CHARACTER GENERATION OVERVIEW

Transcription

CHARACTER GENERATION OVERVIEW
CHARACTER GENERATION OVERVIEW
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ABILITY SCORES
Characters will be created using a variant point buy method. The ability score modifiers for characters must
total +9 before racial modifiers to ability scores are applied. One ability may be as low as 8 and any three
ability scores may be odd numbers.
Here are some sample ability score arrays (before racial modifiers) that would be acceptable:
8, 10, 13, 16, 17, 17
9, 10, 13, 16, 16, 17
10, 10, 13, 14, 17, 17
10, 10, 13, 13, 17, 18
12, 12, 13, 13, 14, 17
13, 13, 13, 14, 14, 14
RACES
Basically, all classes are permitted and the following races are allowed (new racial options are in italics):

Aasimar: This race would be exceedingly rare but may be played. They are nearly indistinguishable from
humans.
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Dwarf: Hill and mountain dwarves.
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Elves: Grey, high, wood, wild and valley elves are permitted. Greyhawk also has a branch of wood elves
known as snow elves that may be played.
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Gnomes: Surface, deep, and forest gnomes.
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Halflings: Hairfoot, stout, and tallfellow halflings.
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Half-Elves: The half-elf variant from the Sword Coast Adventurer's Guide may also be used.
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Half-Orcs
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Humans: Variant humans may also be used.
Drow, at this point, are only rumored to exist, while both dragonborn and goliaths do not exist in this
setting. Both tieflings and genasi are exceedingly rare in this setting and would be met with fear and
distrust. Aarokocra are only NPCs.
Dwarves: The hill and mountain dwarf subraces are described in The Player’s Handbook and may be played
as presented in that tome. They are the only subraces that may be played as player characters.
Elves: The high elf and wood elf subraces presented in The Player’s Handbook may be played as presented in
that tome. The following, new, subraces may also be played:
Grey Elves: These elves are the most noble of elves, and the most aloof. They are of higher intellectual
capabilities than other elves, and tend to be taller than high elves. They live in isolated mountain strongholds,
and rarely allow access to outsiders. They have silver hair and amber eyes, or gold hair and violet eyes, and
wear clothes of white, silver, yellow and gold, and usually wear regally colored cloaks. Those with gold hair are
generally called faeries. They worship the standard elven pantheon and are played as high elves, except that
they may replace the standard elven ability score increase to Dexterity with a +1 increase and increase their
Intelligence score by 2.
Valley Elves: Valley elves are thought to be an offshoot of the gray elves and have all of the powers and abilities
of that subrace, but speak the gnomish language as a starting language. Valley elves are unusually tall, some
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of them growing to the height of humans, with hair color of silver or gold and eyes of amber and violet. They
are shunned by other elven sub-races, who do not consider them “true elves” but are greeted with goodwill by
gnomes. The name of valley elves is derived from the Valley of the Mage, where the sub-race is headquartered
in the WORLD OF GREYHAWK Fantasy Game Setting. They are played as high elves, except that their extra
language must be Gnomish.
Valley elves are distrustful of outsiders, to the point of xenophobia. With the sole exception of snow elves,
valley elves are despised by all other elven subraces, including the drow. The reason for such antipathy is
uncertain, but some have speculated that it was because they sold their loyalty to a powerful master in
exchange for extraplanar knowledge. Despite their xenophobia, valley elves work closely with the gnomes and
humans of the Vale of the Mage to be in defense of their mutual home. Most needs of the valley elves are
provided by the Mage of the Valley. Foraging makes up for the rest. They are almost always NPCs due to their
extreme isolationist tendencies.
Wild Elves: Wild elves, or grugach, are the most reclusive of all the elves; xenophobic towards all other races
including other elves. The wild elves, who are found in the depths of the Phostwood, pride themselves on their
isolation and skill at keeping hidden. Their skin tends to be brown and they have similar colored hair which
lightens with age. They are played as wood elves but gain proficiency with spears in place of longsword
proficiency. They are almost always NPCs due to their extreme isolationist tendencies.
Gnomes: The gnomes are the Flanaess are somewhat different from those presented in The Player's
Handbook. Both surface and deep gnomes use the gnome traits presented in The Player’s Handbook on pages
36-7. Use the subraces below for Greyhawk gnomes:
Surface Gnomes: Surface gnomes, also called rock gnomes, normally dwell in shallow cave complexes close
to the surface. Gnome villages can be hard to find, as they blend with nature and even artificial structures are
often constructed to resemble trees, rocks, or hills. Though naturally a hill-dwelling folk, orcish and goblinoid
threats have driven many gnomes into the plains of human-dominated lands where they seek help to
reestablish their old heartlands. Many, too, co-exist with elves in the woodlands; where the elves are active in
working with human interests, so are the gnomes. Surface gnomes often share living space with dwarves, and
are a brave, tough folk who are loyal to their neighbors and fight side by side with them.
While they are not particularly fond of water, surface gnomes are more willing than dwarves are to live in such
areas, and gnomes have even been reported dwelling in bubbles of air in undersea caverns. Gnomes have also
been reported in the arctic and in places with mild volcanic activity. The traits and abilities for surface gnomes
are:
 Ability Score Increase: Your Constitution score increases by 1.
 Gnomish Combat Training: You have proficiency with the warpick and warhammer.
Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small
or smaller beasts. Surface gnomes love animals and often keep squirrels, badgers, rabbits, moles,
woodpeckers, and other creatures as beloved pets.
 Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework,
you are considered proficient in the History skill and add double your proficiency bonus to the check,
instead of your normal proficiency bonus.
Deep Gnomes: In the dark below earth, svirfneblin protect their enclaves, keeping their small communities
safe from the terrors of the lightless depths. Serious creatures, these gnomes vary greatly from their surface
cousins by choosing to live in the shadowy depths and protect the world above from the foul creatures sharing
their chambers, vaults, and tunnels. Svirfneblin closely resemble their rock gnome cousins; they are slightly
thinner than rock gnomes, though just as strong. Male svirfneblin have little or no hair, while females have
thin, stringy hair typically worn no longer than shoulder length. Their skin is the color of rock, typically gray or
brown. Their eyes are always some shade of gray. They are stunted and gnarled creatures averaging three to
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three-and-a-half feet in height. They gain the typical gnome traits, though they make speak Undercommon in
place of Common and tend towards neutral alignment. Use the Elemental Evil Players Companion rules for
deep gnome player characters.
Halflings: Both lightfoot and stout halflings are played as described in The Player’s Handbook. Tallfellow
halflings may also be played in the Greyhawk setting:
Tallfellows: Taller, thinner, and fairer than their halfling cousins, it is rumored that elven blood runs in the
veins of tallfellows. Tallfellow halflings are on good terms with elvenkind and often build their communities
within woodland havens. They are played as lightfoot halflings but replace the Naturally Stealthy ability of
lightfoots with the Mask of the Wild ability of wood elves:
 Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy
rain, falling snow, mist, and other natural phenomena.
Half-Orcs: Half-orcs are played as described in The Player’s Handbook.
Humans: Humans characters, as described in The Player’s Handbook are “the most diverse of all the races”,
stemming from the fact that they come from varied ethnic and cultural groups. In the World of Greyhawk and
other campaign settings, a human’s ethnicity and cultural roots may effect that character’s physical attributes,
starting languages, values (and, consequently alignment) and choice of character class.
CLASSES
All character class and class options presented in The Player's Handbook and Sword Coast Adventurer's
Guide appear in the World of Greyhawk. At the same time, certain classes are far more prevalent throughout
the lands of The Flanaess. The following classes are commonly encountered:
Barbarians: Barbarians are found throughout the Thilronian peninsula, in the lands of the Frost, Snow, and
Ice barbarians, as well as in northern reaches of Ratik, and throughout The Hold of Stonefist. Warriors among
the hillmen of the Abbor-Alz, the Suel and Olman tribesmen of the Amedio Jungle and Hepmonaland, and the
nomadic tribes of the Plains of Paynim, Rovers of the Barren, and both Wolf and Tiger Nomads also are
typically barbarians. Half-orc barbarians can originate from Iuz, the Pomarj, Bone March, The Horned Society,
the Vast Swamp, and any number of wilderlands that are home to orc tribes.
Bards: Bards are found throughout the lands, from skalds and warrior-poets in the frozen lands of the north
to tribal bards among the jungle-dwelling Olman and Suel people. Bards found among barbaric tribes are
revered as preservers of tribal lore and customs, and sources of inspiration in battle.
Bards are most commonly found in the central Flanaess among the Flan, Oeridian, and Rhennee
people. Urban centers such as The Free City of Greyhawk are home to many traveling bards and bardic
students. Many worship Olidammara, with others revering the quasi-deity Heward, Rudd (the goddess of
chance), Fharlanghn (god of the road), Lydia (music and daylight), and even the Old Faith. Bardic colleges
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that have their roots in the druidic practices of The Old Faith are found in the cities of Keoland, the Ulek states,
Veluna, Furyondy, Geoff, and the Duchy of Urnst. Bards from these colleges are often learned in the ways of
the Old Lore and seek to maintain some aspect of neutrality in their alignment.
Clerics: Clerics are represented everywhere and among all intelligent races, from bloody-handed gnoll
shamans, to the blunt and pragmatic clerics of Saint Cuthbert of the Cudgel and corrupt demon-serving priests
found in the debauched lands of The Great Kingdom.
As noted in the Player’s Handbook, not all priests have the gifts granted to them by the gods. In fact, most
priests lack spells and other divinely-given abilities.
Druids: Druids, like clerics, are found wherever the tribes of men, demihumans, and humanoids have settled
throughout Oerik. Druidic priests commonly serve The Old Faith and the Oerth-Mother, Beory.
While many serve as druids of The Old Faith, others worship nature gods such as Beory and Obad-Hai (who
are strongly associated with The Old Faith), as well as Altroa, Ehlonna, Phyton, Tlazoteotl, Vinar “The Green
Man”, Rillifane Rallathil (wood elves), Sheela Peryroyl (halflings), Luthic (orcs), Baervan Wildwanderer
(gnomes), and Merikka (farming communities).
Most druids preserve some element of neutrality in their alignment.
Fighters: Fighters are the single-most common class encountered in the world. Mercenaries, knights, pitfighting gladiators, pirates, temple guards, militiamen, tribal warriors, and all those who live and die by feats
of arms are represented by this class. Orders of knights include the Knights of the Hart, who have chapters in
Furyondy, Veluna, and Highfolk, and the Knights of the Watch, who are based in Gran March and charged
with the protection of Keoland, Bissel, Gran March, and Bissel.
Monks: Monks are relatively rare in Greyhawk but are found among the Suel and Bakluni people. Xan Yae and
Zuoken are Baklunish gods typically worshiped by monks from the lands of Ket, Ekbir, Zeif, Ull, and Tusmit.
Suel are fascist and racially intolerant servants of The Scarlet Brotherhood. The Hopping Prophet, Wastri, is
served by human monks dwelling in his fastness within The Vast Swamp. There are rumored to be monks
among the flocks of the goddess Johydee and religious zealots in the service of Pholtus.
Paladins: Paladins with the Oath of Devotion are typically found in the service of religious orders dedicated
to Heironeous, St. Cuthbert, Pelor, and Rao. Paladins are often found among the Knights of the Hart and
Knights of the Watch, with those taking the Oath of the Ancients commonly serving among The Rangers of
the Gnarley forest or similar orders. Those with the Oath of Vengeance are usually lone vigilantes, knight
errants, or worshipers of stern gods, such as St. Cuthbert, Allitur and WeeJas, who seek to impose order by
punishing wrong-doers. The church of Pholtus in The Theocracy of the Pale is served by human paladins bent
on the destruction of heretics and pagans.
Rangers: Rangers are found throughout the forests, jungles, and untamed reaches of the Flanaess. They are
often found as protectors of druidic orders and sacred sites, and among the ranks of elven troops. The Rangers
of the Gnarley Forest are a knightly order, comprised mostly of humans and half-elves, charged with the
defense of the forest, its inhabitants, and druids of The Old Faith. Rangers in the service of The Old Faith
strive to maintain some element of neutrality in their alignment.
Rogues: Rogues are found throughout the cities and towns of Oerik, making their living as cutpurses,
assassins, brigands, adventurers, treasure-hunters, and burglars. While primarily encountered in urban areas,
rogues can also be found as military scouts, spies, and mercenaries throughout the lands of the Flanaess.
Sorcerers: Sorcerers, as noted in the Player’s Handbook, are rare. Those with innate arcane power come from
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all walks of life, and among all of the races of Greyhawk. Gnomish, elven, and half-elven sorcerers tend to
exhibit a talent for wild magic, while those from coastal lands tend to be Stormborn.
Warlocks: Warlocks in thrall to fiendish patrons are most commonly found in Bone March, The Horned
Society, the Hold of Stonefist, the lands of Iuz, the southern jungles of Oerik, and in the debauched lands of
The Great Kingdom. Those who make pacts with the archfey are typically found near the wild haunts of the
central Flanaess, particularly in the Sheldomar Valley, Celene, and in proximity to the Vesve, Celadon, and
Gnarley Forests. While The Old Ones do not feature in Greyhawk, Tharizdun and The Elder Elemental Eye
(who may be one and the same) are suitable patrons for players who wish to choose this pact.
Wizards: Wizards exist as scholarly students of the arcane arts, as rune-carving shamans in tribal lands, as
self-taught hedge wizards, and as devotees of gods such as Boccob, Wee Jas, and the mad archmage Zagyg.
ALIGNMENT
This campaign will focus on the heroic exploit of
player characters against slavers, chaos cultists,
and their demonic patrons. As such, good and
neutral characters are encouraged. Being good
or neutral doesn't prevent players from playing
reluctant heroes or flawed individuals.
PARTY COHERENCE
Put simply, the party members should be able to
work together and, ideally, should have a
unifying cause or uniting theme. Some
examples:
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Brought together by fate: The party is a
rag-tag band of adventurers or
mercenaries united by an unforeseen
turn of events.
Common Patron: The party serves a
noble lord, guild, or church in some
endeavor on that patron's behalf.
Common Cause: The party is united by
their resolve to topple a common enemy
or bring about a common goal. They
may be members of the same race,
village, or tribe but that need not be the
case.
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