I don't have much knowledge of the Dragonlance world. but willing to learn.
I have read the Dragons of Autumn Twilight, Dragons of Winter Night, and Dragons of Spring Dawning many years ago and still remember some of it.
M Hill Dwarf Barbarian 1 | HP 15 / 15 |AC:18 , (Touch: 11, Flat:17)| Fort +4 Reflex +1 Will +2 | Speed 30' |Rage Rounds 12 / 12
I have never Gm'ed on a PBP before , but have done it live on a table top for years (mostly D&D 3.5/ pathfinder). I am happy to do it if I can quickly learn how to do google maps. I could have something up and going by the end of the week if you want.
General Build:
-Class: Sorcerer -Divine Soul
-Race: Halfling, Talenta
-Background: Folk Hero
Personality:
-Primary Motivator: Discovery
-Outlook: Optimistic
-Integrity: Conscientious
-Boldness: Intrepid
-Conformity: Heterodox
-Religious Adherence: Orthodox
-Favourite Topics of Conversation: Cooking
-Quirks, Habits, and Oddities: always looking for new cooking recipes
-Hobbies and Enjoyments: Eating a good meal
Background:
-Where were you born and where did you grow up? Talenta Planes
-Where and with whom did you learn your trade? Grandparents
-What is the most important event that shaped your personal path? Last war
-What did you do during the Last War? Fight for the freedom of the Talenta Planes
-If not from Breland or Sharn, what brought you there? To see an old Ally
-What is your wildest dream or goal? How do you wish to be remembered? As a Dragon rider
Ally -Jim d’Jorasco: male halfling healer
Contact -Timbal Grasstooth: male halfling fence
Rival -Drevan ir’Roole: male human noble, former Brelish cavalry
M Hill Dwarf Barbarian 1 | HP 15 / 15 |AC:18 , (Touch: 11, Flat:17)| Fort +4 Reflex +1 Will +2 | Speed 30' |Rage Rounds 12 / 12
Before returning to the Clutch. Quonx Too drags the robots that they first encountered on the Emerald Empyean.
"Good job everyone, I knew we can fix it."
M Hill Dwarf Barbarian 1 | HP 15 / 15 |AC:18 , (Touch: 11, Flat:17)| Fort +4 Reflex +1 Will +2 | Speed 30' |Rage Rounds 12 / 12
"No No Gazigaz we cannot just smash, that could stop air flow or open every air lock on ship or even send the ship into a sun. We must fix or disable systems never smash."
Wolf Stance (Stance) Requirements You are unarmored.
You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.
Battle Medicine (General, Healing, Manipulate, Skill)
Prerequisites trained in Medicine
Requirements You are holding or wearing healer's tools.
You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Flurry of Blows (Flourish, Monk)
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
Stunning Fist (Monk)
Prerequisites Flurry of Blows
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Assurance (Medicine) (Fortune, General, Skill)
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.
Continual Recovery (General, Skill) Prerequisites expert in Medicine
You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.
Mystic Strikes (Monk)
Focusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as handwraps of mighty blows to gain an item bonus to attack rolls or increase your attacks' weapon damage dice.
Incredible Movement (Monk)
You move like the wind. You gain a +10-foot status bonus to your Speed whenever you’re not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.
Bio:
A son of a ferryman and a surgeon, Obahi was not raised by his parents, though he saw them often. He was instead raised in the estate of Jorsal of Lauterbury - a crusader working for an organisation outside of Mendev.
Obahi was studying medicine in the monastery, training under a strict regime. After his teens, he had joined the crusade as an auxiliary. A messenger, medic, scout. He went on a few missions with Jorsal. Nothing too dangerous. Scounting jobs, patching up limbs after the crusaders returned, the works.
On the last one, Obahi got separated from the troop. Lost in the Worldwound, he wandered the area, trying to retrace his steps to the surface. No dice - the shifting quality of the land got the better of the man. He gave up hope, sat down, and contemplated his fate. And then she showed up. A woman with Desnan markings, she escorted Obahi for a few days, until they found Obahi's group.
The half-blood greeted Jorsal, and turned around to introduce the mysterious woman, realising two things - he never got her name, and she wasn't even standing there.
Confused, they returned to Kenabres, to take make it to the Armasse festival. Obahi could do with a little rest.