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==='''Dead and Dying'''===
 
==='''Dead and Dying'''===
In the core rules, a character is considered [http://www.d20srd.org/srd/conditionSummary.htm#dying Dying] at -1 to -9 hit points and [http://www.d20srd.org/srd/conditionSummary.htm#dead Dead] at -10. ''Bastard Greyhawk'' are not dead until they have "bled out" to their negative Constitution score. For example, a character with a Con of 12 is considered to be Dying at -1 to -11 hp, and Dead at -12.
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In the core rules, a character is considered [http://www.d20srd.org/srd/conditionSummary.htm#dying Dying] at -1 to -9 hit points and [http://www.d20srd.org/srd/conditionSummary.htm#dead Dead] at -10. ''Bastard Greyhawk'' 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.
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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 Undead'''===
 
==='''Turn Undead'''===

Revision as of 00:09, July 3, 2019

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!

Abilities

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

Character races

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

Character classes

Standard, per the PHB. With DM permission, players may customize their characters somewhat (PHB, 110). Generally, these decisions must be made at level one. For instance, a 1st level cleric of Kord may opt to "trade" his Shield Proficiency feat for the Martial Weapon Profiency (greatsword) feat. Furthermore, the same character could also opt to trade his Armor Proficiency (heavy) feat for Weapon Focus (greatsword), 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.

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.

Speak Language

Speak Language is a class skill for all classes.

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.

Untrained Knowledge checks

A character with the "favored enemy" class feature (such as a ranger) can make untrained Knowledge checks in reference to their favored enemies only. For example, a ranger who has undead as a favored enemy could use Knowledge (religion) untrained to uncover information about vampires, but not about the cult of Incabulos. A character with said class feature adds their favored enemy bonus, their intelligence bonus, and their corresponding class level to the check.

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 replaces by feats Turning Focus and Greater Turning Focus (see below under "Turn Undead").

Combat

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 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 Undead

Turn 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-3 x .5) for the DC.

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).

Any undead creature who fails this saving throw is panicked for 10 rounds.

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.

Destroying/Commanding Undead: The cleric must have double the undead’s HD/levels in cleric levels. A cleric cannot command a number of undead greater than his cleric level.

Number of Undead Affected per attempt: (cleric level + Cha bonus) X 2

Skill Syngery: 5 or more ranks in Knowledge (undead) or Knowledge (religion) grants a +1 syngery bonus to your Turn Undead save DC.

New Feats (these replace Improved Turning and Extra Turning): 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)

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