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Complete Races, Classes, & Magic of DL

Races of Ansalon
Unlike the standard Dungeons & Dragons game, there are no Halflings or half-orcs in the DRAGONLANCE® saga. Players who
enjoy Halfling characters might try playing a tinker gnome or a kender, and those who prefer half-orcs will find bakali, half-ogres, Minotaurs, and ogres to
be interesting options.
Racial Characteristics
The race that you choose for your character will determine some of his or her natural capabilities. The races of Krynn are described in a
similar fashion to the basic character races in the Player’s Handbook; however, the unique races of the DRAGONLANCE® Saga give some
unusual choices and qualities for your character.
In addition to the entirely new races, some of the traditional D&D races (dwarves, elves, and half-elves) have been slightly modified in Krynn. The racial
descriptions given here replace those found in the Player’s Handbook for the DRAGONLANCE® Saga.
Racial Ability Adjustments
Race Ability Adjustments Favored Class
• Human None Any
• Bakali +2 Constitution, –2 Charisma Barbarian
• Centaur
o Abanasinian +2 Wisdom, –2 Intelligence Ranger
o Crystalmir +2 Wisdom, –2 Intelligence Ranger
o Endscape +2 Str, –2 Int, –2 Cha Barbarian
o Wendle +2 Wisdom, –2 Charisma Ranger
• Dwarf
o Daergar +2 Constitution, –2 Charisma Fighter
o Daewar +2 Constitution, –2 Charisma Fighter
o Hylar +2 Constitution, –2 Charisma Fighter
o Klar +2 Constitution, –2 Charisma Fighter
o Neidar +2 Constitution, –2 Charisma Fighter
o Thiewar +2 Constitution, –2 Charisma Sorcerer
o Zhakar +2 Con, –2 Str, –2 Cha Sorcerer
• Elf
o Dargonesti § +2 Dexterity, –2 Constitution Sorcerer
o Dimernesti § +2 Dexterity, –2 Constitution Fighter
o Kagonesti +2 Dexterity, –2 Intelligence† Barbarian
o Qualinesti +2 Dexterity, –2 Constitution Ranger
o Silvanesti +2 Dexterity, –2 Constitution Wizard
• Half-Elf None Any
• Gnome +2 Dexterity, –2 Strength Tinker, Rogue or Expert
• Kender +2 Dexterity, –2 Strength Rogue
o True Kender -2 Str, -2 Wis, +2 Dex, +2 Int Handler
• Minotaur +2 Str, –2 Wis, +2 Con, –4 Cha Fighter
• Mischta +2 Charisma, –2 Constitution Sorcerer
• Ogreborn +2 Str, +2 Con, –2 Dex, –2 Int†, –2 Cha Barbarian
• Ogre Irda § +2 Dex, +2 Int, +2 Char, -4 Con
† The character’s starting Intelligence is at least 3. If this adjustment would lower the character’s score to 1 or 2, his or her score is 3.
§ Ogre Irda have level adjustment +5; Dargonesti elves, Dimernesti elves, and ogres have level adjustment +1.

Unusual Races
Some character races are considered unusual in Ansalon, and may not be appropriate for all DRAGONLANCE® saga campaigns. You
must receive permission from your DM before creating a character belonging to any of these unusual races. Such races include bakali lizardfolk,
centaurs, gully dwarves, mischta, all monsters from the Monster Manual or Creatures of Ansalon, and all powerful races (Dargonesti elves, Dimernesti
elves, Irda, and ogres).
Powerful Races
When creating a character of a more powerful race, add the level adjustment to the character level of the creature. This is the character’s
effective character level. The DM determines the character level of newly-created characters in the campaign; if the effective character level of a first-
level adventurer is higher than this number, you cannot create a member of this race.

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Complete Races, Classes, & Magic of DL
The beginning equipment of a character from a more powerful race is determined by his effective character level, not his total class levels, and
thus should be equal to other new characters in the campaign.
Because characters of these powerful races possess a higher level than just their character level, they do not gain levels as quickly as a normal
character. These characters use their effective character level to determine how many experience points are required to reach a new level. You still use
the character’s actual level for feat and skill acquisition, class features, ability score increases, and so forth. Characters of more powerful races can reach
up to 20th character level in their classes, although they require more experience points to do so.

Human
Humans dominate modern Ansalon in terms of political power and sheer population. Many of the most powerful nations, organizations, and
orders are predominantly human. Human diversity, adaptive ness, and perseverance have allowed them to ascend over more “powerful” races such as
ogres, minotaurs, and elves. Significantly, most of the Heroes of the Lance were human.
Personality: Humans are courageous, flexible, and energetic people. They are possibly the proudest folk of Ansalon, placing great
importance in their traditions and cultures. Humans will defend their way of life from change, and brook no disrespect from outsiders. At the same time,
humans are flexible and adaptable, and will rapidly accept innovations and new discoveries that improve their lives. It is simply a matter of making them
aware of these improvements.
The flexibility of humans, coupled with their short lifespan and energy, sometimes makes them seem overly ambitious to the other races of
Ansalon. Certainly humans are more focused on the immediate future than either gnomes or minotaurs, and pay less attention to the past than elves or
dwarves. Although nonhumans sometimes sneer at humans as being grasping, their drive has accomplished much in the world.
Physical Description: Humans vary enormously in appearance, with physical traits that depend upon the region of Ansalon from which their
ancestry can be traced. The origin of the different cultures of humanity has been lost to the mists of time, but may be linked to the spread of ancient
tribes or the different families of slaves kept and bred by ancient ogres. Humans in modern Ansalon are known for the regions that they are traditionally
associated with, although since the Cataclysm refugee migrations, wars and exploration of Ansalon’s altered geography have allowed humans of
different cultures to spread throughout the continent.
Abanasinians are probably descended from an intermingling of Solamnians and Plainsfolk, sharing qualities of both groups. They are tall,
with light skin tones and straight or curly hair that grows black, brown, or red. Blonde hair is quite rare and considered remarkable. Abanasinians can be
quite muscular if they follow a vigorous lifestyle, although less active individuals can be a little plump.
Ergothians are widespread, found not only in Ergoth but also in Ackal, Saifhum, Sikk’et Hul, and many Blood Sea ports. Their rich skin tones
range from light brown to glowing black, and grow tightly curled black hair that is usually closely cropped, with little or no body hair. Ergothians are
famous for their dark, flashing, and romantic eyes.
Icefolk of the frigid south have red or light brown hair, blue eyes, and pallid skin with faces that are weathered and reddened by constant
exposure to strong winds. They are of medium height, and men are considered very hairy by most standards.
Kalinese humans live in eastern Ansalon, including the Blood Sea ports, Balifor, and the Dairly Plains. They are slightly shorter than the
average Ansalonian, with dark hair and weathered skin tones.
The Khur tribes are a unique, distinct cultural group in Ansalon. They have bronzed skin and curly black hair, and are somewhat shorter than
the typical human. Khurrish men possess distinctive aquiline features and look quite fierce, while Khurrish women are exotic and among the most beautiful
in Krynn. Exposure to the deserts weathers Khurrish skin, giving it the texture of leather by late middle age.
The Nerakese humans of central Ansalon include the mountainfolk that live in the Taman Busuk as well as the herders of Estwilde. They
are rugged in appearance, with dark curly hair, weathered dark skin, and deep-set dark eyes. Nerakese men grow facial hair quite profusely, but are
considered somewhat handsome by human standards – depending, of course, on their state of dress and hygiene. They are of average height.
Plainsfolk are found in lands that, prior to the Cataclysm, belonged to the south-central plains of Ansalon – Abanasinia, Blödehelm, the
New Coast, and the Plains of Dust. Plainsfolk can be quite tall and slender, and have deeply golden skin, black hair, and black or brown eyes.
Solamnians dwell in Solamnia, Nordmaar, the Whitestone lands of Sancrist Isle, and other Sirrion Sea islands. Solamnians are quite tall
and pale-skinned, although in northern climes they tan quite well. Solamnians are memorable for their clear blue or black eyes, and wear straight hair that
might be brown, black, or sometimes blonde.
Relations: Although humans are most comfortable when surrounded by others of their own kind, most humans quickly come to accept members
of other races – even such “unfriendly” races as goblins, Minotaurs, and elves. Humans fear what they do not understand, but form easy friendships with
those that they come to know and appreciate. At a pinch, a human is able to deal with those unlike himself better than any nonhuman race in Ansalon.
Alignment: Humans were created by the gods of Neutrality, yet Gilean’s gift allowed them free will to choose their own alignment. As a result,
few humans are truly neutral, tending either at least slightly towards good or slightly towards evil. The most selfless of heroes and vilest villains are found
among humans.
Human Lands: The human lands of Ansalon include the plains of Abanasinia, the faded glory of Ergoth, exotic Khur, cold Kharolis, cruel
Lemish, proud Normaar, isolated Sirrion Sea islands, powerful Solamnia, the Knights’ Whitestone lands, and innumerable tribes scattered across
Balifor, Blödehelm, the Dairly Plains, Estwilde, Icewall Glacier, Plains of Dust, the Taman Busuk, and elsewhere.

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Although human towns tend to be fairly homogenous, and not a little suspicious of outsiders, they quickly accept nonhumans once such
individuals have spent some time living among them (for example, hill dwarves in Abanasinia, or Qualinesti elves in Northern Ergoth).
Religion: Humans do not worship one deity as the father of their race, as do dwarves, elves, gnomes, kender, and minotaurs. The preferred
gods of humans varies from region to region in Ansalon: Paladine and Gilean are worshipped in Solamnia, Majere in Ergoth, Habbakuk and Shinare
by the mariners of Saifhum, and Kiri-Jolith and Zivilyn by the Plainsmen of Abanasinia and the Plains of Dust. Mishakal is favored by humans in almost
every land where her worship is known, both as the goddess of healing and the first god of light to return during the War of the Lance.
On the other side of the coin, the gods of darkness are also worshipped and feared by many humans. Takhisis is followed by warlords and the
power-hungry everywhere, Chemosh is appeased by those who fear death’s cold embrace, and many superstitious sailors make offerings to Zeboim.
Languages: Almost all humans are able to speak Common quite well, as it was originally formed from a blend of the languages from which
modern human languages also developed. Humans who travel to other lands expect those that they meet to understand Common, and are usually quite
surprised (and even a little offended) if this proves to be not the case. However, regional languages are preferred to Common for day-to-day
conversation by humans in their home towns unless these settlements are extremely cosmopolitan (such as Palanthas) or a crossroads of trade and travel
(such as Port Balifor, Caergoth, or Solace).
Names: The variety of human cultures, larger populations, and changing traditions regarding popular names means that few names are
widespread among humans. Many names were invented by an individual’s parents to honor dear friends or family members; others are chosen for their
sound or meaning.
Tribal humans generally possess but a single name (such as "Ravenseye of the Que-Shu"), whilst humans with a keener sense of tradition
keep clan names (such as in Ackal and Khur) or family names (such as in Abanasinia, Ergoth, and Solamnia). Abanasinian family names are descended
from the names of ancient settlements, noble patrons, or deities; Ergothian family names are descended from the founder of each family line; and
Solamnian family names are descended from professions (for the common folk) or a famous ancestor (such as Brightblade or Uth Matar; originally,
"Uth" meant "son of", but this tradition is archaic).
Adventurers: Human legends and folklore are filled with the tales of normal people who were thrust into the heart of the story and became
heroes. Humans believe that heroes can be found among nobles and the common folk alike, and that daring, virtue, and courage are all that is required to
achieve greatness. Humans will devote themselves to a cause, attempt the improbable, or fight against hopeless odds because they believe that anything
is possible. The greatest human heroes, such as Ackal Ergot and Huma Dragonbane, rose from obscurity to change the face of Krynn itself.
Human Racial Traits
• Automatic Languages: Common, plus one regional language (see Regional Feats and Languages of Ansalon). Bonus Languages: Any
(other than secret languages, such as Druidic, or obscure monster languages, such as Dragonspeak).
• Otherwise, humans possess all of the racial traits listed on page 13 of the Player’s Handbook.

Bakali
The bakali are a race of lizardfolk found in the remote swamps of Ansalon. Though savage, brutal, and uneducated, they are not unintelligent.
Indeed, they are cunning and quick to learn, although they do have their limitations.
Personality: The bakali are distrustful and suspicious by nature. More than most races they keep to themselves and seldom leave their own
territories. To others they seem savage and bloody-minded, and they are usually portrayed as crueler than they really are. Although this attitude is too
simple a stereotype, it is not entirely unwarranted; the bakali, as a race, have no qualms or particularly strong moral compunctions against violence,
although individuals may hold more tolerant or peaceful views. The bakali are also courageous, having no fear of death. Theirs is a courage, however,
that does not cause them to charge foolishly forward. They do not fear death but they do enjoy life. Although savage, they are not stupid. Indeed, they
are particularly skilled at war. Using deception, ambushes and even retreats are not cowardly if the situation calls for it. Anything associated with war – in
victory or defeat – is considered courageous.
Physical Description: Bakali range in height from six to eight feet and are correspondingly strong and muscular. Their hides range in color
from yellow-green to mottled brown and are heavily plated, much like those of crocodiles. They have long, powerful tails that they can lash about. A
dorsal ridge runs the length of the spine, starting at the back of the skull and finally disappearing about halfway down the tail. Their hands and feet have
vestigial claws, menacing-looking but not effective in combat. The hands and feet are webbed and the talons of the feet are used like fingers.
Relations: The stereotype is reinforced by their dislike of strangers, particularly the humans of Nordmaar, with whom they have had poor
relations for centuries. Consequently they have their own stereotypes about humans – greedy, lying, thieving, and murderous scoundrels. Few humans
are befriended by the bakali. However, they place great store in friendships and alliances, among their own kind and with other races. Although they may
be frequently hostile to humans, the bakali are not without honor. They have long memories, remembering both the good and ill done to them. They treat
others as others treat them. If a human is fair and honorable, even if he is an enemy, the bakali treat him with the same respect. If an outsider manages to
befriend a bakali, the bond will last until the trust is betrayed.
Alignment: Bakali are often chaotic, and usually neutral. A few bakali who have experienced cruelty at the hands of the "civilized" races tend
towards evil.
Bakali Lands: The bakali dwell in the remote swamps of northern Ansalon.

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Religion: The chief Bakali gods are Krik’k lettz, an incarnation of the nature deity Chislev, and Sirr’ushush, an incarnation of the warmth-
deity Sirrion. Although bakali worship appears to be savage and bloody to non-bakali, the most gruesome ceremonies are simply ritualized food
preparation; the bakali religion is not a destructive one.
Language: Bakali speak their own racial tongue, which consists of short hisses, growls and smacks, and does not have a modern written form.
Ancient bakali most likely used the Draconic script.
Names: Bakali do not name males and females differently. For the lizardfolk, mating season only comes once per year, and they do not
consider the sexes to be very much different the rest of the time. Bakali by tradition name their young in the Draconic tongue, which can be quite a
surprise for the scholarly. Unfortunately, they lack a human sense of poetry in naming, and often choose words in Draconic based entirely upon their
impressive sound – not caring that "Athra’lhorr" translates as "quickly blue" or something equally meaningless.
Names: Amr’harza, G’harr, Iblirack, Marollahrdra, Siatheen, Zhorrastryx.
Adventurers: Bakali are courageous yet cunning enough to make less-than-obvious schemes to reach their goals. A character who desires
revenge or overcome an enemy within the Glade might decide to venture into distant lands. Bakali who have taken up an adventuring life are often forced
exiles – sole survivors of a tribe slain by Nordmaar barbarians or the Knights of Takhisis.
Having gained their freedom, such characters might desire to explore more of the strange world they have been thrust into, or possibly they
might seek to become more powerful before attempting to return home.
Bakali Racial Traits
• +2 Constitution, –2 Charisma. Bakali boast sturdy and muscular frames, but suffer a lack of social education and bestial appearance.
• Medium-size: As Medium-size creatures, bakali have no special bonuses or penalties for their size. They inflict 1d4 points of damage
(modified by Strength) in unarmed attacks.
• Bakali base speed is 20 feet.
• The sharp fangs and claws of a bakali ensures that the hero is never considered unarmed; thus, bakali who make unarmed strikes do not
provoke an attack of opportunity. Furthermore, the bakali hero may choose to deal subdual or lethal damage with unarmed attacks.
• +2 racial bonus to Swim skill checks. Quite naturally, all bakali are powerful swimmers, with a base speed of 30 feet in water.
• +1 racial bonus to all saving throws that involve blinding or dazzling of the eyes, due to a special nictating membrane that can quickly shield
their eyes from harm.
• +3 natural bonus to Amour Class, due to tough hides that serve as natural armor. However, armor made for bakali tends to be ill-fitting and
costs twice as much.
• Cold vulnerability: Bakali suffer 1 extra point of damage per die caused by cold-based attacks.
• Automatic Languages: Lizardfolk, Common. Bonus Languages: Ancient Elven, Dragonspeak, Kothian, Nordmaarian. Bakali are familiar
with the languages of their neighbors.
• Favored Class: Barbarian. A multiclass bakali’s barbarian class does not count when determining whether he suffers an XP penalty for
multiclassing (see Experience for Multiclass Characters, page 56 of the Player’s Handbook).

Centaur
The half-equine, half-humanoid centaurs are not especially virtuous or intelligent, but are one of Krynn’s proudest and noblest races. They
think first of themselves, enjoying pleasures such as wine, art, and fine weather.
The vast majority of Ansalon’s centaurs are of the Abanasinian breed; unless otherwise specified, all references to centaurs in Krynn can be
assumed to indicate Abanasinians. The other kinds of centaur are the Crystalmir, Endscape, and Wendle breeds.
Personality: One would be hard pressed to find a more passionate race than the centaurs. As marked hedonists, centaurs look upon every
new day as a chance to experience new pleasures, hear new tales, and undertake new amorous pursuits. Centaurs are typically easy-going and docile,
and so few centaur herds require a strict set of laws.
Proud centaurs remain ever conscious of their appearance. They love treasure, and keep their personal collection of baubles with them in
leather bags or hide them in hollow trees; each herd will also collect a communal cache, hidden in a cave or beneath a pile of rocks. Most centaurs find any
disfigurement, from a battle scar to a tattoo, to be upsetting and unsightly.
Centaurs speak in deep, sonorous voices, and often use phrases that sound somehow formal and stilted; for example, centaurs speaking
Common say “thou” and “thy” where humans say “you” and “your.”
Physical Description: Physically, centaurs are fascinating, having the bodies of a great horse with a human torso, head, and arms. Long hair
runs down their backs like a mane. Males have broad chests, rippling muscles, and handsome, angular faces. Females are lithe and graceful, and their
visages are among the most beautiful seen in Krynn.
These creatures boast marvelous diversity in appearance. Their equine portions range from blond to black and, rarely, dappled. Although
generally dark haired, centaurs have a skin tone anywhere from ruddy tan to rich brown to pale white. Many have brown or blue eyes, but some have
black, green, or even violet. Centaurs do not understand the physical modesty of other races, and only wear clothing if the weather demands it. However,
they enjoy decorating their bodies, and enhance their looks with jewelry and other beautiful apparel.

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Relations: Abanasinian centaurs get along well with kender, although they find members of that race far too flighty to accept as equals.
Abanasinian centaurs often befriend elves and humans, feeling stronger kinship with these races and sharing certain traits with each. They see dwarves
and minotaurs as ugly, stubborn, quarrelsome folk, and must work very hard at times to get along with them.
Centaurs of other breeds – particularly the Crystalmir and Wendle centaurs – are much more wary of humanoids, and seldom cooperate with
them. Crystalmirs and Wendles are prone to avoiding strangers, fleeing from them at great speed; Endscapes are lawless creatures, fond of violence.
Alignment: Centaurs are usually chaotic, and tend towards good. There are many neutral centaurs, however, especially among the Endscape
and Wendle tribes.
Centaur Lands: Centaur herds have been found throughout most of Ansalon, living in pastures and pleasant woodlands far from humanoid
civilization. They have no permanent settlements, and migrate when food becomes scarce or when outsiders settle close by. The most common breed of
centaurs are known as Abanasinians; these centaurs once dwelled on the plains of Abanasinia, but migrated south into Qualinesti and then throughout
the forests of Ansalon.
Crystalmir centaurs are much more reclusive, and remain largely confined to Ansalon’s southern forests and plains. The far northern and
eastern regions of Ansalon are home to the Endscapes, originally from the Endscape peninsula north of Kern. Wendle centaurs arose in the Wendle
Woods of Goodlund, but were driven out by nearby kender communities and now live throughout the south-eastern forests and plains.
Religion: Centaur religion is animistic; they see the sacred spirit of the world in all things. Thus, druids rather than clerics serve many centaur
communities. Of those centaurs who worship the gods, most are clerics of Habbakuk, Chislev, and Mishakal.
Language: Centaurs do not possess their own language; instead, they speak a very rustic dialect of Common. Centaurs tend to be fluent in
the languages of neighboring peoples; thus, centaurs of Abanasinia may know Abanasinian, Qualinesti, and Sylvan, whereas centaurs of the Plains of
Dust would be more likely to speak Ice Folk and Kharolian.
Names: Centaurs are named by the elders of their herd, according to the seasons and the skies at the time of their birth. In addition, most
adult centaurs take the name of one of their parents as a surname (men use the name of their father or grandfather, and women use their mother or
grandmother’s name). A few individualistic centaurs use the name of their lover rather than their parent; such a centaur might call himself Stormglow,
Husband to Whisperwind.
Male Names: Bluestar, Firebrand, Lightning, Stormglow, Summersun, Winterrain.
Female Names: Autumnlight, Dawnrise, Lightmoon, Softrain, Whisperwind.
Adventurers: The passionate centaur character might have begun a life of adventure for a variety of reasons, not all of them logical: ambition,
wanderlust, love, vengeance, the desire for a quest, or the bond of friendship. Even in lands where centaurs are uncommon, a centaur hero might easily
appear. Long journeys are easy for centaurs; a young character with a desire to see the world might have traveled quite a distance before meeting his
companions.
Centaur Racial Traits (Abanasinians)
• +2 Wisdom, –2 Intelligence. Centaurs possess keen senses, hearth wisdom, and an intuitive connection with nature, but are not particularly
intelligent when compared to humans or elves.
• Large: As Large creatures and quadrupeds, centaurs can carry three times as much weight as a human can (see page 142 of the Player’s
Handbook and Strength on page 10 of the Monster Manual). Centaurs suffer a size penalty of –1 to attack rolls, –1 AC, and –4 to Hide
checks.
As their human torsos are not particularly large, centaurs are treated as Medium-size creatures for the purpose of using Large weapons, and do not
have reach. A centaur’s facing is 5 ft. by 10 ft.
• Centaur base movement is 40 feet.
• Proficient with shortbow, longbow, composite longbow, and composite shortbow: Centaurs number among the most skillful archers in Krynn,
and gain a +1 racial attack bonus with these weapons.
• Centaur armor must be specially made for each individual, as it is rare for centaurs to wear armor of any type (see Equipping your
Character).
• +2 racial bonus to Animal Empathy: If unskilled, the centaur can attempt to soothe horses and horse-like creatures only. Note that only
druids and rangers can gain skill ranks in Animal Empathy.
• +1 racial bonus to all saving throws: Abanasinian centaurs possess an exceptionally strong build and alert mind.
• Hoof Attack: The centaur can attack with his hooves, causing 1d6 points of damage per hoof. A centaur is never considered unarmed when
attacked by an unarmed strike.
• Robust: Centaurs receive the Toughness feat for free at 1st level.
• Automatic Languages: Common, Sylvan. Bonus Languages: Abanasinian, Ergot, Goblin, Hill Dwarf, Kharolian, Ogre, Qualinesti Elven,
Solamnic.
• Favored Class: Ranger. A multiclass centaur’s ranger class does not count when determining whether he suffers an XP penalty for
multiclassing (see Experience for Multiclass Characters, page 56 of the Player’s Handbook).

Centaur Subrace: Crystalmirs

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Crystalmir centaurs are shy and reclusive, and have not spread as widely as their close cousins, the Abanasinians. They have lean bodies, slim
necks, high set tails, and rarely exceed 1,000 pounds in weight or six feet in height. Crystalmirs are usually blonde or light brown in color, with black or
chestnut highlights; a few herds are solid black or white.
Crystalmirs seldom cooperate with other intelligent races, refusing to speak with strangers until they are completely convinced that they mean
the herd no harm.
• Gallop: Crystalmirs can move extremely quickly, and automatically possess the Run feat.
• Automatic Languages: Common, Sylvan. Bonus Languages: Abanasinian, Ice Folk, Kagonesti Elven, Kharolian, Qualinesti Elven.
• Crystalmir centaurs are not quite as sturdy as Abanasinians, and do not receive the +1 racial bonus to all saving throws that Abanasinians
enjoy.
• Otherwise, Crystalmir centaurs have the game statistics of Abanasinian centaurs, listed above.

Centaur Subrace: Endscapes


Endscapes are the most savage breed of centaurs, fond of strong wine and inebriation. They often making drunken raids on human villages, and thrill to
vandalize buildings, terrorize humans, steal food and tools, and kidnap human women (who fascinate Endscape males). These lawless, merciless centaurs
are not well-loved by other races.
Endscapes are the least attractive of centaur breeds by human standards. They average five to six feet in height, and have shaggy coats and tails that
grow black or grey, or occasionally brown or blonde. Their manes are often ungroomed, and hang to the waist. Males grow short, scraggly beards and
have pock-marked faces, while females have beady eyes and flabby bellies.
• +2 Strength, –2 Intelligence, –2 Charisma: Endscapes are the most savage of centaurs, and are both crude and lacking in physical beauty.
However, they make up for it with their combat prowess.
• Proficient with the scythe; Endscape centaurs wield large scythes against their enemies, and usually carry them in addition to their bows.
• Automatic Languages: Common. Bonus Languages: Goblin, Khur, Nerakese, Nordmaarian, Ogre, Zhakar.
• Endscape centaurs are not quite as sturdy as Abanasinians, and do not receive the +1 racial bonus to all saving throws that Abanasinians
enjoy.
• Favoured Class: Barbarian. A multiclass Endscape’s barbarian class does not count when determining whether he suffers an XP penalty for
multiclassing (see Experience for Multiclass Characters, page 56 of the Player’s Handbook.
• Otherwise, Endscape centaurs have the game statistics of Abanasinian centaurs, listed above.

Centaur Subrace: Wendles


Wendle centaurs once dwelled in the Wendle Woods of Goodlund, but eventually migrated to the other forests and plains of eastern Ansalon to
escape incessant annoyance from nearby kender. Resembling young Abanasinians, Wendles average only four to five feet in height, but are
distinguished by their golden eyes and stubby tails.
Wendles are the intellectuals among centaur breeds, and are interested in philosophy, history, and other scholastic pursuits. Wendles can be a good
source of information, once they have been convinced to cooperate; they are unfortunately very argumentative creatures, and quite stubborn. It is
unusual for a Wendle to overcome his natural wariness of strangers.
• +2 Wisdom, –2 Charisma: Wendles are the smartest of all centaurs, but can be argumentative and stubborn, rarely getting on well with
strangers.
• Medium-size: As Medium-size creatures, Wendle centaurs have no special bonuses or penalties for their size. However, as quadrupeds, they
have 1½ times the carrying capacity of a creature with the same Strength score (see page 142 of the Player’s Handbook and Strength on
page 10 of the Monster Manual).
• Wendle centaurs gain a bonus Skill Focus feat at 1st level, which can be applied to any Knowledge skill possessed by the character.
• Hoof Attack: The centaur can attack with his hooves, causing 1d4 points of damage per hoof. A Wendle centaur is never considered
unarmed when attacked by an unarmed strike.
• +1 natural bonus to AC: Instead of ribcages, Wendles are protected by plates of solid bone.
• Automatic Languages: Common, Sylvan. Bonus Languages: Ancient Elven, Goblin, Kalinese, Kenderspeak, Silvanesti Elven.
• Wendle centaurs are not quite as sturdy as Abanasinians, and do not receive the +1 racial bonus to all saving throws that Abanasinians
enjoy; nor do they gain Toughness as a bonus feat.
• Otherwise, Wendle centaurs have the game statistics of Abanasinian centaurs, listed above.

Dwarf
There are seven subraces of dwarves in Ansalon – the Hylar, Daewar, Daergar, Thiewar, Neidar, Klar, and Zakhar. The Aghar, or gully
dwarves, are not considered true dwarves by their kin.
Although each of these subraces is different in appearance, demeanor, and history, the game information for each subrace conforms to that
of the standard dwarf on pages 14–15 of the Player’s Handbook, except where noted below:

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Daergar
These dark dwarves have a powerful culture, and are infamous for murder, torture, and thievery. Daergar have light-brown skin and smooth
cheeks. Their hair is black or grey, their eyes deep brown or violet. They are somewhat stockier than other dwarves. Daergar are hot-tempered, brutal,
and utterly without honor on the battlefield. They never grant mercy. The leader of the Daergar wins his post by slaying all opponents in a bloody
spectacle.
• +2 racial bonus to Intimidate checks: Daergar must be able to impress others with their fearsomeness just to survive.
• Proficient with either greatclub or longspear; Daergar are familiar with these weapons, which they often craft from iron and bone.
• No dodge bonus against giants; Daergar do not regularly encounter giants, and do not undergo special training to combat them.
• Automatic Languages: Mountain Dwarven, Common. Bonus Languages: Hill Dwarven, Goblin, Kharolian, Ogre, Zakhar Dwarven.
• Otherwise, Daergar have the game statistics listed in the Player’s Handbook.

Daewar
This clan, loyal to the Hylar, has produced many important heroes over the years. In addition to being fierce fighters, the Daewar champion
public safety and works.
• +2 racial bonus to one Profession skill: Daewar are skilled merchants and tradesmen.
• Proficient with either light flail or throwing axe; proficient with either heavy flail or heavy pick. Daewar avoid battle, but are usually well armed
when dire times force them to fight.
• No dodge bonus against giants; Daewar do not regularly encounter giants, and do not undergo special training to combat them.
• Automatic Languages: Mountain Dwarven, Common. Bonus Languages: Hill Dwarven, Goblin, Kharolian, Qualinesti, Ogre.
• Otherwise, Daewar have the game statistics listed in the Player’s Handbook.

Hylar
The oldest and noblest dwarven race. Hylar dwarves have light brown skin, smooth cheeks, and bright eyes. They prefer to match their
clothing to their brown, black, grey, or white hair. With wide vocal ranges, Hylar dwarves often form choruses and sing traditional songs in the resonant
depths of their mountains.
• +2 racial bonus to checks for any one Craft skill: Hylar are great craftsmen, and do not restrict themselves to metal and stone.
• +1 racial bonus to one type of Perform check that involves the voice, such as ballads, epics, and melody.
• Proficient with either dwarven warhammer or dwarven weighted sword. Hylar dwarves are always well-armed when they go to war.
• No dodge bonus against giants; Hylar do not regularly encounter giants, and do not undergo special training to combat them.
• Automatic Languages: Mountain Dwarven, Common. Bonus Languages: Abanasinian, Hill Dwarven, Kharolian, Qualinesti, Zakhar
Dwarven.
• In other respects, Hylar have the same game statistics as those listed for dwarves in the Player’s Handbook.

Klar
These hill dwarves were trapped in collapsing tunnels during the Cataclysm, and only after a week and a half did they manage to claw their
way out. Ever since, the Klar have been unstable or insane, and during the Dwarfgate Wars the entire clan was deprived of property for alleged
sympathy with the Neidar invaders. Now they serve the wealthy of Thorbardin in menial roles.
• +2 to all checks with one Profession skill. Klar function as servants in Thorbardin, thus appropriate professions might include cleaner, cook,
fungus farmer, laborer, manservant, miner, or tanner.
• +3 racial bonus on saving throws against poison: Klar regularly expose themselves to a toxic liquid metal known as tamex, and have an
increased resistance to toxins.
• No dodge bonus against giants; Klar do not regularly encounter giants, and do not undergo special training to combat them.
• Automatic Languages: Hill Dwarven, Mountain Dwarven, Common. Bonus Languages: Abanasinian, Kharolian, Qualinesti, Zakhar
Dwarven.
• Otherwise, Klar have the game statistics listed in the Player’s Handbook.

Neidar
These dwarves are also known as hill dwarves for the foothill communities in which they live. They have tan skin, ruddy cheeks, and bright eyes. Their
hair is brown, black, or grey, worn in respectable trim around the ears but long and bushy in beards and moustaches. Their clothes reflect the drab colors
of their lands: black, brown, grey, tan, and beige. On rare occasions (when feeling festive or scandalous), a Neidar dwarf might don a scarf of bright red
or green.
• +2 racial bonus to Sense Motive checks. Neidar are more open to other races than their mountain dwarf kin, and more familiar with their
mannerisms.

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• Proficient with either short sword, battleaxe or greataxe. The Neidar have become accustomed to a dangerous and sometimes hostile world,
and so all hill dwarves are familiar with one of these weapons.
• Automatic Languages: Hill Dwarven, Common. Bonus Languages: Abanasinian, Goblin, Kharolian, Mountain Dwarven, Qualinesti,
Ogre.
• Otherwise, Neidar have the game statistics listed in the Player’s Handbook.

Theiwar
The Thiewar are strange, degenerate dwarves that dwell in lightless caverns and dream of world conquest and domination. Thiewar consider
themselves the highest of the dwarven races, despite suspected human blood in their ancestry. They passionately distrust outsiders and kill them if given
the slightest chance. Their devious and shrewd natures provide them with many such chances.
Thiewar have exaggerated, repulsive features: bulging and watery eyes, white or yellow skin and hair, and wiry bodies, which they drape in
black, loose clothing.
• Darkvision: Thiewar have darkvision to 120 feet.
• Light Vulnerability: –2 to attack rolls, ability checks, and saves in bright light. Theiwar are nauseated by light, and hate those who dwell in it.
• Proficient with either the repeating crossbow or the net. Theiwar attack only when outnumbering their foes, and prefer to use missile weapons
that grant them a clear advantage over their foes; thus all Thiewar dwarves are familiar with one of these weapons.
• No dodge bonus against giants; Theiwar do not regularly encounter giants, and do not undergo special training to combat them.
• Automatic Languages: Mountain Dwarven, Common. Bonus Languages: Draconian, Goblin, Hill Dwarven, Ogre, Zakhar Dwarven.
• Favored Class: Sorcerer. Thiewar love magic and most of their leaders are sorcerers (known as savants).

Zakhar
These strange dwarves occupy the ruins of Thoradin. They call themselves Zahkar, or "cursed," because during the Cataclysm they were
infected with a terrible mold that almost decimated them. Zakhar have white skin and clear eyes resembling glass marbles. Their hair is white or grey.
Zakhar are smaller than other dwarves, seldom more than three feet tall, with thin arms and legs. Their voices are low and soft, barely above a whisper.
Zakhar wear dark robes with bulky hoods concealing most of their faces, along with skin-tight leather gloves and boots. Zakhar are grim, even-
tempered, and unfeeling. They have no respect for life other than for members of their own race. The Zakhar work with slow diligence to rebuild the
ruined halls of their kingdom, intending to make it as powerful was Thorbardin.
Note: In the Fifth Age, the prophet Severus Stonehand traveled to ruined Thoradin and cured the Zakhar of their disease.
• +2 Constitution, –2 Strength, –2 Charisma: Zhakar dwarves are as tough as their cousins, but are slight of build and xenophobic.
• Small: As Small creatures, Zakhar dwarves gain a +1 bonus to Amour Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide
checks, but they must use smaller weapons than humans and their lifting and carrying limits are three quarters of those of Medium-size
characters.
• +2 racial bonus to Perform checks that are related to sculpting or poetry: Zakhar value and excel in these arts.
• +3 racial bonus to Craft checks: Zakhar are highly skilled metalsmiths and miners, even more so than other dwarves.
• Proficient with either the blowgun or death’s tooth kala. Zakhar are usually familiar with weapons considered uncommon or strange by the
other dwarves of Krynn.
• Automatic Languages: Zakhar Dwarven, Common. Bonus Languages: Draconian, Goblin, Mountain Dwarven, Ogre, Terran.
• Favored Class: Sorcerer. Zakhar sorcerers (called savants) prefer spells of blindness/deafness.

Aghar (Gully Dwarves)


These pitiful creatures are thought to be the result of ancient crossbreeding between the dwarven and gnomish peoples. Short, squat, and
generally filthy creatures, the Aghar have long been denounced by the other clans of dwarves and left to their own devices in the sewers, dumps, gullies,
and swamps of Ansalon. Gully dwarves do not make suitable player characters in most campaigns, and should be created only with the DM’s
permission. The DM might allow a player to create an Aghar character using the creature description in Creatures of Ansalon (see page 22 of the
DUNGEON MASTER’S Guide.)

Elves
Ansalonian elves are lithe, elegant creatures with pointed ears, thin limbs, and graceful movements. The original Colinesti, or People of the
Morning, are believed to have been tall and stately creatures formed from the trees and scattered across the world like stars cross the sky. Modern elves
consider them the first of all mortal races.
Throughout the ages, elven territorialism, changing traditions, and magical influences have created different elven subraces in Ansalon and
beyond. Although each of these subraces is different in appearance, demeanor, and history, the game information for each subrace conforms to that of
the standard elf on page 16 of the Player’s Handbook, except where noted below:

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Dargonesti
The Dargonesti (or Quoowahb in their native tongue) are a race of elves living in the vast oceans northeast of Ansalon. Dargonesti possess
slender bodies with long, webbed fingers and toes. They have large, violet eyes, dark blue skin, and hair that varies from a golden color to deep green,
very much like the color of seaweed.
• Proficient with either trident or longspear; proficient with hand crossbow and net. These weapons are in daily use in the sea elven kingdom,
and so all Dargonesti are familiar with them. Dargonesti are not automatically familiar with any type of sword or bow, however.
• +4 racial bonus to Swim checks. Dargonesti can breathe air and water with equal ease; however, they cannot naturally heal unless resting fully
immersed in water.
• Alternate Form: A Dargonesti can transform into a dolphin three times per day, with a duration of one hour per level. A Dargonesti sea elf
who uses supernatural ability acquires the natural size and Strength, Dexterity, and Constitution scores of a dolphin. She also gains the
dolphin’s natural armor, slam attack, swimming speed, and the Blindsight extraordinary ability. After shifting to dolphin form, the Dargonesti
elf is disoriented and may only take partial actions for the following 1d6+6 rounds, and then suffers a –2 penalty to all rolls for 4 additional
rounds. However, upon shifting to dolphin form the Dargonesti regains hit points as though she had rested for a day.
The elf is still considered a Humanoid, and retains her own Intelligence, Wisdom, Charisma, level and class, hit points (despite any change in her
Constitution score), alignment, base attack bonus, and base saves. Her new Strength, Dexterity, and Constitution scores may affect final attack and
save bonuses, however. She retains her spells, spell-like abilities, and extraordinary abilities, but not supernatural abilities. The elf may not cast spells
with material, somatic, or verbal components (but may be able to cast spells affected by the Silent and Still Spell metamagic feats).
All of the elf’s equipment (including material components) meld into her new form and becomes nonfunctional for the duration of the effect.
When reverting to her natural form, the character must rest for 5 rounds afterwards. For 2 rounds after this adjustment period, the Dargonesti
suffers a –2 penalty to all rolls.
• Automatic Languages: Dargoi Elven, Common. Bonus Languages: Ancient Elven, Dragonspeak, Kalinese, Qualinesti Elven, Saifhum,
Silvanesti Elven.
• Favoured Class: Sorcerer. A multiclass Dargonesti’s sorcerer class does not count when determining whether she suffers an XP penalty for
multiclassing (see Experience for Multiclass Characters, page 56 of the Player’s Handbook.
• Level Adjustment +1: Dargonesti are more powerful and gain levels more slowly than most of the other common races of Ansalon.
• Otherwise, Dargonesti have the game statistics listed in the Player’s Handbook.

Dimernesti
The Dimernesti are "shoal elves" who dwell in the shallow waters southeast of Ansalon and elsewhere. Dimernesti have light bluish skin and
large eyes that are dark green or deep blue in color. They wear their silver hair long, braided with shells, and prefer skin-tight clothes in tones of green
and blue.
• Proficient with either trident or longspear; proficient with hand crossbow and net. These weapons are in daily use in the shoal elf tribes, and
so all Dimernesti are familiar with them. Dimernesti are not automatically familiar with any type of sword or bow, however.
• Alternate form: A Dimernesti can transform into a sea otter three times per day, with a duration of one hour per level. A Dimernesti sea elf
who uses this supernatural ability acquires the natural size and Strength, Dexterity, and Constitution scores of a sea otter. He also gains the
sea otter’s natural armor, bite attack, swimming speed, and the Scent extraordinary ability. After shifting to sea otter form, the Dimernesti elf
is disoriented and may only take partial actions for the following 1d6+6 rounds, and then suffers a –2 penalty to all rolls for 4 additional
rounds. However, upon shifting to sea otter form the Dimernesti regains hit points as though he had rested for a day.
The elf is still considered a Humanoid, and retains his own Intelligence, Wisdom, Charisma, level and class, hit points (despite any change in his
Constitution score), alignment, base attack bonus, and base saves. His new Strength, Dexterity, and Constitution scores may affect final attack and
save bonuses, however. He retains her spells, spell-like abilities, and extraordinary abilities, but not supernatural abilities. The elf may cast spells with
somatic components using his dexterous paws, but does not possess a voice capable of casting spells with verbal components (but may be able to cast
spells affected by the Silent Spell metamagic feat).
All of the elf’s equipment (including material components) meld into his new form and becomes nonfunctional for the duration of the effect.
When reverting to his natural form, the character must rest for 5 rounds afterwards. For 2 rounds after this adjustment period, the Dimernesti
suffers a –2 penalty to all rolls.
• +4 racial bonus to Swim checks. Dimernesti can breathe air and water with equal ease; however, they cannot naturally heal unless resting fully
immersed in water.
• Automatic Languages: Dargoi Elven, Common. Bonus Languages: Ergot, Kalinese, Qualinesti Elven, Saifhum, Silvanesti Elven.
• Favoured Class: Fighter. A multiclass Dimernesti’s fighter class does not count when determining whether he suffers an XP penalty for
multiclassing (see Experience for Multiclass Characters, page 56 of the Player’s Handbook.
• Level Adjustment +1: Dimernesti are more powerful and gain levels more slowly than most of the other common races of Ansalon.
• Otherwise, Dimernesti have the game statistics listed in the Player’s Handbook.

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Kagonesti
Kagonesti are much more muscular than Qualinesti or Silvanesti elves. Their dark skin is traced with designs in clay, paint, and tattoo. Most
have dark hair, ranging from black to light brown; elders have silvery white hair. All have hazel eyes. Kagonesti wear fringed leather clothes decorated with
feathers, and adorn themselves with jewelry of silver and turquoise.
Kagonesti work to achieve harmony with nature for a full, happy life. They are fiercely proud folk, hot-tempered and passionate, and although
they do not attack strangers, they are by no means pacifists. Kagonesti have no permanent settlements, and build temporary villages ruled by the oldest
and wisest member of the tribe. Kagonesti believe that everything is alive and deserves respect. This respect extends especially to the dead.
• +2 Dexterity, –2 Intelligence. Kagonesti characters are more robust than "civilized" elves, but are less educated.
• Proficient with either warclub or warhammer; proficient with all bows (except crossbows) and slings. Kagonesti are not automatically familiar
with the rapier or longsword, however.
• Automatic Languages: Kagonesti Elven, Common. Bonus Languages: Dragonspeak, Goblin, Ogre, Qualinesti Elven, Silvanesti Elven,
Sylvan.
• Favoured Class: Barbarian. A multiclass Kagonesti’s barbarian class does not count when determining whether she suffers an XP penalty
for multiclassing (see Experience for Multiclass Characters, page 56 of the Player’s Handbook.
• Otherwise, Kagonesti have the game statistics listed in the Player’s Handbook.

Gnomes
Other races sometimes see the gnomes as single-minded or laughable; gnomes see others as unable to focus, hopelessly stuck on magic, and
unable to keep up with the quick pace of a gnomish mind. Gnomes' dwell in isolated pockets throughout Ansalon, so far removed from human traffic that
they are often placed with pixies and sprites as semi-magical myths. Gnomes enjoy and support this misconception.
Personality: Gnomes lack social graces that other races take for granted. They are always eager to talk shop, compare notes, and work on
their projects; in all their hurry and bustle, they often forget to be polite. Their joy in their work gives them less energy for polite gestures, careful
requests, or compliments. Gnomes don't mind this among themselves, but when they start ordering other races around, problems arise. Due to their
eagerness Gnomes speak intensely and rapidly, running words together in unending sentences. Gnomes can simultaneously speak and listen carefully.
Gnomes have learned to speak slowly around other races, in a sometimes condescending and irritating fashion, but Gnomes consider other folk, who are
incapable of keeping up with their rapid speech, a bit slow-witted. If frightened, startled, or depressed, gnomes clip sentences.
Gnomes are scholastic pack rats: they know something about everything, but cannot discriminate between useful and useless information. No
field of study is too obscure for a gnome.
Gnomes prefer style to substance. Gnomes know how to make a splash, how to draw a crowd's attention, and how to make an entrance. When
tinkering, a gnome will take a simple machine like a pulley and build on it until it is a nightmare of ropes, bells, whistles, and bellows that accomplishes the
same task but does so much more loudly and elaborately. Their machines become bigger, better, and more prone to dramatic and exciting catastrophes.
This is progress.
Physical Description: Gnomes stand 3 feet tall and weigh about 45-50 pounds. All gnomes have rich brown skin, the tone of polished wood,
with white hair, blue or violet eyes, and straight white teeth. Males have soft, curly beards and moustaches; females are beardless. Both sexes develop
wrinkles at age 50. Gnomes are short and stocky, but their movements are quick and their hands are deft and sure. They have rounded ears and large
noses.
Gnomes have miserable fashion sense, dressing themselves in outlandish garb (though in their eyes extremely stylish). Tools and notebooks
bristle from the pockets of their outfits, even if they are not members of the tinker class. It's in their blood.
Alignment: Gnomes are most often good. Those who tend towards law are sages, engineers, researchers, scholars, investigators, or
consultants. Those who tend towards chaos are tricksters, wanderers, or fanciful jewelers.
Lands: Tinker gnomes live in huge subterranean colonies of tunnels in secluded mountain ranges. The largest gnomish settlement is in Mount
Nevermind. A metropolis of 59,000 has dwelt in the dormant volcano for millennia.
The city of Mount Nevermind is built into the rock surrounding the central shaft of a volcano. Mount Nevermind bustles, citizens scuttle,
whistles blow, mechanical cars roll, gnomes fly (catapults called gnomeflingers offer rapid travel from the Inner Hall to the 35 different city levels).
Hundreds of staircases, ramps, pulley elevators, and ladders span the levels. Steam-powered cars mounted on rails encircle the city, providing fast
transport on individual levels. The whole place is choked with smoke and sound and flashes.
Gnomes in industry may develop industrial diseases. Mild respiratory ailments and eye infections are common, but clear up with a few days in
fresh air. Industrial accidents, noise, litter, and other work-related problems can disable a gnome, sometimes leading to early retirement from active
pursuits.
Life Quests: When young each gnome chooses an area of specialization depending on his driving interests. When young, each gnome
chooses a Life Quest, which is approved by the Guild subcommittee to which his or her family belongs. A gnome who chooses to study screws spends
decades experimenting with thread sizes, metals, screwdriver types and so forth. Rarely does a committee formally declare a Life Quest completed.
Completion of a Life Quest means the gnome has performed so well that all that could possible be known about the subject is now known. If a Life
Quest is completed, the gnome's soul and those of his forefathers are guaranteed a place beside Reorx when dead.

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Life Quests are often highly specific and related to a technological device or process. Sometimes, unusual magical devices are studied to develop
technological means of replacing them.
Names: Each gnome has three names. A gnome's true name recounts the gnome's entire family tree, extending back to creation. This history
occupies a single, enormous word that can easily fill a large book. The complete names of every gnome born on Sancrist appear in a volume in the
Genealogy Guild in the main library at Mount Nevermind.
Though each gnome knows his complete name (or at least the first three thousand syllables), most gnomes use a shortened form of address
that takes merely half a minute to recite. This shorter name lists the highlights of the gnome's ancestor's lives. Humans use even shorter names: the first
one or two syllables of a particular gnome's name. Gnomes find this abbreviated name undignified, but endure it all the same.
Religion: The only major deity gnomes recognize is Reorx. Though religious services and priests among them are rare, gnomes still respect
Reorx. To them, Reorx is, of course, a gnome who loves building, creating, inventing, and tinkering. Some philosophers even declare that the universe is
Reorx's machine - the sun and moons of Krynn are cogs in the world-gadget.
Although most gnomes revere Reorx, a small cult follows Shinare, goddess of industry. Members of this group attend services every sixth day. This
group uses inventions such as the steelgrabber (an offering machine) and the organizer (a huge musical instrument that loudly duplicates any instrument
on Krynn). At their services, the followers of Shinare petition her to inspire smoothly functioning machines. Heaven knows they need them.
Language: All gnomes speak gnomish, a language aptly designed for expressing technical concepts.
Gnomish Racial Traits
• +2 Dexterity, -2 Strength. Gnomes can work quickly and accurately, but lack strength due to their sedentary life.
• Small: As Small creatures, gnomes gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide
checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size
characters.
• Gnome base speed is 20 feet.
• Darkvision: Gnomes can see in the dark up to 60 feet. Darkvision is black and white only but it is otherwise like normal sight, and gnomes can
function just fine with no light at all.
• +2 racial bonus on craft, knowledge, and profession checks involving any form of mechanics or engineering. Gnomes are master inventors, and
from birth are trained in the ways of technology.
• Knowledge (Engineering) is always a class skill. No matter what class a gnome chooses, they will always be tinkerers at heart.
• +2 racial bonus on disable device and use magic device. Gnomes are adept at pulling machines apart, including magical ones.
• +2 racial bonus on Listen checks. Gnomes have keen ears.
• +2 racial bonus on Alchemy checks. A gnome's sensitive nose allows him to monitor alchemical processes by smell.
• Automatic Languages: Common and Gnome. Bonus Languages: Hill Dwarf, Goblin, Kender, Mountain Dwarf, Ogre, Regional Dialect
(Mt Nevermind Gnomes can choose from Ergot and Solamnic).
• Favored Class: Tinker, which is a class only gnomes can take (see Dragonlance Classes). A multiclass gnome's tinker class does not count
when determining whether he or she suffers an XP penalty for multiclassing (see Experience for Multiclass Characters page 56).

Kender
The lessons of history stand firm: kender arose when the gnomes were transformed by the potent and unrestrained magic of the Graystone
of Gargath - or the Graygem, some 3051 years before the Cataclysm.
Personality: Kender of all ages share a childlike nature: curiosity, fearlessness, and irrepressibility, independence, laziness, a taunting nature,
and irresponsibility with others' possessions. Kender are curious about absolutely everything. They are natural explorers. They disgorge the contents
of locked cupboards and delve into deep caverns. Very little escapes a kender's notice. Kender study every detail in a room, no matter how often they
have been there. This curiosity extends to other things. Kender love magic items and rare creatures. Gadgets - especially gnomish gadgets - also catch
kender eyes. Kender seek beauty in all things: they might prefer an old tarnished coin to a gleaming, newly minted one merely because the tarnished one
is unique.
Kender are often fearless. They cannot grasp their own mortality and thus feel invincible. This fearlessness combines with kender wonder to
wash away any dread (and common sense) they may feel. Kender fearlessness does not, however, equate to stupidity. In moments of danger kender
bravely battle while others cower behind. And kender rarely let their fearlessness endanger anyone but themselves.
Few on Ansalon can shut a kender up or tie one down. Full of youthful energy, kender dread boredom and seek excitement, entertainment,
and fun. While other party members grimly embark upon a grueling trail with a near-certain death at its end, a kender will accompany them "just for the fun
of it."
Dwarves say that kender are "good for nothing, lazy doorknobs." True, a kender performing drudgery is like a hobgoblin dancing: it looks and
feels unnatural. Kender, however, are among the most industrious creatures of Ansalon as long as they remain curious about their task. Work for work's
sake is boring, tedious, and stodgy. Beautiful fields, clever dormice, and antic chipmunks are another matter entirely. Kender love dreams better that
realities, and daydreams best of all.

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They thrive on stories and storytelling. True stories are routinely modified to make them spectacular, fascinating, and satisfying. But kender
willingly listen to any story, no matter how poorly (truthfully) rendered it is. Kender also love music and dance. They have added chimes, bells, and
whistles to all of their daily tools.
Kender are oblivious to matters of ownership. If a kender needs something that another person is not using, the kender will innocently borrow the item
and put it to use. Curious kender often pick up items for closer examination, and then distractedly forget to put them back. Although kender have
common thieving abilities they do not regard themselves as thieves, and they take quick offense at accusations to the contrary.
Physical Description: Adult kender resemble young teenage humans: aside from their pointed ears, they could pass as human youths.
Despite their attenuate limbs, kender are well muscled. Most stand between 3'6" to 3'9" tall, although some few reach 4'6" tall. Mature kender weigh
between 85 and 105 pounds.
Hair coloration for kender ranges from sandy blonde to dark brown, with some who have coppery red or red-orange hues. Short-cropped
shag haircuts are popular in Hylo, but Goodlund kender prefer longer hair: braids, ponytails, knots, and combed manes. Kender cannot grow facial hair.
Although fair-skinned, kender tan quickly, becoming nut-brown by midsummer. Their eye color varies: pale blue, sea green, olive, light brown, and hazel.
Their ears have points much as elven ears do.
Typically, kender faces bear the intense, bright-eyed inquisitiveness of children. Happy kender grin madly; sad kender wear an intractable
pout. When throwing taunts, kender look impish and shout with an incredibly grating tone. Their emotional intensity is infectious.
Kender clothing varies a great deal, but all wear durable, rustic outfits. Bright natural colors and ribbons accent clothing. Males wear shirts, pants or
breaches, laced leggings, and soft leather boots or sandals. Females wear a tunic or dress, pants, and soft leather shoes or laced sandals. All kender
wear vests, belts, or short cloaks with many pockets.
Kender live to 100 years and beyond, always retaining their youthful flair for life. Adulthood begins around 20 years, and old age sets in at
70. As kender age, their faces retain a youthful appearance, save for a deepening network of lines and crow's feet. Their hair grays gently, often starting
at the temple. Kender consider this aged look attractive, and some accelerate it using mudpacks to dry out their skin.
Kender voices range from the shrill tones of childhood to the husky growls of old age. Most kender can create bird and animal calls. When
excited, kender speak very quickly or very loudly to make themselves heard.
Alignment: Kender believes in the rights and freedom of the individual, they resent being ordered about, and would rather do what they want,
hence they tend strongly towards chaos. However as an overall compassionate race the majority of them tend to be good or neutral. Evil kender are a
virtual unknown, though of course like all the races there are exceptions.
Lands: Kender live in quaint, pastoral villages and towns constructed in the forests of Krynn. Their homes are a variety of incomplete
structures: tree houses, terraced decks, spacious huts, snug little burrows, and tree hollows. All dwellings blend beautifully with their environment.
Looking upon a kender city, one sees only bountiful woodlands, winter squash, grape and raspberry vines, and blossoming fruit trees. On closer
examination, a city appears.
Kender have small immediate families with 2 or 3 children. For all the noise and fuss in a kender house, one would think there were dozens of
children. Most kender happily stay at home, close to playmates. Sometime around age 20, kender are overwhelmed by a desire to wander and see the
world. They travel for years, enjoying the mysteries of Krynn, before their wanderlust runs out and they settle down. After wanderlust, kender become
rooted in the land, remaining in one place until death.
The sedentary nature of aged kender and young kender allows kender societies to crop up. Kender society is an omnigarchy: rulership by
everyone. Everyone does whatever they please, so long as they do not harm each other. Kender value individuality and thus have no desire to force their
opinions on others. Despite their blatant lack of law, common threats bring kender into quick cooperation. With little preparation, kender nations can
field a formidable army.
Occasionally, the kender will submit themselves to rulers who seem interesting at the time. They have had kings, khans, warlords, councils,
judges, and priestlords, many of which have not been kender and all of which have fallen from power within a month's time.
Religion: Although kender recognize all the gods (as well as some nature spirits, eldritch beings, and potted plants), they hold four in highest
regard: Branchala, Chislev, Mishakal, and Gilean. Kender generally consider Reorx a grumbling but benevolent grandfather, but do not praise him
highly. Seacoast kender set Habbakuk high in their pantheons.
Language: All kender speak kenderspeak, their racial tongue.
Kender Racial Traits
• +2 Dexterity, -2 Strength. Kender are quick, agile, and good with ranged weapons but they are small and therefore not as strong as other
humanoids.
• Small: As Small creatures, kender gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks,
but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
• Kender base speed is 20 feet.
• Low-light Vision: Kender can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They
retain the ability to distinguish color and detail under such conditions.
• +2 racial bonus on Climb, Open Locks, Move Silently, and Pickpocket checks. Kender are naturally agile and athletic, and have plenty of
chance to practice these skills virtually from birth.

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• +2 racial bonus on Listen checks because of their keen hearing.
• +2 racial bonus on Bluff checks because of their innocent looks and manner.
• +1 racial bonus on all saving throws: Kender are surprisingly capable of avoiding mishaps.
• +3 morale bonus on saving throws against fear (this ability stacks with the saving throw bonus). Kender are renown for their fearlessness (and
the lack of common sense it seems to imply)
• +1 racial attack bonus with thrown weapons and slings. Throwing stones is a universal sport among kender, and they develop especially good
aim.
• Taunt: Kender can use Bluff to anger others, causing them to act irrationally. Kender can make a Bluff check to taunt anyone that can
understand his or her language. They can get someone to attack, or remove their Dexterity bonus to AC (see the Player's Handbook for
more details on the skill).
• Automatic Weapon Proficiency: From an early age a kender is trained in the use of a unique kender weapon (more of a personal preference),
which they then tend to use over all other weapons. A kender may choose one proficiency from the following list: Battak, Bollik, Chapak,
Hachak, Hoopak, Polpak, Sashik, Sithak, or Whippik. (See Dragonlance exotic weapons for details)
• Automatic Languages: Kenderspeak and Common. Bonus Languages: Silvanesti, Qualinesti, Goblin, Regional Dialect
• Favoured Multiclass: Rogue. A multiclass kender's rogue class does not count when determining whether he or she suffers an XP penalty for
multiclassing (see Experience for Multiclass Characters page 56). Kender use the terms "scout" or "handler" since they consider terms like
"thief" and "rogue" offensive.

True Kender
True Kender are the children of Krynn. They are irrepressible, open-hearted, optimistic, carefree adventurers. They are boisterous travelers, whose
intense curiosity almost always lands them in trouble.
Personality: Kender are socially like small children. They ask a lot of questions, run around like chickens with their heads cut off, and generally
get into more trouble than they're worth. Like children, kender are intensely interested in the unknown, and also like children they are hard to keep still or
quiet. Kender are always adventuring, always pressing to find out what magic lies just over the horizon and what mystery is kept locked behind that door.
Another trademark of the kender is the race's inability to grasp the concept of ownership. When a kender takes a liking to something, whether it's a steel
coin or a glass bead, it almost invariably ends up in the kender's pocket.
Physical Description: Kender typically stand just under four feet and weigh between eighty to one hundred pounds. While hair color varies
greatly, most kender favor darker hues, both for their hair as well as their skin, a tribute to countless days out playing from dawn to dusk outside. Kender
grow no facial hair. Kender resemble small elves with pointed ears, but lacking the slanted and delicate features that the elven possess. They portray
their emotions openly, and there is no doubt as to when a kender is happy or sad. There is no typical fashion that kender favor except for gaudy and
loud. Bright colors and coats and shirts and braids done up with beads and feathers are all kender trademarks. A kender usually picks up bits and pieces
of his clothing from the styles of the people he has met and the cultures he has seen. Kender typically live a natural life span of a bit over one hundred
years, although usually their lives are cut short by something that they got into.
Relations: Kender get along well with everyone as they are taught to never form preconceived notions about anyone, regardless of how mean
or ugly they might first appear to be. Sadly, this openness if shunned by most races who could do without a kenders proclivity at finding himself in
trouble.
Alignment: Kender tend towards Chaotic Good. Their knack at accidentally picking up others belongings writes them of the Lawful side of
things, where their innocent nature strongly leads them towards the Good side of the alignment spectrum.
Kender Lands: Kender have two homeland nations. The first and most popular is the nation of Hylo. Hylo was formed when a group of
kender snuck aboard a prototype Flying Citadel. Somehow the kender managed to crash the flying fortress into an Ergothian mountain range, and the
survivors of the crash decided to stay. After the Cataclysm, Hylo took up the eastern portion of the newly formed island of Northern Ergoth, and
there it remains. The other kender nation was in fact the first one. Located north of the forests of Silvanesti, the land dubbed Balifor was given as a
haven for kender by Sivanos in memory of Balif, a good friend and ally of the Elven king. After the Cataclysm, Balifor became a peninsula, no longer
attached to the realm of Silvanesti, but instead opening up into the land known as Khur. However fate visited it's wrath upon the kender nation yet again
around 3SC, when the Red Marauder, the massive dragon named Malystryx, obliterated almost all life on the peninsula and claimed it for her own.
Religion: Kender have no set religion. They worship freely the gods of good, neutrality, and evil... often switching between them on a regular basis
depending on the month or the weather. Kender have also been known to worship gods of their own creation, as well as potted plants amongst other
things. One thing is for certain, they have a deep respect for nature, and although they do not as a race worship Branchala, the god of music is
considered by other races to be the patron to these easygoing people.
Language: Kender do not have their own nationally recognized language, as Common typically suits their purposes nicely. However, Elven,
Gnomish, and Dwarven are languages that kender are often fluent in. The kender of Hylo also are typically fond of Goblin, with the semi-peaceful
goblin nation of Sikk'et Hul nestled nearby.

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Names: Kender names are the single most convoluted thing in kender society. A kender may be having one name, or be named after a place, or be given
the exact name of someone else (who may even still be alive). Some kender are given two different names, one from the father and one from the mother.
Although typically kender incorporate a family name somewhere in the chaos, it is by no means a rule.
Male Names: Tasslehof, Kelvin, Tavin, Rusty, Haversham, Gilgi, Bobledoboingyberoo
Female Names: Allyana, Nikki, Belladonna, Lala, Billee, Cycillia
Family Names: Burrfoot, Trapspringer, Springfingers, Fleetfoot, Lighttoe, Swordflinger, Pouchwatcher
Adventurers: Kender typically decide on some grandiose ideal which is the basis of their wandering years. This may be to write a book on
one's fantastic journeys, or to accurately map all of the interesting places on Krynn, or perhaps to get the autograph of every famous person in the world.
Kender refer to this insatiable lust for adventure as Wanderlust. It is an affliction that EVERY kender gets without fail. There is no need for any other
reason to set off in their minds. It simply is the way it was meant to be.
True Kender Racial Traits
• -2 Strength and Wisdom, +2 Dexterity, +2 Intelligence. Kender are slender built and so are naturally not as strong as others, this natural
slenderness also means natural quickness and agility. Also, a kender's curiosity almost always overrides everything, including common sense.
The more dangerous, the more exciting. However, a kender's childlike mind is very keen when it comes to observing things, many times picking
up details that others miss and granting astounding insights into many things.
• Small: Kender are of a small stature and therefore gain the typical advantages and disadvantages afforded them (+1 AC, +1 size bonus on
attack rolls, +4 to hide checks.)
• A kender has a base speed of 25
• A kender receives a +1 attack bonus when using a kender specific weapon, such as a hoopak or a whippik.
Immunity to fear: Kender are completely fearless. Normal situations that may call for a fear check simply do not apply to a kender. Magically
induced fear does not affect a kender, except for under certain circumstances. Magically induced fear cast by someone whose level is twice that of a
kender character can force the kender to roll a save, but at only half difficulty. A person four times the level of the kender can fore him to roll a saving
throw at practically the normal difficulty, but the kender still gets a +2 bonus to the roll.
Taunt: Kender can drive an opponent into a rage by taunting him incessantly. If the opponent actively tries to ignore a kenders taunt, he must pass
a willpower saving throw, with a -1 penalty induced for every five points of intelligence he possesses. Once driven into a rage, the opponent attacks the
kender by any means possible, ignoring all other threats. Furthermore, the enraged enemy suffers a -2 penalty to all attack rolls, but the anger fuels him
on to deliver a +3 bonus to all damage rolls. This rage lasts until the kender is out of sight or dead, or the opponent has been subdued for two rounds or
1d8 rounds pass.
Thief Bonus: Kender are naturally adept at getting into things and so naturally gain a +2 racial bonus to Disable Device, Open Lock, Search,
and Pick Pocket. However, their openness and typical short attention spans do cost them. They may not become proficient at all in Decipher Script, or
Use Magic Device.
Favored Class: Kender have a natural tendency to become Handlers. Handlers are similar to Thieves except for the fact that they do not take
things for monetary gain, but instead out of intense interest or curiosity

Minotaurs
The violence of the minotaur race has its roots in their creation. Originally a clan of ogres living on the western coast of Taladas, the
minotaurs were created when the Graygem escaped its bonds and spun crazily across the world. As it shrieked over villages of high ogre folk, the people
underwent a painful transformation. They awoke in the morning as minotaurs. When these hapless man-beasts sought help from their ogrish brethren,
they found enslavement instead. Eventually the minotaurs broke free, sailing crude ships to Ansalon to begin anew. However, they did not leave without
exacting a price. They drenched the earth with the blood of ogres the night they left, devastating the lands and lives of their former masters.
Personality: Originally descended from the high ogrish races of Taladas, minotaurs see themselves as the heir apparent to the world of
Krynn. The other races of the world are weak and riddled with dishonorable folk - a fallow field waiting to be cropped by Krynn's master race. The
minotaurs will stop at nothing to conquer that which they believe to be theirs. Minotaurs, like most other races, believe themselves to be the chosen of the
gods.
Minotaurs are an honor-bound race. They believe strongly in preserving their honor and emerging victorious in the struggle for dominance in
Krynn. Their brutish heads belie the keen minds within; many are smarter than the average human.
Above all else, minotaurs value their honor. Without honor, they have no life. They live by a rigid code of honor, developed over the years in
response to many hardships. This code embodies the minotaur way of life. Thus, minotaurs allow no exceptions to the code of honor. A minotaur will
honor his word, no matter how painful the consequences might be. Only in cases where the security of the entire race hangs in the balance will a typical
minotaur even consider breaking his word. Naturally, minotaurs do not lightly pledge such oaths.
Even the brigand minotaurs of Kothas and Mithas retain some sense of honor. (Ansalonian minotaurs are more vicious and backstabbing
than their Taladan counterparts because they have suffered more under taskmasters.) Anyone who questions the honor of even an outlaw minotaur will
likely get a Gaffhook in the throat.

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Minotaurs adhere strictly to the rule of might: Might makes right. They believe that any problems they have can be solved with strength,
cunning, and skill. The rule of might finds clear expression in the arena, where all minotaur legal cases are settled. If a defendant can keep himself alive in
the arena against the champions of the minotaurs, he has proven himself innocent.
Minotaurs also believe very strongly in competition. Competition allows one to measure oneself against other minotaurs and against lesser
beings.
Families (clans) are the building blocks of minotaur society. Each minotaur clan represents the whole family of minotaurs throughout Krynn.
Each clan therefore safeguards the precious core of minotaur history and honor. Any just minotaur would die for his clan, as for his nation.
Physical Description: These huge bull-headed humanoids stand at a hulking 7' tall. Their torsos and limbs are humanoid: rippling chests and
humanlike arms, legs, and hands. Their feet, however, end in a cleft hoof. Their whole bodies are covered with a layer of short hair. Their fur ranges in
color from a whitish blonde to glossy black, although most minotaurs have only one color of fur. Only after they reach the age of 110 do they start to
show signs of mottling. Minotaurs live up to 150 years - more than either the bovines or humans who forms they share.
Minotaur horns grow to 24" long. These lengths are measured and cherished because minotaurs pride themselves on their horns. Horns
symbolize a great and noble heritage that no other beast on Krynn can claim. Minotaurs rigorously wax and polish their horns to make them shiny and
strong. Criminals are punished and exiled from minotaur society by having their horns sawed off. Such creatures are no longer considered minotaurs, but
beasts akin to humans. Dehorned minotaurs have lost their pride and sullied their honor. By no means will a minotaur in good standing ever befriend one
of these hornless, hapless creatures.
Alignment: Since minotaurs are such honor bound creatures, they are strongly lawful in alignment, though since they are transformed from
ogres - most are also inherently evil. However like all of the races of Krynn exceptions do exist, though usually such minotaurs are outcasts among their
own people.
Lands: On Ansalon, minotaurs live in a sea-based culture on the two islands of Mithas and Kothas. Built on the rule of might, these lands are
led by an emperor in Nethosak, capital of Mithas. The emperor's advisors are the Supreme Circle, a body of the eight most vicious and powerful
minotaurs in the all of the land. Each member of the Circle has won his or her post by personal combat in the circus. They each serve a life term, which
they defend by combat. Life terms usually last five to six years.
Because Ansalon minotaurs care little about architecture and aesthetics, their cities and towns are squalid. Most buildings are made of mud
and rough planking. The streets between the buildings are dirt or gravel. Only the arena and circus have any grandeur about them, built of mason granite
and ringed with lofty seats. The rest of the town has only the taverns on each corner to commend it. (Minotaurs love strong drink and good fights.)
Religion: Like all races, minotaurs recognize all of the gods, however they rank Sargonnas as the highest among them. However since the
Ansalonian minotaurs are also a sea-faring race many of them also worship Zeboim. They view the gods of good as insufferably weak, like their
followers.
Language: Minotaurs have their own language, simply named Minotaur, though some Ansalonian minotaurs also speak Saifhum or Solamnic.
Minotaur Racial Traits
• +2 Strength, +2 Constitution, -2 Wisdom, -4 Charisma (If rolling randomly, Table 2-5: Monster PCs' Ability Scores from the Dungeon
Masters Guide p23, should be used for charisma). Minotaurs are without doubt, the most physically powerful of all the PC races on Krynn.
However, they are often insufferably arrogant, and they can easily alienate other races. Because they believe all non-minotaurs to be weak
and inferior, they often underestimate the abilities of their foes.
• +3 natural AC. Minotaur's thick hides grant them a natural AC bonus. Minotaurs also disdain the use of armor beyond leather, as they
regard this as inherently cowardly, though nobles may occasionally wear breastplate or hide armor. Minotaur fighters almost always refuse to
use shields, leaving their hands free to wield two-handed weapons.
• Medium-Size: As Medium-size creatures (though bordering on large), minotaurs have no special bonuses due to their size. However, due to
their unusual physiology, all armor must be specially crafted as if they were large creatures.
• Minotaur base speed is 30 feet.
• +2 racial bonus on Intuit Direction, Profession (Sailor), Profession (Navigator) checks. Minotaurs are trained at birth to be excellent
seafarers
• Profession (Sailor) and Profession (Navigator) are always class skills. No matter what class Ansalonian minotaurs chose, they never forget
their sea-faring upbringing.
• Automatic Languages: Minotaur. Bonus Languages: Common, Kyrie, Goblin, Local Regional Dialect (usually Saifhum or Solamnic)
• Favoured Multiclass: Barbarian. A multiclass minotaur's barbarian class does not count when determining whether he or she suffers an XP
penalty for multiclassing (see Experience for Multiclass Characters page 56). Due to their culture, minotaurs make fearsome barbarians,
though some of them also make skilled wizards or priests.

Ogreborn

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Ogreborn is a catch-all term, one which includes half-ogres, for those beings of mixed human and ogre blood. Some appear human-like,
though their heritage is still obvious. Others are hulking creatures whose human roots are revealed only by their intelligence and capacity for
organization.
Half-ogre is a term not only for those who are half-human and half-ogre, but for those whose ancestry is as much as three-quarters ogre. These brutes
tower over their human kin and tend to have streaks of cruelty, though a few work at restricting their venomous rage. Their skin is dark and they tend to
have black of flint-gray hair. Half-ogres faces are much like those of ogres, save the eyes, which have the color and shape of a human's and often the
glimmer of intelligence. Half-ogres are generally accepted within ogre tribes and communities, though they are often looked down upon, unless their
superior intelligence makes them useful or propels them into a leadership role. Any being of more than three-quarters ogre blood is an ogre in all
respects, save for the occasional human eye-color or hair.
Those whose blood is less than one-half ogreish are known as thin-blooded ogres or, as ogres call them, derisively, blood ogres. Far more
human than any half-ogre, their brutal heritage still sets them apart. They look like broad-shouldered, gray-skinned humans whose sharp lower canines
tend to jut out in front of the upper lip, which has led to many cruel comparisons to boars and wild pigs. Yearning for the companionship of humans, yet
seldom (if ever) accepted, blood ogres are often loners, remaining far from civilized parts in case their inborn rage should overtake them. The same
loneliness that sometimes makes them cruel and dark-souled also makes them loyal friends, and blood ogres treat trusted companions better than many
humans treat their own families. This loyalty is easily betrayed however, and the rage of once-trusting blood ogres drives them to terrible vengeance,
which only fuels the tales of their animalistic brutality.
Origins: Although many Ogreborn in Ansalon are the products of fate, great numbers of Ogreborn are native to the remote island now-
called Jial, far off in the Courrain Ocean. A storm threw a ship of human raiders from the region of Ansalon called Nordmaar off course 500 years
before the Cataclysm. When their ship crashed against an iceberg, they filled lifeboats and hastily constructed rafts. For days they floated through the
ice floes, desperate to find more supplies to augment what little remained from their fishing aboard the ship. Landing on the abundant shore of Jial, they
found a small tribe of ogres. After several small conflicts, the sailors made peace with the ogres and traded goods with them. Over the years, the two
groups integrated and even intermarried, resulting a fully blended race of ogre-human crossbreeds that grew to fill the island in great numbers. During the
Cataclysm, desperate groups filled sturdily constructed rafts and sailed away from the island to escape famine. Some fled east to unknown lands, but a
few came west to the Bloodsea, where they settled small islands or found their way to the ogre lands of Kernen.
The remaining Ogreborn on Jial survived the famine wrought by the Cataclysm, only to be conquered three centuries later by elven colonists.
Today, they are a race of slaves and underclass merchants, laboring to build the great stone cities of the Elves.
Relations: Ogreborn relations to their forebear races are strained, as described above. Of other races, only goblinoids tend to get along with
them.
Alignment: Due to their human heritage, Ogreborn do not necessarily lean towards any alignment in particular. As a whole, however, they do tend
towards extremity. True Neutral ogreborn are unheard of, and the most common alignments are Chaotic Neutral, Chaotic Evil, and Lawful Evil.
Ogreborn Lands: Ogreborn have no lands of their own, not even the Island of Jial, which has been conquered.
Language: Ogreborn have no language of their own, instead speaking Common and Ogre.
Names: Ogreborn names tend to be monosyllabic and memorable, though a second syllable has become common as the population has grown.
Their names emphasize consonants-linguistically, ogreborn almost fail to differentiate between vowels.
Ogreborn Racial Traits
• Strength +2, Constitution +2, Intelligence -2, Charisma -4
• Medium Size
• Ogreborn base speed is 30 feet.
• Darkvision: Ogreborn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and ogreborn
can function just fine with no light at all.
• Sense of Direction: Ogreborn receive a +4 bonus to all rolls to determine which direction is north
• Rules Note: Ogreborn are able to use all items listed as usable by orcs and half-orcs. Orcs themselves, however, do not exist on Krynn.
• Automatic Languages: Common and Ogre.
• Bonus Languages: Draconic, Giant, Gnome, Goblin, and Infernal.
• Favored Class: Barbarian. A multiclass ogreborn's barbarian class does not count when determining whether he suffers an XP penalty for
multiclassing (see Experience for Multiclass Characters, page 56 of the Player's Handbook).

Ogre Irda
Elven bards say that elves were the first to waken upon Krynn. But elven bards lie. First, the ogres awoke. They breathed in the primal dawn,
bathing themselves in its virgin light. First to rise from the ground, ogres became the masters of creation. Any they were beautiful. The Irdanaith, a
mystical book known only to Irda, teaches the truths of creation.
Personality: Irda have withdrawn from the world, for they feel it does not welcome them anymore. Although they harbor no animosity toward
the current races of Krynn, they consider humans and demihumans fragile, flighty, and transient folk who are hopelessly enslaved by their emotions.

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Many living Irda remember the Cataclysm and its lessons, but most living humans and demihumans were not even born until two centuries later.
Understandably, Irda believe that the world belongs to alien folk now. However, those Irda who travel amidst the current folk of Krynn are often
surprised by the rich variety and hearty nature of the people.
Although Irda harbor no animosity toward Krynn's other races, the feeling is not reciprocated. Humans still tell tales of the wicked and
oppressive ogres who once enslaved them. These tales describe beasts that surpass even modern ogres in Evil and depravity. Demihumans hate Irda
because they have ogre blood. Other ogres hate Irda because they betrayed their Evil natures. And every racer distrusts Irda due to their
shapechanging ability. Legends abound of Irda "child stealers," who assume the shape of a child's parent only to swallow the child whole.
The absurdity of such stories does nothing to discount their effect in the minds of humans and demihumans. Some human prophecies even claim that
Irda are harbingers of a second Cataclysm. Obviously, Irda shapeshifting skills come in handy when among the hostile folk of Ansalon. Even with their
abilities, however, Irda are cautious and fearful.
Irda are completely undeserving of their reputation. Unlike their Evil ogre kin, Irda have chosen the path of Good. Because the gods of Evil
sponsored them in creation, however the Irda struggle with the vestiges of Evil within them. Non-Irda often interpreted this inner struggle as arrogance or
antagonism. It is, in fact the opposite. Irda are peace-loving and gentle folk who retreat from combat and avoid offending others.
Physical Description: Irda retain the beauty that ogres had in their creation. In their natural form, Irda stand about 6' tall, and are slender.
They possess a dark loveliness that accentuates their cold beauty. Their drawn faces are regal and statuesque. Beneath drooping eyelids, they have
keen eyes of silver. Their skin color ranges from midnight blue to deep, sea green. Most Irda have black hair, but some have hair of white or silver. All
keep their hair well trimmed and combed.
Irda dress in simple clothing - linen smocks and silken gowns primarily. They adorn these simple garments with jewelry: peal brooches, simple
bracelets, and thin necklaces of steel. They will not don garments made of wool, leather, or any product from animals, and they eat no meat.
Irda have deeply resonant voices, filled with rich melancholy. When they sing, audiences become immediately silent and listen tearfully.
All Irda move with a native grace, their steps seem to be part of a silent dance. Rarely do they back into corners or step off balance. This fluidity of
motion reflects the Irda's deep somatic awareness, which comes from their being shapechangers. After several years of practice, Irda can change at will in
height and appearance (the form of any humanoid). Although each Irda has many faces, they typically perfect and use only two or three at a time. Over
their 500-year life spans, however, Irda assume many different forms.
Alignment: As stated Irda turned from the path of Evil towards that of Good, hence many of them are good in alignment, though they have
no specific leaning towards Law, Chaos, or even neutrality. Any evil Irda run the risk of transforming over time into their brutish kin.
Lands: The royal line of the Irda stretches back unbroken to the Age of Dreams and Igraine himself - the original high ogre who turned away
from his evil kin. Irda pride themselves on their heritage and treat each other with respect and honor. A king or queen rules the island, and the court of
nobility extends to even the most common of the Irda. This arrangement makes for happy citizens and stable monarchies.
Irda dwellings are as simple and elegant as their clothing. They do not build houses, but live in smooth, dry caves during inclement seasons and warm, lush
valleys in the summer. They decorate their dwelling places with dried flowers and stalks and carefully avoid fouling their environments. Irda seek to live in
harmony with nature, refusing to wear or eat any products from animals.
Their island home itself, part of the Dragon Isle chain, is protected by various magics. One permanent spell upon the island makes it appear
merely a flat stretch of open sea. Not even Irda can find the island except when Solinari is in high sanction. Then, the homeland calls to them, directing
their ship into harbor. If the ship does not reach the island before Solinari's high sanction ends, it will often become hopelessly lost at sea.
Irda refer to their mystical book, the Irdanaith, in all matters of history and faith. Only Irda have even seen or held this book, and no non-Irda even knows
of its existence. In addition to the Irdanaith, Irda have an extensive oral history.
Religion: The Irda recognizes all of the gods of Krynn, but understandably tend to worship the good aligned ones (though many also worship
the neutral Gods). However they hold particular reverence for Mishakal, for it was she who blessed them with the ability to change shape, thus enabling
them to escape their enemies. Takhisis is particular feared, for it was she, the Irda turned away from.
Language: Irda have their own language, a particularly ancient tongue simply named Irda, though many know many other languages as well -
particularly dragon, and magius.
Irda Racial Traits
• +2 Dexterity, +2 Intelligence, +2 Charisma, -4 Constitution (If rolling randomly, Table 2-5: Monster PCs' Ability Scores from the
Dungeon Masters Guide p23, should be used for constitution). Irda, while brilliant, graceful, and beautiful, have a fainting nature that
endures shocks poorly. They have lost much of the savage toughness inherent in ogre stock that is pure Evil.
• Medium-Size: As Medium-size creatures Irda have no special bonuses due to their size.
• Irda base speed is 30 feet.
• Shapechanging: The Irda can, after several years of practice, learn to shape change into different forms. This ability functions like the spell,
Alter Self, as cast by a 20th level Sorcerer, except with an unlimited duration, and unfamiliar forms cause the Irda to suffer a disorientation
effect, as per the polymorph other spell. This is regarded as a spell-like ability.
• Bonus Spell: Because of their close relationship to magic, any Irda arcane or divine spell caster gains one additional spell of the highest level
as if they had a high attribute score. This additional spell only applies to the highest level; it does not remain with the lower levels as an Irda
increases in level.

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• Automatic Languages: Irda and Common. Bonus Languages: any except special languages (except for magius). Due to their extended life
spans and traveling, Irda tend to pick up and learn many other languages.
• Favored Multiclass: Sorcerer. A multiclass Irda's sorcerer class does not count when determining whether he or she suffers an XP penalty
for multiclassing (see Experience for Multiclass Characters page 56). Magic comes naturally to the Irda, and most Irda have some level of
magical ability.

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Complete Races, Classes, & Magic of DL
Classes
• Dragonbane
• Dragon Knight
• Dragon Rider
• Handler
• Knight of Solamnia
o Knight of the Sword
o Knight of the Rose
• Legionnaire
• Mystic
• Primal Sorcerer
• Wizard of High Sorcery
o Order of the White Robes
o Order of the Red Robes
o Order of the Black Robes
o Arcane Magic of Krynn

Dragonbane
Description
Dragonbanes are chosen by the gods, usually Paladine or Takhisis, to be their forefront warriors against the greatest weapon of the other side, the
dragons. These warriors are sometimes trained, sometimes chosen by the gods, but one thing is sure - their lives will never be easy. Those belonging to
this class are not inherently evil or good, it depends on the dragons they slay. A small group of Dragonbanes belong to the Legion of Steel and they
have no qualms about killing good or evil dragons for the greater good.
Hit Die: d10
Requirements:
Base Attack Bonus: +5
Alignment: Any lawful alignment.
Skills: Knowledge (Dragon Lore): 4 Ranks, Ride: 8 Ranks
Feats: Dodge, Mounted Combat
Class Skills:
The Dragonbane s class skills (and the key ability for each skill) are Craft (Int), Knowledge (Dragon Lore, Religion) (Int), Listen (Wis),
Profession (Wis), Ride (Dex), Search (Int), Spot (Wis).
Skill points at additional levels: 2 + Int. modifier.
Class Features:
Weapon and Armor Proficiency: Proficient in all simple and martial weapons. They are proficient in light and medium armor, but do not use
shields.
Dragonfear Immunity: Dragonbanes are immune to the effects of Dragonfear from their favored enemy or enemies if they have more than one
(Frightful Presence).
Dragon Favored Enemy: At 1st level the Dragonbane must choose a favored dragon enemy. This works exactly as the ranger ability of the
same name, save that it only applies to dragons. They gain another favored dragon enemy at every odd level. These bonuses do not stack.
Damage Bonus: When a Dragonbane makes a successful attack roll against his favored dragon enemy, he receives a damage bonus equal to
his level. Thus, a 4th-level Dragonbane receives a +4 bonus to damage.
Heroic Mount: The Dragonbane is accompanied by a heroic mount (use the stats on a Paladin s War Horse).
Wing Attack: Aimed at the wing muscles of dragons, this attack is made with a 4 penalty to the attack bonus. In addition to damaging the
dragon, the hit will ground the dragon for 1 round per point of damage.
Breath Stun: Aimed at the gullet of dragons, this attack is made with a 4 penalty to the attack bonus. In addition to damaging the dragon,
the hit will prevent the dragon from using his breath weapon for one round per two points of damage.
Dragon Breath Resistance: The Dragonbane learns how protect itself from his favored Dragon Enemy Breath Weapon. This is a
combination of prayer, agility and luck and its bonuses stacks with any other kind of bonuses to saving throws. On a successful reflex save against the
breath weapon the Dragonbane suffers no damage, on a failed save only suffers = damage.
Great Blow: Once per day the character can call upon the blessing of his god. His next attack hits automatically and deals double damage.

Dragon Knight

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Class Level Base Attack Bonus Fort Save Ref Save Will Save Special

1 +1 +2 +1 +0 1st Favored Dragon Enemy, Dragonfear Immunity

2 +2 +3 +1 +0 Damage Bonus, Heroic Mount

3 +3 +3 +2 +1 2nd Favored Dragon Enemy

4 +4 +4 +2 +1 Wing Attack

5 +5 +4 +2 +1 3rd Favored Dragon Enemy

6 +6 +5 +3 +2 Breath Stun

7 +7 +5 +3 +2 4th Favored Dragon Enemy

8 +8 +6 +3 +2 Dragon Breath Resistance

9 +9 +6 +3 +3 5th Favored Dragon Enemy

10 +10 +7 +4 +3 Great Blow

Dragon Knight
Description: Dragon Knights are unique to the continent of Taladas, and are most prominent in the Conquered Lands. They have an
unparalleled bond with the Othlorx, or Uninvolved, dragons.
The copper dragons of the Conquered Lands had all pledged neutrality, becoming Othlorx. They value their privacy and lairs tremendously. When
their lairs are discovered, people are given a choice: Either join the society of Dragon Knights, or be destroyed.
Today, Dragon Knights and dragons live together out of mutual affection and respect. Knights and dragons pair off with unspoken agreements born of
mutual rapport. This pairing is for life. The Knights follow a code of honor much like the Knights of Solamnia, but not as strict.
Game Rule Information:
Abilities: Charisma determines how powerful a spell a Dragon Knight can cast, how many spells he can cast per day, and how hard those
spells are to resist.
Alignment: Neutral or Neutral-good. See requirements, below.
Hit Die: d10
Requirements:
Alignment: Neutral or Neutral-Good (Compatible with dragon)
Skills: Knowledge (History): 4 Ranks, Ride: 8 Ranks
Feats: Mounted Combat
Special: Dragon must accept character as partner. Failure means death.
Class Skills:
The Dragon Knight's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana,
History) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int), (Wis).
Skill Points at Each Additional Level: 2 + Int Modifier.
Class Features:
Weapon and Armor Proficiency: Proficient in all simple and martial weapons. They are proficient in light and medium armor, but do not use
shields.
Copper Dragon: Most Dragon Knights are bonded with a young adult copper dragon, the youngest dragon which can bear a rider (which
then ages normally for a dragon), but some rare individuals bond with older dragons.
Empathic Link: The Dragon Knight has an empathic link with the dragon partner out to a distance of up to one mile. The Dragon Knight
cannot see through the dragon's eyes, but they can communicate telepathically. This is a supernatural ability.
Weapon Focus: The Dragon Knight gains a free feat in Weapon Focus for a heavy lance at 1st level, then a second free feat in Weapon
Focus for the Dragon Knight's preferred missile weapon at 2nd Level.
Dragonfear Save Bonus: Dragon Knights get a +2 at 1st level, +4 bonus at 3rd level, +8 at 6th, and +12 at 9th against Dragonfear
(Frightful Presence).
Dragontongue: The Dragon Knight is able to speak the tongue of the color of dragon his dragon partner belongs to at 4th level.
Weapon Specialization: The Dragon Knight gains a free feat in Weapon Specialization for a heavy lance at 6th level, then a second free
feat in Weapon Specialization for the Dragon Knight's preferred missile weapon at 7th Level.
Improved Dragontongue: The Dragon Knight is able to speak the tongues of all dragons at 8th level.

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Spells: A Dragon Knight is limited to casting a certain number of spells of each level per day, but he need not prepare spells in advance. The
number of spells he can cast per day is improved by his bonus spells, if any.
To learn or cast a spell, a Dragon Knight must have a Charisma score of at least 10 + the spell's level. The Difficulty Class for saving throws against
Dragon Knight spells is 10 + the spell's level + the Dragon Knight's Charisma modifier.

Dragon Knight

Class Base Attack Fort Ref Will Special


Level Bonus Save Save Save

Bonus Feat: Weapon Focus (Heavy Lance), +2 bonus on saves vs. Dragon Fear
1 +1 +2 +0 +0
(Frightful Presence), Empathic Link

2 +2 +3 +0 +0 Bonus Feat: Weapon Focus (Preferred Missile Weapon).

3 +3 +3 +1 +1 Bonus Feat: Weapon Focus (Preferred Missile Weapon).

4 +4 +4 +1 +1 Dragontongue

5 +5 +4 +1 +1

Bonus Feat: Weapon Specialization (Heavy Lance), +8 bonus on saves vs. Dragon
6 +6 +5 +2 +2
Fear (Frightful Presence)

7 +7 +5 +2 +2 Bonus Feat: Weapon Specialization (Preferred Missile Weapon)

8 +8 +6 +2 +2 Improved Dragontongue

9 +9 +6 +3 +3 +12 bonus on saves vs. Dragon Fear (Frightful Presence)

10 +10 +7 +3 +3

Spells Per Day Spells Known

Class Lvl 0 1st 2nd 3rd Class Lvl 0 1st 2nd 3rd

1 2 - - - 1 4 - - -

2 3 0 - - 2 5 2 - -

3 3 1 - - 3 6 3 - -

4 3 2 0 - 4 6 3 2 -

5 3 3 1 - 5 6 4 3 -

6 3 3 2 - 6 6 4 3 -

7 3 3 2 0 7 6 4 4 2

8 3 3 3 1 8 6 4 4 3

9 3 3 3 2 9 6 4 4 3

10 3 3 3 3 10 6 4 4 4

Dragon Rider
Dragon Riders are the ultimate flying warriors with a bond to their mounts that surpasses the empathy between knight and trained war horse.
Whether they fight for the Knights of Solamnia, the Knights of Takhisis, the Dragon armies or the Legion of Steel, these warriors are superbly
trained in aerial combat.
The Dragon Riders are a recent development, or rather an ancient one. Recent Dragon Riders started a bit after the War of the Lance for the
Knights of Solamnia and about one year previous for the Dragon armies, thought very few of their members belong to this class.

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The ancient Dragon riders were shock troops of both the Knights of Solamnia and the armies of the Dark Queen during the Third Dragon War.
A few independent Dragon Riders, especially in the continent of Taladas, are rising in the League of Minotaurs, though they are rare. A
somewhat related order, the Dragon Knights, are known in the Conquered Lands.
Hit Die: d10
Requirements
To qualify to become a Dragon Rider, a character must fulfill the following criteria:
Base Attack Bonus: +6
Feats: Leadership, Mounted Combat, Weapon Focus (Heavy Lance).
Ride: 2 ranks.
Equipment: Masterwork Heavy Armor and Masterwork Heavy Lance.
Special: Ridden a dragon into battle before.
Class Skills
The Dragon Rider class skills (and the key ability for each skill) are: Balance (Dex), Ride (Aerial) (Dex), Spot (Int); Concentration (Con), Profession
(Wis), Intuit Direction (Wis).
Skill points at each level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiencies: The Dragon Rider is proficient with all simple and martial weapons, all types of armor and shields.
Concentration: The Dragon Rider gains this skill automatically at 1st level without having to purchase it with skill points. This works
differently for the Dragon Rider. If the dragon rider is ever knocked off of his mount and is still conscious, he may make a concentration check DC 10 +
damage dealt to remain mounted.
Ride (Aerial): The Dragon Rider gains this skill automatically at 1st level without having to purchase it with skill points.
You can ride a particular type of mount (usually a dragon or griffin). When you select this skill, choose the type of mount you are familiar with. If you use
the skills with a different mount, your rank is reduced by two (but not below zero).
Check: Typical flying action (takeoff, landing, flying at cruise spells) don t require checks. You can saddle, mount, ride, and dismount without
a problem. Mounting or dismounting is a move-equivalent action.

Riding Task DC

Stay on Saddle 10

Fight With Mount 10

Cover 15

Special Maneuvers (*) 20

Fast mount or dismount (+) 25

*Armor check penalty may apply


+Armor check penalty applies
Stay on Saddle: You can react instantly to try to avoid falling when your mount rears, loops, or puts you head down. When you take damage
that may force you to fall, you should roll a concentration check instead.
Fight with Mount: If you direct your dragon to attack in battle, you can still make your own attack.
Cover: You can react instantly to drop down and hang alongside your mount, using it as one-half cover. You cannot attack or cast spells while
using your mount as cover. If you fail, you don t get the cover benefit and must make a Stay on Saddle check.
Special Maneuvers: This covers the ability of making the dragon do special maneuvers such as high speed drop and high velocity turns.
Fast Mount or Dismount: You can mount and dismount (provided the dragon is saddled) as a free action. If you fail the check, mounting or
dismounting is move equivalent action.
Special: A dragon saddle (or griffin saddle) adds +2 circumstance bonuses to any checks.

Dragon Rider

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special

1 +1 +2 +0 +2 Dragon Companion

2 +2 +3 +0 +3 Aerial Combat Feat (see below), Ride (Aerial) Bonus +1

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3 +3 +3 +1 +3 Heavy Lance Weapon Bonus +1

4 +4 +4 +1 +4 Concentration Check Bonus +2, Ride (Aerial) Bonus +2

5 +5 +4 +1 +4 Heavy Lance Weapon Bonus +2

6 +6 +5 +2 +5 Improved Aerial Combat Feat, Ride (Aerial) bonus +3

7 +7 +5 +2 +5 Telepathy with Mount

8 +8 +6 +2 +6 Mount Spell Resistance

9 +9 +6 +3 +6 Heavy Lance Weapon Bonus +3, Ride (Aerial) Bonus +4

10 +10 +7 +3 +7 Dragon Immunities

Dragon Companion: The Dragon Rider has a dragon companion (not Mount), with an age category between young adult and adult. The
dragon will usually share the alignment with his rider, but it can be one step removed.
The dragon companion comes and goes as it pleases, but in time of battle it will be with the Dragon Rider. The Dragon Rider cannot always count on
the dragon showing when he needs it and cannot expect it to follow all his orders. They are a team and the dragon may disagree with certain actions.
The DM has the final say on the type of dragon the character gets which counts as a cohort for the purposes of the leadership feat.
Aerial Combat Feat
You are skilled in 3 dimensional aerial combat.
Prerequisite: Ride (Aerial) skill.
Benefit: You are able to understand the mechanics of 3-D aerial combat and gain the following benefits: +1 competence attack bonus with
any weapons while fighting in the air and a +1 competence bonus to AC as well.
Ride (Aerial) Bonus: The Dragon Rider gains a competence bonus to Heavy Ride checks.
Heavy Lance Weapon Bonus: The Dragon Rider gains a bonus to his attack roll when using the Heavy Lance in Combat against other
airborne combatants.
Concentration Check Bonus: The Dragon Rider gains a competence bonus to any Concentration checks.
Improved Aerial Combat Feat
You are a master of 3 dimensional Aerial combat.
Prerequisite: Ride (Aerial) skill, Aerial Combat Feat
Benefit: You are a master of the mechanics of 3-D Aerial combat and gain the following benefits: +2 competence attack bonus with any
weapons while fighting in the air and a +2 competence bonus to AC as well.
This feat replaces the Heavy Combat Feat so their bonuses do not stack.
Telepathy with Mount: The Dragon Rider gains the ability to telepathically converse with his dragon companion while mounted. This is a free action if
it is used to convey simple combat orders.
Mount Spell Resistance: While mounted on his dragon companion, the Dragon Rider gains the spell resistance of his mount.
Dragon Immunities: While mounted on his dragon companion, the Dragon Rider gains all the Immunities and Resistances of his mount, but he also gains
its weaknesses. It also becomes immune to the type of breath weapon (fire, acid, etc) that its mounts uses, while mounted.

Handler
The bane of people everywhere, the handler is the favored class of the kender race. The handler is an expert at getting his hands into things that don't
belong to him and blessed with incredible powers of observation.
Adventurers: Adventure is the bread and butter of a handler's life. Collecting (using the term loosely) new and wonderful things is a handler's
reason for existing, and you don't get much in the way of new and wonderful things if you simply sit in one spot.
Characteristics: The handler is an easy-going fellow, more than happy to let each day simply play out as it will. He has total confidence in
himself and his abilities and is always excited whenever a new opportunity to see some wondrous thing reveals itself. In fact, one can almost say that a
handler is addicted to this; often times a handler will go for days off the beaten path just to see the giant ball of twine in a dragons lair or travel all night
and day for a glimpse of the only goatsucker bird in captivity. All of these great things will invariably end up scrawled into the handler's journal or drawn
on to a map, a testament to the great adventures on his long and arduous journey.
Alignment: A handler is a free spirit, unchained by such petty things as the laws of society. Therefore he tends to be chaotic in nature.
However, handlers are also very much morally sound people with great faith in the bonds of trust and friendship. That is why they are also more likely to
be good.
Game Rule Information
Handlers have the following game statistics.

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Abilities: A handler's top skill is his Dexterity. It helps him in innumerous ways, from helping him get into a merchants pouch to getting away
and dodging guards. Intelligence and Charisma are also important, as a handler needs both in order to survive long in crowded streets as well as on his
many adventures.
Alignment: Any, but handlers are chaotic good about 99% of the time.
Race: This class is only available to kender.
Hit Die: d6.
Class Skills
The handler's class skills (and the key ability for each skill) are Hide (Dex), Disable Device (Int), Open Lock (Dex), Search (Int), Spot (Int*), Pick
Pocket (Dex), Bluff (Cha), Tumble (Dex), Swim (Str), Sense Motive (Cha*), Perform (Cha), Gather Information (Cha), Escape Artist (Dex),
Balance (Dex), and Rope Use (Dex).
*Please note that these skills use a different key ability than they do in the PHB. Everything else remains the same.
Skill Points at 1st level: (8 + Int modifier) x 4.
Skill points at Each Additional Level: (8 + Int modifier).
Class Features
All of the following are class features of the Handler.
Weapon and Armor Proficiency: Handlers, as kender, are proficient with all kender weapons. Handlers also use knives, daggers and darts,
which supplement their usual fighting technique of hit and run. Handlers also are proficient in the use of small missile weapons such as the short bow and
the sling. Due to the nature of the handler, armor is frowned upon. Therefore, although the handle is proficient in the use of padded armor (and only
padded armor), he will typically avoid its use in all but the most battle intense of situations. Handlers never employ the use of a shield.
Pocket Grab: At 1st level, a handler gains the Pocket Grab ability. With this ability, the handler can pull out an item from his pouches at
random. This is extremely interesting as often times, through trading with other handlers and kender and picking up things unconsciously, the handler
doesn't even know what he happens to have, with the exception of a few key items. Performing a Pocket Grab takes one round. In order to determine
what item is pulled, use the Pocket Grab Chart. As a handler advances in experience, he begins to gain more and more control over what he pulls. He is
allowed to add or subtract his level to the roll to determine what he finds, starting at 4th level. The only exception to this is 00 on the chart, which must be
rolled naturally.
Traps: Handlers can use the rogue's Traps class feature in the exact same manner.
Evasion: At 2nd level, handlers can use the rogue's Evasion class feature in the same manner.
Uncanny Dodge: Handlers can use the Uncanny Dodge class feature exactly like a rogue except that they start receiving bonuses to
finding traps at 8th level.
Special Abilities: At 10th level and every three levels thereafter, a handler can choose one of these special abilities:
Defensive Roll (As per the Rogue ability)
Improved Evasion (As per the Rogue ability)
Skill Mastery (As per the Rogue ability)
Slippery Mind (As per the Rogue ability)
Unconscious Handling: This unique Handler ability has allowed the Handler to have almost a sixth sense when it comes to items of interest. On
a successful Int check with a DC of 15, the handler will know if something is hidden in the area that he is in. Note that this doesn't show him where,
it simply notifies him that there IS something there.
Like Lies to a Child: At a certain point, handlers tend to develop almost a sixth sense to the truth behind people's words. With this ability the
Handler can add his Handler Class level to his Sense Motive skill bonus modifier to determine whether or not someone is speaking the truth.

The Handler

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special

1 +0 +0 +2 +0 Pocket grab

2 +1 +0 +3 +0 Evasion

3 +2 +1 +3 +1

4 +3 +1 +4 +1 Uncanny dodge (Dex bonus to AC)

5 +3 +1 +4 +1

6 +4 +2 +5 +2 Uncanny dodge (can't be flanked)

7 +5 +2 +5 +2

8 +6/+1 +2 +6 +2 Uncanny dodge (+1 against traps)

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9 +6/+1 +3 +6 +3

10 +7/+2 +3 +7 +3 Special ability

11 +8/+3 +3 +7 +3 Uncanny dodge (+2 against traps)

12 +9/+4 +4 +8 +4

13 +9/+4 +4 +8 +4 Special ability

14 +10/+5 +4 +9 +4 Uncanny dodge (+3 against traps)

15 +11/+6/+1 +5 +9 +5

16 +12//+7/+2 +5 +10 +5 Special ability

17 +12/+7/+2 +5 +10 +5 Uncanny dodge (+4 against traps)

18 +13/+8/+3 +6 +11 +6

19 +14/+9/+4 +6 +11 +6 Special ability

20 +15/+10/+5 +6 +12 +6 Uncanny dodge (+5 against traps)

Handler Pocket Grab Table*

d% Result

01-05 1d6 pieces of multi-colored glass

06-11 2d8 ball bearings

12-16 1d4 live mice

17-21 1d8 yards of twine

22-26 A small lizard

27-31 1d4 small precious gems (each worth 1d6 steel)

32-36 1d4 non-magical rings (5% chance of being a signet ring)

37-41 A small bottle of Dwarf Spirits

42-46 1d20 multi-colored pebbles

47-51 1d4 packets of flash-bang powder

52-56 1d4 healing mint leaves (each restores 1d4 hit points)

57-61 Any one item already in your possession (DM's choice)

62-74 1d20 Any one item in another party members possession (DM's choice)

75-79 An animal call whistle

80-85 3d6 caltrops

86-90 1d4 throwing knives

91-96 A flask of holy water

97-99 Player's choice of 01-96

00 A minor magical item. To determine magical item type roll on Table 8-2 on the DMG

*It is highly recommended that the DM alter this Table to suit his game.

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Knights of Solamnia
Solamnic Knights champion the cause of justice and honor. They follow a strict code of honor called the Oath and the Measure, which they
enforce with their very lives. The Oath of these Knights, Est Sularus oth Mithas ("My honor is my life"), is widely imitated and serves as the standard
for knightly conduct almost everywhere.
Three distinct orders form the Solamnic Knights: the Knights of the Crown, Knights of the Sword, and Knights of the Rose. Characters
with this class are members of the Order of the Crown (the Order of the Sword and Order of the Rose are prestige classes).
Before the Cataclysm, the Knights of Solamnia were the greatest order of chivalry in Ansalon. For centuries, the Knights had kept the
peace and safety of the realm. Between the Cataclysm and the War of the Lance, the knights became reviled and scorned by the common people for
their inability (or unwillingness) to combat the horrors of the Age of Despair. In the hour of the most desperate need, the Knights seemed powerless.
Rumors began to spread that the Knights had foreseen the coming of the Cataclysm and had done nothing to stop it. Some Knights, it was said,
actually intended to profit by the disaster and increase their land holdings.
So it was that the Knights found themselves forced to roam the countryside in secret and under false names, lest they be discovered. Still,
they kept their ideals and their honor, and did what they could to fight the growing evil in the world. After the War of the Lance, the Solamnic Knights
regained their status. They sought to revise their code of honor and apply it to the changed face of Krynn.

Knight of the Crown


Adventures: Solamnic Knights do not adventure for glory or riches; rather, they undertake dangerous quests to strike at the heart of evil,
seek to protect the good folk of a village from marauding goblins, or ride secretly into enemy lands to discover secrets necessary for the defense of a
realm. Solamnic Knights steadfastly refuse to pursue goals that they see as petty or ignoble, but when the cause is worthy, no task is beneath the true
Knight's pride.
Characteristics: Solamnic Knights are respected on the battlefield due to their bravery and skill at arms. Bedal Brightblade is said to have
fought the desert nomads to a standstill, holding a pass into Solamnia single-handedly until help arrived. Such tales of fearlessness and legendary valor
inspire many Knights.
All Knights are trained warriors, skilled horsemen, and educated scholars. What they are not, however, are ambushers or assassins. Solamnic
Knights refuse to strike down an enemy by treachery or deception; only honorable combat is acceptable.
Alignment: Knights of Solamnia must be lawful good in alignment, and swear to follow a strict code of conduct called the Measure. The
Measure is a set of rules that defines how to put the Oath into effect in one's daily life. The Knight must obey his superiors within the Order and
remain steadfastly true to those who have earned his loyalty through station or past deeds. Solamnic Knights will make valiant sacrifices on behalf of the
weak, the oppressed, the poor, the falsely imprisoned, and fellow Knights. He commits his life to justice and compassion.
Religion: The Solamnic Knights are loyal to Habbakuk, Kiri-Jolith, and Paladine, and all the gods of good. The Measure recognizes the
three deities as patrons of the Knighthood who are entitled to the loyalty and worship of the Solamnic Knights. Knights of the Crown revere
Habbakuk, Knights of the Sword dedicate their prayers to Kiri-Jolith, and Knights of the Rose follow the greatest god of good, Paladine.
Background: Traditionally, only well-born individuals of Solamnic heritage were admitted to the Order. An obscure technicality in the
Measure prevented Knights from recruiting outside of their land of origin. However, in 382 AC the Grand Master, Lord Gunthar Uth Wistan
inducted the first Crown Knights not native to Solamnia.
Races: Almost all Solamnic Knights are human. A very few half-elves have been admitted to the Order over the years, however, and there is a
story of a kender squire in Xak Tsaroth, in the years before the Cataclysm. Nonhuman aspirants to the Order will only be admitted under the most
extraordinary circumstances, however.
Other Classes: Solamnic Knights are born team players, and happily cooperate with clerics of the good gods, monks, and honorable warriors
of all types. They are less comfortable with the ways of bards, druids, and rogues, whose conduct often fails to live up to the high standards of the Oath
and the Measure. Many Knights are distrustful of arcane magic at best, and their dealings with sorcerers and wizards are characterized by the utmost
caution and misgivings.
Game Rule Information
Knights of Solamnia have the following game statistics.
Abilities: Strength is important for a Solamnic Knight because they frequently get involved in personal combat, and may need to protect less
able companions. Several Solamnic Knight skills are based on Charisma. Knights of Solamnia who become Knights of the Sword (a prestige class)
require a Wisdom score of 11 or higher to cast Knight spells, and a Wisdom score of 14 or higher is required to gat access to the most powerful Knight
spells.
Alignment: Lawful Good.
Hit Die: d10.
Class Skills
The Knight of Solamnia's class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump
(Str), Knowledge (history, nobility, and religion, each purchased as a separate skill) (Int), Ride (Dex), and Sense Motive (Wis). See Chapter 4: Skills
in the Player's Handbook for skill descriptions.

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Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Level: 4 + Int modifier
Class Features All of the following are class features of the Knight of Solamnia class.
Weapon and Amour Proficiency: The knight is proficient in the use of simple and martial weapons and all armor (heavy, medium, and light) and
shields. Note that amour check penalties for amour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of amour and equipment carried.
Bravery: When engaged in honorable combat, a Solamnic Knight applies his Charisma modifier (if positive) as a bonus to his Fortitude
saving throws. No true Knight will retreat from a battle once it has begun or refrain from attacking the Order's foes, unless he considers the fight foolish
or pointless.
Mounted Combat: Knights of Solamnia gain Mounted Combat as a bonus feat. Once per round when the knight's mount is hit in combat, he
may make a Ride check to negate the hit. The hit is negated if the character's Ride check is higher than the attack roll (essentially, the Ride check
becomes the mount's Amour Class if it is higher than the mount's regular AC).
Weapon Specialization: On achieving 4th level or higher as a Solamnic Knight, the character may take Weapon Specialization as a feat (as
though he were a fighter). The knight must have Weapon Focus with that weapon to take Weapon Specialization. The weapon chosen may be any
lance, any mace, any sword, or the longspear.
Champion of the Crown: At 5th level, a knight has become a champion of the oppressed and a stalwart foe of evil and injustice. Such knights
have experience dealing with the enemies of the Knighthood, and are loath to retreat from or refuse combat with these foes. On the other hand, knights
who venture into the realms of their foes often must operate secretly, sometimes even forming a clandestine knightly circle under the very noses of their
enemies.
Due to his experience with such opponents and steadfast dedication to opposing their evil ways, the Solamnic Knight gains a +2 bonus to
Bluff, Gather Information, Listen, Sense Motive, and Spot checks when using these skills against these specific enemies. Likewise, he gets the same
bonus to weapon damage rolls against opponents of this type. The bonus doesn’t apply to damage against creatures that are immune to critical hits.
The knight’s damage bonus does not apply if he does not engage his enemy in honorable combat; for example, a knight cannot attack such an enemy
from a distance if he can instead close to personal melee, and cannot honorably attack an unarmed opponent.
At 10th level and at every five levels thereafter (15th and 20th level), the bonus that the knight enjoys against these enemies goes up by +1.
For example, a 20th-level Solamnic Knight gains a +5 bonus when dealing with enemies of the Knighthood such as draconians and Dragon army
officers.
Specific enemies of the Knighthood include creatures such as all evil dragons, draconians, goblinoids, ogres, and undead, as well as political
or military enemies in enemy nations to the Knighthood. The DM should define which nations count as enemies to the Knighthood during the time that
the campaign is set.
For example, in a campaign set after the War of the Lance, enemy nations include Blöde, Kern, Lemish, the Blood Sea Isles, Throtl, and
the Dragon army-held territories. In a Fifth Age campaign, enemy nations include Blöde, Kern, the Knights of Takhisis, Neraka, Teyr, and most
Dragon Realms.
Code of Conduct: A Solamnic Knight must be of lawful good alignment. Additionally, a knight must follow the precepts of the Measure,
which vary according to the specific Order that the Knight belongs to. Knights of the Crown should show unquestioned obedience to those whose
authority is righteously maintained in the Knightly Councils, dedication to the ideals of the Measure, loyalty to brother Knights of all Orders, and
protect, serve, and give aid to any kingdom on the List of Loyalty. Knights of Solamnia must fight honorably at all times. Using arcane magic is not
entirely prohibited, but it is frowned upon by the Measure and is generally considered dishonorable. Knights of the Crown tithe 10% of all wealth
accrued to the Order.
Ex-Knights A Solamnic Knight who ceases to be lawful good, who willfully commits an act of evil, or who grossly violates the Measure, loses
the Bravery and Champion of the Crown abilities, and can no longer progress in levels as a Solamnic Knight. He can progress as a Solamnic Knight
once more if he atones for his violations (see the atonement spell, page 176 of the Player's Handbook), as appropriate.
Knight of Solamnia

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special

1 +1 +2 +0 +2 Bravery, mounted combat

2 +2 +3 +0 +3

3 +3 +3 +1 +3

4 +4 +4 +1 +4

5 +5 +4 +1 +4 Crown Champion +2

6 +6/+1 +5 +2 +5

7 +7/+2 +5 +2 +5

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Complete Races, Classes, & Magic of DL
8 +8/+3 +6 +2 +6

9 +9/+4 +6 +3 +6

10 +10/+5 +7 +3 +7 Crown Champion +3

11 +11/+6/+1 +7 +3 +7

12 +12/+7/+2 +8 +4 +8

13 +13/+8/+3 +8 +4 +8

14 +14/+9/+4 +9 +4 +9

15 +15/+10/+5 +9 +5 +9 Crown Champion +4

16 +16/+11/+6/+1 +10 +5 +10

17 +17/+12/+7/+2 +10 +5 +10

18 +18/+13/+8/+3 +11 +6 +11

19 +19/+14/+9/+4 +11 +6 +11

20 +20/+15/+10/+5 +12 +6 +12 Crown Champion +5

Knight of Solamnia Starting Package


Race: Human.
Amour: Scale mail +4 AC, small metal shield +1 AC, amour check penalty –5, speed 20 ft., 36 lb.
Weapons: Longsword (1d8, crit 19-20/x2, 10 lb., Medium-size, Slashing)
Longspear (1d8, crit x3, 9 lb., Large, Piercing)
Dagger (1d4, crit 19/20/x2, 1 lb., Tiny, Piercing)
Skill Selection: Pick a number of skills equal to 5 + Int modifier.
Skill Ranks Ability Amour

Diplomacy 4 Cha

Jump 4 Str –5

Knowledge (history) 4 Int

Ride 4 Dex

Sense Motive 4 Wis

Disguise (cc) 2 Cha

Gather Information (cc) 2 Cha

Listen (cc) 2 Wis

Search (cc) 2 Int

Swim (cc) 2 Str –12


Feat: Weapon Focus (longsword).
Bonus Feat: Expertise (if Int 13+) or Endurance.
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. Hooded lantern, three pints of oil. Medallion of the Kingfisher,
symbol of the Knighthood.
Money: 4d4 stl.

Solamnic Knight Prestige Classes


The Order of the Sword and the Order of the Rose are represented by unique prestige classes. In almost every circumstance, a character
will only be considered for acceptance into the Order of the Sword if she has already gained levels as a Knight of the Crown. Likewise, an aspirant for
the Order of the Rose should first become a Knight of the Sword if she wishes to be considered by the Knightly Council.
However, exceptional circumstances might persuade the Council that a character is worthy of entry into the higher Orders of the knighthood
due to great deeds or valor in defense of Solamnia. This is one of the highest honors that the Knighthood can bestow upon an individual. Examples of

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the services that might convince the Council to accept a non-Knight into one of the higher orders are the acts of heroism attributed to the Heroes of
the Lance in the battles of the High Cleric’s Tower, Kalaman, and Neraka.

Knight 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 self-sacrificial
fight for the cause of good. Heroic deeds include strengthening the weak, enriching the poor, freeing the enslaved, exonerating the falsely accused,
championing the defenseless, and aiding fellow knights in need.
Courage is readiness to die honorably in the fight for good. Courageous acts include facing evil fearlessly, defending the honor of the
knighthood, defending the honor of a fellow knight, and protecting the defenseless and weak.
Knights of the Sword honor the True Gods, particularly Kiri-Jolith, the god of just and honorable warfare. Through the clerical disciplines
of the Order, Knights of the Sword receive from the gods’ magical healing abilities, limited foresight, and prophecy. A Knight of the Sword does not
shirk from facing evil foes in combat, and does not retreat regardless of the enemy's strength. She forswears the use of her knightly powers for
unrighteous reasons.
Hit Die: d10.
Requirements To qualify to join the Order of the Sword, a character must fulfill all the following criteria:
Alignment: Lawful good.
Base Attack Bonus: +3
Healing: 4 ranks.
Knowledge (religion): 6 ranks.
Special: Each candidate must seek out an established Knight of the Sword to apply to the Order.
In addition, each candidate for the Order of the Sword must complete a quest that promotes the cause of the Order. The quest must be a
witnessed (or otherwise verifiable) deed of heroism that exemplifies knightly honor and goodness. The quest must include a 30-day and 500-mile journey,
the restoration of something that was lost, single combat with an evil and equally-matched foe, and three tests of wisdom, one of generosity, and one of
compassion.
After the quest is completed, the character appears before a Knightly Council, telling of the quest and presenting evidence. If the presiding
Sword Knight finds the tale and deed acceptable, the candidate takes the Oath.
Class Skills The Sword Knight's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Handle
Animal (Cha), Heal (Wis), Knowledge (history, nobility, religion, each purchased as a separate skill) (Int), Ride (Dex), and Sense Motive (Wis). See
Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier
Class Features All of the following are class features of the Sword Knight prestige class.
Weapon and Amour Proficiency: The Knight is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light)
and shields. Note that amour check penalties for amour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of amour and equipment carried.
Detect Evil: At will, the Sword Knight can detect evil as a spell-like ability. This ability duplicates the effects of the spell detect evil.
Blessed: A Sword Knight applies his Charisma modifier (if positive) as a bonus to all saving throws.
Aura of Courage: Beginning at 2nd level, the Sword Knight radiates an aura of courage and fearlessness that causes allies within 10 feet of
her to gain a +4 morale bonus on saving throws against fear effects. Aura of courage is a supernatural ability.
Spells: Beginning at 2nd level, a Sword Knight gains the ability to spontaneously cast a small number of divine spells. To cast a spell, the
Sword Knight must have a Wisdom score of at least 10 + the spell's level, so a Sword Knight with a Wisdom of 10 or lower cannot cast these spells.
Sword Knight bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the Sword Knight's Wisdom
modifier. When a Sword Knight gets 0 spells of a given level, such as 0 1st-level spells at 2nd level, he gets only bonus spells (a Sword Knight without a
bonus spell for that level cannot yet cast a spell of that level). The Sword Knight's spell list appears below.
Knights of the Sword gain divine spells by spending a holy day in fasting and prayer. When a knight joins the order, she selects one day of
the week to set aside for worship and meditation (usually Kirinor, the fourth day of the Solamnic week). During devotions on that day, the knight prays
to Kiri-Jolith to receive the spells that she will cast during that week. The Knight need not choose which spells she will use until the time of casting.
Once used, the knight can pray for new spells only on the appointed holy day.
During the holy day, the knight cannot do battle, earn profit, or speak harshly to anyone. The knight cannot travel unless in silence, and she
must spend three hours in solitude and meditation. Once the sun has set, the day's fast is over and the Sword Knight can spontaneously cast any spell
on the list.
The Sword Knight does not have to observe every appointed day with a full fast; this is necessary only when she requires divine aid in the
coming week. On those occasions when the Sword Knight is not in need of any great powers, she is only required to offer up one hour of meditation
some time between dawn and dusk. She can then act as though it were any other day.

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Turn Undead: When a Sword Knight reaches 3rd level, she gains the supernatural ability to turn undead. She may use this ability a number
of times equal to three plus her Charisma modifier. She turns undead as a cleric of two levels lower would (see Turn and Rebuke Undead, page 139 of
the Player's Handbook).
Smite Evil: Once per day, a Sword Knight of 4th level or higher may attempt to smite evil with one normal melee attack. She adds her
Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, a 7th-level Sword Knight armed with a
longsword would deal 1d8+7 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the Sword
Knight accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supernatural ability.
Knight of the Sword (Hit Die: d10)

Class Base Attack Fort Ref Will Special Spells per Week

Level Bonus Save Save Save 1st 2nd 3rd 4th

1 +1 +2 +0 +2 Detect evil, blessed - - - -

2 +2 +3 +0 +3 Aura of courage 0 - - -

3 +3 +3 +1 +3 Turn undead 1 - - -

4 +4 +4 +1 +4 Smite evil 2 0 - -

5 +5 +4 +1 +4 3 1 - -

6 +6 +5 +2 +5 4 2 0 -

7 +7 +5 +2 +5 Smite evil 2/day 5 3 1 -

8 +8 +6 +2 +6 6 4 2 0

9 +9 +6 +3 +6 7 5 3 1

10 +10 +7 +3 +7 Smite evil 3/day 8 6 4 2


Sword Knight Spell List
Knights of the Sword choose their spells from the following list:
1st level: bless, bless weapon, cure light wounds, detect undead, protection from evil, shield of faith.
2nd level: calm emotions, cure moderate wounds, delay poison, remove paralysis, shield other, spiritual weapon.
3rd level: cure serious wounds, discern lies, greater magic weapon, heal mount, prayer, remove blindness/deafness.
4th level: death ward, divination, divine power, dispel evil, holy sword, neutralize poison.

Knight of the Rose


The Knights of the Rose are the epitome of all that is good and honorable in the knighthood. The Order of the Rose embodies honor
guided by justice and wisdom.
Initially, the Knights of this Order were taken only from the royal houses of the land. The ruling council of Knights who would convene and
hear the history and lineage of a house to determine whether it constituted a royal house. Since this stricture of accepting only those of royal descent
was said to have been added well after the time of Vinas Solamnus and was, in some minds, invalid as a part of the Measure, there has arisen in more
recent times a more acceptable argument. It has been pointed out that over the course of the centuries there have been so many marriages between royal
and common houses that practically everyone in somehow related to royalty. With the Cataclysm obscuring the genealogical records of the past, most
acceptable candidates are not denied entry to the Order of the Rose without extraordinary evidence.
Honor is allegiance to one's Oath to defend the cause of good. Honorable deeds include sacrificing oneself for the sake of others, refusing
to surrender to or ally with an evil foe, defending the knighthood to the death, protecting the lives of fellow knights, and living true to the Oath in all
matters.
Justice is the heart of the Measure and the soul of a Rose Knight: to render to everyone – creature, person, or god – his or her due. Just
acts include aiding those who are less fortunate, donating all wealth to the knightly coffers (except what is needed for personal or parochial upkeep),
worshipping and obeying Paladine and the gods of good, fighting injustice with courage and commitment, and seeing that no life is wasted or sacrificed in
vain.
Wisdom is the prudent use if one's abilities and resources to uphold honor and render justice.
Hit Die: d10.
Requirements To qualify to join the Order of the Rose, a character must fulfill all the following criteria.
Alignment: Lawful good.
Base Attack Bonus: +4
Diplomacy: 6 ranks.

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Complete Races, Classes, & Magic of DL
Knowledge (nobility): 6 ranks.
Feats: Any two of the following: Iron Will, Leadership, Weapon Specialization.
Special: To join the Order of the Rose, a supplicant must appear in council before the presiding High Justice. There, the Knight
must tell the tale of his family and lineage, as well as his deeds of honor. Afterward, the Council meets in private and determines
whether to accept or reject the petition.
A candidate who passes these examinations is assigned a quest to prove loyalty to the order and its cause. The quest must include a 30-day
and 500-mile journey, the restoration of something that was lost, defeat of an evil and superior enemy, and one test of wisdom, three of generosity, and
three of compassion. The candidate must be victorious while demonstrating the ideals of honor and courage and without killing his foes. The completion
of these tasks must be witnessed or evidenced. A candidate who returns and tells of the quest is judged before a council of the Order of the Rose. If the
quest and candidate are found fitting, the person becomes a Knight of the Rose.
A Sword Knight who becomes a Knight of the Rose can no longer gain levels in his first prestige class. However, the Knight immediately
gains a Rose Knight level for each level of Sword Knight he "trades in." For example, a character who has eight levels of Sword Knight can immediately
become a 8th-level Rose Knight if he chooses to lose all eight levels of Sword Knight. The character level of the character does not change.
Class Skills: The Rose Knight's class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
Intimidate (Cha), Knowledge (history, nobility, each purchased as a separate skill) (Int), Ride (Dex), and Sense Motive (Wis). See Chapter 4: Skills in
the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier
Class Features All of the following are class features of the Rose Knight prestige class.
Weapon and Amour Proficiency: The Knight is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light)
and shields. Note that amour check penalties for amour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of amour and equipment carried.
Aura of Courage: Rose Knights are immune to fear spells. Furthermore, the Knight radiates an aura of courage and fearlessness that causes
allies within 10 feet of her to gain a +4 morale bonus on saving throws against fear effects. Aura of courage is a supernatural ability.
Strength of Honor: Rose Knights are resistant to all mind-affecting spells. A Rose Knight has spell resistance to such spells equal to 5 + his
level.
Overcome Damage Reduction: The Knights of the Rose become unusually skilled in weapons and combat. As a Rose Knight becomes
more skilled, he is able to use high quality weapons to strike at supernatural or magically protected foes. When the Rose Knight uses a masterwork
weapon, he can overcome the damage reduction ability of certain foes as though he was using a +1 magical weapon. This exceptional ability increases as
the knight gains levels.
Special Mount: Upon or after reaching 2nd level, a Rose Knight can call an unusually intelligent, strong, and loyal steed to aid him in his
service of Paladine and the knighthood. This mount is usually a heavy warhorse (see the Paladin Mount sidebar on page 43 of the Player's Handbook),
although after the later years of the War of the Lance, bronze and silver dragons began to accompany particularly valorous knights. Such dragon allies
must have a CR equal to or less than the Rose Knight's character level.
Should the Rose Knight's mount die, he may seek another one after a year and a day. The new mount has all the accumulated abilities due a
mount of the Rose Knight's character level.
Smite Evil: Once per day, a Rose Knight of 3rd level or higher may attempt to smite evil with one normal melee attack. She adds her
Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, a 7th-level Rose Knight armed with a
longsword would deal 1d8+7 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the Rose Knight
accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supernatural ability.
Knight of the Rose (Hit Die: d10)

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special

1 +1 +2 +0 +2 Aura of courage, strength of honor

2 +2 +3 +0 +3 Special mount

3 +3 +3 +1 +3 Smite evil

4 +4 +4 +1 +4 Overcome damage reduction +1

5 +5 +4 +1 +4

6 +6 +5 +2 +5 Smite evil 2/day

7 +7 +5 +2 +5 Overcome damage reduction +2

8 +8 +6 +2 +6

9 +9 +6 +3 +6 Smite evil 3/day

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10 +10 +7 +3 +7 Overcome damage reduction +3

Legionnaire
The Legion of Steel is a semi-covert organization on Krynn. Named after Steel Brightblade, a Knight of Takhisis, this order was founded by both by
his foster-mother, Sara Dunstan who recruited disenfranchised Knights of Takhisis and Knights of Solomnia, these individuals felt that neither
existing order brought justice to the land, and the people needed a new organization to represent them. Legionnaires claim to not be covert, though many
of them work from hiding. Led by the Keepers, the Legionnaires are respected throughout Krynn by all but the other orders of knights, even being
accepted among minotaurs, although being caught by the Knights of Takhisis is sure death for any Legionnaire.
Hit Die: d10
Requirements
To qualify to become a Legionnaire, a character must fulfill all the following criteria:
Alignment: Non-Evil
Base Attack Bonus: +3
Sense Motive: 6 ranks
Listen: 5 ranks
Class Skills
The Legionnaire's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Hide (Dex), Listen (Wis), Profession
(Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis) See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each level: 5+Int modifier
Class Features
All of the following are class features of the Legionnaire prestige class.
Favored Enemy: At 1st level, a Legionnaire gains the Knights of Takhisis as a favored enemy. This ability works just like the Ranger's
favored enemy, (see the Player's Handbook), except that all relevant bonuses are at +2.
Blend with the Crowd: Being exceptionally trained in subversion, a Legionnaire gains a +3 bonus to all Escape Artist, Gather Information,
Hide, Listen, and Move Silently checks, beginning at 2nd level.
Ears of the Wall: When a Legionnaire reaches 4th level, he may set up a network of contacts in any one area that has a 25% chance to report
pertinent information going on in the area to him.
Diplomat: At 6th level, a Legionnaire gains a +5 bonus to Diplomacy checks when attempting to settle disputes amongst any willing or non-
willing creatures that are not hostile towards the Legionnaire.
Physical Prowess: At 8th level, a Legionnaire gains the ability to use any weapon as if specialized in it for one day, after 1 hour of studying it.
This ability can be used a maximum amount of times equal to half of the Legionnaire's Intelligence modifier.
Mental Order: At 10th level, a Legionnaire acquires such mental discipline from his unfaltering sense of justice that he is immune to fear
effects, sleep, and other spells that affect the mind adversely.

Legionnaire (Hit Die: d10)

Class Base Attack Fort Ref Will Special

Level Bonus Save Save Save

1 +1 +0 +2 +0 Favored Enemy

2 +2 +0 +3 +0 Blend With the Crowd

3 +3 +1 +3 +1

4 +4 +1 +4 +1 Ears of the Wall

5 +5 +1 +4 +1

6 +6 +2 +5 +2 Diplomat

7 +7 +2 +5 +2

8 +8 +2 +6 +2 Physical Prowess

9 +9 +3 +6 +3

10 +10 +3 +7 +3 Mental Order

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Mystic
Like the primal sorcerer, mystics are people who have been gifted or trained greatly to use the magic of the heart. No one, not even those
magic fearing races such as dwarves can come close to denying the usefulness of mysticism as a tool. The ability to heal, and affect life itself is an
advantage in life that can help those greatly.
Adventures: Mystics have any number of reasons for going out in the world. From becoming Knights of the Skull, to healing the sick or even
communing with nature itself. Often those who find they have an affinity for mysticism even leave that which they find familiar and comfortable behind,
seeking to go on a voyage of self-discovery.
Characteristics: Mystics, for one reason or another seem to act out of dedication. For those who are good, it is a dedication to their peers
and to the world around them, aiding those who cannot help themselves. Neutral mystics find it a tool that must be used when the need to do so is right,
finding it necessary to help their companions out in times of need. Evil mystics see it as an opportunity to take advantage of the world around them.
Tales tell of a wealthy businessman in New Ports who gained his current prestige only by using mentalism to find out about his competitors plans, or steal
from them out right and erase the memory of any such occurrences.
Alignment: Members of the mystic class may be of any alignment. Some people use their gifts in mysticism for good, and others to wreak
havoc in the name of personal gain.
Religion: Most mystics in the 5th Age, being young and having never known the presence of the gods, feel no loyalty to the deities that once
influenced Krynn. However, it is not rare to find one whose parents continued to revere their patron deity even after the departure of the gods during
the Chaos War, and who passed this loyalty on to their children even in the godless world that Krynn has become. Some mystics were clerics of the
gods long past, and hope to use this new magic in the name of their departed deity, hoping that the god will be pleased with the use of this magic in their
name while absent from Krynn.
Background: A majority of Ansalon's mystics are trained at Goldmoon's Citadel of Light, a good amount of the mystics that come from here
being the orphaned children taken in and trained by Goldmoon and her advisors. Similar to primal sorcerers however, some mystics suddenly find
themselves in control of this force without any true understanding of what they wield.
Races: Unlike primordial sorcery, there is no race that distrusts mysticism as a rule. In fact, most races find it to be a gift left behind by the
gods in the absence of divine magic.
Other Classes: Those who practice mysticism are almost never disliked by others. After all, the need for someone to heal or aid in battle with
a different type of weapon is always a benefit. Similar to primal sorcerers, it isn't too uncommon to find someone multiclassed with at least one level of
mysticism.
Game Rule Information
Mystics have the following game statistics.
Abilities: Wisdom is the most beneficial ability score for mystics, granting them more spell points to expend per day, and aiding in their casting.
Alignment: Any
Hit Die: d6
Class Skills
Mystic class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis),
Knowledge(religion), Profession (Wis), Spellcraft (Int). See Chapter 4 in the Player's Handbook for skill descriptions.
Skill Points at 1st level:(2+Int modifier) X 4
Skill Points at Each Additional Level: 2+Int modifier
Class Features
All of the following are class features of the Mystic.
Weapon and Armor Proficiency: The Mystic is proficient in the use of all simple weapons and light armor. Note that armor check penalties
for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks
suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Sphere of Mysticism: The mystic starts out with the Sphere of Mysticism feat for free.
Save Penalty: Three times a day, a mystic may override the usual rules and have an offensive spell's saving throw be made at a -4 penalty.
Casting Bonus: Similar to the Base Attack Bonus, mystics have a bonus to their spellcasting check based on their level. They may
intentionally lower the bonus applied to their die roll.
Greater Spell Access: Rather powerful mystics can access greater realms of possibility in their castings than they normally could. They find
their long devotion to learning about the mystical magic on Krynn to be paying off, and as such are able to target more people with spells, and larger
areas.
The most beneficial aspect however, that no mystic on Krynn currently knows of is the ability to make limited contact with the planes the gods
withdrew to. Characters with spiritualism, if succeeding a Knowledge(Religion) Check with a DC of 50 after two months of research, may understand
how to project their spirits there. Should any mystic discover this latter ability and perform it, their body will go into a catatonic state, and their spirit will

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become an Outsider of the appropriate alignment with hit dice equal to or lesser than those of the mystic (see Monster Manual for statistics on different
Outsiders). Likewise they will find their return to Krynn blocked off.
Mystic

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Casting Bonus

1 +0 +2 +0 +2 Sphere of Mysticism, Save Penalty +0

2 +1 +3 +0 +3 +1

3 +1 +3 +1 +3 +1

4 +2 +4 +1 +4 +3

5 +2 +4 +1 +4 +3

6 +3 +5 +2 +5 +5

7 +3 +5 +2 +5 +5

8 +4 +6 +2 +6 +7

9 +4 +6 +3 +6 +7

10 +5 +7 +3 +7 +9

11 +5 +7 +3 +7 +9

12 +6/+1 +8 +4 +8 +11

13 +6/+1 +8 +4 +8 +11

14 +7/+2 +9 +4 +9 +13

15 +7/+2 +9 +5 +9 Greater Spell Access +13

16 +8/+3 +10 +5 +10 +15

17 +8/+3 +10 +5 +10 +15

18 +9/+4 +11 +6 +11 +17

19 +9/+4 +11 +6 +11 +17

20 +10/+5 +12 +6 +12 +19

Primal Sorcerer
Primal sorcerers can be just about anyone. No long hard training is required, no hours toiling over books for spells. A group of spell-casters who have
come to harness the inherent magic in every rock and item on Krynn, these spellcasters are often looked upon highly by the everyday ordinary folk who
see their powers as something that they hope to be able to one day manipulate themselves.
Adventures: Sorcerers have any number of reasons for going out in the world. From becoming Knights of the Thorn, to fighting against the
oppressive Dragon Overlords, the number of reasons for one going out into the world with Krynn's primordial magic as an arsenal are as many as those
who use the magic.
Characteristics: Primal sorcerers aren't as haughty about the use of their magic as wizards in the past were. Unlike the careful dedication and
prestige that accompanied the results of studying of arcane magic, one having the use of sorcery isn't always a mark of any intense discipline to learning
this new magic or any other special attributes besides the randomness of fate smiling upon the individual. Indeed, most primal sorcerers are humble and
down-to-earth people, having come from such humble roots themselves.
Alignment: Members of the primal sorcerer class may be of any alignment. Some people use their gifts in sorcery for good, and others to
wreak havoc in the name of personal gain.
Religion: Most sorcerers in the 5th Age, being young and having never known the presence of the gods feel no loyalty to the deities that once
influenced Krynn. However, it is not rare to find one whose parents continued to revere their patron deity even after the departure of the gods during
the Chaos War, and who passed this loyalty on to their children even in the godless world that Krynn has become. Some sorcerers even are of the
school of thought that the gods never left, and believe that continued worship of one of the three gods of magic will reap benefits for the primal sorcerer
when the gods decide to make their presence known.
Background: The reasons for primal sorcerer's going out into the world are infinite. As nearly every one of the distinct peoples of Ansalon
can tap the primordial magic and shape it to their will. Many sorcerers often find themselves using such powers without any formal schooling. However,

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there are many private schools and colleges that teach the proper use of sorcery, not the least of which being the Academy of Sorcery, started by the
former wizard of High Sorcery Palin Majere.
Races: Any races may become a member of the primal sorcerer class, though some such as most types of dwarves disdain primordial magic as much as
they did arcane magic, and won't likely take the class.
Other Classes: Those who are primal sorcerers often find themselves getting along well with those around them. The outside observer might
find this odd until they take into consideration that nearly every grouping has those who are also primal sorcerers in their ranks. Often even the greatest
of warriors finds being able to perform the simplest of tricks a great boon.
Game Rule Information
Primal Sorcerers have the following game statistics.
Abilities: Intelligence is the key ability when it comes to the Primal Sorcerer, granting them more spell points to expend per day, and making
casting itself easier.
Alignment: Any
Hit Die: d6
Class Skills
The primal Sorcerer class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge(arcana),
Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). See Chapter 4 in the Player's Handbook for skill descriptions.
Skill Points at 1st level:(2+Int modifier) X 4
Skill Points at Each Additional Level: 2+Int modifier
Class Features
All of the following are class features of the Primal Sorcerers.
Weapon and Armor Proficiency: The Primal Sorcerer is proficient in the use of all simple weapons and light armor. Note that armor check
penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim
checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
School of Sorcery: The primal sorcerer starts out with the School of Sorcery feat for free.
Save for Half: Three times a day, a sorcerer may override the usual rules and have a spell that does damage deal half of what was rolled if the
victim succeeds their saving throw instead of being negated.
Casting Bonus: Similar to the Base Attack Bonus, primal sorcerer's have a bonus to their spellcasting check based on their level. They may
intentionally lower the bonus applied to their die roll.
Greater Spell Access: Rather powerful primal sorcerers can access greater realms of possibility in their castings than they normally could.
They find their long devotion to learning about the primordial magic on Krynn to be paying off, and as such are able to target more people with spells,
and larger areas.
The most beneficial aspect however, that no sorcerer on Krynn currently knows of is the ability to make limited contact with the planes the gods withdrew
to. Characters with summoning can draw in Outsider's to Krynn, and if they succeed a Knowledge(Arcana) Check with a DC of 50 after two months
of research, may understand how to take themselves to the planes. Should any primal sorcerer discover this latter ability and perform it, they will find their
return to Krynn blocked off.
Primal Sorcerer

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Casting Bonus

1 +0 +2 +2 +0 School of Sorcery, Save for Half +0

2 +1 +3 +3 +0 +1

3 +1 +3 +3 +1 +1

4 +2 +4 +4 +1 +3

5 +2 +4 +4 +1 +3

6 +3 +5 +5 +2 +5

7 +3 +5 +5 +2 +5

8 +4 +6 +6 +2 +7

9 +4 +6 +6 +3 +7

10 +5 +7 +7 +3 +9

11 +5 +7 +7 +3 +9

12 +6/+1 +8 +8 +4 +11

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13 +6/+1 +8 +8 +4 +11

14 +7/+2 +9 +9 +4 +13

15 +7/+2 +9 +9 +5 Greater Spell Access +13

16 +8/+3 +10 +10 +5 +15

17 +8/+3 +10 +10 +5 +15

18 +9/+4 +11 +11 +6 +17

19 +9/+4 +11 +11 +6 +17

20 +10/+5 +12 +12 +6 +19

The Tinker
Adventurers: If, and when you are able, you spend your entire life in search of The topic of your life quest.
Characteristics: Forging new devices to make life simpler and easier, as well as finding new ways to do things and making sure that way does
not fail, at all, anywhere, ever, is every young gnomes goal, nay mission in life.
Alignment: Your free spirit and inventiveness is a chaotic trait, whereas your willingness to help people with your inventions is a good trait.
Abilities: Your most important is Dexterity due to the fact that your constant fidgeting with devices requires a keen eye, whereas a keen mind
is required to make the devices work thus you need Intelligence, your least important scores are wisdom and strength.
Game Rule Information
Tinkerers have the following game statistics.
Abilities: Your most important is Dexterity due to the fact that your constant fidgeting with devices requires a keen eye, whereas a keen mind
is required to make the devices work thus you need Intelligence, your least important scores are wisdom and strength.
Alignment: Usually chaotic good.
Race: Minoi only
Hit-Die: d6
Class Skills: Tinkerer class skills are Hide(dex), Pick Pocket(dex), Tinker(int), Craft(int), Knowledge(int), Perform(cha), Bluff(cha),
Decipher Script(int), Disable Device(dex), Use Rope(int), Tumble(dex), Climb, Sense Motive(int), Balance(dex), Gather Information(cha),
Profession(int), Open Lock(dex), Appraise(int), Diplomacy(cha), Search (int), Spot (int), Alchemy(int).
Skill points per level: 8+int modifier
Skill Points at first level: (8+int modifier)x4
Class Features
All of the following are features of the Tinker
Proficiencies: Any and all gnomish weapons, knives, darts, short swords, daggers, hand crossbow (with a few modifications), arquebus, and
anything he finds in his pockets (ex: screwdrivers, wrench, chicken.)
He is proficient in light armor, but he does not like to wear it for it is uncomfortable and can get in the way of his work, if he does wear it he will wear a
Leather Apron that counts as leather armor. He will never use a shield.
Frenzied Search: When a gnome needs something, fast, he can scurry about the nearby area in search of things (this is a full round action).
He can and will find things that normally were not there to begin with and some of them have no practical use. Roll a d% and consult the chart below to see
what you have found.
Evasion: As per the ability in the Player's Handbook.
Uncanny Dodge: This is used to getting out of the way of machinery when pieces are falling off and your mind is wandering.
Find the Smell: Ever ask the question "what's that smell" right before a huge explosion, almost all of us have, with this you gain the ability to
warn everyone around you that you've done something stupid, again.
Special Abilities: At 10th level and every three levels after that, you may select of these special abilities
Improved evasion: As per the ability in the Player's Handbook.
Skill Mastery: (As per rogue ability)
Confusion: By rattling off all the new capabilities of your new device, you can force opponents to succeed an intelligence check (DC17) or become
confused.
Slippery Mind: (As per rogue ability)
Run: (As the feat): Useful for getting away from your newest invention, or pet, or friend.
The Tinker

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special

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1 +0 +0 +2 +0 Frenzied Search

2 +1 +0 +3 +0 Evasion

3 +2 +1 +3 +1

4 +3 +1 +4 +1 Uncanny Dodge (Never flat footed)

5 +3 +1 +4 +1

6 +4 +2 +5 +2 Uncanny Dodge (Can never be flanked)

7 +5 +2 +5 +2

8 +6/+1 +2 +6 +2 Uncanny Dodge (+1 vs. traps)

9 +6/+1 +3 +6 +3 Find the Smell

10 +7/+2 +3 +7 +3 Special Ability

11 +8/+3 +3 +7 +3 Uncanny Dodge (+2 vs. traps)

12 +9/+4 +4 +8 +4

13 +9/+4 +4 +8 +4 Special Ability

14 +10/+5 +4 +9 +4 Uncanny Dodge (+3 vs. traps)

15 +11/+6/+1 +5 +9 +5

16 +12/+7/+2 +5 +10 +5 Special Ability

17 +12/+7/+2 +10 +10 +5 Uncanny Dodge (+4 vs. traps)

18 +13/+8/+3 +6 +11 +6

19 +14/+9/+4 +6 +11 +6 Special Ability

20 +15/+10/+5 +6 +12 +6 Uncanny Dodge (+5 vs. traps)

Frenzied Search Table

Roll Result

01-05 1d6 shards of metal

06-11 1d8 springs

12-16 1d4 small rodents

17-21 1d8 yards of twine

22-26 A small jar

27-31 1d4 small precious gems (1d6 steel each)

32-36 A shocker lizard (with jar)

37-41 A substance that could be ale

42-46 1d20 stones

47-51 1d4 small pouches of flash powder

52-56 1d4 healing leaves (heals 1d4 points of damage)

57-61 1d10 yards of wire

62-74 1d20 yards of rope

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75-79 1d4 buzzers

80-85 1d4 small wheels

86-90 1d6 gears

91-96 A water skin

97-99 Player's choice

00 A minor magical item

Wizards of High Sorcery


Wizards of High Sorcery are a class unique to Krynn, one that combines rigorous study and research with the gift of magic that some are
said to have been gifted with at birth. A character who becomes a Wizard of High Sorcery belongs to an ancient order of wizards and sorcerers that
work together to preserve the magical lore of Krynn. The Wizards of High Sorcery began as loosely organized groups of wizards. It was not until much
later that the Orders became formalized and structured.
There is solidarity among Wizards of High Sorcery, although this is tempered by the ambitions of the members and the ethos of each Order.
A White Robe and a Black Robe fighting on opposing sides of a war (such as the War of the Lance) would not hesitate to destroy each other. When
these High Sorcerers meet on neutral grounds (such as a Tower of High Sorcery), they are likely to enter into an eager discussion of magic. If
attacked by an outside force seen as a threat to their magic (a renegade spellcaster, for example), both would join together to fight in defense of the
magic.
1. 1. All Wizards of High Sorcery are brothers in their Order. All Orders are brothers in magic.
2. 2. The Towers of High Sorcery are held in common among all Orders and no magic is to be used there in anger against fellow High
Sorcerers.
3. 3. The world beyond the walls of the Towers may bring brother against brother and Order against Order, but such is the way of the
universe.
The Conclave of High Sorcery consists of three factions with seven representatives from each. Each of the Orders of High Sorcery is
equally represented at the Conclave and a single individual is selected by each Order as Master. In the case of the White Robes, elections are held to
determine the master of their Order. The Red Robes draw lots from among the seven members of the Conclave. The Master of the Black Robes is
usually the most powerful High Sorcerer of that Order. This has from time to time resulted in some rather fabulous contests as two High Sorcerers vie
to establish who is fit to lead their Order. Such contests are invariably held beyond the boundaries of the Towers.
The Head of the Conclave is determined by the consensus spell. The law of the Conclave is largely determined in everyday matters by the
Head of the Conclave, and his law is final. However, if a decision is made against the will of the Conclave, then a mandate may be called for in which a
consensus is taken of the entire Order, and a new Head of the Conclave is chosen.
The Conclave is convened on set dates and times as dictated by the moons. The Conclave meets regularly once each month on the first day
of High Sanction for the ruling Order. The Night of the Eye is a special time when all of the Orders gather together. The Head of the Conclave can
also call a Conclave during times of grave crises that affect all Orders. The Conclave does not meet when the Test is given, as this is a normal function
of the Tower and is handled on a routine basis.
Hit Die: d4
Requirements
To qualify to become a Wizard of High Sorcery, a character must fulfill all the following criteria.
Spellcasting: Ability to cast 2nd level Arcane spells.
Knowledge (arcana): 4 ranks
Spellcraft: 4 ranks
Special: The character must take (and survive) the Test of High Sorcery.
Class Skills
The Wizard of High Sorcery’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int),
Knowledge (arcana, history) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for
skill descriptions.
Skill Points at Each Level: 2 + Int modifier
Class Features
All of the following are class features of the Wizard of High Sorcery prestige class.
Weapon and Amour Proficiency: Wizards of High Sorcery gain no proficiency in any weapon or amour. Armor of any type interferes with a
Wizard of High Sorcery's movements, which can cause her spells to fail (if those spells have somatic components). Note that amour check penalties for

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amour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim
checks suffer a –1 penalty for every 5 pounds of amour and equipment carried.
Alignment: Each Wizard of High Sorcery belongs to one of the three Orders, according to her alignment. The Orders of High Sorcery
are the White Robes (good), Red Robes (neutral), and Black Robes (evil). Each Order specializes in different spells, and has an ethos dedicated to
the alignment of its particular moon of magic (Solinari, Lunitari, and Nuitari).
From time to time, a character's action will indicate that she is no longer a follower of the tenets of his chosen Order. Such changes are not
without hardship. The character's spellcasting abilities are not affected by the moons of magic until one game month has passed. Furthermore, the
character is unable to use spell secrets that she could not learn within her new Order (see below).
Spells per Day: Wizards of High Sorcery cast arcane spells, and continue to study magic as they did before taking the Test. Thus, when a
new Wizard of High Sorcery level is gained, the character gains new spells per day as if she had also gained a level in the spellcasting class she belonged
to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item
creation feats, improved chance to use bardic powers, and so on). This essentially means that she adds the level of Wizard of High Sorcery to the level
of some other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one class capable of casting arcane spells before she became a Wizard of High Sorcery, she must decide to
which class she adds each level of High Sorcerer for purposes of determining spells per day when she adds the new level.
Bonus Feat: At 1st level, the Wizard of High Sorcery gains a bonus feat. If the character has not taken Moon Magic (see Arcane Magic
of Krynn), she gains this feat; otherwise, she may choose any metamagic feat. At higher levels, the Wizard of High Sorcery gains additional feats, which
may be taken as either metamagic or item creation feats.
Arcane Learning: Wizards of High Sorcery spend much of their spare time poring over old tomes and learn new languages to enable them to
uncover the lost magical secrets of the past. At 2nd, 5th, and 8th level, a Wizard of High Sorcery can choose to learn either one bonus language or one
command word for a specific rod, staff, wand, or wondrous magical device.
Useful languages for a High Sorcerer include Ancient Elven, Ancient Ogre, Draconian, Dragonspeak, Ergot, Kharolian, Qualinesti
Elven, Silvanesti Elven, and Solamnic. In addition, Wizards of High Sorcery often learn Magius, an ancient language in which magical research notes
are often written. Its spoken form no longer exists, but literacy in Magius is necessary for a character who wishes to advance very far in the Wizards of
High Sorcery.
Learning Spells: Whenever a Wizard of High Sorcery gains a level, she is taught two new spells by her Order. The character must have
access to the spell books of a higher-level member of her Order (the spell books of a Wizard of the White Robes are of no use to a Wizard of the Red
Robes). The libraries of each Order of High Sorcery do not contain every spell known; each Order teaches only spells from particular schools. These
schools are:
• Order of the White Robes: Abjuration, Conjuration, Divination, Enchantment, and Evocation.
• Order of the Red Robes: Conjuration, Divination, Evocation, Illusion, and Transmutation.
• Order of the Black Robes: Conjuration, Divination, Enchantment, Evocation, Illusion, and Necromancy.
Spell Secret: The Wizard of High Sorcery can choose one spell found within the libraries of her Order (White Robes, Red Robes, or Black
Robes), and permanently modify it as though affected by one of the following metamagic feats: Empower Spell, Enlarge Spell, Extend Spell, Still
Spell, or Silent Spell. The spell's level does not change, and once the choice of spell and modification are chosen, they cannot be changed. As the
Wizard of High Sorcery goes up in level, she can choose the same spell to be modified in different ways with multiple spell secrets.
Wizard of High Sorcery (Hit Die: d4)

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day

1 +0 +0 +0 +2 Bonus feat +1 level of existing class

2 +0 +0 +0 +3 Arcane learning +2 level of existing class

3 +1 +1 +1 +3 Spell secret +3 level of existing class

4 +1 +1 +1 +4 Bonus feat +4 level of existing class

5 +2 +1 +1 +4 Arcane learning +5 level of existing class

6 +2 +2 +2 +5 Spell secret +6 level of existing class

7 +3 +2 +2 +5 Bonus feat +7 level of existing class

8 +3 +2 +2 +6 Arcane learning +8 level of existing class

9 +4 +3 +3 +6 Spell secret +9 level of existing class

10 +4 +3 +3 +7 Bonus feat +10 level of existing class

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The Test
The Test of High Sorcery is more than just a trial of a person's magical abilities, it also tests how that person will use the abilities she has and
those she will gain. Each initiate's test is a different one, designed especially for her needs ands weaknesses. Failure means death. Those attempting the
Test may bring companions along, but no one who enters the Tower of High Sorcery is guaranteed of emerging alive.
Because magic is such a powerful force in Krynn, the Conclave is extremely careful about who is allowed to wield this power. All arcane
spellcasters above a certain level of power (those able to cast 3rd-level spells) are required to take the Test of High Sorcery to determine their
worthiness. The Conclave is not interested in whether the power is used for good or for evil so much as it is concerned with irresponsible use of the
power (one reason kender never pass the Test!). An initiate who agrees to take the Test, therefore, pledges her life to the magic. She must prove to the
satisfaction of her fellow Wizards of High Sorcery that she takes magic seriously, and that she will devote her life to magic.
Once an initiate has passed the Test, she is considered a Wizard of High Sorcery and expected to abide by the decisions of the Conclave.
She may gain levels in the Wizard of High Sorcery prestige class (provided that she meets the other requirements), although she is not required to do
so.
The Test should involve:
• At least three encounters that test the character's knowledge of magic and its use, including challenges that can be overcome with clever use
of the character's spells.
• At least three encounters that cannot be solved by magic alone.
• At least one conflict with a character known to the initiate as an ally.
• At least one one-on-one encounter against an opponent who is +1 CR higher than the initiate's character level.
These guidelines may be adjusted upward if the initiate chooses to bring allies into the Test.

The Arcane Magic of Krynn


The Magic of Krynn’s Moons
Since the creation of the world of Krynn, the three moons of magic have followed their paths through the sky, bringing with them the waxing
and the waning of their followers’ magical powers. Each moon of magic grants arcane power to wizards and sorcerers of a particular alignment. Good-
aligned spellcasters receive their powers from the white moon, evil spellcasters from the black moon, and neutral spellcasters from the red moon. It is by
the position and aspect of his chosen moon that an arcane spellcaster gains (or loses) the enhanced powers of Krynn’s moons.
Determining Lunar Position and Alignment
The relationship of the three moons of Krynn is important to the powers of all wizards in your game; therefore, it is necessary for you to track
the periods of each on the Lunar Display Wheel.
To determine the position for each moon, roll 1d8 and place a marker on that space of the appropriate track. This is the beginning position
for that moon. The black moon (Nuitari) uses the innermost track, the red moon (Lunitari) uses the middle track, while the white moon (Solinari) occupies
the outer track. After locating the starting position for each moon, you can either keep the display set up where you can see it during play o you can
record the lunar cycles in advance on the Lunar Cycle Record Sheet. To do the latter, note the appropriate information for alignments and phases in
the spaces on the form. Set up the Lunar Display Wheel, record the information for that day, then advance the tracks one day and note the new
information. Do this until you have sufficient information for the planned adventure.
On the form, each moon has a separate line and is divided into columns. The date can be written in the space at the top of the column. For
each day and each moon, you must note its phase and any alignment. When the moon is waxing, put a + in the appropriate space. If the moon is waning,
put a — (dash) in the space. If the moon is full, write a capital S, L, or N. If it is a new moon, leave the space blank. To note the alignments of the different
moons, circle the symbols (or absence of them) for those moons in conjunction. The different moons are considered to be in conjunction if a line drawn
from the centre of the wheel passes through the spaces they both occupy.
If it has been some time since you last played, or if the characters have rested a long, undetermined period of time between adventures, it is not
necessary to calculate the exact position of each moon since the last adventure. Simply reset the Lunar Display Wheel by randomly determining the
position of the moons again.
Moon Phase Effects Table

Moon Phase Saving Throw Additional Spells Effective Level

New Moon –1 0 –1

Waxing 0 +1 0

Full +1 +2 +1*

Waning 0 0 0

* Only characters of 6th level or greater, who also have an Intelligence of 15 or more, gain this benefit.

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Moon Alignment Effects Table

Alignment Saving Throw Additional Spells Effective Level

S with L +1 +1 +1

L with N +1 +1 +1

S with N +1 0 0

All Three +2 +2 +1
The saving throw category lists the modifier applied to all saving throws rolled by the affected character. It has no effect on the saving throws
of spells cast by the character.
Additional spells gained by the character can be selected from any level of spell cast the character.
The effective level modifier increases the affected character’s level only for those spells he already knows. This applies to the DC of the
character’s spells, range, and effect. It does not grant the character extra spells, nor does it allow the character to cast spells he does not know (because
he has not attained the appropriate level through earned experience). Thus, a 6th-level character who gained a bonus level would not be able to cast a
4th-level spell (as a 7th-level wizard would) because he has not yet learned any 4th-level spells and written them into his spell book.
The benefits of various lunar alignments affect only those Wizards of High Sorcery who follow the given moons. Thus, when Solinari and
Lunitari align, only good and neutral Wizards of High Sorcery feel the beneficial effects. The effects of the lunar phase and alignment are cumulative. If
Solinari and Lunitari align and Lunitari happens to be full, the neutral mage would gain a +2 bonus to saving throws and level and a +3 to additional
spells, while the good mage would gain a +1 bonus to all three categories.

New Feats
The following feats are special abilities that are unique to the world of Krynn. Although there are many feats that might be applicable to the
Dragonlance Saga, the following feats are particularly valuable to arcane spellcasters.
Blood of the Irda [Special]
Your blood contains a trace of Irda ancestry, possibly passed down generation to generation from the Age of Dreams. This magical heritage
grants you the ability to occasionally call upon your arcane or divine powers with increased celerity.
Prerequisite: Spellcaster level 1+, Cha 15+
Benefit: Once per day, you may cast one of your spells as a free action. This does not increase the level of the spell slot used to cast the
spell, nor do you require the Quickened Spell feat.
This spell must be of a level that you gain as a bonus spell due to high Intelligence, Wisdom, or Charisma. For example, a sorcerer with Charisma 15
could cast a 1st or 2nd level arcane spell as a free action. This counts against the limit of one quickened spell per round.
Special: This feat can only be selected at 1st level.

Draconic Heritage [Special]


Your ancestry has been touched by the power of a dragon. Perhaps one of your ancient ancestors possessed draconic blood, or was taught
unique magical powers in the Dragon Isles. Perhaps you have been blessed by Paladine or Takhisis. You may not be aware of the true nature of your
draconic heritage.
Prerequisite: Arcane spellcaster level 1+
Benefit: Choose one cleric domain from the Player’s Handbook. You know one additional arcane spell of each level that you can cast
(except cantrips), as indicated by your chosen domain. If you are a bard or a sorcerer, then you can cast these spells spontaneously as though they were
one of your normally known spells. If you are a wizard, you must prepare these spells as you do normal arcane spells.
The chosen cleric domain must be one that a dragon of Krynn can cast as arcane spells; all dragons except black dragons, green dragons, and
white dragons can cast arcane spells from two or more cleric domains. The DM may restrict your choice of domains in some way – for example, you might
be restricted to the domains available to metallic dragons, or to blue dragons only.
Special: This feat can only be selected at 1st level.

Moon Magic [Special]


You receive magical benefits from the three moons of Krynn.
Prerequisite: Third level arcane spells.
Benefit: Your saving throws, casting level, and number of spells per day is affected by the phases of your chosen moon (Solinari for good-
aligned characters, Lunitari for neutral-aligned characters, and Nuitari for evil-aligned characters).
Special: If you acquire the Wizards of High Sorcery prestige class, you receive this feat for free.

Shapechanging Expertise [Special]

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This feat allows a character with natural shapechanging abilities to become familiar with a specific form (such as a dolphin, sea otter, or
humanoid). Sea elves can only choose one form; Irda characters can choose any humanoid form.
Prerequisite: Shapechanging race.
Benefit: You can shift into a familiar form in 1 round, but may only take partial actions for the following 5 rounds. For 2 rounds after this
adjustment period, you suffer a –2 penalty to all rolls as you remembers the nuances of your new body. Shapechanged bodies cannot be dispelled; they
are solid and take damage just as other bodies do. Your natural form is always considered familiar.
Normal: If shifting to an unfamiliar form, you may only take partial actions for the following 1d6+6 rounds, and then suffer a –2 penalty to all
rolls for 4 additional rounds.
Special: Irda and mischta characters can take this feat multiple times. Each time you take the feat, it applies to a new humanoid form.

Student [General]
You have studied under a Wizard of High Sorcery, preparing for the day when you will take the Test. Your tutor has educated you in the
theory and history of magic in Krynn.
Prerequisite: Arcane spellcaster level 1+.
Benefit: You gain a +1 bonus to Knowledge (arcana), Knowledge (history), and Spellcraft checks.
Special: You cannot take this feat once you have successfully taken the Test of High Sorcery. A Wizard of High Sorcery is supposed to
direct her own education in magic, not rely on the tutoring of other mages.

Supernatural Gift [Special]


You benefit from an unexplained arcane power that can be called upon in times of emergency and crisis.
Prerequisite: Arcane spellcaster level 1+.
Benefit: You can cast one additional arcane spell per day, of any level that you are normally able to cast. You need not prepare this spell, and
may choose the spell at the time of casting, as a sorcerer does. You cannot cast a spell that you do not already know.
Drawing upon your supernatural gift is draining, and you suffer one point of subdual damage per level of the spell cast. You cast this spell as
though you were a sorcerer of your caster level.
Note: This feat can represent any unexplained or mysterious spell-casting ability, such as a special talent for magic that runs in the blood or a
“guardian angel” of some kind. Characters of the Majere family such as Rosamun, Raistlin, Palin or Ulin might possess this feat.

Unique Spells of Krynn


Class Abbreviations: Sor (sorcerer), WHS (Wizard of High Sorcery prestige class), Wiz (wizard).

Consensus
Divination
Level: WHS 7
Components: V
Casting Time: 1 action
Range: Unlimited
Target: All Wizards of High Sorcery in Krynn
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
Consensus instantaneously determines the combined will of all Wizards of High Sorcery in a single matter. A question is posed to the
Conclave, the spell is cast, and a course of action is communicated to the minds of all Wizards of High Sorcery attending the Conclave. This course of
action takes into account the desires of every member of the Order, and results in a course of action that is agreeable to the majority of members. Due
to the large number of wills involved, the answer provided cannot be too specific: it is generally phrased in one or two sentences.
A Wizard of High Sorcery who is not in attendance at the Conclave when consensus is cast is aware of the casting and will have the matter
communicated to him; however, only those characters present at the Conclave can learn the outcome of the spell.
While not always infallible in its ability to benefit the Conclave as a whole, consensus still remains the method of selection for the Head of the
Conclave. Note that the course of action that is agreeable to the majority of High Sorcerers is not always the wisest! The law of the Conclave is
largely determined in everyday matters by the Head of the Conclave, and his law is final. However, if a decision is made against the will of the Conclave,
then a mandate may be called for in which a consensus is taken of the entire Order, and a new Head of the Conclave is chosen.

Dragon Tongues

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Divination
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: 0-ft.
Area: 30-ft-radius emanation centered on caster
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This spell grants all intelligent creatures within its area of effect the ability to speak and understand the language of any dragon. Dragon
tongues does not imbue characters with understanding of draconic writings. Nor does this spell in any way predispose dragons toward those who gain
the ability to speak their language.

Kiss of Night’s Guardian


Necromancy
Level: WHS 9
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 week
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell is only revealed to the most honored and powerful Wizards of High Sorcery, such as the Master of the Tower of Palanthas, for it
has the power to grant protection from the horrors of the Shoikan Grove.
The caster confers this protection by lightly kissing the recipient’s forehead. To those of good or neutral alignment the kiss burns into the
flesh, but those of evil alignment feel a pleasant, warm sensation. The kiss leaves a scar that is invisible to all but Black Robes and the undead of the
Shoikan Grove. It heals and vanishes after one week.
Whilst marked with the kiss of night’s guardian, no undead in the Shoikan Grove will attack or come within five feet of the recipient. She is
partially protected from the fear generated by the Shoikan Grove; the character must make a Will saving throw (DC 15) every five minutes or flee.
Passage through the Shoikan Grove without a special talisman or the benefit of this spell requires a Will saving throw (DC 30) every five
minutes to avoid blind, irrational panic. Even kender are subject to this fear. If a character fails this saving throw, she will become panicked, and flee from
the grove in the direction from which she came.
Even if a character should successfully avoid succumbing to the fear generated by the Shoikan grove, she still has to deal with the vengeful
specters of the grove.
Kiss of night’s guardian loses all protective power should the recipient draw weapons or cast a spell whilst within the Shoikan Grove.

Luring Lights
Illusion (pattern)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. +10 ft./level)
Area: 50-ft.-radius emanation centered on a point in space
Duration: 4 rounds/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell creates glowing balls of flickering light, one per level of the caster. The caster can control the shape and movement of each ball in a
similar fashion to the dancing lights spell. These balls of light can be created at any point within range; thus, a powerful caster can affect a very large area
with luring lights.
All humanoid creatures within 50 feet of a ball of luring light can hear an indistinct melody; combined with the visual fascination of the lights,
this enchanted music has an effect much like that of a siren calling to sailors. Sylvan creatures commonly use this spell to entice unwary mortals to a scene
of revelry, where they can charm and play tricks upon their unwitting guests.
Any creature that fails a Will saving throw is compelled to follow the lights as they wander into deeper wilderness. The character will not
realize that she is under a compulsion and has no sense of danger, only a driving curiosity. She will dissuade any who try to hinder her from following, even

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to the point of fighting off her allies. She will suffer from this compulsion until she has been out of sight of the lights for at least ten minutes.
Material Components: Phosphorous or glowworm, plus the seed of an avocado or pomegranate.

Major Cloak
Illusion (glamour)
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 action
Range: Close
Area: One island, up to 5,000 square miles
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This potent dweomer is used by the Irda to cloak their hidden island sanctuaries, such as the legendary Anaiatha. It causes an island to
become undetectable to normal sight and scrying.
Furthermore, the illusion affects all characters that come within one mile of its coastline, causing them to sail a circuitous route around the
island while believing that they have sailed directly through the waters where the island lies hidden.
Natives of the island can hear the telepathic call of their homeland during the High Sanction of Solinari. During this phase of the moon,
these individuals can make their way to the island, assuming that they have a ship or some other means to make the journey. Unfortunately for those
wandering Irda who seek the location of Anaiatha, the journey lasts far longer than the High Sanction of Solinari, and few lost Irda are ever able to
return to Anaiatha on their own.
Unfortunately, the spell has the drawback of radiating intense magic; those who scry the seas for such auras may be able to detect it.
Focus: Specially carved stone statue of the native race of the protected island.

Mindspin
Illusion (phantasm) [mind-affecting]
Level: Sor/Wiz 8, WHS 7
Components: V, S
Casting Time: 3 hours
Range: Special
Target: One creature
Duration: Permanent until dispelled
Saving Throw: Will negates
Spell Resistance: Yes
Mindspin takes the innermost nightmares of the victim and makes them real in a startlingly vivid illusion. These illusions usually spawn
dreamwraiths and dreamshadows to populate the victim’s disturbed dream reality.
Mindspin requires both the caster and the victim to remain undisturbed for three hours while the caster sifts through the victim’s mind to create
the illusions. Any disturbance interrupts this process and spoils the spell. The victim then receives a Will saving throw to negate the mindspin (a charmed
victim receives no save), falling into a troubled slumber if he fails this save.
The dream world created by the mindspin spell involves three separate layers of unreality. These are referred to as the levels of the dream.
The first level extends to a maximum of 20 miles times the victim’s Intelligence. The second level extends to a maximum of one mile times the victim’s
Intelligence. The third level extends to a maximum of 20 feet times the victim’s Intelligence. Dreamwraiths and dreamshadows are common in all levels of
the dream. Characters that move into the area of effect enter and experience the dream world of the victim. Such characters are constantly faced with
determining what is real and what is an illusion.
• The first level of the dream alters perceptions of time and space for all characters who venture into it. The terrain that characters travel
through in the first level of the dream is not the actual terrain of the area, but an illusory land as perceived by the victim of the mindspin.
Characters can travel many miles in the real world, yet only perceive moving a short distance in the dream reality. Perception of time within the
first level of the dream is equally distorted. Characters may believe that they have been traveling for only a few minutes, when actually several
days have passed.
• The second level of the dream distorts a character’s perception of reality even further, for she no longer knows which of here companions are
real and which are illusions. Dreamwraiths and dreamshadows gain Spell Resistance 13 at this level of the dream.
• The third level is the core of the dream, as even perceptions of self become distorted. In addition to the effects of the previous two levels, all
successful rolls are considered failures, and all failed rolls are considered successes. Otherwise, adjust rolls normally. Furthermore, arcane
spellcasters now cast spells at one level higher than normal. If this enables a character to cast a spell higher than she currently knows, the

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character can choose any one spell from the new level. The mindspin spell creates the illusion that the character knows and has prepared this
new spell; however, it has only illusory effects.
The victim is always a central figure of the dream, which is drawn from his own perceptions, fears, and nightmares. If the victim is awakened,
mindspin is dispelled and all three levels of the dream vanish immediately. Mindspin also ends if the victim is affected by a targeted dispel magic.
Otherwise, characters within the dream can make Will saving throws to disbelieve individual illusions within the dream; disbelieving the dream itself
requires a Will saving throw (minimum DC 26).

Spawn Draconians
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. +5 ft./level)
Target: 1 metallic dragon egg
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Spawn draconians is the spell used by Harkiel the Bender, a brilliant red dragon, to corrupt the eggs of metallic dragons into hordes of
draconian hatchlings. When cast upon any metallic dragon egg, this spell permanently twists and transforms the unborn dragon into a vast number of
infant draconians. The metallic surface of the egg turns black and slimy, and the egg grows like a poisonous tumor, changing shape and writhing as if in
torment. One minute later, the distended eggshell splits, disgorging many squirming draconian hatchlings.
The number and type of draconians that comes from each dragon egg is shown below:
• Brass egg: 8d12 Baaz hatchlings (½ HD)
• Copper egg: 6d12 Kapak hatchlings (1 HD)
• Bronze egg: 5d12 Bozak hatchlings (1 HD)
• Silver egg: 4d12 Sivak hatchlings (2 HD)
• Gold egg: 2d12 Aurak hatchlings (3 HD)
Hatchling draconians inflict only 1d2 points of damage with their claw and bite attacks, and suffer a –2 penalty to all rolls. They develop and
grow quickly, reaching adulthood within five years.
Leading up to and during the War of the Lance, Harkiel the Bender transformed the stolen eggs of the metallic dragons into a draconian
army with this spell. In addition, each dragon egg was imbued with the evil spirit of one of Takhisis’ abyssal minions, thus ensuring that the draconians
would be evil in alignment and utterly devoted to the Dark Queen. This was done by a human cleric of Takhisis casting planar ally whilst a wizard
simultaneously cast permanency on the egg.
Lower-level versions of this spell are rumored to exist. These spells were used before the draconian creation process was perfected, and
spawn weaker, twisted creatures. Known as sesk and traag, these proto-draconians were abandoned by the Dark Queen in the wastelands of Taladas.
Material Component: A drop of dragon saliva.

The Stellar Path


Universal
Level: WHS 5
Components: V, S, M
Casting Time: 1 hour
Range: 0 ft.
Target: Self
Duration: 48 hours
Saving Throw: None
The Stellar Path confers the favor of the gods of magic upon the caster. Since the magical powers of the Wizards of High Sorcery wax and
wane according to the position of the moons in the sky, only rearrangement of the cosmos can bring additional power to a Wizard of High Sorcery
during a time of reduced power.
Casting this spell causes the Wizard of High Sorcery to see the moon of his order appear at High Sanction, regardless of that moon’s
actual position. The Wizard of High Sorcery is affected as though the moon were actually at High Sanction. This does not change the position of the
moon for other spellcasters.
If the stellar path brings the moon of the caster’s order into an apparent conjunction with one or both of the other moons, that conjunction has
the usual effects upon the caster’s powers.

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Material Component: Vellum scroll and 500 stl worth of powdered gems and rare inks, which the caster uses to inscribe magical glyphs,
diagrams, and charts of the night sky.
XP Cost: 500 XP per casting.

Timeheal
Conjuration (healing)
Level: WHS 5
Components: V, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell takes the creature it is cast upon and "reverses time" to a point where it was in better health, thus simulating a healing ability without
using clerical powers. Time is of the essence in the timeheal spell, for the greater the amount of time that has passed, the greater the chance of failure.
Each level of the caster guarantees reversing time to one minute before the spell was cast. Thus, a 9th-level wizard casting this spell is
guaranteed to be able to reverse the condition of a wounded character to the character’s condition nine minutes earlier.
For every additional minute that must be reversed to heal the character, there is a 5% cumulative chance of spell failure. Note that this is
added to the chance of arcane spell failure if the caster is wearing amour (see Table 7-5: Amour in the Player’s Handbook). Thus, if the 9th-level wizard
tried to reverse 20 minutes of time for a wounded comrade, that would be 11 minutes further than he could guarantee success (20 minutes minus 9
minutes for his level), causing a 55% chance of spell failure - or even higher if he was wearing amour.
Multiple timeheal spells cannot be cast to increase the reversed time that can be guaranteed. In the examples above, the 9th-level wizard could
not cast three successive timeheal spells to reverse 27 minutes of time for his comrade without fear of failure.
It is also possible to use this spell offensively, by reversing time on a character who has just received magical healing, although this is usually not
as effective as an attack spell of similar power. This is resolved in exactly the same way as detailed above.
Timeheal will not recall a spirit from death; if it is cast upon a corpse, the dead character may be healed of wounds and appears to live, but his
spirit has departed and he remains dead . However, if cast upon a disabled or dying character, timeheal can bring them back to full consciousness.

Timereaver
Conjuration (calling)
Level: WHS 9
Components: V, S, M
Casting Time: 30 minutes
Range: 5 ft.
Target: 5-ft.-radius burst, centered on point in space
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The timereaver spell is a closely guarded secret of the Wizards of High Sorcery; supposedly only the Masters of the Towers know it, and
rarely if ever risk casting it. The repercussions of carelessly using the timereaver spell could be catastrophic.
Timereaver sends those within its area of effect backward or forward along the timestream of Krynn, into Krynn’s past or future. The caster
encloses the recipients in a bubble of energy that travels through time up to 200 years, plus ten years per caster level. Thus, an 18th-level caster could
send a group of characters up to 380 years forward or backward in time. The caster need not accompany the recipients of this spell, which can cause a
real problem for characters who end up in another time with no way back.
The Wizards of High Sorcery are extremely reluctant to send anyone backwards in time, due to the risk of altering history. Under no
circumstances will they consider casting timereaver on a character of any race created by the Greygem of Gargath (such as kender and dwarves), for the
very existence of a time-traveler of these races is thought to render the river of time malleable and likely to be altered.
This is the spell that Par-Salian used to transport Cramon Majere, Revered Daughter Crysania, and (inadvertently) Tasslehoff Burrfoot
back to the height of Istar, just before the Cataclysm.
Material Component: Diamond or ruby dust worth at least 10,000 stl, sprinkled in a circle around the recipients of the spell.

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Lunar Display
Wheel

Lunar Cycle Record Sheet


Month:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
White
Red
Black

Month:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
White
Red
Black

Month:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

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White
Red
Black

Month:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
White
Red
Black

Month:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
White
Red
Black

Month:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
White
Red
Black

S, L, N High Sanction + Waxing — Waning blank Low Sanction


(Full Moon) (New Moon)
Month Names (Ergoth Calendar)
Summer: Corij, Argon, Sirrimont.
Autumn: Reorxmont, Hiddumont, H’rarmont.
Winter: Phoenix, Aelmont, Rannmont.
Spring: Mishamont, Chislmont, Bran.

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