HM's Dragonlance game converted to Pathfinder - recruiting


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HolyMan

Thy wounds are healed!
Update:

RG going up FRI night (EST)

IC restart schedule for SUN. And again it will be starting the morning after the draconian fight in the original IC. So full HP/abilities etc (might need them vs the black dragon ;) )

HM
 

HolyMan

Thy wounds are healed!
@WD - I casn't find out if we want Raistlin to be an alternate race or what. I went looking through the whole thread and couldn't find out what the extra +2 racial adjustment came from.

Then I added the pts.

Code:
STAT      PTS    
STR: 10   00
DEX: 16   10
CON: 10   00
INT: 18   07 (15 +2 racial +1 level)
WIS: 14   05
CHA: 13   03
And they added up to 25 anyway (Maybe you copy pasted form something else? you do have his age at 110!!?)

HM
 


HolyMan

Thy wounds are healed!
I'll hopefully be posting a copy of all characters with the details history and such.

But for now there is this.

Alignment: Neutral
Size: Medium
Height: 5'-9"
Weight: 135lbs.
Age: 25(actual)/30 (apparent)
White hair, Amber eyes (hourglass pupils)

HM
 

HolyMan

Thy wounds are healed!
And since I can't sleep here is Flint.

Everyone let me know what you think. Comments, changes, etc. Let me know.

WIP__Flint_Fireforge_by_azrael_al10.jpg

[sblock=Flint Fireforge]
[sblock=Game Info]
Race: Dwarf
Class: Inquisitor
Level: 6
Alignment: Neutral Good
Languages: Common, Hill Dwarf, Goblin
Deity: Reorx[/sblock]
[sblock=Abilities]
STR: 15 (7 pts)
DEX: 12 (2 pts)
CON: 18 (7 pts) (+2 racial adj.; +1 4th lvl)
INT: 12 (2 pts)
WIS: 16 (5 pts) (+2 racial adj.)
CHA: 10 (2 pts) (-2 racial adj.)[/sblock]
[sblock=Combat]
HP: 78 = [6d8=48] + 24 (CON) + 6 (feat)
AC: 19 = 10 + 3 (armor) + 1 (DEX) + 5 (deflection)
AC Touch: 16 = 10 + 1 (DEX) + 5 (deflection)
AC Flatfooted: 18 = 10 + 3 (armor) + 5 (deflection)
INIT: +6 = +1 (DEX) + 3 (WIS) + 2 (trait)
BAB: +4 = +4 (Inquisitor))
CMB: +6 = +2 (STR) + 4 (BAB)
CMD: 17* = 10 + 2 (STR) + 1 (DEX) + 4 (BAB)
Fort: +11 = +5 (Inquisitor) + 4 (CON) + 2 (resistance)
Reflex: +5 = +2 (Inquisitor) + 1 (DEX) + 2 (resistance)
Will: +10 = +5 (Inquisitor) + 3 (WILL) + 2 (resistance)
Speed: 20'
Damage Reduction: None
Spell Resistance: 11
Spell Failure: N/A

* +4 to CMD to resist bull rush and trips while standing on the ground[/sblock]
[sblock=Weapon Stats]
battleaxe(melee): +7 = +4 (BAB) + 2 (STR) + 1 (item)/DMG = 1d8+3(S), CRIT20x3, Special: None

+1 throwing axe(melee): +7 = +4 (BAB) + 2 (STR) + 1 (magic)/DMG = 1d6+2(S), CRIT20x2, Special: magical

+1 throwing axe(range): +6 = +4 (BAB) + 1 (DEX) + 1 (magic)/DMG = 1d6+2(S), CRIT20x2, Range: 10' Special: magical

Dagger(melee): +6 = +4 (BAB) + 2 (STR)/ DMG = 1d4+2(PorS), CRIT 19-20x2, Special: None

Dagger(ranged): +5 = +4 (BAB) + 1 (DEX)/ DMG = 1d4+2(P), CRIT 19-20x2, Range: 10' Special: None[/sblock]
[sblock=Racial Traits]
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).

Defensive Training:
Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the greed racial trait.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces the hardy racial trait.

Rock Stepper:
Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.[/sblock]
[sblock=Class Features]
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score.

An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Domain

Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Domain: Defense (Protection subdomain)
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore
(Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane: At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.[/sblock]
[sblock=Feats & Traits]
1st lvl- Breadth of Experience
3rd lvl- Toughness
5th lvl- Extended Bane
Bonus teamwork feat#1: Lookout
Bonus teamwork feat#2: Outflank

Traits:
a) Reactionary: +2 on initiative checks.
b) Guardian of the Forge: +1 on Know engineering and Know history. Know history is a class skill for Flint.[/sblock]
[sblock=Skills]
Skill Ranks: 48 = [6 (Inquisitor) + 01 (INT)] x 06 (LvL) + 06 (favored class)
Max Ranks: 6
ACP: -1

Skills:
() = class skill
^ = trained only
Code:
Total                       Stat Rank CS Misc ACP
+00 = Acrobatics            +01  +00  +0 +00  -1 DEX
+01 = Appraise              +01  +00  +0 +00     INT
+05 = Bluff()               +00  +02  +3 +00     CHA
+05 = Climb()               +02  +01  +3 +00  -1 STR
+09 = Craft():metalsmith    +01  +03  +3 +02     INT
+00 = Diplomacy()           +00  +00  +0 +00     CHA
+00 = Disguise()            +00  +00  +0 +00     CHA
+00 = Escape Artist         +01  +00  +0 +00  -1 DEX
+00 = Fly                   +01  +00  +0 +00  -1 DEX
+09 = Heal()                +03  +03  +3 +00     WIS
+11 = Intimidate()          +00  +05  +3 +03     CHA
+03 = Know:Arcana()^        +01  +00  +0 +02     INT
+03 = Know:Dungeoneering()^ +01  +00  +0 +02     INT
+04 = Know:Engineering^     +01  +00  +0 +03     INT
+03 = Know:Geography^       +01  +00  +0 +02     INT
+09 = Know:History()^       +01  +02  +3 +03     INT
+03 = Know:Local^           +01  +00  +0 +02     INT
+03 = Know:Nature()^        +01  +00  +0 +02     INT
+03 = Know:Planes()^        +01  +00  +0 +02     INT
+09 = Know:Religion()^      +01  +03  +3 +02     INT
+12 = Perception()          +03  +06  +3 +00     WIS
+00 = Perform:              +00  +00  +0 +00     CHA
+11 = Profession()^:merchant+03  +02  +3 +04     WIS
+00 = Ride()                +01  +00  +0 +00  -1 DEX
+15 = Sense Motive()        +03  +06  +3 +03     WIS
+00 = Sleight of Hand^      +01  +00  +0 +00  -1 DEX
+04 = Spellcraft()^         +01  +00  +0 +00     INT
+09 = Stealth()             +01  +06  +3 +00  -1 DEX
+09 = Survival()            +03  +03  +3 +00     WIS
+12 = Survival(tracking)                 +03     WIS
+01 = Swim()                +02  +00  +0 +00  -1 STR
+00 = Use Magic Device^     +00  +00  +0 +00     CHA
[/sblock]
[sblock=Spellcasting]
Divine, Spontaneous, Wisdom
Domain: Defense (Protection subdomain)
Spell DCs: 13+ = 10 + 3 (WIS) + ? (Spell LvL)
Concentration: +9

Spells per Day:
1st lvl: 5
2nd lvl: 4

Spells Known
Orisons: sift, detect poison, guidance, stabilize, detect magic, daze, virtue
1st Level: protection from evil, compel hostility, wrath, know the enemy
2nd Level: shield other, remove paralysis, flames of the faithful, qualm[/sblock]
[sblock=Equipment]
Code:
Equipment                      Cost  Weight
mw studded leather armor       175gp  20lb
helm of the griffon mane   priceless   3lb
mw battleaxe                   310gp   6lb
+1 throwing axes(2)          4,616gp   4lb
dagger                           2gp   1lb
Backpack                         2gp   2lb
-flint and steel                 1gp   0lb
-waterskin                       1gp   4lb
-trail rations (2 days)          1gp   2lb
-whetstone                     .02gp   1lb
Belt Pouch                       5gp   2lb
- varies items and whittling knife
- technically it's a spell component pouch
(but let's not call it that IC)
Silver chain              priceless    1lb    
- with small cast iron forge pendant
- made by Flint's father
- works like Divine Focus 
Bedroll                         .1gp   5lb
Traveler's outfit               free   0lb
 
                Total weight carried: 51lb
Treasure: gp, sp, cp Gems:

Carrying Capacity:
light- 66 or less
medium- 67-133
heavy- 134-200[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 148(actual), late 50's (apparent)
Height: 4'7"
Weight: 148lbs
Hair Color: Graying Brown Hair and Beard
Eye Color: Hazel, scar over right eyelid
Skin Color: ruddy

Personality: Flint is a complex personality. He is gruff, cynical, distrustful, dwarvishly greedy, and never forgets an insult, but at the same time is extremely loyal, a little bashful (especially around women), humorous, and capable of deep and lasting friendship. Although it often appears different, he worries about his friends, thinking that they are children needing his care. He doesn't like to fight, but does it when he has to. He distrusts magic and all magic-users - including Raistlin. He has a running feud with Tasslehoff, but is secretly fond of the kender.

He is very fond of precious metals and gems, and is a talented metal craftsman. He whittles continually, and strokes and cleans his beard whenever there isn't a piece of wood in his hand. He dresses sloppily when traveling (to discourage bandits), but is very much the dandy in town. His health is good, but he has a touch of rheumatism. [/sblock]
[sblock=Background]Flint Fireforge, a grandfatherly dwarf, is the oldest of the companions. He is a Neidar (Hill) Dwarf, born in the wilds of the Kharolis Mountains. His father fought in the Dwarfgate Wars against the mountain dwarves, and told Flint many stories about that terrible conflict. After the Cataclysm, humans and hill dwarves sought refuge in the ancient dwarven kingdom of Thorbardin. The mountain dwarves, fearing they would be overrun, shut the gates of the kingdom, shutting out their kin, the Neidar, in the process. War raged for years, and both armies were obliterated in the final battle. The mountain dwarves who remained closed Thorbardin forever. The hill dwarves, shattered by the war, broke up into small clans. Flint was born into the poverty and hardship of his people, and grew up with a deep hatred of the mountain dwarves that had so betrayed his people.

Flint learned his trade as a metalsmith from his father, and set out into the world when he became an adult. His official reason for leaving was to find a more lucrative place to ply his trade, but secretly he dreamed of returning rich and powerful to reunite the Neidar Kingdom.

Eventually, Flint moved to Solace, since that town was located near all the major trade routes (and had one of the finest inns in the known world). His work was much in demand because of his skill, and he became one of the few dwarves welcome in the elven kingdom of Qualinesti. There he met a young half-elf named Tanis, and they formed a fast friendship.

When Tanis left Qualinost, he came to Flint in Solace, and Flint took the young half-elf on as a business partner. Together, they roamed the Haven/Solace region, and even traveled west across the mountains. They never went south, for Flint was not yet ready to face his own people again.

Although Flint grew increasingly crotchety as he aged, Tanis seemed to attract young, energetic people. And so the Companions formed around Flint and his young assistant. Flint, though always gruff, became much fonder of the Innfellows than they ever realized.

Flint had a near-brush with drowning that left him terribly afraid of water, and also had a close call with fire that left him nervous about flames. He is allergic to horses.

When Flint retired, he decided finally to travel south to find his people, and left Solace when the Innfellows departed. He traveled south of Pax Tharkas, but was captured by Aghar (gully dwarves)and imprisoned for several years. Finally, he escaped, but carries a burning hatred for the disgusting creatures.[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 7
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]


Hope you like him DH.

HM
 


HolyMan

Thy wounds are healed!
I like him well enough to say I'll be happy to play him. But why not give him a dwarven waraxe or at least a magical battleaxe?

Do to the way the adventures play out mostly. Can't ruin the surprise.

Just try to remember Flint is a supporting character and not one of the man warriors of the group. He should be to busy using other abilities + buffing himself to have to make more than one or two attacks per combat.

HM
 



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