
Herkymr the Silly |

I see 2 methods of cretion, which was the one you wanted us to use? 3d6+6 drop low or 4d6 drop low. I'll roll both and see how the dice gods speak to me.
dice: 4d6 ⇒ (6, 3, 1, 2) = 12
dice: 4d6 ⇒ (6, 2, 2, 1) = 11
dice: 4d6 ⇒ (2, 2, 1, 5) = 10
dice: 4d6 ⇒ (4, 1, 2, 3) = 10
dice: 4d6 ⇒ (2, 6, 5, 5) = 18
dice: 4d6 ⇒ (2, 6, 1, 5) = 14
dice 2: 3d6 + 6 ⇒ (4, 5, 1) + 6 = 16
dice 2: 3d6 + 6 ⇒ (5, 3, 6) + 6 = 20
dice 2: 3d6 + 6 ⇒ (6, 3, 3) + 6 = 18
dice 2: 3d6 + 6 ⇒ (6, 6, 2) + 6 = 20
dice 2: 3d6 + 6 ⇒ (1, 1, 2) + 6 = 10
dice 2: 3d6 + 6 ⇒ (1, 4, 5) + 6 = 16
I see the 3d6+6 love me. Was that the method used to create the other pc's? I seem to think I read that it was.
stats then would be 15,17,15,18,9,15

RIZZENMAGNUS |

I see 2 methods of cretion, which was the one you wanted us to use? 3d6+6 drop low or 4d6 drop low. I'll roll both and see how the dice gods speak to me.
[dice=dice]4d6
[dice=dice]4d6
[dice=dice]4d6
[dice=dice]4d6
[dice=dice]4d6
[dice=dice]4d6[dice=dice 2]3d6+6
[dice=dice 2]3d6+6
[dice=dice 2]3d6+6
[dice=dice 2]3d6+6
[dice=dice 2]3d6+6
[dice=dice 2]3d6+6I see the 3d6+6 love me. Was that the method used to create the other pc's? I seem to think I read that it was.
stats then would be 15,17,15,18,9,15
3d6+6, drop the lowest.

"The Lucky Halfling" |

Are you needing more than one player? Going to take a look at the document on races and setting in a bit.
In regards to races, which ones are open to choose from? I noted the note about not choosing half-dwarves.
It appears that some of the races in the document also turn you towards the Races of Ansalon book for important details.
What is the current party compromised of? Might help to help fill party needs if there are any.

Herkymr the Silly |

So = no halfsies so I am going with a sorcerer gully dwarf. yep gully dwarf. crossblooded (brutal) and mongrel mage archetypes (advanced players guide)
definitely ranged as he hates to get to close where he can't go hide or run away. Only thing that keeps him in combat is his friendships as few accept mongrel mages and gully dwarves.
I will have crunch up soon.
What background info do you want or need?

RIZZENMAGNUS |

from the first post...
bold text indicate the updated changes
Character creation rules:
2nd level
Max HPs each level
Starting gold 1000gps
Attributes:
roll 4d6, drop the lowest.
roll 3d6+6
Core classes only. (i know theres a lot of classes out there, but for me, i find that the core classes fit better with the dragonlance setting than others. )
archetypes of the core classes are allowed.
unchained rogues are allowedRaces: link to converted races for pathfinder ruleset, dragonlance setting Here is a link to converted races for the dragonlance setting. No Ithin'carthians, no afflicted Kender, no ogres (includes Irda)
Background skills are utilized.
1 background trait is allowed. When you choose a trait, please rewrite it to better fit with the dragonlance setting.
Notes:
setting: This adventure takes place during the final chapters of Test of the Twins. Raistlin has not, as of yet, left the abyss to challenge Takhisis. I dont have my book near me that shows the exact date, but i'll post that tomorrow.
Do not take the feat "improved Initiative", or any other feats that impart initiative bonuses. When i do combat, it's based off of (roughly) 24 hours=1 round of combat. Players (with some exceptions), will go first in the round, in the order that they post and then the NPCs act. This means that one day, player 1 posts 1st, then player 2, then player 3, finally DM posts, in that order. the next day, Player 2, player 1, player 3, then DM post. and so on.
also: If you have seen the Netflix series travelers, it'll help, as this adventure will have time travel involved.
for background, something detailed that explains how you went from your homeland to being on the road between solanthus and Auchunan. doesnt have to be super long, but something with which i can pull from and sprinkle into the story to entice further support.
as for party needs, the core four are set. there is a kender rogue, an elven wizard/cleric, a human paladin, a minotaur fighter, a hill dwarf fighter, and an elven ranger (who is a cousin to the elven wizard).

"The Lucky Halfling" |

Got it. Let's see what the dice gods have for me today...
Roll 1: 3d6 + 6 ⇒ (1, 4, 5) + 6 = 16 - 1 = 15
Roll 2: 3d6 + 6 ⇒ (2, 4, 1) + 6 = 13 - 1 = 12
Roll 3: 3d6 + 6 ⇒ (3, 4, 5) + 6 = 18 - 3 = 15
Roll 4: 3d6 + 6 ⇒ (6, 5, 6) + 6 = 23 - 5 = 18
Roll 5: 3d6 + 6 ⇒ (6, 6, 6) + 6 = 24 - 6 = 18
Roll 6: 3d6 + 6 ⇒ (3, 4, 4) + 6 = 17 - 3 = 14
I'll get back to you with an idea for a character by the end of the night.

Herkymr the Silly |

"Echo" Dungpile -dragon lance
Gully dwarf sorcerer (mongrel mage, wildblooded) 2 (Pathfinder RPG Advanced Class Guide 122, Pathfinder RPG Ultimate Magic 70)
LN Small humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 20 (2d6+8)
Fort +3, Ref +3, Will +6
--------------------
Offense
--------------------
Speed 20 ft.
Ranged darkwood heavy crossbow +2 (1d8/19-20)
Special Attacks claws (2, 1d3, 7 rounds/day)
Sorcerer (Mongrel Mage, Wildblooded) Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—ant haul[APG] (DC 15), burning disarm (DC 15), ray of enfeeblement (DC 15)
. . 0 (at will)—acid splash, ghost sound (DC 14), mage hand, mending, prestidigitation
. . Bloodline Brutal
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 16, Int 11, Wis 17, Cha 18
Base Atk +1; CMB -1; CMD 12
Feats Eschew Materials, Expanded Arcana[APG]
Traits accelerated drinker
Skills Acrobatics +3 (-1 to jump), Appraise +5 (+7 for small or highly detailed items when using a magnifying glass), Bluff +9, Sleight of Hand +5 (+7 on checks to conceal an item in an inside pocket.), Stealth +9, Survival +5, Use Magic Device +9
Languages Common, Dwarven
SQ mongrel reservoir (4 rounds)
Combat Gear wand of charm person (5 charges), wand of mage armor (10 charges), wand of shield (10 charges); Other Gear darkwood heavy crossbow, blanket[APG], cauldron[APG], chalkboard[APG], charcoal, flask, flint and steel, inside pocket[UW], insulated flask[UW], magnifying glass, manacles, masterwork (barbed)[ARG], marbles[APG], masterwork backpack[APG], measuring cord (10 ft.), mug/tankard, pot, winter blanket, 9 gp, 3 sp, 5 cp
--------------------
Special Abilities
--------------------
Brutal The powers of the Abyss can vary radically, even for similar fiends.
Associated Bloodline: Abyssal.
Bloodline Arcana: Whenever you cast a spell that deals hit point damage, one target of your choice affected by the spell t
Claws (7 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Mongrel Reservoir (5/day) (Su) New weak bloodline each day. As a swift action, use points to empower.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
There is crunch. I am moving the next couple of days so will get fluff up as soon as I can. Moving a family of 7 is complex.

Herkymr the Silly |

Humans really are to pity when they don’t see a good bluff for what it is. Atleast my pitiful display gets me better food then my other “kin.” He thinks as he continues on. He finds a place in the stables that he can obtusely slide into the hay/straw and bury himself enough to sleep undisturbed. He sleeps peaceful to the eye but his dreams tell a different story.
*******Dreams********
Burn them out then. I don’t care! the human yells as Echo and his kin scramble into hiding among the refuse of the alleyway of a small town. I want them exterminated, they bring nothing but disease and filth and I won’t have it near my home. The large merchant bellows. 5sp for each ear not on the head of thos gully dwarves by morning.
The big brute, doesn’t he see that our antics bring coin to his shop. My father can dance and my mother does acrobatics. The humans in the last town seemed to find it charming. I guess I made a mistake in which place to show ourselves this time. Echo thinks as he looks for a way out of the alley.
Finding one he returns quietly to the head bup, his father and the others. Whispering so the mob doesn’t locate them easily, There is a fence at the back of the alley. We can climb it and run away. Hurry!
No I’s high bup! I say. I say we hide. No see no hurt! the aged –for a gully dwarf—dwarf says. He sets the example by beginning to scamper away to a pile of rubbish. Echo grabs him…Listen to me. I say we climb and run. They no see but they find us. We run they no catch. We quick. he yells without thinking at his father. The other 5 scatter at the noise, cowering and watching from the shadows. They listen to see what the outcome will be and who will be high Bup. Unfortunately for them, the ruckus was loud enough to attract the attention from the head of the alley way to them.
I knows! I smart! you just dumb bup! Echo yells in the face of his father. Glancing at the sound of rushing footsteps, Echo sees the first of the mob round the corner a few hundred feet from his location. I not stay dumb bup! Echo cries out as he runs past his father and into the alleyway beyond. The slaughter of his kin is heard behind him in pitiful wails….
***Gasping awake, it takes Echo a moment to clear his head and the straw from his face. Dreams again. I was me that caused them to die. I was poor at my talking or they would have lived. It was all my fault. I am bad! he wails on the inside. Outside he readies himself for the day, wiping his clothing poor though it is as clean as he can get. The dirt seems to disappear suddenly as he continues. The odd make it happen thingy in the back of his head accompanies the cleaning. He had become more use to it and the surprising things that occurred when he had it lately. He believed that one day he may be able to call the make it happen thingy instead of it just coming to him at random times. But…it was something new and thus he must be cautious and not let anyone know he has the make it happen thingy. Odd things like noises or things in poor condition turning whole were just a few of the things that he had seen his make it happen thingy do. When he was attacked on the road by the dogs, he had been saved because his fingers through no power of his own, threw hurtful beetles into the eyes of the dogs until they ran away. He had eaten well that night! The memory somewhat restores his optimistic perspective and mood.
He turns and quickly climbs the loft and after going from one hiding place to another, collects all his gear into one pile. He caress’s the crossbow. It truly is the only thing of value he possessed. He had picked it up from where it lay in the bushes next to the burning wagons several days back. High Bup had had one once. It was useful for shooting rats and birds, occasionally, adding real food to their diet.
Next, he puts the 3 magey sticks in his belt and pulls his jerkin down over them. Last time he had let others see them he had almost been robbed. He did know now that they did magy stuff to as he had waived one the other day at a man after he had been chased away and the man became quieter and kind. He had even given Echo a coin! Echo learned.
Echo tried it again in the next town and found that it worked there as well. He saved it for special occasions now, partly because he was afraid it wouldn’t work next time or he would somehow break the seemingly fragile thing. He would only use it on special occasions now, like when he was really hungry. That didn’t happen often cuz other humanoids threw out such good things to eat. Well enough time used now. I need to get on the road and hide my make it happen thingy from those that may want to take it themselves. he thought as he trundled out of the stable and into the inn courtyard.
*************************************************************************** **********
Several things to know about Echo some he doesn’t even know himself!
1.) He is a mongrel mage. He has magic in his blood! He doesn’t realize he can fully control it yet and the “make it happen thingy” that occurs when he thinks real hard about things is the manifestation of his magic.
2.) He has 3 wands. He knows what the charm person does, but not the other two. They all look alike so he probably assumes that the other two do something magey to like his charm wand.
3.) He feels guilty that he couldn’t convince the High Bup to run that night and that all were slaughtered (or atleast he believes they were) in the ensuing chaos.
4.) The rest of his gear are things he has found or fixed along his way. Some times he can get jobs doing fun things humans won’t do and he is given things as a payment. Usually broken things but when he really wants it, it seems to fix itself.
5.) He knows little about the mages orders or the test. Just rumors that concern others not him.
Here is the fluff and story behind Echo. IF you have comments or questions please let me know.

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Hey Venim, Not sure how the Draconian would be allowed but looking at the current campaign, it seems that you'll definitely be frowned upon as a draconian.
Our minotaur in the group has already encountered some local bias.
Of course As our GM is away on a camping trip, please hold and await his final decision.

RIZZENMAGNUS |

im back from the camping trip.
@venim: i really want to say yes, venim can play. but given the timeline where we are in right now, itd be really difficult to allow venim to play. even with the shapechanging ring. The minotaur in the group is tolerated at best due to the lack of minotaur involvment in the war of the lance. Draconians however, are the literal face of it. A lone draconian would, if discovered, be killed in a matter of time.
if you want to make another character, please feel free to. Your idea for this Drakk was well received. Im sure you can come up with an equally compelling character this time as well.

RIZZENMAGNUS |

"Echo" Dungpile -dragon lance
** spoiler omitted **...
i like it. hold off on committing to those spells selected though...i think there are some old ADnD spells that may fit a gully dwarf sorcerer better than pathfinder spells. was going to reccomend that trove website to look at the old spell compendium books, but the site is down, so, i'll look through the books today/tonight and send you some ideas.

RIZZENMAGNUS |

ok sounds good to me. just about finished with our move so good timming.
havent forgotten about you.
let's do this. let's have you start in the game, and those spells will be a placeholder for now. i need to take some pictures of the spell lists from the old ADnD books and get you to look at them.