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[OOC] Dragonlance Classics

Interesting questions:

Do you want the characters as close as possible to the beginning of the modules, or do you want us to create them as best we can with 3e and the stats from the characters (i.e. Raistlin has a low Con 10 or less)?

And does anyone else think that Raistlin has bluff, diplomacy, gather information, and perform?

What's your opinion on the spellcasting prodigy feat, and the beginning spells for Raistlin. I was figuring the beginning spells according to the rules, then two free per level. Any additional?

Sorry for all the questions, but I guess I want some opinions as I build Raistlin.
 
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Do you want the characters as close as possible to the beginning of the modules, or do you want us to create them as best we can with 3e and the stats from the characters (i.e. Raistlin has a low Con 10 or less)?

And does anyone else think that Raistlin has bluff, diplomacy, gather information, and perform?

What's your opinion on the spellcasting prodigy feat, and the beginning spells for Raistlin. I was figuring the beginning spells according to the rules, then two free per level. Any additional?

Sorry for all the questions, but I guess I want some opinions as I build Raistlin.

Well, he definitely has perform, bluff, and sense motive

Diplomacy is highly up to opinion. I mean No one likes him, no one at all besides Dalamar, and even that is a what you can do for me kind of thing.

He certainly does qualify for spell casting prodigy, if the feat is allowed.
 

Keia said:
Do you want the characters as close as possible to the beginning of the modules, or do you want us to create them as best we can with 3e and the stats from the characters (i.e. Raistlin has a low Con 10 or less)?

What's your opinion on the spellcasting prodigy feat, and the beginning spells for Raistlin. I was figuring the beginning spells according to the rules, then two free per level. Any additional?

Create them as you would like to play them. As long as their strengths and weaknesses aren't totally upended I'll be happy.

I'll allow spellcasting prodigy. I think the beginning spells and two per level are about right. What do others think? The Staff of Magius definitely makes up for a small selection.
 

What are all of its powers?

Was the anti-magic field in the Legend of Huma created by it? The one that allowed Huma Kaz and Magius to walk through that magical torrential storm untouched?
 

What equipment will we receive per character? I mean I know What Sturm and Raistlen have, but what about the characters without magic weapons like Tanis?
 

In the modules Tanis started with a +2 longsword and +2 leather. You are welcome to use that or develop a little bit more flavor. I would recommend no more than four magic items per character.

Staff of Magius: ring of protection +3, quarterstaff +2, casts featherall and continual light 1/day. For 6th level mages and above: adds 2 to each die of spell damage, maintains concentration for one round after user stops concentrating, and doubles duration of spells involving light, air, or mind.

I think it would be safe to say that the Staff of Magius rates as an artifact, and that other unknown powers might belong to it.
 

Gru, as far as flavor items, how about stuff from Tanis's history being special?

For example, the magic longsword being the one made for him by himself and Flint and ensorcelled by the court mage to hunt that magic lizard that was plaguing qualinesti when Flint and Tanis met?

The only other things that would make sense as far as flavor would be a masterwork/piece bow, and those magic arrow heads made for the same hunt. I know they were used to set him up, but they are still good and the guy who tried to set him up was killed I think. And it is foolish to get rid of magic weapons in any form.

Thats all I can think of as far as flavor:
the Magic Sword
The leather Armor
The Master Piece Bow
The half dozen or so arrow heads, though I think some were lost
 

One question, how are we determining Hit Points? Sort of the Living Greyhawk/Star Wars way? GM rolling for us, etc.

Anyway here is my first run at Flint (5th level, 40 points for attributes) NOTE I did not bring my Player's Guild to work so I will have to finish most of this later...

Attributes
Str: 16 (+3)
Dex: 12 (+1)
Con*: 20 (+5)
Int: 12 (+1)
Wis: 13 (+1)
Cha: 10 (+0)
*4th level attribute bonus

Racial Qualities:


Hit Dice: 5d10 +25
HP:
AC: 18/17 flat-footed
Initiative: +1
BAB: +5
Melee: +8
Ranged: +6
Speed: 20’

FORT: (+4 +5)= +9
REFL: (+1 +1) = +2
WILL: (+1 +1) = +2

Attacks:
Battle Axe +2 (melee +11, 1d8+7, crit 20/x3)
light crossbow (ranged +6, 1d8, crit 19-20/x2)
(3) hand axes (melee +8/ranged +6, 1d6+3, crit 20/x3)
(2) daggers (melee +8/ranged +6, 1d4+3, crit 19-20/x3)

Armor
Chainmail shirt

Class Abilities:
extra feats

Skills
Craft

Feats:
-Simple Weapon Profficiency
-Martial weapon (Proficiency All)
-Shield Profficiency
-Light Armor Profficiency
-Medium Armor Profficiency
-Heavy armor Profficiency
(3 more to choose)
+Weapon Focus Battle Axe
+Weapon Specialization Battle Axe
 
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Sturm Brightblade

Here is Sturm (40 point buy)

Fighter 5

Str: 17 +3
Dex: 14 +2
Con: 16 +3
Int: 12 +1
Wis: 14 +2
Cha: 12 +1

Hit Points: 5d10+15 = 51
AC: 19 (18 Flat Footed / 11 Touch)

Init: +2
Spd: 20 ft.

Fort: +7
Ref: +3
Will: +5

Feats: Power Attack, Cleave, Sunder, Iron Will, Weapon Focus: Greatsword, Weapon Spec: Greatsword

Skills:
Climb 5 +8 (+3)
H. Animal 4 +6
Jump 5 +8 (+3)
Ride 4 +6
Swim 6 +9 (+4)
cc Spot 1 +3
cc Listen 1 +3
cc Know: Religion 2 +3

BAB: +5
Melee: +8
Ranged: +7
Brightblade: +12 2d6+8 (+2d6 vs. Chaos) 19-20 x2

Equipment:
'Brightblade' - Greatsword +3, Lawful
MW Full Plate
Backpack
Whetstone
Dagger
Flint & Steel
Bedroll
Winter Blanket
Waterskin
3 days Trail Rations
Belt Pouch
 

Eric, Gru said you can use the paladin Skill list if you want, and I think that is much more fitting to sturm. It gives him a lot of what you bought cross class as class skills.
 

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