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[Let's Read] Dragonlance Campaign Setting
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<blockquote data-quote="Libertad" data-source="post: 6236132" data-attributes="member: 6750502"><p style="text-align: center"><img src="http://i.imgur.com/gIxoxRI.jpg?1" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Dragonlance Campaign Setting Chapter Two, Part Two: Classes & Feats</strong></p><p></p><p></p><p>In this section, we’ll be covering the last four non-organization Prestige Classes and the new feats for the campaign setting.</p><p></p><p></p><p><img src="http://i.imgur.com/N0OoBFC.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>The <strong>Dragon Rider</strong> is our first one. In ages long past dragons battled alongside humanoid warriors, bearing them as mounts and fighting in tandem. This tradition entered into recent history during the War of the Lance, on both sides with chromatic and metallic dragons alike.</p><p></p><p></p><p>The Prestige Class has some late level requirements: Base Attack bonus of +10, meaning you’ll have to be a single-classed warrior if you want all ten levels, must have ridden a dragon, and Leadership, Mounted Combat, and Resist Dragonfear feats. The BAB’s the only real steep entry, and like the Knights it sort of requires the player and DM to plan things out together with the “ride a dragon” prerequisite.</p><p></p><p></p><p>In terms of game mechanics this is an awesome class. First you get a dragon mount as a cohort, although there are restrictions: first they must be no older than an adult (such dragons are too arrogant to cooperate with humanoids as mounts), no younger than the young age category (still under the care of their parents and too immature), and not in opposition to the rider’s alignment. Said dragon must also be big enough to hold the rider (one size category larger), and must be treated as an equal as opposed to a dumb beast or minion. In exchange, a dragon gains bonus hit dice, strength, and natural armor as the rider gains levels in the class, and bonus feats. Also, a rider and mount over time can act on the same initiative (this is great!), gain telepathic communication with each other in line, and become immune to flanking attacks when riding as both cover their blind spots. Also, the more powerful dragon types as mounts are available at later levels; at 11th level the only choices are wyvern, and young white, brass, and black dragons, with juvenile and young adult dragons around 18th and 19th level.</p><p></p><p></p><p>I had a PC in one of my games take this, and for a time it seems as though he was on par with the spellcasters. The ability to engage in flight covers a lot of melee fighter’s shortcomings, plus the Tremendous Charge feat (new one I’ll cover later) with a lance really sends one’s damage soaring. There’s also the fact that dragons have minor spellcasting capability, so this is a really great martial PrC all-around.</p><p></p><p></p><p><img src="http://i.imgur.com/2Wtciyq.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>The <strong>Inquisitor</strong> is an all-around spy, investigator, and those who are experts at unearthing other people’s secrets. They’re really easy to enter, requiring ranks in 3 investigation-related skills (Sense Motive, Knowledge-Local, and Gather Information), a +3 BAB and a non-chaotic alignment. He’s like a Rogue but without offensive capabilities: the class grants trap sense and uncanny dodge progression, and their first ability is <em>Extreme Focus</em> which allows them to add their ranks in Concentration to a single Intelligence or Wisdom skill check once per day per Inquisitor level (a good one level dip), and he can apply a synergy bonus to a skill of his choice from a Knowledge skill they’re trained in. Their capstone 10th level ability grants a Sherlock Holmes-style Intuitive Logic, which replicates the <em>Divination</em> spell with an 80% chance of success. Honestly this class isn’t worth it aside from <em>Extreme Focus.</em></p><p></p><p></p><p><img src="http://i.imgur.com/bKirpdT.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>The <strong>Legendary Tactician</strong> is a leader of soldiers par excellence. The class’ iconic example is Laurana the Golden General, a PC from the original adventure path and book series, a Qualinesti elven princess who lead the Knights of Solamnia and other forces of Good against Takhisis’ army in the War of the Lance. The class has really easy pre-requisites: 4 ranks in Diplomacy, +5 Base Attack Bonus, the Leadership feat, and must have been involved in at least major skirmishes (at least ten people on each side), one of which must count as a defeat (why is failure necessary to become legendary?), and a group of at least five soldiers loyal to you. Trivial to earn with Leadership.</p><p></p><p></p><p>In terms of class features the Legendary Tactician grants buffs to his allies, such as inspire courage, rolling twice against fear-based effects, bonuses to Constitution checks on forced marches, and when retreating a morale bonus to Armor Class against attacks of opportunity. Only allies within a certain radius can be affected, usually either 30 feet per class level or just 30 feet for the higher-level abilities. It makes for a cool concept, but the bonuses are too small (usually +1) to matter unless they’re being stacked with a bunch of other bonuses.</p><p></p><p></p><p><img src="http://i.imgur.com/SUD1L7f.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>The <strong>Righteous Zealot</strong> is a fanatic to a certain cause, viewing themselves as saviors and hoping to recruit others to the fold and force their will upon the world. The iconic example is the last Kingpriest of Istar, pictured above, a man so consumed with wiping off Evil from the face of Krynn that he only brought about more suffering and misery and the destruction of his empire. The only pre-requisites are ranks in several social skills, with Concentration and Diplomacy being the only ones above 3 ranks (8 required, to be specific).</p><p></p><p></p><p>The class is meant for bards and clerics, but it doesn’t grant any spellcasting progression, limiting its usefulness severely. A Righteous Zealot’s signature ability is <em>Oration,</em> which is sort of like Bardic Music in that it’s a limited-use mind-affecting ability except that it’s based on Diplomacy instead of Perform. New oration abilities can be gained with levels, and include enthralling crowds to listen to you, bestowing the effects of a confusion spell through verbal obfuscation, instilling suggestions in the minds of enthralled people, and other enchantment-based spell effects (although this last one comes in really late, at 10th level). Other class features include bonuses to Leadership, against mind-affecting magic, add their Charisma modifier to a single saving throw, and reroll a single failed roll once per day at 10th level. This class is underpowered as the Orations can only be used once per day per level total, and when they come into play they can be replicated by lower-level spellcasters via spells. If you added a full casting progression then you might have something.</p><p></p><p></p><p>And that’s it for Prestige Classes. Flavor-wise my favorites are the Dragon Rider and the Knights of Solamnia, but when it comes to ones which I’d have the most fun playing they’d be Dragon Rider and Knight of the Thorn.</p><p></p><p></p><p style="text-align: center"><strong>Feats</strong></p><p></p><p></p><p>We don’t have many feats here, 13 to be exact, but the ones we do have a doozy, either ranging from “underpowered and highly situational” to “holy crap pick this one, PICK IT!”</p><p></p><p></p><p>The more ho-hum ones include <strong>Cornered Rat</strong> (for Gully Dwarves, gain +2 on an attack roll when someone Intimidates you), <strong>Honor-Bound</strong> (+2 on saves to avoid being forced to break an oath/promise/duty), and <strong>Resist Dragonfear</strong> (normal and Improved grant a stacking +4 bonus each on saves against a dragon’s Frightful Presence), and <strong>Spectacular Death Throes</strong> (for draconians, your death throes are more dangerous than normal, bad because it will never come into play until you die).</p><p></p><p></p><p>The rest of the feats are nifty and cool.</p><p></p><p></p><p><strong>Draconian Breath Weapon (and Improved),</strong> which grants you a 3d8/6d8 damaging line or cone attack of your draconic ancestor’s energy type. </p><p> </p><p><strong>Hulking Brute</strong> can be taken by Half-Ogres and Minotaurs, and you’re treated as Large when it’s advantageous for opposed rolls.</p><p></p><p></p><p><strong>Flyby Breath</strong> and <strong>Strafing Breath</strong> are for dragons, allowing them to use their breath weapon as a free action if they do nothing but move on their turn for the former, and the latter extending the area with increased mobility (covering their area up to half their fly speed in the latter one).</p><p></p><p></p><p><strong>Spear of Doom</strong> is a Fighter bonus feat which allows you to deal charge damage with a spearlike weapon if you ready against a charging opponent, while <strong>Tremendous Charge</strong> allows you to substitute your mount’s Strength bonus for damage instead of your own when making a mounted charge. Both have easy to meet pre-requisites, potentially at 1st-level! This last one is great when combined with a true dragon mount.</p><p></p><p></p><p>And our final feat, lest we forget, is a treat for spellcasters. <strong>Reserves of Strength</strong> allows a spellcaster to increase their Caster Level on a spell by 1-3 in exchange for being stunned for a like number of rounds as they draw upon their own force of will. These increased caster levels can extend beyond normal maximums, meaning that a 9th-level Wizard casting a Fireball spell can deal up to 12d6 damage. Naturally this has led to all sorts of min-maxing shenanigans. And if you’re somehow immune to being stunned you take damage instead.</p><p></p><p></p><p><em>Thoughts so far:</em> I enjoy the feats overall, as most of them are quite effective choices. I can’t say the same thing for the last 4 Prestige Classes, however. Only the Dragon Rider is not underpowered, and it’s the most interesting choice thematically for a Dragonlance campaign.</p><p></p><p></p><p><strong>Next time, Chapter Three: Magic!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 6236132, member: 6750502"] [center][img]http://i.imgur.com/gIxoxRI.jpg?1[/img] [b]Dragonlance Campaign Setting Chapter Two, Part Two: Classes & Feats[/b][/center] In this section, we’ll be covering the last four non-organization Prestige Classes and the new feats for the campaign setting. [img]http://i.imgur.com/N0OoBFC.jpg[/img] The [b]Dragon Rider[/b] is our first one. In ages long past dragons battled alongside humanoid warriors, bearing them as mounts and fighting in tandem. This tradition entered into recent history during the War of the Lance, on both sides with chromatic and metallic dragons alike. The Prestige Class has some late level requirements: Base Attack bonus of +10, meaning you’ll have to be a single-classed warrior if you want all ten levels, must have ridden a dragon, and Leadership, Mounted Combat, and Resist Dragonfear feats. The BAB’s the only real steep entry, and like the Knights it sort of requires the player and DM to plan things out together with the “ride a dragon” prerequisite. In terms of game mechanics this is an awesome class. First you get a dragon mount as a cohort, although there are restrictions: first they must be no older than an adult (such dragons are too arrogant to cooperate with humanoids as mounts), no younger than the young age category (still under the care of their parents and too immature), and not in opposition to the rider’s alignment. Said dragon must also be big enough to hold the rider (one size category larger), and must be treated as an equal as opposed to a dumb beast or minion. In exchange, a dragon gains bonus hit dice, strength, and natural armor as the rider gains levels in the class, and bonus feats. Also, a rider and mount over time can act on the same initiative (this is great!), gain telepathic communication with each other in line, and become immune to flanking attacks when riding as both cover their blind spots. Also, the more powerful dragon types as mounts are available at later levels; at 11th level the only choices are wyvern, and young white, brass, and black dragons, with juvenile and young adult dragons around 18th and 19th level. I had a PC in one of my games take this, and for a time it seems as though he was on par with the spellcasters. The ability to engage in flight covers a lot of melee fighter’s shortcomings, plus the Tremendous Charge feat (new one I’ll cover later) with a lance really sends one’s damage soaring. There’s also the fact that dragons have minor spellcasting capability, so this is a really great martial PrC all-around. [img]http://i.imgur.com/2Wtciyq.jpg[/img] The [b]Inquisitor[/b] is an all-around spy, investigator, and those who are experts at unearthing other people’s secrets. They’re really easy to enter, requiring ranks in 3 investigation-related skills (Sense Motive, Knowledge-Local, and Gather Information), a +3 BAB and a non-chaotic alignment. He’s like a Rogue but without offensive capabilities: the class grants trap sense and uncanny dodge progression, and their first ability is [i]Extreme Focus[/i] which allows them to add their ranks in Concentration to a single Intelligence or Wisdom skill check once per day per Inquisitor level (a good one level dip), and he can apply a synergy bonus to a skill of his choice from a Knowledge skill they’re trained in. Their capstone 10th level ability grants a Sherlock Holmes-style Intuitive Logic, which replicates the [i]Divination[/i] spell with an 80% chance of success. Honestly this class isn’t worth it aside from [i]Extreme Focus.[/i] [img]http://i.imgur.com/bKirpdT.jpg[/img] The [b]Legendary Tactician[/b] is a leader of soldiers par excellence. The class’ iconic example is Laurana the Golden General, a PC from the original adventure path and book series, a Qualinesti elven princess who lead the Knights of Solamnia and other forces of Good against Takhisis’ army in the War of the Lance. The class has really easy pre-requisites: 4 ranks in Diplomacy, +5 Base Attack Bonus, the Leadership feat, and must have been involved in at least major skirmishes (at least ten people on each side), one of which must count as a defeat (why is failure necessary to become legendary?), and a group of at least five soldiers loyal to you. Trivial to earn with Leadership. In terms of class features the Legendary Tactician grants buffs to his allies, such as inspire courage, rolling twice against fear-based effects, bonuses to Constitution checks on forced marches, and when retreating a morale bonus to Armor Class against attacks of opportunity. Only allies within a certain radius can be affected, usually either 30 feet per class level or just 30 feet for the higher-level abilities. It makes for a cool concept, but the bonuses are too small (usually +1) to matter unless they’re being stacked with a bunch of other bonuses. [img]http://i.imgur.com/SUD1L7f.jpg[/img] The [b]Righteous Zealot[/b] is a fanatic to a certain cause, viewing themselves as saviors and hoping to recruit others to the fold and force their will upon the world. The iconic example is the last Kingpriest of Istar, pictured above, a man so consumed with wiping off Evil from the face of Krynn that he only brought about more suffering and misery and the destruction of his empire. The only pre-requisites are ranks in several social skills, with Concentration and Diplomacy being the only ones above 3 ranks (8 required, to be specific). The class is meant for bards and clerics, but it doesn’t grant any spellcasting progression, limiting its usefulness severely. A Righteous Zealot’s signature ability is [i]Oration,[/i] which is sort of like Bardic Music in that it’s a limited-use mind-affecting ability except that it’s based on Diplomacy instead of Perform. New oration abilities can be gained with levels, and include enthralling crowds to listen to you, bestowing the effects of a confusion spell through verbal obfuscation, instilling suggestions in the minds of enthralled people, and other enchantment-based spell effects (although this last one comes in really late, at 10th level). Other class features include bonuses to Leadership, against mind-affecting magic, add their Charisma modifier to a single saving throw, and reroll a single failed roll once per day at 10th level. This class is underpowered as the Orations can only be used once per day per level total, and when they come into play they can be replicated by lower-level spellcasters via spells. If you added a full casting progression then you might have something. And that’s it for Prestige Classes. Flavor-wise my favorites are the Dragon Rider and the Knights of Solamnia, but when it comes to ones which I’d have the most fun playing they’d be Dragon Rider and Knight of the Thorn. [CENTER][b]Feats[/b][/CENTER] We don’t have many feats here, 13 to be exact, but the ones we do have a doozy, either ranging from “underpowered and highly situational” to “holy crap pick this one, PICK IT!” The more ho-hum ones include [b]Cornered Rat[/b] (for Gully Dwarves, gain +2 on an attack roll when someone Intimidates you), [b]Honor-Bound[/b] (+2 on saves to avoid being forced to break an oath/promise/duty), and [b]Resist Dragonfear[/b] (normal and Improved grant a stacking +4 bonus each on saves against a dragon’s Frightful Presence), and [b]Spectacular Death Throes[/b] (for draconians, your death throes are more dangerous than normal, bad because it will never come into play until you die). The rest of the feats are nifty and cool. [b]Draconian Breath Weapon (and Improved),[/b] which grants you a 3d8/6d8 damaging line or cone attack of your draconic ancestor’s energy type. [b]Hulking Brute[/b] can be taken by Half-Ogres and Minotaurs, and you’re treated as Large when it’s advantageous for opposed rolls. [b]Flyby Breath[/b] and [b]Strafing Breath[/b] are for dragons, allowing them to use their breath weapon as a free action if they do nothing but move on their turn for the former, and the latter extending the area with increased mobility (covering their area up to half their fly speed in the latter one). [b]Spear of Doom[/b] is a Fighter bonus feat which allows you to deal charge damage with a spearlike weapon if you ready against a charging opponent, while [b]Tremendous Charge[/b] allows you to substitute your mount’s Strength bonus for damage instead of your own when making a mounted charge. Both have easy to meet pre-requisites, potentially at 1st-level! This last one is great when combined with a true dragon mount. And our final feat, lest we forget, is a treat for spellcasters. [b]Reserves of Strength[/b] allows a spellcaster to increase their Caster Level on a spell by 1-3 in exchange for being stunned for a like number of rounds as they draw upon their own force of will. These increased caster levels can extend beyond normal maximums, meaning that a 9th-level Wizard casting a Fireball spell can deal up to 12d6 damage. Naturally this has led to all sorts of min-maxing shenanigans. And if you’re somehow immune to being stunned you take damage instead. [i]Thoughts so far:[/i] I enjoy the feats overall, as most of them are quite effective choices. I can’t say the same thing for the last 4 Prestige Classes, however. Only the Dragon Rider is not underpowered, and it’s the most interesting choice thematically for a Dragonlance campaign. [b]Next time, Chapter Three: Magic![/b] [/QUOTE]
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