
Crack-jawed Ahto |

In 3.5 bards regular bards had access to heal spells, which is the domain of divine magic. IIRC, DL bards could not cast those spells but a work around that I saw was to simply make bards divine casters/I guess part of my concern is that as a character that has taken and passed the Test of High Sorcery, he would be required to follow their rules on these topics.
Suggested workaround: The GM could opt to disallow bard spells, and instead give bards more uses of their song effects, and perhaps some bonus feats. If loss of healing spells is a concern, allow the bard a song effect that improves the results of heal checks, or inspires a surge of vitality that mimics a cure light wounds spell.

Oceanshieldwolf |

I think you folks should absolutely decide the ruleset you are using *before* any back and forth about sources of available magic. I know that might seem counter intuitive as how to present that may inform the ruleset, but I think Albion makes some pertinent points.
Personally, after rereading the first two books to my then 10-11 year old son, I came to loathe them as being poorly written and incredibly derivative. When the guards in Tarsis attacked the party with their “hauberks” I laughed out loud. When the whole ice adventure was hit with “it happened between then and now and isn’t at all detailed” I groaned, even though I knew it was detailed in a later, subsequent book. I still cried again when Sturm died, but that wasn’t great writing, I cry during most movies that apply a certain musical score and pattern of emotional cues to respond to. We gave up at the beginning of the third book.
Having said all that, I am of the opinion that Dragonlance is best suited to ADnD - the healing that PF1 is built on/requires just doesn’t suit the story - at least until Paladine et al “return”. As such, and given my distaste for the source material I don’t believe it can be a good experience as I find ADnD to be a system I loved a long time ago, but would never play now. Albion knows, however, that I am terse, biased and opinionated. ;)
Handled by a competent GM and a completely on-board party can absolutely make this a compelling and fun game in PF1, but there will be conversion required.

Crack-jawed Ahto |

Wouldn't be simpler to say the magic is divine?
That would work, as long as the bard player was okay with not having spells until the gods and divine magic are rediscovered. With the other method, they would have the replacement abilities consistently from the start of the campaign.

Albion, The Eye |

Albion knows, however, that I am terse, biased and opinionated. ;)
Handled by a competent GM and a completely on-board party can absolutely make this a compelling and fun game in PF1, but there will be conversion required.
I still feel I could convince you to play AD&D :D
Though I do agree with you here - it can absolutely be made compelling and fun for/with PF1, but it will require additional work to keep it consistent with the 'feel' of DL. We are already seeing some of it now around what classes make sense, etc.
The way I see it, and if wanting to stay consistent with the timeline of DL1 etc, like Mariel Uth Kaldar very well pointed out, I would make the whole game PF1e Core Rulebook only, and the classes 'allowed' being something like:
- Cleric (Heathen): These are basially 'false' clerics. Not sure if they would be relevant as a playable class?
- Druid (Heathen): I think Druids would only lose the spells? Unless we consider the Ex abilities to be divine inspired?
- Holy Order of the Stars (Krynn Clerics): Same as druids.
- Fighter: stays as is
- Barbarian: stays as is
- Ranger: stays as is without spells
- Cavalier: I guess Cavaliers can exist, they can be tied to local nobles or stuff like that. I would restrain the Orders a lot though.
- Paladin: Stays as is without any Su abilities for now? Not sure
- Knight of Solamnia (Crown/Sword/Rose, but they are whole new classes): This is a tough one, but I would make them Prestige Classes.
- Magic-User: As-is
- Illusionist: Irrelevant for PF1e I guess. Just another school of Magic?
- Wizard of High Sorcery: Prestige Class?
- Thief: as is
- Tinker Gnomes: Archetype?

Mariel Uth Kaldar |

Holy Orders of the Stars, in 3.5 stated that druids and paladins loose their abilities since there are no gods to grant them after the Cataclysm and the early Age of Mortals. I think some of them got spells being mystics but I don't recall.
In Knightly Orders of Ansalon as well as the DLCS in the 3.5 system the Knights of Solamnia were all PRC's.
Wizards of High Sorcery were also PRC's.

He'sDeadJim |

Hmmmm...
I found no less than 4 different versions of Dragonlance Minotaurs for 3.5/Pathfinder.
Which would you prefer?
Minotaurs possess the following racial traits:
+2 Strength, +2 Constitution, –2 Charisma.
Hulking Brute: Minotaurs are considered as Large creatures when it is to their advantage (e.g. +1 to CMB). They are intimidating due to their size, which grants them a +2 racial bonus on Intimidate skill checks.
Ogre Blood: Minotaurs count as Ogres for any effect related to race (including being considered giant types).
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).
Seafaring: Minotaurs treat any Profession skill related to seafaring as class skills. They receive a +2 racial bonus to Swim skill checks.
Keen senses: Minotaurs receive a +2 bonus on smell- and taste-based Perception skill checks.
Automatic Languages: Common, Kothian. Bonus Languages: Kalinese, Nordmaarian, Ogre, Saifhum.
Favored Class: Fighter.
Ability Adjustments: +2 Strength, +2 Constitution, -2 Charisma. Minotaurs are strong and powerful, but their arrogance and brutish appearance can be offensive to other races.
Medium: Minotaurs are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Minotaurs have a base speed of 30 feet.
Thick Hide: Minotaurs gain a +2 natural armor bonus.
+2 racial bonus on Intimidate, Profession (sailor), and Swim checks. Minotaurs are familiar with the sea and are fearsome.
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. 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).
Keen Senses: Minotaurs receive a +2 bonus on smell- based Perception checks.
Weapon Familiarity: Minotaurs treat any weapon with the word "minotaur" in its name as a martial weapon.
Languages: Minotaurs begin play speaking Common and Kothian. Minotaurs with high Intelligence scores may choose any of the following: Kalinese, Nordmaarian, Ogre, Saifhum.
Favored Class: The favored class of minotaurs is Fighter or Mariner. The choice must be made at 1st level and cannot be changed.
Bibliography:(Contributor: Trampas "Dragonhelm" Whiteman)
Pathfinder RPG Alpha release 2
Races of Ansalon
Dragonlance Adventures
Tales of the Lance
+2 Strength, +2 Constitution, -2 Dexterity. Minotaurs are incredibly strong and hardy, but their bulk makes them rather uncoordinated.
Size: Medium
Normal Speed: A minotaur’s base speed is 30 ft.
+2 Natural Armor
Gore: Same as in Races of Ansalon (Not typing the whole thing out!)
Seafaring: +2 racial Profession (sailor) and Swim checks
Terrifying: Minotaurs receive a +2 bonus on Intimidate Checks
Minotaurs can take the scent special quality as a bonus feat and receive a +8 bonus on scent-based Perception checks if they do.
Minotaurs are monstrous humanoids that have all of the racial traits listed in Chapter Seven of Races of Ansalon except as follows:
+4 Strength, -2 Dexterity, -2 Intelligence: Minotaurs are big and strong, but not agile. From youth, they focus on improving their bodies over their intellects.
Tough Hides: Minotaurs have a +1 natural armor bonus.
Intimidating: Minotaurs receive a +2 racial bonus on Intimidate skill checks.
Keen Senses: Minotaurs receive a +2 racial bonus on Perception skill checks.
Seafaring: Minotaurs receive a +2 racial bonus on Swim skill checks.
_______________________
I can work with any of these...just let me know which you would prefer/allow.
Or let me know if there is another set of traits you would rather I use to design my character?

He'sDeadJim |

He'sDeadJim wrote:#1.Hmmmm...
I found no less than 4 different versions of Dragonlance Minotaurs for 3.5/Pathfinder.
Which would you prefer?
Works for me. One last question then:
That version gives the ‘effectively large’ size bonus. Would that apply to the ‘large size’ monk unarmed attack base damage?Just looking for clarification, as I can live without that particular unarmed bonus here. Just wanted to play a minotaur!
=)

EltonJ |

EltonJ wrote:He'sDeadJim wrote:#1.Hmmmm...
I found no less than 4 different versions of Dragonlance Minotaurs for 3.5/Pathfinder.
Which would you prefer?
Works for me. One last question then:
That version gives the ‘effectively large’ size bonus. Would that apply to the ‘large size’ monk unarmed attack base damage?Just looking for clarification, as I can live without that particular unarmed bonus here. Just wanted to play a minotaur!
=)
Yes it can. Although I'm wondering what kind of monk are you going to submit.

shajnal |

No rogue in the party, but I'm playing one in another campaign so I wouldn't...monk can be a trap finder, so let's go with that :)
Male half-elf oracle 1/paladin (oath of vengeance) 4
Half-elf wizard 4/ Wizard of High Sorcery [Red]
Crack-jawed Ahto: Male Human, Brawler 2/Slayer 3
Kelladra Voss: Female Half-Elf Fighter 2/Bard 3
brawler/slayer will overlap some...warpriest, maybe, possibly unarmed...I'll think on it today and play a bit with pathbuilder, by tomorrow there will be something