Armor: Up to chain and shield.
Weapons: Any except two-handed melee.
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:
- 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.
Weapon Focus
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.
Stealthy
The Raider is adept at sneaking up on enemy camps. He gains a +1 to surprise foes.
Survival
Just like the Scout the Raider is adept as living in the harsh wilderness. This check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. This also includes the ability to track with penalties and bonuses for mud, snow, dry ground, etc at the discretion of the DM. Less skilled than the Scout, the chance for success is 40 percent at first level plus five percent at every even level.
Scout
Prime Requ: Dex
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Armor: Chain and 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.
Gambling
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.
- 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.
Languages
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
- 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.
Poison
- 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.
Lore
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.
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.