Now, and When again (a Dragonlance Tale) (Inactive)

Game Master DEWN MOU'TAIN

events in the Chronicles book

Current day: 1st day, 5th month 356AC

World map 2

perception checks here
[dice=torin perception]1d20+2[/dice]
[dice=fuma perception]1d20+2[/dice]
[dice=aeleni perception]1d20+7[/dice]
[dice=duatha perception]1d20+3[/dice]
[dice=zak perception]1d20+9[/dice]
[dice=sheska perception]1d20+4[/dice]
[dice=Bander perception]1d20+8[/dice]


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I read the Dragonlance novels when I started playing D&D (that was in the Ad&D2 times...) and played my first D&D game as an Irda Mage. I would love to play in the setting again.

Irda allowed here :( but I'm thinking of applying with a Kagonesti Druid.

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


“Draak” Venim
Venom draconian barbarian 1/ranger 1
CG Medium dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6

Defense

AC 19, touch 13, flat-footed 16 (+3 Dex, +4 Armor, +2 Shield)
hp 32 (2 HD; 1d10+1d12+9)
Fort +8, Ref +5, Will +1
Immune paralysis, sleep; Resist acid 5; SR 8

Offense

Speed 40 ft.; gliding wings
Melee
chakram +6 (1d8+5) or
   heavy blade scabbard +7 (1d6+5) or
   gladius +7 (1d6+5/19-20) or
   longsword +7 (1d8+5/19-20) or
   bite +7 (1d3+5), 2 claws +7 (1d4+5)
Ranged
chakram +6 (1d8+5)
Comp Longbow +6 (1d8+4)
Special Attacks bite, favored enemy (humans +2), rage (8 rounds/day)

Statistics

Str 20, Dex 17, Con 19, Int 12, Wis 13, Cha 12
Base Atk +2; CMB +7; CMD 20

Feats Power Attack, Run

Traits
Nature’s Legacy:
you gain the following spell-like abilities:
1/day—detect poison, know direction, stabilize, and speak with animals.
The caster level for these effects is equal to your character level. The DC for these spells is equal to 10 + the spell’s level + your Wisdom modifier.

Skills
Acrobatics +7 (+11 to jump with a running start, +11 to jump)
Climb +9
Heal +5
Intimidate +5
Knowledge (dungeoneering) +5
Knowledge (geography) +5
Knowledge (nature) +6
Perception +6
Profession (butcher) +5
Ride +7
Stealth +8
Survival +5
Swim +9

Languages Common, Draconic, Sylvan

SQ fast movement, track +1, wild empathy +2

Other Gear mwk chain shirt, spiked darkwood quickdraw shield, chakram x 4, gladius, heavy blade scabbard, longsword

Special Abilities

Darkvision (60 feet) You can see in the dark (black and white only).

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.

Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.

Gliding Wings (Ex) May fall safely from any height. Draconians may glide laterally 5ft per 20 ft fallen.

Immunity to Paralysis You are immune to paralysis.

Immunity to Sleep You are immune to sleep effects.

Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.

Spell Resistance (8) You have Spell Resistance.

Track +1 Add the listed bonus to Survival checks made to track.

Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Death Throe
On the round that a Venom Draconian dies, it’s body instantly dissolves into a 5 foot radius pool of acid. All within this area suffer 1d6 points of acid damage each round they remain in the pool. The acid evaporates in 1d6 rounds. All armor weapons and items carried by the venom draconian suffer damage from the acid as well.

Immunity to Disease You are immune to disease.

Inspired by Dragons Noble draconian’s are drawn to good dragons and revere them. When a good-aligned dragon commander is within line of sight or when entering a battle under the command of a good dragon (in the chain of command), noble draconian’s receive +1 morale bonus on all attack rules and saving throws.

Low Metabolism Draconians can survive on one tenth the food and water it takes to sustain a human.

Venomous Bite (Ex) Members of this race gain a natural bite attack, dealing 1d6 physical damage and 1d6 Con initial and secondary damage Save DC 11 to resist (DC=10+1/2 level). Venom Draconians are immune to their poison.


3d6 + 6 - 2 ⇒ (6, 3, 2) + 6 - 2 = 15
3d6 + 6 - 4 ⇒ (4, 4, 5) + 6 - 4 = 15
3d6 + 6 - 2 ⇒ (3, 2, 4) + 6 - 2 = 13
3d6 + 6 - 2 ⇒ (3, 2, 2) + 6 - 2 = 11
3d6 + 6 - 2 ⇒ (2, 4, 3) + 6 - 2 = 13
3d6 + 6 - 5 ⇒ (5, 6, 6) + 6 - 5 = 18
18/15/15/13/13/11!

Crunch in profile

Background:

Khardon is one of the Twice-Born. Once a native of Thorbardin, Khardon was a fairly well respected dwarf. A smith by trade, he made his living by making weapons and armor and then selling them in human towns and cities, going there himself to ensure that his wares sold for a good price. Generally good natured, he enjoyed the company of others and especially liked sampling food and alcoholic drinks wherever he went. This went on, until the caravan that he was on never returned.

The dwarf was found, not by his kin, but rather by human adventurers. His caravan had been lost, not to bandits or forces of nature, but rather the undead. Khardon's halberd was as well made as any, but it could do little against the shadow-wight that he faced. He was fortunate to have been alive, if only barely, when the adventurers came upon him. Unlike the other dwarves in his caravan.

The only reason that Khardon knows his name is because of his helm, which has written on the inside "property of Khardon." Aside from that, he does not know who he is, where he is from, or what he was doing as part of the caravan. Because of the shadow-wight, he is one of the Twice-Born...and one of the Lokhar. He is clanless, only because he does not know what clan he was a part of. He now wanders, carrying with him only what coin he had on him (the rest, for the caravan had been returning after selling its goods, was given to the adventurers as a reward for saving his life). He wanders aimlessly, looking for causes to join, hoping that something will help his memories return.

Fighter, no archetype. Hits as hard as anyone with a 2 handed weapon, and has high enough AC to effectively tank. Amazingly, as a fighter, he has pretty good diplomacy and perception. Used some dwarf alternate racial abilities to make him more in line with being a twice-born dwarf.


I am still getting it finalized, but I wanted to get something out so you could look at the character concept.

Concept image

The black-scaled, draconic humanoid stands about five and a half feet tall with a hunched predatory aspect suggesting it would be much taller if it reared up to strike. It’s form is lean and muscular. Two curved sharp horns frame its serpentine face. Where other draconians have claws, talons and teeth, this menacing creature has a powerful well developed maw and the bulge of venom sacs visible on its flexible neck.

His hands appear agile and human like, it’s nails, though thick, do not appear to be the formidable weapons other draconians have.

It’s body remains still like a viper ready to strike. Yet, it’s eyes swivel and track those moving about him. Occasionally a third eyelid snaps up then down moistening the creatures eyes as it sits alone at its chosen table.

It’s gear appears sturdy, but worn. Veterans might recognize its gear is largely sourced from the enemy. A powerful bow sits near the beast’s pack. But the most interesting pieces of visible gear are the four circular sharpened discs known as chakram. They appear use pitted, yet razor sharp.

Suddenly it moves. It’s hand skewers the barely cooked steak on its plate and raises it up to its elongating jaws revealing rows of venomous saliva soaked teeth and larger rotating fangs which lock into position as the hunk of meat is inserted before the maw engulfs it completely from view.

A curious patron whose eyes strayed too long are met by the strange humanoids snakelike orbs. The patron nervously looks away.

About a minute later the creature makes a single chewing motion as its eyes continue to watch those around him.


im back! lets get to work...


Aeleni wrote:

Here's the Qualinesti Ranger i cooked up.

Background etc. follows.

ok. the work up looks good. got your message as well. cant wait to see the background...


So, to double check before I put in the effort, monks are cool, right?


Anatoli Ghrymm wrote:
This is my knight of the sword who is working his way up to knight of the rose. I think this is a cool take on someone who is much like a crusader for his god with the archtypes.

whoa...hold up a sec. Knight of the sword comes after knight of the crown, which is the first tier of Solamnic knight, and you have to be a squire to attempt to become a knight.

i like the concept youre going for, especially the non-traditional ranger route.

how about being a squire with a couple years experience under his belt and is about to petition the Council for acceptance as a Knight of the Crown?


swordwarden wrote:
So, to double check before I put in the effort, monks are cool, right?

was just about to work on your question about this next.

Originally i was going to say no, but i instead did some research on the monks. Turns out, theyve existed since pre-cataclysm. But, they are a rarity, as Majere doesnt actively pursue or convert followers.

Yeah, you can make a monk follower of Majere.

you going to be from that monestary located on the northern edge of the Lemish forest?


Bander Drunkensquirrel wrote:
Rizzen- the map you shared looked after the cataclysm. But the time period if I followed is pre-cataclysm.

storyteller, in a later post, has it correct. the current year is 356AC, after cataclysm. 4th age, the age of despair. not the 5th age, the age of mortals. so the map is correct.


Storyteller Shadow wrote:
** spoiler omitted **...

1) change your trait. When combat rolls around, its based off of who posts first, not initiative.

2)...are you really, really, really, really....really sure that you want Raistlin to administer your Test?


nightdeath wrote:

I present

Fuma Nobane

A Paladin of Mishakel, Warrior of Faith and Healing.
Think Cleric with limited spells but more on warrior defense.

looks good.

also, i like how you bolded the class skills. nice.


RIZZENMAGNUS wrote:
Storyteller Shadow wrote:
** spoiler omitted **...

1) change your trait. When combat rolls around, its based off of who posts first, not initiative.

2)...are you really, really, really, really....really sure that you want Raistlin to administer your Test?

OK.

1. Just sent a PM FYI for another idea change.

2. Absoduckinglutely! ;_o


RIZZENMAGNUS wrote:


Originally i was going to say no, but i instead did some research on the monks. Turns out, theyve existed since pre-cataclysm. But, they are a rarity, as Majere doesnt actively pursue or convert followers.

Yeah, you can make a monk follower of Majere.

you going to be from that monestary located on the northern edge of the Lemish forest?

Cool, thanks. And yes, Lemish forest.


Hi RIZZENMAGNUS,

Here is my character submission: Wolf Heart, a Kagonesti Druid from the Darkwoods in Lemish.

I still need to finish the last part of the background and his arrival to Solanthus but I should have it done tomorrow. I wanted to check if the concept was in line with what you envisaged for this game. I have also created a Forestmistress as a pendant of the Forestmaster the appears in Dragons of Autumn Twilight. I hope this is all right with you.


Venim Blackspawn wrote:
“Draak” Venim blackspawn

ahhh....i knew i was forgetting something....

im sending you a PM.


Pathfinder Adventure Path Subscriber

Quick question, at the time we play the Qualinosti are exiled in Khurinost?
Or is that only later after the Dragon Overlords?
Races of Ansalon describes them as being exiled though.


Hayato Ken wrote:

Quick question, at the time we play the Qualinosti are exiled in Khurinost?

Or is that only later after the Dragon Overlords?
Races of Ansalon describes them as being exiled though.

i think Khurinost happened way later around the time of the war of souls. i know the sourcebooks sets locations, races, events, up into the 5th age and the war of souls. what i am finding online is saying as such, but i want to confirm this.


Hayato Ken wrote:

Quick question, at the time we play the Qualinosti are exiled in Khurinost?

Or is that only later after the Dragon Overlords?
Races of Ansalon describes them as being exiled though.

After the Dragon Overlords. They evacuated but returned after the Dragonarmies were defeated by the "Heroes of the Lance".[Really Raistlin defeated them with a little poke from Tanis ;-)].


Khardon Twice-Born wrote:


Fighter, no archetype. Hits as hard as anyone with a 2 handed weapon, and has high enough AC to effectively tank. Amazingly, as a fighter, he has pretty good diplomacy and perception. Used some dwarf alternate racial abilities to make him more in line with being...

wow! that was fast.

cool.


Pathfinder Adventure Path Subscriber
Storyteller Shadow wrote:
Hayato Ken wrote:

Quick question, at the time we play the Qualinosti are exiled in Khurinost?

Or is that only later after the Dragon Overlords?
Races of Ansalon describes them as being exiled though.
After the Dragon Overlords. They evacuated but returned after the Dragonarmies were defeated by the "Heroes of the Lance".[Really Raistlin defeated them with a little poke from Tanis ;-)].

After a thorough online search i just found out as much.

Really couldn't remember that detail from the books.
Kind of important for the background^^
Good thing i haven't thought up quite a lot about spending time in a sandy tent city already :P


So the good news is I am playing a socially and geographically isolated character.

The bad news, even with web research, I am not able to grasp how to get from Lemish Forest to Palanthas.

I understand the timeline element of the game, but I am completely lost on the geographical and can't find a decent world map.

Horizon Hunters

Backstory:

Aeleni - or Aelenavimaenderasvara by her complete Qualinosti name - hadn't yet quite made up her mind whether she wanted to pursue music or gardening, so she spent time learning both, often making music in gardens she help build.
Although her mother was a talented wizardess and magic ran strong in he family, she did not show any sign of talent in that direction, nor was she particularly interested.
Instead she learned to play the flute and began an apprenticeship with her father, who was a famous gardener.
When the dragonarmies raged through Qualinost and ravaged it, all of that ended abruptly.
Her father died defending one of his great gardens, melted by dragonfire
Aeleni was able to evacuate with her mother, but her life had never been the same again since then.
They had also lost her brother and a lot of friends acquaintances, all over Qualinost and the Qualinosti were changed.
Had the Qualinosti elves been isolationist before, now there was an even deeper distrust of humans.
A distrust Aeleni now began to share deeply, alongside deep rooted objection of draconians.
She began to take on the elven way of the bow and sword, training in the military and soon became a good fighter and scout, waiting to prove herself.
When the gardens regrew with her and others help, she realized that there was always good and hope, something even to be found in humans and maybe some draconians.
After all, Lauranthalasa had fought alongside humans and together with them defeated the evil dragonarmies.
Aeleni decided to meet humans on an individual basis, trying to protect the goodness inside herself, as she felt feelings of distrust and hatred gnaw on her overall believes.
Certainly she did not want to stray from the light and become an outcast or dark elf!

With the losses from the war, the greater family and their house moved together even closer than before and her mother spent a lot of time with her cousin Duatha, an apprentice wizard.
He had always been a bit on the weird side, strong and sturdy for a wizards apprentice, trying to hide his calling by taking up a sword, but ultimatively drawn to magic.
Also even though he was strong and sometimes able to outsmart her, he was no match for her physically.

Seeing his power grow and feeling the time for his test of high sorcery draw closer, Duathas mother approached Aeleni and asked her to keep an eye on him.
Knowing he had always been on the weird side, she was afraid of him disgracing himself and the house.

Aeleni, who had already lost a brother did not want to loose her cousin, but also saw this as a task to prove herself and sensed an adventure.
She packed her flute, her bow and her swords, ready to follow where Duathas most likely foolish plans would take them.


swordwarden wrote:

So the good news is I am playing a socially and geographically isolated character.

The bad news, even with web research, I am not able to grasp how to get from Lemish Forest to Palanthas.

I understand the timeline element of the game, but I am completely lost on the geographical and can't find a decent world map.

I believe the Lemish Forest is in Southern Solamnia so getting from there to Solanthus should be a fairly easy trip (at this time anyway) as the Solamnic Order has pretty solid control of Solamnia after the Dragonwars.

Rizzen let me know if you want me to consult maps on this one, I have Tasslehoffs Map Packets so pretty much own every map that was released for Ansalon.


swordwarden wrote:

So the good news is I am playing a socially and geographically isolated character.

The bad news, even with web research, I am not able to grasp how to get from Lemish Forest to Palanthas.

I understand the timeline element of the game, but I am completely lost on the geographical and can't find a decent world map.

try this link of a krynn world map.

palanthas is about 70 miles away from the monastery, due west.

Horizon Hunters

IF Sylvan is not a valid elven language here, i would change that to dwarven i guess.
With Thorbardin being in relative proximity and after the events of the war, that makes sense in my eyes.


1 person marked this as a favorite.

Finished the revised crunch but my computer is misbehaving so took longer than it should have, will finalize the revised backstory tomorrow.

FYI, here is where I took the Pathfinder Gods Domains and revisions from Rizzen.

Dragonlance Gods for Pathfinder

Dark Archive

Squire is good too just adjust age to be younger and rock and roll


RIZZENMAGNUS wrote:
Venim Blackspawn wrote:
“Draak” Venim blackspawn

ahhh....i knew i was forgetting something....

im sending you a PM.

PM’d you back.


Is there a due date for character submissions?

Stat 1: 3d6 + 6 ⇒ (2, 4, 5) + 6 = 17
Stat 2: 3d6 + 6 ⇒ (6, 5, 4) + 6 = 21
Stat 3: 3d6 + 6 ⇒ (3, 5, 3) + 6 = 17
Stat 4: 3d6 + 6 ⇒ (2, 3, 2) + 6 = 13
Stat 5: 3d6 + 6 ⇒ (1, 4, 1) + 6 = 12
Stat 6: 3d6 + 6 ⇒ (3, 6, 5) + 6 = 20

15,17,14,11,11,17 so many odd numbers! That seems to demand a mad class.


The nice thing about lots of odd numbers is that at 4/8/12/16/20 you get an immediate pay off


SqueezeMeNow wrote:

Is there a due date for character submissions?

huh....thats a....thats a good question.

Friday, March 26th we'll close up recruitment.


Current list of completed characters

Aeleni: Qaulinesti Ranger
Fuma Nobane: Human paladin of Mishkal
Duatha Sunshear: Qualinesti cleric/wizard
Bander Drunkensquirrel: Kender unchained rogue
Venim: Draconian Rogue
Fayn: kagonesti Monk (zen archer)
Anatoli Ghrymm: human ranger/Knight of solamnia squire
Darlon northfield: Human Bard
Torin Ironbeard: Hill dwarf fighter
Zak the minotaur: minotaur barbarian/fighter
Khardon twice-born: Mountain dwarf fighter

wow!...we got enough to make our own Companions tale

Im pretty sure that is everyone. If i did miss you, i apologize. Just make a post and i'll add you to the list above.


Llaelian wrote:

Hi RIZZENMAGNUS,

Here is my character submission: Wolf Heart, a Kagonesti Druid from the Darkwoods in Lemish.

I still need to finish the last part of the background and his arrival to Solanthus but I should have it done tomorrow. I wanted to check if the concept was in line with what you envisaged for this game. I have also created a Forestmistress as a pendant of the Forestmaster the appears in Dragons of Autumn Twilight. I hope this is all right with you.

Waves his arms.

The link to my character is in my previous post. I will finish my background in the next few hours.
Thanks ,


Revisions complete.

Duatha Sunshear:

Cleric 1/Wizard 1
Qualinesti Elf

Strength 16 (16)
Dexterity 14 (12)
Constitution 10 (12)
Intelligence 20 (18)
Wisdom 13 (13)
Charisma 11 (11)

Alignment - N

HP = 15 (8 HD [1] 6 HD [1] + Favored Class Wizard +1)
AC = 12 [Dexterity Modifier]

Initiative - N/A

Base Attack +0

Melee Attack – Masterwork Long Sword - +4 – 1d8+3

Ranged Attack – Masterwork Composite Long Bow (3) - +3 – 1d8 +3
CMD – 15
CMB – +3

Fortitude +2
Reflex +2
Will +4

Special Abilities:

Wizard

Cantrips, Scribe Scroll (Feat), Arcane Bond (Sword), Arcane School (Conjuration [Teleportation])

Conjurer [Teleportation sub specialty] – Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Dimensional Steps (Sp) At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Opposition Schools – Divination & Enchantment

[Prerequisites for PRC- Spellcraft 7 Ranks, Spell Focus (any), Any 2 Item Creation OR Metamagic Feats, Base Will save +4, & pass Test of High Sorcery.]

Elf

Elven Magic - Qualinesti elves receive a +2 racial bonus to caster level checks made to overcome spell resistance. In addition, they receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Open-Minded: Qualinesti elves receive a +1 racial bonus to all Diplomacy and Sense Motive skill checks. Weapon Familiarity: Qualinesti elves are proficient with longbows (including composite longbows), longswords, rapiers, soris, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in the name as a martial weapon

Cleric

Aura – None, he is True Neutral. Orisons. Channel Energy (Heal) – 1d6 (Will save DC 11).

Spontaneous Casting - Channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Planning Domain

Granted Powers: You have a gift for strategy and foresight and are seldom caught unawares by the world around you.

Touch of Foresight (Su): You can touch a creature as a standard action, allowing it to do an additional +1d6 precision damage on a successful attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (3x per day).

Strategic Spell (Su): At 6th level, you may apply the Extend Spell feat to a spell you are about to cast without increasing the casting time. You may use this ability once per day at 6th level and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—Sanctuary

Liberation Domain

Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom’s Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Domain Spells: 1st—Remove Fear

Feats:
W 1 – Scribe Scroll
1 – Sacred Summons - The minions of your divine patrons stand ready to answer your call. Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round

[To Be Taken at Level 3 - Heroic Surge [Benefit: You may take an additional move or action, either before or after your regular actions. You may use Heroic Surge once per day based on your character level, but never more than once per round. 1st-6th level, once per day; 7th-14th level, twice per day; 15th-20th level, three times a day]].

Trait – Focused Mind – Having trained with Wizards among the elves, Duatha’s focus is precise, even more than that of even a normal Wizard - +2 to Concentration checks.

Skills: 14 (7 per level) [Ranks]
Climb
Diplomacy +5 [1]
Fly
Knowledge Arcana +10 [2]
Knowledge Dungeoneering +9 [1]
Knowledge Local +9 [1]
Knowledge Nature +9 [1]
Knowledge Religion +9 [1]
Perception +3 [2]
Sense Motive +6 [1]
Spellcraft +10 [2]
Stealth +3 [1]
Survival +2 [1]

Background Skills: 4 [Ranks]
Appraise
Craft
Knowledge Engineering +9 [1]
Knowledge Geography +9 [1]
Knowledge History +9 [1]
Knowledge Nobility +9 [1]
Linguistics
Profession

Languages – Common, Elven, Dwarven, Goblin, Ogre, Sylvan, Solamnic.

Concentration +9

Wizard Spells:
0th – 3 - Detect Magic, Mage Hand, Acid Splash
1st – 3 +1 – (Mage Armor) Burning Hands, Blend, Gravity Bow

[Spellbook – All 0th. 8 1st - Burning Hands, Blend, Gravity Bow, Shield, Grease, Mage Armor, Ear Piercing Scream, and Cause Fear]

Cleric Spell:
0th – 3 – Detect Poison, Guidance, Stabilize
1st – 2+1 – Abundant Ammunition, Summon Monster I, (D) Sanctuary

Equipment:
Bandolier (5 Daggers), Backpack, Waterskin (2 – 1 wine – 1 water), Antitoxin (Vial), Quiver (20 Arrows), Wooden Holy Symbol (Gilgeam)

8 GP

Magical Equipment: None

Description:

Duatha is a burly muscular elf. No one would mistake him for an Elven Male who would be a Wizard but that is exactly what he is.

He dresses like an elven wayfarer and resorts to steel and bow before he will show his hand at magic in a fight, Duatha knows that Wizards still are not well liked and until he either passes the test or increases in his abilities, he would do well to keep his studies of magic private.

Background:

Duatha’s father was a magic-user as was his grandfather. His martial training included facing off against those who would use magic against him and so he understood spell duels quite well as well as the power of magic. Still, he had no heart in following the family line.

As a young man his focus was on martial training until the Dragonarmies swept through Qualinesti. When both his father and grandfather fell defending the retreat of the young he knew that it was his responsibility to continue the proud family tradition.

But, the limitations of their magic vexed him, especially in the face of the clerical might of the followers of Takhisis. So as he learned he began to expand his magical horizons, re-considering the limits of arcane might, it was then that on the road away from Qualinesti that he met a cleric of Gilean. This was magic that could be blended with his style of fighting, martial prowess meets divine might! Duatha accepted the teachings of Gilean even though his people had long revered Paladine and his allies and children.

The retreat of he and his Mother was joined by his cousin Aeleni. Though they had never been particularly close, this trip strengthened their familial ties though Duatha did not even share with her his new found path of balance with the Gods of Neutrality.

Upon the return to Qualinesti in the ruins of his home Duatha discovered the sword that had been handed down from generation to generation. Though not magical per se, it had been bonded to his forefathers for generations. Seeing it unscathed and in his hands his Mother wept. His newfound faith still hidden from his family, his Mother begged him to take the mantle of his own bloodline and become a Wizard, his intellect showed, according to his Mother, that this was his destiny. With the books of his past smoldering in ruins and only a single book having survived the fires of the Dragonarmies he would need to go to Wayreth to learn more.

Duatha agreed with his Mother that he would need to do exactly that. He bid his Mother and his cousin Aeleni a goodbye and set out on the road to Wayreth. Eventually changing course he headed towards another less well regarded tower.

The time for the test comes soon as his powers in arcane might grow quickly. His journey though takes him through to Palanthus NOT Wayreth, He knows that only Dalamar the Dark and Raistlin Majere, the so called master of the past and present, will allow him the freedom to explore magic his way. If he must don the Red to do so, so be it.
Little does he know that his mother has asked his cousin, Aeleni, to follow his every move. If she should ever reveal where his true path leads he may be excommunicated form his family and the elven homeland…


Ok, background is finished.

My application as Wolf Heart is now complete.

Thanks for your consideration.


I sent you a PM, RIZZENMAGNUS, with backstory for a human wizard.

Working on character sheet and will be done by Friday morning, if not sooner.


Storyteller Shadow wrote:

Revisions complete.

true neutral, huh?


Updated Current list of completed characters

Aeleni: Qaulinesti Ranger
Fuma Nobane: Human paladin of Mishkal
Duatha Sunshear: Qualinesti cleric/wizard
Bander Drunkensquirrel: Kender unchained rogue
Venim: Draconian Rogue
Fayn: kagonesti Monk (zen archer)
Anatoli Ghrymm: human ranger/Knight of solamnia squire
Darlon northfield: Human Bard
Torin Ironbeard: Hill dwarf fighter
Zak the minotaur: minotaur barbarian/fighter
Khardon twice-born: Mountain dwarf fighter
Wolf Heart: Kagonesti Druid, with animal companion

rolled:
Swordwarden: potential human monk?


2x Qaulinesti
1x Kender
1 Draconian
2x Kagonesti
1x Ghrymm
2x Dwarves
1x Minotaur
2x Humans

Quite the interesting choice in races. One of the few times where I haven't seen humans being the clear dominant choice.

Sovereign Court

3 humans. I count
Paladin, Ranger/Solamnic knight squire and a bard.
and maybe a Monk too.

4 elves.
Includes both the Qaulinesti and Kagonesti

2 dwarves.
Both Fighters. One from the hill, the other beneath the mountains.

1 Cow. (Sorry. Minotaur. I keep thinking of Hell cow level from Diablo. :P )

1 Kender.
Check your stuff ppl.

1 Draconian.
Noble I should think.


Hey, everyone. I'm a wizard! *smile* Not a monk.

Name of Sheska Kune (rhymes with rune). She's from Taman Busuk.

So, RIZZENMAGNUS, here are my stats/equipment in my profile.

Should all be complete except some tiny details on mundane equipment. Most of my gold went to scrolls to add to my spellbook and scribed scrolls.

Also, anyone, what are some good regional languages? I have a couple slots open.


Sheska Kune wrote:
Also, anyone, what are some good regional languages? I have a couple slots open.

Solamnic for sure.

Probably worth taking Goblin as well.


1 person marked this as a favorite.
nightdeath wrote:
1 Cow. (Sorry. Minotaur. I keep thinking of Hell cow level from Diablo. :P )

Hey! Watch it!

And what is wrong with a level full of cows? Sounds like heaven! :D

(I miss the old days of Diablo, very much)


Pathfinder Adventure Path Subscriber
Storyteller Shadow wrote:
Sheska Kune wrote:
Also, anyone, what are some good regional languages? I have a couple slots open.

Solamnic for sure.

Probably worth taking Goblin as well.

Good catch, i have several language slots to fill!


wow....this was hard. Everyone had well thought out characters with awesome backgrounds that just fit so well into the dragonlance setting, that winnowing down to the below was very difficult for me to do.

the cast of characters
Aeleni: Qaulinesti Ranger
Fuma Nobane: Human paladin of Mishkal
Duatha Sunshear: Qualinesti cleric/wizard
Bander Drunkensquirrel: Kender unchained rogue
Torin Ironbeard: Hill dwarf fighter
Zak the minotaur: minotaur barbarian/fighter
Sheska Kune: Human wizard

everyone selected, please hop over to the discussion page and chime in.

i want everyone of those who werent selected to know this: I gave serious consideration towards starting up a second adventure just to provide myself the opportunity to play with your characters. Unfortunately, i just dont have the time to run that third game.


Have fun everyone!

Dark Archive

If you lose a player please consider me.


Thanks for letting us know. Have a good game everyone.


Dang it! :).

Have fun you guys. If anyone drops out please keep me in mind.

On a positive I am halfway through book two of Dragonlance Legends. So much different reading the books as an adult.

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