TEXT: LIVING GREYHAWK Character Creation Instructions 
   
  August 2000, Page 1 
   
  ® and ™ designate trademarks of Wizards of the Coast. © 2000 Wizards of the Coast. May be reproduced for personal reasons. 
   
  Character Creation Guidelines
  Character Creation Guidelines
  Character Creation Guidelines
  Character Creation Guidelines    
  VERSION 1.1 – AUGUST 2000 
   
  These guidelines give you the basic information you need to create a 
  starting LIVING GREYHAWK™ character, and to advance your 
  character. Please be aware that these guidelines, like the LIVING 
  GREYHAWK campaign, will change. Our commitment to you is that 
  any changes will add options to characters (as more D&D® or 
  GREYHAWK® material is published), not take away options, but very 
  infrequently we may have to restrict options that were previously 
  available. We will only do so after careful consideration. These 
  guidelines have a version number and date. All LIVING GREYHAWK 
  characters must comply with the most current version of the D&D 
  Player’s Handbook and these guidelines. 
   
  When new options become available, you may take advantage 
  of them by adding them to your character at the next normal 
  opportunity (usually level advancement). You may not retroactively 
  change your character to take advantage of new options.  
   
  Some aspects of character creation might require information 
  from your Regional Triad. To find your Triad’s contact information, 
  consult 
  the 
  LIVING 
  GREYHAWK 
  homepage 
  at 
  http://www.livinggreyhawk.com. 
   
  To create your LIVING GREYHAWK character, follow these steps: 
   
  Step 1: Ability Scores
  Step 1: Ability Scores
  Step 1: Ability Scores
  Step 1: Ability Scores    
  To put all players on an even footing, the LIVING GREYHAWK 
  campaign uses the Nonstandard Point Buy method of ability score 
  generation, found in Chapter 2 of the D&D Dungeon Master’s Guide. 
  The LIVING GREYHAWK setting is considered a “Tougher Campaign”; 
  hence, each character uses 28 points distributed among all six 
  statistics. 
   
  Table 6: Ability Costs
  Table 6: Ability Costs
  Table 6: Ability Costs
  Table 6: Ability Costs    
  Cost 
  Score 
  Modifier 
  — 
  6 
  –2 
  — 
  7 
  –2 
  0 
  8 
  –1 
  1 
  9 
  –1 
  2 
  10 
  +0 
  3 
  11 
  +0 
  4 
  12 
  +1 
  5 
  13 
  +1 
  6 
  14 
  +2 
  8 
  15 
  +2 
  10 
  16 
  +3 
  13 
  17 
  +3 
  16 
  18 
  +4 
  — 
  19 
  +4 
  — 
  20 
  +5 
   
  For example, using the full 28 points, a character's attributes might 
  be purchased as follows: 
  Str 15: 8 points 
  Int 10: 2 points 
  Dex 13: 5 points 
  Wis 11: 3 points 
  Con 14: 6 points 
  Cha 12: 4 points 
   
  Apply racial modifiers to ability points after the base scores are 
  determined. Thus, ability points range from 8–18 for humans, and 
  6–20 for nonhumans. Ability points gained as your character 
  advances in level do not use this chart; they are full points and may 
  be added as explained in the Player's Handbook. 
   
  Step 2: Race and Class
  Step 2: Race and Class
  Step 2: Race and Class
  Step 2: Race and Class    
  You may choose any race and class option described in the Player's 
  Handbook. The LIVING GREYHAWK campaign also uses the following 
  special rules for character creation. These override or limit the 
  character options in the Player's Handbook. 
   
  Human characters should choose one of the subraces of 
  humanity, as explained in Chapter 2 of the Living Greyhawk 
  Gazetteer. Elf characters must be of the gray, high, or wood 
  subraces. Dwarves may be hill or mountain dwarves. Gnomes must 
  be rock gnomes. Halflings must be of the lightfoot variety. All half-
  orcs are considered human/orc crossbreeds. 
   
  You must choose a non-evil alignment that also meets all 
  requirements for your character’s class. 
   
  A cleric must serve a specific non-evil deity from the Player's 
  Handbook or the LIVING GREYHAWK Gazetteer. A paladin need not (but 
  may) serve a patron deity. 
   
  A character may begin play at any age from Adulthood to Old 
  Age, as defined in the Age section of Chapter 6: Description, in the 
  Player's Handbook. Age modifiers to ability scores are not used in the 
  LIVING GREYHAWK campaign. The character may be of any height 
  and weight allowed by the height and weight tables for the 
  character’s race. 
   
  Prestige Classes
  Prestige Classes
  Prestige Classes
  Prestige Classes: The following Prestige Classes are allowed for 
  PCs: arcane archer, dwarven defender, loremaster, shadowdancer. 
  PCs must qualify for these classes as described in the Dungeon 
  Master’s Guide.  
   
  A starting character receives the maximum amount of gold 
  pieces for its class. 
   
  Step 3: Hit Points
  Step 3: Hit Points
  Step 3: Hit Points
  Step 3: Hit Points    
  Assign your starting character the maximum hit points possible for 
  its class. For each additional character level, assign hit points 
  according to the new class by taking half the maximum value for the 
  class, then adding 1 point. For example, a character adds 3 hit points 
  upon gaining a new level in the Sorcerer class. 
   
  
  LIVING GREYHAWK Character Creation Instructions 
   
  August 2000, Page 2 
   
  ® and ™ designate trademarks of Wizards of the Coast. © 2000 Wizards of the Coast. May be reproduced for personal reasons. 
  Step 4: Skills and Feats
  Step 4: Skills and Feats
  Step 4: Skills and Feats
  Step 4: Skills and Feats    
  A few skills need brief additional rulings: 
  • 
  Alchemy Skill and Craft Skill
  Alchemy Skill and Craft Skill
  Alchemy Skill and Craft Skill
  Alchemy Skill and Craft Skill: These skills do not allow you to 
  craft items other than the ones that PCs can purchase normally 
  (see Step 5). In other words, no acid or masterwork equipment. 
  • 
  Knowledge skill
  Knowledge skill
  Knowledge skill
  Knowledge skill: Knowledge skills cannot be anacronistic.  
  Remember that the more specific a field of knowledge, the 
  lower the difficulty class for information related to that 
  knowledge – it is better to be specific in what you know. 
  • 
  Profession Skill
  Profession Skill
  Profession Skill
  Profession Skill: At this time, profession skills can only be 
  chosen from those listed in the Profession skill description in 
  the Player's Handbook. 
   
  Step 5: Equipment
  Step 5: Equipment
  Step 5: Equipment
  Step 5: Equipment    
  Purchase equipment for your character from the Weapons, Armor, 
  and Goods and Services sections of Chapter 7: Equipment in the 
  Player’s Handbook. The only exception is that you may not purchase 
  Masterwork items (manacles, tool kits, etc.) from these sections. You 
  may purchase holy water from the Special, Superior, or Masterwork 
  section of Chapter 7, but nothing else. You may not purchase 
  magical items for your character except through play opportunities. 
  Special, Superior, and Masterwork items will be available in play. 
   
  The Carrying Capacity rule is used in the LIVING GREYHAWK 
  campaign, so keep track of what your character is carrying and how 
  much it weighs. 
   
  Step 6: Home Region
  Step 6: Home Region
  Step 6: Home Region
  Step 6: Home Region    
  All LIVING GREYHAWK characters are based in one of the nations of 
  the Flanaess, as detailed in the LIVING GREYHAWK Gazetteer. (There is 
  no such thing as a “regionless” character.) The default home region 
  where your starting character operates is determined by where you 
  actually live. You may choose a different home region for your 
  starting character, but your character then suffers out-of-region 
  penalties when you use it in the game region assigned to where you 
  live. If you change your address in real life, your character's default 
  home region moves with you. If you move but choose not to change 
  your character’s home region, your character again suffers penalties 
  for out-of-region play when you play in the new area to which you 
  moved. 
   
  A player may not chose as a character’s home region the Free 
  City of Greyhawk or any campaign nation not moderated by a 
  Regional Triad. 
   
  Consult the table below at left to determine your LIVING 
  GREYHAWK character's default home region. American states and 
  Canadian provinces are given in abbreviated form. Additional 
  regions will be assigned as the campaign grows. Visit 
  http://www.livinggreyhawk.com for the latest regions list, and for 
  information on how to contact your Regional Triad. 
   
  Time Units
  Time Units
  Time Units
  Time Units    
  Time units are used to record how PCs spend their time. By using 
  time units, you do not need to worry exactly in what order 
  adventures took place, or exactly when you researched a spell or 
  created an item. Time units save you from taking your character out 
  of play to perform non-adventuring activities. 
   
  Every year, a PC receives 52 time units (of 1 week each) to 
  spend on their activities—adventuring, spell research, creating 
  magic items, belonging to a knighthood, or managing a business can 
  all potentially take part of a character’s time. Adventures take either 
  one or two time units, and the cost will be indicated in the 
  adventure text. Other activities take varying amounts of time, as 
  indicated in the rules for the activity in question. 
   
  Learning New Arcane Spells
  Learning New Arcane Spells
  Learning New Arcane Spells
  Learning New Arcane Spells    
  Learning a new spell normally takes a wizard one Time Unit. 
  However, the two spells a wizard receives for advancing a level do 
  not cost Time Units. 
   
  Sorcerers and bards must choose their spells from the 
  appropriate spell lists, unless they have a special certificate that 
  allows them to do otherwise. Sorcerers and bards do not normally 
  pay Time Units to learn their spells. 
   
  Banned Spells
  Banned Spells
  Banned Spells
  Banned Spells    
  There are several spells that are not suitable for use in a LIVING 
  Campaign environment. The following spells are not available to 
  PCs: polymorph other, polymorph self, permanency. 
   
  Fame Points
  Fame Points
  Fame Points
  Fame Points    
  Fame points are used to track how well known your PC is, and if 
  your PC is recognized by those he meets. Fame points are always 
  with an organization, never with individuals. Fame normally cannot 
  be used up the way influence is—once someone knows who you 
  are, they tend not to forget. 
   
  Influence Points
  Influence Points
  Influence Points
  Influence Points    
  Influence points are a way of keeping track of who in the World of 
  Greyhawk owes your PC a favor. Influence points can be earned 
  with individuals or organizations, and there is no limit to how many 
  a PC can eventually acquire. Influence points are used (spent) to 
  convince NPCs to do favors for you—enough influence with the 
  right people, and you can convince them to work miracles on your 
  behalf. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  PCs in the LIVING GREYHAWK campaign must pay a lifestyle cost at 
  the beginning of each adventure, associated with the economic level 
  of the place where the adventure takes place. Lifestyle costs include 
  expenses incurred during the time between this adventure and the 
  last one, and all training costs associated with advancing in levels. It 
  does not cover cost of adventuring equipment. PCs must pay for 
  things bought during the adventure (from equipment to drinks and 
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Regions
   Regions
   Regions
   Regions    
   
  Ahlissa (Innspa/Adri): Austria, Germany 
  Ahlissa (Naerie): Denmark, Finland, Norway, Sweden 
  Bandit Kingdoms: OK, TX 
  Bissel: CT, MA, ME, NH, RI, VT 
  Bone March (Knurl): Greece 
  Dyvers: IA, KS, MO, NE 
  Ekbir: France 
  Furyondy: MI 
  Geoff: DC, DE, MD, VA, WV 
  Gran March: NC, SC, GA 
  Highfolk: WI 
  Keoland: NJ, NY, PA 
  Ket: MB, NB, NS, ON, PEI 
  Nyrond: AZ, Southern CA, UT 
  Onnwal: United Kingdom 
  Pale: Northern CA, NV 
  Perrenland: Australia, New Zealand 
  Ratik: HI 
  Sea Barons: Italy 
  Shield Lands: MN, ND, SD 
  Sunndi: Belgium, Netherlands, Luxembourg 
  Tusmit: PQ 
  Ulek, Principality of: FL, PR 
  Urnst, County of: CO, MT, NM, WY 
  Urnst, Duchy of: AK, AB, BC, SK, ID, OR, WA 
  Veluna: OH 
  Verbobonc: IL, IN 
  Yeomanry: AL, AR, KY, LA, MS, TN 
  
  LIVING GREYHAWK Character Creation Instructions 
   
  August 2000, Page 3 
   
  ® and ™ designate trademarks of Wizards of the Coast. © 2000 Wizards of the Coast. May be reproduced for personal reasons. 
  meals and lodging) at the prices stated in the scenario, or the Player’s 
  Handbook if the scenario does not specify.  
   
  The lifestyle costs are divided according to the economic level 
  that the PC wants to maintain, and there are Charisma-related 
  penalties and bonuses for maintaining certain lifestyles. 
  • 
  Destitute: You have no living space, and must carry all your gear 
  everywhere. You stink and are undernourished. You suffer a –3 
  on Charisma-related skill checks. 
  • 
  Poor: You sleep in the common room of an inn, or perhaps the 
  loft of a stable. Your clothing is generally worn and patched. 
  You suffer -2 on Charisma-related skill checks. 
  • 
  Low: You rent a small room at a tavern, perhaps shared with 
  one or two other individuals. If you own a home it is a one-
  room shack. It wouldn’t be wise to leave anything of value 
  laying around. You suffer –1 on Charisma-related skill checks. 
  • 
  Medium: You are moderately successful, and your equipment is 
  plain but sturdy. You have your own room in an inn or 
  boarding house, where you can leave items of moderate value 
  without worrying about them disappearing. 
  • 
  High: You rent a roomy house or apartment, or own a nice 
  home. You own clothes for many occasions, and can entertain 
  anyone without feeling overly ashamed. You receive a +1 
  bonus Charisma-related skill checks.  
  • 
  Luxury: You have the best of everything—spacious living 
  quarters, exotic food, expensive clothes. Your success is the 
  envy of many. You have a +2 bonus on Charisma-related skill 
  checks. Equipment left at home is generally quite secure. 
   
  Certificates
  Certificates
  Certificates
  Certificates    
  You will be issued certificates for things and favors that your 
  character acquires during adventure play, during interactives, and 
  through other means. These certificates include information on the 
  item or favor that you will need in order to use it in play. Some 
  specific sections of the certificate to note are: 
   
  Validation
  Validation
  Validation
  Validation: Certificates must be signed in ink by the DUNGEON 
  MASTER® who issues them, and the DUNGEON MASTER’S RPGA 
  number must be completely legible. The name of the character the 
  certificate is assigned to must be written in ink on the line provided 
  at the top of the certificate. 
      
  Use Restriction
  Use Restriction
  Use Restriction
  Use Restriction: Use restriction is a category that describes 
  how many of a certain certificate from a certain scenario a given 
  character can be assigned. The categories are:  
  • Common—A character can possess as many duplicates of 
  this certificate as desired, provided they were all earned in 
  play by some character. 
  • Unusual—A character can possess only one of these items. 
  • Rare—Only one of these rare items may be used at a given 
  table of players. If multiple characters bring this item, then 
  only one “exists” for the adventure. Which of the 
  duplicates exists must be determined at the start of the 
  adventure, and may not be changed during the course of 
  the adventure. Further, all rare items are also bound by the 
  restrictions on unusual items. 
  • Unique—Only one of these exists. 
  The categories apply by item and scenario name. For example, if you 
  happen to get item X from scenario A, and it is considered 
  “unusual,” then you can one of item X from scenario A. If item X 
  comes out in scenario B later, you can collect one or more of those 
  as well (depending on its restriction in scenario B), since the 
  scenario name is different. 
   
  Trade Policy
  Trade Policy
  Trade Policy
  Trade Policy: Certificates indicate whether they can be traded 
  between characters. If a certificate can be traded, as is traded, then a 
  complete trade history must appear on the back of the certificate. 
  The information for each trade must include the player name and 
  RPGA number and character name of the person trading the item 
  away and the person accepting the item, and the date of the trade. 
  This all must be completely legible, and the history must show the 
  progress of the certificate from the original owner (on the front) to 
  the current owner. 
   
  Certificates in the LIVING GREYHAWK campaign are the 
  property of Wizards of the Coast, and must be returned to the 
  campaign staff upon request. They have $0 cash value and cannot be 
  sold for cash or other real world considerations. 
   
  Making Things
  Making Things
  Making Things
  Making Things    
  Non-magical crafted items, as well as crafted potions and scrolls, do 
  not require certificates. Make a logbook entry for the time spent, 
  and have your game master sign it. Indicate when you use your 
  crafted potion or scroll in the logbook entry where it is used, 
  referencing the log entry for when it was created. 
      
  Craft Items
  Craft Items
  Craft Items
  Craft Items: Crafted items cannot be sold to NPCs; they can 
  only be saved for use by the maker, or sold to other PCs. Crafting an 
  item takes time, as calculated using the formula in the Player’s 
  Handbook, with a minimum of 1 Time Unit. PCs may not craft items 
  that are restricted from purchase in Step 5 of these guidelines. 
      
  Brew Potion
  Brew Potion
  Brew Potion
  Brew Potion: Creating a potion takes material resources (gold) 
  and XP as indicated in the Player’s Handbook. Creating a potion costs 
  1 Time Unit, and only one potion may be created per adventure 
  played. 
      
  Scribe Scroll
  Scribe Scroll
  Scribe Scroll
  Scribe Scroll: Creating a scroll takes material resources (gold) 
  and XP as indicated in the Player’s Handbook. Creating a scroll costs 1 
  Time Unit per level of the spell being scribed, and only one scroll 
  can be scribed per adventure played. 
      
  Other magic creation feats
  Other magic creation feats
  Other magic creation feats
  Other magic creation feats: Costs (in gold, XP, and Time Units) 
  for creating other magic items are covered on a case-by-case basis. 
  Contact your Triad for more details. These items require certificates, 
  so though you may have the pre-requisites for making something 
  (according to the rules in the Player’s Handbook and Dungeon Master’s 
  Guide) you must use a campaign procedure for doing so. 
   
  Guidelines for Ethical Play in 
  Guidelines for Ethical Play in 
  Guidelines for Ethical Play in 
  Guidelines for Ethical Play in     
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK    
  In the LIVING GREYHAWK campaign, we expect that you will 
  conduct yourself in a manner suitable to group cooperation and 
  group enjoyment. Specifically, 
   
  PLAYERS 
  1. 
  Contribute to the fun of the whole group when playing. Don’t 
  play in a style that detracts from the fun of the game. 
  2. 
  Play fairly and honestly. 
  3. 
  Be considerate of others, and their right to enjoy the game as 
  much as you do. 
  4. 
  Follow the spirit of the rules, as well as the letter of the rules. 
   
  DUNGEON MASTERS 
  1. 
  You are the dungeon master. It is your job to run the game. 
  You are not playing against the players. Their fun is your top 
  priority. 
  2. 
  All players should be treated equally and equitably, by you and 
  by other players. 
  3. 
  Run games in a professional manner. Remember that you 
  represent the RPGA and the campaign to your players. 
  4. 
  Abide by the expectations that apply to the players. 
   
  ADMINISTRATION 
  1. 
  Respond and communicate in an articulate and timely manner. 
  2. 
  Uphold the authority of our game masters, and do not overrule 
  them without careful investigation. 
  3. 
  Abide by the expectations that apply to the players and the 
  dungeon masters. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/Living Greyhawk/Character Generation v1.1.pdf