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Switch to Forum Live View Dragonlance: Lost History of Istar
2 years ago  ::  Sep 18, 2011 - 2:30PM #31
Nightdrifter2
Date Joined: Jul 11, 2011
Posts: 802

Sep 18, 2011 -- 2:00AM, Pincushion wrote:


Well its been a long time since I've played in a dragonlance campaign and never one set during the kingpriest era.

I'm thinking of submitting a fighter type character either one that served in the military or perhaps recently won freedom from the arena(if the arena is still being used during this time, which I think it was)

Also as much as I love playing dwarves, I wanted to ask about a race I think I remember seeing in the DL sourcebook. It's a race I've always wanted to play. Most Dm's say no though. Anyway the race I was thinking of is half-ogre which the DL book has the racial mods and level adjustments for.

Prior to serving the military or fighting in the arena he would have been a weapon/armor smith raced by his human mother. The character himself would not know that he's half ogre as his mother kept such knowledge from him to better raise him as a human.

Most I'd be building him mainly as a ranged fighter, but with some skill in other non ranged weapons as well probally a longsword, mace, perhaps flail. But his first feats would be geared toward skill focus for armor and weaponsmithing.

However if you absolutely will not allow a half ogre I'd be more than happy to submit either a human or a dwarf with the same basic concept.




Half ogres might be .... difficult. You'll be wandering around urban areas a lot, so the character would need to be able to blend in to not be constantly harassed. Istarians are a tad bigoted and wouldn't take too kindly to a half ogre. Actually, they don't take too kindly to many things ... If you can figure out how to make it work, I'd be fine with it.

I assume you have access to Races of Ansalon since you're asking. Use the stats directly out of there, except that your favored class can be whatever you want. ECL remains +1 for now.

There is nothing more deceptive than an obvious fact. - Sherlock Holmes

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2 years ago  ::  Sep 18, 2011 - 2:37PM #32
greymouse
Date Joined: Jul 27, 2002
Posts: 5,304
How are Qualinesti elves viewed in Istar during this time.  Would one be able to move around freely without trouble?  How about a 1/2 elf? 
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2 years ago  ::  Sep 18, 2011 - 2:38PM #33
Nightdrifter2
Date Joined: Jul 11, 2011
Posts: 802

Sep 18, 2011 -- 2:19PM, greymouse wrote:


Elessar Elendril's Birthday: LeafPlay(October)04th, 225PC or 737 I.A.

  • 225-145PC Qualinesti (80yrs) Grew up under his father, a powerful wizard and magic crafter, Didn't want wizardry. 
  • 145-115PC Silvanesti (30yrs) Left for love(one sided) and adventure, learned some wizardry, leaves broken hearted and hears stories of the great city of Istar. 
  • 115-94PC Istar (21yrs) Worked as a guide and scout for Istar, leaves when Kingpriest exterminates Wizards
  • 95-85PC Thorbardin (10yrs) Hides with mountain kingdom, befriends dwarf and adventures with, learns some weaponsmithing
  • 85-65PC Solamnia (20yrs) Travels to the land of knights and works as a guide, still not content to return home. 
  • 65-55PC Hylo (10yrs) goes to Hylo and meets ??? Windseed, travel together  (Kestrel Windseed mother)
  • 55-27PC Qualinesti (28yrs) Returns home after hearing of mother's death.  Mend's fences with is father and remains home for his father's last years. 
  • 45PC or 919 I.A Kestrel Windseed is born.
  • 26PC or 937 I.A. On his way to Istar still thinking of reason (Game Begins).


 

I did some basic work on my character, Elessar Elendril's, history. He is quite old, 199 years and his 200th birthday is coming up in a few months. That should be some fun in game antics.   I'm trying to work out some connections with other characters and have worked a way to know Kestrel Windseed's mother and through her Kestrel. Elessar has traveled far and wide and it shouldn't be too hard to connect backgrounds


I used Pre Cataclysm dates as most of the time lines I was able to find dating back 200ish years were in PC.  I can adjust it to IA if needed as I did with the last two dates.    




One minor tweak:
The attacks on wizards hasn't happened yet. That's in 19PC (944 IA). Wizards are certainly looked down on and are oftened attacked by many, but no official attack has happened yet (current year = 937 IA/26PC). So while all five Towers still stand, a mage would be asking for serious trouble if they walked around the streets of Istar in their robes.

To convert between PC and IA, just take the year in PC and subtract it from 963 (eg. 963-26 = 937).

Obviously any in-game reference to dates needs to use IA as no one knows about the coming Cataclysm.

Edit (response to another question): Elves and half-elves are perhaps the only non-human race that is not looked down upon in some way, though tensions are high at the moment (see posted recent history). Dwarves are a little scorned but wouldn't have to worry about being arrested on sight.

There is nothing more deceptive than an obvious fact. - Sherlock Holmes

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2 years ago  ::  Sep 18, 2011 - 2:54PM #34
greymouse
Date Joined: Jul 27, 2002
Posts: 5,304
Okay, tweeked the wizard attack bit, thanks.  I'll think about the traits thing, I'm still on the fence on the hedge magician trait anyway. 

His father is a gifted wizard and crafter of magic.  That is where he gets his Magical Knack from and it is where he gets Hedge Magician from too.  Which would be a better campaign trait?   He is naturally gifted thanks to his family bloodlines.  He learned some shortcuts to crafting from his father at a young age before leaving his homeland. 
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2 years ago  ::  Sep 18, 2011 - 3:07PM #35
Nightdrifter2
Date Joined: Jul 11, 2011
Posts: 802
Magical Knack might be easier to make into a campaign trait. Maybe something along the lines of "moonborn", born on the Night of the Eye?

Edit: I've always interpreted Magical Knack to mean +2 CL for purposes of level dependent variables, not spells/day. Eg. getting spells/day as a 4th level wizard but casting them as a 6th level wizard.
There is nothing more deceptive than an obvious fact. - Sherlock Holmes

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2 years ago  ::  Sep 18, 2011 - 4:46PM #36
greymouse
Date Joined: Jul 27, 2002
Posts: 5,304

Sep 18, 2011 -- 3:07PM, Nightdrifter2 wrote:

Magical Knack might be easier to make into a campaign trait. Maybe something along the lines of "moonborn", born on the Night of the Eye?

Edit: I've always interpreted Magical Knack to mean +2 CL for purposes of level dependent variables, not spells/day. Eg. getting spells/day as a 4th level wizard but casting them as a 6th level wizard.





Me too,it's just for caster level.  Not actual wizard level.  So at the moment he's a 5th level wizard, but his lighting bolts do 6d6 and his mage armor lasts 6 hours rather then 5.  He still only has spells as a 5th level wizard. He can still take another level of a nonspellcasting class and not effect his caster level with it though I don't think I'm going any more ranger levels.      

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2 years ago  ::  Sep 18, 2011 - 5:08PM #37
greymouse
Date Joined: Jul 27, 2002
Posts: 5,304

Sep 17, 2011 -- 4:28PM, KayneRahl wrote:

Is it possible to play a paladin dedicated to one of the three Gods of Magic. Such as part of an order called Order of the White Moon / Red Moon / Black Moon. Very obscure even cult like?  If not I've got a dwarf paladin in service to Reorx in mind.




Sep 17, 2011 -- 4:50PM, Nightdrifter2 wrote:

Sep 17, 2011 -- 4:28PM, KayneRahl wrote:

Is it possible to play a paladin dedicated to one of the three Gods of Magic. Such as part of an order called Order of the White Moon / Red Moon / Black Moon. Very obscure even cult like?  If not I've got a dwarf paladin in service to Reorx in mind.




Hmmm, periodically you see homebrew rules for stuff like this on the nexus. Based on paladin alignment restrictions, Solinari would be the only god of magic who'd fit (Lunitari isn't exactly known for honesty and Nuitari is too dark for paladins). He does have Protection listed as something he can take an aspect of (Holy Orders of the Stars sourcebook), which does fit thematically with a paladin. Solinari's primary concern is with arcane magic, so an obscure Order of the White Moon would be related to this in some way, perhaps as secret protectors.

Of course most mages would never believe such an order existed. Some might even feel insulted by the thought of the gods of magic having non-mage followers. But this is hardly a time known for being friendly to mages...

The gods of magic were once gods with clerics (until ~2000 years ago when the Orders formed), so presumably they'd still know how to grant healing in some limited fashion.

Tentatively the idea could work.




Sep 18, 2011 -- 3:07PM, Nightdrifter2 wrote:

Magical Knack might be easier to make into a campaign trait. Maybe something along the lines of "moonborn", born on the Night of the Eye?





There might be a nifty connection here for our characters, being born under a certain moon, a white moon.   

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2 years ago  ::  Sep 18, 2011 - 6:10PM #38
Nightdrifter2
Date Joined: Jul 11, 2011
Posts: 802
Paladin of the White Moon (for KayneRahl):

These are some possible alternate class features for a Paladin who secretly serves Solinari and protects mages. Feel free to suggest changes as these rules were off the top of my head.

Detect Caster - You are able to determine who is capable of casting spells and how powerful they are in order to help you determine who needs protecting. This ability functions just like Detect Evil except that it has no effect on objects and the arcane caster level of a person determines the power of their aura. This ability replaces Detect Evil.

Protect Caster - You are able to deal divine vengeance against those who would hinder practictioners of the arcane. This ability functions like Smite Evil, except that it can only be used against someone who has made an attack (of any form) against someone with arcane caster levels. Abilities and feats which affect Smite Evil affect Protect Caster in the same way. This ability replaces Smite Evil.

Moon Magic - Your Paladin spells are affected in much the same way as a Wizard of High Sorcery's spells are. You gain bonuses to your caster level (for level dependent variables, not spells per day) and spell DCs when Solinari is in High Sanction and penalties when it is in Low Sanction. You are also affected by Conjunctions of the moons. For example, on the Night of the Eye you gain a +3 bonus to your caster level and DCs and during Low Sanction you take a -1 penalty etc.

Alignment Relaxation - Due to the bond between the three Orders of High Sorcery and their patron deities, you are sworn to protect all mages of all alignments, not just those who are good. Additionally, you are expected to hunt those mages who have been branded renegades. This requires some moral flexibility and you can now take LG, NG, or LN as an alignment.

Lay on Hands/Channel Energy - Your Lay on Hands and Channel Energy abilites receives a bonus to each die roll equal to the bonus you receive from Moon Magic. For example in High Sanction a Paladin whose Lay on Hands does 3d6 would instead do 3d6+3.
There is nothing more deceptive than an obvious fact. - Sherlock Holmes

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2 years ago  ::  Sep 18, 2011 - 9:26PM #39
Pincushion
Date Joined: Mar 10, 2004
Posts: 1,303
ok I'll work on the character background tomorrow night and Tuesday. For the most part I was going to build him put his highest scores in char and maybe int to offset the penalty for being half-ogre. Than the next highest scores would be Dex, wisdom, con, str.

he'd still be a bit over 6 feet in height, but in essense if I give a good balance he'll be stat wise much more human than half-ogre. Anyway I'll find my book and read up on half-ogre's and work on my background. Once that is done I'll post it and hopefully it will be worded well enough to make the character fit without threat of being arrested on sight.
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2 years ago  ::  Sep 19, 2011 - 11:26AM #40
KayneRahl
Date Joined: Oct 3, 2009
Posts: 1,328
This is what I got in mind for a replacement for Smite Evil. 




Mage Vengence (Su): : A paladin gains a +2 morale bonus on attacks and damage against any creature that attacks or that the have previously seen attack a Wizard. The damage bonus increases by +1 per 2 paladin levels. This ability replaces Smite Evil.
Keep on the Shadowfell Essentials Group 2 - Azigen, Dwarven Warpriest
Rise of the Runelords - Pathfinder 4e - Himdur, Dwarven Cleric

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