TEXT: Page 1 
  LIVING GREYHAWK 
  3.5 Conversion Guidelines 
   
  The rules listed below are for use in converting existing 
  Living Greyhawk characters from 3rd edition to the 
  newly released 3.5 rule set. These rules are presented in 
  a manner similar to those of character creation 
  guidelines, taking you step by step through this 
  process. 
   
  Before diving into specifics, it is important to state 
  the goal of this conversion process: To facilitate the 
  change of all existing Living Greyhawk characters to 
  the new 3.5 rule set with a minimal disturbance to the 
  character specifics while still allowing the same 
  options for change to every character. Specifically this 
  means the following: 
   
  � As of October 1
  st, 2003 all Living Greyhawk 
  characters must be fully compliant with the new 
  3.5 rule set and all events run on or after this date 
  will use the D&D 3.5 rules. All events run before 
  October 1
  st will still use the 3.0 rules. So do not 
  convert your character until you are done playing 
  3.0 events. 
  � The following guidelines must be adhered to and 
  every effort must be made to use them to make 
  any given character compliant. 
  � If the following guidelines are insufficient to 
  make a character compliant with the new rules, 
  the player should contact their local triad 
  representatives for further instructions.  
  � All players can use these guidelines to alter their 
  character, even if their character does not need 
  them to become compliant. 
  � Characters undergoing this process will be treated 
  as if they were built under 3.5 rules.  This means, 
  that all the options of 3.5 will be available to them, 
  within the boundaries of these guidelines. 
  The following guideline is broken down into four 
  primary components. The first component is the 
  conversion guide itself.  The second component is a 
  number of useful appendixes to assist in some of the 
  more difficult aspects of conversion.  The third 
  component is the 3.5 magic item conversion 
  worksheet. Finally, the last part of this guideline 
  contains a FAQ, to assist with some of the questions 
  that will undoubtedly arise from this process. 
   
  Part One – Conversion Guidelines 
   
  The following is a step by step process for converting 
  characters to the 3.5 rule set. To complete this process, 
  you will need a fresh 3.5 character sheet (found at the 
  campaign website at www.livinggreyhawk.com), a copy 
  of the 3.5 Player’s Handbook, a pencil, the conversion 
  AR (from Appendix One of this document) and a piece 
  of scratch paper. Some may also need a copy of the 3.5 
  Dungeon Master’s Guide.  
  Step 1 - Basics 
  Copy your PCs name, gender, alignment, god, and 
  other descriptive information to the new 3.5 character 
  sheet (such as hair color, etc.). This information does 
  not change as a result of conversion. Also fill out this 
  basic information on your Conversion AR. 
   
  Step 2 – Ability Scores 
  Copy your ability scores to your new 3.5 character 
  sheet.  These do not change as a result of conversion 
  unless the loss or gain of class features forces a change 
  (i.e losing a Toad familiar or levels in the Forsaker 
  prestige class). The only exception to this is gnomes. A 
  gnome character may swap his Intelligence and 
  Charisma ability scores. They may not be modified in 
  any other fashion during conversion. No ability scores 
  modifiers have been changed in 3.5 for any core Living 
  Greyhawk race. See the Living Greyhawk Campaign 
  Sourcebook for more details. 
   
  Step 3 – Race 
  Copy your character's race to the new 3.5 character 
  sheet. Race, and if applicable subrace, do not change as 
  a result of conversion. A number of the racial traits 
  were altered in 3.5. All of these new traits now apply to 
  your PC. Old traits no longer apply.  Make sure to note 
  these changes on the back of your new 3.5 character 
  sheet.  
   
  Step 4 – Class 
  The new edition changed how many classes work and 
  interact. Due to this fact, you may change the levels 
  you have taken in various classes within the limits 
  posted below. When deciding the new classes of the 
  character or bringing existing levels into compliance, 
  keep the following rules in mind. 
  � The PC must remain the same overall character 
  level that they were before conversion. 
  � A character can lose some or all levels in any class 
  if they so choose. 
  � A character can add levels of any class that they 
  did not have before conversion with the exception 
  of prestige classes. The character may keep 
  existing levels in a prestige class if they so choose 
  but may not add additional levels to it or take 
  levels in a new prestige class. 
  � Characters who retain levels of a prestige class 
  must still be able to qualify for that prestige class 
  after conversion is complete. This might mandate 
  some choices of what feat or skill to take when, so 
  be mindful of this rule while continuing with the 
  conversion process. 
  � Characters with prestige classes not listed as core 
  must have campaign or regional documentation to 
  keep levels in said prestige class. 
  
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  � The requirements for some prestige classes have 
  changed due to the 3.5 rules.  Make sure to see 
  Appendix Two for information on these changes. 
  � Alignment restrictions must be obeyed during the 
  conversion process.  For example, only lawful 
  good characters may have levels of the paladin 
  class. 
  � PCs with magic item creation feats must keep 
  those classes needed as prerequisites for any items 
  that the PC has previously created. 
  � The order that class levels were obtained may be 
  rearranged freely so long as the order is legal 
  according to the 3.5 rule set.  This may open up 
  opportunities to take further levels in a class in the 
  future. This order should be written down on the 
  conversion AR. 
  � If after choosing your new class levels you still 
  have levels in cleric then you may change your 
  domains during conversion.  
  � Wastri has been removed as an allowed god to 
  worship as of the 3.5 conversion update. If you are 
  a worshipper of Wastri you must pick a new god. 
  If you are a cleric of Wastri, you must choose 
  another god and change your domains. This is the 
  only allowed deity change. 
   
  Your character's total level will not change; record it on 
  your conversion AR. Record your character's classes 
  and levels from before conversion on the conversion 
  AR. Once you have decided what class-levels your 
  converted character will have, and the sequence she 
  took them in, record this on the conversion AR. So, for 
  example, a Rgr1/Ftr5 is a 6th level character and may 
  change as many of those six levels as she likes.  She 
  may become a Rgr3/Ftr3, a Ftr4/Wiz2, a straight Ftr6, 
  or any number of other combinations. She may not 
  take any levels of a prestige class if she had none before 
  conversion. 
  If 
  she 
  would 
  have 
  been 
  a 
  Rgr1/Ftr5/Halfling Outrider2, then she is allowed to 
  keep the 2 levels of her prestige class after conversion, 
  if she so desires and still qualifies for them. 
   
  Once all of the character’s class levels have been 
  decided (and in what order they are gained), proceed 
  with the next step of the conversion. 
   
  Step 5 – Hit Points 
  Using the new class selections, recalculate the 
  character’s total hit points. Note that the ranger hit die 
  type changed to a d8 from a d10. PCs receive maximum 
  hit points for first level. For each level after the first, 
  take the hit die type, divide by two, and add one to 
  determine the number of hit points gained. Remember 
  to add your Constitution modifier to each level as well 
  as any hit points gained from feats. 
   
  Step 6 – Skills 
  Using the character’s new class selections, recalculate 
  the number of skill points possessed by the character 
  using the rules found in the 3.5 Players Handbook. 
  Remember that possible Intelligence bonuses gained at 
  every 4
  th level do not apply retroactively and the 
  intelligence bonus from items will not give you 
  additional skill points. Once the total number of skill 
  points is determined, distribute these points one level 
  at a time based on the rules in the 3.5 Players 
  Handbook taking into account your classes for 
  determining class and cross class skills.  You do not 
  need to maintain any of the same skills that you once 
  had and may freely reassign as you see fit. The only 
  exception to this rule is that your PC must possess at 
  least as many skill ranks in Knowledge: Planes as they 
  did in Knowledge: Ether Creatures. If you spent skill 
  points in Knowledge: Ether Creatures in 3.0 then you 
  must spend the same number of skill points in 
  Knowledge: The Planes in 3.5. You also may only 
  purchase ranks in Knowledge skills that are specifically 
  listed in the 3.5 Player’s Handbook. 
   
  Step 7 - Feats 
  The number of feats the character possesses should be 
  recalculated based upon his/her new class levels. These 
  feats may be reassigned with the following few caveats.  
  Characters must maintain all the feats required as 
  prerequisites for any prestige classes they still have 
  levels 
  in. 
   
  Characters 
  must 
  have 
  campaign 
  documentation to access any feat not found in the 3.5 
  Player’s Handbook, without documentation, the feat 
  cannot be chosen. Characters may also not take any feat 
  not found in the 3.5 Player’s Handbook at first level. 
   
  If the character has the leadership feat, the 
  character must keep that feat after conversion. This 
  entire process should be repeated for the character’s 
  cohort. If, after conversion, the PC does not qualify to 
  keep his cohort at its current level, he cannot 
  adventure with that cohort until his level is high 
  enough to once again qualify. If you have a special 
  cohort not listed in the 3.5 Dungeon Master’s Guide, 
  contact the triad that awarded it for further details. 
   
  PCs with magic item creation feats must keep 
  those feats, as well as any other prerequisites the 
  character needs to make the items that they have 
  previously created. If you did not use the feat to make 
  money in the year two MIC system, to make an item, 
  or you did not use it to upgrade a signature item in year 
  2, you may remove it during conversion. If you remove 
  all levels of wizard you do not have to keep the scribe 
  scroll feat even if it was used. 
   
  Step 8 – Spells and Specialization 
  This section has two steps. The first step determines 
  your refund for scribing spells into your spell book due 
  to the new reduced cost. The second section then 
  shows you how to redo your spell lists due to the 3.5 
  changes. 
   
  1. 
  Scribing spells into your spellbook used to cost 
  200 gp per spell level. In 3.5 this cost has been 
  reduced to 100 gp per spell level. So for some 
  wizard characters this can amount to a significant 
  
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  refund. The following equation will give you the 
  amount you can add back to your gold on hand 
  total. 
  a. 
  Add up all spell levels in your personal 
  spellbook. Do not include cantrips in this 
  total. 
  b. 
  Subtract any spells that were scribed into 
  a Boccob’s blessed book. 
  c. 
  Subtract your starting Int modifier. 
  d. 
  Find your 3.0 level on chart 8-1 and 
  subtract the amount in the ‘Spell Levels’ 
  column. 
  e. 
  Multiply the result by 100 gp.   
   
  Table 8-1: 
   
  Wizard Class Levels 
  Spell Levels 
  1 
  3 
  2 
  5 
  3 
  9 
  4 
  13 
  5 
  19 
  6 
  25 
  7 
  33 
  8 
  41 
  9 
  51 
  10 
  61 
  11 
  73 
  12 
  85 
  13 
  99 
  14 
  113 
  15 
  129 
  16 
  145 
   
  2. 
  This section applies only to arcane spellcasters. 
  Characters that have levels of sorcerer, bard, or other 
  classes that requires the PC to select what specific 
  spells he knows (not through a spellbook) must 
  reselect their entire spell list after conversion based 
  upon their current levels in the class. Because of the 
  change in some spell levels and general lists, this 
  process must be undertaken.  Old spells no longer on 
  the class list or of the incorrect level cannot be kept.  
  The character must have campaign documentation to 
  have any spells not found in the 3.5 Player’s Handbook. 
   
   
  Characters that require the use of a spellbook must 
  undertake the following process to convert their spell 
  book.  Using the piece of scrap paper, write down the 
  number of spells that the character possesses at each 
  level (cantrips, 1
  st , 2
  nd, etc). 
   
  If the character’s level in that spellcasting class did 
  not change, this list is the number of spells the 
  character may choose from the new spell lists in the 3.5 
  Player’s Handbook (as well as any from campaign 
  documentation). 
   
  If the character’s level in that spellcasting class 
  decreased, first remove two spells from the list for each 
  level lost, starting with the highest.  Next, cross off any 
  spells of levels that the character can no longer cast. 
  Finally, the remaining amount is the number of spells 
  the character can choose from the new spell lists from 
  the Player’s Handbook (as well as any from campaign 
  documentation). If the character’s level in that 
  spellcasting class increased, add two spells per level 
  gained.  These spells may be of any level the character 
  could cast at the class level gained 
   
  Wizard characters who are specialists are 
  encouraged to keep their specialty, but may change or 
  remove it if they like. Wizards that did not have 
  specialties may add a specialty if they like.  All 
  specialist wizards must comply with the rules found in 
  the 3.5 Player’s Handbook. Wizards also know all 0-
  level cantrip spells in the 3.5 Player’s Handbook that 
  are not in prohibited schools.  
   
  Step 9 – Familiars, Mounts, and Companions 
  PCs must change their familiars, paladin mounts, or 
  animal companions if they are not in compliance with 
  the 3.5 rule set. Familiars, paladin mounts, and animals 
  not found in the 3.5 Player’s Handbook can only be 
  selected by a PC with the appropriate campaign 
  documentation. This change is accomplished with no 
  loss of time or gold. Note that your paladin mount is 
  not allowed to change unless it is no longer valid in 3.5.  
  You may change your familiar and animal companions 
  using the current 3.5 rules. When changing a familiar 
  you must change it to one listed in the 3.5 Player’s 
  Handbook. Special or improved familiars cannot be 
  taken during conversion but can be kept if you already 
  have one.  
   
  Special paladin mounts not listed in the 3.5 
  Player’s Handbook follow the rules for special paladin 
  mounts found in the 3.5 Dungeon Master’s Guide. 
  They are now summoned like a normal paladin’s 
  mount, and must follow the rules as such. If your 
  special paladins mount is not found on the list in the 
  3.5 Dungeon Master’s Guide, then contact the triad 
  who issued the special mount for more details. 
   
  In 3.5 only druids, rangers, and certain prestige 
  classes may have animal companions. Any non-druid or 
  ranger animal companions gained from the use of the 
  animal friendship spell, the Animal clerical domain, or 
  the use of a ring of animal friendship are lost. If 
  campaign documentation gives you access to an animal 
  companion not listed in the 3.5 Player’s Handbook, 
  contact the triad who awarded that certificate to 
  determine its effective level for purposes of gaining 
  abilities. If awaken has been cast on an animal 
  companion, then it is no longer valid as an animal 
  companion, and will not adventure with the character 
  who cast it.  
   
  Familiars not listed in the 3.5 Player’s Handbook 
  follow the rules for special familiars found in the 3.5 
  Dungeon Master’s Guide. If your special familiar is not 
  found on the list in the 3.5 Dungeon Master’s Guide, 
  contact the triad who issued the familiar for more 
  details. 
   
   
   
  
  Page 4 
  Step 10 – Gear and Magic Items 
  Copy all mundane gear (other then weapons and 
  armor) from your old character to your new.  Most 
  magic items do not change in name, price, or function 
  and may be copied to your new character sheet 
  normally.  Items that do change may require 
  conversion as noted below. 
  � Items whose names have changed must be 
  changed to the new name, as noted in Appendix 
  Three. Many of the item changes were due to the 
  item being split into lesser and greater versions. 
  The appendix details what version the item 
  becomes.  
  � In 3.5 all weapons now have a size associated with 
  them. For each weapon listed on your MIL you 
  must choose a size of small or medium for that 
  item.  
  � Mundane weapons (once a size is picked) and 
  mundane armors can now be copied onto your 
  new MIL. Armor and weapons made of special 
  materials must follow the conversion process in 
  Appendix Three. 
  � If your small sized character has a weapon listed 
  on the chart Table 10-1 below he may change it 
  from medium-sized to the small equivalent. This is 
  done by merely changing the name of the weapon. 
  No other changes are allowed unless outlined 
  below. 
   
   
  Table 10-1: 
   
  Medium Weapon 
  Small Sized Equivalent 
   
   
  Battleaxe 
  Greataxe 
  Club 
  Greatclub 
  Dagger 
  Short Sword 
  Dart 
  Shortspear 
  Flail, Light 
  Flail, Heavy 
  Handaxe 
  Battleaxe 
  Longsword 
  Greatsword 
  Mace, Light 
  Mace, Heavy 
  Pick, Light 
  Pick, Heavy 
  Shortspear 
  Spear 
  Short Sword 
  Longsword 
    
  � Many magical items in 3.5 have changed price 
  from their 3.0 versions. Appendix Three goes over 
  these items and their increase or decrease in cost. 
  Listed in the appendix is every item whose price 
  has gone up or down in 3.5 in alphabetical order.  
  � Compare your list of items to the list on the Item 
  Conversion Worksheet. If you wish to keep the 
  item at its new price then mark the amount of the 
  change in the space given. So, for example, Boots 
  of Elvenkind changed from 2,000 gp to 2,500 gp. If 
  you have a pair of these boots and choose to keep 
  them, mark ‘-500’ in the space provided. If you had 
  two you would mark ‘-1,000’ and so on.  
  � If you do not wish to keep it, mark ‘Sold 3.5’ on 
  your Master Item Log Sheet next to it, and write 
  the item in the ‘Items Sold’ box on the conversion 
  AR. You receive full 3.0 Market Value for any item 
  sold in this fashion. 
  � Note that an item can change names and prices so 
  be aware of this. For example, a Necklace of Prayer 
  Beads: Bead of Karma is now known as a Strand of 
  Prayer Beads, and the cost changed from 6,000 gp 
  to 45,800 gp. 
  � Some 3.0 potions have now become elixirs, and are 
  now considered wondrous items. You must pay 
  the increase if you wish to keep them, and they are 
  no longer considered potions for access from the 
  LGCS. 
  � You may remove the ‘keen’ ability from a weapon 
  at this time if you wish. Reduce the value of the 
  item to its new market value and refund yourself 
  the full difference (or half if you used MIC to 
  make it).  
  � You may remove the ‘sure-striking’ ability from a 
  weapon at this time if you wish. Reduce the value 
  of the item to its new market value and refund 
  yourself the full difference (or half if you used 
  MIC to make it). 
  � You may adjust the strength bonus on a composite 
  longbow/shortbow down to your current strength 
  bonus. You do this without adjusting any other 
  abilities of the weapon. 
  � If a magical item you created using the ‘Magic 
  Item Creation’ rules in the Living Greyhawk 
  Campaign Sourcebook goes up in cost you have 
  two choices.  
  1) If you qualify to create the new, higher cost 
  item, and you wish to keep it, you calculate 
  the difference between creating the old item 
  (3.0) and the new item (3.5) in gp and xp. Pay 
  the difference in gp and xp and keep the item. 
  Note you do not have to pay the additional 
  time units during this conversion. 
  2) If you do not meet the requirements to create 
  the new item, or you do not wish to pay the 
  increased cost, you must sell the item for half 
  gp (or what you paid for it) and remove the 
  item from your Master Item Logsheet. Mark 
  ‘3.5 Sold’ on your Master Item Log sheet next 
  to it and write the item in ‘Items Sold’ box on 
  the conversion AR. You do not receive a 
  refund of Time Units or xp spent. 
  � Once you have completed this process for each 
  item that has changed, you will total up all the 
  items that increased in cost, and write it in the 
  ‘Total Amount Paid’ box on the conversion AR. 
  You will then total up all the items that decreased 
  in cost and write that in the ‘Total Amount 
  Refunded’ box on the conversion AR.   
  � Subtract the ‘Total Amount Paid’ from the ‘Total 
  Amount Refunded’ amounts, and write the result 
  in the ‘GP Change’ box.  
  
  Page 5 
  � Add this subtotal with the total in the ‘GP before 
  Conversion’ to generate your new subtotal. 
  � You may now sell additional items, or purchase 
  items that you have access to (per the normal rules 
  for purchasing in the LGCS–consider the 3.5 
  conversion document as a ‘Core’ adventure for 
  access). Items sold are at full 3.0 market value, 
  unless they are MIC items, in which case they are 
  sold for half 3.0 market value. Items purchased are 
  always purchased at full 3.5 market value.  
  � Once complete, copy your new list of equipment 
  onto a new Master Item Logsheet, and have your 
  next judge sign it. 
   
  Step 11 – Recalculate Values 
  Using your new class levels, feat selections, skill 
  choices, and gear, recalculate the character’s saves, base 
  attack bonuses, initiative modifier, speed, armor check 
  penalty, arcane spell failure, and all other derived 
  values.  Write these new values down on your new 
  character sheet. 
  Step 12 – XP, GP and TU 
  Copy your TU total to the new character sheet, as it 
  does not change as a result of conversion. Also, copy 
  this value to the Conversion AR. Write in the total 
  experience for this character onto the Conversion AR, 
  then adjust it if xp was spent on MIC items during 
  conversion. Now sum up the gold pieces spent and 
  gained as a result of conversion and put them into their 
  appropriate boxes. The amount of gold pieces the PC 
  has remaining must be a positive value at the end of 
  conversion.  This may require your PC to sell off some 
  items. 
   
   
   
   
  
  Page 6 
  Appendix One: 3.5 Conversion Adventure Record 
   
  On the next page, you will find the 3.5 Conversion 
  Adventure Record. This document was created to help 
  facilitate your character’s conversion into the new 3.5 
  rules. For the full conversion rules see pages 1-5 above. 
   
  We designed the conversion AR to look very similar to 
  a standard Living Greyhawk Adventure Record. This 
  was to help simplify the process as you are already 
  familiar with how it works. 
   
  In the upper left corner you will record your name, 
  your character’s name, your RPGA number, and your 
  character’s current home region. You are not allowed to 
  change your character’s home region as part of the 3.5 
  conversion. 
   
  In the upper right hand corner you will find the 
  ‘Adventure Record #’ box. Once you have played your 
  last Living Greyhawk event under the old 3.0 rules, you 
  will assign this conversion document the next AR 
  number, and keep it with your other ARs. This marks 
  in a clear fashion the dividing line between 3.0 and 3.5 
  for your character. 
   
  The upper middle section is where the meat of the 
  character conversion happens. Here, you will list your 
  character’s race, alignment, god worshipped, ability 
  scores, level, and previous levels in various classes. In 
  the right side of the box you will record your class 
  levels after conversion, in the order you took them. 
  Make sure you have them in the correct order, as after 
  conversion is finished you cannot go back and change 
  them. 
   
  Down the bottom left side, you will find a spot to list 
  your remaining time units. This is the total off your last 
  3.0 AR. Nothing in 3.5 conversion will change this 
  number. In the bottom left corner you will record your 
  xp total from your last AR, any spent during 
  conversion, and your new ending total. You cannot 
  gain xp during conversion, but you can spend it to keep 
  items you created via the Magic Item Creation rules in 
  3.0 
   
  Finally, we will look into the bottom right side of the 
  conversion AR. This is where you either pay to keep 
  items that have increased in cost or sell them for their 
  old 3.0 value.  
  First, you will list your gold on hand from your previous 
  AR in the ‘GP Before Conversion’ box. 
   
  Next, let’s take a look at the ‘Conversion Costs’ box. This 
  is where you record the gain or loss in value of any items 
  that you have decided to keep once your character is 
  updated to 3.5. The gain/loss is recorded separately here, 
  and then subtotaled (see Appendix Three for the item 
  conversion work-form). This makes it easier later if you 
  need to go back and tweak the numbers a bit. Any items 
  that you decide not to keep at this point are recorded in 
  the ‘Items Sold’ box. Once done you will combine this 
  number with your ‘GP Before Conversion’ number and 
  record it in the first subtotal box. This number can be 
  negative at this point. 
   
  Next, on top of those items you are not keeping due to 
  their increase in cost from the above step, you will have 
  the opportunity to sell additional items. You may sell 
  any item you currently have listed on your MIL for its 
  full 3.0 market value (or less for charged items). If the 
  item was created via the MIC rules then it is sold for half 
  (what was paid for the item). During conversion is the 
  only time you may sell items for full price.  Once you 
  have figured out what you are selling, total up the gp 
  gained and mark it in the box of the same name.  
   
  At this time, you may also purchase any item that you 
  have access to (consider the Conversion AR a Core 
  adventure for item access purposes). These items are 
  bought at full 3.5 market value. Once you have figured 
  out what you are buying, total up the gp spent and mark 
  it in the box of the same name. 
   
  Finally, total up all the boxes on the bottom right of the 
  sheet, and put your new total in the ‘FINAL GP TOTAL’ 
  box. This number, which must be positive, represents 
  your new gold on hand total. If it is still a negative 
  number, you must sell something else to bring it up to 0 
  gp or higher. 
   
  Congratulations, you are finished with the 3.5 
  Conversion Adventure Record. Keep it with the rest of 
  your ARs, and have fun playing Living Greyhawk under 
  the new 3.5 rules. 
   
  
   
   
   
  GP
  GP Before 
  Conversion 
  Conversion Costs
   
  Total Amount 
  Refunded 
   
  Total Amount 
  Paid 
   
  GP Lost/Refunded 
   
  GP
  GP Change 
   
  GP
  Subtotal 
  + 
  GP
  GP Gained 
   
  GP
  Subtotal 
  - 
  GP
  GP Spent 
   
   
  GP
  FINAL GP TOTAL
  Items Sold 
   
   
   
   
   
   
   
   
  Total Value of Sold Items: 
   
  Add full 3.0 value for sold items (1/2 for items made through MIC) 
  Items Bought 
   
   
   
   
   
    
   
   
   
  Total Cost of Bought Items: 
   
  Subtract this value from your gp value  
   
  XP 
  XP Total before 
  Conversion 
  - 
  XP 
  XP lost or spent 
  FINAL XP TOTAL 
   
   
  XP 
  TU REMAINING 
  At  Conversion 
   
   
  Adventure Record # 
  593 CY 
  C O N V E R S I O N
   
   
  Character Information 
   
  Race: ________________________________________________________________________
  Alignment: _______________________________________________________________
  God Worshipped: ______________________________________________________
  Ability Scores: (base values before level bumps) 
   
  STR: ___________ 
   
  DEX: ___________ 
   
  CON: ___________ 
   
  INT: ___________ 
   
  WIS: ___________ 
   
  CHA: ___________ 
   
  Total Character Level: ___________
   
   Character Classes and Levels prior to Conversion: 
  ________________________________________________________________________________ 
  Character Classes and Levels after Conversion: 
   1st: _____________________________ 
  9th: _____________________________ 
   2nd: _____________________________ 
  10th: _____________________________ 
   3rd: _____________________________ 
  11th: _____________________________ 
   4th: _____________________________ 
  12th: _____________________________ 
   5th: _____________________________ 
  13th: _____________________________ 
   6th: _____________________________ 
  14th: _____________________________ 
   7th: _____________________________ 
  15th: _____________________________ 
   8th: _____________________________ 
  16th: _____________________________ 
  Conversion Record for 
  _______________________________________________
  Played by______________________________________
   
   
  Player 
   
   
  RPGA # 
   
  Home 
  Region:____________________________________________________________    
   
  DM:__________________________________________________
   
   
  
  Page 8 
  Appendix Two: Changes to Builder Book Material 
   
    Changes to the Builder Books 
   
  The following changes are effective for the use of 
  Builder Book material in the Living Greyhawk 
  campaign with the switch to the 3.5 version of the Core 
  Rules.  As 3.5 compliant versions of skills, feats, spells, 
  and items are released by Wizards of the Coast, the 
  Living Greyhawk campaign will adopt them in place of 
  the temporary changes below (we will announce when 
  we make these adoptions). Access to any builder book 
  material is described in the Living Greyhawk 
  Campaign Source and all rules found there apply 
  during conversion. 
   
  General Changes to Builder Books: 
  1. 
  Substitute Base Attack Bonus for Base Unarmed 
  Attack Bonus wherever Base Unarmed Attack 
  Bonus is used.  If used as a prerequisite, add 
  Improved Unarmed Strike as a prerequisite as 
  well. 
  2. 
  Prestige classes that offered the Animal Empathy 
  skill now grant the Wild Empathy ability (same as 
  the one offered to Druids and Rangers).  Where a 
  prestige class had the Animal Empathy skill as a 
  requirement, it now has the Wild Empathy ability 
  as a requirement instead.  When a prestige class 
  ability mentions the Animal Empathy skill, 
  replace those words with Wild Empathy ability 
  instead. 
  3. 
  Delete the following items where they appear: 
  Ambidexterity feat, Multidexterity feat, Scry skill, 
  Innuendo skill, Intuit Direction skill, negative 
  energy protection spell. 
  4. 
  Make the following substitutions (old term/new 
  term): move-equivalent action/move actions, all-
  out defense action/total defense action, subdual 
  damage/ 
  nonlethal 
  damage, 
  Expertise 
  feat/Combat Expertise feat, Sunder feat/Improved 
  Sunder feat, Weapon Finesse (X) feat/Weapon 
  Finesse feat, Remain Conscious feat/Diehard feat, 
  Superior Weapon Focus (X) ability/Greater 
  Weapon Focus (X) feat, Superior Weapon 
  Specialization 
  (X) 
  ability/Greater 
  Weapon 
  Specialization (X) feat, Alchemy skill/Craft 
  (Alchemy) skill, Wilderness Lore skill/Survival 
  skill, Pick Pocket skill/Sleight of Hand skill, 
  Knowledge (undead) skill/Knowledge (religion) 
  skill, magical diseases/supernatural diseases, resist 
  elements spell/ resist energy spell, protection 
  from elements spell/protection from energy spell, 
  invisibility to undead spell/hide from undead 
  spell, invisibility to animals spell/hide from 
  animals spell, endurance spell/bear’s endurance 
  spell, 
  improved 
  invisibility 
  spell/greater 
  invisibility spell, random action spell/lesser 
  confusion spell, reduce spell/reduce person spell, 
  polymorph other spell/polymorph spell, one-half 
  cover/cover. 
  5. 
  With respect to feats, spells, prestige classes, and 
  items (magic and mundane), a lack of an entry for 
  them in this document means they continue to be 
  valid in the Living Greyhawk campaign, with only 
  the simple modifications mentioned above. 
   
  Specific Changes to Builder Book Prestige 
  Classes: 
   
  • 
  Acolyte of the Skin 
  o 
  Remove mention of Outer Planes from 
  requirements. 
  o 
  Symbiosis ability is altered to “At 10
  th level, an 
  acolyte of the skin’s type and subtype become 
  Outsider (Native) rather than it’s original type 
  and subtype.  Additionally, the acolyte of the 
  skin gains damage reduction 10/magic.” 
  o 
  Change Resistant ability gained at 2
  nd and 6
  th 
  level from 20 to 10. 
  o 
  Change the DC for the Fiendish Glare (Su) 
  ability to 10 + levels in the Acolyte of the Skin 
  prestige class (max DC 20) 
  • 
  Alienist 
  o 
  Transcendence ability’s first paragraph is 
  altered to “At 10
  th level, an alienist’s type and 
  subtype become Outsider (Native) rather than 
  it’s original type and subtype.  Additionally, 
  the alienist gains damage reduction 10/magic 
  and electricity resistance 20.” 
  o 
  Summon Alien (Sp): The template in Tome 
  and Blood remains the same except for the 
  changes listed for the pseud0natural template 
  from the D&D v.3.5 Accessory Update 
  Booklet (page 26) available on the Dungeons 
  and 
  Dragons 
  website 
  at 
  www.wizards.com/dnd.  
  • 
  Animal Lord 
  o 
  The skill requirement for a birdlord is Spot, 
  instead of Intuit Direction. 
  o 
  Animal Bond ability’s second paragraph is 
  altered to “Animal bond also allows the 
  animal lord to have an animal companion as 
  per the animal companion ability of the druid, 
  but limited to animals in his selected group.  
  The animal lord’s levels in this prestige class 
  count as its effective druid level for purposes 
  of this ability.  If the animal lord already has 
  the animal companion ability (from levels as a 
  druid or ranger), instead add levels in this 
  prestige class to the effective druid levels 
  already possessed in the animal companion 
  ability (but only for the purpose of gaining an 
  animal companion from his selected group).” 
  
  Page 9 
  o 
  The snakelord’s first totem grants Clever 
  Wrestling as a bonus feat (even if they don’t 
  meet the prerequisites for it). 
  • 
  Arcane Trickster 
  o 
  Use version in 3.5 Dungeon Master’s Guide. 
  • 
  Bladesinger 
  o 
  Under requirements, replace Perform 3+ 
  ranks (dance, sing, and any 1 other) with at 
  least 1 rank in Perform (dance), Perform 
  (sing), and Perform (anything other than 
  dance or sing). 
  o 
  This 
  Prestige 
  class 
  uses 
  the 
  Web 
  Enhancement version found on the WotC 
  D&D website. 
  • 
  Bloodhound 
  o 
  Subdual resistance ability grants damage 
  reduction 
  15/magic 
  against 
  non-lethal 
  damage. 
  • 
  Cavalier 
  o 
  Remove the Full Mounted Attack ability. 
  • 
  Consecrated Harrier 
  o 
  Emotion ability now allows the consecrated 
  harrier to cast any of the following spells 
  instead of emotion: crushing despair, good 
  hope, fear, rage. 
  • 
  Contemplative 
  o 
  Mystic Union ability is altered to “At 10
  th 
  level, a contemplative’s type and subtype 
  become Outsider (Native) rather than it’s 
  original type and subtype.  Additionally, the 
  contemplative 
  gains 
  damage 
  reduction 
  10/magic.” 
  • 
  Darkhagard 
  o 
  Under class skills, replace Intuit Direction 
  and Knowledge (navigation) with Knowledge 
  (geography) and Survival. 
  • 
  Divine Oracle 
  o 
  The requirements for this prestige class are 
  completely different.  To qualify to become a 
  divine oracle, a character must meet the 
  following criteria: Spell Focus (divination) 
  feat and the ability to cast scrying  or 
  divination. 
  o 
  Scry bonus ability grants a +2 sacred bonus to 
  the DC of the divine oracle’s scrying and 
  greater scrying spells. 
  o 
  Immune to Surprise ability allows the divine 
  oracle to always take a standard action during 
  a surprise round, unless she is physically 
  restrained from doing so. 
  • 
  Dragon Disciple 
  o 
  Use version in 3.5 Dungeon Master’s Guide. 
  • 
  Dread Pirate 
  o 
  Add Survival and Knowledge (geography) as 
  class skills. 
  • 
  Duelist 
  o 
  Use version in 3.5 Dungeon Master’s Guide. 
  • 
  Dungeon Delver 
  o 
  Add 
  Survival 
  and 
  Knowledge 
  (dungeoneering) as class skills. 
  • 
  Elemental Savant 
  o 
  Elemental Perfection ability’s first paragraph 
  is altered to “At 10
  th level, an elemental 
  savant’s type and subtype become Elemental 
  (element selected at 1
  st level) rather than it’s 
  original type and subtype.  She gains the 
  advantages and disadvantages of this type and 
  subtype as per their description in the 3.5 
  Monster Manual.”  Delete the fourth 
  paragraph. 
  • 
  Fatespinner 
  o 
  Favored One ability is altered to “At 10
  th level, 
  a fatespinner’s type and subtype become 
  Outsider (Native) rather than it’s original type 
  and subtype.  Additionally, he can store a 
  maximum value of spin equal to twice his 
  caster level.” 
  • 
  Forsaker 
  o 
  Damage Reduction ability starts at 3/magic 
  and increases by 2 for every two forsaker 
  levels (to a maximum of 11/magic at 10
  th 
  level). 
  • 
  Ghostwalker 
  o 
  Change Knowledge (law) to Knowledge 
  (local) under class skills. 
  o 
  Foes for Painful Reckoning ability must be 
  written down by the judge in the Notes 
  section of the AR where the foes are 
  encountered. 
  • 
  Gladiator 
  o 
  Exhaust Opponent ability causes 1d6 non-
  lethal damage and the opponent becomes 
  fatigued on a failed Fort save. 
  • 
  Hospitaler 
  o 
  Bonus feats for hospitalers are the same as for 
  fighters. 
  • 
  King/Queen of the Wild 
  o 
  Endure Elements (Ex) ability changes to: 
  "Resistance to Energy (Ex):  The king or 
  queen of the wild can ignore some damage 
  from the element associated with the chosen 
  terrain type (see Terrain-Dependent Features) 
  as though possessing the corresponding 
  resistance to energy extraordinary ability.  At 
  2nd level, the character ignores the first 5 
  points of damage from that energy type.  This 
  amount increases by 5 at 5th, 8th, and 10th 
  level." 
  • 
  Knight of the Chalice 
  o 
  Replace demons as a favored enemy with 
  Outsider (evil) or Outsider (chaotic) as a 
  favored enemy. 
  o 
  Censure Demons ability can stun the demon 
  (effects as per the description of stunned in 
  the 3.5 Player’s Handbook). 
  
  Page 10 
  o 
  Spell Focus feat works as per the 3.5 Player’s 
  Handbook (+1 to DC), not +2, as in the entry 
  for this prestige class. 
  • 
  Knight of the Middle Circle 
  o 
  Instead of 4 ranks in Innuendo as a 
  requirement for this prestige class, 4 ranks in 
  Bluff are required. 
  o 
  Add Bluff as a class skill. 
  • 
  Master of Chains 
  o 
  Climb Fighting ability allows the climber to 
  retain their Dex bonus to AC when climbing 
  and to gain a +2 dodge bonus to AC if he is 
  hanging from a chain that can swing more 
  than five feet. 
  • 
  Master Samurai 
  o 
  Change Knowledge (code of martial honor) to 
  Knowledge (history) under class skills. 
  • 
  Oozemaster 
  o 
  Under 
  class 
  skills, 
  replace 
  Knowledge 
  (Nature) with Knowledge (Dungeoneering). 
  • 
  Royal Explorer 
  o 
  The skill requirements for this prestige class 
  are changed to: 4 ranks in Knowledge 
  (geography), 5 ranks in Decipher Script and 
  Survival, 
  and 
  8 
  ranks 
  in 
  Profession 
  (cartographer). 
  • 
  Sacred Fist 
  o 
  Uncanny dodge ability changes to "At 3rd 
  level, a sacred fist gains the uncanny dodge 
  ability as per the description for the rogue's 
  ability of the same name.  At 5th level, a 
  sacred fist gains the improved uncanny dodge 
  ability as per the description for the rogue's 
  ability of the same name." 
  o 
  Puissant Fists (Su) ability changes to: "A 
  sacred fist ignores some damage reduction.  
  At 1st level, the sacred fist treats his strikes as 
  magical for the purposes of damage reduction.  
  At 3rd level, he may also treat his strikes as 
  silver or cold iron for the purposes of damage 
  reduction.  At 6th level, he may also treat his 
  strikes as adamantine for the purposes of 
  damage reduction.  At 9th level, he may also 
  treat his strikes as being imbued with a 
  certain alignment (such as that granted by the 
  align weapon spell) for the purposes of 
  damage reduction, but limited to alignments 
  that match his own." 
  • 
  Shifter 
  o 
  The special requirement is altered to 
  “Alternate Form – must either know the 
  polymorph spell or have one of the following 
  spell-like or supernatural abilities: wild shape, 
  alternate form, polymorph, shapechange, or 
  change shape.” 
  o 
  Remove beast shape from list of potential 
  greater wild shape forms. 
  o 
  Under Evershifting Form ability, the shifter’s 
  type 
  does 
  not 
  change 
  (as 
  previously 
  indicated), 
  but 
  she 
  does 
  gain 
  the 
  shapechanger subtype. 
  o 
  Greater Wild Shape (Sp) ability is changed to 
  "Greater Wild Shape works exactly like wild 
  shape, with the following exceptions.  It is a 
  spell-like ability.  As she rises in level, the 
  shifter gains the ability to assume the form of 
  creatures with types other than animal, 
  though she cannot choose a form that 
  normally has more HD than she herself does.  
  She can designate at the time of her change 
  which pieces of her equipment meld into her 
  new form and which do not.  Non-melded 
  equipment alters its size to match that of her 
  new form, but retains its functionality.  The 
  shifter cannot, however, use any equipment 
  that she does not have the proper appendage 
  to use.  If the shifter already has the wild 
  shape ability from another class, she may 
  convert her uses per day of the wild shape 
  ability to uses per day of her greater wild 
  shape ability on a one-for-one basis.  She may 
  also mix and match the allowed forms of the 
  two abilities to maximum benefit when using 
  the greater wild shape ability." 
  • 
  Silent Ones 
  o 
  Mask of Cymius ability allows disguise self at 
  will, not change self at will. 
  • 
  Spymaster 
  o 
  The skill requirements for this prestige class 
  are changed to: 5 ranks in Bluff, Gather 
  Information, and Sense Motive.  Remove 
  Sense Motive from the list in the special 
  requirement. 
  • 
  Tamer of Beasts 
  o 
  The requirements for this prestige class are 
  changed to: wild empathy ability, animal 
  companion ability, 10 ranks in Handle 
  Animal, and Skill Focus (Handle Animal). 
  o 
  Animal Mastery ability is altered to “Add 
  levels in this prestige class to the effective 
  druid levels already possessed in the animal 
  companion ability.” 
  o 
  Intelligence ability is correct except that an 
  animal companion already has a type of 
  magical beast and that the animal companion 
  can learn three additional tricks per point of 
  Int it gains as per the Handle Animal skill. 
  o 
  Remove the Beast Mastery and Share Spells 
  abilities. 
  o 
  Magical Beast Mastery is altered to “The tamer 
  of beasts can take some magical beasts as 
  animal companions.  This adds the following 
  creatures to the alternative animal companion 
  lists (as per the sidebar on page 36 of the 3.5 
  Player’s Handbook).  Although they act as 
  animal companions, they will not accompany 
  the tamer of beast into environments 
  inhospitable to their species: 
  
  Page 11 
  � 4
  th level or higher (level –3): darkmantle, 
  krenshar, shocker lizard, stirge 
  � 7
  th level or higher (level –6): ankheg, 
  hippogriff, 
  giant 
  eagle, 
  giant 
  owl, 
  pegasus, unicorn, worg 
  � 10
  th level or higher (level –9): basilisk, 
  cockatrice, displacer beast, manticore, 
  owlbear, sea cat, spider eater, winter wolf 
  � 13
  th level or higher (level –12): digester, 
  girallon, gorgon, griffon, five-headed 
  hydra, remorhaz 
  � 16
  th level or higher (level –15): bulette, 
  chimera, dragonne, gray render, seven-
  headed hydra” 
  • 
  Tempest 
  o 
  Improved Two-Weapon Fighting ability is 
  altered to “A tempest can fight as if she has 
  the Improved Two-Weapon Fighting feat, 
  even if she does not have the normal pre-
  requisites for the feat.  This only applies when 
  the tempest is wearing light or no armor.” 
  o 
  Greater Two-Weapon Fighting ability is 
  altered to “A tempest can fight as if she has 
  the Greater Two-Weapon Fighting feat, even 
  if she does not have the normal pre-requisites 
  for the feat.  This only applies when the 
  tempest is wearing light or no armor.” 
  o 
  Off-Hand Parry ability is altered to “A tempest 
  can fight as if she has the Two-Weapon 
  Defense feat, even if she does not have the 
  normal pre-requisites for the feat.  This only 
  applies when the tempest is wearing light or 
  no armor.  As she gains tempest levels, the 
  bonuses from this feat increase to +3 (+4 when 
  fighting defensively or using the total defense 
  action) and at 4
  th level to +5 (+6 when fighting 
  defensively or using the total defense action) 
  at 7
  th level.” 
  o 
  Absolute Ambidexterity ability is altered to “A 
  tempest’s attack penalties for fighting with 
  two weapons lessen by 2 when she is wearing 
  light or no armor.” 
  o 
  Supreme Two-Weapon Fighting ability is 
  altered to “A tempest gains an additional 
  attack with her off-hand when she is wearing 
  light or no armor.  Thus she gains a fourth 
  attack with her off-hand weapon, albeit at a –
  15 penalty.” 
  • 
  Temple Raider of Olidammara 
  o 
  uncanny dodge ability changes to "At 3rd 
  level, a temple raider gains the uncanny 
  dodge ability as per the description for the 
  rogue's ability of the same name.  At 6th level, 
  a temple raider gains the improved uncanny 
  dodge ability as per the description for the 
  rogue's ability of the same name.  At 9th level, 
  a temple raider gains trap sense +1 as per the 
  description for the rogue's ability of the same 
  name." 
  • 
  Templar 
  o 
  Bonus feats for templars are the same as for 
  fighters. 
  • 
  Thief-Acrobat 
  o 
  Add Bluff and Sense Motive as class skills. 
  o 
  Prone Defense ability negates –4 AC penalty 
  the prone defender normally suffers against 
  melee attacks. 
  • 
  Verdant Lord 
  o 
  Spells requirement changes to "able to cast 
  command plants". 
  • 
  Veth 
  o 
  Under requirements, replace Scry 8 ranks 
  with Spellcraft 8 ranks. 
  o 
  Under 
  class 
  skills, 
  replace 
  Innuendo, 
  Knowledge (Nyr Dyv), and Scry with Bluff, 
  Sense Motive, Knowledge (geography), and 
  Knowledge (Arcana). 
  o 
  Modify the Reading the Lake ability: Remove 
  all mention of the Scry ability or the Scry 
  check.  The base chance of success on the 
  Reading is 70% + 1% per caster level, to a 
  maximum of 90%. 
  • 
  Vigilante 
  o 
  Add Bluff as class skill. 
  o 
  Remove emotion (3
  rd level spell) and fear (4
  th 
  level spell) from spell list.  Add the following 
  spells instead: crushing despair (3
  rd level 
  spell), good hope (3
  rd level spell), fear (3
  rd level 
  spell), rage (2
  nd level spell). 
  o 
  Streetwise ability grants bonus to Sense 
  Motive and Gather Information checks. 
  • 
  Warpriest 
  o 
  Change Knowledge (war) to Knowledge 
  (history) under class skills 
  o 
  Replace Healing Circle ability with Mass 
  Cure Light Wounds ability. 
  o 
  Replace Mass Haste ability with Haste ability. 
  • 
  Watch Detective 
  o 
  Add Survival as class skill. 
  • 
  Wayfarer Guide 
  o 
  Enhanced Capacity ability simply doubles the 
  capacity allowed when casting spells with the 
  teleportation descriptor. 
  • 
  Weapon Master 
  o 
  Change Knowledge (weaponry) to Craft 
  (weaponsmith) under class skills. 
  o 
  Ki Critical ability grants the Improved 
  Critical feat, but does not grant anything else 
  if the PC already has that feat. 
  • 
  Windrider 
  o 
  Mount Proficiency ability is altered to “A 
  windrider gains a +2 competence bonus on 
  any check to avoid being unseated while 
  riding her chosen mount.  In addition, she 
  can ride any mount of 4 HD or less without 
  penalty (normally –5 penalty for ill suited 
  mounts).  The maximum HD of the mounts to 
  
  Page 12 
  which this latter benefit applies increase with 
  windrider level: 8 HD at 4
  th level, 12 HD at 6
  th 
  level, 16 HD at 8
  th level, and any mount at 10
  th 
  level.” 
  o 
  Mount Assistance ability is altered to “A 
  windrider can use this ability to perform the 
  aid another action to assist any mount, 
  providing a +4 bonus (double the usual 
  amount) 
  on 
  a 
  successful 
  attempt.  
  Alternatively, a windrider can provide her 
  mount a +10 competence bonus to speed for 1 
  full round.  Mount assistance is usable once 
  per round and requires a standard action.” 
   
  Specific Changes to Builder Book Feats: 
  • 
  Acrobatic: Use the version in the 3.5 Player’s 
  Handbook. 
  • 
  Alluring: Benefit is altered to “You gain a +2 
  bonus on Diplomacy checks and a +1 bonus to 
  the save DCs of all your mind-affecting, 
  language dependent spells.” 
  • 
  Animal 
  Control: 
  Under 
  prerequisites, 
  replace ability to cast animal friendship with 
  animal companion ability.  Delete text under 
  special. 
  • 
  Athletic: Use the version in the 3.5 Player’s 
  Handbook.. 
  • 
  Augment Summoning: Use the version in 
  the 3.5 Player’s Handbook. 
  • 
  Blindsight:  Prerequisite: Ability to use wild 
  shape to become a large creature. Benefit: You 
  gain the extraordinary ability of blindsight, as 
  described in the 3.5 Monster Manual, with a 
  range of 40 feet.  It works by the emission of 
  high-frequency sounds, inaudible to most 
  other creatures.  A silence spell, or anything 
  else that negates the ability to hear sound, 
  negates this blindsight." 
  • 
  Chink in the Armor: Benefit is altered to “If 
  you take a standard action to study an 
  opponent, you can ignore half of his armor 
  and natural armor bonuses (rounded down) 
  during your next single attack.  Shield 
  bonuses, magic armor enhancement bonuses, 
  and armor bonuses from magic items are not 
  halved.” 
  • 
  Eschew Materials: Use the version in the 3.5 
  Player’s Handbook. 
  • 
  Expert Tactician: Use the version in Song & 
  Silence. 
  • 
  Extra Favored Enemy:  Benefit is altered to 
  “You may select an additional favored enemy 
  as if you had gained the appropriate level of 
  ranger to do so.  You increase one of your 
  favored enemy bonuses as well, as if you 
  gained the appropriate level of ranger to do 
  so.” 
  • 
  Favored Critical:  The effects of this feat no 
  longer stacks with any other effect that 
  expands the threat range of a weapon. 
  • 
  Flyby Attack: Use the version in the MM. 
  • 
  Greater Spell Focus: Use the version in the 
  3.5 Player’s Handbook. 
  • 
  Greater Spell Penetration: Use the version 
  in the 3.5 Player’s Handbook. 
  • 
  Greater Two-Weapon Fighting: Use the 
  version in the 3.5 Player’s Handbook. 
  • 
  Improved Familiar: Use the version in the 
  3.5 Dungeon Master’s Guide. 
  • 
  Improved Overrun: Use the version in the 
  3.5 Player’s Handbook. 
  • 
  Improved Shield Bash: Use the version in 
  the 3.5 Player’s Handbook. 
  • 
  Improved Sunder: Use the version in the 3.5 
  Player’s Handbook. 
  • 
  Jack of All Trades is altered to “You can use 
  any skill untrained, even those that normally 
  require training.” 
  • 
  Monkey Grip:  Benefit is altered to “You can 
  use a melee weapon (type selected at feat 
  selection) that is two-handed for your size in 
  one hand.  You suffer a –2 penalty on your 
  attack roll when using this feat.  This feat can 
  be taken multiple times, each time with a 
  different weapon.” 
  • 
  Multiattack: Use the version in the 3.5 
  Monster Manual. 
  • 
  Multicultural is altered to “a +4 bonus on all 
  checks made to alter the attitude of your 
  chosen race.” 
  • 
  Multidexterity: No longer available in Living 
  Greyhawk (part of Multiweapon Fighting in 
  the 3.5 Monster Manual). 
  • 
  Natural Spell: Use the version in the 3.5 
  Player’s Handbook. 
  • 
  Off-Hand Parry: Use the version in the 3.5 
  Player’s Handbook. (now called Two-Weapon 
  Defense). 
  • 
  Persistent Spell:  No longer available in 
  Living Greyhawk. 
  • 
  Persuasive: Use the version in the 3.5 Player’s 
  Handbook. 
  • 
  Power Lunge: Benefit is altered to “A 
  successful attack roll during a charge allows 
  you to increase the Str bonus that is normally 
  added to damage rolls from 1 times or 1-1/2 
  times to 2 times, regardless of whether you 
  wield the weapon one-handed or two-handed.  
  You provoke an attack of opportunity from 
  the opponent you charged.”  
  • 
  Quicker than the Eye: No longer available in 
  Living Greyhawk. 
  
  Page 13 
  • 
  Rapid Reload: Use the version in the 3.5 
  Player’s Handbook.. 
  • 
  Remain Conscious: Use the version in the 
  3.5 Player’s Handbook. (now called Diehard). 
  • 
  Shadow: Use the version in Masters of the 
  Wild. 
  • 
  Shield Expert: Use the version in the 3.5 
  Player’s Handbook. (now called Improved 
  Shield Bash). 
  • 
  Snatch Arrows: Use the version in the 3.5 
  Player’s Handbook. 
  • 
  Snatch: Use the version in the 3.5 Monster 
  Manual. 
  • 
  Widen Spell: Use the version in the 3.5 
  Player’s Handbook. 
  • 
  Wingover: Use the version in the 3.5 
  Monster Manual 
   
   
  Specific Changes to Builder Book Spells: 
  • 
  Animal Reduction: Use the version in the 
  3.5 Player’s Handbook. (Reduce Animal). 
  • 
  Animal Trick: Change Target to “Your animal 
  companion”. 
  • 
  Arcane Sight: Use the version in the 3.5 
  Player’s Handbook. 
  • 
  Aspect of the Deity:  Change the resistances 
  to 10 (instead of 20).  Change the damage 
  reduction to 10/magic (instead of 10/+3). 
  • 
  Beget Bogun: Use the version in the 3.5 
  Monster Manual II. 
  • 
  Blight: Use the version in the 3.5 Player’s 
  Handbook.. 
  • 
  Briar Web:  As per the entangle spell in the 
  3.5 Player’s Handbook, but Range is “Medium 
  (100 feet + 10 feet/level)”, Level is “Drd 2, Rgr 
  2”, and add to the text “The spell also causes 
  the vegetation to grow thorns.  Those that 
  attempt actions (attack, cast a spell with a 
  somatic component, move, and the like) 
  while in the briar web take thorn damage of 
  1d4 points, plus 1 additional point per caster 
  level.” 
  • 
  Choke:  Remove beasts and shapechangers 
  from list of creatures that can be affected. 
  • 
  Command Undead: Use the version in the 
  3.5 Player’s Handbook. 
  • 
  Dimensional Lock: Use the version in the 
  3.5 Player’s Handbook. 
  • 
  Disguise Undead: As per the disguise self 
  spell in the 3.5 Player’s Handbook, but Level 
  is “Sor/Wiz 2”, Components includes a Focus 
  (a cocoon of a death’s head moth), Range is 
  “Touch”, Target is “One corporeal undead”, 
  and Saving Throw is “None (harmless).” 
  • 
  Eagle’s Splendor: Use the version in the 3.5 
  Player’s Handbook. 
  • 
  False Life: Use the version in the 3.5 Player’s 
  Handbook. 
  • 
  Fox’s Cunning: Use the version in the 3.5 
  Player’s Handbook. 
  • 
  Great Shout: Use the version in the 3.5 
  Player’s Handbook (Greater Shout). 
  • 
  Greater Aspect of the Deity:  Change 
  outsider to outsider (native). Change low-light 
  vision to darkvision 60 ft.  Change 
  immunities to energy or resistances to energy 
  to resistance 10 to that energy type.  Damage 
  for half-fiend claw and bite attacks is as per 
  the table in the MM under half-fiend. 
  • 
  Greater Call Lightning: Use the version in 
  the 3.5 Player’s Handbook  (Call Lightning 
  Storm). 
  • 
  Lesser Aspect of the Deity:  Change the 
  resistance to 5 (instead of 10). 
  • 
  Mass Awaken: No longer available in Living 
  Greyhawk. 
  • 
  Mass Teleport: As per the teleport spell in 
  the 3.5 Player’s Handbook, but Level is 
  “Sor/Wiz 7”, Components is “V, S”, Casting 
  Time is “1 round”, the capacity allowed to 
  teleport is doubled, and the caster does not 
  have to teleport himself. 
  • 
  Miasma: No longer available in Living 
  Greyhawk. 
  • 
  Mordenkainen’s Private Sanctum: Use the 
  version in the 3.5 Player’s Handbook. 
  • 
  Owl’s Wisdom: Use the version in the 3.5 
  Player’s Handbook. 
  • 
  Polymorph Other and Polymorph Self: Use 
  the versions in the 3.5 Player’s Handbook 
  (Polymorph and Baleful Polymorph). 
  • 
  Rage: Use the version in the 3.5 Player’s 
  Handbook. 
  • 
  Song of Discord: Use the version in the 3.5 
  Player’s Handbook. 
  • 
  Summon Instrument: Use the version in the 
  3.5 Player’s Handbook. 
  • 
  Sympathetic Vibration: Use the version in 
  the 3.5 Player’s Handbook. 
  • 
  Undeath to Death: Use the version in the 3.5 
  Player’s Handbook. 
  • 
  Weapon of the Deity: Use the weapon listed 
  for this spell in the Living Greyhawk Deities 
  Document rather than the one listed in this 
  entry. 
  • 
  Zone of Silence: Use the version in the 3.5 
  Player’s Handbook. 
  
  Page 14 
  Specific Changes to Builder Book Items 
  (Magic and Mundane): 
   
  • 
  Sandals of Tiger’s Leap: Changed the benefit 
  to read “On a charge, she can perform a flying 
  kick. Treat this as an unarmed attack that 
  deals 2d6 points of additional damage.” 
  • 
  Arm of Nyr: The Strength and Dexterity 
  bonus granted by this item are considered an 
  enhancement bonus. 
  • 
  Barricade Buckler: The tower shield this 
  turns into follows the new rules for tower 
  shield as described in the 3.5 Player’s 
  Handbook.  
   
  Other Changes to Builder Book Items: 
  • 
  Special Mounts in Defenders of the Faith: Use 
  the version in the 3.5 Dungeon Master’s 
  Guide. 
  • 
  Rules Update sections in the various Builder 
  Books no longer apply. 
  • 
  Dire and Legendary Animals in Masters of the 
  Wild: Use the versions in the 3.5 Monster 
  Manual and Monster Manual II. 
  • 
  Poisons and Traps in Song & Silence: Use the 
  versions in the 3.5 Dungeon Master’s Guide. 
  • 
  Alternate Familiars and Improved Familiars 
  in Tome & Blood: Use the versions in the 3.5 
  Dungeon Master’s Guide. 
   
   
   
  
  Page 15 
  Appendix Three: Magic Item 3.5 Conversion Worksheet 
   
  In the 3.5 edition of the Core rulebooks the price 
  and/or name of various magic items have changed. To 
  keep the campaign balanced you will need to either pay 
  additional gold to keep the items that have increased in 
  price or get a refund if it went down. Some items also 
  changed into various versions and thus it needs to be 
  clarified as to what version they turn into.  
   
  Starting on the page after this one you will find the 3.5 
  Living Greyhawk Conversion Worksheet. It lists all 
  items that have changed and the amount of that 
  change. If an item you own is not listed on this chart 
  then you do not need to do anything with it other then 
  start using the new rules in the 3.5 Dungeon Master’s 
  Guide for it.  
   
  If your item is listed on the chart then you will need to 
  find the amount it increased (negative number) or 
  decreased (positive number) and fill it in the 
  appropriate column. Go down the chart and fill in the 
  amount gained or lost for each item you have on the 
  worksheet. When done, total up each column and that 
  is the amounts you will write on your Conversion AR.  
   
  If you have multiple items of the same type then 
  multiply the change by the number of that item. 
   
  Scrolls, potions, wands, some armor, and weapons do 
  not have the exact amount listed due to their variable 
  nature. To calculate the difference you will need to 
  figure the price using the 3.0 rules and compare it to 
  the 3.5 rules. In most cases this amounts to nothing. 
  For wands you will need to calculate the cost per 
  charge in each edition and adjust accordingly. As noted 
  above you should not see many changes unless the 
  spell stored in the scroll, wand, or potion changed in 
  level. If the spell changed so it is no longer eligible to 
  be in a wand or potion then you must sell that item 
  during conversion. 
   
  When you are done with the conversion worksheet, 
  just staple (or glue, paperclip, weld) it to your 
  conversion AR.  
                    Specific Item Changes 
   
  Some items require a few additional changes to work in 
  3.5. The following rules apply to all items during 
  conversion. Anything bought after conversion follows 
  the 3.5 rules for that item as described in the 3.5 
  Dungeon Master’s Guide. 
   
  Chime of Opening:  Divide the remaining charges on 
  this item by 5 and round up.  
   
  Malthindor: Change the ability gained with the ability 
  to cast 7
  th-level arcane spells to the following. Tapping 
  the Well of Power – as a standard action, when the 
  blade is drawn, the wielder may cast greater magic 
  weapon upon it as a 20
  th-level caster, with one 
  exception: the power lasts a number of rounds eual to 
  the caster’s arcane spellcaster level. It is usable once per 
  day. 
   
  Necklace of the Hunt: This now provides a 
  competence bonus of +3 to Survival. 
   
   
   
   
   
  
  3.5 Living Greyhawk Item Conversion Worksheet
  3.0 Item
  3.5 Item
  3.0 Item Name
  Price
  3.5 Item Name
  Price
  Gain (+)
  Loss (-)
  Special Materials
  Special Materials
  Adamantine Wpn (1d8, 1d10, or 1d12)
  9,000
  Adamantine Wpn (1d8, 1d10, or 1d12)
  3,000
  6,000
  Adamantine Armor - Light
  2,000
  Adamantine Armor - Light
  5,000
  -3,000
  Adamantine Armor - Medium
  5,000
  Adamantine Armor - Medium
  10,000
  -5,000
  Adamantine Armor - Heavy
  10,000
  Adamantine Armor - Heavy
  15,000
  -5,000
  Silver Ammunition
  MIL Price
  Silver Ammunition
  2
  Silver Light Weapon
  MIL Price
  Silver Light Weapon
  20
  Difference between
  Silver one-handed weapon
  MIL Price
  Silver one-handed weapon
  90
  3.0 and 3.5
  Silver two-handed weapon
  MIL Price
  Silver two-handed weapon
  180
  calculated costs
  Armor Enhancements
  Armor Enhancements
  Acid resistance
  +3 bonus
  Acid resistance
  18,000
  Cold resistance
  +3 bonus
  Cold resistance
  18,000
  Etherealness
  +5 bonus
  Etherealness 
  49,000
  Fire resistance
  +3 bonus
  Fire resistance
  18,000
  Difference between
  Glamered 
  +1 bonus
  Glamered
  2,700
  3.0 and 3.5
  Lightning resistance
  +3 bonus
  Electricity resistance
  18,000
  calculated costs
  Shadow 
  +1 bonus
  Shadow
  3,750
  Silent moves 
  +1 bonus
  Silent moves
  3,750
  Slick 
  +1 bonus
  Slick
  3,750
  Sonic resistance
  +3 bonus
  Sonic resistance
  18,000
  Shield Enhancements
  Shield Enhancements
  Acid resistance
  +3 bonus
  Acid resistance, improved
  42,000
  Cold resistance
  +3 bonus
  Cold resistance, improved
  42,000
  Difference between
  Fire resistance
  +3 bonus
  Fire resistance, improved
  42,000
  3.0 and 3.5
  Lightning resistance
  +3 bonus
  Electricity resistance, improved
  42,000
  calculated costs
  Sonic resistance
  +3 bonus
  Sonic resistance, improved
  42,000
  Specific Armors
  Specific Armors
  Adamantine breastplate
  5,350
  Adamantine breastplate
  10,200
  -4,850
  Breastplate of command
  21,600
  Breastplate of command
  25,400
  -3,800
  Celestial armor
  25,300
  Celestial armor
  22,400
  2,900
  Dwarven plate
  10,500
  Mithral Full Plate
  10,500
  0
  Plate armor of the deep
  16,650
  Plate armor of the deep
  24,650
  -8,000
  
  3.0 Item
  3.5 Item
  3.0 Item Name
  Price
  3.5 Item Name
  Price
  Gain (+)
  Loss (-)
  Specific Shields
  Specific Shields
  Spined shield
  2,670
  Spined shield
  5,580
  -2,910
  Winged shield
  15,159
  Winged shield
  17,257
  -2,098
  Weapon Enhancements (Melee)
  Weapon Enhancements (Melee)
  Bane
  +2 bonus
  Bane
  +1 bonus
  Chaotic
  +2 bonus
  Anarchic
  +2 bonus
  Difference between
  Lawful
  +2 bonus
  Axiomatic
  +2 bonus
  3.0 and 3.5
  Thundering
  +2 bonus
  Thundering
  +1 bonus
  calculated costs
  Speed
  +4 bonus
  Speed
  +3 bonus
  Weapon Enhancements (Ranged)
  Weapon Enhancements (Ranged)
  Bane
  +2 bonus
  Bane
  +1 bonus
  Chaotic
  +2 bonus
  Anarchic
  +2 bonus
  Difference between
  Lawful
  +2 bonus
  Axiomatic
  +2 bonus
  3.0 and 3.5
  Speed
  +4 bonus
  Speed
  +3 bonus
  calculated costs
  Specific Weapons
  Specific Weapons
  Adamantine battleaxe
  9,310
  Adamantine battleaxe
  3,010
  6,300
  Dagger of venom
  9,302
  Dagger of venom
  8,302
  1,000
  Flame tongue
  18,315
  Flame tongue
  20,715
  -2,400
  Javelin of lightning
  751
  Javelin of lightning
  1,500
  -749
  Mace of terror
  17,812
  Mace of terror
  38,552
  -20,740
  Nine lives stealer
  25,315
  Nine lives stealer
  23,057
  2,258
  Oathbow
  27,875
  Oathbow
  25,600
  2,275
  Screaming bolt
  257
  Screaming bolt
  267
  -10
  Sleep arrow
  132
  Sleep arrow
  132
  0
  Sword of life stealing
  30,315
  Sword of life stealing
  25,715
  4,600
  Sword of subtlety
  15,310
  Sword of subtlety
  22,310
  -7,000
  Trident of fish command
  3,815
  Trident of fish command
  18,650
  -14,835
  Trident of warning
  9,815
  Trident of warning
  10,115
  -300
  Potions
  Potions
  Potions (spell lvl x caster lvl x 50)
  Potions (spell lvl x caster lvl x 50)
  Difference between
  3.0 and 3.5
  If the potion is no longer legal in 3.5 (Spell is either gone or no longer eligible to be a potion) then you must
  calculated costs
  sell the potion for its full 3.0 value and remove it from your MIL.
  
  3.0 Item
  3.5 Item
  3.0 Item Name
  Price
  3.5 Item Name
  Price
  Gain (+)
  Loss (-)
  Rings
  Rings
  Animal friendship
  9,500
  Gone
  0
  9,500
  Blinking
  30,000
  Blinking
  27,000
  3,000
  Chameleon power
  12,000
  Chameleon power
  12,700
  -700
  Climbing
  2,000
  Climbing
  2,500
  -500
  Elemental resistance, major
  24,000
  Energy resistance, major
  28,000
  -4,000
  Elemental resistance, minor
  16,000
  Energy resistance, minor
  12,000
  4,000
  Jumping
  2,000
  Jumping
  2,500
  -500
  Swimming
  2,300
  Swimming
  2,500
  -200
  Warmth
  2,100
  Gone
  0
  2,100
  Rods
  Rods
  Alertness
  72,000
  Alertness
  85,000
  -13,000
  Empowerment, lesser (T&B)
  16,200
  Metamagic, Empower, lesser
  9,000
  7,200
  Enlargement (T&B)
  21,600
  Metamagic, Enlarge
  11,000
  10,600
  Enlargement, greater (T&B)
  48,600
  Metamagic, Enlarge, greater
  24,500
  24,100
  Enlargement, lesser (T&B)
  5,400
  Metamagic, Enlarge, lesser
  3,000
  2,400
  Extension (T&B)
  21,600
  Metamagic, Extend
  11,000
  10,600
  Extension, greater (T&B)
  48,600
  Metamagic, Extend, greater
  24,500
  24,100
  Extension, lesser (T&B)
  5,400
  Metamagic, Extend, lesser
  3,000
  2,400
  Immovable
  7,500
  Immovable
  5,000
  2,500
  Maximization, lesser (T&B)
  27,000
  Metamagic, Maximize, lesser
  14,000
  13,000
  Negation
  35,000
  Negation
  37,000
  -2,000
  Silence (T&B)
  21,600
  Metamagic, Silent
  11,000
  10,600
  Silence, greater (T&B)
  48,600
  Metamagic, Silent, greater
  24,500
  24,100
  Silence, lesser (T&B)
  5,400
  Metamagic, Silence, lesser
  3,000
  2,400
  Thunder and lightning
  23,000
  Thunder and lightning
  33,000
  -10,000
  Withering
  17,000
  Withering
  25,000
  -8,000
  Scrolls
  Scrolls
  Scrolls (spell lvl x caster lvl x 25 + component)
  Scrolls (spell lvl x caster lvl x 25 + component)
  Difference between
  3.0 and 3.5
  If the spell no longer exists then you must sell the 3.0 scroll for its full value and remove it from your MIL
  calculated costs
  
  3.0 Item
  3.5 Item
  3.0 Item Name
  Price
  3.5 Item Name
  Price
  Gain (+)
  Loss (-)
  Staffs
  Staffs
  Charming
  12,000
  Charming
  16,500
  -4,500
  Fire
  29,000
  Fire
  17,750
  11,250
  Healing
  33,000
  Healing
  27,750
  5,250
  Size alteration
  6,500
  Size alteration
  29,000
  -22,500
  Swarming insects
  20,000
  Swarming insects
  24,750
  -4,750
  Wands
  Wands
  Difference between
  Wands (spell lvl x caster lvl x 15*50 + component*50)
  Wands (spell lvl x caster lvl x 15*50 + component*50)
  3.0 and 3.5
  calculated costs
  Wondrous Items
  Wondrous Items
  Amulet of Undead Turning
  11000
  Phylactery of undead turning
  11000
  0
  Bead of force
  2,000
  Bead of force
  3,000
  -1,000
  Belt, monk’s
  9,000
  Belt, monk’s
  13,000
  -4,000
  Boat, folding
  10,500
  Boat, folding
  7,200
  3,300
  Boccob's Blessed book
  9,500
  Boccob's Blessed book
  12,500
  -3,000
  Boots of elvenkind
  2,000
  Boots of elvenkind
  2,500
  -500
  Boots of speed
  8,000
  Boots of speed
  12,000
  -4,000
  Boots of striding and springing
  6,000
  Boots of striding and springing
  5,500
  500
  Boots, winged
  12,000
  Boots, winged
  16,000
  -4,000
  Bottle of air
  14,500
  Bottle of air
  7,250
  7,250
  Bracelet of friends
  4,550
  Bracelet of friends
  19,000
  -14,450
  Bracers of archery
  5,100
  Bracers of archery, lesser
  5,000
  100
  Bracers/Amulet of Health +2
  4,000
  Amulet of Health +2
  4,000
  0
  Bracers/Amulet of Health +4
  16,000
  Amulet of Health +4
  16,000
  0
  Bracers/Amulet of Health +6
  36,000
  Amulet of Health +6
  36,000
  0
  Broom of flying
  15,100
  Broom of flying
  17,000
  -1,900
  Candle of invocation
  7,800
  Candle of invocation
  8,400
  -600
  Cape of the mountebank
  12,960
  Cape of the mountebank
  10,080
  2,880
  Carpet of flying (3 ft. by 5 ft.)
  18,000
  Carpet of flying, 5 ft. by 5 ft.
  20,000
  -2,000
  Carpet of flying (4 ft. by 6 ft.)
  29,000
  Carpet of flying, 5 ft. by 10 ft.
  35,000
  -6,000
  Carpet of flying (5 ft. by 7 ft.)
  41,000
  Carpet of flying, 6 ft. by 9 ft.
  53,000
  -12,000
  Chime of interruption
  15,800
  Chime of interruption
  16,800
  -1,000
  Cloak of arachnida
  6,000
  Cloak of arachnida
  14,000
  -8,000
  Cloak of displacement, minor (20%)
  25,000
  Cloak of displacement, minor
  24,000
  1,000
  Cloak of elvenkind
  2,000
  Cloak of elvenkind
  2,500
  -500
  
  3.0 Item
  3.5 Item
  3.0 Item Name
  Price
  3.5 Item Name
  Price
  Gain (+)
  Loss (-)
  Cloak of etherealness
  52,000
  Cloak of etherealness
  55,000
  -3,000
  Cloak of the bat
  24,000
  Cloak of the bat
  26,000
  -2,000
  Cloak of the manta ray
  20,000
  Cloak of the manta ray
  7,200
  12,800
  Cube of frost resistance
  22,000
  Cube of frost resistance
  27,000
  -5,000
  Deck of illusions
  9,200
  Deck of illusions
  8,100
  1,100
  Dimensional shackles
  26,000
  Dimensional shackles
  28,000
  -2,000
  Dust of appearance
  2,100
  Dust of appearance
  1,800
  300
  Dust of dryness
  900
  Dust of dryness
  850
  50
  Dust of illusion
  500
  Dust of illusion
  1,200
  -700
  Everburning torch
  90
  Everburning torch
  110
  -20
  Eversmoking bottle
  5,200
  Eversmoking bottle
  5,400
  -200
  Eyes of doom
  24,500
  Eyes of doom
  25,000
  -500
  Eyes of the eagle
  1,000
  Eyes of the eagle
  2,500
  -1,500
  Feather token (tree)
  100
  Feather token, tree
  400
  -300
  Gem of brightness
  15,200
  Gem of brightness
  13,000
  2,200
  Glove of storing
  2,200
  Glove of storing
  10,000
  -7,800
  Gloves of swimming and climbing
  6,000
  Gloves of swimming and climbing
  6,250
  -250
  Goggles of minute seeing
  1,000
  Goggles of minute seeing
  1,250
  -250
  Goggles of night
  8,000
  Goggles of night
  12,000
  -4,000
  Hand of glory
  7,200
  Hand of glory
  8,000
  -800
  Hand of the mage
  1,000
  Hand of the mage
  900
  100
  Hat of disguise
  2,000
  Hat of disguise
  1,800
  200
  Helm of comp. lang. & read magic
  2,600
  Helm of comp. lang. & read magic
  5,200
  -2,600
  Helm of telepathy
  31,000
  Helm of telepathy
  27,000
  4,000
  Horn of blasting
  12,000
  Horn of blasting
  20,000
  -8,000
  Horn of goodness/evil
  6,000
  Horn of goodness/evil
  6,500
  -500
  Horseshoes of a zephyr
  3,000
  Horseshoes of a zephyr
  6,000
  -3,000
  Horseshoes of speed
  1,900
  Horseshoes of speed
  3,000
  -1,100
  Ioun stone (clear spindle)
  5,000
  Ioun stone, clear spindle
  4,000
  1,000
  Ioun stone (dark blue rhomboid)
  8,000
  Ioun stone, dark blue rhomboid
  10,000
  -2,000
  Ioun stone (dull gray)
  25
  None
  0
  25
  Ioun stone (dusty rose prism)
  4,000
  Ioun stone, dusty rose prism
  5,000
  -1,000
  Ioun stone (iridescent spindle)
  15,000
  Ioun stone, iridescent spindle
  18,000
  -3,000
  Ioun stone (pale green prism)
  20,000
  Ioun stone, pale green prism
  30,000
  -10,000
  Ioun stone (vibrant purple prism)
  12,000
  Ioun stone, vibrant purple prism
  36,000
  -24,000
  Lens of Detection
  2,500
  Lens of Detection
  3,500
  -1,000
  Marvelous pigments
  5,500
  Marvelous pigments
  4,000
  1,500
  
  3.0 Item
  3.5 Item
  3.0 Item Name
  Price
  3.5 Item Name
  Price
  Gain (+)
  Loss (-)
  Mask of the skull
  25,000
  Mask of the skull
  22,000
  3,000
  Mattock of the titans
  23,000
  Mattock of the titans
  23,348
  -348
  Maul of the titans
  25,000
  Maul of the titans
  25,305
  -305
  Necklace of adaptation
  19,000
  Necklace of adaptation
  9,000
  10,000
  Necklace of prayer beads (healing)
  11,000
  Strand of prayer beads, lesser
  9,600
  1,400
  Necklace of prayer beads (karma)
  6,000
  Strand of prayer beads
  45,800
  -39,800
  Necklace of prayer beads (smiting)
  16,000
  Strand of prayer beads
  45,800
  -29,800
  Necklace of prayer beads (summons)
  51,000
  Strand of prayer beads, greater
  95,800
  -44,800
  Necklace of prayer beads (wind walking)
  31,000
  Strand of prayer beads, greater
  95,800
  -64,800
  Necklace of prayer beads (blessing)
  1,500
  Strand of prayer beads, lesser
  9,600
  -8,100
  Orb of storms
  38,000
  Orb of storms
  48,000
  -10,000
  Periapt of health
  7,500
  Periapt of health
  7,400
  100
  Periapt of proof against poison
  4,000
  Periapt of proof against poison
  27,000
  -23,000
  Pipes of haunting
  6,500
  Pipes of haunting
  6,000
  500
  Portable hole
  14,000
  Portable hole
  20,000
  -6,000
  Robe of blending
  10,000
  Robe of blending
  30,000
  -20,000
  Scabbard of keen edges
  15,000
  Scabbard of keen edges
  16,000
  -1,000
  Scarab, golembane (clay)
  1,000
  Scarab, golembane
  2,500
  -1,500
  Scarab, golembane (flesh and clay)
  1,800
  Scarab, golembane
  2,500
  -700
  Scarab, golembane (flesh)
  800
  Scarab, golembane
  2,500
  -1,700
  Scarab, golembane (iron)
  1,600
  Scarab, golembane
  2,500
  -900
  Scarab, golembane (stone)
  1,200
  Scarab, golembane
  2,500
  -1,300
  Slippers of spider climbing
  2,000
  Slippers of spider climbing
  4,800
  -2,800
  Stone of alarm
  1,000
  Stone of alarm
  2,700
  -1,700
  Stone of good luck (luckstone)
  10,000
  Stone of good luck (luckstone)
  20,000
  -10,000
  Sustaining spoon
  5,500
  Sustaining spoon
  5,400
  100
  Universal solvent
  2,000
  Universal solvent
  50
  1,950
  Vest of escape
  2,000
  Vest of escape
  5,200
  -3,200
  Vestment, druid’s
  5,800
  Vestment, druid’s
  3,750
  2,050
  Wings of flying
  22,000
  Wings of flying
  54,000
  -32,000
  LG Core Specifc Items
  LG Core Specifc Items
  Charm of the Hearth (COR2-07)
  750
  Gone
  0
  750
  Talisman of the Hearth (COR2-07)
  5,400
  Gone
  0
  5,400
  Ring of the Silver Tongue (COR2-11)
  500
  Ring of the Silver Tongue (COR2-11)
  2,500
  -2,000
  Totals
  Net Gain (+)
  Net Loss (-)
  
  Page 22 
  Appendix Four: 3.5 Conversion FAQ 
   
  During conversion we are sure you will have many 
  questions that need a quick answer. Below we will 
  compile the most frequently asked ones in one spot for 
  you to hopefully help ease your mind during 
  conversion. 
   
                                   General Questions 
   
  Q:  How does ‘Keen’ and other various critical range 
  expanding feats and abilities work in 3.5 ? 
   
  A:  Simple. Nothing may expand a weapon’s critical 
  range by more than double.  
   
   
  Q:  Can I change what languages my character knows 
  during conversion ? 
   
  A:  No. Nothing changed with languages in 3.5 so there 
  is no reason to change them during conversion. 
   
   
  Q:  Can I do things such as join a meta-org, create 
  magic items, scribe spells, and such during conversion? 
   
  A:  No. Unless this document specifically lists it as 
  allowable during conversion you may not do it. 
  Conversion is a chance to bring your character up to 
  snuff with the 3.5 core rules. If it has nothing to do 
  with that then it has no place during conversion. 
   
   
                                       Character Levels 
   
  Q:  In 3.0 I was currently suffering an XP penalty due 
  to multi-classing. If my new class levels remove this 
  penalty do I get back the XP that I lost ? 
   
  A:  Nope. While you will not suffer a penalty going 
  forward this does not change the fact that you did in 
  the past. 
   
   
  Q:  The Dungeon Master’s Guide now says that I take a 
  multi-classing penalty for my prestige classes. Is this 
  true ? 
   
  A:  Nope. This was a mistake by the writers of 3.5 that 
  they have already addressed. As in 3.0, prestige classes 
  do not count toward the multi-classing penalty to xp. 
   
   
   
   
   
                                       Character Levels 
   
  Q:  I have an animal companion that is listed on the 
  chart for animal companions in the 3.5 Players 
  Handbook but he has advanced hit dice compared to 
  the normal listing in the 3.5 Monster Manual. What do 
  I do ? 
   
  A:  If you have an animal that is in the animal 
  companion list he will revert to his base hit dice as 
  listed in the 3.5 Monster Manual. He will then use the 
  new druid animal companion rules to advance from 
  that point forward. He will come out better for it in the 
  end. Remember if your animal is not listed in the 
  animal companion section of the 3.5 Player’s 
  Handbook then you will need to contact the triad that 
  gave it out for further instructions. 
   
   
        Prestige Classes, Feats, and Spells 
   
  Q:  What happens to those who had campaign 
  documentation at one time to take an item from a 
  Builder Book or other non-core source but no longer 
  qualify for some reason ? 
   
  A:  If you qualified to take a prestige class, feat, or spell 
  at the time you took it then you qualify to keep it 
  during 3.5 conversion. This does not allow you to take a 
  new feat or spell that you do not presently qualify for. 
   
   
  Q:  When taking a feat can I take it at a level I would 
  not normally qualify for that feat ? (Example: Taking 
  Leadership as your 3
  rd level feat or Improved Critical as 
  your 6
  th). 
   
  A:  No. You must qualify for a feat before taking it even 
  during conversion. So you would not be allowed to 
  take the Leadership feat until your character was at 
  least 6
  th level. Also, you may not take any non-Player’s 
  Handbook feat at 1
  st level.  
   
   
  Q:  In order to keep all the items that I crafted I have to 
  spend enough xp that it will take me below the needed 
  amount for my current level. Do I lose a level as a result 
  of conversion ? 
   
  A:  No. You will have to make this amount up before 
  gaining another level but you are not required to lose a 
  level during conversion. 
   
   
  
  Page 23 
  Q:  I have a prestige class that grants access to a spell 
  that has changed level in 3.5. At which level do I now 
  memorize that spell ? 
   
  A:  It remains a spell of the level listed in the prestige 
  class. If the spell is removed from 3.5 then it is 
  removed from the prestige class as well. 
   
   
                                      Item Conversion 
   
  Q: Do I have to pay to keep a year 1 certed item that I 
  converted during year two if the price increased ?   
   
  A:  Yes. Those items are now recorded on your Master 
  Item Logsheet. They no longer exist in certed form and 
  are treated just like any other item for purposes of 
  conversion. 
   
   
  Q:  I have an item that is not listed on the Magic Item 
  3.5 Conversion Worksheet. Does this mean it does not 
  change ? 
   
  A:  Yes. If the item is not listed on the worksheet then 
  you may keep it without any additional costs. The item 
  will use 3.5 rules were applicable (Ex. Heward’s Handy 
  Haversack – no increase in cost but works differently 
  now).  
   
   
  Q:  I currently have a Prayer Bead (Blessing). Do I have 
  to pay the increase and upgrade it into a Strand of 
  Prayer Beads, Lesser or can I just take a Strand with the 
  Blessing bead on it ?  
   
  A:  No. All prayer beads upgrade into full Strands of 
  Prayer Beads as described in the 3.5 Item Conversion 
  Worksheet. The Living Greyhawk Campaign will not 
  be allowing partial strands to exist within the 
  campaign. 
   
   
  Q:  How does the ‘Sure Strike’ ability work in 3.5 ?  
   
  A:  Exactly as it did in 3.0. It makes the weapon +5 for 
  purposes of bypassing Damage Reduction. This means 
  it will not bypass DR’s such as silver, adamantine, holy, 
  etc. in 3.5.  
   
   
  Q:  In 3.5 there is no longer a maximum listed for the 
  strength bonus you can purchase for a mighty 
  composite longbow or shortbow. Is this correct ? 
   
  A:  No. The LGCS will specify that the maximum 
  strength bonus that can be purchased for a missile 
  weapon without campaign documentation is +4. 
   
   
  Q:  If I do not want just part of an item during 
  conversion (such as the Silent Moves on my +2 Chain 
  Mail) can I get rid of just that ability ?  
   
  A:  No. Prices went down almost without exception on 
  all weapon and armor enhancements. So you will 
  either take the refund or get rid of the item. 
   
   
  Q:  Can I sell an item that is normally unsellable 
  during conversion ? 
   
  A:  No. Conversion is a chance to update your character 
  to 3.5. It is not a chance to dump things you normally 
  could not get rid of. 
   
   
  Q:  I have an item from another source that is now 
  listed in the 3.5 Player’s Handbook. Which version do I 
  use ? 
   
  A:  The 3.5 core rulebooks always take precedent over a 
  previously published source. If the item, spell, or feat is 
  not listed in the 3.5 core rulebooks then it works as it 
  did in 3.0.  
   
   
  Q:  Can I change the material that my weapon or armor 
  is made out of during conversion ? 
   
  A:  No. A +3 steel longsword before conversion will be 
  a +3 steel longsword after conversion. The LGCS will 
  contain rules on adding silver to an existing steel 
  weapon as well as access to purchase cold iron 
  weapons. 
   
   
  Q:  I have an item that is based on a spell that no longer 
  exists. What should I do with it during conversion ? 
   
  A:  If this item is a regional item then check with the 
  triad who issued it for special instructions. Core items 
  are contained Appendix Three of this document. If 
  they are not listed and are no longer valid then they 
  must be sold for the amount you paid for them.  
   
   
                                                Adventures 
   
  Q:  Who is going to convert all the adventures to 3.5 ?  
   
  A:  Each mod is going to have a one page conversion 
  sheet. This will list the changes needed to run the 
  adventure in 3.5.  This will not go through and re-do all 
  the stat blocks and such as there is not enough 
  manpower to make this happen. What it will do is 
  address CR combat problems and such so the DM has 
  the proper info to run the event properly. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/Living Greyhawk 3.5 Conversion Rules-Dec2003.pdf