Abilities
Half of the dexterity modifier, rounded down, is applied
to the normal penalties for fighting with two weapons.
Racial abilities specifically relate to Hill dwarves, High elves
and Lightfoot halflings. The changes
for the others are described in the table below. Note that Lightfoots are also referred to as Hairfoots and they
often travel barefoot.
Subrace |
Ability Adjustments |
Favored
Class |
Trait Changes |
Grey elf |
-2 Str, +2 Dex, -2 Con, +2 Int |
Wizard |
None |
Wood elf |
+2 Str, +2 Dex, -2 Con, -2 Int, -2 Cha |
Ranger |
None |
Mountain dwarf |
standard |
Fighter |
None |
Tallfellow halfling |
standard |
Rogue |
See Monster Manual, p 117 |
Stout halfling |
standard |
Rogue |
See Monster Manual, p 117 |
Elves must take into account the rarity of rapiers. Elves may also take the Thrust feat (see Feats below) ignoring
the base attack bonus requirement.
Regions are used. They are not as rigidly defined as they are
in the Forgotten Realms Campaign Setting as their only benefits are feat
and bonus language access. Any of the
various languages mentioned on p12 of Living Greyhawk Gazetteer are
bonus languages for characters from the appropriate region. A 1st level character may qualify
for one geographical and one racial region, a half-elf from Greyhawk for
example. After 1st level, a
character may qualify for an additional geographic region for each 2 ranks in
the Knowledge (Local) skill.
PCs, and NPCs with PC classes, are rare individuals. Multi-class characters are even more
so. Most NPCs a character encounters
will be of an NPC class. Thus, a
village priest is more likely to be an expert, possibly an adept if he has paid
special attention to his studies, rather than a cleric. Similarly, a town guard is more likely to be
a warrior than a fighter, and an urchin pick pocket an expert rather than a
rogue. Like prestige classes, NPC
classes do not incur experience penalties.
They are available to PCs.
Likewise,
a high level NPC is usually in the 10th-14th level
range. These characters will normally
be found only in large cities, usually in positions of political power.
The following table describes which races may begin play as
which classes (a character of any race may begin play as a cleric, fighter or
rogue.) Any class denied a starting
character is available as a prestige class with the Special requirements of the
ability to assign five skill points to a skill and someone willing to instruct
the character. Also, until a character
has gained all of the class abilities of a denied class, training is required
to gain additional levels. For example,
a dwarven paladin would need training for the first five levels of the
class. At fifth level he gains the
special mount ability. No new abilities
are gained after this, simply improvements to existing abilities. Likewise, a dwarven barbarian would require
training until 11th level, when damage reduction is first gained.
|
Dwarf |
Elf |
Gnome |
Half-elf |
Half-orc |
Halfling |
Human |
Barbarian |
no |
no |
no |
no |
yes |
no |
yes |
Bard |
no |
yes |
yes |
yes |
no |
yes |
yes |
Druid |
no |
yes |
no |
yes |
no |
yes |
yes |
Monk |
no |
no |
no |
no |
no |
no |
yes |
Paladin |
no |
no |
no |
no |
no |
no |
yes |
Ranger |
no |
yes |
no |
yes |
no |
no |
yes |
Sorcerer |
no |
yes |
no |
yes |
yes |
yes |
yes |
Wizard |
no |
yes |
yes |
yes |
no |
no |
yes |
Barbarians lose Rage as a class feature. It is replaced by a series of feats granting
the same abilities. Each instance of a
barbarian receiving a use of the ability is replaced by a bonus feat drawn from
the following list: Alertness, Endurance, Mounted Combat (Mounted Archery,
Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise
Shot, Rapid Shot, Shot on the Run), Rage (Extra Rage, Greater Rage), Run, Skill
Focus (with a class skill only), Toughness, or Track. Feats dependent on other feats are listed parenthetically after
the prerequisite feat.
The following lands produce archetypal
barbarians. The suggested bonus feats
for these characters are included as well as typical weapons used and
adjustments to class skills.
The lands of the Frost, Ice, and Snow
Barbarians as well as the Hold of Stonefist produce peoples of the
Scandinavian/Viking mold. These
barbarians may substitute Profession (Sailor) for Ride as a class skill. Mounted Combat is rare while Run and Skill
Focus (Profession: Sailor) more common.
They typically employ longsword and shortbow.
Rovers of the Barrens and Tiger and Wolf
Nomads are excellent horsemen, in the same vein as the Mongols. The Rovers, the most primitive of the three,
usually have Run and use druidic weapons (though they have no specific prohibitions)
and the shortbow. The Tiger and Wolf
Nomads emphasize Mounted Combat and associated feats and skills. Their typical weapons are the lance,
scimitar and composite shortbow.
Clerics do not have a bonus domain spell of each level nor may
all clerics spontaneously cast cure
or inflict spells. Clerics may spontaneously cast domain spells
instead, those with cure or inflict spells on their domain spell
list being the only clerics who may spontaneously cast them. A greatly expanded list of deities may be found in Living Greyhawk Gazetteer.
Fighters may select Rage, Thrust and a number of feats from various builder books as bonus feats.
I am not happy with the current ranger class features. Use the following in place of those class
features presented in the PHB.
Class Features
All of the following are class features of the ranger.
Weapon
and Armor Proficiency: A
ranger is proficient with all simple and martial weapons, all armor, and
shields. Note that armor check
penalties for armor heavier than leather apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for
every 5 pounds of armor or equipment carried.
(Rangers have no special abilities relating to two-weapon combat. This includes selecting Improved Two-Weapon
Fighting without the prerequisites.)
Track: A ranger gains Track (p85, PHB) as a
bonus feat.
Favored
Enemy: At 1st
level, a ranger may select a type of creature (dragons, giants, goblinoids,
etc) as a favored enemy. (A ranger may
only select his own race if evil.) Due
to the extensive study of these foes and training in the proper techniques for
combating them, the ranger gains a +2 bonus to Bluff, Listen, Sense Motive,
Spot, and Wilderness Lore checks when using these skills against this type of
creature. Likewise, the ranger adds
+1d6 to damage rolls against creatures of this type. A ranger also gets this damage bonus with ranged weapons, but
only against targets within 30 feet (the ranger cannot strike with deadly
accuracy beyond that range). This
damage bonus doesn’t apply to creatures immune to critical hits, is not
multiplied on a critical hit and any item or ability that protects a creature
from critical hits also protects a creature from this bonus damage. The ranger must also be able to see the
target well enough to pick out a vital spot and must be able to reach a vital
spot. A ranger does not gain this
damage bonus when striking a target with concealment (see Table 8-10:
Concealment, p133, PHB) or striking the limbs of creatures whose vitals are
beyond reach.
The Ranger v2 |
|
|
|
|
|
||||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spells per day |
|||
1 |
2 |
3 |
4 |
||||||
1 |
+1 |
+2 |
+0 |
+0 |
Track, 1st favored enemy (+1d6) |
- |
- |
- |
- |
2 |
+2 |
+3 |
+0 |
+0 |
Special ability |
- |
- |
- |
- |
3 |
+3 |
+3 |
+1 |
+1 |
|
- |
- |
- |
- |
4 |
+4 |
+4 |
+1 |
+1 |
Special ability |
0 |
- |
- |
- |
5 |
+5 |
+4 |
+1 |
+1 |
2nd Favored Enemy (+2d6) |
0 |
- |
- |
- |
6 |
+6/+1 |
+5 |
+2 |
+2 |
|
1 |
- |
- |
- |
7 |
+7/+2 |
+5 |
+2 |
+2 |
Special ability |
1 |
- |
- |
- |
8 |
+8/+3 |
+6 |
+2 |
+2 |
|
1 |
0 |
- |
- |
9 |
+9/+4 |
+6 |
+3 |
+3 |
|
1 |
0 |
- |
- |
10 |
+10/+5 |
+7 |
+3 |
+3 |
Special ability, 3rd favored enemy (+3d6) |
1 |
1 |
- |
- |
11 |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
1 |
1 |
0 |
- |
12 |
+12/+7/+2 |
+8 |
+4 |
+4 |
|
1 |
1 |
1 |
- |
13 |
+13/+8/+3 |
+8 |
+4 |
+4 |
Special ability |
1 |
1 |
1 |
- |
14 |
+14/+9/+4 |
+9 |
+4 |
+4 |
|
2 |
1 |
1 |
0 |
15 |
+15/+10/+5 |
+9 |
+5 |
+5 |
4th favored enemy (+4d6) |
2 |
1 |
1 |
1 |
16 |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
Special ability |
2 |
2 |
1 |
1 |
17 |
+17/+12/+7/+2 |
+10 |
+5 |
+5 |
|
2 |
2 |
2 |
1 |
18 |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
|
3 |
2 |
2 |
1 |
19 |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
Special ability |
3 |
3 |
3 |
2 |
20 |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
5th favored enemy (+5d6) |
3 |
3 |
3 |
3 |
At 5th level and at every
five levels thereafter (10th, 15th, and 20th
level), the ranger may select a new favored enemy, and the bonuses associated
with each favored enemy increase by +2 for skill checks and the die for damage
rolls increases as per the table “The Ranger v2.” For example, a 15th level ranger will have four
favored enemies, each with bonuses of +8 to the skill checks and +4d6 damage.
Refer to Table 3-14: Ranger Favored
Enemies, p45, PHB, for a list of possible favored enemies.
Special
Ability: At 2nd
level, 4th level and every 3rd level thereafter (7th,
10th, etc.), a ranger gains a special ability drawn from the
following list. Some abilities require
a minimum class level to be selected.
A ranger of 10th
level or higher may select any skill to apply this ability to, not just class
skills.
The ranger can guide a group
of up to 3 creatures at no penalty. For
each additional 3 creatures, or part thereof, in the group being guided, a -2
penalty to the check applies.
A ranger of 7th
level or higher may select this ability a second time. In this case the ranger can no longer be
flanked; the ranger can react to opponents on opposite sides as easily as
reacting to a single attacker. The
defense denies rogues the ability to use flank attacks to sneak attack the
ranger. The exception to this defense is a rogue at least four levels higher
than the character can flank the ranger (and thus sneak attack.)
Spells: Beginning at 4th level, a
ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a
Wisdom of 10 + the spell’s level, so a ranger with a Wisdom of 10 or lower
cannot cast these spells. Ranger bonus
spells are based on Wisdom, and saving throws against these spells have a
Difficulty Class of 10 + spell level + Wisdom modifier. When a ranger gets 0 spells of a given
level, such as 0 1st level spells at 4th level, the
ranger only gets bonus spells. A ranger
without a bonus spell of for that level cannot yet cast spells of that
level. A ranger has access to any spell
on the list and can freely choose which to prepare. A ranger prepares and casts spells just as a cleric does (though
the ranger cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place).
Through 3rd level, a ranger
has no caster level. Starting at 4th
level, a ranger’s caster level is one half the class levels.
All of the new uses for skills from the various “builder books;”
Bluff (seduction), Hide (sniping), Knowledge (War), etc; are in use.
Speak Language is always a class skill for those languages from
a character’s home region, as defined on p12 of Living Greyhawk Gazetteer. These languages are also bonus languages for
these characters.
Most feats from the various “builder books” are available to any
character who qualifies. Generally,
unless the feat changes a fundamental theme or limitation of a class ability it
will be allowed. Currently, the
following are not allowed: Blindsight, Expert Tactician (the original Sword
and Fist version), Extra Music, Extra Wild Shape, Fleet of Foot,
Instantaneous Rage, and Subsonics.
The following are my clarifications and rulings regarding
certain feats.
Combat Reflexes
Note that
neither this feat nor the attacks of opportunity rules protect one from the
consequences of provoking multiple attacks of opportunity. If you provoke multiple attacks of
opportunity in the threatened space of a creature with Combat Reflexes, you are
subject to all of those attacks the creature can make.
Leadership
A new prerequisite and a clarification
are added.
Prerequisite: Must qualify
for the base of operations or other rallying point leadership modifier.
Benefit: Note that no
strict limit on the number of cohorts a character may have is associated with
this feat.
Sacred Steed (from Dungeon
#104/Polyhedron #163)
Benefit: Ignore the
reference to the number of times per day a special mount may be called. A D&D3E paladin’s mount is not summoned.
Skill Focus
Benefit: The selected
skill is always considered a class skill for the character in addition to the
normal benefit.
The following feats from Song and Silence are available
to fighters as bonus feats: Arterial Strike, Chink in the Armor, Expert
Tactician, Hamstring, and Snatch Weapon.
As always, the character must meet all the prerequisites. Those feats similarly identified in later
printings of Sword and Fist are also available for this purpose.
The following are new feats available to characters.
Baklunish [General]
The Baklunish respect for horses is
reflected in your horsemanship.
Region: Baklunish
Benefit: Animal
Handling and Ride are always considered class-skills for you.
Special: This feat must be selected at 1st
level.
Flanlore
[General]
You were raised in the traditions of the Flan, learning of the
land and those things in it.
Region: Flan
Benefit: Wilderness Lore is always considered a
class skill and Animal Empathy is never considered an exclusive skill for you.
Special:
This feat must be selected at 1st level.
Greater Rage
[General]
Greater Rage is now a feat rather than a class feature of the
barbarian. Your rages are now more
effective.
Prerequisites: Base attack bonus +12 or higher, the
ability to rage 6 or more times per day.
Benefit: The bonuses when raging increase to +6
Str and Con and +3 morale bonus to Will saving throws. The AC penalty remains
–2.
Special: Characters with this feat and the
ability to rage 8 or more times per day are no longer winded after raging.
Barbarians may select this feat as one
of the bonus feats they receive as a class ability.
Oeridian Craft [General]
Prerequisite: 4 ranks in appropriate Craft skill,
purchase of the affected item
Region: Oeridian
Benefit: Select one weapon, suit of armor or
shield you own and could normally craft.
You have successfully crafted this as a masterwork version of the item;
it is masterwork without any additional cost.
Special:
This feat must be selected at 1st level.
Olman [General]
[This feat will cover the benefits of
being raised in traditional Olman society; specifics are pending.]
Rage
[General]
You have the ability to rage.
Prerequisites: base attack bonus +1 or higher
Benefit: The character may rage once per day,
flying into a screaming blood frenzy.
+4 Str and Con, +2 morale bonus to Will saving throws, -2 AC. It follows all the rules presented in the
PHB.
Special: Barbarians and fighters may select this
feat as one of the bonus feats they receive as a class ability.
Sidekick [General]
You have a sidekick who follows you.
Prerequisites: 6th
level
Benefit: You have one
cohort as described in the rules for the Leadership feat. Unlike Leadership, no base of operations is
required. None of the situational
leadership modifiers apply nor may you replace this cohort.
Signature Weapon [Special]
You are known for your use of a
particular weapon.
Prerequisites: Proficient
with weapon, Weapon Focus and Weapon Specialization with the weapon, Fighter
level 8th +
Benefit: Select a
particular weapon, to include such specificity as special materials and special
abilities such as flaming. You add +2
to attack rolls and +1 to damage rolls you make using the selected weapon.
If the weapon
allows a special attack for which an attack roll is not used, such as the
opposed strength check one must win when attempting to trip an opponent with a
halberd or spiked chain, the +2 bonus to attack rolls also applies to those
rolls.
These bonuses
stack with Weapon Focus and Weapon Specialization for a total of +3 to hit and
damage.
Special: You may take
this feat multiple times. Its effects
do not stack. Each time you take this
feat, it applies to a new weapon.
Fighters may select this feat as one of
the bonus feats they receive as a class ability.
Thrust [General]
Prerequisites: Proficient with weapon, base attack
bonus +3 or better, Expertise
Benefit: The character may make a piercing
attack with a sword. This attack
inflicts 1d6 damage, threatens a critical hit on a natural roll of 18-20, and
inflicts double damage on a successful critical attack. Any of a character’s attacks with a sword
may use this alternate damage.
Special: Fighters and bladesingers may select
this feat as one of the bonus feats they receive as a class ability.
The Greyhawk regional feats from Dragon 315 &
319 and any feats from the Living Greyhawk Journal are generally
allowed. Only Secret of the Firebrand
(the special feat for paladins of Murlynd allowing access to firearms) is not
allowed. The allowable feats may change
after further review.
Electrum is an
additional coinage. 2 electrum pieces
equal 1 gold piece.
Rapiers as described by the PHB (purely thrusting weapons with
no edge) are not common outside of large cities the like of Greyhawk. Those characters who would normally be
proficient with the rapier must take this into account with their character
background. They may also substitute
proficiency with longsword for rapier.
Like a longsword, a rapier may have an improved handguard (see below).
Some long swords with elaborate handguards are in use and
thrusting (as described by the feat) is practiced by some skilled
warriors. Such handguards may simulate
the effect of a gauntlet worn on the sword hand; the price and weight of the
sword will increase accordingly and enhancements apply as a double weapon,
though the sword may be masterwork or magical without the handguard being so.
Dwarven waraxes are not exclusively dwarven weapons. It is simply that their racial preference
for large axes that gives the weapon its name.
A waraxe is available as a spiritual weapon or weapon of the deity to
clerics of Heironeous and Moradin provided they are proficient with its one
handed use. Likewise, a bastard sword
may fill this role for clerics of Kelanen.
Double weapons, with the exception of the quarterstaff, are not
known in the campaign. They are
currently unavailable.
Add 1 to the armor bonus of medium armors. Add 2 to the armor bonus of heavy
armors. These are changes to the Armor
bonus, not Enhancement bonuses. Thus,
they are constant regardless of changes to the armor’s category, such as from
mithral, or Enhancement bonuses, such as adamantine or magic.
When planning to purchase spellcasting, keep in mind the
relative rarity of high level casters.
There will be no random NPCs above 14th level and rarely any
greater than 10th.