HM's Dragonlance game converted to Pathfinder - recruiting


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HolyMan

Thy wounds are healed!
Sure WD but don't think it as a level up (only) spot.

You can use it foe builds, links of your own, etc

H M
 

Orius

Legend
I see everyone's been using the Elmore cover art from the original printings of the books for the character portraits. Nice. It's just doesn't feel like DL without Elmore.
 

HolyMan

Thy wounds are healed!
I am digging the art in the RG as well. I will try and add pics of Goldmoon and Tas when I put them in the RG tonight.

Also tonight I will be adding the IC post I have been working on. So the game restarts tonight after work.

Still need rangerjohn and ghostcat to post up their characters.

HM
 


HolyMan

Thy wounds are healed!
Here is the sheet so far, you'll have to let me know what changes you wish to make.

[sblock=Gilthanas Kanan][sblock=Game Info]Race: Elven
Class: Magus
Level: 6
Experience: 0
Hero Points:
Alignment: Chaotic Good
Languages: Common, elven (Qualinesti) elven (Sylvanesti), Gnome, Kenderspeak, Goblin
Deity:[/sblock][sblock=Abilities]STR: 14
DEX: 16 (14+2 racial)
CON: 12 (13-2 racial+1 L4)
INT: 18 (16+2 racial
WIS: 10
CHA: 12[/sblock][sblock=Combat]HP: 54 = [6d8=48] + 6 (favored class bonus)
AC: 19 = 10 + 6 (armor) + 3 (DEX),
AC Touch: 13 = 10 + 3 (DEX)
AC Flatfooted: 16 = 10 + 6 (armor)
INIT: +3 = +3 (DEX)
BAB: +4 = +4 (Magus)
CMB: +6 = +2 (STR) + 4 (BAB)
CMD: 19 = 10 + 2 (STR) + 3 (DEX) + 4 (BAB)
Fort: +6 = +5 (base) + 1 (stat)
Reflex: +5 = +2 (base) + 3 (stat)
Will: +5 = +5 (base) + 0 (stat)
Speed: 30 ft
Damage Reduction:
Spell Resistance:
Concentration: +12 = +6 (caster level) + 4 (INT) + 2 (trait)[/sblock][sblock=Weapon Stats]Melee:
elven longsword, +1: +9 = +4 (BAB) + 3 (DEX) + 1 (feat) + 1 (Magic)/ DMG = 1d6+3(P), CRIT 18-20x2
Dagger, mw silver: +7 = +4 (BAB) + 2 (STR) + 1 (MW)/ DMG = 1d4+1(P or S), CRIT 19-20x2

Ranged:
Composite Longbow, mw: +8 = +4 (BAB) + 3 (DEX) + 1 (MW)/ DMG = 1d8+2(P), CRIT x3 Range 110ft
Dagger, mw silver: +8 = +4 (BAB) + 3 (DEX) + 1 (MW)/ DMG = 1d4+1(P or S), CRIT 19-20x2 Range 10ft[/sblock][sblock=Racial Traits] +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

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

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan[/sblock][sblock=Class Features] Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.[sblock=Spells]A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.
A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).
A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.[/sblock][sblock=Spellbooks] A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).
A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Book 1
L0 - acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark

L1 - burning hands, chill touch, corrosive touch, feather fall, frostbite, hydraulic push, jump, magic missile, ray of enfeeblement, shield, shocking grasp

L2 - acid arrow, bull's strength, defensive shock, elemental touch, frigid touch, mirror image, scorching ray

Spells Per Day
L0 - 5
L1 - 5
L2 - 4

*L1 spells 3(base)+4(INT L1)+2(L2)+2(L3) -L2 spells 2(L4)+2(L5)+2(L6)+1(bought/scribed)
[/sblock][sblock=Arcane Pool (Su)]At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the Magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the Magus.
A Magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.[/sblock]Cantrips: A Magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.[sblock=Spell Combat (Ex)] At 1st level, a Magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the Magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the Magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A Magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.[/sblock][sblock=Spellstrike (Su)] At 2nd level, whenever a Magus casts a spell with a range of “touch” from the Magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a Magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.[/sblock][sblock=Magus Arcana] As he gains levels, a Magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a Magus gains one Magus arcana. He gains an additional Magus arcana for every three levels of Magus attained after 3rd level. Unless specifically noted in a Magus arcana's description, a Magus cannot select a particular Magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the Magus spell list unless otherwise noted.

L3 - Concentrate (Ex): The Magus can re-roll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll's outcome is determined. The Magus must take the second roll, even if it is worse. The Magus can use this ability once per day.

L6 - Wand Wielder (Su): The Magus can activate a wand or staff in place of casting a spell when using spell combat.[/sblock]Spell Recall (Su): At 4th level, the Magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single Magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Bonus Feats: At 5th level, and every six levels thereafter, a Magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

L5 – Weapon Focus (elven longsword)[/sblock][sblock=Feats & Traits]
Feats:
1st lvl – Weapon Finesse
3rd lvl - Combat Casting
5th lvl – Craft Wand

Traits:
Armor Expert reduce ACP by 1 with all armor
Focused Mind +2 concentration[/sblock][sblock=Skills]Skill Points: 36
Max Ranks: 6
ACP:

Skill List:
Acrobatics +0 = +0 [ranks] +3 [DEX] +0 [misc] +0 [ACP]
Appraise +0 = +0 [ranks] +4 [INT] +0 [misc]
Bluff +0 = +0 [ranks] +1 [CHA] +0 [misc]
Climb +0 = +3 [ranks] +3 [class skill] +2 [STR] +0 [misc] +0 [ACP]
Craft +0 = +0 [ranks] +0 [class skill] +4 [INT] +0 [misc]
Diplomacy +0 = +2 [ranks] +1 [CHA] +0 [misc]
Disguise +0 = +0 [ranks] +1 [CHA] +0 [misc]
Escape Artist +0 = +0 [ranks] +3 [DEX] +0 [misc] +0 [ACP]
Fly +9 = +3 [ranks] +3 [class skill] +3 [DEX] +0 [misc] +0 [ACP]
Heal +0 = +0 [ranks] +0 [WIS] +0 [misc]
Intimidate +0 = +3 [ranks] +3 [class skill] +1 [CHA] +0 [misc] +0 [ACP]
Knowledge (Arcana) +10 = +3 [ranks] +3 [class skill] +4 [INT] +0 [misc]
Knowledge (Dngnrng) +10 = +3 [ranks] +3 [class skill] +4 [INT] +0 [misc]
Knowledge (Planes) +10 = +3 [ranks] +3 [class skill] +4 [INT] +0 [misc]
Perception +0 = +0 [ranks] +0 [WIS] +0 [misc]
Perform +0 = +0 [ranks] +1 [CHA] +0 [misc]
Profession +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
Ride +9 = +3 [ranks] +3 [class skill] +3 [DEX] +0 [misc] +0 [ACP]
Sense Motive +0 = +2 [ranks] +0 [WIS] +0 [misc]
Spellcraft +0 = +3 [ranks] +3 [class skill] +4 [INT] +0 [misc]
Stealth +0 = +0 [ranks] +3 [DEX] +0 [misc] +0 [ACP]
Survival +0 = +0 [ranks] +0 [WIS] +0 [misc]
Swim +0 = +3 [ranks] +3 [class skill] +2 [STR] +0 [misc] +0 [ACP]
Use Magic Device +0 = +3 [ranks] +3 [class skill] +1 [CHA] +0 [misc] [/sblock][sblock=Equipment]
Code:
[U]
Item                       Cost   Weight[/U]
elven longsword +1       2,315gp    4lb
mw longbow                 375gp    3lb
-arrows(20)                  1gp    3lb
mw silver dagger           322gp    1lb
elven chainmail          5,150gp   20lb


             total weight carried: 31lb
Treasure: 15stl, 8sp, 2cp Gems: 100stl(x2)

Note: additional items upon arrival of Qualinost[sblock=ElvenChainmail]Aura no aura (nonmagical); CL
Slot armor; Price 5,150 gp; Weight 20 lbs.
DESCRIPTION
This extremely light chainmail is made of very fine mithral links. This armor is treated, in all ways, like light armor, including when determining proficiency. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2.
[/sblock][/sblock][sblock=Details]Size: Med
Gender: Male
Age: 110
Height: 5’8”
Weight: 120
Hair Color: Blonde
Eye Color: Hazel
Skin Color: Fair
Appearance:
Demeanor: Gilthanas is brave and charming, with a love of adventure. His diplomatic skills and elven nature make him a delightful companion. He is sometimes too concerned with protocol, and believes deeply in the superiority of the elven race. Although he can be shortsighted and a bit narrowminded, he is basically honest, just, sensitive, and well-meaning. He is optimistic, heroic, and friendly. His only obsession is his hatred of Verminaard for murdering the elves, and he will act impetuously if there is an opportunity to kill the dragon highmaster. He has a great deal of respect for Tanis, but is still strongly against his involvement with Laurana.[/sblock][sblock=Background]Gilthanas is son of the Speaker of Suns, ruler of the elven nation of Qualinesti. He has an older brother, Porthios, who is heir to the Speakership, and a younger sister, Laurana. His best friend in childhood was a half-elf named Tanis, ward of the Speaker of Suns. But their childhood friendship came to an end when Laurana fell in love with the half-elf. Gilthanas was outraged, for no half-elf should marry into the royal house of the Qualinesti. The friends quarreled bitterly, and Tanis left Qualinost forever.

As second in line for the throne, Gilthanas became an influential advisor and confidential assistant to the Speaker at a young age. He became a polished diplomat. In addition to his formal responsibilities, he was trained in military leadership and combat. When the dragonarmies invaded Abanasinia, many people were captured and imprisoned in the fortress of Pax Tharkas, recently captured by the dragon highmaster, Verminaard. Gilthanas was given command of an elven band to sneak into Pax Tharkas and liberate the people. The mission ended in tragedy when his party was ambushed by draconians. Gilthanas was knocked unconscious early in the melee and fell into a ditch, where he was left for dead. His fellows were taken to Solace. When he awoke, he followed them. He arrived in Solace only to see a horrible sight Verminaard had chained the elves to stakes in the town square and called Ember, a red dragon out of ages past, to burn the helpless creatures. In a rage, Gilthanas moved to attack Verminaard, but he was stopped by Theros Ironfeld, a smith. "Stay your hand, young elf, for
you cannot prevail against these odds. Be patient you will have your chance to kill him," Theros said. Gilthanas, sobering, agreed, but the burning passion to avenge his people against Verminaard would never die until the evil dragon highmaster perished.

Theros gave the young elf shelter, but Gilthanas went to the Inn of the Last Home to gain information... and thus his part in this tale begins.[/sblock][/sblock]

I'll go put what we have for Caramon so far in the RG - let me know what changes you wish to make.

HM
 

rangerjohn

Explorer
1: What is an Elven Longsword? A longsword with the stats of a rapier?

2: How common are wands and down time going to be.
 
Last edited:



dammitbiscuit

First Post
I hear you need a kender named Tas. I don't know anything about Dragonlance, but I've skimmed the old threads for this campaign.

As far as I understand it:

  • My job, as Tas, is to find the thing in the room that absolutely should not be messed with, and mess with it when no one's looking
  • Dragonborn and half-dragons in this setting are called "dragon mans"
Doesn't sound too hard! :)


tas.jpg



Tas - Sample character sheet attached. Also: Cutpurse Archetype (duh!), Fast Escape for the 3rd talent, and replace all mention of "bolas" with "hoopak". Sound good?


PS - the Ultimate Magus PrC from 3.5 could help with the setback of being a multiclassed wizard/Sorc. I've heard the name Raistlin mentioned, but he always sounded powerful... not like a guy who gimped himself by taking 2 classes that do the same exact thing but don't stack!
 

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