FAQ Cleric (Domains, Gods & Spells)

Discussion in 'The Temple of Elemental Evil' started by dragonalumni, Jan 31, 2008.

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  1. dragonalumni

    dragonalumni Elemental Warrior

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    I had to search for a long time for this stuff and some of that information was
    incorrect so I thought I would post a complete reference here.

    CLERICS:
    Divine spell casters that rely mostly on WISDOM. Able to wear heavy armor
    and use shields as well as use a decent selection of weapons. Clerics benefit
    from high CHARISMA for a variety of spells and abilities. A high STRENGTH
    and CONSTITUTION will allow your cleric to be effective in combat.

    Most clerics don't consider a high DEXTERITY useful due to the maximum AC
    benefit while using heavy armors. INTELLECT is also not very important due
    to the lack of skills available.

    Good aligned clerics can spontaneously exchange memorized spells for healing
    spells of equal level while evil clerics can use harmful spells in the same manner.
    Neutral clerics have to choose between spontaneous heal/harm on character
    creation. (shift click a memorized spell on the radical to use this ability)

    =================================================
    GODS
    -Boccob: N, domains: magic, trickery and knowledge FW: Quarterstaff
    -Corellon Larethian: CG, domains: chaos, good, protection, war. FW: long sword
    -Ehlonna: NG, domains: Good, plant, sun, animal FW: longbow
    -Erythnul: CE, domains: Chaos, trickery, war. FW: morningstar
    -Fharlanghn: N, domains: Protection, travel, luck FW: Quarterstaff
    -Garl Glittergold: NG, domains: good, protection, trickery battleaxe
    -Gruumsh: ChE, domains: Chaos, strength, war, evil. FW: spear
    -Heironeous: LG, domains: good, law, war. FW: longsword
    -Hextor: LE, domains: Law, war, evil, destruction. FW: flail
    -Kord: CG, domains: Chaos, good, luck, strength FW: Greatsword
    -Moradin: LG, domains: Good, protection, law, earth FW: Warhammer
    -Nerull: NE, domains: Trickery, evil, death FW: Scythe
    -Obad-Hai: N, domains: fire, air, plant, water, earth, animal FW: Quarterstaff
    -Olidammara: CN, domains: chaos, trickery, luck FW: Rapier
    -Pelor: NG, domains: Good, healing, strength, sun FW: Battleaxe
    -Cuthbert: LN, domains: Protection, law, strength, destruction FW: mace
    -Vecna: NE, domains: magic, knowledge, evil FW: Dagger
    -Wee Jas: LN, domains: magic, law, death FW: Dagger
    -Yondalla: LG, domains: Good, protection, law FW: Shortsword

    =====================================================

    TURNING POWERS
    Air..... Turn Earth elementals, rebuke Air elementals
    Earth..... Turn Air elementals, rebuke Earth elementals
    Fire..... Turn Water elementals, rebuke Fire elementals
    Water..... Turn Fire elementals, rebuke Water elementals
    Plant..... Turn plants and fungi
    Sun..... Greater Turning once per day

    SPELL IMPROVEMENTS
    Chaos..... Anarchic spells get a +1 level boost
    Evil..... Evil spells get a +1 level boost
    Good..... Good spells get a +1 level boost
    Healing..... Healing spells get a +1 level boost
    Knowledge..... Divination spells get a +1 level boost
    Law..... Axiomatic spells get a +1 level boost

    CLASS SKILLS
    Travel..... Survival is a class skill
    Trickery..... Bluff and Hide are class skills

    BONUS FEATS
    War..... Free Martial Weapon Proficiency and Weapon Focus feats

    TACTICAL BOOSTS
    Luck..... Once per day, automatically reroll a failed roll
    Protection..... Once per day, add cleric level to a single resistance check
    Strength..... Once per day, boost Strength by cleric level for one round
    Travel..... Freedom of Movement is dynamically and automatically applied for one round per cleric level per day


    TACTICAL THREATS
    Death..... Once per day, use "Death Touch" -- multiply cleric level by 1D6, and if greater than target's HP, target dies. No save!
    Destruction..... Once per day, Smite opponent -- +4 attack, +cleric level in damage


    ARCANE CROSSOVERS
    Magic..... Able to use arcane scrolls, wands, etc. as if player has wizard levels equal to 1/2 cleric levels.

    CRAFTING:
    Only "good" domain clerics can craft "holy" on weapons, "law, chaos, evil" has their own variants. Plant and Water also has some special crafting abilities (with the crafting feats such as craft magic weapons and armor or craft wondrous items).

    =======================================================

    DOMAIN BASED BONUS SPELLS:

    Air

    1. Obscuring Mist
    2. Wind Wall
    3. Gaseous Form
    4. Dispel Air
    5. Chain Lightning

    Animal

    1. Calm Animals
    2. Hold Animal
    3. Dominate Animal
    4. Summon Nature’s Ally IV
    5. Animal Growth

    Chaos

    1. Protection from Law
    2. Shatter
    3. Magic Circle Against Law
    4. Chaos Hammer
    5. Dispel Law

    Death

    1. Cause Fear
    2. Death Knell
    3. Animate Dead
    4. Death Ward
    5. Slay Living

    Destruction

    1. Inflict Light Wounds
    2. Shatter
    3. Contagion
    4. Inflict Critical Wounds
    5. Inflict Light Wounds, Mass

    Earth

    1. Magic Stone
    2. Soften Earth and Stone
    3. Meld into Stone
    4. Dispel Earth
    5. Stoneskin

    Evil

    1. Protection from Good
    2. Desecrate
    3. Magic Circle Against Good
    4. Unholy Blight
    5. Dispel Good

    Fire

    1. Burning Hands
    2. Produce Flame
    3. Resist Energy
    4. Dispel Fire
    5. Fire Shield

    Good

    1. Protection from Evil
    2. Aid
    3. Magic Circle Against Evil
    4. Holy Smite
    5. Dispel Evil

    Healing

    1. Cure Light Wounds
    2. Cure Moderate Wounds
    3. Cure Serious Wounds
    4. Cure Critical Wounds
    5. Cure Light Wounds, Mass

    Knowledge

    1. Detect Secret Doors
    2. See Invisibility
    3. Clairaudience/Clairvoyance
    4. Discern Lies
    5. True Seeing

    Law

    1. Protection from Chaos
    2. Calm Emotions
    3. Magic Circle Against Chaos
    4. Order’s Wrath
    5. Dispel Chaos

    Luck

    1. Entropic Shield
    2. Aid
    3. Protection from Energy
    4. Freedom of Movement
    5. Break Enchantment

    Magic

    1. Magic Weapon
    2. Identify
    3. Dispel Magic
    4. Globe of Invulnerability, Lesser
    5. Spell Resistance

    Plant

    1. Entangle
    2. Barkskin
    3. Spike Growth
    4. Command Plants
    5. Blight

    Protection

    1. Sanctuary
    2. Blur
    3. Protection from Energy
    4. Otiluke’s Resilient Sphere
    5. Spell Resistance

    Strength

    1. Enlarge Person
    2. Bull’s Strength
    3. Magic Vestment
    4. Rage
    5. Righteous Might

    Sun

    1. Endure Elements
    2. Heat Metal
    3. Searing Light
    4. Fire Shield
    5. Flame Strike

    Travel

    1. Longstrider
    2. Bear’s Endurance
    3. Haste
    4. Dimension Door
    5. Teleport

    Trickery

    1. Invisibility to Undead
    2. Invisibility
    3. Suggestion
    4. Confusion
    5. Mind Fog

    War

    1. Magic Weapon
    2. Spiritual Weapon
    3. Magic Vestment
    4. Divine Power
    5. Flame Strike

    Water

    1. Obscuring Mist
    2. Fog Cloud
    3. Sleet Storm
    4. Dispel Water
    5. Ice Storm

    =======================================================
    NOTE: Not all spells will be available to any particular cleric!
    =======================================================

    Cleric Spells - Level 0
    Cure Minor Wounds: (Conjuration (Healing)) Cures one point of damage.

    Detect Magic: (Divination) Detects spells and magic items within 60 feet.

    Guidance: (Divination) The subject gains a +1 competence bonus on attack rolls, saving throws and skill checks.

    Inflict Minor Wounds: (Necromancy) Touch attack, one point of damage.

    Read Magic: (Divination) Decipher magical inscriptions on scrolls that would otherwise be unintelligible.

    Resistance: (Abjuration) Subject gains +1 on saving throws.

    Virtue: (Transmutation) The subject gains one temporary hit point.
    ========================================================
    Cleric Spells - Level 1
    Bane: (Enchantment (Compulsion)) [Fear, Mind-Affecting] Enemies take a –1 penalty on attack rolls and saves against fear.

    Bless: (Enchantment (Compulsion)) [Mind-Affecting] Allies gain +1 on attack rolls and saves against fear. Bless counters and dispels Bane.

    Bless Water: (Transmutation) [Good] Imbues a flask of water with positive energy, turning it into holy water, which is directly summoned into your inventory.

    Material Component: Five pounds of powdered silver (worth 25 gp).

    Cause Fear: (Necromancy) [Fear, Mind-Affecting] One creature of 5 HD or less flees for 1d4 rounds. Cause Fear counters and dispels Remove Fear.

    Command: (Enchantment (Compulsion)) [Language-Dependent, Mind-Affecting] Give the subject a single command, which it obeys to the best of its ability.

    Cure Light Wounds: (Conjuration (Healing)) Cures 1d8 points of damage +1 point/level (maximum +5). Deals damage to undead creatures.

    Curse Water: (Necromancy) [Evil] Imbues a flask of water with negative energy, turning it into unholy water. Material Component: Five pounds of powdered silver (worth 25 gp).

    Detect Chaos/Evil/Good/Law: (Divination) Reveals creatures, spells or objects of selected alignment.

    Detect Undead: (Divination) Reveals undead within 60 ft.

    Divine Favor: (Evocation) The subject gains +1 per three levels on attack and damage rolls.

    Doom: (Necromancy) [Fear, Mind-Affecting] One subject takes –2 on attack rolls, damage rolls, saves and checks.

    Endure Elements: (Abjuration) Grants limited protection (based on your choice) from acid, cold, electricity, fire, or sonic damage.

    Entropic Shield: (Abjuration) Each ranged attack directed at you, for which the attacker must make an attack roll, has a 20% miss chance.

    Hide from Undead: (Abjuration) Undead cannot see, hear or smell the warded creatures (or recipients) of this spell.

    Inflict Light Wounds: (Necromancy) Touch deals 1d8 damage +1/level (max +5).

    Magic Stone: (Transmutation) Three stones gain +1 on attack, deal 1d6 +1 damage.

    Magic Weapon: (Transmutation) Gives a weapon a +1 enhancement bonus on attack and damage rolls. You can't cast this spell on a natural weapon.

    Obscuring Mist: (Conjuration (Creation)) Fog surrounds you; it obscures all sight beyond five feet in front of you and creatures have different levels of concealment.

    Protection from Chaos: (Abjuration) [Lawful] +2 to AC and saves against chaotic creatures, counter mind control, hedge out elementals and outsiders.

    Protection from Evil: (Abjuration) [Good] +2 to AC and saves against evil creatures, counter mind control, hedge out elementals and outsiders.

    Protection from Good: (Abjuration) [Evil] +2 to AC and saves against good creatures, counter mind control, hedge out elementals and outsiders.

    Protection from Law: (Abjuration) [Chaotic] +2 to AC and saves against lawful creatures, counter mind control, hedge out elementals and outsiders.

    Remove Fear: (Abjuration) Suppresses fear and gives +4 to Fear checks for 10 min. Remove Fear counters and dispels Cause Fear.

    Sanctuary: (Abjuration) Opponents cannot attack you and you cannot attack back.

    Shield of Faith: (Abjuration) Grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +1, since the maximum level in ToEE is 10th).

    Summon Monster I: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
    ========================================================
    Cleric Spells - Level 2
    Aid: (Enchantment (Compulsion)) [Mind-Affecting] +1 on attack rolls and saves against fear, 1d8 temporary hit points +1/level (max +10).

    Bear’s Endurance: (Transmutation) Subject gains +4 to Constitution for 1 min./level.

    Bull's Strength: (Transmutation) Subject gains +4 to Strength for 1 min./level.

    Calm Emotions: (Enchantment (Compulsion) Mind-Affecting) Calms creatures, negating emotion effects (positive and negative); suppresses fear, morale bonuses and confusion.

    Consecrate: (Evocation) [Good] Fills area with positive energy, making undead weaker.

    Cure Moderate Wounds: (Conjuration (Healing)) Cures 2d8 points of damage +1 point/level (maximum +10).

    Death Knell: (Necromancy) [Death, Evil] Kills dying creature; you gain 1d8 temporary hit points, +2 to Strength and add one caster level, which improves spell effects dependent upon caster level. Duration is 10 min./HD of creature drained.

    Delay Poison: (Conjuration) Stops poison from harming subject for 1 hour/level.

    Desecrate: (Evocation) [Evil] Fills area with negative energy, making undead stronger. Desecrate counters and dispels Consecrate.

    Eagle’s Splendor: (Transmutation) Grants a +4 enhancement bonus to Charisma for 1 min./level.

    Find Traps: (Divination) Notice traps the way a rogue does. Note: Find Traps grants no ability to disable the traps that you may find.

    Hold Person: (Enchantment (Compulsion)) [Mind-Affecting] The humanoid subject becomes paralyzed and freezes in place for 1 round/level.

    Inflict Moderate Wounds: (Necromancy) Deal 2d8 points of damage +1 point/level (maximum +10).

    Owl’s Wisdom: (Transmutation) Grants a +4 enhancement bonus to Wisdom for 1 min./level.

    Remove Paralysis: (Conjuration (Healing)) Free one or more creatures from the effects of any temporary paralysis or related magic, including a Ghoul's Touch or a Slow spell.

    Restoration, Lesser: (Conjuration (Healing)) Dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.

    Shatter: (Evocation (Sonic)) Sonic vibration results in damage to earth elementals.

    Silence: (Illusion (Glamer)) Negates sound in a 20-ft. radius or targets a creature and the creature is forced to be silent.

    Sound Burst: (Conjuration (Creation)) Every creature in the area takes 1d8 points of sonic damage.

    Spiritual Weapon: (Evocation (Force)) Magic weapon attacks on its own, strikes as a spell and can only be countered with Dispel Magic.

    Summon Monster II: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
    ========================================================
    Cleric Spells - Level 3
    Animate Dead: (Necromancy) [Evil] Creates a zombie or a skeleton from the corpse of a slain enemy.

    Bestow Curse: (Necromancy) –6 penalty to an ability score; –4 penalty on attack rolls, saves and checks; or 50% chance of losing each action. Bestow Curse counters Remove Curse.

    Blindness/Deafness: (Necromancy) Renders the subject blinded and deafened.

    Contagion: (Necromancy) [Evil] Infects subject with chosen disease.

    Cure Serious Wounds: (Conjuration (Healing)) Cures 3d8 points of damage +1 point/level (maximum +10).

    Dispel Magic: (Abjuration) Cancels spells and magical effects.

    Inflict Serious Wounds: (Necromancy) Deal 3d8 points of damage +1 point/level (maximum +10).

    Invisibility Purge: (Evocation) Dispels invisibility within 5 ft./level.

    Magic Circle Against Chaos: (Abjuration) [Lawful] Acts like a Protection spell against Chaos, can be cast on friendly creatures (outward circle) or a hostile creature (inward circle) for 10 min./level, 10-ft. radius.

    Magic Circle Against Evil: (Abjuration) [Good] Acts like a Protection spell against Evil, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.

    Magic Circle Against Good: (Abjuration) [Evil] Acts like a Protection spell against Good, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius

    Magic Circle Against Law: (Abjuration) [Chaotic] Acts like a Protection spell against Law, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.

    Magic Vestment: (Transmutation) Armor or shield gains +1 enhancement bonus per four levels.

    Meld Into Stone: (Transmutation) [Earth] You and your gear merge into stone; you cannot make any actions, nor do you take any damage.

    Prayer: (Enchantment (Compulsion)) [Mind-Affecting] Allies receive +1 bonus on most rolls, enemies take –1 penalty.

    Protection from Energy: (Abjuration) Absorb 12 points/level damage from one kind of energy.

    Remove Blindness/Deafness: (Conjuration (Healing)) Cures blindness or deafness, whether the effect is normal or magical in nature. Remove Blindness/

    Deafness counters and dispels Blindness/Deafness.

    Remove Curse: (Abjuration) Frees object or person from curse. Remove Curse counters and dispels Bestow Curse.

    Remove Disease: (Conjuration (Healing)) Cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others.

    Searing Light: (Evocation) Ray deals 1d8/two levels damage (max 5d8); more against undead (1d6 per caster level, max 10d6).

    Summon Monster III: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.

    Wind Wall: (Evocation) [Air] Deflects arrows and smaller creatures. In ToEE, the radius of Wind Wall is 3 feet/level (maximum 30 feet).
    ========================================================
    Cleric Spells - Level 4
    Cure Critical Wounds: (Conjuration (Healing)) Cures 4d8 points of damage +1 point/level (maximum +10).

    Death Ward: (Necromancy) Grants immunity to death spells and negative energy effects.

    Dimensional Anchor: (Abjuration) Bars extra-dimensional movement.

    Discern Lies: (Divination) Reveals deliberate falsehoods.

    Dismissal: (Abjuration) Forces a creature to return to its native plane.

    Divine Power: (Evocation) Gain a +6 enhancement bonus to Strength and you gain one temporary hit point per caster level.

    Freedom of Movement: (Abjuration) Subject moves normally despite impediments.

    Giant Vermin: (Transmutation) Summons one monster and places it under control of the party.

    Inflict Critical Wounds: (Necromancy) Deal 4d8 points of damage per caster level (maximum +10).

    Magic Weapon, Greater: (Transmutation)+1 every four levels (max +2).

    Neutralize Poison: (Conjuration (Healing)) Immunizes subject against poison, and will detoxify venom within or on subject.

    Poison: (Necromancy) Touch deals 1d10 Constitution damage, repeats in one minute.

    Repel Vermin: (Abjuration) An invisible barrier holds back vermin.

    Restoration: (Conjuration (Healing)) Restores level (experience points) and ability score drains.

    Material Component: Diamond dust worth 100 gp that is sprinkled over the target.

    Summon Monster IV: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
    ========================================================
    Cleric Spells - Level 5
    Break Enchantment: (Abjuration) Frees subjects from enchantments, alterations, curses and petrification.

    Cure Light Wounds, Mass: (Conjuration (Healing)) Cures 1d8 points of damage +1 point/level (maximum +10) in each selected creature. Deals damage to undead in its area rather than curing them.

    Dispel Chaos: (Abjuration) [Lawful] Subject gains +4 bonus against attacks by chaotic creatures.

    Dispel Evil: (Abjuration) [Good] Subject gains +4 bonus against attacks by evil creatures.

    Dispel Good: (Abjuration) [Evil] Subject gains +4 bonus against attacks by good creatures.

    Dispel Law: (Abjuration) [Chaotic] Subject gains +4 bonus against attacks by lawful creatures.

    Flame Strike: (Evocation) [Fire] Smite foes with 1d6 points of damage per caster level (maximum 10d6).

    Inflict Light Wounds, Mass: (Necromancy) Deals 1d8 points of damage +1 per caster level (maximum +10). Cures undead in its area rather than damaging them.

    Raise Dead: (Conjuration (Healing)) Restores life to subject. Material Component: Diamonds worth a total of at least 5,000 gp.

    Righteous Might: (Transmutation) Your size increases (reflected by your character stats) and you gain combat bonuses.

    Slay Living: (Necromancy) [Death] Touch attack kills subject, unless creature makes a Fortitude save.

    Spell Resistance: (Abjuration) Subject gains spell resistance of 12 + level (max. +10).

    Summon Monster V: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.

    True Seeing: (Divination) Lets you see all things as they really are. Material Component: An ointment for the eyes that costs 250 gp and is made from mushroom power, saffron and fat.
    ========================================================
    :rock: Clerics rock, 8 clerics of various domains could easily pawn ToEE. Though, I haven't
    myself bothered with that. I still think it would be fun. :)


    references:
    http://www.sorcerers.net/Games/ToEE/cleric_domain_powers.php
    http://www.ataricommunity.com/forums/showthread.php?t=313123
    http://gamebanshee.com/templeofelementalevil/spells/clericdomainspells.php
     
    Last edited: Apr 6, 2017
  2. krunch

    krunch moving on in life

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  3. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Well that sorts out any clerical errors. :blank:
     
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  4. raptor

    raptor Title

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    "-Garl Glittergold: NG, domains: good, protection, trickery battleaxe"

    For some reason, when I try to make a cleric of Garl, I get the option of domains: Good, Protection and Travel (instead of trickery). Don't know if this is only my machine/install or a bug. I checked up with my rulebooks on seeing that, as I recalled it was supposed to be trickery.

    And pretty much agree, a party of only clerics should be able to complete this game with little to no problems. :)
     
  5. dragonalumni

    dragonalumni Elemental Warrior

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    Yeah, I just checked this out. The description STATES trickery but GIVES only travel as
    an option.. I wonder if you could be fixed through mods, I guess that is bug #27,345.
    :stoned:
     
  6. nedleeds

    nedleeds Member

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    Sound Burst deals 1d8 damage and also forces a Fortitude save (not sure of the DC) or the target is stunned.
     
  7. raptor

    raptor Title

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    Save DC should be the normal, 10 + level of spell (2) +wisdom bonus (wis 18 = +4)
     
  8. matmaisan

    matmaisan Kobold lurker

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    in ToEE, clerics of Wee Jas, even the LN ones, can't spontaneously cast cure spells... [EDIT: I was wrong on this one; in the character creation process, if you select a neutral deity (including Wee Jas), you get to choose if you channel positive or negative energy... I guess this might be conditional on you being neutral as well, haven't checked
     
    Last edited: Feb 13, 2008
  9. raptor

    raptor Title

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    The gods alignment desides this more than the character alignment. Short summarisation, good god = cure/turn, evil god = inflict/rebuke, a neutral god with a neutral follower allows the follower to choose cure or inflict, and though it actually says nothing about it a good or evil cleric of a neutral god should probablly pick cure or inflict as fitting their alignment.

    Also some specific examples is actually mentioned for Wee Jass that can only take inflict (fitting for a death god), as Cuthbert and non-evil clerics of Obad-hai must use cure. (this actually seems to enforce that evil follower of neutral god must pick inflict, as it specifies non-evil must take cure with Obad-hai).


    PS: On a slightly unrelated note, but I am curious about finding out more about Greyhawk setting, and was wondering if there existed a 3rd edition (3.0/3.5) campaign setting book for it ? Only heard some rumors there was a sword and sorcery book or some such named gazetter ?
     
  10. matmaisan

    matmaisan Kobold lurker

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    The main sourcebook you might want to find is the Living Greyhawk Gazeteer. Its out of print though.

    [You can find it here... no image though.]

    D&D 3rd edition has greyhawk as its default camapaign setting. That's why the gods you get in the Player's Handbook are all Greyhawk gods. It is a great campaign setting, but it was handed over to RPGA and made into a 'living', worldwide campaign, so in a sense there is no longer a cannon development of the greyhawk storyline... except for those who are members of the RPGA...

    Honestly thats bad. I prefer everything GH related that is from before the GH wars period (basically nearly everything published before 2nd edition came out).
     
    Last edited: Feb 14, 2008
  11. raptor

    raptor Title

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    Thank you, I will look out for it!
     
  12. Half Knight

    Half Knight Gibbering Mouther

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    Exact.
    Tho, i think i've seen a 3º E book for Greyhawk setting, or at least a special campaign book. I'll look for them. :)
     
  13. matmaisan

    matmaisan Kobold lurker

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    Yes it is a 120 page Living greyhawk gazeteer. It is out of print though, I fear. Very good rulebook. For the ToEE, though what you'd really want is the 1983 boxed set, describing greyhawk pre-wars...

    I guess both can be found in used bookstores on the web...
     
  14. Half Knight

    Half Knight Gibbering Mouther

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    Indeed, i would like to have it.
    Unfortunately, boxes are unheard over here. I've only seen one box, more than 10 years ago, in a Hobby shop, it was the Darksun setting IIRC...

    A good friend of mine have a small adventure, but it contains lots of information on charcters, equipment and culture from Greyhawk. Very nice stuff.
     
  15. matmaisan

    matmaisan Kobold lurker

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    I got most of my Out of Print stuff when still living in Brazil. It is possible to buy it online and have it sent to you. Might be a bit costly though... Can't recall where I bought them, now that I think of it. Maybe bookfinder.com.
     
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