Character Generation Guidelines

ADVENTURE BACKGROUND:
Five years ago, a band of good friends fequented the Inn of the Last Home, the most popular tavern and inn in the treetop city of Solace. They made a pact to go off on their own in search of some sign of the true gods, agreeing to meet back at the Inn of the Last Home on that day five years later. Each taking a different path, they set out for the far corners of Ansalon. Now the heroes return to their hometown after finding only futility—the true gods seem to be well and truly gone. However, at the very least, they can look forward to a warm fire, a good meal, and the companionship of their dearest friends upon their return.

LEVEL AND STARTING EQUIPMENT:
Build characters at 5th level. Characters can have any mundane equipment they wish, 1-2 masterwork items and/or 1-2 +1 items. Submit final equipment lists for DM approval. A special note on currency: Steel is the dominant currency of Krynn, and has a conversion rate equal to 1 gold in the PHB. Other denominations (silver, copper, etc.) are unchanged. Gold pieces are rare and do exist, but are pretty much worthless as an archaic currency. The practical functionality of steel made it a more valuable and prized metal following the Cataclysm, and this currency remains in use.

STATS:
Roll 4d6, drop the lowest die. Do this seven times, drop the lowest score (unless you want it for character development).

SOURCEBOOKS:
The only essential sourcebooks are the core rulebooks; most of us have access to the setting-specific rulebooks however. Please keep in mind that the official 3.5 DragonLance Campaign setting contains material geared to work in a period of history AFTER the modules we’ll be playing for—there are spoilers galore and much information which is inaccurate for the time period of the modules we’re using. The DM will provide background and historical information to players as needed. Bear in mind that the world of Krynn is quite segregated and xenophobic at this point in history – it’s not unusual for individuals to have little useful or wildly incorrect information about lands outside their own borders.

RACES:
Most standard player character races can be used without difficulty. Humans, making up the majority of the residents of Abanasinia, are the obvious choice. Half-elves and kender are also easy to work in. Neidar (hill) dwarves are very appropriate, but any of the mountain dwarf clans need an explanation of why the character isn’t in Thorbardin. A full-blooded elf (of any of the nations) or a gnome needs a very compelling backstory explaining why he’s not at home with his people, and associating with “lesser” races. More exotic and monstrous races are more difficult to explain but certainly not impossible, although there are a few which are completely inappropriate. Run suggestions by the DM if you’re unsure.

CLASSES:
Character classes are somewhat more restrictive. There are two very important restrictions to keep in mind: The gods of Krynn are non-existent at this point in history; characters may have levels in divine classes, but gain no god-granted class features (supernatural/spell-like abilities and spellcasting) of the class. Also, ambient magic (spontaneous casting) is not available to PCs; bards cannot cast spells, and sorcerer is not a valid character class, for example. Psionics are non-existent for the purposes of this campaign. Base classes from outside the PHB and prestige classes are handled on a case-by-case basis. Feel free to consider base and prestige classes out of the DragonLance setting books.

A NOTE ON BACKSTORY:
Leave room in your backstory to establish a connection with at least some of the other players. The adventure hook begins with the player characters are re-uniting after having gone their separate ways for a while. There are ways to bring in newcomers, but things will get moving faster if the PCs have reasons to know one another.

Character Generation Guidelines

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