
rashly5 |

Challenge? You mean FUN!
Asterius Genlon*
*Asterius is the name he goes by, after a fairly famous minotaur in legends (in Greek mythology, the Minotaur in the center of the labyrinth--possibly there's a Krynn version of the tale). Genlon is his true name, given at birth. He has no clan name. Well, not anymore.
1st Level
Str 17 (15 + 2)
Dex 10 (12 - 2)
Con 16 (14 + 2)
Int 13
Wis 11
Cha 18 (16 + 2)
Race: Minotaur
Alignment: Neutral
Age: 26
Deity: Gilean
Class: Sorcerer (Geomancy)
Race Traits
30 ft. speed
+2 Natural Armor
+2 bonus Intimidate, Profession (sailor), Swim
may take scent as feat
Traits: Can I take any of the following earth-related traits? Earthbound, Strength of the Land, Tunnel Fighter. It's fine if not, I would just take Reactionary and Focused Mind.
Feats: Combat Casting
Skills: Bluff, Intimidate, Use Magic Device
Languages: Common, Kothian, Saifhum
Favored Class Bonus: ?
Equipment
Weapons: Sling, and any chance I can get a Minotaur Weapon?
Armor: Armored Kilt
Spells
0th Detect Magic, Ghost Sound, Prestidigitation, Read Magic
1st Expeditious Excavation, Mage Armor
Class
Eschew Materials
Tremor
Height: 6'6" feet
Weight: 320 lbs.
Hair/Fur: Dark Brown
Eyes: Dark Brown
Other: Cloven hooves, sawed-off horns
A lean minotaur wearing an ample dark brown cloak with a large hood and beneath that loose armor. He's noticeably smaller than most minotaurs. The upper part of his legs is covered by an armored kilt held with a sturdy belt where a small pouch is attached. He wears no footwear, his cloven hooves noticeable. There are deep scars on his face, most prominent around his ears and near his horns, earned from his struggling while he was being dehorned.
Asterius is intelligent and independent. He is slow to trust, suspicious from his life of being an outcast. Slower still to expose himself, hiding himself behind others' expectations and instead choosing to act as a stereotypical minotaur: ferocious and warlike.
In truth, he is a much more laidback being, preferring to read stories and search for interesting knowledge, using it as a form of escapism from his life.
He's uncomfortable in open spaces, preferring closed environments, and doesn't like not being able to feel the earth, finding much comfort in solid ground and the magic that rests there. The only reason he's good at sea is so he can reach land faster.
He enjoys creative ideas and will adapt without protest to new methods and spells though he prides himself on being able to use the magic he knows consistently, with little fluctuation.
He is intense, accepting, selfish, and extremely loyal. He will rarely put other people above himself, but he will readily put friends above all others.
Background and history when I finish it!

Gambit |

Bruhma, so I take it you wont be looking to join an order of knights then. What is your intended alignment?
Shalafi, the background works just fine, and I would say Gerard is less bitter, although I am inclined to give him a backstory run in and mini adventure with Tasslehoff, just for laughs.
Rashly, a few things, first feel free to purchase a minotaur weapon with your starting funds, though if you want to be proficient in one you either need to take the feat or have proficiency in all martial weapons. Negative on the dwarf racial traits. Krynnish minotaurs have feet, not hooves. And being dehorned only negated the -2 to your charisma, meaning you'll start with a 16 not a 14. It did not add a +2 to charisma (which would technically be a +4 total). ;)

Bruhma |

Bruhma is the bastard son of an unknown solomnian lord and bar whore, or so he has been told. His father was one of those new type of Knights of Solomnia, well meaning, yet failing miserably. This knight came to Sanction to spy upon the roguish element that is common within this area, pirates and thieves.
Bruhma, being born within said environs, took to his station well. He was bullied and attacked when he was little, his only comfort coming from his mother. As he grew older, he became the one who bullied, at first those smaller and younger, then going after the older ones. By the time Bruhma was 15, he had already became a known fighter in his neighborhood.
Unfortunetly, this infamy brought him the attention of a local press gang. At 15, Bruhma was taken from his home, pressed into service with a mercenary gang, and traveled the Blume mountains, fighting for Ogrers one week, and then fighting against them the next. While he didnt fight, having been pressed into latrine duty, he listened to the mercs and watched them train.
Finally, after sneaking away from his chores, he came upon a battlefield. While those unused to the scene wouldve blanched at the sight, Bruhma detached himself from emotion, went down to the dead, and began to rummage through the corpses. There, he found some armor, a sword, shield, and some random equipment.
Dragging it back up to the camp, one of his captors slapped him on his back. Now you may begin to train for real
At that moment, Bruhma became a mercenary.
The merc began by teaching bruhma how to tend his armor and blade, how to fight with a sword, a sword and shield, and so on. Soon Bruhma had mastered the basics of the common weapons and armors found on the battlefield.
His big test would come after attacking a column of Knights of Takhisis. Swinging about with his blade, Bruhma showed promise, felling a knight in full armor. Unfortunetly, Bruhma was knocked unconscious by a blow to the head.
When bruhma awoke a time later, he found that the battle had finished, and it appeared as if the Knights had won, routing the mercenary company.
Picking himself up, Bruhma searched the bodies, gathering equipment, and then set out, turning his back upon the company that stole him away from his home.
Now Bruhma wanders the road, sometimes fighting the knights of Solomnia, sometimes fighting the knights of tahkisis. to him, a job is a job, steel is steel, and he plans to spend it well

Gambit |

Bruhma, just wanted to clarify a bit in my timeline regarding your backstory. For just under 40 years, Sanction has been the home and headquarters of the evil Knights of Neraka (Takhisis), so that might conflict with what you had envisioned.
Also I was curious what you meant by this "His father was one of those new type of Knights of Solomnia, well meaning, yet failing miserably."?
It sounds like you are leaning towards N or LN.

rashly5 |

Hah, thank ya. I totally missed the human feet thing. Also, I tried looking at images of dragonlance minotaurs and it's amusing how many of them have the feet conveniently hidden.
The charisma thing makes sense, I was wondering about that.
I think I'll take one of the exotic weapons--the Sanguine. If that's fine. Nothing else catches my interest since they don't seem very uniquely minotaur (aside from the clabbard sword but that's out of my price range).
So I'd swap Combat Casting for Exotic Weapon Proficiency--but wait, bloody hell, I need a BAB of at least 1 to take that. I guess keeping things as is, but still purchasing the Sanguine for the future. In the meantime, I'll take a morningstar along. Might not take that proficiency and keep him abysmal at using that weapon, as a reminder of how he utterly fails at minotaur combat, but we'll see how it goes!

Rumal |

DM Gambit,
I was wondering. For the premise I have of Rumal, despite him being an Alchemist, I don't see him as an arcanist and would rather not have spellcraft (as most of his 'spellcasting' is accidental drunken 'side effects' of his brews). Sadly, by the rules Spellcraft is required to learn any new Formulae from another source. Is there any way I could use a different skill to learn Formulae other than Spellcraft (I don't intend for him to either recognize spells or ID magic items, and ONLY need the skill to learn new formulae).
Also, he is a raging drunk. Would using the addiction rules be an issue? Basically, he only suffers penalties when he has not had alcohol.
On a side note, I haven't updated the profile, because as you said this is only an interest check. If you want, I can throw together the actual build for how it would look mechanically?
@Rashly5, I think a key thing to know about Ansalonian Minotaurs is they are VERY driven by honor. Not in a knightly way, but more of a japanese style of honor (family honor, losing enough honor is almost worse than death). The best example of Minotaur honor is a short story by Richard A. Knaak in the DragonLance Tales novel Kender, Gully Dwarves, and Gnomes called Definitions of Honor, where a Minotaur and a Solamnic sit and dicuss the difference in their types of honor. Also, almost any of the Richard A. Knaak Dragonlance books are great for peek into the Minotaur mentality (The Legend of Huma, Kaz the Minotaur, Land of the Minotaurs) Sorry, if I'm spitting a barrage of stuff at you, but I absolutely LOVE DragonLance Minotaurs (and Kender, Gully Dwarves, Knights of Solamnia and Kagonesti elves).

rashly5 |

No worries, Rumal. I like learning more about them. That sounds like an interesting story! I'll be sure to try to find them.
The minotaur character I'm doing is basically one who has 'lost their honor', which is a huge deal. His horns being sawed off is a symbol of that, saying to any other minotaur he meets that he's nothing more than just another dishonorable beast.
I don't think he would put as much value into it anymore, having already lost his clan name and his standing, but he still holds some personal honor and pride.
I know minotaurs live in the Blood Isles but I'm still puzzling out which society or location has labyrinths/caves and other underground structures.

Gambit |

So far for submitted characters introduced in this thread we have:
Human Cleric of Paladine
Human Fighter
Qualinesti Elf Bard
Gnome Alchemist
Minotaur Sorcerer (Geomancer)
Half-Elf Sorcerer (Summoner)
Rumal, I'm inclined to let you use Craft (Tinkering) checks to replace Spellcraft checks for adding formulae.
Kenderkin...we are actually currently lacking a kender.
I will be starting an official recruitment thread tomorrow with everything compiled there, please officially submit your characters in the new thread when it is opened.

Era Scarecrow |

Finished reading the history, quite a bit to take in.
So I guess to come down, is what goes on during the test (Other than potentially not surviving it)? And is there any reasons not to take it or join the order?
Oh and if you have a better idea for a history/name do let me know, otherwise I'll tinker with them both in the next couple days.

Gambit |

Era, only wizards take the Test of High Sorcery and join the Orders, as a sorcerer you don't do either of those things. Although you can have trained with the sorcerers at the Academy of Sorcery if you want, which is a much more informal take on the Wizards of High Sorcery.
Wizards - High Sorcery (this name was in place long before there ever was a sorcerer class)
Sorcerers - primal sorcery

Trapdodger Barefoot |

Here is a kender I will work up.
Wanted to take halfling traits as very kender traits
Helpful (Halfling)
You see nothing wrong with letting others achieve greatness so long as the job gets done.
Benefit: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Era Scarecrow |

Era, only wizards take the Test of High Sorcery and join the Orders, as a sorcerer you don't do either of those things.
If you don't take the Test then you are a renegade and the Orders will hunt you. If they find you the consequences depend on what Order mage finds you, depends on the color of their robes.
Still confused. I can't take the test, but if I don't take the test I'm a renegade..
*Blinks and frowns, eyebrow twitches, scratches his head and cocks his head to the side* Unless... For sorcerer's it's catch-22....

Shalafi2412 |

Requirements
To qualify to become a Wizard of High Sorcery, a character must fulfil all of the following criteria.
Alignment: Any good (White Robe), neutral (Red Robe), or evil (Black Robe).
Base Save Bonus: Will +4.
Skills: Spellcraft 4 ranks.
Feats: Spell Focus (any), Scribe Scroll, and one other Item Creation or Metamagic feat.
Spellcasting: Ability to prepare and cast 2nd-level arcane spells.
Special: Test of High Sorcery: One of the traditions established by the First Conclave is the institution of the Test of High Sorcery, designed to challenge the dedication of any student desiring to master the art of magic.
Each Test of High Sorcery is uniquely designed for the individual taking it, and should include at least three challenges to be overcome by the wizard’s knowledge of magic and its use. Characters must solve problems and defeat foes by casting every spell they know at least once, and should also face confrontation with someone thought to be a friend or ally. The Test must also include at least one lethal danger of a Challenge Rating equal to the wizard’s own level.
Those taking the Test can bring companions with them if they desire, but will find the challenges scaled upward in compensation. No one who accompanies a wizard on his challenge has any guarantee of returning, for by the harsh terms of the Test, failure means death.

Shalafi2412 |

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Tainthal Utn Mondor
Male Human Cleric 1
LG Medium Humanoid (human)
Init +0; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +6
--------------------
Offense
--------------------
Speed 20 ft.
Melee Longsword +0 (1d8/19-20/x2)
Special Attacks sun's blessing
Spell-Like Abilities Inspiring Word (7/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Divine Favor, Shield of Faith, Protection from Evil
0 (at will) Create Water, Guidance, Light
--------------------
Statistics
--------------------
Str 11, Dex 11, Con 14, Int 13, Wis 18, Cha 15
Base Atk +0; CMB +0; CMD 10
Feats Selective Channeling, Turn Undead (DC 13)
Traits Natural-Born Leader, Sacred Conduit
Skills Acrobatics -3 (-7 jump), Climb -3, Diplomacy +6, Escape Artist -3, Fly -3, Heal +8, Knowledge
(nobility) +5, Knowledge (religion) +5, Ride -3, Sense Motive +8, Stealth -3, Swim -3
Languages Common, Solamnic
SQ aura, cleric channel positive energy 1d6 (5/day) (dc 13), domains (nobility, sun), spontaneous casting
Other Gear Chain shirt, Longsword, Cleric's kit, 19 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 13) (Su) Positive energy heals the living and harms
the undead; negative has the reverse effect.
Cleric Domain (Nobility) Granted Powers: You are a great leader, an inspiration to all who follow the
teachings of your faith.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can
call upon its blessing or wrath to work great deeds.
Inspiring Word (7/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws
for 1 rds.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects,
+1 Leadership score if you have the Leadership feat.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun's Blessing (Su) +1 to channel damage vs. undead and they don't get channel resistance.
Turn Undead (DC 13) Your Channel Energy can make undead in 30 ft flee for 1 min.
--------------------
Revered Son Talinthal Uth Mondor or Revered Son Talin, as he is known to family and friends is the 3rd
son of Sir Frederick Uth Mondor, a ranking Knight of the Rose. His older brothers are both in the Knights
of Solamania. Talin, however, had more interest in matters theological perhaps because as his mother
was having him she had a vision of the Platinum Dragon telling her that this child was to be special to
him.
As a result as a young boy he was sent to the Temple of Paladine in Palanthus to study and learn about
the Church. He soon demonstrated leadership qualities that few of the other boys did and was quite
popular as an aspirant to the faith.
Recently named a Revered Son of Paladine, he has been sent out into the world to bring the light of the
Father Light into the World that is in desperate need of Paladine's love, guidance, and protection.

Gambit |

Era
Wizards = Test (at around 4th level)
Sorcerers = no Test
Sorcerers cannot take the Test of High Sorcery, join the fabled Orders of High Sorcery, and study at the Towers of High Sorcery.
High Sorcery = prepares arcane spells and has a spellbook, aka a wizard
Primal sorcery = casts spells using the ambient magic found in the world
Wizards who practice 3rd or higher level spells without having taken the Test and being a Wizard of High Sorcery are renegades.
Dunebugg, yes Knight characters will use the ones from that website (which are from the Knightly Orders of Ansalon sourcebook), the Clerist archetype is what you are looking for if you want to further clerical casting as a Knight. Yes, half elves are on the list, one of the sorcerers already submitted is a half elf.

Bruhma |

Bruhma's story is much like those found in the stories. A youth, born into the house of a Knight, is raised by his father, and is expected to join him in the ranks. Some stories go on and have the son betray the father and run off, joining the knighthood that opposes his fathers. Other stories will have the boy join the knighthood with his father, and eventually surpass his father in glory.
Yet Bruhma's is different. Yes, his father, Lord Bran Taaveren, has extended his son a position in the Knights of Flame, but only if his son proves himself.
Son, the knight hood is extreme. Might makes right, and the mighty make the right. I have raised you as best as I can. I pushed you, hard. I starved you, forced you to find your own self reliance, to be resilient to adversity, trained your body to endure beyond the norm, just as a true Knight of Flame should be. Yet, I have had a vision. Sargonnas only wants the best in his ranks. You have it in you to be the best, and in order for you to be the best, you must go and learn on your own. Leave Sanction, travel the world. Hold yourself to our beliefs, and continue your training. May Sargonnas watch over you, my son. With that, the Father turns and walks away.
Bruhma stares at his fathers back, angered. He doesnt want me in the ranks, not yet? He, Lord trainer to the recruits, doesnt want me in there. Bastard. I will show him. He will regret casting me out of the order
Yet, even as Bruhma stands, angry, 4 shadows move. Before Bruhma can react, the 4 shadows have descended upon the man, and begin to pummel him. Hands, feet, knees, wooden staves, and a morning star are used upon his body. Bruhma fights back as best he can, but before he can land a solid blow, he is struck down, unconscious.
The man awakes, many hours later, in a hammock. The smell of tar, fish, sweat and blood fill his nose. He opens his eyes; although it is dark, stars fill his vision. Slowly, his vision returns to simple blackness. The rolling motion draws his attention to his surroundings.
He didnt! Bruhma groans to himself.
Rolling out of the hammock, Bruhma makes his way topside.
Stepping out of the hatch, he is surprised, and yet isnt by what he sees.
Bruhma stands upon the deck of a ship, out to sea.
A month passes, and Bruhma leaves the ship, having beaten the first mate to a bloody pulp for calling him a coward. He ducks into the nearby woods and hides out in a shallow cave.
Days pass, and the days see Bruhma wandering the countryside, looking for work, looking for a way to get back at his father and to right a wrong.
Not really sure where the starting location will be, so i left it open ended.

Shalafi2412 |

So far for submitted characters introduced in this thread we have:
Human Cleric of Paladine
Human Fighter
Qualinesti Elf Bard
Gnome Alchemist
Minotaur Sorcerer (Geomancer)
Half-Elf Sorcerer (Summoner)Rumal, I'm inclined to let you use Craft (Tinkering) checks to replace Spellcraft checks for adding formulae.
Kenderkin...we are actually currently lacking a kender.
I will be starting an official recruitment thread tomorrow with everything compiled there, please officially submit your characters in the new thread when it is opened.
How does one offically submit a character?

Longblade77 |

Definitely interested! I am new to Pathfinder, but not new to DragonLance or 3.5
I was hoping to play a High Sorcery Mage, but so far things look a little mage/sorcerer heavy. But i would be wiling to play Kender Rogue. I will be looking for the official starting thread.
If anyone has any advice or wants to help out an old D&D who is totally new to this site and been out of gaming for a bit. By all means PM me. Thx

Gambit |

Shalafi, I had Sargonnas take over as patron of the Knights of the Lily (and Nuitari as patron of the Thorn Knights), but I didnt see a god as gruff and badass as Sargonnas liking the name Lily Knights, "flowers are for sissys!". :P So I had it where he changed the name of the Knights of the Lily to the Knights of the Flame. ;)
Everyone, I have some personal good news which is unfortunately going to lead to some bad news. I got a new job and will be moving to Florida at the end of the month. Unfortunately I wont have the time to commit to properly running this game, which sucks because I was really excited about finally using my timeline that I have put much work into. I do sincerely apologize and I will look into hopefully setting this up again when I get moved and settled into my new job. Good luck to you all and long live the Lance.