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Abilities


Half of the dexterity modifier, rounded down, is applied to the normal penalties for fighting with two weapons. 


 
Race

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.


 

Class


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.


 

Skills


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.


 

Feats


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.


 

Equipment


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.