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Heroes of the LanceD&D 3e (3.0/3.5) Rulesby Cam BanksDragons of Mystery was the first official Dragonlance source book, and included the original pregenerated character sheets for the classic characters. It fixed a number of minor errors given in DL1 (such as Caramon and Sturm's hit points). Dragons of Ice introduced Elistan as a PC, as well as Derek Crownguard and Aaron Tallbow. Product Number: 9135 DL5 Dragons of Mystery, 9140 DL6 Dragons of Ice Summary of Conversion: Most characters required only surface changes in order to meet 3rd edition standards. Skills, in general, were chosen to fit the written descriptions given in the module (for example, Caramon is said to be a 'skilled outdoorsman'). Note that in the classic Dragonlance series of modules, neither Wizards of High Sorcery nor Knights of Solamnia were any different, rules-wise, to standard D&D wizards and fighters, hence no prestige classes have been included. None of the wizards in the classic modules were affected in a game sense by the moons, either.
Initiative Modifier: +3 Special: Low-light Vision, +1 to Listen, +1 to Search, +1 to Spot, immune to sleep spells, +2 racial bonus on saving throws against Enchantment spells or effects Skills: Climb +5, Craft (bowyer) +5, Jump +6, Listen +3, Ride +6, Search +3, Spot +3, Wilderness Lore +4 Feats: Alertness, Dodge, Point Blank Shot, Rapid Shot, Weapon Focus (longbow) Languages: Common, Elven, Dwarven, Plainsman, Gnome, Kenderspeak, Goblin Possessions: +2 leather armor, +2 longsword, longbow, quiver with 20 arrows, daggers (x2)
Initiative Modifier: +4 Skills: Climb +8, Intimidate +6, Jump +8, Ride +4, Spot +4, Swim +8, Wilderness Lore +3 Feats: Cleave, Endurance, Great Cleave, Improved Initiative, Improved Unarmed Strike, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword) Languages: Common, Plainsman Possessions: Chain shirt*, small wooden shield, longsword, spear, dagger
Initiative Modifier: +3 Skills: Bluff +2, Concentration +7, Hide +2, Knowledge (Arcana) +7, Profession (herbalist) +4, Scry +3, Spellcraft +7 Feats: Brew Potion, Extend Spell, Scribe Scroll, Silent Spell Languages: Common, Elven, Magius Spells: 0th: 4, 1st: 3, 2nd: 2 Spellbook: 1st: burning hands, charm person, compehend languages, floating disk, hold portal, mage armor, magic missile, sleep. 2nd: darkness, detect thoughts, invisibility, mirror image, see invisibility, web Possessions: Staff of Magius (+2 attack bonus, +3 deflection bonus, cast daylight and feather fall once per day at caster level 7), dagger Staff of Magius: Raistlin's staff was given to him when he completed his Test. Later sourcebooks ascribed the Staff of Magius with many more powers than it originally possessed; in DL5, it is given the powers of a +3 deflection bonus to AC, daylight once per day, and featherfall once per day. It is also a +2 quarterstaff. Possible additional powers include additional spells or simulated Metamagic Feats (such as Extend Spell, Quicken Spell, Empower Spell, with the limitation that they only apply to spells cast by the wizard that relate to air, light and mind). These should be limited to wizards of 6th level or greater.
Initiative Modifier: +0 Special: Darkvision 60', stonecunning, +2 racial bonus on saving throws against poison, spells and spell-like effects, +1 racial bonus to attack rolls against goblinoids, +4 dodge bonus against giants, +2 racial bonus on Appraise checks, +2 racial bonus on Craft checks related to stone or metal Skills: Craft (blacksmith) +3 , Search +2 Feats: Great Fortitude, Power Attack, Weapon Focus (handaxe), Weapon Specialization (handaxe) Languages: Common, Dwarven, Gnome, Goblin Possessions: +1 hand axe (x2), studded leather armor, small metal shield, dagger
Initiative Modifier: +7 (+3 Dex, +4 Improved Initiative) Special Abilities: Sneak attack +2d6, Uncanny Dodge, Evasion, Low-light vision, Taunt (Bluff check against a DC of 10+opponent's Hit Dice (WIS bonus applies to DC) causes opponent to wildly attack for 1-10 rounds at -2 attack penalty and -2 AC penalty), immune to fear and fear effects, small sized (+1 to AC and +1 attack bonus, +4 to Hide), +2 racial bonus to Move Silently and Intuit Direction checks, +2 racial bonus to saving throws against poison, spells, and spell-like effects Skills: Bluff +5, Climb +5, Decipher Script +2, Disable Device +2, Escape Artist +5, Hide +10, Innuendo +4, Intuit Direction +6, Listen +4, Move Silently +9, Open Lock +8, Pick Pocket +9, Search +4, Tumble +5 Feats: Alertness, Improved Initiative Languages: Common, Kendespeak, Dwarven, Elven, Gnome, Goblin Possessions: masterwork hoopak (usable as either sling or club, also makes eerie roaring noise when whirled), dagger, pouch with 10 sling bullets, leather armor, thieves' tools, various map and scroll cases
Initiative Modifier: +5 Skills: Climb +5, Diplomacy +3, Handle Animal +6, Jump +4, Knowledge (nobility/royalty) +4, Ride +8, Spot +4, Swim +5 Feats: Combat Reflexes, Expertise, Improved Disarm, Improved Initiative, Iron Will, Quick Draw, Weapon Focus (greatsword), Weapon Specialization (greatsword) Languages: Common, Elven, Solamnic Possessions: Masterwork half-plate armor, +3 greatsword, dagger
Initiative Modifier: +2 Special: (Goldmoon does not become a full (spell-using) cleric until she finds knowledge of the true gods. She cannot use any clerical spells or powers until that occurs.) Turn undead, spontaneous casting, granted powers for Good and Healing domains (+1 caster level for all Healing spells and all Good spells). Skills: Concentration +3, Diplomacy +7, Heal +9, Knowledge (nature) +3, Knowledge (religion) +3, Perform +6, Wilderness Lore +6 Feats: Alertness, Dodge, Iron Will Languages: Common, Plainsman, Dwarven, Elven Spells: 0th: 5, 1st: 4, 2nd: 3, 3rd: 2. Goldmoon also has access to the 1st- through 3rd-level domain spells for Good and Healing. Possessions: Leather armor, masterwork sling, pouch with 10 sling bullets, blue crystal staff (acts as +2 quarterstaff as well as having healing powers, see below) Blue Crystal Staff: Goldmoon's blue crystal staff, replaced at the end of DL1 Dragons of Despair by a +2 quarterstaff crafted from vallenwood. It is a Lawful Good item, and can only be used by those of that alignment; others who try to wield the staff take 4d6 points of electrical damage. The staff has the following powers:
The staff holds up to 20 charges at a time. It regains one charge per day from the combined influences of Krynn's three moons but can be recharged immediately and completely at the statue of Mishakal in Xak Tsaroth.
Initiative Modifier: +7 Special: Favored enemies (animals +2, reptilian humanoids +1), effective Feats of Ambidexterity and Two-Weapon Fighting (-4/-4 to attack, or -2/-2 to attack if off-hand weapon is light) when wearing light armor. Skills: Animal Empathy +4, Handle Animal +4, Hide +8, Intuit Direction +7, Listen +8, Move Silently +7, Profession (herdsman) +5, Search +7, Spot +8, Wilderness Lore +8 Feats: Alertness, Improved Initiative, Run, Track Languages: Common, Plainsman, Dwarven, Elven Spells: 1st: 1 (Riverwind cannot cast spells until he finds knowledge of the true gods) Possessions: Leather armor, +2 longsword, masterwork dagger, short bow, quiver with 20 arrows
Initiative Modifier: +3 Special: Sneak Attack +2d6, Evasion, Uncanny Dodge Skills: Bluff +6, Climb +10, Disable Device +3, Hide +5, Intimidate +6, Jump +3, Move Silently +5, Open Lock +7, Pick Pocket +9, Profession (barmaid) +5, Ride +4, Search +3, Sense Motive +5, Tumble +7 Feats: Dodge, Mobility, Spring Attack, Weapon Focus (heavy mace), Weapon Focus (short sword) Languages: Common, Plainsman Possessions: Dagger, short sword, heavy frying pan (treat as heavy mace), chain shirt (-2 armor check penalty), gold ring (on a chain around her neck) (Notes: Tika was originally a 3rd thief/4th fighter in 1st edition. I opted for the 2/3 split above to give her good attack bonuses as well as plenty of skill points. She was originally detailed as having leather armor, though all illustrations have her wearing a chain shirt, greaves, and very little else. Later modules suggested that the gold ring her father gave her is a combined +3 ring of protection and ring of elemental resistance, minor: DMs can introduce this hidden benefit.)
Initiative Modifier: +3 Special: Immune to magic sleep spells or effects, +2 racial saving throw bonus to Enchantment spells or effects, low-light vision, racial weapon proficiencies, +2 racial bonus on Listen, Search and Spot checks. Skills: Climb +5, Concentration +9, Diplomacy +5, Knowledge (arcana) +6, Ride +5, Spellcraft +6, Swim +3, Use Magical Device +4 Feats: Combat Casting, Dodge, Expertise, Point Blank Shot, Scribe Scroll, Still Spell Languages: Common, Elven, Magius, Gnome, Kender, Goblin Special Abilities: Immune to magic sleep spells or effects, +2 racial saving throw bonus to Enchantment spells or effects, low-light vision, racial weapon proficiencies, +2 racial bonus on Listen, Search and Spot checks. Spells: 0th: 4, 1st: 4, 2nd: 3 Spellbook: 1st: hold portal, magic missile, protection from evil, sleep, true strike. 2nd: cat's grace, levitate, resist elements, web Possessions: masterwork longsword, longbow, quiver with 20 arrows, chain shirt (-2 armor check penalty, 20% arcane spell failure), buckler (-1 armor check penalty, 5% arcane spell failure) (Notes: Like Tika, Gilthanas was a multi-classed PC in the original modules (4th mage/5th fighter) so an approximate conversion was made a la Conversion Manual. Also note that his spellbook has always been extremely light on spells, so more were added to complement his selection.)
Initiative Modifier: +3 Special: Immune to magic sleep spells or effects, +2 racial saving throw bonus to Enchantment spells or effects, low-light vision, racial weapon proficiencies, +2 racial bonus on Listen, Search and Spot checks. Skills: Diplomacy +6, Handle Animal +7, Perform (dance, singing) +6, Ride +9, Swim +7 Feats: Dodge, Iron Will, Weapon Focus (short sword), Weapon Finesse (short sword) Languages: Common, Elven, Gnome, Kender, Goblin Possessions: Masterwork breastplate (armor check penalty -3), small metal shield (armor check penalty -1), short sword
Initiative Modifier: +1 Special: Turn undead 10 times/day, spontaneous casting, granted powers for Good and Protection domains (+1 caster level for all Good spells, protective ward 1/day). Skills: Concentration +9, Craft (carpentry) +8, Diplomacy +13, Heal +13, Knowledge (religion) +12, Sense Motive +6 Feats: Alertness, Extra Turning, Leadership, Toughness Languages: Common, Seeker, Elven Spells: 0th: 6, 1st: 5, 2nd: 4, 3rd: 3, 4th: 1. Elistan also has access to the 1st- through 4th- level domain spells for Good and Protection. Possessions: Chain mail, medallion of faith, robes, war hammer
Initiative Modifier: +1 Skills: Climb +9, Diplomacy +7, Handle Animal +9, Knowledge (Solamnic history) +7, Ride +7 Feats: Cleave, Great Cleave, Improved Critical (halberd), Iron Will, Mounted Combat, Power Attack, Sunder, Weapon Focus (halberd), Weapon Specialization (halberd) Languages: Elven, Ergothic, Plainsman, Solamnic Possessions: +2 half-plate armor, +1 halberd, dagger
Initiative Modifier: +4 Skills: Climb +6, Craft (bowyer) +6, Diplomacy +7, Handle Animal +7, Jump +6, Knowledge (Solamnic history) +6, Ride +8, Spot +5, Swim +6 Feats: Far Shot, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow) Languages: Elven, Ergothic, Kenderspeak, Plainsman, Solamnic Possessions: Chain mail (-5 action check penalty), +1 small metal shield, longsword, masterwork longbow, quiver with +2 arrows (x4) and normal arrows (x20) Miscellanous Notes: As stated in the Summary, with the exception of Tasslehoff's kender traits none of the original Dragonlance characters used anything but the core rules for 1st edition. In this conversion I stuck as closely to that concept as possible. Later, with the release of Unearthed Arcana, many rules changes and additions were made to the Dragonlance campaign world (in the Dragonlance Adventures hardback): Knights of Solamnia with spell-casting ability and the Wizards of High Sorcery being affected by the moons and having limited spell access. It is these changes that slipped into 2nd edition Dragonlance and ultimately cheapened it for me. When and if I run the classic modules again using the new D&D game, most if not all of those additional rules mechanics will be left absent. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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Palanthas