House Rules for Andrew’s Greyhawk Campaign

Races -- Human Dwarf Gnome Half-elf Half-orc Halfling

Human: No monks. Use modifiers depending upon nationality. See Eric Noah's conversion library.

Dwarf, Hill: No mages (wizards and sorcerers), no druids, no monks, no rangers. Modified bards. Paladins are a prestige class. Dwarves start w/ free martial weapon proficiencies with Axes and Hammers. (Still required to take an exotic weapon proficiency in Dwarven Waraxe to be able to use it effectively in one hand.)

Dwarf,Mountain: as hill dwarf

Elf, High: No barbarians, clerics, monks, paladin. Elves cannot be raised from death. +1 to hide and move silently.

Elf, Grey: as high elf except – -1 str, +1 int, +2 dex, -2 con

Elf, Wood: as high elf except – +1 str, -1 int, +2 dex, -2 con, -1 cha; can speak with animals as per gnome

Elf, Wild: as high elf except – +1 dex, -2 int, +1 str, -2 cha, +1 con, -1 wis; favored class ranger, no wizard, no proficiency with longsword.

Gnome: No barbarians, druids, monks, paladins, rangers. Only illusionist for wizard class. +1 skill points per level as human (+4 at first).

Half-elf: Barbarians are rare. No monks. Paladins are prestige class.

Half-orc: +2 Str, +1 Con, -2 Int, -2 Cha. Modified bards. No druids, monks, mages. Modified rangers. Paladins are prestige classes. May take Scent as a feat as per DMG.

Halfling, Hairfoot: No barbarians, monks, rangers. No wizards. Paladins are prestige class.

Halfling, Tallfellow: As hairfoot halfling except: +2 racial bonus to Search, Spot, Listen; may detect secret doors as elf. No bonus to climb, jump and move silently.

Halfling, Stout: Also known as Deep Halfling. As hairfoot halfling except: Stonecunning as a dwarf. –2 racial bonus to Appraise and Craft with checks related to metal or stone. No bonus to Climb, Jump, Move Silently.


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