Excerpts 08/01/2003

Dragonlance Campaign Setting
By Margaret Weis, Don Perrin, Jamie Chambers, Christopher Coyle

Updated for the latest version of Dungeons & Dragons, the new Dragonlance Campaign Setting brings Krynn into the age of D&D 3.5. The book offers everything you need to run a campaign: races, character classes, monsters, feats, prestige classes, magic items, and skills. It also includes timelines, maps, artifacts, and write-ups on iconic characters and deities. Our sneak peek below previews the Knight of the Crown prestige class and the baaz draconian race.

Knight of the Crown

The Order of the Crown is the first tier of the Solamnic Knights. A group of warriors trained for obedience and loyalty, they are charged with upholding the honor of the knighthood and of their order.

Knights of the Crown are often younger than those of the higher orders and, as such, are eager to accept any challenge given to them. The Measure teaches them, however, to temper their sword-arm with wisdom and be obedient to those they serve.

Hit Die: d10.


To qualify to become a Knight of the Crown, a character must fulfill all the following criteria.

Alignment: Lawful good.

Base Attack Bonus: +3.

Base Save Bonus: Fort +4.

Skills: Diplomacy 2 ranks, Knowledge (religion) 2 ranks, Ride 2 ranks.

Feats: Armor Proficiency (Heavy), Honor-bound, Martial Weapon Proficiency (any one), Shield Proficiency.

Special:Squire of the Crown: The character must already have been accepted as a squire (see Squires of the Crown, above).

Class Skills

The Knight of the Crown's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).

Skill Points at Each Level: 2 + Int modifier.

Table 2-5: The Knight of the Crown
1 +1 +2 +0 +0 Strength of honor 1/day, knightly courage
2 +2 +3 +0 +0 Heroic initiative +1
3 +3 +3 +1 +1 Fight to the death
4 +4 +4 +1 +1 Honorable will, strength of honor 2/day
5 +5 +4 +1 +1 Heroic initiative +2
6 +6 +5 +2 +2 Might of honor
7 +7 +5 +2 +2 Armored mobility, strength of honor 3/day
8 +8 +6 +2 +2 Heroic initiative +3
9 +9 +6 +3 +3 Aura of courage
10 +10 +7 +3 +3 Crown of knighthood, strength of honor 4/day

Class Features

All the following are class features of the Knight of the Crown.

Weapon and Armor Proficiency: Knights of the Crown are proficient with all simple and martial weapons. They gain no additional armor or shield proficiency.

Strength of Honor (Su): Once per day, a 1st-level Knight of the Crown can gain a +4 morale bonus to her Strength score for a number of rounds equal to 3 + her Charisma modifier. For every 3 additional levels she advances as a Knight of the Crown, she can gain this bonus an additional time each day (2/day at 4th level, 3/day at 7th level, and 4/day at 10th level). Activating this ability is a free action.

Knightly Courage (Su): A Knight of the Crown applies her Charisma modifier (if positive) as a morale bonus on all saving throws against fear effects.

Heroic Initiative (Ex): Starting at 2nd level, a Knight of the Crown gains a +1 bonus on initiative checks. This bonus increases by +1 for every three levels the character attains beyond 2nd (+2 at 5th level and +3 at 8th level).

The Measure of the Crown Knight

The Order of the Crown exemplifies the ideals of Loyalty and Obedience in all that a knight is and does. Loyalty requires unquestioned obedience to higher power and authority, as long as that power and authority follows and adheres to the precepts set forth in the Oath and the Measure.

Loyalty is due to one's family, all that is good, those oppressed by evil, and those monarchs who by decree and common consent of the Knightly Councils are in good standing with the Knighthood and deserving of its honorable loyalty and protection.

Acts befitting a Knight of the Crown include:

* Unquestioned obedience to those whose authority is righteously maintained in the Knightly Councils.

* Dedication to the ideals of the Measure.

* Loyalty to brother knights of all orders.

* All other acts that cause the strengthening of loyalty among the knights.

Fight to the Death (Ex): At 3rd level, a Knight of the Crown gains the Diehard feat as a bonus feat, even if she does not have the prerequisite feat.

Honorable Will (Su): A 4th-level Knight of the Crown applies her Charisma bonus (if any) as a morale bonus on saving throws against compulsion spells and effects. Her powerful sense of honor and loyalty to her order strengthens her will.

Might of Honor (Su): At 6th level, when a Knight of the Crown uses her strength of honor ability, she gains a +6 bonus instead of +4.

Armored Mobility (Ex): At 7th level, a Knight of the Crown treats heavy armor as medium armor for all purposes, including running speed. In addition, her armor check penalty when wearing heavy armor is reduced by -1. This benefit stacks with the armor check penalty reduction granted by masterwork or dragonmetal armor.

Aura of Courage (Su): Beginning at 9th level, a Knight of the Crown becomes completely immune to fear (magical or otherwise). Allies within 10 feet of the knight gain a +4 morale bonus on saving throws against fear effects. This ability functions while the knight is conscious, but not if she is unconscious or dead.

Crown of Knighthood (Su): When she reaches 10th level, a Knight of the Crown is the living embodiment of the principles of honor, obedience, and loyalty. She adds her Charisma modifier as a morale bonus on all saving throws, and gains an additional +4 bonus on saves against compulsion effects (this replaces the bonus from her honorable will ability). In addition, she can act as if under the effect of a heroic valor spell once per day, gaining a +4 morale bonus on attack rolls, weapon damage rolls, and saving throws, and gaining 15 temporary hit points. This effect lasts for 10 minutes.

Responsibilities of a Crown Knight

A Knight of the Crown must serve and aid any fellow knight who is on the business of his order and requires assistance, and serve the kingdoms on the List of Loyalty as compiled by the Grand Circle of Knights. Failure to fulfill these duties may cause the honor of a knight to be questioned, and may cause her knighthood to be stripped from her.


Draconians, or dragonmen, arrived in Krynn toward the end of the Age of Despair. Created from the stolen eggs of good dragons and corrupted with dark magic, draconians served as shock troops and special forces during the War of the Lance. Scattered draconian forces that survived the war later relocated to isolated corners of Ansalon. Some still plot to take over human or elven settlements, while the more cautious avoid contact with other races.

During the Chaos War, a band of draconians discovered a clutch of eggs containing unhatched female draconians. The group established a draconian nation in Teyr, ensuring the survival of the race and their continued future in Ansalon.


Considered weak in both mind and character, baaz draconians are the most numerous of the dragonmen. Baaz tend to be undisciplined and have a penchant for drinking and revelry, a trait often exploited by human commanders to whip the baaz into a frenzy before battle.

Personality: Male baaz tend to be shallow, selfish, and sadistic. They live for the pleasures of the flesh, indulging in riotous living when not fighting. Female baaz tend to be much more even-tempered and diplomatic, with well-organized minds and a distaste for crude pleasures -- though they find such qualities attractive in males.

Physical Description: Baaz have the general form of a humanoid with lizardlike feet and clawed hands, thin, dragonlike wings, and a short, stubby tail. Their scaly, patterned skin has a bright, brassy color when the baaz are newly hatched, but it dulls and fades toward green as they age. Baaz have a blunt, draconic snout filled with small, sharp teeth and bright red eyes that lend them a rather sinister appearance. There is little discernable difference between baaz males and females, except that females tend to be of lighter build.

Baaz draconians enjoy flamboyant, decorative clothing, but can crudely disguise themselves as human or elven by wearing concealing robes and hooded cloaks.

Relations: The first generation of baaz draconians that fought during the War of the Lance were raised and trained to hate all Krynn's races (especially elves), except those in the service of the Dark Queen. After the war, the baaz were unable to shake their beliefs. They lived in ruins far from civilization or in abandoned buildings inside human settlements, disguising themselves to avoid discovery. Some joined roving outlaw bands that lived on robbery, rapine, and murder.

After the Chaos War, many baaz served the newly arrived dragon overlords, while others migrated to the new draconian nation formed in Teyr. The new generation of baaz born during the Age of Mortals is much more open-minded, though their parents' hatred of elves is often passed to the children.

Alignment: Baaz draconians are usually evil, and tend to be neutral in respect to law and chaos. Many baaz in the Age of Mortals have adopted a more neutral outlook, and a rare handful (often called "throwbacks") reflect the inherent good alignment of their brass dragon ancestors.

Baaz Lands: In the early Age of Mortals, a draconian nation was founded in Teyr, and surviving baaz from all over Ansalon took their rightful place as a true race of Krynn.

Religion: During the early Age of Mortals, the baaz, like other draconians, began to reject their initial teachings and came to realize that Takhisis betrayed them. After the War of Souls, the baaz were glad to be rid of the Dark Queen, even as they now seek another god to replace her in their prayers.

Language: Draconians have no language of their own, instead learning the speech of Nerakan priests. Because of their life-long military training and organization, their speech incorporates military slang and jargon. Baaz rarely learn other languages.

Names: The first generation draconians bear the names assigned to them by their creators, which reflect Nerakan language and culture. Because of their intense military training and long service, baaz (and other draconians) possess a name, rank, and assigned regiment. This became a part of the naming convention of the draconians of Teyr, who bestow a given name to their children at birth. Upon joining the military, the baaz gain "last names" reflecting their rank and regimental affiliation. Baaz names do not differentiate between male and females.

Baaz Names: Agrel, Cresel, Drugo, Folketh, Holkforth, Krelkith, Pulk, Riel, Urul, Vlerness.

Adventurers: Some baaz leave the structured life of the military for a wandering lifestyle. Others fixate on a particular great accomplishment, willing to travel endless miles and wait years to fulfill their quest. Adventuring baaz often adopt disguises to find acceptance in a world that hates draconians.

Baaz Racial Traits

+2 Constitution, -2 Intelligence, -2 Wisdom. Baaz possess the marked toughness of their draconic heritage, but are not particularly bright or strong-willed.

Medium: As Medium creatures, baaz draconians have no special bonuses or penalties due to their size.

Dragon: Baaz are creatures of the dragon type. They are immune to sleep and paralysis effects. Baaz have darkvision (60-foot range) and low-light vision.

Baaz base land speed is 30 feet.

Racial Hit Dice: A baaz has 2d12 racial Hit Dice. A baaz character receives maximum hit points for his first baaz Hit Die, and rolls his other Hit Dice normally. He rolls all Hit Dice from class levels and does not automatically get maximum hit points on his first class level Hit Die. A baaz's racial Hit Dice also provide a +2 base attack bonus and saving throws of Fort +3, Ref +3, Will +3. Baaz draconians with class levels add their class attack and save bonuses to their racial attack bonus and saves.

Baaz Skills: A baaz's dragon Hit Dice grant him skill points equal to (6 + Int modifier, minimum 1 x 5). Class skills for these skill points are Bluff (male) or Diplomacy (female), Disguise, Intimidate, Listen, and Spot. A baaz character does not get the x4 multiplier for skill points acquired from his first class level.

Baaz Feats: A baaz's dragon Hit Dice grant him one feat. A baaz with class levels gains feats based on his total Hit Dice, not his ECL. Baaz gain Simple Weapon Proficiency, Martial Weapon Proficiency (longsword), Light Armor Proficiency, and Shield Proficiency as bonus feats.

Natural Attacks: A baaz may use his claws and bite as natural weapons, making 2 claw attacks that deal 1d4 damage (plus Strength bonus) and 1 bite attack that deals 1d4 damage (plus half Strength bonus). A baaz can attack with a weapon at his normal attack bonus and make one claw or bite attack as a secondary attack (-5 penalty on the attack roll, and half Strength bonus on the damage roll).

Natural Armor: Baaz have thick, scaly flesh, which provides them a +2 natural armor bonus to AC.

Death Throes (Su): A baaz's body petrifies to stone the moment it dies. If the creature that struck the deathblow used a slashing or piercing weapon, it must make a (DC 12 + Con modifier) Reflex save or have its weapon fused inside the baaz's stone body. The baaz "statue" crumbles to dust after 1d4 minutes. Items carried by the baaz, or any trapped within its stone body, are unaffected by the process. Baaz can only be restored to life through the use of a resurrection, trueresurrection, or wish spell.

Disease Immunity (Ex): Baaz draconians are immune to all diseases.

Gallop: Baaz are exceptionally swift, and gain Run as a bonus feat.

Glide (Ex): A baaz can use its wings to glide as an extraordinary ability, negating any damage from a fall of any height and allowing it to travel horizontally up to four times the vertical distance descended.

Inspired by Dragons (Ex): Draconians are drawn to evil dragons and revere them. When a dragon commander is within line of sight, or when entering a battle under the command of a dragon (in the chain of command), they receive a +1 morale bonus on all attacks and saving throws.

Low Metabolism: Baaz draconians can survive on one-tenth the food and water it takes to sustain a human.

Spell Resistance of 8 + class level.

Automatic Language: Common. Bonus Languages: Goblin, Nerakese, and Ogre.

Favored Class: Fighter. A multiclass baaz's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.

Level Adjustment: +1. Baaz draconians have an effective character level (ECL) of 3 + class level. Baaz are more powerful and gain levels more slowly than most other races of Ansalon. See the Monsters as Races discussion in Chapter 6 of the Dungeon Master's Guide for more information.

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