Dragonlance Chronicles

Game Master EltonJ

This campaign goes through the Dragonlance adventures, DL1 through DL12 (and maybe 13 and 14).


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Mariel Uth Kaldar wrote:


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.


Wouldn't be simpler to say the magic is divine?


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.


I have played DL in 1e, 2e, SAGA, 3.5 and PF1e. The systems work if the time periods are taken into account.


Mariel Uth Kaldar wrote:
Wouldn't be simpler to say the magic is divine?

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.


What if bards (or other spellcasters) couldn't simply use Healing magic until the gods are back?

They could use others spells, from whatever source, simply no CLW and higher spells for a while.


Oceanshieldwolf wrote:

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.

Wizards of High Sorcery were also PRC's.

Grand Lodge

Might do a tinker gnome Alchemist.


I have every edition of DL, even the travesty of 5e. I was looking over my 1st and 2nd edition materials, such classic stuff. I still really like 3.5.


Oooooo dragonlance! Hells yea!

Female sorceress ranger sounds fun.


Honestly, I'm going to say this is for PF1.

Thanks, Rizzen, for your enthusiasm. :)


DM, have you decided how you are going to address the primal v. focused magic issue?


Put me down for a possible Minotaur: Unchained Monk + possibly Red Wizard.


Hmmmm...

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.

_______________________

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?


No rogue? Or Kender?
I might just roll up one or the other...or both perhaps...


He'sDeadJim wrote:

Hmmmm...

I found no less than 4 different versions of Dragonlance Minotaurs for 3.5/Pathfinder.

Which would you prefer?

#1.


EltonJ wrote:
He'sDeadJim wrote:

Hmmmm...

I found no less than 4 different versions of Dragonlance Minotaurs for 3.5/Pathfinder.

Which would you prefer?

#1.

Works for me. One last question then:

That version gives the ‘effectively large’ size bonus. Would that apply to the ‘large size’ monk unarmed attack base damage?

Just looking for clarification, as I can live without that particular unarmed bonus here. Just wanted to play a minotaur!
=)


Mariel Uth Kaldar wrote:
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.


Prinal magic was brought back during early Age of Mortals. This is what powered sorcery and mystics.


Mariel Uth Kaldar wrote:
Prinal magic was brought back during early Age of Mortals. This is what powered sorcery and mystics.

True.


He'sDeadJim wrote:
EltonJ wrote:
He'sDeadJim wrote:

Hmmmm...

I found no less than 4 different versions of Dragonlance Minotaurs for 3.5/Pathfinder.

Which would you prefer?

#1.

Works for me. One last question then:

That version gives the ‘effectively large’ size bonus. Would that apply to the ‘large size’ monk unarmed attack base damage?

Just looking for clarification, as I can live without that particular unarmed bonus here. Just wanted to play a minotaur!
=)

Yes it can. Although I'm wondering what kind of monk are you going to submit.


Is that the version of minotaur from the DLCS?

If you all are interested, there is a great 3.5 PDF called Races of Ansalon.


Mariel Uth Kaldar wrote:

Is that the version of minotaur from the DLCS?

If you all are interested, there is a great 3.5 PDF called Races of Ansalon.

I think he looked at it.


EltonJ wrote:


Yes it can. Although I'm wondering what kind of monk are you going to submit.

I have a very interesting background idea, I think. Hopefully you will like it.


So my character will be valid for selection ?


Kellandra Voss wrote:
So my character will be valid for selection ?

I'd like to see your character's backstory, otherwise it is valid.

He'sDeadJim wrote:
I have a very interesting background idea, I think. Hopefully you will like it.

I hope to see it!


Hey gang, I will be stepping away from this one. I am not feeling it.

But I do hope you have a great game, and get a chance to experience an Epic story! See you around the boards.

Grand Lodge

Widget is done save formulae and his gear.


No Knights of Solamnia?


Background is done.

Would you allow, as a weapon, an Elven Curve blade in Krynn?

I don't have my books right now, how much money do you get for a 5th level character?


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Here is the chart
https://www.d20pfsrd.com/classes/character-advancement/


Mariel Uth Kaldar wrote:

Here is the chart

https://www.d20pfsrd.com/classes/character-advancement/

That's right.


I offer 'Drakkor Redmane' for your perusal.
He turned out much better than I expected of him!

Still working on the background. Will have that soon.


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Minor character updates have been done and Background has been added.


Drakkor Redmane wrote:
Minor character updates have been done and Background has been added.

The character looks great!


DM, when are you looking to start?


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Mariel Uth Kaldar wrote:
DM, when are you looking to start?

April 1st.


So that is when you will decide who is in? I look forward to it. Good luck everyone!


Do you still have place for 1 extra?


shajnal wrote:
Do you still have place for 1 extra?

Maybe. I'd like to see what you come up with.


Any idea on who is chosen and when the game might start?


Yep. Ditto.


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Mariel Uth Kaldar wrote:
Any idea on who is chosen and when the game might start?

Sorry, I've been distracted. Has everyone submitted a character who was going to?


I have.


2 people marked this as a favorite.

Shajnal hasn't yet, but I'll list them here and make a choice soon.

* Mariel Uth Kaldar
* Drakkor Redmane
* Kellandra Voss
* Crack-jawed Ahto

Well, that's everyone. I'll open gameplay and discussion tomorrow morning and we will start then.


Thank you, I didn't receive update that there was a response.

Two possibles -
Mul monk?
Or simple human...occultist? collecting things "from before"

Whatever fits better since I'm one of the last...


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


Im a monk.


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.

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