Elton's Conversion of Dragonlance Classics (2e and SAGA)


Conversions


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- DRAGONS OF DESPAIR -
Part 1, the Heroes of the Lance
GM Notes: these are the conversions for each of the Heroes of the Lance into the Pathfinder RPG. If the players want to create a player character that is different, then let them.

Tanis Half-Elven:

  • Race: male Qualinesti Half-Elf
  • Archer (Fighter) 4
  • Statistics: Str 16, Dex 16, Con 12, Int 12, Wis 13, Cha 15
  • Alignment: NG
  • Skills: Craft (Bowyer) +5, Knowledge (Dungeoneering) +5, Survival +5 (1st)
    (2nd) Climb +7, Handle Animal +6, Ride +7
    (3rd) Climb +8, Craft (Bowyer) +6, Survival +6
    (4th) Handle animal +7, Ride +8, Knowledge (Dungeoneering) +6
    Skill totals: Climb +8, Craft (Bowyer) +6, Handle Animal +7, Knowledge (Dungeoneering) +6, Ride +8, Survival +6
  • Feats: Combat Expertise (1st), Point Blank Shot (Fighter bonus 1), Far Shot (fighter Bonus Feat level 2), Hawkeye, Trick Shot (Disarm), Shot on the Run (Fighter bonus Feat 4th), and Weapon Focus: Longsword (3rd level).
  • Weapons: Broadsword (1d6/20), and Warbow (1d8/19-20)
  • Armor: AC 15 (Dex Bonus, Leather +2)
  • Gear: Broadsword, Warbow, 20 Sheaf Arrows, Tinder Box, Trail Rations for 4 weeks, leather armor, bedroll.
  • Caramon Majere:

  • Human male
  • Straight Fighter 4
  • Statistics: Str 19, Dex 11, Con 17, Int 12, Wis 11, Cha 15
  • Alignment: LG
  • Skills: Climb +8, Profession (Caravan Guard) +4, Profession (Gourmand) +4, Swim +8 (1st)
    (2nd) Bluff +2, Diplomacy +2, Profession (Caravan Guard) +5, Swim +9
    (3rd) Bluff +4, Climb +9, Knowledge (Food) +1, Knowledge (girls) +2
    (4th) Bluff +4, Climb +10, Diplomacy +2, Knowledge (Food) +4, Knowledge (girls) +2, Profession (Gourmand) +4, Profession (Caravan Guard) +5, Swim +9
  • Feats: Cleave (Fighter 2), Power Attack (human bonus), Improved Sunder (1st), Skill Focus: Knowledge (Food) (3rd), Weapon Focus (Longsword) (fighter 1), Weapon Focus: Longbow (Fighter 4)
  • Weapons: Broadsword (1d6/20), and Warbow (1d8/19-20)
  • Armor: AC 14 (+3 Ring Mail, +1 Shield)
  • Gear: Warbow, longsword, dagger, tinder box, bedroll, cloak, flint and steel, 20 sheaf arrows.
  • Raistlin Majere, of the Red Robes:

  • Human male
  • Wizard 4 (Arcane School)
  • Statistics: Str 10, Dex 16, Con 10, Int 19, Wis 14, Cha 10
  • Alignment: Neutral
  • Skills: Appraise +10, Craft (Alchemy) +10, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +10, Knowledge (Local) +10, Spellcraft +10
  • Feats: Combat Casting (1st), Extend Spell (Wizard Bonus), Heighten Spell (human Bonus), Scribe Scroll (Wizard Basic), Improved Item Familiar.
  • Spellbook (4/3/2): 0 - all; 1st - burning hands, charm person, comprehend languages, floating disc, hold portal, magic missile, sleep; 2nd - darkness, detect thoughts, invisibility, mirror image, see invisibility, web.
  • Weapons: Staff of Magius*
  • Armor: AC 16 (+3 dex bonus, Staff of Magius*)
  • Gear: Adventurer's package, Red Robes of High Sorcery, Staff of Magius.*

  • The Staff of Magius acts as Raistlin's item bonding. His feat for Improved Item Familiar allows the Staff of Magius to provide AC 13. On command it provides a brilliant sphere of light from it's crystal top (continual flame 1/day), and it automatically makes the bearer light as a feather (feather fall) should the hero fall further than five feet.
  • Flint Fireforge:

  • Neidar Dwarf
  • Weapon Master (Fighter) 4
  • Statistics: Str 16, Dex 10, Con 18, Int 7, Wis 17, Cha 13
  • Alignment: NG
  • Skills: Profession (toy making) 4
  • Feats: Combat Expertise (Char 3), Improved Feint (Ftr 4), Endurance (Fighter bonus 2), Power Attack (1st), Weapon Focus: Battleaxe (ftr Bonus), Weapon Guard (Battleaxe), Weapon Training (Battleaxe)
  • Weapon: Battleaxe (1d6/x2)
  • Armor: AC 14 (+3 Studded Leather, +1 Shield)
  • Adventurer's pack, Battleaxe, Studded Leather Armor, Helmet.
  • Tasslehoff Burrfoot:

  • Kender (Halfling)
  • Scout (Rogue) 4
  • Statistics: Str 13, Dex 16, Con 14, Int 9, Wis 12, Cha 11
  • Alignment: N (slightly towards CG)
  • Rogue Talents: Befuddling Strike (APG), Fast Fingers (APG)
  • Skills: Acrobatics +10, Bluff +7, Climb +8, Disable Device +10, Knowledge (Local) +6, Sleight of Hand +10, Sense Motive +8
  • Feats: Dodge (1st), Evasion, Mobility (3rd), Sneak Attack +2d6, Trapfinding, Trap Sense, Uncanny Dodge
  • Weapon: Hoopack (staff sling - 1d6/x2, or 1d4/x2)
  • Armor: AC 15 (+3 dex, +2 leather)
  • Gear: Thieves' tools, leather map case stuffed with maps, hoopak, adventurer's gear.
  • Sturm Brightblade:

  • Human male
  • Unbreakable (Fighter) 4 (Solamnic Knight of the Crown - Squire)
  • Statistics: Str 17, Dex 12, Con 16, Int 14, Wis 11, Cha 12
  • Alignment: LG
  • Skills: Climb +10, Diplomacy +5, Handle Animal +9, Sense Motive +4
  • Feats: Cleave (Fighter bonus), Combat Expertise (human bonus), Die Hard (Unbreakable), Endurance (Unbreakable), Improved Feint (Ch. 1st), Power Attack (3rd), Unflinching, Weapon Focus: Greatsword (2nd)
  • Weapon: Greatsword (2d6/x2)
  • Armor: AC 15 (+5 Chainmail)
  • Gear: Solamnic Armor (order of the Rose), Greatsword, Adventurer's kit.
  • Goldmoon:

  • Human female
  • Cleric of Mishakal 4*
  • Alignment: LG
  • Statistics: Str 12, Dex 14, Con 12, Int 12, Wis 16, Cha 17
  • Skills: Appraise +6, Diplomacy +8, Heal +8, Knowledge (nobility) +7, Sense Motive +8, Swim +2
  • Feats: Allied Caster, Iron Will, Nimble Moves, Turn Undead
  • Domains: Good, Healing
  • Spells (4/3+1/2+1): Choose any spell from the Cleric's list in the CRB.
  • Special: Goldmoon cannot cast any spells until she finds knowledge of the True Gods. After this is done, she immediately gains the full benefits of her current level.
  • Weapon: Blue Crystal Staff (1d6/x2)
  • Gear: Blue Crystal Staff, Adventurer's Gear, Princess Necklace (i.e. Signet Ring)

  • Special: The Blue Crystal Staff will heal anything it touches.
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