House Rules for Andrew’s Greyhawk Campaign
Classes
-- Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Sorcerer WizardBarbarian:
Must start as a barbarian, may not multiclass into barbarian classMay only start as a human barbarian if from the following groups of people: Rovers of the barren, Tiger Nomads, Wolf Nomads, Amedio Jungle, Hepmonaland, Snow, Ice and Frost Barbarian, Hold of Stonefist.
Must be a non-lawful alignment. Hit Dice: d12
Class skills as listed in PHB. 3 skill points per level
Proficient with all Simple and Martial Weapons, Light Armor and Shields
Receives the Toughness feat at first level in addition to all normal feats
NO RAGE ABILITY
When wearing light armor, may use 2-weapons as if he possesed the two-weapon feat and ambidexterity feat.
When using light armor may use two-handed weapons as if he had two-handed weapon feat
Uncanny dodge as in PHB
Damage reduction as in PHB (this is cumulative with the Feat if taken)
Detect magic or illusions, once per day per 2 levels plus wisdom modifier (no minimum – eg. If wisdom is 8, cannot detect magic/illusions until level 3)
Fear/hatred of magics – these apply regardless of other classes the barbarian may have
At level 1 may associate freely with adepts, level 2 may associate freely with clerics, level 3 may associate with mages if necessary, level 4 may use basic magic weapons (+1 base modifier) and may use clerical potions, level 5 may use basic magic armor (+1 base modifier), Level 6 may freely associate with mages, level 7 may use minor magic weapons (+2 base), level 8 may use minor magic armor (+2 base), level 10 may use moderate magic weapons (+4 base modifier), level 12 may use moderate magic armor (+4 base modifier), level 15 may use major magic weapons (+6 base), level 18 may use all magic weapons
+2 to wilderness lore checks when in home terrain
Saves as in PHB except +1 Ref sav at every level (eg. +1 ref @ 1st, +2 @4th, +4 @9th)
Base attack bonus as in PHB
Bard:
Half-orc and dwarven bards are not able to use spells. Inspire Courage ability increases in benefit. DC 5 – +2 saving throw vs. fear and charm, +1 morale bonus to attack and damage. DC 25 -- +3 saving throw, +2 attack and damage. DC 35 -- +4 saving throw, +3 attack and damage.Bards suffer only 1/2 the spell failure percentage when wearing light armor
Cleric:
All clerics must choose a Greyhawk deity to worship. Many of the Domain's abilities and Granted Powers have been changed. To view them, click here.Clerics do not need to prepare spells, rather, they may use any spells available to them when needed as many times as they are able to casts spells of that level. Ie. if a cleric normally is able to cast 4 first level spells, he does not need to prepare 4 specific spells, but rather, like a sorcerer, cast any first level spell 4 times. All cleric spells take 6 segments, and do not have verbal nor somatic components. Spells can still be disrupted as normal.
Healing spells work as follows: Good clerics can cast healing spells as written. Neutral clerics can only cast healing spells on those whose goals are the same as that of their deity. Evil clerics can only cast healing spells on those who are directly followers of their deity. Furthermore, healing spells cast by evil clerics only heal the physical wound crudely - a scar remains and the pain of the wound will continue to plague the unfortunate.
Clerics may also get special abilities in addition to domain abilities depending upon the deity worshipped. List of Greyhawk deities at
Eric Noah's Conversion Library. For non-human deities, again, Eric Noah's Conversion Library. (There are only a few elves who worship the gods thus there are no elven clerics. Most are follower's of nature's ways.)Druid:
As PHBFighter:
As PHB except Intimidate is a Class skill.Monk:
Not allowedPaladin:
Must choose a Greyhawk deity to follow. Prestige class Paladins require that the character be touched by a Lawful Good deity and called into service. This usually does not occur until after the character has gained at least 4 levels. May multiclass into cleric of same deity without losing ability to increase in levels as Paladin.Ranger:
Are able to use bows as if they had the feat Point Blank Shot when wearing Medium armor or less. Rangers DO NOT get the bonus abilities of Ambidexterity, Two-Weapon Fighting and Improved Two-Weapon Fighting. They get the following Druidic abilities at the following levels. Woodland stride (4th level), Trackless Step (7th level), Resist Nature’s Lure (8th level), Venom Immunity (10th level). In addition, at levels 2, 5, 9 and 13, they gain bonus feats choosen from the following, assuming all prerequisite are met: Far Shot, Precise Shot, Rapid Shot, Shot on the Run (these feats only apply when wearing medium armor or lighter).Sorcerer:
As PHB except for the following: When casting spells, they do not require material components that are less than 10 gp in value. The number of spells per day that a sorcerer can cast are PER 24 HOUR PERIOD. Sorcerer's may substitute casting spells of lower levels on a 1:1 level basis. Ie. Instead of casting a 3rd level spell, may cast 3 first level spells or 1 second level spell and 1 first level spell, or instead of 4 first level spells may cast one 4th level spell. However, the sorcerer must be of sufficient levels to be able to gain bonus spells of that level.Wizard:
As PHB