
EltonJ |
4 people marked this as a favorite. |

Here is the recruitment thread for the Dragonlance adventure path, starting with Dragons of Despair. You may select a premade character for the campaign (like Raistlin or Caramon), or you can create your own.
What will you need
* One copy of the Pathfinder Roleplaying Game (1e, please). You can get your electronic copy here on the Paizo Website. It's pretty cheap as a PDF.
* One copy of the Dragonlance Campaign Setting for 3.5. I linked it to Drivethru.
* Possibly one copy of the War of the Lance DL Campaign setting book. I don't have this book yet, but I may get it at the end of the month. Hopefully. It's linked to drivethru.
* Possibly also Races of Ansalon.
Creating Your Character
Abilities: We'll use Point Buy. 25 points.
Races: You may choose to play: Elves (created by the Gods of Good), Humans (created by the Gods of Neutrality), and possibly Ogres which includes Minotaurs and Irda (created by the Gods of Evil). You may also select: Baaz draconians and Kapak draconians, Dwarves (except gully dwarves), Kender, goblins, and tinker gnomes (tinker class only). Goblins and Draconians are discouraged, since they serve the Dragon Armies. However, I ran this adventure path in the past, and one of my players insisted on playing a Sivak draconian.
Classes: Since this is the tale of the War of the Lance, the following classes are available. Prestige classes are listed in Italics. PFRPG: Barbarian, Bard, Cleric -- Holy Orders of the Stars, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard -- Wizards of High Sorcery; APG: Alchemist, Cavalier -- Knights of Solamnia, Inquisitor* -- Holy Orders of the Stars, Oracle -- Holy Orders of the Stars, Summoner -- Wizards of High Sorcery, Witch (Renegade Wizards only); ACG: Arcanist -- Wizards of High Sorcery, Bloodrager, Brawler, Hunter, Investigator, Shaman, Skald, Slayer, Warpriest -- Holy Orders of the Stars or Knights of Solamnia (Knight of the Sword). No, you may not select classes from Ultimate Combat, Ultimate Magic, Ultimate Intrigue, Ultimate Wilderness, or Ultimate Magic.
* Archetypes: You may choose any Archetype from any Pathfinder book, try to choose only one.
Special Note: Inquisitors are a rare class in Ansalon. During the Age of Might, a lot of Inquisitors worked for the Gods of Good. During the Age of Despair, Inquisitors work for the Seekers. Remember, all divine spells fail to work until the Disks of Mishakel are recovered.
* Skills: We will use Background Skills.
* Traits: You may select two traits. Try to choose traits that are conducive to your background. You may not select traits from PF Adventure Paths.
* Feats: We will not use Elephant in the Room/Feat Tax/The Room is Square rules. They do not reflect reality.
* Gold: or rather STEEL pieces. Everyone starts with the wealth for 5th level.
* Hit Points: Full hit points at first level, average from then on.
Well, that should be everything. Tell me if I missed anything.

Albion, The Eye |

Think I have changed my mind - Half-Elf Paladin instead of a Minotaur :)
Something like...
Teldirien
Male half-elf oracle 1/paladin (oath of vengeance) 4
LG Medium humanoid (elf, human)
Init +0; Senses low-light vision; Perception +9
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 18 (+7 armor, +1 deflection, +3 Dex)
hp 43 (5 HD; 1d8+4d10+10)
Fort +10, Ref +5, Will +9; +2 vs. enchantments, +2 vs. death
Immune sleep, disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron bardiche +9 (1d10+6/19-20) or
. . mwk cold iron longsword +9 (1d8+4/19-20) or
. . mwk silver morningstar +9 (1d8+4)
Ranged sling +4 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron bardiche)
Special Attacks smite evil 2/day (+4 attack and AC, +4 damage)
Paladin Spell-Like Abilities (CL 4th; concentration +8)
. . At will—detect evil
Oracle Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—cure light wounds, divine favor, protection from evil
. . 0 (at will)—detect magic, guidance, light, purify food and drink (DC 14)
. . Mystery Nature
Paladin (Oath of Vengeance) Spells Prepared (CL 1st; concentration +5)
. . 1st—hero's defiance[APG]
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 14, Wis 8, Cha 18
Base Atk +4; CMB +8; CMD 23
Feats Extra Lay on Hands, Fey Foundling[ISWG], Power Attack, Skill Focus (Perception)
Traits dangerously curious, fate's favored
Skills Acrobatics -3 (-7 to jump), Climb +5, Craft (weapons) +10, Diplomacy +10, Handle Animal +11, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (religion) +6, Linguistics +3, Perception +9, Ride +2, Sense Motive +7, Survival +3, Swim +5, Use Magic Device +12; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ channel wrath, elf blood, lay on hands 8/day (2d6+2), mercy (sickened), oracle's curse (legalistic), revelation (nature's whispers), vow to self
Combat Gear wand of shield (50 charges); Other Gear +1 breastplate, heavy steel shield, mwk cold iron bardiche[APG], mwk cold iron longsword, mwk silver morningstar, sling, headband of alluring charisma +2, ring of protection +1, masterwork backpack[APG], masterwork weaponsmithing tools
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fey Foundling Magical healing works better on you
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6+2 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +4 to hit, +4 to damage, +4 deflection bonus to AC when used.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.

Evindyl |

Mariel Uth Kaldar wrote:I am thinking of making a Red Robed WoHS half elf. What item would he have gained in the Test so that he can use his bonded item? A certain Staff of a certain war wizard known for making light and feather fall?The Staff of Magius? Why not? :) Of course you can have it.
Niiiiiiiiiiice!!!

Mariel Uth Kaldar |

Mariel Uth Kaldar wrote:I am thinking of making a Red Robed WoHS half elf. What item would he have gained in the Test so that he can use his bonded item? A certain Staff of a certain war wizard known for making light and feather fall?The Staff of Magius? WhHooray not? :) Of course you can have it.
Hooray! I know that there are 2 versions, one in the DL campaign setting and the other Legends of the Twins, I will use the campaign setting one to start and maybe try to unlock other things from it at much higher levels than 5th

Mariel Uth Kaldar |

Lyzander
Half-elf wizard 4/ Wizard of High Sorcery [Red]
LN Medium humanoid (elf, human)
Init 1; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 17 (+4 armor, +3 deflection, +1 Dex)
hp 32 (5d6+10)
Fort 3, Ref 3, Will 6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee staff of magius +5 (1d6+3 B)
Wizard Spells Prepared (CL 5th; concentration +10)
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 13, Int 20, Wis 12, Cha 12
Base Atk +2; CMB 3; CMD 17
Feats Brew Potion, Craft Magic Arms & Armor, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (evocation)
Skills Appraise +12, Diplomacy +3, Fly +6, Intimidate +2, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (religion) +12, Linguistics +10, Perception +5, Spellcraft +15, Survival +3, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Elven
Combat Gear scroll of , wand of mage armor (50 charges), wand of magic missile; Other Gear staff of magius, bag of holding i, cloak of resistance +1, wizard starting spellbook, 4,000 gp
--------------------
Special Abilities
--------------------
Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Elf Blood
Elven Immunities - Sleep
Hand of the Apprentice (8/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Moon Magic All Wizards of High Sorcery
draw strength directly from the moon aligned with
their particular Order White Robe wizards from
Solinari, the White Moon; Red Robe wizards from
Lunitari, the Red Moon; Black Robe wizards from
Nuitari, the Black Moon (whose aspect only Black
Robe wizards can see).
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 a + 1 to any spell save
DCs. 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 a -1 to any spell save DCs.
During the waxing and waninig waning periods around the
quarter moons, wizards of that moon's Order cast
their spells normally.
The alignment of any two moons is a positive
event for wizards of both orders, even if the moons
are at Low Sanction. When two moons are in
conjunction, wizards of both moons' Orders cast
spells at + 1 caster level and with a + 1 to any spell
save DCs. These bonuses stack with any bonus
or penalty already in place for the phase of the
moons. Thus, if Lunitari and Nuitari come into
conjunction at High Sanction, Wizards of the Red
and Black Robes cast at caster level +2 and a +2
on spell save DCs. If the same two moons come
into conjunction at Low Sanction, the benefit from
the conjunction cancel out the penalty for the two
moons being at Low Sanction, and these wizards
cast spells as normal.
When all three moons come into alignment,
all magic becomes more powerful Wizards of all
three Orders cast spells at caster level +2 and with
a + 2 on spell save DCs. Again, these bonuses stack
with any bonus or penalty in place for the phase of
the moons. If the three moons are in conjunction
at Low Sanction, every wizard still casts with
+ 1 bonuses. If they align at High Sanction, the
bonuses are +3. This alignment, known as the
Night of the Eye, occurs in a cycle of 504 days
(exactly 1-1/2 years)
Tower Resources Access to Labs and Libraries in the Towers of High Sorcery

Crack-jawed Ahto |

Hope it's not too late to submit a character for consideration.
Here's Ahto (known as Crack-jawed Ahto, due to his facial scar), a sell-sword who's been traveling Ansalon finding work wherever he can as a caravan guard, bouncer, personal bodyguard, or any other job that needs a good fighting man and can pay a decent wage...that is, any job except being recruited by the Dragon Army.

EltonJ |
1 person marked this as a favorite. |

Hope it's not too late to submit a character for consideration.
Here's Ahto (known as Crack-jawed Ahto, due to his facial scar), a sell-sword who's been traveling Ansalon finding work wherever he can as a caravan guard, bouncer, personal bodyguard, or any other job that needs a good fighting man and can pay a decent wage...that is, any job except being recruited by the Dragon Army.
Okay. No, it's not too late.

Crack-jawed Ahto |

Question for Eltonj: Are you okay with the dwarven maul-axe as an allowable weapon in the game?
Dwarven Maul-Axe
Source Adventurer's Armory pg. 3, Pathfinder Campaign Setting pg. 209
Statistics
Cost 25 gp Weight 5 lbs.
Damage 1d4 (small), 1d6 (medium); Critical x3; Range 10 ft.; Type B or S; Special — Category Light; Proficiency Exotic
Description:
This versatile weapon looks like a heavy-headed axe, but a proficient wielder can use the blunt back of the head to deal bludgeoning damage.

EltonJ |
1 person marked this as a favorite. |

Question for Eltonj: Are you okay with the dwarven maul-axe as an allowable weapon in the game?
Dwarven Maul-Axe
Source Adventurer's Armory pg. 3, Pathfinder Campaign Setting pg. 209
Statistics
Cost 25 gp Weight 5 lbs.
Damage 1d4 (small), 1d6 (medium); Critical x3; Range 10 ft.; Type B or S; Special — Category Light; Proficiency Exotic
Description:
This versatile weapon looks like a heavy-headed axe, but a proficient wielder can use the blunt back of the head to deal bludgeoning damage.
I can allow it, but it would be an exotic weapon for you.

Crack-jawed Ahto |

So, it currently looks like we have (as far as completed/mostly completed submissions):
Telderien: Male Half-Elf, Oracle 1/Paladin of Vengeance 4
Lyzander: Male Half-Elf, Wizard 4/Wizard of High Sorcery 1
Crack-jawed Ahto: Male Human, Brawler 2/Slayer 3
Kelladra Voss: Female Half-Elf Fighter 2/Bard 3

Crack-jawed Ahto |

Question for EltonJ: Is the Godless Healing feat permitted?
It fits the narrative of the story, at least in the beginning.
Godless Healing:
Source: Inner Sea World Guide pg. 287, Pathfinder Campaign Setting pg. 122
You have mastered a specialized and complex technique to ignore pain by focusing your belief on the self rather than relying on faith.
Prerequisites: Cannot have a patron deity.
Benefit: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Special: You can take this feat more than once. Each time you do, you may heal yourself one additional time per day.

EltonJ |
1 person marked this as a favorite. |

Question for EltonJ: Is the Godless Healing feat permitted?
It fits the narrative of the story, at least in the beginning.Godless Healing:
Source: Inner Sea World Guide pg. 287, Pathfinder Campaign Setting pg. 122
You have mastered a specialized and complex technique to ignore pain by focusing your belief on the self rather than relying on faith.
Prerequisites: Cannot have a patron deity.
Benefit: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Special: You can take this feat more than once. Each time you do, you may heal yourself one additional time per day.
Yeah, I think that can work.

Mariel Uth Kaldar |

GM, a few questions/questions:
1. Per the novels, primal sorcery did not re-emerge into Krynn until after Chaos was released in the Chaos War and people learned how to use it in the 5th Age. Bards and Sorcerers use this kind of magic.
2. The Orders of High Sorcery are against this type of magic. It was the type of magic that was used that necessitated their founding all those many years ago. How they deal with it in the 5th Age depends on the Order.
3. If this type of magic is allowed in a War of the Lance game, I am pondering how a WoHS would respond.
4. I know that in some games and even in 3.5 there was an option for the power of bards to be divine, given by Branchala to his followers.

Albion, The Eye |

Hey Eltonj, I have been taking a second look at the books you referred. I am curious as to what will be the plan to integrate for example a Paladin class with the Knightly Orders? How will it work for example if one wants to become a Knight of Solamnia?
Also, will the Knights of Solamnia in their different orders exist as the 3.5 Prestige Classes, or will you be using some sort of conversion? Thinking if I should start considering the pre-requisites - both the mechanical and story ones.
Just curious about your take on this.
EDIT: Just a provocation - why don't we play it using AD&D? :P

Albion, The Eye |

GM, a few questions/questions:
1. Per the novels, primal sorcery did not re-emerge into Krynn until after Chaos was released in the Chaos War and people learned how to use it in the 5th Age. Bards and Sorcerers use this kind of magic.
2. The Orders of High Sorcery are against this type of magic. It was the type of magic that was used that necessitated their founding all those many years ago. How they deal with it in the 5th Age depends on the Order.
3. If this type of magic is allowed in a War of the Lance game, I am pondering how a WoHS would respond.
4. I know that in some games and even in 3.5 there was an option for the power of bards to be divine, given by Branchala to his followers.
I was looking at the original AD&D Dragonlance book (actually have that one. *Flex*), and simply Bards are not part of the 'allowed' classes:
Cleric (Heathen)*
- Druid (Heathen)*
- Holy Order of the Stars (Krynn Clerics)
Fighter
- Barbarian
- Ranger
Cavalier*
- Paladin*
- Knight of Solamnia (Crown/Sword/Rose, but they are whole new classes)
Magic-User*
- Illusionist*
- Wizard of High Sorcery (new class also)
Thief
- Thief/Acrobat
Tinker Gnomes
* These classes have the following special limitations and rules in Krynn.
Problem solved! :D
I am not sure I would also allow the Cavalier in there, as many people seem to think it just makes Fighters obsolete, and I tend to agree.
But bottom line, these would be the available classes.
EDIT: Continuing my provocation. The system matches the underlying logic of the adventures. They are coherent. So I think AD&D could be an option. I don't want to upset anyone though, and I know some people will just bow out if the game is not PF (or at least that usually happens). So as an alternative, why not use PF but sticking with the original concept from the AD&D Dragonlance?
Maybe simply play with only the PF classes above? Remove or seriously restrict Cavaliers so people will not go crazy with the orders. Maybe keep Knights of Solamnia and Wizards of High Sorcery as prestige classes (I know there is a PF version for them on the www somewhere), something along those lines? Just spitballing.

EltonJ |

Mariel Uth Kaldar wrote:GM, a few questions/questions:
1. Per the novels, primal sorcery did not re-emerge into Krynn until after Chaos was released in the Chaos War and people learned how to use it in the 5th Age. Bards and Sorcerers use this kind of magic.
2. The Orders of High Sorcery are against this type of magic. It was the type of magic that was used that necessitated their founding all those many years ago. How they deal with it in the 5th Age depends on the Order.
3. If this type of magic is allowed in a War of the Lance game, I am pondering how a WoHS would respond.
4. I know that in some games and even in 3.5 there was an option for the power of bards to be divine, given by Branchala to his followers.I was looking at the original AD&D Dragonlance book (actually have that one. *Flex*).
Problem solved! :D
I am not sure I would also allow the Cavalier in there, as many people seem to think it just makes Fighters obsolete, and I tend to agree.
But bottom line, these would be the available classes.EDIT: Continuing my provocation. The system matches the underlying logic of the adventures. They are coherent. So I think AD&D could be an option. I don't want to upset anyone though, and I know some people will just bow out if the game is not PF (or at least that usually happens). So as an alternative, why not use PF but sticking with the original concept from the AD&D Dragonlance?
Maybe simply play with only the PF classes above? Remove or seriously restrict Cavaliers so people will not go crazy with the...
Okay, Albion answered your questions before I could. I have a copy of AD&D Dragonlance myself (PoD is such a blessing). So, what is Albion touching on is that Dragonlance was written for a specific theme, and bards (2e,3e) and sorcerers (3e) weren't part of that theme.
Dragonlance is a story about war and love, and how the (player) characters react to that war or their feelings. Albion is also asking the right question: why not use AD&D 1st?
That's the first I thought of the question like that. The modules (Adventure Path really) is written for 1e. The first thing to this for me is buying copies of the 1e books from DriveThru. I don't think I can make the sacrifice yet. (I'm on a fixed income right now). Second thing, I also have D&D 3e and Pathfinder memorized. 3rd Thing, I can run AD&D 1e for this, but I have to buy the three books as PDFs first. So, if you are willing to wait until the end of the month, when I can pick it up.

Crack-jawed Ahto |

I think the 3.5/Pathfinder campaign can work.
In the books, Gilthanas was a multi-class fighter/magic-user, and was never required to take the test of High Sorcery. Raistlin disdainfully referred to him as a "dabbler." Bards, for example, might be seen as dabblers by the Wizards, since their spell selection is limited, and requires them to sing/perform in order to cast. So, in that sense, they aren't worth their time to pursue as renegades unless they start causing problems or start posing as wizards (wearing white, red, or black robes).
Sorcerers could simply be lumped in with wizards, and be required to take the test, or (since no one has currently submitted one) just removed as a playable class option for this campaign.
Paladins are pretty much going to be fighters until the gods of Krynn return, but after that they could become Knights of Solamnia, or just do their own thing.
As for cavaliers, what if their order was one formed to fight the Dragon Army, or one that was a spin-off of the Seekers, or one that sought to bring about the return of the old gods? Just re-skin the orders that exist with one of those concepts.

Mariel Uth Kaldar |

The problem is two fold, as I see it in terms of spells. People either gain their magic from the gods or not. Divine casters get their magic from the gods and wizards from the moons. The WoHS do provide oversight on arcane magic.
In game terms, at least 3.5 sorcerers did not re-emerge until after the Chaos War when the moons were gone. When the wizards came back primal sorcery became a whole new issue which was seen as laying outside of the provinces of the Towers. Each Order had a way with dealing with sorcerers, since they are for all intents and purposes considered renegade wizards.
Which leads to the next problem:
Wizards take the Test, or not, before they get access to more potent spells. In game terms, before they get access to fireball and other 3rd level spells. Take the Test and the Orders kind of make sure that you aren't going around casting random fireballs at people and towns. The Orders police their own. Renegades do not have that. So the WoHS monitor those that they find out about and deal with them according to the dictates of their Order. The general populace really does not know the difference between a fireball cast by a renegade or that by a White Robe, a fireball is a fireball and so the Art itself can be impacted.
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.

Terevalis Unctio of House Mysti |

I think the 3.5/Pathfinder campaign can work.
In the books, Gilthanas was a multi-class fighter/magic-user, and was never required to take the test of High Sorcery. Raistlin disdainfully referred to him as a "dabbler." Bards, for example, might be seen as dabblers by the Wizards, since their spell selection is limited, and requires them to sing/perform in order to cast. So, in that sense, they aren't worth their time to pursue as renegades unless they start causing problems or start posing as wizards (wearing white, red, or black robes).
Sorcerers could simply be lumped in with wizards, and be required to take the test, or (since no one has currently submitted one) just removed as a playable class option for this campaign.
Paladins are pretty much going to be fighters until the gods of Krynn return, but after that they could become Knights of Solamnia, or just do their own thing.
As for cavaliers, what if their order was one formed to fight the Dragon Army, or one that was a spin-off of the Seekers, or one that sought to bring about the return of the old gods? Just re-skin the orders that exist with one of those concepts.
IIRC people could join the KoS without taking the Prestige Classes. Derrick Crownguard, as statted in the War of the Lance 3.5 book belonged to the Order of the Rose without having levels in the Knight of the Rose prestige class.
Cavaliers could also be used to represent non-human and non Knights of Solamnia knightly organizations, like the Griffon Riding elves or Ergothian knighthoods.