Elton's Conversion of Dragonlance


Conversions


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This conversion is taken from DRAGONLANCE Adventures from the old TSR (or T$R) days with some information of the 3.x DRAGONLANCE Campaign Setting.,but is more or less a reimagining of the setting as compared to the various classes, archetypes, and races of the DRAGONLANCE campaign. I'm not going to convert DRAGONLANCE classics (the 2e redux of the DRAGONLANCE series of adventures) in this thread.

PART I: RACES

Humans
All humans follow the rules of the PHB and ARG. Created by the Gods to embody Free Will, humans receive 1 extra skill rank at first level and every level thereafter, and one bonus feat to reflect this. Civilized Humans may draw on the rules found in Humans of Golarion.

Dwarfs
Dwarves are the result of gnomes transformed by the Greygem of Gargath, from gnomes that showed greed and interest in Treasure. There are seven different clans. All Dwarves except the Theiwar, the Daegar, and the Aghar clans draw on the Dwarf race in the PHB.
Mountain Dwarves
The Mountain Dwarves gain the following traits instead of the traits in the PHB according to clan:
- Hylar Clan -

  • Mountaineer
  • Stonesinger

    - Daewar Clan -

  • Magic Resistant
    {*] Deep Warrior

    - Klar Clan -

  • Xenophobic
  • Minesight

    Hill Dwarves
    Hill Dwarves of the Neidar clan follow the race as outlined in the PHB and the ARG.

    Dark Dwarves
    These include the Theiwar, and the Daegar clans. They gain the following traits:

  • Racial Traits - +2 Strength, +2 Constitution, -2 Charisma. (0)
  • Size: Medium (0 RP)
  • Speed: 30 ft. (0 RP)
  • Xenophobic language (-1 RP)
  • Sneaky - Dark Dwarves gain a +4 racial bonus on Stealth checks. (5 RP)
  • Darkvision 120 ft. (2 RP)
  • Light Sensitivity (-1 RP)
  • Weapon Familiarity: Dark Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. (1 RP)
  • Hatred. [1 rp]
  • Hardy. [1 rp]

    Gully Dwarves
    Those of the Aghar clan gets the following traits:

  • Racial Traits - Modified Weakness: Gully Dwarves receive a +2 to Dexterity, a -2 to Intelligence, and a -2 to Charisma. (0 RP)
  • Size - Small (0 RP)
  • Speed - 20 feet. (0 RP)
  • Survival Instinct -- Stealth and Survival are always class skills for the Aghar. (1 RP)
  • Hardy -- As Dwarf. (1 RP)
  • Pitiful -- Gully dwarves gain a +2 bonus to diplomacy and Bluff checks to convince enemies not to harm them. Instead of being paragon emissaries, they honed the high art of being pitiful and wretched to other dwarves and humanoids. (3 RP)
  • Cowardly -- Gully dwarves are susceptible to intimidation and fear affects. They gain a -4 penalty when Intimidation is used against them, and the same penalty against fear effects. (-2 RP)
  • Languages - Standard. Gullytalk and common. (0 RP)

    Elves
    Silvanesti -- These elves are similar to Grey Elves, or the Elves of the Mordant Spire, and use the standard Elf traits except for the following:

  • Arcane Focus
  • Urbanite

    Qualinesti -- These elves use the defacto Elf traits in the PHB. They are similar to the elves of Kyonin.

    Kagonesti -- These elves use the standard elf traits except for the following:

  • Eternal Grudge
  • Fleet-footed

    Sea Elf -- Dargonesti and Dimmernesti are able to change forms. If you have Cerulean Seas, the Dimmernesti have traits in common with the Selkie race, being able to change into a sea otter. The Dargonesti are able to change forms into dolphins. Traits as elf except for the following:

  • Monstrous Humanoid (elf) -- replaces the humanoid type.
  • Alternate Form -- The Dargonesti can shapechange into dolphins or porpoises. The Dimmernesti can shape change into sea otters. -- This replaces Elven Magic. -- (2 RP)
  • Swim trait (2 RP)
  • Amphibious -- The Dargonesti and Dimmernesti are amphibious and can breathe both air and water. (2 RP)
  • Surface Sensitivity -- Dargonesti and Dimmernesti elves are adapted to life in the water, and will gain a -2 circumstance penalty to all rolls if they spend more than two hours out of the water. (-1 RP).

    Dargonesti only trait -- Deepsight replaces Low-light Vision (2 RP)

    Gnomes
    Transformed by Reorx from Humans as a curse, Gnomes are all about Technology and (thankfully very rarely) not about Magic. Almost most gnomes are Alchemists with the Tinker archetype. Very few (again thankfully) are Wizards of High Sorcery or Sorcerers themselves. Some are clerics (oh god, no!) and some are fighters and other classes. Krynnish gnomes are singleminded, as they tend to follow a class to it's extreme conclusion as part of his or her Life Quest. Very few gnomes really multi-class.

    Traits as Gnome with the following modifications:

  • +2 Dexterity, +2 Intelligence, -2 Wisdom.
  • +2 bonus on Craft (Alchemy) checks. (replaces Hatred)
  • Master Tinker (2 RP): Krynnish gnomes gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Gnomes are also treated as proficient with any weapon they have personally crafted. (replaces Gnomish Magic)
  • +2 bonus on Will Saves. (replaces illusion resistance)

    Which means we come to . . .
    Kender
    Kender are transformed from Gnomes by the Graygem of Gargath, and have a curiosity bent. They use the Halfling traits and with the following modifications:

  • +2 Dexterity, +2 Charisma, -2 Wisdom.
  • Handling: +2 bonus on Slight of Hand skill checks and Disable Device skill checks.
  • Lack of Focus: -4 racial penalty on concentration checks. (replaces the keen senses trait)
  • Taunt: Kender gain a racial +2 bonus to Bluff and Intimidate when trying to taunt someone.
    (replaces the sure-footed trait).

    --------------------------

    Centaurs
    These use the Centaur race write up in the ARG for ease of Conversion.

    Draconians
    Draconians use the Dragonborn Playable race from my blog. With some interesting trait additions:

  • Death Throes -- Baaz -- Baaz petrifies the moment it dies (-1 RP).; -- Kaapak -- Dissolves in a pool of acid. Everything in the area are affected by 1d6 points of acid damage. (0 RP). -- Sivak -- When a male sivak dies, he changes into the shape of the being that killed it. The form lasts for 3 days (minor shape change -- 2 RP). When a female dies, it bursts into flames, causing 2d4 points of heat damage to all in a 10 foot radius (20 foot diameter), DC 17 reflex save negates. (4 rp)

    -- Aurak -- When an Aurak dies, it explodes in a blaze of Magical Energy. This deals 3d6 points of damage to all within 5 feet of the Aurak. (7 rp) -- Bozak -- when a Bozak dies, it's flesh crumbles from it's bones in cloud of dust, then it explodes, dealing 1d6 points of damage to all within 10 ft. (4 rp)

    There are good draconians created from evil dragon eggs. These have normal Dragonborn traits. All draconians, regardless of origin, are found in Teyr.

    ----------------
    Ogres
    all ogres except irda and minotaurs use the ogre monster entry in the bestiary. +1 level adjustment and the following traits: - total - 15 rp,

  • Monstrous Humanoid.
  • Size: large (7 rp)
  • Speed: 30 ft. (0 rp)
  • Greater paragon: +4 Strength, -2 Dexerity, -2 Intelligence. (2 rp)
  • Battle-hardened: ogres gain a +1 bonus to CMD. (4 rp)
  • Natural Armor (2 RP): ogres gain a +1 natural armor bonus to their Armor Class.
  • Ferocity (4 RP): ogres gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.


  • PART II

    CLASSES AND PRESTIGE CLASSES:

  • Barbarian: Considered to be savages of the wilds. Most barbarians are humans, kagonesti, or minotaurs.
  • Bard this class became magical during the Age of Mortals after the Second Cataclysm.
  • Cleric: Clerics belong to the [i]Holy Orders of the Stars[/b], and gain their domains from the Gods of Light, the Gods of Shadow, or the Gods of Night.
  • Druids: Considered to be heathen clerics by most of the Holy Orders of the Stars, druids follow one of the nature deities.
  • fighter: Defacto class. Students of the fighting arts may join the various Knightly orders if they prove themselves.
  • Monk: Monks follow Majere and are in this world. (Warrior) monks are rare, though, as most monks are medicant clerics or cloistered clerics of the Holy Orders of the Stars.
  • Paladin: Paladins are called by the Gods to serve them with blade and boot, usually on a solitary vein. Very few paladins join the Knightly Orders. Paladins of the Gods of Good are called Paladins. While Paladins of the gods of evil are called Anti-Paladins.
  • Ranger: Rangers tend to receive their powers from the Gods of nature.
  • Rogue: Hardly any change.
  • Sorcerer: all Sorcerers draw on the power of Krynn itself, although their power manifests in bloodlines. There are three dominate bloodlines in Krynn today: Arcane, Destined, and Dragon. Other bloodlines may exist, but they are all rare.
  • Wizard: all Wizards are trained by, usually, Wizards of High Sorcery. The Wizards of High Sorcery test Wizards for their use of magic, and regard sorcerers and others (below) as renegades. The Wizards of High Sorcery draw on the 3 moons for their magic, and are divided into White Robes (Good wizards - Solinari), Red Robes (Neutral wizards - Lunitari), and Black Robes (Evil wizards - Nuitari). Wizards may enter the Wizard of High Sorcery Prestige class (see the DLCS, pages 70 through 76).
  • Classes from the APG:

  • Alchemist -- the Alchemist was a class pioneered by humans during the Age of Dreams before their transformation into Gnomes. Drawing on the magic of Krynn, Alchemists are able to put magic into potions, bombs, and mutagens. Since the Wizards of High Sorcery can't detect any actual magic use (since it's all related to SCIENCE), Alchemists are generally left alone. A few Wizards of High Sorcery will multiclass into this class, however.
  • Cavalier -- The Cavalier is one of the replacements for the noble class.
  • Inquisitor -- One of the replacements for the Noble class.
  • Oracle -- Oracles replace the Mystic class in DLC (page 47-50).
  • Summoner -- Summoners must take the test of High Sorcery and join the orders, or be hunted as renegades.
  • Witch -- Witches are insular magic makers that are all considered renegades by the Wizards of High Sorcery. Despite the fact that one of the founders of the Order of High Sorcery was a witch.
  • Class from Ultimate Magic!

  • Magus -- Magi may join the Legion of Steel or the Knights of Neraka. In the case of the Latter, they are almost always Knights of the Thorn. Magi are regarded as Renegades by the Wizards of High Sorcery.

    Classes from Ultimate Combat:

  • Gunslinger -- During the War of the Lance, and before, the Gunslinger class is only available to the Gnomes. During the Age of the Mortals, the playing field has changed and now there are representatives of this class by all races.
  • Samurai. -- Nope. Sorry.
  • Ninja. Maybe, GM's discretion.
  • Anti-Paladin. See Paladin, above. Warning: Anti-Paladins have a high incidence of being turned into Death (Grave) Knights.
  • Classes from the ACG:

  • Arcanist. Members of this Class represents the greatest threat to the Order of High Sorcery, and most are renegades. Redeemed Arcanists are given the Test, of course. Arcanists respresent the most ancient order of Arcane Magic Users.
  • Bloodragers. This class is found amongst the human nomads, kagonesti, draconians, and ogres.
  • Brawlers. Only found in taverns, usually. Not many participated in the War of the Lance.
  • Hunter. Rangers without a patron deity.
  • Investigator. Usually found in high urbanized areas.
  • Shaman. Found among barbarian cultures.
  • Skald. Also found amongst barbarian cultures.
  • Swashbuckler. One of the other replacements for the noble class.
  • Slayer. Wizards of High Sorcery who multi-class in this become known as Renegade Hunters.
  • Warpriest. Followers of Kiri-jolith, Sirrion, or Sargonnas.
  • Prestige Classes of Krynn:

  • Knights of Solamnia. The Knights of Solamnia is represented by the Knights of the Sword, Knights of the Crown, and Knights of the Rose. (see Pages 54 through 61 of the DLCS).
  • Knights of Neraka. Represented by the Knights of the Lily, the Knights of the Skull, and the Knights of the Thorn. The Latter is composed by a full class -- the Magus. (see pages 61 through 66).
  • The Legion of Steel.
  • Wizards of High Sorcery. A prestige class -- described on pages 71 through 76.
  • Dragon Rider, Legendary Tactician, and Righteous Zealot. The last, the Inquisitor, is replaced by the base class from the APG.

    Sovereign Court

    Looking like a good start. Are you even going to bother with the magic side effects?


    Eltacolibre wrote:
    Looking like a good start. Are you even going to bother with the magic side effects?

    Yes, I will. After I get some (real) work done today.

    Sovereign Court

    Alright will look forward to that then.


    POOP ON KENDER AND GULLY DWARVES!!! I hates them I does!!! Nasty, stupid,...er...sorry about that. As someone who has played the Dragonlance setting, and quite honestly despises it, that aside, what you are doing with the races would seem to fit with Weis and Hickman's presentation of them in the novels.


    Thank you. :)


    Wizard of High Sorcery (Wizard Archetype):

    Provided for those who don't have the DLCS and access to the Prestige Class, the Wizard of High Sorcery archetype is provided as a replacement. Wizards of High Sorcery are described in detail in the DL adventures, DL Adventures (1e), and DLCS.

    --High Specialization--
    Taking this Archetype means that a Wizard's access to schools is affected. As the schools of Magic are limited according to Robe.

    The White Robes typically choose to specialize from the schools of Abjuration, Conjuration, Enchantment, and Evocation.

    The Red Robes have the highest number to choose from: the schools of Conjuration, Enchantment, Evocation, Illusion, and Transmutation.

    The Black Robes typically specialize in: Conjuration, Enchantment, Evocation, Illusion, and Necromancy.

    Divination is had amongst all. Specialization in one is like Specialization amongst the Sin Mages, the extreme specialization means that two other schools of a particular order is barred (usually its White vs. Black, but a Red Wizard may bar himself from any two schools from both orders.)

    -- Moon Magic (Su) --
    This Class Feature is detailed on page 74 of the DLCS. Basically, all Wizards of High Sorcery draw strength from the moon aligned to that particular order, usually after the completion of the Test (at 4th level). White Robe wizards draw power from Solinari, Red Robes from Lunitari, and the Black robes from Nuitari.

    Basically, the waxing and waning of the moons have an affect on the Wizards. When a moon is at high Sanction, Wizards cast spells at +1 caster level, with their saving throw DCs increased by +1. When a moon is at low Sanction, the spells are cast at a -1 caster level, and saving throw DCs are decreased by -1. During the waxing and waning of the quarter and half moons, the Wizards are at normal power level.

    Conjunctions. The alignment of any two moons is a propitious event, even if the moons are at Low Sanction. When two moons are in conjunction, the Wizards of both orders cast their spells at +1 Caster level and the Spell DCs are increased by +1. These bonuses stack with any bonus or penalty in place for the phase of the moons. So, if two moons come into conjunction at High Sanction, the Wizards of the particular related orders cast spells at +2 level, and +2 Spell DC. If at Low sanction, the bonuses and penalties cancel each other out.

    When all three moons are in conjunction at high Sanction, all magic becomes more powerful. Wizards of all three orders cast spells at +2 caster levels with their spell DCs increased by +2 when the moons are waxing or waning in conjunction. Again, all of these penalties stack. When all three are in conjunction at Low Sanction, everyone receives a +1 bonus to caster levels and spell DCs. When all three moons are at High Sanction (the Night of the Eye) then all Wizards experience +3 bonuses to Caster levels and +3 bonus to spell DCs.

    --Tower Resources--
    Upon joining the Order of High Sorcery, Wizards of High Sorcery gain access to the Tower resources at Wayreth (and any other Towers of High Sorcery raised up during the Age of Mortals). This includes access to Libraries and Laboratories for working on new spells, new magic items, or general research.

    -- Arcane Research --
    After fourth level, the Wizard gains a +2 competency bonus on Spellcraft and Knowledge (Arcana) checks while having access to Tower resources. Also, each level that grants a bonus Arcane Research also allows the Wizard of High Sorcery to had a bonus spell to his spellbook.

    -- Order Discovery --
    Instead of gaining a Bonus Feat or making a Discovery, a Wizard of High Sorcery may choose to become privy to an Order Secret. This happens every 5 levels a character gains in the Wizard class.

    Secrets of the Black Robes
    These include the Magic of Betrayal, the Magic of Darkness, the Magic of Fear, the Magic of Hunger, and the Magic of Pain. These will be discussed at a later time.

    Secrets of the Red Robes
    These include the Magic of Change, the Magic of Deception, the Magic of Independence, the Magic of Mystery, and Pure Magic. These will be discussed at a later time.

    Secrets of the White Robes
    These include the Magic of Defense, the Magic of Radiance, the Magic of Resistance, the Magic of Sustenance, and the Magic of Truth. These will be discussed at a later time.


    The Knights of Solamnia

    Provided are three Archetypes for the Knights of Solamnia. According to the First Edition Rules in DRAGONLANCE Adventures, you can't start in one Knightly Order, to have to progress through the Crown and the Sword before becoming a Knight of the Rose. Thus, these Archetypes are provided as an alternative to the Prestige Classes in the DLCS.

    Knights of the Crown (Fighter Archetype):

    The Knights of the Crown are primarily Fighters, although some can be cavaliers (though most cavaliers are Knights of the Rose). The Measure of the Knights of the Crown is discussed in DRAGONLANCE Adventures and the DLCS.

    -- Weapon and Armor Proficiencies --
    Knights of the Crown are proficient with all simple weapons and martial weapons. They gain no additional Armor and Shield proficiency.

    -- Strength of Honor (Su) --
    At 2nd level, once per day, a Crown knight can gain a +1 bonus to his or her strength score for a number of rounds equal to 3 + her Charisma modifier. This bonus increases by +1 for every four levels beyond 2nd. This replaces the Bravery trait.

    -- Honorable Will (Su) --
    A 5th level Knight of the Crown applies her Charisma bonus (if any) as a moral bonus on saving throws against compulsion spells and effects. Her powerful sense of Honor and Loyalty strengthens her will. This replaces Weapon Training at 5th level

    -- Aura of Courage (Su) --
    At 13th Level, a Knight of the Crown becomes completely immune to fear (magical or otherwise). Allies within 10 ft. of the Knight gain a +4 morale bonus on saving throws against fear effects. This ability functions while the Knight is conscious, but not if she is unconscious or dead. This replaces Weapon Training at 13th level.

    -- Crown of Knighthood (Su) --
    At 16th Level, a Knight of the Crown is the living embodiment of the principles of Honor, Obedience, and Loyalty. She adds her Charisma modifier to all saving throws, and gain an additional +4 bonus on saves against compulsion effects. Also, he or she can act if under the effect of a heroic valor spell once per a day. This effect lasts for ten minutes.


    Knights of the Sword (Cleric Archetype):

    The knights of the Sword is a spellcasting archetype for Clerics or rarely, Inquisitors. While it is best for Clerics to apply for the Knights of the Crown first, then to the Knights of the Sword to advance up the ranks, this Archetype represents those Knights who wish to stay knights of the Sword. This Archetype has some overlaps with the Warpriest base class.

    --- Weapon and Armor Proficiencies ---
    After applying to the Knights of the Crown, the cleric applying to be a Knight of the Sword gains proficiency in all simple and martial weapons. Armor and Shield use doesn't change.

    -- Subdomains --
    clerics applying to be Knights of the Sword may choose to gain the Honor subdomain (Glory) and the Restoration domain (Healing) instead of just Glory and Healing.

    -- Smite Evil and Aura of Good --
    Like a Paladin, the Knight of the Sword gains the Smite Evil and Aura of Good abilities at 2nd Level. Both replace channel energy at level 2.

    Aura of Good (Ex): The power of a Sword Knight's aura of good (see the detect good spell) is equal to her cleric level.

    Smite Evil (Su): Once per day, a Sword Knight can call out to the powers of good to aid her in her struggle against evil. As a swift action, the knight chooses one target within sight to smite. If this target is evil, the knight adds her Charisma bonus (if any) to her attack rolls and adds her knight level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the knight possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

    Turn Undead (Su): at 5th Level, the Sword Knight gains the Turn Undead feat for free. If the Knight already has the Turn Undead feat, he can choose another general feat.

    Aura of Courage (Su): at 10th level, a Knight of the Sword gains a +4 morale bonus against fear effects. All allies within 10 feet of the Knight of the Sword gain a +4 morale bonus against fear effects as well.

    The Soul of Knighthood (Su): At 15th Level, a Knight of the Sword is the living embodiment of knightly devotion to the Gods of Light and the principles of his alignment. Any weapon the knight uses in combat is considered a holy weapon for purposes of overcoming damage reduction of certain evil outsiders. In addition, he can cloak himself with a holy aura once per day as per the spell, with a duration of 10 rounds. Only the Knight is protected by the holy aura; and it does not extend to his allies.

    Knight of the Rose (Cavalier Archetype):

    Representing the Highest their of the Solamnic Knights, the order embraces wisdom and justice. The Knights of the Rose are typically Cavaliers who applied first to be Knights of the Crown, and then Knights of the Sword. This is a leadership Archetype, as the Knights of the Rose acts as diplomats, advisors to other governments, and as well as forming the governing body of the Solamnic Knights themselves. This Archetype is an alternative to the Knight of the Rose Prestige
    Class in the DLCS.

    --- Order: The Knights of the Rose---
    A Cavalier applying to the Knights of the Rose joins the Knights of Solamnia as his Order. He starts first through the order of the Crown, then the Order of the Sword, and then the Order of the Rose.

    The Edicts of the Knights of the Rose are found in the Measure of the Rose Knight, found in DRAGONLANCE Adventures page 16 or in the DLCS, page 61.

    Challenge: Whenever a Rose Knight 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 cavalier. This bonus lasts for 1 minute (or 10 rounds). The bonus increases by +1 for every four levels the cavalier possesses.

    Skills: A Rose Knight adds the skills Knowledge (Politics) and Knowledge (Nobility and Royalty) to his list of class skills.

    Order Abilities: A Rose Knight belonging to the Knights of Solamnia gains the following abilities as he increases in level.
    Aid Allies (Ex): At 2nd level, whenever an Order of the Rose cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

    Strategy (Ex): At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

    Act as One (Ex): At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.

    ------------------------------------

    -- Rallying Cry (Su) --
    The Rose Knight may, as a free action, utter a powerful shout that causes all allies within 60 feet to gain a +1 morale bonus on their next attack roll and increase their base speed by 5 feet on their next action. This ability is a mind affecting ability that may be used 3 times per day. This ability is gained at second level.

    --Aura of Good (Ex):---
    The power of a Rose Knight's aura of good (see the detect good spell) is equal to her cleric level. This is also gained at 2nd level.

    ---Detect Evil (Sp):---
    The Knight of the Rose's Experiences through the other orders allow the knight to detect evil at will. This ability duplicates the effects of the spell Detect Evil and replaces the Banner ability at 5th level.

    -- Inspire Courage (Su) ---
    Also at 5th level, a knight can inspire courage in his allies (and in himself) twice a day. This effect bolsters against fear and improves their combat abilities. To activate the inspire courage, the knight must give a speech. The effect lasts for as long as the knight continues to speak and four five rounds thereafter (think of the speech King Henry the Fifth gave in Henry V for an example). While speaking, the knight can fight but cannot cast spells, activate magic items by spell completion, or activate magic items by magic words. Affected allies gain a +2 morale bonus against charm and fear effects, and a +2 morale bonus on attack and weapon damage. At 8th level, and again at 11th level, the bonus increases by +1 and the Knight can use this ability one additional time per day. Inspire Courage is a mind affecting ability and also replaces the Banner ability at 5th level.

    --- Leadership ---
    At seventh level, the Rose Knight cavalier gains the Leadership feat for free. His cohort is his squire, which he is fostering through the Knights of the Crown as level 1. His followers are other Knights of Solamnia.

    ---Leadership Bonus ---
    at 9th level, the Rose Knight gains a +1 bonus to his Leadership score, and this bonus increases to +2 at level 13. This stacks with all other bonuses to his Leadership score.

    --- Inspire Greatness (Su) ---
    at 9th level, A Rose Knight can be a shining example of Greatness, inspiring greatness to one single willing ally within 30 feet. This grants extra fighting capabilities. For every three levels the knight attains beyond 10th level, he can inspire greatness in one additional ally. Each use of this ability counts against the Knight's daily use of his Inspire Courage ability. To inspire Greatness, he must give a speech and the ally must hear the knight speak. The affect lasts for as long as the ally hears the Knight continue to speak and for five rounds after. An ally inspired to greatness gains temporary hit points equal to two d10 hit dice (and apply the ally's constitution modifier to these hit dice), a +2 competence bonus on attacks, and +1 competence bonus on Fortitude saves. Of course, the Rose Knight can inspire greatness within himself.

    --- Final Stand ---
    Once per a day, at 12th level, a Rose Knight can inspire his troops to a heroic effort, temporarily increasing their vitality. All allies within 10 feet of the knight gain 2d10 temporary hit points. This ability affects a number of allies equal to the knight's class level + his charisma modifier and lasts an equal number of rounds. This replaces the demanding challenge ability.

    --- Knighthood's Flower ---
    At 15th level, the Knight of the Rose is the living embodiment of all that the Knights of Solamnia stand for: honor, wisdom, and justice. He gains complete immunity to compulsion effects (except harmless effects such as aid). In addition, once per a day, the knight can call upon the wisdom inherent in the Measure to grant himself the benefit of the foresight spell for the duration of 100 minutes. The knight can only gain foresight regarding himself, and not another creature. Thus, while this affect is still active, the knight cannot be surprised or flatfooted, and gains a +2 insight bonus to AC and on Reflex saves.


    Using Existing Cavalier Orders for the knights of Solamnia.

    The Order of the Sword can be used for Cavaliers who join the Knights of the Crown. The Order of the Star can be used for Cavaliers who join the Knights of the Sword.

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