Showing posts with label Race. Show all posts
Showing posts with label Race. Show all posts

Friday, February 1, 2019

A quick OSR Alient/Mutant Class builder....


I had been working on a Hanna-Barbera space OSR space fantasy setting a while back.
Haven't finished it but decided to pull out the Alien/Mutant builder for creating quick generic Race Classes for such a setting. You are paying for abilities with experience points to be added onto leveling. Weaknesses help to reduce this. I set the base level experience cost as Cleric (1500 exp) as it is middle of the road, but there is no reason the extra ability point costs cannot be added to other classes if you choose to not have race classes. This can be done in any genre. To do so ignore the abilities such as Attack as Fighter or Tough (extra hit points or boost it up if you want to keep it.)

Alien/Mutant Builder
Base Hit Dice: 1d6
Base Experience: 1500 (Cleric)
Base Attack and Save: Cleric
Ability Points: 2 free. Each extra adds 200 exp to the base exp.

Abilities
1 Point
⦁ Amphibious (can breathe both air and water)
⦁ Armor/Reflexes +1 to Base Armor Class (maximum of +5)
⦁ Cling (move across walls and ceilings at normal move)
⦁ Dark Vision (60')
⦁ Hearing (+1 to 1d6 to hear noise, can be taken twice)
⦁ Leap (can jump twice as far and twice as high as normal)
⦁ Melee, natural attack (1d4 damage, can be retractable)
⦁ Resistance +2 to Saving Throw vs (heat, cold, electrical, radiation, poison, etc)
⦁ Smell (can track by scent 1-4 on a 1d6)
⦁ Strong (+1 to Strength damage and attribute rolls, maximum of +3)

2 Point
⦁ Attack as Fighter (yep)
⦁ Extra Head (-1 to be surprised)
⦁ Extra Limbs (Extra attack per two extra limbs, -2 to hit, maximum of two extra sets)
⦁ Melee, natural attack (1d6, cannot retract/hide)
⦁ Ranged, natural attack (3 per day, 1d4, 20')
⦁ Tunnel (can move through soil and other comparable materials at half move rate)
⦁ Tough (1d8 base Hit Dice instead of 1d6)

3 Point
⦁ Alter Form (appear as creature equivalent to characters size: small, medium, or large)
⦁ Giant (HD increases one dice higher)
⦁ Levitate (move at normal walk speed)
⦁ Ranged, natural attack (3 per day, 1d6, 30')
⦁ Touch Attack (1d4 damage, ignores non-natural armor)

5 Point
⦁ Fly (normal speed)
⦁ Immunity (choose one: fire/heat, ice/cold, water, radiation, poison disease, etc)
⦁ Teleport (3 per day, 30' per HD)
⦁ Touch Attach (1d6 damage, ignores non-natural armor)

Weaknesses
⦁ Attack Always On ( applies to ranged or touch attack, cannot turn off the attack, can be blocked with special equipment) - half of the attacks exp cost
⦁ Allergy to substance or condition (2d6 damage or automatic Saving Throw failure) -400 exp each
⦁ Grotesque (1/2 Charisma, round down) -200 exp
⦁ Language Impaired (Cannot vocalize any language except native tongue, can still understand others) -200 exp
⦁ Limited Mobility (movement reduced by half) -400 exp
⦁ Small (Base Hit Points reduced to 1d4, Tough only gives an extra 1d6) -400 exp
⦁ Weak (-1 to Strength damage and attribute rolls, can be taken a maximum of 3 times) -400 exp

Space Mantis
HD: 1d6
Base Exp: 1500 plus 400 in extra abilities = 1900
Save: as Cleric
Abilities: +2 AC (2 points), Melee (bite, 1d4 damage, 1 point), Darkvision (60', 1 point)

Lavaman
HD: 1d8
Base Exp: 1500 plus 2600 from extra abilities minus 900 in weaknesses = 3200
Save: Cleric
Abilities:  Touch Attack (fire, 1d6 damage, always on, 5 points), Immunity (heat, 5 points), Ranged (lava, 3 per day, 1d6, 30', 3 points), Tough (1d8 hit dice, 2 points)
Weaknesses: Allergy (water, 2d6, -400 exp), Touch Attack (fire) always on (-500 exp)

Lizardman
HD: 1d8
Base Exp: 1500 plus 1200 from extra abilities = 2700
Save: Cleric
Abilities: Abilities: +2 AC (2 points), Attack as Fighter (2 points), Darkvision (60', 1 point), Melee (tail swipe, 1d4 damage, 1 point), Tough (1d8 hit dice, 2 points)



Saturday, December 29, 2018

Star Wars for Classic D&D/OSR Rules.

What is this?
It is my version of what I want Star Wars to be. It is what I run Star Wars games with for my friends.
It is partially based on Star Wars Galactic Adventures found HERE. I've also dipped my toes into Star Wars with White Star here and here and here.

I enjoyed SWGA immensely. It is a fun, easy system that really does play and feel like a classic era RPG from the late seventies and early eighties. The second edition even more so as it made subtle changes such as rolling hit dice instead of static hit points from the first edition.
The combat system is similar to classic D&D but a bit different with a nice chart and simple math.
It also has some really nice bits such as the Force powers.

But it wasn't quite what I wanted.
What did I want?
⦁ A completely classic D&D compatible game. I want to use the framework of classic D&D with the additions of Star Wars races, classes, tech, and added rules for blaster fights and vehicle/ship combat.
⦁ I wanted more options for players.  I and my players would rather use ascending AC and add a hit bonus.
⦁ I wanted expanded classes with more abilities. I wanted the same with playable alien races. I wanted a simple  'skill' system based on attribute rolls with bonuses and penalties.

The rules for vehicles and starships in SWGA are super slim as to be almost non-existent and I wanted a bit more crunch but not pages of it. My solution was to borrow from the D20 Star Wars and Saga material for vehicle and ship stats as well as basic situational rules for travel and combat without relying on a ton of charts and maneuvers. So I stripped it down to basics on stats and vehicle/starship travel and actions. Combat is now a simple initiative roll and an opposed Piloting (Dex) check with modifiers for situation and ship maneuverability between pilots; best roll wins a maneuver, attack, and AC bonus as they out fly the other ship.
More on this in another post. Our first space combat went very well.



FOR THIS POST WE HAVE
  1. Race
  2. Class
  3. Natural Skills/Class Skills (I promise these are easy and not over complex)

RACE
The races are taken from the d20 alien source-books. The attribute mods are mostly taken straight from the source-books and the special abilities slightly modified to fit into my attribute 'skill' system and a few extras such as the occasional natural attack were added. Use your judgement and don't sweat it. Many sources clash with each other. Use what you like.

Here's a basic list.


Arconan 

  • +1 AC
  • Weak Long Distance Vision: -1 ranged attacks
  • Talons: 1d4 dmg, +2 climbing checks
  • Salt Addiction: if salt is consumed the Arcona must make a Saving Throw at a -6  penalty or become addicted. An addict must consume 25 grams of salt daily or suffer a -2 to all rolls.


Bothan 

+2 Dex, -2 Con

  • +2 to Wis/Search checks.
  • Sharp Eyed: -1 to be surprised.








Cerean 

+2 Int, +2 Wis, -2 Dex

  • Intuitive: +1 initiative bonus.









Devaronian 

+2 Dex. -2 Int, -2 Wis

  • +2 Save Toxins/Poisons
  • Teeth/Horns: 1d3








Duros 

+2 Dex, +2 Int, -2 Con

  • +2 to Piloting/Nav checks (no penalty for non-class)









Gamorrean 

+2 Str, -2 Int, -2 Wis

  • +2 AC (prefers medium and light armor)
  • +2 Save Toxins/Poisons
  • Primitive: -4 Computer
  • Language Restriction: Can understand other languages but only vocalize Gamorrean.





Gotal 

+2 to Wis/Search checks to detect energy

  • Mood Detection: with a Wisdom check the Gotal can read the mood of all creatures within a 30' radius.
  • +2 when tracking living beings or droid whose energy signature they have encountered before.






Ithorian 

+2 Wis, +2 Chs, -2 Dex

  • +2 to Saves vs Meditation/Force abilities and Saves involving Willpower
  • +2 on Survival and nature related checks (no penalty for non-class)








Jawa 

+2 Dex, -4 Str, -2 Chs
  • +2 AC vs larger than Wookie-sized creatures
  • +2 to Repair (no penalty for non-class)
  • Dark vision (90')
  • Language Restriction: Can understand other languages but only vocalize Jawa.




Kel Dor 

+2 Dex, +2 Wis, -2 Con
  • +2 Save vs Force abilities
  • Atmosphere Restriction: Helium, requires breather
  • Low Light Vision (60')







Mon Cal 

+2 Int, +2 Wis, -2 Con
  • Amphibious: can breathe underwater and are fast swimmers
  • Low Light Vision (60')
  • -1 to Saves vs Willpower in dry/arid environments







Quarren 

+2 Dex, +2 Wis, -2 Con
  • Amphibious: can breathe underwater and are fast swimmers
  • Low Light Vision (60')
  • -1 to Saves vs Willpower in dry/arid environments






Rodian 

+2 Dex, -2 Wis, -2 Chs
  • +2 to Survival (Track) (no penalty for non-class)
  • Low Light Vision (60')








Sullastan 

+2 Dex, -2 Con
  • +2 Climb
  • Dark Vision (90')
  • Regeneration: 1 hp/turn







Togruta 

+2 Dex, +2 Wis, -2 Con
  • +1 Surprise
  • -2 Blinded (instead of -4 penalty)
  • +2 Sneak


Trandoshan 

+2 Str, -2 Dex, +2 Con
  • +1 AC
  • Claw (1d4)
  • Dark Vision (90')
  • Regenerate: 1hp/turn






Twi'Lek 

+2 Cha, -2 Wis
  • +2 Cha/Seduction 
  • +2 Save vs Poison
  • Low Light Vision (60')
  • Lekku (Head tail language)






Verpine 

  • +1 AC
  • +2 to Wis/Search with vision based checks/ +4 if target within 20'.
  • +2 to Repair (no penalty for non-class)
  • Telecommunication (Can communicate via antenna radio waves with other verpine and specially frequency comlinks. Range is 1km for an individual. In a hive range is 50km.)





Wookie 

+4 Str, -2 Dex, -2 Wis
  • +2 AC (prefers medium and light armor)
  • +2 to Intimidate, Str or Cha as Bounty Hunter
  • +2 to Climb
  • Fast Healing: x2 natural healing rate
  • Language Restriction: Can understand other languages but only vocalize Shyriiwook the Wookie language.
  • Rage: +4 hit and damage melee. -2 penalty to Ac. Last for a number of rounds equal to Con score, can be stopped earlier with a Saving throw. Fatigued for same number of rounds he raged: -2 to Str, Dex, Ac, cannot run)

Zabrak 

  • +2 bonus to Skill checks involving Con or Wis
  • -2 to Cha (Persuasion) checks




CLASS
The Classes are inspired from SWGA but I expanded the number of abilities in most and added the option of multi-classing without punishing the player's hit bonus and saving throws. Named characters in the Star Wars films and other media are usually competent and talented at many things, multi-class helps  to reflect this.

I liked the Force powers from SWGA enough that when I revised  the Jedi/Sith class I kept the SWGA Force system and powers but allow the Jedi/Sith to gain more Force points per level.

First up is character class basics.
All classes are tracked with the same experience and use the same attack base to hit and saving throw track.
Ability Scores: +1 to +3
Level: 20
Experience: As Fighter
Attack: +1 to hit per two levels.
Saving Throw: 15 at 1st level; min of. If you must use multiple saving throw categories all classes use the Fighter saves. The racial and class modifiers will apply to these as well.

Bounty Hunter
Jedi/Sith
Medic
Pilot
Scoundrel
Scout
Soldier
Spy
Tech
Thug

Multi-class Rules:
Limited to two classes (Droids can have three)
Attacks and Saves based on total character level.
Class abilities stack.
Class attack bonuses do not. A Jedi/Soldier character does not get a stacked +2 with a lightsaber.

Bounty Hunter 

Hd: 1d8, +1 at 10th and higher
Armor: Any
Starting Credits: 1d6 x 500

Backstab
+4 bonus to hit and do x2 damage. This works with ranged attacks until targets know they are in danger.
At level 4 the damage is x3, at level 8 it is x4, and at 12 it is x5.

This can come about from carefully planned surprise, Sneak checks, etc. If the character is well hidden the DM may decide to forgo a check at all. Use common sense. The more the character sets up advantages the better the odds of backstabbing.

Anyone can attempt a backstab but the bonus to hit is a +2 in stead of +4 and the damage modifier is x2.

Fast Draw
Bounty Hunters receive a +1 bonus to Fast Draw initiative every three levels and receives no -2 penalty to their attacks for drawing and using a weapon in the same round.

Normal fast draw rules: character declares they are pulling a weapon. -3 penalty to initiative, -2 penalty to hit if they use it in the same round it is pulled.

Intimidate
Str or Cha , +1 per three levels
As a Bounty Hunter gains levels his rep and confidence grows. The Bounty Hunter can make a Strength or Charisma check with his bonuses vs a target's opposed  Wisdom check.

If the Bounty Hunter wins the target is intimidated and is at -2 to all combat, saves, and ability roles for a number of rounds equal to the Bounty Hunter's level/HD x2.  If the target wins the Bounty Hunter must wait 24 hours to try to intimidate the target again.

Pilot/Nav
Dex/Int, +1 per three levels

Track Bounty
Int, +1 per two levels.
When trying to find a target the Bounty Hunter can make this roll once per day per three levels. Success leads him to a person or clue to help him on the trail to find the bounty. This is in addition to normal role-playing on the Player's part.

Jedi/Sith 

Hd: 1d8, +1 at 10th and higher
Armor: Light, Medium (see below)
Starting Credits: 1d4 x 250

Force Resistant
+2 Saves vs Force

Lightsaber Specialist
With a Lightsaber in his possession the Jedi can do the following.

  • The Jedi can draw, ignite, and use the lightsaber in the same round with no penalty to initiative or attack.
  • +1 to hit with Lightsaber
  • AC bonus equal to one half Jedi Level rounded up in light or nor armor. IF in medium armor this bonus is halved again.
  • Deflect: No attack is allowed this round. The Jedi gains a x2 AC  bonus to his current Lightsaber bonus.
  • Follow Through: The Jedi can gain possible extra attacks with his lightsaber at levels 3 and 12. He must make a successful attack to take the extra(s).If the first strike hits he can take the second. If he has a third attack available he can attempt that attack if the first and second both hit.
  • Re-Direct: (Gained at level 3):  Only usable on personal or speeder scale weapons. No attack is allowed this round by the Jedi. If a ranged energy attack (aimed at the Jedi or an ally within five feet) is missed by five or less the Jedi can make a ranged attack (with the +1 lightsaber hit bonus) and send the energy attack at a target of his choosing. He may do this with all ranged energy attacks in his area for the round. Each deflected attack by the Jedi is at a -1 penalty after the first.

Force Powers
The Jedi gains Force Points equal to  2x his level plus his Wisdom bonus. Once used they can be regained 2 Force Points per ten minutes (1 Turn) of rest (no combat, no physical stess beyond  normal walking speed.)

Trained Force Powers: The Jedi can learn a number of powers equal to his level plus his Wisdom bonus. These are considered trained and he can use them normally at normal cost.
Untrained Force Powers: These powers can be attempted but it requires a Wisdom check with a penalty equal to the FP cost of the power. IF successful the power works but costs x2 the normal FP cost. If failed the power is failed and the x2 FP cost is paid anyway.

Medic 

Hd: 1d6, +1 at 10th and higher
Armor: Medium
Starting Credits: 1d6 x 500

Anatomy
The Medic can use his knowledge of anatomy to target key damage points on the body.  This gives him the Backstab ability of +4 to hit, x2 damage if the target is unaware of the attack.

Diagnose
Int, +1 per two levels
The Medic can make a Diagnose check to diagnose the illness of a patient, giving him information on proper treatment of the illness and a bonus on any further checks with that patient.

The DM can modify this with a penalty based on insidious or obsucure conditions.
Bonuses for success are: +1 hp when rolling a 1d6 on Healing and a +2 on Stabilization checks.

First Aid
Int, +1 per two levels
IF the Medic has no bacta or medpac or kit, he may attempt to  heal 1d6 hit points of damage to himself or another with basic first aid. The healing attempt must be rolled each time it is used. He can attempt the healing check until successful but each subsequent check has a cumulative 2 penalty to the roll. If assisted by another Medic the check has a 2 bonus. If another Medic takes over he also has the accumulated penalties due to failures of the first medic. A natural 20 failure results in 1d4 hp damage.

Within 24 hours, before natural healing begins, bacta/med can be used or another Medic with a higher First Aid score can attempt to heal the wound again. Bacta will always heal more.
Medpac/kits or First Aid works as below:

Medpac/Kit
Healed hit points replace the original First Aid total if a higher number is rolled.

First Aid from a Medic of higher skill:
If he succeeds on the First Aid check he will roll 1d6 and compare it to the original roll. If it is greater the new hit point roll replaces the original roll. If he rolls less it is ignored and the original Medic's healing stands as is. The only way the patient will lose hit points this way is if the new Medic rolls a natural 20 failure on the healing check. If that occurs he loses 1d4 hp.

If a character is wounded again The Medic can attempt bacta/med or First Aid to a new set of wounds, but no matter how good the healing rolls, unless bacta is used) it will not heal the patient of more hit points than were lost in the new set of wounds.

For example: A Soldier has lost ten hit points in a fight. The Medic makes a successful healing check and rolls to heal five hit points. Within 24 hours another Medic of higher skill can attempt a better healing. Later that day the Soldier is damaged again for three more points of damage. The Medic makes his healing check and can heal these three points of damage if he rolls well enough, but no more as he cannot attempt to heal the previous wound's lost hit points a second time.

Resistant
+2 Save vs Poisons and Toxins

Stabilize
Int, +1 per two levels
A Medic can try to control bleeding, apply CPR, etc to attempt to stabilize any character that has reached 0 or fewer hits point, and would otherwise be dead or dying. The Medic must reach the victim within a number of rounds equal to the Medic's level beginning on the round after the patient drops to 0 or below. Once the Medic has reached the patient he must then make a check with a -1 penalty to his score for every hit point below 0. If he succeeds in this the character is stabilized and does not continue to lose hp. He cannot regain more hit points from first aid or medpacs at this point. Only bacta or healing naturally will work.

If the victim is wounded again, another Stabilization can be made but with a +4 penalty in addition to normal bonuses and penalties, representing the shock of additional wounds to the body.

Pilot 

Hd: 1d8, +1 at 10th and higher
Armor: Light
Starting Credits: 1d6 x 500

Ace
Firing from a vehicle and starship  or with vehicle or starship mounted weapons the Pilot receives a +2 bonus to hit.

Computers
Int, +1 per two levels

Daring
Steely nerves and fast reflexes. He receives a +2 bonus to Saving Throws/Ability checks involving fear and fast reflexes (avoiding area attacks and unexpected surprises.)

Pilot/Nav
Dex/Int, +1 per two levels

Repair
Int, +1 per three levels

Scoundrel 

Hd: 1d6, +1 at 10th and higher
Armor: Light
Starting Credits: 1d6 x 500

Computers
Int, +1 per three levels

Fast Talk
Charisma, +1 per two levels
With a bit of conversation, the Scoundrel is able to attempt to befriend, persuade, charm, or outright con an NPC to his way of thinking. After 2d6 rounds of cajoling, flattering, drinking, etc. the victim of the Fast Talk must make a Wisdom check opposing the Scoundrel's Charisma with fast talk bonuses.

Fast Draw
+1 to Fast Draw initiative every three levels and receives no -2 penalty to their attacks for drawing and using a weapon in the same round.

Gambling
Cha, +1 per two levels

Pilot/Nav
Dex/Int, +1 per three levels

Sleight
Dex, +1 per three levels

Scout 

Hd: 1d8, +1 at 10th and higher
Armor: Light
Starting Credits: 1d6 x 500

Alert
-1 to be surprised. Adds +1 every three levels to Wisdom/Notice checks.

Backstab
As Bounty Hunter.
+4 to hit, x2 damage, works with ranged attack until targets know they are in danger.
At level 4 the damage is x3, at level 8 it is x4, and at 12 it is x5.

Pilot/Nav
Dex/Int, +1 per three levels

Repair
Int, +1 per three levels

Survive/Track:
Int, +1 per two levels

Soldier 

Hd: 1d10, +2 at 10th and higher
Armor: Any
Starting Credits: 1d6 x 500

Combatant
Gains a +1 to hit with all attacks (including vehicle/ship weapons.)

Cover Up
The Soldier is better at avoiding damaging due to dodging, blocking, parrying, etc.
+1 to AC.

Follow Through
The Soldier can gain possible extra attacks at levels 3 and 12. He must make a successful attack to take the extra(s).If the first strike hits he can take the second. If he has a third attack available he can attempt that attack if the first and second both hit.

Spy 

Hd: 1d6, +1 at 10th and higher
Armor: Light
Starting Credits: 1d6 x 500

Backstab
As Bounty Hunter.
+4 to hit, x2 damage, works with ranged attack until targets know they are in danger.
At level 4 the damage is x3, at level 8 it is x4, and at 12 it is x5.

Computers
Int, +1 per two levels

Contacts
Charisma, +1 per two levels. 1 per adventure +1 per three levels of Spy
As he gains skill and reputation the Spy meets a lot of others in the crime business. With a successful Charisma check the Spy may ask one favor of a criminal or underworld contact such as a bribe-able official or officer, drug dealer, gangster, smuggler, etc.

The favor will be things not generally 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 Spy 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.

Hear Noise:
1-3 at first level, 1-4 at fifth level, 1-5 at 12th level. Must concentrate for a full round to listen.

Sleight
Dex, +1 per two levels

Sneak
 Dex, +1 per two levels

Tech 

Hd: 1d6, +1 at 10th and higher
Armor: Light
Starting Credits: 1d6 x 500

Computers
Dex/Int +1 per two levels of Tech

Pilot/Nav
Dex/Int, +1 per three levels

Repair
Int, +1 per two levels of Tech

Specialties:
2 at first level, 1 extra at every three levels
+4 bonus to rolls to Computer, Navigation, or Repair as appropriate.
Alarms
Armor
Comms
Computers
Cybertech
Droids
Encryption
Hyperdrives
Ion Engines
Locks, Electronic
Locks, Mechanical
Sensors
Shields
Weapons, Personal
Weapons, Starship
Weapons, Vehicle

Thug 

Hd: 1d8, +2 at 10th and higher
Armor: Light
Starting Credits: 1d4 x 500

Backstab
As Bounty Hunter.
+4 to hit, x2 damage, works with ranged attack until targets know they are in danger.
At level 4 the damage is x3, at level 8 it is x4, and at 12 it is x5.

Computers
Int, +1 per three levels

Gambling
Cha, +1 per two levels

Intimidate
As Bounty Hunter.
Charisma, +1 per two levels

Sleight
Dex, +1 per three levels

Natural Skills/Class Skills
To succeed on a check roll the appropriate Attribute score or less. Class abilities give a bonus to the Attribute score.
Natural skills have no penalty.
Class skills can be attempted by classes without the skill but at a -4 penalty to the score.

Remember: bonuses to Skill checks add to the Ability score. Penalties subtract from the score.
Once the score is totaled then the dice are rolled trying to meet or roll under the score.

For Example:
A Bounty Hunter, level 7, has a Dex of 12. His piloting Ability is +1 per three levels giving him a +1 bonus for levels 1 - 3 and +1 for levels 4 – 6 and a +1 for level 7 for a total of +3.
His unmodified piloting checks are now at 12+3 = 15 or less on a d20.
A non-pilot class would have a -4 to their roll.

Opposed Rolls:
Sometimes characters will try Ability or Skill rolls in opposition.
Pilot vs Pilot, Computer vs Computer, Sneak vs Wisdom, etc. The characters total their scores, roll, and whomever makes the roll by the most wins. If they succeed with the same amount it is a tie.

Taking 5/10/15/ 20
The character may have the option of taking 5 to 20 times (20 is the maximum) the time necesary to make an Ability/Skill check to gain a bonus to his score. At 5 times the bonus is +2, at 10 times the bonus is a +4, 15 times is +6 and 20 times is +8 to the score. This can help offset penalties to the score, especially non-skilled penalties.

Natural Skills
Do not require training. Can be used as straight Ability score roles (with applicable modifiers.)
Examples include:

Strength
Climbing
Intimidate: making someone fear or be wary of you.
Jumping
Swimming

Dexterity
Balance
Physical maneuvering
Riding a mount.

Constitution
Endurance:during a chase, on  a forced march, etc.
Holding one's breath.

Intelligence
Appraise an item's value.
General knowledge of the universe: Alien species, ships, etc.

Wisdom
Listen: using audio detector/ears.
Search: visual detector/eyes. Includes both looking for something purposefully and spotting something you were not actively looking for.
Willpower

Charisma
Bluff: lies and untruths.
Persuade: charm, force of personality to persuade.
Intimidate: making someone fear or be wary of you.

Class Skills
Unlike natural skills, anyone can attempt a class skill check. If they do not have levels in a class that has the class skill there is a -4 penalty to this roll in addition to any ease/difficulty modifiers.

Computers
Includes programming and attempting to get secure information. Also includes bypassing electronic security systems: alarms, locks, camera systems, automatic weaponry, etc. The character must have access to an access panel or be hooked into the system to override it. Complicated systems may impose a penalty. Success bypasses or shuts down the targeted system.

Gambling
Opposed Charisma checks plus or minus bonuses. The player with the best roll wins. Ties are pushed into a second opposed roll between those who tied.

Cheating
Sleight check for a +2 bonus to the Gambling check. If the cheater fails his roll by five or more the other players can make a Wisdom check opposed by the cheater's Sleight to spot the fumbled attempt.
 If the cheater rolls a natural 20, he has been spotted by his victim or victims.

Pilot/Nav checks
Pilots add their bonus to any required Dex driving a vehicle or flying a ship. This ability also negates the -4 penalties non-pilots receive. He also adds his Pilot bonus to the vehicle's AC.

With an Intelligence check with Pilot bonus this skill also includes using ship communications and sensors as well as the art of navigating or finding position. It also allows for the calculation of Hyperdrive jumps. Bonuses may be given for good charts, maps, etc

Repair checks
Using and fixing electronic devices such as computers, droids, vehicles, ships, etc. The fixer must have parts, take the time set by the DM, and make a successful check.

  • Simple Repair (everyday item, simple weapon)  no penalty, 1/5 cost.
  • Moderate Repair (tech weaponry, mechanical/electronic component), -4, 1/5 cost.
  • Complex (droid, lightsaber, vehicle, computer) -8, 1/5 cost.
  • Very Complex (Starship component) -12, 1/10 cost.
  • Using improper tools, -4
  • Simple repairs take minutes, more in-depth repairs take hour or even days.
  • Vehicles and starships have repair rules in their sections. 
Sleight
Anything involving manipulation of small objects: picking pockets, palming weapons or cards, picking mechanical locks.
You can use this skill to attempt to cheat at Gambling.

Sneak
Moving silently or concealing yourself.  You must be un-detected before you attempt this skill.
Can be used to sneak up to melee backstab, hide in a locker before a stormtrooper enters a room, etc. You can move at half move and still attempt to Sneak.  If there is a chance to hear the sneaker it may be opposed with a Wisdom check.

Survival/Track
Survival in natural environment. Finding food, water, making shelter, tracking, not getting lost and any other requirement. You can guide others and attempt to find adequate food, water, and shelter for the others as well. The character rolls in addition to normal foraging/getting lost rolls.
Penalties can be incurred for weather and other factors against the character.

NEXT TIME
I have a lot prepared and just need to put up. Will be working things up for several upcoming posts. Bear with me.
  1. Armor, Weapons, and modification rules for both.
  2. A large list of equipment and prices.
  3. Starships and combat. (Tinkering a bit almost done.)
  4. Conversion notes from d20/Saga/and d6 (Working on.)


Tuesday, March 7, 2017

Hyboria

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

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


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

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

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

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

Asgard, Vanaheim
Language: Nordheimer
Neighboring Languages: Aquilonian, Cimmerian, Hyperborean, Pictish
Preferred Classes: 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. 
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.

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.