New Character Creation
Ability Scores
Races in the County
Classes in the County
Alignments
Languages
Skills and Feats
Religions
Spells
Purchase Equipment
Prestige Classes
Guilds and
Organizations (Meta-Gaming)
What
Now
Downloads
Maps
All Living Greyhawk characters are made using the same rules, and
since there isn't a judge to watch your rolls, and you can take the
character from judge to judge, con to con, anyway, dice roles are not
used to create characters. Instead attributes are assigned with a
point-buy system. The full details of how to generate a character are
defined below.
Your character also didn't just appear out of nowhere (well, probably
didn't), your going to want to make a background for that character. Its
probably best to do this first, as it might affect how you make your
character, what class, race, skills and feats you might choose. To get a
better idea of the nation your going to find yourself in, and therefore
what kind of background you want, read through the the
County of Urnst Gazetteer. The Gazetteer should give you some basics
as to the History of the County of Urnst, its Political areas, and its
Geography.
In creating your background its important to remember that just
because people want to have a character that may not fit into the County
of Urnst society easily, the Triad and the module writers are not going
to let you get away with having it easily. Be prepared for being treated
unjustly, and even unfairly by simple-minded peasants and the like.
The following is a step by step guide to creating a character in Living
Greyhawk. Items colored in red denote 'the norm'
in the County of Urnst. Feel free to play whatever you like of course.
Although not required, it is recommended that you use one of the character
sheets found in the files section of this website.
Living Greyhawk characters are created using the point buy method using 28
points. You may not drop a stat below 8 or raise it above 18 before
applying any racial modifiers.
|
Stat |
Cost |
Modifier |
|
8
|
0
|
-1
|
|
9
|
1
|
-1
|
|
10
|
2
|
0
|
|
11
|
3
|
0
|
|
12
|
4
|
+1
|
|
13
|
5
|
+1
|
|
14
|
6
|
+2
|
|
15
|
8
|
+2
|
|
16
|
10
|
+3
|
|
17
|
13
|
+3
|
|
18
|
16
|
+4
|
The County has some
special considerations towards the commonality and identity of each of
the races. See the Living Greyhawk Gazetteer, Chapter 2 for
further details.
Living Greyhawk characters are restricted to the following choices for
race unless given specific campaign documentation, Human,
Elf (Gray, High, Wood), Dwarf (Hill, Mountain), Half-Elf, Half-Orc,
Halfling (Lightfoot,
Tallfellow, Deep), and Gnome (Rock).
When Choosing a Human, you should also choose a heritage from the
following list: Baklunish, Flan, Oeridian,
Rhenee, Suloise or
Mixed. This will not affect your stats in any way but may help determine
what you look like and how others react to you.
High Elves are identical to the elves listed in the players handbook,
as are Hill Dwarves and Lightfoot Halflings. The other subraces use the
modifications listed below.
|
Subrace |
Ability Adjustment |
Favored Class |
Trait Change |
|
Gray Elf |
-2str, +2dex, -2con, +2int |
Wizard |
None |
|
Wood Elf |
+2str, +2dex, -2con, -2int, |
Ranger |
None |
|
Mountain Dwarf |
Standard Dwarf |
Fighter |
None |
|
Tallfellow Halfling |
Standard Halfling |
Rogue |
See Monster Manual |
|
Deep (Stout) Halfling |
Standard Halfling |
Rogue |
See Monster Manual |
Common Races
Human (79%)
The original, ancient tribes of different human
sub-races have intermixed in the County, but the predominant bloodline
features of each character may still be evident. The human
bloodlines commonly found in the County are: Oeridian (51%), Suloise/Suel
(42%), Rhennee or Attloi (4%), Flan (2%), other or unremarkable (1%).
Overall, human racial differences are given little importance by the
intelligent and cultured folk of the County.
Halfling (9%)
Behind humans,
halflings make up the next largest racial group in the County (9%).
Much of their population tends to live between Heanor and Trigol in a
number of spread-out communities of a hundred or two. Tallfellow
and stout halflings tend to live nearer to elven and dwarven conclaves
respectively. Native halflings have a thick ‘midwestern’
accent.
Elves & Half-Elves (6%)
Elves make up the third
largest racial group in Urnst at 6%. They were rare here until the
Greyhawk Wars. Then, the Elves came as refugees and immigrants
from the forests of the Fellreev, Celadon, Phostwood, Gamboge, or even
the Adri. Central Urnst has been to the liking of the high elves
as it is a wealthy and civilized realm, but largely devoid of the dense
forests Gray or Wood elves treasure so much. Their arrival has
spurred prejudice too, as elves tend to be slow to make friends, and
were largely isolationist when most needed during the Greyhawk Wars.
Uncommon Races
Dwarves (3%)
There are families of
native hill dwarves living in the Dreerwode hills just outside of
Brotton and along the Franz River. The foreign, Mountain dwarves
in Urnst tend come from the Rakers Mountains to the Northeast.
Gnomes (2%)
There are some gnomes
native to the County, but their communities are secretive and not known
to most Urnstians. The Duchy of Urnst, the Cairn Hills and the
Domain of Greyhawk, to the southwest, are the nearby sources of foreign
gnomes.
Half-Orcs (1%)
Half-Orcs are not
completely uncommon in Urnst. Most often, they appear near the
Urnst-Iuz frontier. These people are scorned throughout Urnst, as
their kind used to raid with the old Bandit Kings before the coming of
Iuz.
Living Greyhawk allows the use of all standard Players Handbook classes.
Once you meet the requirements, you may also take any 'Core' prestige
class listed in the
Living
Greyhawk Campaign Sourcebook. You need regional documentation to take
any of the adaptable prestige classes listed in the same location. You
gain full hp at 1st character level, and half plus one for ever other
level. Currently the classes listed in the Complete Warrior and the
Miniatures Handbook are not allowed.
Barbarian
Berserkers, as they are sometimes called when hailing from the more
civilized regions like the County, combine the raw power of anger with
survival skills second only to druids and rangers. While those that call
themselves civilized sometimes view them with distain, nobody can deny
their power and prowess in battle.
Bard
Normally viewed as traveling minstrels and taproom performers, the
County's bards are some of the most versatile adventurers one will ever
find. With the healing powers of the priests, mind-affecting spells
better then any illusionist, and almost as many skills as rogues, bards
can and will fill any niche, if given the chance, and sometimes create
their own while inspiring others.
Cleric
While the County does not have any official religion, we do have some
of the most zealous priests and priestesses of anywhere in the Flanaess.
With a renewed undead threat, many churches are training these field
priests to go out and help defend the people, some are going out to help
themselves. Just hope you have one around when the going gets tough.
Druid
As the breadbasket of the Flanaess, the County has many relatively
inexperienced, but still effective druids. With animal and plant foci,
the druids of Urnst do what they can to protect both the wilds from
civilization, and civilization from the wilds. They are found in several
of the forests of the County, especially the Dreerwode.
Fighter
With the recent civil war, there are many trained fighting men and
women of all races. Whether they fought on the side of the Countess or
the Lord of the East, these professionals are skilled and ready for a
fight. With the current non-aggression pact with the Imperium, many of
the County's able bodies have returned to active duty, but when on
leave, still adventure for gold.
Monk
With discipline comes skill, and with skill comes ability. These and
many other pieces of wisdom are taught to many aspiring monks before
they leave the secluded monastery, deep in the Dreerwode. These lightly
armed combatants are a stark contrast to the heavily armed and armored
troops, but with experience, can do things beyond even the mightiest
mage, priest, or simple warrior can hope to accomplish.
Paladin
The path of the righteous warrior leads many through the lands of the
County. With sightings of rogue fiends left over from the civil war, and
a renewed uprising of undead, the churches of law and good are fielding
their holy warriors to fight the good fight. All these internal dangers,
the Imperium to the south and east, and the Bandit Kingdom and Iuz to
the north, ensure there is no shortage of adventure for Paladins based
in the County.
Ranger
Specializing in two-weapon combat or archery, the County's rangers
are the premier wilderness warriors. With their non-encumbering armor,
flexible weapon selection, and tracking skills, there is no shortage of
adventure. Most rangers focus on animals or humanoids of various sorts,
though many take fiends when favoring an enemy since the civil war.
Rogue
Thieves, bandits, and pickpockets, while not the best words to
describe the rogues of the County, they are sometimes true. Moreover,
many rogue specialize in more, dungeon-oriented skills, like traps and
locks, magical items and avoiding hostile detection. Though there are
many thieves’ guilds in the County, there are also many reputable jobs
for the more skillful adventurers.
Sorcerer
With the ability to call forth magic from their very blood, sorcerers
are prized adventuring companions. With a better weapon selection then
wizards, and more spells each day, sorcerers make great battle mages in
any situation, and with their natural force of personality, they also
make excellent diplomats, some even combining magic with their
diplomacy. There are also rumors of sorcerers developing their draconic
heritage, though specifics are hard to pin down.
Wizard
Professional, trained wizards are well appreciated here and their art
and wisdom is highly looked upon.
Radigast has one of the best wizardry colleges in the Flanaess, some
say the best, and with the late Countess Belissica having been a wizard
herself, the occupation has a rich history. With versatility unmatched
by bards or sorcerers, and the ability to scribe and carry even more
spells from the start of their adventures, wizards, specialists or
generalists, are welcomed in any adventuring party, the more the
merrier, or the crispier, depending on enchantment or evocation.
New Base Classes from the Complete series:
Favored Soul
The divine counterpart to sorcerers, favored souls are not chosen by
any religion, like most clerics are, but instead, are chosen by the gods
themselves, as independent representatives in a world where they
themselves cannot interfere. Some of the established churches in
Radigast are afraid that an errant favored soul may damage their
standing with the people, but the favored souls claim they serve the
gods, not the temples.
Hexblade
In the goodly County, most people fear the power of the hexblade, and
rightly so. With combat capability roughly on par with a paladin, but
without the moral issues, hexblades tread a narrow bridge over a pit of
darkness, and are the arcane counterpart to the paladin and ranger's
divine nature. Beware the hexblade's curse.
Marshal
Trained as officers at the elite Citadel outside of Jedbridge, the
marshal in the County is sometimes viewed as better adventuring support
then the bard. Many marshals are half-elves, but all of the civilized
races are represented. The marshal is adaptable, and make both great
battlefield support, but also excellent spokespersons, as they have been
trained to be diplomats of the highest skill.
Scout
The wild places of the County produce quite a few different types of
people, from animalistic spellcasters, to vindictive warriors, to the
lightly armored, swiftly moving scout. With abilities found in both
rogues and rangers, scouts excel in enemy detection, combat support,
both ranged and melee, and wilderness stealth. Always on the move,
scouts are an appreciated addition to any adventuring party.
Swashbuckler
Dashing and daring, some in the Contessa's court say that the
swashbuckler is the future of civilized combat. With the social graces
available to bards and rogues, but the raw combat skills of the heavily
armored fighter or paladin, the swashbuckler cuts a very interesting
picture of a lightly armored, lightly armed, yet deadly precise warrior.
Warmage
Trained as combat support for the County's army and navy at the elite
training center called the Citadel, just outside of Jedbridge, a warmage
in the County has most likely finished their commitment with the
military and have decided to use their training in further support of
the Contessa, by adventuring.
In addition to the Languages listed in the players handbook, the following
languages are also available. The four more common tongues are Ancient
Baklunish, Flan, Old Oeridian and Ancient Suloise. Slightly less common
are Amedi, Cold Tongue, Druidic, Ferral, Keolandish, Lendorian, Lendorian
Elven, Nyrondese, Olman, Ordai, Rhopan, Ulagha,
and Velondi. Halfling and Elven
are also common languages.
Certain skills can be used to earn extra money between adventures, these
include Craft, Perform, Slight of Hand, and Profession. Knowledge (Local)
refers to a Meta-Region, so if you wanted to know about your meta-region (Nyrond
and her Environs) you would take Knowledge (Local: Meta Region IV).
Knowledge (The Planes) is also a handy skill to have as rumors of ethereal
creatures stalking the lands to the east have surfaced.
Regional Feats
As per the LGCS v4.2, page 10, any regional feat
is available to you from 1st level onward (unless an in-game
circumstance otherwise dictates a change). Racial feats are also
available to players in this region, but are not listed here (see the
LGCS v4.2, page 11) Copies of both articles from Dragon #315
and #319 will soon be made available from Paizo Publishing on
their website at
www.paizo.com. Until that time, you must bring the Dragon
Magazine containing the article or articles relevant to the table
with you, as with all non-core rules items.
Mercantile Background
(Dragon #316)
Rapscallion (Dragon
#316)
Rustic Charm (Dragon
#319)
Well Read (Dragon #316)
With Living Greyhawk, the player will have an opportunity to play any
non evil alignment. This includes Chaotic Neutral. Any player who
chooses the CN alignment must read the new description of the alignment
in the 3rd edition Players Handbook. Player characters will be held
responsible for their actions. Chaotic Neutral does not allow you the
choice of doing random evil acts. If during a game a Player character is
caught doing an evil act, they can be punished severely. And using the
excuse I am chaotic neutral and my alignment allows it will not protect
a player character from the executioner block.
All characters in the County of Urnst are strongly encouraged to
choose a god to worship in the event they die and desire to be returned
to the world of the living.
Gods
|
Head Temple
|
|
Boccob the Uncaring |
No Temples |
|
Halfling pantheon |
Applebee |
|
Hieroneous the Invincible |
Count’s Markham |
|
Lydia |
Radigast City |
|
Mayaheine the Shield Maiden |
Dominion |
|
Norebo of the Big Gamble |
Radigast; Jedbridge |
|
Oeridian Nature Gods |
Radigast City |
|
Pelor the Sun God |
Radigast City |
|
Pholtus of the Blinding Light |
Stone Road |
|
Phyton the Woodshaper
|
Small Shrines |
|
St. Cuthbert of the Cudgel |
Small shrines |
|
Trithereon |
Radigast City |
|
Xerbo of the Lake
|
High Mardreth |
|
Zilchus the Money Counter
|
Radigast City |
When you begin play as a spell caster, you may only choose spells that are
in the players handbook. As you adventure, you may gain access to spells
or items in the builder books.
All characters start out with the maximum starting gold pieces for their
class at first level. You can purchase any item from the standard goods
table of the player handbook. Encumberance is used so pay attention to how
much you are carrying.
There are a wide variety of
Prestige Classes available from Core source books. See the Living
Greyhawk Campaign Sourcebook, V4.2 for more information.
The new Meta Organizations are starting to roll out
for use. Please see this
page for further details.
Maps of the County
Maps may be
downloaded from the
Downloads Page.
Take the time to read up on the
County of Urnst. Pick a place of birth or a reason for being an
adventurer. A list of common County of Urnst names is available
here.
Hopefully by now you've created a character, gotten some background
into what can be found about the County of Urnst and are ready to play
an adventure. Check the Conventions section of the website to find up
coming conventions near you. You also might try looking under Game Days
to find groups who meet regularly in your area. Under the Peoples of the
Realm section you can read about other characters, and register your
own. Under Metagaming you can read about other groups and activities
your character can get involved in.