An invitation one cannot refuse: A Dragonlance tale


Recruitment


Hello there. There has been some interest in a Dragonlance adventure, so here we go:

Pathfinder rule set
Dragonlance campaign setting

This adventure will take place 30 years before the War of the Lance. The main storyline will be the effort to create Draconians

Starting level 7
Stats: 4d6, drop the lowest, reroll 1s.
Max HPs
Starting Sl: 27500
Max 2 magic items (wizards may have 4)

Evil alignment preferred, but neutral is ok. No good

2 traits allowed.

No Draconians nor centaurs.

No clerics, no paladins. Classes with divine components will not have said divine attributes. (Druid will not have wild shape or cast spells)

Any magical item based off of divine spells are incredibly rare. So a healing potion would cost 10 to 100x its list value.

Grand Lodge

Question. Are Bards and Witches able to cast healing spells, what about Shamans and Oracles?


Hmmmm.... Dotting. So, is any Paizo allowed? Is any 3rd party permissible? What races are allowed?


Critzible: Hmmm...good questions. I had forgotten about them. Let me look them over and get back to you

Daedalus: standard Krynn races allowed.


OMG. An evil dragon lance campaign?

Aaaaaargh. So tempted but already have two campaign submissions pending. How long will recruitment be open?

Sczarni

4d6 ⇒ (1, 6, 6, 1) = 14 1d6 ⇒ 21d6 ⇒ 2 14

4d6 ⇒ (2, 1, 2, 6) = 11 14
1d6 ⇒ 6

4d6 ⇒ (2, 5, 4, 1) = 12 1d6 ⇒ 4 13

4d6 ⇒ (4, 3, 3, 1) = 11 10

4d6 ⇒ (5, 5, 2, 6) = 18 16

4d6 ⇒ (4, 6, 2, 4) = 16 1d6 ⇒ 1 14

14, 14, 13, 10, 16, 14

I think I can work with those stats. Definitely thinking a fighter of some variety.


So a hobgoblin should be fair game then I assume. Would Kineticist be allowed as a class or would that be too far out there for Krynn? And if Kineticist is OK, would permanent flight at level 7 be too much? I certainly don't have to have it there for a kineticist build, but I could if it would be allowed.


4d6 ⇒ (2, 6, 2, 1) = 11 => 1d6 ⇒ 4 =>12
4d6 ⇒ (5, 2, 6, 5) = 18 => 16
4d6 ⇒ (1, 6, 1, 6) = 14 => 2d6 ⇒ (3, 2) = 5 => 15
4d6 ⇒ (3, 3, 2, 6) = 14 => 12
4d6 ⇒ (4, 5, 5, 5) = 19 => 15
4d6 ⇒ (3, 5, 2, 4) = 14 => 12

So 12, 16, 15, 12, 15, 12

Keep the stats in order or rearrange to taste? Actually, that's almost how I'd put them for a Kineticist anyhow if I can play one. I'd probably just swap DEX and CON, and then the stat increase at level 4 probably makes it irrelevant as the lower of the two would get that boost.


1: 4d6 ⇒ (5, 4, 4, 5) = 18 14
2: 4d6 ⇒ (3, 4, 3, 5) = 15 12
3: 4d6 ⇒ (1, 5, 1, 6) = 13
4: 4d6 ⇒ (1, 3, 3, 3) = 10 9
5: 4d6 ⇒ (2, 3, 1, 3) = 9
6: 4d6 ⇒ (3, 5, 3, 2) = 13 12

Rerolls
3: 2d6 ⇒ (1, 6) = 7 17
5: 1d6 ⇒ 4 10

Final Array
17 14 12 12 10 9


Ooh!

1: 4d6 ⇒ (5, 2, 5, 6) = 18
2: 4d6 ⇒ (4, 5, 6, 4) = 19
3: 4d6 ⇒ (1, 4, 2, 5) = 12
4: 4d6 ⇒ (4, 4, 3, 1) = 12
5: 4d6 ⇒ (1, 4, 6, 6) = 17
6: 4d6 ⇒ (2, 3, 3, 1) = 9

rerolls:
3: 1d6 ⇒ 3
4: 1d6 ⇒ 4
5: 1d6 ⇒ 2
6: 1d6 ⇒ 6

comes out to 16, 15, 14, 12, 16, 12

Can't complain :)

I'll figure something out for that.


Recruitment will be open for 7 days.

Hobgoblin, sure. Kineticist, no. Thats a stretch for this time setting for Krynn


That's fine. It's why I asked. I'll figure out what else to do in the next bit, but some sort of hobgoblin coming up soon!

Grand Lodge

4d6 ⇒ (1, 2, 2, 3) = 8reroll: 1d6 ⇒ 611
4d6 ⇒ (2, 3, 2, 3) = 108
4d6 ⇒ (6, 2, 1, 3) = 12reroll: 1d6 ⇒ 413
4d6 ⇒ (6, 1, 1, 3) = 11reroll: 2d6 ⇒ (1, 5) = 6reroll2: 1d6 ⇒ 415
4d6 ⇒ (6, 2, 5, 5) = 1816
4d6 ⇒ (3, 2, 1, 6) = 12reroll: 1d6 ⇒ 615

ugh that 8..and nothing over 16..worst starting rolls for me in a long time


Was hoping for a different system but what the hey, Pathfinder sounds fun. Plus an evil kender just fills my heart with joy.

Rolls:

4d6 ⇒ (5, 2, 6, 5) = 18
4d6 ⇒ (4, 2, 1, 4) = 11
4d6 ⇒ (1, 6, 3, 6) = 16
4d6 ⇒ (1, 4, 3, 2) = 10
4d6 ⇒ (4, 4, 2, 4) = 14
4d6 ⇒ (3, 2, 5, 3) = 13

rerolls: 3d6 ⇒ (5, 2, 1) = 8
reroll: 1d6 ⇒ 2

16.13.15.9.12.11


So would monk be a reasonable choice on Krynn? I can't think of any in the lore. It's not as far out as Kineticist, but I could easily see a no there.

Also, what are your thoughts on feat taxes? Background skills?


Is there a specific dragonlance->pathfinder conversion out there to use?

Grand Lodge

Thinking a Neutral Idra Arcanist or Witch


I was definitely considering a hobgoblin arcanist, but martials are just so much easier to build for them. Right now I'm looking at Brawler which I think has more flavor viability than Monk does. An Irda would be cool to have with the party, though if we end up with no minotaurs for a neutral/evil squad that might make me sad.


4d6 ⇒ (6, 2, 5, 6) = 19 = 17
5d6 ⇒ (6, 4, 1, 6, 3) = 20 = 16
7d6 ⇒ (5, 2, 1, 6, 1, 1, 4) = 20 = 15
6d6 ⇒ (1, 3, 4, 1, 5, 6) = 20 = 15
4d6 ⇒ (5, 5, 3, 3) = 16 = 13
5d6 ⇒ (6, 1, 6, 3, 5) = 21 = 17

Given that you said starting level 7th and wealth of 27,500, but only 2 magic items, have you given consideration to using the Automatic Bonus Progression system? It allows for magic items to have more flavor, while attending to the mechanical needs for balance in the d20 system normally provided by the "Big 6" magic items.

As you listed standard races for Krynn and the minotaur was one of those standard races in the "olde days", if available, should we use the version in the d20 ogl book "Races of Ansalon" (with the expected 3.5 to pathfinder update of dropping one -2), or another version from somewhere else?

Also, would we use "half-orc" for half-ogres?

Working on concept right now, but I am thinking a bloodrager could be a really fun option in this setting.

Grand Lodge

I was originally gonna try for a Minotaur Skald(Why because "I need more Cowbell!!") But My idea was not supported by my rolls.


Second the question re. Minotaurs - always thought they were the coolest so it would be nice to know what to use.

Also, are we allowed the psychic spell-casting classes such as the Medium or Spiritualist?


1 person marked this as a favorite.

Ah, I expressed interest in the original thread, but I'm not much into playing evil characters, sorry. Have fun, though!


4d6 ⇒ (6, 5, 5, 5) = 21
4d6 ⇒ (2, 5, 5, 5) = 17
4d6 ⇒ (1, 6, 1, 4) = 12
4d6 ⇒ (1, 2, 5, 1) = 9
4d6 ⇒ (4, 4, 2, 5) = 15
4d6 ⇒ (5, 3, 2, 2) = 12

Rerolls

Set3: 2d6 ⇒ (4, 1) = 5
Set4: 2d6 ⇒ (5, 4) = 9

Totals

16
15
14
14
13
10

Seems reasonable. I will have something posted soon.


Kerwin Slythe, Human Mercenary

Crunch:

Lawful evil Fighter 7

Human male, age 25, 6'2", 200lbs., short brown hair, brown goatee.

STR 14
DEX 18
CON 16
INT 13
WIS 10
CHA 14

Traits
Dirty Fighter - When flanking, deal 1 addition point of base damage
Bred for War - +1 to Intimidate checks, and +1 to CMB due to size.

HP 91

Init +4

AC 22 (24 w/ Combat Expertise)
T 15
FF 17

CMD 24 (25 v. Bull Rush, 26 v. Steal and Trip, 27 v. Disarm, 30 v. Dirty Trick)

CMB 12 (14 for Disarm and Steal, 16 for Dirty Trick)

F 8
R 6
W 2

Skills
Bluff +12, Climb +5, Escape Artist +7, Intimidate +10, Kn. (Dungeoneering) +7, Kn. (Engineering) +5, Profession (soldier) +6, Ride +7, Sleight of Hand +8, Stealth +10, Survival +7, Swim +5

Feats
Dodge, Weapon Focus (Rapier), Weapon Finesse, Combat Expertise, Improved Dirty Trick, Weapon Spec. (Rapier), Agile Maneuvers, Fencing Grace, Quick Dirty Trick, Catch Off-Guard

Attacks
+1 keen rapier +13/+8, 1d6+7, 15-20/x2
Mwk. Dagger +12/+7, 1d4+2, 19-20/x2

Gear
+1 keen rapier, +3 chain shirt, 2x Mwk. Dagger, Light Warhorse with tack, Fighter's Kit

Background, etc.:

Kerwin Slythe is a mercenary, and a killer for hire. He hails from a noble family, grew up wealthy and debauched, and was sent to a high-end military academy with the overall idea of eventually becoming a military officer and perhaps a politician or warlord. However, unlike many who come from a pampered and privileged background, he applied himself to actually becoming deadly in a fight, rather than just leaving others to do it for him. That said, he believes the only good fight is one you walk away from at any cost, and so has no qualms about fighting dirty, preferring to do so whenever possible. Taking advantage of his natural agility and speed, he focused on fencing instead of the heavier hacking and slashing weapons favored by many fighters.

He became a military officer, where he cared very little about his men and was known for putting them at risk, though never blatantly undue risk, to achieve objectives that made him look better. After a few years, he tired of the military regiment, and struck out on his own as a mercenary. He one day dreams of opening his own mercenary company, to profit off of war, which he sees as an inevitable constant of life.

Kerwin is a bad person, full stop. That said, he does operate by a code, and is ambitious, so he can (mostly) be trusted if his services are paid for, and will generally only turn his back if he is convinced that the cause is hopeless and will result in his death.


A couple questions if I may:

Are you using background skills?
What are your thoughts on trying to use or adjust the 3.5 crunch from WotC/Sovereign Press?

Thanks.


Oniwaban wrote:

Kerwin Slythe, Human Mercenary

Where you from?


@snowheart
Yes, background skills are allowed (forgot this was a thing)
And what crunch you mean?

@wanderer82: what auto bonus progression you mean? And yes, the minotaurs in the dragonlance system.

No psychics

A monk would be seen odd, but acceptable in the timeframe of 30 years before the war of the lance.


So, If I'm making a kender do I just use the halfling rules?

Is there some other dragonlance sourcebook to use for pathfinder?


RIZZENMAGNUS wrote:
Oniwaban wrote:

Kerwin Slythe, Human Mercenary

Where you from?

Sorry, needed to get to my books. I'd say Tarsis, unless you have any reason why that wouldn't work.


4d6 ⇒ (3, 4, 3, 1) = 11 = 5+4+3 = 12
4d6 ⇒ (3, 2, 2, 5) = 12 = 3+2+5 = 10
4d6 ⇒ (2, 2, 5, 4) = 13 = 2+5+4 = 11
4d6 ⇒ (1, 6, 2, 5) = 14 = 6+2+5 = 13
4d6 ⇒ (3, 5, 5, 6) = 19 = 5+5+6 = 16
4d6 ⇒ (1, 1, 5, 1) = 8 = 5+5+6 = 16

rerolls: 7d6 ⇒ (1, 5, 2, 3, 1, 5, 6) = 23


The Automatic Bonus Progression system was introduced as a alternate ruleset in Pathfinder Unchained. Basically, it builds into the level progression the mathematical mechanics of a +1 weapon or a +2 stat boost (which is considered in the overall character power level based on weapon and the like in balancing the CR system for monsters) and in place of it reduces wealth by level by half. Thus, wealth spend on magical items actually yields flavorful magical items, while the system attends to the mathematical needs of a character in the d20 system.

I enjoy using it, and feel it has helped my party restore some of the excitement of finding fun magical items that could be situationally useful, rather than just selling them off to buy the next Belt of Strength +2.


RIZZENMAGNUS wrote:
@wanderer82: what auto bonus progression you mean? And yes, the minotaurs in the dragonlance system.

Can you post a link to which ones you mean? I've been trawling the net and have found at least four different stat blocks

Number One
Number Two (pretty sure this is fan made)
Number Three
Number Four (similar to three, but might be another fan made?)


^---Same with kender. There's lots of interpretations, with the 3.5 version published by WotC being maybe the closest thing to pathfinder.


Don't forget this rules set for Pathfinder Dragonlance.


If this is a go, I would make a Silvanesti Blockbuster wizard, as a mercenary outcast, red or black.

Here are all the good Dragonlance links to Pathfinder from awhile back.

Sczarni

I have a solid sword & shield fighter put together. Son of an exiled former knight of Solamnia, hes essentially the dark mirror to Sturm Brightblade.

Just trying to bone up on my pre War of the Lance Krynn history, as far as locations/background. Unless that's not so much an issue, in which case hes pretty much feature complete except for some minor equipment purchasing.


Hmm interesting.


4d6 - 2 ⇒ (5, 2, 5, 2) - 2 = 12
4d6 + 1 ⇒ (4, 3, 3, 1) + 1 = 12
4d6 + 2 ⇒ (1, 3, 6, 1) + 2 = 13
4d6 - 1 ⇒ (4, 5, 1, 4) - 1 = 13
4d6 - 3 ⇒ (5, 3, 4, 6) - 3 = 15
4d6 - 2 ⇒ (3, 4, 2, 4) - 2 = 11

rerolls: 4d6 ⇒ (5, 4, 2, 3) = 14

15 13 13 12 12 11, wow, that's pretty scattered about. Not sure what I even can do with that.


Wellllll shoot. I think im going to have to put this on hold for a moment. You guys have given me a lot to review and consider. I didnt know that there was a pathfinder dragonlance conversion out there. And that auto bonus progression for magical items as well.

Ill get back to you all in a dayish...


The ABP would be a very good idea I think, as to the rest - I think its a case of taking your pick and us all sticking with it! :)


Also I assume this is Ansalon but wanted to make sure.


Jubal Breakbottle wrote:

If this is a go, I would make a Silvanesti Blockbuster wizard, as a mercenary outcast, red or black.

Here are all the good Dragonlance links to Pathfinder from awhile back.

This ruleset uses the Races of Ansalon book from 3rd edition, updating it to be in accordance with racial stat bonuses for Pathfinder. It is well done, and if you are considering (potential) player input, would be a well balanced source.


Stats: 4d6 ⇒ (6, 2, 4, 4) = 16 14
Stats: 4d6 ⇒ (3, 2, 3, 4) = 12 10
Stats: 4d6 ⇒ (6, 4, 4, 3) = 17 14
Stats: 4d6 ⇒ (6, 5, 4, 6) = 21 17
Stats: 4d6 ⇒ (4, 1, 1, 5) = 11 14
Stats: 4d6 ⇒ (1, 4, 3, 4) = 12 12

Rerolls: 3d6 ⇒ (5, 3, 1) = 9
Re-reroll: 1d6 ⇒ 4

That's a nice rounded set of stats - I'd like to do something Minotaur-ish once we know what their actual stats are! Maybe a Magus of some kind, going to the battle-wizard ideal of a spellcaster who can actually use a sword properly! Or maybe Eldritch Knight...


RIZZENMAGNUS wrote:


@snowheart
Yes, background skills are allowed (forgot this was a thing)
And what crunch you mean?

I realize this is currently on hold as you consider some of the above, but just to clarify what I meant, I was referring to the stats/rules for the races (e.g., kender, Silvanest/Qualinesti/Kagonesti elves, etc.), the prestige classes, and I think there were feats, too. My books are all stored on shelves and I haven't looked at them in a couple of years, but Sovereign Press came out with a lot of fun crunch for 3.5 (example link).

However, if we should just go for the nearest simulacrum with core Pathfinder rules, I'm fine with that, too. For example, all elf races use the standard PF elf race; kenders are halflings; etc., and we just "reskin" the flavor of the PF rules set to fit the setting. I'm flexible. Just want to make sure I'm not going far afield.


Any news?

Been listening to the novel audiobooks in preparation. :)


Shameless bump, still interested in a Dragonlance game.


Me too. And here's a Dragonlance adaptation for 5e! Hint. Hint.

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