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Complete Races, Classes, & Magic of DL Races of Ansalon Unlike the standard Dungeons & Dragons game, there are no Halflings or half-orcs in the DRAGONLANCE® saga. Players who enjoy Halfling characters might try playing a tinker gnome or a kender, and those who prefer half-orcs will find bakali, half-ogres, Minotaurs, and ogres to be interesting options. Racial Characteristics The race that you choose for your character will determine some of his or her natural capabilities. The races of Krynn are described in a similar fashion to the basic character races in the Player’s Handbook; however, the unique races of the DRAGONLANCE® Saga give some unusual choices and qualities for your character. In addition to the entirely new races, some of the traditional D&D races (dwarves, elves, and half-elves) have been slightly modified in Krynn. The racial descriptions given here replace those found in the Player’s Handbook for the DRAGONLANCE ® Saga. Racial Ability Adjustments Race Ability Adjustments Favored Class  Human None Any  Bakali +2 Constitution, –2 Charisma Barbarian  Centaur o Abanasinian +2 Wisdom, –2 Intelligence Ranger o Crystalmir +2 Wisdom, –2 Intelligence Ranger o Endscape +2 Str, –2 Int, –2 Cha Barbarian o Wendle +2 Wisdom, –2 Charisma Ranger  Dwarf o Daergar +2 Constitution, –2 Charisma Fighter o Daewar +2 Constitution, –2 Charisma Fighter o Hylar +2 Constitution, –2 Charisma Fighter o Klar +2 Constitution, –2 Charisma Fighter o Neidar +2 Constitution, –2 Charisma Fighter o Thiewar +2 Constitution, –2 Charisma Sorcerer o Zhakar +2 Con, –2 Str, –2 Cha Sorcerer  Elf o Dargonesti § +2 Dexterity, –2 Constitution Sorcerer o Dimernesti § +2 Dexterity, –2 Constitution Fighter o Kagonesti +2 Dexterity, –2 Intelligence† Barbarian o Qualinesti +2 Dexterity, –2 Constitution Ranger o Silvanesti +2 Dexterity, –2 Constitution Wizard  Half-Elf None Any  Gnome +2 Dexterity, –2 Strength Tinker, Rogue or Expert  Kender +2 Dexterity, –2 Strength Rogue o True Kender -2 Str, -2 Wis, +2 Dex, +2 Int Handler  Minotaur +2 Str, –2 Wis, +2 Con, –4 Cha Fighter  Mischta +2 Charisma, –2 Constitution Sorcerer  Ogreborn +2 Str, +2 Con, –2 Dex, –2 Int†, –2 Cha Barbarian  Ogre Irda § +2 Dex, +2 Int, +2 Char, -4 C on † The character’s starting Intelligence is at least 3. If this adjustment would lower the character’s score to 1 or 2, his or her score is 3. § Ogre Irda have level adjustment +5; Dargonesti elves, Dimernesti elves, and ogres have level adjustment +1. Unusual Races Some character races are considered unusual in Ansalon, and may not be appropriate for all DRAGONLANCE® saga campaigns. You must receive permission from your DM before creating a character belonging to any of these unusual races. Such races include bakali lizardfolk, centaurs, gully dwarves, mischta, all monsters from the Monster Manual or Creatures of Ansalon, a nd all powerful races (Dargonesti elves, Dimernesti elves, Irda, and ogres). Powerful Races When creating a character of a more powerful race, add the level adjustment to the chara cter level of the creature. This is the character’s effective character level. The DM determines the character level of newly-created characters in the campaign; if the effective character level of a first- level adventurer is higher than this number, you cannot create a member of this race. Copyright © 2002 D.E.A. Productions Page - I -

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Complete Races, Classes, & Magic of DLRaces of Ansalon

Unlike the standard Dungeons & Dragons game, there are no Halflings or half-orcs in the DRAGONLANCE® saenjoy Halfling characters might try playing a tinker gnome or a kender, and those who prefer half-orcs will find bakali, habe interesting options.Racial Characteristics

The race that you choose for your character will determine some of his or her natural capabilities. The races of Kr

similar fashion to the basic character races in the Player’s Handbook; however, the unique races of the DRAGONLANCEunusual choices and qualities for your character.In addition to the entirely new races, some of the traditional D&D races (dwarves, elves, and half-elves) have been slight

descriptions given here replace those found in the Player’s Handbook for the DRAGONLANCE® Saga.Racial Ability Adjustments

Race Ability Adjustments Favored Class• Human None Any• Bakali +2 Constitution, –2 Charisma Barbarian• Centaur

o Abanasinian +2 Wisdom, –2 Intelligence Ranger o Crystalmir +2 Wisdom, –2 Intelligence Ranger o Endscape +2 Str, –2 Int, –2 Cha Barbariano

Wendle +2 Wisdom, –2 Charisma Ranger • Dwarfo Daergar +2 Constitution, –2 Charisma Fighter o Daewar +2 Constitution, –2 Charisma Fighter o Hylar +2 Constitution, –2 Charisma Fighter o Klar +2 Constitution, –2 Charisma Fighter o Neidar +2 Constitution, –2 Charisma Fighter o Thiewar +2 Constitution, –2 Charisma Sorcerer o Zhakar +2 Con, –2 Str, –2 Cha Sorcerer

• Elfo Dargonesti § +2 Dexterity, –2 Constitution Sorcerer o Dimernesti § +2 Dexterity, –2 Constitution Fighter o

Kagonesti +2 Dexterity, –2 Intelligence† Barbariano Qualinesti +2 Dexterity, –2 Constitution Ranger o Silvanesti +2 Dexterity, –2 Constitution Wizard

• Half-Elf None Any• Gnome +2 Dexterity, –2 Strength Tinker, Rogue or Expert• Kender +2 Dexterity, –2 Strength Rogue

o True Kender -2 Str, -2 Wis, +2 Dex, +2 Int Handler • Minotaur +2 Str, –2 Wis, +2 Con, –4 Cha Fighter • Mischta +2 Charisma, –2 Constitution Sorcerer • Ogreborn +2 Str, +2 Con, –2 Dex, –2 Int†, –2 Cha Barbarian• Ogre Irda § +2 Dex, +2 Int, +2 Char, -4 Con

† The character’s starting Intelligence is at least 3. If this adjustment would lower the character’s score to 1 or 2, his or he§ Ogre Irda have level adjustment +5; Dargonesti elves, Dimernesti elves, and ogres have level adjustment +1.

Unusual RacesSome character races are considered unusual in Ansalon, and may not be appropriate for all DRAGONLANCE®

must receive permission from your DM before creating a character belonging to any of these unusual races. Such races incentaurs, gully dwarves, mischta, all monsters from the Monster Manual or Creatures of Ansalon, and all powerful races (elves, Irda, and ogres).Powerful Races

When creating a character of a more powerful race, add the level adjustment to the character level of the creatureeffective character level. The DM determines the character level of newly-created characters in the campaign; if the effectlevel adventurer is higher than this number, you cannot create a member of this race.

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Complete Races, Classes, & Magic of DLThe beginning equipment of a character from a more powerful race is determined by his effective character level,

thus should be equal to other new characters in the campaign.Because characters of these powerful races possess a higher level than just their character level, they do not gain l

character. These characters use their effective character level to determine how many experience points are required to reathe character’s actual level for feat and skill acquisition, class features, ability score increases, and so forth. Characters of up to 20th character level in their classes, although they require more experience points to do so.

HumanHumans dominate modern Ansalon in terms of political power and sheer population. Many of the most powerful orders are predominantly human. Human diversity, adaptive ness, and perseverance have allowed them to ascend over moogres, minotaurs, and elves. Significantly, most of the Heroes of the Lance were human.

Personality: Humans are courageous, flexible, and energetic people. They are possibly the proudest folk of Ansalimportance in their traditions and cultures. Humans will defend their way of life from change, and brook no disrespect frohumans are flexible and adaptable, and will rapidly accept innovations and new discoveries that improve their lives. It is saware of these improvements.

The flexibility of humans, coupled with their short lifespan and energy, sometimes makes them seem overly ambiAnsalon. Certainly humans are more focused on the immediate future than either gnomes or minotaurs, and pay less attendwarves. Although nonhumans sometimes sneer at humans as being grasping, their drive has accomplished much in the w

Physical Description: Humans vary enormously in appearance, with physical traits that depend upon the region o

ancestry can be traced. The origin of the different cultures of humanity has been lost to the mists of time, but may be linketribes or the different families of slaves kept and bred by ancient ogres. Humans in modern Ansalon are known for the regassociated with, although since the Cataclysm refugee migrations, wars and exploration of Ansalon’s altered geography hdifferent cultures to spread throughout the continent.

Abanasinians are probably descended from an intermingling of Solamnians and Plainsfolk, sharing qualities of bowith light skin tones and straight or curly hair that grows black, brown, or red. Blonde hair is quite rare and considered requite muscular if they follow a vigorous lifestyle, although less active individuals can be a little plump.Ergothians are widespread, found not only in Ergoth but also in Ackal, Saifhum, Sikk’et Hul, and many Blood Sea ports.

range from light brown to glowing black, and grow tightly curled black hair that is usually closely cropped, with little or nfamous for their dark, flashing, and romantic eyes.

Icefolk of the frigid south have red or light brown hair, blue eyes, and pallid skin with faces that are weathered anexposure to strong winds. They are of medium height, and men are considered very hairy by most standards.

Kalinese humans live in eastern Ansalon, including the Blood Sea ports, Balifor, and the Dairly Plains. They are average Ansalonian, with dark hair and weathered skin tones.The Khur tribes are a unique, distinct cultural group in Ansalon. They have bronzed skin and curly black hair, and

the typical human. Khurrish men possess distinctive aquiline features and look quite fierce, while Khurrish women are exin Krynn. Exposure to the deserts weathers Khurrish skin, giving it the texture of leather by late middle age.

The Nerakese humans of central Ansalon include the mountainfolk that live in the Taman Busuk as well as the heare rugged in appearance, with dark curly hair, weathered dark skin, and deep-set dark eyes. Nerakese men grow facial haconsidered somewhat handsome by human standards – depending, of course, on their state of dress and hygiene. They are

Plainsfolk are found in lands that, prior to the Cataclysm, belonged to the south-central plains of Ansalon – AbanNew Coast, and the Plains of Dust. Plainsfolk can be quite tall and slender, and have deeply golden skin, black hair, and b

Solamnians dwell in Solamnia, Nordmaar, the Whitestone lands of Sancrist Isle, and other Sirrion Sea islands. Soand pale-skinned, although in northern climes they tan quite well. Solamnians are memorable for their clear blue or black might be brown, black, or sometimes blonde.

Relations: Although humans are most comfortable when surrounded by others of their own kind, most humans quof other races – even such “unfriendly” races as goblins, Minotaurs, and elves. Humans fear what they do not understand,those that they come to know and appreciate. At a pinch, a human is able to deal with those unlike himself better than any

Alignment: Humans were created by the gods of Neutrality, yet Gilean’s gift allowed them free will to choose thefew humans are truly neutral, tending either at least slightly towards good or slightly towards evil. The most selfless of heamong humans.

Human Lands: The human lands of Ansalon include the plains of Abanasinia, the faded glory of Ergoth, exotic KLemish, proud Normaar, isolated Sirrion Sea islands, powerful Solamnia, the Knights’ Whitestone lands, and innumerablBalifor, Blödehelm, the Dairly Plains, Estwilde, Icewall Glacier, Plains of Dust, the Taman Busuk, and elsewhere.

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Complete Races, Classes, & Magic of DLAlthough human towns tend to be fairly homogenous, and not a little suspicious of outsiders, they quickly accept

individuals have spent some time living among them (for example, hill dwarves in Abanasinia, or Qualinesti elves in NortReligion: Humans do not worship one deity as the father of their race, as do dwarves, elves, gnomes, kender, and

gods of humans varies from region to region in Ansalon: Paladine and Gilean are worshipped in Solamnia, Majere in Ergby the mariners of Saifhum, and Kiri-Jolith and Zivilyn by the Plainsmen of Abanasinia and the Plains of Dust. Mishakal every land where her worship is known, both as the goddess of healing and the first god of light to return during the War o

On the other side of the coin, the gods of darkness are also worshipped and feared by many humans. Takhisis is f

power-hungry everywhere, Chemosh is appeased by those who fear death’s cold embrace, and many superstitious sailors Languages: Almost all humans are able to speak Common quite well, as it was originally formed from a blend of modern human languages also developed. Humans who travel to other lands expect those that they meet to understand Cosurprised (and even a little offended) if this proves to be not the case. However, regional languages are preferred to Commconversation by humans in their home towns unless these settlements are extremely cosmopolitan (such as Palanthas) or a(such as Port Balifor, Caergoth, or Solace).

Names: The variety of human cultures, larger populations, and changing traditions regarding popular names meanwidespread among humans. Many names were invented by an individual’s parents to honor dear friends or family membesound or meaning.

Tribal humans generally possess but a single name (such as "Ravenseye of the Que-Shu"), whilst humans with a keep clan names (such as in Ackal and Khur) or family names (such as in Abanasinia, Ergoth, and Solamnia). Abanasiniafrom the names of ancient settlements, noble patrons, or deities; Ergothian family names are descended from the founder

Solamnian family names are descended from professions (for the common folk) or a famous ancestor (such as Brightblad"Uth" meant "son of", but this tradition is archaic).Adventurers: Human legends and folklore are filled with the tales of normal people who were thrust into the hear

heroes. Humans believe that heroes can be found among nobles and the common folk alike, and that daring, virtue, and coachieve greatness. Humans will devote themselves to a cause, attempt the improbable, or fight against hopeless odds becais possible. The greatest human heroes, such as Ackal Ergot and Huma Dragonbane, rose from obscurity to change the fac

Human Racial Traits• Automatic Languages: Common, plus one regional language (see Regional Feats and Languages of Ansalon). Bo

(other than secret languages, such as Druidic, or obscure monster languages, such as Dragonspeak).• Otherwise, humans possess all of the racial traits listed on page 13 of the Player’s Handbook.

BakaliThe bakali are a race of lizardfolk found in the remote swamps of Ansalon. Though savage, brutal, and uneducateIndeed, they are cunning and quick to learn, although they do have their limitations.Personality: The bakali are distrustful and suspicious by nature. More than most races they keep to themselves an

territories. To others they seem savage and bloody-minded, and they are usually portrayed as crueler than they really are. simple a stereotype, it is not entirely unwarranted; the bakali, as a race, have no qualms or particularly strong moral compalthough individuals may hold more tolerant or peaceful views. The bakali are also courageous, having no fear of death. Tthat does not cause them to charge foolishly forward. They do not fear death but they do enjoy life. Although savage, theyare particularly skilled at war. Using deception, ambushes and even retreats are not cowardly if the situation calls for it. Avictory or defeat – is considered courageous.

Physical Description: Bakali range in height from six to eight feet and are correspondingly strong and muscular. Tfrom yellow-green to mottled brown and are heavily plated, much like those of crocodiles. They have long, powerful tailsdorsal ridge runs the length of the spine, starting at the back of the skull and finally disappearing about halfway down the

vestigial claws, menacing-looking but not effective in combat. The hands and feet are webbed and the talons of the feet arRelations: The stereotype is reinforced by their dislike of strangers, particularly the humans of Nordmaar, with wrelations for centuries. Consequently they have their own stereotypes about humans – greedy, lying, thieving, and murderare befriended by the bakali. However, they place great store in friendships and alliances, among their own kind and with be frequently hostile to humans, the bakali are not without honor. They have long memories, remembering both the good others as others treat them. If a human is fair and honorable, even if he is an enemy, the bakali treat him with the same resbefriend a bakali, the bond will last until the trust is betrayed.

Alignment: Bakali are often chaotic, and usually neutral. A few bakali who have experienced cruelty at the handstowards evil.

Bakali Lands: The bakali dwell in the remote swamps of northern Ansalon.

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Complete Races, Classes, & Magic of DLReligion: The chief Bakali gods are Krik’k lettz, an incarnation of the nature deity Chislev, and Sirr’ushush, an in

deity Sirrion. Although bakali worship appears to be savage and bloody to non-bakali, the most gruesome ceremonies arepreparation; the bakali religion is not a destructive one.

Language: Bakali speak their own racial tongue, which consists of short hisses, growls and smacks, and does not Ancient bakali most likely used the Draconic script.

Names: Bakali do not name males and females differently. For the lizardfolk, mating season only comes once perconsider the sexes to be very much different the rest of the time. Bakali by tradition name their young in the Draconic ton

surprise for the scholarly. Unfortunately, they lack a human sense of poetry in naming, and often choose words in Draconimpressive sound – not caring that "Athra’lhorr" translates as "quickly blue" or something equally meaningless.Names: Amr’harza, G’harr, Iblirack, Marollahrdra, Siatheen, Zhorrastryx.Adventurers: Bakali are courageous yet cunning enough to make less-than-obvious schemes to reach their goals.

revenge or overcome an enemy within the Glade might decide to venture into distant lands. Bakali who have taken up an exiles – sole survivors of a tribe slain by Nordmaar barbarians or the Knights of Takhisis.

Having gained their freedom, such characters might desire to explore more of the strange world they have been thmight seek to become more powerful before attempting to return home.

Bakali Racial Traits• +2 Constitution, –2 Charisma. Bakali boast sturdy and muscular frames, but suffer a lack of social education and • Medium-size: As Medium-size creatures, bakali have no special bonuses or penalties for their size. They inflict 1

(modified by Strength) in unarmed attacks.•

Bakali base speed is 20 feet.• The sharp fangs and claws of a bakali ensures that the hero is never considered unarmed; thus, bakali who make uprovoke an attack of opportunity. Furthermore, the bakali hero may choose to deal subdual or lethal damage with

• +2 racial bonus to Swim skill checks. Quite naturally, all bakali are powerful swimmers, with a base speed of 30 f• +1 racial bonus to all saving throws that involve blinding or dazzling of the eyes, due to a special nictating memb

their eyes from harm.• +3 natural bonus to Amour Class, due to tough hides that serve as natural armor. However, armor made for bakali

costs twice as much.• Cold vulnerability: Bakali suffer 1 extra point of damage per die caused by cold-based attacks.• Automatic Languages: Lizardfolk, Common. Bonus Languages: Ancient Elven, Dragonspeak, Kothian, Nordmaa

with the languages of their neighbors.• Favored Class: Barbarian. A multiclass bakali’s barbarian class does not count when determining whether he suff

multiclassing (see Experience for Multiclass Characters, page 56 of the Player’s Handbook).

CentaurThe half-equine, half-humanoid centaurs are not especially virtuous or intelligent, but are one of Krynn’s proudes

think first of themselves, enjoying pleasures such as wine, art, and fine weather.The vast majority of Ansalon’s centaurs are of the Abanasinian breed; unless otherwise specified, all references t

assumed to indicate Abanasinians. The other kinds of centaur are the Crystalmir, Endscape, and Wendle breeds.Personality: One would be hard pressed to find a more passionate race than the centaurs. As marked hedonists, ce

new day as a chance to experience new pleasures, hear new tales, and undertake new amorous pursuits. Centaurs are typicand so few centaur herds require a strict set of laws.

Proud centaurs remain ever conscious of their appearance. They love treasure, and keep their personal collection leather bags or hide them in hollow trees; each herd will also collect a communal cache, hidden in a cave or beneath a piledisfigurement, from a battle scar to a tattoo, to be upsetting and unsightly.

Centaurs speak in deep, sonorous voices, and often use phrases that sound somehow formal and stilted; for exampCommon say “thou” and “thy” where humans say “you” and “your.”

Physical Description: Physically, centaurs are fascinating, having the bodies of a great horse with a human torso, runs down their backs like a mane. Males have broad chests, rippling muscles, and handsome, angular faces. Females arevisages are among the most beautiful seen in Krynn.

These creatures boast marvelous diversity in appearance. Their equine portions range from blond to black and, ra generally dark haired, centaurs have a skin tone anywhere from ruddy tan to rich brown to pale white. Many have brown black, green, or even violet. Centaurs do not understand the physical modesty of other races, and only wear clothing if thethey enjoy decorating their bodies, and enhance their looks with jewelry and other beautiful apparel.

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Complete Races, Classes, & Magic of DLRelations: Abanasinian centaurs get along well with kender, although they find members of that race far too fligh

Abanasinian centaurs often befriend elves and humans, feeling stronger kinship with these races and sharing certain traitsand minotaurs as ugly, stubborn, quarrelsome folk, and must work very hard at times to get along with them.

Centaurs of other breeds – particularly the Crystalmir and Wendle centaurs – are much more wary of humanoids,them. Crystalmirs and Wendles are prone to avoiding strangers, fleeing from them at great speed; Endscapes are lawless c

Alignment: Centaurs are usually chaotic, and tend towards good. There are many neutral centaurs, however, espeand Wendle tribes.

Centaur Lands: Centaur herds have been found throughout most of Ansalon, living in pastures and pleasant woodcivilization. They have no permanent settlements, and migrate when food becomes scarce or when outsiders settle close bcentaurs are known as Abanasinians; these centaurs once dwelled on the plains of Abanasinia, but migrated south into Quthe forests of Ansalon.

Crystalmir centaurs are much more reclusive, and remain largely confined to Ansalon’s southern forests and plaineastern regions of Ansalon are home to the Endscapes, originally from the Endscape peninsula north of Kern. Wendle cenWoods of Goodlund, but were driven out by nearby kender communities and now live throughout the south-eastern forest

Religion: Centaur religion is animistic; they see the sacred spirit of the world in all things. Thus, druids rather thacommunities. Of those centaurs who worship the gods, most are clerics of Habbakuk, Chislev, and Mishakal.

Language: Centaurs do not possess their own language; instead, they speak a very rustic dialect of Common. Centhe languages of neighboring peoples; thus, centaurs of Abanasinia may know Abanasinian, Qualinesti, and Sylvan, wherDust would be more likely to speak Ice Folk and Kharolian.

Names: Centaurs are named by the elders of their herd, according to the seasons and the skies at the time of their adult centaurs take the name of one of their parents as a surname (men use the name of their father or grandfather, and wo grandmother’s name). A few individualistic centaurs use the name of their lover rather than their parent; such a centaur mHusband to Whisperwind.Male Names: Bluestar, Firebrand, Lightning, Stormglow, Summersun, Winterrain.Female Names: Autumnlight, Dawnrise, Lightmoon, Softrain, Whisperwind.

Adventurers: The passionate centaur character might have begun a life of adventure for a variety of reasons, not awanderlust, love, vengeance, the desire for a quest, or the bond of friendship. Even in lands where centaurs are uncommoappear. Long journeys are easy for centaurs; a young character with a desire to see the world might have traveled quite a dcompanions.

Centaur Racial Traits (Abanasinians)• +2 Wisdom, –2 Intelligence. Centaurs possess keen senses, hearth wisdom, and an intuitive connection with natur

intelligent when compared to humans or elves.• Large: As Large creatures and quadrupeds, centaurs can carry three times as much weight as a human can (see pa

Handbook and Strength on page 10 of the Monster Manual). Centaurs suffer a size penalty of –1 to attack rolls, –checks.

As their human torsos are not particularly large, centaurs are treated as Medium-size creatures for the purpose of using Lahave reach. A centaur’s facing is 5 ft. by 10 ft.

• Centaur base movement is 40 feet.• Proficient with shortbow, longbow, composite longbow, and composite shortbow: Centaurs number among the m

and gain a +1 racial attack bonus with these weapons.• Centaur armor must be specially made for each individual, as it is rare for centaurs to wear armor of any type (see

Character).• +2 racial bonus to Animal Empathy: If unskilled, the centaur can attempt to soothe horses and horse-like creature

druids and rangers can gain skill ranks in Animal Empathy.• +1 racial bonus to all saving throws: Abanasinian centaurs possess an exceptionally strong build and alert mind.• Hoof Attack: The centaur can attack with his hooves, causing 1d6 points of damage per hoof. A centaur is never c

attacked by an unarmed strike.• Robust: Centaurs receive the Toughness feat for free at 1st level.• Automatic Languages: Common, Sylvan. Bonus Languages: Abanasinian, Ergot, Goblin, Hill Dwarf, Kharolian,

Solamnic.• Favored Class: Ranger. A multiclass centaur’s ranger class does not count when determining whether he suffers a

multiclassing (see Experience for Multiclass Characters, page 56 of the Player’s Handbook).

Centaur Subrace: Crystalmirs

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Complete Races, Classes, & Magic of DLCrystalmir centaurs are shy and reclusive, and have not spread as widely as their close cousins, the Abanasinians

necks, high set tails, and rarely exceed 1,000 pounds in weight or six feet in height. Crystalmirs are usually blonde or lighchestnut highlights; a few herds are solid black or white.

Crystalmirs seldom cooperate with other intelligent races, refusing to speak with strangers until they are completethe herd no harm.

• Gallop: Crystalmirs can move extremely quickly, and automatically possess the Run feat.• Automatic Languages: Common, Sylvan. Bonus Languages: Abanasinian, Ice Folk, Kagonesti Elven, Kharolian,•

Crystalmir centaurs are not quite as sturdy as Abanasinians, and do not receive the +1 racial bonus to all saving thenjoy.• Otherwise, Crystalmir centaurs have the game statistics of Abanasinian centaurs, listed above.

Centaur Subrace: EndscapesEndscapes are the most savage breed of centaurs, fond of strong wine and inebriation. They often making drunken raids

vandalize buildings, terrorize humans, steal food and tools, and kidnap human women (who fascinate Endscape males). Tare not well-loved by other races.Endscapes are the least attractive of centaur breeds by human standards. They average five to six feet in height, and have

grow black or grey, or occasionally brown or blonde. Their manes are often ungroomed, and hang to the waist. Males grohave pock-marked faces, while females have beady eyes and flabby bellies.

• +2 Strength, –2 Intelligence, –2 Charisma: Endscapes are the most savage of centaurs, and are both crude and lac

However, they make up for it with their combat prowess.• Proficient with the scythe; Endscape centaurs wield large scythes against their enemies, and usually carry them in• Automatic Languages: Common. Bonus Languages: Goblin, Khur, Nerakese, Nordmaarian, Ogre, Zhakar.• Endscape centaurs are not quite as sturdy as Abanasinians, and do not receive the +1 racial bonus to all saving thr

enjoy.• Favoured Class: Barbarian. A multiclass Endscape’s barbarian class does not count when determining whether he

multiclassing (see Experience for Multiclass Characters, page 56 of the Player’s Handbook.• Otherwise, Endscape centaurs have the game statistics of Abanasinian centaurs, listed above.

Centaur Subrace: WendlesWendle centaurs once dwelled in the Wendle Woods of Goodlund, but eventually migrated to the other forests and plains

escape incessant annoyance from nearby kender. Resembling young Abanasinians, Wendles average only four to five feetdistinguished by their golden eyes and stubby tails.Wendles are the intellectuals among centaur breeds, and are interested in philosophy, history, and other scholastic pursuit

source of information, once they have been convinced to cooperate; they are unfortunately very argumentative creatures, aunusual for a Wendle to overcome his natural wariness of strangers.

• +2 Wisdom, –2 Charisma: Wendles are the smartest of all centaurs, but can be argumentative and stubborn, rarelystrangers.

• Medium-size: As Medium-size creatures, Wendle centaurs have no special bonuses or penalties for their size. Hohave 1½ times the carrying capacity of a creature with the same Strength score (see page 142 of the Player’s Hanpage 10 of the Monster Manual).

• Wendle centaurs gain a bonus Skill Focus feat at 1st level, which can be applied to any Knowledge skill possesse• Hoof Attack: The centaur can attack with his hooves, causing 1d4 points of damage per hoof. A Wendle centaur i

unarmed when attacked by an unarmed strike.• +1 natural bonus to AC: Instead of ribcages, Wendles are protected by plates of solid bone.• Automatic Languages: Common, Sylvan. Bonus Languages: Ancient Elven, Goblin, Kalinese, Kenderspeak, Silv• Wendle centaurs are not quite as sturdy as Abanasinians, and do not receive the +1 racial bonus to all saving thro

enjoy; nor do they gain Toughness as a bonus feat.• Otherwise, Wendle centaurs have the game statistics of Abanasinian centaurs, listed above.

DwarfThere are seven subraces of dwarves in Ansalon – the Hylar, Daewar, Daergar, Thiewar, Neidar, Klar, and Zakha

dwarves, are not considered true dwarves by their kin.Although each of these subraces is different in appearance, demeanor, and history, the game information for each

of the standard dwarf on pages 14–15 of the Player’s Handbook, except where noted below:

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Complete Races, Classes, & Magic of DLDaergar

These dark dwarves have a powerful culture, and are infamous for murder, torture, and thievery. Daergar have ligcheeks. Their hair is black or grey, their eyes deep brown or violet. They are somewhat stockier than other dwarves. Daerand utterly without honor on the battlefield. They never grant mercy. The leader of the Daergar wins his post by slaying alspectacle.

• +2 racial bonus to Intimidate checks: Daergar must be able to impress others with their fearsomeness just to survi• Proficient with either greatclub or longspear; Daergar are familiar with these weapons, which they often craft from•

No dodge bonus against giants; Daergar do not regularly encounter giants, and do not undergo special training to • Automatic Languages: Mountain Dwarven, Common. Bonus Languages: Hill Dwarven, Goblin, Kharolian, Ogre• Otherwise, Daergar have the game statistics listed in the Player’s Handbook.

DaewarThis clan, loyal to the Hylar, has produced many important heroes over the years. In addition to being fierce fight

public safety and works.• +2 racial bonus to one Profession skill: Daewar are skilled merchants and tradesmen.• Proficient with either light flail or throwing axe; proficient with either heavy flail or heavy pick. Daewar avoid ba

when dire times force them to fight.• No dodge bonus against giants; Daewar do not regularly encounter giants, and do not undergo special training to • Automatic Languages: Mountain Dwarven, Common. Bonus Languages: Hill Dwarven, Goblin, Kharolian, Qual•

Otherwise, Daewar have the game statistics listed in the Player’s Handbook.

HylarThe oldest and noblest dwarven race. Hylar dwarves have light brown skin, smooth cheeks, and bright eyes. They

clothing to their brown, black, grey, or white hair. With wide vocal ranges, Hylar dwarves often form choruses and sing trdepths of their mountains.

• +2 racial bonus to checks for any one Craft skill: Hylar are great craftsmen, and do not restrict themselves to meta• +1 racial bonus to one type of Perform check that involves the voice, such as ballads, epics, and melody.• Proficient with either dwarven warhammer or dwarven weighted sword. Hylar dwarves are always well-armed w• No dodge bonus against giants; Hylar do not regularly encounter giants, and do not undergo special training to co• Automatic Languages: Mountain Dwarven, Common. Bonus Languages: Abanasinian, Hill Dwarven, Kharolian,

Dwarven.•

In other respects, Hylar have the same game statistics as those listed for dwarves in the Player’s Handbook.

KlarThese hill dwarves were trapped in collapsing tunnels during the Cataclysm, and only after a week and a half did

way out. Ever since, the Klar have been unstable or insane, and during the Dwarfgate Wars the entire clan was deprived osympathy with the Neidar invaders. Now they serve the wealthy of Thorbardin in menial roles.

• +2 to all checks with one Profession skill. Klar function as servants in Thorbardin, thus appropriate professions mfungus farmer, laborer, manservant, miner, or tanner.

• +3 racial bonus on saving throws against poison: Klar regularly expose themselves to a toxic liquid metal known increased resistance to toxins.

• No dodge bonus against giants; Klar do not regularly encounter giants, and do not undergo special training to com• Automatic Languages: Hill Dwarven, Mountain Dwarven, Common. Bonus Languages: Abanasinian, Kharolian,

Dwarven.• Otherwise, Klar have the game statistics listed in the Player’s Handbook.

NeidarThese dwarves are also known as hill dwarves for the foothill communities in which they live. They have tan skin, ruddy

hair is brown, black, or grey, worn in respectable trim around the ears but long and bushy in beards and moustaches. Theiof their lands: black, brown, grey, tan, and beige. On rare occasions (when feeling festive or scandalous), a Neidar dwarf mor green.

• +2 racial bonus to Sense Motive checks. Neidar are more open to other races than their mountain dwarf kin, and mmannerisms.

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Complete Races, Classes, & Magic of DL• Proficient with either short sword, battleaxe or greataxe. The Neidar have become accustomed to a dangerous and

and so all hill dwarves are familiar with one of these weapons.• Automatic Languages: Hill Dwarven, Common. Bonus Languages: Abanasinian, Goblin, Kharolian, Mountain D

Ogre.• Otherwise, Neidar have the game statistics listed in the Player’s Handbook.

Theiwar

The Thiewar are strange, degenerate dwarves that dwell in lightless caverns and dream of world conquest and dothemselves the highest of the dwarven races, despite suspected human blood in their ancestry. They passionately distrust othe slightest chance. Their devious and shrewd natures provide them with many such chances.

Thiewar have exaggerated, repulsive features: bulging and watery eyes, white or yellow skin and hair, and wiry bblack, loose clothing.

• Darkvision: Thiewar have darkvision to 120 feet.• Light Vulnerability: –2 to attack rolls, ability checks, and saves in bright light. Theiwar are nauseated by light, an• Proficient with either the repeating crossbow or the net. Theiwar attack only when outnumbering their foes, and p

that grant them a clear advantage over their foes; thus all Thiewar dwarves are familiar with one of these weapon• No dodge bonus against giants; Theiwar do not regularly encounter giants, and do not undergo special training to• Automatic Languages: Mountain Dwarven, Common. Bonus Languages: Draconian, Goblin, Hill Dwarven, Ogre• Favored Class: Sorcerer. Thiewar love magic and most of their leaders are sorcerers (known as savants).

ZakharThese strange dwarves occupy the ruins of Thoradin. They call themselves Zahkar, or "cursed," because during th

infected with a terrible mold that almost decimated them. Zakhar have white skin and clear eyes resembling glass marblesZakhar are smaller than other dwarves, seldom more than three feet tall, with thin arms and legs. Their voices are low and

Zakhar wear dark robes with bulky hoods concealing most of their faces, along with skin-tight leather gloves andtempered, and unfeeling. They have no respect for life other than for members of their own race. The Zakhar work with slruined halls of their kingdom, intending to make it as powerful was Thorbardin.

Note: In the Fifth Age, the prophet Severus Stonehand traveled to ruined Thoradin and cured the Zakhar of their d• +2 Constitution, –2 Strength, –2 Charisma: Zhakar dwarves are as tough as their cousins, but are slight of build a• Small: As Small creatures, Zakhar dwarves gain a +1 bonus to Amour Class, a +1 size bonus on attack rolls, and

checks, but they must use smaller weapons than humans and their lifting and carrying limits are three quarters of

characters.• +2 racial bonus to Perform checks that are related to sculpting or poetry: Zakhar value and excel in these arts.• +3 racial bonus to Craft checks: Zakhar are highly skilled metalsmiths and miners, even more so than other dwarv• Proficient with either the blowgun or death’s tooth kala. Zakhar are usually familiar with weapons considered unc

other dwarves of Krynn.• Automatic Languages: Zakhar Dwarven, Common. Bonus Languages: Draconian, Goblin, Mountain Dwarven, O• Favored Class: Sorcerer. Zakhar sorcerers (called savants) prefer spells of blindness/deafness.

Aghar (Gully Dwarves)These pitiful creatures are thought to be the result of ancient crossbreeding between the dwarven and gnomish pe

generally filthy creatures, the Aghar have long been denounced by the other clans of dwarves and left to their own deviceand swamps of Ansalon. Gully dwarves do not make suitable player characters in most campaigns, and should be createdpermission. The DM might allow a player to create an Aghar character using the creature description in Creatures of AnsaDUNGEON MASTER’S Guide.)

ElvesAnsalonian elves are lithe, elegant creatures with pointed ears, thin limbs, and graceful movements. The original

Morning, are believed to have been tall and stately creatures formed from the trees and scattered across the world like starconsider them the first of all mortal races.

Throughout the ages, elven territorialism, changing traditions, and magical influences have created different elvenbeyond. Although each of these subraces is different in appearance, demeanor, and history, the game information for eachthe standard elf on page 16 of the Player’s Handbook, except where noted below:

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Complete Races, Classes, & Magic of DLDargonesti

The Dargonesti (or Quoowahb in their native tongue) are a race of elves living in the vast oceans northeast of Ansslender bodies with long, webbed fingers and toes. They have large, violet eyes, dark blue skin, and hair that varies from avery much like the color of seaweed.

• Proficient with either trident or longspear; proficient with hand crossbow and net. These weapons are in daily useand so all Dargonesti are familiar with them. Dargonesti are not automatically familiar with any type of sword or

• +4 racial bonus to Swim checks. Dargonesti can breathe air and water with equal ease; however, they cannot natu

immersed in water.• Alternate Form: A Dargonesti can transform into a dolphin three times per day, with a duration of one hour per lewho uses supernatural ability acquires the natural size and Strength, Dexterity, and Constitution scores of a dolphdolphin’s natural armor, slam attack, swimming speed, and the Blindsight extraordinary ability. After shifting to delf is disoriented and may only take partial actions for the following 1d6+6 rounds, and then suffers a –2 penalty rounds. However, upon shifting to dolphin form the Dargonesti regains hit points as though she had rested for a d

The elf is still considered a Humanoid, and retains her own Intelligence, Wisdom, Charisma, level and class, hit pointConstitution score), alignment, base attack bonus, and base saves. Her new Strength, Dexterity, and Constitution scores msave bonuses, however. She retains her spells, spell-like abilities, and extraordinary abilities, but not supernatural abilitieswith material, somatic, or verbal components (but may be able to cast spells affected by the Silent and Still Spell metamag

All of the elf’s equipment (including material components) meld into her new form and becomes nonfunctional for thWhen reverting to her natural form, the character must rest for 5 rounds afterwards. For 2 rounds after this adjustmen

suffers a –2 penalty to all rolls.• Automatic Languages: Dargoi Elven, Common. Bonus Languages: Ancient Elven, Dragonspeak, Kalinese, QualiSilvanesti Elven.

• Favoured Class: Sorcerer. A multiclass Dargonesti’s sorcerer class does not count when determining whether shemulticlassing (see Experience for Multiclass Characters, page 56 of the Player’s Handbook.

• Level Adjustment +1: Dargonesti are more powerful and gain levels more slowly than most of the other common• Otherwise, Dargonesti have the game statistics listed in the Player’s Handbook.

DimernestiThe Dimernesti are "shoal elves" who dwell in the shallow waters southeast of Ansalon and elsewhere. Dimernes

large eyes that are dark green or deep blue in color. They wear their silver hair long, braided with shells, and prefer skin-tiand blue.

Proficient with either trident or longspear; proficient with hand crossbow and net. These weapons are in daily useso all Dimernesti are familiar with them. Dimernesti are not automatically familiar with any type of sword or bow• Alternate form: A Dimernesti can transform into a sea otter three times per day, with a duration of one hour per le

who uses this supernatural ability acquires the natural size and Strength, Dexterity, and Constitution scores of a sesea otter’s natural armor, bite attack, swimming speed, and the Scent extraordinary ability. After shifting to sea otis disoriented and may only take partial actions for the following 1d6+6 rounds, and then suffers a –2 penalty to arounds. However, upon shifting to sea otter form the Dimernesti regains hit points as though he had rested for a d

The elf is still considered a Humanoid, and retains his own Intelligence, Wisdom, Charisma, level and class, hit pointConstitution score), alignment, base attack bonus, and base saves. His new Strength, Dexterity, and Constitution scores msave bonuses, however. He retains her spells, spell-like abilities, and extraordinary abilities, but not supernatural abilities.somatic components using his dexterous paws, but does not possess a voice capable of casting spells with verbal componspells affected by the Silent Spell metamagic feat).

All of the elf’s equipment (including material components) meld into his new form and becomes nonfunctional for theWhen reverting to his natural form, the character must rest for 5 rounds afterwards. For 2 rounds after this adjustment

suffers a –2 penalty to all rolls.• +4 racial bonus to Swim checks. Dimernesti can breathe air and water with equal ease; however, they cannot natu

immersed in water.• Automatic Languages: Dargoi Elven, Common. Bonus Languages: Ergot, Kalinese, Qualinesti Elven, Saifhum, S• Favoured Class: Fighter. A multiclass Dimernesti’s fighter class does not count when determining whether he suf

multiclassing (see Experience for Multiclass Characters, page 56 of the Player’s Handbook.• Level Adjustment +1: Dimernesti are more powerful and gain levels more slowly than most of the other common• Otherwise, Dimernesti have the game statistics listed in the Player’s Handbook.

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Complete Races, Classes, & Magic of DLKagonesti

Kagonesti are much more muscular than Qualinesti or Silvanesti elves. Their dark skin is traced with designs in chave dark hair, ranging from black to light brown; elders have silvery white hair. All have hazel eyes. Kagonesti wear frinfeathers, and adorn themselves with jewelry of silver and turquoise.

Kagonesti work to achieve harmony with nature for a full, happy life. They are fiercely proud folk, hot-tempered they do not attack strangers, they are by no means pacifists. Kagonesti have no permanent settlements, and build temporaand wisest member of the tribe. Kagonesti believe that everything is alive and deserves respect. This respect extends espe

• +2 Dexterity, –2 Intelligence. Kagonesti characters are more robust than "civilized" elves, but are less educated.• Proficient with either warclub or warhammer; proficient with all bows (except crossbows) and slings. Kagonesti awith the rapier or longsword, however.

• Automatic Languages: Kagonesti Elven, Common. Bonus Languages: Dragonspeak, Goblin, Ogre, Qualinesti ElvSylvan.

• Favoured Class: Barbarian. A multiclass Kagonesti’s barbarian class does not count when determining whether shfor multiclassing (see Experience for Multiclass Characters, page 56 of the Player’s Handbook.

• Otherwise, Kagonesti have the game statistics listed in the Player’s Handbook.

GnomesOther races sometimes see the gnomes as single-minded or laughable; gnomes see others as unable to focus, hope

unable to keep up with the quick pace of a gnomish mind. Gnomes' dwell in isolated pockets throughout Ansalon, so far rthey are often placed with pixies and sprites as semi-magical myths. Gnomes enjoy and support this misconception.

Personality: Gnomes lack social graces that other races take for granted. They are always eager to talk shop, comtheir projects; in all their hurry and bustle, they often forget to be polite. Their joy in their work gives them less energy forrequests, or compliments. Gnomes don't mind this among themselves, but when they start ordering other races around, proeagerness Gnomes speak intensely and rapidly, running words together in unending sentences. Gnomes can simultaneousGnomes have learned to speak slowly around other races, in a sometimes condescending and irritating fashion, but Gnomincapable of keeping up with their rapid speech, a bit slow-witted. If frightened, startled, or depressed, gnomes clip senten

Gnomes are scholastic pack rats: they know something about everything, but cannot discriminate between useful field of study is too obscure for a gnome.

Gnomes prefer style to substance. Gnomes know how to make a splash, how to draw a crowd's attention, and howtinkering, a gnome will take a simple machine like a pulley and build on it until it is a nightmare of ropes, bells, whistles, same task but does so much more loudly and elaborately. Their machines become bigger, better, and more prone to drama

This is progress.Physical Description: Gnomes stand 3 feet tall and weigh about 45-50 pounds. All gnomes have rich brown skin,with white hair, blue or violet eyes, and straight white teeth. Males have soft, curly beards and moustaches; females are bewrinkles at age 50. Gnomes are short and stocky, but their movements are quick and their hands are deft and sure. They hnoses.

Gnomes have miserable fashion sense, dressing themselves in outlandish garb (though in their eyes extremely stybristle from the pockets of their outfits, even if they are not members of the tinker class. It's in their blood.

Alignment: Gnomes are most often good. Those who tend towards law are sages, engineers, researchers, scholarsconsultants. Those who tend towards chaos are tricksters, wanderers, or fanciful jewelers.

Lands: Tinker gnomes live in huge subterranean colonies of tunnels in secluded mountain ranges. The largest gnoNevermind. A metropolis of 59,000 has dwelt in the dormant volcano for millennia.

The city of Mount Nevermind is built into the rock surrounding the central shaft of a volcano. Mount Nevermind

whistles blow, mechanical cars roll, gnomes fly (catapults called gnomeflingers offer rapid travel from the Inner Hall to thHundreds of staircases, ramps, pulley elevators, and ladders span the levels. Steam-powered cars mounted on rails encircltransport on individual levels. The whole place is choked with smoke and sound and flashes.

Gnomes in industry may develop industrial diseases. Mild respiratory ailments and eye infections are common, bfresh air. Industrial accidents, noise, litter, and other work-related problems can disable a gnome, sometimes leading to eapursuits.

Life Quests: When young each gnome chooses an area of specialization depending on his driving interests. Whenchooses a Life Quest, which is approved by the Guild subcommittee to which his or her family belongs. A gnome who chdecades experimenting with thread sizes, metals, screwdriver types and so forth. Rarely does a committee formally declarCompletion of a Life Quest means the gnome has performed so well that all that could possible be known about the subjeQuest is completed, the gnome's soul and those of his forefathers are guaranteed a place beside Reorx when dead.

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Complete Races, Classes, & Magic of DLLife Quests are often highly specific and related to a technological device or process. Sometimes, unusual magical devicetechnological means of replacing them.

Names: Each gnome has three names. A gnome's true name recounts the gnome's entire family tree, extending baoccupies a single, enormous word that can easily fill a large book. The complete names of every gnome born on Sancrist aGenealogy Guild in the main library at Mount Nevermind.

Though each gnome knows his complete name (or at least the first three thousand syllables), most gnomes use a sthat takes merely half a minute to recite. This shorter name lists the highlights of the gnome's ancestor's lives. Humans us

one or two syllables of a particular gnome's name. Gnomes find this abbreviated name undignified, but endure it all the saReligion: The only major deity gnomes recognize is Reorx. Though religious services and priests among them areReorx. To them, Reorx is, of course, a gnome who loves building, creating, inventing, and tinkering. Some philosophers eReorx's machine - the sun and moons of Krynn are cogs in the world-gadget.Although most gnomes revere Reorx, a small cult follows Shinare, goddess of industry. Members of this group attend serv group uses inventions such as the steelgrabber (an offering machine) and the organizer (a huge musical instrument that loon Krynn). At their services, the followers of Shinare petition her to inspire smoothly functioning machines. Heaven know

Language: All gnomes speak gnomish, a language aptly designed for expressing technical concepts.Gnomish Racial Traits• +2 Dexterity, -2 Strength. Gnomes can work quickly and accurately, but lack strength due to their sedentary life.• Small: As Small creatures, gnomes gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4

checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarte

characters.• Gnome base speed is 20 feet.• Darkvision: Gnomes can see in the dark up to 60 feet. Darkvision is black and white only but it is otherwise like n

function just fine with no light at all.• +2 racial bonus on craft, knowledge, and profession checks involving any form of mechanics or engineering. Gno

from birth are trained in the ways of technology.• Knowledge (Engineering) is always a class skill. No matter what class a gnome chooses, they will always be tink• +2 racial bonus on disable device and use magic device. Gnomes are adept at pulling machines apart, including m• +2 racial bonus on Listen checks. Gnomes have keen ears.• +2 racial bonus on Alchemy checks. A gnome's sensitive nose allows him to monitor alchemical processes by sm• Automatic Languages: Common and Gnome. Bonus Languages: Hill Dwarf, Goblin, Kender, Mountain Dwarf, O

(Mt Nevermind Gnomes can choose from Ergot and Solamnic).• Favored Class: Tinker, which is a class only gnomes can take (see Dragonlance Classes). A multiclass gnome's tiwhen determining whether he or she suffers an XP penalty for multiclassing (see Experience for Multiclass Chara

KenderThe lessons of history stand firm: kender arose when the gnomes were transformed by the potent and unrestraine

of Gargath - or the Graygem, some 3051 years before the Cataclysm.Personality: Kender of all ages share a childlike nature: curiosity, fearlessness, and irrepressibility, independence,

and irresponsibility with others' possessions. Kender are curious about absolutely everything. They are natural explorers. of locked cupboards and delve into deep caverns. Very little escapes a kender's notice. Kender study every detail in a roomhave been there. This curiosity extends to other things. Kender love magic items and rare creatures. Gadgets - especially gkender eyes. Kender seek beauty in all things: they might prefer an old tarnished coin to a gleaming, newly minted one m

is unique.Kender are often fearless. They cannot grasp their own mortality and thus feel invincible. This fearlessness comb

wash away any dread (and common sense) they may feel. Kender fearlessness does not, however, equate to stupidity. In mbravely battle while others cower behind. And kender rarely let their fearlessness endanger anyone but themselves.

Few on Ansalon can shut a kender up or tie one down. Full of youthful energy, kender dread boredom and seek exand fun. While other party members grimly embark upon a grueling trail with a near-certain death at its end, a kender willof it."

Dwarves say that kender are "good for nothing, lazy doorknobs." True, a kender performing drudgery is like a hofeels unnatural. Kender, however, are among the most industrious creatures of Ansalon as long as they remain curious abosake is boring, tedious, and stodgy. Beautiful fields, clever dormice, and antic chipmunks are another matter entirely. Kenrealities, and daydreams best of all.

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Complete Races, Classes, & Magic of DLThey thrive on stories and storytelling. True stories are routinely modified to make them spectacular, fascinating,

willingly listen to any story, no matter how poorly (truthfully) rendered it is. Kender also love music and dance. They havwhistles to all of their daily tools.Kender are oblivious to matters of ownership. If a kender needs something that another person is not using, the kender wiand put it to use. Curious kender often pick up items for closer examination, and then distractedly forget to put them backcommon thieving abilities they do not regard themselves as thieves, and they take quick offense at accusations to the cont

Physical Description: Adult kender resemble young teenage humans: aside from their pointed ears, they could pa

Despite their attenuate limbs, kender are well muscled. Most stand between 3'6" to 3'9" tall, although some few reach 4'6"between 85 and 105 pounds.Hair coloration for kender ranges from sandy blonde to dark brown, with some who have coppery red or red-oran

shag haircuts are popular in Hylo, but Goodlund kender prefer longer hair: braids, ponytails, knots, and combed manes. KAlthough fair-skinned, kender tan quickly, becoming nut-brown by midsummer. Their eye color varies: pale blue, sea greTheir ears have points much as elven ears do.

Typically, kender faces bear the intense, bright-eyed inquisitiveness of children. Happy kender grin madly; sad kepout. When throwing taunts, kender look impish and shout with an incredibly grating tone. Their emotional intensity is inKender clothing varies a great deal, but all wear durable, rustic outfits. Bright natural colors and ribbons accent clothing. Mbreaches, laced leggings, and soft leather boots or sandals. Females wear a tunic or dress, pants, and soft leather shoes or lwear vests, belts, or short cloaks with many pockets.

Kender live to 100 years and beyond, always retaining their youthful flair for life. Adulthood begins around 20 ye

70. As kender age, their faces retain a youthful appearance, save for a deepening network of lines and crow's feet. Their hat the temple. Kender consider this aged look attractive, and some accelerate it using mudpacks to dry out their skin.Kender voices range from the shrill tones of childhood to the husky growls of old age. Most kender can create bir

excited, kender speak very quickly or very loudly to make themselves heard.Alignment: Kender believes in the rights and freedom of the individual, they resent being ordered about, and wou

hence they tend strongly towards chaos. However as an overall compassionate race the majority of them tend to be good ovirtual unknown, though of course like all the races there are exceptions.

Lands: Kender live in quaint, pastoral villages and towns constructed in the forests of Krynn. Their homes are a vstructures: tree houses, terraced decks, spacious huts, snug little burrows, and tree hollows. All dwellings blend beautifullLooking upon a kender city, one sees only bountiful woodlands, winter squash, grape and raspberry vines, and blossominexamination, a city appears.

Kender have small immediate families with 2 or 3 children. For all the noise and fuss in a kender house, one wouchildren. Most kender happily stay at home, close to playmates. Sometime around age 20, kender are overwhelmed by a dworld. They travel for years, enjoying the mysteries of Krynn, before their wanderlust runs out and they settle down. After wanderlust, kenderooted in the land, remaining in one place until death.

The sedentary nature of aged kender and young kender allows kender societies to crop up. Kender society is an oeveryone. Everyone does whatever they please, so long as they do not harm each other. Kender value individuality and thopinions on others. Despite their blatant lack of law, common threats bring kender into quick cooperation. With little prepfield a formidable army.

Occasionally, the kender will submit themselves to rulers who seem interesting at the time. They have had kings, judges, and priestlords, many of which have not been kender and all of which have fallen from power within a month's tim

Religion: Although kender recognize all the gods (as well as some nature spirits, eldritch beings, and potted plantregard: Branchala, Chislev, Mishakal, and Gilean. Kender generally consider Reorx a grumbling but benevolent grandfathhighly. Seacoast kender set Habbakuk high in their pantheons.

Language: All kender speak kenderspeak, their racial tongue.Kender Racial Traits• +2 Dexterity, -2 Strength. Kender are quick, agile, and good with ranged weapons but they are small and therefor

humanoids.• Small: As Small creatures, kender gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4

but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of tho• Kender base speed is 20 feet.• Low-light Vision: Kender can see twice as far as a human in starlight, moonlight, torchlight, and similar conditio

retain the ability to distinguish color and detail under such conditions.• +2 racial bonus on Climb, Open Locks, Move Silently, and Pickpocket checks. Kender are naturally agile and ath

chance to practice these skills virtually from birth.

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Complete Races, Classes, & Magic of DL• +2 racial bonus on Listen checks because of their keen hearing.• +2 racial bonus on Bluff checks because of their innocent looks and manner.• +1 racial bonus on all saving throws: Kender are surprisingly capable of avoiding mishaps.• +3 morale bonus on saving throws against fear (this ability stacks with the saving throw bonus). Kender are renow

the lack of common sense it seems to imply)• +1 racial attack bonus with thrown weapons and slings. Throwing stones is a universal sport among kender, and t

aim.• Taunt: Kender can use Bluff to anger others, causing them to act irrationally. Kender can make a Bluff check to ta

understand his or her language. They can get someone to attack, or remove their Dexterity bonus to AC (see thePlayer's Handbook for more details on the skill).

• Automatic Weapon Proficiency: From an early age a kender is trained in the use of a unique kender weapon (morwhich they then tend to use over all other weapons. A kender may choose one proficiency from the following listHachak, Hoopak, Polpak, Sashik, Sithak, or Whippik. (See Dragonlance exotic weapons for details)

• Automatic Languages: Kenderspeak and Common. Bonus Languages: Silvanesti, Qualinesti, Goblin, Regional D• Favoured Multiclass: Rogue. A multiclass kender's rogue class does not count when determining whether he or sh

multiclassing (see Experience for Multiclass Characters page 56). Kender use the terms "scout" or "handler" sinc"thief" and "rogue" offensive.

True KenderTrue Kender are the children of Krynn. They are irrepressible, open-hearted, optimistic, carefree adventurers. They are bointense curiosity almost always lands them in trouble.

Personality: Kender are socially like small children. They ask a lot of questions, run around like chickens with th get into more trouble than they're worth. Like children, kender are intensely interested in the unknown, and also like childquiet. Kender are always adventuring, always pressing to find out what magic lies just over the horizon and what mysteryAnother trademark of the kender is the race's inability to grasp the concept of ownership. When a kender takes a liking to coin or a glass bead, it almost invariably ends up in the kender's pocket.

Physical Description: Kender typically stand just under four feet and weigh between eighty to one hundred pound greatly, most kender favor darker hues, both for their hair as well as their skin, a tribute to countless days out playing from grow no facial hair. Kender resemble small elves with pointed ears, but lacking the slanted and delicate features that the etheir emotions openly, and there is no doubt as to when a kender is happy or sad. There is no typical fashion that kender fa

loud. Bright colors and coats and shirts and braids done up with beads and feathers are all kender trademarks. A kender usof his clothing from the styles of the people he has met and the cultures he has seen. Kender typically live a natural life sp years, although usually their lives are cut short by something that they got into.

Relations: Kender get along well with everyone as they are taught to never form preconceived notions about anyoor ugly they might first appear to be. Sadly, this openness if shunned by most races who could do without a kenders procltrouble.

Alignment: Kender tend towards Chaotic Good. Their knack at accidentally picking up others belongings writes tthings, where their innocent nature strongly leads them towards the Good side of the alignment spectrum.

Kender Lands: Kender have two homeland nations. The first and most popular is the nation of Hylo. Hylo was fokender snuck aboard a prototype Flying Citadel. Somehow the kender managed to crash the flying fortress into an Ergothsurvivors of the crash decided to stay. After the Cataclysm, Hylo took up the eastern portion of the newly formed island othere it remains. The other kender nation was in fact the first one. Located north of the forests of Silvanesti, the land dubbhaven for kender by Sivanos in memory of Balif, a good friend and ally of the Elven king. After the Cataclysm, Balifor beattached to the realm of Silvanesti, but instead opening up into the land known as Khur. However fate visited it's wrath uparound 3SC, when the Red Marauder, the massive dragon named Malystryx, obliterated almost all life on the peninsula anReligion: Kender have no set religion. They worship freely the gods of good, neutrality, and evil... often switching betweedepending on the month or the weather. Kender have also been known to worship gods of their own creation, as well as pothings. One thing is for certain, they have a deep respect for nature, and although they do not as a race worship Branchalaconsidered by other races to be the patron to these easygoing people.

Language: Kender do not have their own nationally recognized language, as Common typically suits their purposGnomish, and Dwarven are languages that kender are often fluent in. The kender of Hylo also are typically fond of Goblin goblin nation of Sikk'et Hul nestled nearby.

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Complete Races, Classes, & Magic of DLNames: Kender names are the single most convoluted thing in kender society. A kender may be having one name, or be nthe exact name of someone else (who may even still be alive). Some kender are given two different names, one from the fAlthough typically kender incorporate a family name somewhere in the chaos, it is by no means a rule.Male Names: Tasslehof, Kelvin, Tavin, Rusty, Haversham, Gilgi, BobledoboingyberooFemale Names: Allyana, Nikki, Belladonna, Lala, Billee, CycilliaFamily Names: Burrfoot, Trapspringer, Springfingers, Fleetfoot, Lighttoe, Swordflinger, Pouchwatcher

Adventurers: Kender typically decide on some grandiose ideal which is the basis of their wandering years. This m

one's fantastic journeys, or to accurately map all of the interesting places on Krynn, or perhaps to get the autograph of eveKender refer to this insatiable lust for adventure as Wanderlust. It is an affliction that EVERY kender gets without fail. Threason to set off in their minds. It simply is the way it was meant to be.

True Kender Racial Traits• -2 Strength and Wisdom, +2 Dexterity, +2 Intelligence. Kender are slender built and so are naturally not as strong

slenderness also means natural quickness and agility. Also, a kender's curiosity almost always overrides everythinThe more dangerous, the more exciting. However, a kender's childlike mind is very keen when it comes to observup details that others miss and granting astounding insights into many things.

• Small: Kender are of a small stature and therefore gain the typical advantages and disadvantages afforded them (+attack rolls, +4 to hide checks.)

• A kender has a base speed of 25• A kender receives a +1 attack bonus when using a kender specific weapon, such as a hoopak or a whippik.

Immunity to fear: Kender are completely fearless. Normal situations that may call for a fear check simply do not applinduced fear does not affect a kender, except for under certain circumstances. Magically induced fear cast by someone whkender character can force the kender to roll a save, but at only half difficulty. A person four times the level of the kender throw at practically the normal difficulty, but the kender still gets a +2 bonus to the roll.

Taunt: Kender can drive an opponent into a rage by taunting him incessantly. If the opponent actively tries to ignore aa willpower saving throw, with a -1 penalty induced for every five points of intelligence he possesses. Once driven into a kender by any means possible, ignoring all other threats. Furthermore, the enraged enemy suffers a -2 penalty to all attackon to deliver a +3 bonus to all damage rolls. This rage lasts until the kender is out of sight or dead, or the opponent has be1d8 rounds pass.

Thief Bonus: Kender are naturally adept at getting into things and so naturally gain a +2 racial bonus to Disable Deviand Pick Pocket. However, their openness and typical short attention spans do cost them. They may not become proficienUse Magic Device.

Favored Class: Kender have a natural tendency to become Handlers. Handlers are similar to Thieves except for the fathings for monetary gain, but instead out of intense interest or curiosity

MinotaursThe violence of the minotaur race has its roots in their creation. Originally a clan of ogres living on the western co

minotaurs were created when the Graygem escaped its bonds and spun crazily across the world. As it shrieked over villagunderwent a painful transformation. They awoke in the morning as minotaurs. When these hapless man-beasts sought helthey found enslavement instead. Eventually the minotaurs broke free, sailing crude ships to Ansalon to begin anew. Howeexacting a price. They drenched the earth with the blood of ogres the night they left, devastating the lands and lives of the

Personality: Originally descended from the high ogrish races of Taladas, minotaurs see themselves as the heir appKrynn. The other races of the world are weak and riddled with dishonorable folk - a fallow field waiting to be cropped byminotaurs will stop at nothing to conquer that which they believe to be theirs. Minotaurs, like most other races, believe the gods.

Minotaurs are an honor-bound race. They believe strongly in preserving their honor and emerging victorious in thKrynn. Their brutish heads belie the keen minds within; many are smarter than the average human.

Above all else, minotaurs value their honor. Without honor, they have no life. They live by a rigid code of honor, response to many hardships. This code embodies the minotaur way of life. Thus, minotaurs allow no exceptions to the codhonor his word, no matter how painful the consequences might be. Only in cases where the security of the entire race hanminotaur even consider breaking his word. Naturally, minotaurs do not lightly pledge such oaths.

Even the brigand minotaurs of Kothas and Mithas retain some sense of honor. (Ansalonian minotaurs are more vithan their Taladan counterparts because they have suffered more under taskmasters.) Anyone who questions the honor of likely get a Gaffhook in the throat.

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Complete Races, Classes, & Magic of DLMinotaurs adhere strictly to the rule of might: Might makes right. They believe that any problems they have can b

cunning, and skill. The rule of might finds clear expression in the arena, where all minotaur legal cases are settled. If a dethe arena against the champions of the minotaurs, he has proven himself innocent.

Minotaurs also believe very strongly in competition. Competition allows one to measure oneself against other mibeings.

Families (clans) are the building blocks of minotaur society. Each minotaur clan represents the whole family of mEach clan therefore safeguards the precious core of minotaur history and honor. Any just minotaur would die for his clan,

Physical Description: These huge bull-headed humanoids stand at a hulking 7' tall. Their torsos and limbs are humhumanlike arms, legs, and hands. Their feet, however, end in a cleft hoof. Their whole bodies are covered with a layer of scolor from a whitish blonde to glossy black, although most minotaurs have only one color of fur. Only after they reach theshow signs of mottling. Minotaurs live up to 150 years - more than either the bovines or humans who forms they share.

Minotaur horns grow to 24" long. These lengths are measured and cherished because minotaurs pride themselvessymbolize a great and noble heritage that no other beast on Krynn can claim. Minotaurs rigorously wax and polish their hstrong. Criminals are punished and exiled from minotaur society by having their horns sawed off. Such creatures are no lobeasts akin to humans. Dehorned minotaurs have lost their pride and sullied their honor. By no means will a minotaur in gof these hornless, hapless creatures.

Alignment: Since minotaurs are such honor bound creatures, they are strongly lawful in alignment, though since togres - most are also inherently evil. However like all of the races of Krynn exceptions do exist, though usually such minoown people.

Lands: On Ansalon, minotaurs live in a sea-based culture on the two islands of Mithas and Kothas. Built on the ruled by an emperor in Nethosak, capital of Mithas. The emperor's advisors are the Supreme Circle, a body of the eight mosminotaurs in the all of the land. Each member of the Circle has won his or her post by personal combat in the circus. Theythey defend by combat. Life terms usually last five to six years.

Because Ansalon minotaurs care little about architecture and aesthetics, their cities and towns are squalid. Most band rough planking. The streets between the buildings are dirt or gravel. Only the arena and circus have any grandeur aboand ringed with lofty seats. The rest of the town has only the taverns on each corner to commend it. (Minotaurs love stron

Religion: Like all races, minotaurs recognize all of the gods, however they rank Sargonnas as the highest among Ansalonian minotaurs are also a sea-faring race many of them also worship Zeboim. They view the gods of good as insufffollowers.

Language: Minotaurs have their own language, simply named Minotaur, though some Ansalonian minotaurs alsoMinotaur Racial Traits•

+2 Strength, +2 Constitution, -2 Wisdom, -4 Charisma (If rolling randomly, Table 2-5: Monster PCs' Ability ScorMasters Guide p23, should be used for charisma). Minotaurs are without doubt, the most physically powerful of aHowever, they are often insufferably arrogant, and they can easily alienate other races. Because they believe all nand inferior, they often underestimate the abilities of their foes.

• +3 natural AC. Minotaur's thick hides grant them a natural AC bonus. Minotaurs also disdain the use of armor beregard this as inherently cowardly, though nobles may occasionally wear breastplate or hide armor. Minotaur fighuse shields, leaving their hands free to wield two-handed weapons.

• Medium-Size: As Medium-size creatures (though bordering on large), minotaurs have no special bonuses due to ttheir unusual physiology, all armor must be specially crafted as if they were large creatures.

• Minotaur base speed is 30 feet.• +2 racial bonus on Intuit Direction, Profession (Sailor), Profession (Navigator) checks. Minotaurs are trained at b

seafarers• Profession (Sailor) and Profession (Navigator) are always class skills. No matter what class Ansalonian minotaur

their sea-faring upbringing.• Automatic Languages: Minotaur. Bonus Languages: Common, Kyrie, Goblin, Local Regional Dialect (usually Sa• Favoured Multiclass: Barbarian. A multiclass minotaur's barbarian class does not count when determining wheth

penalty for multiclassing (see Experience for Multiclass Characters page 56). Due to their culture, minotaurs makthough some of them also make skilled wizards or priests.

Ogreborn

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Complete Races, Classes, & Magic of DLOgreborn is a catch-all term, one which includes half-ogres, for those beings of mixed human and ogre blood. Som

though their heritage is still obvious. Others are hulking creatures whose human roots are revealed only by their intelligenorganization.Half-ogre is a term not only for those who are half-human and half-ogre, but for those whose ancestry is as much as threetower over their human kin and tend to have streaks of cruelty, though a few work at restricting their venomous rage. Thehave black of flint-gray hair. Half-ogres faces are much like those of ogres, save the eyes, which have the color and shape glimmer of intelligence. Half-ogres are generally accepted within ogre tribes and communities, though they are often look

superior intelligence makes them useful or propels them into a leadership role. Any being of more than three-quarters ogrrespects, save for the occasional human eye-color or hair.Those whose blood is less than one-half ogreish are known as thin-blooded ogres or, as ogres call them, derisively

human than any half-ogre, their brutal heritage still sets them apart. They look like broad-shouldered, gray-skinned humatend to jut out in front of the upper lip, which has led to many cruel comparisons to boars and wild pigs. Yearning for the seldom (if ever) accepted, blood ogres are often loners, remaining far from civilized parts in case their inborn rage shouldloneliness that sometimes makes them cruel and dark-souled also makes them loyal friends, and blood ogres treat trusted humans treat their own families. This loyalty is easily betrayed however, and the rage of once-trusting blood ogres drives which only fuels the tales of their animalistic brutality.

Origins: Although many Ogreborn in Ansalon are the products of fate, great numbers of Ogreborn are native to thcalled Jial, far off in the Courrain Ocean. A storm threw a ship of human raiders from the region of Ansalon called Nordmbefore the Cataclysm. When their ship crashed against an iceberg, they filled lifeboats and hastily constructed rafts. For d

ice floes, desperate to find more supplies to augment what little remained from their fishing aboard the ship. Landing on thfound a small tribe of ogres. After several small conflicts, the sailors made peace with the ogres and traded goods with the groups integrated and even intermarried, resulting a fully blended race of ogre-human crossbreeds that grew to fill the islaCataclysm, desperate groups filled sturdily constructed rafts and sailed away from the island to escape famine. Some fled few came west to the Bloodsea, where they settled small islands or found their way to the ogre lands of Kernen.

The remaining Ogreborn on Jial survived the famine wrought by the Cataclysm, only to be conquered three centuToday, they are a race of slaves and underclass merchants, laboring to build the great stone cities of the Elves.

Relations: Ogreborn relations to their forebear races are strained, as described above. Of other races, only goblinothem.Alignment: Due to their human heritage, Ogreborn do not necessarily lean towards any alignment in particular. As a wholtowards extremity. True Neutral ogreborn are unheard of, and the most common alignments are Chaotic Neutral, Chaotic Ogreborn Lands: Ogreborn have no lands of their own, not even the Island of Jial, which has been conquered.

Language: Ogreborn have no language of their own, instead speaking Common and Ogre.Names: Ogreborn names tend to be monosyllabic and memorable, though a second syllable has become common

Their names emphasize consonants-linguistically, ogreborn almost fail to differentiate between vowels.Ogreborn Racial Traits

• Strength +2, Constitution +2, Intelligence -2, Charisma -4• Medium Size• Ogreborn base speed is 30 feet.• Darkvision: Ogreborn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like

can function just fine with no light at all.• Sense of Direction: Ogreborn receive a +4 bonus to all rolls to determine which direction is north• Rules Note: Ogreborn are able to use all items listed as usable by orcs and half-orcs. Orcs themselves, however, d• Automatic Languages: Common and Ogre.• Bonus Languages: Draconic, Giant, Gnome, Goblin, and Infernal.• Favored Class: Barbarian. A multiclass ogreborn's barbarian class does not count when determining whether he s

multiclassing (see Experience for Multiclass Characters, page 56 of thePla r's Handbook ). ye

Ogre Irda

Elven bards say that elves were the first to waken upon Krynn. But elven bards lie. First, the ogres awoke. They bbathing themselves in its virgin light. First to rise from the ground, ogres became the masters of creation. Any they were bmystical book known only to Irda, teaches the truths of creation.

Personality: Irda have withdrawn from the world, for they feel it does not welcome them anymore. Although theythe current races of Krynn, they consider humans and demihumans fragile, flighty, and transient folk who are hopelessly e

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Complete Races, Classes, & Magic of DLMany living Irda remember the Cataclysm and its lessons, but most living humans and demihumans were not even born uUnderstandably, Irda believe that the world belongs to alien folk now. However, those Irda who travel amidst the current fsurprised by the rich variety and hearty nature of the people.

Although Irda harbor no animosity toward Krynn's other races, the feeling is not reciprocated. Humans still tell taoppressive ogres who once enslaved them. These tales describe beasts that surpass even modern ogres in Evil and depravibecause they have ogre blood. Other ogres hate Irda because they betrayed their Evil natures. And every racer distrusts Irdshapechanging ability. Legends abound of Irda "child stealers," who assume the shape of a child's parent only to swallow

The absurdity of such stories does nothing to discount their effect in the minds of humans and demihumans. Some humanIrda are harbingers of a second Cataclysm. Obviously, Irda shapeshifting skills come in handy when among the hostile folabilities, however, Irda are cautious and fearful.

Irda are completely undeserving of their reputation. Unlike their Evil ogre kin, Irda have chosen the path of Goodsponsored them in creation, however the Irda struggle with the vestiges of Evil within them. Non-Irda often interpreted thantagonism. It is, in fact the opposite. Irda are peace-loving and gentle folk who retreat from combat and avoid offending

Physical Description: Irda retain the beauty that ogres had in their creation. In their natural form, Irda stand aboutThey possess a dark loveliness that accentuates their cold beauty. Their drawn faces are regal and statuesque. Beneath drokeen eyes of silver. Their skin color ranges from midnight blue to deep, sea green. Most Irda have black hair, but some hakeep their hair well trimmed and combed.

Irda dress in simple clothing - linen smocks and silken gowns primarily. They adorn these simple garments with jbracelets, and thin necklaces of steel. They will not don garments made of wool, leather, or any product from animals, and

Irda have deeply resonant voices, filled with rich melancholy. When they sing, audiences become immediately silent and All Irda move with a native grace, their steps seem to be part of a silent dance. Rarely do they back into corners or step ofmotion reflects the Irda's deep somatic awareness, which comes from their being hapechangers.After several years of practice, Irda can changeheight and appearance (the form of any humanoid). Although each Irda has many faces, they typically perfect and use onltheir 500-year life spans, however, Irda assume many different forms.

s

e

Alignment: As stated Irda turned from the path of Evil towards that of Good, hence many of them are good in aligno specific leaning towards Law, Chaos, or even neutrality. Any evil Irda run the risk of transforming over time into their

Lands: The royal line of the Irda stretches back unbroken to the Age of Dreams and Igraine himself - the originalfrom his evil kin. Irda pride themselves on their heritage and treat each other with respect and honor. A king or queen rulenobility extends to even the most common of the Irda. This arrangement makes for happy citizens and stable monarchies.Irda dwellings are as simple and elegant as their clothing. They do not build houses, but live in smooth, dry caves during valleys in the summer. They decorate their dwelling places with dried flowers and stalks and carefully avoid fouling theirharmony with nature, refusing to wear or eat any products from animals.

Their island home itself, part of the Dragon Isle chain, is protected by various magics. One permanent spell upon merely a flat stretch of open sea. Not even Irda can find the island except when Solinari is in high sanction. Then, the homtheir ship into harbor. If the ship does not reach the island before Solinari's high sanction ends, it will often become hopeleIrda refer to their mystical book, the Irdanaith, in all matters of history and faith. Only Irda have even seen or held this boof its existence. In addition to the Irdanaith, Irda have an extensive oral history.

Religion: The Irda recognizes all of the gods of Krynn, but understandably tend to worship the good aligned onesthe neutral Gods). However they hold particular reverence for Mishakal, for it was she who blessed them with the ability them to escape their enemies. Takhisis is particular feared, for it was she, the Irda turned away from.

Language: Irda have their own language, a particularly ancient tongue simply named Irda, though many know maparticularly dragon, and magius.

Irda Racial Traits• +2 Dexterity, +2 Intelligence, +2 Charisma, -4 Constitution (If rolling randomly, Table 2-5: Monster PCs' Ability

Dungeon Masters Guide p23, should be used for constitution). Irda, while brilliant, graceful, and beautiful, have aendures shocks poorly. They have lost much of the savage toughness inherent in ogre stock that is pure Evil.

• Medium-Size: As Medium-size creatures Irda have no special bonuses due to their size.• Irda base speed is 30 feet.• Shapechanging: The Irda can, after several years of practice, learn to shape change into different forms. This abil

Alter Self , as cast by a 20th level Sorcerer, except with an unlimited duration, and unfamiliar forms cause the Irda effect, as per the polymorph oth r spell. This is regarded as a spell-like ability.

• Bonus Spell: Because of their close relationship to magic, any Irda arcane or divine spell caster gains one additioas if they had a high attribute score. This additional spell only applies to the highest level; it does not remain withincreases in level.

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Complete Races, Classes, & Magic of DL• Automatic Languages: Irda and Common. Bonus Languages: any except special languages (except for magius). D

spans and traveling, Irda tend to pick up and learn many other languages.• Favored Multiclass: Sorcerer. A multiclass Irda's sorcerer class does not count when determining whether he or sh

for multiclassing (see Experience for Multiclass Characters page 56). Magic comes naturally to the Irda, and mosmagical ability.

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Complete Races, Classes, & Magic of DLClasses

• Dragonbane• Dragon Knight• Dragon Rider• Handler• Knight of Solamnia

o Knight of the Swordo Knight of the Rose

• Legionnaire• Mystic• Primal Sorcerer• Wizard of High Sorcery

o Order of the White Robeso Order of the Red Robeso Order of the Black Robeso Arcane Magic of Krynn

Dragonbane

DescriptionDragonbanes are chosen by the gods, usually Paladine or Takhisis, to be their forefront warriors against the greatest weapdragons. These warriors are sometimes trained, sometimes chosen by the gods, but one thing is sure - their lives will nevethis class are not inherently evil or good, it depends on the dragons they slay. A small group of Dragonbanes belong to thehave no qualms about killing good or evil dragons for the greater good.

Hit Die:d10Requirements:Base Attack Bonus:+5Alignment:Any lawful alignment.Skills:Knowledge (Dragon Lore): 4 Ranks, Ride: 8 RanksFeats:Dodge, Mounted CombatClass Skills:The Dragonbane s class skills (and the key ability for each skill) are Craft (Int), Knowledge (Dragon Lore, Relig

Profession (Wis), Ride (Dex), Search (Int), Spot (Wis).Skill points at additional levels: 2 + Int. modifier.

Class Features:Weapon and Armor Proficiency:Proficient in all simple and martial weapons. They are proficient in light and medium a

shields.Dragonfear Immunity:Dragonbanes are immune to the effects of Dragonfear from their favored enemy or enemies if th

(Frightful Presence).Dragon Favored Enemy:At 1st level the Dragonbane must choose a favored dragon enemy. This works exactly as the

same name, save that it only applies to dragons. They gain another favored dragon enemy at every odd level. These bonusDamage Bonus:When a Dragonbane makes a successful attack roll against his favored dragon enemy, he receives a

his level. Thus, a 4th-level Dragonbane receives a +4 bonus to damage.Heroic Mount:The Dragonbane is accompanied by a heroic mount (use the stats on a Paladin s War Horse).Wing Attack:Aimed at the wing muscles of dragons, this attack is made with a 4 penalty to the attack bonus. In ad

dragon, the hit will ground the dragon for 1 round per point of damage.Breath Stun:Aimed at the gullet of dragons, this attack is made with a 4 penalty to the attack bonus. In addition t

the hit will prevent the dragon from using his breath weapon for one round per two points of damage.Dragon Breath Resistance:The Dragonbane learns how protect itself from his favored Dragon Enemy Breath Weapon

combination of prayer, agility and luck and its bonuses stacks with any other kind of bonuses to saving throws. On a succbreath weapon the Dragonbane suffers no damage, on a failed save only suffers = damage.

Great Blow:Once per day the character can call upon the blessing of his god. His next attack hits automatically andDragon Knight

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Complete Races, Classes, & Magic of DLClass Level Base Attack Bonus Fort Save Ref Save Will Save Special

1 +1 +2 +1 +0 1st Favored Dragon Enemy, Dragonfear Immun

2 +2 +3 +1 +0 Damage Bonus, Heroic Mount

3 +3 +3 +2 +1 2nd Favored Dragon Enemy

4 +4 +4 +2 +1 Wing Attack

5 +5 +4 +2 +1 3rd Favored Dragon Enemy

6 +6 +5 +3 +2 Breath Stun

7 +7 +5 +3 +2 4th Favored Dragon Enemy

8 +8 +6 +3 +2 Dragon Breath Resistance

9 +9 +6 +3 +3 5th Favored Dragon Enemy

10 +10 +7 +4 +3 Great Blow

Dragon Knight

Description:Dragon Knights are unique to the continent of Taladas, and are most prominent in the Conquered Landunparalleled bond with the Othlorx, or Uninvolved, dragons.The copper dragons of the Conquered Lands had all pledged neutrality, becoming Othlorx. They value their privacy and ltheir lairs are discovered, people are given a choice: Either join the society of Dragon Knights, or be destroyed.Today, Dragon Knights and dragons live together out of mutual affection and respect. Knights and dragons pair off with umutual rapport. This pairing is for life. The Knights follow a code of honor much like the Knights of Solamnia, but not as

Game Rule Information:Abilities:Charisma determines how powerful a spell a Dragon Knight can cast, how many spells he can cast per da

spells are to resist.Alignment:Neutral or Neutral-good. See requirements, below.Hit Die:d10Requirements:

Alignment:Neutral or Neutral-Good (Compatible with dragon)Skills:Knowledge (History): 4 Ranks, Ride: 8 RanksFeats:Mounted CombatSpecial:Dragon must accept character as partner. Failure means death.Class Skills:

The Dragon Knight's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (History) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int), (Wis).Skill Points at Each Additional Level: 2 + Int Modifier.

Class Features:Weapon and Armor Proficiency:Proficient in all simple and martial weapons. They are proficient in light and medium a

shields.Copper Dragon:Most Dragon Knights are bonded with a young adult copper dragon, the youngest dragon which ca

then ages normally for a dragon), but some rare individuals bond with older dragons.Empathic Link:The Dragon Knight has an empathic link with the dragon partner out to a distance of up to one mile.

cannot see through the dragon's eyes, but they can communicate telepathically. This is a supernatural ability.Weapon Focus:The Dragon Knight gains a free feat in Weapon Focus for a heavy lance at 1st level, then a second fr

Focus for the Dragon Knight's preferred missile weapon at 2nd Level.Dragonfear Save Bonus:Dragon Knights get a +2 at 1st level, +4 bonus at 3rd level, +8 at 6th, and +12 at 9th against

(Frightful Presence).Dragontongue:The Dragon Knight is able to speak the tongue of the color of dragon his dragon partner belongs to aWeapon Specialization:The Dragon Knight gains a free feat in Weapon Specialization for a heavy lance at 6th level, t

feat in Weapon Specialization for the Dragon Knight's preferred missile weapon at 7th Level.Improved Dragontongue:The Dragon Knight is able to speak the tongues of all dragons at 8th level.

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Complete Races, Classes, & Magic of DLSpells:A Dragon Knight is limited to casting a certain number of spells of each level per day, but he need not prep

number of spells he can cast per day is improved by his bonus spells, if any.To learn or cast a spell, a Dragon Knight must have a Charisma score of at least 10 + the spell's level. The Difficulty ClasDragon Knight spells is 10 + the spell's level + the Dragon Knight's Charisma modifier.

Dragon Knight

ClassLevel

Base AttackBonus

FortSave

RefSave

WillSave

Special

1 +1 +2 +0 +0 Bonus Feat: Weapon Focus (Heavy Lance), +2 bonus on saves vs. Drag(Frightful Presence), Empathic Link

2 +2 +3 +0 +0 Bonus Feat: Weapon Focus (Preferred Missile Weapon).

3 +3 +3 +1 +1 Bonus Feat: Weapon Focus (Preferred Missile Weapon).

4 +4 +4 +1 +1 Dragontongue

5 +5 +4 +1 +1

6 +6 +5 +2 +2 Bonus Feat: Weapon Specialization (Heavy Lance), +8 bonus on saves Fear (Frightful Presence)

7 +7 +5 +2 +2 Bonus Feat: Weapon Specialization (Preferred Missile Weapon)8 +8 +6 +2 +2 Improved Dragontongue

9 +9 +6 +3 +3 +12 bonus on saves vs. Dragon Fear (Frightful Presence)

10 +10 +7 +3 +3

Spells Per Day

Class Lvl 0 1st 2nd 3rd

1 2 - - -2 3 0 - -

3 3 1 - -

4 3 2 0 -

5 3 3 1 -

6 3 3 2 -

7 3 3 2 0

8 3 3 3 1

9 3 3 3 2

10 3 3 3 3

Spells Known

Class Lvl 0 1st 2nd 3rd

1 4 - - -2 5 2 - -

3 6 3 - -

4 6 3 2 -

5 6 4 3 -

6 6 4 3 -

7 6 4 4 2

8 6 4 4 3

9 6 4 4 3

10 6 4 4 4

Dragon RiderDragon Riders are the ultimate flying warriors with a bond to their mounts that surpasses the empathy between kn

Whether they fight for the Knights of Solamnia, the Knights of Takhisis, the Dragon armies or the Legion of Steel, these wtrained in aerial combat.The Dragon Riders are a recent development, or rather an ancient one. Recent Dragon Riders started a bit after the War ofKnights of Solamnia and about one year previous for the Dragon armies, thought very few of their members belong to this

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Complete Races, Classes, & Magic of DLThe ancient Dragon riders were shock troops of both the Knights of Solamnia and the armies of the Dark Queen during th

A few independent Dragon Riders, especially in the continent of Taladas, are rising in the League of Minotausomewhat related order, theDragon Knights,are known in the Conquered Lands.

Hit Die:d10Requirements

To qualify to become a Dragon Rider, a character must fulfill the following criteria:Base Attack Bonus:+6

Feats:Leadership, Mounted Combat, Weapon Focus (Heavy Lance).Ride:2 ranks.Equipment:Masterwork Heavy Armor and Masterwork Heavy Lance.Special:Ridden a dragon into battle before.Class Skills

The Dragon Rider class skills (and the key ability for each skill) are: Balance (Dex), Ride (Aerial) (Dex), Spot (Int); Conc(Wis), Intuit Direction (Wis).

Skill points at each level:2 + Int modifier.Class FeaturesWeapon and Armor Proficiencies:The Dragon Rider is proficient with all simple and martial weapons, all types of armoConcentration:The Dragon Rider gains this skill automatically at 1st level without having to purchase it with skill p

differently for the Dragon Rider. If the dragon rider is ever knocked off of his mount and is still conscious, he may make a

damage dealt to remain mounted.Ride (Aerial):The Dragon Rider gains this skill automatically at 1st level without having to purchase it with skill poYou can ride a particular type of mount (usually a dragon or griffin). When you select this skill, choose the type of mount the skills with a different mount, your rank is reduced by two (but not below zero).

Check:Typical flying action (takeoff, landing, flying at cruise spells) don t require checks. You can saddle, mouna problem. Mounting or dismounting is a move-equivalent action.

Riding Task DC

Stay on Saddle 10

Fight With Mount 10

Cover 15Special Maneuvers (*) 20

Fast mount or dismount (+) 25

*Armor check penalty may apply+Armor check penalty applies

Stay on Saddle:You can react instantly to try to avoid falling when your mount rears, loops, or puts you head downthat may force you to fall, you should roll a concentration check instead.

Fight with Mount:If you direct your dragon to attack in battle, you can still make your own attack.Cover:You can react instantly to drop down and hang alongside your mount, using it as one-half cover. You canno

using your mount as cover. If you fail, you don t get the cover benefit and must make a Stay on Saddle check.Special Maneuvers:This covers the ability of making the dragon do special maneuvers such as high speed drop and hFast Mount or Dismount:You can mount and dismount (provided the dragon is saddled) as a free action. If you fail the

dismounting is move equivalent action.Special:A dragon saddle (or griffin saddle) adds +2 circumstance bonuses to any checks.

Dragon Rider

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special

1 +1 +2 +0 +2 Dragon Companion

2 +2 +3 +0 +3 Aerial Combat Feat (see below), Ride (Aerial) Bonu

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Complete Races, Classes, & Magic of DL3 +3 +3 +1 +3 Heavy Lance Weapon Bonus +1

4 +4 +4 +1 +4 Concentration Check Bonus +2, Ride (Aerial) Bonu

5 +5 +4 +1 +4 Heavy Lance Weapon Bonus +2

6 +6 +5 +2 +5 Improved Aerial Combat Feat, Ride (Aerial) bonus +

7 +7 +5 +2 +5 Telepathy with Mount

8 +8 +6 +2 +6 Mount Spell Resistance

9 +9 +6 +3 +6 Heavy Lance Weapon Bonus +3, Ride (Aerial) Bonu

10 +10 +7 +3 +7 Dragon Immunities

Dragon Companion:The Dragon Rider has a dragon companion (not Mount), with an age category between young addragon will usually share the alignment with his rider, but it can be one step removed.The dragon companion comes and goes as it pleases, but in time of battle it will be with the Dragon Rider. The Dragon Rithe dragon showing when he needs it and cannot expect it to follow all his orders. They are a team and the dragon may disThe DM has the final say on the type of dragon the character gets which counts as a cohort for the purposes of the leadersAerial Combat Feat

You are skilled in 3 dimensional aerial combat.Prerequisite:Ride (Aerial) skill.Benefit:You are able to understand the mechanics of 3-D aerial combat and gain the following benefits: +1 compe

any weapons while fighting in the air and a +1 competence bonus to AC as well.Ride (Aerial) Bonus:The Dragon Rider gains a competence bonus to Heavy Ride checks.Heavy Lance Weapon Bonus:The Dragon Rider gains a bonus to his attack roll when using the Heavy Lance in Comb

airborne combatants.Concentration Check Bonus:The Dragon Rider gains a competence bonus to any Concentration checks.

Improved Aerial Combat Feat You are a master of 3 dimensional Aerial combat.

Prerequisite:Ride (Aerial) skill, Aerial Combat FeatBenefit:You are a master of the mechanics of 3-D Aerial combat and gain the following benefits: +2 competence a

weapons while fighting in the air and a +2 competence bonus to AC as well.This feat replaces the Heavy Combat Feat so their bonuses do not stack.Telepathy with Mount:The Dragon Rider gains the ability to telepathically converse with his dragon companion while mounteit is used to convey simple combat orders.Mount Spell Resistance:While mounted on his dragon companion, the Dragon Rider gains the spell resistance of his mount.Dragon Immunities:While mounted on his dragon companion, the Dragon Rider gains all the Immunities and Resistances of hits weaknesses. It also becomes immune to the type of breath weapon (fire, acid, etc) that its mounts uses, while mounted

HandlerThe bane of people everywhere, the handler is the favored class of the kender race. The handler is an expert at getting his belong to him and blessed with incredible powers of observation.

Adventurers:Adventure is the bread and butter of a handler's life. Collecting (using the term loosely) new and wond

reason for existing, and you don't get much in the way of new and wonderful things if you simply sit in one spot.Characteristics:The handler is an easy-going fellow, more than happy to let each day simply play out as it will. He hhimself and his abilities and is always excited whenever a new opportunity to see some wondrous thing reveals itself. In fhandler is addicted to this; often times a handler will go for days off the beaten path just to see the giant ball of twine in a and day for a glimpse of the only goatsucker bird in captivity. All of these great things will invariably end up scrawled inton to a map, a testament to the great adventures on his long and arduous journey.

Alignment:A handler is a free spirit, unchained by such petty things as the laws of society. Therefore he tends to be However, handlers are also very much morally sound people with great faith in the bonds of trust and friendship. That is wbe good.

Game Rule InformationHandlers have the following game statistics.

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Complete Races, Classes, & Magic of DLAbilities:A handler's top skill is his Dexterity. It helps him in innumerous ways, from helping him get into a mercha

and dodging guards. Intelligence and Charisma are also important, as a handler needs both in order to survive long in crowmany adventures.

Alignment:Any, but handlers are chaotic good about 99% of the time.Race:This class is only available to kender.Hit Die:d6.Class Skills

The handler's class skills (and the key ability for each skill) are Hide (Dex), Disable Device (Int), Open Lock (Dex), SearcPocket (Dex), Bluff (Cha), Tumble (Dex), Swim (Str), Sense Motive (Cha*), Perform (Cha), Gather Information (Cha), EBalance (Dex), and Rope Use (Dex).*Please note that these skills use a different key ability than they do in the PHB. Everything else remains the same.

Skill Points at 1st level: (8 + Int modifier) x 4.Skill points at Each Additional Level: (8 + Int modifier).Class Features

All of the following are class features of the Handler.Weapon and Armor Proficiency:Handlers, as kender, are proficient with all kender weapons. Handlers also use knives, d

which supplement their usual fighting technique of hit and run. Handlers also are proficient in the use of small missile wethe sling. Due to the nature of the handler, armor is frowned upon. Therefore, although the handle is proficient in the use opadded armor), he will typically avoid its use in all but the most battle intense of situations. Handlers never employ the us

Pocket Grab:At 1st level, a handler gains the Pocket Grab ability. With this ability, the handler can pull out an item random. This is extremely interesting as often times, through trading with other handlers and kender and picking up thingdoesn't even know what he happens to have, with the exception of a few key items. Performing a Pocket Grab takes one rowhat item is pulled, use the Pocket Grab Chart. As a handler advances in experience, he begins to gain more and more coallowed to add or subtract his level to the roll to determine what he finds, starting at 4th level. The only exception to this imustberolled naturally.

Traps:Handlers can use the rogue's Traps class feature in the exact same manner.Evasion:At 2nd level, handlers can use the rogue's Evasion class feature in the same manner.Uncanny Dodge:Handlers can use the Uncanny Dodge class feature exactly like a rogue except that they start receiv

finding traps at 8th level.Special Abilities:At 10th level and every three levels thereafter, a handler can choose one of these special abilities:

Defensive Roll (As per the Rogue ability)Improved E asion (As per the Rogue ability)v

il t Sk l Mas ery (As per the Rogue ability)Slippery Mind (As per the Rogue ability)Unconscious Handling: This unique Handler ability has allowed the Handler to have almost a sixth sense when it comes ta successful Int check with a DC of 15, the handler will know if something is hidden in the area that he is in. Note thit simply notifies him that there IS something there.Like Lies to a Child: At a certain point, handlers tend to develop almost a sixth sense to the truth behind people's words. Handler can add his Handler Class level to his Sense Motive skill bonus modifier to determine whether or not someo

The Handler

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special

1 +0 +0 +2 +0 Pocket grab

2 +1 +0 +3 +0 Evasion3 +2 +1 +3 +1

4 +3 +1 +4 +1 Uncanny dodge (Dex bonus to AC)

5 +3 +1 +4 +1

6 +4 +2 +5 +2 Uncanny dodge (can't be flanked)

7 +5 +2 +5 +2

8 +6/+1 +2 +6 +2 Uncanny dodge (+1 against traps)

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Complete Races, Classes, & Magic of DL9 +6/+1 +3 +6 +3

10 +7/+2 +3 +7 +3 Special ability

11 +8/+3 +3 +7 +3 Uncanny dodge (+2 against traps)

12 +9/+4 +4 +8 +4

13 +9/+4 +4 +8 +4 Special ability

14 +10/+5 +4 +9 +4 Uncanny dodge (+3 against traps)

15 +11/+6/+1 +5 +9 +5

16 +12//+7/+2 +5 +10 +5 Special ability

17 +12/+7/+2 +5 +10 +5 Uncanny dodge (+4 against traps)

18 +13/+8/+3 +6 +11 +6

19 +14/+9/+4 +6 +11 +6 Special ability

20 +15/+10/+5 +6 +12 +6 Uncanny dodge (+5 against traps)

Handler Pocket Grab Table*

d% Result

01-05 1d6 pieces of multi-colored glass

06-11 2d8 ball bearings

12-16 1d4 live mice

17-21 1d8 yards of twine

22-26 A small lizard

27-31 1d4 small precious gems (each worth 1d6 steel)

32-36 1d4 non-magical rings (5% chance of being a signet ring)

37-41 A small bottle of Dwarf Spirits

42-46 1d20 multi-colored pebbles

47-51 1d4 packets of flash-bang powder

52-56 1d4 healing mint leaves (each restores 1d4 hit points)

57-61 Any one item already in your possession (DM's choice)

62-74 1d20 Any one item in another party members possession (DM's choice)

75-79 An animal call whistle

80-85 3d6 caltrops

86-90 1d4 throwing knives

91-96 A flask of holy water

97-99 Player's choice of 01-96

00 A minor magical item. To determine magical item type roll on Table 8-2 on the DMG

*It is highly recommended that the DM alter this Table to suit his game.

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Complete Races, Classes, & Magic of DLKnights of Solamnia

Solamnic Knights champion the cause of justice and honor. They follow a strict code of honor called the Oath andenforce with their very lives. The Oath of these Knights,Est Sula u oth Mithas ("My honor is my life"), is widely imitated and serves as for knightly conduct almost everywhere.

r s

an

Three distinct orders form the Solamnic Knights: the Knights of the Crown, Knights of the Sword, and Knights owith this class are members of the Order of the Crown (the Order of the Sword and Order of the Rose are prestige classes)

Before the Cataclysm, the Knights of Solamnia were the greatest order of chivalry in Ansalon. For centuries, the

peace and safety of the realm. Between the Cataclysm and the War of the Lance, the knights became reviled and scorned btheir inability (or unwillingness) to combat the horrors of the Age of Despair. In the hour of the most desperate need, the KRumors began to spread that the Knights had foreseen the coming of the Cataclysm and had done nothing to stop it. Someactually intended to profit by the disaster and increase their land holdings.

So it was that the Knights found themselves forced to roam the countryside in secret and under false names, lest tthey kept their ideals and their honor, and did what they could to fight the growing evil in the world. After the War of the regained their status. They sought to revise their code of honor and apply it to the changed face of Krynn.

Knight of the CrownAdventures:Solamnic Knights do not adventure for glory or riches; rather, they undertake dangerous quests to strik

seek to protect the good folk of a village from marauding goblins, or ride secretly into enemy lands to discover secrets necrealm. Solamnic Knights steadfastly refuse to pursue goals that they see as petty or ignoble, but when the cause is worthy,

Knight's pride.Characteristics:Solamnic Knights are respected on the battlefield due to their bravery and skill at arms. Bedal Brighfought the desert nomads to a standstill, holding a pass into Solamnia single-handedly until help arrived. Such tales of feainspire many Knights.

All Knights are trained warriors, skilled horsemen, and educated scholars. What they are not, however, are ambusKnights refuse to strike down an enemy by treachery or deception; only honorable combat is acceptable.

Alignment:Knights of Solamnia must be lawful good in alignment, and swear to follow a strict code of conduct callMeasure is a set of rules that defines how to put the Oath into effect in one's daily life. The Knight must obey his superiorremain steadfastly true to those who have earned his loyalty through station or past deeds. Solamnic Knights will make vaweak, the oppressed, the poor, the falsely imprisoned, and fellow Knights. He commits his life to justice and compassion.

Religion:The Solamnic Knights are loyal to Habbakuk, Kiri-Jolith, and Paladine, and all the gods of good. The Meathree deities as patrons of the Knighthood who are entitled to the loyalty and worship of the Solamnic Knights. Knights o

Habbakuk, Knights of the Sword dedicate their prayers to Kiri-Jolith, and Knights of the Rose follow the greatest god of gBackground:Traditionally, only well-born individuals of Solamnic heritage were admitted to the Order. An obscureMeasure prevented Knights from recruiting outside of their land of origin. However, in 382 AC the Grand Master, Lord Ginducted the first Crown Knights not native to Solamnia.

Races:Almost all Solamnic Knights are human. A very few half-elves have been admitted to the Order over the yestory of a kender squire in Xak Tsaroth, in the years before the Cataclysm. Nonhuman aspirants to the Order will only be extraordinary circumstances, however.

Other Classes:Solamnic Knights are born team players, and happily cooperate with clerics of the good gods, monkof all types. They are less comfortable with the ways of bards, druids, and rogues, whose conduct often fails to live up to tand the Measure. Many Knights are distrustful of arcane magic at best, and their dealings with sorcerers and wizards are ccaution and misgivings.Game Rule Information

Knights of Solamnia have the following game statistics.Abilities:Strength is important for a Solamnic Knight because they frequently get involved in personal combat, and

able companions. Several Solamnic Knight skills are based on Charisma. Knights of Solamnia who become Knights of threquire a Wisdom score of 11 or higher to cast Knight spells, and a Wisdom score of 14 or higher is required to gat accessspells.

Alignment:Lawful Good.Hit Die:d10.Class SkillsThe Knight of Solamnia's class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (C

(Str), Knowledge (history, nobility, and religion, each purchased as a separate skill) (Int), Ride (Dex), and Sense Motive (in thePlayer's H dbook for skill descriptions.

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Complete Races, Classes, & Magic of DLSkill Points at 1st level: (4 + Int modifier) x 4Skill Points at Each Level: 4 + Int modifier

Class FeaturesAll of the following are class features of the Knight of Solamnia class.Weapon and Amour Proficiency: The knight is proficient in the use of simple and martial weapons and all armor

shields. Note that amour check penalties for amour heavier than leather apply to the skills Balance, Climb, Escape Artist, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of amour and equipment carried.

Bravery: When engaged in honorable combat, a Solamnic Knight applies his Charisma modifier (if positive) as a b

saving throws. No true Knight will retreat from a battle once it has begun or refrain from attacking the Order's foes, unlessor pointless.MountedCombat: Knights of Solamnia gain Mounted Combat as a bonus feat. Once per round when the knight's m

may make a Ride check to negate the hit. The hit is negated if the character's Ride check is higher than the attack roll (essbecomes the mount's Amour Class if it is higher than the mount's regular AC).

Weapon Specialization: On achieving 4th level or higher as a Solamnic Knight, the character may take Weapon Specithough he were a fighter). The knight must have Weapon Focus with that weapon to take Weapon Specialization. The wealance, any mace, any sword, or the longspear.

Champion of the Crown: At 5th level, a knight has become a champion of the oppressed and a stalwart foe of evil andhave experience dealing with the enemies of the Knighthood, and are loath to retreat from or refuse combat with these foewho venture into the realms of their foes often must operate secretly, sometimes even forming a clandestine knightly circlenemies.

Due to his experience with such opponents and steadfast dedication to opposing their evil ways, the Solamnic KnBluff, Gather Information, Listen, Sense Motive, and Spot checks when using these skills against these specific enemies. bonus to weapon damage rolls against opponents of this type. The bonus doesn’t apply to damage against creatures that arThe knight’s damage bonus does not apply if he does not engage his enemy in honorable combat; for example, a knight cafrom a distance if he can instead close to personal melee, and cannot honorably attack an unarmed opponent.

At 10th level and at every five levels thereafter (15th and 20th level), the bonus that the knight enjoys against theFor example, a 20th-level Solamnic Knight gains a +5 bonus when dealing with enemies of the Knighthood such as dracoofficers.

Specific enemies of the Knighthood include creatures such as all evil dragons, draconians, goblinoids, ogres, andor military enemies in enemy nations to the Knighthood. The DM should define which nations count as enemies to the Knthe campaign is set.

For example, in a campaign set after the War of the Lance, enemy nations include Blöde, Kern, Lemish, the Bloodthe Dragon army-held territories. In a Fifth Age campaign, enemy nations include Blöde, Kern, the Knights of Takhisis, NDragon Realms.

Code of Conduct: A Solamnic Knight must be of lawful good alignment. Additionally, a knight must follow the prewhich vary according to the specific Order that the Knight belongs to. Knights of the Crown should show unquestioned oauthority is righteously maintained in the Knightly Councils, dedication to the ideals of the Measure, loyalty to brother Knprotect, serve, and give aid to any kingdom on the List of Loyalty. Knights of Solamnia must fight honorably at all times. entirely prohibited, but it is frowned upon by the Measure and is generally considered dishonorable. Knights of the Crownaccrued to the Order.

Ex-KnightsA Solamnic Knight who ceases to be lawful good, who willfully commits an act of evil, or who grosslythe Bravery and Champion of the Crown abilities, and can no longer progress in levels as a Solamnic Knight. He can progonce more if he atones for his violations (see thea onement spell, page 176 of thePlaye 's Handbook ), as appropriate.t r

Knight of Solamnia

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 +1 +2 +0 +2 Bravery, mounted combat

2 +2 +3 +0 +3

3 +3 +3 +1 +3

4 +4 +4 +1 +4

5 +5 +4 +1 +4 Crown Champion +2

6 +6/+1 +5 +2 +5

7 +7/+2 +5 +2 +5

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Complete Races, Classes, & Magic of DL8 +8/+3 +6 +2 +6

9 +9/+4 +6 +3 +6

10 +10/+5 +7 +3 +7 Crown Champion +3

11 +11/+6/+1 +7 +3 +7

12 +12/+7/+2 +8 +4 +8

13 +13/+8/+3 +8 +4 +814 +14/+9/+4 +9 +4 +9

15 +15/+10/+5 +9 +5 +9 Crown Champion +4

16 +16/+11/+6/+1 +10 +5 +10

17 +17/+12/+7/+2 +10 +5 +10

18 +18/+13/+8/+3 +11 +6 +11

19 +19/+14/+9/+4 +11 +6 +11

20 +20/+15/+10/+5 +12 +6 +12 Crown Champion +5

Knight of Solamnia Starting PackageRace: Human.Amour: Scale mail +4 AC, small metal shield +1 AC, amour check penalty –5, speed 20 ft., 36 lb.Weapons: Longsword (1d8, crit 19-20/x2, 10 lb., Medium-size, Slashing)

Longspear (1d8, crit x3, 9 lb., Large, Piercing)Dagger (1d4, crit 19/20/x2, 1 lb., Tiny, Piercing)

Skill Selection: Pick a number of skills equal to 5 + Int modifier.Skill Ranks Ability Amour

Diplomacy 4 Cha

Jump 4 Str –5

Knowledge (history) 4 Int

Ride 4 Dex

Sense Motive 4 Wis

Disguise (cc) 2 Cha

Gather Information (cc) 2 Cha

Listen (cc) 2 Wis

Search (cc) 2 Int

Swim (cc) 2 Str –12Feat: Weapon Focus (longsword).Bonus Feat: Expertise (if Int 13+) or Endurance.Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. Hooded lantern, three pints of oil. Mesymbol of the Knighthood.Money: 4d4 stl.

Solamnic Knight Prestige ClassesThe Order of the Sword and the Order of the Rose are represented by unique prestige classes. In almost every circ

will only be considered for acceptance into the Order of the Sword if she has already gained levels as a Knight of the Crowthe Order of the Rose should first become a Knight of the Sword if she wishes to be considered by the Knightly Council.

However, exceptional circumstances might persuade the Council that a character is worthy of entry into the highedue to great deeds or valor in defense of Solamnia. This is one of the highest honors that the Knighthood can bestow upon

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Complete Races, Classes, & Magic of DLthe services that might convince the Council to accept a non-Knight into one of the higher orders are the acts of heroism athe Lance in the battles of the High Cleric’s Tower, Kalaman, and Neraka.

Knight of the SwordKnights of the Sword act as warriors for the gods of good, upholding the purest ideals of heroism and courage. H

fight for the cause of good. Heroic deeds include strengthening the weak, enriching the poor, freeing the enslaved, exonerachampioning the defenseless, and aiding fellow knights in need.

Courage is readiness to die honorably in the fight for good. Courageous acts include facing evil fearlessly, defendknighthood, defending the honor of a fellow knight, and protecting the defenseless and weak.Knights of the Sword honor the True Gods, particularly Kiri-Jolith, the god of just and honorable warfare. Throug

of the Order, Knights of the Sword receive from the gods’ magical healing abilities, limited foresight, and prophecy. A Knshirk from facing evil foes in combat, and does not retreat regardless of the enemy's strength. She forswears the use of herunrighteous reasons.

Hit Die: d10.RequirementsTo qualify to join the Order of the Sword, a character must fulfill all the following criteria:Alignment: Lawful good.Base Attack Bonus: +3Healing: 4 ranks.Knowledge(religion): 6 ranks.

Special: Each candidate must seek out an established Knight of the Sword to apply to the Order.In addition, each candidate for the Order of the Sword must complete a quest that promotes the cause of the Ordewitnessed (or otherwise verifiable) deed of heroism that exemplifies knightly honor and goodness. The quest must includethe restoration of something that was lost, single combat with an evil and equally-matched foe, and three tests of wisdom,compassion.

After the quest is completed, the character appears before a Knightly Council, telling of the quest and presenting eSword Knight finds the tale and deed acceptable, the candidate takes the Oath.

Class SkillsThe Sword Knight's class skills (and the key ability for each skill) are Concentration (Con), DiplomacAnimal (Cha), Heal (Wis), Knowledge (history, nobility, religion, each purchased as a separate skill) (Int), Ride (Dex), anChapter 4: Skills in thePla er's H ndbook for skill descriptions. y a

ct v

Skill Points at Each Level: 4 + Int modifier Class FeaturesAll of the following are class features of the Sword Knight prestige class.Weapon and Amour Proficiency: The Knight is proficient in the use of all simple and martial weapons and all armor (he

and shields. Note that amour check penalties for amour heavier than leather apply to the skills Balance, Climb, Escape ArSilently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of amour and equipment car

Detect Evil: At will, the Sword Knight can detect evil as a spell-like ability. This ability duplicates the effects of thdete e il .Blessed: A Sword Knight applies his Charisma modifier (if positive) as a bonus to all saving throws.Aura of Courage: Beginning at 2nd level, the Sword Knight radiates an aura of courage and fearlessness that causes

her to gain a +4 morale bonus on saving throws against fear effects. Aura of courage is a supernatural ability.Spells: Beginning at 2nd level, a Sword Knight gains the ability to spontaneously cast a small number of divine sp

Sword Knight must have a Wisdom score of at least 10 + the spell's level, so a Sword Knight with a Wisdom of 10 or lowSword Knight bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + tmodifier. When a Sword Knight gets 0 spells of a given level, such as 0 1st-level spells at 2nd level, he gets only bonus spbonus spell for that level cannot yet cast a spell of that level). The Sword Knight's spell list appears below.

Knights of the Sword gain divine spells by spending a holy day in fasting and prayer. When a knight joins the ordthe week to set aside for worship and meditation (usually Kirinor, the fourth day of the Solamnic week). During devotionsto Kiri-Jolith to receive the spells that she will cast during that week. The Knight need not choose which spells she will usOnce used, the knight can pray for new spells only on the appointed holy day.

During the holy day, the knight cannot do battle, earn profit, or speak harshly to anyone. The knight cannot travelmust spend three hours in solitude and meditation. Once the sun has set, the day's fast is over and the Sword Knight can son the list.

The Sword Knight does not have to observe every appointed day with a full fast; this is necessary only when she coming week. On those occasions when the Sword Knight is not in need of any great powers, she is only required to offersome time between dawn and dusk. She can then act as though it were any other day.

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Complete Races, Classes, & Magic of DLTurn Undead: When a Sword Knight reaches 3rd level, she gains the supernatural ability to turn undead. She may u

of times equal to three plus her Charisma modifier. She turns undead as a cleric of two levels lower would (see Turn and RthePlayer's Handbook ).

Smite Evil: Once per day, a Sword Knight of 4th level or higher may attempt to smite evil with one normal melee aCharisma modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, a 7th-level Swlongsword would deal 1d8+7 points of damage, plus any additional bonuses for high Strength or magical effects that normKnight accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is

Knight of the Sword (Hit Die: d10)Class Base Attack Fort Ref Will Special Spells per Week

Level Bonus Save Save Save 1st 2nd 3rd 4th

1 +1 +2 +0 +2Detect evil , blessed - - - -

2 +2 +3 +0 +3 Aura of courage 0 - - -

3 +3 +3 +1 +3 Turn undead 1 - - -

4 +4 +4 +1 +4 Smite evil 2 0 - -

5 +5 +4 +1 +4 3 1 - -

6 +6 +5 +2 +5 4 2 0 -

7 +7 +5 +2 +5 Smite evil 2/day 5 3 1 -

8 +8 +6 +2 +6 6 4 2 0

9 +9 +6 +3 +6 7 5 3 1

10 +10 +7 +3 +7 Smite evil 3/day 8 6 4 2Sword Knight Spell ListKnights of the Sword choose their spells from the following list:1st level: bless, bless weapon, cure light wounds, detect undead, protection from evil, shield of faith.2nd level: calm emotions, cure moderate wounds, delay poison, remove paralysis, shield other, spiritual weapon.3rd level: cure serious wounds, discern lies, greater magic weapon, heal mount, prayer, remove blindness/deafnes4th level: death ward, divination, divine power, dispel evil, holy sword, neutralize poison.

Knight of the RoseThe Knights of the Rose are the epitome of all that is good and honorable in the knighthood. The Order of the Ro

guided by justice and wisdom.Initially, the Knights of this Order were taken only from the royal houses of the land. The ruling council of Knigh

hear the history and lineage of a house to determine whether it constituted a royal house. Since this stricture of accepting was said to have been added well after the time of Vinas Solamnus and was, in some minds, invalid as a part of the Measurecent times a more acceptable argument. It has been pointed out that over the course of the centuries there have been so mand common houses that practically everyone in somehow related to royalty. With the Cataclysm obscuring the genealogiacceptable candidates are not denied entry to the Order of the Rose without extraordinary evidence.

Honor is allegiance to one's Oath to defend the cause of good. Honorable deeds include sacrificing oneself for theto surrender to or ally with an evil foe, defending the knighthood to the death, protecting the lives of fellow knights, and li

matters. Justice is the heart of the Measure and the soul of a Rose Knight: to render to everyone – creature, person, or godacts include aiding those who are less fortunate, donating all wealth to the knightly coffers (except what is needed for persworshipping and obeying Paladine and the gods of good, fighting injustice with courage and commitment, and seeing thatvain.

Wisdom is the prudent use if one's abilities and resources to uphold honor and render justice.Hit Die: d10.Requirements Toqualify to join the Order of the Rose, a character must fulfill all the following criteria.Alignment: Lawful good.Base Attack Bonus: +4Diplomacy: 6 ranks.

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Complete Races, Classes, & Magic of DLKnowledge(nobility): 6 ranks.Feats: Any two of the following: Iron Will, Leadership, Weapon Specialization.Special: To join the Order of the Rose, a supplicant must appear in council before the presiding High Justice. Thermust tell the tale of his family and lineage, as well as his deeds of honor. Afterward, the Council meets in private whether to accept or reject the petition.A candidate who passes these examinations is assigned a quest to prove loyalty to the order and its cause. The qu

and 500-mile journey, the restoration of something that was lost, defeat of an evil and superior enemy, and one test of wis

three of compassion. The candidate must be victorious while demonstrating the ideals of honor and courage and without kof these tasks must be witnessed or evidenced. A candidate who returns and tells of the quest is judged before a council ofquest and candidate are found fitting, the person becomes a Knight of the Rose.

A Sword Knight who becomes a Knight of the Rose can no longer gain levels in his first prestige class. However, gains a Rose Knight level for each level of Sword Knight he "trades in." For example, a character who has eight levels of become a 8th-level Rose Knight if he chooses to lose all eight levels of Sword Knight. The character level of the character

Class Skills:The Rose Knight's class skills (and the key ability for each skill) are Diplomacy (Cha), Handle AnimalIntimidate (Cha), Knowledge (history, nobility, each purchased as a separate skill) (Int), Ride (Dex), and Sense Motive (WthePlayer's Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier Class FeaturesAll of the following are class features of the Rose Knight prestige class.Weapon and Amour Proficiency:The Knight is proficient in the use of all simple and martial weapons and all armor (hea

and shields. Note that amour check penalties for amour heavier than leather apply to the skills Balance, Climb, Escape ArSilently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of amour and equipment carAura of Courage:Rose Knights are immune tofear spells. Furthermore, the Knight radiates an aura of courage and fearlessn

allies within 10 feet of her to gain a +4 morale bonus on saving throws against fear effects. Aura of courage is a supernatuStrength of Honor:Rose Knights are resistant to all mind-affecting spells. A Rose Knight has spell resistance to such

level.Overcome Damage Reduction:The Knights of the Rose become unusually skilled in weapons and combat. As a Rose K

more skilled, he is able to use high quality weapons to strike at supernatural or magically protected foes. When the Rose Kweapon, he can overcome the damage reduction ability of certain foes as though he was using a +1 magical weapon. Thisthe knight gains levels.

Special Mount:Upon or after reaching 2nd level, a Rose Knight can call an unusually intelligent, strong, and loyal sservice of Paladine and the knighthood. This mount is usually a heavy warhorse (see the Paladin Mount sidebar on page 4Player's H dbook ),although after the later years of the War of the Lance, bronze and silver dragons began to accompany particularly valoroumust have a CR equal to or less than the Rose Knight's character level.

Should the Rose Knight's mount die, he may seek another one after a year and a day. The new mount has all the amount of the Rose Knight's character level.

an

Smite Evil:Once per day, a Rose Knight of 3rd level or higher may attempt to smite evil with one normal melee attaCharisma modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, a 7th-level Roslongsword would deal 1d8+7 points of damage, plus any additional bonuses for high Strength or magical effects that normaccidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supe

Knight of the Rose (Hit Die: d10)

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special

1 +1 +2 +0 +2 Aura of courage, strength of honor

2 +2 +3 +0 +3 Special mount3 +3 +3 +1 +3 Smite evil

4 +4 +4 +1 +4 Overcome damage reduction +1

5 +5 +4 +1 +4

6 +6 +5 +2 +5 Smite evil 2/day

7 +7 +5 +2 +5 Overcome damage reduction +2

8 +8 +6 +2 +6

9 +9 +6 +3 +6 Smite evil 3/day

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Complete Races, Classes, & Magic of DL10 +10 +7 +3 +7 Overcome damage reduction +3

LegionnaireThe Legion of Steel is a semi-covert organization on Krynn. Named after Steel Brightblade, a Knight of Takhisis, this ordhis foster-mother, Sara Dunstan who recruited disenfranchised Knights of Takhisis and Knights of Solomnia, these individexisting order brought justice to the land, and the people needed a new organization to represent them. Legionnaires claimof them work from hiding. Led by the Keepers, the Legionnaires are respected throughout Krynn by all but the other ordeaccepted among minotaurs, although being caught by the Knights of Takhisis is sure death for any Legionnaire.

Hit Die:d10Requirements

To qualify to become a Legionnaire, a character must fulfill all the following criteria:Alignment:Non-EvilBase Attack Bonus:+3Sense Motive:6 ranksListen:5 ranksClass Skills

The Legionnaire's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Hide (Dex), (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis) See Chapter 4: Skills in thePlaye 's H ndbook for skill descriptions.r a Skill Points at Each level: 5+Int modifier

Class FeaturesAll of the following are class features of the Legionnaire prestige class.

Favored Enemy:At 1st level, a Legionnaire gains the Knights of Takhisis as a favored enemy. This ability works jusfavored enemy, (see the Player's Handbook), except that all relevant bonuses are at +2.

Blend with the Crowd:Being exceptionally trained in subversion, a Legionnaire gains a +3 bonus to all Escape Artist,Hide, Listen, and Move Silently checks, beginning at 2nd level.

Ears of the Wall:When a Legionnaire reaches 4th level, he may set up a network of contacts in any one area that haspertinent information going on in the area to him.

Diplomat:At 6th level, a Legionnaire gains a +5 bonus to Diplomacy checks when attempting to settle disputes amowilling creatures that are not hostile towards the Legionnaire.

Physical Prowess:At 8th level, a Legionnaire gains the ability to use any weapon as if specialized in it for one day, afThis ability can be used a maximum amount of times equal to half of the Legionnaire's Intelligence modifier.

Mental Order:At 10th level, a Legionnaire acquires such mental discipline from his unfaltering sense of justice thateffects, sleep, and other spells that affect the mind adversely.

Legionnaire (Hit Die: d10)

Class Base Attack Fort Ref Will Special

Level Bonus Save Save Save

1 +1 +0 +2 +0 Favored Enemy

2 +2 +0 +3 +0 Blend With the Crowd

3 +3 +1 +3 +1

4 +4 +1 +4 +1 Ears of the Wall

5 +5 +1 +4 +1

6 +6 +2 +5 +2 Diplomat

7 +7 +2 +5 +2

8 +8 +2 +6 +2 Physical Prowess

9 +9 +3 +6 +3

10 +10 +3 +7 +3 Mental Order

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Complete Races, Classes, & Magic of DLMystic

Like the primal sorcerer, mystics are people who have been gifted or trained greatly to use the magic of the heart.magic fearing races such as dwarves can come close to denying the usefulness of mysticism as a tool. The ability to heal,advantage in life that can help those greatly.

Adventures:Mystics have any number of reasons for going out in the world. From becoming Knights of the Skull, tcommuning with nature itself. Often those who find they have an affinity for mysticism even leave that which they find fa

seeking to go on a voyage of self-discovery.Characteristics:Mystics, for one reason or another seem to act out of dedication. For those who are good, it is a dediand to the world around them, aiding those who cannot help themselves. Neutral mystics find it a tool that must be used wfinding it necessary to help their companions out in times of need. Evil mystics see it as an opportunity to take advantage Tales tell of a wealthy businessman in New Ports who gained his current prestige only by using mentalism to find out abofrom them out right and erase the memory of any such occurrences.

Alignment:Members of the mystic class may be of any alignment. Some people use their gifts in mysticism for goodhavoc in the name of personal gain.

Religion:Most mystics in the 5th Age, being young and having never known the presence of the gods, feel no loyalinfluenced Krynn. However, it is not rare to find one whose parents continued to revere their patron deity even after the dethe Chaos War, and who passed this loyalty on to their children even in the godless world that Krynn has become. Some m gods long past, and hope to use this new magic in the name of their departed deity, hoping that the god will be pleased wi

name while absent from Krynn.Background:A majority of Ansalon's mystics are trained at Goldmoon's Citadel of Light, a good amount of the mysbeing the orphaned children taken in and trained by Goldmoon and her advisors. Similar to primal sorcerers however, somthemselves in control of this force without any true understanding of what they wield.

Races:Unlike primordial sorcery, there is no race that distrusts mysticism as a rule. In fact, most races find it to be gods in the absence of divine magic.

Other Classes:Those who practice mysticism are almost never disliked by others. After all, the need for someone toa different type of weapon is always a benefit. Similar to primal sorcerers, it isn't too uncommon to find someone multiclamysticism.

Game Rule InformationMystics have the following game statistics.

Abilities:Wisdom is the most beneficial ability score for mystics, granting them more spell points to expend per day

Alignment:AnyHit Die:d6Class SkillsMystic class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Diplom

Knowledge(religion), Profession (Wis), Spellcraft (Int). See Chapter 4 in thePlayer's Handbook for skill descriptions.Skill Points at 1st level:(2+Int modifier) X 4Skill Points at Each Additional Level:2+Int modifier Class Features

All of the following are class features of the Mystic.Weapon and Armor Proficiency:The Mystic is proficient in the use of all simple weapons and light armor. Note that arm

for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Jump, Move Silently, Pick Pocket, and Tusuffer a -1 penalty for every 5 pounds of armor and equipment carried.

Sphere of Mysticism:The mystic starts out with the Sphere of Mysticism feat for free.Save Penalty:Three times a day, a mystic may override the usual rules and have an offensive spell's saving throw beCasting Bonus:Similar to the Base Attack Bonus, mystics have a bonus to their spellcasting check based on their lev

intentionally lower the bonus applied to their die roll.Greater Spell Access:Rather powerful mystics can access greater realms of possibility in their castings than they nor

their long devotion to learning about the mystical magic on Krynn to be paying off, and as such are able to target more peareas.

The most beneficial aspect however, that no mystic on Krynn currently knows of is the ability to make limited cowithdrew to. Characters with spiritualism, if succeeding a Knowledge(Religion) Check with a DC of 50 after two monthshow to project their spirits there. Should any mystic discover this latter ability and perform it, their body will go into a cat

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Complete Races, Classes, & Magic of DLbecome an Outsider of the appropriate alignment with hit dice equal to or lesser than those of the mystic (seeMonst r Manual for statistics on differeOutsiders). Likewise they will find their return to Krynn blocked off.

e

Mystic

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Casting Bonus

1 +0 +2 +0 +2 Sphere of Mysticism, Save Penalty +0

2 +1 +3 +0 +3 +1

3 +1 +3 +1 +3 +1

4 +2 +4 +1 +4 +3

5 +2 +4 +1 +4 +3

6 +3 +5 +2 +5 +5

7 +3 +5 +2 +5 +5

8 +4 +6 +2 +6 +7

9 +4 +6 +3 +6 +7

10 +5 +7 +3 +7 +9

11 +5 +7 +3 +7 +912 +6/+1 +8 +4 +8 +11

13 +6/+1 +8 +4 +8 +11

14 +7/+2 +9 +4 +9 +13

15 +7/+2 +9 +5 +9 Greater Spell Access +13

16 +8/+3 +10 +5 +10 +15

17 +8/+3 +10 +5 +10 +15

18 +9/+4 +11 +6 +11 +17

19 +9/+4 +11 +6 +11 +17

20 +10/+5 +12 +6 +12 +19

Primal SorcererPrimal sorcerers can be just about anyone. No long hard training is required, no hours toiling over books for spells. A groucome to harness the inherent magic in every rock and item on Krynn, these spellcasters are often looked upon highly by thsee their powers as something that they hope to be able to one day manipulate themselves.

Adventures:Sorcerers have any number of reasons for going out in the world. From becoming Knights of the Thornoppressive Dragon Overlords, the number of reasons for one going out into the world with Krynn's primordial magic as anwho use the magic.

Characteristics:Primal sorcerers aren't as haughty about the use of their magic as wizards in the past were. Unlike thprestige that accompanied the results of studying of arcane magic, one having the use of sorcery isn't always a mark of an

this new magic or any other special attributes besides the randomness of fate smiling upon the individual. Indeed, most prdown-to-earth people, having come from such humble roots themselves.Alignment:Members of the primal sorcerer class may be of any alignment. Some people use their gifts in sorcery fo

wreak havoc in the name of personal gain.Religion:Most sorcerers in the 5th Age, being young and having never known the presence of the gods feel no loya

influenced Krynn. However, it is not rare to find one whose parents continued to revere their patron deity even after the dethe Chaos War, and who passed this loyalty on to their children even in the godless world that Krynn has become. Some sschool of thought that the gods never left, and believe that continued worship of one of the three gods of magic will reap bwhen the gods decide to make their presence known.

Background:The reasons for primal sorcerer's going out into the world are infinite. As nearly every one of the distincan tap the primordial magic and shape it to their will. Many sorcerers often find themselves using such powers without a

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Complete Races, Classes, & Magic of DLthere are many private schools and colleges that teach the proper use of sorcery, not the least of which being the Academyformer wizard of High Sorcery Palin Majere.Races:Any races may become a member of the primal sorcerer class, though some such as most types of dwarves disdain pthey did arcane magic, and won't likely take the class.

Other Classes:Those who are primal sorcerers often find themselves getting along well with those around them. Thfind this odd until they take into consideration that nearly every grouping has those who are also primal sorcerers in their of warriors finds being able to perform the simplest of tricks a great boon.

Game Rule InformationPrimal Sorcerers have the following game statistics.Abilities:Intelligence is the key ability when it comes to the Primal Sorcerer, granting them more spell points to exp

casting itself easier.Alignment:AnyHit Die:d6Class SkillsThe primal Sorcerer class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft

Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). See Chapter 4 in thePla er's Handbook for skill descriptions. y Skill Points at 1st level:(2+Int modifier) X 4Skill Points at Each Additional Level:2+Int modifier Class Features

All of the following are class features of the Primal Sorcerers.Weapon and Armor Proficiency:The Primal Sorcerer is proficient in the use of all simple weapons and light armor. Notepenalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Jump, Move Silently, Pick Pockchecks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

School of Sorcery:The primal sorcerer starts out with the School of Sorcery feat for free.Save for Half:Three times a day, a sorcerer may override the usual rules and have a spell that does damage deal hal

victim succeeds their saving throw instead of being negated.Casting Bonus:Similar to the Base Attack Bonus, primal sorcerer's have a bonus to their spellcasting check based o

intentionally lower the bonus applied to their die roll.Greater Spell Access:Rather powerful primal sorcerers can access greater realms of possibility in their castings than

They find their long devotion to learning about the primordial magic on Krynn to be paying off, and as such are able to tarand larger areas.The most beneficial aspect however, that no sorcerer on Krynn currently knows of is the ability to make limited contact wto. Characters with summoning can draw in Outsider's to Krynn, and if they succeed a Knowledge(Arcana) Check with a of research, may understand how to take themselves to the planes. Should any primal sorcerer discover this latter ability areturn to Krynn blocked off.

Primal Sorcerer

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Casting Bonus

1 +0 +2 +2 +0 School of Sorcery, Save for Half +0

2 +1 +3 +3 +0 +1

3 +1 +3 +3 +1 +1

4 +2 +4 +4 +1 +3

5 +2 +4 +4 +1 +36 +3 +5 +5 +2 +5

7 +3 +5 +5 +2 +5

8 +4 +6 +6 +2 +7

9 +4 +6 +6 +3 +7

10 +5 +7 +7 +3 +9

11 +5 +7 +7 +3 +9

12 +6/+1 +8 +8 +4 +11

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Complete Races, Classes, & Magic of DL13 +6/+1 +8 +8 +4 +11

14 +7/+2 +9 +9 +4 +13

15 +7/+2 +9 +9 +5 Greater Spell Access +13

16 +8/+3 +10 +10 +5 +15

17 +8/+3 +10 +10 +5 +15

18 +9/+4 +11 +11 +6 +1719 +9/+4 +11 +11 +6 +17

20 +10/+5 +12 +12 +6 +19

The TinkerAdventurers:If, and when you are able, you spend your entire life in search of The topic of your life quest.Characteristics:Forging new devices to make life simpler and easier, as well as finding new ways to do things and m

not fail, at all, anywhere, ever, is every young gnomes goal, nay mission in life.Alignment:Your free spirit and inventiveness is a chaotic trait, whereas your willingness to help people with your inAbilities:Your most important is Dexterity due to the fact that your constant fidgeting with devices requires a keen

is required to make the devices work thus you need Intelligence, your least important scores are wisdom and strength.Game Rule Information

Tinkerers have the following game statistics.Abilities:Your most important is Dexterity due to the fact that your constant fidgeting with devices requires a keen

is required to make the devices work thus you need Intelligence, your least important scores are wisdom and strength.Alignment:Usually chaotic good.Race:Minoi onlyHit-Die:d6Class Skills:Tinkerer class skills are Hide(dex), Pick Pocket(dex), Tinker(int), Craft(int), Knowledge(int), Perform

Decipher Script(int), Disable Device(dex), Use Rope(int), Tumble(dex), Climb, Sense Motive(int), Balance(dex), Gather IProfession(int), Open Lock(dex), Appraise(int), Diplomacy(cha), Search (int), Spot (int), Alchemy(int).

Skill points per level:8+int modifier Skill Points at first level:(8+int modifier)x4Class Features

All of the following are features of the Tinker Proficiencies:Any and all gnomish weapons, knives, darts, short swords, daggers, hand crossbow (with a few modif

anything he finds in his pockets (ex: screwdrivers, wrench, chicken.)He is proficient in light armor, but he does not like to wear it for it is uncomfortable and can get in the way of his work, if Leather Apron that counts as leather armor. He will never use a shield.

Frenzied Search:When a gnome needs something, fast, he can scurry about the nearby area in search of things (this He can and will find things that normally were not there to begin with and some of them have no practical use. Roll a d% what you have found.

Evasion:As per the ability in thePlay r's Handbook .e

il

Uncanny Dodge:This is used to getting out of the way of machinery when pieces are falling off and your mind is waFind the Smell:Ever ask the question "what's that smell" right before a huge explosion, almost all of us have, with th

warn everyone around you that you've done something stupid, again.Special Abilities:At 10th level and every three levels after that, you may select of these special abilities

Improved evasion: As per the ability in thePlayer's Handbook. Sk l Mastery: (As per rogue ability)Confusion: By rattling off all the new capabilities of your new device, you can force opponents to succeed an intelligence chconfused.Slippery Mind: (As per rogue ability)Run: (As the feat): Useful for getting away from your newest invention, or pet, or friend.

The Tinker

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special

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Complete Races, Classes, & Magic of DL1 +0 +0 +2 +0 Frenzied Search

2 +1 +0 +3 +0 Evasion

3 +2 +1 +3 +1

4 +3 +1 +4 +1 Uncanny Dodge (Never flat footed)

5 +3 +1 +4 +1

6 +4 +2 +5 +2 Uncanny Dodge (Can never be flanked)

7 +5 +2 +5 +2

8 +6/+1 +2 +6 +2 Uncanny Dodge (+1 vs. traps)

9 +6/+1 +3 +6 +3 Find the Smell

10 +7/+2 +3 +7 +3 Special Ability

11 +8/+3 +3 +7 +3 Uncanny Dodge (+2 vs. traps)

12 +9/+4 +4 +8 +4

13 +9/+4 +4 +8 +4 Special Ability

14 +10/+5 +4 +9 +4 Uncanny Dodge (+3 vs. traps)

15 +11/+6/+1 +5 +9 +5

16 +12/+7/+2 +5 +10 +5 Special Ability

17 +12/+7/+2 +10 +10 +5 Uncanny Dodge (+4 vs. traps)

18 +13/+8/+3 +6 +11 +6

19 +14/+9/+4 +6 +11 +6 Special Ability

20 +15/+10/+5 +6 +12 +6 Uncanny Dodge (+5 vs. traps)

Frenzied Search Table

Roll Result

01-05 1d6 shards of metal

06-11 1d8 springs

12-16 1d4 small rodents

17-21 1d8 yards of twine

22-26 A small jar

27-31 1d4 small precious gems (1d6 steel each)

32-36 A shocker lizard (with jar)

37-41 A substance that could be ale

42-46 1d20 stones

47-51 1d4 small pouches of flash powder

52-56 1d4 healing leaves (heals 1d4 points of damage)

57-61 1d10 yards of wire

62-74 1d20 yards of rope

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Complete Races, Classes, & Magic of DL75-79 1d4 buzzers

80-85 1d4 small wheels

86-90 1d6 gears

91-96 A water skin

97-99 Player's choice

00 A minor magical item

Wizards of High SorceryWizards of High Sorcery are a class unique to Krynn, one that combines rigorous study and research with the gift

said to have been gifted with at birth. A character who becomes a Wizard of High Sorcery belongs to an ancient order of wwork together to preserve the magical lore of Krynn. The Wizards of High Sorcery began as loosely organized groups of wlater that the Orders became formalized and structured.

There is solidarity among Wizards of High Sorcery, although this is tempered by the ambitions of the members anA White Robe and a Black Robe fighting on opposing sides of a war (such as the War of the Lance) would not hesitate to these High Sorcerers meet on neutral grounds (such as a Tower of High Sorcery), they are likely to enter into an eager disattacked by an outside force seen as a threat to their magic (a renegade spellcaster, for example), both would join togethermagic.

1. 1. All Wizards of High Sorcery are brothers in their Order. All Orders are brothers in magic.2. 2. The Towers of High Sorcery are held in common among all Orders and no magic is to be used there in anger

Sorcerers.3. 3. The world beyond the walls of the Towers may bring brother against brother and Order against Order, but su

universe.The Conclave of High Sorcery consists of three factions with seven representatives from each. Each of the Orders

equally represented at the Conclave and a single individual is selected by each Order as Master. In the case of the White Rdetermine the master of their Order. The Red Robes draw lots from among the seven members of the Conclave. The Mastusually the most powerful High Sorcerer of that Order. This has from time to time resulted in some rather fabulous contesto establish who is fit to lead their Order. Such contests are invariably held beyond the boundaries of the Towers.

The Head of the Conclave is determined by theconsen s spell. The law of the Conclave is largely determined in everyday m

Head of the Conclave, and his law is final. However, if a decision is made against the will of the Conclave, then a mandatconsensus is taken of the entire Order, and a new Head of the Conclave is chosen.The Conclave is convened on set dates and times as dictated by the moons. The Conclave meets regularly once ea

of High Sanction for the ruling Order. The Night of the Eye is a special time when all of the Orders gather together. The Halso call a Conclave during times of grave crises that affect all Orders. The Conclave does not meet when the Test is givenof the Tower and is handled on a routine basis.

Hit Die:d4

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r

RequirementsTo qualify to become a Wizard of High Sorcery, a character must fulfill all the following criteria.

Spellcasting:Ability to cast 2nd level Arcane spells.Knowledge (arcana):4 ranksSpellcraft:4 ranks

Special:The character must take (and survive) the Test of High Sorcery.Class Skills The Wizard of High Sorcery’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (C

Knowledge (arcana, history) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills Playe 's Handbook for skill descriptions.Skill Points at Each Level: 2 + Int modifier

Class Features All of the following are class features of the Wizard of High Sorcery prestige class.Weapon and Amour Proficiency:Wizards of High Sorcery gain no proficiency in any weapon or amour. Armor of any ty

Wizard of High Sorcery's movements, which can cause her spells to fail (if those spells have somatic components). Note t

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Complete Races, Classes, & Magic of DLamour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, andchecks suffer a –1 penalty for every 5 pounds of amour and equipment carried.

Alignment:Each Wizard of High Sorcery belongs to one of the three Orders, according to her alignment. The Ordersare the White Robes (good), Red Robes (neutral), and Black Robes (evil). Each Order specializes in different spells, and hthe alignment of its particular moon of magic (Solinari, Lunitari, and Nuitari).

From time to time, a character's action will indicate that she is no longer a follower of the tenets of his chosen Ordwithout hardship. The character's spellcasting abilities are not affected by the moons of magic until one game month has p

character is unable to use spell secrets that she could not learn within her new Order (see below).Spells per Day:Wizards of High Sorcery cast arcane spells, and continue to study magic as they did before taking thnew Wizard of High Sorcery level is gained, the character gains new spells per day as if she had also gained a level in theto before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gcreation feats, improved chance to use bardic powers, and so on). This essentially means that she adds the level of Wizardof some other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one class capable of casting arcane spells before she became a Wizard of High Sorcewhich class she adds each level of High Sorcerer for purposes of determining spells per day when she adds the new level.

Bonus Feat:At 1st level, the Wizard of High Sorcery gains a bonus feat. If the character has not taken Moon MagicArcane Magicof Krynn), she gains this feat; otherwise, she may choose any metamagic feat. At higher levels, the Wizard of High Sorcerymay be taken as either metamagic or item creation feats.

Arcane Learning:Wizards of High Sorcery spend much of their spare time poring over old tomes and learn new lang

uncover the lost magical secrets of the past. At 2nd, 5th, and 8th level, a Wizard of High Sorcery can choose to learn eithecommand word for a specific rod, staff, wand, or wondrous magical device.Useful languages for a High Sorcerer include Ancient Elven, Ancient Ogre, Draconian, Dragonspeak, Ergot, Kha

Elven, Silvanesti Elven, and Solamnic. In addition, Wizards of High Sorcery often learn Magius, an ancient language in ware often written. Its spoken form no longer exists, but literacy in Magius is necessary for a character who wishes to advanHigh Sorcery.

Learning Spells:Whenever a Wizard of High Sorcery gains a level, she is taught two new spells by her Order. The chaccess to the spell books of a higher-level member of her Order (the spell books of a Wizard of the White Robes are of noRobes). The libraries of each Order of High Sorcery do not contain every spell known; each Order teaches only spells fromschools are:

• Order of the White Robes:Abjuration, Conjuration, Divination, Enchantment, and Evocation.• Order of the Red Robes:Conjuration, Divination, Evocation, Illusion, and Transmutation.•

Order of the Black Robes:Conjuration, Divination, Enchantment, Evocation, Illusion, and Necromancy.Spell Secret:The Wizard of High Sorcery can choose one spell found within the libraries of her Order (White Robes, RRobes), and permanently modify it as though affected by one of the following metamagic feats: Empower Spell, Enlarge SSpell, or Silent Spell. The spell's level does not change, and once the choice of spell and modification are chosen, they canWizard of High Sorcery goes up in level, she can choose the same spell to be modified in different ways with multiple spe

Wizard of High Sorcery (Hit Die: d4)

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day

1 +0 +0 +0 +2 Bonus feat +1 level of existing class

2 +0 +0 +0 +3 Arcane learning +2 level of existing class

3 +1 +1 +1 +3 Spell secret +3 level of existing class

4 +1 +1 +1 +4 Bonus feat +4 level of existing class5 +2 +1 +1 +4 Arcane learning +5 level of existing class

6 +2 +2 +2 +5 Spell secret +6 level of existing class

7 +3 +2 +2 +5 Bonus feat +7 level of existing class

8 +3 +2 +2 +6 Arcane learning +8 level of existing class

9 +4 +3 +3 +6 Spell secret +9 level of existing class

10 +4 +3 +3 +7 Bonus feat +10 level of existing class

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Complete Races, Classes, & Magic of DLThe Test

The Test of High Sorcery is more than just a trial of a person's magical abilities, it also tests how that person will those she will gain. Each initiate's test is a different one, designed especially for her needs ands weaknesses. Failure meanTest may bring companions along, but no one who enters the Tower of High Sorcery is guaranteed of emerging alive.

Because magic is such a powerful force in Krynn, the Conclave is extremely careful about who is allowed to wielspellcasters above a certain level of power (those able to cast 3rd-level spells) are required to take the Test of High Sorcerworthiness. The Conclave is not interested in whether the power is used for good or for evil so much as it is concerned wi

power (one reason kender never pass the Test!). An initiate who agrees to take the Test, therefore, pledges her life to the msatisfaction of her fellow Wizards of High Sorcery that she takes magic seriously, and that she will devote her life to magiOnce an initiate has passed the Test, she is considered a Wizard of High Sorcery and expected to abide by the dec

She may gain levels in the Wizard of High Sorcery prestige class (provided that she meets the other requirements), althoureq ired to doso.

u

The Test should involve:• At least three encounters that test the character's knowledge of magic and its use, including challenges that can be

of the character's spells.• At least three encounters that cannot be solved by magic alone.• At least one conflict with a character known to the initiate as an ally.• At least one one-on-one encounter against an opponent who is +1 CR higher than the initiate's character level.

These guidelines may be adjusted upward if the initiate chooses to bring allies into the Test.

The Arcane Magic of KrynnThe Magic of Krynn’s MoonsSince the creation of the world of Krynn, the three moons of magic have followed their paths through the sky, bri

and the waning of their followers’ magical powers. Each moon of magic grants arcane power to wizards and sorcerers of aligned spellcasters receive their powers from the white moon, evil spellcasters from the black moon, and neutral spellcasthe position and aspect of his chosen moon that an arcane spellcaster gains (or loses) the enhanced powers of Krynn’s mo

Determining Lunar Position and AlignmentThe relationship of the three moons of Krynn is important to the powers of all wizards in your game; therefore, it

the periods of each on the Lunar Display Wheel.To determine the position for each moon, roll 1d8 and place a marker on that space of the appropriate track. This

for that moon. The black moon (Nuitari) uses the innermost track, the red moon (Lunitari) uses the middle track, while ththe outer track. After locating the starting position for each moon, you can either keep the display set up where you can serecord the lunar cycles in advance on the Lunar Cycle Record Sheet. To do the latter, note the appropriate information forthe spaces on the form. Set up the Lunar Display Wheel, record the information for that day, then advance the tracks one dinformation. Do this until you have sufficient information for the planned adventure.

On the form, each moon has a separate line and is divided into columns. The date can be written in the space at theach day and each moon, you must note its phase and any alignment. When the moon is waxing, put a + in the appropriatput a — (dash) in the space. If the moon is full, write a capital S, L, or N. If it is a new moon, leave the space blank. To nomoons, circle the symbols (or absence of them) for those moons in conjunction. The different moons are considered to be from the centre of the wheel passes through the spaces they both occupy.

If it has been some time since you last played, or if the characters have rested a long, undetermined period of timenecessary to calculate the exact position of each moon since the last adventure. Simply reset the Lunar Display Wheel by position of the moons again.

Moon Phase Effects TableMoon Phase Saving Throw Additional Spells Effective Level

New Moon –1 0 –1

Waxing 0 +1 0

Full +1 +2 +1*

Waning 0 0 0

* Only characters of 6th level or greater, who also have an Intelligence of 15 or more, gain this benefit.

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Complete Races, Classes, & Magic of DLMoon Alignment Effects Table

Alignment Saving Throw Additional Spells Effective Level

S with L +1 +1 +1

L with N +1 +1 +1

S with N +1 0 0

All Three +2 +2 +1The saving throw category lists the modifier applied to all saving throws rolled by the affected character. It has no

of spells cast by the character.Additional spells gained by the character can be selected from any level of spell cast the character.The effective level modifier increases the affected character’s level only for those spells he already knows. This a

character’s spells, range, and effect. It does not grant the character extra spells, nor does it allow the character to cast spellhe has not attained the appropriate level through earned experience). Thus, a 6th-level character who gained a bonus level4th-level spell (as a 7th-level wizard would) because he has not yet learned any 4th-level spells and written them into his

The benefits of various lunar alignments affect only those Wizards of High Sorcery who follow the given moons.Lunitari align, only good and neutral Wizards of High Sorcery feel the beneficial effects. The effects of the lunar phase anSolinari and Lunitari align and Lunitari happens to be full, the neutral mage would gain a +2 bonus to saving throws and lspells, while the good mage would gain a +1 bonus to all three categories.

New FeatsThe following feats are special abilities that are unique to the world of Krynn. Although there are many feats that

Dragonlance Saga, the following feats are particularly valuable to arcane spellcasters.Blood of the Irda [Special]Your blood contains a trace of Irda ancestry, possibly passed down generation to generation from the Age of Drea

grants you the ability to occasionally call upon your arcane or divine powers with increased celerity.Prerequisite:Spellcaster level 1+, Cha 15+Benefit:Once per day, you may cast one of your spells as a free action. This does not increase the level of the spell

spell, nor do you require the Quickened Spell feat.This spell must be of a level that you gain as a bonus spell due to high Intelligence, Wisdom, or Charisma. For example, acould cast a 1st or 2nd level arcane spell as a free action. This counts against the limit of one quickened spell per round.

Special:This feat can only be selected at 1st level.

Draconic Heritage [Special]Your ancestry has been touched by the power of a dragon. Perhaps one of your ancient ancestors possessed draco

unique magical powers in the Dragon Isles. Perhaps you have been blessed by Paladine or Takhisis. You may not be awardraconic heritage.

Prerequisite:Arcane spellcaster level 1+Benefit:Choose one cleric domain from thePlaye ’s Handbook . You know one additional arcane spell of each level that you c

(except cantrips), as indicated by your chosen domain. If you are a bard or a sorcerer, then you can cast these spells spontone of your normally known spells. If you are a wizard, you must prepare these spells as you do normal arcane spells.

The chosen cleric domain must be one that a dragon of Krynn can cast as arcane spells; all dragons except black dwhite dragons can cast arcane spells from two or more cleric domains. The DM may restrict your choice of domains in so

be restricted to the domains available to metallic dragons, or to blue dragons only.Special:This feat can only be selected at 1st level.

r

Moon Magic [Special]

You receive magical benefits from the three moons of Krynn.Prerequisite:Third level arcane spells.Benefit:Your saving throws, casting level, and number of spells per day is affected by the phases of your chosen m

aligned characters, Lunitari for neutral-aligned characters, and Nuitari for evil-aligned characters).Special:If you acquire the Wizards of High Sorcery prestige class, you receive this feat for free.

Shapechanging Expertise [Special]

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Complete Races, Classes, & Magic of DLThis feat allows a character with natural shapechanging abilities to become familiar with a specific form (such as

humanoid). Sea elves can only choose one form; Irda characters can choose any humanoid form.Prerequisite:Shapechanging race.Benefit:You can shift into a familiar form in 1 round, but may only take partial actions for the following 5 rounds.

adjustment period, you suffer a –2 penalty to all rolls as you remembers the nuances of your new body. Shapechanged bodare solid and take damage just as other bodies do. Your natural form is always considered familiar.

Normal:If shifting to an unfamiliar form, you may only take partial actions for the following 1d6+6 rounds, and the

rolls for 4 additional rounds.Special:Irda and mischta characters can take this feat multiple times. Each time you take the feat, it applies to a ne

Student [General]You have studied under a Wizard of High Sorcery, preparing for the day when you will take the Test. Your tutor h

theory and history of magic in Krynn.Prerequisite:Arcane spellcaster level 1+.Benefit:You gain a +1 bonus to Knowledge (arcana), Knowledge (history), and Spellcraft checks.Special:You cannot take this feat once you have successfully taken the Test of High Sorcery. A Wizard of High So

direct her own education in magic, not rely on the tutoring of other mages.

Supernatural Gift [Special]

You benefit from an unexplained arcane power that can be called upon in times of emergency and crisis.Prerequisite:Arcane spellcaster level 1+.Benefit:You can cast one additional arcane spell per day, of any level that you are normally able to cast. You need

may choose the spell at the time of casting, as a sorcerer does. You cannot cast a spell that you do not already know.Drawing upon your supernatural gift is draining, and you suffer one point of subdual damage per level of the spel

though you were a sorcerer of your caster level.Note:This feat can represent any unexplained or mysterious spell-casting ability, such as a special talent for magic

“guardian angel” of some kind. Characters of the Majere family such as Rosamun, Raistlin, Palin or Ulin might possess th

Unique Spells of KrynnClass Abbreviations:Sor (sorcerer), WHS (Wizard of High Sorcery prestige class), Wiz (wizard).

ConsensusDivination Level:WHS 7Components:VCasting Time:1 actionRange:UnlimitedTarget:All Wizards of High Sorcery in KrynnDuration:InstantaneousSaving Throw:NoneSpell Resistance:Yes (harmless)

Consen us instantaneously determines the combined will of all Wizards of High Sorcery in a single matter. A questConclave, the spell is cast, and a course of action is communicated to the minds of all Wizards of High Sorcery attending action takes into account the desires of every member of the Order, and results in a course of action that is agreeable to theto the large number of wills involved, the answer provided cannot be too specific: it is generally phrased in one or two sen

A Wizard of High Sorcery who is not in attendance at the Conclave whencon ensus is cast is aware of the casting and will have thcommunicated to him; however, only those characters present at the Conclave can learn the outcome of the spell.

While not always infallible in its ability to benefit the Conclave as a whole,consensus still remains the method of selection for the HeConclave. Note that the course of action that is agreeable to the majority of High Sorcerers is not always the wisest! The llargely determined in everyday matters by the Head of the Conclave, and his law is final. However, if a decision is made athen a mandate may be called for in which acon ensus is taken of the entire Order, and a new Head of the Conclave is chosen.

s

s

s Dragon Tongues

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Complete Races, Classes, & Magic of DLDivination Level:Sor/Wiz 1Components:V, SCasting Time:1 actionRange:0-ft.Area:30-ft-radius emanation centered on caster Duration:1 minute/level

Saving Throw:NoneSpell Resistance:NoThis spell grants all intelligent creatures within its area of effect the ability to speak and understand the language Dragon

tongues does not imbue characters with understanding of draconic writings. Nor does this spell in any way predispose dragthe ability to speak their language.

Kiss of Night’s GuardianNecromancy Level:WHS 9Components:V, SCasting Time:1 actionRange:Touch

Target:Living creature touchedDuration:1 weekSaving Throw:NoneSpell Resistance:Yes (harmless)

This spell is only revealed to the most honored and powerful Wizards of High Sorcery, such as the Master of the Thas the power to grant protection from the horrors of the Shoikan Grove.

The caster confers this protection by lightly kissing the recipient’s forehead. To those of good or neutral alignmenflesh, but those of evil alignment feel a pleasant, warm sensation. The kiss leaves a scar that is invisible to all but Black RShoikan Grove. It heals and vanishes after one week.

Whilst marked with thekiss of night’s guardian , no undead in the Shoikan Grove will attack or come within five feet of the repartially protected from the fear generated by the Shoikan Grove; the character must make a Will saving throw (DC 15) e

Passage through the Shoikan Grove without a special talisman or the benefit of this spell requires a Will saving thminutes to avoid blind, irrational panic. Even kender are subject to this fear. If a character fails this saving throw, she will the grove in the direction from which she came.

Even if a character should successfully avoid succumbing to the fear generated by the Shoikan grove, she still hasspecters of the grove.

Kiss of night’s guardian loses all protective power should the recipient draw weapons or cast a spell whilst within the S

Luring LightsIllusion (pattern) Level:Sor/Wiz 3Components:V, S, MCasting Time:1 roundRange:Medium (100 ft. +10 ft./level)Area:50-ft.-radius emanation centered on a point in spaceDuration:4 rounds/levelSaving Throw:Will negatesSpell Resistance:Yes

This spell creates glowing balls of flickering light, one per level of the caster. The caster can control the shape ansimilar fashion to thedancing lig ts spell. These balls of light can be created at any point within range; thus, a powerful caster can withluring lights .

All humanoid creatures within 50 feet of a ball of luring light can hear an indistinct melody; combined with the visual fascinatiothis enchanted music has an effect much like that of a siren calling to sailors. Sylvan creatures commonly use this spell toof revelry, where they can charm and play tricks upon their unwitting guests.

Any creature that fails a Will saving throw is compelled to follow the lights as they wander into deeper wildernesrealize that she is under a compulsion and has no sense of danger, only a driving curiosity. She will dissuade any who try

h

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Complete Races, Classes, & Magic of DLto the point of fighting off her allies. She will suffer from this compulsion until she has been out of sight of the lights for a

Material Components: Phosphorous or glowworm, plus the seed of an avocado or pomegranate.

Major CloakIllusion (glamour) Level:Sor/Wiz 9Components:V, S, F

Casting Time:1 actionRange:CloseArea:One island, up to 5,000 square milesDuration:PermanentSaving Throw:NoneSpell Resistance:No

This potent dweomer is used by the Irda to cloak their hidden island sanctuaries, such as the legendary Anaiatha. become undetectable to normal sight and scrying.

Furthermore, the illusion affects all characters that come within one mile of its coastline, causing them to sail a ciisland while believing that they have sailed directly through the waters where the island lies hidden.

Natives of the island can hear the telepathic call of their homeland during the High Sanction of Solinari. During tthese individuals can make their way to the island, assuming that they have a ship or some other means to make the journ

wandering Irda who seek the location of Anaiatha, the journey lasts far longer than the High Sanction of Solinari, and fewreturn to Anaiatha on their own.Unfortunately, the spell has the drawback of radiating intense magic; those who scry the seas for such auras may Focu : Specially carved stone statue of the native race of the protected island.s

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MindspinIllusion (phantasm) [mind-affecting] Level:Sor/Wiz 8, WHS 7Components:V, SCasting Time:3 hoursRange:SpecialTarget:One creatureDuration:Permanent until dispelledSaving Throw:Will negatesSpell Resistance:Yes

Mindspin takes the innermost nightmares of the victim and makes them real in a startlingly vivid illusion. These illudreamwraiths and dreamshadows to populate the victim’s disturbed dream reality.

Mindspin requires both the caster and the victim to remain undisturbed for three hours while the caster sifts throughthe illusions. Any disturbance interrupts this process and spoils the spell. The victim then receives a Will saving throw to mind pin (acharmed victim receives no save), falling into a troubled slumber if he fails this save.

The dream world created by themind pin spell involves three separate layers of unreality. These are referred to as thelevels of the dream.Thefirs evel extends to a maximum of 20 miles times the victim’s Intelligence. Thesecond le el extends to a maximum of one mile times the vicIntelligence. Thethird evel extends to a maximum of 20 feet times the victim’s Intelligence. Dreamwraiths and dreamshadows athe dream. Characters that move into the area of effect enter and experience the dream world of the victim. Such characterdetermining what is real and what is an illusion.

• Thefirs evel of the dream alters perceptions of time and space for all characters who venture into it. The terrain thathrough in the first level of the dream is not the actual terrain of the area, but an illusory land as perceived by the mindspin .Characters can travel many miles in the real world, yet only perceive moving a short distance in the dream realityfirst level of the dream is equally distorted. Characters may believe that they have been traveling for only a few mdays have passed.

• Thesecond le el of the dream distorts a character’s perception of reality even further, for she no longer knows whichreal and which are illusions. Dreamwraiths and dreamshadows gain Spell Resistance 13 at this level of the dream

• Thethird e el is the core of the dream, as even perceptions of self become distorted. In addition to the effects of the successful rolls are considered failures, and all failed rolls are considered successes. Otherwise, adjust rolls normspellcasters now cast spells at one level higher than normal. If this enables a character to cast a spell higher than s

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Complete Races, Classes, & Magic of DLcharacter can choose any one spell from the new level. Themindspin spell creates the illusion that the character knows and has prnew spell; however, it has only illusory effects.The victim is always a central figure of the dream, which is drawn from his own perceptions, fears, and nightmar

mi dspin is dispelled and all three levels of the dream vanish immediately.Mind pin also ends if the victim is affected by a targeteddispel magic .Otherwise, characters within the dream can make Will saving throws to disbelieve individual illusions within the dream; drequires a Will saving throw (minimum DC 26).

n s

Spawn DraconiansTransmutation Level:Sor/Wiz 5Components:V, S, MCasting Time:1 roundRange:Close (25 ft. +5 ft./level)Target:1 metallic dragon egg Duration:InstantaneousSaving Throw:NoneSpell Resistance:No

Spawn draconians is the spell used by Harkiel the Bender, a brilliant red dragon, to corrupt the eggs of metallic dragodraconian hatchlings. When cast upon any metallic dragon egg, this spell permanently twists and transforms the unborn d

infant draconians. The metallic surface of the egg turns black and slimy, and the egg grows like a poisonous tumor, changtorment. One minute later, the distended eggshell splits, disgorging many squirming draconian hatchlings.The number and type of draconians that comes from each dragon egg is shown below:

• Brass egg: 8d12 Baaz hatchlings (½ HD)• Copper egg: 6d12 Kapak hatchlings (1 HD)• Bronze egg: 5d12 Bozak hatchlings (1 HD)• Silver egg: 4d12 Sivak hatchlings (2 HD)• Gold egg: 2d12 Aurak hatchlings (3 HD)

Hatchling draconians inflict only 1d2 points of damage with their claw and bite attacks, and suffer a –2 penalty to grow quickly, reaching adulthood within five years.

Leading up to and during the War of the Lance, Harkiel the Bender transformed the stolen eggs of the metallic drarmy with this spell. In addition, each dragon egg was imbued with the evil spirit of one of Takhisis’ abyssal minions, thuwould be evil in alignment and utterly devoted to the Dark Queen. This was done by a human cleric of Takhisis casting planar ally whilst a wizardsimultaneously cast permanency on the egg.

Lower-level versions of this spell are rumored to exist. These spells were used before the draconian creation procspawn weaker, twisted creatures. Known as sesk and traag, these proto-draconians were abandoned by the Dark Queen in

Material Component: A drop of dragon saliva.

The Stellar PathUniversal Level:WHS 5Components:V, S, MCasting Time:1 hour Range:0 ft.

Target:Self Duration:48 hoursSaving Throw:None

The Stellar Path confers the favor of the gods of magic upon the caster. Since the magical powers of the Wizards of wane according to the position of the moons in the sky, only rearrangement of the cosmos can bring additional power to aduring a time of reduced power.

Casting this spell causes the Wizard of High Sorcery to see the moon of his order appear at High Sanction, regardactual position. The Wizard of High Sorcery is affected as though the moon were actually at High Sanction. This does notmoon for other spellcasters.

If the stellar path brings the moon of the caster’s order into an apparent conjunction with one or both of the other moothe usual effects upon the caster’s powers.

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Complete Races, Classes, & Magic of DLMaterial Component: Vellum scroll and 500 stl worth of powdered gems and rare inks, which the caster uses to inscri

diagrams, and charts of the night sky. XP Cost: 500 XP per casting.

TimehealConjuration (healing) Level:WHS 5

Components:V, MCasting Time:1 actionRange:TouchTarget:Creature touchedDuration:InstantaneousSaving Throw:Fortitude negatesSpell Resistance:Yes

This spell takes the creature it is cast upon and "reverses time" to a point where it was in better health, thus simulusing clerical powers. Time is of the essence in thetimeheal spell, for the greater the amount of time that has passed, the greater the chan

Each level of the caster guarantees reversing time to one minute before the spell was cast. Thus, a 9th-level wizar guaranteed to be able to reverse the condition of a wounded character to the character’s condition nine minutes earlier.

For every additional minute that must be reversed to heal the character, there is a 5% cumulative chance of spell f

added to the chance of arcane spell failure if the caster is wearing amour (see Table 7-5: Amour in thePla r’s Handbook

). Thus, if the 9th-level witried to reverse 20 minutes of time for a wounded comrade, that would be 11 minutes further than he could guarantee succminutes for his level), causing a 55% chance of spell failure - or even higher if he was wearing amour.

Multipletimeheal spells cannot be cast to increase the reversed time that can be guaranteed. In the examples above, thnot cast three successivetimeheal spells to reverse 27 minutes of time for his comrade without fear of failure.

It is also possible to use this spell offensively, by reversing time on a character who has just received magical heaas effective as an attack spell of similar power. This is resolved in exactly the same way as detailed above.

Timeheal will not recall a spirit from death; if it is cast upon a corpse, the dead character may be healed of wounds spirit has departed and he remains dead . However, if cast upon a disabled or dying character,timeheal can bring them back to full consciousness

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TimereaverConjuration (calling) Level:WHS 9Components:V, S, MCasting Time:30 minutesRange:5 ft.Target:5-ft.-radius burst, centered on point in spaceDuration:InstantaneousSaving Throw:NoneSpell Resistance:Yes

Thetimereaver spell is a closely guarded secret of the Wizards of High Sorcery; supposedly only the Masters of the Trarely if ever risk casting it. The repercussions of carelessly using thetimereaver spell could be catastrophic.

Timereaver sends those within its area of effect backward or forward along the timestream of Krynn, into Krynn’s pencloses the recipients in a bubble of energy that travels through time up to 200 years, plus ten years per caster level. Thusend a group of characters up to 380 years forward or backward in time. The caster need not accompany the recipients of real problem for characters who end up in another time with no way back.

The Wizards of High Sorcery are extremely reluctant to send anyone backwards in time, due to the risk of alterincircumstances will they consider casting timereaver on a character of any race created by the Greygem of Gargath (such as kender andvery existence of a time-traveler of these races is thought to render the river of time malleable and likely to be altered.

This is the spell that Par-Salian used to transport Cramon Majere, Revered Daughter Crysania, and (inadvertentlyback to the height of Istar, just before the Cataclysm.

Material Component: Diamond or ruby dust worth at least 10,000 stl, sprinkled in a circle around the recipients of the

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Complete Races, Classes, & Magic of DLLunar Display Wheel

Lunar Cycle Record SheetMonth:

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28White Red Black

Month: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28

White Red Black

Month: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28

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Complete Races, Classes, & Magic of DLWhite Red Black

Month: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28

White Red Black

Month: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28

White Red Black

Month: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28

White Red Black

S, L, NHigh Sanction(Full Moon)

+ Waxing —Waning blankLow Sanction(New Moon)

Month Names (Ergoth Calendar) Summer: Corij, Argon, Sirrimont. Autumn: Reorxmont, Hiddumont, H’rarmont.Winter:

Phoenix, Aelmont, Rannmont.Spring: Mishamont, Chislmont, Bran.