Greyhawk Rules Additions

Character Creation

Greyhawk (3.5):
Characters should be created using the 32pt. point buy system described in the Dungeon Master's Guide. Characters belonging to new players to this campaign start play at one level lower than the Average Party Level (APL) and have half the XP needed to reach the next level.

Feats

Click on the title to get the Feats page.

Equipment

New items for World of Greyhawk

Character Classes

Base Classes:
New Base Character Classes for use in this campaign, either from sources other than the Core Rulebooks, or created by the players.
Swashbuckler
Cunning and agile, swashbucklers specialize in light weapons and armor, making the most of their quickness and intellect in combat.
Pirate
The scourge of river and sea, these ruffians are ever following the trail of gold and adventure.

Prestige Classes:
New Prestige Classes for use in this campaign, either from sources other than the Core Rulebooks, or created by the players.
Bladesinger
Elven mystic swordsmaster
Dugmaren's Dwarven Wandlers
Wand Specialist
Knight of the Chalice
A holy warrior who specializes in destroing evil outsiders.
Mystic Theurge
The ultimate wielder of magic, the Mystic Theurge, has mastered both Arcane and Divine energies.

Other Stuff

Death And Dying

1)
At 0 hp or less, you fall unconscious and are dying. Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2).
2)
Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points, whichever is a larger value. This is less than a 4th Edition character would have, but each monster attack is dealing a smaller fraction of the character’s total hit points, so it should be reasonable.
3)
If you’re dying at the end of your turn, roll 1d20.

Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.
10-19: No change.
20: You get better! You wake up with hit points equal to one-quarter your full normal hit points.

4)
If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied. In other words, he’ll wake up again with hit points equal to the healing provided by the effect—a cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.)
5)
A dying character who’s been stabilized (via the Heal skill) doesn’t roll a d20 at the end of his turn unless he takes more damage.
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