Pathfinderized Dragonlance: Considerations?


Conversions

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Kelsey MacAilbert wrote:
Could you please post all of these for me?

I intend to do this right after the races.

Since you got your Campaign Setting, I think this unofficial errata will help you (WotC never released an errata document, so a fan compiled all errata found and discussed by fans):
Unofficial Dragonlance Campaign Setting Errata

Grand Lodge

I had a Dragonlance campaign that took place during the War of the Lance. It was the first and only campaign that I had someone playing a kender that was done right. The player was spot on in his delivery, and never annoying... he said he was channeling his children (which at the time included 5 yr old and 7 yr old daughters and a 10 year old son... (I think the ages are correct...)

I was so sad when the kender died (my fault, I misjudged one player/character) that the campaign sort of fell apart.

I still would consider running again, but my current group is all about Golarion right now... maybe in the future...


Talking about kenders...

TRUE KENDER
+2 Dexterity, +2 Charisma, -2 Wisdom.
Small: True Kenders are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Fast: True Kenders are fast for their size, and have a base speed of 30 feet.
Fearlessness: True Kenders are immune to fear, magical and otherwise.
Kender Luck: True Kenders receive a +1 racial bonus on all saving throws.
Keen Senses: True Kenders receive a +2 racial bonus on Perception skill checks.
Handler: True Kenders receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks.
Weapon Familiarity: True Kenders are proficient with a single kender weapon, and treat all other kender weapons as martial weapons.
Languages: True Kenders begin play speaking Common and Kenderspeak. True Kenders with high Intelligence scores can choose from the following: Dwarven, Ergot, Elven, Goblin, Solamnic.

AFFLICTED KENDER
+2 Dexterity, +2 Wisdom, -2 Charisma.
Small: Afflicted Kenders are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Fast: Afflicted Kenders are fast for their size, and have a base speed of 30 feet.
Kender Luck: Afflicted Kenders receive a +1 racial bonus on all saving throws.
Keen Senses: Afflicted Kenders receive a +2 racial bonus on Perception skill checks.
Handler: Afflicted Kenders receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks.
Avoid Attention: Afflicted Kenders receive a +2 racial bonus on either Acrobatics, Climb, or Stealth skill checks.
Weapon Familiarity: Afflicted Kenders are proficient with a single kender weapon, and treat all other kender weapons as martial weapons.
Languages: Afflicted Kenders begin play speaking Common and Kenderspeak. Afflicted Kenders with high Intelligence scores can choose from the following: Dwarven, Ergot, Elven, Goblin, Solamnic.


Hellder, I love what you are doing! Have you tackled the classes and PRCs yet? I would be interested in seeing your take on mystics, sorcerers, and the WOHS and Knights.


Thanks. I'm posting the races first because they are shorter and easier for people to look and notice if I made something too bad or unbalanced.

'Ogre' races:
MINOTAUR
+2 Strength, +2 Wisdom, -2 Dexterity.
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.
Natural Armor: Minotaurs have a +1 natural armor bonus.
Seafaring: Minotaurs receive a +2 racial bonus on Swim and Profession (sailor) skill checks.
Gore: Minotaurs may use their horns as natural weapons to make a gore attack, dealing 1d4 points of damage plus the minotaur’s Strength modifier. If they charge, the gore attack deals 1d8 points of damage, plus 1 1/2 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.
Weapon Familiarity: Minotaurs are proficient with greataxes and falchions and treat all other minotaur weapons as a martial weapon.
Languages: Minotaurs begin play speaking Common and Kothian. Minotaurs with high Intelligence scores can choose from the following: Kalinese, Nordmaarian, Ogre, Saifhum.

"FALLEN" OGRE
As the Ogre on the Pathfinder Bestiary, except "Fallen" Ogres speak Ogre instead of Giant, and have the ogre subtype instead of the giant subtype.

HALF-OGRE
+2 Strength, +2 Constitution, -2 Intelligence.
Medium: Half-ogres are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-ogres have a base speed of 30 feet.
Low-Light Vision: Half-ogres can see twice as far as humans in conditions of dim light.
Intimidating: Half-ogres receive a +2 racial bonus on Intimidate skill checks.
Ogre Blood: Half-ogres count as both ogres and humans for any effect related to race.
Hulking Brute: Half-ogres subject to a size modifier or special size modifier for CMB or CMD are treated as one size larger if doing so is advantageous to them. They are also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect them.
Natural Armor: Half-ogres have a +1 natural armor bonus.
Languages: Half-ogres begin play speaking Common and Ogre. Half-ogres with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

IRDA
+2 Intelligence, +2 Charisma, -2 Constitution.
Medium: Irdas are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Irdas have a base speed of 30 feet.
Humanoid (ogre, shapechanger): Irdas are humanoids with the ogre and shapechanger subtypes.
Low-Light Vision: Irdas can see twice as far as humans in conditions of dim light.
Change Shape: Irdas have the supernatural ability to assume the appearance of any Medium creature of the humanoid type. This functions as an alter self spell, except they don’t gain any ability of the form assumed.
Irda Magic: Irdas receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, irdas receive a +2 racial bonus on Spellcraft skill checks made to identify a spell as it is being cast.
Languages: Irdas begin play speaking Common and Kolshet (High Ogre). Irdas with high Intelligence scores can choose from the following: Dwarven, Elven, Kothian, Ogre, Sylvan.


I was initially against the idea of balancing the races, but you did a great job.


The gnomes were a bit hard. I'm not truly satisfied with my conversion, they seem a bit weaker than the other races.

TINKER GNOMES
+2 Dexterity, +2 Intelligence, -2 Strength.
Small: Tinker Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, 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.
Low-Light Vision: Tinker Gnomes can see twice as far as humans in conditions of dim light.
Guild Affiliation: Tinker Gnomes select a Guild with which he is affiliated. If the Tinker Gnome selects a Craft Guild, he gains a +2 racial bonus on a Craft skill of his choice. Technically inclined Tinker Gnomes gain a +2 racial bonus on a Profession skill of his choice. Sage Tinker Gnomes receive a +2 racial bonus on a Knowledge skill of his choice.
Focused: Tinker Gnomes receive a +2 racial bonus on Will saving throws, and a +2 racial bonus on saving throws against illusion spells and effects.
Keen Senses: Tinker Gnomes receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Tinker Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Languages: Tinker Gnomes begin play speaking Common and Gnome. Tinker Gnomes with high Intelligence scores can choose from the following: Dwarven, Ergot, Ogre, Solamnic.

MAD "THINKER" GNOMES
+2 Dexterity, +2 Wisdom, -2 Strength.
Small: Mad Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Mad Gnomes have a base speed of 20 feet.
Low-Light Vision: Mad Gnomes can see twice as far as humans in conditions of dim light.
Mechanical Understanding: Mad Gnomes have a +2 racial bonus on Disable Device checks, and always treat Disable Device as a class skill.
Focused: Mad Gnomes receive a +2 racial bonus on Will saving throws, and a +2 racial bonus on saving throws against illusion spells and effects.
Keen Senses: Mad Gnomes receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Mad Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Languages: Mad Gnomes begin play speaking Common and Gnome. Tinker Gnomes with high Intelligence scores can choose from the following: Dwarven, Ergot, Ogre, Solamnic.

WILD GNOMES
+2 Constitution, +2 Intelligence, -2 Strength.
Small: Wild Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Wild Gnomes have a base speed of 20 feet.
Low-Light Vision: Wild Gnomes can see twice as far as humans in conditions of dim light.
Nature Focus: Wild Gnomes receive a +2 racial bonus on either Handle Animal, Knowledge (nature), or Survival skill checks.
Resistant: Wild Gnomes receive a +2 racial bonus on Fortitude saving throws, and a +2 racial bonus on saving throws against disease and poison.
Keen Senses: Wild Gnomes receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Wild Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Languages: Wild Gnomes begin play speaking Common and Gnome. Wild Gnomes with high Intelligence scores can choose from the following: Dwarven, Ergot, Ogre, Solamnic.


Your races look pretty good. I'm,printing out a copy for use as my house rules.

Can I get a favor from somebody? I attend Job Corps, and, it being a government facility with computers and internet provided by the government, there is an internet firewall that blocks some things. Dragonlance Nexus is blocked on some of the computers, and maybe all of them. I need the following articles, however:

http://www.dlnexus.com/fan/rules/12016.aspx

http://www.dlnexus.com/fan/rules/20606.aspx

http://www.dlnexus.com/fan/rules/19955.aspx

http://www.dlnexus.com/fan/rules/19954.aspx

http://www.dlnexus.com/fan/rules/19956.aspx

http://www.dlnexus.com/fan/rules/22372.aspx

http://www.dlnexus.com/fan/rules/22990.aspx

Could someone copy and paste all of the materiel from these articles into a Word document and email it to me at kelseymacailbert@gmail.com so that I can print the articles for use in my games?

The Exchange

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Sent from nathannasif at yahoo.


Thanks. That was all the information I needed. I now have all the necessary Pathfinder conversions to run the game mechanically.


Oh, yea. Anyone know of any Draconian conversions?


The Pathfinder Spellcaster article from the DLNexus was made for the Pathfinder Beta classes, and the classes changed a lot from the PF Beta to the final version.

You can find Draconian conversions here: Link


Well, what are the major changes?


The domains give a lot less special powers, among other things that I don't remember.
You saw the above link to the draconians converted by Ravingdork? These are the ones I'm using.

To finish my races conversions, half-everything. I'm not sure they are really needed, I only remember seeing a half-kender on Brothers in Arms, and a half-gnome somewhere I can't remember. But anyway:
HALF-DWARVES
+2 to One Ability Score
Medium: Half-dwarves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-dwarves have a base speed of 30 feet.
Darkvision: Half-dwarves can see in the dark up to 60 feet.
Dwarf Blood: Half-dwarves count as both dwarves and humans for any effect related to race.
Hardy: Half-dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Half-dwarves receive a +2 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Half-dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Multitalented: Half-dwarves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-dwarves begin play speaking Common and Dwarven. Hill Dwarves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

HALF-ELVES
As the half-elf from the Pathfinder Core Rulebook except as follows.
Elvensight: Half-elves can see twice as far as humans in conditions of dim light, and can see in the dark up to 30 feet. This replaces low-light vision.

[b]HALF-GNOMES
+2 to One Ability Score.
Medium: Half-gnomes are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-gnomes have a base speed of 30 feet.
Low-Light Vision: Half-gnomes can see twice as far as humans in conditions of dim light.
Gnome Blood: Half-gnomes count as both gnomes and humans for any effect related to race.
Single-Minded: Some half-gnomes gain a +2 racial bonus on skill checks on one skill of his choice. This skill is always considered a class skill for the Half-gnome. A half-gnome with this racial ability does not have the Jack-of-All-Trades racial ability.
Jack-of-All-Trades: Some Half-gnomes can use skills that normally require him to be trained, He may select a number of trained only skills equal to his Intelligence modifier and use them untrained. A half-gnome with this racial ability does not have the Single-Minded racial ability.
Focused: Half-gnomes receive a +2 racial bonus on Will saving throws.
Multitalented: Half-gnomes choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-gnomes begin play speaking Common and Gnome. Half-gnomes with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

HALF-KENDERS
+2 to One Ability Score.
Medium: Half-kenders are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half- kenders have a base speed of 30 feet.
Kender Blood: Half-kenders count as both kenders and humans for any effect related to race.
Brave: Half-kenders get a +4 racial saving throw bonus against fear.
Keen Senses: Half-kenders receive a +2 racial bonus on Perception skill checks.
Handler: Half-kenders receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks.
Weapon Familiarity: Half-kenders treat any kender weapons as a simple weapon.
Languages: Half-kenders begin play speaking Common and Kenderspeak. Half-kenders with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Next, classes.


I look forward to seeing what you do with classes very highly, and I like the idea of a half-gnome.


I am not familar with the later books in the series . . . are half dwarves, half kender and half gnomes part of the lore or is that just your suggestion.

Shadow Lodge

Half Kender are. I think Half Gnomes and Half Dwarves (outside of DarkSun) where actually a fanproject, though they make the most sense in DL, as the three races all come from the same source, and should be able to mate with each other and what can't mate with humans?


Beckett wrote:
Half Kender are. I think Half Gnomes and Half Dwarves (outside of DarkSun) where actually a fanproject, though they make the most sense in DL, as the three races all come from the same source, and should be able to mate with each other and what can't mate with humans?

Apparently every race likes to slum it every now & then. :P


Gnomezrule wrote:
I am not familar with the later books in the series . . . are half dwarves, half kender and half gnomes part of the lore or is that just your suggestion.

They were presented in Races of Ansalon.


As already said, they were presented in Races of Ansalon. The character Scrounger from the novel Brothers in Arms is a half-kender.
Talking about half-kenders, I made a mistake on the weapon familiarity. It should be:
Weapon Familiarity: Half-kenders treat any kender weapons as martial weapons.


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BARD
Bards are arcane spellcasters who make use of primal sorcery. Because healing magic is the province of divine spellcasters on Krynn, bards cannot cast spells from the Conjuration (Healing) subschool. Bards have the following performance replacing soothing performance:
Berserkergang (Ex): At 12th level, a bard can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature, plus one additional creature per three levels after 12th. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with the damage reduction class ability of barbarians. This mind-affecting ability requires audible components.
Note: I replaced soothing performance because it mimicked a conjuration (healing) effect. Berserkergang is from the Savage Skald archetype.

CHORISTER (BARD ARCHETYPE)
Choristers are folowers of a god who channel their power through music. Most follow Branchala, Sirrion or Hiddukel.
Alignment: A chorister’s alignment must be within one step of his deity’s, along either the law/chaos axis or the good/evil axis.
Aura (Ex): A chorister of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Spells: A chorister learns and casts spells as a normal bard, with some minor exceptions. A chorister's spells are divine spells, not arcane spells; choristers can cast spells from the Conjuration (Healing) subschool. This replaces the bard’s primal sorcery spellcasting.
Ex-Choristers: A chorister who grossly violates the code of conduct required by his god loses all spells and bardic performances. He cannot thereafter gain levels as a chorister of that god until he atones for his deeds (see the atonement spell description).

Shadow Lodge

I'm curious if a Kender Bard Archtype might be there sort of as a debuffer (Kender pranks and insults)? What do you think?


I think it can be interesting, maybe reversing inspire courage and inspire competence, changing the competence bonus to allies into morale penalties against opponents. Any ideas?


There are at least 2 half-kender in the DL world. One was in Brothers in Arms and the other was in a few short stories that took place around the 1st Catalysm with a half kender whose father was a Knight of Solamnia and he wanted to become one. He didnt make it but I think became a cleric, was warned from his god, I think it was Paladine, about the coming upheavels, led the kender he was with away and ended up leaving worship of the gods after the fiery mountain struck.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Hellder wrote:

BARD

Bards are arcane spellcasters who make use of primal sorcery. Because healing magic is the province of divine spellcasters on Krynn, bards cannot cast spells from the Conjuration (Healing) subschool. Bards have the following performance replacing soothing performance:
Berserkergang (Ex): At 12th level, a bard can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature, plus one additional creature per three levels after 12th. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with the damage reduction class ability of barbarians. This mind-affecting ability requires audible components.
Note: I replaced soothing performance because it mimicked a conjuration (healing) effect. Berserkergang is from the Savage Skald archetype.

CHORISTER (BARD ARCHETYPE)
Choristers are folowers of a god who channel their power through music. Most follow Branchala, Sirrion or Hiddukel.
Alignment: A chorister’s alignment must be within one step of his deity’s, along either the law/chaos axis or the good/evil axis.
Aura (Ex): A chorister of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Spells: A chorister learns and casts spells as a normal bard, with some minor exceptions. A chorister's spells are divine spells, not arcane spells; choristers can cast spells from the Conjuration (Healing) subschool. This replaces the bard’s primal sorcery spellcasting.
Ex-Choristers: A chorister who grossly violates the code of conduct required by his god loses all spells and bardic performances. He cannot thereafter gain levels as a chorister of that god until he atones for his deeds (see the atonement spell description).

I like that you did not specify which gods would grant this archetype. Goldmoom was a choirster of Mishakel in Dragons of Spring.


CLERIC
Medallion of Faith: See the DragonLance Campaign Setting.

Deities and Domains:

Branchala: Chaos, Good, Luck, Trickery
Habbakuk: Animal, Good, Travel, Water
Kiri-Jolith: Good, Law, Strength, War
Majere: Good, Knowledge, Law, Meditation
Mishakal: Community, Good, Healing, Liberation, Protection
Paladine: Good, Law, Nobility, Protection, Sun
Solinari: None*
Chislev: Air, Animal, Earth, Plant
Gilean: Knowledge, Liberation, Planning, Protection, Rune
Lunitari: None*
Reorx: Artifice, Earth, Fire, Luck, Strength
Shinare: Commerce, Law, Luck, Travel
Sirrion: Chaos, Charm, Fire, Passion
Zivilyn: Insight, Knowledge, Meditation, Time
Chemosh: Death, Evil, Trickery, Undeath
Hiddukel: Chaos, Evil, Treachery, Trickery
Morgion: Destruction, Evil, Madness, Pestilence
Nuitari: None*
Sargonnas: Evil, Fire, Law, Passion, War
Takhisis: Destruction, Evil, Law, Trickery, Tyranny
Zeboim: Chaos, Evil, Water, Weather
*Solinari, Lunitari, and Nuitari do not grant divine spells and have no clerics.

Commerce Domain:

Deity: Shinare.
Granted Powers: You can evaluate and negotiate anything. You add your Wisdom modifier to all Appraise checks.
Master of Appraisal (Sp):. You can touch an item to learn about its magical properties. You gain information as if you had cast detect magic with a +5 insight bonus on the Spellcraft skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master of Negotiation (Sp): At 6th level, as a swift action, you can convince other people of the truth of your words, giving you a +20 bonus on Bluff checks for a number of minutes per day equal to your caster level. These minutes do not need to be consecutive, but you must activate the ability for at least one minute each time. If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your cleric level + your Charisma modifier to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. This ability otherwise functions as glibness.
Domain Spells: 1st—comprehend languages, 2nd—zone of truth, 3rd—tongues, 4th—discern lies, 5th—true seeing, 6th—secret chest, 7th—refuge, 8th—analyze dweomer, 9th—polymorph any object.

Insight Domain:

Deity: Zivilyn.
Granted Powers: You can strike your foes with great precision, and is always ready to act.
Combat Precognition (Su): As a free action, you can grant yourself a bonus equal to 1/2 your cleric level (minimum +1) to your next attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Uncanny Dodge (Ex): At 6th level, you can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, even if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against you. If you already has uncanny dodge from a different class, you automatically gain improved uncanny dodge instead.
Domain Spells: 1st—true strike, 2nd—augury, 3rd—locate object, 4th—divination, 5th—commune, 6th—owl’s wisdom, mass, 7th—arcane sight, greater, 8th—moment of prescience, 9th—foresight.

Meditation Domain:

Deity: Majere, Zivilyn.
Granted Powers: Your perfect state of mind can help other creatures to regain focus.
Touch of Medidation (Sp): You can touch a creature as a standard action and give it a bonus equal to your cleric level on a single Wisdom-based skill check, Wisdom ability check, or Will saving throw. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Inner Perfection (Sp): At 8th level, you can emit a 30-foot aura of peace and serenity for a number of rounds per day equal to your caster level. Allies in this aura gain a +4 morale bonus on saving throws against mind-affecting effects. You are totally immune to mind-affecting effects while the aura is active. These rounds do not need to be consecutive. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.
Domain Spells: 1st—comprehend languages, 2nd—owl’s wisdom, 3rd—nondetection, 4th—tongues, 5th—telepathic bond, 6th—find the path, 7th—spell turning, 8th—mind blank, 9th—astral projection.

Passion Domain:

Deities: Sargonnas, Sirrion.
Granted Powers: Your touch can channel a furious passion, and your presence strengthens the resolve around you.
Touch of Fury (Sp): As a standard action, you can touch a creature, giving it a brief rush of violent passion and fury. For the next 3 rounds, the target gains a +2 morale bonus to his attack rolls, weapon damage rolls, and Will saves against fear. Once a target has been affected by touch of fury, he can gain no further benefit from it for 1 day. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Resolve (Sp): At 8th level, you can emit a 30-ft. aura of fiery passion for a number of rounds per day equal to your caster level. Allies within this aura gain immunity to fear and a +3 morale bonus to their attack rolls and weapon damage rolls. These rounds do not need to be consecutive. You are not affected by the effects of your aura. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.
Domain Spells: 1st—cause fear, 2nd—hideous laughter, 3rd—rage, 4th—crushing despair, 5th—song of discord, 6th—heroism, greater, 7th—insanity, 8th—irresistible dance, 9th—dominate monster.

Pestilence Domain:

Deity: Morgion.
Granted Powers: Your mere touch brings pain, and your body hosts and spreads diseases.
Noxious Touch (Sp): As a standard action, you can make a touch attack against a creature, causing it to become sickened for a number of rounds equal to tour Wisdom modifier and taking 1 point of Constitution damage. A successful Fortitude save negates the Constitution damage. The DC of this save is equal to 10 + 1/2 your cleric level + your Wisdom modifier. Once a target has been affected by noxious touch, he cannot be affected by it for 1 day. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Plaguebearer (Su): At 8th level, you become immune to all diseases, but contract a strain of one of the following diseases without suffering its ill effects: blinding sickness, cackle fever, filth fever, mindfire, shakes, or slimy doom. You can spread a disease you carry in the usual way, or through the use of your Noxious Touch ability (in this case, the DC of the disease becomes 10 + 1/2 your cleric level + your Wisdom modifier). Every three cleric levels beyond 8th you contract another strain from the list.
Domain Spells: 1st—doom, 2nd—summon swarm (rats only), 3rd—contagion, 4th—poison, 5th—plague of rats*, 6th—eyebite, 7th—scourge*, 8th—create greater undead, 9th—otyugh swarm*.
*See DragonLance Campaign Setting.

Planning Domain:

Deity: Gilean.
Granted Powers: You carefully plan your actions, and is always ready for unexpected situations.
Memorable Attack (Su): As a swift action, before you make an attack you may make it a memorable attack. If your attack hit, you do not roll dice to determine the damage. Instead, you figure the normal maximum damage you can inflict with that weapon and do that much damage to the target. Additional damage, such as from the sneak attack ability are determined normally; they are not maximized. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Secondary Plan (Su): At 8th level, select a cleric spell of a level you can cast. Once this choice is made, it cannot be reversed. You can spontaneously cast this spell in place of a prepared spell of equal or higher level. At every two cleric levels thereafter, you gain another spell that you can spontaneously cast.
Domain Spells: 1st—deathwatch, 2nd—augury, 3rd—clairaudience/clairvoyance, 4th—imbue with spell ability, 5th—detect scrying, 6th—heroes’ feast, 7th— scrying, greater, 8th—discern location, 9th—time stop.

Time Domain:

Deity: Zivilyn.
Granted Powers: You can manipulate the flow of time.
Personal Time Acceleration (Su): You can gain a bonus to your initiative equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Change Future (Sp): At 8th level, you gain the ability to alter the future. Once per day, you may reroll a saving throw, attack roll, or skill check you just failed. This is done by momentarily peeking into the future and seeing how things turned out then trying it a different way at the last second. You can use this ability an additional time per day for every six levels beyond 8th.
Domain Spells: 1st—true strike, 2nd—gentle repose, 3rd—haste, 4th—freedom of movement, 5th—permanency, 6th—cat’s grace, mass, 7th— contingency, 8th—temporal stasis, 9th—time stop.

Treachery Domain:

Deity: Hiddukel.
Granted Powers: You can deceive and strike where it hurts. In addition, you treat Bluff as class skill.
Deceptive (Su): As a free action, you can use Bluff to feint in combat, causing your opponent to be flat-footed against your next attack. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Sneak Attack (Ex): At 8th level, your attack deals extra damage anytime your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flanks your target. This extra damage is 1d6 at 8th level, and increases by 1d6 every three cleric levels thereafter. Otherwise this works just like the rogue ability.
Domain Spells: 1st—undetectable alignment, 2nd—eagle’s splendor, 3rd—bestow curse, 4th—glibness, 5th—magic jar, 6th—symbol of persuasion, 7th— eyebite, 8th—trap the soul, 9th—imprisionment.

Tyranny Domain:

Deity: Takhisis.
Granted Powers: You are a great leader, but you lead by force and demoralization.
Oppressing Word (Sp): As a standard action, you can speak an oppressing word to a creature within 30 feet. That creature take a -2 penalty on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Leadership (Ex): At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity.
Domain Spells: 1st—command, 2nd—enthrall, 3rd—discern lies, 4th—fear, 5th—command, greater, 6th—geas/quest, 7th— hold person, mass, 8th—charm monster, mass, 9th—dominate monster.

Undeath Domain:

Deity: Chemosh.
Granted Powers: You manipulate the undead, and imbue yourself with the powers of the afterlife.
Command Undead (Su): You are considered to have the Command Undead feat. Additionally, when using it, you can control any number of undead, so long as their total Hit Dice do not exceed twice your cleric level.
Gift of Undeath (Su): At 6th level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 12th level, this resistance to cold increases to 10 and the DR increases to 10/— against nonlethal damage. At 20th level, you gain immunity to cold and to nonlethal damage.
Domain Spells: 1st—detect undead, 2nd—desecrate, 3rd—animate dead, 4th—death ward, 5th—inflict light wounds, mass, 6th—create undead, 7th—control undead, 8th—create greater undead, 9th—energy drain.


I wonder which cavalier orders are roughly equivalent to the knightly orders of Dragonlance.

The 3 main Knightly organizations are

Solamnic Knights
Crown (wariirors)
Sword (Warrior Priests, Inquisitors maybe?)
rose (paladins)

Dark Knights (Of Thakesis)
Skull (Clerics)
Lilly (Warriors)
Thorn (Wizards)

Legion Of Steele


I think that the Knights of the Thorns began as Fighter/Renegade Wizards. From what I understand Knights of Neraka have forsaken all godly magic save for a few Knights of the Skull that are devoted to Chemosh.

Shadow Lodge

The Knights of the Thorn, originally where Wizards dedicated to Takhisis alone (and in doing so alienated the Black robes and their Patron Moon). After Summer Flame, they along with the Skull Knights lost power for years, until Goldmoon and Palin rediscovered it. They sent in operatives to "learn" the secrets, (ie steal), and returned to reinvigorate their orders. When Takhisis returned (in War of Souls) she did not return to them, instead treating them infdifferently, and they retained their primal magics.

Now that it is over, they do not have a patron, though there are rumors.

The Knights of Solomnia, however, as far as divine magic goes, returned exclusively to godly magic. Mystics are forbidden, though not outlaws. It's a matter of pride and unity, not hatred.

@ Clff Rice - The Knights of the Sword are mostly Clerics and Paladins. Inquisitors should be a minority, even below Rangers and faithful Fighters.

While the three major Knighthoods are not dedicated towards any specific class, per se, I honestly think, for the most part, Cavaliers aught to be either a generic warrior type or the other military organizations. The Ergothian Cavaliers in particular could use some love, and having them be a major sorce of Cavaliers (class) would be a good idea and an innovation of the new system with older rules. That's just me. I think that The Fighter/Cleric/Paladin or Wizard ties to the Knighthoods should remain strong. Cavaliers might work for Knights of the Crown and the Lily, but should still be rarer than Fighers.


The kingfisher was a PRC in Age of Mortals for sorcerers. It was changed to a substitute class for Wizards in Knightly Orders. I have a white robe/kingfisher in the Age of Mortals game that I was playing in. Not a bad class. He was also a War Mage.

Shadow Lodge

Hellder wrote:

CLERIC

Domains. . .

I'm biased, I'll admit, as I absolutely detest PathFinder Domains. I also realize these probably work of the beta versions from DLNexus, but a few suggestions.

Meditation: Maybe drop the 6th level power (a +4 morale bonus, wahoo. . .) for either a Calm Emotions effect witht he immunity to Mind Control, and maybe even add Calm Emotions to the Domain list rather than Comp Languages (doesn't fit). Otherwise, this seems like reactive version of Nobilty Domain. :)

Passion: The 1st level power is amazing. A Power a Cleric can actually benefit from. Paizo, take note. . . I might suggest that you drop the 8th level power for a straight Barbarian Rage, (if limited). The power doesn't say Passion Domain to me at all, kind of the opposite, really.

Pestilence: Wow, Sickened & Con damage. That is nasty!!! And no Save on the Sickened. Brutal!!! Additionally, being Sickened also means you automatically take a -2 on the Save for Con, possibly effective making your Fort at a -3, which can be devistating even for a Tank. For the 8th level, maybe just a plain Immune to Disease, (including magical ones and things like Mummy Rot Curse, but unlike other immunity, you can still spread them as iff you where infected? Simpler, and diseases can bog down play, especially as this is more likely than not going to be something used against the party, not by them.

Time: Maybe the 1st level power is just add 1/2 Cleric level to Init? No 3+Wis time a day.

Treachery: Maybe switch the two powers around? It almost seems pointless to have the Feinting ability until 8th level.

Undeath: Maybe drop Detect Undead for Lesser Animate Dead?

All in all, nice job, and these are just suggestions.


Knightly Orders
The orders below are for the Cavalier/Samurai class. Both classes can be easily refluffed as a Knight class. As already said on this topic, you can belong to most orders being fighters, paladins, rangers, clerics, but I think its also good to have the orders below for a 'true' knight.

Ergothian Cavalier:

Ergothian Cavaliers are the knights of the Empire of Ergoth.
Alignment: Any nonchaotic.
Edicts: You have sworn your allegiance to the Empire. Whether landed or not, it is your duty to protect the Empire from all enemies, foreign and domestic. When the Emperor, Praetor, or your lord calls you to battle, you are honorbound to answer the summons and fight for the glory of Ergoth.
Challenge: Whenever an ergothian cavalier issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the knight possesses.
Skills: An ergothian cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. An ergothian cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves Ergoth.
Order Abilities: An ergothian cavalier receives the following abilities as he increases in level.
Weapon of Choice (Ex): At 2nd level, the ergothian cavalier select a weapon from the following list: flail, heavy mace, heavy pick, longsword, lance, or morningstar. Whenever he attacks with that weapon, he gains a +1 bonus on attack rolls and a +1 bonus on Intimidate skill checks.
Mounted Mastery (Ex): At 8th level, the ergothian cavalier ignores the armor check penalty when using the Ride skill, regardless of whether or not the creature he is riding is his mount. Whenever he makes a charge attack while mounted, he receives a +4 dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount’s Strength modifier to the damage roll, in addition to his own. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected.
Ergothian's Champion (Ex): At 15th level, the ergothian cavalier can make a special challenge once per day. This functions like a normal challenge, but the ergothian cavalier adds his Charisma bonus on all attack rolls and damage rolls made against the target of his challenge. In addition, he receives a +4 circumstance bonus on attack rolls made to confirm critical hits against the target of his knight’s challenge.

Golden Hammers:

The Golden Hammers are the pride and joy of the Daewar clan.
Alignment: Lawful good, neutral good, lawful neutral.
Edicts: Golden Hammers are loyal and passionate warriors in the service of their clan. Fiery and zealous, they protect those who are close to them and who have allied themselves with their cause. Honor and valor go hand and hand. They seek to make a name for themselves in the world and more importantly within their clan.
Challenge: Whenever a golden hammer issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the golden hammer possesses.
Skills: A golden hammer adds Knowledge (nobility) (Int) and Perform (Cha) to his list of class skills. A golden hammer receives a bonus on Perform skill checks equal to 1/2 his knight level (minimum +1).
Order Abilities: A golden hammer receives the following abilities as he increases in level.
Chant of Bravery (Ex): At 2nd level, a golden hammer gains the ability to rally his allies with a war chant. As a standard action, he can start a chant which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
For the Thane (Ex): At 8th level, a golden hammer can call out to his allies, inspiring them to greatness. As a swift action, the golden hammer can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.
Protective Shield (Ex): At 15th level, a golden hammer can protect those around him. Allies that are adjacent to the golden hammer receive a +2 shield bonus to their AC. In addition, as an immediate action, the golden hammer can redirect an attack made at a creature adjacent to himself, as long as the creature making the attack is within the knight’s reach. This ability must be declared before the attack roll is made. The attack is made against the golden hammer’s AC and defenses, even if the creature could not normally reach or attack the golden hammer. The golden hammer loses any cover or concealment bonuses when subject to the redirected attack.

Knights of Solamnia:

Knights of Solamnia are the pinnacle of the military might of Good. The Knighthood is comprised of three orders: Crown, Sword, and Rose. When changing orders within the Knights of Solamnia the knight immediately loses all of the benefits from his old order and gains all of the bonuses from his new order.
Alignment: Lawful Good.
Edicts:
Order of the Crown: The Order of the Crown exemplifies the ideals of Loyalty and Obedience in all that a knight is and does. Loyalty requires unquestioned obedience to higher power and authority, as long as that power and authority follows and adheres to the precepts set forth in the Oath and the Measure. Loyalty is due to one’s family, all that is good, those oppressed by evil, and those monarchs who by decree and common consent of the Knightly Councils are in good standing with the Knighthood and deserving of its honorable loyalty and protection.
Order of the Sword: Knights of the Sword act as warriors for the gods of Good, upholding the purest ideals of heroism and courage. Heroism is the willingness to sacrifice one’s self for one’s beliefs. Courage is the readiness to die honorably in the fight for Good.
Order of the Rose: The Order of the Rose embraces honor guided by justice and wisdom. Honor is the allegiance to one’s oath to defend the cause of good. Justice is the heart of the Measure and the soul of a Rose Knight. Justice requires that the Rose Knight render to everyone—creature, person, or deity—his or her due.
Challenge: Whenever a Knight of Solamnia issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the knight possesses.
Skills: A Knight of Solamnia adds Knowledge (nobility) (Int) and Knowledge (religion) (Int) to his list of class skills. Whenever the knight uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his knight level (minimum +1).
Order of the Crown Abilities: A knight who belongs to the Order of the Crown gains the following abilities as he increases in level.
Heroic Initiative (Ex):[i] At 2nd level, a crown knight receives a +1 bonus on initiative checks. This bonus increases by +1 for every four levels beyond 2nd.
[i]Armor Training (Ex):
At 8th level, a crown knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a crown knight can also move at his normal speed while wearing medium or heavy armor.
Crown of Knighthood (Su): At 15th level, the crown knight gains a bonus equal to his Charisma bonus (if any) on all Saving Throws and an additional +4 bonus on all saving throws against compulsion spells and effects.
Order of the Sword Abilities: A knight who belongs to the Order of the Sword gains the following abilities as he increases in level.
Bravery (Ex): Starting at 2nd level, a sword knight gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Stem the Tide (Ex): At 8th level, the sword knight receives Stand Still as a bonus feat, even if he does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a sword knight with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the sword knight had made a successful combat maneuver check.
Soul of Knighthood (Su): At 15th level, the knight's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction. In addition, the knight gains a +2 deflection bonus to AC against attacks made by evil creatures. This ability functions only while the knight is conscious, not if she is unconscious or dead.
Order of the Rose Abilities: A knight who belongs to the Order of the Rose gains the following abilities as he increases in level.
Rallying Cry (Ex): At 2nd level, a rose knight gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his rose knight level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
Wisdom of the Measure (Ex): At 8th level, once per day the rose knight may use his extensive knowledge of the Solamnic Measure to inform his actions. This works like an augury spell cast by a cleric of equal level. The information provided by this ability always comes in the form of a historical anecdote, proverb, or law written in the Measure.
Knighthood’s Flower (Su): At 15th level the rose knight gains immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the rose knight is conscious, not if he is unconscious or dead.

Knights of Neraka:

These knights were formerly known as the Knights of Takhisis or simply “Dark Knights”. Like the Knights of Solamnia, the Dark Knights are divided into separate orders. Only the Knights of the Lily are true knights. The Knights of the Skull are clerics of Takhisis (Age of Despair) or mystics (Age of Mortals). The Knights of the Thorn are renegade wizards or sorcerers.
Alignment: Lawful Evil.
Edicts: “Independence breeds chaos. Submit and be strong.” Their most basic tenet teaches that strength is achieved through conformity and uniformity. Free-thinking and individuality result in chaos.
Challenge: Whenever a lily knight issues a challenge, he receives a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the lily knight possesses.
Skills: A lily knight adds Knowledge (local) (Int) and Knowledge (religion) (Int) to his list of class skills. Whenever the knight uses Intimidate to demoralize an opponent, he receives a competence bonus on the check equal to 1/2 his knight level (minimum +1).
Order Abilities: A knight who belongs to the Order of the Lily gains the following abilities as he increases in level.
Unbreakable Will (Su): At 2nd level a lily knight receives a +2 morale bonus on Will saving throws.
Nothing But Victory (Ex): Every time the lily knight drops an opponent, he may deliver a coup de grace to the opponent as a swift action that provokes an attack of opportunity.
One Thought (Su): At 15th level, a knight of the lily have perfected his teamwork to the point where he almost seem to share a common mind with his allies. The lily knight cannot be caught flat-footed, neither any other ally within 30 feet of him. If the knight of the lily is adjacent to an ally, neither of them can be flanked, unless the attacker has at least four more rogue levels than the knight.

Legion of Steel:

The Legion of Steel was formed as a solution to the problems plaguing Ansalon in the era following the Chaos War, when neither the ancient Knights of Solamnia nor the recently formed Knights of Takhisis seemed able to rise to new challenges. The Legionnaires most easily identified as knights are the Legion warriors.
Alignment: Any nonevil.
Edicts: The Legion of Steel is not a rigid hierarchy, nor does it follow a rigid code of codes and
measures. Instead, its members are loosely grouped into cells beholden only to an oral tradition called Sara’s Legacy. The Legacy teaches a few central virtues without codifying virtue into legislation: to always have the courage to do what is right; to gain strength through self-knowledge; to remain vigilant against danger and injustice; to respect virtue in all its forms; to grant justice to all beings; and to fight for one’s beliefs unto death.
Challenge: Whenever a legion warrior issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the legion warrior. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the legion warrior possesses.
Skills: A legion warrior adds Knowledge (local) (Int) and Knowledge (history) (Int) to his list of class skills. A legion warrior can make Knowledge (local) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his legion warrior level (minimum +1) as long as he stays in contact with his cell.
Order Abilities: A knight who belongs to the Legion of Steel gains the following abilities as he increases in level.
Favored Enemy (Ex): At 2nd level, a legion warrior selects a favored enemy from the following list of foes who oppose the Legion of Steel: dragons, goblins, Knights of Solamnia, Dark Knights, minotaurs, or Tarmaks. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A legion warrior may make Knowledge skill checks untrained when attempting to identify these creatures. At 10th level and again at 18th level, the legion warrior may select an additional favored enemy from the list.
Reputation (Ex): At 8th level, a legion warrior gains a +4 bonus on Bluff and Diplomacy skill checks when dealing with working-class or poor individuals. At 12th level, and every four levels thereafter, this bonus increases by an additional +2.
Protect the Meek (Ex): At 15th level, the legion warrior can move to intercept foes. As an immediate action, he can move up to his speed (or his mount’s speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The legion warrior must end his movement adjacent to an enemy. On his next turn, the legion warrior is staggered and cannot use this ability again for 1 round.


Cool But on the Nothing but victory power. "dropped" Seems to Vague. Dose that mean reduced to 0 or fewer HP or dose it mean Tripped. I think that might need clearing up. Otherwise AWESOME JOB!

Grand Lodge

Hellder wrote:

Knightly Orders

The orders below are for the Cavalier/Samurai class. Both classes can be easily refluffed as a Knight class. As already said on this topic, you can belong to most orders being fighters, paladins, rangers, clerics, but I think its also good to have the orders below for a 'true' knight.
** spoiler omitted **...

Great job on these! In my opinion, though, I think that the higher orders of the Knights of Neraka and Solamnia should remain prestige classes.

I was discussing this in an earlier thread, and it sort of came down to Knights of the Crown being possibly any number of classes.

The other possibility that I just realized is that the Orders could be created like the Factions/Organizations as presented in the Faction Guide or PFS. I think that could be really cool!

Anyway, thanks for all of your work, Hellder!


Beckett wrote:
I'm biased, I'll admit, as I absolutely detest PathFinder Domains. I also realize these probably work of the beta versions from DLNexus, but a few suggestions.

Actually, I was trying to track where I took some ideas for the domains, and they were not worked from the beta domais from the DLNexus. Giving credit where it's due, some are from this topic Scalykind and Void Domains, Pathfinderized. I used things from the Commerce, Meditation, Passion domains. It's been a long time since I started these conversions, and I've searched a lot of places for ideas, adding a lot of things of my own. So please, don't be angry if I fail to give deserved credit for someone.

Beckett wrote:
Meditation: Maybe drop the 6th level power (a +4 morale bonus, wahoo. . .) for either a Calm Emotions effect witht he immunity to Mind Control, and maybe even add Calm Emotions to the Domain list rather than Comp Languages (doesn't fit). Otherwise, this seems like reactive version of Nobilty Domain. :)

I think it is reasonable for the ability to give immunity to mind-affecting effects to all allies in the aura instead of the +4 bonus. The domain spells I used as they are in the DLCS.

Beckett wrote:
Passion: The 1st level power is amazing. A Power a Cleric can actually benefit from. Paizo, take note. . . I might suggest that you drop the 8th level power for a straight Barbarian Rage, (if limited). The power doesn't say Passion Domain to me at all, kind of the opposite, really.

This domain powers I took straight from the link I posted above. I really liked it.

Beckett wrote:
Pestilence: Wow, Sickened & Con damage. That is nasty!!! And no Save on the Sickened. Brutal!!! Additionally, being Sickened also means you automatically take a -2 on the Save for Con, possibly effective making your Fort at a -3, which can be devistating even for a Tank. For the 8th level, maybe just a plain Immune to Disease, (including magical ones and things like Mummy Rot Curse, but unlike other immunity, you can still spread them as iff you where infected? Simpler, and diseases can bog down play, especially as this is more likely than not going to be something used against the party, not by them.

You are right, this one is too powerful. Drop the Con damage, and the save now reduces the sickened condition to 1 round.

Beckett wrote:
Time: Maybe the 1st level power is just add 1/2 Cleric level to Init? No 3+Wis time a day.

I was never satisfied with this ability. I think I will change it to instead as a swift action the cleric grant himself a move action.

Beckett wrote:
Treachery: Maybe switch the two powers around? It almost seems pointless to have the Feinting ability until 8th level.

You think so? How about lowering drastically the AC of that nasty rogue against your touch/ranged touch attacks?

Beckett wrote:
Undeath: Maybe drop Detect Undead for Lesser Animate Dead?

As I said above, I left the domain spells as they appeared in the DLCS. But maybe some changes can be made using APG, UC and UM.


Hellder, you are doing such a great job on this! Thank you for sharing this with us!


Nice, Hellder! I don't have time to go through your class work right now, but I will do so as soon as I do have time.


clff rice wrote:
Cool But on the Nothing but victory power. "dropped" Seems to Vague. Dose that mean reduced to 0 or fewer HP or dose it mean Tripped. I think that might need clearing up. Otherwise AWESOME JOB!

It means reduced to 0 or fewer HP =)

Aeshuura wrote:
Hellder wrote:

Knightly Orders

The orders below are for the Cavalier/Samurai class. Both classes can be easily refluffed as a Knight class. As already said on this topic, you can belong to most orders being fighters, paladins, rangers, clerics, but I think its also good to have the orders below for a 'true' knight.
** spoiler omitted **...

Great job on these! In my opinion, though, I think that the higher orders of the Knights of Neraka and Solamnia should remain prestige classes.

I was discussing this in an earlier thread, and it sort of came down to Knights of the Crown being possibly any number of classes.

The other possibility that I just realized is that the Orders could be created like the Factions/Organizations as presented in the Faction Guide or PFS. I think that could be really cool!

Anyway, thanks for all of your work, Hellder!

I have a real personal dislike for prestige classes. Since 3.X I tried to convert them into chains of feats or alternate class abilities when possible. Now Pathfinder has Archetypes and I'm happy with them ^^

It is good to have options, and the various orders may be a lot of classes. The more strict Knights of Solamnia can mostly be fighters, paladins, and clerics (plus the auxiliary wizards). The Legion of Steel being much more open, almost all class can fit their ranks.

The Orders are Factions, you are right. Making use of them like they work in the PFS can result in great campaigns.

Grand Lodge

@Hellder: I have also developed a dislike for Prestige Classes as well, but mostly because they became an avenue for players to get class abilities instead of the overall theme of the Prestige Class. They didn't want to become, for example, a Shadowdancer. They wanted all the bonuses to stealth, and the ability to meld in to shadows and shadowstep, but they could care less about the other things involved. (Which is another reason I hate level dips, but that is a whole other can of worms.)

I like Prestige Classes as what they are, PRESTIGE classes. Something that you get as an honor, or because you worked hard to become so. You do not leave the order unless you were expelled or something... I think, hopefully, that is what the new Campaign Setting: Paths to Prestige will help to present.

Anyway, I guess what I am trying to say is that I think that Prestige Classes have their place. They just have to be done right, from both a developers' and GMs' side.

Again, great work, and if you ever decide to write up the Knights of Solamnia Faction, I would love to see it! (If I ever take the time to build it up myself, I will be sure to share it with you guys as well!)

Shadow Lodge

Hellder wrote:
So please, don't be angry if I fail to give deserved credit for someone.

I didn't mean to imply that at all. I was just emaning that they probably came from a sorce that you mght want to stay true too is all.

As for the Passion Domain, I mixed it up with the Meditation Domain, and that explains why it doesn't say Passion Domain to me at all, ha ha ha. Keep the one you have, definatly. That was my mistake.

Treachery, still seems, in my opinion, a fairly useless, corner case power.

For Time, what would you think of a Standard Action Touch that Slowed the target for 1 round, 3+Wis, no save?


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The PRCs need to fit. Dragonlance PRCs, if I remember correctly, mean that the person embodies the class. It is possible to have a Wizard take the Test of High Sorcery and not take the PRC. They don't get the perks of dedication to the moon and the order.

Sir Derek Crownguard was LN in game stats. Therefore he did not qualify for the Knight PRCS, but was still a member of the Order of the Rose.

Does that make sense?

Liberty's Edge

Shalafi2412 wrote:

The PRCs need to fit. Dragonlance PRCs, if I remember correctly, mean that the person embodies the class. It is possible to have a Wizard take the Test of High Sorcery and not take the PRC. They don't get the perks of dedication to the moon and the order.

Sir Derek Crownguard was LN in game stats. Therefore he did not qualify for the Knight PRCS, but was still a member of the Order of the Rose.

Does that make sense?

It does makes sense to me.

Scarab Sages

@Hellder: I've been observing this thread with some interest as Dragonlance was one of the first D&D settings I got to know -- read the first DL trilogy about 25 years ago! -- and I just want to say you have done an awesome job "Pathfindering" DL material!! Thanks so much sharing your ideas and hard work! :-)


MARINER
Some may think that a Mariner class is not really necessary, and that other classes can fill the role. But with two nations with strong ties to the sea and some cool port cities around Ansalon, I think the class deserves a conversion. Even for other campaign settings, who knows when a full campaign by the sea may set sail ^^

:
Alignment: Any.
Base Attack Bonus: Full
Good Saves: Fort, Refl
Hit Die: d10.

Class Skills
The mariner’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Survival (Wis), Swim (Str).
Skill Ranks per Level: 6 + Int modifier.

Class Features
All of the following are class features of the mariner.
Weapon and Armor Proficiency: A mariner is proficient with all simple weapons, plus the cutlass, net, rapier, scimitar, and trident. A mariner is proficient with light armor and buckler shields.
Bonus Feat: At 1st level, 5th, 10th, 15th and 20th levels, a mariner gains a bonus feat. These feats must be chosen from the list below. Alertness, Cleave, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Far Shot, Great Cleave, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Lucky*, Mobility, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Quick-Thinking*, Rapid Shot, Toughness, Weapon Finesse, Weapon Focus. A mariner must still meet all prerequisites for a bonus feat.
*See DLCS
Sailor Lore: A mariner adds half her class level (minimum 1) to all Knowledge (local), Knowledge (geography), and Knowledge (nature) skill checks and may make these Knowledge skill checks untrained.
Seamanship (Ex): A mariner gains a +1 competence bonus to all Acrobatics, Climb, and Profession (sailor) checks. This bonus increases by 1 for every four mariner levels thereafter, up to a maximum of +5 at 17th level.
Dirty Strike (Ex): Starting at 2nd level, a mariner may choose to make a single melee attack on her turn as a standard action that deals an additional +1d4 points of damage. This bonus increases to +2d4 at 6th level, +3d4 at 10th level, +4d4 at 14th level, and +5d4 at 18th level. The additional damage caused by a dirty strike is the same kind of damage as the weapon used in the attack, and if the damage dealt by the attack is nonlethal damage, the additional damage is also nonlethal. A mariner cannot use dirty strike while striking a creature with concealment. Any creature that is immune to critical hits is also immune to a dirty strike, and any item or ability that protects a creature from critical hits also protects a creature from a dirty strike.
Back-to-Back (Ex): Starting at 3rd level, whenever a mariner is adjacent to an ally and using the fighting defensively or total defense combat options or the Combat Expertise feat, she gains a +1 dodge bonus to her AC. This bonus increases to +2 at 7th level, +3 at 11th level, +4 at 15th level, and +5 at 19th level. She loses this bonus if she is denied her Dexterity bonus to AC or if she or her ally moves more than 5 ft. away.
Uncanny Dodge (Ex): Starting at 4th level, a mariner can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A mariner with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a mariner already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A mariner of 8th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has mariner levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Navigate Maelstrom (Ex): At 12th level, a mariner treats all storms as if they were one category less severe for purposes of sailing and navigation.
No Retreat (Ex): At 16h level, enemies adjacent to the mariner that take a withdraw action provoke an attack of opportunity from the mariner.
Crippling Dirty Strike (Ex): At 20th level, an opponent damaged by dirty strike also takes 4 points of Strength and Dexterity damage, and becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + 1/2 the mariner's level + the mariner's Intelligence modifier. Once an opponent has been the target of a crippling dirty strike, regardless of whether or not the save is made, that creature is immune to that mariner's crippling dirty strike for 24 hours.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Valkyn Highwind wrote:
Shalafi2412 wrote:

The PRCs need to fit. Dragonlance PRCs, if I remember correctly, mean that the person embodies the class. It is possible to have a Wizard take the Test of High Sorcery and not take the PRC. They don't get the perks of dedication to the moon and the order.

Sir Derek Crownguard was LN in game stats. Therefore he did not qualify for the Knight PRCS, but was still a member of the Order of the Rose.

Does that make sense?

It does makes sense to me.

Great!


Have you thought about some of the traits that would be good for a Dragonlance game?


@Beckett: For a guy who dislikes domains you are giving great feedback ^^

@Shalafi2412: Yes, Derek was LN and a member of the Order of the Rose. Also, I don't remeber seeing any game stats for Steel, but even being part of the Knights of Takhisis, I think he too is LN.

About the traits, I havent thought much about them. I think a bit of reflavoring and reskinning can make most of them work in DragonLance. How about these for example:
Gnome Race Traits
Alchemical Expertise: Your time among the Alchemist's Guild has led to an extensive knowledge of alchemy. You gain a +2 trait bonus on all Craft (alchemy) checks.
Explosion Dodger: Growing up among exploding gnomish inventions has honed your senses. You gain a +1 trait bonus on Reflex saves.
Zoologist: You’ve long been studying animals and wildlife. You gain a +1 trait bonus on Knowledge (nature) checks and Handle Animal checks. One of these skills (your choice) is always a class skill for you.


Steel Brightblade is stated in Knightly Orders of Ansalon. If I remember correctly he was LE and had levels in Knights of the Lily.


How simple is the conversion from 3.5 WOHS to Pathfinder?


Hellder wrote:

MARINER

Some may think that a Mariner class is not really necessary, and that other classes can fill the role. But with two nations with strong ties to the sea and some cool port cities around Ansalon, I think the class deserves a conversion. Even for other campaign settings, who knows when a full campaign by the sea may set sail ^^
** spoiler omitted **...

I always liked the mariner class. I never played one but as far as filling a niche they did rather well when I was going through the 2nd Age of Mortals module. WOW! Those were great modules. Still have way through the 2nd one and I am not sure that I will finish that one but still great times!

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