Male Human Brawler 2 / Slayer 3 l AC 18 T 13 FF 15 l HP 46/49 I F +9 R +9 W +4 l Init +6 l Perc +11 I CMB +7 CMD 19 I Martial Flexibility: 4/day I Sneak Attack: +1d6 Godless Healing: 1d8+5 1/day
Male Human Brawler 2 / Slayer 3 l AC 18 T 13 FF 15 l HP 46/49 I F +9 R +9 W +4 l Init +6 l Perc +11 I CMB +7 CMD 19 I Martial Flexibility: 4/day I Sneak Attack: +1d6 Godless Healing: 1d8+5 1/day
"Anyone know how to fight ghosts?" Ahto asks, as he moves to interpose himself between Goldmoon and the approaching spirits. He points his crossbow at them, not knowing what else to do.
HP 38/44 (-NL) || AC20 T19 FF20 | Fort +6 Ref +7 Will +4 | CMB +9 / CMD 26 | Init +3 | Perception +11|| Active:
OK, if we understand that, then we will attempt to move on, slowly, and try to find a large enough clearing to try and make a cold camp in. Or best location we can find... Once we do we should take watches with 2 people on each watch.
OK, if we understand that, then we will attempt to move on, slowly, and try to find a large enough clearing to try and make a cold camp in. Or best location we can find... Once we do we should take watches with 2 people on each watch.
Sighing and knowing that this might turn ugly, the White Robe moves to the front of the line between the two groups.
I am Lyzander of the Order of the White Robes and bearer of the Staff of Magius! As he says this he activates the Staff SHIRAK! as the light in the golden dragon claw erupts in light.
We have no quarrel here with the guardians of the forest. We flee goblins who are in search of a Blue Crystal Staff, which we have in our possession. We are told it belongs to one of the True Gods of old. We come here to keep the staff from falling into evil hands!
Sighing and knowing that this might turn ugly, the White Robe moves to the front of the line between the two groups.
I am Lyzander of the Order of the White Robes and bearer of the Staff of Magius! As he says this he activates the Staff SHIRAK! as the light in the golden dragon claw erupts in light.
We have no quarrel here with the guardians of the forest. We flee goblins who are in search of a Blue Crystal Staff, which we have in our possession. We are told it belongs to one of the True Gods of old. We come here to keep the staff from falling into evil hands!
One of them speaks, probably the leader. "We will let you pass."
M Human Warpriest 5, F:8 / R:3 / W:9; AC 24/11/24 HP:38/38
"Nice! And all that with light attitude, eh?"
Varis joking?
He passes the wizard, but stops a bit further on and waits again for everyone to pass him by.
"I'm keeping our backs safe. Or you can put me forward, but I'm more likely to cause an ambush with stomping through the forest."
Male Human Brawler 2 / Slayer 3 l AC 18 T 13 FF 15 l HP 46/49 I F +9 R +9 W +4 l Init +6 l Perc +11 I CMB +7 CMD 19 I Martial Flexibility: 4/day I Sneak Attack: +1d6 Godless Healing: 1d8+5 1/day
Ahto hurries along with the group, but keeps his crossbow loaded and in-hand, in case of trouble.
Male Human Brawler 2 / Slayer 3 l AC 18 T 13 FF 15 l HP 46/49 I F +9 R +9 W +4 l Init +6 l Perc +11 I CMB +7 CMD 19 I Martial Flexibility: 4/day I Sneak Attack: +1d6 Godless Healing: 1d8+5 1/day
Ahto sizes up the centaurs, looking for indications of deception in their stance, as well as the speaker's voice.
HP 38/44 (-NL) || AC20 T19 FF20 | Fort +6 Ref +7 Will +4 | CMB +9 / CMD 26 | Init +3 | Perception +11|| Active:
Sense Motive:1d20 + 11 ⇒ (2) + 11 = 13
I wasn't much better! Looks like the cow-man was impressed by the horse-men too!
Drakkor raises his hands to show no intent to fight, dropping his driftwood staff on the ground.
"Holding? Not a problem. But...you were expecting US? How? Even we were not sure which way to go until we had no other choices. This is turning out to be a spectacularly odd day indeed!"
Hearing the centaurs, the White Robe looks up from his thoughts. He gets a smile on his face, though not seen as he has his hood on to keep branches and other things from hitting him in the face.
He puts his hood down and greets the centaurs in Sylvan
Sylvan:
Greetings. I am Lyzander of the White Robes. I am familiar with some of the centaur people who live in the forests of Qualanesti. What purpose is there is looking for us?
Hearing the centaurs, the White Robe looks up from his thoughts. He gets a smile on his face, though not seen as he has his hood on to keep branches and other things from hitting him in the face.
He puts his hood down and greets the centaurs in Sylvan
** spoiler omitted **
The lead centaur keeps talking in common, "You bear the Blue Crystal Staff, something the Forest Master has been looking for. She's been waiting a long time."
Know arcana 1d20+13 to see if he knows about the Forestmaster
Lyzannder's Knowledge Arcana check:
Yes, he does, only an obscure reference in a tome that he was reading. He knows the Forest Master is an unicorn, and she commands respect in the forest. She can also talk.
M Human Warpriest 5, F:8 / R:3 / W:9; AC 24/11/24 HP:38/38
"Cannot be worse than the goblins. We're still under obligation to help, we promised." Varis is philosophical about this new development
"Maybe the gods are guiding our steps quite a more directly than expected."
Male Human Brawler 2 / Slayer 3 l AC 18 T 13 FF 15 l HP 46/49 I F +9 R +9 W +4 l Init +6 l Perc +11 I CMB +7 CMD 19 I Martial Flexibility: 4/day I Sneak Attack: +1d6 Godless Healing: 1d8+5 1/day
Ahto follows as instructed, glad to leave the un-killable ghost guardians of the forest behind them.
HP 38/44 (-NL) || AC20 T19 FF20 | Fort +6 Ref +7 Will +4 | CMB +9 / CMD 26 | Init +3 | Perception +11|| Active:
Following as commanded, Drakkor allows Riverwind the pleasure of resuming his task of staying near his golden-haired lady, and moves himself to the front of the group easily.
”How far must we travel? We have not had much rest…”
It takes you about an hour of walking with the Centaurs, and you enter into a fairy glen. With a large triangular rock that is angled, so it's point is at it's center. Standing on the rock is a silvery white Unicorn.
"Welcome, heroes, to Darken Wood," she says in a deep voice.
The half-elf speaks up, some awe in his voice. Even though he has studied fey creatures, even seeing a unicorn in Qualanesti itself is rare. He has taken the Test of High Sorcery and experienced things beyond the ken of those not trained in the arcane arts, he the beauty of this creature is beyond even the stories and lore he has read. With a quick prayer to Solinari, glancing up to the Silvery Moon, he states
Greetings Forest Master of Darken Wood. I am Lyzander of the White Robes, my father is from Qualanesti, he and my mother are both members of the Order. he says with a bow.
He introduces each member of the group.
We come with a gift which may be from the Gods of Light. A Blue Crystal Staff. To say how it came to us, is a story not ours to tell, but rather these two, Goldmoon and Riverwind, from the Village of the Que-Shu
HP 38/44 (-NL) || AC20 T19 FF20 | Fort +6 Ref +7 Will +4 | CMB +9 / CMD 26 | Init +3 | Perception +11|| Active:
While Drakkor was normally pescatarian, he had a problem trying to eat any meat in front of a unicorn that could speak, for some reason. His metabolism could endure without food for quite some time (Ki Metabolism), so he will nibble some fruit or vegetables for now, mainly to be polite and to show his compliance.
Male Human Brawler 2 / Slayer 3 l AC 18 T 13 FF 15 l HP 46/49 I F +9 R +9 W +4 l Init +6 l Perc +11 I CMB +7 CMD 19 I Martial Flexibility: 4/day I Sneak Attack: +1d6 Godless Healing: 1d8+5 1/day
"Thank you!" Ahto says enthusiastically, giving a grateful nod. He takes a seat at the table, savoring the smell of the roast venison. He starts to reach for it, then stops, unsure of the appropriate table manners for such an unusual setting.
Male Human Brawler 2 / Slayer 3 l AC 18 T 13 FF 15 l HP 46/49 I F +9 R +9 W +4 l Init +6 l Perc +11 I CMB +7 CMD 19 I Martial Flexibility: 4/day I Sneak Attack: +1d6 Godless Healing: 1d8+5 1/day
”No sense letting it go to waste,” Ahto mutters quietly as he claims a couple large slices.
In 3.5 bards regular bards had access to heal spells, which is the domain of divine magic. IIRC, DL bards could not cast those spells but a work around that I saw was to simply make bards divine casters/
I guess part of my concern is that as a character that has taken and passed the Test of High Sorcery, he would be required to follow their rules on these topics.
Suggested workaround: The GM could opt to disallow bard spells, and instead give bards more uses of their song effects, and perhaps some bonus feats. If loss of healing spells is a concern, allow the bard a song effect that improves the results of heal checks, or inspires a surge of vitality that mimics a cure light wounds spell.
I think you folks should absolutely decide the ruleset you are using *before* any back and forth about sources of available magic. I know that might seem counter intuitive as how to present that may inform the ruleset, but I think Albion makes some pertinent points.
Personally, after rereading the first two books to my then 10-11 year old son, I came to loathe them as being poorly written and incredibly derivative. When the guards in Tarsis attacked the party with their “hauberks” I laughed out loud. When the whole ice adventure was hit with “it happened between then and now and isn’t at all detailed” I groaned, even though I knew it was detailed in a later, subsequent book. I still cried again when Sturm died, but that wasn’t great writing, I cry during most movies that apply a certain musical score and pattern of emotional cues to respond to. We gave up at the beginning of the third book.
Having said all that, I am of the opinion that Dragonlance is best suited to ADnD - the healing that PF1 is built on/requires just doesn’t suit the story - at least until Paladine et al “return”. As such, and given my distaste for the source material I don’t believe it can be a good experience as I find ADnD to be a system I loved a long time ago, but would never play now. Albion knows, however, that I am terse, biased and opinionated. ;)
Handled by a competent GM and a completely on-board party can absolutely make this a compelling and fun game in PF1, but there will be conversion required.
That would work, as long as the bard player was okay with not having spells until the gods and divine magic are rediscovered. With the other method, they would have the replacement abilities consistently from the start of the campaign.
Albion knows, however, that I am terse, biased and opinionated. ;)
Handled by a competent GM and a completely on-board party can absolutely make this a compelling and fun game in PF1, but there will be conversion required.
I still feel I could convince you to play AD&D :D
Though I do agree with you here - it can absolutely be made compelling and fun for/with PF1, but it will require additional work to keep it consistent with the 'feel' of DL. We are already seeing some of it now around what classes make sense, etc.
The way I see it, and if wanting to stay consistent with the timeline of DL1 etc, like Mariel Uth Kaldar very well pointed out, I would make the whole game PF1e Core Rulebook only, and the classes 'allowed' being something like:
- Cleric (Heathen): These are basially 'false' clerics. Not sure if they would be relevant as a playable class?
- Druid (Heathen): I think Druids would only lose the spells? Unless we consider the Ex abilities to be divine inspired?
- Holy Order of the Stars (Krynn Clerics): Same as druids.
- Fighter: stays as is
- Barbarian: stays as is
- Ranger: stays as is without spells
- Cavalier: I guess Cavaliers can exist, they can be tied to local nobles or stuff like that. I would restrain the Orders a lot though.
- Paladin: Stays as is without any Su abilities for now? Not sure
- Knight of Solamnia (Crown/Sword/Rose, but they are whole new classes): This is a tough one, but I would make them Prestige Classes.
- Magic-User: As-is
- Illusionist: Irrelevant for PF1e I guess. Just another school of Magic?
- Wizard of High Sorcery: Prestige Class?
- Thief: as is
- Tinker Gnomes: Archetype?
Holy Orders of the Stars, in 3.5 stated that druids and paladins loose their abilities since there are no gods to grant them after the Cataclysm and the early Age of Mortals. I think some of them got spells being mystics but I don't recall.
In Knightly Orders of Ansalon as well as the DLCS in the 3.5 system the Knights of Solamnia were all PRC's.
I found no less than 4 different versions of Dragonlance Minotaurs for 3.5/Pathfinder.
Which would you prefer?
Minotaur Racial Traits #1:
Minotaurs possess the following racial traits:
+2 Strength, +2 Constitution, –2 Charisma.
Hulking Brute: Minotaurs are considered as Large creatures when it is to their advantage (e.g. +1 to CMB). They are intimidating due to their size, which grants them a +2 racial bonus on Intimidate skill checks.
Ogre Blood: Minotaurs count as Ogres for any effect related to race (including being considered giant types).
A minotaur’s base land speed is 30 feet.
+2 natural armor bonus.
Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 ½ times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (–5 penalty on the attack roll and half Strength bonus on the damage roll).
Seafaring: Minotaurs treat any Profession skill related to seafaring as class skills. They receive a +2 racial bonus to Swim skill checks.
Keen senses: Minotaurs receive a +2 bonus on smell- and taste-based Perception skill checks.
Automatic Languages: Common, Kothian. Bonus Languages: Kalinese, Nordmaarian, Ogre, Saifhum.
Favored Class: Fighter.
Minotaur Racial Traits #2 :
Ability Adjustments: +2 Strength, +2 Constitution, -2 Charisma. Minotaurs are strong and powerful, but their arrogance and brutish appearance can be offensive to other races.
Medium: Minotaurs are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Minotaurs have a base speed of 30 feet.
Thick Hide: Minotaurs gain a +2 natural armor bonus.
+2 racial bonus on Intimidate, Profession (sailor), and Swim checks. Minotaurs are familiar with the sea and are fearsome.
Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (-5 penalty on the attack roll and half Strength bonus on the damage roll).
Keen Senses: Minotaurs receive a +2 bonus on smell- based Perception checks.
Weapon Familiarity: Minotaurs treat any weapon with the word "minotaur" in its name as a martial weapon.
Languages: Minotaurs begin play speaking Common and Kothian. Minotaurs with high Intelligence scores may choose any of the following: Kalinese, Nordmaarian, Ogre, Saifhum.
Favored Class: The favored class of minotaurs is Fighter or Mariner. The choice must be made at 1st level and cannot be changed.
Bibliography:(Contributor: Trampas "Dragonhelm" Whiteman)
Pathfinder RPG Alpha release 2
Races of Ansalon
Dragonlance Adventures
Tales of the Lance
Minotaur Racial Traits #3:
+2 Strength, +2 Constitution, -2 Dexterity. Minotaurs are incredibly strong and hardy, but their bulk makes them rather uncoordinated.
Size: Medium
Normal Speed: A minotaur’s base speed is 30 ft.
+2 Natural Armor
Gore: Same as in Races of Ansalon (Not typing the whole thing out!)
Seafaring: +2 racial Profession (sailor) and Swim checks
Terrifying: Minotaurs receive a +2 bonus on Intimidate Checks
Minotaurs can take the scent special quality as a bonus feat and receive a +8 bonus on scent-based Perception checks if they do.
Minotaur Racial Traits #4:
Minotaurs are monstrous humanoids that have all of the racial traits listed in Chapter Seven of Races of Ansalon except as follows:
+4 Strength, -2 Dexterity, -2 Intelligence: Minotaurs are big and strong, but not agile. From youth, they focus on improving their bodies over their intellects.
Tough Hides: Minotaurs have a +1 natural armor bonus.
Intimidating: Minotaurs receive a +2 racial bonus on Intimidate skill checks.
Keen Senses: Minotaurs receive a +2 racial bonus on Perception skill checks.
Seafaring: Minotaurs receive a +2 racial bonus on Swim skill checks.
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I can work with any of these...just let me know which you would prefer/allow.
Or let me know if there is another set of traits you would rather I use to design my character?
DM, have you decided how you are going to address the primal v. focused magic issue?
I'm still thinking on it. I think there were no sorcerers during the War of the Lance because the Gods of Magic introduced focused magic during the Age of Dreams.
No rogue in the party, but I'm playing one in another campaign so I wouldn't...monk can be a trap finder, so let's go with that :)
Male half-elf oracle 1/paladin (oath of vengeance) 4
Half-elf wizard 4/ Wizard of High Sorcery [Red]
Crack-jawed Ahto: Male Human, Brawler 2/Slayer 3
Kelladra Voss: Female Half-Elf Fighter 2/Bard 3
brawler/slayer will overlap some...warpriest, maybe, possibly unarmed...I'll think on it today and play a bit with pathbuilder, by tomorrow there will be something
I am undecided as to what Robes to take. Red might make a little more sense if the character is about studying magic in all its forms, but also White might be more politically easier to run with.