Converted Dragonlance Characters  DL 14 “Dragons of Triumph”

Product Number: 9180
Year Published:  1986

Converted from 1st Edition to 3rd Edition D&D 
by S.H. Jones <sholdenj@uwo.ca>

21 May, 2001

Notes on conversion: This conversion is really just for fun  I wanted to translate the Heroes of the Lance, near the end of the War of the Lance, to 3E statistics. Where possible, I have been as true to the characters’ textual descriptions as possible. In some cases, this has meant relying on my memory of the characters as presented in the initial Dragonlance novel trilogy and, in other cases, simply the text that accompanies the characters where they appear in the various modules (DL1–DL15). So, understandably, my conversion may not necessarily agree with others’. DL races, items, “regional feats,” classes and prestige classes are as converted by James O’Rance, at www.rpgplanet/dnd3e/3econversionsdocs.htm. Note that the magic items given are those few listed for the characters in DL14  with the addition of several specific and unique items the PCs had found in earlier modules that were left out  and that those who had run the entire series of modules would, as I can attest, have a much greater number of magic items in running DL14. 
	In the case of some demi-human characters, I have modified their classes and experience levels slightly to fit 3E standards, and/or as a result of previous racial level limits that existed in 1st and 2nd ed., but which no longer apply. Gilthanas I made a fighter/sorcerer because his spellbook in the modules was always very spartan in any case  and since there is no mention made of his being a Wizard of High Sorcery (or perhaps there is, I can’t recall; regardless, it is an easy enough matter to change him back from sorcerer to wizard if one wishes. IMC, if I was running DL, I would let elves be sorcerers above third level without being renegades from the Wizards of High Sorcery). Goldmoon I gave a level of ranger and a level of bard, to reflect the fact that she was trained as both a hunter and a tribal lore-keeper/singer/story-teller. I gave Raistlin a +4 to his Intelligence to give him a few more spells, i.e., to simulate his great spell-casting prowess (and possibly Fistandantilus’ influence on his mind). Finally, I gave Tanis a level of ranger (and the Yeoman feat) to simulate his formative years among the elves of Qualinost. 
	For single-class characters, I have used the hit points as they are listed in DL14, then subtracted those gained from levels beyond “name level,” where applicable, and then modified for (new) extra hit dice plus any appropriate modifiers for Constitution; for “multi-class” characters, however, I have re-rolled entirely, since it is too difficult to reconstitute their hit points from old edition rules. Ability scores for all the characters have been modified for experience level increases, as well. Armour/shield modifiers have not been calculated into skill bonuses; nor have synergy skill bonuses been computed where applicable. 

Aaron Tallbow, male human fighter 6 / Knight of the Crown 5
SZ Medium-size; HD 6d10+6+5d10+5; hp 76; Init +8 (+4 Dex, +4 Imp Init); Spd 30 ft, 20 ft in armour; AC 21 (+1 Dex, +10 full plate), 24 with shield; Atk +17/+12/+7 melee (1d8+6, 19-20/x2, +3 longsword), or +17/+12/+7 ranged (1d8+6, x3 crit, 165 ft, +1 mighty composite longbow); SA favoured enemies (goblinoids +2, Dragons +1); SQ bravery; AL LG; SV Fort +7, Ref +7, Will +6; Str 16, Dex 19, Con 12, Int 14, Wis 10, Chr 16.
Skills: Balance +6, Climb +7, Craft (bowmaking) +7, Diplomacy +7, Handle Animal +5, Heal +3, Jump +9, Knowledge (The Oath & The Measure) +4, Ride +12, Spot +7, Sense Motive +3, Swim +7, Use Rope +6. Feats: Far Shot, Improved Initiative, Mounted Combat, Mounted Archery, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Weapon Focus (comp longbow), Weapon Specialization (comp longbow).
Languages: Common, Solamnic, Qualinesti, Ergot, Kenderspeak.
Bravery (Ex): When engaged in honourable combat, a Solamnic Knight applies his Charisma modifier (if positive) as a bonus to his Fortitude saving throws. No true Knight will retreat from a battle once it has begun or refrain from attacking the Order's foes, unless he considers the fight foolish or pointless.
Possessions: +2 full plate (check penalty –5), +1 large steel shield, +3 longsword, +1 mighty composite longbow (+3 Str advantage).

Caramon Majere, male human fighter 12
SZ Medium-size; HD 12d10+36; hp 113; Init +0; Spd 30 ft, 20 ft in armour; AC 23 (+9 full plate, +4 large shield); Atk +20/+15/+10 melee (1d8+9, 17-20/x2, +1 longsword), or +12/+7/+2 ranged (1d6+2, x3 crit, 70 ft, +2 mighty comp shortbow); AL LG; SV Fort +11, Ref +6, Will +6; Str 22, Dex 11 Con 17, Int 12, Wis 10, Chr 15.
Skills: Handle Animal +6, Intimidate +7, Inuit Direction +2, Jump +12, Ride +9, Search +3, Spot +2, Wilderness Lore +5. Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Crit (longsword), Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mounted Combat, Power Attack, Quick Draw, Track, Weapon Focus (longsword), Weapon Specialization (longsword).
Languages: Common, Abanasinian, Plainsmen.
Possessions: +1 full plate (check penalty –5), +2 large steel shield, +1 longsword (Mantooth), +2 mighty composite shortbow.

Derek Crownguard, male human Knight of the Crown 8 / Knight of the Sword 4
SZ Medium-size; HD 8d10+24+4d10+12; hp 94; Init +2 (Dex); Spd 30 ft, 20 ft in armour; AC 21 (+1 Dex, +10 full plate); Atk +18/+13/+8 melee (1d10+9, x3 crit, +1 halberd) or +18/+13/+8 melee (2d6+8, 19-20/x2, +2 greatsword); SA favoured enemies (Giants +2, Dragons +1), spells; SQ detect evil, blessed, aura of courage, turn undead, smite evil; AL LG; SV Fort +10, Ref +6, Will +11; Str 19, Dex 14, Con 16, Int 12, Wis 11, Chr 12.
Skills: Diplomacy +8, Handle Animal +5, Heal +12, Jump +9, Knowledge (history) +5, Knowledge (nobility) +10, Knowledge (The Oath & The Measure) +8, Profession (sailor) +3, Ride +15, Sense Motive +8, Swim +8. Feats: Cleave, Leadership, Mounted Combat, Nobility, Power Attack, Weapon Focus (halberd), Weapon Specialization (halberd).
Languages: Common, Solamnic, Qualinesti, Ergot.
Knight spells (2) [DC 10 + spell level]: 1st  cure light wounds, protection from evil.
Detect evil (Sp): At will  this ability duplicates the effects of the spell detect evil. 
Blessed (Su): A Sword Knight applies his Charisma modifier (if positive) as a bonus to all saving throws. 
Aura of Courage (Su): All allies within 10 feet gain a +4 morale bonus to saves against fear effects. 
Turn Undead (Su): Derek may use this ability 4 times per day as a 2nd-level cleric. 
Smite Evil (Su): Once/day  gain +4 to hit and +12 damage on one attack against an evil opponent. If Derek accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. 
Possessions: +2 full plate (check penalty –5), +1 halberd, +2 greatsword (Wyrmsbane), medallion of faith.

Elistan, male human cleric (Paladine) 12
SZ Medium-size; HD 12d8+12; hp 74; Init +1 (+1 Dex); Spd 30 ft, 20 ft in armour; AC 22 (+9 half-plate, +3 shield); Atk +14/+9 melee (1d8+4, x2 crit, +2 heavy mace), or +10/+5 ranged; SA spells; SQ turn undead, spontaneous casting; AL LG; SV Fort +9, Ref +5, Will +12; Str 14, Dex 12, Con 12, Int 14, Wis 19, Chr 16.
Skills: Concentration +13, Diplomacy +12, Gather Information +5, Handle Animal +4, Heal +13, Knowledge (arcana) +6, Knowledge (geography) +3, Knowledge (religion) +11, Listen +5, Perform +5, Ride +3, Sense Motive +8, Spellcraft +8. Feats: Combat Casting, Craft Magic Arms & Armour, Expertise, Leadership, Spell Penetration, Weapon Focus (heavy mace).
Languages: Common, Abanasinian, Qualinesti.
Cleric spells (6 / 6+1 / 5+1 / 5+1 / 4+1 / 3+1 / 2+1) [DC 14 + spell level]: Law and Protection domains.
Possessions: +2 half-plate (check penalty –6), +1 large steel shield, +2 heavy mace, golden circlet, medallion of faith.

Flint Fireforge, male hill dwarf (Neidar) expert 4 / fighter 8
SZ Medium-size; HD 4d6+20+8d10+40; hp 118; Init +0; Spd 20 ft, 15 ft in armour; AC 24 (+11 full plate, +3 shield); Atk +18/+13/+8 melee (1d8+8, 19-20/x3 crit, +3 warhammer) or +15 ranged (1d8+8, 19-20/x3 crit, 30 ft, +3 warhammer), or  +13/+8/+3 ranged (1d6+6, x3 crit, 10 ft, +1 throwing axe); SQ dwarf traits; AL NG; SV Fort +12, Ref +3, Will +7; Str 17, Dex 10, Con 20, Int 8, Wis 12, Chr 10.
Skills: Appraise +6, Climb +6, Craft (armorsmithing) +12, Craft (blacksmithing) +8, Craft (leatherworking) +3, Craft (weaponsmithing) +10, Craft (woodworking) +4, Search +3, Sense Motive +3, Wilderness Lore +5. Feats: Cleave, Improved Crit (warhammer), Merchant (metalwork), Power Attack, Sunder, Weapon Focus (battleaxe), Weapon Focus (handaxe), Weapon Focus (warhammer), Weapon Specialization (handaxe), Weapon Specialization (warhammer).
Languages: Common, Hill Dwarf.
Possessions: +3 full plate (check penalty –5), helm of the griffon mane, +1 large steel shield, +3 warhammer (dwarven thrower), +1 throwing axes (x2).
Note: Flint’s +2 racial bonus to craft metal or stone has been added in above, though the racial bonuses to Appraise and Search have not.

Gilthanas, male elf (Qualinesti) fighter 4 / sorcerer 8
SZ Medium-size; HD 4d10+4+8d4+8; hp 53; Init +2 (Dex); Spd 30 ft; AC 23 (+2 Dex, +8 chain shirt, +3 buckler); Atk +12/+7 melee (1d8+4, 19-20/x2 crit, +2 longsword) or +10/+5 ranged (1d8+1, x3 crit, 110 ft, mighty comp longbow); SA spells; SQ summon familiar, elf traits; AL CG; SV Fort +7, Ref +5, Will +7; Str 13, Dex 15, Con 12, Int 14, Wis 10, Chr 16.
Skills: Climb +4, Concentration +9, Craft (bowmaking) +6, Diplomacy +6, Handle Animal +4, Jump +6, Knowledge (arcana) +6, Listen +6, Move Silently +6, Ride +5, Search +7, Spellcraft +6, Spot +6, Swim +5. Feats: Alertness, Combat Casting, Still Spell, Dodge, Mobility, Point Blank Shot, Precise Shot, Shot on the Run. 
Languages: Common, Qualinesti, Silvanesti, Goblin.
Sorcerer spells (6/7/7/6/3) [DC 13 + spell level]: 0  dancing lights, daze, detect magic, disrupt undead, light, mage hand, mending, read magic; 1st  endure elements, expeditious retreat, protection from evil, sleep, true strike; 2nd  cat’s grace, invisibility, web; 3rd  flame arrow, fly; 4th  stoneskin.
Possessions: +4 elven chain shirt (check penalty –1, 10% arcane spell failure), +2 steel buckler, +3 longsword, +1 mighty composite longbow, brooch of Imog.
* Gilthanas’ +4 plate mail I made into a +4 elven chain shirt since elves can’t freely cast arcane spells in armour in 3E  this way, his failure chance due to armour is considerably reduced. 

Goldmoon, female human cleric (Mishikal) 9 / ranger 1 / bard 1
SZ Medium-size; HD 9d8+9+1d10+1+1d6+1; hp 62; Init +2 (+2 Dex); Spd 30 ft; AC 21 (+2 Dex, +4 chain shirt, +3 cloak, +3 amulet); Atk +12/+7 or +10/+10/+5* melee (1d6+5/1d6+4, x2 crit, +4 staff), or +9/+4 ranged (1d4, x2 crit, 50 ft, sling); SA spells, two-weapon fighting*, favoured enemy (draconians) +1; SQ turn undead, spontaneous casting, bardic music, bardic knowledge; AL LG; SV Fort +9, Ref +7, Will +12; Str 12, Dex 14, Con 12, Int 12, Wis 18, Chr 17. 
Skills: Concentration +10, Craft (leatherworking) +5, Craft (weaving) +3, Diplomacy +9, Heal +15, Knowledge (nature) +3, Knowledge (religion) +7, Move Silently +4, Perform (ballad, singing, drum) +6, Profession (herbalist) +9, Sense Motive +5, Spellcraft +8, Spot +6, Wilderness Lore +6. Feats: Brew Potion, Empower Spell, Point Blank Shot, Precise Shot, Run, Track.
Languages: Common, Plainsmen, Qualinesti, Hill Dwarf, Hand Talk.
Cleric spells (6 / 5+1 / 5+1 / 4+1 / 3+1 / 1+1) [DC 14 + spell level]: Good and Healing domains.
Bard spells (2) [DC 13 + spell level]: 0  daze, detect magic, light, mending.
Possessions: mw chain shirt (-2 check penalty), +3 cloak of deflection, +3 amulet of natural armour, staff of striking and curing, medallion of faith.
* Goldmoon’s +2 shield I made into a +3 amulet of natural armour, since she can’t use a shield and wield her staff at the same time anyway. 

Kronn, male kender fighter 4 / rogue 6
SZ Small; HD 4d10+12+6d6+18; hp 69; Init +3 (+3 Dex); Spd 20 ft; AC 19 (+1 size, +3 Dex, +5 leather); Atk +15/+10 melee (1d8+8, 19-20/x3 crit, +2 battleaxe) or +12/+7 ranged (1d6+2, x3 crit, 70 ft, +2 mighty comp shortbow); SA sneak attack +3d6; SQ evasion, uncanny dodge, kender traits; AL N; SV Fort +10, Ref +10, Will +6; Str 16, Dex 17, Con 16, Int 8, Wis 15, Chr 12.
Skills: Bluff +3, Climb +10, Hide +14, Jump +10, Listen +9, Move Silently +12, Search +6, Spot +12, Swim +6, Tumble +13, Use Rope +8. Feats: Cleave, Combat Reflexes, Improved Crit (battleaxe), Point Blank Shot, Power Attack, Weapon Focus (battleaxe), Weapon Specialization (battleaxe).
Languages: Common, Kenderspeak, Goblin, Ogre.
Possessions: +3 leather armour, +2 battleaxe, +2 mighty composite shortbow.

Laurana, female elf (Qualinesti) fighter 9
SZ Medium-size; HD 9d10+18; hp 73; Init +4 (+4 Dex); Spd 30 ft, 20 ft in armour; AC 20 (+3 Dex, +7 breastplate); Atk +13/+8 melee (1d6+5, 19-20/x2, +3 shortsword) and +10 melee (1d4+2, 19-20/x2 crit, +1 dagger), +14/+9 melee (1d6+6, x3 crit, +3 dragonlance), or +13/+8 ranged (1d6+2, x3 crit, 70 ft, +2 mighty comp shortbow); AL CG; SV Fort +8, Ref +7, Will +4; Str 14, Dex 18, Con 14, Int 15, Wis 12, Chr 16.
Skills: Climb +7, Diplomacy +8, Handle Animal +4, Jump +4, Knowledge (history) +3, Knowledge (nobility) +4, Perform +6, Ride +7, Sense Motive +4, Spot +8, Swim +4. Feats: Ambidexterity, Dodge, Expertise, Leadership, Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (shortsword), Whirlwind Attack.
Languages: Common, Qualinesti, Silvanesti.
Possessions: +2 breastplate (check penalty –3), +3 shortsword, +1 dagger, +3 dragonlance (footman’s), +2 mighty composite shortbow.

Raistlin, male human wizard 3 / Wizard of High Sorcery (red robe)  8
SZ Medium-size; HD 3d4+8d4; hp 35; Init +3 (+3 Dex); Spd 30 ft; AC 16 (+3 Dex, +3 staff); Atk +7 melee (1d6+2, x2 crit, +2 staff) or +8 ranged; SA spells; SQ summon familiar; AL N; SV Fort +6, Ref +9, Will +12; Str 10, Dex 16, Con 10, Int 23, Wis 14, Chr 10.
Skills: Alchemy +10, Appraise +6, Concentration +11, Craft (bookbinding) +6, Craft (calligraphy) +6, Heal +5, Knowledge (arcana) +18, Knowledge (history) +9, Knowledge (planes) +6, Knowledge (religion) +6, Listen +6, Profession (apothecary) +4, Profession (herbalist) +7, Ride +4, Scry +10, Search +7, Spellcraft +15, Spot +4. Feats: Craft Wondrous Item, Empower Spell, Enlarge Spell, Moon Magic, Quicken Spell, Scribe Scroll, Spell Focus (Evocation), Spell Mastery (mage armour, magic missile, lightning bolt, improved invisibility, teleport, true seeing), Spell Penetration. 
Languages: permanent tongues; Common, Magius, Draconic, Qualinesti, Silvanesti, Ancient Elven, Ergot.
Wizard spells (4/6/6/5/4/3/2) [DC 16 (Evoc 18) + spell level]: 0  all; 1st  animate rope, burning hands, change self, comprehend languages, detect secret doors, identify, mage armour, magic aura (Nystul’s), magic missile, magic weapon, obscuring mist, shocking grasp, silent image, spider climb, undetectable aura, unseen servant; 2nd  blindness/deafness, cat’s grace, darkness, daylight, detect thoughts, flaming sphere, fog cloud, invisibility, knock, levitate, minor image, pyrotechnics, see invisibility, shatter, web; 3rd  clairvoyance/audience, displacement, fireball, gust of wind, haste, lightning bolt, major image, secret page, sepia snake sigil, stinking cloud, tongues; 4th  dimension door, fire shield, improved invisibility, minor creation, scrying, shadow conjuration, shout, solid fog, wall of fire; 5th  cloudkill, greater shadow conjuration, major creation, permanency, persistent image, sending, teleport, wall of force; 6th  analyze dweomer, chain lightning, eyebite, legend lore, true seeing. 
Spell secrets (Ex): Raistlin’s magic missile and greater shadow conjuration spells are always Empowered at no cost.
Permanent spells (Su): detect magic, tongues. 
Possessions: Staff of Magius.

Riverwind, male human ranger 9 / fighter 2
SZ Medium-size; HD 9d10+18+2d10+4; hp 96; Init +3 (+3 Dex); Spd 30 ft; AC 19 (+3 Dex, +6 chain shirt); Atk +17/+12/+7 melee (1d8+6, 17-20/x2 crit, +2 longsword), or +14/+9/+4 ranged (1d8+4, x3 crit, 110 ft, +4 mighty comp longbow); SA favoured enemies (Giants +2, draconians +1), spells; SQ alertness, run; AL LG; SV Fort +9, Ref +6, Will +5; Str 19, Dex 16, Con 14, Int 13, Wis 14, Chr 13.
Skills: Climb +10, Craft (weaponsmithing) +3, Craft (weaving) +3, Heal +5, Hide +6, Intimidate +7, Intuit Direction +3, Jump +8, Knowledge (nature) +3, Knowledge (religion) +2, Listen +8*, Move Silently +14, Perform (ballad, jokes, singing, flute) +5, Search +5, Sense Motive +5, Spot +13, Swim +5, Use Rope +4, Wilderness Lore +11. Feats: Arcane Distrust, Barbaric, Cleave, Combat Reflexes, Expertise, Improved Crit (longsword), Power Attack, Track.
Languages: Common, Plainsmen, Hill Dwarf, Qualinesti, Hand Talk.
Ranger spells (2/2) [DC 12 + spell level]: 1st  alarm, detect snares and pits; 2nd  protection from elements, snare.
Possessions: +2 chain shirt (-2 check penalty), +2 longsword, +1 dagger, +4 mighty composite longbow, flute of wind-dancing, medallion of faith.
* I feel that the two-weapon fighting ability of rangers is not necessarily appropriate to every ranger, and have instead given Riverwind “Alertness” and “Run” virtual feats while wearing light or no armour. A simple matter to fix it if you disagree with this house rule. Also, I changed Riverwind’s +1 plate mail to a +2 chain shirt since, as a ranger, he should have light armour. 

Serinda, female elf (Silvanesti) fighter 3 / wizard 3 / Wizard of High Sorcery (white robe) 5
SZ Medium-size; HD 3d10+3d4+5d4; hp 37; Init +2 (+2 Dex); Spd 30 ft; AC 16 (+2 Dex, +3 cloak, +1 buckler); Atk +12/+7 melee (1d6+3, 18-20/x2 crit, +3 rapier) or +10/+5 ranged (1d6, x3 crit, 70 ft, mw comp shortbow); SA spells; SQ summon familiar, elf traits; AL LG; SV Fort +5, Ref +5, Will +9; Str 10, Dex 14, Con 10, Int 16, Wis 15, Chr 15.
Skills: Alchemy +8, Concentration +11, Diplomacy +4, Knowledge (arcana) +11, Knowledge (history) +8, Listen +5, Move Silently +7, Profession (apothecary) +4, Ride +7, Scry +8, Spellcraft +14. Feats: Combat Casting, Craft Wondrous Item, Expertise, Heighten Spell, Moon Magic, Scribe Scroll, Spell Focus (Enchantment), Toughness, Weapon Finesse (rapier). 
Languages: Common, Magius, Qualinesti, Silvanesti, Ancient Elven, Draconic, Kenderspeak.
Wizard spells (4/5/4/4/2) [DC 13 (Enchantment 15) + spell level]: 0  all; 1st  charm person, hypnotism, identify, mage armour, magic missile, protection from chaos/evil, shield, summon monster I, true strike, unseen servant; 2nd  arcane lock, daylight, glitterdust, protection from arrows, see invisibility, summon monster II; 3rd  clairvoyance/audience, dispel magic, gust of wind, tiny hut (Leomund’s), magic circle against evil, phantom steed, protection from elements, suggestion, summon monster III; 4th  charm monster, lesser geas, minor globe of invulnerability, scrying, summon monster IV. 
Spell secret (Ex): Serinda’s charm person is always cast as if with Silent Spell at no cost.
Possessions: +3 cloak of deflection, mw steel buckler, +3 rapier, mw composite shortbow, webnet.
* Serinda’s +3 longsword I made into a rapier; since she isn’t particularly strong, I wanted her to have Weapon Finesse. 

Sturm Brightblade, male human fighter 10 / Knight of the Crown 3
SZ Medium-size; HD 9d10+36+3d10+12; hp 126; Init +1 (+1 Dex); Spd 30 ft, 20 ft in armour; AC 23 (+1 Dex, +12 full plate); Atk +21/+16/+12 melee (2d6+11, 17-20/x2, +3 greatsword) or +14/+9/+4 ranged; AL LG; SA favoured enemy (Dragons +1); SQ bravery; SV Fort +13, Ref +8, Will +7; Str 18, Dex 12, Con 18, Int 14, Wis 11, Chr 12.
Skills: Craft (armorsmithing) +4, Craft (weaponsmithing) +4, Diplomacy +5, Handle Animal +5, Jump +12, Knowledge (history) +5, Knowledge (nobility) +3, Knowledge (The Oath & The Measure) +6, Knowledge (religion) +5, Ride +17, Sense Motive +5, Swim +5. Feats: Cleave, Endurance, Great Cleave, Mounted Combat, Improved Crit (greatsword), Iron Will, Leadership, Lightning Reflexes, Power Attack, Quick Draw, Sunder, Weapon Focus (greatsword), Weapon Specialization (greatsword).
Languages: Common, Solamnic, Qualinesti.
Bravery (Ex): When engaged in honourable combat, a Solamnic Knight applies his Charisma modifier (if positive) as a bonus to his Fortitude saving throws. No true Knight will retreat from a battle once it has begun or refrain from attacking the Order's foes, unless he considers the fight foolish or pointless.
Possessions: +4 plate of Solamnus (check penalty –5), +3 greatsword (Brightblade), starjewel (Alhana’s).

Tanis, male half-elf ranger 1 / fighter 11
SZ Medium-size; HD 1d10+1+11d10+11; hp 89; Init +3 (+3 Dex); Spd 30 ft, 20 ft in armour; AC 24 (+1 Dex, +10 full plate, +3 ring); Atk +18/+13/+8 melee (2d6+8, 19-20/x2, +2 greatsword), or +15/+10/+5 ranged (1d8+4, x3, 110 ft, +4 mighty comp longbow); SA favoured enemy (goblinoids) +1; SQ alertness, point blank shot; AL NG; SV Fort +10, Ref +6, Will +5; Str 18, Dex 16, Con 12, Int 12, Wis 14, Chr 15.
Skills: Climb +11, Handle Animal +5, Jump +13, Listen +12, Move Silently +10, Profession (boater) +3, Profession (guide) +3, Ride +8, Spot +6, Swim +8, Wilderness Lore +7. Feats: Alertness, Cleave, Combat Reflexes, Dodge, Mobility, Power Attack, Rapid Shot, Shot on the Run, Spring Attack, Track, Weapon Focus (longsword), Yeoman.
Languages: Common, Qualinesti, Hill Dwarf, Plainsmen, Hand Talk.
Possessions: +2 full plate (check penalty –5), +3 ring of protection, +2 greatsword (Wyrmslayer), +4 mighty composite longbow.
* I feel that the two-weapon fighting ability of rangers is not necessarily appropriate to every ranger, and have instead given Tanis, raised by the Qualinesti elves, “Alertness” and “Point Blank Shot” virtual feats while wearing light or no armour (so they do not benefit him while he wears his full plate). Also, Tanis should have Wyrmslayer, not a +2 longsword and +2 shield as listed in DL14; the shield I made into a +3 ring of protection, since she can’t use shield and his greatsword at the same time anyway. 

Tasslehoff Burrfoot, male kender rogue 12
SZ Small; HD 12d6+24; hp 71; Init +8 (+4 Dex, +4 Imp Init); Spd 20 ft; AC 22 (+1 size, +4 Dex, +4 leather, +3 ring); Atk +13/+8 melee (1d6+3, 19-20/x2 crit, +2 hoopak-club/spear) or +18/+13 melee (1d4+5, 19-20/x2 crit, +4 dagger), or +16/+11 ranged (1d4+2, x2 crit, 80 ft, +2 hoopak-sling); SA sneak attack +6d6; SQ evasion, uncanny dodge, skill mastery (Bluff, Move Silently, Open Lock), kender traits; AL NG; SV Fort +7, Ref +13, Will +6; Str 13, Dex 18, Con 14, Int 10, Wis 12, Chr 11.
Skills: Bluff +15, Climb +13, Decipher Languages +5, Disable Device +12, Hide +11, Innuendo +2, Listen +11, Move Silently +18, Open Lock +20, Pick Pocket +15, Search +15, Spot +5, Tumble +12, Use Magic Device +4, Wilderness Lore +2. Feats: Dodge, Handler, Improved Initiative, Mobility, Weapon Finesse (dagger).
Languages: Common, Kenderspeak, Goblin, Hand Talk. 
Possessions: +2 leather armour, +3 ring of protection, +2 hoopak, +4 dagger (Rabbit-slayer), glasses of Arcanist.

Tika Waylan, female human rogue 3 / fighter 8
SZ Medium-size; HD 3d6+6+8d10+16; hp 82; Init +3 (+3 Dex); Spd 30 ft; AC 21 (+3 Dex, +4 chain shirt, +4 shield); Atk +15/+10 melee (1d6+6, 19-20/x2 crit, +2 shortsword) or +13/+8 ranged (1d6+2, x3 crit, 70 feet, +2 mighty comp shortbow); SA sneak attack +2d6; SQ evasion, uncanny dodge; AL NG; SV Fort +14, Ref +11, Will +7; Str 14, Dex 16, Con 14, Int 10, Wis 12, Chr 14.
Skills: Bluff +6, Climb +9, Diplomacy +4, Gather Information +7, Hide +10, Innuendo +4, Jump +8, Listen +8, Move Silently +9, Open Locks +9, Profession (innkeeper) +6, Ride +9, Search +6, Sense Motive +6, Spot +3, Swim +6. Feats: Barmaid, Blind-Fight, Dodge, Great Fortitude, Mobility, Power Attack, Spring Attack, Sunder, Weapon Focus (shortsword), Weapon Specialization (shortsword).
Languages: Common, Plainsmen.
Possessions: mw chain shirt (-2 check penalty), +2 large steel shield, +2 shortsword, Tika’s ring (+3 luck bonus to saves, fire resistance 12), +2 mighty composite shortbow.