TEXT:  
  Special Rules for the Pale 
   
  1 
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  10/30/01 – version 1.0 
   
  This document describes a number of special 
  rules for PCs when playing within the Theocracy of 
  the Pale. Some of these rules pertain to the D&D 
  guidebook documents. These guidebook rules 
  follow the structure set in the document RUP-1: 
  Living Greyhawk™ Guidebook Policy. 
   
  Miscellaneous Rules 
  What follows are various rules of which anyone 
  playing Living Greyhawk within the Pale should be 
  aware: 
   
  In the Theocracy of the Pale, any individual 
  who casts arcane spells must be registered with 
  the 
  Church. 
  The 
  Church 
  distrusts 
  these 
  spellcasters and wishes to track their presence 
  within the Pale. For PCs, registration is a relatively 
  painless thing to do; a player need only say that 
  his PC is registered. There are no in-game 
  consequences of being registered. If a player 
  wishes to play a PC who is skirting the law and 
  knowingly circumventing registration, the player 
  must first receive permission from the Triad. The 
  Triad will adjudicate the consequences of such a 
  choice, and the risks may be severe. The Triad 
  may refuse such requests until a time when plots 
  develop to a point where such defiance has at 
  least some possibility of going unnoticed by the 
  Church. 
   
  There are restrictions on scribing scrolls for 
  anyone whose home region is the Pale. To make 
  arcane scrolls with spells above 3rd level, the PC 
  must be a member of the Arcanist Guild 
  organization. To make divine scrolls with spells 
  above 3rd level, the PC must either be: a.) a 
  worshipper of Pholtus who is a member of the 
  Pholtan Clergy organization; or, b.) a nonhuman 
  who worships a nonhuman deity. A PC may 
  circumvent these restrictions by paying 1 extra 
  Time Unit per spell above 3rd level scribed. This 
  extra Time Unit simulates the PC traveling to a 
  safe location to create the scroll outside the 
  Church Militant’s jurisdiction. 
   
  The Living Greyhawk campaign has created a 
  few opportunities for PCs to obtain curses or be 
  affected by cursed items. The Church Militant 
  carefully observes the influence of evil or chaotic 
  magics. It is illegal to possess any evil or chaotic 
  items. PCs with questions about these items and 
  how they should be handled within the Pale should 
  talk to their DM, the convention coordinator, or a 
  Triad member. A possible consequence of failing 
  to do so may be having the PC arrested. For 
  instance, some PCs afflicted with lycanthropy 
  were arrested and lost some Time Units, which 
  could have been avoided had they come forward 
  first. 
   
  Tithing 
  All PCs who adventure within the Pale must tithe 
  to the Church, regardless of faith or country of 
  origin. This means that for any Pale regional or 
  adaptable scenario set in the Pale, the tithe must 
  be paid. The tithe amounts to 20% of all money 
  earned in a scenario and is known colloquially as 
  "The Theocrat's Fifth." Exceptionally faithful PCs 
  may tithe on all adventures, including those set 
  outside the Pale, such as core scenarios, 
  adaptables set in other regions, and the regional 
  scenarios of other regions. 
   
  Tithing is based on your gross income, prior to 
  any deductions made due to expenses. The tithe 
  is based on earnings in the form of coins and 
  gems/jewelry that aren't magic items. Magic items 
  and mundane items that aren't in the form of coins, 
  gems, and jewelry do not apply to the tithe. Money 
  earned from the sale of treasure or loot does apply 
  to the tithe. 
   
  You make your tithe at the end of the 
  adventure. Calculate the tithe and note it in the 
  “Tithed” section of your log sheet. If your log sheet 
  doesn’t have a tithing section, then add it into the 
  "GP Spent" section of your character log sheet 
  and also note the tithe amount in the "Notes" 
  section, so that you can easily see how much you 
  tithed on each adventure. 
   
  Example: Astras just completed a mission for 
  the Church with several compatriots. Astras 
  gained a book, a tome entitled The Saga of Leuk-
  O, worth 75gp. He earned 100gp, a 50gp ruby, 
  and a greataxe that was sold for 10gp. Astras 
  spent 20gp for lifestyle and other costs on the 
  adventure. Since this PCs log sheet doesn’t have 
  a “Tithed” section, the player would indicate in the 
  “Notes” section a 32gp tithe (100gp+50gp+10gp * 
  20%) and in the "GP Spent" section a total of 52gp 
  (20gp+32gp). 
   
  Judges should verify that a PC has paid the 
  proper tithe before signing the log sheet. 
   
  Obtaining Divine Spells 
  Clerics of Pholtus are very common within the 
  Theocracy of the Pale. Some are part of the 
  
   
  Special Rules for the Pale 
   
  2 
  Church of the One True Path, and some follow 
  their own ways. Some are conservative, while 
  some are more progressive (and thus willing to aid 
  those of differing perspectives). In most cases, a 
  cleric of Pholtus can be found who will be willing to 
  cast a divine spell upon a hero, even if the PC is a 
  nonhuman, follows a non-Pholtan faith, or has a 
  different alignment. Before using such divine 
  power, the cleric will expect that the PC shows 
  sufficient respect and contrition towards Pholtus, 
  combined with a donation to the cleric’s religious 
  efforts. 
   
  The minimum donation required is equivalent 
  to the cost described in the Players Handbook, 
  page 114. Note that some spells have additional 
  costs, beyond what is shown in Table 7-9, for 
  material components or XP loss. Assume that a 
  PC can find a cleric of the lowest level needed to 
  cast the requested spell, unless the PC desires 
  otherwise. Thus, for example, here are a few 
  minimum required donations: 
   
  Remove Curse: 150gp (5th level caster times 
  30gp) 
  Regenerate: 910gp (13th level caster times 70gp) 
  Raise Dead: 950gp (9th level caster times 50gp, 
  plus 500gp materials) 
   
  The minimum donation is reduced by 10% if the 
  PC casts divine spells through the worship of 
  Pholtus. The donation is also reduced by 10% if 
  the PC has a home region of the Pale. These two 
  discounts are cumulative and are based on the 
  recipient of the spell, not the one requesting the 
  spell. 
   
  In addition to required donation, if a divine 
  spell has an XP component, the cleric will cast the 
  spell only if Favors of Pholtus are redeemed. For 
  each 100 XP needed to cast the spell, 1 Favor of 
  Pholtus must be redeemed. 
   
  A Judge may always decide that some spells 
  are not available; for instance, it is unlikely a PC 
  would be able to find a cleric of Pholtus willing to 
  cast Animate Dead. Furthermore, 9th level spells 
  are not available within the Pale. The Theocrat 
  was the only individual able to cast such spells, 
  and since falling ill, he has refused to do so. As 
  the campaign develops, this may change. 
   
  Favors of Pholtus 
  Favors of Pholtus are influence points granted to 
  PCs for services rendered to the Church of the 
  One True Path. These influence points may be 
  “redeemed” in a variety of ways. Favors are 
  needed for advancement within certain meta-
  game organizations. At the Judge’s discretion, 
  Favors 
  can 
  be 
  redeemed 
  with 
  various 
  organizations to get assistance or information 
  needed to resolve an issue in a scenario. Favors 
  can also be used when a PC is obtaining divine 
  spells from an NPC cleric. 
   
  When used in obtaining divine spells, Favors 
  reduce the minimum donation by 75gp per Favor. 
  Favors cannot be used to reduce the cost of 
  materials of a spell. For instance, Raise Dead 
  costs a total of 950gp, a 450gp donation plus 
  500gp in materials. Favors can be used to reduce 
  the 450gp donation, but the 500gp must be 
  compensated in actual currency. 
   
  Favors of Pholtus are also required when 
  obtaining divine spells that have an XP cost, as 
  described above. These Favors do not reduce the 
  donation required. 
   
  Certificates for Favors of Pholtus can be 
  requested by anyone running a Game Day or 
  Convention. The requestor should send email to 
  the Pale Point-Of-Contact at palepoc@yahoo.com 
  with the following information: scenario ordered, 
  date the scenario will run, and the RPGA order 
  number for the event. 
   
  Pale Guidebook Policy 
  RUP-1: Living Greyhawk™ Guidebook Policy 
  provides rules on how players can use the rules 
  within the various D&D guidebooks. These 
  guidebooks are: Sword and Fist: A Guidebook to 
  Fighters and Monks; Defenders of the Faith: A 
  Guidebook to Clerics and Paladins; Tome and 
  Blood: A Guidebook to Wizards and Sorcerers; 
  Song and Silence: A Guidebook to Bards and 
  Rogues (available Dec. 2001); and Masters of the 
  Wild: A Guidebook to Barbarians, Druids and 
  Rangers (available in 2002). 
   
  RUP-1 makes some prestige classes available 
  to all who play within the Living Greyhawk 
  campaign with no special restrictions. These 
  prestige classes are designated as “core,” and are 
  available to any PC that meets the requirements of 
  the prestige class. RUP-1 also instructs the 
  regions to provide rules for access to guidebook 
  spells, feats, and certain prestige classes. 
   
  In the Theocracy of the Pale, access to many 
  these rule options is available only to PCs who join 
  certain meta-game organizations. Pale-specific 
  requirements are in addition to the requirements 
  described within the guidebooks. Also, there may 
  be other opportunities to gain access to guidebook 
  abilities without needing to join organizations. For 
  instance, a future scenario may provide a chance 
  for special training to learn to the Tome and Blood 
  
   
  Special Rules for the Pale 
   
  3 
  Eschew Materials feat, which is listed as requiring 
  membership 
  in 
  the 
  Arcanist 
  Guild. 
  These 
  alternative means of gaining access to the 
  guidebook abilities won’t be covered in this 
  document. 
   
  Currently, the following organizations are 
  defined and available from the Pale Web site: 
  Arcanist Guild, Church Militant, Pholtan Clergy, 
  and Prelatal Army. Additional organizations that 
  are planned are: Pholtan Monks, Valorous 
  League, Pholtan Knights Valorous, and various 
  City Watches. As the campaign develops, covert 
  organizations may invite certain PCs to join, such 
  as the Loyal Opposition and the nigh-invisible 
  Thieves Guild. 
   
  If a PC chooses to quit a meta-game 
  organization after selecting prestige classes, feats, 
  or other abilities from the guidebooks that required 
  membership in the organization, the PC still 
  retains access to those abilities. However, new 
  levels or abilities may not be obtained. The PC 
  cannot increase levels in the prestige class, select 
  new feats, or learn new spells that require 
  membership with the organization.  
   
  Some prestige classes are listed as requiring 
  a certificate from the Triad, which is necessary for 
  certain classes that require special rules or 
  guidance. You can contact the Triad at any time 
  prior to selecting the class to request the 
  certificate. However, if your PC obtains enough XP 
  to gain a level in the prestige class, you must not 
  play the PC in another game until you receive the 
  certificate or the PC forfeits the right to obtain the 
  prestige class until the next time a level is gained. 
   
  If your PC utilizes any of the rules from the 
  guidebooks, you must inform your Judge of that 
  fact before the start of the game. You need to 
  bring the guidebook with you for the Judge to 
  review. You must also bring this document and 
  any 
  applicable 
  meta-game 
  organization 
  documents with you. If a certificate is required, you 
  must have that with you as well. 
   
  Other regions provide different rules for 
  gaining access to the rules options in the 
  guidebooks. People traveling from other regions to 
  ours do not loose their abilities. PCs that earn 
  abilities in other regions according to their own 
  rules maintain those abilities when visiting the 
  Pale. Unless explicitly permitted, these rule 
  options are available only to PCs whose home 
  region in the Pale. For PCs of other regions, 
  consult the documentation provided by those 
  regions. 
   
  The following subsections detail which rules 
  are available from each guidebook and what 
  additional requirements are imposed upon PCs in 
  the Pale. As new guidebooks are published and 
  new meta-game organizations are documented, 
  these rules will be updated. 
   
  Dungeon Master’s Guide 
  While not a guidebook, the following prestige 
  classes found within the Dungeon Master’s Guide 
  are considered core and thus are available without 
  any additional requirements: Dwarven Defender, 
  Elven Archer, Loremaster, and Shadowdancer. 
   
  Sword and Fist 
  The following prestige classes are core and thus 
  are available without any additional requirements: 
  Cavalier, Devoted Defender, Duelist, Ghostwalker, 
  Gladiator, 
  Halfling 
  Outrider, 
  Lasher, 
  Tribal 
  Protector, and Weapon Master. 
   
  The following prestige classes are available 
  within the Pale, listed with special requirements: 
   
  Master of Chains: must be Lawful Neutral and 
  may not be a member of Pholtan Clergy. 
  Order of Bow Initiate: must be an elf, half-elf, or 
  member of Prelatal Army. 
  Red Avenger: must be a member of Pholtan 
  Monks. 
  Warmaster: must be a member of Pholtan 
  Knights Valorous and must first obtain a 
  certificate from the Triad. 
   
  The following feats are available within the Pale 
  without any additional requirements: Circle Kick, 
  Close-Quarters Fighting, Dual Strike, Eyes in the 
  Back of Your Head, Improved Sunder, Knock-
  Down, Lightning Fists, Monkey Grip, Power 
  Lunge, Prone Attack, Shield Expert, Throw 
  Anything. 
   
  Certain feats are available within the Pale only 
  to PCs who are members of particular meta-game 
  organizations. These organizations and the feats 
  they provide access to are: 
   
  Church Militant: Death Blow, Dirty Fighting, 
  Expert Tactician, Feign Weakness, Off-Hand 
  Parry, and Pin Shield. 
  Pholtan Clergy: Hold the Line, Pin Shield, and 
  Remain Conscious. 
  Pholtan Monks: Blindsight - 5-Foot Radius, Eagle 
  Claw Attack, Extra Stunning Attacks, Fists of 
  Iron, 
  Mantis 
  Leap, 
  Pain 
  Touch, 
  Remain 
  Conscious, Snatch Arrows, and Zen Archery. 
  Prelatal Army: Feign Weakness, Hold the Line, 
  Improved Overrun, Rapid Reload, Remain 
  Conscious, and Sharp-Shooting. 
   
  
   
  Special Rules for the Pale 
   
  4 
  Defenders of the Faith 
  The following prestige classes are core and thus 
  are available without any additional requirements: 
  Consecrated 
  Harrier, 
  Contemplative, 
  Divine 
  Oracle, Elemental Savant, Holy Liberator, Sacred 
  Exorcist, Sacred Fist, Templar, and Warpriest. 
   
  The Hunter of the Dead prestige class is not 
  core, but is available within the Pale without any 
  additional requirements. 
   
  The following prestige classes are available 
  within the Pale, listed with special requirements: 
   
  Church Inquisitor: must be a member of the 
  Church Militant or Pholtan Clergy, and must be 
  Lawful Neutral. The requirement of being from a 
  Lawful Good church is changed to being from a 
  Lawful Neutral church. 
  Knight of the Chalice: must be a member of 
  Pholtan Knights Valorous and must first obtain a 
  certificate from the Triad. The requirement of 
  being Lawful Good is amended to also include 
  Lawful Neutral. 
   
  The following feats are available within the Pale 
  without any additional requirements: Extra Smiting 
  and Shield Charge. 
   
  Certain feats are available within the Pale only 
  to PCs who are members of particular meta-game 
  organizations. These organizations and the feats 
  they provide access to are: 
   
  Church Militant: Improved Shield Bash. 
  Pholtan Clergy: Divine Cleansing, Divine Might, 
  Divine 
  Resistance, 
  Divine 
  Shield, 
  Divine 
  Vengeance, Divine Vigor, Empower Turning, 
  Heighten 
  Turning, 
  Improved 
  Shield 
  Bash, 
  Quicken Turning, Reach Spell, and Sacred 
  Spell. 
  Prelatal Army: Improved Shield Bash. 
   
  The following prestige domains are available to 
  clerics of Pholtus who have the requisite prestige 
  classes: 
  Community, 
  Domination, 
  Glory, 
  Inquisition, Mysticism, and Summoning. 
   
  In order to cast any of the spells within 
  Defenders of the Faith, a player must first receive 
  a certificate from the Triad. These certificates may 
  be earned from meta-game organizations or 
  through scenario play. Spell certificates will first 
  become available during the convention Winter 
  Weekend in the Pale 2001. The Triad is working 
  on ways for providing access to these certificates 
  outside of this convention as well. 
  While many abilities are restricted to 
  clerics of Pholtus, from time-to-time, the Triad may 
  make available opportunities for non-Pholtan 
  clerics to obtain access to these abilities. Contact 
  the Triad to see if there are any upcoming 
  opportunities. 
   
  Tome and Blood 
  The following prestige classes are core and thus 
  are available without any additional requirements: 
  Arcane Trickster, Candle Caster, Fatespinner, and 
  Spellsword. 
   
  The following prestige classes are available 
  within the Pale, listed with special requirements: 
   
  Dragon Disciple: must first obtain a certificate 
  from the Triad and may not be a member of any 
  meta-gaming 
  organizations, 
  unless 
  the 
  description of that organization explicitly allows 
  this prestige class. 
  Mage of the Arcane Order: must first obtain a 
  certificate from the Triad and must be a member 
  of Arcanist Guild. 
  Mindbender: must first obtain a certificate from 
  the Triad and must be a member of Arcanist 
  Guild. 
  Wayfarer Guide: must be a member of Arcanist 
  Guild and a member of a special group within 
  the Guild. Information on the special group 
  within the Guild will be available in the future. 
   
  The following feats are available within the Pale 
  without any additional requirements: Cooperative 
  Spell, Delay Spell, and Subdual Substitution. 
   
  Certain feats are available within the Pale only 
  to PCs who are members of particular meta-game 
  organizations. These organizations and the feats 
  they provide access to are: 
   
  Arcanist 
  Guild: 
  Arcane 
  Defense, 
  Arcane 
  Preparation, Augment Summoning, Chain Spell, 
  Energy Admixture, Energy Substitution, Eschew 
  Materials, Extra Slot, Extra Spell, Greater Spell 
  Focus, Greater Spell Penetration, Improved 
  Familiar, Innate Spell, Persistent Spell, Repeat 
  Spell, Sanctum Spell, Sculpt Spell, Spell 
  Specialization, Split Ray, Twin Spell, and Widen 
  Spell. 
  Pholtan Clergy: Augment Summoning, Chain 
  Spell, Energy Admixture, Energy Substitution, 
  Extra Slot, Greater Spell Focus, Greater Spell 
  Penetration, Innate Spell, Persistent Spell, 
  Repeat 
  Spell, 
  Sculpt 
  Spell, 
  and 
  Spell 
  Specialization. 
   
  In order to cast any of the spells within Tome and 
  Blood, a player must first receive a certificate from 
  the Triad. These certificates may be earned from 
  meta-game organizations or through scenario 
  
   
  Special Rules for the Pale 
   
  5 
  play. Spell certificates will first become available 
  during the convention Winter Weekend in the Pale 
  2001. The Triad is working on ways for providing 
  access to these certificates outside of this 
  convention as well. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/Special Rules for the Pale.pdf