1. 25 point buy
2. Starting level 3
3. Available races: human, elf, dwarf, tinker gnome, kender, half elf
a. Tinker gnome- Gnomes of Krynn are an eccentric lot- full of curiosity about the world. Each gnome is driven by a need to explore and create. Each has an individual life quest to fully explore some aspect of the universe. Unfortunately the methods they use are often involve designing machines that even in a best case scenario will allow the use to walk away with most of their limbs after it malfunctions.
b. Kender fulfill the same role as Halflings; however they have a few different traits. They are forever curious and striken with wanderlust. As a race they have very little concept of individual property- so they’ll often ‘borrow’ other people’s possessions without permission. They are natural thieves, although they prefer to call themselves ‘handlers.’
There are no orcs on Krynn.
4. Classes: Currently there are no gods on Krynn, thus all classes that receive divine spells and divine powers will not be able to use them. You may still choose to play a cleric or druid, for example, however you will not have access to spells. Players interest in those classes (particularly those who would fulfill a healer’s role) may choose to take their first 3 levels in another class, or choose to play their preferred class without divine powers.
All other core classes are available, with a few minor variations. Some classes, particularly arcane caster classes, will be difficult to play from a campaign setting perspective.
Barbarians – particularly well suited to Krynn’s barbarian tribes.
Bards: No change, save the removal of the cure spells from their spell list.
Clerics – gain no spells, no channel energy powers, nor domain specific powers.
Druids – may still have animal companions, but do not receive wildshape, spells, or other divine abilities.
Fighters: No change to the class; fighters are abound in all shapes and sizes. Those that wish to follow the role of a lawful good knight might consider the Knights of Solomnia as a potential prestige class.
Monks- were not present in the original adventures, in order to fit one in, we would have to devise a rational for them existing- a roleplaying opportunity.
Paladins- do not receive detect evil, lay on hands, or spells. Smite and the aura of goodness are still present. Paladins that wish to fall along the classic knight archetype might consider joining the Knights of Solomnia.
Rogues – no change, although rogues who take spell casting abilities may face prejudice and the potential branding as a rogue wizard by the High Council of Sorcery.
Sorcerer – this class would present a roleplaying challenge. Sorcerers are hunted as renegade wizards, and usually killed or imprisoned. No sorcerer has petitioned the High Council for membership. Even if one were to do so, they would face a great deal of prejudice from traditional wizards as being undisciplined and too dangerous.
Wizards- may choose any specialization. However, magic is exceedingly rare and distrusted. Control of spell casting abilities are kept in check by the High Council of Sorcery. All wizards reaching 5th level must pass a test and join one of the three orders (White Robe, Red Robe, or Black Robe, as indicated by alignment). Failure means death. Choosing to avoid the test means being hunted down as a renegade. At 5th level wizards may choose to advance in their order rather than as a wizard.
Classes from APG/UC/UM- may not be entirely suitable for the campaign, but will be given consideration. Classes like the gunslinger may prove difficult to incorporate with equipment; classes like the summoner would attract attention from the High Order of Sorcery and likely be hunted as renegade magic users.
5. Traits- pick 2
6. Feats – standard + apg
7. Hit points – max for first level, roll for 2 and 3.
8. Estimated starting gear: 1 masterwork weapon, masterwork armor, and any reasonable collection of gear. Each player may start with a normal mount (horse, pony, etc). Gold is relatively worthless; steel is the coinage of value. Starting steel is 500 st; any gear beyond primary weapon, armor, and mount should be subtracted from that value.