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D&D Campaign Rules

As of the session on August 20th, 2000, we have switched to 3rd Edition. No house rules for starters, we'll play with the official rules and see how we like them. Greyhawk is the campaign world, all Greyhawk races and deities are in play. All players are advised to buy a copy of the 3rd Edition Player's Handbook (available on www.amazon.com for about $19) and to familiarize themselves with the new rules.

The first and second class-specific supplements, Sword and Fist and Defenders of the Faith, have been approved for campaign use. The Psionics Handbook has been approved for campaign use. There are minor exceptions in all of these books, but they are generally considered balanced as of the latest errata. As always, entry into prestige classes requires that the prerequisites be met and that a proper trainer be found. Consult with the DM for further information and planning.

List of Legal Additions to the Campaign

(from Sword and Fist, Defenders of the Faith, Forgotten Realms Campaign Setting, the Book of Eldritch Might and d20 Star Wars)

Please note that only what is listed below made the cut for our ongoing campaign. If it’s not there, assume it doesn’t exist. Some abilities and classes were modified, others left out entirely. Before you decide on anything, make sure you read the version listed here as it supercedes the original version in either book for the purposes of our campaign. Keep in mind also that any new feats or classes still require training or some very specific circumstances to achieve. Eldritch feats can be taken in place of bonus Metamagic or Item Creation feats if the knowledge to learn them is available. I have also added Reputation rules to the campaign, see the last page of this document for those.

General Notes

All feats, spells, magic items and prestige classes in Sword and Fist and Defenders of the Faith are in play, as of the latest official errata. The contents of those books will not be listed here as they are considered to be set by default in the Greyhawk campaign setting. If the current tendency towards overall game balance is maintained, it is likely that the other supplements (Tome and Blood, Song and Silence, etc.) will also be made official for the campaign shortly after their release

Spells and magic items that appear in various other supplements may or may not be present in Greyhawk. Ultimately, these are best left to be discovered through adventuring, research and contacts by the spellcasters in the party. Feat are listed here because they often require a greater degree of advance character planning.

Changed Player’s Handbook Feats

Skill Focus [General]
Choose a skill, such as Move Silently. You have a special knack with that skill.
Benefit: You get a +3 bonus on all skill checks with that skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Additional New Feats

Acrobatic [General]
You are remarkably agile.
Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

Animal Affinity [General]
You understand animals and they trust you.
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.

Arcane Preparation [General]
You can prepare a spell ahead of time just as a wizard does.
Prerequisite: You must be able to cast arcane spells as a bard or sorcerer before you can select this feat.
Benefit: Each day, you are able to prepare one or more spells as a wizard does. If you are a sorcerer or a bard, this means that you can prepare a spell with a metamagic feat ahead of time, instead of casting it as a full-round action.

Arcane Schooling [General, Background]
You received thorough training at an early age in the principles of wielding magic.
Benefit: Choose one arcane spellcasting class. This class is a favored class for you in addition to any other favored class you select. For example, a multiclassed human fighter/rogue could add levels of wizard without incurring any experience penalty for multi-classing in three classes.
Special: You may only take this feat as a 1st-level character.

Artist [General]
You place a great deal of importance on the arts, philosophy and music.
Benefit: You gain a +2 bonus on all Perform checks and to one Craft skill that involves art (your choice) such as calligraphy, painting, sculpture, or weaving.

Athletic [General]
You have a knack for athletic activities and keep yourself in the best possible shape.
Benefit: You get a +1 bonus on all Climb checks, Jump checks and Swim checks.

Blooded [General]
You know what it means to fight for your life, and the value of quick wits and quicker reactions when blades are bared and deadly spells chanted. Enemies find it difficult to catch you off guard.
Benefit: You gain a +2 bonus on Initiative and a +2 bonus on all Spot checks.

Bullheaded [General]
You are exceptionally headstrong and difficult to sway from your intended course.
Benefit: You received a +1 bonus on Will saves and a +2 bonus on Intimidate checks.

Cautious [General]
You are especially careful with tasks that may yield catastrophic results.
Benefit: You get a +2 bonus on all Search checks and Disable Device checks.

Conjuration Mastery [Eldritch]
You have learned how to get more powerful creatures when you cast summoning spells.
Prerequisites: Spellcaster level 7th+, Charisma 17+
Benefit: Creatures you summon are above average physically. They have a +2 bonus to Strength, Constitution and Dexterity.

Cosmopolitan [General]
Through childhood in a city, travel or other experiences, your exposure to the thousand forking paths of civilization has taught you things you ordinarily would never have uncovered.
Benefit: Choose a nonexclusive skill you do not have as a class skill. You gain a +2 bonus on all skill checks with that skill, and that skill is always considered a class skill for you.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Delay Spell [Metamagic]
You can cast spells that take effect after a short delay of your choosing.
Prerequisite: Any other metamagic feat.
Benefit: A delayed spell doesn’t activate until 1 to 5 rounds after you finish casting it. You determine the delay when casting the spell, and it cannot be changed once set. The spell activates just before your turn on the round you designate. Only area, personal, and touch spells may be affected by this feat.
Any decisions you would make about the spell, including attack rolls, designating targets, or determining or shaping an area, are decided when the spell is cast. Any effects resolved by those affected by the spell, including saving throws, are decided when the spell triggers. If conditions change between casting and effect in such a fashion as to make the spell impossible - for example, the target you designate leaves the spell’s maximum range or area before it goes off - the spell fails.
A delayed spell may be dispelled normally during the delay, and can be detected normally in the area or on the target with spells such as detect magic. A delayed spell uses up a spell slot three levels higher than the spell’s actual level.

Discipline [General]
You are possessed of single-minded determination and clarity of purpose. You are difficult to distract by spell or blow.
Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Concentration checks.

Education [General, Background]
In your youth, you received the benefit of several years of more or less formal schooling.
Benefit: All Knowledge skills are class skills for you. You get a +1 bonus on all skill checks with any two Knowledge skills of your choosing.
Special: You may only take this feat as a 1st-level character.

Etch Object Rune [Item Creation]
You can etch magical runes onto the surfaces of inanimate objects.
Prerequisites: Spellcaster level 5th+
Benefit: You can create an etched object rune of any spell that you know. Etching an object rune takes one day for each 1,000 gp in its base price. The base price of an etched object rune is its spell level multiplied by its caster level multiplied by 30 gp. To etch a rune, you must spend 1/25th of this base price in XP and use up raw materials costing ½ this base price.
Any etched object rune that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the spell’s material component or pay the XP when etching the rune.
Any object with a solid surface can bear an etched rune. Normally, a Small object (or smaller) can have only one object rune, while a Medium-sized object can have two, a Large object can have four, a Huge object eight, and so on. The etching does not harm the object in any way, and once the rune is used, the object returnes to normal.
Once an object rune is etched, it can be used like a scroll, as described in the rules for casting spells from scrolls in the Player’s Handbook.

Fame [General]
You are particularly well known, either due to family, position or deeds.
Benefit: You gain +3 to your Reputation score.

Forester [General]
You are knowledgeable about the secrets of the forest and wise in its ways.
Benefit: You receive a +2 bonus on all Heal checks and a +2 bonus on all Wilderness Lore checks.

Greater Spell Focus [General]
Choose a school of magic to which you already have applied the Spell Focus feat. Your spells of that school are even more potent than normal.
Prerequisite: Spell Focus.
Benefit: Add +4 to the DC for all saving throws against spells from the school of magic you select to focus on. This overlaps (does not stack with) the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Greater Spell Penetration [General]
Your spells are especially potent, defeating spell resistance more readily than normal.
Prerequisite: Spell Penetration.
Benefit: You get a +4 bonus on caster level checks (1d20 + caster level) to beat a creature’s spell resistance. This overlaps (does not stack with) the bonus from Spell Penetration.

Heroic Effort [General]
You can call on reserves of strength and speed that come only from a hero’s heart.
Benefit: Once per day, you may take an extra move or attack action, either before or after your regular actions.
Special: You may take this feat multiple times. Each time you take the feat, it allows you one more Heroic Effort per day.

Improved Counterspell [General]
You understand the nuances of magic to such an extent that you can counter your opponents’ spells with great efficiency.
Prerequisite: 8+ ranks in Spellcraft.
Benefit: When counterspelling, instead of using the exact spell you are trying to counter, you may use a spell of the same school that is one or more levels higher than the target spell.

Improved Familiar [General]
So long as you are able to acquire a new familiar, you may choose your new familiar from a nonstandard list.
Prerequisites: Ability to acquire a new familiar, compatible alignment.
Benefit: When choosing a familiar, the following creatures are also available to you. You may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil). The improved familiar is magically linked to its master just like a normal familiar. The familiar uses the basic statistics for a creature of its kind, as given in the Monster Manual, with these exceptions:
Hit Points: One-half the master’s total or the familiar’s normal total, whichever is higher.
Attacks: Use the master’s base attack bonus or the familiar’s, whichever is better. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that kind.
Special Attacks: The familiar has all the special attacks of its kind.
Special Qualities: The familiar has all the special qualities of its kind.

Table 1-6: Improved Familiars

Kind of Familiar Arcane Spellcaster Level Required
Beholderkin, eyeball* [neutral evil] 5
Cat, tressym** [neutral] 5
Imp [lawful evil] 7
Pseudodragon [neutral good] 7
Quasit [chaotic evil] 7
Night hunter bat* [chaotic evil] 5
Formian worker [lawful neutral] 7
Shocker lizard [neutral] 5
Stirge [neutral] 5

* These creatures are described in Monster Manual Appendix: Monsters of Faerun
** This creature is described in the Forgotten Realms Campaign Setting, Chapter 9

Infamy [General]
You are known for crimes or evil deeds (whether you actually committed these crimes and evil deeds or not).
Benefit: You gain +1 to your Reputation score and are now considered Infamous.

Innate Spell [General]
You have mastered a spell so thoroughly that you can not cast it as a spell-like ability.
Prerequisites: Quicken Spell, Silent Spell, Still Spell
Benefit: Choose a spell you can cast. You can now cast this spell at will as a spell-like ability, once per round, without needing to prepare it. One spell slot eight levels higher than the innate spell is permanently used to power it (Note that spell slots above 9th level can be achieved with the rules in the upcoming Epic-Level Campaigns book.) If the innate spell has an XP component, you pay the XP cost each time you use the spell-like ability. If the innate spell has a focus, you do not need the focus to use the spell-like ability. If the innate spell has a material component with negligible cost, you do not need the component to use the spell-like ability. If the innate spell has a material component for which a gold piece value is given, you need that component to use the spell-like ability.
Since an innate spell is a spell-like ability and not an actual spell, a cleric cannot convert it to a cure spell or an inflict spell, nor can it be converted to a signature spell (see the Signature Spell feat). Divine spellcasters who become unable to cast divine spells cannot use divine innate spells.
Special: You can choose this feat more than once, selecting another spell each time. You have to pay the costs in spell slots, focuses, and material components for each innate spell you acquire.

Item Image [Eldritch]
You can bond yourself or someone else with a magic item by use of a tattoo.
Prerequisites: Spellcaster level 7th+, Intelligence 17+
Benefit: You inscribe a tattoo onto your flesh or the flesh of another, in the presence of a magic item that weighs no more than the tattooed character can carry. This process takes eight hours and costs 1/10th the market value of the magic item in gold pieces. Once the tattoo is finished, the character can magically store the item within the image, and can call it forth again as a free action. While stored, the item remains in unchanging stasis, magically shrunk down so small that it cannot be felt. The Item Image tattoo is permanent; there is no limit to the number of times a character can call forth and re-store the magic item.
The tattooed image is often inscribed on the character’s hand or arm, its design flowing seamlessly from the flesh to the item being held. For instance, the image to store a +2 Trident might resemble waves that flow down the character’s arm in lines that mirror the curves of the weapon’s shaft. Often the tattoo changes when the item comes out of its magical storage; in the previous example, the trident might appear beneath the waves while it is stored, disappearing from the image as it is called forth.
Further, that character with the keyed image enjoys one of the following benefits while using that specific item (chosen at the time the image is inscribed):
1. +1 damage if the item is a weapon (stacks with all other bonuses).
2. +2 saving throw DC, if the item requires opponents to make a save.
3. +2 caster level if the item casts a spell.
4. Item inflicts 1d6 points of fire damage upon anyone who attempts to use it, other than the tattooed character.

Lace Spell: Elemental Energies [Eldritch]
You can add more damage to the spells you cast by lacing them with elemental energy.
Prerequisites: Spellcaster level 5th+, Intelligence 17+
Benefit: You can give an extra power to a single-target spell when you cast it by adding elemental energy. In addition to its normal effect, any spell with a single target also inflicts +1d6 points of damage to that target if the spell takes effect (assuming the target fails his saving throw, if any). The damage is of a type of your choosing: fire, electricity, cold, acid or sonic. Spells with different effects based on the success or failure of a saving throw (such as disintegrate or slay living) inflict the additional damage either way.

Lace Spell: Enemy Bane [Eldritch]
You can add more damage to the spells you cast when you cast them upon a chosen enemy.
Prerequisites: Spellcaster level 5th+, Intelligence 17+
Benefit: You give an extra power to a damaging spell when you cast it on a specific type of creature (you must choose the type of creature when you select this feat). Any spell that causes damage inflicts 20% more against creatures of this type. When a bane spell strikes its intended target, the additional discharge of energies is noticeable.
Special: You can take this feat multiple times. Each time you take the feat, it applies to a new creature type. Choose creature types from this list:
Aberrations, Animals, Beasts, Constructs, Dragons, Elementals, Fey, Giants, Magical Beasts, Monstrous humanoids, Oozes, Chaotic Outsiders, Evil Outsiders, Good Outsiders, Lawful Outsiders, Plants, Shapechangers, Undead, Vermin, Humanoid (choose subtype)

Lace Spell: Holy/Unholy [Eldritch]
By lacing your spells with additional energy, you can add potency against evil or good targets.
Prerequisites: Spellcaster level 5th+, Intelligence 17+
Benefit: You give extra power to a spell that you cast against either an evil or a good opponent. You must choose whether to make your spells holy or unholy at the time you select this feat, and afterward you can never take this feat again. Spells laced with holy or unholy energy are charged in these ways:
Holy changes the spell’s descriptor to [good] and adds +2 to the save DC if the target or creatures within the area are of evil alignment.
Unholy changes the spell’s descriptor to [evil] and adds +2 to the save DC if the target or creatures within the area are of good alignment.

Lace Spell: Lawful/Chaotic [Eldritch]
By lacing your spells with additional energy, you can add potency against lawful or chaotic targets.
Prerequisites: Spellcaster level 5th+, Intelligence 17+
Benefit: You give extra power to a spell that you cast against either a chaotic or a lawful opponent. You must choose whether to make your spells lawful or chaotic at the time you select this feat, and afterward you can never take this feat again. Spells laced with lawful or chaotic energy are charged in these ways:
Lawful changes the spell’s descriptor to [lawful] and adds +2 to the save DC if the target or creatures within the area are of chaotic alignment.
Chaotic changes the spell’s descriptor to [chaotic] and adds +2 to the save DC if the target or creatures within the area are of lawful alignment.

Luck of Heroes [General, Background]
Through pluck, determination and resilience, you survive when no one expects you to come through.
Benefit: You received a +1 luck bonus on all saving throws.
Special: You may only take this feat as a 1st-level character.

Magical Artisan [General]
You have mastered the method of creating a certain kind of magic item.
Prerequisite: Any item creation feat.
Benefit: Each time you take this feat, choose one item creation feat that you know. When determining your cost in XP and raw materials for creating items with this feat, multiply the base price by 75%.
Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new item creation feat.

Manufacture Magic Poison [Item Creation]
You can create magic poisons, which have magical effects in addition to their traditional deadly nature. See the Dungeon Master’s Guide for rules on poisons. Ask your Dungeon Master about magical poisons if you acquire the knowledge to learn this feat.
Prerequisites: Spellcaster level 5th+
Benefit: You can create any magic poison whose prerequisites you meet. Enchanting a magic poison takes one week for each 1,000 gp of its price. To enchant a magic poison, the spellcaster must spend 1/25th of the item’s price in XP and use up raw materials costing half its price.

Mercantile Background [General]
You excel at a particular trade and know well the value of any kind of trade good or commodity.
Benefit: You gain a +2 bonus on all Appraise checks and a +2 bonus on skill checks in one Craft or Profession skill of your choice.

Militia [General, Background]
You served in a local militia, training with weapons suitable for use on the battlefield.
Benefit: Choose one ranged and one melee Martial Weapon. You get a Proficiency in each.
Special: You may only take this feat as a 1st-level character.

Mimic [General]
You have a gift for impersonation.
Benefit: You get a +2 bonus on all Disguise checks and all Perform (acting) checks.

Mirror Sight [Eldritch]
You can look through a mirror and see an image that is reflected in a specific other mirro or an individual reflected in any other mirror.
Prerequisites: Spellcaster level 1st+, Charisma 19+
Benefit: You can, once per day, use a mirror for a special sort of scrying. Looking into a mirror, you can see through it to view a reflection in another mirror. You can choose to see one of three types of reflection:
The current reflection in another mirror you are familiar with.
The reflection of a person you know well, assuming that person is near a mirror.
The reflection of a place you know well, assuming the location is being reflected in a mirror.
You receive only visual information through this ability. However, you can choose to transmit information both ways - so that a person reflected in the remote mirror can view whatever appears in the mirror you are using. Contact lasts 1d4 rounds, plus a number of rounds equal to your Charisma bonus.
Mirror sight works with mirrors or other kinds of reflective surfaces, but the type must be chosen when the feat is selected. For instance, instead of mirrors, you might use mirror sight with still pools of water or reflective ice. The Dungeon Master will let you know what the limits for your sight are.

Nimble [General]
You have exceptional flexibility and manual dexterity.
Prerequisite: Dexterity 13+
Benefit: You get a +2 bonus on all Escape Artist checks and all Pick Pocket checks.

Persistent Spell [Metamagic]
You make one of your spells last all day.
Prerequisite: Extend Spell
Benefit: A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range (for example, comprehend languages or detect magic). Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic and detect thoughts to be aware of the mere presence or absence of the thing detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot four levels higher than the spell’s actual level.

Persuasive [General]
You have a way with words and body language.
Benefit: You gain a +2 bonus on all Bluff checks and all Intimidate checks.

Resist Poison [General]
Over years, you have carefully exposed yourself to poisons in controlled dosages in order to build up immunity to their effects.
Prerequisite: Constitution 13+
Benefit: You get a +4 bonus on Fortitude saving throws against poison.

Saddleback [Fighter, General]
You are as comfortable riding as walking.
Benefit: You receive a +3 bonus on all Ride checks.

Sharp-Eyed [General]
You have an eye for detail and anything that’s out of place.
Benefit: You receive a +2 bonus on all Search checks and all Sense Motive checks.

Signature Spell [General]
You are so familiar with a mastered spell that you can convert other prepared spells into that spell.
Prerequisite: Spell Mastery, Spell Focus, 8+ ranks in Spellcraft.
Benefit: Each time you take this feat, choose a spell that you have mastered with Spell Mastery. You must also have Spell Focus in the school of the chosen spell. You may now convert prepared arcane spells of that spell’s level or higher into that signature spell, just as a good cleric spontaneously casts prepared spells as cure spells.
Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new mastered spell.

Silver Palm [General]
You are very familiary with haggling and the art of the deal.
Benefit: You get a +2 bonus on all Appraise and Bluff checks.

Smooth Talk [General]
You are accustomed to dealing with strangers and foreigners without needing to draw a weapon to make your point.
Benefit: You gain a +2 bonus on all Diplomacy and Sense Motive checks.

Spellcasting Prodigy [General, Background]
You have an exceptional gift for magic.
Benefit: For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence for wizards) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of these classes.
Special: You may only take this feat as a 1st-level character . If you take this feat more than once (for example, if you are a human that gets more than one feat at 1st level), it applies to a different spellcasting class each time. You can take this feat even if you don’t have any spellcasting classes yet.

Stealthy [General]
You are known for your stealthiness.
Benefit: You gain a +2 bonus on all Hide and Move Silently checks.

Street Smart [General]
You have learned how to keep informed, ask questions, and interact with the underworld without raising suspicion.
Benefit: You get a +2 bonus on all Bluff and Gather Information checks.

Strong Soul [General]
Your soul is hard to separate from your body.
Prerequisite: At least one level in Paladin or the ability to cast divine spells.
Benefit: You get a +1 bonus on all Fortitude and Will saves and an additional +1 bonus on saving throws against energy draining and death effects.
Special: If you fall from grace, losing your ability to cast divine spells and any Paladin abilities, you also lose the benefits of this feat.

Survivor [General]
You thrive in regions that others find uninhabitable, and excel at uncovering the secrets of the wilderness and surviving to tell the tale.
Benefit: You get a +1 bonus on Fortitude saves and a +2 bonus on all Wilderness Lore checks.

Thug [General]
You know how to get the jump on the competition and push other people around. While others debate, you act.
Benefit: You get a +2 bonus on Initiative checks, and a +2 bonus on Intimidate checks.

Treetopper [General]
You are at home in the trees and high places, daring falls that paralyze most other folk in abject terror.
Benefit: You get a +2 bonus on all Climb checks. You do not lose your Dexterity bonus to Armor Class or give your attacker a +2 bonus when you are attacked while climbing.

Trustworthy [General]
You have a friendly demeanor and an honest personality.
Benefit: You get a +2 bonus on all Diplomacy checks and all Gather Information checks.

Twin Spell [Metamagic]
You can cast a spell simultaneously with another spell just like it.
Prerequisite: Any two other metamagic feats.
Benefit: Casting a spell altered by this feat causes the spell to take effect twice on the target, as if you were simultaneously casting the same spell two times on the same location or target. Any variables in the spell (such as targets, shaping an area, and so on) apply to both of the resulting spells. The target suffers all the effects of both spells individually and receives a saving throw for each.
In some cases, failure of both the target’s saving throws results in redundant effects, such as a twinned charm person (see Combining Magical Effects, page 153 of the Player’s Handbook), although any ally of the target would have to succeed at two dispel attempts in order to free the target from the charm. As with other metamagic feats, twinning a spell does not affect its vulnerability to counterspelling (for example, using an untwinned form of the spell doesn’t negate just half of the twinned spell).
A twinned spell uses up a spell slot four levels higher than the spell’s actual level.

Additional Prestige Classes

This list is in addition to the Prestige Classes in the DMG, Sword and Fist and Defenders of the Faith. Regarding Prestige Classes in Dragon Magazine, consult with the Dungeon Master if you are interested.

Arcane Devotee
Available, details revealed to those who seek them in character.

Archmage
Available, details revealed to those who seek them in character.

Divine Champion
Available, details revealed to those who seek them in character.

Divine Disciple
Available, details revealed to those who seek them in character.

Divine Seeker
Available, details revealed to those who seek them in character.

Embermage
Available, details revealed to those who seek them in character.

Graven One
Available, details revealed to those who seek them in character.

Guild Thief
Available, details revealed to those who seek them in character.

Hierophant
Available, details revealed to those who seek them in character.

Mirror Master
Available, details revealed to those who seek them in character.

Runecaster
Available, details revealed to those who seek them in character.

Reputation

This uses a slightly modified version of the Reputation rules in the d20 Star Wars system. Each character has a Reputation score. A character’s Reputation score measures how famous (or infamous) he or she is. A character with a high Reputation is generally well known and recognized in many places, while a character with a low reputation isn’t.

In general, a high Reputation score benefits a character. Those who recognize that character are more likely to help him (or do what he asks). However, a high Reputation makes it difficult for the character to mask his identity, which can be a hindrance if someone is looking for him.

All player characters start with a Reputation of 0. In general, a character gains a reputation point every three levels (3rd, 6th, 9th, etc.), at the same time as the normal character feats. The character may also be awarded with additional Reputation points by the Dungeon Master depending on his actions and the events around him. Acts of truly dramatic heroism, assuming they are witnessed, are likely to increase the character’s reputation score. Acts that draw significant attention without necessarily meeting the standards for heroism (such as escaping from the King’s jail) can also increase Reputation. After performing such an act, the character may be asked to make a Charisma check against a DC 20. On a success, the character gains 1 point of Reputation. (Acts of particular malevolence or viciousness can add a similar amount - ultimately, your reputation rarely cares whether you’re good or evil.)

In general, a character doesn’t get a choice of whether or not to use his Reputation - it simply takes effect whether you want it to or not. When a character’s Reputation can come into play, the player must make a Reputation check. Roll 1d20 and add the character’s Reputation score (if your character has a Reputation of 0, you can’t make a Reputation check). The DC of the check depends on the character’s location.

Location DC
Familiar Region 25
Neighboring Region 30
Distant Region 35
Different Continent 40
Different World 45
Different Plane 50

Modifiers
City of 25,000+ -5
Home locale -5

Most characters with a high Reputation score are considered “famous”. That is, their reputation is generally positive. However, some characters are infamous, which results in different reactions on a successful Reputation check.

Results of Reputation Checks

A successful Reputation check adds a modifier to certain skill checks, as listed below. The bonuses granted by a successful Reputation check are synergy bonuses.

Table 6-5: Reputation Check Results

Skill Famous Infamous
Bluff +5 +5
Diplomacy +5 -5
Gather Information +5 +5
Intimidate +2 +5
Entertain +5 +0

Bluff: In general, a positive Reputation aids Bluff checks. However, any Bluff check made to deny or hide your identity (“No, I’m not that smuggler, you must be thinking of someone else”) automatically received a -5 penalty regardless of the result of the Reputation check.
Diplomacy: Most Diplomacy checks are aided by a successful Reputation check. However infamous characters suffer a penalty to Diplomacy checks (it’s tough to negotiate a peace treaty when you’re a known killer).
Entertain: A famous individual generally gets a better reception for his performances than an infamous one.
Gather Information: People are just more willing to help someone they know, whether happily (for a famous individual) or fearfully (for an infamous individual).
Intimidate: While a famous character can use his Reputation to “throw his weight around”, an infamous character gains an even greater bonus on Intimidate checks with a successful Reputation check.

Finally, if you gain the Leadership Feat, a successful reputation check in the region you are in when recruiting your cohort and followers gives you a +2 to your Leadership rating for the recruitment table regardless of other bonuses or penalties. The famous (or infamous) can always find followers.