True20 Dragonlance
From Tab Wiki
The following is a work-in-progress conversion of the Dragonlance setting to the True20 system.
House Rules & Optional Rules
The True20 Dragonlance conversion uses the house rules presented on the True20 House Rules page.
Altered Feats & Skills
Several feats have been altered to be better balance and fit the Dragonlance setting.
- Computers: This skill is not relevant to the Dragonlance setting and therefore does not exist.
New Feats
The following new feats are available in a Dragonlance campaign.
Racial Feats
Racial feats are feats that are only available to characters with a background that grants the feat as a favored feat.
Coordinate (General)
Prerequisite: Charisma +1
On a successful aid action you grant an additional +2 bonus on top of what you otherwise would.
Cornered Rat (Racial)
Prerequisite: Gully Dwarf
On your action following an Intimidate check against you or round during which you made a Diplomacy check, you gain +2 on attack rolls. This can catch foes by surprise and they must make a a Sense Motive check DC 5 + 1/2 your level or lose their dodge bonus to defense.
Favor (General)
Prerequisite: Contacts
You have the ability to call in favors from those you know. In order to do this, you need to have a means of contacting those you will call in a favor from and make a Favor check: a level check. The DCs of the check vary with the scope of the favor, ranging from 10 (a simple favor) to 25 (a dangerous or expensive favor). You cannot take 10 or 20 on this check. This ability may be used a number of times per session equal to the character's level divided by 4 (minimum 1). Furthermore, the GM has the final say in what sorts of favors you can call in on and will not allow favors that are disruptive to the campaign.
Honorbound (General)
You have sworn an oath of honor (such as the Solamnic Oath & Measure) and value your honor greatly. This grants you a +2 circumstance bonus on any saving throw where failing would result in breaking an oath or sworn duty.
Special: You must continue to obey your sworn oaths or you will lose the benefit of this feat until atoned for (GM's discretion).
Hulking Brute (Racial)
Prerequisite: Minotaur or Half Ogre, 1st Level Only
You are treated as large for the purposes of grapples, bull rushes and trips. You are also treated as large when determining of a monster's attack will work on you (such as swollow whole or improved grab).
Inspire Pity (Racial)
Prerequisite: Gully Dwarf
You gain +5 to your Diplomacy rolls vs. the target to convinve her to let you live or go unharmed.
Knighthood Initiation (Warrior)
Prerequisite: Honorbound
You gain contacts and a place in the Knighthood's hiearchy. You can call on the Knighthood for favors (as per the Connected feat). You are expected to live by the Solamnic code and consequently must obey sworn oaths (as per the Honorbound feat). Any violation that would cause you to lose the benefits of the Honorbound feat also make you lose the benefits of this feat. Finally, as a member of the Knighthood, you are known far and wide, granting you a +2 bonus to Reputation.
Resist Dragonfear (General)
You gain a +4 bonus on Will saves vs. dragons' frightful presence ability.
Spear of Demise (Warrior)
When you ready a spear or spear-like weapon against a charge, you gain +4 to attack on your attack roll with it.
Test of High Sorcery (Adept)
Prerequisite: Power (High Sorcery)
You have taken and passed the Test of High Sorcery. You are now a full member of the Wizards of High Sorcery and your magic has become aligned with one of the moons of magic. From now on, whenever your moon is in high sanction, you receive +1 to power checks and resulting fatigue saves, and a -1 when your moon is in low sanction. In addition, when your moon is aligned with another moon, you receive an additional +1, +2 if all three moons are aligned (a Night of the Eye). As a member of the Wizards of High Sorcery you will not be hunted down as a renegade maguc and can call upon the Wizards of High Sorcery for favors (as per the Connected feat). However, you must also take the wizard's Oath; as part of the oath you cannot from here on out wear any armor or use any weapon beyond a dagger or quarterstaff.
Tower Resources (Adept)
Prerequisite: Test of High Sorcery
Gain a magic item attainable to you through the Wizards of High Sorcery (GM's discretion) with a purchase DC up to your wealth bonus +15.
Power: High Sorcery
High sorcery is drawn from the three moons of magic. It functions mechanically just like the generic adept powers in the book, except for the following:
- High Sorcery is Intelligence-based.
- Drawback: Armor and Shields give their Toughness bonus as penalty to all spellcasting checks and casting fatigue saves.
- High sorcerers must spend an 5 minutes/power each day preparing their spells otherwise they cannot use their spells the next day.
- High sorcerers cannot learn the Computer Link, Cure, Cure Blindness/Deafness, Cure Disease, Cure Poison or Imbue Life powers.
- Casting Mastery: Characters who have High Sorcery at first level have the following Core Ability. By spending a Conviction a high sorcerer may "take 20" on a casting roll. This may even be done after the roll has been made, but before the results have been announced. This is not considered a "natural 20" for the purposes of critical hits and so on.
Note: The Wizards of High Sorcery claim a monopoly over all powerful High Sorcery powers. Mechanically, once a character's Power Rank reaches 9+ and users of High Sorcery continue to throw around their spells, they may attract the attention of a Wizard of High Sorcery who may attempt to force them to take the Test of High Sorcery.
Power: Devotion
Devotion is divine magic, drawn from the gods. It functions mechanically just like the generic adept powers in the book, except for the following:
- Devotion is Wisdom-based.
- Drawback: Practitioners of Devotion must live their deity's teachings each day. Discuss this with the GM to work out what all is involved. Each minor sin you commit gives -1 to casting rolls for the next day. Each moderate sin gives -2 and each major sin gives -3.
- Devotion users must spend 5 minutes/power each day praying for their spells otherwise they cannot use their spells the next day.
- Devotion users cannot learn the Apport, Computer Link, Elemental Blast, Scrying or Teleport, in addition to 3 additional powers forbidden by the devotion user's deity.
- Divine Aspects: Characters who have Devotion at first level have the following Core Ability. The player gets to pick two Divine Aspects (True20 Companion page 33), as befitting their deity, for their character to possess.
Power: Gnomish Tinkering
Gnomish thinkering is not really magic, but a form of fantasy technology. It functions mechanically just like the generic adept powers in the book, except for the following:
- Gnomish Tinkering is Intelligence-based.
- Drawback: Gnomish Tinkers cannot use their powers without the devices that create their effects. Such devices can be stolen or snatched away in combat with the usual disarm rules. Lost devices take a day to replace.
- Gnomish Tinkerers must spend 5 min/power each day performing maintenance on their devices each day otherwise they cannot use their powers the following day.
- Gnomish Tinkers cannot learn the Cure, Imbue Life, Nature Reading, Severance, Teleport or Visions powers.
- The Talent: Characters who have Gnomish Tinkering at first level have "The Talent" core ability, as do standard adepts.
Note: Gnomish devices are bulky, have too many moving parts and take a lot of winding, level-turning and running back and forth to make sure they don't blow up, and to maintain the boiler pressure. The fatigue save for powers represents this fatiguing aspect of gnomish tinkering.
Backgrounds
The following backgrounds are available for player characters.
Large Heroes
Heroes that have the size category large gain the following:
- -1 to Combat Bonus due to large, clumsy size.
- -4 to Stealth checks due to large, clumsy body.
- +1 bonus to Toughness saves.
- Can carry twice as much as medium hero.
- Generally moves four thirds as fast as medium hero.
Human
- Ability Adjustments: None.
- Bonus Feat: Humans gain one bonus feat at 1st level out of the list of feats available for the hero’s role.
- Bonus Skill: The hero gains one bonus known skill at 1st level, in addition to those gained for the hero’s role and Intelligence.
- Favored Feats: Choose any two feats as the hero’s favored feats. These feats are available to the hero regardless of role.
Hill Dwarf
- Ability Adjustments: +1 Constitution, –1 Charisma
- Bonus Feats: Great Fortitude, Night Vision, Talented (Craft and Search)
- Favored Feats: Diehard, Favored Opponent (goblins or giants)
Gully Dwarf
- Small Humanoid
- Ability Adjustments: +1 Dexterity, +2 Constitution, -2 Intelligence, –1 Charisma
- Bonus Feats: Second Chance (Poison) and Second Chance (Disease)
- Bonus Skills: Survival and Stealth
- Favored Feats: Cornered Rat, Inspire Pity
Ogre
- Large Humanoid
- Ability Adjustments: +2 Strength, +1 Constitution, -2 Intelligence, -1 Charisma
- Bonus Feats: Great Fortitude and Night Vision
- Bonus Skills: Intimidate and Notice
- Favored Feats: Rage and Tough
Half Ogre
- Ability Adjustments: +1 Strength, -1 Intelligence.
- Bonus Feat: One feat of player's choice.
- Bonus Skill: One skill of player's choice.
- Favored Feats: Hulking Brute and Rage
Kagonesti
- Ability Adjustments: +1 Dexterity, -1 Intelligence
- Bonus Feats: Night Vision and Animal Empathy
- Bonus Skills: Handle Animal and Survival
- Favored Feats: Favored Opponent (Undead, Construct, Plant, Animal or Supernatural Beast) and Skill Mastery (Survival, Handle Animal, Notice and Stealth)
Qualinesti
- Ability Adjustments: +1 Dexterity, –1 Constitution
- Bonus Feats: Night Vision, Talented (Notice and Search), Weapon Training
- Favored Feats: Skill Mastery (Diplomacy, Sense Motive, Notice and Search) and Inspire (Courage or Competence).
Silvanesti
- Ability Adjustments: +1 Dexterity, +1 Intelligence, –1 Constitution, -1 Charisma
- Bonus Feats: Night Vision, Talented (Notice and Search), Weapon Training
- Favored Feats: Choose one supernatural power (treat the total level as the adept level for this power).
Half Elf
- Ability Adjustments: None
- Bonus Feats: Night Vision, Talented (Notice and Search)
- Bonus Skill: One skill of player's choice.
- Favored Feats: As the half elf's home culture (either elf parent or the human parent).
Kender
- Small Humanoid
- Ability Adjustments: +1 Dexterity, -1 Wisdom
- Bonus Feats: Lucky, Second Chance (Fear)
- Bonus Skills: Disable Device and Sleight of Hand
- Favored Feats: Fascinate (Bluff), Evasion
Tinker Gnome
- Small Humanoid
- Ability Adjustments: +1 Dexterity, +1 Intelligence, -1 Strength, -1 Wisdom
- Bonus Feats: Skill Training, Iron Will
- Bonus Skills: Craft (any) and Knowledge (any)
- Favored Feats: Improvised Tools, Master Plan
Goblin
- Small Humanoid
- Ability Adjustments: +1 Dexterity, -1 Strength
- Bonus Feats: Night Vision and Improved Speed
- Bonus Skills: Stealth and Ride
- Favored Feats: Sneak Attack and Seize Initiative
Hobgoblin
- Ability Adjustments: +1 Dexterity, +1 Constitution, -1 Wisdom, -1 Charisma
- Bonus Feats: Night Vision and Assessment
- Bonus Skills: Stealth and Notice
- Favored Feats: Sneak Attack and Tough
Bugbear
- Ability Adjustments: +1 Strength, +1 Dexterity, -1 Wisdom, -1 Charisma
- Bonus Feats: Night Vision and Great Fortitude
- Bonus Skills: Stealth and Climb
- Favored Feats: Evasion and Tough
Minotaur
- Ability Adjustments: +1 Strength, -1 Charisma
- Bonus Feats: Improved Strike and All-Out Attack
- Bonus Skills: Intimidate and Swim
- Favored Feats: Spirited Charge and Hulking Brute
Irda
- Ability Adjustments: +1 Intelligence, +1 Charisma, –1 Strength, -1 Constitution
- Bonus Feats: Skill Focus (Disguise) and Low Profile
- Bonus Skills: Knowledge (Supernatural) and Disguise
- Favored Feat: Change Shape (a creature ability, can be taken as a feat)
Heroic Paths
Heroic paths are possible routs of character advancement you can take that make up a particular archetype. Heroic paths are optional, but can serve as a good guideline on how to build a certain character concept. Three example character paths are below. Other possible paths include: Barbarian, Bard, Fighter, Gnomish Tinker, Noble, Mariner, Ranger and Rogue.
Wizard of High Sorcery
Role: Adept
Qualities: Good save (Will), Power (High Sorcery)
Starting Skills: Concentration, Craft (any), Knowledge (Supernatural), Language (Magius)
Starting Feats: Enhanced Senses, Familiar, Light Shaping, and Second Sight
| Level | Feat |
| 2 | Cold/Fire/Water/Wind Shaping |
| 3 | Elemental Weapon |
| 4 | Enhance Ability |
| 5 | Test of High Sorcery |
| 6 | Blink |
| 7 | Elemental Blast |
| 8 | Body Control |
| 9 | Manipulate Object |
| 10 | Elemental Resistance |
| 11 | Phase |
| 12 | Widen Power (Elemental Blast) |
| 13 | Flesh-Shaping |
| 14 | Move Object |
| 15 | Supernatural Focus (Elemental Blast) |
| 16 | Scrying |
| 17 | Teleport |
| 18 | Empower |
| 19 | Self-Shaping |
| 20 | Apport |
Solamnic Knight
Role: Warrior
Qualities: Good save (Fort)
Starting Skills: Knowledge (theology and philosophy), Notice, Ride, Sense Motive
Starting Feats: Armor Training (light), Armor Training (heavy), Honorbound, and Weapon Training
| Level | Feat |
| 2 | Favored Opponent |
| 3 | Lucky |
| 4 | Attack Focus (weapon) |
| 5 | Knighthood Initiation |
| 6 | Vehicular Combat |
| 7 | Attack Specialization (weapon) |
| 8 | Smite Opponent |
| 9 | Quick Draw |
| 10 | Spear of Demise |
| 11 | Overrun |
| 12 | Cleave |
| 13 | Seize Initiative |
| 14 | Favored Opponent (+4/+2) |
| 15 | Improved Initiative |
| 16 | Spirited Charge |
| 17 | All-Out Attack |
| 18 | Improved Critical |
| 19 | Great Cleave |
| 20 | Favored Opponent (+6/+3) |
Heathen/Convert Cleric
Role: Adept
Qualities: Good save (Will), Power (Devotion)
Starting Skills: Concentration, Diplomacy, Knowledge (supernatural), Knowledge (theology and philosophy)
Starting Feats: Armor Training (light), Armor Training (heavy), Dedicated, and Shield Training
| Level | Feat |
| 2 | Attack Focus (weapon) |
| 3 | Cure |
| 4 | Second Sight |
| 5 | Ward |
| 6 | Truth-Reading |
| 7 | Drain Vitality |
| 8 | Combat Sense |
| 9 | Improved Defense |
| 10 | Iron Will |
| 11 | All-Out Attack |
| 12 | Skill Focus (Concentration) |
| 13 | Improved Defense (+8) |
| 14 | Visions |
| 15 | Accurate Attack |
| 16 | Supernatural Focus (Ward) |
| 17 | Startle |
| 18 | Imbue Life |
| 19 | Empower |
| 20 | Harm |
Languages
There are more languages on Ansalon than can be easily counted, but the most common languages are as follows: Common, Draconic, Dwarven, Silvanesti, Qualinesti, Dargi, Kangonesti, Abanasian, Ergot, Ice Folk, Solamnic, Khur, Nerakese, Nordmaarian, Goblin, Kothian, Ogre, Gnomish, Irda, Kenderspeak, Gullytalk, Sylvan.
