we're going to have a few spellcasters, I think I'll go with Order of The Staff, which would cause my challenge to take -2 to saves for one round after I hit them in melee. Also, I'll be able to grant a +2 competence bonus on the next concentration check, dispel check, or caster level check she makes (whichever comes first). Ideally, I'd like to make a frontline fighter/tank with lots of support abilities for the spellcasters.


By the way, seeing as I'm kind of angling to make a warrior/spellcaster, I'd like to ask if maybe we could model the curse of magic a little differently?

I'd prefer if you took non-lethal damage equal to the level of the spell cast. That way, if you use too much powerful magic, you end up knocking yourself out eventually. I think it's a pretty good way to do it, without causing potentially debilitating conditions on the characters. (I'm mainly worried because composite longbows takes penalties to hit if your strength drops below the requisite amount, and both fatigue and exhaustion sap your strength & dex)

If you don't want to change it, that's fine too, though. I'll deal with it, somehow.


GM Runescarred Dragon wrote:

Hmm - I'm very interested in this, I don't know a lot about dragonlance though. I read some of some of the books back when I was a kid - you know like when you're too young to really understand them, but you fall in love with it anyway? That's dragonlance for me, kind of.

Would a magus be appropriate? I'm specifically thinking of an elf with this archetype.

I think that could work. He'd be expected to have made right with the Order of High Sorcery, but that's not really a big concern. Basically wizards and wizard-likes on Krynn are expected to join the Order and commit themselves to the pursuit of magic rather than carpet-bombing the countryside with fireballs. This, they presume, would place magic in disrepute and turn people against them.

Joining doesn't have many actual consequences or obligations, but they'll hunt you down if you don't sign up. Mainly you're not supposed to kill wizards for kicks (though doing so in battle is fine) and are to respect established neutral areas. You declare yourself aligned with one of the three factions (Good, Neutral, Evil) which gives you robes of a particular color and access to wizard clubhouses. (Five at one point, but only two still stand and one of those is cursed and abandoned.) For a magus the ramifications would be minimal. They'd find your interest in weaponry eccentric but it wouldn't present serious issues.


Tharasiph wrote:
Hmm might be a bit powerful... how about str +2 but can use bigger weapons or is that even worse?

I suspect the bigger weapons would turn out a bigger deal in the long run. Especially if it's one big two-handed weapon. The str bonus is an extra 1 or 1.5 damage per hit, but larger weapons tend to add full dice.


all right, here goes the crunch

Gavin Carroway, an Order of the Staff Inspiring Commander

I'll have to go back and study some more on the setting, since it's been awhile.

Some questions I have:

Would you accept a drawback for another trait?

Is there any info that you could possibly share on the Wizard of the team?
Alternatively, are there any characters looking to make a wizard who may want to be childhood friends with Gavin?

I'm looking to have Gavin grow up with someone who becomes a wizard, so that he would have learned rudimentary spell-casting, enough to be able to identify spells (by way of Order of the Staff skill ability).

I hope I didnt go too too crazy with gear. I just grabbed the bare essentials (armor, weapons, +int booster)


Echos Myron wrote:

Is there any info that you could possibly share on the Wizard of the team?

Alternatively, are there any characters looking to make a wizard who may want to be childhood friends with Gavin?

I'm looking to have Gavin grow up with someone who becomes a wizard, so that he would have learned rudimentary spell-casting, enough to be able to identify spells (by way of Order of the Staff skill ability).

Jakun grew up in the far east on the Minotaur Isles. His background so far is listed in the profile, waiting for the Kender to flesh his out so we can sync them. Not sure a Human would have grown up there but if your parents were Mariners he may well have.


Could you expand on how the money thing is supposed to work? What I'm imagining is something like this:

1) We get a 'pool', equal to wealth by level in imaginary gold pieces.

2) Then we buy permanent magic items with it. In-game, these are not 'magic items', but just magical effects that hangs around us because we're heroes. NPCs presumably get similar goodies.

That much is pretty clear. Here's where it gets dicey:

3) We also buy non-magical items. This includes weapons and armor. The payment for these comes out of our imaginary gold pieces.

Not entirely sure about 3, to be honest.

4) Then there's consumables. I'm a little lost here, but it sounds like you can designate a portion of your imaginary gold pieces (1000gp, for example) to consumables. When you're in town, or would reasonably have access to those items, we can 'spend' this portion of our imaginary gold pieces to 'buy' items, not exceeding those 1000gp. When we use a consumable(drinks a potion, cast a spell from a scroll etc.), its imaginary gold piece value goes back into the consumable pool, and can be used to buy more consumables next time we're in a market.

Like I said, I'm not at all sure that I'm right about 4. I'm probably just making crap up.


Should I have a common background with soneone?


whoo. pretty good interest in this campaign, samnell.

hmmmmm... just off the top of my head, i could see myself playing a bard who eventually becomes a cleric of branchala. By day, the dashing storyteller that drives away the woes of this hopeless world. His tales of heroic Huma and how he defeated the evil Queen. Or his lesser known companions, Kaz the minotaur, Magius the rogue wizard, or silvara his love. Stories of the kingpriest and elves, the merry kender and their innocent mischief, all said while performing acrobatics and juggling.
By night, this hero transforms into the somber hero the land needs, metting out justice to those that deserve it. A man who is willing to emulate the hero's of old, to inform the nightmares of the land that there is a shining beacon of hope, a small fire of courage amongst the masses.

hmmmm...yes, very interesting indeed. i shallt post something tomorrow for consideration.


I am Kaz and Magius all rolled into 1 character :-)


Fang, maybe if you play the paladin or even the barbarian maybe we can share a backstory?


Echos Myron wrote:


Would you accept a drawback for another trait?

I'll let you take one drawback for one trait. I don't want to get too wild on the things, but one isn't going to break the bank.

Echos Myron wrote:


Is there any info that you could possibly share on the Wizard of the team?
Alternatively, are there any characters looking to make a wizard who may want to be childhood friends with Gavin?

Looks like his player is already on the case here. So...the stuff he said. :)

Echos Myron wrote:


I hope I didnt go too too crazy with gear. I just grabbed the bare essentials (armor, weapons, +int booster)

None of the stuff on your sheet looks unreasonable.


GM Runescarred Dragon wrote:

Could you expand on how the money thing is supposed to work? What I'm imagining is something like this:

1) We get a 'pool', equal to wealth by level in imaginary gold pieces.

2) Then we buy permanent magic items with it. In-game, these are not 'magic items', but just magical effects that hangs around us because we're heroes. NPCs presumably get similar goodies.

I hadn't really considered them being virtual items, honestly. I'd have to think some about that. The intention was that they were actual things the PC owned. The virtual part is all in the GP. It's there to help skip the looting/treasure allocation cycle.

GM Runescarred Dragon wrote:

3) We also buy non-magical items. This includes weapons and armor. The payment for these comes out of our imaginary gold pieces.

Not entirely sure about 3, to be honest.

That's true. You can use your gear gp on anything you like, so long as you can afford it and it's not a setting-buster. Wands, armor, horses, dogs, men and women of negotiable favor

GM Runescarred Dragon wrote:
4) Then there's consumables. I'm a little lost here, but it sounds like you can designate a portion of your imaginary gold pieces (1000gp, for example) to consumables. When you're in town, or would reasonably have access to those items, we can 'spend' this portion of our imaginary gold pieces to 'buy' items, not exceeding those 1000gp. When we use a consumable(drinks a potion, cast a spell from a scroll etc.), its imaginary gold piece value goes back into the consumable pool, and can be used to buy more consumables next time we're in a market.

It works out that way in the end. When you burn a scroll, expend a wand, etc, that part of your virtual gp remains spent until you have an IC chance to replenish it. But you don't need to commit X percent or whatever to consumables in itself. If you find you don't want a bunch of potions or a wand next time around, you could put that cash towards a magic sword or something else. Likewise if you decide you'd rather switch armor (maybe your dexterity went up and your current suit doesn't let you enjoy it) you can trade in the armor you have toward a new suit.

The only place consumables would be different is when the adventure clearly gives you something with a future encounter in mind. Like there's a giant red dragon hiding in the outhouse, so you just happen to find a scroll of resist energy over by the compost heap a few areas before. Those wouldn't normally count against you since the idea is that you get it and use it in short order and such items serve as de facto foreshadowing.


GM Runescarred Dragon wrote:

By the way, seeing as I'm kind of angling to make a warrior/spellcaster, I'd like to ask if maybe we could model the curse of magic a little differently?

I'd prefer if you took non-lethal damage equal to the level of the spell cast. That way, if you use too much powerful magic, you end up knocking yourself out eventually. I think it's a pretty good way to do it, without causing potentially debilitating conditions on the characters. (I'm mainly worried because composite longbows takes penalties to hit if your strength drops below the requisite amount, and both fatigue and exhaustion sap your strength & dex)

If you don't want to change it, that's fine too, though. I'll deal with it, somehow.

Missed this before.

That would be a more serious risk for you than the typical wizard...but you'll also have a good Fort save. Let's run some numbers. I'll skip the sub-5th level saves and focus on the highest spell level available at any given time, since that's the worst case DC.

3rd: DC 13, Fort +4: fails on a 8 or less. 40% failure risk
4th: DC 14, Fort +7: fails on a 6 or less. 30% failure risk
5th: DC 15, Fort +8: fails on a 6 or less. 30% failure risk
6th: DC 16, Fort +10: fails on a 5 or less. 25% failure risk

Every point of Con bonus shifts those numbers by 5% in your favor, though admittedly as an archer you wouldn't normally need any Con bonus. (I play an archer with a Con of 10 right now myself.) But then again a Magus does want a lot of different abilities, so that may be tight. Likewise a +Con item is probably not the best use of your gearbucks.

Great Fortitude would come at the cost of a feat, but be worth 10% all by itself. I'm not sure how feat-tight you'd be.

A cloak of resistance +1 is fairly cheap (just under 10% of your gear budget at 5th) and while the price scales, so does your budget. If you upgrade it every time you get a new level of spells, then that's 4k at 7th (17%), 9k at 10th (14%), 16k at 13th (11%), 25k at 16th (7%). Of course upgrading it all the way is probably overkill, especially if you get to the point where your fort save is outpacing the DC significantly. A +2 cloak could get you 30/20/20/15.

I think you can mitigate the risk, but 40% starting out does seem rough. Doubly so given how penalizes your core functionality when a wizard basically wouldn't feel the difference. I didn't adopt the rule with a magus in mind, obviously. :) Wizards can far more easily invest in Con, since a wizard only really needs Int to operate.

Conversely, a magus has hit points to spare which a wizard does not. But nonlethal damage is a lot easier to heal than fatigue states too. You're right; let's go with that instead. It might hit wizards a bit harder round to round, but recovery will also be much simpler once healing is on tap.


Talinthal Uth Mondor wrote:
Fang, maybe if you play the paladin or even the barbarian maybe we can share a backstory?

Sure. Both Thomas and Caitlyn grew up in Solace, and it would make sense for them to know others from the area. What did you have in mind, something like they tackled bandits together?


BTW I think the virtual GP idea is great for a pbp game, and I shall borrow this idea next time I run an AP. I maintain a loot spreadsheet for one of the other games I'm playing on these boards and its quite the chore.

Might I suggest you ban crafting feats however.


I will update the character for Gear not sure I looked into that yet as I have had a busy week. I have Scribe Scroll as a Wizard, I take it that if I have a number of scrolls within reason (not a backpack full obviously) that would be ok.


FangDragon wrote:
Talinthal Uth Mondor wrote:
Fang, maybe if you play the paladin or even the barbarian maybe we can share a backstory?
Sure. Both Thomas and Caitlyn grew up in Solace, and it would make sense for them to know others from the area. What did you have in mind, something like they tackled bandits together?

That might work. I don't see this half elf as being that old. Maybe being from a Knightly Solamnic family they just became friends due to common interests and maybe they even traveled to Solamnia where the half elf was rejected from being named even a squire if the crown.


Sure a common interest in the knights sounds good. Perhaps they both listened to the same wandering bards spinning tales of shining knights and deeds of darring do. I had in mind that Caitlyn tried out with the knights but was rejected (on account of her temper, and chauvinistic attitudes), Thomas hasn't yet but would very much like to.


Are they of Solamnic background?

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