Post by Chris on Dec 8, 2018 12:34:48 GMT -5
Some pre-gen characters are available. They are a Hill Dwarf Fighter, Half-Orc Monk, High Elf Ranger, Rock Gnome Rogue, and Lightfoot Halfling Wizard
If you do not own a 3.5 PHB never fear. We have them for loan in the shop and there is this www.d20srd.org/index.htm
1. Abilities
Use the nonstandard, tougher campaign (28 points) point buy method for ability scores.
Each stat begins at 8.
A stat of 9 costs 1 point.
A stat of 10 costs 2 points.
A stat of 11 costs 3 points.
A stat of 12 costs 4 points.
A stat of 13 costs 5 points.
A stat of 14 costs 6 points.
A stat of 15 costs 8 points.
A stat of 16 costs 10 points.
A stat of 17 costs 13 points.
A stat of 18 costs 16 points.
2. Race
You may choose human, dwarf (hill or mountain), elf (high, gray, or wood), gnome, half-elf, half-orc, halfling (stout, tallfellow, or deep).
Human PCs should choose one of the subraces of humanity. These subraces include Baklunish, Flan, Oeridian, Olman, Rhennee, Suloise, and Touv. While very few humans are purebred, most do have a dominant ancestry that shows.
All half-orcs are human/orc crossbreeds.
A PC may begin play at any adulthood age, height, or weight allowed for their race.
Age adjustments to ability scores are not used in our campaign.
3. Languages
In addition to languages normally allowed for your race, the following dialects are Open for all PCs: Amedi, Baklunish,Cold Tongue, Flan, Keoish, Lendorian, Nyrondese, Old Oeridian, Olman, Ordai, Rasol, Suloise, Touv, Ulagha, and Velondi.
Rhopan is Open for Rhennee, including half-Rhennee/half-elves or half-orcs.
The most prevalent of these languages are the human racial languages: Baklunish, Flan, Old Oeridian and Suloise.
Ancient Flan and Flan are the same language; Ur-Flan is a unique language.
Ancient Suloise and Suloise are the same language.
Ancient Baklunish and Baklunish are the same language.
Learning Druidic (for non-druids), Ferral,Lendorian Elven, Rhopan (for non-Rhennee), or Ur-Flan requires campaign documentation.
4. Class
You may choose any base class listed as Open here. All base classes, prestige classes, feats, spells, and domains from the core rulebooks (PH, DMG, MM) are considered Open unless
specifically noted otherwise in this appendix Living Greyhawk - Campaign Sourcebook - Yea....pdf (476.23 KB). In addition to the core rulebooks, rules options from many other books are
available to players, as listed in this appendix. These additional classes are:
Beguiler (PH2)
Favored Soul (CD)
Healer (MH)
Hexblade (CW)
Knight (PH2)
Marshal (MH)
Scout (CAd)
Swashbuckler (CW)
Warmage (CAr)
A cleric or favored soul must serve a specific non-evil deity from the PH or the LG Deities document. Deities in the PH that have the Evil domain are considered evil. See the LG Deities document for more details on favored weapons, domain choices, and deity backgrounds for the deities in the PH. Note that in LG, St. Cuthbert’s alignment is Lawful Good and Wee Jas gives access to the Repose domain instead of the Death domain.
5. Alignment
You must choose a non-evil alignment that meets all requirements for your PC’s class. Divine casters that do not require the worship of a specific deity, but that choose to worship a deity, must be within one step of their deity’s alignment.
6. Hit Points
At first level, a PC receives maximum hit points for its class. For each additional level, it receives: half the maximum value for its new class + 1 + CON modifier. For example, a PC with an 8 Con adds 2 hit points upon gaining a new level in the Sorcerer class.
7. Skills
Craft, Perform, Profession, and Sleight of Hand: These skills allow your PC to earn extra coin if TUs are spent. See Chapter Five: Benefits from Nonadventuring Activity for more details.
Knowledge Skill: You may only choose from Knowledge skills specifically listed in the PH. When your PC takes ranks in Knowledge (local), he must pick a subset. The
subset choices are: Core; Sheldomar Valley MR; Velverdyva MR; Iuz’s Border States MR; Nyrond & Environ MR; and Splintered Suns MR. While in Keoland, use Knowledge:(local [Sheldomar Valley MR]). All regionals and metaregionals use the Knowledge subset for their metaregion. All cores use Knowledge (local [Core]).
8. Feats
You may choose any feat listed as Open in Appendix 4 for which your PC meets the requirements. PCs of particular races or regions have access to additional feat options. See Expanded Feat Options in Appendix 4 for more details.
9. Equipment
PCs receive maximum GP for their starting class from the PH Table 7-1. If you wish to leave any equipment at home while adventuring, it must be marked as such on your character sheet. The starting GP for new base classes is listed below. See Appendix 4 for Open and Closed item access.
• Beguiler (Player’s Handbook 2) – 240 GP
• Favored Soul (Complete Divine) – 200 GP
• Healer (Miniatures Handbook) – 160 GP
• Hexblade (Complete Warrior) – 240 GP
• Knight (Player’s Handbook 2) – 240 GP
• Marshal (Miniatures Handbook) – 200 GP
• Scout (Complete Adventurer) – 200 GP
• Swashbuckler (Complete Warrior) – 240 GP
• Warmage (Complete Arcane) – 120 GP
If you do not own a 3.5 PHB never fear. We have them for loan in the shop and there is this www.d20srd.org/index.htm
1. Abilities
Use the nonstandard, tougher campaign (28 points) point buy method for ability scores.
Each stat begins at 8.
A stat of 9 costs 1 point.
A stat of 10 costs 2 points.
A stat of 11 costs 3 points.
A stat of 12 costs 4 points.
A stat of 13 costs 5 points.
A stat of 14 costs 6 points.
A stat of 15 costs 8 points.
A stat of 16 costs 10 points.
A stat of 17 costs 13 points.
A stat of 18 costs 16 points.
2. Race
You may choose human, dwarf (hill or mountain), elf (high, gray, or wood), gnome, half-elf, half-orc, halfling (stout, tallfellow, or deep).
Human PCs should choose one of the subraces of humanity. These subraces include Baklunish, Flan, Oeridian, Olman, Rhennee, Suloise, and Touv. While very few humans are purebred, most do have a dominant ancestry that shows.
All half-orcs are human/orc crossbreeds.
A PC may begin play at any adulthood age, height, or weight allowed for their race.
Age adjustments to ability scores are not used in our campaign.
3. Languages
In addition to languages normally allowed for your race, the following dialects are Open for all PCs: Amedi, Baklunish,Cold Tongue, Flan, Keoish, Lendorian, Nyrondese, Old Oeridian, Olman, Ordai, Rasol, Suloise, Touv, Ulagha, and Velondi.
Rhopan is Open for Rhennee, including half-Rhennee/half-elves or half-orcs.
The most prevalent of these languages are the human racial languages: Baklunish, Flan, Old Oeridian and Suloise.
Ancient Flan and Flan are the same language; Ur-Flan is a unique language.
Ancient Suloise and Suloise are the same language.
Ancient Baklunish and Baklunish are the same language.
Learning Druidic (for non-druids), Ferral,Lendorian Elven, Rhopan (for non-Rhennee), or Ur-Flan requires campaign documentation.
4. Class
You may choose any base class listed as Open here. All base classes, prestige classes, feats, spells, and domains from the core rulebooks (PH, DMG, MM) are considered Open unless
specifically noted otherwise in this appendix Living Greyhawk - Campaign Sourcebook - Yea....pdf (476.23 KB). In addition to the core rulebooks, rules options from many other books are
available to players, as listed in this appendix. These additional classes are:
Beguiler (PH2)
Favored Soul (CD)
Healer (MH)
Hexblade (CW)
Knight (PH2)
Marshal (MH)
Scout (CAd)
Swashbuckler (CW)
Warmage (CAr)
A cleric or favored soul must serve a specific non-evil deity from the PH or the LG Deities document. Deities in the PH that have the Evil domain are considered evil. See the LG Deities document for more details on favored weapons, domain choices, and deity backgrounds for the deities in the PH. Note that in LG, St. Cuthbert’s alignment is Lawful Good and Wee Jas gives access to the Repose domain instead of the Death domain.
5. Alignment
You must choose a non-evil alignment that meets all requirements for your PC’s class. Divine casters that do not require the worship of a specific deity, but that choose to worship a deity, must be within one step of their deity’s alignment.
6. Hit Points
At first level, a PC receives maximum hit points for its class. For each additional level, it receives: half the maximum value for its new class + 1 + CON modifier. For example, a PC with an 8 Con adds 2 hit points upon gaining a new level in the Sorcerer class.
7. Skills
Craft, Perform, Profession, and Sleight of Hand: These skills allow your PC to earn extra coin if TUs are spent. See Chapter Five: Benefits from Nonadventuring Activity for more details.
Knowledge Skill: You may only choose from Knowledge skills specifically listed in the PH. When your PC takes ranks in Knowledge (local), he must pick a subset. The
subset choices are: Core; Sheldomar Valley MR; Velverdyva MR; Iuz’s Border States MR; Nyrond & Environ MR; and Splintered Suns MR. While in Keoland, use Knowledge:(local [Sheldomar Valley MR]). All regionals and metaregionals use the Knowledge subset for their metaregion. All cores use Knowledge (local [Core]).
8. Feats
You may choose any feat listed as Open in Appendix 4 for which your PC meets the requirements. PCs of particular races or regions have access to additional feat options. See Expanded Feat Options in Appendix 4 for more details.
9. Equipment
PCs receive maximum GP for their starting class from the PH Table 7-1. If you wish to leave any equipment at home while adventuring, it must be marked as such on your character sheet. The starting GP for new base classes is listed below. See Appendix 4 for Open and Closed item access.
• Beguiler (Player’s Handbook 2) – 240 GP
• Favored Soul (Complete Divine) – 200 GP
• Healer (Miniatures Handbook) – 160 GP
• Hexblade (Complete Warrior) – 240 GP
• Knight (Player’s Handbook 2) – 240 GP
• Marshal (Miniatures Handbook) – 200 GP
• Scout (Complete Adventurer) – 200 GP
• Swashbuckler (Complete Warrior) – 240 GP
• Warmage (Complete Arcane) – 120 GP