Tuesday, March 7, 2017

Hyboria

He shrugged his shoulders. "I have known many gods. He who denies them is as blind as he who trusts them too deeply. I seek not beyond death. It may be the blackness averred by the Nemedian skeptics, or Crom's realm of ice and cloud, or the snowy plains and vaulted halls of the Nordheimer's Valhalla. I know not, nor do I care. Let me live deep while I live; let me know the rich juices of red meat and stinging wine on my palate, the hot embrace of white arms, the mad exultation of battle when the blue blades flame and crimson, and I am content. Let teachers and priests and philosophers brood over questions of reality and illusion. I know this: if life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content."
-Queen of the Black Coast

This is primarily a reference for my players.
I took some time this week to pull together and organize my notes I had collected for a Hyborian game I had been fiddling with for several years now. The base rules for this one are BD&D/Labyrinth Lord. As always easy to use with older editions with a bit of minor adjustment.
I'm using my own class variations (for the most part) and my adjustments to the magic rules.
I could use a variety of current OSR products, Crypts & Things and Astonishing Swords and Sorcerers of Hyperborea spring to mind. While I own these and enjoy them I wanted something a bit more to my own tastes in a Hyborian game. I will no doubt be borrowing bits and pieces of treasure and monster from these as my game goes along.


A note on racial adjustments:
I decided to keep it simple and not mess with racial abilities or adjustments for the various races. We all know Cimmerians are strong and Hyrkanians are known for bows and horsemanship but I decided to leave this up to choices in class and roleplaying rather than having even more rules for character creation. Personally I never liked the fiddly bits of this in previous Conan games.
Personal preference.

Information on the Hyborian Age, it's people, nations, Gods, history, etc is easy enough to find so I'll leave a few links instead of writing an unnecessary essay on each of these subjects.
My favorite homebrew Conan game site: Thulsa's Conan D20 
The Hyborian Age: Free pdf download system-less guide to Rpging in the Hyborian Age
Marvel Comics Universe: Conan Appendix

Races of the Hyborian Age 
This section lists  the races of the Hyborian age and the nations they inhabit. It includes the  primary language of each race, which is free and doesn't use a bonus language slot, and the language of their neighboring cultures.  Characters start with their racial language and a bonus language at first level. Normal extra language for higher Intelligence apply.
Preferred classes of each race are shown.

These are, of course, suggestions for a typical leveled member of each race that is likely to be encountered. For Players ANY language or class is open to any race based on the actual background of the character and DM's permission.

Asgard, Vanaheim
Language: Nordheimer
Neighboring Languages: Aquilonian, Cimmerian, Hyperborean, Pictish
Preferred Classes: Barbarian, Brute, Scout, Warrior, Witch

Black Kingdoms, Kush, Punt
Language: Kushite or Keshani, Puntan or Zembabwean as appropriate to background.
Neighboring Languages: Black Coast, Darfari, Iranistani, Keshani, Old Stygian, Puntan, Shemitish, Stygian, Zembabwean
Preferred Classes: Barbarian, Bard, Brute, Scout, Warrior, Witch

Black Kingdoms, Darfar, Southern Isles
Languages: Bakalah, Bamulah, Darfari, Southern Islander, Suba, or Wadai
Neighboring Languages: Argossean, Bakalah, Bamulah, Black Coast, Kushite, Puntan, Southern Islander, Shemitish, Stygian, Suba, Tibu, Tombalku, Wadai, Zingaran
Preferred Classes: Archer, Barbarian, Brute, Pirate, Scout, Warrior, Witch

Cimmeria
Language: Cimmerian
Neighboring Languages: Aquilonian, Hyperborean, Nordheimer, Pictish
Preferred Classes: Barbarian, Brute, Scout, Warrior

Himelian Tribesman
The tribes include the Afghulis, Wazuli , Irakzai, Galzai, Dagozai, Kosala , Zhaibari and Khurakzai.
Language: Afghuli
Neighboring Languages: Hyrkanian, Iranistani, Vendhyan
Preferred Classes: Archer, Barbarian, Brute, Raider, Scout, Thief, Warrior

Hyborian
Aquilonia, Argos, Bossonian Marches, Brythunia, Corinthia, Gunderland, Hyperborea, Khauran, Koth, Nemedia, Ophir, Tauran
Language: The language of whichever Hyborian kingdom the character is from.
Neighboring Languages: Aquilonian, Argossean, Bossonian, Brythunian, Corinthian, Hyperborean, Kothic, Nemedian, Ophirean, Shemitish, Stygian
Preferred Classes: Any save Barbarian or Pirate for those not on the coastline.

Hyrkania, Turan
Language: Hyrkanian
Neighboring Languages: Brythunian, Corinthian, Hyperborean, Iranistani, Khitan, Kothic, Shemitish, Stygian, Vendhyan, Yuetshi, Zamorian
Preferred Classes: Archer, Magician, Raider, Scout, Sorcerer, Thief, Warrior

Khitai
Language: Khitan
Neighboring Languages: Afghuli, Archeronian, Demonic, Hyurkanian, Old Stygian, Shemitish, Stygian, Vendhyan
Preferred Classes: Any save Gladiator or Swashbuckler

Pictland
Languages: Pictish, Talking Drum
Neighboring Languages: Aquilonian, Cimmerian, Norheimer, Zingaran
Preferred Classes: Barbarian, Scout, Sorcerer, Warrior, Witch

Shem
Language: Shemitish
Neighboring Languages: Argossean, Hyrkanian, Kothic, Ophirean, Stygian
Preferred Classes: Archer, Assassin, Bard, Magician, Pirate, Raider, Scholar, Sorcerer, Thief, Warrior

Stygia
Language: Stygian
Neighboring Languages: Archeronian, Darfari, Demonic, Hyrkanian, Keshani, Khitan, Kushite, Old Stygian, Puntan, Shemitish, Zembabwean
Preferred Classes: Archer, Assassin, Magician, Pirate, Raider, Scholar, Sorcerer, Thief, Warrior

Vendhya
Language: Vendhyan
Neighboring Languages: Afghuli, Hyrkanian, Iranistani, Khitan, Kosalan
Preferred Classes: Any save Barbarian, Brute, Gladiator, or Swashbuckler

Zamora
Languages: Zamorian
Neighboring Languages: Brythunian, Corinthian, Hyrkanian, Kothic, Shemite
Preferred Classes: Assassin, Bard, Magician, Scholar, Sorcerer, Thief, Warrior, Witch

Zingara
Languages: Zingaran
Neighboring Languages: Aquilonian, Argossean, Ophirean, Pictish, Shemitish
Preferred Classes: Bard, Magician, Pirate, Scholar, Scout, Swashbuckler, Thief, Warrior

Next are the classes.
They are broken up into three types: Fighter, Rogue, and Spellcaster.
I went this route for my multiclassing rules (see below.) I enjoy multiclassing as it gives my players more options. It's going to be hard enough surviving Hyboria, especially without the proliferation of healing magic found in a typical D&D game. Multiclassing gives them more tools to survive. And, quite frankly, it helps model more competent characters in the vein of Conan.

FIGHTERS
Archer
Prime Requ: Dex
Exp: As Fighter
HD: 1d6
Save: As Fighter
Attack: As As Fighter
Armor: Up to chain and shield.
Weapons: Any except two-handed melee.

Bow Expertise
+1 to hit with a bow.

Sure Shot
No penalty for unstable platform such as a running horse, chariot, rolling ship deck, etc.

Long Shot
Range increment's for bows increases by 50 percent.

Level Three:
Dead Shot
After aiming for one full round the archer receives a +4 bonus to his bowshot the next round. If he has Rapid Shot the second attack does not receive this bonus.

Level 9:
Rapid Shot
An extra bow attack is gained.

Level 12:
Trick Shot
Called shot penalties reduced by half.

Barbarian (Hillman)
I never saw a man fight as Conan fought. He put his back to the courtyard wall, and before they overpowered him the dead men were strewn in heaps thigh-deep about him. But at last they dragged him down, a hundred against one.
-A Witch Shall Be Born
Prime Requ: Con
Exp: As Fighter
HD: 1d10
Save: As Fighter
Attack: As Fighter
Armor: Chain and shield. May wear heavier but lose special abilities while in the heavier armor.
Weapons: Any

Alert
Only surprised on a 1 on a 1d6.

Battle Fury
Once per day per level the Barbarian can make a single brutal attack on his opponent, sacrificing accuracy and finesse for sheer damage. The attack is at a -2 to the attack roll but does  x2 damage if successful, x3 if a natural 20 is rolled.

Climb
As a Thief of equal level.

Pantherish Dodge
+1 to AC in chain armor or lighter.

Brute 
Prime Requ: Str
Exp: As Fighter
HD: 1d10
Save: As Fighter
Attack: As Fighter
Armor: Any.
Weapons: Any but greatly prefer melee weapons.

Brawn
A Brute character gains +2 to all melee and unarmed damage rolls (in addition to their normal Strength bonus). They know where to hurt people and hit like a freight train.

Crusher
Once per day per level  the Brute can summon his inner reserves of anger and rage to deliver a brutal strike. With a -2 to the attack roll but doing x2 damage (rolled and modifiers both.) If a natural 20 is rolled the modifier is x3.

Intimidation
Once per day per level the Brute can intimidate creatures with a total HD equal to his level. Thus a fifth level brute can intimidate up to five HD of creatures. Lowest level HD creatures are affected first. The creatures must be able to see the Brute's display of intimidation to be affected. The creatures are allowed a Saving Throw to avoid this effect. Those that fail suffer a –2 to all attacks on the Brute. Most will flee; only the most determined will stay and fight.

Iron Constitution
Brutes make saving throws against disease and poison with a +4 bonus.

Gladiator/Swashbuckler
Prime Requ: Dex
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any
Armor: Chain and sheild.

Acrobat
+2 to Dex rolls/Saves involving Dexterity.

Agile Fighter
+1 to AC in Chain or Lighter.

Dual Weapon
Off hand penalty reduced from 0/-4 to 0/-2 .

Quick with a Blade
The Gladiator is a Dexterity based fighter. He may use his Dexterity bonus instead of his Strength bonus for melee attacks.

Pirate
Prime Requ: Con
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any
Armor: Leather and sheild.

Close Quarter Fighter
The cramped quarters below decks hinder a man's fighting abilities (-2 to attacks) unless he is experienced with such things. The Pirate receives no penalty for fighting in cramped spaces including below deck, in tunnels, etc.

Swimmer
+2 to Swimming (Strength) checks
+2 to Climbing (Strength or Dexterity whatever DM uses)

Thief Abilities
Being a tricky and dangerous lad the Pirate can Move Silently as well as a Thief of an equal level.

He can also Backstab as a Thief with the usual bonuses and extra damage.

Raider
The riders were typical Hillmen, lean and hawk-faced; peaked steel caps were on their heads and chain mail glinted under their flowing kaftans. Their main weapon was the terrible Shemitish bow, which could send a shaft five hundred paces.
-Black Colossus
Prime Requ: Dex
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any but greatly prefer one-handed melee for riding.
Armor: Mail and sheild.

Mounted Fighter
Raiders are masters of mounted combat, receiving no penaty for a mount moving faster than a walk (normal penalty of -2 to hit.) When fighting in melee against unmounted foes Raiders gain a +2 bonus to hit as well as a +2 bonus to AC (normal bonus of +1 to each.)

Riding
At levels 1, 4, 8, 12, 16, and 20 the Raider gains a cumulative +1 bonus to his riding checks (Dex) for basic riding maneuvers such as staying mounted while the mount is bucking or upset, calming and controlling the mount, etc. In addition, the Raider can do the following:

While mounted the Raider gains a +1 to AC and can use his Dex bonus increase his mount's AC.

With a successful check, the Raider can drop along the side of his mount for cover, gaining a +4 cover bonus to his AC. This is considered pretty dishonorable by quite a few.

With a successful check the Raider can fall from a mount and take half damage (see Riding in Rules Clarifications: Miscellaneous.) This does not apply to flying mounts.

With a successful check the Raider can coax the mount to leap obstacles it would normally balk at jumping.

Stealthy
The Raider is adept at sneaking up on enemy camps. He gains a +1 to surprise foes.

Survival
Just like the Scout the Raider is adept as living in the harsh wilderness. This check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. This also includes the ability to track with penalties and bonuses for mud, snow, dry ground, etc at the discretion of the DM. Less skilled than the Scout, the chance for success is 40 percent at first level plus five percent at every even level.

Scout 
Prime Requ: Dex
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Armor: Chain and sheild. Will lose Move Silently while in armor heavier than Leather.
Weapons: Any

Alert
Always vigilant he is difficult to get the drop on and gains a -1 to be surprised.

Backstab
Scouts are capable hunters and once a quarry is found they are adept at attacking from surprise to kill the prey.
+4 to attack. x2 damage. x3 damage at levels 5-8. x4 damage at 9th level.
This also includes ranged attacks until the target(s) are aware they are being fired upon.

Soft Tread
Light on his feet the Scout gains a +1 to surprise foes.

Survival
The Scout’s ability to live off of the land and survive, this check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. This also includes the ability to track with penalties and bonuses for mud, snow, dry ground, etc at the discretion of the DM. The chance for success is 60 percent at first level plus five percent at every even level.

Warrior
Prime Requ: Str
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As As Fighter
Armor: Any.
Weapons: Any

Melee Focus
+1 to attack with melee weapons.

Weapon Expert
At levels 1, 5, 10, 15, and 20 the Warrior may choose a melee weapon type (sword, two-handed sword,dagger, spear, etc) and  does damage as if the weapon is one dice code higher. Example: a short sword does 1d8, a sword does 1d10, etc.

Follow Through
At level 3 the Warrior can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Warrior. He can attempt a third attack at level 12 and a fourth at level 20.
If an attack misses follow through ends, any remaining attacks are lost.

ROGUE
Assassin
Prime Requ: Dex
Exp: As Fighter
HD:  1d6
Save:  As Thief.
Attack:  As Thief
Armor:  As Thief.
Weapons:  Any.

Death Attack
Usable once per day per 2 levels.
If an assassin studies a victim for 3 consecutive rounds and makes a sneak attack (as a Thief) that successfully deals damage, the sneak attack can potentially kill the target instantly. While studying a victim prior to an attack, the assassin can undertake other minor actions but must stay focused on the target. If the target knows the assassin is present, a death attack is not possible. The victim of such an attack must make a saving throw. If the saving throw fails, the victim dies instantly. If the saving throw succeeds, the attack is treated as a normal Thief sneak attack.

After completing 3 rounds of study, the assassin must attack within the next 3 rounds to use this ability. If a death attack is attempted and fails because the victim succeeds at the saving throw, the assassin cannot make another attempt at a death attack in this circumstance because the victim will almost certainly be aware of the assassin’s status as an enemy. If the assassin attacks and misses (and the target is not aware of the attack), or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before another death attack attempt can be made.

Poisons
Given an hour of brew time, and the proper ingredients  the Assassin can create a virulent poisons. The poison can be ingested, contact, or injected as the Assassin desires. At first level the Assassin's poison does 1d6 hp damage and an extra 1d6 at levels 3, 9, 12, 15, and 18. The poison is insidious and slow; starting one hour after exposure it does 1d6 damage per hour until the available d6's of poison are used or the victim is dead. A Saving Throw is allowed during the initial 1d6 hp loss and if successful, all damage done is for half damage as the poison runs its course.

The Assassin can also make an antidote for the poison. When given it stops all damage.

Both poison and antidote have a shelf life of a number of days equal to the Assassin's level.

Thief Abilities
Pick Locks, Move Silently, Climb Walls, Hide in Shadow.

NOTES: This version sets itself further from the classic Thief class. This one is all about stealth and  murder and lacks many of the essential treasure finding skills of the Thief.

Bard 
Prime Requ: Cha
Save: as Thief
HD: 1d6
Save: as Thief
Attack: as Thief
Weapons: Any.
Armor: Leather and shield.

Influence Reactions
When performing before a group that is not attacking (and not intending to attack in just seconds), the Bard  can try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment -- a fiery speech, collection of jokes, a sad tale, a fine tune played on a fiddle, a haunting lute melody, or a heroic song from the old homeland. Everyone in the group listening must roll a Saving Throw (if the crowd is large, make Saving Throws for groups of people using average hit dice). The die roll is modified by -1 penalty for every three experience levels of the Bard  (round fractions down). If the Saving Throw fails the group's reaction can be shifted one level toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful Saving Throw have their reaction shifted one level toward the opposite end of the scale.

Inspire
The music, poetry, and stories of the Bard can also be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the Bard  can heroically inspire his companions (immortalizing them in word and song), granting a +1 bonus to attack rolls, or a +1 bonus to Saving Throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The Bard  must spend at least three full rounds singing or reciting before the battle begins.
This affects those within a range of 10 feet per experience level of the Bard .

The effect lasts one round per level. Once the effect wears off it can't be renewed if the recipients are still in battle. However, troops who have withdrawn from combat can be inspired again by the Bard 's words.

Languages
The Bard  receives twice the number of beginning langages.
At third level the Bard has an  80% chance to read any normal writing or language (including simple codes, dead languages, treasure maps, and so on, but not magical writings). If he tries but fails to read a piece of writing, he must gain at least one experience level before trying to read it again.
This is an important ability since the Bard  has no ready access to Read Language spells.

Lore
Bards learn a little bit of everything in their studies and travels. Bards have 25 percent chance at first level plus five percent at each level after, to a maximum of 100 percent to know local legends, sites, famous or notorious individuals, etc. They also use the same chance to identify the general purpose and function of any magical item. The Bard  need not handle the item but must examine it closely taking 1d10 rounds. Even if successful, the exact function of the item is not revealed, only its general nature.

Thief Abilities
Hear Noise, Pick Locks, and  Pick Pockets as a thief of equivalent level.

Magical Items:
Bards may employ any magical weapons not specifically restricted to a single class (of course, the weapon must be of a type Bards can normally use). They may wear magical armor of the type appropriate to their armor restrictions. They may also use all other magic items usable by Fighters and Thieves and may use a Horn of Valhalla.

Scholar  
Prime Requ: Int
HD: 1d4
Save: as Thief
Attack: as Thief
Weapons: Any.
Armor: Leather and shield.

Languages
The Scholar receives twice the number of beginning langages.
Unlike the Bard, the Scholar has an 80 percent chance to read unknown written languages and codes at first level.

Medicine
With study of the body comes knowledge to aid in healing it. The Scholar  can heal 1d4 damage per wound per level per day. He cannot use the same healing on a wound twice. For example he could not attempt to heal it again the next day.  For example: A first level Scholar could heal one wound per day. At third level he could heal three different wounds per day, be it three people once or the same person three times in the same 24 hours, provided that person was wounded on three separate occasions. This healing can be used for not only combat damage, but also disease, poison, and any other type of damage which affects hit points. This ability can be used after a character has had their wounds bound after combat as it is not the same as this ability.

Observation
The Scholar  has a keen eye for details in the world around him. When actively looking for clues or other hidden objects he has a 1-2 on a 1d6 of finding them. These could be hidden bloodstains, footprints, hidden doors, hearing noise, etc. The DM can modify this for difficulty.

Research
The Scholar, after studying information related to a problem or mystery, can make a Research check. The length of this study may vary and depend on several sources such as dusty old tomes, talking to locals, etc. The necessary time and requirements are up to the DM. The chance for this check is 45 percent plus 5 percent per level to a maximum of 100 percent. If successful the Scholar  may ask the DM a single yes or no question which the DM must answer honestly. The Scholar can do this once per adventure at 1st level and can ask another question at levels at 5, 10, 15, and 20. Therefore an 8th level Scholar  may ask the DM two questions per adventure.

Ritual Bonus
A Scholar's studiousness and organized mind gives him an advantage over other non-spell casters in the casting of magic rituals.  The Scholar can add half of his Scholar level (round up) as a bonus to the casting roll.

Thief Abilities
Hear Noise, Pick Locks, Find and Remove Traps as a thief of equivalent level.
The Scholar is a listener and has honed his senses to catch snatches of conversation and other noise to sift through for information.

Some tomes and secrets are behind lock, key, and trap. The Scholar can use his abilities to safely learn these secrets.

Magical Items:
Scholars may employ any magical weapons not specifically restricted to a single class and usable by a Thief. They may wear magical armor of the type appropriate to their armor restrictions.

Thief
HD: 1d6
Thief requirements, restrictions, and abiities as per the base books.

SPELLCASTER
Magician
As a standard Magic User with the following changes:

The Magician can ONLY cast spells via rituals and can use Folkloric and Infernal options. 
The Magician can attempt to cast spells of a higher level. The Magician may add his level to the casting roll.

The Magician may cast both Magic User and Cleric spells. If a spell is listed in both the Cleric and Magic User lists the Magician uses the Magic User version.

Extra Spells
The Magician receives a extra spell slot per spell level at each level of Magician. For Example: A fourth level Magic User would have two 1st level spell slots and two 2nd level slots available. The  fourth level Magician has three 1st and three 2nd.

Potions, Salves, and Charms
A Magician may work any spell known into a potion, salve, or charm.
Potions must be drunk, salves applied to skin, and charms hidden on or in the house of the target of the spell.

Spells which compel the target to obey the caster, such as Charm, take effect as if the caster is the one who gave the item to the one who drank or used it.

Creation time is the same as for rituals and costs the daily spell slot of the spell used. The Magician is adapt at this form of magic and can make a number of items equal to twice his Magician level, and each has a shelf life equal to twice the Magician's level in days.

Sorcerer
As a standard Magic User with the following additions:

Unlike the Magician the Sorcerer can cast spells normally.  He can also cast both Magic User and Cleric spells. If a spell is listed in both the Cleric and Magic User lists the Sorcerer uses the Magic User version.

The Sorcerer can cast ritual magic and can use the Folkloric and Infernal options.
The Sorcerer can attempt to cast spells of a higher level.  The Sorcerer may add his level to the casting roll.

Witch/Warlock
Prime Requ: Wis
HD: 1d6
Save: as Cleric
Attack: as Cleric
Weapons: Any.
Armor: Leather

The Witch may cast the same number of spells per day as the Cleric in the base rulebook.
The Witch may cast both Magic User and Cleric spells. If a spell is listed in both the Cleric and Magic User lists she uses the Cleric version.
The Witch can cast spells via rituals and can use Folkloric and Infernal options.
The Magician can attempt to cast spells of a higher level.  The Witch may add her level to the casting roll.

Potions, Salves, and Charms
A Witch can create these items just like a Magician. Their methods are less sophisticated and can only make a number of items equal to her level, and each has a shelf life equal to the Witch's level in days.

Poisons
Given an hour of brew time, and the proper ingredients herbs such as human or animal parts, the Witch can create virulent poisons. The poison can be ingested, contact, or injected as the Witch desires. At first level the Witch's poison does 1d6 hp damage and an extra 1d6 at levels 3, 9, 12, 15, and 18. The poison is insidious and slow; starting one hour after exposure it does 1d6 damage per hour until the available d6's of poison are used or the victim is dead. A Saving Throw is allowed during the initial 1d6 hp loss and if successful, all damage done is for half damage as the poison runs its course.

The Witch can also make an antidote for the poison. When given it stops all damage.

Both poison and antidote have a shelf life of a number of days equal to the Witch's level.

Multiclassing
Maximum total character levels: 20
Maximum total classes: 3

To gain a new class the character must gain enough experience points to reach a new level in his current class. Once this happens he gains a level of the new desired class. The total levels in both classes are added to find his total character level. Whichever class has the highest exp requirement to reach the next character level becomes the new required exp for the character to level in either class. There is no restriction on which class he must level in, he can raise either as long as he gains the proper exp to gain a new character level.

For Example:
A 5th level Warrior has trained to become a Sorcerer when he gains 32,000 exp (required to reach Warrior  level 6). He is now a 5th level Warrior/1st level Sorcerer. His total character level is 6.
He switches to the exp requirements of the higher cost Sorcerer. He must now gain 80,000 exp (required to reach Sorcerer level 7) to gain a level of either Warrior  or Sorcerer. If he had not multiclassed he would have reached Warrior level 7 at 64,000 exp.

If the same type of class (Fighters, Rogues, Spellcasters) is chosen for the new level the character continues with his normal progression in attack and saving throw. If a different type of class is chosen the best of both classes is used.

For Example:
The above 5th level Warrior /1st level Sorcerer would use the 5th level  Warrior attack and saving throws. If he were to gain enough levels of Sorcerer to beat his Warrior attack and saves he would then use them. Use the best of both.
If he had chosen another Fighter class, say Scout, his attack and saving throw would continue as a 6th level Warrior .

The character can use any weapon his classes allow but he must follow the armor restrictions for class abilities:
Leather armor or less if a Thief class is chosen, no armor for spells as a Sorcerer, etc.
Shields may be used if a class allows but must be dropped or slung for thieving or magic.

Surprise modifiers and armor class bonuses granted by classes do not stack.

A few Hyborian Setting Rules
Attribute Rolls
Roll 4d6 for each, arrange as desired.

Binding Wounds
After combat characters treat their wounds and regain 1d4 hit points.

Bonus Languages
There is no common tongue in this setting and the stories often show the heroes and primary characters able to learn and speak many languages. Characters start with their racial language and a bonus language at first level. Normal extra language for higher Intelligence apply.

If exposed to new languages and have the opportunity to learn it a character can learn a new language every fourth level or HD (4, 8, 12, etc.)

Healing
Hyborian characters regain two hit points per level each day if they rest. Slow travel on foot, horse, or cart is permitted. If they are involved in combat, movement faster than walking speed, etc they only gain one hit point per level.

Hit Points
Hyborian characters start out at maximum hit points at first level. When rollng hit points each level after all one's on the dice are rerolled.

Gambling & Cheating
To make a gambling check each gambler rolls a 1d6 + Int modifier, highest roll wins.

Those attempting to cheat roll a Dexterity check for a +1 bonus to the gambling check.
Any character with the  Pick Pockets ability may substitute this roll instead of his Dexterity roll if he has a better chance.  If the cheater rolls a natural 20 or a natural 95-100 percent he has been spotted by his victim or victims.

If the cheater fails his roll the victim has a 1-2 in 6 chance of detecting the cheating. This is modified by the cheater's Dexterity bonus, if any, and the victim's Wisdom bonus, if any.  Each victim of the cheat gets to roll to notice.

Riding
A basic riding check is a Dexterity check with modifiers as decided by the DM.

Falling off a moving horse or wagon does damage depending on the horse's movement. At a walk the damage is 1d3, at a trot the damage is 1d4, and for running the damage is 1d6.

Those attacking on a horse moving faster than a walk receive a -2 penalty to attack unless stated otherwise in a class ability.

Riders in melee against unmounted foes receive a +1 to hit and a +1 AC bonus for being on higher ground.

New Bow Rules 
A long bow and a strong bow, and let the sky grow dark!
The cord to the nock, the shaft to the ear, and the king of Koth for a mark!
-The Scarlet Citadel

I decided to make a few changes to the bow statistics (always a considered and sometimes controversial subject) to reflect the importance and power of certain cultural bows in the setting.
These rules are used with only one attack per round from a bow. This and the limitations of ammunition should keep things from getting out of hand.

The Bossonian longbow and the Stygian bow are large and very powerful warbows. They inflict severe wounds due to their heavy pull and large arrows. A Strength score of 12 is required to fire either bow. Neither can be fired while mounted.

The common hunting bow is a short bow found across the Hyborian world. It is the most common type of bow. It can be used mounted.

The Hyrkanian and Shemitish bows are of similar design. They are hard hitting but not as powerful as the Bossonian or Stygian bows. They do have a better range and can be used while mounted.

Arrows can be tipped with barbs giving a +1 bonus to damage.

Crossbows are loaded by pulling the string back by hand and takes one full round to reload. The Arbalest is a deadly steel bowed crossbow which must be cocked with a crank or winding mechanism. This takes three full rounds to reload.











2 comments:

  1. Made a few small changes to Pirate, Scout, and Raider; I found a few relics from previous prototypes.
    Pirate, got rid of Hide in Shadows and added a +2 to climbing attempts with attributes.
    Raider and Scout, upped Survival chances.

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  2. Fixed a second relic: first level characters receive their racial language and a free bonus language on top of the usual extra languages due to high Intelligence bonus.

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