Dragonlance 4 th Edition Conversion Guidelines

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1 Dragonlance 4 th Edition Conversion Guidelines Races Races are designed to be handled as clearly and simple as possible by the use of backgrounds designed to function as different races. As follows are 4 th edition races and their Dragonlance Counterparts as follows [Eladrin Irda]. Backgrounds will then follow as well as what Benefits are granted through these backgrounds. [Human - Human] Civilized Human- As a civilized human you have the knowledge of the triumphs and downfalls of humanity. Gain +2 History Nomadic Human As a human of the wilds you must endure nature from day to day. Gain +2 Endurance [Dwarf - Dwarf] Hill Dwarf- As a hill dwarf you have a constant reminder of the choice the dwarves made ages ago to leave their mountain dwelling kin. Gain +2 History [Elf Elf] Mountain Dwarf As a mountain dwarf you are apt at tunneling through the earth and mountains. Gain +2 Dungeoneering Dark Dwarf As a dark dwarf you are feared by the other races of Ansalon. Gain +2 Intimidate Kagonesti As a Kagonesti elf you roam the wilds and endure the elements every day. Gain +2 Endurance Qualinesti As a Qualinesti you are apt with dealing with humans as well as the other races unlike your reclusive cousins. Gain +2 Diplomacy Silvanesti As a Silvanesti you are bound with nature nurturing it, while it nurtures you. Gain +2 Nature Dargonesti As an elf claimed by the sea you have adapted your life to the aquatic life. Race Feature Underwater Breathing

2 [Half Elf Half Elf] As a half-elf, you are shunned by your elven kin, and disdained by humans. However you have the advantage of looking at both sides of the world. Half elves may choose any background from Either human or elf lineage. [Gnome - Gnome] Tinker Gnome As a tinker gnome you have embarked upon a life quest and nothing will quell your desire to finish your quest. Gain+1 will defense bonus Mad Gnome As a mad gnome you are more methodic in your actions, you have a greater understanding of intricate devices and traps. Gain+2 thievery Wild Gnome As a wild gnome you are unconcerned with civilization. You are obsessed with nature and the workings of the world. Gain +2 Nature [Halfling - Kender] Normal Kender As a normal kinder you are inquisitive and will stare fear in the face for a good tale. Gain +2 Saves vs. Fear Afflicted Kender As an afflicted kender you have a lineage of kender that have been afflicted by the most horrific fear. Your kind has not recovered from it however you are reminded of what has been. Gain +2 history. [Minotaur - Minotaur] Normal Minotaur As a minotaur you are a hardy creature. Your kind has seen many battles and have benefited from it. Gain +1 Fortitude Defense [Goliath Ogre (Fallen Ogre)] Fallen Ogre As an ogre you are feared by most on Ansalon. You have learned to wield this terror to your advantage. Gain +2 Intimidate [Eladrin Irda (High Ogre)] High Ogre or Irda As a high Ogre you have the blessings of the gods, and have not succumbed to the taint given to your people. You are an enlightened race. Gain +2 Arcana

3 [Dragonborn - Draconian] Baaz As a Baaz draconian you were bred for battle for the dark queen, as a result of this you have a toughness that few can rival. Gain +1 Fortitude Defense Kapak As a Kapak draconian you were bred for the more covert operations for the draconian army. As a result you have a knack for the subtleties of your environment. Gain +2 Stealth

4 Classes Cleric Fighter Paladin Divine or Martial Depending on Time Period Good Knights of Solamnia Neutral Knights of Steel Evil Knights of Neraka (Takhisis) Ranger Rogue Warlock Arcane Evil Aligned Black Robed Wizard only. Warlord Wizard Arcane Neutral Aligned - Red Robed Wizard only. Avenger Barbarian

5 Bard Druid Invoker Arcane Good Aligned White Robed Wizard Only. Shaman Sorcerer Arcane Renegade Sorcerer Only Warden Ardent Battlemind Monk Psion Runepriest Seeker

6 House Rules Moon magic Solinari Invokers Lunitari- Wizards Nuitari - Warlocks Gain +1 attack at High Sanction and a -1 at Low Sanction. In addition to this when your moon is in conjunction with another moon gain +1 to attack. If all 3 moons are in conjunction gain +2 to attack. Conjunction and High/Low sanction are cumulative. (ex. If your moon is at High Sanction and in conjunction with another moon, you gain +2. If your moon is at low sanction and in conjunction with another moon you gain no bonus. If your moon is at high sanction and in conjunction with the other 2 moon, also known as the Night of the Eye, you gain +3 to your attack. In addiction if your moon is at High Sanction you gain +5 to ritual casting and on the Night of the Eye (all 3 moons at high sanction in conjunction) gain a +10 to ritual casting. Wizard Order saves Saves must be made when using daily powers as an order of high sorcery due to the endurance of the body while taking the test. The use of a second wind can be used to counter act a failed save. 1 st failed save Dazed 1 Round 2 nd failed save Weakened 3 rd Failed save Unconscious

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