
EltonJ |

A long time ago, the dragons were thought to be legends. No one has seen a dragon since the Cataclysm. The Gods has also gone. People seek new gods to worship. In a time of Despair, some inn fellows are turned into heroes. Some become good, some become bad. But everything, hopefully, will turn out in the end.
Hi -- a friend of mine has been bothering me to start a DRAGONLANCE(TM) campaign. I thought about doing the War of the Lance. I'm looking for beginners to PF1 as well as veterans. Anyway:
* The Campaign will take place during the War of the Lance. We will play the Campaign from the beginning to the end using PF1 rules. We will start with DL1 - Dragons of Despair. The following classes are allowed (since this isn't the Age of Mortals, but the Age of Despair):
-- Bard
-- Barbarian
-- Cleric -- Holy Orders of the Stars
-- Rogue
-- Fighter -- Knight of Solamnia prc.
-- Paladin -- Knight of Solamnia prc.
-- Ranger
-- Monk
-- Wizard -- Wizards of High Sorcery
-- Alchemist (Tinker Gnome only)
You can choose from the following races for your character. See the Dragonlance Campaign Setting (3.x) for more information:
-- Human: Humans were created by the Gods of Neutrality. Humans swing from Good, Evil, and all in between. You can be a civilized human or a barbarian human.
-- Elf (Qualinesti, Silvanesti, or Kagonesti): The elves were created by the Gods of Light. Elves are typically good and wise. One exception is Dalamar the Dark, who became evil and thus cast out as a Dark Elf.
-- Ogre (Irda or Minotaur): -- The Ogres were the creation by the Gods of Darkness. The irda were redeemed and accepted by the god Paladine. Minotaurs can come from the Blood Sea of Istar. Regular ogres are ugly, mishapen, and twisted because of their evil.
-- Kender: Kender are a warped creation by the Greygem of Gargath. They are usually, but not always, rogues.
-- Dwarf (Hill, Gully, or Mountain): Created from gnome stock by the Greygem of Gargath, dwarves inhabit the hills and mountains of Ansalon. The Gully Dwarves are a unintelligent offshoot. All dwarves hold the smith god Reorx as their Father and protector.
-- Gnomes (Tinker): created by Reorx from human stock (those with the Dwarf gene, of course); tinker gnomes study and create machines. Most adventurer tinker gnomes are alchemists. However, the Dragonlance Campaign Setting might have rules for gnome inventions. An alchemist gnome is probably easy to start with, though.
-- Draconians (Baaz or Kapaks): The draconians are a perverted creation by the Forces of Darkness from good dragon eggs. Although most draconians encountered will be evil NPCs, it is possible to create a draconian PC for this game.
Character Creation Guidelines
You may spend 25 points for your ability scores. You may choose two traits from the Advanced Player's Guide and Ultimate Campaign. Background skills are used. Level 5 please. You may also use the APG to specialize your character, using either an archetype or focused arcane school to specialize your character further. We will not be using Elephant in the Room.
Special Note: Players of Wizards are assumed to have passed the Test of High Sorcery. They may be Good (White Robes), Neutral (Red Robes), or Evil (Black Robes). Elves, Humans, and Ogres (usually Irda or Minotaur) are generally accepted to learn Magic, because they are thought to have the capacity for Magic.
Playing a Ready Made Character
It's possible to play Raistlin, Caramon, Sturm Brightblade, and the others ready made characters for this Dragonlance campaign. They will have to be recreated for use with PF1.
Another Note: Clerical magic will be assumed to be not working in the beginning due to the Gods' disappearance. Clerical magic doesn't become possible until the black dragon Kisanth is defeated and the Crystal Staff is returned to Xak Tsaroth.
I think that's it, any questions?

trawets71 |

A few questions. Does clerical magic not working mean no channeling or lay on hands. I'm assuming it means no spells for clerics, paladins and maybe rangers.
What are the basics for an Irda or where can I find them. Tempted for a martial Irda. Are unchained versions available? A Irda wizard is tempting. My first thought was wizard until I saw races available. Something against type might be interesting. White Robe.

EltonJ |

A few questions. Does clerical magic not working mean no channeling or lay on hands. I'm assuming it means no spells for clerics, paladins and maybe rangers.
What are the basics for an Irda or where can I find them. Tempted for a martial Irda. Are unchained versions available? A Irda wizard is tempting. My first thought was wizard until I saw races available. Something against type might be interesting. White Robe.
Oh, forgot druids as one of the possible classes. :(
Usually it means no channeling or lay on hands, yep. As well as spells. As for Irda stats, let me check something:
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.
Favored Class: Wizard. A multiclass irda’s wizard class does not count when determining whether she suffers an XP penalty for multiclassing.
Level Adjustment: +2. Irda are slightly more powerful and gain levels more slowly than most other races of Krynn. See the Monsters as Races
discussion in Chapter 6 of the Dungeon Master’s Guide for more information.
Page 39 of the Dragonlance Campaign Setting

Aggghhh the Unclean |

Aggghhh the Unclean wrote:How about Arghhh the Unclean? Gully Dwarf with big fists and a mean streak who beat up drunks at a bar when a brawl started.Nice to see you again. Augghh being a gully dwarf would be, novel.
When he beats people up for their shoelaces, it isn't an exaggeration. ;)

Evindyl |

A few questions. Does clerical magic not working mean no channeling or lay on hands. I'm assuming it means no spells for clerics, paladins and maybe rangers.
What are the basics for an Irda or where can I find them. Tempted for a martial Irda. Are unchained versions available? A Irda wizard is tempting. My first thought was wizard until I saw races available. Something against type might be interesting. White Robe.
and if I can recommend reading The Irda by Linda Baker ; such a great portrayal of the people and their plight. Now that this recruitment is open I might have to read it again.
That said, I could go for a re-read of Renegade Wizards by Lucian Soulban too; an amazing read as well.
In my last DL campaign, I actually played an Irda Sorcerer who had no intention of giving up the power that was granted to him by the Stars ... one of the best characters I have ever created.

ObsessiveCompulsiveWolf |

Minotaurs are allowed as per the original post…
Ogre (Irda or Minotaur): -- The Ogres were the creation by the Gods of Darkness. The irda were redeemed and accepted by the god Paladine. Minotaurs can come from the Blood Sea of Istar. Regular ogres are ugly, mishapen, and twisted because of their evil.

Albion, The Eye |

Minotaurs are allowed as per the original post…
EltonJ wrote:Ogre (Irda or Minotaur): -- The Ogres were the creation by the Gods of Darkness. The irda were redeemed and accepted by the god Paladine. Minotaurs can come from the Blood Sea of Istar. Regular ogres are ugly, mishapen, and twisted because of their evil.
How could I have missed that?! Thank you ObsessiveCompulsiveWolf :D
Looking at a Minotaur.... Brawler I think. With a Gladiator background.
Or since we are level 5, maybe a Champion of Irori/(Majere? Kiri-Jolith?), if I can pull it off?

Albion, The Eye |

Character could look something like this:
Zak
Male minotaur cleric (crusader) of Irori 1/unchained monk (scaled fist) 2/paladin (hospitaler) 2 (Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder RPG Advanced Player's Guide 116, Pathfinder RPG Ultimate Combat 40, Pathfinder Unchained 14)
LG Medium monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 19, touch 17, flat-footed 16 (+3 Cha, +1 deflection, +2 Dex, +1 dodge, +2 natural)
hp 40 (5 HD; 1d8+4d10+7)
Fort +13, Ref +9, Will +10; +2 vs. death
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee unarmed strike +9/+9 (1d6+5)
Ranged sling +6 (1d4+4)
Special Attacks channel positive energy 6/day (DC 13, 1d6), flurry of blows (unchained), smite evil 1/day (+3 attack and AC, +2 damage), stunning fist (2/day, DC 15)
Paladin Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect evil
Cleric (Crusader) Spells Prepared (CL 1st; concentration +2)
. . 1st—cure light wounds[D], divine favor
. . 0 (at will)—create water, guidance
. . D Domain spell; Domain Healing (irori)
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Statistics
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Str 18, Dex 14, Con 12, Int 12, Wis 12, Cha 16
Base Atk +4; CMB +8; CMD 25
Feats Combat Reflexes, Crane Style[UC], Dodge, Fey Foundling[ISWG], Improved Unarmed Strike, Power Attack, Stunning Fist, Weapon Focus (unarmed strike)
Traits dangerously curious, fate's favored, quain martial artist
Skills Acrobatics +10, Diplomacy +7 (+5 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Handle Animal +8, Intimidate +5, Knowledge (history) +8, Knowledge (religion) +8, Linguistics +7, Perception +10, Profession (sailor) +5, Sense Motive +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Swim +6, Use Magic Device +11
Languages Common, Dwarven, Elven, Minotaur, Ogrish, Solamnic
SQ exorcise haunt, lay on hands 4/day (1d6), pride
Combat Gear wand of mage armor (50 charges); Other Gear sling, amulet of natural armor +1, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, bedroll, cold weather outfit, crowbar, flint and steel, grappling hook, hemp rope (50 ft.), masterwork backpack[APG], trail rations (10), waterskin, winter blanket, 219 gp
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Special Abilities
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Cleric (Crusader) Domain (Healing (Irori)) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Exorcise Haunt 1d8 (Sp) Standard action: Burst of positive energy, damaging haunts within 15 ft.
Fey Foundling Magical healing works better on you
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Stunning Fist (2/day, DC 15) You can stun an opponent with an unarmed attack.

Reuben Lupul |

trawets71 wrote:A few questions. Does clerical magic not working mean no channeling or lay on hands. I'm assuming it means no spells for clerics, paladins and maybe rangers.
What are the basics for an Irda or where can I find them. Tempted for a martial Irda. Are unchained versions available? A Irda wizard is tempting. My first thought was wizard until I saw races available. Something against type might be interesting. White Robe.
and if I can recommend reading The Irda by Linda Baker ; such a great portrayal of the people and their plight. Now that this recruitment is open I might have to read it again.
That said, I could go for a re-read of Renegade Wizards by Lucian Soulban too; an amazing read as well.
In my last DL campaign, I actually played an Irda Sorcerer who had no intention of giving up the power that was granted to him by the Stars ... one of the best characters I have ever created.
I haven't read either of these, though they sound interesting, but I have read "Brothers in Arms," one of my favorite Dragonlance novels. I actually based my character's personality a bit off one of the wizards in that book, Master Horkin.

Reuben Lupul |

I was thinking of a monk but trying to figure out how to give it a dragonlance flair and that's not working for me so I will switch my look to ranger, fighter, rogue. I'm so indecisive.
If you want to play a fighter, rogue, or ranger, that's cool, but a couple ideas you might be able to take your own spin on for the monk are:
1. Exiled Knight of Solamnia taught martial arts. Maybe other Solamnnic knights see this as "lesser" arts of fighting.
2. Person who sought the "true gods" to become a cleric, but was taught to access his spiritual ki instead.
3. Their family survived the cataclysm by forsaking the gods and forming a pact with evil creatures, and the monk seeks to undo this and find repentance.
4. The Order of Majere focus on meditation and martial arts. They seek knowledge too, so that could explain adventuring.
5. Monk seeking knowledge for the libraries of Palanthas by searching the lands for ancient lore.

Reuben Lupul |

I have a question. Wizards of High Sorcery (a prestige class) get an item of power, as listed below:
of High Sorcery successfully completes his test,
his order gives him a permanent magic item,
valued between 2,000–4,000 gp in value. The
order does not tell the newly robed Wizard of
High Sorcery what powers the item possesses;
discovering them himself is viewed as a means of
refining his focus
Additionally, it also gives access to the power of Moon Magic, as listed below:
draw strength directly from the moon aligned with
their particular order. White Robe wizards draw
power from Solinari, the white moon. Red Robe
wizards draw their power from Lunitari, the red
moon. Black Robe wizards are the only individuals
able to see the full face of Nuitari, the black moon
from which they draw their own strength.
The waxing and waning of their respective
moons has an effect upon the magic of Wizards of
High Sorcery. When a moon is at High Sanction
(from waxing gibbous, through full, to waning
gibbous), wizards of that moon’s order cast spells
at +1 caster level and with saving throw DCs
against their spells increased by +1. When a
moon is at Low Sanction (from waning crescent,
through new, to waxing crescent), wizards of that
moon’s order cast spells at –1 caster level and with
saving throw DCs against their spells decreased
by –1. During the waxing and waning periods
around the quarter moons, wizards of that moon’s
order cast at their normal caster level.
How would these class features work, and what items would be available as "Items of Power?"

EltonJ |

Question if I am making a Gnome who is an Alchemist seeking rare ingredients, Formulas ans the like as a travelling 'Snake Oil' salesman.[he is more an honest fellow, still Neutral] what is the limit on goods he can make to sell?
Depends if he can make room for space. :) Actually, I think he can make about 10 potions to sell.