GreyHawk 101 - Character Creation Info
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GreyHawk 101 - Character Creation Info
List of Deities Grouped by Alignment:
Evil:
Beltar - Alignment: CE; Domain: - lesser goddess of Chaos, Earth, Evil, War.
Erythnul - Alignment: CE; Domain: - intermediate god of Chaos, Evil, Greed, Madness, Mysticism, Trickery, War.
Hextor - Alignment: LE; Domain: - intermediate god of Competition, Destruction, Domination, Evil, Law, Tyranny, War.
Meyanok - Alignment: NE; Domain: - lesser god of Animal, Destruction, Evil, Pestilence, Trickery, Serpents, Poison, Discord, Darkness, Famine.
Mictlantecuhtli - Alignment: LE; Domain: - greater god of Death, Darkness, Murder, Underworld, Destruction, Evil, Law, Mysticism, Pestilence, Tyranny, War.
Incabulos - Alignment: NE; Domain: - greater god of Death, Destruction, Evil, Dream, Hunger, Madness, Pestilence.
Nerull - Alignment: NE; Domain: - greater god of Death, Evil, Pestilence, Trickery.
Tezcatlipoca - Alignment: CE; Domain: - Greater god of Knowledge, Magic, Sun, Trickery, War, Weather.
Tharizdun - Alignment: CE; Domain: - intermediate god of Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity, and Cold.
Tlaloc - Alignment: LE; Domain: - Intermediate god of Air, Evil, Law, Pestilence, Plant, Water, Weather.
Syrul - Alignment: NE; Domain: - Intermediate god of Lies, deceit, treachery, false promises.
Neutral:
Beory - Alignment: TN; Domain: - greater goddess of Animal, Earth, Plant, Water, Oerth, Nature, Rain
Boccob - Alignment: TN; Domain: - greater god of Magic, Knowledge, Mind, Oracle, Trickery.
Breeka - Alignment: TN; Domain: - intermediate goddess of Air, Animal, Earth, Plant, Water, Living Things.
Istus - Alignment: TN; Domain: - greater goddess of Celerity, Chaos, Destiny, Knowledge, Law, Luck, Oracle.
Lendor - Alignment: LN; Domain: - Intermediate god of Destiny, Knowledge, Law, Mind, Oracle, Protection, Rune.
Obad-Hai - Alignment: LN; Domain: - Intermediate god of Air, Animal, Earth, Fire, Plant, Water, Weather.
Olidammara - Alignment: CN; Domain: - Intermediate god of Chaos, Luck, Trickery.
Procan - Alignment: CN; Domain: - Intermediate god of Animal, Chaos, Luck, Seas, Storm, Travel, Water, Weather.
Ralishaz - Alignment: CN; Domain: - Intermediate god of Chaos, Destruction, Luck.
Wee Jas’s - Alignment: LN; Domain: - Greater/Intermediate goddess of Death, Magic, Vanity (Love), Domination, Inquisition, Law, Magic, Mind, Repose.
Zilchus - Alignment: LN; Domain: - Intermediate god of Power, Prestige, Money, Business, Influence, City, Knowledge, Law, Mind, Pact, Trickery.
Good:
Celestian - Alignment: NG; Domain: - lesser god of Knowledge, Protection, Travel.
Ehlonna - Alignment: NG; Domain: - lesser goddess of Forests, Woodlands, Flora, Fauna, and Fertility.
Fharlanghn - Alignment: NG; Domain: - Intermediate god of Celerity, Luck, Protection, Travel, Weather.
Heironeous - Alignment: LG; Domain: - Intermediate god of Law, Good, Nobility, Planning, War.
Kord - Alignment: CG; Domain: - Intermediate god of Chaos, Competition, Good, Luck, Strength.
Pelor - Alignment: NG; Domain: - greater god of Good, Healing, Strength, Sun, Travel.
Pholtus - Alignment: LG; Domain: - Intermediate god of Good, Knowledge, Inquisition, Law, Sun.
Rao - Alignment: LG; Domain: - greater god of Community, Glory, Good, Inquisition, Knowledge, Law, Mind, Pact.
St.Cuthbert - Alignment: LG; Domain: - Intermediate god of Common Sense, Wisdom, Zeal, Honesty, Truth, Discipline.
Trithereon - Alignment: CG; Domain: - Intermediate god of Chaos, Good, Individuality, Liberty, Protection, Retribution, Self-Defense, Strength.
Ulaa - Alignment: LG; Domain: - greater goddess of Earth, Good, Law, Liberation, Mysticism, Protection, Summoner.
Evil:
Beltar - Alignment: CE; Domain: - lesser goddess of Chaos, Earth, Evil, War.
Erythnul - Alignment: CE; Domain: - intermediate god of Chaos, Evil, Greed, Madness, Mysticism, Trickery, War.
Hextor - Alignment: LE; Domain: - intermediate god of Competition, Destruction, Domination, Evil, Law, Tyranny, War.
Meyanok - Alignment: NE; Domain: - lesser god of Animal, Destruction, Evil, Pestilence, Trickery, Serpents, Poison, Discord, Darkness, Famine.
Mictlantecuhtli - Alignment: LE; Domain: - greater god of Death, Darkness, Murder, Underworld, Destruction, Evil, Law, Mysticism, Pestilence, Tyranny, War.
Incabulos - Alignment: NE; Domain: - greater god of Death, Destruction, Evil, Dream, Hunger, Madness, Pestilence.
Nerull - Alignment: NE; Domain: - greater god of Death, Evil, Pestilence, Trickery.
Tezcatlipoca - Alignment: CE; Domain: - Greater god of Knowledge, Magic, Sun, Trickery, War, Weather.
Tharizdun - Alignment: CE; Domain: - intermediate god of Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity, and Cold.
Tlaloc - Alignment: LE; Domain: - Intermediate god of Air, Evil, Law, Pestilence, Plant, Water, Weather.
Syrul - Alignment: NE; Domain: - Intermediate god of Lies, deceit, treachery, false promises.
Neutral:
Beory - Alignment: TN; Domain: - greater goddess of Animal, Earth, Plant, Water, Oerth, Nature, Rain
Boccob - Alignment: TN; Domain: - greater god of Magic, Knowledge, Mind, Oracle, Trickery.
Breeka - Alignment: TN; Domain: - intermediate goddess of Air, Animal, Earth, Plant, Water, Living Things.
Istus - Alignment: TN; Domain: - greater goddess of Celerity, Chaos, Destiny, Knowledge, Law, Luck, Oracle.
Lendor - Alignment: LN; Domain: - Intermediate god of Destiny, Knowledge, Law, Mind, Oracle, Protection, Rune.
Obad-Hai - Alignment: LN; Domain: - Intermediate god of Air, Animal, Earth, Fire, Plant, Water, Weather.
Olidammara - Alignment: CN; Domain: - Intermediate god of Chaos, Luck, Trickery.
Procan - Alignment: CN; Domain: - Intermediate god of Animal, Chaos, Luck, Seas, Storm, Travel, Water, Weather.
Ralishaz - Alignment: CN; Domain: - Intermediate god of Chaos, Destruction, Luck.
Wee Jas’s - Alignment: LN; Domain: - Greater/Intermediate goddess of Death, Magic, Vanity (Love), Domination, Inquisition, Law, Magic, Mind, Repose.
Zilchus - Alignment: LN; Domain: - Intermediate god of Power, Prestige, Money, Business, Influence, City, Knowledge, Law, Mind, Pact, Trickery.
Good:
Celestian - Alignment: NG; Domain: - lesser god of Knowledge, Protection, Travel.
Ehlonna - Alignment: NG; Domain: - lesser goddess of Forests, Woodlands, Flora, Fauna, and Fertility.
Fharlanghn - Alignment: NG; Domain: - Intermediate god of Celerity, Luck, Protection, Travel, Weather.
Heironeous - Alignment: LG; Domain: - Intermediate god of Law, Good, Nobility, Planning, War.
Kord - Alignment: CG; Domain: - Intermediate god of Chaos, Competition, Good, Luck, Strength.
Pelor - Alignment: NG; Domain: - greater god of Good, Healing, Strength, Sun, Travel.
Pholtus - Alignment: LG; Domain: - Intermediate god of Good, Knowledge, Inquisition, Law, Sun.
Rao - Alignment: LG; Domain: - greater god of Community, Glory, Good, Inquisition, Knowledge, Law, Mind, Pact.
St.Cuthbert - Alignment: LG; Domain: - Intermediate god of Common Sense, Wisdom, Zeal, Honesty, Truth, Discipline.
Trithereon - Alignment: CG; Domain: - Intermediate god of Chaos, Good, Individuality, Liberty, Protection, Retribution, Self-Defense, Strength.
Ulaa - Alignment: LG; Domain: - greater goddess of Earth, Good, Law, Liberation, Mysticism, Protection, Summoner.
Last edited by GreyWolfVT on Mon May 03, 2021 10:23 pm, edited 7 times in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- GreyWolfVT
- Wants a special title like Scott
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Re: GreyHawk Info 101
Races:
Humans
Human 'Sub-races':
Baklunish +1 Wis, -1 Cha (applied to non-Baklunish observers)
Flannae "Flan" +1 Con, -1 Int (for purposes of learning new spells, if a wizard)
Oeridian +1 Dex, -1 Wis
Rhennee +1 Str, -2 Cha (applied to non-Rhennee observers)
Suloise "Suel" +1 Int, -1 Cha
Elves +1 Dex; –1 Con
Elf 'Sub-races':
High Elf
Gray Elf
Sylvan Elf
Grugach "Wild Elf"
Valley Elf
Aquatic Elf
Dwarves +1 Con; –1 Cha
Dwarf 'Sub-races':
Mountain Dwarf
Hill Dwarf
Gnomes +1 Int; –1 Wis
Halflings +1 Dex; –1 Str
Half-humans: Half-elf (adjustments are mix of Elf & Human Sub-race), Half-orc +1 Str; +1 Con; -2 Cha, Half-ogre +1 Str; +1 Con; -1 Int; -1 Cha
Note 1: Adjustments may raise a score to 18, but never higher. An adjustment that would lower a score to 3 or less is ignored.
Note 2: half-orcs and half-ogres, are disliked by most humans and demi-humans. Some find work and respect in civilized areas, but the majority of half-humans are wicked in intent and lack foresight and organization.
Humans
Human 'Sub-races':
Baklunish +1 Wis, -1 Cha (applied to non-Baklunish observers)
Flannae "Flan" +1 Con, -1 Int (for purposes of learning new spells, if a wizard)
Oeridian +1 Dex, -1 Wis
Rhennee +1 Str, -2 Cha (applied to non-Rhennee observers)
Suloise "Suel" +1 Int, -1 Cha
Elves +1 Dex; –1 Con
Elf 'Sub-races':
High Elf
Gray Elf
Sylvan Elf
Grugach "Wild Elf"
Valley Elf
Aquatic Elf
Dwarves +1 Con; –1 Cha
Dwarf 'Sub-races':
Mountain Dwarf
Hill Dwarf
Gnomes +1 Int; –1 Wis
Halflings +1 Dex; –1 Str
Half-humans: Half-elf (adjustments are mix of Elf & Human Sub-race), Half-orc +1 Str; +1 Con; -2 Cha, Half-ogre +1 Str; +1 Con; -1 Int; -1 Cha
Note 1: Adjustments may raise a score to 18, but never higher. An adjustment that would lower a score to 3 or less is ignored.
Note 2: half-orcs and half-ogres, are disliked by most humans and demi-humans. Some find work and respect in civilized areas, but the majority of half-humans are wicked in intent and lack foresight and organization.
Last edited by GreyWolfVT on Sat May 01, 2021 1:41 pm, edited 1 time in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33643
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: GreyHawk Info 101
Classes:
Warrior:
Fighter
Ranger
Barbarian (Source: PHBR14 - The Complete Barbarian's Handbook)
Paladin
Priest:
Cleric
Cleric of specific Mythoi/Deity
Druid
Monk (Sources: Complete Priest's Handbook p. 100, Player's Option: Spells & Magic p.33-34, Greyhawk Scarlet Brotherhood p.73-74)
Wizard:
Mage
Specialist Mage
Illusionist
Rogue:
Bard
Thief
Dwarf Class Kit
Dwurfolk of the Domain (pg 62-64 GreyHawk Player's Guide) dwarves come from 3 locations Greyesmere, Karakast, & Dumadan. Stat adjustments & class restrictions differ based on location see below.
Greyesmere +I to Con, -1 to Cha.- Can be Fighter, Cleric or Fighter/Cleric only, not thief. Thieves are not tolerated in this community of dwarves, there is also no way to learn it in this community.
Karakast - +I to Con, +1 Str, -2 to Cha - Can be Fighter, Cleric, Thief, Fighter/Thief or Fighter/Cleric.
Dumadan - +I to Con, +1 to Wis - Can be Fighter, Cleric or Fighter/Cleric. Thieves are not heard of in this community only outcasts & wanderers might learn theft from humans.
Other Kits:
Rangers of the gnarly forest ranger kit - (pg 54-55 GreyHawk Player's Guide)
Knights of Holy Shielding paladin kit - (pg 55 GreyHawk Player's Guide)
Knights of the Watch multiple class kit contains 2 types Watchers & Dispatchers (pg 55-56 GreyHawk Player's Guide)
Watchers - fighter, priest & paladin kit. (pg 56 GreyHawk Player's Guide)
Dispatchers - fighter, priest, ranger, thief kit. (pg 56 GreyHawk Player's Guide)
Knights of the Order of the Hart multiple class kit contains 3 types Knights of Furyondy, Knights of Veluna & Knights of the High Forest (pg 56-58 GreyHawk Player's Guide)
Knights of Furyondy - fighter, ranger & paladin kit (pg 57 GreyHawk Player's Guide)
Knights of Veluna - fighter, paladin & priest kit (pg 57-58 GreyHawk Player's Guide)
Knights of the High Forest - fighter & ranger kit (pg 58 GreyHawk Player's Guide)
Apprentices to the University of Magical Arts wizard kit (pg 58-59 GreyHawk Player's Guide)
Greyhawk Thugs thief kit (pg 59-61 GreyHawk Player's Guide)
Other kits available from approved sourcebooks.
Warrior:
Fighter
Ranger
Barbarian (Source: PHBR14 - The Complete Barbarian's Handbook)
Paladin
Priest:
Cleric
Cleric of specific Mythoi/Deity
Druid
Monk (Sources: Complete Priest's Handbook p. 100, Player's Option: Spells & Magic p.33-34, Greyhawk Scarlet Brotherhood p.73-74)
Wizard:
Mage
Specialist Mage
Illusionist
Rogue:
Bard
Thief
Dwarf Class Kit
Dwurfolk of the Domain (pg 62-64 GreyHawk Player's Guide) dwarves come from 3 locations Greyesmere, Karakast, & Dumadan. Stat adjustments & class restrictions differ based on location see below.
Greyesmere +I to Con, -1 to Cha.- Can be Fighter, Cleric or Fighter/Cleric only, not thief. Thieves are not tolerated in this community of dwarves, there is also no way to learn it in this community.
Karakast - +I to Con, +1 Str, -2 to Cha - Can be Fighter, Cleric, Thief, Fighter/Thief or Fighter/Cleric.
Dumadan - +I to Con, +1 to Wis - Can be Fighter, Cleric or Fighter/Cleric. Thieves are not heard of in this community only outcasts & wanderers might learn theft from humans.
Other Kits:
Rangers of the gnarly forest ranger kit - (pg 54-55 GreyHawk Player's Guide)
Knights of Holy Shielding paladin kit - (pg 55 GreyHawk Player's Guide)
Knights of the Watch multiple class kit contains 2 types Watchers & Dispatchers (pg 55-56 GreyHawk Player's Guide)
Watchers - fighter, priest & paladin kit. (pg 56 GreyHawk Player's Guide)
Dispatchers - fighter, priest, ranger, thief kit. (pg 56 GreyHawk Player's Guide)
Knights of the Order of the Hart multiple class kit contains 3 types Knights of Furyondy, Knights of Veluna & Knights of the High Forest (pg 56-58 GreyHawk Player's Guide)
Knights of Furyondy - fighter, ranger & paladin kit (pg 57 GreyHawk Player's Guide)
Knights of Veluna - fighter, paladin & priest kit (pg 57-58 GreyHawk Player's Guide)
Knights of the High Forest - fighter & ranger kit (pg 58 GreyHawk Player's Guide)
Apprentices to the University of Magical Arts wizard kit (pg 58-59 GreyHawk Player's Guide)
Greyhawk Thugs thief kit (pg 59-61 GreyHawk Player's Guide)
Other kits available from approved sourcebooks.
Last edited by GreyWolfVT on Fri May 07, 2021 2:56 pm, edited 4 times in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33643
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: GreyHawk 101 - Character Creation Info
HP: Max for level 1 roll for each level past that. Re-roll once for 1's if you get a 1 on a re-roll you are stuck with as the roller gods have chosen!
Starting XP 75,000; Starting coin 750 gp
Free to Start Equipment: All players start with basic clothing, belt, backpack, small belt pouch, tools of the class trade such as thief tools, or spell book, or holy symbol, as well as spell ingredients (within reason, expensive ingredients you have enough for 1 spell casting).
Roll Methods: All methods in PHB & Player's Option are allowable
Alignments: All are currently allowed
Source Material Allowed: See here in About This Game
Spells: Use roll method to learn spells from PHB. Not using spell points from Player's Option unless a player specifically wants to.
2 Freebie Spells: Read Magic & Detect Magic (do not count against your spells to start with.)
Spells to start with for Mages/Arcane Casters: Your max per level divided by 3 rounded up. Example: Max is 14 you start with 5 spells per level not counting the 2 freebies.
Divine Spells: On the fly prayer, do not need to pray for the following day in advance.
Magic Items: I'm looking at letting each character have 3 magic items to start with due to your starting levels/XP. Please nothing overpowering, run them by me and I'll approve or disapprove. Please lets keep the magic weapons and armor to +1 only. Potions, rings, misc. things are a bit different we can talk about them via PM.
Familiars & Animal Companions: are allowed, as are homunculus or similar companions/familiars. Steeds and pack animals are approved as well, just keep in mind you will be all over an urban area chasing (something/someone) so some places these things might not be able to follow or go easily.
Henchmen: to start with no henchmen please.
New Weapon Option:
Double-shot Crossbow Light & Heavy options
Heavy Double-shot Crossbow - cost: 75 gp, Wt 21, Size M, Type P, speed 10, RoF 2/3 (1/2), Dmg 1d4+1/1d6+1, Range 8/16/24
Light Double-shot Crossbow - cost 50 gp, Wt 10, Size M, Type P, speed 7, RoF 1/1 (2/2), Dmg 1d4/1d4, Range 6/12/18
more information to be added
Starting XP 75,000; Starting coin 750 gp
Free to Start Equipment: All players start with basic clothing, belt, backpack, small belt pouch, tools of the class trade such as thief tools, or spell book, or holy symbol, as well as spell ingredients (within reason, expensive ingredients you have enough for 1 spell casting).
Roll Methods: All methods in PHB & Player's Option are allowable
Alignments: All are currently allowed
Source Material Allowed: See here in About This Game
Spells: Use roll method to learn spells from PHB. Not using spell points from Player's Option unless a player specifically wants to.
2 Freebie Spells: Read Magic & Detect Magic (do not count against your spells to start with.)
Spells to start with for Mages/Arcane Casters: Your max per level divided by 3 rounded up. Example: Max is 14 you start with 5 spells per level not counting the 2 freebies.
Divine Spells: On the fly prayer, do not need to pray for the following day in advance.
Magic Items: I'm looking at letting each character have 3 magic items to start with due to your starting levels/XP. Please nothing overpowering, run them by me and I'll approve or disapprove. Please lets keep the magic weapons and armor to +1 only. Potions, rings, misc. things are a bit different we can talk about them via PM.
Familiars & Animal Companions: are allowed, as are homunculus or similar companions/familiars. Steeds and pack animals are approved as well, just keep in mind you will be all over an urban area chasing (something/someone) so some places these things might not be able to follow or go easily.
Henchmen: to start with no henchmen please.
New Weapon Option:
Double-shot Crossbow Light & Heavy options
Heavy Double-shot Crossbow - cost: 75 gp, Wt 21, Size M, Type P, speed 10, RoF 2/3 (1/2), Dmg 1d4+1/1d6+1, Range 8/16/24
Light Double-shot Crossbow - cost 50 gp, Wt 10, Size M, Type P, speed 7, RoF 1/1 (2/2), Dmg 1d4/1d4, Range 6/12/18
more information to be added
Last edited by GreyWolfVT on Mon May 17, 2021 5:26 pm, edited 1 time in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33643
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: GreyHawk 101 - Character Creation Info
House Rules & Other Stuff
Projectile Recovery: Arrows, Bolts/Quarrels, & sling stones & bullets. Unless the projectile was set on fire, dipped into acid, or destroyed in some other manner 25% of what you fire is recoverable unless otherwise specified (such as magic ammo descriptions that say they are destroyed once fired) Roll a D12 for recovery of each projectile see chart below.
Resting HP Recovery: rather than 1 HP per rest period per day you get 2 HP back. You can also recover HP using the healing NWP but this can also only be used to recover HP 1 time per day, multiple use will do no more than binding wounds, it will only prevent someone from bleeding out.
Projectile Recovery: Arrows, Bolts/Quarrels, & sling stones & bullets. Unless the projectile was set on fire, dipped into acid, or destroyed in some other manner 25% of what you fire is recoverable unless otherwise specified (such as magic ammo descriptions that say they are destroyed once fired) Roll a D12 for recovery of each projectile see chart below.
Resting HP Recovery: rather than 1 HP per rest period per day you get 2 HP back. You can also recover HP using the healing NWP but this can also only be used to recover HP 1 time per day, multiple use will do no more than binding wounds, it will only prevent someone from bleeding out.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33643
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: GreyHawk 101 - Character Creation Info
Buying Potions : Basic potions not the extra healing or anything fancy is allowed I have no price guide to go by.
Healing Potion (Reg.) 100 gp per potion.
Buying Spells: so far I have agreed to let players purchase spells for 100 gp per spell.
Disclaimer: I am willing to have others more experienced with this help come up with a better pricing guide for both spells and potions. Also this page is subject to be changed and updated over time.
Healing Potion (Reg.) 100 gp per potion.
Buying Spells: so far I have agreed to let players purchase spells for 100 gp per spell.
Disclaimer: I am willing to have others more experienced with this help come up with a better pricing guide for both spells and potions. Also this page is subject to be changed and updated over time.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: GreyHawk 101 - Character Creation Info
@GreyWolfVT, I'm just finishing up my character sheet and asking if will you allow the rule to apply from the PHB Table 15, where fighters can make 3/2 melee attacks after reaching 7th level?
Antoine de Saint-Exupery: “If you want to build a ship, don’t drum up people together to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33643
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: GreyHawk 101 - Character Creation Info
Yes this is a given "allowed rule" I have no intentions of declining this PHB rule.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: GreyHawk 101 - Character Creation Info
Ok, thanks. Just a reminder to approve the rules from the Complete Fighter's Handbook in the NOTES tab of the character sheet
Antoine de Saint-Exupery: “If you want to build a ship, don’t drum up people together to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33643
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: GreyHawk 101 - Character Creation Info
approved sir!
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling