
Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Feb 17, 2007 01:40 PM

Msg. 1 of 19
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Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 7, 2007 05:44 PM

Msg. 2 of 19
AbilitiesNew PCs are generated using the point-buy method, with 32 points. Here is the point cost for each score. Racial adjustments are added AFTER the point-buy: Score = Point Cost8 = 0 9 = 1 10 = 2 11 = 3 12 = 4 13 = 5 14 = 6 15 = 8 16 = 10 17 = 13 18 = 16 Characters starting above 1st level add 1 point to any ability score for levels 4, 8, 12, 16, & 20. Intelligence: Your number of class skills is affected by your natural intelligence modifier (items such as headbands of intellect do not affect this). Any bonus skills so gained apply to all of your classes. Constitution: Death occurs at 0 HP minus the character's Constitution score. Bastard Greyhawk: http://www.bastardgreyhawk.isonfire.com Age of Worms: http://www.irondragon.net/idforum/index.cfm?page=forum&forumID=20 Greyhawk on Wikipedia: http://en.wikipedia.org/wiki/Category:Greyhawk
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Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 7, 2007 05:46 PM

Msg. 3 of 19
RacesAllowed: Human, Elf (High, Grey, Sylvan), Dwarf (Hill, Mountain), Gnome (Rock), halfling (Tallfellow, Deep, Lightfoot), Half-Orc Other races & subraces are possible, but require DM consultation. Bastard Greyhawk: http://www.bastardgreyhawk.isonfire.com Age of Worms: http://www.irondragon.net/idforum/index.cfm?page=forum&forumID=20 Greyhawk on Wikipedia: http://en.wikipedia.org/wiki/Category:Greyhawk
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Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 7, 2007 06:24 PM

Msg. 4 of 19
ClassesAs in the PHB. All Prestige classes & base classes outside the PHB require DM permission. Clerics: Clerics may choose any of the core deities, as well as any other Greyhawk deity. See: http://en.wikipedia.org/wiki/Category:Greyhawk_deities for more info. Domains: The following deities' domains differ from the core rules: Erythnul: Remove Trickery. Saint Cuthbert: Remove Destruction. SpellsCertain deities may be reluctant to allow their clerics access to spells that the deity may find distasteful, while other kinds of spells may be "preferred." Pelor, for instance, would be very unlikely to grant any spell with the [darkness] descriptor, while Heironeous would be unlikely to grant spells with the [fear] descriptor. Many good deities would be unlikely to grant spells with the [death] descriptor. List of spells by descriptor: http://www.hahnlibrary.net/rpgs/spdescript.htmlList of spells by school: http://www.hahnlibrary.net/rpgs/spschool.htmlWhat follows are some of the spell descriptors, schools, & subschools favored, disfavored, & banned by certain deities. A deity might grant a disfavored spell on rare occasions, however. Heironeous: [Favored]--Electricity, Evocation, Force, Good, Lawful [Disfavored]--Death, Fear [Banned]--Chaotic, Evil Pelor: [Favored]--Fire, Good, Healing, Light [Disfavored]--Darkness, Death [Banned]--Evil Options (spells, etc) given in Dragon's "Core Beliefs" articles may also be used. Rangers: Rangers have Knowledge (favored enemy) as a class skill. Those with multiple favored enemies have multiple favored enemy knowledge skills, such as Knowledge (undead) and Knowledge (dragons), and ranks are bought separately for each skill. They gain a bonus on each Knowledge (favored enemy) skill equal to the equivalent favored enemy bonus. Edited by Robbastard on Jun 16, 2007 at 04:14 PMEdited by Robbastard on Nov 11, 2007 at 04:52 PM
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Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 16, 2007 04:05 PM

Msg. 5 of 19
Skills
Characters can choose one extra class skill for each point of Intelligence bonus they have. If your Intelligence bonus changes due to level advancement, then so does this bonus, as well as total number of skill points. Magic items, such as Headbands of Intellect, have no affect on number of skill points.
Speak Language is a class skill for all characters.
Depending on your character concept, some class skills may be "traded out" for others. Generally speaking, Craft or Profession should not be traded out. Some examples follow:
A desert character might trade out Swim for something more appropriate. A seafaring character might trade out Ride. A priest of a god of slaughter might trade out Diplomacy for Intimidate.
Rangers have Knowledge (favored enemy) as a class skill. Those with multiple favored enemies have multiple favored enemy knowledge skills, such as Knowledge (undead) and Knowledge (dragons), and ranks are bought separately for each skill. They gain a bonus equal to their favored enemy bonus. Edited by Robbastard on Jun 16, 2007 at 04:19 PM
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Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 16, 2007 04:08 PM

Msg. 6 of 19
Feats
As in the PHB, with the following changes:
Deflect Arrows allows a character to deflect a number of objects equal to the number of attacks per round his/her base attack bonus allows.
Dodge gives a +1 bonus to AC overall, but you lose this any time you lose your Dex bonus to AC.
Snatch Arrows. Though Deflect Arrows allows a character to deflect multiple objects, only one snatched weapon per round may be thrown back at the original attacker. Edited by Robbastard on Dec 13, 2007 at 08:24 PM
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Robbastard
-Centurion-
Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 16, 2007 04:09 PM

Msg. 7 of 19
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Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 16, 2007 04:09 PM

Msg. 8 of 19
Equipment
Weapons
Long weapons: Weapons significantly longer than the wielder's height, such as polearms, must be carried in-hand, or via the use of certain magic items. Such weapons can not be sheathed across one's back.
Crossbow, repeating: Any character proficient with a light, heavy, or hand crossbow, is considered to be proficient with the repeating version as well.
Rapier: A rapier may be wielded in the off-hand when two-weapon fighting with the same attack roll penalties as a light weapon.
Edited by Robbastard on Jul 19, 2008 at 01:01 PM
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Robbastard
-Centurion-
Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 16, 2007 04:09 PM

Msg. 9 of 19
Combat
Critical Hits: If you roll a natural 20 on confirmation of a critical hit, make a second confirmation roll. If the second roll is successful, add one more die of damage (plus modifers). Multiple natural 20's do not add to this.
Critical Misses: Rather than make a DC 10 Dexterity check to avoid a critical miss, Make an attack roll, using the attack modifier you missed on, against AC 10. A natural "1" on this confirmation roll always fails. Edited by Robbastard on Jun 16, 2007 at 04:32 PM
Death effects: Any spell, trap, or other effect that requires a "save or die" roll instead has the following effect: A failed save results in the target's hit points dropping to a negative number equal to the save DC-10 (ex: failure against a DC 25 = dropping to -15 HP). In addition, the target also suffers constitution drain equal to the save DC-10. In some cases this may result in instant death, but not always, depending on the target's constitution score. Edited by Robbastard on Oct 23, 2007 at 07:09 PM Edited by Robbastard on Oct 23, 2007 at 07:12 PM
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Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 16, 2007 04:09 PM

Msg. 10 of 19
Adventuring
Upkeep: The upkeep rules on page 130 of the DMG are used, with the following modifications:
"Common" upkeep runs 50 gp per month. Most characters are assumed to be at this level. Add 15 gp more to the monthly price for each mount, animal companion, and other pets (familars excluded). Characters with the leadership score multiply their Leadership score by 10 and pay that much in gp/month to support their followers. Cohorts pay for upkeep from their own funds.
Tithing: Characters may gain access to magic, feats, items, and other options outside the core rules by tithing 10% of their share of treasure. Note that all options still require prior DM approval. Edited by Robbastard on Jan 24, 2008 at 08:28 PM
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Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 16, 2007 04:10 PM

Msg. 11 of 19
Magic
Edited by Robbastard on Nov 11, 2007 at 04:32 PM
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Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 16, 2007 04:10 PM

Msg. 12 of 19
SpellsDimension Shuffle (PHBII): This spell works as written, save that creatures affected by this spell cannot be moved into a threatened position. They could, of course, be moved close enough for their foe to take a 5' step. Dimension Step (PHBII): This spell works as written, save that it can only affect a single target. Gate: This spell works as written ( http://www.d20srd.org/srd/spells/gate.htm) except for the following: 1. When used to call creatures, the casting time is changed to a full round (this simulates the "bargaining process"); 2. In the case of a single creature, you can control it if its CR does not exceed your caster level. A single creature with a CR higher than your caster level can’t be controlled; 3. The DM may reduce the XP cost by up to 100 IF the player comes up with a "true name" for the called creature(s)--the better the name, the bigger the reduction (write the name on the xp sheet). Note that powerful creatures who are compelled to endanger their lives may hold a grudge if treated badly. Raise Dead: The spell works as written ( http://www.d20srd.org/srd/spells/raiseDead.htm), except in regards to level loss/constitution drain. Instead of losing a HD/level, the subject of the spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be raised), which may be repaired via magic. The spell may also be used to revive a creature slain by slay living. Reincarnate: The spell works as written ( http://www.d20srd.org/srd/spells/reincarnate.htm), except in regards to level loss/constitution drain. Instead of losing a HD/level, the subject of the spell gains one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be raised), which may be repaired via magic. Restoration: Replace the text of the spell ( http://www.d20srd.org/srd/spells/restoration.htm) with the following: "This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. If this spell is used to dispel a permanent negative level, it has a material component of diamond dust worth 1,000 gp. This spell cannot be used to dispel more than one permanent negative level possessed by a target in a one-week period. Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target. Material Component: Diamond dust worth 100 gp (or 1000 gp) that is sprinkled over the target." Restoration, Greater: Replace the text of the spell ( http://www.d20srd.org/srd/spells/restorationGreater.htm) with the following: "This spell functions like lesser restoration, except that it dispels all permanent and temporary negative levels afflicting the healed creature. Greater restoration also dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Material Component: Diamond dust worth 5000 gp that is sprinkled over the target." Resurrection: This spell functions as written ( http://www.d20srd.org/srd/spells/resurrection.htm, plus see raise dead, above) except in regard to level/HD loss & constitution drain: Instead of losing a HD/level, the subject of the spell gains one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be raised), which may be repaired via magic. Teleport, Greater: The spell works as written ( http://www.d20srd.org/srd/spells/teleportGreater.htm) except for the following: 1. You must have viewed the location at least once. 2. Subtract your caster level from the die roll (see teleport: http://www.d20srd.org/srd/spells/teleport.htm).Edited by Robbastard on Jun 15, 2008 at 05:04 PM
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Robbastard
-Centurion-
Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 17, 2008 03:56 PM

Msg. 13 of 19
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Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 17, 2008 03:58 PM

Msg. 14 of 19
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Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 17, 2008 03:59 PM

Msg. 15 of 19
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Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 17, 2008 03:59 PM

Msg. 16 of 19
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Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 17, 2008 04:00 PM

Msg. 17 of 19
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Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 17, 2008 04:00 PM

Msg. 18 of 19
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Robbastard
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Posts: 193
Joined: Jul 16, 2006
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Posted: Jun 17, 2008 04:54 PM

Msg. 19 of 19
Magic ItemsWeaponsWeapons with energy properties (flaming, frost,and shock) may have those properties activated as a swift action, rather than a standard action. See http://www.d20srd.org/srd/combat/actionsincombat.htm#swiftActionsCreating Magic ItemsWhen adding energy resistance or an armor class, ability, or saving throw bonus to an existing magic item, use the rules on page 234 of the Magic Item Compendium. Conversely, if improving a magic item that has only the above abilities (corresponding to the proper body slot), the additional cost is not multiplied by 1.5. Ex: Improving a cloak of resistance +5 (25,000 gp) with major displacement costs an additional 50,000 gp, rather than 75,000 gp. The 1.5 multiplier would still apply if adding elvenkind to a cloak of major displacement and resistance +5. Edited by Robbastard on Jun 17, 2008 at 04:55 PM
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