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Races of Ansalon
Unlike the standard Dungeons & Dragons game, there are no Halflings or half-orcs in the DRAGONLANCE saga. Players who be interesting options. 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
Racial Characteristics
similar fashion to the basic character races in the Players 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 Players Handbook for the DRAGONLANCE Saga. 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
o Dargonesti o Dimernesti o Kagonesti o Qualinesti o Silvanesti Gnome Kender Minotaur Mischta Ogreborn Ogre Irda Half-Elf
o True Kender
+2 Str, +2 Con, 2 Dex, 2 Int, 2 Cha Barbarian +2 Dex, +2 Int, +2 Char, -4 Con
The characters starting Intelligence is at least 3. If this adjustment would lower the characters 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, and 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 character level of the creature. This is the characters
effective character level. The DM determines the character level of newly-created characters in the campaign; if the effective character level of a firstlevel adventurer is higher than this number, you cannot create a member of this race. Copyright 2002 D.E.A. Productions Page - I -
Human
Humans dominate modern Ansalon in terms of political power and sheer population. Many of the most powerful nations, organizations, and orders are predominantly human. Human diversity, adaptive ness, and perseverance have allowed them to ascend over more powerful races such as ogres, 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 Ansalon, placing great importance in their traditions and cultures. Humans will defend their way of life from change, and brook no disrespect from outsiders. At the same time, humans are flexible and adaptable, and will rapidly accept innovations and new discoveries that improve their lives. It is simply a matter of making them aware of these improvements. The flexibility of humans, coupled with their short lifespan and energy, sometimes makes them seem overly ambitious to the other races of
Ansalon. Certainly humans are more focused on the immediate future than either gnomes or minotaurs, and pay less attention to the past than elves or dwarves. Although nonhumans sometimes sneer at humans as being grasping, their drive has accomplished much in the world. Physical Description: Humans vary enormously in appearance, with physical traits that depend upon the region of Ansalon from which their ancestry can be traced. The origin of the different cultures of humanity has been lost to the mists of time, but may be linked to the spread of ancient tribes or the different families of slaves kept and bred by ancient ogres. Humans in modern Ansalon are known for the regions that they are traditionally associated with, although since the Cataclysm refugee migrations, wars and exploration of Ansalons altered geography have allowed humans of different cultures to spread throughout the continent. Abanasinians are probably descended from an intermingling of Solamnians and Plainsfolk, sharing qualities of both groups. They are tall, with light skin tones and straight or curly hair that grows black, brown, or red. Blonde hair is quite rare and considered remarkable. Abanasinians can be quite muscular if they follow a vigorous lifestyle, although less active individuals can be a little plump. range from light brown to glowing black, and grow tightly curled black hair that is usually closely cropped, with little or no body hair. Ergothians are famous 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 and reddened by constant exposure 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 slightly shorter than the 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 are somewhat shorter than Ergothians are widespread, found not only in Ergoth but also in Ackal, Saifhum, Sikket Hul, and many Blood Sea ports. Their rich skin tones
the typical human. Khurrish men possess distinctive aquiline features and look quite fierce, while Khurrish women are exotic and among the most beautiful in 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 herders of Estwilde. They are rugged in appearance, with dark curly hair, weathered dark skin, and deep-set dark eyes. Nerakese men grow facial hair quite profusely, but are considered somewhat handsome by human standards depending, of course, on their state of dress and hygiene. They are of average height. New Coast, and the Plains of Dust. Plainsfolk can be quite tall and slender, and have deeply golden skin, black hair, and black or brown eyes. Solamnians dwell in Solamnia, Nordmaar, the Whitestone lands of Sancrist Isle, and other Sirrion Sea islands. Solamnians are quite tall and pale-skinned, although in northern climes they tan quite well. Solamnians are memorable for their clear blue or black eyes, and wear straight hair that might be brown, black, or sometimes blonde. of other races even such unfriendly races as goblins, Minotaurs, and elves. Humans fear what they do not understand, but form easy friendships with those that they come to know and appreciate. At a pinch, a human is able to deal with those unlike himself better than any nonhuman race in Ansalon. Alignment: Humans were created by the gods of Neutrality, yet Gileans gift allowed them free will to choose their own alignment. As a result, few humans are truly neutral, tending either at least slightly towards good or slightly towards evil. The most selfless of heroes and vilest villains are found among humans. Lemish, proud Normaar, isolated Sirrion Sea islands, powerful Solamnia, the Knights Whitestone lands, and innumerable tribes scattered across Balifor, Bldehelm, the Dairly Plains, Estwilde, Icewall Glacier, Plains of Dust, the Taman Busuk, and elsewhere. Human Lands: The human lands of Ansalon include the plains of Abanasinia, the faded glory of Ergoth, exotic Khur, cold Kharolis, cruel Relations: Although humans are most comfortable when surrounded by others of their own kind, most humans quickly come to accept members Plainsfolk are found in lands that, prior to the Cataclysm, belonged to the south-central plains of Ansalon Abanasinia, Bldehelm, the
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widespread among humans. Many names were invented by an individuals parents to honor dear friends or family members; others are chosen for their sound or meaning. Tribal humans generally possess but a single name (such as "Ravenseye of the Que-Shu"), whilst humans with a keener sense of tradition keep clan names (such as in Ackal and Khur) or family names (such as in Abanasinia, Ergoth, and Solamnia). Abanasinian family names are descended from the names of ancient settlements, noble patrons, or deities; Ergothian family names are descended from the founder of each family line; and "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 heart of the story and became heroes. Humans believe that heroes can be found among nobles and the common folk alike, and that daring, virtue, and courage are all that is required to achieve greatness. Humans will devote themselves to a cause, attempt the improbable, or fight against hopeless odds because they believe that anything is possible. The greatest human heroes, such as Ackal Ergot and Huma Dragonbane, rose from obscurity to change the face of Krynn itself. Human Racial Traits Automatic Languages: Common, plus one regional language (see Regional Feats and Languages of Ansalon). Bonus Languages: Any (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 Players Handbook. Solamnian family names are descended from professions (for the common folk) or a famous ancestor (such as Brightblade or Uth Matar; originally,
Bakali
The bakali are a race of lizardfolk found in the remote swamps of Ansalon. Though savage, brutal, and uneducated, they are not unintelligent. Indeed, 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 and seldom leave their own territories. To others they seem savage and bloody-minded, and they are usually portrayed as crueler than they really are. Although this attitude is too simple a stereotype, it is not entirely unwarranted; the bakali, as a race, have no qualms or particularly strong moral compunctions against violence, although individuals may hold more tolerant or peaceful views. The bakali are also courageous, having no fear of death. Theirs is a courage, however, that does not cause them to charge foolishly forward. They do not fear death but they do enjoy life. Although savage, they are not stupid. Indeed, they are particularly skilled at war. Using deception, ambushes and even retreats are not cowardly if the situation calls for it. Anything associated with war in victory or defeat is considered courageous. Physical Description: Bakali range in height from six to eight feet and are correspondingly strong and muscular. Their hides range in color from yellow-green to mottled brown and are heavily plated, much like those of crocodiles. They have long, powerful tails that they can lash about. A vestigial claws, menacing-looking but not effective in combat. The hands and feet are webbed and the talons of the feet are used like fingers. Relations: The stereotype is reinforced by their dislike of strangers, particularly the humans of Nordmaar, with whom they have had poor relations for centuries. Consequently they have their own stereotypes about humans greedy, lying, thieving, and murderous scoundrels. Few humans are befriended by the bakali. However, they place great store in friendships and alliances, among their own kind and with other races. Although they may be frequently hostile to humans, the bakali are not without honor. They have long memories, remembering both the good and ill done to them. They treat 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 respect. If an outsider manages to befriend 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 hands of the "civilized" races tend towards evil. Bakali Lands: The bakali dwell in the remote swamps of northern Ansalon. dorsal ridge runs the length of the spine, starting at the back of the skull and finally disappearing about halfway down the tail. Their hands and feet have
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Centaur
The half-equine, half-humanoid centaurs are not especially virtuous or intelligent, but are one of Krynns proudest and noblest races. They think first of themselves, enjoying pleasures such as wine, art, and fine weather. The vast majority of Ansalons centaurs are of the Abanasinian breed; unless otherwise specified, all references to centaurs in Krynn can be assumed to indicate Abanasinians. The other kinds of centaur are the Crystalmir, Endscape, and Wendle breeds. new day as a chance to experience new pleasures, hear new tales, and undertake new amorous pursuits. Centaurs are typically easy-going and docile, and 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 of baubles with them in leather bags or hide them in hollow trees; each herd will also collect a communal cache, hidden in a cave or beneath a pile of rocks. Most centaurs find any disfigurement, from a battle scar to a tattoo, to be upsetting and unsightly. Common say thou and thy where humans say you and your. Centaurs speak in deep, sonorous voices, and often use phrases that sound somehow formal and stilted; for example, centaurs speaking Physical Description: Physically, centaurs are fascinating, having the bodies of a great horse with a human torso, head, and arms. Long hair runs down their backs like a mane. Males have broad chests, rippling muscles, and handsome, angular faces. Females are lithe and graceful, and their visages are among the most beautiful seen in Krynn. These creatures boast marvelous diversity in appearance. Their equine portions range from blond to black and, rarely, dappled. Although black, green, or even violet. Centaurs do not understand the physical modesty of other races, and only wear clothing if the weather demands it. However, they enjoy decorating their bodies, and enhance their looks with jewelry and other beautiful apparel. generally dark haired, centaurs have a skin tone anywhere from ruddy tan to rich brown to pale white. Many have brown or blue eyes, but some have Personality: One would be hard pressed to find a more passionate race than the centaurs. As marked hedonists, centaurs look upon every
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civilization. They have no permanent settlements, and migrate when food becomes scarce or when outsiders settle close by. The most common breed of centaurs are known as Abanasinians; these centaurs once dwelled on the plains of Abanasinia, but migrated south into Qualinesti and then throughout the forests of Ansalon. Crystalmir centaurs are much more reclusive, and remain largely confined to Ansalons southern forests and plains. The far northern and eastern regions of Ansalon are home to the Endscapes, originally from the Endscape peninsula north of Kern. Wendle centaurs arose in the Wendle Woods of Goodlund, but were driven out by nearby kender communities and now live throughout the south-eastern forests and plains. communities. 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. Centaurs tend to be fluent in the languages of neighboring peoples; thus, centaurs of Abanasinia may know Abanasinian, Qualinesti, and Sylvan, whereas centaurs of the Plains of Dust 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 birth. In addition, most Religion: Centaur religion is animistic; they see the sacred spirit of the world in all things. Thus, druids rather than clerics serve many centaur
adult centaurs take the name of one of their parents as a surname (men use the name of their father or grandfather, and women use their mother or grandmothers name). A few individualistic centaurs use the name of their lover rather than their parent; such a centaur might call himself Stormglow, Husband 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 all of them logical: ambition,
wanderlust, love, vengeance, the desire for a quest, or the bond of friendship. Even in lands where centaurs are uncommon, a centaur hero might easily appear. Long journeys are easy for centaurs; a young character with a desire to see the world might have traveled quite a distance before meeting his companions. Centaur Racial Traits (Abanasinians) +2 Wisdom, 2 Intelligence. Centaurs possess keen senses, hearth wisdom, and an intuitive connection with nature, but are not particularly 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 page 142 of the Players Handbook and Strength on page 10 of the Monster Manual). Centaurs suffer a size penalty of 1 to attack rolls, 1 AC, and 4 to Hide checks. As their human torsos are not particularly large, centaurs are treated as Medium-size creatures for the purpose of using Large weapons, and do not have reach. A centaurs 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 most skillful archers in Krynn, 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 Equipping your Character). +2 racial bonus to Animal Empathy: If unskilled, the centaur can attempt to soothe horses and horse-like creatures only. Note that only 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 considered unarmed when attacked by an unarmed strike. Robust: Centaurs receive the Toughness feat for free at 1st level. Solamnic. Favored Class: Ranger. A multiclass centaurs ranger class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Players Handbook). Centaur Subrace: Crystalmirs Copyright 2002 D.E.A. Productions Page - V Automatic Languages: Common, Sylvan. Bonus Languages: Abanasinian, Ergot, Goblin, Hill Dwarf, Kharolian, Ogre, Qualinesti Elven,
Centaur Subrace: Endscapes vandalize buildings, terrorize humans, steal food and tools, and kidnap human women (who fascinate Endscape males). These lawless, merciless centaurs are 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 shaggy coats and tails that grow black or grey, or occasionally brown or blonde. Their manes are often ungroomed, and hang to the waist. Males grow short, scraggly beards and have 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 lacking in physical beauty. 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 addition to their bows. 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 throws that Abanasinians enjoy. Favoured Class: Barbarian. A multiclass Endscapes barbarian class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Players Handbook. Otherwise, Endscape centaurs have the game statistics of Abanasinian centaurs, listed above. Endscapes are the most savage breed of centaurs, fond of strong wine and inebriation. They often making drunken raids on human villages, and thrill to
Centaur Subrace: Wendles escape incessant annoyance from nearby kender. Resembling young Abanasinians, Wendles average only four to five feet in height, but are distinguished by their golden eyes and stubby tails. Wendles are the intellectuals among centaur breeds, and are interested in philosophy, history, and other scholastic pursuits. Wendles can be a good source of information, once they have been convinced to cooperate; they are unfortunately very argumentative creatures, and quite stubborn. It is unusual 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, rarely getting on well with strangers. Medium-size: As Medium-size creatures, Wendle centaurs have no special bonuses or penalties for their size. However, as quadrupeds, they have 1 times the carrying capacity of a creature with the same Strength score (see page 142 of the Players Handbook and Strength on page 10 of the Monster Manual). Wendle centaurs gain a bonus Skill Focus feat at 1st level, which can be applied to any Knowledge skill possessed by the character. unarmed when attacked by an unarmed strike. Hoof Attack: The centaur can attack with his hooves, causing 1d4 points of damage per hoof. A Wendle centaur is never considered Wendle centaurs once dwelled in the Wendle Woods of Goodlund, but eventually migrated to the other forests and plains of eastern Ansalon to
+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, Silvanesti Elven. Wendle centaurs are not quite as sturdy as Abanasinians, and do not receive the +1 racial bonus to all saving throws that Abanasinians enjoy; nor do they gain Toughness as a bonus feat. Otherwise, Wendle centaurs have the game statistics of Abanasinian centaurs, listed above.
Dwarf
dwarves, are not considered true dwarves by their kin. There are seven subraces of dwarves in Ansalon the Hylar, Daewar, Daergar, Thiewar, Neidar, Klar, and Zakhar. The Aghar, or gully Although each of these subraces is different in appearance, demeanor, and history, the game information for each subrace conforms to that of the standard dwarf on pages 1415 of the Players Handbook, except where noted below: Copyright 2002 D.E.A. Productions Page - VI -
These dwarves are also known as hill dwarves for the foothill communities in which they live. They have tan skin, ruddy cheeks, and bright eyes. Their
hair is brown, black, or grey, worn in respectable trim around the ears but long and bushy in beards and moustaches. Their clothes reflect the drab colors of their lands: black, brown, grey, tan, and beige. On rare occasions (when feeling festive or scandalous), a Neidar dwarf might don a scarf of bright red or green. +2 racial bonus to Sense Motive checks. Neidar are more open to other races than their mountain dwarf kin, and more familiar with their mannerisms. Copyright 2002 D.E.A. Productions Page - VII -
Aghar (Gully Dwarves) These pitiful creatures are thought to be the result of ancient crossbreeding between the dwarven and gnomish peoples. Short, squat, and generally filthy creatures, the Aghar have long been denounced by the other clans of dwarves and left to their own devices in the sewers, dumps, gullies, and swamps of Ansalon. Gully dwarves do not make suitable player characters in most campaigns, and should be created only with the DMs permission. The DM might allow a player to create an Aghar character using the creature description in Creatures of Ansalon (see page 22 of the DUNGEON MASTERS Guide.)
Elves
Ansalonian elves are lithe, elegant creatures with pointed ears, thin limbs, and graceful movements. The original Colinesti, or People of the Morning, are believed to have been tall and stately creatures formed from the trees and scattered across the world like stars cross the sky. Modern elves consider them the first of all mortal races. Throughout the ages, elven territorialism, changing traditions, and magical influences have created different elven subraces in Ansalon and beyond. Although each of these subraces is different in appearance, demeanor, and history, the game information for each subrace conforms to that of the standard elf on page 16 of the Players Handbook, except where noted below: Copyright 2002 D.E.A. Productions Page - VIII -
Dimernesti The Dimernesti are "shoal elves" who dwell in the shallow waters southeast of Ansalon and elsewhere. Dimernesti have light bluish skin and large eyes that are dark green or deep blue in color. They wear their silver hair long, braided with shells, and prefer skin-tight clothes in tones of green and blue. Proficient with either trident or longspear; proficient with hand crossbow and net. These weapons are in daily use in the shoal elf tribes, and so all Dimernesti are familiar with them. Dimernesti are not automatically familiar with any type of sword or bow, however. Alternate form: A Dimernesti can transform into a sea otter three times per day, with a duration of one hour per level. A Dimernesti sea elf who uses this supernatural ability acquires the natural size and Strength, Dexterity, and Constitution scores of a sea otter. He also gains the sea otters natural armor, bite attack, swimming speed, and the Scent extraordinary ability. After shifting to sea otter form, the Dimernesti elf is disoriented and may only take partial actions for the following 1d6+6 rounds, and then suffers a 2 penalty to all rolls for 4 additional rounds. However, upon shifting to sea otter form the Dimernesti regains hit points as though he had rested for a day. Constitution score), alignment, base attack bonus, and base saves. His new Strength, Dexterity, and Constitution scores may affect final attack and save bonuses, however. He retains her spells, spell-like abilities, and extraordinary abilities, but not supernatural abilities. The elf may cast spells with somatic components using his dexterous paws, but does not possess a voice capable of casting spells with verbal components (but may be able to cast spells affected by the Silent Spell metamagic feat). All of the elfs equipment (including material components) meld into his new form and becomes nonfunctional for the duration of the effect. suffers a 2 penalty to all rolls. immersed in water. Automatic Languages: Dargoi Elven, Common. Bonus Languages: Ergot, Kalinese, Qualinesti Elven, Saifhum, Silvanesti Elven. Favoured Class: Fighter. A multiclass Dimernestis fighter class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Players Handbook. Otherwise, Dimernesti have the game statistics listed in the Players Handbook. Level Adjustment +1: Dimernesti are more powerful and gain levels more slowly than most of the other common races of Ansalon. When reverting to his natural form, the character must rest for 5 rounds afterwards. For 2 rounds after this adjustment period, the Dimernesti +4 racial bonus to Swim checks. Dimernesti can breathe air and water with equal ease; however, they cannot naturally heal unless resting fully The elf is still considered a Humanoid, and retains his own Intelligence, Wisdom, Charisma, level and class, hit points (despite any change in his
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Gnomes
unable to keep up with the quick pace of a gnomish mind. Gnomes' dwell in isolated pockets throughout Ansalon, so far removed from human traffic that they 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, compare notes, and work on their projects; in all their hurry and bustle, they often forget to be polite. Their joy in their work gives them less energy for polite gestures, careful requests, or compliments. Gnomes don't mind this among themselves, but when they start ordering other races around, problems arise. Due to their Gnomes have learned to speak slowly around other races, in a sometimes condescending and irritating fashion, but Gnomes consider other folk, who are incapable of keeping up with their rapid speech, a bit slow-witted. If frightened, startled, or depressed, gnomes clip sentences. Gnomes are scholastic pack rats: they know something about everything, but cannot discriminate between useful and useless information. No 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 how to make an entrance. When tinkering, a gnome will take a simple machine like a pulley and build on it until it is a nightmare of ropes, bells, whistles, and bellows that accomplishes the This is progress. Physical Description: Gnomes stand 3 feet tall and weigh about 45-50 pounds. All gnomes have rich brown skin, the tone of polished wood, with white hair, blue or violet eyes, and straight white teeth. Males have soft, curly beards and moustaches; females are beardless. Both sexes develop wrinkles at age 50. Gnomes are short and stocky, but their movements are quick and their hands are deft and sure. They have rounded ears and large noses. Gnomes have miserable fashion sense, dressing themselves in outlandish garb (though in their eyes extremely stylish). Tools and notebooks Alignment: Gnomes are most often good. Those who tend towards law are sages, engineers, researchers, scholars, investigators, or consultants. 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 gnomish settlement is in Mount Nevermind. 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 bustles, citizens scuttle, same task but does so much more loudly and elaborately. Their machines become bigger, better, and more prone to dramatic and exciting catastrophes. eagerness Gnomes speak intensely and rapidly, running words together in unending sentences. Gnomes can simultaneously speak and listen carefully. Other races sometimes see the gnomes as single-minded or laughable; gnomes see others as unable to focus, hopelessly stuck on magic, and
bristle from the pockets of their outfits, even if they are not members of the tinker class. It's in their blood.
whistles blow, mechanical cars roll, gnomes fly (catapults called gnomeflingers offer rapid travel from the Inner Hall to the 35 different city levels). Hundreds of staircases, ramps, pulley elevators, and ladders span the levels. Steam-powered cars mounted on rails encircle the city, providing fast transport 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, but clear up with a few days in pursuits. fresh air. Industrial accidents, noise, litter, and other work-related problems can disable a gnome, sometimes leading to early retirement from active Life Quests: When young each gnome chooses an area of specialization depending on his driving interests. When young, each gnome chooses a Life Quest, which is approved by the Guild subcommittee to which his or her family belongs. A gnome who chooses to study screws spends decades experimenting with thread sizes, metals, screwdriver types and so forth. Rarely does a committee formally declare a Life Quest completed. Completion of a Life Quest means the gnome has performed so well that all that could possible be known about the subject is now known. If a Life Quest is completed, the gnome's soul and those of his forefathers are guaranteed a place beside Reorx when dead. Copyright 2002 D.E.A. Productions Page - X -
+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 size bonus on Hide characters. checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size
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 normal sight, and gnomes can function just fine with no light at all. +2 racial bonus on craft, knowledge, and profession checks involving any form of mechanics or engineering. Gnomes are master inventors, and 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 tinkerers at heart. +2 racial bonus on disable device and use magic device. Gnomes are adept at pulling machines apart, including magical ones. +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 smell. Automatic Languages: Common and Gnome. Bonus Languages: Hill Dwarf, Goblin, Kender, Mountain Dwarf, Ogre, Regional Dialect (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 tinker class does not count when determining whether he or she suffers an XP penalty for multiclassing (see Experience for Multiclass Characters page 56).
Kender
The lessons of history stand firm: kender arose when the gnomes were transformed by the potent and unrestrained magic of the Graystone of Gargath - or the Graygem, some 3051 years before the Cataclysm. and irresponsibility with others' possessions. Kender are curious about absolutely everything. They are natural explorers. They disgorge the contents of locked cupboards and delve into deep caverns. Very little escapes a kender's notice. Kender study every detail in a room, no matter how often they have been there. This curiosity extends to other things. Kender love magic items and rare creatures. Gadgets - especially gnomish gadgets - also catch kender eyes. Kender seek beauty in all things: they might prefer an old tarnished coin to a gleaming, newly minted one merely because the tarnished one is unique. wash away any dread (and common sense) they may feel. Kender fearlessness does not, however, equate to stupidity. In moments of danger kender bravely 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 excitement, entertainment, and fun. While other party members grimly embark upon a grueling trail with a near-certain death at its end, a kender will accompany them "just for the fun of it." feels unnatural. Kender, however, are among the most industrious creatures of Ansalon as long as they remain curious about their task. Work for work's sake is boring, tedious, and stodgy. Beautiful fields, clever dormice, and antic chipmunks are another matter entirely. Kender love dreams better that realities, and daydreams best of all. Copyright 2002 D.E.A. Productions Page - XI Dwarves say that kender are "good for nothing, lazy doorknobs." True, a kender performing drudgery is like a hobgoblin dancing: it looks and Kender are often fearless. They cannot grasp their own mortality and thus feel invincible. This fearlessness combines with kender wonder to Personality: Kender of all ages share a childlike nature: curiosity, fearlessness, and irrepressibility, independence, laziness, a taunting nature,
pout. When throwing taunts, kender look impish and shout with an incredibly grating tone. Their emotional intensity is infectious. Kender clothing varies a great deal, but all wear durable, rustic outfits. Bright natural colors and ribbons accent clothing. Males wear shirts, pants or breaches, laced leggings, and soft leather boots or sandals. Females wear a tunic or dress, pants, and soft leather shoes or laced sandals. All kender wear vests, belts, or short cloaks with many pockets. 70. As kender age, their faces retain a youthful appearance, save for a deepening network of lines and crow's feet. Their hair grays gently, often starting at 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 bird and animal calls. When 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 would rather do what they want, virtual unknown, though of course like all the races there are exceptions. hence they tend strongly towards chaos. However as an overall compassionate race the majority of them tend to be good or neutral. Evil kender are a Lands: Kender live in quaint, pastoral villages and towns constructed in the forests of Krynn. Their homes are a variety of incomplete structures: tree houses, terraced decks, spacious huts, snug little burrows, and tree hollows. All dwellings blend beautifully with their environment. Looking upon a kender city, one sees only bountiful woodlands, winter squash, grape and raspberry vines, and blossoming fruit trees. On closer examination, a city appears. Kender have small immediate families with 2 or 3 children. For all the noise and fuss in a kender house, one would think there were dozens of Kender live to 100 years and beyond, always retaining their youthful flair for life. Adulthood begins around 20 years, and old age sets in at
children. Most kender happily stay at home, close to playmates. Sometime around age 20, kender are overwhelmed by a desire to wander and see the rooted in the land, remaining in one place until death.
world. They travel for years, enjoying the mysteries of Krynn, before their wanderlust runs out and they settle down. After wanderlust, kender become The sedentary nature of aged kender and young kender allows kender societies to crop up. Kender society is an omnigarchy: rulership by
everyone. Everyone does whatever they please, so long as they do not harm each other. Kender value individuality and thus have no desire to force their opinions on others. Despite their blatant lack of law, common threats bring kender into quick cooperation. With little preparation, kender nations can field a formidable army. Occasionally, the kender will submit themselves to rulers who seem interesting at the time. They have had kings, khans, warlords, councils, judges, and priestlords, many of which have not been kender and all of which have fallen from power within a month's time. Religion: Although kender recognize all the gods (as well as some nature spirits, eldritch beings, and potted plants), they hold four in highest regard: Branchala, Chislev, Mishakal, and Gilean. Kender generally consider Reorx a grumbling but benevolent grandfather, but do not praise him highly. Seacoast kender set Habbakuk high in their pantheons. Kender Racial Traits Language: All kender speak kenderspeak, their racial tongue.
humanoids.
+2 Dexterity, -2 Strength. Kender are quick, agile, and good with ranged weapons but they are small and therefore not as strong as other Small: As Small creatures, kender gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, Kender base speed is 20 feet. Low-light Vision: Kender can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under such conditions. chance to practice these skills virtually from birth. +2 racial bonus on Climb, Open Locks, Move Silently, and Pickpocket checks. Kender are naturally agile and athletic, and have plenty of
but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
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understand his or her language. They can get someone to attack, or remove their Dexterity bonus to AC (see the Player's Handbook for
Automatic Weapon Proficiency: From an early age a kender is trained in the use of a unique kender weapon (more of a personal preference), which they then tend to use over all other weapons. A kender may choose one proficiency from the following list: Battak, Bollik, Chapak, Hachak, Hoopak, Polpak, Sashik, Sithak, or Whippik. (See Dragonlance exotic weapons for details)
Automatic Languages: Kenderspeak and Common. Bonus Languages: Silvanesti, Qualinesti, Goblin, Regional Dialect Favoured Multiclass: Rogue. A multiclass kender's rogue class does not count when determining whether he or she suffers an XP penalty for multiclassing (see Experience for Multiclass Characters page 56). Kender use the terms "scout" or "handler" since they consider terms like "thief" and "rogue" offensive.
True Kender True Kender are the children of Krynn. They are irrepressible, open-hearted, optimistic, carefree adventurers. They are boisterous travelers, whose intense 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 their heads cut off, and generally
get into more trouble than they're worth. Like children, kender are intensely interested in the unknown, and also like children they are hard to keep still or quiet. Kender are always adventuring, always pressing to find out what magic lies just over the horizon and what mystery is kept locked behind that door. Another trademark of the kender is the race's inability to grasp the concept of ownership. When a kender takes a liking to something, whether it's a steel coin or a glass bead, it almost invariably ends up in the kender's pocket. greatly, most kender favor darker hues, both for their hair as well as their skin, a tribute to countless days out playing from dawn to dusk outside. Kender grow no facial hair. Kender resemble small elves with pointed ears, but lacking the slanted and delicate features that the elven possess. They portray their emotions openly, and there is no doubt as to when a kender is happy or sad. There is no typical fashion that kender favor except for gaudy and loud. Bright colors and coats and shirts and braids done up with beads and feathers are all kender trademarks. A kender usually picks up bits and pieces of his clothing from the styles of the people he has met and the cultures he has seen. Kender typically live a natural life span of a bit over one hundred 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 anyone, regardless of how mean Physical Description: Kender typically stand just under four feet and weigh between eighty to one hundred pounds. While hair color varies
or ugly they might first appear to be. Sadly, this openness if shunned by most races who could do without a kenders proclivity at finding himself in trouble. Alignment: Kender tend towards Chaotic Good. Their knack at accidentally picking up others belongings writes them of the Lawful side of things, where their innocent nature strongly leads them towards the Good side of the alignment spectrum. kender snuck aboard a prototype Flying Citadel. Somehow the kender managed to crash the flying fortress into an Ergothian mountain range, and the survivors of the crash decided to stay. After the Cataclysm, Hylo took up the eastern portion of the newly formed island of Northern Ergoth, and there it remains. The other kender nation was in fact the first one. Located north of the forests of Silvanesti, the land dubbed Balifor was given as a haven for kender by Sivanos in memory of Balif, a good friend and ally of the Elven king. After the Cataclysm, Balifor became a peninsula, no longer attached to the realm of Silvanesti, but instead opening up into the land known as Khur. However fate visited it's wrath upon the kender nation yet again around 3SC, when the Red Marauder, the massive dragon named Malystryx, obliterated almost all life on the peninsula and claimed it for her own. Religion: Kender have no set religion. They worship freely the gods of good, neutrality, and evil... often switching between them on a regular basis depending on the month or the weather. Kender have also been known to worship gods of their own creation, as well as potted plants amongst other things. One thing is for certain, they have a deep respect for nature, and although they do not as a race worship Branchala, the god of music is considered by other races to be the patron to these easygoing people. Gnomish, and Dwarven are languages that kender are often fluent in. The kender of Hylo also are typically fond of Goblin, with the semi-peaceful goblin nation of Sikk'et Hul nestled nearby. Language: Kender do not have their own nationally recognized language, as Common typically suits their purposes nicely. However, Elven, Kender Lands: Kender have two homeland nations. The first and most popular is the nation of Hylo. Hylo was formed when a group of
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Immunity to fear: Kender are completely fearless. Normal situations that may call for a fear check simply do not apply to a kender. Magically induced fear does not affect a kender, except for under certain circumstances. Magically induced fear cast by someone whose level is twice that of a kender character can force the kender to roll a save, but at only half difficulty. A person four times the level of the kender can fore him to roll a saving 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 a kenders taunt, he must pass a willpower saving throw, with a -1 penalty induced for every five points of intelligence he possesses. Once driven into a rage, the opponent attacks the kender by any means possible, ignoring all other threats. Furthermore, the enraged enemy suffers a -2 penalty to all attack rolls, but the anger fuels him 1d8 rounds pass. Thief Bonus: Kender are naturally adept at getting into things and so naturally gain a +2 racial bonus to Disable Device, Open Lock, Search, and Pick Pocket. However, their openness and typical short attention spans do cost them. They may not become proficient at all in Decipher Script, or Use Magic Device. Favored Class: Kender have a natural tendency to become Handlers. Handlers are similar to Thieves except for the fact that they do not take things for monetary gain, but instead out of intense interest or curiosity on 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 been subdued for two rounds or
Minotaurs
The violence of the minotaur race has its roots in their creation. Originally a clan of ogres living on the western coast of Taladas, the minotaurs were created when the Graygem escaped its bonds and spun crazily across the world. As it shrieked over villages of high ogre folk, the people underwent a painful transformation. They awoke in the morning as minotaurs. When these hapless man-beasts sought help from their ogrish brethren, they found enslavement instead. Eventually the minotaurs broke free, sailing crude ships to Ansalon to begin anew. However, they did not leave without exacting a price. They drenched the earth with the blood of ogres the night they left, devastating the lands and lives of their former masters. Personality: Originally descended from the high ogrish races of Taladas, minotaurs see themselves as the heir apparent to the world of Krynn. The other races of the world are weak and riddled with dishonorable folk - a fallow field waiting to be cropped by Krynn's master race. The minotaurs will stop at nothing to conquer that which they believe to be theirs. Minotaurs, like most other races, believe themselves to be the chosen of the gods. Krynn. Their brutish heads belie the keen minds within; many are smarter than the average human. Minotaurs are an honor-bound race. They believe strongly in preserving their honor and emerging victorious in the struggle for dominance in Above all else, minotaurs value their honor. Without honor, they have no life. They live by a rigid code of honor, developed over the years in response to many hardships. This code embodies the minotaur way of life. Thus, minotaurs allow no exceptions to the code of honor. A minotaur will honor his word, no matter how painful the consequences might be. Only in cases where the security of the entire race hangs in the balance will a typical minotaur even consider breaking his word. Naturally, minotaurs do not lightly pledge such oaths. than their Taladan counterparts because they have suffered more under taskmasters.) Anyone who questions the honor of even an outlaw minotaur will likely get a Gaffhook in the throat. Even the brigand minotaurs of Kothas and Mithas retain some sense of honor. (Ansalonian minotaurs are more vicious and backstabbing
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humanlike arms, legs, and hands. Their feet, however, end in a cleft hoof. Their whole bodies are covered with a layer of short hair. Their fur ranges in color from a whitish blonde to glossy black, although most minotaurs have only one color of fur. Only after they reach the age of 110 do they start to show 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 themselves on their horns. Horns symbolize a great and noble heritage that no other beast on Krynn can claim. Minotaurs rigorously wax and polish their horns to make them shiny and strong. Criminals are punished and exiled from minotaur society by having their horns sawed off. Such creatures are no longer considered minotaurs, but beasts akin to humans. Dehorned minotaurs have lost their pride and sullied their honor. By no means will a minotaur in good standing ever befriend one of these hornless, hapless creatures. Alignment: Since minotaurs are such honor bound creatures, they are strongly lawful in alignment, though since they are transformed from ogres - most are also inherently evil. However like all of the races of Krynn exceptions do exist, though usually such minotaurs are outcasts among their own people. Lands: On Ansalon, minotaurs live in a sea-based culture on the two islands of Mithas and Kothas. Built on the rule of might, these lands are
led by an emperor in Nethosak, capital of Mithas. The emperor's advisors are the Supreme Circle, a body of the eight most vicious and powerful minotaurs in the all of the land. Each member of the Circle has won his or her post by personal combat in the circus. They each serve a life term, which they 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 buildings are made of mud and rough planking. The streets between the buildings are dirt or gravel. Only the arena and circus have any grandeur about them, built of mason granite and ringed with lofty seats. The rest of the town has only the taverns on each corner to commend it. (Minotaurs love strong drink and good fights.) Ansalonian minotaurs are also a sea-faring race many of them also worship Zeboim. They view the gods of good as insufferably weak, like their followers. Minotaur Racial Traits Language: Minotaurs have their own language, simply named Minotaur, though some Ansalonian minotaurs also speak Saifhum or Solamnic. Religion: Like all races, minotaurs recognize all of the gods, however they rank Sargonnas as the highest among them. However since the
+2 Strength, +2 Constitution, -2 Wisdom, -4 Charisma (If rolling randomly, Table 2-5: Monster PCs' Ability Scores from the Dungeon
Masters Guide p23, should be used for charisma). Minotaurs are without doubt, the most physically powerful of all the PC races on Krynn. However, they are often insufferably arrogant, and they can easily alienate other races. Because they believe all non-minotaurs to be weak and 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 beyond leather, as they use shields, leaving their hands free to wield two-handed weapons.
regard this as inherently cowardly, though nobles may occasionally wear breastplate or hide armor. Minotaur fighters almost always refuse to
Medium-Size: As Medium-size creatures (though bordering on large), minotaurs have no special bonuses due to their size. However, due to their 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 birth to be excellent seafarers Profession (Sailor) and Profession (Navigator) are always class skills. No matter what class Ansalonian minotaurs chose, they never forget their sea-faring upbringing. Automatic Languages: Minotaur. Bonus Languages: Common, Kyrie, Goblin, Local Regional Dialect (usually Saifhum or Solamnic) penalty for multiclassing (see Experience for Multiclass Characters page 56). Due to their culture, minotaurs make fearsome barbarians, though some of them also make skilled wizards or priests. Favoured Multiclass: Barbarian. A multiclass minotaur's barbarian class does not count when determining whether he or she suffers an XP
Ogreborn
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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 normal sight, and ogreborn 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, do not exist on Krynn. 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 suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player's Handbook).
Ogre Irda
Elven bards say that elves were the first to waken upon Krynn. But elven bards lie. First, the ogres awoke. They breathed in the primal dawn, bathing themselves in its virgin light. First to rise from the ground, ogres became the masters of creation. Any they were beautiful. The Irdanaith, a mystical 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 they harbor no animosity toward the current races of Krynn, they consider humans and demihumans fragile, flighty, and transient folk who are hopelessly enslaved by their emotions. Copyright 2002 D.E.A. Productions Page - XVI -
They possess a dark loveliness that accentuates their cold beauty. Their drawn faces are regal and statuesque. Beneath drooping eyelids, they have keen eyes of silver. Their skin color ranges from midnight blue to deep, sea green. Most Irda have black hair, but some have hair of white or silver. All keep their hair well trimmed and combed. Irda dress in simple clothing - linen smocks and silken gowns primarily. They adorn these simple garments with jewelry: peal brooches, simple bracelets, and thin necklaces of steel. They will not don garments made of wool, leather, or any product from animals, and they eat no meat. Irda have deeply resonant voices, filled with rich melancholy. When they sing, audiences become immediately silent and listen tearfully. 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 off balance. This fluidity of
height and appearance (the form of any humanoid). Although each Irda has many faces, they typically perfect and use only two or three at a time. Over their 500-year life spans, however, Irda assume many different forms. no specific leaning towards Law, Chaos, or even neutrality. Any evil Irda run the risk of transforming over time into their brutish kin. Alignment: As stated Irda turned from the path of Evil towards that of Good, hence many of them are good in alignment, though they have
motion reflects the Irda's deep somatic awareness, which comes from their being shapechangers. After several years of practice, Irda can change at will in
Lands: The royal line of the Irda stretches back unbroken to the Age of Dreams and Igraine himself - the original high ogre who turned away from his evil kin. Irda pride themselves on their heritage and treat each other with respect and honor. A king or queen rules the island, and the court of nobility 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 inclement seasons and warm, lush valleys in the summer. They decorate their dwelling places with dried flowers and stalks and carefully avoid fouling their environments. Irda seek to live in harmony 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 the island makes it appear merely a flat stretch of open sea. Not even Irda can find the island except when Solinari is in high sanction. Then, the homeland calls to them, directing their ship into harbor. If the ship does not reach the island before Solinari's high sanction ends, it will often become hopelessly lost at sea. Irda refer to their mystical book, the Irdanaith, in all matters of history and faith. Only Irda have even seen or held this book, and no non-Irda even knows of 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 ones (though many also worship the neutral Gods). However they hold particular reverence for Mishakal, for it was she who blessed them with the ability to change shape, thus enabling 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 many other languages as well particularly dragon, and magius. Irda Racial Traits
+2 Dexterity, +2 Intelligence, +2 Charisma, -4 Constitution (If rolling randomly, Table 2-5: Monster PCs' Ability Scores from the endures shocks poorly. They have lost much of the savage toughness inherent in ogre stock that is pure Evil.
Dungeon Masters Guide p23, should be used for constitution). Irda, while brilliant, graceful, and beautiful, have a fainting nature that
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 ability functions like the spell, effect, as per the polymorph other spell. This is regarded as a spell-like ability.
Alter Self, as cast by a 20th level Sorcerer, except with an unlimited duration, and unfamiliar forms cause the Irda to suffer a disorientation
Bonus Spell: Because of their close relationship to magic, any Irda arcane or divine spell caster gains one additional spell of the highest level as if they had a high attribute score. This additional spell only applies to the highest level; it does not remain with the lower levels as an Irda increases in level. Copyright 2002 D.E.A. Productions Page - XVII -
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Dragonbane
Description Dragonbanes are chosen by the gods, usually Paladine or Takhisis, to be their forefront warriors against the greatest weapon of the other side, the dragons. These warriors are sometimes trained, sometimes chosen by the gods, but one thing is sure - their lives will never be easy. Those belonging to this class are not inherently evil or good, it depends on the dragons they slay. A small group of Dragonbanes belong to the Legion of Steel and they have no qualms about killing good or evil dragons for the greater good. Hit Die: d10 Requirements: Base Attack Bonus: +5 Alignment: Any lawful alignment. Skills: Knowledge (Dragon Lore): 4 Ranks, Ride: 8 Ranks Class Skills: Feats: Dodge, Mounted Combat
The Dragonbane s class skills (and the key ability for each skill) are Craft (Int), Knowledge (Dragon Lore, Religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis). Skill points at additional levels: 2 + Int. modifier. Class Features: shields. Weapon and Armor Proficiency: Proficient in all simple and martial weapons. They are proficient in light and medium armor, but do not use Dragonfear Immunity: Dragonbanes are immune to the effects of Dragonfear from their favored enemy or enemies if they have more than one (Frightful Presence). Dragon Favored Enemy: At 1st level the Dragonbane must choose a favored dragon enemy. This works exactly as the ranger ability of the same name, save that it only applies to dragons. They gain another favored dragon enemy at every odd level. These bonuses do not stack. his level. Thus, a 4th-level Dragonbane receives a +4 bonus to damage. Damage Bonus: When a Dragonbane makes a successful attack roll against his favored dragon enemy, he receives a damage bonus equal to 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 addition to damaging the 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 to damaging the dragon, 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. This is a
combination of prayer, agility and luck and its bonuses stacks with any other kind of bonuses to saving throws. On a successful reflex save against the breath 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 and deals double damage. Dragon Knight
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Dragon Knight
Description: Dragon Knights are unique to the continent of Taladas, and are most prominent in the Conquered Lands. They have an unparalleled 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 lairs tremendously. When their 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 unspoken agreements born of mutual rapport. This pairing is for life. The Knights follow a code of honor much like the Knights of Solamnia, but not as strict. Game Rule Information: Abilities: Charisma determines how powerful a spell a Dragon Knight can cast, how many spells he can cast per day, and how hard those spells are to resist. Alignment: Neutral or Neutral-good. See requirements, below. Hit Die: d10 Requirements: Alignment: Neutral or Neutral-Good (Compatible with dragon) Skills: Knowledge (History): 4 Ranks, Ride: 8 Ranks Feats: Mounted Combat Class Skills: The Dragon Knight's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana, History) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int), (Wis). Skill Points at Each Additional Level: 2 + Int Modifier. Class Features: shields. Copper Dragon: Most Dragon Knights are bonded with a young adult copper dragon, the youngest dragon which can bear a rider (which 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. The Dragon Knight cannot see through the dragon's eyes, but they can communicate telepathically. This is a supernatural ability. 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 Dragonfear (Frightful Presence). Dragontongue: The Dragon Knight is able to speak the tongue of the color of dragon his dragon partner belongs to at 4th level. feat in Weapon Specialization for the Dragon Knight's preferred missile weapon at 7th Level. Weapon Specialization: The Dragon Knight gains a free feat in Weapon Specialization for a heavy lance at 6th level, then a second free Improved Dragontongue: The Dragon Knight is able to speak the tongues of all dragons at 8th level. Copyright 2002 D.E.A. Productions Page - XX Weapon Focus: The Dragon Knight gains a free feat in Weapon Focus for a heavy lance at 1st level, then a second free feat in Weapon Weapon and Armor Proficiency: Proficient in all simple and martial weapons. They are proficient in light and medium armor, but do not use Special: Dragon must accept character as partner. Failure means death.
Dragon Rider
Dragon Riders are the ultimate flying warriors with a bond to their mounts that surpasses the empathy between knight and trained war horse. Whether they fight for the Knights of Solamnia, the Knights of Takhisis, the Dragon armies or the Legion of Steel, these warriors are superbly trained in aerial combat. The Dragon Riders are a recent development, or rather an ancient one. Recent Dragon Riders started a bit after the War of the Lance for the Knights of Solamnia and about one year previous for the Dragon armies, thought very few of their members belong to this class. Copyright 2002 D.E.A. Productions Page - XXI -
Riding Task Stay on Saddle Fight With Mount Cover Special Maneuvers (*) Fast mount or dismount (+) *Armor check penalty may apply +Armor check penalty applies 10 10 15 20 25
DC
Stay on Saddle: You can react instantly to try to avoid falling when your mount rears, loops, or puts you head down. When you take damage that may force you to fall, you should roll a concentration check instead. Cover: You can react instantly to drop down and hang alongside your mount, using it as one-half cover. You cannot attack or cast spells while 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 high velocity turns. Fast Mount or Dismount: You can mount and dismount (provided the dragon is saddled) as a free action. If you fail the check, mounting or dismounting is move equivalent action. Special: A dragon saddle (or griffin saddle) adds +2 circumstance bonuses to any checks. Dragon Rider Class Level 1 2 Base Attack Bonus +1 +2 Fort Save +2 +3 Ref Save +0 +0 Will Save +2 +3 Dragon Companion Aerial Combat Feat (see below), Ride (Aerial) Bonus +1 Special Fight with Mount: If you direct your dragon to attack in battle, you can still make your own attack.
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Dragon Companion: The Dragon Rider has a dragon companion (not Mount), with an age category between young adult and adult. The dragon 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 Rider cannot always count on the dragon showing when he needs it and cannot expect it to follow all his orders. They are a team and the dragon may disagree with certain actions. The DM has the final say on the type of dragon the character gets which counts as a cohort for the purposes of the leadership feat. Aerial 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 competence attack bonus with 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. 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 Feat Benefit: You are a master of the mechanics of 3-D Aerial combat and gain the following benefits: +2 competence attack bonus with any Heavy Lance Weapon Bonus: The Dragon Rider gains a bonus to his attack roll when using the Heavy Lance in Combat against other
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 mounted. This is a free action if it 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 his mount, but he also gains its weaknesses. It also becomes immune to the type of breath weapon (fire, acid, etc) that its mounts uses, while mounted.
Handler
The bane of people everywhere, the handler is the favored class of the kender race. The handler is an expert at getting his hands into things that don't 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 wonderful things is a handler's 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 has total confidence in
himself and his abilities and is always excited whenever a new opportunity to see some wondrous thing reveals itself. In fact, one can almost say that a handler 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 dragons lair or travel all night and day for a glimpse of the only goatsucker bird in captivity. All of these great things will invariably end up scrawled into the handler's journal or drawn on to a map, a testament to the great adventures on his long and arduous journey. However, handlers are also very much morally sound people with great faith in the bonds of trust and friendship. That is why they are also more likely to be good. Game Rule Information Handlers have the following game statistics. Copyright 2002 D.E.A. Productions Page - XXIII Alignment: A handler is a free spirit, unchained by such petty things as the laws of society. Therefore he tends to be chaotic in nature.
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, daggers and darts, which supplement their usual fighting technique of hit and run. Handlers also are proficient in the use of small missile weapons such as the short bow and the sling. Due to the nature of the handler, armor is frowned upon. Therefore, although the handle is proficient in the use of padded armor (and only padded armor), he will typically avoid its use in all but the most battle intense of situations. Handlers never employ the use of a shield. Pocket Grab: At 1st level, a handler gains the Pocket Grab ability. With this ability, the handler can pull out an item from his pouches at
random. This is extremely interesting as often times, through trading with other handlers and kender and picking up things unconsciously, the handler doesn't even know what he happens to have, with the exception of a few key items. Performing a Pocket Grab takes one round. In order to determine what item is pulled, use the Pocket Grab Chart. As a handler advances in experience, he begins to gain more and more control over what he pulls. He is allowed to add or subtract his level to the roll to determine what he finds, starting at 4th level. The only exception to this is 00 on the chart, which must be rolled 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 receiving bonuses to 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 Evasion (As per the Rogue ability) Skill Mastery (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 to items of interest. On
it simply notifies him that there IS something there.
a successful Int check with a DC of 15, the handler will know if something is hidden in the area that he is in. Note that this doesn't show him where,
Handler can add his Handler Class level to his Sense Motive skill bonus modifier to determine whether or not someone is speaking the truth. The Handler Class Level 1 2 3 4 5 6 7 8 +0 +1 +2 +3 +3 +4 +5 +6/+1 Base Attack Bonus Fort Save +0 +0 +1 +1 +1 +2 +2 +2 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 Will Save +0 +0 +1 +1 +1 +2 +2 +2 Uncanny dodge (+1 against traps) Page - XXIV Uncanny dodge (can't be flanked) Uncanny dodge (Dex bonus to AC) Pocket grab Evasion Special
Like Lies to a Child: At a certain point, handlers tend to develop almost a sixth sense to the truth behind people's words. With this ability the
Handler Pocket Grab Table* d% 01-05 06-11 12-16 17-21 22-26 27-31 32-36 37-41 42-46 47-51 52-56 57-61 62-74 75-79 80-85 86-90 91-96 97-99 00 1d6 pieces of multi-colored glass 2d8 ball bearings 1d4 live mice 1d8 yards of twine A small lizard 1d4 small precious gems (each worth 1d6 steel) 1d4 non-magical rings (5% chance of being a signet ring) A small bottle of Dwarf Spirits 1d20 multi-colored pebbles 1d4 packets of flash-bang powder 1d4 healing mint leaves (each restores 1d4 hit points) Any one item already in your possession (DM's choice) 1d20 Any one item in another party members possession (DM's choice) An animal call whistle 3d6 caltrops 1d4 throwing knives A flask of holy water Player's choice of 01-96 A minor magical item. To determine magical item type roll on Table 8-2 on the DMG Result
*It is highly recommended that the DM alter this Table to suit his game.
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with this class are members of the Order of the Crown (the Order of the Sword and Order of the Rose are prestige classes).
require a Wisdom score of 11 or higher to cast Knight spells, and a Wisdom score of 14 or higher is required to gat access to the most powerful Knight
(Str), Knowledge (history, nobility, and religion, each purchased as a separate skill) (Int), Ride (Dex), and Sense Motive (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
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Bluff, Gather Information, Listen, Sense Motive, and Spot checks when using these skills against these specific enemies. Likewise, he gets the same bonus to weapon damage rolls against opponents of this type. The bonus doesnt apply to damage against creatures that are immune to critical hits. The knights damage bonus does not apply if he does not engage his enemy in honorable combat; for example, a knight cannot attack such an enemy from a distance if he can instead close to personal melee, and cannot honorably attack an unarmed opponent. For example, a 20th-level Solamnic Knight gains a +5 bonus when dealing with enemies of the Knighthood such as draconians and Dragon army officers. Specific enemies of the Knighthood include creatures such as all evil dragons, draconians, goblinoids, ogres, and undead, as well as political or military enemies in enemy nations to the Knighthood. The DM should define which nations count as enemies to the Knighthood during the time that the campaign is set. For example, in a campaign set after the War of the Lance, enemy nations include Blde, Kern, Lemish, the Blood Sea Isles, Throtl, and At 10th level and at every five levels thereafter (15th and 20th level), the bonus that the knight enjoys against these enemies goes up by +1.
the Dragon army-held territories. In a Fifth Age campaign, enemy nations include Blde, Kern, the Knights of Takhisis, Neraka, Teyr, and most Dragon Realms. Code of Conduct: A Solamnic Knight must be of lawful good alignment. Additionally, a knight must follow the precepts of the Measure, which vary according to the specific Order that the Knight belongs to. Knights of the Crown should show unquestioned obedience to those whose authority is righteously maintained in the Knightly Councils, dedication to the ideals of the Measure, loyalty to brother Knights of all Orders, and entirely prohibited, but it is frowned upon by the Measure and is generally considered dishonorable. Knights of the Crown tithe 10% of all wealth accrued to the Order. Ex-Knights A Solamnic Knight who ceases to be lawful good, who willfully commits an act of evil, or who grossly violates the Measure, loses once more if he atones for his violations (see the atonement spell, page 176 of the Player's Handbook), as appropriate. Knight of Solamnia Class Level Base Attack Bonus Fort Save Ref Save Will Save 1 2 3 4 5 6 7 +1 +2 +3 +4 +5 +6/+1 +7/+2 +2 +3 +3 +4 +4 +5 +5 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +4 +4 +5 +5 Page - XXVII Crown Champion +2 Special Bravery, mounted combat the Bravery and Champion of the Crown abilities, and can no longer progress in levels as a Solamnic Knight. He can progress as a Solamnic Knight protect, serve, and give aid to any kingdom on the List of Loyalty. Knights of Solamnia must fight honorably at all times. Using arcane magic is not
Feat: Weapon Focus (longsword). Bonus Feat: Expertise (if Int 13+) or Endurance. symbol of the Knighthood. Money: 4d4 stl. Solamnic Knight Prestige Classes will only be considered for acceptance into the Order of the Sword if she has already gained levels as a Knight of the Crown. Likewise, an aspirant for the 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 higher Orders of the knighthood due to great deeds or valor in defense of Solamnia. This is one of the highest honors that the Knighthood can bestow upon an individual. Examples of Copyright 2002 D.E.A. Productions Page - XXVIII The Order of the Sword and the Order of the Rose are represented by unique prestige classes. In almost every circumstance, a character Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. Hooded lantern, three pints of oil. Medallion of the Kingfisher,
knighthood, defending the honor of a fellow knight, and protecting the defenseless and weak.
Class Features All 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 (heavy, medium, and light) and shields. Note that amour check penalties for amour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of amour and equipment carried. Blessed: A Sword Knight applies his Charisma modifier (if positive) as a bonus to all saving throws. Detect Evil: At will, the Sword Knight can detect evil as a spell-like ability. This ability duplicates the effects of the spell detect evil. Aura of Courage: Beginning at 2nd level, the Sword Knight radiates an aura of courage and fearlessness that causes allies within 10 feet of 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 spells. To cast a spell, the 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 lower cannot cast these spells. Sword Knight bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the Sword Knight's Wisdom bonus spell for that level cannot yet cast a spell of that level). The Sword Knight's spell list appears below. modifier. When a Sword Knight gets 0 spells of a given level, such as 0 1st-level spells at 2nd level, he gets only bonus spells (a Sword Knight without a Knights of the Sword gain divine spells by spending a holy day in fasting and prayer. When a knight joins the order, she selects one day of the week to set aside for worship and meditation (usually Kirinor, the fourth day of the Solamnic week). During devotions on that day, the knight prays to Kiri-Jolith to receive the spells that she will cast during that week. The Knight need not choose which spells she will use until the time of casting. Once used, the knight can pray for new spells only on the appointed holy day. must spend three hours in solitude and meditation. Once the sun has set, the day's fast is over and the Sword Knight can spontaneously cast any spell on the list. The Sword Knight does not have to observe every appointed day with a full fast; this is necessary only when she requires divine aid in the coming week. On those occasions when the Sword Knight is not in need of any great powers, she is only required to offer up one hour of meditation some time between dawn and dusk. She can then act as though it were any other day. During the holy day, the knight cannot do battle, earn profit, or speak harshly to anyone. The knight cannot travel unless in silence, and she
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Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, a 7th-level Sword Knight armed with a longsword would deal 1d8+7 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the Sword Knight 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 a supernatural ability. Knight of the Sword (Hit Die: d10) Class Base Attack Fort Level 1 2 3 4 5 6 7 8 9 10 Sword Knight Spell List Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Ref Will Special Spells per Week 1st 2nd 3rd 4th
0 1 2 3 4 5 6 7 8
0 1 2 3 4 5 6
0 1 2 3 4
0 1 2
Knights 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/deafness. 4th level: death ward, divination, divine power, dispel evil, holy sword, neutralize poison. Knight of the Rose The Knights of the Rose are the epitome of all that is good and honorable in the knighthood. The Order of the Rose embodies honor 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 Knights who would convene and hear the history and lineage of a house to determine whether it constituted a royal house. Since this stricture of accepting only those of royal descent was said to have been added well after the time of Vinas Solamnus and was, in some minds, invalid as a part of the Measure, there has arisen in more recent times a more acceptable argument. It has been pointed out that over the course of the centuries there have been so many marriages between royal and common houses that practically everyone in somehow related to royalty. With the Cataclysm obscuring the genealogical records of the past, most acceptable 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 the sake of others, refusing to surrender to or ally with an evil foe, defending the knighthood to the death, protecting the lives of fellow knights, and living true to the Oath in all matters. Justice is the heart of the Measure and the soul of a Rose Knight: to render to everyone creature, person, or god his or her due. Just acts include aiding those who are less fortunate, donating all wealth to the knightly coffers (except what is needed for personal or parochial upkeep), worshipping and obeying Paladine and the gods of good, fighting injustice with courage and commitment, and seeing that no life is wasted or sacrificed in vain. Wisdom is the prudent use if one's abilities and resources to uphold honor and render justice. Hit Die: d10. Requirements To qualify to join the Order of the Rose, a character must fulfill all the following criteria. Alignment: Lawful good. Base Attack Bonus: +4 Diplomacy: 6 ranks. Copyright 2002 D.E.A. Productions Page - XXX -
Intimidate (Cha), Knowledge (history, nobility, each purchased as a separate skill) (Int), Ride (Dex), and Sense Motive (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier Class Features All of the following are class features of the Rose Knight prestige class. and shields. Note that amour check penalties for amour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a 1 penalty for every 5 pounds of amour and equipment carried. Weapon and Amour Proficiency: The Knight is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light)
allies within 10 feet of her to gain a +4 morale bonus on saving throws against fear effects. Aura of courage is a supernatural ability. level.
Aura of Courage: Rose Knights are immune to fear spells. Furthermore, the Knight radiates an aura of courage and fearlessness that causes
Strength of Honor: Rose Knights are resistant to all mind-affecting spells. A Rose Knight has spell resistance to such spells equal to 5 + his Overcome Damage Reduction: The Knights of the Rose become unusually skilled in weapons and combat. As a Rose Knight becomes
more skilled, he is able to use high quality weapons to strike at supernatural or magically protected foes. When the Rose Knight uses a masterwork weapon, he can overcome the damage reduction ability of certain foes as though he was using a +1 magical weapon. This exceptional ability increases as the knight gains levels. service of Paladine and the knighthood. This mount is usually a heavy warhorse (see the Paladin Mount sidebar on page 43 of the Player's Handbook), although after the later years of the War of the Lance, bronze and silver dragons began to accompany particularly valorous knights. Such dragon allies must 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 accumulated abilities due a mount of the Rose Knight's character level. Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, a 7th-level Rose Knight armed with a 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 a supernatural ability. Knight of the Rose (Hit Die: d10) Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 2 3 4 5 6 7 8 9 +1 +2 +3 +4 +5 +6 +7 +8 +9 +2 +3 +3 +4 +4 +5 +5 +6 +6 +0 +0 +1 +1 +1 +2 +2 +2 +3 +2 +3 +3 +4 +4 +5 +5 +6 +6 Smite evil 3/day Page - XXXI Smite evil 2/day Overcome damage reduction +2 Aura of courage, strength of honor Special mount Smite evil Overcome damage reduction +1 Smite Evil: Once per day, a Rose Knight of 3rd level or higher may attempt to smite evil with one normal melee attack. She adds her Special Mount: Upon or after reaching 2nd level, a Rose Knight can call an unusually intelligent, strong, and loyal steed to aid him in his
longsword would deal 1d8+7 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the Rose Knight
Legionnaire
The Legion of Steel is a semi-covert organization on Krynn. Named after Steel Brightblade, a Knight of Takhisis, this order was founded by both by his foster-mother, Sara Dunstan who recruited disenfranchised Knights of Takhisis and Knights of Solomnia, these individuals felt that neither existing order brought justice to the land, and the people needed a new organization to represent them. Legionnaires claim to not be covert, though many of them work from hiding. Led by the Keepers, the Legionnaires are respected throughout Krynn by all but the other orders of knights, even being accepted among minotaurs, although being caught by the Knights of Takhisis is sure death for any Legionnaire. Hit Die: d10 Requirements To qualify to become a Legionnaire, a character must fulfill all the following criteria: Alignment: Non-Evil Base Attack Bonus: +3 Listen: 5 ranks Class Skills The Legionnaire's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Hide (Dex), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis) See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each level: 5+Int modifier Class Features Sense Motive: 6 ranks
All 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 just like the Ranger's favored 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, Gather Information, Hide, Listen, and Move Silently checks, beginning at 2nd level. pertinent information going on in the area to him. Ears of the Wall: When a Legionnaire reaches 4th level, he may set up a network of contacts in any one area that has a 25% chance to report
Diplomat: At 6th level, a Legionnaire gains a +5 bonus to Diplomacy checks when attempting to settle disputes amongst any willing or nonwilling 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, after 1 hour of studying it. This ability can be used a maximum amount of times equal to half of the Legionnaire's Intelligence modifier. effects, sleep, and other spells that affect the mind adversely. Mental Order: At 10th level, a Legionnaire acquires such mental discipline from his unfaltering sense of justice that he is immune to fear
Legionnaire (Hit Die: d10) Class Level 1 2 3 4 5 6 7 8 9 10 Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Mental Order Page - XXXII Physical Prowess Diplomat Ears of the Wall Favored Enemy Blend With the Crowd Special
influenced Krynn. However, it is not rare to find one whose parents continued to revere their patron deity even after the departure of the gods during the Chaos War, and who passed this loyalty on to their children even in the godless world that Krynn has become. Some mystics were clerics of the gods long past, and hope to use this new magic in the name of their departed deity, hoping that the god will be pleased with the use of this magic in their name while absent from Krynn. being the orphaned children taken in and trained by Goldmoon and her advisors. Similar to primal sorcerers however, some mystics suddenly find themselves 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 a gift left behind by the 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 to heal or aid in battle with a different type of weapon is always a benefit. Similar to primal sorcerers, it isn't too uncommon to find someone multiclassed with at least one level of mysticism. Game Rule Information Mystics have the following game statistics. Abilities: Wisdom is the most beneficial ability score for mystics, granting them more spell points to expend per day, and aiding in their casting. Alignment: Any Class Skills Knowledge(religion), Profession (Wis), Spellcraft (Int). See Chapter 4 in the Player's Handbook for skill descriptions. Skill Points at 1st level:(2+Int modifier) X 4 Class Features Skill Points at Each Additional Level: 2+Int modifier 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 armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer 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 be made at a -4 penalty. Casting Bonus: Similar to the Base Attack Bonus, mystics have a bonus to their spellcasting check based on their level. They may 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 normally could. They find their long devotion to learning about the mystical magic on Krynn to be paying off, and as such are able to target more people with spells, and larger areas. withdrew to. Characters with spiritualism, if succeeding a Knowledge(Religion) Check with a DC of 50 after two months of research, may understand The most beneficial aspect however, that no mystic on Krynn currently knows of is the ability to make limited contact with the planes the gods Mystic class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hit Die: d6 Background: A majority of Ansalon's mystics are trained at Goldmoon's Citadel of Light, a good amount of the mystics that come from here
how to project their spirits there. Should any mystic discover this latter ability and perform it, their body will go into a catatonic state, and their spirit will
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become an Outsider of the appropriate alignment with hit dice equal to or lesser than those of the mystic (see Monster Manual for statistics on different Outsiders). Likewise they will find their return to Krynn blocked off. Mystic Class Level Base Attack Bonus Fort Save Ref Save Will Save 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Greater Spell Access Special Sphere of Mysticism, Save Penalty Casting Bonus +0 +1 +1 +3 +3 +5 +5 +7 +7 +9 +9 +11 +11 +13 +13 +15 +15 +17 +17 +19
Primal Sorcerer
Primal sorcerers can be just about anyone. No long hard training is required, no hours toiling over books for spells. A group of spell-casters who have come to harness the inherent magic in every rock and item on Krynn, these spellcasters are often looked upon highly by the everyday ordinary folk who see their powers as something that they hope to be able to one day manipulate themselves. oppressive Dragon Overlords, the number of reasons for one going out into the world with Krynn's primordial magic as an arsenal are as many as those who use the magic. Characteristics: Primal sorcerers aren't as haughty about the use of their magic as wizards in the past were. Unlike the careful dedication and prestige that accompanied the results of studying of arcane magic, one having the use of sorcery isn't always a mark of any intense discipline to learning this new magic or any other special attributes besides the randomness of fate smiling upon the individual. Indeed, most primal sorcerers are humble and down-to-earth people, having come from such humble roots themselves. 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 loyalty to the deities that once influenced Krynn. However, it is not rare to find one whose parents continued to revere their patron deity even after the departure of the gods during school of thought that the gods never left, and believe that continued worship of one of the three gods of magic will reap benefits for the primal sorcerer when 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 distinct peoples of Ansalon can tap the primordial magic and shape it to their will. Many sorcerers often find themselves using such powers without any formal schooling. However, Copyright 2002 D.E.A. Productions Page - XXXIV the Chaos War, and who passed this loyalty on to their children even in the godless world that Krynn has become. Some sorcerers even are of the Alignment: Members of the primal sorcerer class may be of any alignment. Some people use their gifts in sorcery for good, and others to Adventures: Sorcerers have any number of reasons for going out in the world. From becoming Knights of the Thorn, to fighting against the
Casting Bonus: Similar to the Base Attack Bonus, primal sorcerer's have a bonus to their spellcasting check based on their level. They may
The Tinker
Adventurers: 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 making sure that way does 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 inventions is a good trait. Abilities: Your most important is Dexterity due to the fact that your constant fidgeting with devices requires a keen eye, whereas a keen mind 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. 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 only Hit-Die: d6 Class Skills: Tinkerer class skills are Hide(dex), Pick Pocket(dex), Tinker(int), Craft(int), Knowledge(int), Perform(cha), Bluff(cha), Decipher Script(int), Disable Device(dex), Use Rope(int), Tumble(dex), Climb, Sense Motive(int), Balance(dex), Gather Information(cha), Profession(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)x4 Class Features All of the following are features of the Tinker anything he finds in his pockets (ex: screwdrivers, wrench, chicken.) Proficiencies: Any and all gnomish weapons, knives, darts, short swords, daggers, hand crossbow (with a few modifications), arquebus, and Abilities: Your most important is Dexterity due to the fact that your constant fidgeting with devices requires a keen eye, whereas a keen mind
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 he does wear it he will wear a 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 is a full round action). 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% and consult the chart below to see what you have found. Evasion: As per the ability in the Player's Handbook.
Uncanny Dodge: This is used to getting out of the way of machinery when pieces are falling off and your mind is wandering. Find the Smell: Ever ask the question "what's that smell" right before a huge explosion, almost all of us have, with this you gain the ability to 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
confused.
Improved evasion: As per the ability in the Player's Handbook. Skill 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 check (DC17) or become 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 Page - XXXVI Special
Frenzied Search Table Roll 01-05 06-11 12-16 17-21 22-26 27-31 32-36 37-41 42-46 47-51 52-56 57-61 62-74 1d6 shards of metal 1d8 springs 1d4 small rodents 1d8 yards of twine A small jar 1d4 small precious gems (1d6 steel each) A shocker lizard (with jar) A substance that could be ale 1d20 stones 1d4 small pouches of flash powder 1d4 healing leaves (heals 1d4 points of damage) 1d10 yards of wire 1d20 yards of rope Copyright 2002 D.E.A. Productions Page - XXXVII Result
attacked by an outside force seen as a threat to their magic (a renegade spellcaster, for example), both would join together to fight in defense of the
Sorcerers. universe.
The Conclave of High Sorcery consists of three factions with seven representatives from each. Each of the Orders of High Sorcery is equally represented at the Conclave and a single individual is selected by each Order as Master. In the case of the White Robes, elections are held to determine the master of their Order. The Red Robes draw lots from among the seven members of the Conclave. The Master of the Black Robes is usually the most powerful High Sorcerer of that Order. This has from time to time resulted in some rather fabulous contests as two High Sorcerers vie to 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 the consensus spell. The law of the Conclave is largely determined in everyday matters by the
consensus is taken of the entire Order, and a new Head of the Conclave is chosen.
Head of the Conclave, and his law is final. However, if a decision is made against the will of the Conclave, then a mandate may be called for in which a
The Conclave is convened on set dates and times as dictated by the moons. The Conclave meets regularly once each month on the first day
of High Sanction for the ruling Order. The Night of the Eye is a special time when all of the Orders gather together. The Head of the Conclave can also call a Conclave during times of grave crises that affect all Orders. The Conclave does not meet when the Test is given, as this is a normal function of the Tower and is handled on a routine basis. Hit Die: d4 Requirements To 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 ranks Spellcraft: 4 ranks Special: The character must take (and survive) the Test of High Sorcery. Class Skills Knowledge (arcana, history) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for The Wizard of High Sorcerys class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int),
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 type interferes with a Wizard of High Sorcery's movements, which can cause her spells to fail (if those spells have somatic components). Note that amour check penalties for
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which class she adds each level of High Sorcerer for purposes of determining spells per day when she adds the new level.
access to the spell books of a higher-level member of her Order (the spell books of a Wizard of the White Robes are of no use to a Wizard of the Red Robes). The libraries of each Order of High Sorcery do not contain every spell known; each Order teaches only spells from particular schools. These schools 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, Red Robes, or Black Robes), and permanently modify it as though affected by one of the following metamagic feats: Empower Spell, Enlarge Spell, Extend Spell, Still Spell, or Silent Spell. The spell's level does not change, and once the choice of spell and modification are chosen, they cannot be changed. As the Wizard of High Sorcery goes up in level, she can choose the same spell to be modified in different ways with multiple spell secrets. Wizard of High Sorcery (Hit Die: d4) Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 2 3 4 5 6 7 8 9 10 +0 +0 +1 +1 +2 +2 +3 +3 +4 +4 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Bonus feat Spells per Day +1 level of existing class
Arcane learning +2 level of existing class Spell secret Bonus feat +3 level of existing class +4 level of existing class
Arcane learning +5 level of existing class Spell secret Bonus feat +6 level of existing class +7 level of existing class
Arcane learning +8 level of existing class Spell secret Bonus feat +9 level of existing class +10 level of existing class
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* Only characters of 6th level or greater, who also have an Intelligence of 15 or more, gain this benefit.
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The saving throw category lists the modifier applied to all saving throws rolled by the affected character. It has no effect on the saving throws
Draconic Heritage [Special] Your ancestry has been touched by the power of a dragon. Perhaps one of your ancient ancestors possessed draconic blood, or was taught unique magical powers in the Dragon Isles. Perhaps you have been blessed by Paladine or Takhisis. You may not be aware of the true nature of your draconic heritage. Prerequisite: Arcane spellcaster level 1+
(except cantrips), as indicated by your chosen domain. If you are a bard or a sorcerer, then you can cast these spells spontaneously as though they were one of your normally known spells. If you are a wizard, you must prepare these spells as you do normal arcane spells. white dragons can cast arcane spells from two or more cleric domains. The DM may restrict your choice of domains in some way for example, you might be restricted to the domains available to metallic dragons, or to blue dragons only. Special: This feat can only be selected at 1st level. 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 moon (Solinari for goodaligned 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] Copyright 2002 D.E.A. Productions Page - XLI The chosen cleric domain must be one that a dragon of Krynn can cast as arcane spells; all dragons except black dragons, green dragons, and
Benefit: Choose one cleric domain from the Players Handbook. You know one additional arcane spell of each level that you can cast
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 not prepare this spell, and
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 spell cast. You cast this spell as 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 that runs in the blood or a
guardian angel of some kind. Characters of the Majere family such as Rosamun, Raistlin, Palin or Ulin might possess this feat.
Conclave, the spell is cast, and a course of action is communicated to the minds of all Wizards of High Sorcery attending the Conclave. This course of action takes into account the desires of every member of the Order, and results in a course of action that is agreeable to the majority of members. Due to the large number of wills involved, the answer provided cannot be too specific: it is generally phrased in one or two sentences. communicated to him; however, only those characters present at the Conclave can learn the outcome of the spell. A Wizard of High Sorcery who is not in attendance at the Conclave when consensus is cast is aware of the casting and will have the matter While not always infallible in its ability to benefit the Conclave as a whole, consensus still remains the method of selection for the Head of the
Consensus instantaneously determines the combined will of all Wizards of High Sorcery in a single matter. A question is posed to the
Conclave. Note that the course of action that is agreeable to the majority of High Sorcerers is not always the wisest! The law of the Conclave is then a mandate may be called for in which a consensus is taken of the entire Order, and a new Head of the Conclave is chosen. Dragon Tongues
largely determined in everyday matters by the Head of the Conclave, and his law is final. However, if a decision is made against the will of the Conclave,
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tongues does not imbue characters with understanding of draconic writings. Nor does this spell in any way predispose dragons toward those who gain
the ability to speak their language. Kiss of Nights Guardian Necromancy Level: WHS 9 Components: V, S Casting Time: 1 action Range: Touch Target: Living creature touched Duration: 1 week Saving Throw: None Spell Resistance: Yes (harmless) This spell is only revealed to the most honored and powerful Wizards of High Sorcery, such as the Master of the Tower of Palanthas, for it has the power to grant protection from the horrors of the Shoikan Grove. The caster confers this protection by lightly kissing the recipients forehead. To those of good or neutral alignment the kiss burns into the
This spell grants all intelligent creatures within its area of effect the ability to speak and understand the language of any dragon. Dragon
flesh, but those of evil alignment feel a pleasant, warm sensation. The kiss leaves a scar that is invisible to all but Black Robes and the undead of the Shoikan Grove. It heals and vanishes after one week. Whilst marked with the kiss of nights guardian, no undead in the Shoikan Grove will attack or come within five feet of the recipient. She is
partially protected from the fear generated by the Shoikan Grove; the character must make a Will saving throw (DC 15) every five minutes or flee.
Passage through the Shoikan Grove without a special talisman or the benefit of this spell requires a Will saving throw (DC 30) every five
minutes to avoid blind, irrational panic. Even kender are subject to this fear. If a character fails this saving throw, she will become panicked, and flee from 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 has to deal with the vengeful specters of the grove.
Kiss of nights guardian loses all protective power should the recipient draw weapons or cast a spell whilst within the Shoikan Grove.
Luring Lights Illusion (pattern) Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 round Range: Medium (100 ft. +10 ft./level) Area: 50-ft.-radius emanation centered on a point in space Duration: 4 rounds/level Saving Throw: Will negates Spell Resistance: Yes similar fashion to the dancing lights spell. These balls of light can be created at any point within range; thus, a powerful caster can affect a very large area with luring lights. All humanoid creatures within 50 feet of a ball of luring light can hear an indistinct melody; combined with the visual fascination of the lights, This spell creates glowing balls of flickering light, one per level of the caster. The caster can control the shape and movement of each ball in a
this enchanted music has an effect much like that of a siren calling to sailors. Sylvan creatures commonly use this spell to entice unwary mortals to a scene of revelry, where they can charm and play tricks upon their unwitting guests. realize that she is under a compulsion and has no sense of danger, only a driving curiosity. She will dissuade any who try to hinder her from following, even Copyright 2002 D.E.A. Productions Page - XLIII Any creature that fails a Will saving throw is compelled to follow the lights as they wander into deeper wilderness. The character will not
Major Cloak Illusion (glamour) Level: Sor/Wiz 9 Components: V, S, F Range: Close Area: One island, up to 5,000 square miles Duration: Permanent Saving Throw: None Spell Resistance: No This potent dweomer is used by the Irda to cloak their hidden island sanctuaries, such as the legendary Anaiatha. It causes an island to Casting Time: 1 action
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 circuitous route around the island 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 this phase of the moon, these individuals can make their way to the island, assuming that they have a ship or some other means to make the journey. Unfortunately for those return to Anaiatha on their own. Unfortunately, the spell has the drawback of radiating intense magic; those who scry the seas for such auras may be able to detect it. wandering Irda who seek the location of Anaiatha, the journey lasts far longer than the High Sanction of Solinari, and few lost Irda are ever able to
Focus: Specially carved stone statue of the native race of the protected island.
Mindspin
Illusion (phantasm) [mind-affecting] Level: Sor/Wiz 8, WHS 7 Components: V, S Casting Time: 3 hours Range: Special Target: One creature Duration: Permanent until dispelled Saving Throw: Will negates Spell Resistance: Yes
Mindspin requires both the caster and the victim to remain undisturbed for three hours while the caster sifts through the victims mind to create the illusions. Any disturbance interrupts this process and spoils the spell. The victim then receives a Will saving throw to negate the mindspin (a charmed
victim receives no save), falling into a troubled slumber if he fails this save. The dream world created by the mindspin spell involves three separate layers of unreality. These are referred to as the levels of the dream.
Mindspin takes the innermost nightmares of the victim and makes them real in a startlingly vivid illusion. These illusions usually spawn
The first level extends to a maximum of 20 miles times the victims Intelligence. The second level extends to a maximum of one mile times the victims
Intelligence. The third level extends to a maximum of 20 feet times the victims Intelligence. Dreamwraiths and dreamshadows are common in all levels of the dream. Characters that move into the area of effect enter and experience the dream world of the victim. Such characters are constantly faced with determining what is real and what is an illusion.
through in the first level of the dream is not the actual terrain of the area, but an illusory land as perceived by the victim of the mindspin.
The first level of the dream alters perceptions of time and space for all characters who venture into it. The terrain that characters travel Characters can travel many miles in the real world, yet only perceive moving a short distance in the dream reality. Perception of time within the
first level of the dream is equally distorted. Characters may believe that they have been traveling for only a few minutes, when actually several days have passed.
The second level of the dream distorts a characters perception of reality even further, for she no longer knows which of here companions are real and which are illusions. Dreamwraiths and dreamshadows gain Spell Resistance 13 at this level of the dream. The third level is the core of the dream, as even perceptions of self become distorted. In addition to the effects of the previous two levels, all successful rolls are considered failures, and all failed rolls are considered successes. Otherwise, adjust rolls normally. Furthermore, arcane spellcasters now cast spells at one level higher than normal. If this enables a character to cast a spell higher than she currently knows, the Copyright 2002 D.E.A. Productions Page - XLIV -
character can choose any one spell from the new level. The mindspin spell creates the illusion that the character knows and has prepared this
mindspin is dispelled and all three levels of the dream vanish immediately. Mindspin also ends if the victim is affected by a targeted dispel magic.
requires a Will saving throw (minimum DC 26). Spawn Draconians Transmutation Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. +5 ft./level) Target: 1 metallic dragon egg Duration: Instantaneous Saving Throw: None Spell Resistance: No
The victim is always a central figure of the dream, which is drawn from his own perceptions, fears, and nightmares. If the victim is awakened,
Otherwise, characters within the dream can make Will saving throws to disbelieve individual illusions within the dream; disbelieving the dream itself
draconian hatchlings. When cast upon any metallic dragon egg, this spell permanently twists and transforms the unborn dragon into a vast number of torment. 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:
Spawn draconians is the spell used by Harkiel the Bender, a brilliant red dragon, to corrupt the eggs of metallic dragons into hordes of
infant draconians. The metallic surface of the egg turns black and slimy, and the egg grows like a poisonous tumor, changing shape and writhing as if in
Brass egg: 8d12 Baaz hatchlings ( HD) Copper egg: 6d12 Kapak hatchlings (1 HD) Bronze egg: 5d12 Bozak hatchlings (1 HD) Silver egg: 4d12 Sivak hatchlings (2 HD) Hatchling draconians inflict only 1d2 points of damage with their claw and bite attacks, and suffer a 2 penalty to all rolls. They develop and Gold egg: 2d12 Aurak hatchlings (3 HD)
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 dragons into a draconian army with this spell. In addition, each dragon egg was imbued with the evil spirit of one of Takhisis abyssal minions, thus ensuring that the draconians simultaneously cast permanency on the egg. would 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 wizard
Lower-level versions of this spell are rumored to exist. These spells were used before the draconian creation process was perfected, and
spawn weaker, twisted creatures. Known as sesk and traag, these proto-draconians were abandoned by the Dark Queen in the wastelands of Taladas.
The Stellar Path Universal Level: WHS 5 Components: V, S, M Casting Time: 1 hour Range: 0 ft. Target: Self Duration: 48 hours Saving Throw: None
wane according to the position of the moons in the sky, only rearrangement of the cosmos can bring additional power to a Wizard of High Sorcery during a time of reduced power.
The Stellar Path confers the favor of the gods of magic upon the caster. Since the magical powers of the Wizards of High Sorcery wax and
actual position. The Wizard of High Sorcery is affected as though the moon were actually at High Sanction. This does not change the position of the moon for other spellcasters. If the stellar path brings the moon of the casters order into an apparent conjunction with one or both of the other moons, that conjunction has
Casting this spell causes the Wizard of High Sorcery to see the moon of his order appear at High Sanction, regardless of that moons
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Material Component: Vellum scroll and 500 stl worth of powdered gems and rare inks, which the caster uses to inscribe magical glyphs, XP Cost: 500 XP per casting.
Timeheal Conjuration (healing) Level: WHS 5 Components: V, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes This spell takes the creature it is cast upon and "reverses time" to a point where it was in better health, thus simulating a healing ability without Each level of the caster guarantees reversing time to one minute before the spell was cast. Thus, a 9th-level wizard casting this spell is
using clerical powers. Time is of the essence in the timeheal spell, for the greater the amount of time that has passed, the greater the chance of failure. guaranteed to be able to reverse the condition of a wounded character to the characters condition nine minutes earlier.
tried to reverse 20 minutes of time for a wounded comrade, that would be 11 minutes further than he could guarantee success (20 minutes minus 9 minutes for his level), causing a 55% chance of spell failure - or even higher if he was wearing amour.
added to the chance of arcane spell failure if the caster is wearing amour (see Table 7-5: Amour in the Players Handbook). Thus, if the 9th-level wizard
For every additional minute that must be reversed to heal the character, there is a 5% cumulative chance of spell failure. Note that this is
not cast three successive timeheal spells to reverse 27 minutes of time for his comrade without fear of failure. as effective as an attack spell of similar power. This is resolved in exactly the same way as detailed above.
Multiple timeheal spells cannot be cast to increase the reversed time that can be guaranteed. In the examples above, the 9th-level wizard could It is also possible to use this spell offensively, by reversing time on a character who has just received magical healing, although this is usually not
spirit has departed and he remains dead . However, if cast upon a disabled or dying character, timeheal can bring them back to full consciousness. Timereaver
Timeheal will not recall a spirit from death; if it is cast upon a corpse, the dead character may be healed of wounds and appears to live, but his
Conjuration (calling) Level: WHS 9 Components: V, S, M Casting Time: 30 minutes Range: 5 ft. Target: 5-ft.-radius burst, centered on point in space Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The timereaver spell is a closely guarded secret of the Wizards of High Sorcery; supposedly only the Masters of the Towers know it, and
rarely if ever risk casting it. The repercussions of carelessly using the timereaver spell could be catastrophic.
encloses the recipients in a bubble of energy that travels through time up to 200 years, plus ten years per caster level. Thus, an 18th-level caster could real problem for characters who end up in another time with no way back.
Timereaver sends those within its area of effect backward or forward along the timestream of Krynn, into Krynns past or future. The caster
send a group of characters up to 380 years forward or backward in time. The caster need not accompany the recipients of this spell, which can cause a The Wizards of High Sorcery are extremely reluctant to send anyone backwards in time, due to the risk of altering history. Under no
very existence of a time-traveler of these races is thought to render the river of time malleable and likely to be altered. back to the height of Istar, just before the Cataclysm.
circumstances will they consider casting timereaver on a character of any race created by the Greygem of Gargath (such as kender and dwarves), for the This is the spell that Par-Salian used to transport Cramon Majere, Revered Daughter Crysania, and (inadvertently) Tasslehoff Burrfoot
Material Component: Diamond or ruby dust worth at least 10,000 stl, sprinkled in a circle around the recipients of the spell.
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Lunar Cycle Record Sheet 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 29 30 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 29 30 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 29 30 Copyright 2002 D.E.A. Productions Page - XLVII -
Summer: Corij, Argon, Sirrimont. Autumn: Reorxmont, Hiddumont, Hrarmont. Winter: Phoenix, Aelmont, Rannmont. Spring: Mishamont, Chislmont, Bran.
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