Dragonlance: Heroes of a New Age

Game Master Shalafi2412

What came before...:

Six months have passed since the War of Souls, an epic conflict that spanned the world of Krynn. After 39 years when the Gods have been silent and magic flowed unrestrained by the Moons, the Gods of Krynn have returned. The first among the Light, Paladine walks the earth as a mortal, while the Dark Queen Takhisis lies dead, leaving their places vacant among the heavens. Ansalon still bears scars of the decades where evil reigned upon the world in the Godless times. The Dark Knights of Neraka still subjugate numerous lands and the wicked minotaurs have begun a campaign of conquest. Many among the righteous and good have suffered in the Age of Mortals. Solamina's forces are weakened by the war, the elves are in exile, the Kender lands burned to ash and the dwarves in ever conflict with their darker brethren. Decades ago, the Companions saved the world from the brink of ruin. Now once again, heroes must rise and bring balance back to the world. Will you be among them?


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Six months have passed since the War of Souls, an epic conflict that spanned the world of Krynn. After 36 years when the Gods have been silent and magic flows unrestrained by the Moons, the Gods of Krynn have returned. The first among the Light, Paladine walks the earth as a mortal, while the Dark Queen Takhisis lies dead, leaving their places vacant among the heavens. Ansalon still bears scars of the decades where evil reigned upon the world in the Godless times. The Dark Knights of Neraka still subjugate numerous lands and the wicked minotaurs have begun a campaign of conquest. Many among the righteous and good have suffered in the Age of Mortals. Solamina's forces are weakened by the war, the elves are in exile, the Kender lands burned to ash and the dwarves in ever conflict with their darker brethren. Decades ago, the Companions saved the world from the brink of ruin. Now once again, heroes must rise and bring balance back to the world. Will you be among them?

Greetings, I am an avid fan of the Dragonlance campaign setting. Years ago I collected the books of the Age of Mortals Campaign for D&D 3rd. This epic adventure path is covered in 3 books, The Key of Destiny, The Spectre and Sorrows and the Price of Courage, creating an epic campaign that spans from level 1 to level 20. I have tried to run this in the past but have had trouble finding players willing to stick around for the long haul. But I am undaunted and willing to give it another shot.

As I am a fan of Pathfinder, I will be converting the adventure path to use the Pathfinder Rules. As 3rd ed converts fairly easily I don't see much of a problem. Still certain house rules will be used in order to incorporate some of the materials and convert some of the races. Here are some house rules to be aware of.

1. Your character can start as a member of a major factions if you wish or join one during the game. Here is a list of some factions a player can be a part of:

Brass Tiger Company
Knights of Solamnia
Legion of Steel
Ergothian Merchant Marines
Holy order of the Stars
Towers of High Sorcery

If you are a member of a faction that has a related prestige class you may gain access to some prestige class features by spending feats. Your character level must equal or exceed the prestige class level of that ability to purchase it with feats. You can not use feats to gain access to spell-casting abilities however.

2. Most classes are allowed to be played, although certain classes are modified to fit the setting. The Oracle class is a replacement for the Mystic Class. As an Oracle you do not need to chose a patron deity as Mystics draw power directly from a domain (Which is easily represented by an Oracle's Mystery). Druids must define if they are servants to a god or another form of Mystic. For Sorcerers, the Arcane Bloodline is accessible to any character through study of Sorcery. Other bloodlines need to chosen before to represent that your character has some kind of magical blood in your background. The Gunslinger class is available to only Gnomes, as Firearms are not in widespread use on Krynn. As Krynn does not have an oriental region, players may not take Ninja or Samurai as classes in the game. The Hybrid Class, Arcanist cannot be used in this game. In addition out of advanced class guide may also be restricted. Bards may not take any healing spells as their powers are pure arcane sorcery. To make up for this Bards get a bonus feat at 1st level.

3. The most common races are: Human, Elf, Dwarf, Gnome and Kender. Other available races are Half-Ogre, Half-Goblin, Goblin, Hobgoblin, Minotaur, Irda and Phaethon. Outsider races (Aasimar, Tiefling, Undine, Sylph, Ifrit, Oread) are rare in Krynn and you will need to give a compelling reason for playing one of these races.

Here are some differences I am incorporating into the game.

Humans: Humans get two additional racial features. First they get a regional language based on where they come from in addition common and languages from intelligence. They also get to chose 1 skill of their choice. If the skill is not a class skill, it becomes a class skill. If it is already a class skill, they gain a +1 misc bonus to using that skill.

Elves: Use the Pathfinder Elves racial traits with the following modifications:

All elves have Elfsight. This functions like Low-Light vision but also incorporates 30 FT dark-vision.

Depending on the type of elf you are you have variant bonuses & penalties.

Qualinesti Elves: +2 Dexterity, +2 Charisma, -2 Constitution. +1 on diplomacy and sense motive checks.

Silvanesti: +2 Dexterity, +2 Intelligence, -2 Constitution. +1 on knowledge arcana and spell-craft checks

Kagonesti: +2 Dexterity, +2 Wisdom, -2 intellgence. +1 on knowledge nature and survival checks.

Kender: http://www.dlnexus.com/fan/rules/23083.aspx

Gnomes: http://www.dlnexus.com/fan/rules/11074.aspx

Minotaur: http://www.dlnexus.com/fan/rules/19940.aspx

* Note: The Minotaurs and the Elves are currently on terrible terms. I may be restrictive of allowing Minotaurs and Elves in the same party.

4. As this game is a heroic game, PC's may not be of evil alignment. You also may not be members of an evil faction such as Knights of Nekara. Just a heads up before you think about playing the Lawful Evil Anti-Paladin type.

Characters will be built with a 25 point buy. The Dragonlance AOM campaign is a difficult setting is a pretty difficult adventure path. You may also chose 2 traits to apply to your character from any list for Pathfinder as well. Starting gold will be as normal (Although the Gold Piece is replaced by the Steel piece.)

Just a reminder that Dragonlance is a low Magical Item setting. There has been numerous magical dark-ages where magical item production stagnated. This is especially true of the past 36 years where numerous magical items where horded by wizards and "Spell Leached" for magical energy. With the Orders of High Sorcery and Holy Order of the Stars back in business, there is means to enchant magical items although such items are not in mass production.

PC's might have lower AC's and Attack Bonuses due to a lower number of magical item drops and sellers. Only Focused spellcasters (Wizards, Clerics & Witches) can craft magical items and there is not many of them around to do so.

So who is interested in taking part in this Dragonlance Adventure?


I would be very interested; I have a copy of the old 3rd edition Dragonlance Campaign Setting book and I've never been able to play in that world. I assume this is for a play by post? What posting frequency are you looking for?


Yeah let me give this a go!


Maybe, it does sound like the new Herbalist Witch archetype would fit in nicely. If I did such, would there need to be any modification of the cauldron hex? By default it is required at second level.


Yes this will be a play by post game. As for posting I'ed try and post at least once a day if not more. A Witch with the Caldron Hex might be difficult to play considering the first part of the game will be in a desert and there won't be a lot of herbs available.


I would be interested in joining again with my White Robe! I really enjoyed the game last time.


G+!@%@n, definetely want to go for Fighter worshipping his idol Caramon Majere.

Not sure if you are allowing archetypes for this but then definetely two-handed Fighter. Otherwise have to start read again to see how he did fight


I cut my teeth on Dragonlance back in my AD&D days. I would be all over this.


I'll have to rewrite some backstory, and probably adjust for the pt. build, as it was a long time ago that this was created for another dragonlance game, but I'll throw my minotaur sorc in the ring for now.

Have class soon, but I'll be back to clean it up and fill in the blanks.


I also have this cleric that I played once and could change his god to Kiri-Jolith.


A fighter would be most welcome. All Archetypes of fighter are available for play.

Ah yes Terevalis! I remember you from last time. Yea sad the game fell apart with so many people ditching out of the game. I'ed certainly be willing to take you back although the game would be a reboot to accommodate new players.

And a Cleric of Kiri-Jolith would also be a welcome addition to the party. As healing wands will be pretty rare in this setting having a solid healer is a must have.


I would be fine with either character who can do the most good. If I wanted to go Knight Clerist how would you handle that? If a TOHS? prcs?


Presenting Jor Majere, the boy who grew up hearing stories of Cameron Majere and dreaming of following his footsteps.

Loyal, Fierce and Unmovable with his believe


I would like to run a Cleric of Zivilyn from the Legion of Steel. May dip in a few Fighter or Legion levels as the game progresses. I will have an official submission up by tomorrow or Thursday.


This seems very interesting. I will probably throw a warpriest (using the forgepriest archetype is possible) of Reorx, taking the artifice blessing.


If there is enough room, I would be interested. I have always loved the world of Krynn and always wanted to play in the campaign world. Maybe a paladin of Kiri-Jolith or Shinare, Knight of Solamnia or Ergothian Cavalier?


Kargothm maybe we could be friends or travelling compansions?


Here he is with the point buy and as a cleric of the bison of heaven.

Talinthal Uth Mondor
Human cleric of Kiri-Jolith 1
LG Medium humanoid (human)
Init +1; Senses Perception +3
—————
Defense
—————
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +5
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee longsword +2 (1d8+2/19-20)
Special Attacks channel positive energy 5/day (DC 12 [14 to damage undead], 1d6+1)
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—touch of glory (+1)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—magic weapon D, protection from evil , shield of faith
0 (at will)— detect poison , light, stabilize
D Domain spell; Domains Glory, War (Tactics subdomain)
—————
Statistics
—————
Str 14, Dex 10, Con 15, Int 11, Wis 16, Cha 15
Base Atk +0; CMB +2; CMD 12
Feats Martial Weapon Proficiency (longsword), Selective Channeling, Turn Undead
Traits blessed touch, tactician
Skills Acrobatics -4 (-8 to jump), Diplomacy +6, Heal +7, Knowledge (nobility) +4, Sense Motive +7
Languages Common
SQ seize the initiative
Other Gear scale mail, longsword, 85 gp
—————
Special Abilities
—————
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Cleric Channel Positive Energy 1d6+1 (5/day, DC 12) (Su) Positive energy heals the living and harms
the undead; negative has the reverse effect.
Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe
of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to
halve the damage is increased by 2.
Cleric Domain (Tactics)
Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Selective Channeling Exclude targets from the area of your Channel Energy.
Tactician (1/day) Gain a +2 trait bonus on an attack of opportunity.
Touch of Glory +1 (6/day) (Sp) Grant +1 to a CHA-based skill or ability check.
Turn Undead (DC 12) Your Channel Energy can make undead in 30 ft flee for 1 min.


Any of those concepts work Kargoth, pick the one that works best for you. As for a Warpriest of Reorx, I'ed certainly allow it. After all there is a Warpriest-Like prestige class called "The Mighty Anvil of Reorx" which works somewhat like a Warpriest. A Dwarf would probably work best for this kind of concept.


Looks like a lot of divine concepts. I think I'll keep the wizard.


So is this interest thread morphing into an actual recruitment thread?


Ok the thread has been updated into an actual campaign.

Here are some more info on some of the racial statistics of some of the new races.

Half Ogres will use the following stat allocation:

http://www.d20pfsrd.com/races/3rd-party-races/adamant-entertainment/half-og re

However as the stats of the Half-Ogre are extremely imbalanced and Half-Ogres should have some social negatives being fairly ulgy, add another -2 charisma penalty to the statistics of the half ogre.

Looking at the Gnome Stats I noticed that they seem to be 3.5 based. I will update them so that they are more in line with the other pathfinder races.

Here is the new statistics for a Gnome

-2 Strength, +2 Dexterity, +2 Intelligence. Tinker gnomes are dexterous and smart but are small and not as strong as taller races.

Small: As Small creatures, gnomes gain a +1 bonus to Armour Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but they must use smaller weapons than humans and their lifting and carrying limits are three quarters of those of Medium-size characters.

Gnome base speed is 20 feet

Low-Light Vision: Gnomes 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 these conditions.

Guild Affiliation: Tinker Gnomes are all a member of a guild. Chose either Knowledge (Sage), Profession (Technical) or Craft (Craftsman). You gain a +2 racial bonus to all uses of those skill and treat all skills of that type as Class Skills.

+2 racial bonus on saving throws against illusions. The obsessive pursuit of understanding results in a gnome tendency towards over-analysis, which often gives them insights into what is factual and what is false.

+1 racial bonus to attack rolls against goblinoids (goblins, hobgoblins, and sligs): Gnomes battle these creatures frequently and practice special techniques for fighting them.

+4 dodge bonus against giants: This bonus represents special training that gnomes undergo, during which they learn tricks that previous generations developed during their battles with ogres. Note that any time a character loses his positive Dexterity bonus to Armour Class, such as when he's caught flat-footed, he loses his dodge bonus too.

+2 racial bonus to Perception: Gnomes have keen senses.

+2 racial bonus on Craft Alchemy checks. A gnome's sensitive nose allows him to monitor alchemical processes by smell (and notice fires before they get out of hand). This stacks with the guild affiliation.

Automatic Languages: Gnomish, Common. Bonus Languages: Ergot, Goblin, Kenderspeak, Ogre, Solamnic. Gnomes deal more with the Solamnics of Sancrist fairly frequently, and they learn the languages of their enemies (goblins and ogres).
Proficient with all gnomish weapons.


Are you going to allow PRCS such as WOHS?

I might have to double check the stat allocation, not sure if it is 25 pts. I will check when I get home,.

Shadow Lodge

I will allow prestige classes but not make them mandatory. In addition the WOHS class I would adapt so that any standard wizard class features such as Arcane Bond and School Powers continue to advance (but not wizard bonus feats as there should be some trade-off).

Same difference with the Cleric Prestige Classes out of Holy Order of the Stars. You still will advance your channel energy so long as the class gives you caster levels.

For the Knight Classes, you are free to take no levels in those classes and still be a member of any order. If you want the benefits of those prestige classes though you will have to take levels in those classes. But if you want to be a 20th level Paladin knight of the Rose by the end of the game I see no problem with it.


Work in progress, I hope to have it done no later than Friday.

Althea of Solace Human (Female)
Cleric 1 (Zivilyn)
Strength 10
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 18
Charisma 16

Feats: Versatile Channeler
Selective Channeling

Traits: Sacred Conduit
Arcane Temper


The Black Shadow wrote:

I will allow prestige classes but not make them mandatory. In addition the WOHS class I would adapt so that any standard wizard class features such as Arcane Bond and School Powers continue to advance (but not wizard bonus feats as there should be some trade-off).

Same difference with the Cleric Prestige Classes out of Holy Order of the Stars. You still will advance your channel energy so long as the class gives you caster levels.

For the Knight Classes, you are free to take no levels in those classes and still be a member of any order. If you want the benefits of those prestige classes though you will have to take levels in those classes. But if you want to be a 20th level Paladin knight of the Rose by the end of the game I see no problem with it.

Ok. I am wondering because of Spell Focuses and Tests that need to be taken to PRC. There is a nifty DL feat for elves and irda called Favored of the Moons that give access to Moon magic.... How would we do this if I wanted to take it?

Shadow Lodge

Yes you will have to take the test and you will have to take the spell focus in order to get the prestige class. The Favored of the Moon feat applies and if you get the same ability from the Prestiege class then you can retrain it into another feat.


I think it stacks with moon magic from the PRC.


Ah ok, if it stacks it stacks then.


I think I'll try a Kagonesti zen archer monk. I think it would do well in a low magic setting.

I'm still catching up on the setting, so I'll have to think about a proper background for a bit.

What is the set up for how the adventure kicks off?


The game starts in Pashin, a sizeable trade town in the Desert Nation of Khur. Due to current events it has become a hotbed of activity, with a lot of refugees, tradesmen as well as a heavy presence of the Dark Knights. It's location puts it near borders of many nations so it is a well situated trading hub.

Anyway we have a Wizard, Cleric, fighter and potentially a Warpriest. A zen archer would work ok as a Skulldugger although I would recommend taking a trait that gives you disable device. That would give us 5 players. I will take as many as 6 players.


Horrible question to ask, but I find this very intriguing. I have an idea of a swashbuckling, but I want to know if I can join even if I know absolutely nothing about Dragonlance other than it is a great book series over 100 books long...

Could I still throw him, the swashbuckling up later? Or is it crucial to have Dragonlance knowledge for the campaign?

(Apologies for horrible grammar and/or spelling. On my phone at the moment.)


A Swashbuckler is an acceptable class in Dragonlance. There was a Mariner class in 3.5 that had some aspects of a Swashbuckler and there was a Swashbuckler class in 3.5 as well. The most common types are Ergothian Merchant Marines (Aka Corsairs), but I can definitely see a number of other cultures taking up the art of a Swashbuckler such as some Khurites they tend to fight with light or no armor due to the the hot weather of the desert (Although likey use a Scimitar instead of a Rapier as Rapiers are not a common weapon used in Khur). Of course being a Swashbuckler you probably will fill the Skulldugger role of the party and this its recommended you take some ranks in Disable Device (and a trait that gives you it).


I love me some dragonlance, I would play a paladin Knights of Solamnia, not sure of race yet probably human. Worship Paladine.


Well you can RESPECT Paladine Ashe but he's not a God anymore. He gave up his Godhood to keep the balance of good and evil and de-power Takhisis and thus cannot grant any Divine Power. The Knights of Solamnia mainly worship Kiri-Jolith (And to a lesser extent Majere). Still if you chose to be a Paladin you have to chose one of those deities as your source of power. Still having a Lawful Good warrior in the party would be useful.

Almost all Knights of Solamnia are human. While they are a lawful good organization they are somewhat "Racist" when it comes to their recruitment. Heck even the Dark Knights are less racist as they will accept many different races (Even some Dark Elves have been known to join them). The Legion of Steel likewise is very open to recruitment and even kender among their ranks.


Well, with this Fighter still following Majere although he is a bit aloof God in Dragonlance world. I guess Jor could have ended up in Pashin after his own decision to make an adventure and reach same greatness as Cameron during his journeys.

I would picture him as your typical Fighter.


Does Jor want to start as a member of any of the major factions? Basically there is a "Faction System" in the Adventure Path and once you get enough prestige with a Faction you can get some benefits of it. As a fighter of your type you might not fit the mold for Knights of Solamnia but the Legion of Steel or the Brass Tiger Company would be a solid fit for your character. Being a fledgeling member gives you a +3 starting bonus with that faction. Once you get 10+ faction rating is when you start getting access to the benefits of that organization.

The benefits for the factions at +10 are as follows:

Brass Tiger Company: You gain the Leadership feat and have a +2 Leadership bonus so long as the people you recruit are members of the company.

Legion of Steel: You gain the access to the Legion information network, giving you the Legion's Knowledge ability (Functions similar to Bardic Knowledge). You also have access to use the legion safehouses and courier network to route items, NPC's and money between settlements.


So would I be unable to play an inspired blade archetype of the swashbuckler class because the rapier isn't a regular weapon?


The patrons of the Knights at this time are Kiri-Jolith, Habbakuk, and Shinare.


Favored of the Moons [General] (Races of Krynn)

Certain races have developed traditions of focused arcane magic that exist parallel to the Orders of High Sorcery to varying degrees. The Irda have been practicing this completely outside the jurisdiction of the Orders for thousands of years. The Qualinesti and Silvanesti elven mages technically owe allegiance to the Orders, but have often practiced without close contact or frequent visits to the Towers of High Sorcery.

Prerequisites: Elf or Idra; must have one of the gods of magic as a patron deity.

Benefit: If you select this feat, you gain the benefits (and penalties) of the Moon Magic class ability of the Wizard of High Sorcery. If you later take a level of the Wizard of High Sorcery prestige class, the benefits of High Sanction are doubled for you if your moon is not in conjunction with either of the other two moons (+2 caster level, +2 bonus to saving throw DCs against your spells).

Special: This feat may be taken as a wizard’s bonus feat at 5th, 10th, 15th, 20th.


I might be getting ahead of myself but how will we be doing the Test of High Sorcery? I know that there should be a place to run it but would it be in game? Not that this is something I would like to do but right now he is aiming for a White Robe, what if the Test determines something different from that color?


I would prefer that the Inspired Blade archetype not be used. It is a VERY broken Archetype. They get tons of Panache points a day plus get a score of free feats. The only real drawback seems to be that they can only use Rapiers. As for Rapiers they DO exist in Dragonlance you just won't find many of them in Khur. If you want to be a Rapier-using Swashbuckler you would have to come from outside of Khur and have brought a Rapier with you.

I don't think Shinare is a supporter of the Knights, she's a Neutral Goddess of Commerce. Shinarne has her own order of servants, called the Coinswords. Still Kiri-Jolith, Habbakuk and Majere would be respected by the Knights of Solamnia.


What would you think of this archetype that I found on the DL Nexus as a Pathfinder conversion:

Wizard of High Sorcery (Wizard archetype)

By Dragonhelm

March 9, 2014

Raistlin in Red Robes
Raistlin in Red Robes

Of all the orders of Ansalon, none are as feared or as respected as the Orders of High Sorcery. Throughout history, the Wizards of High Sorcery have been viewed as both a bastion of strength and an arcane abomination by the people around them.

Wizards draw their strength from the Gods of Magic — Solinari, Lunitari, and Nuitari — who trained the first Wizards of High Sorcery in their arcane laws. This First Conclave trained other spellcasters, starting a process of seeking out worthy students and handing down the principles and codes that would eventually bring order to the arcane energies that threatened constantly to disrupt the world. Since that time, the laws of magic have been upheld by all three orders of the Wizards of High Sorcery.

Orders of High Sorcery

The Gods of Magic are responsible for setting down the Foundations of wizardry. The three axioms state:

1.All wizards are brothers and sisters in their Order. All Orders are brothers and sisters in the power.
2.The places of High Wizardry are held in common among all the Orders and no magic is to be used there in anger against fellow wizards.
3.The world beyond the walls of the Towers may bring brother against sister and Order against Order, but such is the way of the universe.

Wizards of the Black Robes: Though Black Robe wizards embrace the cause of evil, they don’t seek to advance that cause by randomly hurling fireballs at the peasantry (at least not frequently), for such activities would abuse and jeopardize their primary loyalty to magic itself. Black Robe wizards may be cruel, but they are also selfish and cunning, and tend to avoid open acts of violence if more subtle ways can be found.

Wizards of the Red Robes: Red Robe wizards tread the path of neutrality, working to balance good and evil in addition to their ultimate loyalty to magic. While forces of good and evil may battle for control of Krynn, the forces of neutrality understand that it is the balanced dynamic of that battle that truly defines the world.

Wizards of the White Robes: Aside from their vow to uphold the primacy of magic, the cause of good is the White Robe wizards’ central concern. Acts that violate the precepts of good can lead to a wizard’s ruin, and White Robes who stray from the path soon find themselves cut off from Solinari’s blessing. Though sometimes finding themselves allied with clerics of the pantheon of good or the Knights of Solamnia, the ever-present fear of persecution by a suspicious populace means that even White Robes must often operate alone.

Class Skills

The Wizard of High Sorcery gains Intimidate as a class skill.

Arcane School

Each of the three Orders of High Sorcery has a degree of expertise in two schools of magic. The favored schools are abjuration and divination (White Robes), illusion and transmutation (Red Robes), and enchantment and necromancy (Black Robes). When choosing a school to specialize in, it is recommended, though not mandatory, to choose a school that matches your order. Otherwise, the rules for the wizard’s Arcane School ability apply.

Test of High Sorcery

At 4th level, a wizard takes the Test of High Sorcery, designed to challenge the dedication of any student desiring to master the art of magic.

Each Test of High Sorcery is uniquely designed for the individual taking it, and should include at least three challenges to be overcome by the wizard’s knowledge of magic and its use. Characters must solve problems and defeat foes by casting every spell they know at least once, and should also face confrontation with someone thought to be a friend or ally. The Test must also include at least one lethal danger of a Challenge Rating equal to the wizard’s own level.

Those taking the Test can bring companions with them if they desire, but will find the challenges scaled upward in compensation. No one who accompanies a wizard on his challenge has any guarantee of returning, for by the harsh terms of the Test, failure means death.

Upon completion (and survival) of the Text, the Wizard of High Sorcery chooses the robes that match his moral alignment: black for evil, red for neutral, white for good.

Moon Magic

All Wizards of High Sorcery draw strength directly from the moon aligned with their particular Order—White Robe wizards from Solinari, the White Moon; Red Robe wizards from Lunitari, the Red Moon; Black Robe wizards from Nuitari, the Black Moon (whose aspect only Black Robe wizards can see).

The waxing and waning of their respective moons has an effect upon the magic of Wizards of High Sorcery. When a moon is at High Sanction (from waxing gibbous, through full, to waning gibbous), wizards of that moon’s order cast spells at +1 caster level and with a +1 to any spell save DCs. When a moon is at Low Sanction (from waning crescent, through new, to waxing crescent), wizards of that moon’s Order cast spells at –1 caster level and with a –1 to any spell save DCs. During the waxing and waning periods around the quarter moons, wizards of that moon’s Order cast their spells normally.

The alignment of any two moons is a positive event for wizards of both orders, even if the moons are at Low Sanction. When two moons are in conjunction during High Sanction, wizards of both moons’ Orders cast spells at +2 caster level and with a +2 to any spell save DCs. If the same two moons come into conjunction at Low Sanction, the conjunction cancels out the penalty for the two moons being at Low Sanction, and these wizards cast spells as normal.

When all three moons come into alignment in High Sanction, all magic becomes more powerful. Wizards of all three Orders cast spells at caster level +3 and with a +3 on spell save DCs. If the three moons come into conjunction at Low Sanction, the conjunction cancels out the penalty for the three moons being at Low Sanction, and these wizards cast spells as normal. This alignment, known as the Night of the Eye, occurs in a cycle of 504 days (exactly 1–1/2 years).

This ability replaces a wizard’s bonus feat at 5th level.

Conversion Notes

Although the Wizard of High Sorcery was a perfect example of what a prestige class could be in 3rd edition, the Pathfinder game gave us the option of class archetypes. While the Wizard of High Sorcery has an air of prestige and requirements for entry, it also stands as the foundation for the base Dragonlance wizard. Likewise, the only core class that would take the prestige class would be the wizard. With more specialized roles, such as the Kingfisher, relying on the Wizard of High Sorcery class as a prerequisite, the choice to instead make it an archetype was clear, at least to me.

A few notes on changes:
1.Arcane Focus was dropped, as the wizard base class already addresses specialization at 1st level.
2.Item of Power was dropped, as that area is already covered to a degree with the wizard’s Arcane Bond.
3.Arcane Research was a bit much for this archetype. If you wish, you can replace the 10th, 15th, and 20th levels with this ability.
4.Tower Resources can be role-played.
5.The Order Secrets are good flavor text, but a bit much for an archetype. They would do well for a prestige class down the road. Perhaps a Master of High Sorcery, or Conclave Wizard?
6.Moon Magic has been simplified a bit.


High God of Krynn wrote:

I would prefer that the Inspired Blade archetype not be used. It is a VERY broken Archetype. They get tons of Panache points a day plus get a score of free feats. The only real drawback seems to be that they can only use Rapiers. As for Rapiers they DO exist in Dragonlance you just won't find many of them in Khur. If you want to be a Rapier-using Swashbuckler you would have to come from outside of Khur and have brought a Rapier with you.

I don't think Shinare is a supporter of the Knights, she's a Neutral Goddess of Commerce. Kiri-Jolith and Habbakuk would be respected by the order however.

She is LN. Per Knightly Orders she is a patron now being asked by Kiri-Jolith to be added. It didn't make too much sense to me either but technically she could have LG clerics/worshippers.


Ah interesting Terevalis. I would be willing to accept this as an alternate to the Prestige Classes as I'ed rather Phase those out of the game as they mechanically don't work well with Pathfinder.

I might adjust a few things with it though.

Item of Power: The Item of Power is more of a Roleplaying aspect. A reward for a wizard for passing the test, much like finding a magical item in a quest. It should not be a class feature in my opinion. This also means a wizard can chose either an Arcane Bond or Familiar rather than restricting them to one type. Your Arcane Bond will not be your Item of Power.

Order Secrets: Rather than inventing a new prestige class once you've become a full wizard you can invest feats into Order Secrects, each feat buys one Order Secret.

As for the test, that is already engineered into the adventure path. There is a section of the game where you will get to do Wizard Testing. The only difference might be is depending on the XP the PC's earn the characters so you might end up taking your test at maybe 5th level rather than 4th level.


Well, both are tempting but need to consider which way I would go with Jor. I guess when I consider him he is more of really loyal and fierce guy, so Brass Tiger Company seems like an ideal option.

Not sure if Jor would really play so much into "knowledge" direction or having the network but...

Damn, 2 delicious bones to pick but only getting one :(


Would it be possible, hint hint, oh please oh please, to find a certain staff that is legendary to the DL game and that disappeared when Fizban and the Master of Past and Present illusion left and the staff that also stood before the Dark Queen in the Abyss and with the Dragonbane Knight? :)


Ok so the Brass Tiger Company is a Chaotic Good Mercenary Organization who take up mercenary jobs throughout all of Ansalon. They are a moral mercenary group though and while they might do a job or two for even the Dark Knights for pay, they won't do blatant evil operations like slaughtering civilians, torture or other viciously evil actions.

Once you get 10+ as a member of the Brass Tiger Company, you gain the rank as a Commander and attract followers under your command, hence you get the Leadership Feat. If you're not a member and earn a 10+ you still get discounts on their services and some influence over their operations.

As a member of a faction you get a +3 faction modifier. By completing quests or upholding the agendas of your faction you earn points, generally +1 for a minor job to a +3 for a major contribution.

As for Terevalis, I will be using the rules for the test out of Wizards of High Sorcery. If you want a REALLY powerful magical item you'll have to take some extreme and dangerous challenges and likely end up with a serious magical scar equivalent to that of Rasalin's Hourglass eyes, if you survive at all.


I would love to have the Soulforge part of the Test of High Sorcery.


Getting or rather: It is Brass Tiger Company then! Adding the Feat plus Special info on the sheet

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