HM's Dragonlance game converted to Pathfinder - recruiting - Page 9


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  1. #81
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    Magsman (Lvl 14)

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    Quote Originally Posted by WD
    Pathfinder Spells (levels):
    audible glamer = ghost sound 0
    burning hands 1
    charm person 1
    comprehend language 1
    detect magic 0
    hold portal 1
    magic missile 1
    read magic 0
    sleep 1
    floating disc 1
    darkness 15' radius = darkness 2
    detect invisibility = see invisibility 2
    ESP = ?
    invisibility 2
    mirror image 2
    web 2

    How will we handle the specific items (staff and dagger)?
    Working on the items they will remain close to the same as Raistlin would never give them up even if their was something better about.

    Spell list looks like it is easy. Raistlin should have 12 spells from crunch (6 @ LVL 1, then + 2 per lvl 2-4) Only 4 of them should be 2nd lvl but since you are stuck with selection, we can say that he copied a spell from a spell book and got the additional second level (probably invisibility ). That means you can go back and add an additional 1 lvl spell to his spellbook (Oh and just drop ESP) to make your 12 +1 extra that he got while adventuring/studying.

    Have you thought of your Sorcerer spells?

    My thoughts are Rasitlin was a good illusionist and trickster, but perhaps a little protection is in order as well:

    Spells Known:
    0- prestidigitation, mage hand, ghost sound, open/close, message
    1- mage armor, silent image

    Looks like you get identify at Sorcerer LvL 3 - that to would be a nice fit. Have you thought of Eclectic as a feat for Raistlin? And then you could take the alternate racial favored class bonus giving you a couple more spontaneous spells.

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  • #82
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    Universalist and multi-level sorcerer (I would like to keep it at level 2 until a much later character level) doesn't look good to me.

    I would prefer to move some of the spellbook list to my sorcerer list:
    0 (5) - Ghost sound, detect magic, read magic (+ prestidigitation, mage hand)
    1 (2) - Comprehend Language, Sleep

    How much money would I get to buy more spells for the spellbook? He got the old one of Fistandantilus, so he should know some more than minimum for his level.

    I also dislike Hand of the Apprentice for Raistlin. Could I replace it with this variant:
    Metacharge
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  • #83
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    Acolyte (Lvl 2)

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    I don't know how recently you've looked over Gilthanis, I've altered the attributes and skills a bit to reflect the info given, I'm just waiting on gear to finish up stuff like skills and ACP. I grabbed a combat trait and an magic trait that i think fit well enough.

    I don't know what his gear loadout is supposed to be Pre conversion, but if i might throw out a wild idea....

    Gil is now L6 and at L7 gains the ability to use Medium armor. He is a prince so he would have the best armor available, and given that Magi are likely a group or guild or on some level worldwide, I think it possible that they might have a way to make a suit of Chain mail (medium) that is somewhat "modular" in that you can wear just the Chain shirt (light) and carry around the rest of it in a pack until you are comfortable wearing the whole thing into combat.

    Anyway, just an idea i wanted to throw out there, make it easier to get that extra once L7 is reached without having to fight other melee folk for the nice chain mail in the loot.

  • #84
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    Waghalter (Lvl 7)

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    Rough Draft for Tas

    Spoiler:
    Tasslehoff Burfoot
    Halfling Rogue, Level 6, Init , HP / , Speed
    AC , Fort 5, Ref 10, Will 6, Base Attack Bonus 4
    Hoopak (Melee) +6 (1d4, )
    Hoopak (Ranged) +10 (1d3, )
    Rabbitslayer +6 (1d3+1, )
    (+4 Dex, +1 Size)
    Abilities Str 10, Dex 18, Con 14, Int 12, Wis 10, Cha 16
    Condition None

  • #85
    What about the equipment ?
    HM - how do I gain traits, I took nothing.

  • #86
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    Magsman (Lvl 14)

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    Traits

    You get to chose two but they can't be from the same group. Since you went fighter/ranger you might want to look at taking Adopted(Social) which will then all you to take World Traveler(Racial - Human). This would give you a chance to give Diplomacy to Tanis as a class skill.

    There are a lot of them so take your time looking through them.

    Also I am in the middle of equipment - got most of the easy ones done. Really need to focus on getting through this first module though, maybe end it with pathfinder rules. (i.e. fighting the dragon)


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    Last edited by HolyMan; Wednesday, 31st August, 2011 at 10:35 AM.
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  • #87
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    Magsman (Lvl 14)

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    @WD I like that alternate feature as I don't see Raistlin throwing his staff either. Also what do you think about losing Eschew Materials to gain - a Spell Focus of your choice? That also seems like a good fit, both fluff and crunch-wise.

    Remember in the book he found Fistandantilus's spellbook and it isn't in the module. I always put it in because Raistlin would never go to Xak Tasroth if there was a hint that it might not be there. But Raistlin knows it is and where it is, but you still have to find it.

    I wanted also to ask you WD what do you think about making that book one of the special ones from UM. I was thinking Book of the Grave (Necromancer Level 6) - pg.122 Take away the fluff and have it be "night-blue leather binding etched in silver runes" Grimore of Fistandantilus.

    I think the spells in it would fit nicely.


    HM

    Current Character Builds Finder:
    Gilthanas played by Gondsman
    Caramon played by Blood and Honor
    Tanis played by Strahd_Von_Zarovich
    Raistlin played by Walking Dad
    Riverwind played by ghostcat
    Tasselhoff played by possum
    Last edited by HolyMan; Wednesday, 31st August, 2011 at 10:57 AM.
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  • #88
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    The spells look fitting, but let's scratch the Protection and Preparation Ritual, too.
    Signature

    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

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  • #89
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    Quote Originally Posted by HolyMan View Post
    ... maybe end it with pathfinder rules. (i.e. fighting the dragon)


    HM
    Shudder!!! IIRC 1E Dragons were relatively weak; 2E dragons were beefed up a bit; 3E dragons were beefed up a lot.

  • #90
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    Magsman (Lvl 14)

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    I have been having such a horrible time today trying to get on threads I had time to do this:

    Sturm Brightblade

    Game Info

    Race: Human
    Class: Cavalier (beast rider archtype)
    Level: 6
    Alignment: Lawful good
    Languages: Common, Solamnic, Giant
    Deity: Paladine

    Abilities

    STR:17 +3 (7pts) +2 racial
    DEX:13 +1 (3pts)
    CON:16 +3 (7pts) +1 level
    INT:14 +2 (5pts)
    WIS:11 +0 (1pts)
    CHA:12 +1 (2pts)

    Combat

    HP: 00 = [6d10=??] + 18 (CON) + 0 (favored class)
    AC: 21 = 10 + 8 (armor) + 2 (shield) + 1 (DEX) + 0 (misc)
    AC Touch: 11 = 10 + 0 (DEX) + (misc)
    AC Flatfooted: 20 = 10 + 8 (armor) + 2 (shield) + 0 (misc)
    INIT: +1 = +1 (DEX) + 0 (misc)
    BAB: +6/+1 = +6/+1 (Cavalier)
    CMB: +9 = +3 (STR) + 6 (BAB)
    CMD: 20 = 10 + 3 (STR) + 1 (DEX) + 6 (BAB)
    Fort: +8 = +5 (base) + 3 (CON)
    Reflex: +3 = +2 (base) + 1 (DEX)
    Will: +2 = +2 (base) + 0 (WILL)
    Speed: 20'
    Damage Reduction: none
    Spell Resistance: none
    Spell Failure: n/a

    Weapon Stats

    Brightblade: +12 = +6 (BAB) + 3 (STR) + 3 (magic)/DMG=1d10+6(S), CRIT 19-20x2
    Brightblade(CE): +10 = +6 (BAB) + 3 (STR) + 3 (magic) - 2 (feat)/DMG=1d10+6(S), CRIT 19-20x2, SPECIAL: +2 AC
    Dagger(melee): +10 = +6 (BAB) + 3 (STR) + 1 (mw)/DMG=1d4+3(S), CRIT 19-20x2
    Dagger(range): +8 = +6 (BAB) + 1 (DEX) + 1 (mw)/DMG=1d4+3(S), CRIT 19-20x2, RANGE 10'

    Full Attack:
    Brightblade: +12/+7 = +6/+1 (BAB) + 3 (STR) + 3 (magic)/DMG=1d10+6(S), CRIT 19-20x2
    Brightblade(CE): +10/+5 = +6/+1 (BAB) + 3 (STR) + 3 (magic) - 2 (feat)/DMG=1d10+6(S), CRIT 19-20x2, SPECIAL: +2 AC

    Racial Traits

    +2 to One Ability Score:(STR) Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
    Favored Class: Cavalier
    Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
    Normal Speed: Humans have a base speed of 30 feet.
    Bonus Feat: Humans select one extra feat at 1st level.
    Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
    Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    Class Features

    Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalierís melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalierís level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

    Challenging a foe requires much of the cavalierís concentration. The cavalier takes a Ė2 penalty to his Armor Class, except against attacks made by the target of his challenge.

    The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalierís challenge also includes another effect which is listed in the section describing the cavalierís order.

    Exotic Mount (Ex): At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast riderís level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character). The beast rider does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beast riderís mount does not gain the share spells special ability.

    Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power.

    Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, snapping turtle (giant), triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor).

    Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, snapping turtle (giant), tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval.

    In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications:

    - Size Large;
    - Ability Scores Str +2, Dex Ė2, Con +2;
    - Increase the damage of each of the mountís natural attacks by one die size.

    A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed* (although the GM may allow mounts with a swim speed in certain environments).

    Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.

    *for this campaign this will not apply

    Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his orderís challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GMís preference.

    Order of the Dragon:
    Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

    Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

    Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

    Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

    Order Abilities
    : Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

    Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

    Cavalierís Charge (Ex): At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

    Banner (Ex): At 5th level, a cavalierís banner becomes a symbol of inspiration to his allies and companions. As long as the cavalierís banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

    Bonus Feat: At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.

    Feats & Traits

    Armor Proficiency - Light
    Armor Proficiency - Medium
    Shield Proficiency
    Prof. with all simple and martial weapons
    Bonus(human) - Combat Expertise
    1st lvl- Improved Fient
    Bonus(teamwork)- Precise Strike
    3rd lvl- Improved Disarm
    5th lvl- Step Up
    Bonus(combat)- Second Chance

    Traits:
    a)Heirloom Weapon - The Brightblade: When you select this trait, choose one of the following benefits:

    - proficiency with that specific weapon - chosen
    - a +1 trait bonus on attacks of opportunity with that specific weapon
    - a +2 trait bonus on one kind of combat maneuver when using that specific weapon.

    b)Child of the Temple: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice - Knowledge:nobility) is always a class skill for you.

    Skills

    Skill Ranks: 42 = [04 (class) + 02 (INT)] x 06 (LvL) + 06 (human) + 00 (Favored Class)
    Max Ranks: 06
    ACP: -3

    Skills:
    () = class skill
    ^ = trained only
    Code:
    Total                      Stat   Rank  CS  Misc  ACP
    -02 =  Acrobatics          +01    +00   +0  +00   -3   DEX
    +02 =  Appraise            +02    +00   +0  +00        INT
    +10 =()Bluff               +01    +06   +3  +00        CHA
    +03 =()Climb               +03    +03   +0  +00   -3   STR
    +02 =()Craft:_____         +02    +00   +0  +00        INT
    +07 =()Diplomacy           +01    +03   +3  +00        CHA
    +na =  Disable Device^     +01    +00   +0  +00   -3   DEX
    +01 =  Disguise            +01    +00   +0  +00        CHA
    -02 =  Escape Artist       +01    +00   +0  +00   -3   DEX
    -02 =  Fly                 +01    +00   +0  +00   -3   DEX
    +07 =()Handle Animal^      +01    +03   +3  +00        CHA
    +00 =  Heal                +00    +00   +0  +00        WIS
    +07 =()Intimidate          +01    +03   +3  +00        CHA
    +na =  Know:Arcana^        +02    +00   +0  +00        INT
    +na =  Know:Dungeoneering^ +02    +00   +0  +00        INT
    +na =  Know:Engineering^   +02    +00   +0  +00        INT
    +na =  Know:Geography^     +02    +00   +0  +00        INT
    +na =  Know:History^       +02    +00   +0  +00        INT
    +na =  Know:Local^         +02    +00   +0  +00        INT
    +na =  Know:Nature^        +02    +00   +0  +00        INT
    +09 =()Know:Nobility^      +02    +03   +3  +01        INT
    +na =  Know:Planes^        +02    +00   +0  +00        INT
    +na =  Know:Religion^      +02    +00   +0  +01        INT
    +na =  Linguistics^        +02    +00   +0  +00        INT
    +06 =()Perception          +00    +03   +3  +00        WIS
    +01 =  Perform:_____       +01    +00   +0  +00        CHA
    +na =()Profession^:_____   +00    +00   +0  +00        WIS
    +04 =()Ride                +01    +03   +3  +00   -3   DEX
    +09 =()Sense Motive        +00    +06   +3  +00        WIS
    +na =  Sleight of Hand^    +01    +00   +0  +00   -3   DEX
    +na =  Spellcraft^         +02    +00   +0  +00        INT
    -02 =  Stealth             +01    +00   +0  +00   -3   DEX
    +09 =()Survival            +00    +06   +3  +03*       WIS
    +06 =()Swim                +03    +03   +3  +00   -3   STR
    +na =  Use Magic Device^   +01    +00   +0  +00        CHA
    * to provide food and water to allies or protect from harsh weather

    Equipment

    Code:
    Equipment                           Cost    Weight
    The Brightblade                  priceless   6lb
    - +3 axiomatic bastard sword
    Special: heirloom weapon, cannot be sundered 
    as long as wielder's resolve is not broken
    +2 breastplate                    4,350gp   30lb
    mw heavysteel shield                170gp   15lb
    mw dagger                           302gp    1lb
    Backpack                              2gp    2lb
    -torches(2)                           2cp    2lb
    -sack,small                           1sp   .5lb
    -flint and steel                      1gp    ---
    -waterskin                            1gp    4lb
    -provisions (2 days)                  1gp    2lb
    -whetstone                            2cp    1lb
    Bedroll                               1sp    5lb
    Signet ring                           5gp    ---
    Traveler's outfit                    free    ---
    
                        Total weight carried: 68.5lb
    Treasure: 6stl, 6sp, cp Gems:none

    Carrying Capacity:
    light- 86lb
    medium- 173lb
    heavy- 260lb

    Details

    Size: Medium
    Gender: Male
    Age: 29 (looks 37)
    Height: 6'-1"
    Weight: 190lb
    Hair Color: brown, handlebar mustache
    Eye Color: brown
    Skin Color: white
    Personality: The motto of the Knights of Solamnia is "Est Sularus oth Mithas" My Honor Is My Life. It means that a Knight must be true to the ideals of chivalry at all costs. Sturm lives by that creed, and his highest ideal is to meet a noble death against overwhelming odds in the cause of justice. He is a man of noble bearing and great solemnity. His knightly ideals can sometimes be troublesome it is a shameful thing to run in battle, he feels. But when persuaded that a larger interest is at stake, he can make a 'strategic retreat' if it will further the cause. His greatest fear is that somehow he will dishonor himself and the Knights, and shame his father's memory. His honor is his major possession, and his word is unbreakable. He is a warrior of remarkable skill.

    Background
    Since the time of Huma, First Dragonlancer, who drove the dragons from Krynn a thousand years ago, the Knights of Solamnia have been the champions of justice and truth. The Knights represented all that was good, noble, compassionate, and heroic. But after the Cataclysm, when the peoples of Ergoth cried for aid, the Knights were helpless. When mankind turned its back on the true gods, not even the Knights could save them. And so the people came to blame the Knights for not saving them from their own folly. There came a great uprising against the Knights; their old temples and fortresses were besieged. Many of the old order died; the rest went into exile.

    One of the leaders of the Solamnic order was the Lord of the Roses, who fathered Sturm Brightblade. When the people turned against the Knights, he saw that the fight was hopeless. He could not desert his comrades, but he could send his wife and newborn son south to safety.

    And so Sturm Brightblade grew up in the town of Solace. As a child, he showed knightly bearing, and the ideals of chivalry came most naturally to him. His mother taught him the code of the Knights, and Sturm wished nothing more in life than to retake his father's heritage. When he came of age, Sturm received his father's legacy: a signet ring.

    He trained himself as a fighter, undertaking quests and great hardships to toughen his body and soul for knighthood. He became fast friends with Caramon, then known as the strongest young man in Solace. And so he joined the Innfellows.

    When the Innfellows left Solace, he went north to find traces of the Solamnic Knights. For a time, he traveled with Kitiara, Tanis's beloved, and then their paths split. He traveled in the lands of Solamnia, only to find that the Knights were everywhere in disgrace. He went to Vingaard Keep, his father's ancestral castle, now abandoned. He settled his father's estate, using the signet ring as proof of his heritage, but when the death duties were paid, all that was left was his father's sword and armor.

    And so he returned to Solace, understanding at last that true knighthood was found in one's own heart, and vowing to reestablish the old order. If he was the last Knight of Solamnia, he would at least be true to his father's ideals. He needed no more.

    Adventure Notes
    None yet


    Please let me know what you think. What changes you might make to fit and I especially need @Orius to take a look. I am doing all equipment and getting ready to post it if EnWorld will let me.


    HM

    Current Character Builds Finder:
    Gilthanas played by Gondsman
    Caramon played by Blood and Honor
    Tanis played by Strahd_Von_Zarovich
    Raistlin played by Walking Dad
    Riverwind played by ghostcat
    Tasselhoff played by possum
    My UPDATED Signature is here

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