Dragonlance - Age of Dragons campaign interest check


Recruitment


Hello folks, for the better part of a decade I have worked on a project, an idea for an alternate timeline originally presented in one of the 3.5 Dragonlance sourcebooks. The concept for said timeline is that at the end of the Chaos War, Takhisis doesn't steal the world. The gods aren't missing, magic doesn't disappear, there are no bloated alien dragon overlords, instead the world progresses naturally from the culmination of the Chaos War forward. I have taken this timeline, sculpted it, expanded it, honed it, and put an inordinate about of time, research, and effort into it. I give to you...

The Age of Dragons

Which brings me to here, I have been pondering on possibly running a game utilizing my work, and I wanted to gauge on whether there would be interest in such or not. Right now this is merely a hypothetical, but its good to see what potential there may be. The campaign would start in 423 AC, 40 years after the Chaos War. The game would be 5th Edition D&D.

Available Races: Human (civilized or nomadic), Elf (Qualinesti, Silvanesti, or Kagonesti), Dwarf (Hylar, Daewar, Klar, or Neidar), Gnome, Kender, Half-Elf

Available Classes:
Barbarian - Ancestral Guardian, Berserker, Totem Warrior, Zealot, Battlerager (Dwarf Only)
Bard - (Requires Patron Deity) - Creation, Eloquence, Glamour, Lore, Spirits, Swords, Valor
Cleric - (Requires Patron Deity) - Forge, Grave, Knowledge, Life, Light, Nature, Order, Peace, Tempest, Trickery, Twilight, War
Druid - (Requires Patron Deity) - Dreams, Land, Moon, Shepherd, Stars, Wildfire
Fighter - Banneret, Battle Master, Cavalier, Champion
Monk - Drunken Master, Kensei, Open Hand
Paladin - (Requires Patron Deity) - Ancients, Crown, Devotion, Glory, Redemption, Watchers
Ranger - (Requires Patron Deity) - Beast Master, Drakewarden, Fey Wanderer, Gloom Stalker, Horizon Walker, Hunter, Monster Slayer
Rogue - Assassin, Inquisitive, Mastermind, Scout, Swashbuckler, Thief
Wizard - (Requires passing the Test of High Sorcery before level 5 to be admitted to join the fabled Orders of High Sorcery and not be branded a renegade) - Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Transmutation, Scribes, War Magic, Bladesinging (Qualinesti/Silvanesti Elf Only)
Artificer - (Tinker Gnome Only - this class is wholly technological and nonmagical, every time a 1st level or higher "spell" is cast, roll a d20, on a roll of 1 a mishap occurs and roll on mishap table) - Alchemist, Armorer, Artillerist, Battle Smith

Available Alignments: Any non-evil, good (preferred), neutral (permitted)

Spells Available sources are Players Handbook, Xanathars Guide, and Tashas Cauldron

Stats Everyone would use the set of 16, 15, 14, 13, 12, 10, as well as the Tashas rule of choose a +2 and a +1 to a stat of your choice

Optional Rules Feats: yes, multiclassing: no. All humans use the "variant human" statistics. I am also open to letting someone be a nomadic human of the barbarian tribes who uses the goliath racial abilities instead of the human ones.

Some notes: Bards function essentially as specialty priests of art, music, and creativity in the way druids are specialty priests of nature. Bards tap into the primordial Song of Creation first sung by Branchala at the dawn of time. And no one can ever mistake a bard for any other kind of spellcaster as a bard must be singing or performing musically in some manner as a component to cast their spells. While any god can sponsor a bard, the 3 deities who are most apt to utilize bard followers are Branchala (for good bards), Sirrion (for neutral bards), and Hiddukel (for evil bards), although Gilean has a number of bards who specialize in being loremasters as venerators, and Kiri-Jolith has some College of Valor bards that serve him.

As noted, Artificers are gnome only, and wholly technological, which would require some creativity on the players part to properly roleplay that (coming up with the gadgets, contraptions, widgets, etc that produce the "magical" effects).

Factions one may with to join or pursue, Knights of Solamnia, Legion of Steel, Wizards of High Sorcery, Holy Orders of the Stars, Brass Tigers Mercenary Company

If you are needing a refresher on Krynnish geography, here is a good map of Ansalon for you to peruse.


With serious consideration, I would likely submit a human bard College of Eloquence for Branchala.

Liberty's Edge

I would be interested...no Minotaurs?? :-)


I think Dragonlance is an amazing setting. Even more so if you manage to pull away from the story ‘as already told’ and allow it to move along as a Sandbox of sorts, with unpredictable conclusions. I would echo Daniel’s question - no minotaurs? ;)

I would be interested in joining if it was a 5e core kind of approach. Instead of the full 5e bells and whistles.


I only read halfway through so far but it really called me back to Krynn.
That was awesome.

and I guess we're riffing off of Daniel?
that's our thing here?



I see Daniel's question, and raise him ... no Irda!?


A bit of interest, good good. A bard of Branchala sounds like a great character.

Minotaurs in the setting, yes. Minotaurs as PCs, no. :)

Grand Lodge

Kender Fighter is calling me, a burgeoning master of the Hoopak

Liberty's Edge

I was thinking of a monk maybe...not too sure of the race, but minotaur would have been amazing!! lol...Seriously, a monk but maybe a dwarf or even a tinker gnome artificer. I like a challenge!


Gambit wrote:

A bit of interest, good good. A bard of Branchala sounds like a great character.

Minotaurs in the setting, yes. Minotaurs as PCs, no. :)

Sooooooooooo, Irda in the setting but not as PCs ;)


1 person marked this as a favorite.

The races list was chosen as it was to convey an old school D&D feel, and also for the fact that I place a high value on the verisimilitude of a setting. Most peoples experiences with minotaurs have been not good ones, either being raided or pirated from them, ergo a minotaur walking up to a human town is likely going to be barred from entry. Think of what Drizzt experienced for his first 20 years on the surface.

Just out of curiosity, what are your character concepts for the minotaur and the irda? Dazzle me with creativity and we'll see.

I will say, for people mulling over possible characters, I am most drawn to heroic natures and to classical archetypes. If one considers what that entails for Dragonlance, therein lies the sweet spot.


For those who haven't taken the 30-40 mins to read the entire timeline, I should probably give a general overview of what it entails.

The world has known relative peace for 40 years now since the end of the Chaos War, Solamnia is a united whole as a kingdom under its new king for the last 15 years, Drakas Solamnus, paladin of Paladine and Knight of Solamnia. Its dark counterpart, the nation of Neraka, has also grown strong in the intervening years, under the arm of the Dark Knights of Neraka, in its national capital of Sanction. Also having seen a great resurgence is the Empire of Ergoth, which has grown to a strength and prosperity not seen since prior to the Cataclysm. There is a tenuous peace between the 3 great powers, or perhaps one might say the stalemate of a cold war. (As national entities, Solamnia is LG, Ergoth is LN, and Neraka is LE)

The elves have also taken back the reigns of their destiny, Qualinesti is thriving under Speaker of the Sun Gilthanas Kanan and his consort Silvara, and has full fledged alliances with the humans of Solamnia and the dwarves of Kayolin, as well as being on good terms with the Legion of Steel in Abanasinia. Silvanesti too has solidified, although now finds itself surrounded by enemies near its borders (the ogres and dark dwarves to the north, and the tarmak brutes to the southwest) and traditionally brooks no allies with the other nations of Ansalon, preferring to keep to themselves.

The mountain dwarves have had a tumultuous time, having lost the realm of Thorbardin in an attack by the great wyrm red dragon Cinder leading a host of goblinoids, draconians, and other red dragons to invade the mountain. The surviving light-loving mountain dwarves of Thorbardin all relocated to the prosperous mountain dwarf realm of Kayolin which borders Solamnia, whilst the evil dark dwarves have consolidated in the reconstituted realm of Thoradin in the east.

The kender have a new home, the island of Cristyne, nestled right in between the islands of Sancrist and Southern Ergoth. A treaty brokered by Solamnia made this possible after the Empire of Ergoth decided it wanted to claim its entire island of Northern Ergoth as their own.

The gnomes are the gnomes, happily tinkering away under Mt Nevermind for their entire lives and pursuing their Life Quests.


Since someone mentioned they were considering playing a kender, here are the kender racial statistics.

Kender

Age. A kender reaches adulthood around the age of 20. They can live for over a century.

Alignment. Most kender are chaotic good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression.

Size. Kender stand between 3 1/2 and 4 feet tall and average about 60-70 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Curious. Kender have an innate curiosity and extreme difficulty resisting picking locks, be they on chests, doors, jail cells, or chambers filled with monsters, as well as searching pouches, seeking interesting trinkets, curios, and knickknacks. You have proficiency with thieves' tools and the Sleight of Hand skill.

Fearless. Kender are immune to fear, be it from dragon, undead, magic, or otherwise. The rare times they actually feel something akin to fear it is described as an odd sensation in their stomach (which was probably just something they ate), that is usually only felt if their friends or family are in very perilous situations. You cant be frightened.

Kender Pouches. As an action, you can make a roll on the Kender Pouches Table to see what’s in your pouches. You may use this ability a number of times equal to your dexterity modifier. You regain all expended uses upon completing a long rest. Also when you initially create your character, roll 1d6, you may roll this many times on the Trinkets table, gaining each item rolled, rerolling any duplicates.

Lack of Focus. Kender are easily distracted and have a general lack of focus that plagues their species. You have disadvantage on Constitution saving throws to maintain concentration on a spell.

Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Taunt. You have an uncanny insight into the motivations and sentiments of other races, and you can use this insight to infuriate them. As a bonus action, you can force a target to make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target becomes enraged with you. Until the start of your next turn, all attacks targeting anyone other than you are made with disadvantage. This anger also causes the target to move recklessly. If the target must move in order to attack you they may not take the disengage action until the start of your next turn. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the taunt effect ends on the target. You may use this feature a number of times equal to your Charisma modifier (minimum 1). You regain all expended uses of this feature upon completing a long rest.

Languages. You can speak, read, and write Common and Kenderspeak.

For the other races, Qualinesti and Silvanesti use the high elf statistics, Kagonesti use the wood elf statistics. All 4 of the dwarven clans (Hylar, Daewar, Klar, and Neidar) gain the dwarven toughness feature from the hill dwarf. As previously mentioned humans use variant human. And remember race/subrace does not determine your starting stat bonuses, everyone gains a +2 and a +1 of their choosing.

Tinker gnomes use the "rock gnome" subrace and add the following features:

Guild Affiliation. You are affiliated with a guild of your choice. While there are hundreds or even thousands of guilds, they all fall under one of three major guild categories. Choose one of the following guild categories. You may add your proficiency bonus when working with any of the tool sets in that category. Furthermore, based on the guild category you choose, you may double your proficiency bonus when working with one set of artisan’s tools of your choice.

Craft Guild: Weaver’s tools, Painter’s supplies, Potter’s tools, Leatherworker’s tools, Smith’s tools, Woodcarver’s tools

Technical Guild: Carpenter’s tools, Glassblower’s tools, Mason’s tools, Tinker’s tools, Cobbler’s tools

Sage Guild: Alchemist’s supplies, Brewer’s supplies, Calligrapher’s supplies, Cartographer’s tools, Cook’s utensils, Jeweler’s tools

Life Quest. You have a life quest that has been handed down to you from previous generations. This life quest informs every major (and even some minor) decisions that you make. As a result of the all consuming nature of your life quest, it’s very difficult to dissuade you from whatever course of action you have decided upon. Therefore, you add your proficiency bonus on all saving throws made to resist attempts to change your mind, whether magical (as in the charm spell) or mundane (such as Charisma checks (Intimidation or Persuasion)).

Liberty's Edge

Well, I was thinking of a monk character for my minotaur. He would be modelled after a "Caine from kung-fu" style of character. He would be peaceful and willing to help others almost as a penance for his people's piratical ways. He hates evil in all its forms and would be a champion of goodness wherever he found it. He would follow the Open Hand style.

I understand your not wanting minotaur in your game, so I am not going to push it...just if you were willing to make an exception. I also like the idea of a gnome artificer just as much!!

Grand Lodge

Do Kender get the +2 to one stat and +1 to another

Grand Lodge

Pouches: 1d6 ⇒ 3

Grand Lodge

Trinket: 1d100 ⇒ 78
Trinket: 1d100 ⇒ 85
Trinket: 1d100 ⇒ 66


Critzible wrote:
Do Kender get the +2 to one stat and +1 to another

Indeed, everyone does. If we were doing it the old school way where stat bonuses are determined by race, Kenders would get a +2 Dex, +1 Cha


Possible characters mentioned thus far:

Human Bard of Branchala
Minotaur Monk or Gnome Artificer
Kender Fighter
Irda (Something)

I will say, given the setting, I am somewhat surprised by the lack of potential knights and robed wizards proposed.

The Exchange

I've been kicking around an idea for a Human Twilight Cleric of Lunitari. Red robes over heavy armor, handles maintaining the imbalance created by evil sorcerers.

but I can't really quite get a full idea going.


Codanous wrote:

I've been kicking around an idea for a Human Twilight Cleric of Lunitari. Red robes over heavy armor, handles maintaining the imbalance created by evil sorcerers.

but I can't really quite get a full idea going.

I keep it traditional with the moon gods, they do not sponsor divine spellcasting followers, their province is solely in the realm of wizardry. Also depending on what you mean by "sorcerers" (meaning spontaneous casters who do not use a spellbook, rather than shorthand for the "Wizards of High Sorcery") they do not exist in this timeline. Wizards are the only arcane casters.

I will post the gods list from the Age of Dragons link in the thread for full clarity.

Deities of Kyrnn

Gods of Good

Paladine: (Head of the Pantheon of Light) LG God of Protection, Leadership, Nobility, Light, Redemption, Hope, Good Dragons
Kiri-Jolith: LG God of Courage, Honor, Valor, Brotherhood, Unity, Righteous Battle
Habbakuk: NG God of Travel, Exploration, Animals, Rebirth, Hunting, Perseverance
Mishakal: NG Goddess of Healing, Restortion, Mercy, Fertility, Hearth, Compassion
Branchala: CG God of Inspiration, Revelry, Music, Harmony, Poetry, Beauty
Vydonia: CG Goddess of Luck, Freedom, Wanderers, Dreams, Stars

Gods of Neutrality

Gilean: (Head of the Pantheon of Balance) LN God of Knowledge, Time, Prophecy, Wisdom, Balance, Enlightenment, Watchfulness
Shinare: LN Goddess of Industry, Trade, Communication, Wealth, Contracts
Chislev: N Goddess of Nature, Wilderness, Weather, Beasts, the Seasons
Reorx: N God of Creation, Crafting, Invention, Skill, Mountains, Metal
Aelaeus: CN God of Intrigue, Mysteries, Shadows, Trickery, Humor, Wine
Sirrion: CN God of Creativity, Fire, Passion, Renewal, Transformation, Alchemy

Gods of Evil

Takhisis: (Head of the Pantheon of Darkness) LE Goddess of Tyranny, Dominion, Subjugation, Hatred, Night, Evil Dragons
Sargonnas: LE God of Vengeance, War, Conquest, Wrath, Retribution
Chemosh: NE God of Death, Murder, Corruption, False Hope, the Undead
Morgion: NE God of Disease, Famine, Poison, Vermin, Suffering, Madness
Hiddukel: CE God of Greed, Lies, Secrets, Exploitation, Banditry
Zeboim: CE Goddess of Oceans, Storms, Strife, Jealousy, Spite

Gods of Magic (No Clerics)

Solonari: LG Moon God of Good Magic and the Order of White Robe Wizards
Lunitari: LN Moon Goddess of Neutral Magic and the Order of Red Robe Wizards
Nuitari: LE Moon God of Evil Magic and the Order of Black Robe Wizards

Liberty's Edge

I think I am going to stay within the lines and make a tinker gnome artificer if that is ok.


@Gambit - I am very curious to hear more about the game you have in mind. Will it be sandbox-y in nature, with the characters adventuring through the world? Or more of a preset campaign, with a certain direction and a story for the players to play a part in? Personally I prefer the first, so wanted to know what you have in mind :)

Another question I have is regarding characters - I am a big fan of a 'quick' character creation, with some very broad strokes in terms of background and motivations. And then the story develops as the game develops. Example: Kazun had always been an idealist, getting into trouble more often than not, and feeling his bulk and size would be best fit in lending assistance to other, smaller calves who could not stand up for themselves. This idealism and a misplaced sense of honor drove him into doing like many of his kin, joining in the fight against the enemies of his nation without a second thought, only to be defeated and taken captive at Flotsam. His sentence - indentured servitude to those he tried to hurt - is now at an end. Five long years of learning the minotaur race is not superior, but equal to the others of Ansalon. What will he do with his life? He carries the mark of the convict, and that should be enough to prove he has paid the price for his crimes, and should now be allowed a second chance to prove himself. Will that be the case, or will he be shunned at every turn? (just an example, using a Minotaur. Perfectly understand if it does not fit the campaign style)

Would this work, or would you be expecting a fully fleshed character background?

And following up on that one, do you have any idea on where we would start off, and how? As an example, for this character, a blurb could be - he has found a small village who grudgingly accepted him. They allow him to work around the place, doing menial tasks in peace. He bothers no one, and no one bothers him back. He gets paid for assisting in whatever he is able to - harvesting, tending to the animals, to the fields, as a porter, anything really. He even helped break up a scuffle once, before it got too serious. So people maybe kind of accept him more for who he is than for just being a minotaur. But in his heart he knows he will need more, he will not be able to stay there forever, doing the same things. He was bred for more. And those are the seeds which will make him inclined to go adventuring. Maybe that village is where the game will begin? Maybe... He starts as a straight up Fighter, but can become something more as the game progresses? Maybe he starts as a Paladin even if he does not know he is one, and can one day become a Knight of Solamnia (sounds familiar? :D)?

So yeah, I am curious - if you could tell us more about the game you intend to run, it would be great. Setting expectations and all that :)


Albion, The Eye wrote:

Kazun had always been an idealist, getting into trouble more often than not, and feeling his bulk and size would be best fit in lending assistance to other, smaller calves who could not stand up for themselves. This idealism and a misplaced sense of honor drove him into doing like many of his kin, joining in the fight against the enemies of his nation without a second thought, only to be defeated and taken captive at Flotsam. His sentence - indentured servitude to those he tried to hurt - is now at an end. Five long years of learning the minotaur race is not superior, but equal to the others of Ansalon. What will he do with his life? He carries the mark of the convict, and that should be enough to prove he has paid the price for his crimes, and should now be allowed a second chance to prove himself. Will that be the case, or will he be shunned at every turn? (just an example, using a Minotaur. Perfectly understand if it does not fit the campaign style)

Would this work, or would you be expecting a fully fleshed character background?

Man, everyone is on a minotaur kick, lol. This is a great character background, I do not require novels for backstories, just that you know who the character is and where they came from, and perhaps an idea on where they want to go.

This character concept could possibly pursue being a paladin of Kiri-Jolith, he has taken an interest in sponsoring honorable noble-hearted minotaurs in order to be an alternative to Sargas. I will say though that the Knights of Solamnia still follow the bylaws that a member must be human or half-human. But the Legion of Steel very possibly could be interested. I like how you tied the story to the timeline event of the attempted minotaur conquering of Flotsam.

If this became something viable and there are enough folks interested, my thought was to run a combination of modules, probably some of the D&D starter set and/or essentials box, mixed with some others, and go from there. For placement I was thinking Abanasinia, I am of two minds on the exact location, one being the classic Solace, but Solace is so detailed, defined, and built up nowadays, the Legion of Steel is headquartered there, the Knights of Solamnia have a regiment stationed there and stand as honor guard of the Tomb of the Last Heroes, an archmage makes his home there and is at the Inn almost every night, it is very safe. The other would be the town of Digfel, which I feel would be a good equivalent to Phandalin, a small settlement with a connection to mining. Although it could be fun to start in Solace and then travel to Digfel on the business of a couple of hill dwarf brothers looking for a long lost mine.


Not necessarily wanting to play a Minotaur, was just using an example ;)

Minotaurs are extra cool though.

Liberty's Edge

will you be opening an actual recruitment thread, or should we look to post characters here??

Grand Lodge

So far I have Ralph Redfeather a Kender Fighter and Urban Bounty Hunter. He basically hunts down criminals who have wronged Kender, or kender friends to stand trail. he also is one to liberate Kender wrongfully imprisoned. Usually by breaking out of a jail cell or two.

Looking to make him a Champion, with the Hoopak as his main weapon.


Gambit wrote:

Possible characters mentioned thus far:

Human Bard of Branchala
Minotaur Monk or Gnome Artificer
Kender Fighter
Irda (Something)

I will say, given the setting, I am somewhat surprised by the lack of potential knights and robed wizards proposed.

You know, having read a great deal of your world doc, a Red-Robed Sargon Starbright, possibly even a known bastard of Dalamar the Dark AND cousin of Alhanna Starbreeze, would be incredibly cool. Def mark that as my non-Irda choice.

The Irda, to me, are just a super compelling story element, like I am going to re-read the novel now because I love them so much (and probably will also re-read Renegades). At the end of the day, a lone Irda is basically Clark Kent, right? Their whole race has died, the Island is destroyed ... and having left theri home to simply do their walkabout as some Irda had done, there is now nowhere to go back to. Without adoptive parents from Kansas, that's a pretty tough break. Maybe they believe taking the Test of High Sorcery would be selling out the ways of their people. Maybe with the ability to appear as any race, they are left wanting because no race shows itself as compelling to live with or worth emulating. Just some thoughts :)

LOL although Irda-Sargon being a Knight could also be a thing; that would be QUITE a reveal at some point.

Grand Lodge

I would be interested in making a human knight (Paladin, Oath of Devotion) with the intention to be a Knight of the Crown. Might be fun to start him out as the stable boy or something humble and grow into the role.


2 people marked this as a favorite.

Hello folks, work has been pretty crazy of late. I'm glad to see the interest in this forges on. When the time comes I get my ducks in a row, I will make a new thread for official recruitment.

Ok, lets take stock of what we have.

Human Bard of Branchala
Tinker Gnome Artificer
Kender Fighter (Champion)
Silvanesti Elf Wizard
Human Paladin (Oath of Devotion) - aspirant Knight of Solamnia

@critzible sounds like a solid concept there, I imagine he is underestimated by his potential prey a good amount of the time.

@Sargon you are saying one of the extended royal family had a dalliance with a known and avowed dark elf? *gasp*

@brother_guiness I love it, a proper Knight of Solamnia in the making! What patron deity would your paladin follow, are you more a Paladine man or a Kiri-Jolith one?

Grand Lodge

Ralph Redfeather:

Ralph Redfeather
Kender Male
Fighter 1st
Hgt.4’ Wgt. 70lb Age: 75
Hair:Ruddy Brown Eye:Gray
Str:16 Dex: 16 Con:16 Int:10 Wis:12 Cha:13\
HP:13 S:+5 D:+2 C:+5 I:+0 W:+1 Ch:+1
Initiative:+3 Perception:+3

Defense:
AC:16
Chain Mail: AC:16, Requires Strength 13 Stealth Disadvantage 55lbs

Offense:
Speed:25

Melee:+5
Hoopak At:+5 Dmg: 1d6+3 Piercing 1gp 2lb
Two-handed, finesse

Hand Axe(2) At:+5 1d6+3 Slashing 10gp 2lb
Light Thrown(20/60)

Dagger At+5 1d6+3 Piercing 2gp 1lb
Light,Finesse, Thrown(20/60)

Unarmed At+5 1d6+3 Bludgeoning - -
-1d8 if completely unarmed

Ranged
Hoopak At+5 1d4+3 Bludgeoning 1gp 2lb
Two Handed, Ammunition, Ranged (40/160)

Skills:
Athletics:+3 Acrobatics:+3 Arcana:+0 Animal Handling +1 Deception +1 History +0 Insight+3* Intimidation +1 Investigate +0 Medicine +1 Nature +0 Perception +3* Persuasion +1 Performance +1 Religion +0 Sleight of Hand +5* Stealth+5* Survival+5*

Proficiencies:
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution

Fighting Style:
Unarmed Fighting (TCE). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind (1d10+1)
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Racial:
Alignment. Most kender are chaotic good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression.

Size. Kender stand between 3 1/2 and 4 feet tall and average about 60-70 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Curious. Kender have an innate curiosity and extreme difficulty resisting picking locks, be they on chests, doors, jail cells, or chambers filled with monsters, as well as searching pouches, seeking interesting trinkets, curios, and knickknacks. You have proficiency with thieves' tools and the Sleight of Hand skill.

Fearless. Kender are immune to fear, be it from dragon, undead, magic, or otherwise. The rare times they actually feel something akin to fear it is described as an odd sensation in their stomach (which was probably just something they ate), that is usually only felt if their friends or family are in very perilous situations. You cant be frightened.

Kender Pouches. As an action, you can make a roll on the Kender Pouches Table to see what’s in your pouches. You may use this ability a number of times equal to your dexterity modifier. You regain all expended uses upon completing a long rest. Also when you initially create your character, roll 1d6, you may roll this many times on the Trinkets table, gaining each item rolled, rerolling any duplicates.

Lack of Focus. Kender are easily distracted and have a general lack of focus that plagues their species. You have disadvantage on Constitution saving throws to maintain concentration on a spell.

Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Taunt. You have an uncanny insight into the motivations and sentiments of other races, and you can use this insight to infuriate them. As a bonus action, you can force a target to make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target becomes enraged with you. Until the start of your next turn, all attacks targeting anyone other than you are made with disadvantage. This anger also causes the target to move recklessly. If the target must move in order to attack you they may not take the disengage action until the start of your next turn. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the taunt effect ends on the target. You may use this feature a number of times equal to your Charisma modifier (minimum 1). You regain all expended uses of this feature upon completing a long rest.

Languages. You can speak, read, and write Common and Kenderspeak.

Items:
Thieves’ Tools
Playing Cards
Lute
Explorer’s Kit: 10gp Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Travelers’ Outfit
Pouch holding 20gp
Kender Trinkets: Single bone Caltrop, A diary with 7 missing pages, book called Conversational Giant

Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Traits:
I would Rather make a new friend than a new Enemy
I Always have a plan for when things go wrong

Ideals
I’m loyal to my friends,not to any ideas and everyone else can take a trip down the river styx for all I care.

Bonds
I’m trying to pay off a debt to a generous benefactor
Guilty of a terrible crime and I hope I can redeem myself for it

Flaw:
An Innocent Person is in prison for a crime that i committed and I’m okay with that

Grand Lodge

Gambit wrote:

Hello folks, work has been pretty crazy of late. I'm glad to see the interest in this forges on. When the time comes I get my ducks in a row, I will make a new thread for official recruitment.

Ok, lets take stock of what we have.

Human Bard of Branchala
Tinker Gnome Artificer
Kender Fighter (Champion)
Silvanesti Elf Wizard
Human Paladin (Oath of Devotion) - aspirant Knight of Solamnia

@critzible sounds like a solid concept there, I imagine he is underestimated by his potential prey a good amount of the time.

@Sargon you are saying one of the extended royal family had a dalliance with a known and avowed dark elf? *gasp*

@brother_guiness I love it, a proper Knight of Solamnia in the making! What patron deity would your paladin follow, are you more a Paladine man or a Kiri-Jolith one?

I have played several nobles, so I think I would be interested in trying Kiri-Jolith as more the common man's Paladin. I have been playing around creating a character on DnDBeyond but I haven't written a full backstory yet or settled on all the particulars. I do like the idea of a stable-boy gradually rising through the ranks but always being his best when paired with a majestic mount.

Grand Lodge

Oh I made his age alot I was gonna make him 25!!!

Grand Lodge

Question for variant humans--they normally have +1 to 2 ability scores, not +2 to one score and +1 to another. For character creation, do we overwrite this normal mod as implied in the instructions, or is getting the feat a big enough counterbalance that we should stay with +1/+1?

Grand Lodge

1 person marked this as a favorite.
Brother_Guiness wrote:
Question for variant humans--they normally have +1 to 2 ability scores, not +2 to one score and +1 to another. For character creation, do we overwrite this normal mod as implied in the instructions, or is getting the feat a big enough counterbalance that we should stay with +1/+1?

+2 to one

+1 to another

Community / Forums / Online Campaigns / Recruitment / Dragonlance - Age of Dragons campaign interest check All Messageboards

Want to post a reply? Sign in.