Bastard Greyhawk House Rules

The *Bastard Greyhawk* campaign currently operates under the 3.5 edition *Dungeons and Dragons* rules (the bare bones of which can be found in the 3.5 System Reference Document), with the following exceptions. Remember, when in doubt, ask the DM!

## Table rules

### Absences

If Real Life (RL) intervenes and you can't make the scheduled gaming session, please let us know ASAP. Generally speaking, if one player can't make it, the session is still on. If two players can't make it, the session will be cancelled.

What happens to the absent player's character mainly depends on what took place during the previous session. Generally speaking, if the party is in the middle of "adventuring" (exploring a tomb, dungeon, etc), or the DM considers the character's presence essential, another player will be asked to run the absent player's character. Players who run another player's character are expected to run that character as the absent player would (ie, don't use it as a meat shield). If the party is in a situation where the absent player's character can do something "off-screen," then the character will be considered "absent" as well.

Characters of absent players will receive one-half experience points for challenges in which they participate.

### Dice

Players are expected to bring their own dice. Borrowing dice, in the case of new or forgetful players, is fine as long as it isn't excessive.

Dice should be rolled on a hard, flat surface. Dice that land "skewed," or that roll off the table, must be re-rolled.

### Books

The only rule book players may access during a gaming session is the 3.5 *Player's Handbook.* Exceptions may be made for other works with DM consent (for example, if a player's character casts *summon monster*, or wildshapes into a bear, they may consult the *Monster Manual* for the creature's stats). Players that own a copy of the PHB are encouraged to bring it to gaming sessions. Owning or purchasing a PHB is not necessary, though it is encouraged.

## Abilities

Ability scores for PCs are determined on a point system (*DMG*, 169, or this website). The number of points allotted is at the DM's discretion, but is usually 32.

## Character races

Standard, per *PHB*. Non-standard races require DM approval.

## Classes

Standard, per the *PHB*. With DM permission, players may customize their characters somewhat (*PHB*, 110). Generally, these decisions must be made during the character creation process. For instance, a 1st level cleric of Kord may opt to "trade" his Shield Proficiency feat for the Weapon Focus (greatsword) feat, even though his Base Attack Bonus of +0 would not normally allow him to take that feat at level one. A character may also trade out one or more class skills (other than Craft or Profession) for another if a standard class skill does not fit the player's character concept. Regardless, consult your DM first.

### Aristocrat

Members of the Aristocrat NPC class are generally of two types: the martial aristocrat and the social aristocrat. The martial aristocrat is used for those aristocrats who have received a degree of combat training, and the social aristocrat for those that have not.

* **Martial Aristocrat**: This class is identical to the Aristocrat class in the 3.5 *Dungeon Master's Guide*.

* **Social Aristocrat**: The social aristocrat shares many features with the standard aristocrat class in the 3.5 *Dungeon Master's Guide*, with the following exceptions:
	+ **Weapon and Armor Proficiency**: The social aristocrat is proficient with all simple weapons and light armor. The social aristocrat is not proficient with martial weapons or shields.
	+ **Class Skills**: The social aristocrat has the same class skills as the standard aristocrat, as well as Craft (Int), Heal (Wis), and Profession (Wis).
	+ **Bonus Feats**: The social aristocrat gets three bonus feats at first level, which must be chosen from the following: Alertness, Animal Affinity, Deceitful, Diligent, Investigator, Negotiator, Persuasive, Self-Sufficient, Skill Focus.

### Cleric

* **Weapon and Armor Proficiency**: Clerics of a deity are proficient with that deity's favored weapon, in addition to all simple weapons.

* **Customized clerics**: Clerics should ideally be customized to reflect their deities. For customized options, see the Customized Clerics page.

### Druid

* **Weapon and Armor Proficiency**: Druids are proficient in the use of the scythe, in addition to the club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.

* **Spells**: With the exception of *cure minor wounds* and *cure light wounds*, all core druid spells starting with the word "cure" are one level lower than in the core rules (ie, all druidic "cure" spells are the same level as clerical "cure" spells). Furthermore, *heal* is now a sixth level druid spell.

### Expert

* **Saving Throws**: Characters belonging to the Expert NPC class may choose their single "good" save at first level, which often mirrors their profession. For example, a blacksmith will typically have a good Fortitude save, an acrobat a good Reflex save, and a sage a good Will save. The choice may not be changed at later levels.

### Monk

* **Alignment**: A monk may not be chaotic, but may be any lawful or neutral alignment (save chaotic neutral).

* **Flurry of Blows**: A monk may use the *flurry of blows* ability with any light or double melee weapon in which he or she is proficient, and with any thrown weapon in which he or she is proficient that weighs 1 lb. or less. Of the weapons on the monk's proficiency list, this includes the dagger, handaxe, kama, nunchaku, quarterstaff, sai, and siangham. If the double weapon has different heads (such as a gnome hooked hammer), odd-numbered attacks (1st, 3rd, and 5th) are made with the "primary" end, and even-numbered attacks (2nd and 4th) are made with the "secondary" end.

* **Multiclassing**: Monks may return to the monk class after multiclassing, just as other classes do.

### Paladin

* **Spells**: For Paladins, *cure light wounds* is a first level spell, *cure moderate wounds* is a second level spell, *cure serious wounds* is a third level spell, and *cure critical wounds* is a fourth level spell.

* **Multiclassing**: Paladins may return to the paladin class after multiclassing, just as other classes do.

### Ranger

* **Class Skills**: Rangers may treat any Knowledge skill associated with their favored enemies as a class skill, even it would normally be considered a cross-class skill. For instance, a ranger with undead as a favored enemy may treat Knowledge (Religion) as a class skill, but not until he chooses undead as a favored enemy. For instance, if he did not choose undead as a favored enemy until reaching 5th level, Knowledge (Religion) would generally not be available to him as a class skill at levels 1-4. If he chose undead as a favored enemy at first level, then Knowledge (Religion) would be considered a class skill at first level. Even a ranger without ranks in the corresponding Knowledge skill may use untrained Knowledge checks to identify creatures of his favored enemy type or subtype.

* **Favored Enemy**: A ranger may choose Humanoid (Shapechanger) as a favored enemy.

* **Spells**: For rangers, *cure light wounds* is a first level spell, *cure moderate wounds* is a second level spell, *cure serious wounds* is a third level spell, and *cure critical wounds* is a fourth level spell.

## Skills

### "Natural" Intelligence increases/decreases

If a character's unmodified Intelligence score increases or decreases (such as with an ability score increase at 4th, 8th, 12th, etc level), his total number of skill points is likewise affected - even skill points gained at first level.

### Bonus class skills

A character receives a number of bonus class skills equal to his Intelligence bonus. Consult your DM for approval.

### Trading class skills

A character may trade a class skill for a cross-class skill so long as it meets DM approval and fits the concept/background of the character. For instance, a fighter with a pirate concept may substitute Use Rope and Balance for Ride and Handle Animal, but not could not trade any class skill for Open Lock and Knowledge (Arcana). Skills gained by this method are considered to be class skills, while all skills "traded away" are considered to be cross-class skills. A character must not have purchased any ranks in the skill he is "trading out." Craft and Profession may not be traded away.

### Appraise

*Identifying masterwork items*: Non-magical masterwork weapons, armor, and shields can be automatically identified as such by any character who has the corresponding proficiency.

Non-magical masterwork tools and other equipment can be automatically identified as such by any character with one rank or more in the corresponding skill.

Any character without the corresponding proficiency or skill ranks can identify any non-magical masterwork item as such with a DC 15 appraise check.

### Climb

Climb is a class skill for any creature with a climb speed.

### Speak Language

Speak Language is a class skill for all classes.

### Spellcraft

Spellcraft can be used to with *detect magic* to identify items other than potions and scrolls. This requires 1 minute per 1000 gp of market value. No retries. The DCs are:

**25:** Identify a minor wondrous item.

**30:** Identify a magic weapon, magic shield, magic suit of armor, wand, or medium wondrous item.

**35:** Identify a rod.

**40:** Identify a ring, staff, or major wondrous item.

Characters who have an item creation feat get a +2 circumstance bonus on Spellcraft checks to identify items of that type.

### Swim

Swim is a class skill for any creature with a swim speed.

## Feats

Standard, per the *PHB*. Feats from the "builder books" and other sources may not be so readily available, and DM approval is required.

The feats Improved Turning and Extra Turning are replaced by feats Turning Focus and Greater Turning Focus (see below under "Turn Undead").

* **Dodge**: As written, save that a character does not have to select an opponent, as the dodge bonus is effective against all opponents.

* **Toughness**: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

## Equipment

This section covers new equipment available to *Bastard Greyhawk* characters, as well as additional notes regarding standard equipment in the Core Rules.

### Weapons

* **Stake, wooden**: This weapon is just a sharpened piece of wood. Cost –; Weight 1 lb; Damage 1d3 (small), 1d4 (medium); Critical x2; Type piercing; Range Increment 10 ft. (thrown); Category light; Proficiency exotic.

* **Sword, short**: Like daggers, short swords may deal either piercing or slashing damage (wielder's choice).

### Adventuring Gear

* **Backpack**: The average backpack for a Medium creature can hold two cubic feet or about 60 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. Retrieving an item from a backpack is a move action that provokes an attack of opportunity. See 3.5 *Player's Handbook* for further details.

* **Pouch, belt**: The average belt pouch for a Medium creature can hold up to two pounds of small items--100 coins, 2 flasks, 20 vials, etc. Retrieving an item from a belt pouch is a move-equivalent action that provokes an attack of opportunity. See 3.5 *Player's Handbook* for further details.

* **Explorer's satchel**: Sometimes referred to as a "combat gear pack," this compact leather or canvas satchel for a Medium creature is slung over the shoulder or attached to the back of one's belt. It contains several pockets, compartments, loops, sheathes, and other features for storing potions, scrolls, flasks, tools, and other small items. The satchel can hold up to ten pounds of gear for a Medium-sized creature, or 2.5 pounds for a Small-sized creature. Unlike most storage devices, retrieving an item from an explorer's satchel does not provoke an attack of opportunity (it still counts as a move-equivalent action, however), though using the item may (ie, retrieving a potion from the satchel will not provoke an attack of opportunity, but drinking it will). Price 5 gp; weight (empty) 1 lb (Medium) or .25 lbs (Small).

* **Mess kit**: A typical mess kit consists of a shallow metal pan with a handle and lid (which doubles as a plate), with a knife, spoon, two-pronged fork, and a narrow drinking cup of horn, wood, and/or tin. The cup and utensils fit neatly inside the pan, the handle of which can be folded over to secure the lid. Price 6 sp; weight 1 lb.

* **Mortar and pestle**: A small stone bowl and crushing rod, used to grind material down to powder or paste for potions, salves, poultices, or other purposes. Price 5 gp; weight 1 lb.

### Special Substances and Items

* **Ioun torch**: This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on). Price 135 gp; weight 0.

### Tools and Skill Kits

* **Holy symbols**: Unless overly large, holy symbols crafted from most mundane materials (such as wood, silver, bone, iron, gold, etc.) have negligible weight.

### Clothing

A character may store up to five small items weighing 0.5 lbs or less each (such as potions, scroll tubes, wands, etc) in the pockets, sleeves, or folds of his or her clothing. Retrieving such an item is a move-equivalent action, but does not provoke an attack of opportunity (the character knows where the item is, so distraction is minimal). Using the item may still draw an attack of opportunity, however.

## Magic items

Some magic items are off limits to certain characters. Paladins and clerics of good deities, for instance, are generally forbidden from using items made from the body parts of humanoids (and possibly other sentient beings), such as *hands of glory* and *hands of the mage*. When in doubt, consult your DM.

### Magic item creation

A character can work on crafting magic items for up to 12 hours per day instead of 8, effectively cutting the time to create magic items by one-third.

## Combat

### Actions in combat

**Retrieving a stored item**: This is a move-equivalent action that normally provokes an attack of opportunity. However, retrieving an item from a *handy haversack*, an explorer's satchel, or from one's clothing (such as a pocket, sleeve, boot top, etc) does not provoke an attack of opportunity.
### Critical misses

When a natural 1 is rolled on a d20 in combat, the player must make another attack roll (using the same modifiers) against AC 10. If this roll fails, a critical miss/fumble occurs (rolling a natural 1 on this confirmation roll is always a failure). The DM decides what the consequences are (usually another PC is hit, the PC hits himself, the PC's bowstring breaks, the PC falls prone, or the PC drops his weapon).

### Drawing or sheathing a weapon

Some weapons, like polearms, cannot be "sheathed." Defer to common sense in such cases.

### Dead and Dying

In the core rules, a character is considered Dying at -1 to -9 hit points and Dead at -10. *Bastard Greyhawk* characters are not dead until they have "bled out" to their negative Constitution score. For example, a character with a Constitution of 12 is considered to be Dying at -1 to -11 hp, and Dead at -12.

A dying character's chance to stabilize is equal to his Constitution score. Ergo, the character above with a Constitution of 12 would have a 12% chance of stabilizing each round, instead of the 10% chance given in the PHB.

### Turn/Rebuke Undead

**Turn Undead** or **Rebuke Undead** is a Standard Action affecting all undead creatures within a 30' radius of the cleric. All undead within this area must make a Will save against a DC equal to 10 + 1/2 of your cleric level + your Charisma modifier. A cleric or paladin may use this ability a number of times per day equal to three plus his/her Charisma modifier. Paladins use their effective cleric level (level minus 3, times one-half) for the DC. A good cleric (or a neutral cleric who worships a good deity) or paladin can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. Neutral deities generally let their neutral clerics decide for themselves whether undead are turned or rebuked (this choice may not be changed), but some deities decide for them (for instance, neutral clerics of St. Cuthbert always turn undead, while neutral clerics of Wee Jas always rebuke undead).

Feats and effects that augment turning checks also apply to this DC, such as using turning undead within a consecrated area, the Turning Focus feat, or the Glory domain power. Undead creatures gain a bonus on this saving throw equal to their Turn Resistance (if any).

*Turned* undead flee from you by the best and fastest means available to them. Mindless undead flee for 10 rounds (1 minute). Intelligent undead also flee, but receive a new saving throw each round to end the effect. If the target(s) cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally (you can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.

Greater Turning (granted power of the Sun domain) works as normal. Any undead that would be turned by a Greater Turning attempt is instead destroyed.

*Rebuked* undead cower as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds.

Destroying/Commanding Undead: The cleric must have double the undead’s HD in cleric levels. A cleric cannot command a number of undead greater than his cleric level, or destroy a number greater than her cleric level per turning attempt. The bodies of destroyed undead are generally turned to dust, though this may vary depending on the cleric's deity.

Skill Synergy: 5 or more ranks in Knowledge (religion) grants a +1 synergy bonus to your Turn/Rebuke Undead save DC.

**New Feats: these replace Improved Turning and Empower Turning (*Complete Divine*)**:

*Turning Focus* [General]
Requirements: Ability to turn or rebuke undead
Benefit: You are more adept at turning undead than most. You gain a +1 bonus to your turning/rebuking save DC.

*Greater Turning Focus* [General]
Requirements: Ability to turn or rebuke undead, Turning Focus
Benefit: You are exceptionally skilled at turning undead. You gain an additional +1 bonus to your turning/rebuking save DC. This stacks with the bonus granted by the Turning Focus feat.

## Exploration

### Falling damage

Due to the physics of acceleration, falling damage in the *Bastard Greyhawk* campaign is more realistic, as intended by Gary Gygax in the original AD&D rules (see *Dragon* #69, p. 21 and *Dragon* #70, p. 13). Therefore, falling damage is "1d6 per 10’ for each 10’ fallen," to a maximum of 20d6. Ergo:

10' = 1d6

20' = 3d6 (1d6 + 2d6)

30' = 6d6 (1d6 + 2d6 + 3d6)

40' = 10d6 (1d6 + 2d6 + 3d6 + 4d6)

50' = 15d6 (1d6 + 2d6 + 3d6 + 4d6 +5d6)

60' = 20d6 (1d6 + 2d6 + 3d6 + 4d6 +5d6 + 6d6)

## Magic

### Arcane Magical Writings

**Writing a new spell into a spellbook**: Scribing a new spell into a spellbook takes 3 hours per spell level (1 hour for a 0 level spell). As the character needs time to sleep, rest, and eat, a character may not scribe for more than 12 hours in a day.

### Spells

See the Bastard Greyhawk Spells page for new spells, as well as changes to core spells.