For the players of my upcoming Ravenloft Renaissance Game
These classes replace Magic User, Cleric, etc.
The Mystical Classes
Magician
Sorcerer
Witch
The Magician
Hit Die:1d4
Hit/Save: As Magic User
Weapons Permitted: As Magic User
Armor Permitted: None
Prime Attribute (5% experience bonus): Intelligence 13+
Spells
⦁ The Magician casts spells as a Magic User with the following changes...
⦁ The Magician receives a extra spell slot per spell level at each level of Magician. For Example: A fourth level Magic User would have three 1st level spell slots and two 2nd level slots available. The fourth level Magician has four 1st and three 2nd. HOWEVER, the Magician can only cast spells via rituals.
⦁ 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.
⦁ The Magician have a chance to cast spells of a higher level than he normally has access to. The spell must be found via tome, scroll, teacher, or other source to obtain it. Study time is one week per spell level. At the end of this study time the Magician makes a roll of 10 + 1/2 level + Int bonus - the spells level on a 1d20. If the target number or less is rolled the spell is learned and can be cast as a ritual once daily. If failed the Magician must continue studying the spell for another wee k.Only one spell at a time can be studied.
⦁ The Magician has the option of practicing Infernal Witchcraft.
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 to be activated by a command or by the presence of the spell's target.
⦁ Potions must be drunk, salves applied to skin, and charms hidden on or in the house of the target of the spell to be activated when the target enters the area, etc.
⦁ Whomever physically introduces a subject to a potion, salve, or charm with a spell that compels the subject to obey or otherwise be influenced by the caster acts as the caster. The spell is in the item and released by the will and actions of the person who intends the spell on his target.
⦁ Creation time is the same as for rituals and costs the daily spell slot of the spell used. The Magician is very adapt at this form of magic and can make a number of items equal to twice his level, and each has a shelf life equal to twice the Magician's level in days.
Bonus Languages
The Magician must master many languages both modern and archaic in his studies.
He receives an extra language at first level and can learn a new one at everky third level.
The Sorceror
Hit Die Type 1d4 per level up to ninth level
Hit/Save As: Magic User
Weapons Permitted: As Magic User
Armor Permitted: None
Prime Attribute (5% experience bonus): Intelligence 13+
Spells
⦁ The Sorceror casts spells as a Magic User.
⦁ The Sorceror 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.
⦁ The Sorceror has a chance to cast spells of a higher level than he normally has access to. The spell must be found via tome, scroll, teacher, or other source to obtain it. Study time is one week per spell level. At the end of this study time the Sorceror makes a roll of 10 + 1/2 level + Int bonus - the spells level on a 1d20. If the target number or less is rolled the spell is learned and can be cast as a ritual once daily. If failed the Sorceror must continue studying the spell for another wee k.Only one spell at a time can be studied.
⦁ The Sorceror has the option of practicing Infernal Witchcraft.
Bonus Languages
The Sorceror must master many languages both modern and archaic in his studies.
He receives an extra language at first level and a bonus language at every third level.
Witch
Hit Die: 1d6 up to ninth level
Hit/Save: As Cleric
Weapons Permitted: Any one-handed melee and ranged.
Armor Permitted: Leather or less.
Prime Attribute (5% experience bonus): Wis13+
Spells
⦁ The Witch may cast the same number of spells per day as the Cleric in the base rulebook.
⦁ The Witch may cast both Cleric and Magic User spells. If a spell is listed in both the Cleric and MU lists the Witch uses the Clerical version.
⦁ Witches can cast rituals.
⦁ The Witch has the option of practicing Infernal Witchcraft.
Potions, Salves, and Charms
A Witch 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 to be activated when the target enters the area, etc.
⦁ Whomever physically introduces a subject to a potion, salve, or charm with a spell that compels the subject to obey or otherwise be influenced by the caster acts as the caster. The spell is in the item and released by the will and actions of the person who intends the spell on his target.
⦁ Creation time is the same as for rituals and costs the daily spell slot of the spell used. The Witch 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 vicitm 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.
Useful Magic Options
Showing posts with label witch. Show all posts
Showing posts with label witch. Show all posts
Saturday, July 21, 2018
Sunday, February 11, 2018
OSR Necromancer. Based partially on Necroscope
Like most every tinker-DM out there I've done various Necromancer classes of my own and used others found online. I decided to redo another. This one is partially based on Brian Lumley's Necroscope. The primary feature of this Necromancer is the corpse interrogation ability; he is a torturer of the dead, tearing secrets from corpses in a gory ritual of desecration.
In addition he casts spells as any other magic user and can attempt to take control of undead encountered. To balance this out he is prone to afflictions of the body, mind, and soul which will make social interactions difficult, probably heading towards the old torch and pitchfork end of the spectrum. Here we go.....
Necromancer
Prime Requ: Int
Exp: As Magic User
HD: 1d4
Save: As Magic User
Attack: As Magic User
Armor: None
Weapons: Dagger, Dart, Sickle, Sling, Staff, Whip
Alignment: Any non-Good
Class Abilities
Spells
As basic Magic User. Can use Ritual Magic and Infernal Options.
Control Undead
The Necromancer has a chance to control undead creatures encountered. The maximum HD of undead controlled by the Necromancer is equal to twice his HD. Individual undead can only be controlled if the undead creature's HD is equal to half of the Necromancer's or less.
Example: An sixth level Necromancer can control up to twelve HD worth of undead, but none of the undead under his control can be more than three HD creatures. Therefore he could control skeletons, zombies, ghouls, or wights (all three HD or less) but not wraiths (4HD.)
When attempting to control an encountered undead the Necromancer rolls a Turn Undead check as if a Cleric of equal level. If a successful roll is made or an automatic turn (T) is gained he can control a number of undead as described above. The duration of the control is the same as a Charm Monster spell. While controlled the undead will obey any command given short of self destruction. If the result is destroyed (D) the the undead will obey any command including suicidal ones.
Corpse Interrogation
With a body at his disposal a Necromancer can gain information much like the Cleric's spell Speak with Dead. This is a mystical ability allowing the Necromancer to pull information from the souls of the dead through their remains. The process is not a communication as no questions are asked of the corpse. Instead it is a torture of the linked soul as the corpse is brutally violated layer by layer as the Necromancer uses his teeth and hands to rip open organs, crack bones, etc. Tasting fluids, marrow, fat, and flesh hidden information is pulled into the body from the tortured soul and absorbed by the Necromancer from the sifting of the mortal remains.
The Necromancer must have an idea of the information he is seeking. If successful he will learn the identity of the corpse, basic knowledge of their life when alive, and any pertinent information related to what knowledge he is seeking. Other knowledge is not absorbed, the vast amount of memory and information would be too much for the Necromancer to process. Only information is gained; no class abilities, spells known by the corpse in life, etc can be gained from a corpse.
A corpse interrogation takes 1d4 +2 turns. If the process is interrupted the Necromancer must start over. Once the interrogation is over (and the success role made or failed) the Necromancer cannot attempt another corpse interrogation without eight hours of rest.
Necromancers are feared and hated by the dead. If the soul of a previously interrogated corpse is encountered as an incorporeal undead (as a ghost, wraith, etc) it cannot be controlled by the Necromancer. The soul must make a Saving Throw or flee the Necromancer's presence. If it makes its Saving Throw it will attack the Necromancer in a fury gaining a +4 bonus to attacks.
The chance for a successful Corpse Interrogation is 30 percent plus five per level. If the Interrogation is successful the Necromancer learns the information he was seeking if the corpse knew the answers in life. If the Necromancer fails his success roll the corpse is useless to him; he has failed and cannot gain any information from that corpse. He may try again when he gains a level of Necromancer and the DM decides enough of the corpse is left to work with.
The age and condition of the corpse being interrogated can affect the chance for success.
Dead 1 hour, +15%
Dead 6 hours, +10%
Dead 1 week, base roll
Dead 1 month, -10%
Dead 1 year, -15%
Corpse is mummified, -5%
Afflictions
The Necromancer deals with powerful forces outside what mortal man was meant to play with. This will often corrupt the Necromancer physically, mentally, and spiritually. It is more likely to occur the greater the Necromancer's powers develop and he continually exposes himself to the dead and undead.
Each level of Necromancer gained calls for an affliction roll. The chance is a cumulative 20% plus 5% per level. Thus a first level Necromancer has a 25% chance at character creation. A character gaining fourth level has a 40% chance. And so on.
Afflictions are not normal medical problems or diseases. They are a supernatural decay of the body, mind, and soul. They cannot be cured with mortal magics short of a wish spell and even this has a 50% chance of failure.
When an Affliction is gained the DM or the Player (if the DM allows) may either randomly roll or choose one. There are many different lists for these types of things available out there including Ravenloft setting, The Complete Book of Necromancer's, various OSR blogsites, etc. Here's a few ideas cobbled from sources and a few of my own:
1d6
Physical 1-2
Mental 3-4
Spiritual 5-6
Physical
Physical afflictions most directly affect Charisma and, obviously, reaction checks involving the Necromancer. As he progresses in the black art he is more likely to appear less than human, tainted and cursed. Once these afflictions are discovered a populace is unlikely to tolerate a Necromancer's presence among them for very long. The negative Charisma modifier is only in play if a character knows or it or it is visible. Necromancer's quickly learn to cover up or disguise their deformities if they can be. Some are easy to cover, others are not.
1 Hair/Skin (Charisma -2 for each)
Hair (1-3):
1. All falls out, no hair anywhere
2. Cob-webbed as spiders nest in scalp
3. Grows over body in bestial patches
4. Metallic, fine hair thin wire
5. Turns white
6. Twitches and moves of its own accord
Skin (4-6):
1. Absent and showing raw muscle in places
2. Boils over large areas
3. Corpse-like, pale clammy and cold
4. Metallic or odd color
5. Mold over large areas
6. Rot over large areas
7. Scabs over large areas
8. Scaly over large areas
9. Scars raised as pictograms
10. Worm riddled, writhing and poking out of holes
2 Blood/Sweat (Charisma -2 for each)
1. Bugs
2. Ichor
3. Ink
4. Mercury
5. Grave stench mud
6. Stinking slimy worms
3 Eyes (Charisma -2 for each)
1. Empty sockets
2. Filled with worms
3. Glowing orbs
4. Metallic or stone orbs
5. Never blinks
6. Odd color
4 Teeth (Charisma -2 for each)
1. Twice as many, baby-like and tiny
2. Fused together
3. Glass
4. Glowing witchfire
5. Metallic
6. Rotted
7. Stone
8. Tentacles for teeth
5 Tongue/Voice (Charisma -2 for each)
1. Black and rotted tongue
2. Demonic voice
3. Face or teeth on tip of tongue
4. Serpent tongue
5. Hyena-like laugh
6. Insect parasite has replaced tongue
7. Slug-like in color and textured tongue
8. Long raspy cat-like tongue
6 Hand (Charisma -2 for each)
1. Bestial hairy hand (1d4 claw damage)
2. Fleshless bones
3. Fused fingers
4. Metallic, stone, or glass nails
5. Suckers on palm and fingers
6. Tentacle fingers
7 Leg (Charisma -2 for each, half move but does not stack for more than one)
1. Fleshless bone from knee down
2. Bird or lizard foot and shin
3. Hoof foot and shin
4. Metal foot and shin
5. Stone foot and shin
6. Twisted leg
8 Extra Bits/Other (Charisma -2 for each)
1. Extra mouth somewhere
2. Eyes, small and in wrong places
3. Gills, nonfunctional
4. Grave stench
5. Horns (1d3 damage)
6. Hunchback
7. Massive goiters
8. Tail
9. Tentacles, small
10. Vestigial arm or leg
Mental
Madness affects the Necromancer's behavior in ways that are disturbing to the normal person. Eccentricities and odd behavior mark the Necromancer as weird, abnormal, or srange and can be difficult to cover up. Specific madness's can penalize the Necromancer's actions, cause Cha loss, lose spells, or even cause hp damage.
1. Addict: You crave alcohol or drugs. To get through the day you must have at least a bottle of drink or a hit of drugs to keep yourself going. If you do not have your daily fix all actions are at -4/20% until you get your drink or drug.
2. Compulsion: You must do certain things each day. Deliberate and sometimes weird things. Compulsions can include such things as having to wash your hands when near water, turn in a circle five times and clap when talking to strangers, etc. The DM can call for these randomly (at least one per play session) and you must make a Saving Throw to avoid doing your little ritual. If you must do it immediately or take a -2 penalty to actions until the ritual is completed. If you fail by 10 or more (or roll a natural 1) you are so distracted by your compulsion you take a -4 to actions until the ritual is fulfilled.
3. Dark Personality: When under stress (DM's call) you must make a Saving Throw or a darker piece of your psyche emerges. You are more aggressive and every time you are irritated or challenged you become violent towards the object of your irritation. This lasts for 2d6+4 rounds. Once it ends you come to your senses, even if still in a fight. You will not manifest this again for 1d6 hours. You gain a +1 bonus to melee/unarmed damage while in this state.
4. Insane Quirk: You have personality quirks. Severe ones. It can get so bad people become agitated by your presence. You may be paranoid, talk to yourself, wildly laugh inappropriately, constantly fidget, mimic those around you, or other socially inappropriate behaviors. You may be afflicted with tics, stutters, strange gesturing, tremors, etc. You receive a -2 to Charisma for your quirk. You must make a Saving Throw each morning. If you fail your particular quirk is particularly bad today increasing your Charisma penalty to -4 for the day.
5. Mask of Sanity: When under stress (DM's call) you must make a Saving Throw or Charisma drops by half as your instability shows throw and makes those around you uncomfortable. Those who see this will be shaken by this glimpse of madness and remember and the Charisma penalty will always be in effect when dealing with them.
6. Mutilator: You cut, beat, or burn yourself. When you are stressed you must make a Saving Throw or be overwhelmed. To calm yourself you damage yourself doing superficial damage. However if you fail the save by 10 or more (or roll a natural 1) you go overboard and do 1d4 points of damage.
7. Night Terrors: There is no rest when you dream. You have vivid nightmares and wake up sweating and screaming. Each night make a Saving Throw. If you fail you are at -1 actions for the rest of the day. If you fail the save by 10 or more (or roll a natural 1) they were exceptionally bad and, along with the -1 penalty no spell slots are regained.
8. Phobia: You have an irrational fear of an object or situation. The DM will choose an appropriate one. When faced with the source of your fear you must make a Saving Throw . If you fail you take a -2 penalty to actions while in the presence of the fear. If you fail by 10 or more (or roll a natural 1) you are paralyzed, unable to act until the source of fear is removed. Such things could be salt, holy items, doctors, etc.
9. Twitchy: Your are a nervous wreck. Your nerves are shot and your defenses against Fear and Madness are low. You take a -4 penalty to Saving Throws involving fear or madness spells or situations as judged by the DM. You also receive a + 1 bonus to initiative from being so high strung,
10. Voices: You hear voices telling you things, arguing with you, taunting, or just giving bad advice. You suffer a -2 to Charisma. You must make a Saving Throw each morning. If you fail they are exceptionally loud and annoying today and you can't help but talk back to them, increasing your Charisma penalty to -4 for the day. If you fail by 10 or more (or roll a natural 1) you are constantly distracted by them and take a -2 penalty to actions.
Spiritual
The rotting of the Necromancer's very soul. The Necromancer is cursed to inhuman behavior, conditions, and appetites. When seen these are very obviously supernatural and usually immediately marks the Necromancer for a good burning at the stake.
1. Animal panic: Horses, dogs, and other normal animals shun the Necromancer. When coming within ten feet of natural animals, the animals must make a Saving Throw or panic and attempt to flee, coming no closer than 30' to the Necromancer.
2. Impure: If the Necromancer comes in contact with salt or is submerged in running water he takes 1d4 damage per round of contact or immersion.
3. Infernal Appetite: Must ingest one of the following daily: blood or human flesh (1d4 hp); bones, grave-dirt, rotted flesh, rust (1 pound), etc. If the condition is not met the Necromancer cannot regain spells, control the undead, or use corpse interrogation.
4. Name of the Beast: if the true name of the Necromancer is known to his enemies and used in a spell the allowed Saving Throw for these spells is at a -5 penalty. This applies to charms, damaging spells, anything with a Saving Throw.
5. Nocturnal: Sunlight bothers the Necromancer; all actions while the sun is up, even if the Necromancer is under cover or even underground, are at a -4/20% penalty.
6. Rejection of Nature: Withers vegetation and the very soil when casting spells or using Necromancer abilities (1' radius per level of Necromancer.) The vegetation rots and the soil turns to fine decayed dust.
7. Repulsion: if presented with a holy item or mirror the Necromancer must make a Saving Throw to approach within 10' of the object.
8. Rest of the Dead: The Necromancer must sleep in direct contact with a corpse to regain spells or control undead.
9. Unholy: Direct touch of a holy item or cold iron on bare skin does 1d4 damage to the Necromancer.
10. Vow: Once giving their word with a bargain, contract, or a vow the Necromancer has difficulty breaking it. To do so he must make a Saving Throw with a four penalty to break it.
Art by Mia-Mann
In addition he casts spells as any other magic user and can attempt to take control of undead encountered. To balance this out he is prone to afflictions of the body, mind, and soul which will make social interactions difficult, probably heading towards the old torch and pitchfork end of the spectrum. Here we go.....
Necromancer
Prime Requ: Int
Exp: As Magic User
HD: 1d4
Save: As Magic User
Attack: As Magic User
Armor: None
Weapons: Dagger, Dart, Sickle, Sling, Staff, Whip
Alignment: Any non-Good
Class Abilities
Spells
As basic Magic User. Can use Ritual Magic and Infernal Options.
Control Undead
The Necromancer has a chance to control undead creatures encountered. The maximum HD of undead controlled by the Necromancer is equal to twice his HD. Individual undead can only be controlled if the undead creature's HD is equal to half of the Necromancer's or less.
Example: An sixth level Necromancer can control up to twelve HD worth of undead, but none of the undead under his control can be more than three HD creatures. Therefore he could control skeletons, zombies, ghouls, or wights (all three HD or less) but not wraiths (4HD.)
When attempting to control an encountered undead the Necromancer rolls a Turn Undead check as if a Cleric of equal level. If a successful roll is made or an automatic turn (T) is gained he can control a number of undead as described above. The duration of the control is the same as a Charm Monster spell. While controlled the undead will obey any command given short of self destruction. If the result is destroyed (D) the the undead will obey any command including suicidal ones.
Corpse Interrogation
With a body at his disposal a Necromancer can gain information much like the Cleric's spell Speak with Dead. This is a mystical ability allowing the Necromancer to pull information from the souls of the dead through their remains. The process is not a communication as no questions are asked of the corpse. Instead it is a torture of the linked soul as the corpse is brutally violated layer by layer as the Necromancer uses his teeth and hands to rip open organs, crack bones, etc. Tasting fluids, marrow, fat, and flesh hidden information is pulled into the body from the tortured soul and absorbed by the Necromancer from the sifting of the mortal remains.
The Necromancer must have an idea of the information he is seeking. If successful he will learn the identity of the corpse, basic knowledge of their life when alive, and any pertinent information related to what knowledge he is seeking. Other knowledge is not absorbed, the vast amount of memory and information would be too much for the Necromancer to process. Only information is gained; no class abilities, spells known by the corpse in life, etc can be gained from a corpse.
A corpse interrogation takes 1d4 +2 turns. If the process is interrupted the Necromancer must start over. Once the interrogation is over (and the success role made or failed) the Necromancer cannot attempt another corpse interrogation without eight hours of rest.
Necromancers are feared and hated by the dead. If the soul of a previously interrogated corpse is encountered as an incorporeal undead (as a ghost, wraith, etc) it cannot be controlled by the Necromancer. The soul must make a Saving Throw or flee the Necromancer's presence. If it makes its Saving Throw it will attack the Necromancer in a fury gaining a +4 bonus to attacks.
The chance for a successful Corpse Interrogation is 30 percent plus five per level. If the Interrogation is successful the Necromancer learns the information he was seeking if the corpse knew the answers in life. If the Necromancer fails his success roll the corpse is useless to him; he has failed and cannot gain any information from that corpse. He may try again when he gains a level of Necromancer and the DM decides enough of the corpse is left to work with.
The age and condition of the corpse being interrogated can affect the chance for success.
Dead 1 hour, +15%
Dead 6 hours, +10%
Dead 1 week, base roll
Dead 1 month, -10%
Dead 1 year, -15%
Corpse is mummified, -5%
Afflictions
The Necromancer deals with powerful forces outside what mortal man was meant to play with. This will often corrupt the Necromancer physically, mentally, and spiritually. It is more likely to occur the greater the Necromancer's powers develop and he continually exposes himself to the dead and undead.
Each level of Necromancer gained calls for an affliction roll. The chance is a cumulative 20% plus 5% per level. Thus a first level Necromancer has a 25% chance at character creation. A character gaining fourth level has a 40% chance. And so on.
Afflictions are not normal medical problems or diseases. They are a supernatural decay of the body, mind, and soul. They cannot be cured with mortal magics short of a wish spell and even this has a 50% chance of failure.
When an Affliction is gained the DM or the Player (if the DM allows) may either randomly roll or choose one. There are many different lists for these types of things available out there including Ravenloft setting, The Complete Book of Necromancer's, various OSR blogsites, etc. Here's a few ideas cobbled from sources and a few of my own:
1d6
Physical 1-2
Mental 3-4
Spiritual 5-6
Physical
Physical afflictions most directly affect Charisma and, obviously, reaction checks involving the Necromancer. As he progresses in the black art he is more likely to appear less than human, tainted and cursed. Once these afflictions are discovered a populace is unlikely to tolerate a Necromancer's presence among them for very long. The negative Charisma modifier is only in play if a character knows or it or it is visible. Necromancer's quickly learn to cover up or disguise their deformities if they can be. Some are easy to cover, others are not.
1 Hair/Skin (Charisma -2 for each)
Hair (1-3):
1. All falls out, no hair anywhere
2. Cob-webbed as spiders nest in scalp
3. Grows over body in bestial patches
4. Metallic, fine hair thin wire
5. Turns white
6. Twitches and moves of its own accord
Skin (4-6):
1. Absent and showing raw muscle in places
2. Boils over large areas
3. Corpse-like, pale clammy and cold
4. Metallic or odd color
5. Mold over large areas
6. Rot over large areas
7. Scabs over large areas
8. Scaly over large areas
9. Scars raised as pictograms
10. Worm riddled, writhing and poking out of holes
2 Blood/Sweat (Charisma -2 for each)
1. Bugs
2. Ichor
3. Ink
4. Mercury
5. Grave stench mud
6. Stinking slimy worms
3 Eyes (Charisma -2 for each)
1. Empty sockets
2. Filled with worms
3. Glowing orbs
4. Metallic or stone orbs
5. Never blinks
6. Odd color
4 Teeth (Charisma -2 for each)
1. Twice as many, baby-like and tiny
2. Fused together
3. Glass
4. Glowing witchfire
5. Metallic
6. Rotted
7. Stone
8. Tentacles for teeth
5 Tongue/Voice (Charisma -2 for each)
1. Black and rotted tongue
2. Demonic voice
3. Face or teeth on tip of tongue
4. Serpent tongue
5. Hyena-like laugh
6. Insect parasite has replaced tongue
7. Slug-like in color and textured tongue
8. Long raspy cat-like tongue
6 Hand (Charisma -2 for each)
1. Bestial hairy hand (1d4 claw damage)
2. Fleshless bones
3. Fused fingers
4. Metallic, stone, or glass nails
5. Suckers on palm and fingers
6. Tentacle fingers
7 Leg (Charisma -2 for each, half move but does not stack for more than one)
1. Fleshless bone from knee down
2. Bird or lizard foot and shin
3. Hoof foot and shin
4. Metal foot and shin
5. Stone foot and shin
6. Twisted leg
8 Extra Bits/Other (Charisma -2 for each)
1. Extra mouth somewhere
2. Eyes, small and in wrong places
3. Gills, nonfunctional
4. Grave stench
5. Horns (1d3 damage)
6. Hunchback
7. Massive goiters
8. Tail
9. Tentacles, small
10. Vestigial arm or leg
Mental
Madness affects the Necromancer's behavior in ways that are disturbing to the normal person. Eccentricities and odd behavior mark the Necromancer as weird, abnormal, or srange and can be difficult to cover up. Specific madness's can penalize the Necromancer's actions, cause Cha loss, lose spells, or even cause hp damage.
1. Addict: You crave alcohol or drugs. To get through the day you must have at least a bottle of drink or a hit of drugs to keep yourself going. If you do not have your daily fix all actions are at -4/20% until you get your drink or drug.
2. Compulsion: You must do certain things each day. Deliberate and sometimes weird things. Compulsions can include such things as having to wash your hands when near water, turn in a circle five times and clap when talking to strangers, etc. The DM can call for these randomly (at least one per play session) and you must make a Saving Throw to avoid doing your little ritual. If you must do it immediately or take a -2 penalty to actions until the ritual is completed. If you fail by 10 or more (or roll a natural 1) you are so distracted by your compulsion you take a -4 to actions until the ritual is fulfilled.
3. Dark Personality: When under stress (DM's call) you must make a Saving Throw or a darker piece of your psyche emerges. You are more aggressive and every time you are irritated or challenged you become violent towards the object of your irritation. This lasts for 2d6+4 rounds. Once it ends you come to your senses, even if still in a fight. You will not manifest this again for 1d6 hours. You gain a +1 bonus to melee/unarmed damage while in this state.
4. Insane Quirk: You have personality quirks. Severe ones. It can get so bad people become agitated by your presence. You may be paranoid, talk to yourself, wildly laugh inappropriately, constantly fidget, mimic those around you, or other socially inappropriate behaviors. You may be afflicted with tics, stutters, strange gesturing, tremors, etc. You receive a -2 to Charisma for your quirk. You must make a Saving Throw each morning. If you fail your particular quirk is particularly bad today increasing your Charisma penalty to -4 for the day.
5. Mask of Sanity: When under stress (DM's call) you must make a Saving Throw or Charisma drops by half as your instability shows throw and makes those around you uncomfortable. Those who see this will be shaken by this glimpse of madness and remember and the Charisma penalty will always be in effect when dealing with them.
6. Mutilator: You cut, beat, or burn yourself. When you are stressed you must make a Saving Throw or be overwhelmed. To calm yourself you damage yourself doing superficial damage. However if you fail the save by 10 or more (or roll a natural 1) you go overboard and do 1d4 points of damage.
7. Night Terrors: There is no rest when you dream. You have vivid nightmares and wake up sweating and screaming. Each night make a Saving Throw. If you fail you are at -1 actions for the rest of the day. If you fail the save by 10 or more (or roll a natural 1) they were exceptionally bad and, along with the -1 penalty no spell slots are regained.
8. Phobia: You have an irrational fear of an object or situation. The DM will choose an appropriate one. When faced with the source of your fear you must make a Saving Throw . If you fail you take a -2 penalty to actions while in the presence of the fear. If you fail by 10 or more (or roll a natural 1) you are paralyzed, unable to act until the source of fear is removed. Such things could be salt, holy items, doctors, etc.
9. Twitchy: Your are a nervous wreck. Your nerves are shot and your defenses against Fear and Madness are low. You take a -4 penalty to Saving Throws involving fear or madness spells or situations as judged by the DM. You also receive a + 1 bonus to initiative from being so high strung,
10. Voices: You hear voices telling you things, arguing with you, taunting, or just giving bad advice. You suffer a -2 to Charisma. You must make a Saving Throw each morning. If you fail they are exceptionally loud and annoying today and you can't help but talk back to them, increasing your Charisma penalty to -4 for the day. If you fail by 10 or more (or roll a natural 1) you are constantly distracted by them and take a -2 penalty to actions.
Spiritual
The rotting of the Necromancer's very soul. The Necromancer is cursed to inhuman behavior, conditions, and appetites. When seen these are very obviously supernatural and usually immediately marks the Necromancer for a good burning at the stake.
1. Animal panic: Horses, dogs, and other normal animals shun the Necromancer. When coming within ten feet of natural animals, the animals must make a Saving Throw or panic and attempt to flee, coming no closer than 30' to the Necromancer.
2. Impure: If the Necromancer comes in contact with salt or is submerged in running water he takes 1d4 damage per round of contact or immersion.
3. Infernal Appetite: Must ingest one of the following daily: blood or human flesh (1d4 hp); bones, grave-dirt, rotted flesh, rust (1 pound), etc. If the condition is not met the Necromancer cannot regain spells, control the undead, or use corpse interrogation.
4. Name of the Beast: if the true name of the Necromancer is known to his enemies and used in a spell the allowed Saving Throw for these spells is at a -5 penalty. This applies to charms, damaging spells, anything with a Saving Throw.
5. Nocturnal: Sunlight bothers the Necromancer; all actions while the sun is up, even if the Necromancer is under cover or even underground, are at a -4/20% penalty.
6. Rejection of Nature: Withers vegetation and the very soil when casting spells or using Necromancer abilities (1' radius per level of Necromancer.) The vegetation rots and the soil turns to fine decayed dust.
7. Repulsion: if presented with a holy item or mirror the Necromancer must make a Saving Throw to approach within 10' of the object.
8. Rest of the Dead: The Necromancer must sleep in direct contact with a corpse to regain spells or control undead.
9. Unholy: Direct touch of a holy item or cold iron on bare skin does 1d4 damage to the Necromancer.
10. Vow: Once giving their word with a bargain, contract, or a vow the Necromancer has difficulty breaking it. To do so he must make a Saving Throw with a four penalty to break it.
Art by Mia-Mann
Friday, December 8, 2017
OSR Oriental Adventures: Mystical Classes
Magician, Mahotsuki, Onmyoji
Ability Requirements: Int 13, must be of Lawful alignments.
Exp: As Magic User
HD: 1d4
Save: As Magic User
Attack: As Magic User
Armor: None
Weapons: Bo, jo, tanto, pipe, fan, sling.
Spells
The Magician casts spells as a Magic User with the following changes...
The Magician can only cast spells via rituals.
The Magician receives a extra spell slot per spell level at each level of Magician. For Example: In Swords & Wizardry a third level Magic User would have three 1st level spell slots and two 2nd level slots available. The fourth level Magician has four 1st and three 2nd.
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.
The Magician have a chance to cast spells of a higher level than he has spell slots for. The spell must be found via tome, scroll, teacher, or other source to obtain it. Study time is one week per spell level. At the end of this study time the Magician makes a roll of 10 + 1/2 level + Int bonus - the spells level, on a 1d20. If successful the spell is learned and can be cast as a ritual once daily. If failed the Magician must continue studying the spell for another week.
Only one spell at a time can be studied.
The Magician has the option of practicing Infernal Witchcraft.
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, work as if the person who gave the potion/salve/charm to the target were the caster to be obeyed.
Creation time is the same as for rituals and costs the daily spell slot of the spell used. The Magician can make a number of items equal to his level, and each has a shelf life equal to the Magician's level in days.
Bonus Languages
The Magician must master many languages both modern and archaic in his studies.
He receives twice the number of beginning languages and can save the extra language slots for use after character creation. With a proper guide or teacher he can learn a new language well enough in four weeks time to speak, read, and use it for studying. This can help save a spell slot which might otherwise be used for Read Magic.
Sorcerer, Wu Jen, Witch
Ability Requirements: Int 13, must be of non-Good alignments.
Exp: As Magic User
HD: 1d4
Save: As Magic User
Attack: As Magic User
Armor: None
Weapons: Bo, jo, tanto, pipe, fan, sword, short sword, short bow, shuriken, sling.
Spells
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 half his level rounded up to the casting roll.
Poisons
Given an hour of brew time, and the proper ingredients herbs such as human or animal parts, the Sorcerer can create virulent poisons. The poison can be ingested, contact, or injected as the Sorcerer desires. At first level the Sorcerer'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 Sorcerer 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 Sorcerer's level.
Control the Dead
The Sorcerer can Speak with Dead as per the spell once per day at first level and one extra time daily at every fourth level.
The Sorcerer can Animate Dead as per the spell once per day at first level and one extra time daily at every fifth level.
Ability Requirements: Int 13, must be of Lawful alignments.
Exp: As Magic User
HD: 1d4
Save: As Magic User
Attack: As Magic User
Armor: None
Weapons: Bo, jo, tanto, pipe, fan, sling.
Spells
The Magician casts spells as a Magic User with the following changes...
The Magician can only cast spells via rituals.
The Magician receives a extra spell slot per spell level at each level of Magician. For Example: In Swords & Wizardry a third level Magic User would have three 1st level spell slots and two 2nd level slots available. The fourth level Magician has four 1st and three 2nd.
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.
The Magician have a chance to cast spells of a higher level than he has spell slots for. The spell must be found via tome, scroll, teacher, or other source to obtain it. Study time is one week per spell level. At the end of this study time the Magician makes a roll of 10 + 1/2 level + Int bonus - the spells level, on a 1d20. If successful the spell is learned and can be cast as a ritual once daily. If failed the Magician must continue studying the spell for another week.
Only one spell at a time can be studied.
The Magician has the option of practicing Infernal Witchcraft.
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, work as if the person who gave the potion/salve/charm to the target were the caster to be obeyed.
Creation time is the same as for rituals and costs the daily spell slot of the spell used. The Magician can make a number of items equal to his level, and each has a shelf life equal to the Magician's level in days.
Bonus Languages
The Magician must master many languages both modern and archaic in his studies.
He receives twice the number of beginning languages and can save the extra language slots for use after character creation. With a proper guide or teacher he can learn a new language well enough in four weeks time to speak, read, and use it for studying. This can help save a spell slot which might otherwise be used for Read Magic.
Sorcerer, Wu Jen, Witch
Ability Requirements: Int 13, must be of non-Good alignments.
Exp: As Magic User
HD: 1d4
Save: As Magic User
Attack: As Magic User
Armor: None
Weapons: Bo, jo, tanto, pipe, fan, sword, short sword, short bow, shuriken, sling.
Spells
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 half his level rounded up to the casting roll.
Poisons
Given an hour of brew time, and the proper ingredients herbs such as human or animal parts, the Sorcerer can create virulent poisons. The poison can be ingested, contact, or injected as the Sorcerer desires. At first level the Sorcerer'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 Sorcerer 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 Sorcerer's level.
Control the Dead
The Sorcerer can Speak with Dead as per the spell once per day at first level and one extra time daily at every fourth level.
The Sorcerer can Animate Dead as per the spell once per day at first level and one extra time daily at every fifth level.
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."
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: Brute, Entertainer, 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: Archer, 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, 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 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, Entertainer, Magician, Raider, Scout, Sorcerer, Thief, Warrior, Witch
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: Archer, Barbarian, Scout, Sorcerer, Warrior, Witch
Shem
Language: Shemitish
Neighboring Languages: Argossean, Hyrkanian, Kothic, Ophirean, Stygian
Preferred Classes: Archer, Assassin, Bard, Entertainer, Knight, Magician, Pirate, Priest/Scholar, Raider, Sorcerer, Thief, Thug, Warrior
Stygia
Language: Stygian
Neighboring Languages: Archeronian, Darfari, Demonic, Hyrkanian, Keshani, Khitan, Kushite, Old Stygian, Puntan, Shemitish, Zembabwean
Preferred Classes: Archer, Assassin, Entertainer, Magician, Pirate, Priest/Scholar, Raider, Sorcerer, Thief, Thug, 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, Entertainer, Magician, Scholar, Sorcerer, Thief, Thug, Warrior, Witch
Zingara
Languages: Zingaran
Neighboring Languages: Aquilonian, Argossean, Ophirean, Pictish, Shemitish
Preferred Classes: Entertainer, Magician, Pirate, Priest/Scholar, Scout, Swashbuckler, Thief, Thug, 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
-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: Brute, Entertainer, 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: Archer, 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, 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 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, Entertainer, Magician, Raider, Scout, Sorcerer, Thief, Warrior, Witch
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: Archer, Barbarian, Scout, Sorcerer, Warrior, Witch
Shem
Language: Shemitish
Neighboring Languages: Argossean, Hyrkanian, Kothic, Ophirean, Stygian
Preferred Classes: Archer, Assassin, Bard, Entertainer, Knight, Magician, Pirate, Priest/Scholar, Raider, Sorcerer, Thief, Thug, Warrior
Stygia
Language: Stygian
Neighboring Languages: Archeronian, Darfari, Demonic, Hyrkanian, Keshani, Khitan, Kushite, Old Stygian, Puntan, Shemitish, Zembabwean
Preferred Classes: Archer, Assassin, Entertainer, Magician, Pirate, Priest/Scholar, Raider, Sorcerer, Thief, Thug, 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, Entertainer, Magician, Scholar, Sorcerer, Thief, Thug, Warrior, Witch
Zingara
Languages: Zingaran
Neighboring Languages: Aquilonian, Argossean, Ophirean, Pictish, Shemitish
Preferred Classes: Entertainer, Magician, Pirate, Priest/Scholar, Scout, Swashbuckler, Thief, Thug, 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
Barbarian
Brute
Gladiator/Swashbuckler
Knight
Pirate/Sailor
Raider
Scout
Thug
Warrior
Archer
Ability Requirements: Str 13, Dex 13
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.
Brute
Gladiator/Swashbuckler
Knight
Pirate/Sailor
Raider
Scout
Thug
Warrior
Archer
Ability Requirements: Str 13, Dex 13
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.
OR
If you are only allowing one shot per round with your rules the Archer can attack twice per round with a -2 penalty per shot if he takes both.
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, with no attack, the archer receives a +4 bonus to his bowshot the next round. He can only take one attack but if it hits he does x2 damage.
Level Nine:
Rapid Shot
An extra bow attack is gained.
Level Twelve:
Trick Shot
Called shot penalties reduced by half.
If you are only allowing one shot per round with your rules the Archer can attack twice per round with a -2 penalty per shot if he takes both.
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, with no attack, the archer receives a +4 bonus to his bowshot the next round. He can only take one attack but if it hits he does x2 damage.
Level Nine:
Rapid Shot
An extra bow attack is gained.
Level Twelve:
Trick Shot
Called shot penalties reduced by half.
Barbarian (Hillman)
Prime Requ: Str
Exp: As Fighting-Man.
HD: 1d8
Save: As Fighting-Man.
Attack: As Fighting-Man.
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 2 levels (round up) the Barbarian can make a single brutal attack on his opponent, sacrificing accuracy and finesse for sheer damage. -2 to the attack roll but doing x2 damage, x3 if a natural 20 is rolled.
Climb
As Thief
Destroyer
At third level the Barbarian can swing wildly attacking twice per round with a melee weapon with a -2 penalty to each attack. This penalty is in addition to any other attack combinations such as two-weapons and follow through if multi-classed
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.
Destroyer
At third level the Brute can swing wildly attacking twice per round with a melee weapon with a -2 penalty to each attack. This penalty is in addition to any other attack combinations such as two-weapons and follow through if multi-classed.
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 shield.
Acrobat
+2 to Dex rolls/Saves involving Dexterity.
Agile Fighter
+1 to AC in Chain or Lighter.
Dual Weapon/Florentine
Off hand penalty reduced from 0/-4 to 0/-2. If the Gladiator/Swashbuckler uses a shield the training will grant him a +1 bonus to the shield's bonus.
At level 6 there is no penalty to the attacks. Shield use gives a +2 bonus to the shield.
Glorious Slaughter/Fencer
The Gladiator/Swashbuckler is a Dexterity based fighter. He may use his Dexterity bonus instead of his Strength bonus for melee attacks, but not damage.
Gladiator Only: Slave
-4 to Charisma checks penalty with non-slaves unless freed.
Knight
The army was on the move at last. There were the knights, gleaming in richly wrought plate-armor, colored plumes waving above their burnished sallets. (...) [The spearmen], like the knights, were of ancient Kothic blood -- sons of ruined families, broken men, penniless youths, who could not afford horses and plate-armor, five hundred of them.
- Black Colossus
Prime Requ: Str
Ability Requirements: Str 9, Con 9
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any
Armor: Any
Follow Through
At level 3 the Knight 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 Knight . He can attempt a third attack at level 12 and a fourth at level 20. If an attack misses the follow through ends, any remaining attacks are lost. The Knight must remain in the same location of combat to get the extra attacks. Charging through an area does not allow this.
Mounted Fighter
Knights 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 Knights 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 Knight 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 Knight can do the following:
At levels 1, 4, 8, 12, and 20 the Knight 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. Many will choose lance as a focus weapon,
Pirate
Prime Requ: Con
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any but prefer short and stabbing weapons for ship fighting.
Armor: Leather or equivalent to use thief abilites and shield .
Close Quarters Fighting
No penalty for fighting in tight spaces such as in a ship or a tunnel (normal penalty of -2)
Gambling
Life aboard ship can be boring and the Pirates find ways to pass the time. Oneof their favorites is gambling and are notorious for being skilled at most forms of games and at the art of cheating. At 1st level and at 3rd, 6th, 9th, and 12th the Pirate gains a cumulative +1 bonus to his gambling checks.
Sailing (includes navigating and ship repair)
Intelligence check. The Pirate receives a +1 to this check and an additional +1 bonus at every fourth level. This includes the art of steering and keeping the ship running as well as navigating or finding ones position using an Intelligence check with the Sailing bonus included. Bonuses may be given for good charts, maps, etc. When used to repair a successful roll allows x2 the number of ship points to be repaired.
Swimmer
+2 to Swimming (Strength) checks
Thief Abilities
A pillager, the Pirate must be able to sneak aboard ships or camps on the shore or docks. He can Move Silently and Backstab as a Hyborian Thief (see below) of equal level. He can Climb Walls but not as well as a Thief. At first level they climb at 50 percent plus five percent per even level.
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:
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 shield. See Stalker ability below.
Weapons: Any
+1 to AC.
This applies in chain armor or lighter.
Alertness
The ability to detect danger. -1 to be surprised on a 1d6.
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.
Climber
As a Hyborian Thief (see below) of equal level. If in armor heavier than leather the chance is at -20 percent.
Runner
The Scout's base movement is 135'/45'.
Stalker
In natural settings the Scout can Move Silently and Hide in Shadows at a base 60 percent plus five percent at every even level. If in armor heavier than leather the chance is at -20 percent. In non-natural settings (cities, crypts, etc) the percentages are divided by two (rounded up.)
Survival
The 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.
Thug
Prime Requ: Con
Ability Requiremenets: Con 9
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As As Fighter
Armor: Leather
Weapons: Any
Backstab
Thugs are dangerous and will often take the opportunity to take an opponent out with a stab or shot in the back. When attacking with surprise, from behind, the Thug gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Thug above level 8 such an attack inflicts quadruple damage.
Brawler
Crime is a rough business for the Thug and he has to know how to lay down a beating now and again. Gains a +1 to attack with all melee attacks.
Criminal Contacts
As he gains skill and reputation the Thug meets a lot of others in the crime business. With a successful Charisma check the Thug may ask one favor of a criminal or underword contact such as a pickpocket, burglar, fence, protitute, etc. The favor will be things not generaly available to the average citizen, usually information or perhaps a use of a special talent. The contact will not endanger himself or his employment and will usually negotiate a payment or favor in return if the favor is difficult or unpleasant.
The Thug often supplements his income with a bit of cards and dice. At 1st level and at 3rd, 6th, 9th, and 12th the Thug gains a cumulative +1 bonus to his gambling checks.
Thief Skills
Thugs pick up a mix of useful skills in his associations with other criminals. He often needs to get in where he's not supposed to be and be quiet about it. Pick Pockets and move silently as a Hyborian Thief (see below).
Warrior
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: 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.
+1 to AC. The Warrior is skilled at defending himself from attack.
Weapon Expert
At levels 1, 4, 8, 12, and 20, 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
Entertainer
Priest/Scholar
Thief
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.
Thief Abilities
Pick Locks, Move Silently, Climb Walls, Hide in Shadow as a Hyborian Thief (see below).
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.
Entertainer
Prime Requ: Cha
Save: as Thief
HD: 1d6
Save: as Thief
Attack: as Thief
Weapons: Any.
Armor: Leather and shield.
Gossip
Entertainers learn a little bit of everything in their socializing and travels. After an hour of mingling and socializing with a crowd they have a chance to know local rumors, interesting sites, famous or notorious individuals, local gossip, etc.
The chance to know useful information is 30 percent chance at first level plus five percent at each even level after, to a maximum of 100 percent. The GM can call for a roll for each bit of desired information that could have possibly been gained.
Influence Reactions
When performing before an individual or group that is not attacking (and not intending to attack in a round or two), the Entertainer 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, a poem, a haunting lute melody, or a heroic song of heroes long gone. 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 Entertainer (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 Entertainer can also be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the Entertainer can heroically inspire his companions (immortalizing them in legend), 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 Entertainer receives twice the number of beginning langages, both beginning and bonus. At third level the Entertainer has picked up a few tricks along the way and has a 50 percent chance to read and understand the basics of any normal writing or language (including simple codes, dead languages, treasure maps, and so on, but not magical writings) that he does not speak. This chance increases by 5 percent every even level. 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.
Thief Abilities
Hear Noise and Pick Pockets as a Hyborian Thief (see below) 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.
Priest/Scholar
Prime Requ: Int
Ability Requiremenets: Int 9
Exp: As Cleric
HD: 1d6
Save: as Cleric
Attack: as Cleric
Weapons: As Cleric.
Armor: Leather and shield.
Alchemy
With an alchemy lab and materials (minimum of 100 gp) a Priest/Scholar can create acids, poisons, and basic items such as soap etc.
The Priest/Scholar is limited to making a number of doses of each type equal to his level per day. Thus a third level Priest/Scholar can make three doses of acid and three doses of poison per day. Each dose has a creation time of four hours and only one type can be made at a time unless the Priest/Scholar pays for a second lab. When the four hours of brewing, distilling, etc is up the Priest/Scholar has a number of doses of the item created equal to his level. The created items have a shelf life equal to the Priest/Scholar level in days.
Acid
A Priest/Scholar learns much from studies of ancient writings and information gleaned from travelers. At times they will head out on their own expeditions into the world seeking precious and rare knowledge.
They have a 50 percent chance at first level plus five percent at each even level after (maximum of 100 percent) to know local legends, sites, famous or notorious individuals, etc.
Healing
With a successful Intelligence check +1 at levels 3, 9, 12, 15, and 18 the Priest/Scholar may heal 1d6 hit points lost in a single combat encounter, trap, disease, poison or other hit point damaging encounter. He can do this once per character per encounter.
Poultices
With a bit of preparation the Priest/Scholar can prepare a few poultices or medicines to be applied to wounds to alleviate pain and help the wounded. Each application to a set of wounds after a combat or other damage encounter will return 1d3 hit points to the patient. Only one poultice can be applied for effect on one person's set of wounds incurred in an encounter. He can make a number of poultices equal to half his level per day (round up.) Each poultice lasts for two days per Healer level. After that they are spoiled and useless. These work in addition to a Priest/Scholar's Healing ability, magical healing, and various Binding Wounds rules.
Languages
The Priest/Scholar must learn ancient and foreign languages to learn precious information. He starts with twice the beginning languages (including bonus languages from Intelligence) in addition to the bonus languages received at every fourth level (see Setting Rules below.)
He also has a natural affinity with patterns and clues which gives him a 50 percent chance to read and understand the basics of any normal writing or language (including simple codes, dead languages, treasure maps, and so on, but not magical writings) that he does not speak. This chance increases by 5 percent every even level. 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.
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.
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, Hyborian
Prime Requ: Dex
Ability Requirements: Dex 9
Exp: As Thief
HD: 1d6
Save: as Thief
Attack: as Thief
Weapons: As Thief.
Armor: Leather and shield.
Thief Skills
Open Locks, Find/Remove Traps, Pick Pocket, Move Silently, Hide in Shadows, Climb Walls, Hear Noise, and Backstab. Now add 20% to the values (except for Climb Walls) for competency of characters in a Hyborian setting.
Fast Talk
With a bit of conversation, and a good bit of lying and trickery, the Thief is often capable of befriending, bribing, or conning an individual to his way of thinking. After 2d6 minutes of cajoling, flattering, drinking, etc the victim of the Fast Talk must make a Saving Throw. The victim's Saving Throw has a cumulative -1 penalty roll for the Thief's level at 1st and every fourth level after at 4, 8, 12 ,16, and 20. If the Save is failed the individual will give up some bit of information, do a small favor, or otherwise not hinder the Thief as long as the Thief appears to be friendly. This is not a magical effect: if the individual finds out the Thief is lying to him or some other situation arises to change his view of the Thief he may act normally.
Gambling
A Thief often haunts shady establishments and is not adverse to supplementing his living with cards, dice, his wits and nimble fingers. At 1st level and at 3rd, 6th, 9th, and 12th the Thief gains a cumulative +1 bonus to his gambling checks.
SPELLCASTER
Magician
Sorcerer
Witch
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.
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 13 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.
Prime Requ: Str
Exp: As Fighting-Man.
HD: 1d8
Save: As Fighting-Man.
Attack: As Fighting-Man.
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 2 levels (round up) the Barbarian can make a single brutal attack on his opponent, sacrificing accuracy and finesse for sheer damage. -2 to the attack roll but doing x2 damage, x3 if a natural 20 is rolled.
Climb
As Thief
Destroyer
At third level the Barbarian can swing wildly attacking twice per round with a melee weapon with a -2 penalty to each attack. This penalty is in addition to any other attack combinations such as two-weapons and follow through if multi-classed
+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.
Destroyer
At third level the Brute can swing wildly attacking twice per round with a melee weapon with a -2 penalty to each attack. This penalty is in addition to any other attack combinations such as two-weapons and follow through if multi-classed.
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 shield.
Acrobat
+2 to Dex rolls/Saves involving Dexterity.
Agile Fighter
+1 to AC in Chain or Lighter.
Dual Weapon/Florentine
Off hand penalty reduced from 0/-4 to 0/-2. If the Gladiator/Swashbuckler uses a shield the training will grant him a +1 bonus to the shield's bonus.
At level 6 there is no penalty to the attacks. Shield use gives a +2 bonus to the shield.
Glorious Slaughter/Fencer
The Gladiator/Swashbuckler is a Dexterity based fighter. He may use his Dexterity bonus instead of his Strength bonus for melee attacks, but not damage.
Gladiator Only: Slave
-4 to Charisma checks penalty with non-slaves unless freed.
Knight
The army was on the move at last. There were the knights, gleaming in richly wrought plate-armor, colored plumes waving above their burnished sallets. (...) [The spearmen], like the knights, were of ancient Kothic blood -- sons of ruined families, broken men, penniless youths, who could not afford horses and plate-armor, five hundred of them.
- Black Colossus
Prime Requ: Str
Ability Requirements: Str 9, Con 9
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any
Armor: Any
Follow Through
At level 3 the Knight 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 Knight . He can attempt a third attack at level 12 and a fourth at level 20. If an attack misses the follow through ends, any remaining attacks are lost. The Knight must remain in the same location of combat to get the extra attacks. Charging through an area does not allow this.
Mounted Fighter
Knights 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 Knights 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 Knight 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 Knight 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 Knight 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 Knight 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 Knight can coax the mount to leap obstacles it would normally balk at jumping.
At levels 1, 4, 8, 12, and 20 the Knight 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. Many will choose lance as a focus weapon,
Pirate
Prime Requ: Con
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any but prefer short and stabbing weapons for ship fighting.
Armor: Leather or equivalent to use thief abilites and shield .
Close Quarters Fighting
No penalty for fighting in tight spaces such as in a ship or a tunnel (normal penalty of -2)
Gambling
Life aboard ship can be boring and the Pirates find ways to pass the time. Oneof their favorites is gambling and are notorious for being skilled at most forms of games and at the art of cheating. At 1st level and at 3rd, 6th, 9th, and 12th the Pirate gains a cumulative +1 bonus to his gambling checks.
Sailing (includes navigating and ship repair)
Intelligence check. The Pirate receives a +1 to this check and an additional +1 bonus at every fourth level. This includes the art of steering and keeping the ship running as well as navigating or finding ones position using an Intelligence check with the Sailing bonus included. Bonuses may be given for good charts, maps, etc. When used to repair a successful roll allows x2 the number of ship points to be repaired.
Swimmer
+2 to Swimming (Strength) checks
Thief Abilities
A pillager, the Pirate must be able to sneak aboard ships or camps on the shore or docks. He can Move Silently and Backstab as a Hyborian Thief (see below) of equal level. He can Climb Walls but not as well as a Thief. At first level they climb at 50 percent plus five percent per even level.
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.
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.
Prime Requ: Dex
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Armor: Chain and shield. See Stalker ability below.
Weapons: Any
+1 to AC.
This applies in chain armor or lighter.
Alertness
The ability to detect danger. -1 to be surprised on a 1d6.
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.
Climber
As a Hyborian Thief (see below) of equal level. If in armor heavier than leather the chance is at -20 percent.
Runner
The Scout's base movement is 135'/45'.
Stalker
In natural settings the Scout can Move Silently and Hide in Shadows at a base 60 percent plus five percent at every even level. If in armor heavier than leather the chance is at -20 percent. In non-natural settings (cities, crypts, etc) the percentages are divided by two (rounded up.)
Survival
The 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.
Thug
Prime Requ: Con
Ability Requiremenets: Con 9
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As As Fighter
Armor: Leather
Weapons: Any
Backstab
Thugs are dangerous and will often take the opportunity to take an opponent out with a stab or shot in the back. When attacking with surprise, from behind, the Thug gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Thug above level 8 such an attack inflicts quadruple damage.
Brawler
Crime is a rough business for the Thug and he has to know how to lay down a beating now and again. Gains a +1 to attack with all melee attacks.
Criminal Contacts
As he gains skill and reputation the Thug meets a lot of others in the crime business. With a successful Charisma check the Thug may ask one favor of a criminal or underword contact such as a pickpocket, burglar, fence, protitute, etc. The favor will be things not generaly available to the average citizen, usually information or perhaps a use of a special talent. The contact will not endanger himself or his employment and will usually negotiate a payment or favor in return if the favor is difficult or unpleasant.
- The Thug receives a bonus to the Charisma check at higher levels: 3, 6, 9, and 12.
- He may call upon these contacts twice per adventure at first level. He may add an extra time for each bonus to his Charisma check due to higher levels.
The Thug often supplements his income with a bit of cards and dice. At 1st level and at 3rd, 6th, 9th, and 12th the Thug gains a cumulative +1 bonus to his gambling checks.
Thief Skills
Thugs pick up a mix of useful skills in his associations with other criminals. He often needs to get in where he's not supposed to be and be quiet about it. Pick Pockets and move silently as a Hyborian Thief (see below).
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: 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.
+1 to AC. The Warrior is skilled at defending himself from attack.
Weapon Expert
At levels 1, 4, 8, 12, and 20, 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
Entertainer
Priest/Scholar
Thief
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 as a Hyborian Thief (see below).
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.
Entertainer
Prime Requ: Cha
Save: as Thief
HD: 1d6
Save: as Thief
Attack: as Thief
Weapons: Any.
Armor: Leather and shield.
Gossip
Entertainers learn a little bit of everything in their socializing and travels. After an hour of mingling and socializing with a crowd they have a chance to know local rumors, interesting sites, famous or notorious individuals, local gossip, etc.
The chance to know useful information is 30 percent chance at first level plus five percent at each even level after, to a maximum of 100 percent. The GM can call for a roll for each bit of desired information that could have possibly been gained.
Influence Reactions
When performing before an individual or group that is not attacking (and not intending to attack in a round or two), the Entertainer 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, a poem, a haunting lute melody, or a heroic song of heroes long gone. 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 Entertainer (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 Entertainer can also be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the Entertainer can heroically inspire his companions (immortalizing them in legend), 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 Entertainer must spend at least three full rounds singing or speaking before the battle begins.
- This affects those within a range of 10 feet per experience level of the Entertainer.
- The effect lasts 1d6 plus 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 Entertainer's words.
The Entertainer receives twice the number of beginning langages, both beginning and bonus. At third level the Entertainer has picked up a few tricks along the way and has a 50 percent chance to read and understand the basics of any normal writing or language (including simple codes, dead languages, treasure maps, and so on, but not magical writings) that he does not speak. This chance increases by 5 percent every even level. 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.
Thief Abilities
Hear Noise and Pick Pockets as a Hyborian Thief (see below) of equivalent level.
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.
Priest/Scholar
Prime Requ: Int
Ability Requiremenets: Int 9
Exp: As Cleric
HD: 1d6
Save: as Cleric
Attack: as Cleric
Weapons: As Cleric.
Armor: Leather and shield.
With an alchemy lab and materials (minimum of 100 gp) a Priest/Scholar can create acids, poisons, and basic items such as soap etc.
The Priest/Scholar is limited to making a number of doses of each type equal to his level per day. Thus a third level Priest/Scholar can make three doses of acid and three doses of poison per day. Each dose has a creation time of four hours and only one type can be made at a time unless the Priest/Scholar pays for a second lab. When the four hours of brewing, distilling, etc is up the Priest/Scholar has a number of doses of the item created equal to his level. The created items have a shelf life equal to the Priest/Scholar level in days.
Acid
- The acid does immediate damage of 2d4 at first level plus an extra 1d4 at levels 3, 9, 12, 15, and 18. Immediate damage does 1d4, another 1d4 is taken each round after until all 1d4's are expended.
- It does not affect glass, stone, nor magical items. It is possible to blind someone if thrown into the eyes.
- Those hit by the acid can Save for half damage. The acid can be neutralized by dousing with water, dirt, etc.
- The poison can be ingested, contact, or injected as the Priest/Scholar desires. At first level the Priest/Scholar'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 Save 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 Priest/Scholar can also make an antidote for the poison. When given it stops all damage. Brew time for the antidote is one hour. It follows all rules above for number of doses per day and shelf life.
A Priest/Scholar learns much from studies of ancient writings and information gleaned from travelers. At times they will head out on their own expeditions into the world seeking precious and rare knowledge.
They have a 50 percent chance at first level plus five percent at each even level after (maximum of 100 percent) to know local legends, sites, famous or notorious individuals, etc.
Healing
With a successful Intelligence check +1 at levels 3, 9, 12, 15, and 18 the Priest/Scholar may heal 1d6 hit points lost in a single combat encounter, trap, disease, poison or other hit point damaging encounter. He can do this once per character per encounter.
Poultices
With a bit of preparation the Priest/Scholar can prepare a few poultices or medicines to be applied to wounds to alleviate pain and help the wounded. Each application to a set of wounds after a combat or other damage encounter will return 1d3 hit points to the patient. Only one poultice can be applied for effect on one person's set of wounds incurred in an encounter. He can make a number of poultices equal to half his level per day (round up.) Each poultice lasts for two days per Healer level. After that they are spoiled and useless. These work in addition to a Priest/Scholar's Healing ability, magical healing, and various Binding Wounds rules.
Languages
The Priest/Scholar must learn ancient and foreign languages to learn precious information. He starts with twice the beginning languages (including bonus languages from Intelligence) in addition to the bonus languages received at every fourth level (see Setting Rules below.)
He also has a natural affinity with patterns and clues which gives him a 50 percent chance to read and understand the basics of any normal writing or language (including simple codes, dead languages, treasure maps, and so on, but not magical writings) that he does not speak. This chance increases by 5 percent every even level. 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.
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.
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, Hyborian
Prime Requ: Dex
Ability Requirements: Dex 9
Exp: As Thief
HD: 1d6
Save: as Thief
Attack: as Thief
Weapons: As Thief.
Armor: Leather and shield.
Thief Skills
Open Locks, Find/Remove Traps, Pick Pocket, Move Silently, Hide in Shadows, Climb Walls, Hear Noise, and Backstab. Now add 20% to the values (except for Climb Walls) for competency of characters in a Hyborian setting.
Fast Talk
With a bit of conversation, and a good bit of lying and trickery, the Thief is often capable of befriending, bribing, or conning an individual to his way of thinking. After 2d6 minutes of cajoling, flattering, drinking, etc the victim of the Fast Talk must make a Saving Throw. The victim's Saving Throw has a cumulative -1 penalty roll for the Thief's level at 1st and every fourth level after at 4, 8, 12 ,16, and 20. If the Save is failed the individual will give up some bit of information, do a small favor, or otherwise not hinder the Thief as long as the Thief appears to be friendly. This is not a magical effect: if the individual finds out the Thief is lying to him or some other situation arises to change his view of the Thief he may act normally.
Gambling
A Thief often haunts shady establishments and is not adverse to supplementing his living with cards, dice, his wits and nimble fingers. At 1st level and at 3rd, 6th, 9th, and 12th the Thief gains a cumulative +1 bonus to his gambling checks.
SPELLCASTER
Magician
Sorcerer
Witch
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.
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 13 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.
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Thursday, February 16, 2017
Haunted Valley: The Infernal Emissary
One of the most prominent citizens of the Valley of Wolves Reynauld Aubrie is secretly an Infernal Emissary and the Devil's primary agent in collecting the uncorrupted souls still left in the valley.
Merchant
Reynauld Aubrie, 43
HD: 8
HP: 41
AC: 7/12,
Damage: 1d8, sword. 1d8 wheellock pistol.
Save: 8/Cl 1
Move: 120/40
Alignment: Lawful
As an Infernal Emissary, Aubrie has many powers at his dark command.
He is protected from most harm and is only hit with weapons of silver or magic. His marked hand, when used to strike a foe, paralyzes his enemy as a ghoul's attack would (Saving throw allowed). He can also animate the dead three times per day with the hand's power. His eyes are hypnotic allowing him to cast Charm person through them three times daily.
He has the ability to partially control the wolf pack and batswarm. He can attempt to do is once per night. If he makes a successful Saving throw they will follow his command. Each new command requires a new Saving throw and failure means he cannot try until the next night.
In addition to these abilities he also has the power of an eighth level witch.
He knows the following spells (he can cast two of each level per day):
Level One: Detect magic, Read magic, Sleep.
Level Two: Detect evil, ESP, Hold person, Locate object.
Level Three: Dispel magic, Fly, Speak with dead.
Level Four: Confusion, Dimension door, Protection from evil 10'.
Level Five: Commune, Finger of death, Teleport.
He can also brew poison (2d6), and create potions, salves, and charms as a witch.
Along with his mundane weapons and wealth he has access to a number of items. Among them is a human hand of glory made from Jaques Savoy, a head of revelations, a brand of subjugation, and 6 zombie coins. He has a various number of potions, salves, and charms at the ready.
Purpose
Aubrie's purpose in the valley is to corrupt the souls of those not already damned and deliver them unto his master Satan. He is slowly growing in power and influence; he is a careful manipulator and will stay in the shadows as long as possible. He is gathering minions and knowledge to use to his advantage. He will use every trick he can to corrupt those around him: blackmail, promises of power, diabolic magic, murder, mind games, and anything else that will turn them to bargain their souls away. He plans to eventually control the entire valley, turning the inhabitants into a cult, and spreading his influence outward.
Aubrie is carefully building a network of minions to serve him. He has recruited Etaine the candlemaker and Pippin the gravedigger to assist him. They do not know who he is as he remains hooded and masked but they have felt his power and are willing to serve him. Soon he will demand that they sign their souls to his master in exchange for favors.
He is also considering trying to recruit Rolf the blacksmith and the Guard Captain Julian. He does not believe either will sell their souls and willingly serve but the power of the brand of subjugation will bring them in line. Aubrie can also use the brand on a Player Character to spy on the PC's Party when they begin to complicate things.
Often going cloaked at night to observe and plot his diabolic plans, he has learned many secrets since returning to the valley and is considering ways to use them to his own purposes.
Merchant
Reynauld Aubrie, 43
HD: 8
HP: 41
AC: 7/12,
Damage: 1d8, sword. 1d8 wheellock pistol.
Save: 8/Cl 1
Move: 120/40
Alignment: Lawful
As an Infernal Emissary, Aubrie has many powers at his dark command.
He is protected from most harm and is only hit with weapons of silver or magic. His marked hand, when used to strike a foe, paralyzes his enemy as a ghoul's attack would (Saving throw allowed). He can also animate the dead three times per day with the hand's power. His eyes are hypnotic allowing him to cast Charm person through them three times daily.
He has the ability to partially control the wolf pack and batswarm. He can attempt to do is once per night. If he makes a successful Saving throw they will follow his command. Each new command requires a new Saving throw and failure means he cannot try until the next night.
In addition to these abilities he also has the power of an eighth level witch.
He knows the following spells (he can cast two of each level per day):
Level One: Detect magic, Read magic, Sleep.
Level Two: Detect evil, ESP, Hold person, Locate object.
Level Three: Dispel magic, Fly, Speak with dead.
Level Four: Confusion, Dimension door, Protection from evil 10'.
Level Five: Commune, Finger of death, Teleport.
He can also brew poison (2d6), and create potions, salves, and charms as a witch.
Along with his mundane weapons and wealth he has access to a number of items. Among them is a human hand of glory made from Jaques Savoy, a head of revelations, a brand of subjugation, and 6 zombie coins. He has a various number of potions, salves, and charms at the ready.
Purpose
Aubrie's purpose in the valley is to corrupt the souls of those not already damned and deliver them unto his master Satan. He is slowly growing in power and influence; he is a careful manipulator and will stay in the shadows as long as possible. He is gathering minions and knowledge to use to his advantage. He will use every trick he can to corrupt those around him: blackmail, promises of power, diabolic magic, murder, mind games, and anything else that will turn them to bargain their souls away. He plans to eventually control the entire valley, turning the inhabitants into a cult, and spreading his influence outward.
Aubrie is carefully building a network of minions to serve him. He has recruited Etaine the candlemaker and Pippin the gravedigger to assist him. They do not know who he is as he remains hooded and masked but they have felt his power and are willing to serve him. Soon he will demand that they sign their souls to his master in exchange for favors.
He is also considering trying to recruit Rolf the blacksmith and the Guard Captain Julian. He does not believe either will sell their souls and willingly serve but the power of the brand of subjugation will bring them in line. Aubrie can also use the brand on a Player Character to spy on the PC's Party when they begin to complicate things.
Often going cloaked at night to observe and plot his diabolic plans, he has learned many secrets since returning to the valley and is considering ways to use them to his own purposes.
- He has knowledge of the witch's coven and knows that the blacksmith Rolf Muller was a secret member. He will try to use this knowledge to persuade then blackmail Rolf.
- He has seen the Midnight Cat and knows it was the witch Yolanda's familiar. He is aware that the cat is plotting something but the creature is sly and keeps clear of Aubrie.
- He has seen the Little Girl's Ghost but she fled from him, sensing his evil.
- He has observed the Black Rider and his hounds taking a soul on the East Trade Road.
- He is aware of Old Svalovich and the Ogre but considers them minor nuisances for now.
- He feels a vast dark power in the East Woods (the hidden Tower) but cannot locate it. He has been warned off of investigating this mystery when communing with his master. Unknown to him his master will use him to protect the cursed tower from those who would discover it and lift the curse. This will ultimately bring him into direct conflict with the players.
Wednesday, February 15, 2017
A few more necromantic items. OSR
To go with these.
The DM may consider allowing his players the chance to find or actually create a few of these items with the proper ingredients, time, and rituals.
Bone Flute
A hollow thighbone of a ghoul with finger holes and sigils carved into it. When played the flute summons 1d6 ghouls to the location of the flutist. The location must be somewhere that ghouls congregate, such as a cemetery or necropolis, and the flute must be played until the ghouls arrive. The time of arrival is at the DM's discretion; if no ghouls are near the flutist may play to exhaustion without success.
Once the ghouls are drawn to the flutist he can bargain, threaten, etc for their services. They are not bound to serve, the flute only draw them, it does not bind them.
Brand of Subjugation
This black iron brand is used to control unwilling victims. When heated and pressed to the flesh of a human, demihuman, or humanoid the brand scars the victim doing one point of damage and forces the victim to make a Saving throw. If failed the victim must obey any commands to the best of his or her ability. This control lasts until the brand is removed. The branded cannot remove it themselves and removing it causes 1d2 points of damage. If the Saving throw is made the victim still takes damage and is branded but is not compelled to obey.
The brand is usually placed on a part of the body easily covered by clothing allowing the subjugated to blend in with those around him or her.
Coffin of the Sainted Lazarus
A coffin of ancient wood and rusted iron bands. It is a powerful healing relic. Living beings locked inside the coffin heal 1d6 hit points per hour in the coffin or regain a level which has been drained if they spend a full eight hours in the coffin. The effect is cumulative. Twenty-four hours in the coffin rejuvenates three drained levels, etc.
Cylinder of Summoning
A red wax cylinder played upon a gramophone or Victrola device. The recording is of a deep chanting voice reciting a spell to summon a dark spirit, a banshee. After five rounds of play the banshee appears near the device and launches a contest of wills on the person who started the recording: each must roll a Saving throw, modified by Wisdom bonus or penalty. The winner is the one who makes their Saving throw and rolls highest. Ties are re-rolled. If it wins the banshee will attempt to kill everyone present, beginning with the person who started the device, then destroy the cylinder and free itself. If the banshee loses it will follow the instructions of its new master. The creature will remain in the world as long as the cylinder continues to play. If it is shut off or destroyed the banshee immediately fades away. If the banshee is brought to zero or less hit points the cylinder cracks and crumbles into uselessness.
Ghost Chimes
Summons a specific ghost whose bones are used for the chime. When chimed at midnight of the deceased's death anniversary the ghost appears within 1d6 rounds and will remain for 1d4+2 rounds, answering one question per round. The ghost only has the knowledge it had in life. When the effect ends the ghost fades away and cannot be summoned this way again.
Ghoul Salve
A bottle of thick makeup paste, created from various herbs and ahes and fluids of the dead. Once applied it will allow the appearance of being undead for one hour. Allows the user to move among low or non-intelligent undead. The bottle will contain 1d4 doses.
Slave Coin
A large silver coin with the image of an eye on both sides amid decorative print of chains. The coin, when flourished in front of a human, demihuman, or humanoid, will hypnotize a target unless a Saving throw is made. The target will follow all commands given. The effect lasts for one hour. The victim will not remember what has happened to them if commanded to forget and they fail a Saving throw. Harmful commands such as murdering a friend or killing themselves will warrant another Saving throw to avoid the attempt. If it is made they will not carry out the order even if given to them again, no Saving throw is required this time. They will still be under the influence of the coin but will be confused until another command is given to them.
Spirit Candles
Summons a specific ghost whose fat, ash, or dust are mixed into the wax of the candle. Functions exactly as Ghost Chimes. The candle burns rapidly and is completely melted at the end of the effect.
Violin of Summoning
A battered violin of unremarkable appearance. When played for 2d6 minutes of uninterrupted play the violin summons a demon n a whiff of sulphur and crackle of electricity. The demon can only be summoned once every three days and remains as long as the violin is played or the demon is dropped to zero or less hit points. While summoned the demon is linked to the violinist and will know what his master desires and will carry this out to the best of its ability. This link also allows the violinist to know when the demon has been defeated.
After the first hour of frantic playing the violinist must roll a Constitution check to keep the tune. This must be re-rolled every ten minutes (turn) after the first roll. Once failed the violinist collapses and the demon is sent back from whence it came.
The Demon of the Violin
A man-sized, cancerous looking toad-thing with massive fangs, frog legs, and a body full of muscular tentacles with a ten foot reach. It is often used for assassination or thievery.
HD: 6
HP: 35
AC: 5/14
Damage: 1d6 bite, 1d4 four tentacles, possible constriction
Special Abilities: constrict, immunities, spell like abilities
Save: 12/F6
Move: 120/40
Alignment: Chaos
The demon's primary attacks are its vicious bite and four tentacle attacks per round. The tentacles can attack four different targets and if two hit the same target they wrap around the victim, constricting for an automatic 2d4 damage per round until a Saving throw is successful. The victim can take no other action in the rounds he or she is trying to break free.
Due to its otherworldly nature the demon only takes half damage from attacks other than iron, magic, electricity, or cold. It is immune to fire. The demon can see in the dark up to 90' and has a number of spell-like abilities (dimension door, invisibility, spider climb) which it can use at will with the spells' normal restrictions.
Zombie Coins
The coins are of aged bronze with a death's head on the face and a pair of crossed scythes on the flip side. When found they come in a set of 1d6+2. The coins allow a living being to control zombies. By placing one coin under the controller's tongue and one under each zombie's tongue the controller can command them. The controller cannot move more than a walk and can only concentrate on controlling the zombies. He cannot attack, defend, or cast spells. The magic of the coin allows the controller to see and hear through the zombies and he can control them all at once. Once a zombie is destroyed the coin can be reclaimed and reused.
A Note on Dust and Powders...
Dust and powder have a rich tradition in folklore. Voodoo zombie powder, hoodoo goofer dust, witch powder, etc.
These can be simulated in a variety of effects in game with necromantic flavor.
The magical treasure section of most old school rule books contain the Dust of Appearance and Dust of Disappearance.
Here are a few more ideas:
Barrier Powder
When poured on the ground it creates and undead barrier. Undead of five HD or less cannot cross. Those of six or higher must make a Saving throw to do so.
Dust of the Black Lotus
When ingested acts as a Confusion spell.
Dust of Harm
When flung at incorporeal creatures, living and dead, it does 2d6 damage per dose.
Powder of Reanimation
When poured into the mouth of a corpse no more than three days dead it creates a servant zombie.
The DM may consider allowing his players the chance to find or actually create a few of these items with the proper ingredients, time, and rituals.
Bone Flute
A hollow thighbone of a ghoul with finger holes and sigils carved into it. When played the flute summons 1d6 ghouls to the location of the flutist. The location must be somewhere that ghouls congregate, such as a cemetery or necropolis, and the flute must be played until the ghouls arrive. The time of arrival is at the DM's discretion; if no ghouls are near the flutist may play to exhaustion without success.
Once the ghouls are drawn to the flutist he can bargain, threaten, etc for their services. They are not bound to serve, the flute only draw them, it does not bind them.
Brand of Subjugation
This black iron brand is used to control unwilling victims. When heated and pressed to the flesh of a human, demihuman, or humanoid the brand scars the victim doing one point of damage and forces the victim to make a Saving throw. If failed the victim must obey any commands to the best of his or her ability. This control lasts until the brand is removed. The branded cannot remove it themselves and removing it causes 1d2 points of damage. If the Saving throw is made the victim still takes damage and is branded but is not compelled to obey.
The brand is usually placed on a part of the body easily covered by clothing allowing the subjugated to blend in with those around him or her.
Coffin of the Sainted Lazarus
A coffin of ancient wood and rusted iron bands. It is a powerful healing relic. Living beings locked inside the coffin heal 1d6 hit points per hour in the coffin or regain a level which has been drained if they spend a full eight hours in the coffin. The effect is cumulative. Twenty-four hours in the coffin rejuvenates three drained levels, etc.
Cylinder of Summoning
A red wax cylinder played upon a gramophone or Victrola device. The recording is of a deep chanting voice reciting a spell to summon a dark spirit, a banshee. After five rounds of play the banshee appears near the device and launches a contest of wills on the person who started the recording: each must roll a Saving throw, modified by Wisdom bonus or penalty. The winner is the one who makes their Saving throw and rolls highest. Ties are re-rolled. If it wins the banshee will attempt to kill everyone present, beginning with the person who started the device, then destroy the cylinder and free itself. If the banshee loses it will follow the instructions of its new master. The creature will remain in the world as long as the cylinder continues to play. If it is shut off or destroyed the banshee immediately fades away. If the banshee is brought to zero or less hit points the cylinder cracks and crumbles into uselessness.
Ghost Chimes
Summons a specific ghost whose bones are used for the chime. When chimed at midnight of the deceased's death anniversary the ghost appears within 1d6 rounds and will remain for 1d4+2 rounds, answering one question per round. The ghost only has the knowledge it had in life. When the effect ends the ghost fades away and cannot be summoned this way again.
Ghoul Salve
A bottle of thick makeup paste, created from various herbs and ahes and fluids of the dead. Once applied it will allow the appearance of being undead for one hour. Allows the user to move among low or non-intelligent undead. The bottle will contain 1d4 doses.
Slave Coin
A large silver coin with the image of an eye on both sides amid decorative print of chains. The coin, when flourished in front of a human, demihuman, or humanoid, will hypnotize a target unless a Saving throw is made. The target will follow all commands given. The effect lasts for one hour. The victim will not remember what has happened to them if commanded to forget and they fail a Saving throw. Harmful commands such as murdering a friend or killing themselves will warrant another Saving throw to avoid the attempt. If it is made they will not carry out the order even if given to them again, no Saving throw is required this time. They will still be under the influence of the coin but will be confused until another command is given to them.
Spirit Candles
Summons a specific ghost whose fat, ash, or dust are mixed into the wax of the candle. Functions exactly as Ghost Chimes. The candle burns rapidly and is completely melted at the end of the effect.
Violin of Summoning
A battered violin of unremarkable appearance. When played for 2d6 minutes of uninterrupted play the violin summons a demon n a whiff of sulphur and crackle of electricity. The demon can only be summoned once every three days and remains as long as the violin is played or the demon is dropped to zero or less hit points. While summoned the demon is linked to the violinist and will know what his master desires and will carry this out to the best of its ability. This link also allows the violinist to know when the demon has been defeated.
After the first hour of frantic playing the violinist must roll a Constitution check to keep the tune. This must be re-rolled every ten minutes (turn) after the first roll. Once failed the violinist collapses and the demon is sent back from whence it came.
The Demon of the Violin
A man-sized, cancerous looking toad-thing with massive fangs, frog legs, and a body full of muscular tentacles with a ten foot reach. It is often used for assassination or thievery.
HD: 6
HP: 35
AC: 5/14
Damage: 1d6 bite, 1d4 four tentacles, possible constriction
Special Abilities: constrict, immunities, spell like abilities
Save: 12/F6
Move: 120/40
Alignment: Chaos
The demon's primary attacks are its vicious bite and four tentacle attacks per round. The tentacles can attack four different targets and if two hit the same target they wrap around the victim, constricting for an automatic 2d4 damage per round until a Saving throw is successful. The victim can take no other action in the rounds he or she is trying to break free.
Due to its otherworldly nature the demon only takes half damage from attacks other than iron, magic, electricity, or cold. It is immune to fire. The demon can see in the dark up to 90' and has a number of spell-like abilities (dimension door, invisibility, spider climb) which it can use at will with the spells' normal restrictions.
Zombie Coins
The coins are of aged bronze with a death's head on the face and a pair of crossed scythes on the flip side. When found they come in a set of 1d6+2. The coins allow a living being to control zombies. By placing one coin under the controller's tongue and one under each zombie's tongue the controller can command them. The controller cannot move more than a walk and can only concentrate on controlling the zombies. He cannot attack, defend, or cast spells. The magic of the coin allows the controller to see and hear through the zombies and he can control them all at once. Once a zombie is destroyed the coin can be reclaimed and reused.
A Note on Dust and Powders...
Dust and powder have a rich tradition in folklore. Voodoo zombie powder, hoodoo goofer dust, witch powder, etc.
These can be simulated in a variety of effects in game with necromantic flavor.
The magical treasure section of most old school rule books contain the Dust of Appearance and Dust of Disappearance.
Here are a few more ideas:
Barrier Powder
When poured on the ground it creates and undead barrier. Undead of five HD or less cannot cross. Those of six or higher must make a Saving throw to do so.
Dust of the Black Lotus
When ingested acts as a Confusion spell.
Dust of Harm
When flung at incorporeal creatures, living and dead, it does 2d6 damage per dose.
Powder of Reanimation
When poured into the mouth of a corpse no more than three days dead it creates a servant zombie.
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