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JadedDM
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Dragonlance Kits

Post by JadedDM »

After a recent discussion in the OOC thread in Chronicles, I got to thinking about kits.

There are a number of class variants in the Tales of the Lance book, and most of them are downright byzantine in structure. The Knights of Solamnia are particularly bad. It involves a very complicated mess of dual-classing from Fighter to Knight of the Crown, and so on. Each knighthood having their own XP tables...that goes for the wizards and clerics, too.

All in all, it's a big giant mess, and I generally ignore it.

But then I got to thinking, wouldn't it be much simpler to just use kits instead of class variants? If a fighter is inducted into the knighthood, for instance, then he just takes the Knight of Solamnia kit. When a wizard takes his Test, he takes the Wizard of High Sorcery kit. And so on. That seems so much easier!

So because I have nothing but free time, I thought I'd open this thread (here in the general forums, since I have three Dragonlance games at the moment, and I couldn't decide which was the most appropriate to have this discussion), and start working on these kits for future use in my games.

What should be made into a kit? Here are some ideas:

Knight of Solamnia
Knight of Takhisis
Barbarian (Plainsman, Icefolk, etc.)
Cavalier
Mariner
Wizard of High Sorcery
Holy Order of the Stars
Kender Handlers
Con Artist (Prestidigitator)
Gnomish Tinkerers
Nobles

It may be also possible to convert some of the Dragonlance-specific 3E prestige classes into kits, as well, although they'd have to be toned down a bit.

What do you guys think? Am I missing anything? Are there any other possibilities of kits that can be adopted or outright created with Dragonlance in mind?
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Re: Dragonlance Kits

Post by Jenara »

The Wizards would need to be separated into the 3 orders of course, and the clerics would need the "right" spheres... But The DL Adventures book has that covered.

What would I add?? You have most of it covered, the only thing I would suggest is something for the Gully Dwarves, who you have guessed are close to my heart (look at Magpie!) not sure what though.

Great idea, really good, handling the Knights for instance in a game is awkward, and what you are proposing is pretty much a 3e idea.
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Re: Dragonlance Kits

Post by JadedDM »

Gully dwarves, gully dwarves...hmm, that will require some thought.

One of the problems with Dragonlance is that a lot of the races are stereotyped in such a way that all of them are pretty much the same. Most kender are just clones of Tasslehoff, for instance. Gully dwarves are much the same way. I would like to come up with a kit or two for them, though, to help break the template, as it were. (Same with the other races, too, for that matter.)

I'm not sure what kind of kits could be applied to gully dwarves, but I'll do some research and see what I can come up with.
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Re: Dragonlance Kits

Post by Jenara »

I hope Locky manages to break the Tas sterotype on occasion!!

And yes, I was hoping that Magpie could rise beyond her upbringing tooo!!
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Re: Dragonlance Kits

Post by JadedDM »

I went ahead and started with a kit for Knights of the Crown. If all goes well, perhaps Erastin can take it if he finds the missing Brightblade sword!

Please tell me what you think!

================

Knight of the Crown kit

Notes: This kit is for fighters only. Anyone who joins the Order of the Crown must take this kit.

Requirements: The character must be a human fighter. Women can become knights, but they have a great deal of prejudice to overcome in the process. After the War of the Lance, the knighthood begins accepting half-elves, as well. Knights of the Crown require a Strength score of 10, Dexterity of 8, Constitution of 10, Intelligence of 7, and Wisdom of 10 or higher. He must be Lawful Good.

Description: Loyalty and obedience epitomize the Knights of the Crown.

Loyalty is unquestioning faithfulness to the cause of a higher power. Knights of the Crown view loyalty as a tribute to be justly and voluntarily rendered. The Order of the Crown is loyal to the order’s founding god, Habbakuk, to those who suffer under evil’s weight, and to rulers who, by decree of the Knightly Council, deserve the knights’ loyalty and protection. Only rulers who follow the tenets of Good are deserving—politics does not sway this decision. The list of approved rulers is called the List of Loyalty.

Obedience is the practical manifestation of loyalty. A Knight of the Crown must unquestioningly obey those on the List of Loyalty.

The specific responsibilities of a Knight of a Crown include tithing income, aiding any knight who requires help, and service to the nations on the List of Loyalty.

All who wish to become Solamnic Knights must first enter the knighthood as squires of the Knights of the Crown, regardless of which order the knight intends to eventually join.

Candidates for Solamnic Knighthood must be sponsored by an established knight (at least 5th level). The sponsor must be in good standing with one of the three orders. After the candidates are presented to a Knightly Council, they vow allegiance to the honor and ideals of the knighthood, to the causes of the Order of the Crown, and to the order itself.

If the attending knights unanimously agree and no one questions the candidates’ honor, then all are accepted into the knighthood as squires. Those whose honor is questioned are interviewed separately after the other candidates are sworn in. If the question of honor is dismissed, the candidate is sworn in normally. If not, the candidate is dismissed until the question of honor is satisfied.

Role: Crown Knights are the first tier of the Knighthood and perhaps the very backbone, as well. In a party of adventurers, they can be of great use; however, their strict code of honor may prove a hindrance to less ethical groups. Crown Knights make excellent infantry and cavalry units in battle, but unlike the other two orders, they receive no spellcasting abilities whatsoever.

Weapon Proficiencies: A Crown Knight is required to spend a slot on at least one lance and one sword. As fighters, they are allowed to specialize in one weapon. Recommended weapon proficiencies include horsemen’s weapons, daggers, spears and javelins.

Nonweapon Proficiencies: Crown Knights receive Land-based Riding for free. Recommended are Animal Handling, Heraldry, Healing, Reading/Writing, Blind-Fighting and Endurance.

Equipment: A Crown Knight must spend his initial money on at least two weapons—one sword and one lance.

Special Benefits: Crown Knights earn the following benefits.

Knightly Courage – A Crown Knight may add their Charisma’s reaction adjustment bonus (if positive) to their saving throws vs. any Fear effects.

Honorable Will – At 4th level, a Crown Knight may add their Charisma’s reaction adjustment bonus (if positive) to their saving throws against any charm or compulsion spells. His powerful sense of honor and loyalty to his order strengthens his will.

Aura of Courage – At 9th level, any and all henchmen or hirelings of the Crown Knight can apply the Crown Knight’s Charisma reaction bonus (if positive) to their morale checks. Any characters that fight alongside the Crown Knight get the same bonus to their saving throws vs. any Fear effects.

Special Hindrances: Crown Knights suffer from the following hindrances.

Cold Reception - Prior to the War of the Lance, and in some areas even afterward, Crown Knights suffer a -4 reaction adjustment penalty to certain people. Many blame the knighthood for the Cataclysm and see them as elitists who held up in their castles while the poor suffered, regardless of whether it’s true or not. Although the War of the Lance did a great deal in improving the knights’ reputation, there are some areas where knights are still not welcome, such as Khur and Neraka, where these penalties will still apply.

Honor-Bound - If a Knight of the Crown ceases to be lawful good, willingly commits an evil act, or grossly violates the Oath or the Measure, he will immediately lose all benefits this kit grants. Furthermore, if his actions are discovered, he might face trial by the Knightly Council. If found guilty, possible sentences include being stripped of knighthood or even execution (in which the knight’s throat is slit by his own sword).

Wealth Options: Crown Knights start with the standard 5d4x10 steel coins that all fighters receive.
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Re: Dragonlance Kits

Post by JadedDM »

I went ahead and wrote up a kit for Knights of the Sword, too. I added my own touches to them. I didn't want them identical to paladins, because...well, then why play a paladin, right?

=========

Knight of the Sword kit

Notes: This kit is for fighters only. Anyone who joins the Order of the Sword must take this kit.

Requirements: The character must be a human fighter. Women can become knights, but they have a great deal of prejudice to overcome in the process. After the War of the Lance, the knighthood begins accepting half-elves, as well. Knights of the Sword require a Strength score of 12, Dexterity of 9, Constitution of 10, Intelligence of 9, and Wisdom of 13 or higher. He must be Lawful Good.

Description: Knights of the Sword act as warriors for the gods of Good, upholding the purest ideals of heroism and courage.

Heroism is self-sacrificial fight for the cause of Good. Heroic deeds include strengthening the weak, enriching the poor, freeing the enslaved, exonerating the falsely accused, championing the defenseless, and aiding fellow knights in need.

Courage is readiness to die honorably in the fight for Good. Courageous acts include facing evil fearlessly, defending the honor of the knighthood, defending the honor of a fellow knight, and protecting the defenseless and weak.

A Knight of the Sword must surrender all personal wealth to the knightly coffers (save what is needed for upkeep), pay homage to Kiri-Jolith and the gods of Light each day, eagerly engage evil opponents in combat (not retreating regardless of the enemy’s strength), protect the weak and defenseless, and forswear use of knightly powers for unrighteous reasons.

Upon completing duties as a Squire of the Crown (gaining enough experience to be 3rd level), a knight may continue in that order or apply to the Order of the Sword. Knights who wish to become Knights of the Rose must first serve in the Order of the Sword. The applicant must seek out an established Knight of the Sword (at least 7th level) to apply to the order.

In addition, each candidate for the Order of the Sword must complete a quest that promotes the cause of the order. The quest must be a witnessed (or otherwise verifiable) deed of heroism that exemplifies knightly honor and goodness. The quest must include a 30-day and 500 mile journey, the restoration of something that was lost, single combat with an evil and equally matched (same level or HD) opponent, and three tests of wisdom, one of generosity, and one of compassion.

After the quest is completed, the knight appears before a Knightly Council, telling of the quest and presenting evidence and testimony. If the presiding High Clerist (level 11) finds the tale and deed acceptable, the candidate takes the Oath. If the High Clerist is not available, another high-ranking Sword Knight (level 9 or higher) can preside. Otherwise, the matter is tabled until a lawful council can convene.

Knights of the Sword honor the True Gods, learning clerical disciplines. Through these disciplines, Knights of the Sword receive from the gods magical healing abilities, limited foresight and prophecy. Before the Cataclysm, these special abilities made Sword Knights a welcome sight in ravaged cities. Now, the knights’ powers are often considered sorcery and punished by death.

Role: Sword Knights are the second and middle tier of the Knighthood and often provide the best warriors to the order. In a party of adventurers, they function very similarly to paladins. They are great infantry and cavalry, but also can heal and use divine powers to aid companions fight off evil.

Weapon Proficiencies: A Sword Knight is required to spend a slot on at least one lance and one sword. As fighters, they are allowed to specialize in one weapon. Recommended weapon proficiencies include horsemen’s weapons, daggers, spears and javelins.

Nonweapon Proficiencies: Sword Knights receive Land-based Riding for free. Recommended are Animal Handling, Heraldry, Healing, Reading/Writing, Blind-Fighting and Endurance.

Equipment: A Sword Knight must spend his initial money on at least two weapons—one sword and one lance.

Special Benefits: Sword Knights earn the following benefits.

Divine Spellcasting - Knights of the Sword gain clerical spells by spending a holy day in fasting and prayer (starting at 6th level). When a knight joins the order, he selects a holy day, designating it for worship and meditation. During devotions on that day, the knight asks his god for that week’s powers. Like normal clerics, the spells remain with the knight until used. Once used, the knight can regain the spells only on the appointed holy day.

Turn Undead – The same as a paladin of the same level.

Aura of Protection – A Sword Knight projects a 10’ foot radius aura that causes all summoned and evil creatures to suffer a -1 penalty to attack rolls.

Special Hindrances:

Sabbath - During the holy day (mentioned under Divine Spellcasting), the knight cannot do battle, earn profit, or speak harshly to anyone. The knight cannot travel unless in silence, and must spend three hours in solitude and meditation. The books of the Measure claim that no beast will attack a Sword Knight on a holy day as long as the knight remains true. Those who break their vows have twice the likelihood of evil encounters that day, unless the knight atones, performing a service for the temple of his god.

Cold Reception - Prior to the War of the Lance, and in some areas even afterward, Sword Knights suffer a -4 reaction adjustment penalty to certain people. Many blame the knighthood for the Cataclysm and see them as elitists who held up in their castles while the poor suffered, regardless of whether it’s true or not. Although the War of the Lance did a great deal in improving the knights’ reputation, there are some areas where knights are still not welcome, such as Khur and Neraka, where these penalties will still apply.

Honor-Bound - If a Knight of the Sword ceases to be lawful good, willingly commits an evil act, or grossly violates the Oath or the Measure, he will immediately lose all benefits this kit grants. Furthermore, if his actions are discovered, he might face trial by the Knightly Council. If found guilty, possible sentences include being stripped of knighthood or even execution (in which the knight’s throat is slit by his own sword).

Wealth Options: Sword Knights start with the standard 5d4x10 steel coins that all fighters receive.
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Re: Dragonlance Kits

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Knight of the Rose kit

Notes: This kit is for fighters only. Anyone who joins the Order of the Rose must take this kit.

Requirements: The character must be a human fighter of noble birth. Women can become knights, but they have a great deal of prejudice to overcome in the process. After the War of the Lance, the knighthood begins accepting half-elves and commoners, as well. Knights of the Rose require a Strength score of 15, Dexterity of 12, Constitution of 15, Intelligence of 10, and Wisdom of 13 or higher. He must be Lawful Good.

Description: The Order of the Rose embraces honor guided by justice and wisdom. Honor is allegiance to one’s Oath to defend the cause of good. Honorable deeds include sacrificing oneself for the sake of others, refusing to surrender to or ally with an evil foe, defending the knighthood to the death, protecting the lives of fellow knights, and living true to the Oath in all matters.

Justice is the heart of the Measure and the soul of a Rose Knight: to render to everyone—creature, person, or god—his or her due. Just acts include aiding those who are less fortunate, donating all wealth to the knightly coffers (except what is needed for personal or parochial upkeep), worshipping and obeying Paladine and the gods of Light, fighting injustice with courage and commitment, and seeing that no life is wasted or sacrificed in vain.

Wisdom is the prudent use of one’s abilities and resources to uphold honor and render justice.

When a Sword Knight’s initial training is complete (has enough experience to be 4th level), he may choose to either remain a Sword Knight or apply to the Order of the Rose. An applicant must appear before a Rose Knight Council at which a high-ranking Knight of the Rose (at least 9th level) presides.

To join the order, a supplicant must appear in council before the presiding High Justice. There, the Knight must tell the tale of his family and lineage, as well as his deeds of honor. Afterward, the Council meets in private and determines whether to accept or reject the petition.

A candidate who passes these examinations is assigned a quest to prove loyalty to the order and its cause. The quest must include a 30-day and 500-mile journey, the restoration of something that was lost, defeat an evil and more powerful opponent, and one test of wisdom, three of generosity, and three of compassion. The completion of these tasks must be witnessed or evidenced. A candidate who returns and tells of the quest is judged before a council of the Order of the Rose. If the quest and candidate are found fitting, the person becomes a Knight of the Rose.

Role: Rose Knights are the third and final tier of the Knighthood. They are also considered the most powerful. In a party of adventurers, they function very similarly to paladins. They are great infantry and cavalry, but also can heal and use divine powers to aid companions fight off evil.

Weapon Proficiencies: A Rose Knight is required to spend a slot on at least one lance and one sword. As fighters, they are allowed to specialize in one weapon. Recommended weapon proficiencies include horsemen’s weapons, daggers, spears and javelins.

Nonweapon Proficiencies: Rose Knights receive Land-based Riding for free. Recommended are Animal Handling, Heraldry, Healing, Reading/Writing, Blind-Fighting and Endurance.

Equipment: A Rose Knight must spend his initial money on at least two weapons—one sword and one lance.

Special Benefits: Rose Knights earn the following benefits.

Divine Spellcasting - Knights of the Rose gain clerical spells each day (starting at 6th level).

Turn Undead – The same as a paladin of the same level.

Aura of Protection – A Sword Knight projects a 10’ foot radius aura that causes all summoned and evil creatures to suffer a -1 penalty to attack rolls.

Detect Evil – As per the paladin ability.

Divine Grace – As with the paladin ability, Rose Knights receive a +2 to all saving throws.

Fearlessness – Knights of the Rose are immune to all magical fear, even dragonfear.

Special Hindrances:

Cold Reception - Prior to the War of the Lance, and in some areas even afterward, Rose Knights suffer a -6 reaction adjustment penalty to certain people. Many blame the knighthood for the Cataclysm and see them as elitists who held up in their castles while the poor suffered, regardless of whether it’s true or not. Although the War of the Lance did a great deal in improving the knights’ reputation, there are some areas where knights are still not welcome, such as Khur and Neraka, where these penalties will still apply.

Honor-Bound - If a Knight of the Rose ceases to be lawful good, willingly commits an evil act, or grossly violates the Oath or the Measure, he will immediately lose all benefits this kit grants. Furthermore, if his actions are discovered, he might face trial by the Knightly Council. If found guilty, possible sentences include being stripped of knighthood or even execution (in which the knight’s throat is slit by his own sword).

Wealth Options: Rose Knights start with the standard 5d4x10 steel coins that all fighters receive.
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Re: Dragonlance Kits

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Further thoughts...

The barbarian doesn't really need a kit. If someone wants to play a classic D&D barbarian (i.e., a berserker), they can take the Berserker kit in the Fighter's Handbook.

The Cavalier class given in the Tales of the Lance sourcebook is almost word-for-word identical to the kit given in the Fighter's Handbook. So I'll just use that kit. Which means no point in me writing it up.

And as for Wizards of High Sorcery, I've decided they'll just work like standard mages but with their powers affected by the moons. I don't see the point of all of the school restrictions that come with it in TotL. White Robes can't use Necromancy? Black Robes can't use Illusions? That just all seems very unnecessary and overly-restrictive to me.

As there are no mariners or KoT in any of my games at the moment, I'm going to work on Holy Orders of the Stars next.
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Re: Dragonlance Kits

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Holy Order of the Stars

Rather than writing out a whole kit, or trying to come up with specialty priest class for each of the 18 churches (which I said before, I don't care for), I've come up with another system.

For priests, I'm going to use the standard cleric and druid classes. Followers of Chislev, Habbakuk and Zeboim can use the standard druid class, and the cleric class for everyone else. The difference is that I'll allow one extra special granted power for each religion instead. This is a nice compromise between the generic feel of the standard cleric/druid classes and the complexity of the specialty priest classes.

I'll start with the Gods of Light.

Paladine - Smite Evil
This works exactly like the 3E paladin ability of the same name. A cleric of Paladine may use this ability once per day for every five levels against an evil opponent. It's a normal attack, but they can add their CHA reaction adjustment bonus to their attack roll (if it's positive) and their level to their damage roll. If the ability is used against a good or neutral aligned character, the smite has no effect, but the ability is still used up for that day.

Mishakal - Lay on Hands
Just like the paladin ability. A cleric of Mishakal may heal a person by laying hands upon them for a total of twice their level in HP, once a day.

Majere - Unarmed Combat
A priest of Majere receives all of the benefits of the Fighting-Monk kit in the Priest's Handbook. They get two free WP slots to devote to specialization of unarmed combat (punching, wrestling or martial arts). He also gets crossover for NWPs in all five groups (general, priest, rogue, warrior and wizard). Furthermore, he can continue to specialize in unarmed combat as he levels up. For every additional WP devoted to unarmed combat, he gets a +1 to hit, +1 to damage, and +1 chart bonus.

Kiri-Jolith - Incite Berserker Rage
Priests of Kiri-Jolith can inspire any warrior class into a battle frenzy. It lasts 6 turns and the priest can use it as much as he wants, but he may only cast it on a specific warrior once a day. This is not the same as the standard Berserker Rage found in the Berserker kit. It's much weaker. It grants the warrior a +2 to hit and damage and prevents the warrior from fleeing. Once the battle is over, the rage ends and there are no penalties, but he cannot be incited again for that day, even if a second priest of Kiri-Jolith were to try.

Habbakuk - Charm Animal
This can only be used on real world animals (so no humanoids or fantastic creatures, like dragons, hydras, yeti, etc.). If can be used thrice a day, and works just like the spell Charm Person or Mammal.

Branchala - Fascination
A priest of Branchala can use this power exactly like the wizard spell Suggestion up to three times a day. If used against hostile creatures, it can only be used on one target at a time. If on non-hostile characters, however, it can affect a group equal in HD to the priest's level, doubled.
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Re: Dragonlance Kits

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Now the Gods of Darkness:

Takhisis - Smite Good
Same as the Smite Evil ability, but it works on good-aligned creatures instead of evil.

Sargonnas - Incite Berserker Rage
Same as the ability described under Kiri-Jolith.

Morgion - Cause Disease
Priests of Morgion can use this ability once a day. It works exactly like the spell of the same name.

Chemosh - Animate Dead
Priests of Chemosh can use this ability once a day. It works exactly like the spell of the same name.

Zeboim - Water Breathing
Druids of Zeboim can use this ability three times a day. It works exactly like the spell of the same name.

Hiddukel - Trickery and Lies
When attempting to sucker someone into a bad deal, a priest of Hiddukel gets a +5 to their reaction bonus, because they are so slick and persuasive. Furthermore, they receive a +5 to their saving throws against any divination spells, such as Detect Lie. For divination spells that don't allow a saving throw, like Clairvoyance or Detect Evil, treat the priest as if he has 25% Magic Resistance against them.
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Re: Dragonlance Kits

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This was the most difficult for me to work on, hence why it took two days: The Gods of Twilight:

Gilean - Bonus NWPS
Priests of Gilean receive a free NWP slot every single level up.

Sirrion - Fire Immunity
A priest of Sirrion is completely immune to heat and fire damage, even dragon's breath. They also have full access to the Elemental (Fire) sphere.

Reorx - Crafting Bonus
Clerics of Reorx get a +5 to any and all crafting proficiencies. Furthermore, they can start crafting magical items three levels earlier than normal.

Chislev - Plant Growth
Druids of Chislev can use the spell Plant Growth once a day.

Zivilyn - Prophecy
Priests of Zivilyn have the power to see the future, but only in cryptic, easy to misinterpret flashes of insight, as prophecy tends to do. They can try to deliberately induce these visions, or just take them as they come. Obviously, it's entirely up to DM fiat on whether anything useful comes from these visions, though.

Shinare - Binding Contracts
This power works in two days. First, any contract made between any parties that is blessed by a cleric of Shinare becomes binding in a supernatural sense. That is, if any party breaks the contract in any way, they are inflicted with a curse just like mentioned in the wizard spell, Bestow Curse. However, the effects of the curse are permanent until the offending party seeks atonement from a cleric of Shinare (preferably the one who made the contract binding). The second way this power can be used is when a cleric of Shinare enters any contract him or herself. While under contract, and while following that contract to the letter, they receive some bonuses, including an extra spell slot per level, a +1 bonus to all saving throws, and a +1 to effective caster level. However, if the contract is broken by the cleric, they fall from grace.
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Re: Dragonlance Kits

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Handler kit

Notes: None

Requirements: The character must be a kender thief to take this kit. No other requirements exist.

Description: Handlers—like artists of any stripe—are born, not bred. Handling is a state of mind—a kender state of mind. Though handlers live by purloining objects, they do not purloin objects to live.

Unlike thieves, handlers act not out of greed but out of distracted curiosity. It is curiosity that makes them pick a lock, eavesdrop on a conversation, and slip their hands into someone’s pocket. The more forbidden and protected an item is, the more curious the handler will be. Once the object is obtained and examined, however, it often loses interest to the handler, who will absent-mindedly lose it thereafter. Furthermore, a worthless but interesting object (e.g., a brass-coated statue), holds a handler’s attention far longer than a priceless but boring one (e.g., a platinum bar).

Role: A handler can fill the same position as a thief in an adventuring party, as they can pick locks, disarm traps, and make excellent scouts.

Weapon Proficiencies: None required.

Nonweapon Proficiencies: None required.

Equipment: Standard thief.

Special Benefits:

Light-fingered – When a handler picks someone’s pocket (rolls a pick pocket check), there is less of a chance that the victim will notice. The kender’s level is considered doubled when determining whether the keener was caught or not.

For instance, if a level 10 kender thief attempts to pick pocket a level 4 dwarf, he would be detected if he rolls higher than an 94 (100-(4x3) = 88+6 = 94). You subtract the victim's level (x3) from 100, then add the difference of the thief's level and the victim's level to the final score.

But for a kender handler of the same level, he will only be detected if he rolls a 00 on a 1d100 (100-(4x3) = 88+12 = 100).

Handler’s Luck – Handlers have a knack for getting into trouble. Fortunately, they have a knack for getting back out, too. A handler earns a +1 to all saving throws for every four levels of experience he has, up to a maximum of +5 at level 20.

Special Hindrances:

No Backstab – Handlers do not get the backstab ability common to all thieves.

No XP for money – Handlers do not earn additional XP for acquiring money.

Wealth Options: Standard 2d6x10 steel that all thieves receive.
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Re: Dragonlance Kits

Post by Breila »

JadedDM wrote:
For instance, if a level 4 kender attempts to pick pocket a level 1 dwarf, he would be detected if he rolls higher than an 88 (100-(4x3) = 88). But for a kender handler of the same level, he will only be detected if he rolls 76 or higher (100-(8x3) = 76).
There must be a mistake here somewhere. In the first example, the kender has a 13% chance of being caught, in the second example, the chance is 25%!
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JadedDM
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Re: Dragonlance Kits

Post by JadedDM »

Oh, oops. Yeah, guessed I messed that up.

(Also, people are reading this? Whew, I was thinking I was just talking to myself here. :lol:)

Okay, I see what I did. I was using the handler's level and not the victim. Let's try that again.

For instance, if a level 10 kender thief attempts to pick pocket a level 4 dwarf, he would be detected if he rolls higher than an 94 (100-(4x3) = 88+6 = 94). You subtract the victim's level (x3) from 100, then add the difference of the thief's level and the victim's level to the final score.

But for a kender handler of the same level, he will only be detected if he rolls a 00 on a 1d100 (100-(4x3) = 88+12 = 100).
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Breila
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Re: Dragonlance Kits

Post by Breila »

I generally try to keep all icons on the "forums main" page blue. I don't have the time to keep up to date every day, but at some point, I'll read everything.
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