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My attempt at a DragonLance conversion.


Conversions

Qadira

Using the ARG for the races and cribing a fair bit from other conversions and the 3.5 books, I've made up a conversion for use in my DL game(s).

Mind you I only did these with the WotL era (and pre/post) in mind. I also plan on using the Wounds & Vigor rules (though I have PCs regain all Vigor from sleeping) to make the lack of divine healing not be so bad.

Pathfinder DragonLance.


Dragonlance minotaurs do not have hooves. They have feet.


Also kender dont have Fearless as per the Halfling ability, they are truly fearless, like a paladin (minus the aura), immune to all fear effects.


Here is my personal take on the DL races in pathfinder. Most of them are converted straight over from the D20 DL books. Maybe you will like them, or at least draw some inspiration from them.

Kender
+2 Dexterity, +2 Charisma, -2 Wisdom
Small: Kender are small creatures and gain a +1 size bonus to their AC, +1 size bonus on attack roles, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Fast: Kender have a base speed of 30 feet.
Fearless: Kender are immune to fear, magical or otherwise.
Kender Luck: Kender receive a +1 racial bonus on all saving throws.
Keen Senses: Kender receive a +2 racial bonus on Perception skill checks.
Nimble Fingers: Kender receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks. Kender can use the trained only aspects of these two skills even if they have no ranks in the skills.
Taunt: Kender receive a +4 racial bonus on Bluff checks to taunt someone.
Weapon Familiarity: Kender are proficient with slings and hoopaks and treat any weapon with the word "kender" in its name as a simple weapon.
Languages: Kender begin play speaking Common and Kenderspeak. Kender with high intelligence scores can choose from the following: Dwarven, Ergot, Elven, Goblin, Solamnic.

Kagonesti Elves
Racial Traits:
+2 Dexterity, +2 Wisdom, -2 Intelligence
Medium size
Normal Speed: Kagonesti have a base speed of 30 feet
Elvensight: Kagonesti Elves have low-light vision and can see twice as far as humans in conditions of dim light. Elvensight also includes darkvision up to 30 feet.
Elven Immunities: Kagonesti Elves are immune to magic sleep effects and get a +2 racial bonus against enchantment spells and effects.
Elven Naturalist: Kagonesti Elves gain the wild empathy ability and can improve the initial attitude of an animal. A Kagonesti Elf rolls a 1d20 and adds his Charisma bonus to determine the wild empathy check result. A Kagonesti Elf who gains this ability from another source, such as levels in Druid or Ranger, gain a +2 racial bonus on wild empathy checks. Kagonesti Elves also receive a +2 racial bonus on all Survival checks made to find or follow tracks.
Keen Senses: Kagonesti Elves recieve a +2 racial bonus on all Perception skill checks.
Weapon Familiarity: Kagonesti Elves are proficient with longbows (including composite longbows), longspears, shortbows (including composite shortbows), short spears, short swords, and spears and treat any weapon with "elven" in its name as a martial weapon.
Languages: Kagonesti Elves begin play speaking Elven and Sylvan. Kagonesti Elves with high intelligence scores can choose from the following: Common, Ergot, Gnoll, Goblin, Khurish, Ogre, Solamnic.

Tinker Gnomes
+2 Dexterity, +2 Intelligence, -2 Strength
Small: Tinker Gnomes are small creatures and gain a +1 size bonus to their AC, +1 size bonus on attack roles, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Tinker Gnomes have a base speed of 20 feet.
Guild Affiliation: Tinker Gnomes select a Guild that they are affiliated with at character creation. His guild is a part of one of three broad groups which are Craft Guilds, Technical Guilds, and Sage Guilds. If he selects a Craft Guild he receives a +2 racial bonus on all Craft skill checks, Technical Guild Gnomes receive a +2 racial bonus on all Profession skill checks, and Sage Guild members receive a +2 racial bonus on all Knowledge skill checks.
Gnomish Engineering: Tinker Gnomes receive a +2 racial bonus on Craft (alchemy) and Craft (tinkering) skill checks.
Life Quest: Tinker Gnomes are difficult to deter from their individual Life Quests, they receive a +2 racial bonus on Will saving throws.
Weapon Familiarity: Tinker Gnomes are proficient will all crossbows (including repeating crossbows) and treat all firearms and weapons with the word "Gnome" in its name as martial weapons.
Languages: Tinker Gnomes begin play speaking Common and Gnome. Tinker Gnomes with high intelligence scores can choose from the following: Dwarven, Ergot, Ogre, and Solamnic.

Minotaurs
+4 Strength, +2 Constitution, –2 Dexterity, -2 Intelligence, -2 Charisma
Medium size
A minotaur’s base land speed is 30 feet.
+2 natural armor bonus.
Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 ½ times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (–5 penalty on the attack roll and half Strength bonus on the damage roll).
+2 racial bonus on Intimidate and Swim checks. Minotaurs are familiar with the sea and naturally adept at skills useful among seafarers.
Minotaurs may take the scent special quality as a feat.
Automatic Languages: Common, Kothian. Bonus Languages: Kalinese, Nordmaarian, Ogre, Saifhum.


Gambit wrote:
Also kender dont have Fearless as per the Halfling ability, they are truly fearless, like a paladin (minus the aura), immune to all fear effects.

Only true kender. Afflicted kender can still fear.

Qadira

Whoops, I was using the standard D&D minotaur as my base and forgot to remove the Hoofed feature, good catch, thanks. Changed it out for the Stalker feature (grants Perception & Survival as class skills).

As far as the fearlessness goes, sadly the ARG did not include a feature that granted true immunity, so I went with what was available. I probably will just treat it as full immunity to fear affects anyways. There is a halfling feat that deals with Taunt, so I decided to leave it off their racial features.

I plan on writing up an Irda stat block too, I just haven't gotten around to it yet.

Upon reading the books again, there is a point at which Raistlin comments that Fireball is beyond his power, despite having already taken the Test. This leads me to think that perhaps it makes more sense (game wise) to assume they take the Test at 1st level and their Arcane Bond is the reward for having passed it. This means most DL Wizards will choose the Bonded Item rather than the Familiar, which fits with the books portrayal of Wizards as I can't think of any that had a Familiar.

The pdf has been updated, the link is still valid.


From what I recall they take the test at 4th level (This from the older editions and the think the wizard of high sorcery prestige class you can take as early as 5th level) and anyone can have wizard casting ability up to 4th level with 2nd level spells. Anything more and you are no longer a dabbler and you will be hunted as a renegade.

I seem to recall only a single instance of a familiar and I can't actually remember who had it. It certainly isn't the norm for Krynnish wizards. This may have been because it wasn't a class feature in early editions rather it was a spell that they could cast.

I like your work, I expect the Irda will be an advanced race. Your thread makes me want to finish off the High Sorcerer Archetype that I'm working on.


1 person marked this as a favorite.
Shalafi2412 wrote:
Gambit wrote:
Also kender dont have Fearless as per the Halfling ability, they are truly fearless, like a paladin (minus the aura), immune to all fear effects.

Only true kender. Afflicted kender can still fear.

Yes but I was referring to the racial statistics of normal kender that was used in the link. Also they are playing WotL era, where there is no such thing as an afflicted kender.

In my DL world (when I actually use it) there are no afflicted kender, as the craptastic Age of Mortals never happened.


ANother thing, In the Iron and blood book a character in there is a monk so there may be some sort of slightly modified monk.

Grand Lodge

CrackedOzy wrote:


Upon reading the books again, there is a point at which Raistlin comments that Fireball is beyond his power, despite having already taken the Test. This leads me to think that perhaps it makes more sense (game wise) to assume they take the Test at 1st level and their Arcane Bond is the reward for having passed it. This means most DL Wizards will choose the Bonded Item rather than the Familiar, which fits with the books portrayal of Wizards as I can't think of any that had a Familiar.

The pdf has been updated, the link is still valid.

Actually, according to the 1st ed Dragonlance, the reason that Fireball was beyond Raistlin's ability was because the Wizards had certain schools that they could access. The Red Robes only had access to invocation (which at the time was differentiated from evocation) and so, he did not have access to fireball.

However this explanation was undone later, when Dalamar (a black robe) could cast a lightning bolt (evocation) when that school was unavailable to one of his order.

This would lead me to do something like the Opposition School discovery in Ultimate Magic.

Anyway, thanks for your work!

Qadira

clff rice wrote:
ANother thing, In the Iron and blood book a character in there is a monk so there may be some sort of slightly modified monk.

That and the 3.5 DLCS book gives an explanation for monks in Krynn, but they really just don't mesh with my vision of DL, so I just disallowed them along with the other Asian-themed classes.


Majere is the god of monks. Holy Orders of the Stars has a great section on using clerics and other worshippers in the different ages.

Grand Lodge

Majere was a god of monks in the Western Monk sense. Monasteries, learned scholars, etc. That is not to say that they couldn't fight, and even perhaps could practice the equivalents of western martial arts. Boxing, Savate, Pankration... then you don't have to have the Eastern arts/monks that ruin your flavor.


I can see Gnomish Gunslingers. Just flavorwise with the unreliablness of a gun just seems to fit with gnomes.

Instead of "arquebus" it could be The "Hook Geared Sharpnel spitter mark VII"

Qadira

clff rice wrote:

I can see Gnomish Gunslingers. Just flavorwise with the unreliablness of a gun just seems to fit with gnomes.

Instead of "arquebus" it could be The "Hook Geared Sharpnel spitter mark VII"

I considered that, but the feel of the class doesn't suit the Tinker Gnomes. I could potentially see allowing firearms into the game, but I'd still probably disallow the Gunslinger class.


The monks of Majere have their own weapon, I cannot remember what it is called right now, but they seemed to be more Eastern in terms of fighting disciplines.

Qadira

Added new revision, includes rules for High/Low Sanction Moon Magic, as well as treating the Magus class as WoHS. No specialization of course, but they do gain the benefit of Moon Magic.

As before, the link in the first post is still valid.


did you see this stuff?

http://paizo.com/forums/dmtz5fdw?Pathfinderized-Dragonlance-Considerations

Qadira

Yes and they have a lot of good ideas, but they also delve more into the AoM stuff, which I'm staying away from.


What is the justification, if you don't mind, for the magus to not be considered a renegade?

Qadira

I'm afraid I don't understand. Did you see that I included them under the Wizards of High Sorcery now? Being that they are an arcane prepared caster with a spellbook, it just seemed to make the most sense. As someone on thread that clff rice provided pointed out, it would fit perfectly for people such as Gilthanas who is otherwise written up as a fighter/wizard.

Granted, just as a Wizard, if you wanted to you could say your character never took the test and is a renegade, but that'd be a voluntary choice, not the assumed.

Taldor

Aeshuura wrote:
CrackedOzy wrote:


Upon reading the books again, there is a point at which Raistlin comments that Fireball is beyond his power, despite having already taken the Test. This leads me to think that perhaps it makes more sense (game wise) to assume they take the Test at 1st level and their Arcane Bond is the reward for having passed it. This means most DL Wizards will choose the Bonded Item rather than the Familiar, which fits with the books portrayal of Wizards as I can't think of any that had a Familiar.

The pdf has been updated, the link is still valid.

Actually, according to the 1st ed Dragonlance, the reason that Fireball was beyond Raistlin's ability was because the Wizards had certain schools that they could access. The Red Robes only had access to invocation (which at the time was differentiated from evocation) and so, he did not have access to fireball.

However this explanation was undone later, when Dalamar (a black robe) could cast a lightning bolt (evocation) when that school was unavailable to one of his order.

This would lead me to do something like the Opposition School discovery in Ultimate Magic.

Anyway, thanks for your work!

that was a later edition to the rules. There were 2 reasons Raistlin could not cast fireball. One according to the rules (I still have all the 1st edition DL books)a Wizard took the test at Level 4. Second, however is that Raistlin took the test at Level 3 because of the deal he made with Fistandantalus (I think I spelled that right) which helped him pass the test but caused his health to break leaving him in the weakened state he was in.

Raistin was Red Robes until near the end of the story.


IIRC the mage took his/her test at 3rd level. The 4th level and the xp to rise in levels was depenedent on the Order that they joined. IIRC Black Robes got 9th level spells at 13th level but they did not have some of the spells like fireball, etc due to the Orders having access to different schools.


I am not sure that a magus would serve well in the OoHS especially since they would be using armor and weapons that were forbidden before the Age of Mortals. They would also have access to spells that a dabbler like Gilthanas would not have had access to casting.


I can remeber at least two or three instances of a familiar being mentioned in DL. Justarius finds Tas as a mouse and thinks he is a familiar and tells him to be careful of anothre wizard's cat familiar. One of the red robes in a book had a seagull familiar.


I was going to create an archetype for the High Sorcerer (Or perhaps 1 for each order) including having different spell progression based on the 1e rules. Instead I decided to leave the wizard as is and created an arcane discovery which allows access to the magic of the moons. The extra spells granted in the 2e book became spontaneous spells like the bonded object ability.

The restrictions on taking the arcane discovery is that you must be a member of the wizards of high sorcery. I might have to have a look at the factions book to see if I can use anything in that which might be relevant for creating the WoHS faction.


Shalafi2412 wrote:
I am not sure that a magus would serve well in the OoHS especially since they would be using armor and weapons that were forbidden before the Age of Mortals. They would also have access to spells that a dabbler like Gilthanas would not have had access to casting.

I dont remember it being expressly FORBIDDEN to use armor and weapons other than staff and dagger (at least not in the 3.5 DL books), just that it is frowned upon, considered a faux pas. Besides I could see the orders lifting those restrictions for their special renegade hunters.


Well they do still mention the inclusion of a dagger in the list of allowed weapons is because of Magius being left with nothing to defend himself with so it seems to still be implied that they aren't big on using weapons/armour outside what is allowed by the wizard class.

I would say their renegade hunters would still use magic as opposed to more diverse weapons and armour.

That said, the setting doesn't really take the Magus class into account since it wasn't around. I would probably prefer that their be fighter/wizard as opposed to a magus but that is just me.


I think that sometimes not everything will work for every campaign.

I think that I remember in one of the early Elves books, I think it was First Born or The Kinslayer War, there was a discussion on the fighter/wizards.IIRC the only reason that they could use whatever weapons they wanted was because they had not taken the Test.


I think if they did take the test and they relied most heavily on their weapons over their magic that they most likely would not pass the test and those tests are generally a pass or die kind of scenario.

Something else which might happen is that they pass the test but their weapon hand is crippled in order to teach them to rely on their magic.

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