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DragonLance Revised (WIP) (PEACH)
DragonLance Revised
Rebalances and Handbooks for the DragonLance Setting
Remember that this whole project is a work in progress. Many things are incomplete and are subject to change!
Featured Art by Matthew Stawicki
Introduction
DragonLance is a setting that is near and dear to my heart, its stories have touched many a player and have left a mark on the Dungeons & Dragons community. It has characters that are full of life, monsters that are lethal even in death, unique dragons, and a memorable bunch of characters. With this handbook, I'll be trying to better fit DragonLance's 3.5 adaptation to the actual setting. As such, there will be little-to-no fluff revisions to any of the content below.
Table of Contents
- DM's War of the Lance Handbook
- Playable Races
- Knights of Solamnia
- Knights of Takhisis
- Noteworthy NPCs
- Auxiliary Information
Special Thanks
This space is reserved for those yet to come, but I'll start with thanking Saintheart. He doesn't know it yet, but his Red Handbook of Doom was a major inspiration for both the War of the Lance handbook and the formatting of this handbook. Thank you!Last edited by LoyalPaladin; 2017-05-18 at 12:26 PM.
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War of the Lance Handbook
A DM's Guide to Running the War of the Lance Trilogy
Introduction
Hello, and welcome! If you're reading this, you're probably considering running the trio of adventures released around ten years before this handbook was started! It's a noble task... one that I seek to aid in! Overall, the adventure can be a little intimidating to players and DMs alike. It has a lot of moving pieces, some strange restrictions, a lot of content, and, at times, it requires the DM to put on his conductor's hat and put his players on the train to adventure.
If you're a player, it's probably best you skip down to post #19 to avoid spoilers!
Since we're on the boards, I'm going to do my best to aid all of you play-by-post DMs as well. Please look for the "PBP Footnote" spoilers along the way!
Setting Expectations
As with any game, it is important to set the expectations for your game from the very beginning. Due to the nature of DragonLance, especially at the beginning of the War of the Lance, there are a lot of restrictions to abide by and special circumstances everyone needs to understand. I'll compile a comprehensive list of setting alterations below, but I definitely recommend you at least skim over the DragonLance Campaign Setting and War of the Lance sourcebooks. They will provide you with invaluable knowledge.
Spoiler: PBP FootnoteAny play-by-post DM is going to want to put together an articulate opening post, complete with a "Big 16" and all their expectations that they have for their players. Feel free to give the opening post that I used a look and make your adjustments as necessary.
Preparing Yourself
Before you start recruiting players for your game, it's important for you to decide what content you want to allow in your game and how many players you want. I'll put my list of recommended allowed sourcebooks below. As for how many players you'd like to have, these modules were designed for a party of eight 5th level adventurers, but it explicitly states that it could be done with four 7th level adventurers as well. This guide will be written with the full party in mind, but most of it is easily convertible.
Spoiler: List of Recommended SourcebooksExplanation
If your players are anything like mine, you'll probably hear the obligatory "What? No Tome of Battle?" The answer is "Yes, no Tome of Battle.", at least it was for me! These modules were for what I'd call a Low P. (low powered) party. Adding in Tome of Battle would out-mode many classes that have the opportunity to shine in this game. I think that's important to note.
Non-Setting Specific
Arms and Equipment Guide
Book of Exalted Deeds
Cityscape
Complete Adventurer
Complete Arcane
Complete Champion
Complete Divine
Complete Mage
Complete Scoundrel
Complete Warrior
Dungeonscape
Frostburn
Heroes of Battle
Magic Item Compendium
Masters of the Wild
Miniatures Handbook
Monster Manual I
Monster Manual II
Player's Handbook I
Player's Handbook II
Races of Destiny
Races of Stone
Races of the Wild
Rules Compendium
Sandstorm
Song and Silence
Spell Compendium
Stormwrack
Setting Specific
Age of Mortals
Bestiary of Krynn, Revised
Dragonlance Campaign Setting
Holy Orders of the Stars
Knightly Orders of Ansalon
Races of Ansalon
Towers of High Sorcery
War of the Lance Campaign Setting
Resources
Spoiler: RacesDuring the War of the Lance, some continents and races alike have not been discovered. The opening module to the War of the Lance, Dragons of Autumn, will tell you the available races and certain circumstances around them, I'll make a quick note of each category they provide.
Standard Races
Anything in the "standard races" category should be a no-brainer. They're commonly found all over the place, so there isn't much to say here.
- Humans
- Half-Elves
- Kender
- Neidar (Hill Dwarf)
Uncommon Races
This is where it gets a little iffy, I'll make a note for each race individually below.
- Mountain Dwarves: Due to the nature of this module and the final events of the Dragons of Autumn module, it might be better to avoid mountain dwarf PCs. After all, Thorbardin has been sealed off for 300 years at this point!
- Full-Blooded Elf: Honestly, they make a bigger deal out of elves than should be made in the modules. You run into them fairly frequently and early on. I could see how they'd want you to avoid Kagonesti and Silvanesti elves if they're following the books, but don't fret too much if your player picks and elf.
- Gnomes: Gnomes are great. I'm a little iffy about them, since I haven't met a gnome that fits well into any of the archetypes... but that's just my experience! I'd say this is left up to the DM's discretion.
Incredibly Rare Races
As with the "uncommon category" I'll make quick notes, but the "incredibly rare" category is a little misleading at times.
- Half-Ogres: Though not an impossible race to play, they're not incredibly common and it's even less common that one would fit into society. They'd need a good explanation as to how they ended up being a part of the party and how they ended up integrating with society.
- Minotaurs: As the half-ogre above. They're not incredibly uncommon as a race, but they just don't tend to fit in. They often make themselves into a sailor or a pirate.
- Dargonesti: I'm going to backtrack a little on my "full elves" comment earlier here. Personally, I'd make these unplayable. At the time of the War of the Lance, even most elves have either forgotten about the Dargonesti or at least dismissed them as myths.
Unplayable Races
There's not much else to say about this category. Unplayable means unplayable. As for anything that hasn't been included in this spoiler, consider it unplayable during this campaign.
- Tarmak: They are currently unknown to Ansalon, thus cannot be played.
- Draconians: They are your enemy and, as such, cannot be played.
Last edited by LoyalPaladin; 2017-05-22 at 12:51 PM.
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Overview
The Dragons of Autumn module roughly covers the contents of the two novels "Dragons of Autumn Twilight" and "Dragons of the Dwarven Depths", both of which were authored by Margaret Weiss and Tracy Hickman. The novels aren't necessary to read for the purpose of running this module, but I do recommend them. They were relatively quick reads for myself and they helped me bring a little additional life to the game.
Pre-Game Setup
This is where it all begins. Your players are all huddled around the table, working on characters, rolling stats, deciding who has to be the chaotic neutral wizard's (that you know will end up chaotic evil) brother, and in general being at least moderately productive. It's important to establish whether you're going to roll entirely unique characters, follow the archetypes in the beginning of the module, or play the pre-made characters right off the bat.
Personally, I set the expectation that my players would create their characters with a specific archetype in mind, as I was aiming for a game that followed the original adventure and books closely, but still allowed for some customization and uniqueness. In the spoiler below I'll add my recommended requirements for the archetypes and a note for each.
Spoiler: Archetype RecommendationsHero Archetypes
DragonLance has very specific roles to fill in a party, which is why it allows for a party as large as eight. I'll be selecting a party of seven, with the eighth being an NPC due to his nature and interaction with the storyline. In the original story, Goldmoon and Riverwind were new additions to the party and the rest were long time friends, some knowing each other since childhood even. I'd like to stick to a similar formula, though I understand certain roles could be switched between archetypes (sans Goldmoon). Example: Goldmoon's companion was originally Riverwind (the Ranger), but could be filled by a protector. Alternately, the Ranger could be the Sage's brother. You get the picture.
The Prophet
The Prophet is chosen by the gods of Light to hear Mishakal’s calling. She obtains the Blue Crystal Staff and, using it, retrieves the Disks of Mishakal—the holy scripture that will return knowledge of the gods to the people.
Pre-Requisites
- Alignment: Any Good
- Must be willing to take at least be willing to take at least one level in cleric at a key point in the game.
Originally the role was filled by Goldmoon, a 5th level heathen cleric. During the beginning of the War of the Lance campaign, the deities have vanished and divine magic went with them. A heathen cleric has no class features until obtaining the Disks of Mishakal, which will change all her "heathen cleric" class levels to "cleric" class levels. The Blue Crystal Staff in her possession eases the burden of no class features for the healer significantly.
Goldmoon is easily the most inflexable member of the party to be built. She's got to fill a role important to Mishakal, she's from a distant land, and she is semi-locked into the cleric class.
Spoiler: The Blue Crystal Staff (WotL, pg. 56)
The Blue Crystal Staff is in the possession of the kind hearted prophet at the beginning of the game. It possesses 20 charges and recovers one charge on its own each day. It's a minor artifact and has all the qualities of one. The wielder of the staff can use the following abilities.
Origin of the Staff
Though the staff begins play in the possession of the Prophet, it is actually his/her companion who originally found the staff. Be it a quest bestowed upon them by the tribe, a pilgrimage, or some fateful journey abroad, the companion finds the staff in Xak Tsaroth, an ancient ruined city that haunts the companion's nightmares. After escaping the city with much hardship and loss of one or more of his own travelling companions, the Prophet's companion bestows the staff on her.
The Leader
The Leader is the face of the group. He does the talking in delicate social situations; he negotiates with friends and enemies when appropriate. He is trusted to make many decisions on behalf of the entire party.
Pre-Requisites
- None
Originally, the Leader was Tanis Half-Elven, a charismatic half-elf that was well trusted by his companions. When push came to shove, they could look to Tanis to make a decision or be their diplomat in a time of need.
Special: The Leader and the Sage cannot be related.
The Rogue
The Rogue is usually the jack-of-all-trades. This archetype has a wide array of skills at his disposal. He regularly uses these skills to his own advantage, but he also often uses them to assist the other members of his party.
Pre-Requisites
- None
Originally filled by Tasselhoff Burrfoot, the quick and curious kender. He had a knack for acquiring items that weren't his, most of the time out of curiosity. In my opinion, Tasselhoff's personality is how kenders are meant to be played. Childish curiosity, playful innocence, and a good heart. They're still adept adventurers, but they lack the standard traits we often see people complaining about with kender: kleptomania and inter-party thievery to name two. I'd be lying if I said I wouldn't be slightly biased towards picking a kender rogue submission.
The Sage
The Sage is a central character in many fantasy tales. In this adventure, most of the heroes are ignorant of Ansalon’s history, but it is through uncovering and understanding the past that the heroes prevail in particular tasks. The Sage is extremely important to the group’s success throughout the adventure.
Pre-Requisites
- At game start, Wizard 4 / Wizard of High Sorcery 1 (feat prereqs for Wizard of High Sorcery are waived).
- Must roll a deformity off each column of the deformity chart.
- Must be a sibling of the Ranger, Protector, or Rogue. (Buddy up for bonus points!)
Originally cast as Raistlin Majere, a wizard of the red robes that had greatness thrust upon him. He is traditionally the brother of the "protector", Caramon. His trials at the Tower of High Sorcery left him scarred and broke his body, but left him with incredible powers and great knowledge. The party looks to him for answers to the unknown and depends on his magical might for utility. When the party last saw Raistlin before meeting up, he was a young buck wizard with a less brooding demeanor than when they encounter him five years later (present day).
Spoiler: Deformity Chart
The Sage has undergone incredible trials and has picked up deformities of some sort, I'll post the table below when it is finished.
Table: Sage Deformities
**Roll for the color(s).Die Roll Hair Eyes Birthmark Pigmentation 1 Purple Purple Wolf' Head Metallic** 2 Green Orange Leaping Panther Half and Half** 3 Blue Pink Dragon Checkered** 4 Pink Scarlet Sun Disk Striped** 5 Scarlet Pupilless** Ankh Fluorescent** 6 Saffron Two Mixed** Thunderbolt(s) (1-3) Chameleon-like 7 Maroon Three Mixed** Comet Pearlescent 8 Cyan Maroon Crown Purple 9 Magenta Cyan Heart Maroon 10 Lavender Magenta Griffon Cyan 11 Transparent Red Unicorn Scarlet 12 Tentacles White Pegasus Red 13 Quills Clear Lion Shiny Ebon 14 Feathers Metalic** Raven Deep Blue 15 Crested Glowing** Scythe Emerald Green 16 Horned No Eyes*** Hammer Gem Sparkled** 17 Two Mixed** All Pupil** Infinity Sigil Shifting Always** 18 Three Mixed** Invisible**** Tree Lavender 19 Vipers Prismatic Flower (Your Choice) Violet 20 Changeable** Flaming** Eye Prismatic
***Although you have no eyes, sockets or lids, you are gifted with 60' of blindsight and/or blindsense.
****Your eyes are there, it just looks like they aren't.
Special credit to Arduin for the chart.
The Ranger
The Ranger is often seen as a dark and stoic warrior. The party relies on the Ranger for his combat abilities and his knowledge of wilderness and nature when traveling to distant lands. The Ranger archetype is not usually suited to take a leadership role as most rangers prefer not to deal with people in general.
Pre-Requisites
- Must possess Survival and Knowledge (Nature).
Originally cast as Riverwind, a stoic guard and a close friend to Goldmoon, he was not one of the party members that group up with each other and instead journeyed from a land far away with Goldmoon.
The Mentor
The Mentor archetype is a character who teaches by example, is a steadfast friend, and counsels the others using his life experience.
Pre-Requisites
- None
Originally Flint Fireforge, the dwarf with a great fear of boats. He was among the group that "grew up" together, though he was in actuality much older. He served as a life counselor and teacher, he was also pretty handy with an axe.
The Protector
The Protector is the archetype who is always willing to put himself in harm’s way for the good of the party. He will step into any fight to shield the ones he loves.
Pre-Requisites
- None.
Caramon Majere filled this role originally. The loyal brother to Raistlin, the Sage, and incredible friend. Though maybe not the brightest, Caramon could be trust with your life and counted on in battle.
Spoiler: PBP FootnoteIf you're running your game on the boards, it's probably best to keep your player's usernames, character sheets, and speech colors in a table. Fear not! I've got a copyable template below for two tables. One table contains your players, and one table for noteworthy NPCs (Sturm Brightblade, for me) that often adventure with the party. I like to operate with clarity and show my player's the sheets of a regularly present NPC.
Copyable Tables
Code:[U][B][SIZE=3]Table of Players[/SIZE][/B][/U] [table="class:head alt1 alt2"] [tr] [th]Archetype[/th] [th]Username[/th] [th]Character[/th] [th]Sheets[/th] [th]Speech Color[/th] [/tr] [tr] [td]Leader[/td] [td]Username[/td] [td]Character Name[/td] [td][Sheet][/td] [td]Speech Color[/td] [/tr] [tr] [td]Mentor[/td] [td]Username[/td] [td]Character Name[/td] [td][Sheet][/td] [td]Speech Color[/td] [/tr] [tr] [td]Prophet[/td] [td]Username[/td] [td]Character Name[/td] [td][Sheet][/td] [td]Speech Color[/td] [/tr] [tr] [td]Protector[/td] [td]Username[/td] [td]Character Name[/td] [td][Sheet][/td] [td]Speech Color[/td] [/tr] [tr] [td]Ranger[/td] [td]Username[/td] [td]Character Name[/td] [td][Sheet][/td] [td]Speech Color[/td] [/tr] [tr] [td]Rogue[/td] [td]Username[/td] [td]Character Name[/td] [td][Sheet][/td] [td]Speech Color[/td] [/tr] [tr] [td]Sage[/td] [td]Username[/td] [td]Character Name[/td] [td][Sheet][/td] [td]Speech Color[/td] [/tr] [/table]
Code:[U][B][SIZE=3]Table of Important NPCs[/SIZE][/B][/U] [table="class:head alt1 alt2"] [tr] [th]Archetype[/th] [th]Character[/th] [th]Sheets[/th] [th]Speech Color[/th] [/tr] [tr] [td]Idealist[/td] [td]Sturm Brightblade[/td] [td][Sheet][/td] [td]Speech Color[/td] [/tr] [/table]
Last edited by LoyalPaladin; 2017-05-22 at 12:07 PM.
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Last edited by LoyalPaladin; 2017-05-22 at 11:45 AM.
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Dragons of Autumn
Chapter Two: FlameIf purple is evil, bold gray is lawful good.
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Dragons of Autumn
Chapter Three: HopeIf purple is evil, bold gray is lawful good.
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Dragons of Autumn
Chapter Four: DesolationIf purple is evil, bold gray is lawful good.
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Last edited by LoyalPaladin; 2017-05-18 at 12:30 PM.
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Dragons of Winter
Chapter Five: IceIf purple is evil, bold gray is lawful good.
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Dragons of Winter
Chapter Six: LightIf purple is evil, bold gray is lawful good.
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Dragons of Winter
Chapter Seven: WarIf purple is evil, bold gray is lawful good.
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Dragons of Winter
Chapter Eight: DeceitIf purple is evil, bold gray is lawful good.
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Last edited by LoyalPaladin; 2017-05-18 at 12:38 PM.
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Dragons of Spring
Chapter Nine: DreamsIf purple is evil, bold gray is lawful good.
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Dragons of Spring
Chapter Ten: ShadowsIf purple is evil, bold gray is lawful good.
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Dragons of Spring
Chapter Eleven: FaithIf purple is evil, bold gray is lawful good.
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Dragons of Spring
Chapter Twelve: TruthIf purple is evil, bold gray is lawful good.
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Dragons of Spring
Chapter Thirteen: TriumphIf purple is evil, bold gray is lawful good.
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Playable Races
Rebalanced List of Playable Races
Spoiler: Centaur
Centaur Traits
Spoiler: DwarvesKrynn has many kinds of dwarves, but they can mostly be divided into three types (excluding the gully dwarves). While the Dark and Mountain dwarves have sub-species among them, there are many similarities that all dwarves share.
Dark Dwarves
Residents of Thorbardin, the dark dwarves include the Theiwar and Daegar clans and are much more sinister than their other dwarven kin.
Dark Dwarf Traits
- +2 Constitution, -2 Charisma.
- Small size.
- A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
- Darkvision out to to 90 feet.
- Stonecunning (See: Dwarf Traits)
- Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
- Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
- +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
- +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
- +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
- Powerful Build. (See: Races of Stone, Page 56)
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.
- Favored Class: Rogue.
Hill Dwarves
Neidar
Mountain Dwarves
Daewar
Hylar
Kilar
Gully Dwarves
Aghar
Spoiler: DraconiansDraconians
Dastardly and Deadly Children of Takhisis
Foreword
Metallic, or evil, draconians are the primary enemy in the War of the Lance. They are supposed to strike fear into the hearts of the players and be an unholy abomination that is lethal even in death, however, they seem to be mowed down by players like so much grass. The other thing I'd like to address is that they don'e scale very well overtime, I'll present a few "advancement" options for draconians as well. Below, are the LoyalPaladin takes on draconians. Hopefully they'll give your party a run for their money!
Spoiler: Draconian SubtypeA subtype applied only to dragons. Creatures with this subtype are created by dark magic and, while less powerful than true dragons, gain certain benefits befitting their skills. Creatures with this subtype are proficient with all martial weapons.
Draconian Traits:
Disease Immunity (Ex): Draconians are immune to all diseases.
Gliding (Ex): Unless otherwise noted, a creature with the draconian subtype can use their wings to glide as a raptoran.
Low Metabolism (Ex): Draconians can survive on one-tenth the food it takes to sustain a human.
Thrall of Takhisis (Ex): Created by the Dark Queen's magic, all draconians suffer a -2 to all saves vs enchantment and illusion spells cast by true dragons.
Special Note:
The following are considered class skills for the dragon hit die: Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Any) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).
Metallic
Spoiler: Aurak
Explanation
The aurak draconians are probably the best off in terms of power. With very little tweaking they're pretty destructive. I've increased some power here and there (number of hit die, saving DC's, their ray scales now, etc.), but for the most party they're similar to their incarnation in the DragonLance Campaign Setting. Two major changes have been made: first, their spells known list has been updated to be slightly more fire based and includes some nasty battlefield control, and second, their death throe has been updated to turn them into a real horror of the battlefield.
Draconian, Aurak
Medium Dragon (Draconian)
Hit Dice: 9d12 (54 hp)
Initiative +5
Speed: 30ft
Armor Class: 17 (+1 Dex, +6 Natural), touch 11, flat-footed 16
Base Attack/Grapple +9/+9
Attack: Energy ray +X ranged touch (3d6+3) or Claw +9 melee (1d4)
Full Attack: 2 energy rays +X ranged touch (3d6+3) or 2 Claws +9 melee (1d4) and bite +4 melee (1d4)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, death throes, energy ray, spell-like abilities, spells
Special Qualities: Alternate form, dimensional step, disguise self, draconian traits, flightless, resistance 10 fire, spell resistance 20
Saves: Fort. +6 / Ref. +7 / Will +6
Abilities: Str 8, Dex 13, Con 10, Int 14, Wis 10, Cha 17.
Skills: Concentration +12, Diplomacy +15, Intimidate +15, Knowledge (Arcana) +14, Sense Motive +12, Spellcraft +8, and Use Magic Device +15.
Feats: Combat Casting, Improved Initiative, Spell Focus (Evocation), Greater Spell Focus (Evocation)
Environment: Any land
Organization: Solitary or pair
Challenge Rating: 9
Treasure: Triple standard
Alignment: Often lawful evil
Advancement: See Below
Level Adjustment: +4
Combat
Below are the special qualities and attacks of the Aurak.
Breath Weapon (Su)
An aurak can breath a noxious cloud in a 15-foot cone once every 1d4 rounds. Any victim caught in the cloud is dealt 1d4 points of temporary strength damage and blinded for 1d4 rounds (DC 16 fortitude negates). Anyone who has made the save against an aurak's breath weapon cannot be effected by that same aurak's breath weapon for 24 hours.
Death Throes (Su)
When an aurak dies, it is immediately raised as a frenzied, undead version of its former self, with half its maximum HP and +8 strength. When this happens, it no longer has access to any of its spells or special abilities (like its breath weapon or energy ray). The undead aurak will attack for 1d4+1 rounds, or until it is slain again. When it is slain once more, it catches fire and explodes, dealing 3d4 fire damage to all creatures within 5 feet of the aurak. Affected creatures can make a DC 16 reflex save for half damage.
Spoiler: Example: Undead, AurakUndead, Aurak
Medium Undead
Hit Dice: 9d12 (27 hp; halved from its original full-hp)
Initiative +5
Speed: 30ft
Armor Class: 17 (+1 Dex, +6 Natural), touch 11, flat-footed 16
Base Attack/Grapple +9/+9
Attack: Claw +9 melee (1d4+3)
Full Attack: 2 Claws +12 melee (1d4+3) and bite +7 melee (1d4+4)
Space/Reach: 5ft/5ft
Special Attacks: death throes
Special Qualities: resistance 10 fire, undead traits
Saves: Fort. +3 / Ref. +4 / Will +6
Abilities: Str 16, Dex 13, Con -, Int -, Wis 10, Cha 17.
Energy Ray (Su)
An aurak draconian can fire destructive energy rays from its hands. The ray has a range of 60ft, and deals damage on a successful ranged touch attack. The damage an aurak's energy ray deals depends on its hit dice. An aurak's energy ray deals 3d6 damage + 1 point per point of charisma bonus it has, this damage increases by 1d6 for every three hit die it gains after its 9th.
Flightless (Ex)
Unlike other draconians, Auraks do not have wings and do not gain the Gliding draconian trait.
Resistance
An aurak draconian has resistance 10 to fire.
Spell-Like Abilities
At-will: greater invisibility and suggestion. 1/day: dominate person. The saving throws for an aurak's spell-like abilities are charisma based and are treated as being cast by an 8th level caster.
Spells
An aurak draconian gains spells known and spells per day as a sorcerer of equivalent level to its racial hit die. An aurak still must have a Charisma score equal to at least 10 + the spell level to learn or cast a spell. Auraks tend towards evocation and illusion spells.
Typical Spells Known
(6/6/6/6/4; save DC 13 + spell level)
- 0th: Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Message, Ray of Frost, Read Magic, Touch of Fatigue
- 1st: Burning Hands, Enlarge Person, Grease, Mage Armor, Obscuring Mist
- 2nd: Darkness, Ghoul Touch, Hideous Laughter, Scorching Ray
- 3rd: Fireball, Hold Person, Wind Wall
- 4th: Black Tentacles, Fire Shield
Dimensional Step (Sp)
Up to three times per day, an aurak can perform a limited, short-range teleport. This ability functions exactly like dimension door, except that it has a range of 60 feet and the aurak can only transport itself and its carried items.
Disguise Self (Sp)
Up to three times per day, an aurak can use an ability similar to disguise self to make itself resemble an individual, and perfectly imitating its voice. This ability lasts 2d6+6 minutes and is limited to any human or humanoid the aurak has ever seen.
Spoiler: Baaz<Note>
Draconian, Baaz
<Size> Dragon
Hit Dice
Initiative
Speed:
Armor Class:
Base Attack/Grapple
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement: See Below
Level Adjustment:
Spoiler: Bozak<Note>
Draconian, Bozak
<Size> Dragon
Hit Dice
Initiative
Speed:
Armor Class:
Base Attack/Grapple
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement: See Below
Level Adjustment:
Spoiler: Kapak<Note>
Draconian, Kapak
<Size> Dragon
Hit Dice
Initiative
Speed:
Armor Class:
Base Attack/Grapple
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement: See Below
Level Adjustment:
Spoiler: Sivak<Note>
Draconian, Sivak
<Size> Dragon
Hit Dice
Initiative
Speed:
Armor Class:
Base Attack/Grapple
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement: See Below
Level Adjustment:
Chromatic
Spoiler: Template<Note>
Draconian, Aurak
<Size> Dragon
Hit Dice
Initiative
Speed:
Armor Class:
Base Attack/Grapple
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement: See Below
Level Adjustment:
Spoiler: Elves
Silvanesti
Qualinesti
Kagonesti
Dargonesti (Sea Elves)
Spoiler: Gnomes
Gnome Traits
Racial Variant: Mad Gnome
Spoiler: Half-Breeds
Half-Elf
Half-Kender
Half-Ogre
Spoiler: Humans
Human Traits
Racial Variant: Nomad
Spoiler: Irda
Irda Traits
Spoiler: Kender
Kender Traits
Racial Variant: Afflicted Kender
Spoiler: Minotaur
Minotaur Traits
Spoiler: Ogre
Ogre Traits
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Hit Die
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Class Skills
The <Class Name> class skills (and the key ability for each skill) are
Skill Points at Each Additional Level
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Table: <Class Name>Level Base Attack Bonus Fort Save Ref Save Will Save Class Features 1st +1 +2 +2 +2 - 2nd +2 +3 +3 +3 - 3rd +3 +3 +3 +3 - 4th +4 +4 +4 +4 - 5th +5 +4 +4 +4 - 6th +6 +5 +5 +5 - 7th +7 +5 +5 +5 - 8th +8 +6 +6 +6 - 9th +9 +6 +6 +6 - 10th +10 +7 +7 +7 -
Weapon and Armor Proficiency:
<Class name> gain no weapon or armor proficiencies.
Class Feature:
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The <Class Name> class skills (and the key ability for each skill) are
Skill Points at Each Additional Level
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Table: <Class Name>Level Base Attack Bonus Fort Save Ref Save Will Save Class Features 1st +1 +2 +2 +2 - 2nd +2 +3 +3 +3 - 3rd +3 +3 +3 +3 - 4th +4 +4 +4 +4 - 5th +5 +4 +4 +4 - 6th +6 +5 +5 +5 - 7th +7 +5 +5 +5 - 8th +8 +6 +6 +6 - 9th +9 +6 +6 +6 - 10th +10 +7 +7 +7 -
Weapon and Armor Proficiency:
<Class name> gain no weapon or armor proficiencies.
Class Feature:
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Skill Points at Each Additional Level
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Table: <Class Name>Level Base Attack Bonus Fort Save Ref Save Will Save Class Features 1st +1 +2 +2 +2 - 2nd +2 +3 +3 +3 - 3rd +3 +3 +3 +3 - 4th +4 +4 +4 +4 - 5th +5 +4 +4 +4 - 6th +6 +5 +5 +5 - 7th +7 +5 +5 +5 - 8th +8 +6 +6 +6 - 9th +9 +6 +6 +6 - 10th +10 +7 +7 +7 -
Weapon and Armor Proficiency:
<Class name> gain no weapon or armor proficiencies.
Class Feature:
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Class Skills
The <Class Name> class skills (and the key ability for each skill) are
Skill Points at Each Additional Level
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Table: <Class Name>Level Base Attack Bonus Fort Save Ref Save Will Save Class Features 1st +1 +2 +2 +2 - 2nd +2 +3 +3 +3 - 3rd +3 +3 +3 +3 - 4th +4 +4 +4 +4 - 5th +5 +4 +4 +4 - 6th +6 +5 +5 +5 - 7th +7 +5 +5 +5 - 8th +8 +6 +6 +6 - 9th +9 +6 +6 +6 - 10th +10 +7 +7 +7 -
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Feats:
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Class Skills
The <Class Name> class skills (and the key ability for each skill) are
Skill Points at Each Additional Level
4 + Int modifier.
Table: <Class Name>Level Base Attack Bonus Fort Save Ref Save Will Save Class Features 1st +1 +2 +2 +2 - 2nd +2 +3 +3 +3 - 3rd +3 +3 +3 +3 - 4th +4 +4 +4 +4 - 5th +5 +4 +4 +4 - 6th +6 +5 +5 +5 - 7th +7 +5 +5 +5 - 8th +8 +6 +6 +6 - 9th +9 +6 +6 +6 - 10th +10 +7 +7 +7 -
Weapon and Armor Proficiency:
<Class name> gain no weapon or armor proficiencies.
Class Feature:
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Table: Knight of the SkullLevel Base Attack Bonus Fort Save Ref Save Will Save Class Features Spells per Day 1st +1 +2 +2 +2 - - 2nd +2 +3 +3 +3 - +1 level of existing divine spellcasting class 3rd +3 +3 +3 +3 - - 4th +4 +4 +4 +4 - +1 level of existing divine spellcasting class 5th +5 +4 +4 +4 - - 6th +6 +5 +5 +5 - +1 level of existing divine spellcasting class 7th +7 +5 +5 +5 - - 8th +8 +6 +6 +6 - +1 level of existing divine spellcasting class 9th +9 +6 +6 +6 - - 10th +10 +7 +7 +7 - +1 level of existing divine spellcasting class
Weapon and Armor Proficiency:
<Class name> gain no weapon or armor proficiencies.
Class Feature:
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Class Skills
The <Class Name> class skills (and the key ability for each skill) are
Skill Points at Each Additional Level
4 + Int modifier.
Table: <Class Name>Level Base Attack Bonus Fort Save Ref Save Will Save Class Features 1st +1 +2 +2 +2 - 2nd +2 +3 +3 +3 - 3rd +3 +3 +3 +3 - 4th +4 +4 +4 +4 - 5th +5 +4 +4 +4 - 6th +6 +5 +5 +5 - 7th +7 +5 +5 +5 - 8th +8 +6 +6 +6 - 9th +9 +6 +6 +6 - 10th +10 +7 +7 +7 -
Weapon and Armor Proficiency:
<Class name> gain no weapon or armor proficiencies.
Class Feature:
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dX
Class Skills
The <Class Name> class skills (and the key ability for each skill) are
Skill Points at Each Additional Level
4 + Int modifier.
Table: <Class Name>Level Base Attack Bonus Fort Save Ref Save Will Save Class Features 1st +1 +2 +2 +2 - 2nd +2 +3 +3 +3 - 3rd +3 +3 +3 +3 - 4th +4 +4 +4 +4 - 5th +5 +4 +4 +4 - 6th +6 +5 +5 +5 - 7th +7 +5 +5 +5 - 8th +8 +6 +6 +6 - 9th +9 +6 +6 +6 - 10th +10 +7 +7 +7 -
Weapon and Armor Proficiency:
<Class name> gain no weapon or armor proficiencies.
Class Feature:
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Class Skills
The <Class Name> class skills (and the key ability for each skill) are
Skill Points at Each Additional Level
4 + Int modifier.
Table: Knight of the SkullLevel Base Attack Bonus Fort Save Ref Save Will Save Class Features Spells per Day 1st +1 +2 +2 +2 - - 2nd +2 +3 +3 +3 - +1 level of existing divine spellcasting class 3rd +3 +3 +3 +3 - - 4th +4 +4 +4 +4 - +1 level of existing divine spellcasting class 5th +5 +4 +4 +4 - - 6th +6 +5 +5 +5 - +1 level of existing divine spellcasting class 7th +7 +5 +5 +5 - - 8th +8 +6 +6 +6 - +1 level of existing divine spellcasting class 9th +9 +6 +6 +6 - - 10th +10 +7 +7 +7 - +1 level of existing divine spellcasting class
Weapon and Armor Proficiency:
<Class name> gain no weapon or armor proficiencies.
Class Feature:
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Noteworthy NPCs
NPC Statblocks and Build Guides
Dragons of Autumn
Spoiler: Sturm Brightblade
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Auxiliary Information
Feats, Items, Special Materials, Weapons, and More!
Spoiler: FeatsHonor Bound
[Fighter Bonus Feat] [Knight Bonus Feat]
You can judge a knight's honor by the worth of his word.
Prerequisite:
Base Attack Bonus +1
Benefit:
You gain a +4 circumstance bonus on saves against charm and compulsion effects. In addition, while dying, you have a 25% chance to become stable on your own.
Normal:
A character that is dying has a 10% chance to become stable on its own.
Special:
If you willingly break a promise or oath, you lose the benefits of this feat until you atone for your actions (see the Atonement spell).
Kender's Finesse
[Racial] [Fighter Bonus Feat]
Some kender say that Uncle Trapspringer could swing his hoopak with such grace, that some elves mistook him for a short member of their own race!
Prerequisite:
16 Dex, Kender
Benefit:
You gain the benefits of the Weapon Finesse feat, except that you may also treat the Hoopak as finessable weapon.
Normal:
The hoopak is normally considered to be a quarterstaff, which is not finessable.
Spoiler: Magic Items
The Staves of High Sorcery
Upon completing the trial of high sorcery, you were gifted a staff of immense power and value that corresponds to your specialized school. Six of the Staves of High Sorcery are known to be in circulation among wizards of high sorcery, but there are rumors two more exist and are somewhere on Krynn.
The Staves of High Sorcery are: High Tower Staff of Abjuration, High Tower Staff of Conjuration, High Tower Staff of Divination, High Tower Staff of Enchantment, High Tower Staff of Evocation, High Tower Staff of Illusion, High Tower Staff of Necromancy, and High Tower Staff of Transmutation.
Each staff holds six charges and regains three charges per day.
High Tower Staff of Abjuration
A robust staff, carved from the heart of a mighty valenwood tree. It's top is adorned with a fan of metallic scales of all sorts. History tells you that the scales belong to each metallic dragon, but it has been so long that they've nearly been forgotten.
- Endure Elements (One Charge)
- Arcane Lock (One Charge)
- Protection from Energy (One Charge)
- Dimensional Anchor (Two Charges)
- Mage’s Private Sanctum (Two Charges)
- Dispel Magic, Greater (Three Charges)
High Tower Staff of Divination
A white maple staff extends to a large circular form at its top. Inside the circle is a complex weave of strings forming a bright blue and yellow dream catcher. You can almost swear you see images flitting about the strands.
- Identify (One Charge)
- See Invisibility (One Charge)
- Tongues (One Charge)
- Arcane Eye (Two Charges)
- Prying Eyes (Two Charges)
- True Seeing (Three Charges)
High Tower Staff of Enchantment
A staff of spiraling gold and silver ending in a large paw shape. Inside the paw is grasped a ruby the size of an infant's head, weaker minds have trouble withdrawing their gaze from it.
- Hypnotism (One Charge)
- Hideous Laughter (One Charge)
- Deep Slumber (One Charge)
- Confusion (Two Charges)
- Hold Monster (Two Charges)
- Heroism, Greater (Three Charges)
High Tower Staff of Illusion
A well oiled and highly polished staff made from the ancient wood of a dryad's tree, its winding and beautiful design is topped with three multi-colored crystals floating independently just above its tip. When set down, the crystals vanish.
- Color Spray (One Charge)
- Invisibility (One Charge)
- Displacement (One Charge)
- Phantasmal Killer (Two Charges)
- Seeming (Two Charges)
- Programmed Image (Three Charges)
High Tower Staff of Necromancy
The frightening appearance of this staff suits you well. It's shaft is constructed from a dark ebony. Near its top, a spine eerily curls along its length, resting on a human skull that adorns its tip. Delightfully terrifying.
- Ray of Enfeeblement (One Charge)
- Command Undead (One Charge)
- Vampiric Touch (One Charge)
- Fear (Two Charges)
- Waves of Fatigue (Two Charges)
- Circle of Death (Three Charges)
High Tower Staff of Transmutation
As you turn the staff in your hands, you admire the simplicity of its design. One without your training in the High Tower might mistake it for a rudimentary walking stick or perhaps even a fallen branch from a knotted oak.
- Expeditious Retreat (One Charge)
- Alter Self (One Charge)
- Blink (One Charge)
- Polymorph (Two Charges)
- Baleful Polymorph (Two Charges)
- Disintegrate (Three Charges)
Spoiler: SpellsEnlarge Dragon
Transmutation
Duration: 1 min./level (D)
Level: Sorc/Wiz 4
Target: One creature
This spell functions like enlarge person, except that it only works on creatures with the dragon type.
Enlarge dragon counters and dispels reduce dragon.
Reduce Dragon
Transmutation
Duration: 1 min./level (D)
Level: Sorc/Wiz 4
Target: One creature
This spell functions like enlarge person, except that it only works on creatures with the dragon type.
Reduce dragon counters and dispels enlarge dragon.
Spoiler: WeaponsHoopak
[Exotic]
The hoopak is an exotic weapon that attacks as a quarterstaff, shortspear, or sling (bullets required) of equivalent size (Small for kender). Occasionally this type of weapon can be hollowed out to hold useful objects, like silk rope or stones for ammunition. As a tool the hoopak can be used to help a kender gather fruit from the lower branches of trees, like an apple picker. As a musical instrument the hoopak can be swung in a circle and it emits a low *bullroar. It costs 21 steel pieces and weighs 8 lbs.
Spoiler: Bullroar*Bullroar: As a full-round action, the hoopak may be swung in a circle to emit a bullroar. This effect differs depending on the creature's type.
Any creature with the animal type must make a will save (DC 15 - the number of hit-die the creature has) or be frightened. Any creature that fails the save by more than 5 is panicked.
Any creature not of the animal type must make a will save (DC 10) or be shaken. Failing this save by more than 5 results in the creature being frightened. This does not effect creatures without the animal type that have more than 8 hit dice or that have more than 6 intelligence and can see the hoopak's wielder.
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