
Monkeygod |

Hey Shadow,
For us Lycanthropes, how would you feel about allowing us to pick one of the two skills our matching skinwalkers get a +2 racial bonus to, and getting that bonus?
Werebats get Fly and Perception(at night).
Werebears get Climb and Wild Empathy.
Wereboars get Handle Animal, Perception.
Werecrocodiles get Stealth, Wild Empathy.
Wererats get Handle Animal, Stealth (in urban environments).
Weresharks get Perception, Swim.
Weretigers get Acrobatics, Perception.
Werewolves get Perception, Wild Empathy.
Also, you might wanna consider looking at their ability score bonuses if you decide to switch ours up. At least for ides. Skinwalker

Tenro |

i'm going with werespider.
thing is, with Shifter and the Alteration sphere, you lose (ex) and (Su) stuff of your original form if it is dependent on physiology. Lycanthrope template stuff is (Su); so correct me if i'm wrong, but i think either DM Fiat is the only way around it, or there is a slight way around it if i take the Hybrid Transformation feat. However, that feat keys off of the Transformation feat, which only applies to one Form talent, which really makes for a rough feat tax unless there is some DM Fiat involved.

Gerwyn |

i'm going with werespider.
thing is, with Shifter and the Alteration sphere, you lose (ex) and (Su) stuff of your original form if it is dependent on physiology. Lycanthrope template stuff is (Su); so correct me if i'm wrong, but i think either DM Fiat is the only way around it, or there is a slight way around it if i take the Hybrid Transformation feat. However, that feat keys off of the Transformation feat, which only applies to one Form talent, which really makes for a rough feat tax unless there is some DM Fiat involved.
I'd been noticing that, too, but honestly... it's probably best if you can't be in hybrid form *and* use Alteration at the same time. That's the kind of stacking that's probably best left disallowed.
That said, I'm probably going to have to re-think my stats if I want to be effective fighting in a Shifter shapeshift and not just my hybrid form... but I'm kind of waiting to see which variation of the lycanthrope template we go with, first.

That Sean fellow |

Terevalis Unctio of House Mysti wrote:In the time of 3rd dragon war you could play a dragon rider. Dl even as a prc for it.Correct!
Oh? Is there a link or a Pathfinder equivalent that will be allowed in game?
Most Dragon riding stuff I see have complaints about the dragon being very weak and the class being useless without the dragon.Also as knights of Krynn, Salamnic, Takhisis and Steel, would certain Hellknight or Paladin classes be viable equivalents, or do you think that any classes could be those knights and they'll mostly just be in game titles?
Otherwise I might just go for an elf. The wild elves of Krynn if I remember were pretty cool.
Sorry for all the questions. After some thought I'm excited to visit Krynn again.

Terevalis Unctio of House Mysti |

Terevalis Unctio of House Mysti wrote:Hmm, I am looking at maybe being a cleric again. I wonder if you would allow the Pathfinder Evangelist PRC with modifications for Mishakel?Absolutely.
I may also start this DL game at 3rd instead of 1st level...
If I can add to 2 stl, I would ask not to do this. I think that ring a group from the beginning is important. I think part of the problem with the sw game was that we were at a higher level in a system and with groups that didn't always mesh

Terevalis Unctio of House Mysti |

The bakali I think were just regular lizard men. There is also the jarak-sinn [I just love that name]
The Bakali have long been thought of as a lost race of Ansalon. They have always been in strong numbers in the swamps of Taladas, however they were rarely seen upon Ansalon for a long time. During the Age of Dreams, Bakali served the forces of Takhisis in large numbers and were a race to be feared. Their numbers dwindled over time and for many centuries they were considered extinct. With the emergence of the Black Dragon Overlord Onysablet, the Bakali emerged anew as another force to contend with, although they have faded again somewhat, with the fall of Sable. They are also known to reside around Mohrlex's domain, in the Great Moors of Nordmaar.
Most Bakali stand between 6-8 feet tall and are physically very strong. Their scales are yellow-green to mottled-brown and they resembled humanoid crocodiles. They have strong tails which they use in battle and webbed hands and feet. Bakali are relatively intelligent and can speak several languages, including their own lizardfolk dialect. They are predominantly known to be fighters, however some Bakali have been known to serve as druids or clerics to Krik'k lettz (Chislev) or occasionally Sirr'ushush (Sirrion).
References

Terevalis Unctio of House Mysti |

Dragon Rider
Modified from the Dragonlance Campaign Setting Sourcebook
Requirements:
Base Attack Bonus: +10
Feats: Leadership, Mounted Combat, Resist Dragonfear
Skills: Handle Animal 5 ranks, Ride 5 ranks
Special: Must have ridden a dragon
Hit Die: d8
Class Skills: The Dragon Rider’s class skills (and the key ability for each skill) are: Acrobatics (Dex), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Profession (any) (Wis), and Ride (Dex).
Skill Points at Each Level: 4 + Int modifier.
Class Features
The following are class features for the dragon rider prestige class. All these special features function only when a dragon rider is riding his preferred mount (see below).
Weapon and Armor Proficiency: Dragon riders gain no new weapon or armor proficiencies.
Dragon Cohort: At 1st level the dragon rider may designate a dragon that he has previously ridden as his dragon cohort, though this is limited by the dragon rider’s Leadership score and the dragon’s equivalent level (see the “Dragon Cohorts” table below for CR and Effective Character Level of various dragon cohorts). A dragon rider counts a dragon’s Effective Character Level as being 3 lower than its actual value. The dragon rider cannot attract a cohort whose Effective Character Level (counting the -3 adjustment) is higher than his total levels (this is an exception to the normal rule, which states that the cohort must be lower than the character’s level).
First the dragon rider must use the Leadership feat to gain an appropriate dragon as a cohort. If the character already has a special mount, familiar, or animal companion, he suffers a -2 penalty on his Leadership score.
A dragon will not agree to serve anyone whose alignment opposes its own. The dragon rider may have only one dragon cohort at any one time, and either party may sever the relationship at any time. Once the relationship ends, the mount loses any benefits it gained according to the “Dragon Rider’s Mount” table. A dragon cohort ages but does not gain experience.
Most dragon cohorts are at least of young age. Wyrmling and very young dragons are too young to serve as cohorts, as they are either still under the care of their parents or too immature to deal with the symbiotic relationship required between a dragon rider and his mount. (Red and gold dragons tend to be amenable to the cohort relationship by the time they are very young.) Dragons older than adult age make poor cohorts, since they are unable or unwilling to bind themselves to a humanoid (an obviously lesser being) for an extended period of time.
Also, in order for the dragon rider (and dragon) to gain al the benefits of the prestige class, the dragon must be capable of bearing the rider, the same as a typical mount. The dragon must be at least one size category larger than the rider. This means that Small riders can actually use their cohorts as mounts earlier than their Medium counterparts. The mount must also be strong enough to bear the rider aloft. As a quadruped, a dragon can carry more than the normal weight of a creature with its size and Strength; however, flying creatures can carry weight aloft only up to their maximum light load.
The Dragon rider must spend a minimum of seven days training with his cohort before any benefits accrue. Thereafter, the dragon gains the advantages listed on Table 2-16 based on the dragon rider’s level. The dragon gains no abilities other than those listed, though it is considered a bonded companion (for abilities and spells that affect bonded relationships).
Additionally, the dragon rider has a number of obligations to his mount. First, the dragon needs a suitable lair. The Bestiary provides information detailing typical lairs for the various dragon species. Dragons not provided with a suitable lair will certainly rebel against their riders.
Secondly, the dragon must be provided with treasure to keep in its lair. A minimum hoard of 1,000 gp value of treasure per Hit Die of the dragon is typical, with the exact makeup depending on the type and likes of the dragon. (the dragon is not keeping treasure safe for its rider; the treasure belongs to the dragon, who will not part with its treasure easily.)
Finally, and most important, the dragon must be treated with the respect that a creature of its Intelligence, power, and stature commands. It is not a dumb beast to order around, nor is it merely a minion to command. Even lawful good dragons are willful creatures with their own desires and needs.
If the dragon rider meets all these requirements and successfully attracts a dragon cohort, the dragon gains certain benefits, gleaned from training with the dragon rider (see “Dragon Rider’s Mount” table below for benefits). If the dragon rider and dragon part ways (either through mutual decision, the death of the rider, or other event), the dragon loses the bonuses at a rate of -1 per week, until the dragon’s normal statistics are reached.
Dragon Rider Level: This refers to the character’s dragon rider levels only. If the dragon suffers a level drain, treat the dragon as the mount of a lower-level dragon rider.
Bonus Hit Dice: These are extra twelve-sided (d12) Hit Dice, each of which provides a Constitution modifier, as normal. Remember that extra Hit Dice also improve the dragon’s base attack and save bonuses. A dragon’s base attack bonus is equal to its HD. A dragon has three good saves. The dragon doesn’t gain any extra skill points or feats for bonus HD.
Natural Armor: The number listed here is an improvement to the dragon’s existing natural armor bonus. It represents the preternatural toughness of a dragon rider’s mount.
Strength Adjustment: Add this figure to the dragon’s Strength score.
Mounted Attack: A dragon rider can always attack on the same round as his dragon cohort, and is not required to make a Ride check to do so.
Dragon Feat: At 2nd level, a dragon rider can grant the dragon cohort the full benefits of a bonus feat chosen from the following list: Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Quicken Spell-Like Ability, Snatch, Strafing Breath, Weapon Focus, or Wingover. The bonus feat does not count against the dragon’s normal feat capacity, though it must sill meet all prerequisites, as noted in the appropriate feat descriptions. A dragon rider must spend one week training with the dragon in order for it to receive the bonus feat. The dragon rider may bestow a second bonus feat at 5th level, and a third at 9th level. The additional feats require the same training time as the first.
Empathic Communication: Starting at 3rd level, a dragon rider is able to use nonberbal communication with his preferred mount. A dragon rider can convey information and instructions to the mount as long as they are within sight of one another.
Inspire Fear: Starting a 6th level, a dragon rider adds his dragon rider levels to his dragon cohort’s Hid Dice when determining the DC of the dragon’s frightful presence. The range of the dragon’s frightful presence is calculated as if they dragon were one age category higher.
Directed Attacks: Beginning at 7th level, a dragon rider may give encouragement and direct his dragon cohort’s attacks. Directing the dragon is a full-round action that does not provoke an attack of opportunity. When directed, the dragon gains a +4 circumstance bonus on its attack rolls.
Defensive Tactics: At 8th level, neither a dragon rider nor his dragon cohort can be flanked while the dragon rider is in the saddle. The dragon and rider have learned to look in each other’s “blind spots” to prevent enemies from sneaking up on them.
Defensive Teamwork: At 10th level, a dragon rider and his dragon cohort work so well together that they continually act to protect each other from harm. Both the dragon rider and the dragon receive a +2 circumstance bonus to Armor Class and a +1 circumstance bonus on Reflex saving throws.

DM Lycan |

Due to me falling behind and not getting answers out to you fine skinchangers and Lycans, I am extending the Recruitment for the Greyhawk game to November 28th.
By mid-next week I will review the recommended books and set a singular approach for submissions. Thanks for your patience in the Recruitment for what I think will be a pretty unique game!

Storyteller Shadow |

Storyteller Shadow wrote:If I can add to 2 stl, I would ask not to do this. I think that ring a group from the beginning is important. I think part of the problem with the sw game was that we were at a higher level in a system and with groups that didn't always meshTerevalis Unctio of House Mysti wrote:Hmm, I am looking at maybe being a cleric again. I wonder if you would allow the Pathfinder Evangelist PRC with modifications for Mishakel?Absolutely.
I may also start this DL game at 3rd instead of 1st level...
Fair point, 1st it shall be!

Astinus the Chronicler |

RECRUITMENT OPEN FOR DRAGONLANCE - LEGENDS OF THE THIRD DRAGON WAR
Pathfinder rules.
25 Point Buy.
Start at 1st Level.
Allowed Races: (Besides the usual suspects) Bakali, Minotaur (Dragonlance version), Half-Ogres. Draconians do not exist so they are not an option.
Banned Classes: Sorcerer, Mystic, Gunslingers, Ninja, and Samurai.
Max HP 1st level. Roll or 1/2+1 thereafter.
Max starting gold per base class.
All 3PP material welcome.
Background Skills will be used.
Two Traits
I have not yet decided where to begin play.
Recruitment will be open until December 1st
I am looking for 5 players.

That Sean fellow |

Cool. Thanks Terevalis. :)
So I'm busy making the Minotaur (cos this is the one setting where you can play one. Using the rules in this link for it http://www.dragonlanceforums.com/showthread.php?23679-Dragonlance-Nexus-Dra gonlance-Campaign-Setting-Pathfinder-Conversion-Guide
If I need to make changes you guys just let me know :)
Looking forward to hopefully adventuring with ya.

Astinus the Chronicler |
1 person marked this as a favorite. |

Dragonlance Pathfinder conversion.
Hey Sean, I confirm that this is a fine conversion to use.
Agree with Terevalis, at 1st level that is a tough race to start with because of their reliance upon sea water.

That Sean fellow |

Dragonlance Pathfinder conversion.
Hey Sean, I confirm that this is a fine conversion to use.
Agree with Terevalis, at 1st level that is a tough race to start with because of their reliance upon sea water.
Thanks DM Fizban!

DM Lycan |

Greyhawk Submissions
Human Werewolf - Shifter Submitted by Almonihah.
LN Medium humanoid (human, shapechanger)
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +7 (1d6+6)
Special Attacks curse of lycanthropy (DC 15), sneak attack +1d6
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 14, Int 10, Wis 12, Cha 9
Base Atk +1; CMB +6; CMD 17
Feats Improved Unarmed Strike, Power Attack, Weapon Focus (unarmed strike)
Traits absalom bouncer, quain martial artist
Skills Acrobatics +3, Bluff +3, Handle Animal +3, Knowledge (dungeoneering) +4, Knowledge (local) +4, Perception +5, Profession (trapper) +5
Languages Common
SQ brawler's cunning, change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (+4 with wolves and dire wolves), martial training
Other Gear lamellar (leather) armor[UC], 90 gp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Change Shape (human, hybrid, and wolf; polymorph) (Su) Change into three different forms: base humanoid, hybrid and animal forms.
Curse of Lycanthropy (DC 15) (Su) Bitten humanoid enemy within 1 size category contracts lycanthropy (Fort neg).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lycanthropic Empathy (wolves and dire wolves) +4 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Human Werehawk - Incanter Submitted by OmniChaos.
Human Werebat - Harbinger Submitted by Monkeygod.
Human Werewolf - Unshackled Rager Submitted by Edgar Lamoureux.
Strong Interest -
Fury of the Tempest - Werewolf Moonlight Meditant Psychic Warrior.
Tenro - Werespider - Shifter (Alteration).
Waiting for the GM to make a damn ruling already!
Interest - Loup Blanc, Kamenhero, JD Phipps.
I will try to get all of my thoughts together on this tonight as my weekend plans radically shifted with my wife getting sick today. Look for a post from me later tonight where I will finalize the submission format as to Templates and what books we will use. Also, MG I like the idea of specific Skills for different Lycans and I will shift around the bonuses and minuses to Attributes based on different Lycan types.