ABILITIES: Ability scores usually determined on a point system, as per Living Greyhawk. The number of points alloted is at the DM's discretion.
CHARACTER CLASSES: Standard, but the cleric class is only used when a specialty priest class is not available. Specialty priest classes generally trade the cleric's bonus domain spells for special abilities (the druid would be considered a specialty priest of the force of Nature). Current specialty priest classes can be found on the Religion page. Character concepts are available, as per Mongoose's Quinessential series, as are "variants," such as found in Dragon #310. For classes outside the Player's Handbook and Dungeon Master's Guide, see the page on Prestige Classes.
CHARACTER RACES: Standard, with occasional exceptions (the campaign has had
drow, lizardfolk, avarial, and flesh golem characters!). Half-elves and
non-standard races require DM approval.
CRITICAL HITS: When a natural
20 is rolled on a confirmation, another confirmation roll is made. Success
indicates an extra die of damage is applied to the critical hit.
CRITICAL MISSES/FUMBLES: When a 1 is rolled on a d20 in combat, the player must make another attack roll 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).
EQUIPMENT: Melee weapon weights are more realistic in Bastard Greyhawk, usually slightly less than the weight listed in the PHB3.5 (or 1/2-2/3 of the weights listed in the PHB3.0).. Ex: a typical longsword weighs about 3 lbs, while a typical greatsword weighs about 6-7 lbs. Few, if any, one-handed weapon sized for a Medium creature should weigh over 5 lbs, with most weighing at 2-4. Most two-handed weapons should weigh less than 10 lbs, with 5-7 being common for non-reach weapons. When in doubt about a weapon's weight, 1 lb per foot of length should work in most cases.
FEATS: Standard. All of the feats in the Player's handbook are readily available to any character who qualifies. Feats from the "builder books" and other sources may not be so readily available, and DM approval is required.
LANGUAGES: There are actually three major "Common" human languages in Bastard Greyhawk: Aerdi, Keoish, and Ferrond, with several minor ones. A character can usually get by with two of these, one if he doesn't travel far (unless he's in the Scarlet Brotherhood, the Baklunish west, or the Thillronian Peninsula). Bastard Greyhawk follows the conventions presented here.
PRESTIGE CLASSES:1Most prestige classes are available to PCs, but usually require one to join an organization, pay for training, worship a particular deity, and/or attend a special school.
SKILLS: Speak Language is a class skill for all classes. By extension, Read/Write costs only one slot. If a character's Intelligence score increases or decreases, his total number of skill points is likewise affected - even skill points gained at first level.
Bonus Class Skills:1A character receives a number of bonus class skills equal to his Intelligence bonus.
Trading Class Skills:1A 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."TURN UNDEAD: Bastard Greyhawk has a special house rule for turning undead. Click the link for details.