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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.
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.
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.
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.
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:
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.
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.
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:
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.
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.
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.
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.
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.
Ogreborn
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.
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
4 +4 +4 +2 +1 Wing Attack
6 +6 +5 +3 +2 Breath Stun
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.
Dragon Knight
Bonus Feat: Weapon Focus (Heavy Lance), +2 bonus on saves vs. Dragon Fear
1 +1 +2 +0 +0
(Frightful Presence), Empathic Link
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)
8 +8 +6 +2 +2 Improved Dragontongue
10 +10 +7 +3 +3
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.
Riding Task DC
Stay on Saddle 10
Cover 15
Dragon Rider
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +0 +2 Dragon Companion
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.
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
5 +3 +1 +4 +1
7 +5 +2 +5 +2
12 +9/+4 +4 +8 +4
15 +11/+6/+1 +5 +9 +5
18 +13/+8/+3 +6 +11 +6
d% Result
52-56 1d4 healing mint leaves (each restores 1d4 hit points)
62-74 1d20 Any one item in another party members possession (DM's choice)
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.
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
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
9 +9/+4 +6 +3 +6
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
Diplomacy 4 Cha
Jump 4 Str –5
Ride 4 Dex
Class Base Attack Fort Ref Will Special Spells per Week
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 -
8 +8 +6 +2 +6 6 4 2 0
9 +9 +6 +3 +6 7 5 3 1
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
2 +2 +3 +0 +3 Special mount
3 +3 +3 +1 +3 Smite evil
5 +5 +4 +1 +4
8 +8 +6 +2 +6
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.
1 +1 +0 +2 +0 Favored Enemy
3 +3 +1 +3 +1
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
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Casting Bonus
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
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,
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Casting Bonus
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
14 +7/+2 +9 +9 +4 +13
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
2 +1 +0 +3 +0 Evasion
3 +2 +1 +3 +1
5 +3 +1 +4 +1
7 +5 +2 +5 +2
12 +9/+4 +4 +8 +4
15 +11/+6/+1 +5 +9 +5
18 +13/+8/+3 +6 +11 +6
Roll Result
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
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.
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.
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.
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
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
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
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.
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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