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I'm more referring to:
AoM (Age of Mortals)
WotL (War of the Lance)
Legends of the Twins (LotT)
Which content would be most accurate?
And to the DM, would you be comfortable with classes/feats from all three?
Edit: So I'm getting really excited about building a character.
Do you have a very basic premise or setting in which we find ourselves? The reason I ask is I think the answer will have a significant impact on my race/class. If you just prefer I make whatever and try to fit it into the setting, I'm cool with that too!

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Alright, so to sum-up submissions so far:
Grand Moff Vixen - Oracle
Josh Shrader - Druid
James Martin - Bard
Krallek Meatshield - Cleric
Nacona - Wizard (Red)
Abadar - Fighter/Knight (Not sure which order)
I had originally intended to play a Sorcerer of some sort, but we've already got two arcane casters on deck. Laid my claim late :)
Will have my concept up soon.
Edit: Forgot the original dude Nacona! Added :)

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Alright, so to sum-up submissions so far:
Grand Moff Vixen - Oracle
Josh Shrader - Druid
James Martin - Bard
Krallek Meatshield - Cleric
Abadar - Fighter/Knight (Not sure which order)I had originally intended to play a Sorcerer of some sort, but we've already got two arcane casters on deck. Laid my claim late :)
Will have my concept up soon.
I will play a Knight. I just wanted to try something else out as I am a fighter in both of my other games.

Krallek Meatshield |

Just for safety, I will reroll and Rizzenmagnus if it is a problem I will go with the Joe Ordinary I rolled up earlier. 8)
4d6 ⇒ (6, 3, 3, 6) = 18
4d6 ⇒ (1, 4, 4, 4) = 13
4d6 ⇒ (1, 6, 5, 2) = 14
4d6 ⇒ (5, 5, 6, 1) = 17
4d6 ⇒ (3, 6, 5, 3) = 17
4d6 ⇒ (6, 3, 5, 1) = 15
Edit so thats more workable: 15, 12, 13, 16, 14, 14
Again, if this is a problem DM just let me know. I do want to survive past the first encounter though.

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4d6 ⇒ (5, 6, 4, 6) = 21
4d6 ⇒ (4, 5, 4, 4) = 17
4d6 ⇒ (3, 4, 6, 2) = 15
4d6 ⇒ (2, 5, 5, 2) = 14
4d6 ⇒ (1, 5, 4, 6) = 16
4d6 ⇒ (4, 4, 6, 6) = 20
Hmmm OMG!!!!!...are the scores in order like Str dex etc etc?
Any suggestions guys?
Also may i suggest
Roll 4d6 drop the lowest 12 times. Choose the best six.?

Grand Moff Vixen |

Grand Moff Vixen wrote:Wow, I ended up choosing an oracle to increase my chances and there are 3 divine classes already! I am going to stick with my original plan and do sorcerer. That is what I really had in mind anyways.Aww I thought the Irda Oracle was an awesome idea!
You know, that's what I keep running into as I make the background. I had chosen a nice plot device to get them adventuring and being a sorcerer isn't just quite working as I wanted it to. At the risk of looking indecisive I think I will stay with the oracle. It just keeps making the most sense.

RIZZENMAGNUS |

ok, let me play catchup with questions posed to me.
@josh shrader: traits are allowed. I just ask that you either a) make a link to the description of the trait, of B) put the description of the trait in your profile.
@Josh shrader again: i will allow plant companions.
@meatshield: use the gully dwarf modifiers

RIZZENMAGNUS |

dice rolls
apparently there is some confusion about the dice rolling. so allow me to set the record straight.
roll 4d6 for your stats.
there is no "...and drop the lowest".
No rolling two times and choosing the best set. that means the first roll you did is what you get to work with.
You may choose to apply your rolls wherever you wish. So if your last roll is an 18, and you're a fighter, you can use the 18 for str or con.

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dice rolls
apparently there is some confusion about the dice rolling. so allow me to set the record straight.
roll 4d6 for your stats.
there is no "...and drop the lowest".
No rolling two times and choosing the best set. that means the first roll you did is what you get to work with.
You may choose to apply your rolls wherever you wish. So if your last roll is an 18, and you're a fighter, you can use the 18 for str or con.
I will continue as originally planned. I never used the 2nd set. Thanks for clarifying it was looking scary for minute!

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Nevermind my last post then, I didn't notice he didn't mark the drop 1, oops
They still aren't bad though, nothing less then ten is never bad, even the book says ordinary people are at most 3 PB.
Yeah, the actual array after dropping the lowest is 10,10,11,12,13,16... which using the PB method is 16, only one above standard and four below heroic. More importantly though, they're well below some of the other rolls seen here, which is again why I've always preferred point buy, keeps everyone on an even keel.
Anyway, you're welcome to those rolls if you want 'em DarkLight, I won't be using them.

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I think this is the most complicated character I have ever put together! Moon phases and what not lol
So @DM, how should we handle hit points, equipment, and spells for us wizard submissions? I have picked out the base spells allowed as if he has never gained any from an external source.
Just in case we roll HP:
1d6 ⇒ 5
1d6 ⇒ 5
1d6 ⇒ 4
1d6 ⇒ 2

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4d6
4d6
4d6
4d6
4d6
4d6Hmmm OMG!!!!!...are the scores in order like Str dex etc etc?
Any suggestions guys?
Also may i suggest
Roll 4d6 drop the lowest 12 times. Choose the best six.?
Hi GM,
I did a Alchemist2(Grenadier)/Fighter3(2 handed Warrior) melee warrior.
She is a Nagaji who carries a greatsword 2 handed with her 2 right arms. The top left arm she carries a Large spike shield which she uses to bash when attacking.
The lower arm serves as a spare arm and she uses it to carry a potion or apply alchemy effects on the weapon. She may draw a short sword with the arm too for additional attacks.
I will do her fluff soon. trying to integrate into the Dragonlance world.
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Character Portrait
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Character Portrait of Shiva Xinskarr
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Statistics
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SHIVA XINSKARR THE SEEKER (Korvosa)
Female nagaji Fighter 3/ Alchemist 2
CN Medium humanoid (reptilian)
Init +4 ; Senses Perception +15, Low-light Vision
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Defense
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AC 24, touch 13, flat-footed 21 (+7 armor, +3 shield, +3 dex, +1 natural armor)
hp 59 (2d8+3d10+25)
Fort +11, Ref +7, Will +3
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Offense
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Spd 30 ft/x4
Melee Keen Greatsword +6 3d6+7 17-20/x2
Melee Sword, Short +9 1d6+3 19-20/x2
Melee Mwk Spiked Shield, Heavy +6 1d8+3 20/x2
Ranged Alchemist’s Bomb +8 1d6+2 20/x2
Ranged Splash Weapon +8 By Weapon 20/x2
Ranged Longbow, Composite +8 1d8+7 20/x3
--------------------
Statistics
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Str 24, Dex 16, Con 20, Int 15, Wis 15, Cha 16
Base Atk +4, Cmb +11Cmd +24
Melee Attack Bonus: +11
Range Attack Bonus: +7
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Feats
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Armor Proficiency (LIGHT/MEDIUM/HEAVY) (PFCR 118)
Shield Proficiency
Towershield Proficiency
Power Attack- You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Cleave- As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Great Cleave- As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Throw Anything- You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Two Weapon Fighting- Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Extra Discoveries (Vestigal Arm)- You gain one additional discovery. You must meet all of the prerequisites for this discovery.
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Traits
--------------------
Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Veteran of Battle(Gorum)- You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.
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Racial Traits
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Ability Score Racial Traits- Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits. They gain +2 Strength, +2 Charisma, and –2 Intelligence.
Armored Scale- Nagaji have a +1 natural armor bonus from their scaly flesh.
Resistant- Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent Sense- Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
Language- Common, Draconic, Infernal, Nagaji
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Spell List
--------------------
Cure Light Wounds- Cures 1d8 damage + 1/level (max +5).
Target Bomb Admixture- When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.
True strike- +20 on your next attack roll.
--------------------
Discoveries
--------------------
Vestigal Arms x2- The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Special: An alchemist may take this discovery up to two times.
Precise Bombs- Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
--------------------
Special Abilities
--------------------
Bomb- In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. (1D6+2)
Mutagen- When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Alchemical Weapon- At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
--------------------
Skills
--------------------
Disable Device +7, Intimidate +9, Perception +15, Ride +6, Sense Motive +5, Spellcraft +7, Survival +9, Use Magic Device +7
--------------------
Combat Gear
--------------------
Keen Greatsword, Sword, Short, Mithral Spiked Heavy Steel Shield +1, Heavy, Splash Weapon, Longbow, Mithral Breastplate +1, Mithral Heavy Steel Shield +1

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Okay,
crunch will be up soon. Will be editing this post
Also, question for DM:
Here is the basic concept of the crunch. More gear will be added once I figure out the weapon issue with you. Also, a few feats might be mixed around.
Additionally, the backstory is already outlined, I just need some feedback from you before I finish it off and submit it.

Bardy Shrooms |

Ok, finished the crunch and the numbers. My Gully Dwarf Cleric is now done. I struggled a bit with reconciling the Gods from the books with the domains and such with Pathfinder so will need DM approval on this.
I chose the Dwarven God Reorx as my diety and set his domains as: Artifice, Warfare, and Luck based on his description in the Dragonlance Wiki

Aaron "Light Raven" |

Ok, finished the crunch and the numbers. My Gully Dwarf Cleric is now done. I struggled a bit with reconciling the Gods from the books with the domains and such with Pathfinder so will need DM approval on this.
I chose the Dwarven God Reorx as my diety and set his domains as: Artifice, Warfare, and Luck based on his description in the Dragonlance Wiki
Don't know if this helps but the campaign guide lists his domains as Earth, Fire, and Forge. If anyone has questions that my be found in the campaign guide PM me and I will try and help.

Bardy Shrooms |

Hrm, the wiki said he is also the God of gamblers. Sorry I didn't realize there was a campaign guide so I was just going on the interpretation from the wiki. Luck seemed appropriate due to the gambler reference. Artificer because he was the God of creation. I chose war because he forges such fine weapons ... for lack of a better fit.
Where is the domain info for 'forge'? I can't find it in the pfsrd
Edit: changing domains to fire and earth

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Added a backstory to: Darian Brightblade
I'll likely be making a few minor changes to his backstory and gear before all is said and done, but the core concept for his build and backstory are finished and ready. Please feel free to offer any feedback, observations, or suggestions.

Elondor |

There is a distinct lack of me playing a kender... Hmmmm let me ask a small battery of questions so i can get the idea juices flowing.
-Guns or no guns? I'm assuming no.
-Would you allow shadowdancer, arcane trickster, ninja, or master spy?
-How do you feel about 3.5 content?
Huh, that's all.
4d6 ⇒ (4, 6, 1, 4) = 15
4d6 ⇒ (1, 6, 1, 1) = 9
4d6 ⇒ (1, 5, 1, 3) = 10
4d6 ⇒ (4, 6, 3, 5) = 18
4d6 ⇒ (6, 3, 6, 3) = 18
4d6 ⇒ (5, 4, 4, 3) = 16

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An update of current submissions:
Finished:
James Martin: Gazzer - Bard 5
Krallek Meatshield: Bardy Shroom - Cleric 5
Nacona: Aaron "Light Raven" - Abjurer 4/Wizard of High Sorcery 1 (White Robe)
Abadar: Darian Brightblade - Fighter 5
Lanfearon - Shiva Xinskarr the Seeker - Fighter 3/Alchemist 2
Unfinished:
Grand Moff Vixen - Oracle
Josh Shrader - Druid
Elondor ?
My apologies if I have missed anyone or made an error!