Heroes of the Lance (Inactive)

Game Master EltonJ

Dragonlance campaign using the Dragonlance Classics modules. Should be fun.


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Liberty's Edge

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Background:
Long estranged from his kin for unspoken reasons, Maddok travels the land as an adventurer and mercenary. He rarely visits densely populated spaces except to seek out work between jobs and generally prefers the company of nature. Despite being dim, even for a minotaur, the bull is gifted with a feral cunning that easily picks up falsehoods and an animal magnetism that often draws good-natured hearts into his company.

Description:
Maddok is a huge bull minotaur of the variety often seen on the Blood Sea. His hide is naturally a glossy black but appears closer to the color of ashes when it's dirtied by the dust of the road. A pair of thick sharp bovine horns jut from his heavy brow. The massive slabs of muscle rippling beneath of the skin of the bull's neck and trunk promise a swift end to anyone caught on the end of them.

Maddok:
Maddok
Blood sea minotaur ranger (wild hunter) 5 (Pathfinder RPG Advanced Class Guide 108, Ultimate Wilderness 188)
N Medium monstrous humanoid
Init +0; Senses darkvision 60 ft., scent; Perception +6
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 18 (+5 armor, +1 deflection, +2 natural)
hp 63 (5d10+20)
Fort +8, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gore +11 (1d6+9)
Special Attacks combat style (Kurgess)
Ranger (Wild Hunter) Spells Prepared (CL 4th; concentration +6)
. . 1st—longstrider, shield companion
--------------------
Statistics
--------------------
Str 22, Dex 10, Con 16, Int 3, Wis 14, Cha 13
Base Atk +5; CMB +11 (+14 grapple); CMD 22 (24 vs. grapple)
Feats Boon Companion[UW], Cunning, Endurance, Improved Grapple, Monstrous Mount
Traits indomitable faith, magical knack
Skills Acrobatics -2 (-6 to jump), Climb +8, Escape Artist -2 (-1 competence to break a grapple), Handle Animal +8, Intimidate +7, Perception +6, Ride +5, Survival +6, Swim +8
Languages Common, Minotaur
SQ animal focus (5 minutes/day), favored terrain (forest +2), hunter's bond (worg [precocious] named Animal Companion), track +2, wild empathy +6
Combat Gear wand of cure light wounds; Other Gear powerhouse pelt, armbands of the brawler[UE], ring of protection +1, ring of resistance +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (5 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to Survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Companion:
Animal Companion CR –
Worg (precocious) (Pathfinder Campaign Setting: Inner Sea Combat)
Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +12
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Defense
--------------------
AC 23, touch 13, flat-footed 20 (+4 armor, +3 Dex, +6 natural)
hp 38 (5d10+5)
Fort +5, Ref +7, Will +5
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +9 (1d8+6 plus trip)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 13, Int 9, Wis 18, Cha 14
Base Atk +5; CMB +9; CMD 22
Feats Bodyguard[APG], Combat Reflexes, Cunning
Skills Acrobatics +3 (+11 to jump), Climb +8, Diplomacy +4, Perception +12, Sense Motive +5, Swim +8
Languages Common, Goblin
SQ expanded tricks
Other Gear +1 studded leather
--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Expanded Tricks (Ex) Learn twice as many bonus tricks as normal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

Maddok is your traditional huge speaks-in-the-third-person musclebound brute with a heart of gold. His doggo companion is the brains of the operation (Int 9!) and handles all the contract negotiations for the duo. Together they've wrecked taverns and broken hearts across the land.

Liberty's Edge

4d6 ⇒ (2, 1, 4, 5) = 12=11
4d6 ⇒ (2, 5, 5, 2) = 14=12
4d6 ⇒ (4, 3, 1, 1) = 9=8
4d6 ⇒ (2, 6, 5, 2) = 15=13
4d6 ⇒ (3, 2, 3, 3) = 11=9
4d6 ⇒ (3, 2, 6, 3) = 14=12


I can't believe I almost let this happen.

I changed the Handy Haversack to a bag of holding. I can't believe I almost denied us all the fun of having Bander reach into a bag and pull out useless things.


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I’ve just met him and I already love Maddock!

@Bander: oh boy. This is gonna be interesting, ain’t it? :D


Wow!

4 pages already. Although I think minotaurs got the short end of the stick as far as stats go. Well, whats the summary again? Two minotaurs?


I am formally asking the DM to just randomly add useless items to the bag or my other pouches. Because let's face it Kender reach into things before thinking.


Alrighty. Maybe you should have craft (ring) and profession (ringmaker). Then your bag can be filled with a lot of useless stuff except for someone who forges rings. Stuff like flux, cuttlefish bone, wax, hammers, silver, gold, steel, and platinum.

But we can go with the useless items idea.


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Did either of you ever see the 2nd Edition Kender pockets rules? I'll try to link it....

Here


Fun idea.

If I made such a list I would also tie consequences to it. As in the person missing the item wants it back and cause problems, the item ruined other things in the pouch or bag and so on.

Liberty's Edge

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EltonJ wrote:

Wow!

4 pages already. Although I think minotaurs got the short end of the stick as far as stats go. Well, whats the summary again? Two minotaurs?

My original workup was here. Your updates were here and here.

Based on that feedback, this is what they look like.

***

Blood Sea Minotaur (from Dragonlance Campaign Setting) - 14 RP

Racial Qualities
Medium Monstrous Humanoid (3)
Greater Paragon (2)
+4 strength
-2 intelligence
-2 dexterity
Standard Languages (minotaur, common) (0)

Racial Traits
Natural Armor +2 (3)
Gore Attack 1d6 (1)
Scent (4)
Skill Training - Intimidate, Swim (1)

Thoradorian Minotaur (from Races of Ansalon) - 12 RP

Racial Qualities
Medium Monstrous Humanoid (3)
Greater Weakness (-3)
+2 strength
-4 intelligence
-2 charisma
Advanced Strength (4) - This brings total strength up to +4.
Standard Languages (minotaur, common) (0)

Racial Traits
Natural Armor +1 (2)
Gore Attack 1d6 (1)
+2 to perception (1)
Natural Cunning (4)


Feral wrote:


My original workup was here. Your updates were here and here.

Based on that feedback, this is what they look like.

***

Blood Sea Minotaur (from Dragonlance Campaign Setting) - 14 RP

Racial Qualities
Medium Monstrous Humanoid (3)
Greater Paragon (2)
+4 strength
-2 intelligence
-2 dexterity
Standard Languages (minotaur, common) (0)

Racial Traits
Natural Armor +2 (3)
Gore Attack 1d6 (1)
Scent (4)
Skill Training - Intimidate, Swim (1)

Thoradorian Minotaur (from Races of Ansalon) - 12 RP

Racial Qualities
Medium Monstrous Humanoid (3)
Greater Weakness (-3)
+2 strength
-4 intelligence
-2 charisma
Advanced Strength (4) - This brings total strength up to +4.
Standard Languages (minotaur, common) (0)

Racial Traits
Natural Armor +1 (2)
Gore Attack 1d6 (1)
+2 to perception (1)
Natural Cunning (4)

Yeah, I know. I wish your character didn't have to have 3 intelligence.

Liberty's Edge

It's part of his charm!

I do share your sentiment that minotaur are kind of sad in the stats department overall. Thoradorian minotaurs are supposed to be the bigger tougher bestial cousins but they're not any beefier than the default minotaur. Both pale in comparison to the ogre.


Feral wrote:

It's part of his charm!

I do share your sentiment that minotaur are kind of sad in the stats department overall. Thoradorian minotaurs are supposed to be the bigger tougher bestial cousins but they're not any beefier than the default minotaur. Both pale in comparison to the ogre.

Plus the ogre isn't that smart. Well, we did end up with eleven RP points. I can add two more advanced strength traits to the Thoradorian minotaur to beef them up a bit more (+8 strength!). That will bring them to 15 points. Thoradorian Minotaurs' strength is that 8 level racial class. Since Pathfinder doesn't do racial classes, we have to add from that racial class what we can and hope they don't get too powerful.

Liberty's Edge

That certainly makes them more appealing. How does that work with my already bottom-of-the-barrel intelligence? I assume I cannot go below a 3?


You can't go below a 3, minimum 3 intelligence.


Do we need a background?


Feral wrote:

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

That looks suspiciously like a HeroLab character output...did you create a custom race for the DL Minotaur? If so , do you mind sharing?

thanks

Liberty's Edge

Check your PMs.


Got it, thanks!


Terevalis Unctio of House Mysti wrote:
Do we need a background?

Yes. I need something to work with, and you need to get to know your character beyond his stats.


Though you might not wanna go as overboard as I have.


I have to say I found the background for a Kender was difficult. So much of a Kender identity is built in. They are klepto, wander-lusting, fearless and naïve. Its all part of the package.


Applicants so far:
Slam, Ogre Cleric of Kiri-Jolith - Played by Vrog Skyreaver
!Raistlin, Red Wizard - played by MontCestMoi
Unnamed Minotaur PC #1 - Played by Spazmodeus
Bander Drunkensquirrel, Kender Rogue (Unchained) - Played by gnomezrule
Maddok the Minotaur -Played by Feral
Kalisuel, Human (Yup! Totally Human!) Gish - Played by AdamWarnock
Thalasi, Qulanesti elf Wizard of High Sorcery - played by Terevalis Unctio of House Mysti
Uther Mowbray - Played by Torilgrey

Those still thinking about their auditions
Oblivion's Scion
Tiessa
brvheart
Garen Williamson


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Feral wrote:
...Both pale in comparison to the ogre.

You rang?


I was about to post an updated list, but it appears that our GM beat me to it. :)

Welp, time to go do some dishes and get back to work on Kalisuel's background. I'm starting to think 10,000 words may have been lowballing it.

Slam wrote:
Feral wrote:
...Both pale in comparison to the ogre.
You rang?

FTFY. :P


There still time to apply?

If so here are my rolls. I will work today on a submission.

4d6 ⇒ (2, 6, 3, 4) = 15 13
4d6 ⇒ (6, 3, 4, 3) = 16 13
4d6 ⇒ (5, 1, 6, 2) = 14 13
4d6 ⇒ (5, 3, 2, 6) = 16 14
4d6 ⇒ (1, 4, 5, 4) = 14 13
4d6 ⇒ (1, 4, 5, 3) = 13 12

Question, does a Paladins divine grace stack with the Knight of the Crown's 10th level bonus? Divine grace seems to be an untyped bonus with the Knights states Morale bonus.

Also are Irda's playable? And if so would the character only be 3rd level?


WerePox47 wrote:

There still time to apply?

If so here are my rolls. I will work today on a submission.

Question, does a Paladins divine grace stack with the Knight of the Crown's 10th level bonus? Divine grace seems to be an untyped bonus with the Knights states Morale bonus.

Also are Irda's playable? And if so would the character only be 3rd level?

A. Yes, there is still time to apply. You may reroll your stats once.

A1. Fairly, yes. I see no reason why they wouldn't stack.

A2. Irdas are playable. But you need to rebuild them with the Advanced Race Guide. Try and get them to around 15 points. Higher than 15 points results in level adjustment.


Ok thanks! I think I will try for a Paladin/Cleric of mixed levels then into the Knights prc's..

How many others are looking at becoming knights as well? I don't wanna go that route if 3-4 are already submitted.


Missed the reroll, thanks!

4d6 ⇒ (3, 6, 3, 6) = 18 15
4d6 ⇒ (5, 5, 3, 6) = 19 16
4d6 ⇒ (4, 2, 4, 5) = 15 13
4d6 ⇒ (3, 5, 1, 5) = 14 13
4d6 ⇒ (2, 3, 5, 6) = 16 14
4d6 ⇒ (5, 5, 6, 1) = 17 16

Much better! With that stat line I may look into other classes as well. Is there a deadline for submissions?


Rebuilt Irda from ARG.

Irda:

Humanoid - 0 rp
Speed Norm - 0 rp
Stats Specialized - 1 rp (+2 int, wis/-2 con)
Languages Norm - 0 rp
Greater Shapechange - 6 rp
Spell Like Abilities - 2 rp
Low Light Vision - 1 rp

Total 10 rp

It is worth noting that Greater Shapechange does not provide natural attacks, natural armor, movement modes, and extraordinary special attacks (but not special qualities) of her new form like the stat line from the DCS does. Would they still retain this additional ability or just the normal effects of Greater Shapechange from ARG?

I ask because having the ability to gain natural armor/flight and many other abilities seems key to the races background. Seems like that could fill the extra 5 rp points to take them to 15 as suggested. Could even call it Supreme Shapechange or something along those lines.


WerePox47 wrote:

Missed the reroll, thanks!

4d6 15
4d6 16
4d6 13
4d6 13
4d6 14
4d6 16

Much better! With that stat line I may look into other classes as well. Is there a deadline for submissions?

One week from Friday.


WerePox47 wrote:

Rebuilt Irda from ARG.

** spoiler omitted **

Did you rebuild it from DLCS, or from Races of Ansalon?


DLCS, I didn't see them in Races of Ansalon.

Stats from DLCS:

Irda Racial Traits
+2 Intelligence, +2 Charisma, –2 Constitution. Irda are served by both intelligence and a strong presence as well as physical beauty, but their self-imposed isolation and living conditions have weakened their health.
Medium: As Medium creatures, irda have no special bonuses or penalties due to their size.
Humanoid (shapeshifter): Irda are humanoids with the shapeshifter subtype. Irda base land speed is 30 feet. Low-Light Vision: Irda can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Change Shape (Su): Three times per day, an irda can assume the form of any humanoid-type creature of Small to Large size. Her equipment and clothing do not change. She gains the natural attacks, natural armor, movement modes, and extraordinary special attacks (but not special qualities) of her new form. She retains the special attacks and qualities of her original form (but not breath weapons or gaze attacks, if she has any). She retains the ability scores, hit points, and saving throws of her original form. She retains her spellcasting ability (if any), although she must be able to speak intelligibly to cast spells with verbal components and she must have humanlike hands to cast spells with somatic components. The irda is effectively camouflaged as a creature of her new form, and gains a +10 bonus on Disguise checks if she uses this ability to create a disguise. She can remain in her new form as long as she likes; returning to her original form does not count as a use of her change shape ability. The irda reverts to her natural form if she dies.
Spell-like Abilities: 1/day—dancing lights, detect magic, flare, ghost sound, light, and mage hand. These spells are cast as if by a sorcerer of the irda’s character level (save DC 10 + Cha modifier).
Automatic Languages: Common and High Ogre. Bonus languages: Dwarven, Elven, Kothian, and Sylvan.

EDIT: I didn't realize they were an Ogre subrace, looking at Races of Ansalon now. Looks like the only difference is the shapechange. It says Small, Medium, or Large humanoid, monstrous humanoid, or giant.


Irda are an ogre subrace. They always have been. Unlike going through the deformation that being evil did to their brethren, they converted to Paladine and retained their natural beauty. Ogres were once the most beautiful of all the races of Krynn, surpassing elves. The Irda are just ogres as they were meant to be.


So as a diviner the young quakanesti elf has always been able to discern things, like knowing a split second before a pitcher was going to fall or the words someone might say before they speak them. He has always felt close to Solianri as he was born on a night that Solinari was in high sanction. He has recently passed his test of high sorcery where in a ciaion Solinari has let him know that something is not right on the world.


Right, I been reading up on them. So does the rebuild look ok to you then?

I'm leaning towards a Cleric of Mishakal after reading the background. In Races of Ansalon, pg 198, there's an alternate class feature for Irda cleric called Irda Cleric lol. Would I be permitted to use this? Also what are your thoughts on the PRC The Healing Hand of Mishakal?

Also considering a cleric/wizard/mystic theurge build.. Do you have an idea of what level this will end at?

Sorry for all the questions..


ciaion, himm, never heard this word before.

Also, how does everyone feel if we did this campaign on roll20? Yes, I know, play-by-post is simple enough for everyone. And Roll20 is racist. But I want to know people's thoughts about Roll20 vs. play-by-post.


WerePox47 wrote:

Right, I been reading up on them. So does the rebuild look ok to you then?

I'm leaning towards a Cleric of Mishakal after reading the background. In Races of Ansalon, pg 198, there's an alternate class feature for Irda cleric called Irda Cleric lol. Would I be permitted to use this? Also what are your thoughts on the PRC The Healing Hand of Mishakal?

Having looked at it, I think it will work. What book is the Healing Hand of Mishakal in? I didn't see it in the DLCS.


WerePox47 wrote:


Also considering a cleric/wizard/mystic theurge build.. Do you have an idea of what level this will end at?

Sorry for all the questions..

no your questions are just fine. I think using the Heroes of the Lance books for 3rd edition should get you to level 20. Mystic Theurge or not, you still have to take the Test of High Sorcery.


Healin hand is in holy order of the stars


In canon clerics and wizards cannot multi class into each other. They both get their magic due to their dedication to their god. The gods are jealous and wont share believers.

Liberty's Edge

EltonJ wrote:

ciaion, himm, never heard this word before.

Also, how does everyone feel if we did this campaign on roll20? Yes, I know, play-by-post is simple enough for everyone. And Roll20 is racist. But I want to know people's thoughts about Roll20 vs. play-by-post.

Personally, Roll20 would be okay right now because I'm working from home but once the threat of his virus passes, it will slow down my ability to post because the network at work blocks the site. In general, I prefer to keep as much as possible on Paizo.


Feral wrote:
EltonJ wrote:

ciaion, himm, never heard this word before.

Also, how does everyone feel if we did this campaign on roll20? Yes, I know, play-by-post is simple enough for everyone. And Roll20 is racist. But I want to know people's thoughts about Roll20 vs. play-by-post.

Personally, Roll20 would be okay right now because I'm working from home but once the threat of his virus passes, it will slow down my ability to post because the network at work blocks the site. In general, I prefer to keep as much as possible on Paizo.

Alrighty. You work in Information Technology (IT)?

Liberty's Edge

Not quite but I do work in Tech.


I have used Roll20 and playing. I play a Pathfinder game on Roll20 on Tuesday nights. My live game is rushing to learn Roll20 now.

In my experience. Depending on the number of players, speed of network/computers and size of maps can make Roll20 problematic. IF you are using Roll20 as the video host for players as well. My Tuesday Night Group many of them use a second device and have Roll20 on their computer but video chat on their phones through Google Hangouts.


Would also prefer keeping it on Paizo. I'm not consistently available on weeknights and I've already got one game on Sundays. I probably could do Saturday, though.


I prefer paizo as well.


Paizo for me as well, for the same reasons as Feral. I can access this site at work, but not Roll20..

Holy Orders of the Stars is correct, page 42. Im just considering it atm

So all wizards have to be in the High Sorcery prestige class?

About the alternate class features for Irda Clerics and Wizards on page 198 in Races of Ansalon?

Also not sure if yall are aware of it's existance, but thetrove.net has every dnd book in pdf for free. It's an amazing site. Has all the Dragonlance books.


AdamWarnock wrote:
Would also prefer keeping it on Paizo. I'm not consistently available on weeknights and I've already got one game on Sundays. I probably could do Saturday, though.

I discussed the problem with a friend, and he says it might be better to have two games. One here and one on roll20. Just remember, initiative is when you post.


WerePox47 wrote:

Paizo for me as well, for the same reasons as Feral. I can access this site at work, but not Roll20..

Holy Orders of the Stars is correct, page 42. Im just considering it atm

So all wizards have to be in the High Sorcery prestige class?

No. Just passed the test and follow the rules.

Quote:
About the alternate class features for Irda Clerics and Wizards on page 198 in Races of Ansalon?

What about them?

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