Character Creation Guidelines


The six character attributes (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) will be derived by using the “High Fantasy Point Buy” system detailed on page 16 of the Pathfinder Core Rulebook (20 points).

Score Points
7 -4
8 -2
9 -1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17


Certain alignments will not be conducive to gameplay. Therefore, players may only choose their alignment from the following list:

  • Lawful Good
  • Neutral Good
  • Chaotic Good
  • Lawful Neutral
  • True Neutral
  • Chaotic Neutral
  • Neutral Evil

Please keep in mind that the Neutral Evil class is allowed, but only after the player discusses the character with the GM in length. Characters of this alignment must still work with the party to reach their overall good (although this can be in line to their needs, as well).

Character Races

All races must follow the guidelines stated in the Dragonlance Campaign Setting Sourcebook. The following races are acceptable for play in this game:

  • Human (Civilized and Nomadic only)
  • Elf (Qualinesti or Kagonesti only)
  • Hill Dwarf (Neirdar)
  • Half-Elf
  • Tinker Gnome
  • Kender

For the Pathfinder rules for Tinker Gnomes and Kender can be reviewed within this document. For more information regarding these races within the setting, see the Dragonlance Campaign Sourcebook.

As a special note, since humans are the dominate race on Krynn and with most other races being reclusive since the beginning of the Age of Despair, no more than half of the party at any given time may be made up of non-human races.

As the campaign advances, the list of available player races may increase. However, the GM will determine when that point has been reached, and will inform the players what races have become available for play at that time.


Players begin the campaign at 1st level will full hit points for their first level. The following base classes are available for play in the campaign

Classes listed above that are not from a Pathfinder Game Source have been redesigned by myself and placed in this document for your use as presented. Should you have a question or concern regarding these classes, please address these concerns to me directly.

The three classes italicized (cleric, druid, & inquisitor) are available at the onset of this campaign. However, as the Gods have no contact with the people of Krynn, these classes are denied access to divine spellcasting and channeling energy at the onset of this campaign. Most of these characters will be followers of “The Seeker” religion, attempting to seek signs of the return of the old Gods, or signs of the emergence of new Gods. Divine spellcasting and channeling energy will eventually become available to these classes, but I will be honest and explain that it will be some time before this occurs.

Related to the divine spellcasting classes, rangers at the beginning of our campaign will not have access to divine spellcasting at the onset of this campaign. As mentioned above, this will eventually become available to the class, but it will be some time.

The Alchemist class has been marked above to signify an important note regarding the class. Reviewing the class and how best to have it fit into the campaign, the only race capable of playing an Alchemist is the Tinker Gnome. With the Tinker Gnomes’ affinity to experiment and casually risk their lives in “scientific advancement”, it makes perfect sense that this class is available to this race only. As a variant magic that is not considered “True Sorcery”, the Tinker Gnomes’ affinity for alchemy are overlooked by the Towers of High Sorcery. Therefore, this class is not required to take the Tests of High Sorcery to advance to higher levels.

The Bard class has been marked above to signify an important change from the basic rules. Because healing magic is the province of divine spellcasters on Krynn, bards cannot cast spells from the Conjuration (Healing) subschool. Also, because spontaneous spellcasting is unknown to the world (nor will it until the Age of Mortals), bards must prepare their spells in advance (just like wizards). However, to make up for this fact, all Bards starting at 1st level have the Eschew Material Component feat for free (the Bard must still be able to access his chosen Perform skill to cast his magic). Like the Alchemist class, the Bard’s spellcasting ability is not viewed by the Towers of High Sorcery as “True Sorcery”. As such, Bards are not required to take the Tests of High Sorcery to advance to higher levels.

Note regarding Wizards

Once a Wizard reaches 3rd level, he will be sought out by the Towers of High Sorcery, congratulated on their progression in the arcane studies, and informed that they are ready to receive the wizard when he is ready to take Tests of High Sorcery. At this point, taking the test is optional, but the aspiring Wizard is warned that progressing beyond this point will result in the Towers taking steps necessary to “cull the danger” should the Wizard attempt to further his spellcasting ability.

Should a Wizard continue his study and reach 5th level, a Wizard from the Towers of High Sorcery will seek out the aspiring Wizard and tell him he is now being told to take the Tests of High Sorcery or to cease all arcane spellcasting forever; taking the test is no longer optional. If the wizard still refuses to take the Test but continues casting arcane spells, the Towers of High Sorcery will take whatever steps necessary to “eliminate the chaotic threat to Sorcery” (typically resulting in the death of the aspiring Wizard).

For the sake of the setting, all player character wizards will be required to take the Tests of High Sorcery if they plan on taking more than four levels in the Wizard class. Characters that choose not to will have their characters made into NPCs and handed over to the GM to control at that point.

For clarification, however, players who take the test are not required to take ranks in the “Wizard of High Sorcery” Prestige Class. However, they will have to take the robes of an appropriate Order to identify them as a Wizard of a particular Order of High Sorcery.


Feats may be taken from the following books (so long as the character meets the prerequisites of the feat):

  • Pathfinder Core Rulebook
  • Advanced Players Guide
  • Ultimate Combat
  • Ultimate Magic
  • Dragonlance Campaign Setting
  • War of the Lance Sourcebook
  • Age of Mortals Sourcebook
  • Knightly Orders of Ansalon
  • Races of Ansalon
  • Legends of the Twins Sourcebook

The following feats from the italicized books listed above are not allowed for play: Blighted Critical, Create Reliquary Arms and Shield, Create Sanguine Elixir, Expert Driver, Field Repair, Master Combat Performer, Master Siege Engineer, Performance Weapon Master, Performing Combatant, Secret Stash Deed, Siege Commander, Siege Engineer, Siege Gunner, and Skilled Driver.

All feats from non-Pathfinder sources have been modified and placed in the wiki. You can access these feats via the following link:

Dragonlance Campaign Feats


Spells that players may choose from freely at character creation and advancing levels can be taking form the following sources. Spells can be taken from the following books (Note: the DM reserves the right to refuse certain spells that will adversely affect gameplay or do not fit within the timeline of the game we are playing.):

  • Pathfinder Core Rulebook
  • Advanced Players Guide
  • Ultimate Combat
  • Ultimate Magic
  • Dragonlance Campaign Setting
  • War of the Lance Sourcebook
  • Holy Order of the Stars
  • Towers of High Sorcery
  • Age or Mortals Sourcebook
  • Dragons of Krynn

Of these books, however, the following spells are restricted for use in this campaign:

Dragonlance Campaign Setting

  • Palin’s Pyre

Holy Order of the Stars

  • Slow the River

Towers of High Sorcery

  • Kiss of the Night’s Guardian
  • Song of Day’s Clarity
  • Time Heal
  • Timereaver
  • Touch of Guiding Light
  • Travel the Paths of the Mind
  • Vision of Dusk’s Eye
  • Whisper of Dawn’s Song

Class Archetypes and Prestige Classes

Use the above link to find a list of available Class Archetypes and Prestige Classes available to characters

Character Creation Guidelines

Dragonlance: War of the Lance KevinDaignault KevinDaignault