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Conan the Roleplaying Game – Pocket Edition is © 2003 Conan Properties International
LLC. CONAN®, CONAN THE BARBARIAN® and related logos, character, names,
and distinctive likenesses thereof are trademarks of Conan Properties International LLC
unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd Authorized User.
Conan the Roleplaying Game is released under version 1.0 of the Open Game License.
Reproduction of non-Open Game Content of this work by any means without the written
permission of the pulisher is expressly forbidden. See Page 392 for the text of this license.
With the exception of the character creation rules detailing the mechanics of assigning dice
roll results to abilities and the advancement of character levels, all game mechanics and
statistics (including the game mechanics of all feats, skills, classes, creatures, spells and the
combat chapter) are declared open content. First printing 2003. Printed in China.
1
Credits
The Chroniclers of Our Time
Credits
Author
Ian Sturrock
Additional Text
Harvey Barker & Vincent Darlage
Editor
Adrian Bott
Cover Art
Chris Quilliams
Line Development
Richard Neale
Studio Manager
Ian Barstow
Production Director
Alexander Fennell
Interior Art
Scott Clark & Storn C. Cook
Proofreading
Ian Finch, Bridette Kirwen, Mark Lewin, Mark Quennell & Sarah
Quinnell
2
Playtesters
Morgan Nash, Chiara Mac Call, Hayden Nash, Adam Taylor, Ian Over,
Simon English, Rafael Dei Svaldi, Guilherme Dei Svaldi, Gustavo
Emmel, Leonel Caldela, André Mendes Rotta, Harvey Barker, Wesley
Credits
R. Gassaway, Betty Gassaway, Danny Gordon, Raven Gordon, Michael
Dunmire, Vincent Darlage, Bob Probst, Chris Bradley, Craig Pekar,
Jason Durall, Mark ‘Neo’ Howe, Mark Billanie, Mark Sizer, Michael
J Young, Alan Moore, Jamie Godfrey, Daniel Scothorne, Daniel
Haslam, Christy Ward, Jason Ward, Jason Hohler, Kevin French,
William Dvorak, Jack Cox, Brent Strickland, Melissa Strickland, Adam
Crossingham, Alex Aplin, Paul Evans, David Little, Nick Lowson,
Dougal McLachan, Mark Steedman, Sam Vail, Alan Marson, Robert
Hall, Trevor Kerslake, André Chabot, Antonio Eleuteri, Emilia Eleuteri,
Francesco Cascone, Claudio Mormile, Angelo Mormile, Paul O’Neal,
Patrick O’Neal, Chuy Hernandez, Butch Mercado, D’Angelo Ramos,
Jay Hafner, Eric D. Schurger, Geissler G. Golding, Brian Fulford,
Richard D. Cserep, Jason Waltrip, James Williams, Scott Bradley, Allen
Myers and Ted Chang.
Special Thanks
Theodore Bergquist & Fredrik Malmberg at Conan Properties.
Support
Continuing support for Conan the Roleplaying Game can be
found at www.conan.com, www.mongoosepublishing.com and in
the pages of Signs and Portents magazine.
3
Introduction
Introduction
4
the True Nature of
Introduction
the Hyborian Age
Emphatically not. Most of the Conan stories, even those that focus predominantly
on battling armies or conflicts between individual warriors, feature at least one evil
sorcerer – often whole societies, priesthoods or covens of them.
Magical items abound too, though not the beneficial swords of power and useful
wands of typical fantasy games. Almost any sorcerous object is unique, and comes
with its own price and risks. Likewise, strange creatures are relatively frequent in the
lands beyond civilisation – whether created by foul magic, left over from an earlier age
or somehow degenerated from savage humans over the centuries. Though an ordinary
citizen of Aquilonia may never encounter a sorcerer, weird ghoul or alchemical
preparation in his life, the adventurer will have to become used to such things being
commonplace.
There are no elves, gnomes and dwarves to befriend, and if you do meet a monster,
it will be a figure of terror, not a convenient way to garner a few experience points.
Furthermore, your character will not begin the game with some great destiny to fulfil,
as the descendant of a legendary kingdom or the inheritor of some great artefact –
whatever destiny you have is what you can wrest from life with your own calloused
hands or hewn from it with your great sword.
It should also be noted that despite the apparently common presence of the supernatural,
it is always mysterious and terrifying. The supernatural element is deftly woven into
the main plot, but it is often scheming human foes whose plots provide Conan with
his most dangerous adventures. The weird non-human creatures encountered must
often be fled from, rather than simply battled. On several occasions Conan elects to
abandon any chance at the staggering wealth on offer rather than be destroyed by its
dreadful guardians and the wise adventurer should consider doing the same.
chivalry and frequent civil war. Just off home of Conan himself. Beyond
its coast are the Baracha Isles. These Cimmeria are the two nations of the
are pirate strongholds largely settled Nordheimir: Asgard and Vanaheim;
by Argossean sailors, who regularly grim, icy lands populated by warriors
plunder Zingaran ports and do battle who are grimmer still. Also to the
with Zingara’s own buccaneers. north is Hyperborea, whose culture
mingles that of Nordheim and the
North of the Aquilonian province of Hyborians. The sparsely populated
Gunderland is Cimmeria. This misty, Border Kingdoms form a bulwark
barbaric hill country is the original
5
between Cimmeria and the Hyborian a good living, if perhaps a short one
countries of Brythunia and Nemedia. when they are caught.
South of the Hyborian kingdoms is the Beyond the civilised Hyborian lands
Introduction
vast expanse of Shem, with a pastoral lies adventure: lost cities still populated
meadowland of city-states to the west with mysterious civilisations, ancient
and desert populated by nomad tribes tombs filled with sorcerous artefacts,
to the east. Shem has almost no unexplored jungles, weird kingdoms
maritime trade but Shemite merchants whose customs and even language
send caravans far to the north, east and are utterly unlike anything known
south, across trackless desert, through in Aquilonia. For those who are
jungle and to almost every nation not afraid of the unknown and are
of the world. South of Shem is the prepared to risk everything on a wild
ancient sorcerous theocracy of Stygia. venture, untold wealth awaits – riches
Beyond that lies the unexplored, savage from before the dawn of time, hidden
continent of Kush. pirate treasure-caches, the war chests of
defeated kingdoms.
East of the Shemite desert is similarly
unknown territory for most Hyborians. The folk of these lands are often strange
It is said the kingdoms of Turan, Khitai to Hyborian eyes. The nomads of
and Vendhya control the lands beyond Shem are fierce and primal, travelling
the desert and steppe and caravans from Turan to Zamora with only their
do sometimes come out of these mounts, a few herd animals, white
mysterious lands with exotic goods and robes to ward off the harsh sun, lances
strange artefacts for trade. and bows for hunting and war. Then
there are the Kshatriya warrior nobles
Also to the east of the Hyborian of Vendhya, whose heavily stratified
kingdoms but far better known to society has endured and prospered
them is the ancient civilisation of for centuries. The upstart Shahs and
Zamora. Bordering on Brythunia, warriors of Turan, so recently no more
Corinthia and Koth to the west and the than Hyrkanian horsemen, now control
trackless steppes between Shem and much of the east and its wealth. The
Turan to the east, Zamora is famed for cat-footed men of Khitai, sorcerers and
its complex religion of spider-worship, priests, chime brass bells in their lost
its unequalled thieves and its superb jungles. The savage warriors of Kush
Bhalkhana warhorses. and beyond, clad only in feathered
headdresses, are as ready to bash in an
Adventuring within the Hyborian enemy’s skull as to breathe.
kingdoms is well suited to more martial
characters who are happy enough to no more than Hyrkanian horsemen,
join a mercenary company and fight now control much of the east and its
where they are ordered. For those wealth. The cat-footed men of Khitai,
thieves content to rob the occasional sorcerers and priests, chime brass
merchant caravan or rich household, bells in their lost jungles. The savage
the Hyborian lands can also provide warriors of Kush and beyond, clad only
6
in feathered headdresses, are as ready to Many of the movers and shakers of
bash in an enemy’s skull as to breathe. society, particularly in the sorcerous
land of Stygia, are either sorcerers
Here, too, can be found monsters themselves or regularly employ
Introduction
– the legendary man-apes, the dragons sorcerers to get what they want.
of Kush, the primeval forest beasts of Occasionally a genuinely pious priest
the Pictish Wilderness, the enormous will learn a little sorcery, the better to
serpents of Stygia and many a strange, fox the wizards of his enemies but even
unique creature, created or summoned for these good-hearted folk there is a
by sorcery in past aeons. All these foes risk of corruption, for sorcery is power.
are terrifying to behold but it is said that Those scholars driven to the study of
most can be slain by a man with a stout magic purely by a quest for knowledge
heart, strong arm and sharp blade. The are often the first to abandon their lofty
demons of the Outer Dark, called up ideals when they get a taste for the pure
by sorcery or trapped on Earth by bad power of wizardry.
luck, can be quite another matter.
The sorcerers speak of other realms
The open seas provide another set of beyond the Earth of the Hyborian Age.
challenges. Pirates abound on every The Outer Dark is home to demons;
stretch of water, in the Western Sea, up hell itself is home to more diabolic
and down the Black Coast and far to the creatures and to lost souls. Beyond
east in the Vilayet Sea. So successful are the Outer Dark are more planets, often
these raiders that most are as confident cold and accursed, the source of many
about attacking a fortified port town as a weird monster travelling through the
they are when simply taking merchant void under its own power or blown as
ships. Whether hired to guard against spores by cosmic forces.
pirate attacks, engaged in a spot of
buccaneering themselves, or exploring
the seas for mysterious islands and new
continents, adventurers can get into a
lot of trouble – and gain a lot of coin
– sailing these blood-drenched waters.
7
Overview
The Foundation of All Things
Overview
8
role of the Games Master, controlling the them and other goods that might be of use
people and creatures who dwell within the or value to adventurers, are covered here.
land, whilst the other players will be valiant
heroes, outright rogues, or corrupt demon- Combat – Full rules for engaging in
worshippers according to their tastes! The combat are covered in this chapter,
Overview
Games Master sets the Hyborian Age before whether you are a Cimmerian barbarian,
the other players, allowing them to explore Hyperborean mercenary or pirate of the
everywhere from the unknown islands west Red Brotherhood.
of Zingara to the semi-legendary kingdoms
beyond the deserts and steppes of eastern Sorcery – The magic of Conan’s world.
Shem, from the frozen lands of the Æsir It is an ancient and dangerously subtle
and Vanir to the lush jungles of Kush. power that can include everything from
simple curses to alchemy, mesmerism and
even demonology. This chapter provides
The Conan full tools for playing sorcerous characters,
including the Rules of Sorcery, numerous
Rulebook Sorcery Styles and spells and a variety of
This book will provide you with everything
magical, herbal and alchemical items.
you need to create and play characters in
the time of Conan, as well as giving the
Religion – This covers the various gods
Games Master enough information to
and goddesses of the Hyborian kingdoms
accurately portray the Hyborian Age. The
and beyond, as well as the obligations
following chapters can be found within
and benefits that come from worshipping
this book:
them.
Introduction – An insight into the
Campaigns – Conan is a sword-and-sorcery
Hyborian Age.
setting like no other and Games Masters
will benefit from the information given in
Overview – A basic synopsis of character
this chapter, which will allow them to run
creation and the Conan game system.
truly unique campaigns in keeping with
the style of the original stories.
Races – A detailed guide to the people of
the Hyborian Age.
9
reading the Introduction: Welcome to the as some other games might. If you want
Hyborian Age, starting on pg. 4, before to play with a party composed entirely
commencing with the main rules. This of Bossonian soldiers, this could work
will give you a good introduction to the perfectly well.
blend of roguish exploits, heroic deeds, fell
Overview
sorcery, exotic culture and epic fantasy that The basic rule to remember is that any
make up the setting of Conan. From there, check made in d20 games – whether it is a
return to this chapter and start creating Perform check to see how well your dancing
some characters to begin play with. went down at the feast or a ranged attack
roll made to shoot a Hyrkanian bow – is
In many ways, Hyborian borderers, nobles made by rolling one twenty-sided die and
and soldiers are the easiest characters with adding the appropriate modifier found on
which to begin playing this game, as they your character sheet. For Perform checks,
have a definite place in Hyborian culture you simply add your Perform skill bonus.
and society, as well as a strong motivation For ranged attack rolls, you add your
to do great deeds in order to increase their Dexterity modifier and so on. The total
reputations. In addition, they almost of this roll is made against a target number,
always have something to do, whether this usually called a Difficulty Class (DC). If
is honing their combat skills, patrolling for the total of the roll equals or exceeds this
barbarian raiders, spearheading an attack number, then your character has succeeded
on a neighbouring land, or defending their in the action being attempted.
kingdom from invasion. However, it is
possible to play any class or race right from That, in a nutshell, is what the system of
the start and barbarians, nomads, pirates Conan the Roleplaying Game is all about.
and thieves can certainly be added to the
mix without too much difficulty.
Scholars are a little trickier to play to begin Veteran
with. They offer more choices during
character creation and potentially more Players
power than some of the other characters, For those of you familiar with OGL-based
if at a terrible price. For this reason they games, we have made some small changes
are perhaps best left till both players and to the core rules found within them in
Games Masters are familiar with the order to better reflect the unusual styles of
Hyborian Age. Conan the Roleplaying magic in the Hyborian Age and the deadly
Game does not require a ‘balanced’ party nature of combat. In addition, there is no
More on Conan can be found in Howard’s original stories (see www.conan.com for a
bibliography), extracts from which run throughout this book to illustrate a variety of
points about the game and the world.
10
alignment, though characters can choose to allow scholars to multiclass without
to have a Code of Honour if they so wish. too great a penalty.
Overview
Multiclassing is handled somewhat
Need To Play
To begin playing Conan the Roleplaying
differently, being actively encouraged
Game, all you need is the following;
by Conan the Roleplaying Game rules
to reflect the kind of well-rounded
One or more friends, with whom to
adventurers portrayed by the stories.
begin play and explore the Hyborian
Age.
Each race still has a Favoured Class but
A character sheet photocopied from
there are specific benefits in the form
this book or downloaded from our web
of bonus feats for characters who gain
site.
levels in their Favoured Class, rather
A pencil, eraser and spare paper.
than penalties for those who gain levels
A full set of dice, including four-sided
in non-favoured classes.
dice (d4), six-sided dice (d6), eight-
sided dice (d8), ten-sided dice (d10),
Characters of each race begin the game
twelve-sided dice (d12) and twenty-
with two ranks in each of three or four
sided dice (d20).
skills, which relate to the culture and
environment of that race. This is in
addition to the usual skills gained at 1st
level.
The Rules
The first and most important rule of
Conan the Roleplaying Game is that if you
There are two new statistics, namely do not like it, change it. Games Masters
Base Dodge Bonus and Base Parry and players should work together to
Bonus. These reflect the different create involving, exciting and, above all,
defensive options available to fun stories. As such, you do not have to
characters, since armour in Conan memorise every rule in this book in order
the Roleplaying Game reduces damage to enjoy playing Conan the Roleplaying
rather than making it harder for you to Game.
be hit.
11
100 by rolling two different ten-sided dice. Determine your concept. You should
One, which you designate before you roll, come up with your idea for your
is the ‘tens’ digit. The other is the ‘ones’ character in consultation with the
digit. Two zeros represent 100. other players and the Games Master.
Roll ability scores.
Overview
Role
In Conan the Roleplaying Game, players
portray characters within the world of
Ability
Hyboria. They are the heroes, the central
focus of the story and game. Through their
Scores
In Conan the Roleplaying Game, abilities
actions their characters can rise to greatness determine the physical and mental
or fall to ruin. characteristics of your character. Any of
the methods below may be used to generate
The Games characters. Players and Games Masters
should agree beforehand on which method
Master’s Role is to be used for all characters.
In Conan the Roleplaying Game, Games
Masters are the storytellers. They portray Standard Generation Method: To generate
the world of Hyboria both for and with a set of ability scores for a character, roll
their players, ruling on the actions of the 4d6 and discard the die with the lowest
characters and presenting obstacles and face value. This will create a score between
challenges for them, against which they 3 (all four dice rolling ones) and 18 (three
may test their mettle. of the four dice coming up as sixes). Being
able to remove the lowest number inclines
the average value of each score and tends to
Character create characters with higher than average
abilities. Repeat this procedure five times.
Creation Once you have generated six values in this
Summary way, either assign them in the order rolled
to the six corresponding ability scores or
Review the chapters on Races, Classes,
place them in any order desired until all six
Skills, Feats and Equipment, then follow
numbers have been used.
the steps below to create a character.
Heroic Character Generation: This
variant creates heroes with high scores
12
to simulate their position as exceptions
to both the laws of nature and common
humanity. While there is still some
The
room for low scores in this method, each
character created with it will generally have
Abilities
Each ability partially describes your
Overview
at least one very high ability and potentially
character and affects some of his actions.
more. Ability scores start at a value of 8 and
get a bonus equal to 1d10, rolled separately
for each statistic. After generation, the Strength
values can be moved between the different
categories. This method is very flexible but (STR)
it can result in more powerful characters Strength measures your character’s
than any other generation variant, because muscle and physical power. This ability
characters cannot start with any ability is especially important for barbarians and
penalties greater than -1. soldiers because it helps them prevail in
combat. Strength also limits the amount
of equipment your character can carry.
Ability
Modifiers You apply your character’s Strength
modifier to:
Each ability, after changes made because
of race, has a modifier ranging from –5 to
Melee attack rolls.
+5. The Ability Modifiers table shows the
Damage rolls when using a melee
modifier for each score.
weapon or a thrown weapon, including
a sling. Exceptions: Off-hand attacks
The modifier is the number you apply to
receive only one-half the character’s
the die roll when your character tries to
Strength bonus, while two-handed
do something related to that ability. You
attacks receive one and a half times
also use the modifier with some numbers
the Strength bonus. A Strength
that are not die rolls. A positive modifier
penalty, but not a bonus, applies to
is called a bonus and a negative modifier is
attacks made with a bow that is not a
called a penalty.
composite bow.
Climb, Jump, and Swim checks. These
Ability Modifiers are the skills that have Strength as their
Score Modifier key ability.
1 –5 Strength checks, for breaking down
2–3 –4 doors and the like.
4–5 –3 Parry Defence, to fend off blows.
6–7 –2
8–9
10–11
–1
0
Dexterity
12–13 +1 (DEX)
14–15 +2 Dexterity measures hand-eye co-ordination,
16–17 +3 agility, reflexes, and balance. This ability
18–19 +4 is the most important one for thieves
20–21 +5 and pirates but it is also high on the list
22–23 +6 for characters who typically wear light or
24–25 +7 medium armour and who fight using the
etc. . . Finesse style.
13
You apply your character’s Dexterity Constitution modifier, the character’s
modifier to: hit points also increase or decrease
accordingly.
Ranged attack rolls, including those
for attacks made with bows, crossbows,
Intelligence
Overview
14
Will saving throws, for negating the would seem to be superhuman actions to
effect of hypnotism and other mind- the weak folk of a later age, such as raising
affecting sorceries. a vast block of stone above his head. Time
Heal, Listen, Profession, Sense Motive, and again he demonstrates himself to be
Spot, and Survival checks. These are the fastest and strongest hero of his times.
Overview
the skills that have Wisdom as their Player characters in Conan the Roleplaying
key ability. Game can become similarly powerful, if
they survive as long as he did.
15
Carrying Capacity
Strength
Score Light Load Medium Load Heavy Load
1 3 lb. or less 4–6 lb. 7–10 lb.
Overview
16
push or drag along the ground as much as
Weight five times his maximum load. Favourable
If you want to determine whether your conditions can double these numbers,
character’s gear is heavy enough to slow him while bad circumstances can reduce them
down more than the armour already does, to one-half or less.
Overview
then total the weight of all the character’s
items, including armour, weapons and
gear. Compare this total to the character’s Bigger and
Strength on the Carrying Capacity table.
Depending on how the weight compares Smaller
to the character’s carrying capacity, he may
be carrying a light, medium or heavy load.
Creatures
The figures on the Carrying Capacity table
Like armour, a character’s load affects his
are for Medium-size bipedal creatures. A
maximum Dexterity bonus to Dodge
larger bipedal creature can carry more
Defence, carries a check penalty (which
weight depending on its size category, as
works like an armour check penalty),
follows: Large x2, Huge x4, Gargantuan
reduces the character’s speed and affects
x8, Colossal x16. A smaller creature can
how fast the character can run, as shown
carry less weight depending on its size
on the Carrying Loads table. A heavy load
category, as follows: Small x3/4, Tiny x1/2,
counts as heavy armour for the purpose
Diminutive x1/4, Fine x1/8.
of abilities or skills that are restricted by
armour. Carrying a light load does not
Quadrupeds can carry heavier loads
encumber a character.
than characters can. Instead of the
multipliers given above, multiply the value
If a character is wearing armour, use the
corresponding to the creature’s Strength
worse figure (from armour or from load) for
score on the Carrying Capacity table by
each category. Do not stack the penalties,
the appropriate modifier, as follows: Fine
as a character can only suffer from one set
x1/4, Diminutive x1/2, Tiny x3/4, Small
of encumbrance penalties at a given time.
x1, Medium x1.5, Large x3, Huge x6,
Gargantuan x12, Colossal x24.
Lifting and
Dragging Tremendous
A character can lift as much as his maximum
load over his head. A character can lift as
Strength
For Strength scores not shown on the
much as double his maximum load off the
Carrying Capacity table, find the Strength
ground, but he can only stagger around
score between 20 and 29 that has the same
with it. While overloaded in this way, the
number in the ‘ones’ digit as the creature’s
character can neither dodge nor parry and
Strength score does. Next, multiply the
can move only 5 feet per round as a full-
numbers therein by 4 for every ten points
round action. A character can generally
by which the creature’s Strength is above
the score for that row.
Carrying Loads
Max Check –—— Speed —–—
Load Dex Penalty (30 (20 ft.) Run
ft.)
Medium +3 –3 20 ft. 15 ft. x4
Heavy +1 –6 20 ft. 15 ft. x3
17
Walk: A walk represents unhurried but
Armour and purposeful movement at 3 miles per hour
for an unencumbered person.
Encumbrance Hustle: A hustle is a jog at about 6 miles
for Other per hour for an unencumbered human. A
Overview
18
Movement and Distance
——————— Speed ——–————
15 feet 20 feet 30 feet 40 feet
One Round (Tactical)*
Walk 15 ft. 20 ft. 30 ft. 40 ft.
Overview
Hustle 30 ft. 40 ft. 60 ft. 80 ft.
Run (x3) 45 ft. 60 ft. 90 ft. 120 ft.
Run (x4) 60 ft. 80 ft. 120 ft. 160 ft.
One Minute (Local)
Walk 150 ft. 200 ft. 300 ft. 400 ft.
Hustle 300 ft. 400 ft. 600 ft. 800 ft.
Run (x3) 450 ft. 600 ft. 900 ft. 1,200 ft.
Run (x4) 600 ft. 800 ft. 1,200 ft. 1,600 ft.
One Hour (Overland)
Walk 1.5 miles 2 miles 3 miles 4 miles
Hustle 3 miles 4 miles 6 miles 8 miles
Run — — — —
One Day (Overland)
Walk 12 miles 16 miles 24 miles 32 miles
Hustle — — — —
Run — — — —
* Tactical movement is often measured in squares on the battle grid (1 square = 5
feet) rather than feet.
square) in any direction, even diagonally.
Although this looks like a 5-foot step, Basic
it is not and it thus provokes attacks of
opportunity normally. You cannot take Movement
advantage of this rule to move through Characters exploring an area use basic
impassable terrain or to move when all movement, measured in feet per minute.
movement is prohibited to you.
Walk: A character can walk without a
You cannot run or charge through problem on the local scale.
any square that would hamper your
movement. Hustle: A character can hustle without a
problem on the local scale. See Overland
Movement, below, for movement measured
Hampered Movement in miles per hour.
Additional
Condition Movement Cost Run: A character with a Constitution score
Difficult terrain x2 of 9 or higher can run for a minute without
a problem. Generally, a character can run
Obstacle* x2
for a minute or two before having to rest
Poor visibility x2 for a minute.
Impassable —
* May require a skill check
19
Overland Terrain
The terrain through which a character
Movement travels affects how much distance he can
Characters covering long distances cross- cover in an hour or a day; see Terrain
country use overland movement. Overland
Overview
20
creatures without darkvision are effectively
Mounted blinded. In addition to the obvious effects,
a blinded creature has a 50% miss chance
Movement in combat since all opponents have total
A mount bearing a rider can move at a concealment, can neither dodge nor parry,
hustle. The damage it takes when doing
Overview
takes a –2 penalty to Defence, moves at
so, however, is lethal damage. The creature half speed and takes a –4 penalty on Search
can also be ridden in a forced march but checks and most Strength and Dexterity-
its Constitution checks automatically fail. based skill checks.
In addition to this, the damage it takes
is lethal damage. Mounts also become Creatures with low-light vision, such as the
fatigued when they take any damage from Wazuli and other characters with the Eyes
hustling or forced marches. of the Cat feat, can effectively double the
given radius of bright light and shadowy
The Rules of illumination whilst they are using this
equipment to light their way.
Exploration
Breaking
Vision and Objects
When attempting to break an object, you
Lighting have two choices: smash it with a weapon
Conditions or break it with sheer strength. Breaking
objects can also be accomplished through
Several creatures have darkvision and can
see in the dark. Characters without this the application of energy other than kinetic,
quality need light to see by. See the table but the basic rules for doing so are largely
below for the radius that a light source unchanged. Exceptions to this principle
illuminates and how long it lasts. In an are noted below when appropriate.
area of bright light, all characters can see
clearly. A creature cannot hide in an area Smashing an Object
of bright light unless it is invisible or has Smashing a weapon or shield with a slashing
cover. or bludgeoning weapon is accomplished by
the sunder special attack, for which see the
In an area of shadowy illumination, a Combat chapter. Smashing an object is a
character can see dimly. Creatures within lot like sundering a weapon or shield, except
this area have concealment relative to that that your attack roll is made against the
character. A creature in an area of shadowy object’s Base Defence. Generally, you can
illumination can make a Hide check to smash an object only with a bludgeoning
conceal itself. In areas of total darkness, or slashing weapon.
21
Substance Hardness and Hit Points
Substance Hardness Hit Points
Paper or cloth 0 2/inch of thickness
Rope 0 2/inch of thickness
Glass 1 1/inch of thickness
Overview
Base Defence For Objects Substance Hardness and Hit Points and
Objects are easier to hit than creatures Object Hardness and Hit Points.
because they usually do not move, but
many are tough enough to shrug off some Hit Points
damage from each blow. An object’s Base An object’s hit point total depends on what
Defence is equal to 10 + its size modifier it is made of and how big it is. When an
+ its Dexterity modifier. An inanimate object’s hit points reach 0, it is ruined.
object has not only a Dexterity of 0 (–5 Very large objects, such as wagons or
penalty to Defence) but also an additional chariots, may have separate hit point totals
–2 penalty to its Defence. Furthermore, for different sections or locations.
if you take a full-round action to line up a
shot, you get an automatic hit with a melee Energy Attacks: Acid attacks deal
weapon and a +5 bonus on attack rolls with damage to most objects just as they
a ranged weapon. do to creatures; roll damage and apply
it normally after a successful hit. Fire
Hardness attacks deal half damage to most
Each object has hardness—a number that objects; divide the damage dealt by 2
represents how well it resists damage. before applying the hardness.
Whenever an object takes damage,
subtract its hardness from the damage. Ranged Weapon Damage: Objects take
Only damage in excess of its hardness half damage from ranged weapons
is deducted from the object’s hit points. unless the weapon is a siege engine or
Refer to the following tables: the Weapons something similar. Divide the damage
and Shields tables in the Combat chapter, dealt by 2 before applying the object’s
hardness.
Ineffective Weapons: Certain
weapons just cannot effectively deal
Size and Base Defence Of Objects damage to certain objects.
Size Base Defence Modifier
Colossal –8 Immunities: Objects are immune
Gargantuan –4 to nonlethal damage and to critical
Huge –2 hits.
Large –1
Medium +0 Vulnerability to Certain Attacks:
Small +1 Certain attacks are especially
Tiny +2 successful against some objects. In
Diminutive +4 such cases, attacks deal double their
Fine +8
22
Object Hardness and Hit Points
Object Hardness Hit Points Break DC
Rope (1 inch diam.) 0 2 23
Simple wooden door 5 10 13
Small chest 5 1 17
Overview
Good wooden door 5 15 18
Treasure chest 5 15 23
Strong wooden door 5 20 23
Masonry wall (1 ft. thick) 8 90 35
Hewn stone (3 ft. thick) 8 540 50
Chain 10 5 26
Manacles 10 10 26
Masterwork manacles 10 10 28
Iron door (2 in. thick) 10 60 28
normal damage and may ignore the
object’s hardness. DCs To Break Or Burst Items
Strength Check to: DC
Damaged Objects: A damaged object Break down simple door 13
remains fully functional until the item’s Break down good door 18
hit points are reduced to 0, at which Break down strong door 23
point it is destroyed. Damaged (but Burst rope bonds 23
not destroyed) objects can be repaired Bend iron bars 24
with the Craft skill. Break down barred door 25
Burst chain bonds 26
Break down iron door 28
Breaking Items
When a character tries to break
something with sudden force rather
than by dealing damage, use a
Strength check (rather than an
attack roll and damage roll,
as with the sunder special
attack) to see whether he
succeeds. The DC depends
more on the construction
of the item than on the
material. If an item has
lost half or more of its hit
points, the DC to break it
drops by 2.
Larger and smaller creatures
get size bonuses and size
penalties on Strength checks to
break open doors as follows: Fine
–16, Diminutive –12, Tiny –8, Small
–4, Large +4, Huge +8, Gargantuan +12,
Colossal +16.
23
Races
People of the Hyborian Age
Races
The Hyborian Age is one awash much can be inferred from the various
with colourful and unique cultures and special abilities and attributes of the
civilisations, both alien and yet strangely different races.
familiar. Across the face of Hyboria its
people have learned to adapt to their
different homelands; from the hardy men
The
of Nordheim’s glacial wastes to the desert-
dwelling peoples of Hyrkania and the ebon-
Dominance of
skinned tribes hidden amid the verdant the Hyborian
jungles of the Black Kingdoms, each have
overcome the challenges its geography and Kingdoms
environment present to become masters of As might be expected from a game set in
their own lands. ‘The Hyborian Age’, the dominant people
throughout the western lands are the
Hyborians. In most Conan the Roleplaying
Character Game campaigns, the majority of the player
characters will either be Hyborians or one
Races of the peoples living closest to the Hyborian
kingdoms; that is, the Cimmerians,
During the Hyborian Age, a great variety of
Shemites, Zamorians and Zingarans.
humans people the land. They have a still
However, the rules certainly do not
greater variety of cultures. Though Conan
preclude characters from other realms and
the Roleplaying Game does not include any
the occasional Hyrkanian archer, Stygian
non-human races as player characters, it
sorcerer or corsair of the Southern Islands
does present several variant human races.
can enhance any campaign, even those set
These are not intended to directly emulate
deep in the civilised Hyborian kingdoms of
or stereotype any real-world peoples or
Aquilonia and Nemedia. Adventurers in
nations but only to offer an appropriate
the Hyborian age do travel around a good
way to simulate the various cultures and
deal. Conan himself, though a Cimmerian
peoples described by Robert E. Howard in
by birth, visits more or less every country
the Conan stories.
in the world during the course of his
adventures. Some Games Masters may
Many of the human races of Hyboria are
prefer to start their Conan the Roleplaying
often categorised by particular stereotypes.
Game campaigns far from the Hyborian
As such, many have a favoured class (see
lands, in distant Vendhya or beyond
below) and some advantages and qualities
the great Southern Desert of the Black
that make them distinct from other cultures
Kingdoms and this can be a rewarding new
and races.
take on the Conan mythos.
This chapter provides only a brief overview
Thus, the Games Master may choose to
of the races. As they are all essentially
restrict certain character races from play,
human, little description is needed and
24
depending on his plans for the campaign.
For example, if he has a detailed campaign Background
set in and around the Himelian mountains,
based around inter-tribal raids and the Skills
barbaric politics of the region, he may Each major race or variant race gains either
require all the characters to be Himelian three or four Background Skills, as defined
in this section. For each Background
Races
tribesmen; or he may only need one
character to be a Himelian, so as to have Skill in a racial Background Skill listing, a
at least some local connection, with the character from that race gains 2 ranks of the
rest being exiles or wanderers from other appropriate skill, whether or not it would
lands. In most cases, it should be possible usually be a class skill for him.
to allow a more or less free choice of race at
the character generation stage, due to the For example, as a Southern Islander, Abaku
aforementioned tendency of adventurers gains the following Background Skills:
to wander. The Conan stories often cases, Profession (sailor), Survival and Perform
it should be possible to allow a more or (dance). He is a 1st level thief. Although
less free choice of race at the character Profession and Perform (dance) are thief class
generation stage, due to the aforementioned skills, Survival is not. Despite this, Abaku
tendency of adventurers to wander. The has two ranks in each of Profession (sailor),
Conan stories often feature mercenary or Survival and Perform (dance), before he
bandit groups comprising a rag-tag band of chooses his starting skills for his class and
freelancers from all over the world. Certain Intelligence bonus.
organisations are almost invariably such a
mix, including pirates, Kozaks and Free Note that some races have bonuses to
Companies. certain skills as well as having them as
background skills. For example, a Pelishtim
Shemite has a +2 circumstance bonus to
Racial Knowledge (arcana) skill checks and also
has Knowledge (arcana) as a background
Descriptions skill, so a starting character from this race
Each race has a paragraph or two of would have 2 ranks in Knowledge (arcana)
introductory description, then some notes as well as enjoying a +2 circumstance bonus
on culture, religion and typical character to uses of the skill.
names. The entry for religion should be
read in conjunction with the entry for
religion under the character class chosen Favoured
by the player, before selecting a god or
goddess (if any) from those presented in Classes
the Religion in the Hyborian Age chapter. In Conan the Roleplaying Game, each race
The names section first gives names drawn has one or more favoured classes. Rather
directly from the Conan stories, then than allowing for easier multi-classing for
suggestions for similar names. The culture characters of that race and class, favoured
section describes the culture of each race classes grant bonus feats. A character who
briefly, including the real-world cultures gains levels in the favoured class for his race
on which Howard based them (if any) as a gains one bonus feat at 1st level in that class,
guide to further research. one at 5th level and one at 10th level. Note
that it is always the character’s class level
that is considered for purposes of favoured
class bonus feats, not his total character
level.
25
For example, Garm is a Pictish barbarian. At formalised system of teaching; the country
1st level he gains a bonus feat for belonging does not even have the shamans and primitive
to his race’s favoured class. Some time later, priests that might be expected in other barbaric
he has also learnt the ways of a shaman nations, because Cimmerian gods are not
and is a 3rd level barbarian/2nd level scholar worshipped. However, a Cimmerian who
(Pictish shaman). Though he is now a 5th travels to other lands and has an opportunity
level character, he does not yet gain another to learn the skills of the appropriate profession
Races
favoured class bonus feat, nor will he do so may one day gain levels in these prohibited
until he achieves 5th level in the barbarian classes, just as Conan began as a barbarian
class. and thief but later sailed with pirates, rode
with nomads and even became a noble of
For races with two favoured classes, add the Aquilonia.
character’s level in the two favoured classes
together to determine the favoured class
level. Languages
Each race has one or two Automatic
For example, Ankh-af-na-Khonsu is a Stygian Languages and several Bonus Languages,
noble. At 1st level he gains a bonus feat for listed at the end of the race entry. Every
being of his race’s favoured class. Some time character learns the Automatic Language
later he has also taken initiation into the or Languages for his race and may select a
priesthood of Set and learnt sorcery, so that he number of racial bonus languages, which he
is now a 3rd level noble/2nd level scholar (priest also knows, equal to his Intelligence modifier
of Set). Note that scholar is another favoured plus 3, to a minimum of 1. A character
class for Stygians. He adds the two class levels who learns all the racial bonus languages
together to determine his favoured class level,
and still has some bonus languages left to
which is 5th level. This allows him to gain
learn has a free choice from any language
another bonus feat.
in the game.
26
Major and Minor Races of the Hyborian Age
Major Races Associated Variant Races
Cimmerian –
Himelian Tribesman Wazuli
Hyborian Argossean/Barachan, Bossonian, Gunderman,
Hyperborean, Tauran
Races
Hyrkanian or Turanian –
Khitan –
Kushite or Northern Black Chaga, Ghanata
Kingdom Tribesman
Nordheimer –
Pict –
Shemite Pelishtim, Meadow Shemite
Southern Islander or Southern Darfari
Black Kingdom Tribesman
Stygian –
Vendhyan –
Zamorian –
Zingaran –
are needed to learn a new language from Shemites are generally renowned for
scratch but simply immersing yourself in a their mastery of the desert. However, the
culture that speaks the language exclusively Meadow Shemites actually live a pastoral
can accomplish this in a shorter time. life in their great Meadow Cities and so
use the Meadow Shemite variant. Note
that variant races are not usually given such
Bonus Feats detailed descriptions as their major races,
Some races allow you to select bonus since in most cases their culture, religion
feats. When selecting these, ignore any and names will be similar or identical to
prerequisite that requires a minimum of +1 those of the major race.
in any given area. For example, the Dodge
feat ordinarily requires a minimum Dex Important Note: Variant races use all
of 13 and a Dodge bonus of +1. When of the base race bonuses and penalties in
selected as a racial bonus feat, it requires addition to their own, except when specified
only a minimum Dex of 13. Similarly, otherwise in the descriptions. However,
the Hexer feat requires the Curses sorcery when variant races specify favoured or
style and a magic attack bonus of +1; when restricted classes that differ from those of
selected as a racial bonus feat, it requires the major race, these variant race classes
only the Curses sorcery style. supersede those given for the major race.
Variant Cimmerian
Cimmerians are descended from the ancient
Races Atlanteans, with dark hair and blue or grey
Several of the major races include variations eyes. Their skin is on the dark side of fair
for specific regions. For example, the and tans easily if ever they leave the gloomy
27
mountains of their home. They are tall, Racial Features: All of the following are
physically powerful and very fierce, being Cimmerian racial features.
regarded as one of the most barbaric races
in the world by most Hyborians. Unlike +2 Strength, -2 Intelligence.
most of Hyborian women, the Cimmerian Cimmerians are a naturally tall and
women fight alongside their menfolk, even strong race, made stronger still, so they
Races
28
Cimmerians may not have any other Irakzai, Galzai, Dagozai, Zhaibari and
religion than Crom and the remainder Khurakzai, among others.
of the Cimmerian pantheon and may
never gain any benefit from worshipping Culture: Himelian culture resembles the
that or another pantheon. Crom has tribal lifestyle of Afghanistan and northern
no priests and offers no assistance to India and is survivalist and barbaric in
Races
his worshippers, other than gifting nature. The Vendhyans seem to refer to the
them with mighty thews and courage lands facing their kingdom as Ghulistan;
at birth. He despises weaklings and possibly there is an ancestor tribe called the
expects his Cimmerians to stand alone Ghulis of which these modern tribes are
against the world, without need for branches. Some Himelian tribesmen are a
either gods or demons. If a Cimmerian curious race of intelligent, though stunted,
ever does worship a non-Cimmerian aborigines, conquered by the Hyrkanians
god, he loses the gifts of Crom, that is, on their westward drift. These would
his +2 bonus to Strength and +1 racial correspond more to a Tibetan style culture.
bonus to Will saving throws. Whether
Crom or indeed any of the other gods Names: These are essentially a mix of Arabic,
are real is a philosophical point and Mongol and Hunnish. Modern Afghani
beyond the scope of these rules; the names provide a good, exotic-sounding base
point is that the Cimmerian, at least, for naming Himelian characters. Examples
(male): Yar Afzal, Yateli. Suggestions:
believes Crom to be real.
Ahmad, Asad, Dost, Faiz, Mohan, Shujah
and Zemar for male characters, Anahita,
Background Skills: Climb, Move Silently
Faryaal, Ghezal, Maryam and Samirah for
and Survival.
female characters.
Favoured Class: Barbarian.
Religion: The savage Himelian tribesmen
worship primitive totemistic deities and
Prohibited Classes: Noble, Nomad, demons, such as Hanuman, the Ape God,
Pirate, Scholar. in appeasement of the carnivorous apes of
the area. Some may also worship Asura.
Automatic Languages: Cimmerian.
Racial Features: All of the following are
Bonus Languages: Nordheimer, Pictish, Himelian racial features.
Aquilonian, Hyperborean.
+2 circumstance bonus to all Hide,
Listen, Move Silently, Survival and
Himelian Spot checks made in any hills and
mountains. The Himelian tribes know
Tribesman every inch of their native hills and
rarely descend from them except to raid
Between Vendhya and Hyrkania, far
beyond the ken of most western folk, a vast the richer lands below.
and harsh mountain range rises, inhabited +1 racial bonus to all Hide and Move
by a number of small tribes. These tribes Silently checks. Though the tribes are
consist of tall, hairy hill-men, very strong occasionally led to open battle by a
and fierce. They are disdainful of civilised particularly charismatic chieftain, they
standards of politeness and good behaviour, prefer to attack their enemies by stealthy
though many adhere to a barbaric code of raids and midnight assassinations.
honour. The tribes include the Afghulis, +2 racial bonus to starting hit points.
The Himelians are possibly the most
29
dangerous mountain range in the need not meet the usual prerequisites
world, since every tribe seems to be at for the feat.
war with every other tribe, as well as the +2 circumstance bonus to all Hide,
Vendhyans and Turanians. Spot and Search checks made during
-2 racial penalty to save against conditions of darkness or dim light;
hypnotism of any kind. This is for that is, when they would need to use
Races
cultural reasons. The folk of the East their Eyes of the Cat feat.
have a long tradition of tales and -1 morale penalty to all attack rolls and
superstitions regarding the power of skill checks made during the hours of
hypnotism, which tends to reinforce daylight. The Wazuli are so close to
the power of the hypnotist. being nocturnal that they function only
poorly during the daytime.
Background Skills: Climb, Hide and
Move Silently. Favoured Class: Barbarian.
30
scarcely recognisable to those who knew the independent, while maintaining many
Hyborians of old. Kothic traditions and links, it fears that
Koth will absorb the valuable kingdom. Its
The original Hyborians were tawny-haired tiny fields and orchards yield three crops a
and grey-eyed, though by the time of year.
Conan, intermarriage has diversified their
Races
appearance considerably. Koth: Koth is one of the oldest Hyborian
kingdoms, a vast meadowland north of
Culture: For the most part, culture in the Shem. It is famed for its metalworkers,
Hyborian kingdoms is similar to that of the partly due to the natural resources of its
real-world medieval European countries, volcanic region of Khrosha. Kothic culture
though some aspects, particularly in has suffered from the subtle admixture of
Nemedia, are more reminiscent of ancient Shemite and Stygian strains. The simple
Roman culture. The nations are all run ways of the Hyborians have become
on the feudal system. This has often led modified by the sensual, luxurious, yet
to decadence as the nobility spend their despotic habits of the East. Koth uses
time hunting and idling, unconcerned for slaves. Its capital is Khorshemish, known
the welfare of their subjects. As the nations as the Queen of the South.
have developed, the unity of the Hyborians
has dissipated so that each kingdom has its Nemedia: Nemedia is easily the second
own features, as follows: great kingdom of the Hyborians and maybe
in the past even surpassed Aquilonia, its
Aquilonia: Together with its rival, Nemedia, neighbour and rival. While the people live
Aquilonia is the most advanced, wealthy in relative poverty, its wealthy citizens have
and powerful of the Hyborian kingdoms the leisure to collect artefacts in museums.
and its people are correspondingly proud. Built on the ruins of ancient Valusia and
It most closely resembles Medieval France. once a part of the sorcerous kingdom of
The people of southern Aquilonia have Acheron, Nemedia has many hidden ruins
mixed with the brown Zingarans until that might contain fearful horrors.
black hair and brown eyes are the dominant
type in Poitain, the southernmost province. Ophir: Ophir is a tapering wedge between
This is an area of rich farmland. the border of Aquilonia and the vast southern
kingdom of Koth. It was probably part of
Brythunia: We know little of Brythunia, Koth and then claimed independence back
save that its women folk seem to be highly in the days of Acheron. The meadowlands
prized by slavers. There is evidence of a of Ophir produce fine armies of gilt-mailed
pastoral culture. The eastern Brythunians knights and warriors, suggesting a land of
have intermarried with the dark-skinned great mineral wealth, with probably the
Zamorians. same strata as are found in Koth. Once
dominated by Acheron, Ophir seems to
Corinthia: The many city-states of Corinthia have taken the worst elements of Zamorian
bring to mind the city-states of Italy and thievery and Shemite double-cross. It
the corresponding inter-state rivalries and seems sometimes to be allied with Koth and
espionage. It seems to be one of the more sometimes with Aquilonia.
culturally advanced areas, with a developed
nobility and priesthood. Names: The tribal nature of the early
Hyborians means that there is no one
Khauran: Kothic adventurers carved overall naming style, although the civilised
Khauran out of the lands of Shem and nations tend toward Latin style names.
its culture reflects that position. Fiercely
31
Aquilonia: Aquilonian names tend to have and the names reflect this; most are Latin
a Latin air to them. Examples: (male) but some Middle Eastern style names are
Amalric, Arpello, Athemides, Attelius, included. Examples: (male) Amalrus,
Balthus, Brant, Brocas, Drago, Dion, Chelkus, Fronto, Theteles; (female) Livia,
Dirk, Emilius, Epheus, Epeus, Epemitreus, Olivia, Tina.
Galannus, Galter, Gault, Gorm, Gromel,
Races
32
believe that there are neither gods nor any Bonus Languages: Stygian, Nemedian,
kind of life after death. Aquilonian, Bossonian, Brythunian,
Ophir: Ophir worships the Shemite gods Ophirean, Corinthian, Hyperborean,
such as Ishtar as well as Mitra. Zingaran, Zamorian, Pictish, Kothic,
Argossean, Shemitish.
Racial Features: All of the following are
Races
Hyborian racial features.
Argossean or
Adaptability. A Hyborian may choose
two skills that for him are always treated
Barachan
The Argosseans were originally a Hyborian
as class skills, whatever his character
people, though they have intermarried with
class. Furthermore, he gains a +2
many other races, particularly the Zingarans
competence bonus to all checks with
and to a lesser extent the Shemites. Most are
those two skills. Hyborians are one
short and stocky. They make superb sailors,
of the most adaptable races, capable
traders and pirates. Renegade Argossean
of turning their hands to almost any
sailors have colonised the Baracha Islands,
profession. This is largely a matter of
turning them into one of the greatest
cultural and economic sophistication;
havens for piracy in all the seas.
the highly developed and wealthy
Hyborian nations provide their citizens
Culture: Argos is a country of two
with excellent opportunities for
contrasting cultures. All the seaports are
learning all manner of skills.
cosmopolitan, with the capital, Messantia,
Weapon Familiarity: Hyborians can
being the most open-minded of all, while
wield greatswords as though they were
the inland provinces are filled with farmers,
martial weapons, rather than exotic
craftsmen and labourers, friendly enough
weapons.
but wary of strangers. Argos is a noted
+1 racial bonus to Fate Points (see pg.
trading nation of sharp-eyed silk-clad
93). As the leading culture in the time
merchants, not all of which remain strictly
of Conan, the Hyborians are not only
within the law – smuggling and piracy are
adaptable but lucky too.
often tolerated. The law is said to be lax,
although occasionally an example is made
Background Skills: Any four skills, as
of foreigners. It is regarded as a proud and
chosen by the Player.
avaricious kingdom. The racial admixture
with the Zingarans has been more extensive
Favoured Class: All classes. A Hyborian
than with the Shemites in the Argossean
gains a favoured class bonus feat at 1st level,
Hyborians. Argos and Zingara have an
5th level and 10th level, whatever his class
ancient feud that works itself out in their
or combination of classes. His levels in all
attempts to become the dominant sea
his character classes are added together to
nation. Zingaran pirates raid the coast of
determine his favoured class level, even if
Argos, just as the Argosseans and Barachans
he is a multiclass character.
raid Zingara. Argos has allied itself with
Shem on occasion.
Automatic Languages: The language of
whichever Hyborian kingdom the character
Names: Argossean names are Italian or
lives in. This will be Bossonian, Nemedian,
Greek in tone, though as it is a major
Aquilonian, Brythunian, Ophirean,
trading country a mix of names is possible.
Corinthian, Hyperborean, Kothic, or
Examples: (male) Demetrio, Ortho,
Argossean.
Publio, Servio, Tito, Tranicos. Suggestions:
33
(female) Alcina, Danae, Demitrea, Larissa, Centuries of warfare against northern
Polyxene. and western barbarians have caused them
to evolve a type of defence that is almost
Religion: Like most Hyborian kingdoms, impregnable against direct attack. The
Argos’s main god is Mitra. However, its Bossonian Marches form a bulwark between
nature as a cosmopolitan trading nation Aquilonia and the woods of the Pictish
Races
means that pockets of worship of the Wilderness in the west, Cimmeria to the
Shemite and Kothic gods are also tolerated. north and the Border Kingdom in the east,
curving crescent-like around to Zingara in
Racial Features: All of the following are the Southwest.
Argossean racial features.
Names: Several Bossonians are specifically
+2 racial bonus to all Gather named, although it is safe to assume that
Information, Profession (sailor), Aquilonian names in general would also be
Balance and Use Rope checks. The common. For example (male) Gromel.
arts of ferreting out information about
trading opportunities and taking by Religion: As with the Aquilonians, the
piracy whatever opportunities they Bossonians were once worshippers of Bori
cannot take by trade have been in but in more recent years have taken up
the Argossean blood in almost equal Mitra-worship.
measure for generations now.
Racial Features: All of the following are
Background Skills: Gather Information, Bossonian racial features.
Profession (sailor), Balance and Use Rope.
+1 racial bonus to all attack rolls
Favoured Class: Pirate. with the Bossonian longbow. The
Bossonians practise daily with their
Prohibited Classes: Nomad. powerful bows from an early age.
They hone that practice with regular
experience, holding off hordes of
Bossonian Picts and battling in the armies of the
The yeomen of the Bossonian Marches are neighbouring kingdom of Aquilonia.
renowned the world over for their archery +2 racial bonus to Defence when
skills and stalwart, well-nigh unconquerable fighting defensively or using the total
defence. They are of medium height and defence action. The Bossonian fortitude
complexion, with brown or grey eyes and in defence is almost legendary.
are descended from an aboriginal race, No racial bonus to Fate Points (see
conquered by a tribe of Hyborians early in pg. 93). Unlike other Hyborians,
the first ages of the Hyborian drift. Many Bossonians get no particular bonus to
have a strong if rough sense of justice; the Fate Points.
civilised code of honour is common among Exotic Weapon Proficiency: Bossonian
the Bossonian soldiery. The Bossonians are Longbow. All Bossonians learn to wield
generally quite closely allied with Aquilonia Bossonian longbows, since all must be
but often see service as mercenaries ready to defend their homes against
throughout the world. the Picts at any time. However, they
do not gain weapon familiarity with
Culture: The Bossonians live mainly by the greatsword, unlike most Hyborian
agriculture, in large walled villages and are races, as they traditionally field archers
part of the Aquilonian kingdom. They rather than knights.
are hardy, stubborn, defensive fighters.
34
Background Skills: Craft (bowyer), any Racial Features: All of the following are
two other skills chosen by the player. racial features of the Gundermen.
Races
Nomad, Pirate. major factors in Aquilonia’s military
strength.
Automatic Languages: Bossonian. Martial Weapon Proficiency: Pike. Even
the less combat-oriented Gundermen
Bonus Languages: Nemedian, Aquilonian, will have had at least some training
Bossonian, Zingaran, Pictish, Argossean. with the pike.
No racial bonus to Fate Points (see
pg. 93). Unlike other Hyborians,
Gunderman Gundermen get no particular bonus to
Universally tawny-haired and grey- Fate Points.
eyed, the Gundermen are very nearly +1 morale bonus to all Will saving
pureblooded descendants of the original throws. Gundermen are possibly the
Hyborian tribes. This makes them a little most reliable, unshakable soldiers in
less cosmopolitan than most of the other the world.
Hyborian nations but also makes them
excellent warriors. Though Gunderland Background Skills: Craft (weaponsmith)
is technically a province of Aquilonia, it and any two other skills chosen by the
was an independent kingdom for so long Player.
that the Gundermen do not truly consider
themselves Aquilonians and likely never Favoured Class: Soldier.
will. However, they march willingly to
Aquilonia’s wars and are regarded as the Prohibited Classes: Nomad, Pirate.
finest heavy infantry in the known world.
35
such as Aquilonia to consider the stubborn, Favoured Class: Soldier.
somewhat savage race to be backward. The
majority of Hyperboreans live a serf-like Prohibited Classes: Pirate.
existence in stone-walled villages, where
they eke out a minimalistic way of life from
the poor soil and the misbegotten cattle and Tauran
The Tauran region of Aquilonia is made
Races
36
Agha, Shah and Khan incorporated into
Hyrkanian their names. Examples: (male) Alafdhal,
Amurath, Angharzeb, Aram Baksh, Atalis,
or Ghaznavi, Isparana, Jehungir, Jelal Khan,
Jehungir Agha, Jungir Khan, Kerim Shah,
Turanian Khosrun Khan, Than, Yar Afzal, Yezdigerd,
Races
Yildiz. Suggestions: (female) Conchaka,
The Hyrkanians are dark and generally Khultulun, Mandughai, Orqina.
tall and slender, though a squat slant-eyed
type exists, resulting from mixture with a Religion: Two deities are known of in Turan.
curious race of intelligent, though stunted, These are Tarim, who seems almost to be
aborigines who were conquered by them on the patron god of the Turanians and Erlik,
their westward drift, among the mountains ‘Lord of the Black Throne’, a god of Death.
east of Vilayet. The Hyrkanians are There are almost certainly other gods,
descendants of the ancient Lemurians, once possibly including Ishtar. In Zamboula,
enslaved by the ancestors of the Stygians in Hanuman, the Ape God, is worshipped,
ages past. The most prominent Hyrkanian a deified form of the carvivorous grey apes
tribe is that of the Turanians, who have that live around the Vilayet Sea. As the
carved out a kingdom for themselves that ‘Empire of the White Wolf,’ Turan might
will one day sweep aside many of the also worship some wolf totem as well.
Western nations. All Hyrkanians are noted
for their superb archery skills. Racial Features: All of the following are
racial features of the Hyrkanians.
Culture: The Hyrkanians are by nature
nomadic horsemen with a culture resembling +1 racial bonus to attack rolls with all
that of the Huns and Mongols. However, bows; that is, any weapon with ‘bow’ or
the largest of their tribes have settled and ‘longbow’ in the name. Hyrkanians are
founded the Turanian Empire, which more renowned as the greatest archers in the
closely resembles the Medieval Moorish East.
Empire. In some respects the Turanians
are superior to the West, chiefly those of +1 circumstance bonus to attack rolls
organisation, politics and bureaucracy with any bow if the target is at least
but at the same time they can still be six range increments away, rising to
considered brutal when compared to the +2 if the target is at least nine range
most enlightened of Hyborian kingdoms, increments away. (Hyrkanians are
many of which regard the Turanians as little especially accurate at great range.)
better than their nomadic brethren. This If the Hyrkanian also has the Far
belief is as widespread as it is mistaken. Shot feat, the minimum conditions
They make cruel masters; it is no wonder required for gaining these +1 or +2
that outlaw bands of Kozaks dwell at the circumstance bonuses are reduced to
margins of their society. Under their kings four range increments and six range
Yildiz and his son Yezdigerd, the Turanian increments respectively. Hyrkanians
empire is expanding and will reach Zamora are particularly superb at accurately
and eastern Shem during Conan’s lifetime. shooting arrows out to extreme ranges.
Names: The Hyrkanians will evolve into No prerequisite for the Far Shot feat. A
the tribes later known as Tatars, Huns, Hyrkanian can select the Far Shot feat
Mongols and Turks and their names as one of his feats without meeting the
reflect this. One man’s horse is called usual prerequisite. Otherwise, this feat
‘Irem’. Rulers often have titles such as must still be acquired normally, as one
37
of the character’s feats or bonus feats. It who are most commonly encountered and
is not given as a special bonus feat to all spoken of in the Hyborian kingdoms, as
Hyrkanians. these almost always seem to be sorcerers.
It might be presumed that the majority of
+2 circumstance bonus to all ordinary Khitans never leave their home
Diplomacy, Gather Information and jungles. So few Hyborians ever travel
Intimidate checks made anywhere east
Races
Weapon Familiarity: Hyrkanians can Names: Chinese style names will probably
wield tulwars and Hyrkanian bows as fit best. Suggestions: (male) Huan, Kun, Li,
though they were martial weapons, Rong, Wei, Wu, Zhemin; (female) Chan,
rather than exotic weapons. Chang, Fang, Feng, Jia, Lei, Shan, Zhi.
Background Skills: Craft (bowyer), Ride, Religion: Some Khitans worshipped the
Survival. elephant god Yag-kosha for a while but
have a wide range of jungle animal gods
Favoured Class: Nomad. as well. Yun also receives worship from
haven-headed priests in the lost jungles of
Prohibited Classes: None. Khitai, perhaps through the ritual ringing
of golden chimes; certainly some especial
Automatic Languages: Hyrkanian. ceremony requires such bells. There is an
obscure hint that the Zamorian spider-cult
Bonus Languages: Brythunian, Zamorian, might have originated in Khitai.
Kothic, Corinthian, Hyperborean,
Vendhyan, Iranistani, Khitan, Yuetshi, Racial Features: All of the following are
Shemitish, Stygian. racial features of the Khitans.
38
+2 racial bonus to all Move Silently of lands beyond civilisation, any black man
checks. The Khitans are notably cat- is likely to be presumed a ‘Kushite’ and any
footed. land south of Stygia is considered to be
‘Kush.’
Bonus feat: At 1st level, a Khitan may
choose one feat from the following: Culture: The northern Black Kingdoms
Races
Dodge, Improved Unarmed Strike, of Kush, Keshan, Punt and Zembabwei
Weapon Focus (staff ), Summoner, approximate to the North African states of
Ritual Sacrifice or Hexer. Mali, Ethiopia and so on. There are also
sub-tribes among these nations. Culturally,
-2 racial penalty to save against the Darfari are regarded as a southern
hypnotism of any kind. This is for nation, while the Ghanata and Tibu tribes
cultural reasons. The folk of the of the desert south of Darfar and Kush are
East have a long tradition of tales certainly northern in culture.
and superstitions of the power of
hypnotism, which tends to reinforce Aphaki: The former ruling class of
the power of the hypnotist. Tombalku, the Aphaki are the descendents
of a tribe from the Osasis of Aphaka in the
Background Skills: Knowledge (arcana), Kharanum Desert in southeastern Shem,
Knowledge (any), Move Silently. who moved southwest and interbred with
the black people after moving south.
Favoured Class: Scholar. The power of the Aphaki in Tombalku is
dwindling.
Prohibited Classes: Barbarian, Nomad. Ghanata: The harsh southern desert south
of Kush has bred a hardy nomadic people
Automatic Languages: Khitan. in the Ghanata.
Keshan: Lying in the eastern hinterland of
Bonus Languages: Hyrkanian, Vendhyan, Kush, where the broad grassland merges
Afghuli, Shemitish, Demonic, Old Stygian, with the forests that roll up from the
Stygian, Acheronian. south, Keshan is ruled by a mixed race.
This dusky nobility claims descent from
an ancient group of Shemites and rules a
Kushite or population of blacks. These rulers were
Northern said to have founded Alkmeenon, which
now houses the legendary treasure, the
Black Teeth of Gwahlur. The current capital is
Keshia. The Hyborians regard Keshan
Kingdom itself as a legend. Keshan is the hereditary
enemy of Punt.
Tribesman Kush: Western Kush is open savannah,
The Kushites are a slightly shorter than where the black tribes graze their cattle. To
average, dark brown-skinned race with curly the south and east lie thick steamy jungles
black hair. These are the Gallahs, who are filled with the ruins of bygone civilisations.
the lower class and make up the majority Beyond the jungle is desert; to the north
of the population of Kush. Several other lies more desert. The Gallahs are the
countries of the Black Kingdoms share original black inhabitants of Kush, ruled
similar racial and cultural characteristics over by the slightly more civilised Chagas,
to the Kushites, including the Keshani, who are descendents of Stygian settlers.
Puntans and Zembabweans. To the folk of The capital is a Chaga city, Shumballa,
the Hyborian kingdoms, relatively ignorant also known as El Shebbeh. About the
39
core of Shumballa, a larger shanty-town of Religion: There are many local gods
labourers and craftsmen has grown. This is and devils worshipped among the black
known as Punt. Kush is home to a thin but kingdoms, such as Ollum-onga and Thog.
hardy breed of horse. Kush contains the In addition, the following more-or-less
Mandingo coastal tribe; the Baghirmi; the national gods are known.
Dangola and Bornu tribes of the grasslands; Keshan: Keshan has a number of bestial
Races
and the Tibu, a desert tribe intermixed with gods, although Gwahlur, the King of
Stygian blood. Darkness, is the only one known to the
Punt: Some Gallahs of Kush moved into the Hyborians.
small kingdom of Punt and settled, naming Kush: The Shemite Derketo has been
the whole land after the outer city of Kush. adopted by Kush, as a result of contact
There is thick jungle south of Punt. Punt is with the north, though she is worshipped
also rich in gold, so much so that ‘they wash as Derketa, Queen of the Dead. The
gold out of the rivers in wicker baskets’. ruling class of Kush worship Set, while
Zembabwei: Little is known of this land, the common masses worship Jullah in
south of Punt. It is called a ‘hybrid empire’ opposition to Set.
suggesting close ties with another culture, Punt: The Ivory Goddess, possibly a variant
perhaps Iranistan. It has traders (probably of Ishtar, is worshipped in Punt.
including slavers) and fortresses. It has Zembabwei: Dagon and Derketo
more than one king and hosts armies of (interestingly under her Shemite name) are
black spearmen. The land seems to have worshipped in Zembabwei.
links with Shem and with Iranistan,
forming a link in the slave trade that feeds Racial Features: All of the following are
the Turanian Empire with black slaves via racial features of the Kushites.
Zamboula.
+2 circumstance bonus to all Hide,
Names: Names from Kush and the northern Listen, Move Silently, Survival and
Black Kingdoms tend to be North African Spot checks in all hot environments.
in nature, particularly Abyssinian. The Kushites are at home in desert,
Keshan: Examples: (male) Gorulga, plains and jungle alike.
Gwarunga; (female) Yelaya. Suggestions:
(male) Naeem, Tabari; (female) Latifa, +1 racial bonus to damage rolls with
Tapanga. spears of all types, when used as melee
Kush: Examples: (male) Afari, Agerra, weapons. Long years of practice with
Ajaga, Amboola, Shubba, Shukeli; (female) the spear combine with a certain innate
Tananda. savagery to make the Kushites some of
Punt: There are no examples by Howard the most dangerous spearmen around.
of specifically Puntish names. Ethiopian
names have been used here. Suggestions: Simple Weapon Proficiency. All
(male) Bogale, Brehanu, Workne; (female) Kushites are proficient with all simple
Kebedech, Lakech, Melke. weapons, whatever their background.
Zembabwei: Zembabwean names are also Theirs is an unforgiving culture,
something of a mystery, with no examples where any who do not learn to defend
given in the stories. It is assumed here that themselves from an early age will
they are similar to modern Zimbabwean simply not survive as anything other
names. Suggestions: (male) Kaseko, than slaves.
Mthakathi, Ngone, Tuli, Zenzo; (female)
Amadika, Nyasha, Sekai. Illiterate. Kushites begin play without
the ability to read and write, unless
40
they choose to spend 2 skill points to Names: Most Chagas seem to have names
gain it. of Stygian origin, though a few names may
have been altered over the years to a more
Background Skills: Hide, Move Silently, Kushite style. Examples: (male) Tuthmes;
Survival. (female) Tananda.
Races
Favoured Class: Barbarian. Religion: It seems likely that most Chagas
are Set-worshippers, though their religious
Prohibited Classes: Noble. beliefs probably include a hefty dose of a
more Kushite style of superstition and
Automatic Languages: Kushite, or Keshani, witchcraft.
Puntan or Zembabwean as appropriate to
background. Racial Features: All of the following are
racial features of the Chagas.
Bonus Languages: Stygian, Shemitish,
Darfari, Puntan, Zembabwean, Old +1 racial bonus to all Perform (ritual)
Stygian, Keshani, Iranistani, Black Coast. and Craft (alchemy) checks. Though
the Chagas have nothing like the
Chaga
arcane lore of their Stygian ancestors,
those who do learn a little magic often
The ruling caste of the Kushites, known as prove highly talented.
the Chagas, are of partially Stygian descent
and so are far taller than the ordinary +1 racial bonus to all Sense Motive
Kushites. They have a quite different checks. The Chagas are quite distrustful
cultural background to the Gallahs and so of the ordinary Kushites who make up
do not gain any of the standard Kushite the majority of their subjects.
characteristics. They gain different
characteristics as described below. The +1 circumstance bonus to all Hide,
Chagas and Gallahs exist in a constant state Listen, Move Silently, Survival and
of tension that could at any time break out Spot checks in all hot environments.
into open conflict, with the Gallahs always Though the Chagas are not such adept
at least a little wary of their Chaga rulers. hunters as the Gallahs, they still learn
to survive and live effectively in the
Culture: Chaga culture is uniquely its jungles and deserts of Kush.
own. It is perhaps closer to Stygian than
to Gallah culture, since the Chagas tend to Bonus feat. A Chaga may select one
be quite isolationist with respect to their of the following bonus feats at 1st
subject people, the Gallahs. However, level, in addition to any bonus feat
over the centuries since the Chagas left from a favoured class: Exotic Weapon
Stygia, they have developed their own Proficiency (Stygian bow), Summoner,
culture distinct from that of their erstwhile Ritual Sacrifice or Hexer. He must
homeland. The Chagas share the Stygian meet the appropriate prerequisites as
love of hunting but have taken it almost usual.
to the point of obsession. While their
politics are also almost as convoluted and Background Skills: Perform (ritual), Craft
treacherous as those of Stygia, the Chagas (alchemy), Sense Motive.
are not a theocracy, which can allow for still
more factionalism and betrayal. Favoured Class: Noble.
41
proficient with all scimitars and
Ghanata Ghanata knives, even their scholars.
The Ghanatas are closely related to the folk
of the northern Black Kingdoms, though +1 racial bonus to all Ride checks. The
in fact they live in the Southern Desert. Ghanatas are expert riders of horses and
They are illiterate, as are true Kushites but camels alike.
otherwise are quite different from most
Races
Kushites or other folk of the northern Black Background Skills: Ride, Move Silently,
Kingdoms. Spot and Survival.
42
but hate the Vanir and the Hyperboreans. The Nordheimir are not such expert
The Vanir hate the Æsir, the Cimmerians outdoorsmen as the Cimmerians,
and the Hyperboreans. concerning themselves with valour
more than with woodcraft.
Names: Nordheimir names tend to be
Scandinavian and Germanic. It is likely +1 racial bonus to damage rolls with
Races
that many of the Norse gods share names any sword; that is, any weapon that
with the Nordheimir. Examples: (male) includes the word ‘sword’ in its name.
Bragi, Gorm, Haimdul, Hialmar, Horsa, The Nordheimir favour swords as
Niord, Wulfhere. Suggestions: (male) a weapon of war and though their
Balder, Forseti, Frey, Grimnir, Heimdall, technique is perhaps unsophisticated,
Hermod, Hodur, Honir, Lodur, Loki, they have a great deal of practice at
Magni, Modi, Odhinn, Odur, Thorr, Tyr, delivering hard blows.
Uller, Vali, Ve, Vili; (female) Erda, Eyra,
Freya, Frigga, Fulla, Gefion, Gersemi, Hlin, Martial Weapon Proficiency:
Hnoss, Iduna, Lofn, Nanna, Nerthus, Nott, Broadsword. The broadsword is
Ran, Saga, Sif, Sigyn. found in every home in Nordheim,
with children practising with wooden
Religion: Nordheimir worship Ymir, the swords from an early age.
Frost Giant, as their chief god. Atali, the
Frost-Giant’s daughter, ‘who lures men Weapon Familiarity: Nordheimir can
from stricken fields into the wastelands wield war swords as though they were
to be slain by her brothers, who lay men’s martial weapons rather than exotic
red hearts smoking on Ymir’s board’ might weapons.
also have worshippers, although Ymir and
his family are probably worshipped for Background Skills: Craft (any), Profession
appeasement rather than from love. There (farmer or sailor), Survival.
are probably also local tribal gods, perhaps
the ancestral heroes of the tribes who have Favoured Class: Barbarian.
become deified. The Norheimir believe
in Valhalla, where they will go if they die Prohibited Classes: Noble, Nomad.
bravely in battle. The races of Æsir and
Vanir will themselves be remembered as Automatic Languages: Nordheimir.
gods after the fall of the Hyborian Age.
Bonus Languages: Cimmerian,
Racial Features: All of the following are Aquilonian, Pictish, Hyperborean.
racial features of the Nordheimir.
43
strangers and enemy Pictish tribes alike. +2 Dexterity, -2 Intelligence. Picts are
Fortunately for the Hyborian kingdoms, extraordinarily stealthy and quick of
the different Pictish tribes rarely co-operate movement, though they are generally
but the Bossonians who border their poor at book learning.
lands dread the times when a particularly
powerful shaman or strong chieftain does +1 racial bonus to all Tumble and Jump
checks. Picts are highly agile.
Races
Culture: The Picts have a Stone Age culture, +1 circumstance bonus to attack and
one of the most primitive of the area. damage rolls made when attacking a
Dwelling in tribes in the game-rich forests creature of the Animal type. The Picts
of western Hyboria, the Picts are noted as are one of the few races who manage
warriors and shamans, highly feared for to live entirely by hunting, without any
their savagery. They are also exceptional need to farm or herd animals. Note
trackers and hunters, however. The more that if using a ranged weapon, the Pict
unpleasant features of Pictish life include only gains the damage bonus if the prey
such practices as human sacrifice, blood- is within one range increment of the
feud and the burning alive of captives. weapon.
The fierce blood-feud they have with the
Cimmerians pre-dates the Great Cataclysm. +2 circumstance bonus to all Hide,
They are also feared by the Aquilonians but Listen, Move Silently, Survival and
occasionally trade with the Zingarans. Spot checks made in temperate or
warm forest. The Picts make some of
Names: Pictish names take two forms: the best woodsmen in the world.
they are either Iroquois style names or
descriptive names like ‘Hawk’. Tribal names Illiterate. Picts begin play without the
are also based on the tribal animal totems, ability to read and write, unless they
for example the Wolf Clan. Examples: choose to spend 2 skill points to gain
(male) Gorm, Sagayetha, Teyanoga, Zogar it.
Sag. Suggestions: (male) Akando, Akonni;
Background Skills: Jump, Hide and
(female) Cara, Oheo, Orenda.
Tumble.
Religion: Pictish gods include the gorilla-
Favoured Class: Barbarian.
god Gullah, ‘The Hairy One Who Lives In
The Moon,’ and Jhebbal Sag, along with
Prohibited Classes: Noble, Nomad,
other pre-Cataclysmic gods and spirits
Pirate.
such as the ‘Children of Jhil’ and the ‘Four
Brothers of the Night’ who sleep beyond
Automatic Languages: Pictish, Talking
the Mountains of the Dead. We are told
Drum.
that Picts fear snakes, which might be a
race memory of the Serpent-People of
Bonus Languages: Aquilonian,
Valusia. Nonetheless, serpents do appear
Cimmerian, Nordheimer, Zingaran.
in their animalistic rites. The Picts believe
that the souls of the dead haunt the black
Mountains of the Dead in the uplands of
the Dark Land. Shemite
Shemitish archers are probably the best in
Racial Features: All of the following are the world, blue-bearded expert bowmen
racial features of the Picts. wearing light mail shirts and cylindrical
helmets, born with their deadly bows in
44
their hands. They are good horsemen but +2 racial bonus to Appraise, Spot and
can also fight as infantry if need be. Most Bluff checks. Shemites are renowned
Shemites roam the uncharted deserts in the as the greatest liars in the world. They
eastern half of Shem and beyond as far as love objects of beauty and great value,
the kingdom of Turan, though the typical particularly gems and jewellery. They
Hyborian is far more likely to meet a more are noted for their keen sight, which is
Races
settled Shemite from one of the many naturally good and is further honed by
pastoral settlements to the west of that long travels in the desert.
land. These latter people are the variant
race, Meadow Shemite. +2 circumstance bonus to all Hide,
Listen, Move Silently, Survival and Spot
Culture: The desert-dwelling Shemites checks in any desert environment. Note
are predominantly nomads, with the that the Spot bonuses stack with the
individual tribes often ranging over truly appropriate racial bonuses mentioned
vast areas. Perhaps the widest-travelled above. Shemites have an unparalleled
tribe is the Zuagir, who can be found from mastery of their desert homes.
Zamboula to Zamora and the eastern edge
of the Hyborian kingdoms. Tribal quarrels +1 racial bonus to attack rolls with any
are common, though the tribes share a bow; that is, any weapon whose name
common hatred for their more civilised includes the words ‘bow’ or ‘longbow’.
cousins the Meadow Shemites. Shem is Shemite archery skills are as renowned
looked on without much favour by the as those of the Bossonian bowmen and
Hyborian nations, perhaps because of its Shemite mercenaries are in demand
years as a satellite of Stygia, though it seems throughout the Hyborian kingdoms
unlikely that the Stygians ever made many and beyond.
inroads into the vast eastern deserts where
the nomadic Shemite tribes live. +1 circumstance bonus to damage rolls
with any bow against targets within one
Names: Shemite names are Middle Eastern range increment, which is usually 100
or Biblical in form. Examples: (male) feet. Though Shemite archers are most
Bît-Yakin, Gebal, Gilzan, Khumbanigash, famed for the distance over which they
Zargheba; (female) Bêlit. Suggestions: can shoot their arrows, they are also
(male) Abaddon, Arvad, Baruch, Eban, deadly accurate at close ranges, sending
Gabai, Hyam, Lamech, Noam, Yadon; arrows unerringly into their enemies’
(female) Alumit, Daya, Idra, Jamila, vitals.
Talitha, Yael.
+1 circumstance bonus to damage
Religion: Ishtar, Anu and Bel seem to be rolls when performing a coup de
the main gods of the Shemites, though it grace. As merciless, stone-cold killers,
seems possible that some members of the the Shemites strike harder and more
larger Meadow Shemite pantheon (see pg. surely than more civilised folk when
354) might also be worshipped among the attempting to finish off a fallen foe,
desert-dwellers. One Shemite belief, also with not a trace of the compunction
common to all the variant races, is that evil even hardened soldiers of the West are
men are imprisoned in the bodies of apes, likely to feel.
as a just punishment for their fell crimes.
Weapon Familiarity: Shemites can
Racial Features: All of the following are wield Shemite bows as though they
racial features of the Shemites. were martial weapons, rather than
exotic weapons.
45
-1 racial penalty to all saving throws. Religion: Western Shem is a land of
Shemites are a fatalistic race and firmly many gods, as each of the city-states of the
believe that if today is their day to grasslands has its own patron deity. Bel,
die, they will die, however much they God of Thieves, is patron of Shumir, while
may duck and weave and endure and Ashtoreth, Adonis and Derketo are patron
otherwise cling to life. gods of other unidentified city-states. Most
Races
46
+2 racial bonus to all Knowledge
Pelishtim (arcana) checks. The Pelishtim are
The ancient Pelishtia region of western noted for their arcane secrets.
Shem is home to the Pelishtim, a race of
noted warriors and sorcerers. They can Background Skills: Handle Animal,
be found throughout the world, for their Knowledge (arcana) and Knowledge (any).
Races
wise men often wander far in search of
knowledge and their mercenaries will take Favoured Class: Soldier or scholar.
service anywhere between Zingara and
Turan. It is whispered that the Pelishtim Prohibited Classes: Pirate.
sorcerers have the secret of eternal youth.
Certainly, wizards of that land are accounted
some of the most learned outside of Stygia Southern
and Khitai.
Islander or
Culture: Pelishtim seems to breed
adventurers and wanderers more than do the
Southern
other Meadow Shemite regions. Pelishtia
is also steeped in sorcery. Otherwise their
Black
culture is very similar to that of western Kingdom
Shem in general.
Tribesman
Names: Pelishtim names are identical to Southern Islanders are very dark of skin,
those of other Shemites. tall and rangily muscled. Their warriors
wear white plumes in their hair but rarely
Religion: Pteor is the patron god of bother with armour. The black corsairs
Pelishtia, though Adonis, Ashtoreth, of the Southern Islands are among the
Derketo and Ishtar are revered above even most feared pirates of the world, raiding
Pteor and Bel is worshipped by thieves. up and down the Black Coast as far north
Life after death generally is an accepted fact as Stygia and even beyond. Many of the
among the Pelishtim, who also consider that Black Kingdoms, including Darfar and the
a sufficiently strong will can allow the dead southern Black Kingdoms, are also home to
to come back as ghosts to fulfil unfinished people of a very similar cultural and racial
business. type to the Southern Islands.
Other than as follows, Pelishtim are treated Culture: The Southern Blacks are tribal in
as standard Shemites (see above). nature, resembling the great African tribes
like the Zulus and Bantu. They often go
+1 circumstance bonus to all Hide, naked but may be adorned with rings of
Listen, Move Silently, Survival and ivory or precious metal in their noses, ears
Spot checks in any plains environment. or lips. The black kingdoms of Amazon
Note that the Spot bonuses stack and the Atlaians are likely to be southern
with the appropriate racial bonuses kingdoms. Other tribes include the Suba
mentioned above. Meadow Shemites of the Black Coast, the Bakalah, who are
know the plains far better than they just southeast of Kush and the Bamulas
know the desert. They do not receive and Jihiji, both neighbours of the Bakalah.
special circumstance bonuses in the Darfar, although quite northerly in location,
desert, as do their eastern counterparts. is culturally closer to the southern tribes,
south of the River Zarkheba. The spearman
armed with an ox-hide shield is the level
47
of ‘soldier’ among the Black Kingdoms. valid and traditional mode of political
Ritualistic displays of aggression are often or personal debate.
used to intimidate an opponent rather than
having an all out war, since most tribes are +2 racial bonus to all Perform (dance)
too small to survive if they sustain heavy checks. Southern Islanders seem to
casualties. However, wars do sometimes have a dance for every occasion, even
Races
Racial Features: All of the following are Favoured Class: Barbarian or Pirate.
racial features of the Southern Islanders.
Prohibited Classes: Noble, Nomad.
+2 to Strength, -2 to Charisma.
Southern Islanders are almost as Automatic Languages: Southern Islander,
physically powerful as the Cimmerians Bakalah, Bamulah, Suba, or Wadai.
of the north, though they rarely make
effective leaders and are often led by Bonus Languages: Black Coast, Southern
chiefs from other regions. Islander, Bakalah, Bamulah, Suba, Wadai,
Kushite, Stygian, Shemitish, Argossean,
+1 racial bonus to all attack rolls with Zingaran, Tombalku, Tibu.
any kind of spear or javelin. Southern
Islanders are expert spearmen and rarely
bother with any other weapon, save the Darfari
occasional heavy war-club for close-in Though Darfar must certainly be regarded
work. as one of the northern Black Kingdoms, its
inhabitants are far closer both physically
Simple Weapon Proficiencies: Hunting and culturally to the Southern Islanders
spear, club. Even the most peaceable and southern Black Kingdoms. The
Southern Islanders recognise the value Darfaris prefer bludgeons as weaponry
of a spear or length of hardwood as a but are otherwise extremely similar to the
48
Southern Islanders. They are distinctive for +1 racial bonus to all Perform (drums)
their extremely kinky hair. checks. This replaces the usual
Southern Islander bonus to Perform
Culture: The Darfaris file their teeth. (dance).
Whether this is as ornament or to aid in
their cannibalism is unknown. They are Favoured Class: Barbarian.
Races
savage bandits and murderers for the most
part, with their entire society driven by an Prohibited Classes: Pirate, Noble.
obsession with their evil religion.
Automatic Languages: Darfari.
Names: It seems likely that Howard based
the name Darfari on Darfur, currently a Bonus Languages: Kushite, Stygian,
part of Sudan, so non-Arabic Darfurian Keshani, Shemitish, Puntan.
and Nubian names are probably the best
source for Darfari names. Suggestions:
(male) Adzete, Dahab, Nubu, Nunu,
Oteku, Solon; (female) Ate, Dede, Tele,
Stygian
The modern ruling-caste Stygians are tall,
Tete, Terte. broad and black-haired, with dusky skin
and handsome, straight features. Members
Religion: Most Darfaris belong to a of the ruling caste of the Stygians are
highly unpleasant cannibal cult. The god hereditary warriors, though the Stygian
revered by them is uncertain; there is some deserts and cities are almost as famous for
suggestion that it might be the desert god, producing powerful sorcerers. Most have
Yog, the Lord of the Empty Abodes, which fairly dark skin, though a few of the most
would fit with the idea that Darfar is similar ancient noble families have skin the colour
to modern Darfur in being predominantly of pale ivory.
plateaus and deserts.
Ordinary Stygians are a downtrodden mix
Other than as follows, the Darfari are of many different races, most of them
treated as Southern Islanders. descended from slaves. These should
generally be treated as Kushites, Shemites,
+1 racial bonus to all attack rolls Southern Islanders, or even Hyborians,
with any kind of bludgeoning melee depending on their origins.
weapon. The Darfaris love nothing
better than to beat their enemies to Culture: The Stygian society is essentially
death or unconsciousness, feeling that a theocracy. Heretics and criminals alike
this retains the flavour of the meat are punished with horrid tortures such as
far better than slicing them open and skinning alive. According to legend, before
letting their blood spill upon the earth. the Lemurians arrived in the land of Stygia,
This bonus replaces the usual Southern it was inhabited by a race of giant-kings.
Islander bonus to attack rolls with The Lemurians bred with the giant-kings
spears and javelins. and, learning much of their ancient sorcery,
became the Stygians. A Stygian priest says
Bite attack. A Darfari who is grappling that some mummies have lain in their tomb
an opponent and performs the Damage of ‘ten thousand years’ but this could be
Your Opponent action gains a +1 boasting, to suggest Stygia is older than it
damage bonus and deals lethal piercing is – or he may be referring to the tombs of
damage, instead of the nonlethal the giant-kings.
bludgeoning damage that would be
usual for this action.
49
Names: Much of the Stygian culture -2 racial penalty to all saving throws
survived to their Egyptian descendants, against Corruption. Most Stygian
including forms of names. These are sorcerers rather welcome corruption if
often compounded of several meaningful there is a chance it will bring them a
syllables, such as: Nafer, Nut, Thoth, little more arcane power.
Merkri, Ak, Mek, Amon, Mes, Ra, Mun,
Exotic Weapon Proficiency: Stygian
Races
50
Religion: Vendhyans tend to revere the martial weapons, rather than exotic
mystical religion of Asura and believe in a weapons.
heaven, a hell and the judgment of souls.
Vendhya also has a well-developed practice Background Skills: Diplomacy, Sense
of astrology, suggesting a strong belief in Motive and Knowledge (nobility).
fate. Ascetic hermits dwell in caves on the
Races
borders of Vendhya, meditating on the Favoured Class: Soldier or noble.
mysteries of the world.
Prohibited Classes: Barbarian, nomad.
+2 racial bonus to all Diplomacy, Sense
Motive and Knowledge (nobility) Automatic Languages: Vendhyan.
checks and +1 racial bonus to all Bluff,
Gather Information and Knowledge Bonus Languages: Khitan, Hyrkanian,
(history) checks. The Vendhyans are Afghuli, Iranistani, Kosalan.
an ancient, cultured and well-educated
race. Particularly at the higher levels,
their society is highly sophisticated, so
that careful choice of words is often a
Zamorian
Most Zamorians are black-haired and fairly
more important survival factor even dark of complexion. They are descended
than skill at arms. Though they seem from the Zhemri, a mysterious race said
to be at war with their neighbours on to be one of the first human peoples. The
a regular basis, they will make every Zamorians themselves are regarded as an
effort to find a diplomatic solution ancient and evil race.
where possible.
Zamorians make the best thieves in the
Martial Weapon Proficiency: Light world and are notable for keeping faith with
lance. Furthermore, Vendhyans gain their employers if thieving to order. This is
a +1 circumstance bonus to attack and not the same as a true Code of Honour (see
damage rolls made when performing pg. 100) but is simply a measure taken to
a mounted charge with a light lance. ensure repeat business.
The Vendhyan lancers form the core
of their military and every citizen of Culture: According to Yag-kosha in The
the Kshatriya warrior caste is an expert Tower of the Elephant, the Zamorians were
lancer. survivors of an ancient pre-Cataclysmic
civilisation (probably Zarfhaana) and were
+1 racial bonus to all Will saving one of the first civilisations to develop
throws, except against hypnotism. after the Great Cataclysm. Its 3,000 year-
Vendhyans have a structured and old civilisation has long since sunk into
disciplined society, which tends to decadence and Zamorians have a reputation
breed strong-willed citizens. Though as criminals. Cities such as the ‘City of
Vendhyan storytelling is not quite so Thieves’ and ‘Shadizar the Wicked’ only
steeped in the myth of the all-powerful serve to enhance this notoriety. In theory
mesmerist as are many other Eastern Zamora is a despotic state, though in fact
cultures, Vendhyan resolve still breaks strong priests or other courtiers have been
down more often against hypnotism known to hold the king in thrall.
than against any other cause.
Names: Zamora is another melting pot
Weapon Familiarity: Vendhyans can of humankind, being on the crossroads
wield tulwars as though they were of all land-based trade. Names from all
51
over the world are probably appropriate. operating stealthily and efficiently in
Of the two examples we have, one seems cities, tombs and similar locations and
Spanish, the other Ukrainian; Ukrainian their senses are constantly on the alert
names are probably a better fit, given in such conditions.
Zamora’s geographical location. Examples:
(male) Shevatas, Yara. Suggestions: (male) Background Skills: Open Lock, Disable
Races
Religion: Zamora has a large and varied Prohibited Classes: Barbarian, pirate.
pantheon of many deities, which interrelate
in a complex manner quite impenetrable Automatic Languages: Zamorian.
to outsiders. It is most famous for the
Spider Cult centred on the city Yezud, Bonus Languages: Shemite, Hyrkanian,
where dancing girls cavort before a Kothic, Brythunian, Corinthian.
black stone spider that is their god. The
Hyborians regard this god as abominable
and its temples are forbidden outside of
Zamora. In addition, Bel, God of Thieves,
Zingaran
Most Zingarans are black-haired and dark
is unsurprisingly popular, being one of the of complexion. They are descended from a
few non-Zamorian gods whose worship is mixture of the Pictish and Hyborian people,
permitted in Zamora. along with the pre-Pictish inhabitants of
Zingara, who are thought to be closely
+2 to Dexterity, -2 to Strength. related to the Shemites. They are lean
Zamorians are wiry and lithe but lack and dangerous-looking in appearance and
the sheer muscle-power of some of the have fiery tempers. The warriors of eastern
larger races. Zingara sport black moustaches.
+2 racial bonus to all Open Lock, Culture: The Zingaran culture resembles
Disable Device and Sleight-of-Hand that of Spain in the late medieval period.
checks and +1 racial bonus to all Craft The nobility of Zingara are noted
checks. Zamorians have the quickest for their skill with swords and their
and nimblest fingers in all the civilised chivalry. However, the reputation of the
lands. commoners, mainly the abundant sailors,
is less impressive. Black serfs toil in the
+2 circumstance bonus to all Gather plantations of southern Zingara, under the
Information checks that relate to theft, whips of the slave-masters.
assassination and the locations or
powers of legendary or magical objects. Names: Zingaran names tend to have a
Zamorians seem to know where to Spanish, or Gypsy, air to them. Names
find the deadliest poisons and most often end in ‘o’ for men and ‘a’ for women.
ancient artefacts, as well as the richest Zapayo Da Kova is an interesting example
treasures. of a full name, roughly translated it means
‘Zapayo of Kova,’ with Kova probably
+1 circumstance bonus to Climb, being the family estate. Examples: Beloso,
Hide, Listen, Move Silently and Spot Galbro, Gebbrelo, Gebellez, Valbroso,
checks in urban and underground Valenso, Zapayo, Zaporavo, Zarono,
conditions. Though they are no great Zingelito; (female) Belesa, Sancha.
woodsmen, Zamorians are adept at
52
Suggestions: (male) Castel, Devante, Iago, is taught in both formal fencing-
Inigo; (female) Adoncia, Bonita, Catalina, schools and the back streets of every
Cochiti, Jachinta, Madra, Neva, Perla. city, which are no less strict; though
many Zingarans learn only the civilian
Religion: Zingaran gods are older than arming sword, rather than the more
many other Hyborian gods but very little military-oriented broadsword.
Races
is known about the precise details of their
worship. Many of the younger Zingarans Sneak Attack. All Zingarans begin play
have probably begun to worship Mitra, the with a +1d6 sneak attack. This is treated
main Hyborian god. exactly like the thief class feature of the
same name (see pg. 270). It stacks with
+2 Charisma, -2 Constitution. Zingarans the sneak attack class feature from the
are swaggering, flashy and have one of thief class or from any other class that
the most complex political structures grants it, if available. Zingarans are
outside of Vendhya. However, they are regarded as untrustworthy, not because
not as tough as most of the Hyborian they are thieves like the Zamorians but
races, as Conan readily demonstrates because they will stab a man in the
by killing an experienced Zingaran back as soon as look at him.
freebooter with a single punch to the
jaw. Weapon Familiarity: Zingarans can
wield greatswords as though they were
+1 racial bonus to all Sense Motive martial weapons, rather than exotic
checks but a -1 racial penalty to all weapons.
Diplomacy checks. The Zingarans
are naturally wary of others’ motives, Background Skills: Profession (sailor),
assuming the worst about their own Balance and Use Rope.
countrymen and foreigners alike. This
suspicious nature can be useful at times Favoured Class: Soldier or Pirate.
but tends to cause negotiation to break
down into mutual paranoia and hatred, Prohibited Classes: Barbarian, Nomad.
making the Zingarans poor diplomats.
Automatic Languages: Zingaran.
+1 racial bonus to all Profession (sailor),
Balance and Use Rope checks. The Bonus Languages: Argossean, Pictish,
Zingarans do a fair amount of trading Aquilonian, Shemitish, Ophirean.
on the sea but even more raiding, with
the Zingaran buccaneers being almost
as feared as the pirates of the Baracha
Islands.
53
Classes
Heroes of the Hyborian Age
Classes
The Hyborian Age is a time of gets the maximum hit points rather than
mighty heroes and churlish vagabonds, evil rolling, although the Constitution modifier
sorcerers and savage warriors, corrupt priests is still applied.
and master thieves. It is a time unlike any
However, from 11th level onwards,
other and those who experience this time
characters gain a fixed number of hit points
live the fullest lives imaginable, constantly
per level, instead of rolling. This number is
striving against powerful foes and unnatural
+1 for gaining a level in a class that would
horrors, seeking out unimaginable wealth
usually give 1d6 hit points, +2 for a class
and ancient artefacts.
with 1d8 hit points and +3 for a class with
1d10 hit points. Constitution bonuses are
Within this chapter are presented the classes
not added to these fixed hit points.
of Conan the Roleplaying Game for use by
players in creating their characters. For example, Amulric is a 1st level noble
with Constitution 16. Nobles usually have
1d8 hit points but at 1st level Amulric gains
Character the maximum of 8 hit points, +3 for his
Constitution bonus for a total of 11.
Classes By the time he is 10th level, assuming his
Heroes of the Hyborian age live lives of Constitution has increased to 18 by this point,
danger, excitement and adventure. Each he will have 8 (1st level maximum) + 9d8 (hit
chooses his path through life and the dice for levels 2 to 10) + 40 (Con bonus +4,
means by which he will seize fame, wealth times 10) = 88 hit points.
or power.
Each level thereafter, however, he gains only
Your character class is your vocation; it +2 hit points, so at 11th level he has only 90
determines your strengths, your training hit points.
and more. Along with race it determines,
in game terms, who you are. At 20th level, assuming another couple of
Constitution increases, taking Constitution to
Hit Die 20, he will have 8 (1st level maximum) + 9d8
(hit dice for levels 2 to 9) + 50 (Con bonus
This is the die type used by characters of
+5, times 10) + 20 (fixed hit points +2, times
the class to determine the number of hit
ten) = 118 hit points.
points gained per level.
54
Intelligence modifier is applied to determine
the total skill points gained each level. A Base Attack
character always gains at least 1 point per
level, even if he has an Intelligence penalty. Bonus
Check the table for your character’s class.
A 1st level character starts with 4 times On an attack roll, apply the number from
Classes
the number of skill points he receives the Base Attack Bonus column to the d20
upon attaining each level beyond 1st. The die roll. Use the bonus that corresponds
maximum number of ranks a character can to the character’s level. Numbers after a
have in a class skill is equal to the character’s slash indicate additional attacks at reduced
level +3. bonuses: ‘+12/+7/+2’ means that a character
of this level makes three attacks per round,
with a base attack bonus of +12 for the first
Class Table attack, +7 for the second and +2 for the
This table details how a character improves third. Ability modifiers apply to all these
as he attains higher levels in the class. It attacks.
includes the following information.
When a character’s base attack bonus
Level: The character’s level in the class. reaches +6, he is entitled to make an extra
Base Attack Bonus: The character’s base attack at a +1 base attack bonus. However,
attack bonus and number of attacks. if the character’s attack bonus only reaches
Fort Save: The base save bonus for +6 or higher because of modifiers, then he
Fortitude saving throws. The character’s does not get this extra attack.
Constitution modifier also applies.
Ref Save: The base save bonus for For example, a 4th level soldier has a
Reflex saving throws. The character’s base attack bonus of +4. When using
Dexterity modifier also applies. a crossbow or other ranged weapon, he
Will Save: The base save bonus for Will adds his Dexterity modifier. Even if this
saving throws. The character’s Wisdom increases his attack bonus to +6 or higher,
modifier also applies. he does not gain an additional attack. For
Class Features: Level-dependent class these purposes, only the base attack bonus
features, each explained in the section counts. If a character has more than one
that follows. class, add the base attack bonuses for each
class together to determine the character’s
base attack bonus. See the Multiclass
Class and Characters section for an example.
Level Bonuses
An attack roll or a saving throw is a
combination of three numbers, each
Base Dodge
representing a different factor: a random Bonus
element, which is the number you roll This number represents the amount added
on the d20, a number representing the to your Dodge Defence. See the Combat
character’s innate abilities, which is the chapter.
ability modifier, plus a bonus representing
the character’s experience and training.
This third factor depends on the character’s
class and level. Each class table summarises
the figures for this third factor.
55
+3. A class skill is a skill associated with
Base Parry a particular class. Class skills are listed in
each class description in this chapter.
Bonus
This number represents the amount added Cross-Class Skill Max Ranks: For cross-class
to your Parry Defence. See the Combat skills, which are skills that are not associated
Classes
56
Experience and Level Dependent Benefits
Character XP Class Cross-Class Feats Single All
Level Skill Skill Max Ability Ability
Max Ranks without Increases Increases
Ranks Int points
1st 0 4 2 1st – –
Classes
2nd 1,000 5 2.5 – – –
3rd 3,000 6 3 2nd – –
4th 6,000 7 3.5 – 1st –
5th 10,000 8 4 – – –
6th 15,000 9 4.5 3rd – 1st
7th 21,000 10 5 – – –
8th 28,000 11 5.5 – 2nd –
9th 36,000 12 6 4th – –
10th 45,000 13 6.5 – – 2nd
11th 55,000 14 7 – – –
12th 66,000 15 7.5 5th 3rd –
13th 78,000 16 8 – – –
14th 91,000 17 8.5 – – 3rd
15th 105,000 18 9 6th – –
16th 120,000 19 9.5 – 4th –
17th 136,000 20 10 – – –
18th 153,000 21 10.5 7th – 4th
19th 171,000 22 11 – – –
20th 190,000 23 11.5 – 5th –
occur even if the Noble has spent time as a may reasonably take a level in that class.
scholar between 4th and 8th level and is a 6th On the other hand, any character who joins
level Noble/2nd level Scholar. a mercenary band or army could probably
be permitted to multiclass into the soldier
class if he wishes.
Class
However, characters are encouraged to stick
Features to one class for at least ten levels so as to
This entry details special characteristics of
gain the maximum number of feats under
the class, including bonus feats and unique
the Favoured Classes rules (see pg. 25).
talents that are gained as a character attains
This allows some players to create strongly
higher levels in the class.
archetypal characters and others to learn
a little something from a large number of
Multiclassing different character classes, just as Conan
himself did.
Any character can multiclass without
penalty in Conan the Roleplaying Game,
so long as he is in a suitable environment Note that beyond 11th character level, hit
in which to learn the necessary skills and points for multiclass characters work in
talents of the class, in the Games Master’s much the same way as for single-classed
opinion. For some classes this may be quite characters. The character gains either +1,
tricky; a character who did not start out as +2 or +3 as a fixed bonus to hit points for
a barbarian or nomad, for example, will each class level gained between 11th and
need to live extensively with an appropriate 20th, with the fixed bonus depending on the
barbarian tribe or nomad clan before he Hit Die type of the class in which a level has
been gained.
57
For example, Conan is a 1st level barbarian his kin popular in Cimmeria, the grim faith
with a Constitution of 18. He has 10 + 4 = of the Nordheimir, the savage and sacrifice-
14 hit points at 1st level. hungry gods of the Picts, or the witch-
doctor’s juju and mysterious deities of the
By 10th level, he has taken two more levels Black Kingdoms.
of barbarian, as well as two levels of pirate,
Classes
two of thief and three of soldier and his Background: Barbarians may come from
Constitution is now 20. His total hit points almost any non-civilised land, though
at this time are 10 + 2d10 + 2d8 + 2d8 + nomads are more usual in the deserts and
3d10 + 50 = 105. steppes. Likewise, they may follow almost
any profession except for some of the more
From this point onwards, he will only get
esoteric civilised trades. A Cimmerian
fixed bonus points, rather than Hit Dice and
might be the son of a blacksmith or warrior
Constitution bonuses, when he advances a
chief, a Pict could be a young hunter or
level. Thus at 11th level, he decides to take
shaman’s apprentice, while an Afghuli
another level of barbarian and gains +3 hit
hillman has almost certainly spent much of
points for a total of 108. At 12th level he takes
his life raiding Vendhya and other civilised
another level of pirate, +2 hit points, for 110.
lands.
At 13th level he takes a level of nomad, +3 hit
points, for 113.
Game Rule
Barbarian Information
Abilities: Strength, Dexterity and
Adventures: The Hyborian Age is a time
of great opportunity for barbarians. The Constitution are all crucial for the
civilised nations that have developed across barbarian. He must be capable of hitting
most of the Western world from the old hard and fast, dodging most enemy blows
Hyborian tribes are largely decadent and and simply taking blows that do get past his
there are plenty of chances for a canny guard. Furthermore, he should cultivate
barbarian to steal from them – or even his Charisma if he plans to be a great leader
conquer them. Beyond the borders of of men; Wisdom to ensure his senses are as
the Hyborian lands lie many forgotten keen as possible; and Intelligence so that he
cities and ancient tombs; once more, the gains plenty of skills.
barbarian is ideally suited to exploring or
plundering such lands. Hit Die: d10.
58
Skill Points at Each Additional Level: 4+ barbarian can act normally, though he may
Int modifier. not attack with the weapon in his mouth.
This is an extraordinary ability.
Classes
unorthodox fighting style allows them to
All of the following are class features of the
pick up and wield almost any weapon with
barbarian.
ease, or turn an everyday object such as a
heavy bench or treasure chest into a deadly
Weapon and Armour Proficiency: A
improvised weapon. All barbarians suffer
barbarian is proficient with all simple and
only a -2 penalty when using a weapon with
martial weapons, two-weapon combat
which they are not proficient, including
(Barbarians effectively gain the Two-
exotic weapons, improvised weapons and
Weapon Fighting feat for free), light and
melee weapons that cannot usually be
medium armour and shields. Note that
thrown. This is an extraordinary ability.
armour check penalties for wearing medium
or heavy armour apply to the skills Balance,
From 7th level onwards, the barbarian suffers
Climb, Escape Artist, Hide, Jump, Move
no penalty at all when using weapons with
Silently, Sleight-of-Hand and Tumble.
which he is not proficient, whether they
Also, Swim checks suffer a -1 penalty for
are exotic weapons, improvised weapons,
every 5 pounds of armour and equipment
or melee weapons which cannot usually be
carried.
thrown. In effect, he is proficient with all
weapons.
Fearless: The barbarian gains a +2 resistance
bonus to all Will saving throws against any
At 14th level, the barbarian doubles the
fear type of effect, including Terror.
threat range when wielding any melee
weapon, including simple, martial, exotic
Track: At 1st level the barbarian gains the
and improvised weapons, as well as
Track feat for free. This is an extraordinary
unarmed attacks and grapples. At 20th level
ability. If he already has the Track feat,
this threat range is tripled.
he instead gains the Skill Focus (Survival)
feat.
Crimson Mist: Any time a barbarian of
2nd level or higher succeeds in a Will saving
Bite Sword: The barbarian often finds it
throw against terror, he flies into a furious
useful to carry his sword in his teeth, when
anger instead of becoming terrified. This
suddenly plunged into icy water, clutching
is treated in all respects as the Fighting-
at a crumbling cliff-face, or leaping a
Madness feat (see pg. 163), including the
palisade. There would be no time to replace
restriction that it may only occur once per
the blade in its scabbard but he can hold it
day. A character who has the Fighting-
in his strong jaw in an instant. Up to once
Madness feat and is also a barbarian of 2nd
per round, as a free action, a barbarian of 2nd
level or higher however may voluntarily go
level or higher can place any light weapon
into a Fighting-Madness once per day due
or any one-handed slashing weapon in
to his feat, as well as entering a crimson
his mouth and carry it securely there for
mist once per day if he succeeds in a Will
up to 3 + Strength modifier rounds, or 3
saving throw against terror. This is an
+ Strength modifier minutes if it is a light
extraordinary ability.
weapon, before taking it back into his hand
as a free action once more. While carrying
From 11th level onwards, the barbarian’s
his weapon in his mouth in this manner, the
crimson mist is more powerful, with the
59
The Barbarian
Base Base Magic
Base Attack Dodge Parry Attack Fort Ref Will
Level Bonus Bonus Bonus Bonus Save Save Save
1 +1 +0 +0 +0 +2 +2 +0
2 +2 +1 +0 +0 +3 +3 +0
Classes
3 +3 +2 +1 +0 +3 +3 +1
4 +4 +3 +1 +1 +4 +4 +1
5 +5 +3 +1 +1 +4 +4 +1
6 +6/+1 +4 +2 +1 +5 +5 +2
7 +7/+2 +5 +2 +1 +5 +5 +2
8 +8/+3 +6 +3 +2 +6 +6 +2
9 +9/+4 +6 +3 +2 +6 +6 +3
10 +10/+5 +7 +3 +2 +7 +7 +3
11 +11/+6/+1 +8 +4 +2 +7 +7 +3
12 +12/+7/+2 +9 +4 +3 +8 +8 +4
13 +13/+8/+3 +9 +4 +3 +8 +8 +4
14 +14/+9/+4 +10 +5 +3 +9 +9 +4
15 +15/+10/+5 +11 +5 +3 +9 +9 +5
16 +16/+11/+6/+1 +12 +6 +4 +10 +10 +5
17 +17/+12/+7/+2 +12 +6 +4 +10 +10 +5
18 +18/+13//+8/+3 +13 +6 +4 +11 +11 +6
19 +19/+14/+9/+4 +14 +7 +4 +11 +11 +6
20 +20/+15/+10/+5 +15 +7 +5 +12 +12 +6
bonus to Strength increasing to +6, the the barbarian already has Uncanny Dodge
bonus to hit points increasing to +1.5 from some other source, such as from being
per class level (rounded down) and the a 4th level pirate already, he instead gains
bonus to Will saving throws increasing Improved Uncanny Dodge (see below).
to +3. Note that if the barbarian also has This is an extraordinary ability.
the Fighting-Madness feat, this improved
crimson mist ability has no effect on his Mobility: From 5th level onwards, the
Fighting-Madness. barbarian gets a +4 dodge bonus to Dodge
Defence against attacks of opportunity
Trap Sense: At 3rd level, the barbarian gains caused when he moves out of or within a
a +1 bonus to Reflex saving throws made threatened area. If the barbarian already
to avoid traps and a +1 dodge bonus to has Mobility from some other source, such
Dodge Defence against attacks by traps. as from being a 5th level nomad already,
Every three levels thereafter, these bonuses he instead gains Improved Mobility (see
increase by +1. Trap Sense bonuses gained below). Note that Mobility does not apply
from different classes stack. This is an if the barbarian is mounted. This is an
extraordinary ability. extraordinary ability.
Endurance: At 3rd level, the barbarian gains Improved Uncanny Dodge: At 8th level,
Endurance as a bonus feat. If he already has the barbarian can no longer be flanked,
Endurance, he instead gains Diehard. except that a thief or pirate at least four
levels higher than him can still flank him.
Uncanny Dodge: From 4th level and above,
the barbarian can still use Dodge Defence Diehard: At 6th level the barbarian gains
or Parry Defence when caught flat-footed Diehard as a bonus feat. If he already has
or when struck by an invisible attacker. If Diehard, he instead gains Toughness.
60
Greater Mobility: From 15th level onwards
the barbarian may move up to his speed
as part of a full attack action, rather than
Special merely taking a five-foot step. He may
Track, Fearless, Versatility (-2 penalty) move and attack in any order, so he might
Bite Sword, Crimson Mist for example move five feet, attack once,
Classes
Trap Sense +1, Endurance move fifteen feet, attack twice more and
Uncanny Dodge then move again for the remaining twenty
Mobility feet of his movement. Note that Greater
Trap Sense +2, Diehard Mobility does not apply if the barbarian is
Versatility (no penalty) mounted or is wearing heavy armour. This
Improved Uncanny Dodge is an extraordinary ability.
Trap Sense +3
Improved Mobility, Damage Reduction 1/- Unconquerable: A barbarian of 17th level
Greater Crimson Mist or higher who is reduced to below 0 hit
Trap Sense +4 points (but still alive) no longer takes a
Damage Reduction 2/-
point of damage for performing a standard
Versatility (double threat range)
action, as he usually would according to
Greater Mobility, Trap Sense +5
the Diehard feat. Furthermore, he is not
Damage Reduction 3/-
Unconquerable Left for Dead (see pg. 247) until reduced
Trap Sense +6, Wheel of Death to a number of negative hit points equal to
Damage Reduction 4/- his class level and may continue to perform
Versatility (triple threat range) either a move action or a standard action
each round until that point. This is an
extraordinary ability.
Improved Mobility: From 10th level
onwards the barbarian never provokes Wheel of Death: From 18th level, the
attacks of opportunity, whatever he does, so barbarian gains a bonus attack at his highest
long as he moves at least 10 feet during that attack bonus on any round in which he has
combat round. If the barbarian somehow no allies within five feet and at least three
already has Improved Mobility, such as for opponents within five feet. This is an
already having had Mobility from another extraordinary ability.
source before reaching 5th level and so
gaining Improved Mobility at 5th level
instead of Mobility, he instead gains Greater
Mobility (see below). Note that Improved
Borderer
Adventures: Borderers are used in particular
Mobility does not apply if the barbarian is by civilised nations attempting to push back
mounted. This is an extraordinary ability. their boundaries into wilderness. At present
Aquilonia, with its regular pushes into the
Damage Reduction: Starting at 10th level, Pictish Wilderness, is the primary sponsor
the barbarian gains the extraordinary ability of Borderers. Borderers in those new
to shrug off some amount of injury from settlements can expect a life of danger and
each blow or attack. Subtract 1 from the trouble, constantly pushing back Pictish
damage the barbarian takes each time the raids and counter-raiding Pictish villages
barbarian is dealt damage. At 13th level, in turn. Other civilised regions may also
this damage reduction rises to 2. At 16th, sometimes contain appropriate conditions
it rises to 3. At 19th, it rises to 4. Damage for borderers to find work. Some may
reduction can reduce damage to 0 but not spend most of their time as gamekeepers in
below 0. the great forests of the nobility, protecting
61
The Borderer
Base Base Magic
Base Attack Dodge Parry Attack Fort Ref Will
Level Bonus Bonus Bonus Bonus Save Save Save
1 +1 +0 +0 +0 +2 +2 +0
2 +2 +1 +1 +0 +3 +3 +0
Classes
3 +3 +1 +1 +0 +3 +3 +1
4 +4 +2 +2 +1 +4 +4 +1
5 +5 +2 +2 +1 +4 +4 +1
6 +6/+1 +3 +3 +1 +5 +5 +2
7 +7/+2 +3 +3 +1 +5 +5 +2
8 +8/+3 +4 +4 +2 +6 +6 +2
9 +9/+4 +4 +4 +2 +6 +6 +3
10 +10/+5 +5 +5 +2 +7 +7 +3
11 +11/+6/+1 +5 +5 +2 +7 +7 +3
12 +12/+7/+2 +6 +6 +3 +8 +8 +4
13 +13/+8/+3 +6 +6 +3 +8 +8 +4
14 +14/+9/+4 +7 +7 +3 +9 +9 +4
15 +15/+10/+5 +7 +7 +3 +9 +9 +5
16 +16/+11/+6/+1 +8 +8 +4 +10 +10 +5
17 +17/+12/+7/+2 +8 +8 +4 +10 +10 +5
18 +18/+13//+8/+3 +9 +9 +4 +11 +11 +6
19 +19/+14/+9/+4 +9 +9 +4 +11 +11 +6
20 +20/+15/+10/+5 +10 +10 +5 +12 +12 +6
their lords’ game animals from poachers. in particular have a good deal of hidden
Others may live in border regions, acting as lore that can be useful to any woodsman.
a bulwark against their land’s enemies, while
others still find employment with armies or Background: Most borderers are originally
mercenary bands as scouts and outriders. from regions that are relatively peaceful
but which nonetheless have a good deal
Characteristics: Borderers are especially at of wilderness as well as scattered farms
home in any woodland, including jungle and villages. Growing up in these relative
and gain a number of bonuses while in such backwaters, such as Tauran and the other
terrain. The more experienced borderers western provinces of Aquilonia, borderers
also learn to take advantage of other terrain learn the woodcraft and hardiness necessary
conditions. They learn suitable combat to excel at what they do.
skills for hit-and-run skirmishers, either
archery or the use of paired weapons.
Finally they are expert trackers and have Game Rule
almost unstoppable endurance, fighting on
against overwhelming odds even at the cost
Information
Abilities: The abilities needed by a borderer
of their own lives.
are very much dependent on the precise role
he is to play. If he is to be predominantly a
Religion: Most borderers revere the main
skirmishing borderer, he will need to be very
deity or deities of their race – usually Mitra
capable in combat, so Dexterity is probably
among the Hyborian peoples. Some learn a
the most crucial ability, particularly if he
few of the secrets of their enemies’ gods too,
specialises in archery, with Strength and
though this may alienate them from their
Constitution next. A more skill-oriented
own people. The cults of the Pictish gods
borderer will need a high Intelligence to gain
62
Class
Special
Features
Track, Favoured Terrain +1 All of the following are class
Combat Style features of the borderer.
Classes
Endurance
Favoured Terrain +2 Weapon and Armour
Improved Combat Style Proficiency: A borderer is
Diehard proficient with all simple and
Second Favoured Terrain +1, Guide martial weapons, two-weapon
Favoured Terrain +3 combat (Borderers effectively
Swift Tracker gain the Two-Weapon
Bonus Feat Fighting feat for free), light
Combat Style Mastery armour and shields. Note
Second Favoured Terrain +2, Favoured Terrain +4 that armour check penalties
Third Favoured Terrain +1, Guide (fast movement) for wearing medium or heavy
Bonus Feat armour apply to the skills
Heroic Sacrifice Balance, Climb, Escape Artist,
Favoured Terrain +5 Hide, Jump, Move Silently,
Second Favoured Terrain +3 Sleight-of-Hand and Tumble.
Bonus Feat, Swift Tracker (full speed) Also, Swim checks suffer a -
Third Favoured Terrain +2, Fourth Favoured Terrain +1 1 penalty for every 5 pounds
Favoured Terrain +6, Guide (mounts) of armour and equipment
plenty of skill points, as well as reasonable carried.
Wisdom, Dexterity and Charisma for the
skills based on those abilities. Track: At 1st level the borderer gains the
Track feat for free. This is an extraordinary
Hit Die: d10. ability. If he already has the Track feat,
he instead gains the Skill Focus (Survival)
feat.
Class Skills
The borderer’s class skills (and the key Favoured Terrain: At 1st level, the borderer
ability for each skill) are Climb (Str), Craft gains a favoured terrain type from among
(herbalism) (Int), Craft (any mundane) the following: Plains, Swamp, Hills, Forest
(Int), Gather Information (Cha), Handle or Mountains. At 7th level, 13th level and
Animal (Cha), Hide (Dex), Jump (Str), 19th level he may choose an additional
Knowledge (geography), Knowledge favoured terrain. All the benefits derived
(local), Listen (Wis), Move Silently (Dex), from favoured terrain are extraordinary
Profession (Wis), Ride (Dex), Search (Int), abilities.
Spot (Wis), Swim (Str), Survival (Wis) and
Use Rope (Dex). Any time a borderer is in one of his
favoured terrains and wearing no heavier
Skill Points at 1st Level: (4 + Int modifier) than light armour, he gains certain benefits
x 4. as follows:
63
+1 dodge bonus to Dodge Defence. Endurance: At 3rd level, the borderer gains
The borderer is adept at using the Endurance as a bonus feat. If he already has
natural features of the terrain to his Endurance, he instead gains Diehard.
advantage in combat.
Improved Combat Style: At 5th level, the
At 4th level and every four levels thereafter, borderer improves his knowledge of the
Classes
the borderer’s favoured terrain bonus for his combat style he previously selected at 2nd
first favoured terrain increases by +1. His level. This is an extraordinary ability.
second favoured terrain bonus increases
by +1 at 12th and 17th levels and his third If he selected archery, he is treated as having
favoured terrain bonus increases by +1 at the Shot on the Run feat, even if he does
19th level. not meet the prerequisites for that feat.
64
At 20th level, the bonuses extend to any he may either elect to continue fighting, or
mounts being ridden by the characters the collapse as though Left for Dead (see pg.
borderer is guiding. 247).
Swift Tracker: A borderer of at least 9th If he chooses to continue fighting, his death
level may move at his normal speed without is certain. Even after he is reduced to -10
Classes
penalty while tracking. He may move at hit points, he may continue to take either
up to twice normal speed while following a standard action or a move action each
tracks and take only a -10 penalty, rather round, still barely clinging to life, until
than the usual -20. This is an extraordinary the end of a combat round during which
ability. he was not adjacent to any opponents. At
that point he dies. He will not die from hit
From 19th level, the borderer may track point damage or massive damage until that
while moving at up to his run speed point, however much additional damage is
without penalty. His tracking abilities are inflicted upon him, though he could still
legendary. potentially die from other means including
poison or sorcery.
Bonus Feat: At 10th level and every four
levels thereafter, the borderer may select a Once he reaches -10 hit points he may not
bonus feat, taken from the following list: be healed or otherwise restored to life by
Toughness, Great Fortitude, Lightning any means. He will definitely die at the end
Reflexes, Dodge, Improved Initiative, Self- of the encounter, whatever measures may be
Sufficient, Stealthy, Quick Draw, Alertness taken to save him. This is an extraordinary
and Run. ability.
65
nobles are exiles from their rightful estates,
left to wander the world and avoid pursuing Game Rule
assassins’ daggers. Some are usurpers,
positioning themselves to have the money Information
and influence to make a strike at power. Abilities: As born leaders, nobles usually
rely on Charisma above all other attributes.
Classes
Characteristics: Nobles are the most For those nobles wishing to concentrate
courtly of characters and are often on political intrigues, high Wisdom and
accompanied by a retinue. They frequently Intelligence scores will also be vital, whereas
favour brains over brawn and will use for more martial nobles Dexterity, Strength
others to achieve goals. They dislike being and Constitution can all be very useful
disobeyed. The nobles of each nation have indeed.
slightly different characteristics, reflecting
the particular expectations that each nation Hit Die: d8.
has for its leaders. In addition, every noble
may select a number of different social
abilities during his career, which further
Class Skills
The noble’s class skills (and the key ability
ensure that each noble is different from for each skill) are Appraise (Int), Bluff (Cha),
each other noble. Noble characters then Diplomacy (Cha), Gather Information
can represent everything from pampered (Cha), Handle Animal (Cha), Hide (Dex),
courtiers to battle-hardened border lords, Intimidate (Cha), Knowledge (history)
with characteristics to match. What they (Int), Knowledge (local) (Int), Knowledge
do have in common is their powerful (nobility) (Int), Knowledge (religion) (Int),
leadership qualities and the ability to Perform (Cha), Ride (Dex), Sense Motive
command a certain degree of respect. (Wis), Spot (Wis) and Survival (Wis).
Religion: Nobles almost invariably follow Skill Points at 1st Level: (4+ Int modifier)
the state religion or other main religion x 4.
from their land of origin, at least in public.
A few may have private religious practices Skill Points at Each Additional Level: 4+
that are far less mainstream. Indeed, many Int modifier.
a noble from a supposedly civilised land has
turned to demon-worship when matters
did not go entirely his way. Most nobles are Class
not particularly pious, as priests are often
their political rivals. Features
All of the following are class features of the
Background: Nobles can be bona fide titled noble.
aristocrats, or less commonly other upper-
class characters such as poets or courtiers. Weapon and Armour Proficiency: A
All begin their careers with the potential to noble is proficient with all simple and
be highly influential both locally and in their martial weapons, with light, medium and
home country as a whole, though most will heavy armour and with shields. Note that
not achieve that potential for some time. armour check penalties for wearing medium
Typically, a noble is the younger son of a or heavy armour apply to the skills Balance,
landed aristocrat, rather than the heir. Climb, Escape Artist, Hide, Jump, Move
Silently, Sleight-of-Hand and Tumble.
Also, Swim checks suffer a –1 penalty for
every 5 pounds of armour and equipment
carried.
66
Noble Regional Features
Region Special Regional Feature
Hyboria +1 bonus to attack rolls with broadsword, hunting bow, heavy
lance and war spear.
Hyrkania +1 bonus to attack rolls with Hyrkanian longbow, scimitar and
Classes
tulwar.
+1 bonus to all Intimidate and Ride checks.
Khitai +1 bonus to all magic attack rolls.
+1 bonus to all Knowledge checks.
Kush +1 bonus to attack rolls with war spear and hunting bow.
+1 bonus to all Perform (ritual) and Craft (alchemy) checks.
Shem +1 bonus to attack rolls with Shemite longbow and scimitar.
+1 bonus to all Bluff and Sense Motive checks.
+1 bonus to all Fortitude saving throws.
Stygia +1 bonus to attack rolls with Stygian longbow.
+1 bonus to all magic attack rolls.
+1 bonus to all Handle Animal and Knowledge (arcana) checks.
Vendhya +1 bonus to attack rolls with light lance and scimitar.
+1 bonus to all Diplomacy, Knowledge (nobility), Gather
Information and Sense Motive checks.
Zamora +1 bonus to attack rolls with dagger, short sword and poniard.
+1 bonus to all Reflex saving throws.
Zingara +1 bonus to attack rolls with broadsword and arming sword.
+1 bonus to Parry Defence.
Title: The noble bears a title of nobility an excellent adventurer, albeit one who is
within his native country. He comes from likely to look down on less than salubrious
noble birth and family and can expect to inns and taverns. This is an extraordinary
ascend to his father’s title if he is in the ability.
direct line of succession. If not in the direct
line, he can still better his title by deeds of Rank Hath Its Privileges: The character is
note, martial or diplomatic and still retains a noble within his native land. As such he
his title and status. Sample titles suitable possesses all benefits and privileges entitled
for a character include: to one of noble birth and title. Depending
on his country, such benefits might include:
Knight the right to bear arms, the right to have
Baronet armed and liveried retainers, the right of
Lord (Direct heir or child of a landed hospitality in another noble’s domain, the
noble) right to attend the King’s court and the
right of trial by his peers. Along with these
It is not recommended for a beginning benefits, however, comes the responsibility
player character to be a landed noble, such to uphold them. The character is expected
as a Patrician, Baron, Count, or Duke. A to uphold the nobility of the land and
landed noble has little time for adventuring, support the King (or Queen, Khan, Prince,
being more concerned with his position in Duke as may be appropriate). As such he
court and his lands. A relative, however, has is expected to behave in a manner befitting
far more freedom and mobility and makes his station, to remain free of the suspicion
67
The Noble
Base Base Magic
Base Attack Dodge Parry Attack Fort Ref Will
Level Bonus Bonus Bonus Bonus Save Save Save
1 +0 +0 +0 +0 +0 +0 +2
2 +1 +0 +1 +0 +0 +0 +3
Classes
3 +2 +1 +1 +0 +1 +1 +3
4 +3 +1 +2 +1 +1 +1 +4
5 +3 +1 +2 +1 +1 +1 +4
6 +4 +2 +3 +1 +2 +2 +5
7 +5 +2 +3 +1 +2 +2 +5
8 +6/+1 +3 +4 +2 +2 +2 +6
9 +6/+1 +3 +4 +2 +3 +3 +6
10 +7/+2 +3 +5 +2 +3 +3 +7
11 +8/+3 +4 +5 +2 +3 +3 +7
12 +9/+4 +4 +6 +3 +4 +4 +8
13 +9/+4 +4 +6 +3 +4 +4 +8
14 +10/+5 +5 +7 +3 +4 +4 +9
15 +11/+6/+1 +5 +7 +3 +5 +5 +9
16 +12/+7/+2 +6 +8 +4 +5 +5 +10
17 +12/+7/+2 +6 +8 +4 +5 +5 +10
18 +13/+8/+3 +6 +9 +4 +6 +6 +11
19 +14/+9/+4 +7 +9 +4 +6 +6 +11
20 +15/+10/+5 +7 +10 +5 +6 +6 +12
68
The DC for the check depends upon the
type of assistance requested. If it is a simple
request, such as for an invitation to a social
Special function, the loan of a small amount of
Title, Rank Hath Its Privileges, Wealth money or the like, the DC is 10. Asking
Special Regional Feature +1 your ally to introduce you to someone of
Classes
equal status to him might have a DC of
Social Ability 15. A request for physical assistance, such
Lead By Example +2 as asking for soldiers who are loyal to your
Enhanced Leadership ally to come to your aid, might be DC 25
Special Regional Feature +2 or higher.
Social Ability You may request aid from your ally once
Lead By Example +4 per month. However, for each request in
Do You Know Who I Am? successive months, the DC rises by two.
Special Regional Feature +3
The ally social feature may be selected more
Social Ability than once. Its benefits do not stack. Each
Lead By Example +6
new ally social feature represents a different
Rally
ally.
Special Regional Feature +4
69
Etiquette: You may attempt to smooth over house whilst you and your companions
bad feelings from a social faux pas or vulgar recover from an adventure might be a 10
breach of etiquette, committed either by or 15, depending on how well you know
you, or your companions, or someone them. Requesting a cousin to meet you
you take pity upon. You cannot undo the with armed retainers for a midnight raid
mistake but you can erase the social stigma on a bandit camp might be a 15 or 20,
Classes
from whoever committed the error. This is depending on whether the bandits affected
an extraordinary ability. your cousin personally. Asking them to
help you kidnap a baron and hold him for
For example, if Lord Stefano accidentally ransom would be a 35 to 40 and might get
insulted Baroness Demarque by mistaking you and them, disowned and attainted if
her for the serving wench, you can step in to you fail.
keep tempers from rising or tarnished pride
causing an over-hasty response by delivering Your family might not have the high status
a discourse on the merits of rational thought or power that the Ally feat provides but
and forgiveness over hot-headed action. If they are more loyal and persistent. This is
someone is intentionally trying to cause a an extraordinary ability.
social incident, make opposed Diplomacy
checks with all relevant modifiers. Characters Refuge: You have some hidden place where
with the Etiquette ability gain a +2 bonus to you will be welcomed and can feel safe.
this check. Your refuge might be the home of another
noble, within a travelling merchant caravan
You can use your Etiquette ability a number or just a cave outfitted for your comfort.
of times per day equal to 1 + your Charisma Whatever the case, it is almost always open
modifier (minimum 1). to you, unless of course someone else gets
there first. This is an extraordinary ability.
Family Ties: You have strong ties to your
blood kin, such that they would delay Reputation: You gain a +2 bonus to your
important tasks to come to your aid. Of Reputation score (see pg. 104).
course, this cuts both ways; if someone kills
your brother, you will have to hunt him Savoir-Faire: You have a certain flair,
down to the furthest reaches of the realm dashing style, élan, or bravura that marks
and beyond. To gain your family’s aid, you you as someone special. Everything you do
must address a member personally or get is done with style, whether it be entering
a message to him. As with the Ally social a room and turning heads, carving your
ability this may prove difficult or impossible initials into a tapestry with your rapier,
if you are adventuring thousands of miles or even savouring a meal at a banquet to
away from your home country. The Games impress your host.
Master makes a Family Ties check based
on 1d20 + your Charisma modifier + any You can intentionally attempt to impress
applicable circumstance modifiers. If you others with your style in any task. You may
have recently done a favour for your family, make any required checks normally but if
you might get a +2 circumstance bonus your result is five or more levels higher than
to the check. If you have recently risked the required DC to succeed at the task, you
your life for them, you might get a +4 or +6 have performed the deed with stunning
bonus to the check, at the Games Master’s flair. The Games Master is free to dictate
discretion. any rules effects from this but possible
outcomes are: You gain an initiative bonus
The DC for the check is based on the type on successive actions or a bonus to your
of aid asked for. Asking to stay at a relative’s
70
Charisma-based skills to further impress Lead By Example: At 5th level the noble
those who witnessed your deed. may lead by example. When carrying out
the aid another action, the noble performs
It is very hard to embarrass you, for you particularly well. If the noble’s attack roll
can turn even a fall into an elegant dance. is successful, the noble’s ally receives a +4
Anytime you fail badly at something, bonus to his attack roll, or a +4 bonus to his
Classes
you can make a Bluff skill check as a free defence (noble’s choice). At 10th level, this
action to mitigate the failure and make it bonus increases to +6 to attack or defence,
look intentional. The DC depends on the at 15th level to +8 and at 20th level to +10.
nature of what you have done wrong but it
is usually 15 or 20. The higher your result, Enhanced Leadership: The noble receives
the better your reaction to failure appears. the Leadership feat for free. However,
given his natural status as a leader of men
As a free action, you may make a Diplomacy and peer of the realm, the noble gains a +1
check to oppose anyone trying to embarrass bonus to his Leadership score for every full
you, even if you are unaware of what is three class levels he has attained; that is, +2
going on. The Games Master can make the at 6th to 8th level, +3 at 9th to 11th level, +4
roll for you. at 12th to 14th level, +5 at 15th to 17th level
and +6 at 18th level or higher. This is an
Smear Others: You can attempt to ruin extraordinary ability.
another’s good name or instil hostility
toward him in certain people. It usually Although in most cases the noble’s
takes at least one night of socialising with followers and cohort will be something
the targeted audience, similar to a Gather like hereditary retainers, loyal subjects,
Information check, in order to change their or a division of his nation’s army placed
minds concerning the object of your smear under his command, this need not always
campaign. Characters normally make be the case. For example, Bêlit, known as
Charisma checks to alter someone’s attitude Queen of the Black Coast, was a Pelishtim
for the better. You can alter it for the worse noblewoman who rose to become leader of
with your own Charisma check. Whenever a fleet of Southern Island pirates through a
the object of your smear campaign arrives, combination of force of personality, noble
people’s initial attitudes toward him are bearing and sheer charisma that would have
whatever you influenced them toward. put a goddess to shame.
The audience does not need to personally
know the person; reputation and name is If the noble already has the Leadership feat
enough. by the time he reaches 6th level (through
multiclassing), he instead gains Skill Focus
Note: Add +5 to the DC if people in the (Diplomacy) as a bonus feat. He still
crowd know the individual personally. gains the bonuses to his leadership for
Enhanced Leadership and may indeed gain
said bonuses earlier – if he already has the
Smear Another
Initial New Attitude
Attitude Hostile Unfriendly Indifferent Friendly
Unfriendly 15 - - -
Indifferent 20 15 - -
Friendly 25 20 15 -
Helpful 30 25 20 15
71
Leadership feat as a 3rd level noble, he will should feel free to at least remind them of
gain a +1 bonus to his Leadership score for the likely consequences if they do attack the
Enhanced Leadership, since the bonus is +1 noble.
for every three class levels. For single-classed
characters these bonuses do not begin to be Absolute Power: The noble is now in such
counted until 6th level, as characters cannot a position of power as to be all but inviolate.
Classes
take Leadership before 6th class level. The noble receives the benefits of the 11th
level ability Do You Know Who I Am?
Rally: As a full round action, the noble without having to spend the full-round
can rally his allies. Allies within a 30-foot action to declare his name and heritage.
radius gain a +2 morale bonus to all attack This is an extraordinary ability.
rolls and saving throws. Furthermore, if
they are already affected by Terror, they
may make new saving throws at the original Multiclassing
DC to attempt to shake off the terror. This
is a spell-like ability and lasts for one round
and Nobles
Although there is no particular restriction
per class level. If the noble is attacked
on characters starting the game as nobles
while using this ability, he must make
other than the usual prohibited class
a Concentration check (DC + damage
restrictions for certain character races, it
received) or the rally is ineffective.
is not possible for a non-noble to gain a
level in the noble class once play has begun,
Do You Know Who I Am?: The noble
except by special dispensation of the Games
receives this ability at 11th level. As a full-
Master. This can happen if the character
round action, the noble character may
somehow becomes ennobled by game play,
loudly declare his name, titles and heritage
such as by seizing power (as Conan did) or
to all who listen. Following this declaration
by being knighted for valiant service to a
any who wish to attack the noble, whether
local lord.
physically or verbally, must make a Will
saving throw at DC 10 + noble class level
+ noble’s charisma modifier. Should they
fail this Will saving throw, then they are
Ex-nobles
Ex-nobles retain all class features and
unable to assault the noble. Those affected special abilities and may use them without
must be able to see and hear the noble for penalty, except as follows. At the Games
this extraordinary ability to take effect. Master’s discretion, a noble who is publicly
Furthermore, those affected must have exiled from the land from which his titles
some reason to be afraid of the power of stem may lose some or all benefits of the
the noble. Bandits, humanoid ruffians and class. Likewise, if he must flee the land in
the like should all have some fear for the disgrace to avoid a worse fate, he may lose
rule of law within the noble’s native land some or all of the noble class benefits. These
and rightfully be concerned about the matters should always be resolved on a case-
consequences of assaulting him. However, for-case basis; for example, a noble with a
confirmed traitors to the throne, agents of code of honour (see pg. 100) who is exiled
a foreign power, or wandering barbarians by a dishonourable king may find that the
might well have little to fear, or at least little majority of his retainers (as represented by
more to fear about adding the death of the his Leadership score) voluntarily go with
noble to their list of crimes. The Games him into exile, while his family and ally may
Master decides on whether a listener is or is be more willing than ever to help him if it is
not immune to this power through a lack of perceived that his cause is just, though the
fear. In most cases, player characters should nature of their help may need to be a good
be unaffected, although the Games Master
72
deal more subtle. Indeed, if he uses his into families, clans, tribes or hordes, they
influence to mobilise support against the are steeped in nomad traditions, culture
king, perhaps even starting a revolution, and superstitions all their lives. However,
he may find himself with still more benefits it is also possible to become a nomad later
from the noble class than he started off with in life. The nomad group known as the
– especially if he deposes the old regime and Kozaks is formed entirely from Hyborians
Classes
installs himself on the throne! and others from the western kingdoms,
brought together as slaves by the Turanians
and then escaping to band together and
Nomad wreak vengeance on their former captors.
Likewise, the eastern Shemite nomad
Adventures: Whether feuding with a
rival, raiding a neighbouring tribe, or tribes such as the Zuagirs often choose a
taking service as a mercenary in one of the foreigner to lead them and an adventurer
Hyborian Age’s incessant wars, the nomad who has proved himself tough, capable and
rarely has a quiet life! Even surviving in honourable may well be permitted to join a
his harsh desert or steppe environment can nomad group.
be an adventure in itself. By their nature,
nomads are travellers; and travellers tend
to get involved in various risky ventures
Game Rule
as well as whatever local trouble there is
going. Furthermore, there are many secrets
Information
Abilities: Constitution is paramount for the
out in the deep desert that can impinge on nomad, because his usual environment is
nomads’ lives, whether as the objects of one of the harshest on the planet. Dexterity
quests or the sources of danger. comes a close second, as his combat style is
usually based on archery and fast, furious
Characteristics: Nomads are powerful melee fighting, though Strength is also
combatants, excelling particularly in hit- useful. Many of the nomad’s class skills
and-run raids, guerrilla tactics and archery. are based on Wisdom, so the nomad who
Their travels also give them quite an edge wishes to emphasise survival and scouting
over other characters when it comes to skills should concentrate on this.
mounted combat and movement, as well
as survival and ambush in the deserts and Hit Die: d10.
steppes.
73
The Nomad
Base Base Magic
Base Attack Dodge Parry Attack Fort Ref Will
Level Bonus Bonus Bonus Bonus Save Save Save
1 +1 +0 +0 +0 +2 +2 +0
2 +2 +1 +1 +0 +3 +3 +0
Classes
3 +3 +1 +1 +0 +3 +3 +1
4 +4 +2 +2 +1 +4 +4 +1
5 +5 +2 +2 +1 +4 +4 +1
6 +6/+1 +3 +3 +1 +5 +5 +2
7 +7/+2 +3 +3 +1 +5 +5 +2
8 +8/+3 +4 +4 +2 +6 +6 +2
9 +9/+4 +4 +4 +2 +6 +6 +3
10 +10/+5 +5 +5 +2 +7 +7 +3
11 +11/+6/+1 +5 +5 +2 +7 +7 +3
12 +12/+7/+2 +6 +6 +3 +8 +8 +4
13 +13/+8/+3 +6 +6 +3 +8 +8 +4
14 +14/+9/+4 +7 +7 +3 +9 +9 +4
15 +15/+10/+5 +7 +7 +3 +9 +9 +5
16 +16/+11/+6/+1 +8 +8 +4 +10 +10 +5
17 +17/+12/+7/+2 +8 +8 +4 +10 +10 +5
18 +18/+13//+8/+3 +9 +9 +4 +11 +11 +6
19 +19/+14/+9/+4 +9 +9 +4 +11 +11 +6
20 +20/+15/+10/+5 +10 +10 +5 +12 +12 +6
74
makes a successful Handle Animal or
Ride check (DC 15), he can discern
the precise number of Hit Dice and
Special hit points of any camel, horse or pony.
Track, Favoured Terrain +1, Born to the Saddle This extraordinary ability takes 1d6
Bonus Feat rounds to perform and the nomad must
Classes
Endurance be within 5 feet of the creature to be
Nomad Charge +1, Favoured Terrain +2 assessed.
Mobility
Diehard From 7th level, the nomad can also can
Bonus Feat also determine the creature’s precise
Favoured Terrain +3 ability scores (Strength, Dexterity and
Second Favoured Terrain +1 so forth) if he succeeds at the Handle
Improved Mobility Animal or Ride check.
Nomad Charge +2
Bonus Feat, Favoured Terrain +4 At 13th level, the nomad can determine
Born to the Saddle all the above information as a free
Second Favoured Terrain +2 action, up to three + Wis modifier
Greater Mobility times (minimum one) per round, for
Favoured Terrain +5 any riding animal which he can see.
Bonus Feat
Nomad Charge +3
Bonus Feat: At 2nd level and every
Second Favoured Terrain +3 five levels thereafter, the nomad
Favoured Terrain +6, Mounted Mobility gains a bonus feat selected from the
following list: Leadership, Horde,
The nomad gains additional benefits as his Mounted Combat, Mounted Archery,
favoured terrain bonuses increase. If he Ride-By Attack, Spirited Charge, Weapon
has a favoured terrain bonus of at least +2 Focus (scimitar, tulwar, light lance, or any
for the terrain he is in, he gains a +10 feet bow), Point Blank Shot, Far Shot, Rapid
circumstance bonus to his movement. If he Shot, Shot on the Run, Improved Precise
has a favoured terrain bonus of at least +3 Shot, Great Fortitude, Lightning Reflexes,
for the terrain he is in, he may use the Hide Toughness, Self-Sufficient, Stealthy. He
skill even if the terrain does not usually must meet the prerequisites as usual.
grant cover or concealment. If he has a
favoured terrain bonus of at least +4 for the Endurance: At 3rd level, the nomad gains
terrain he is in, his movement bonus within Endurance as a bonus feat. If he already has
that terrain increases to +20 feet, replacing Endurance, he instead gains Diehard.
and not stacking with the +10 feet bonus
gained at +2. If he has a favoured terrain Nomad Charge: A nomad of 4th level or
bonus of at least +5 for the terrain he is in, higher gains a +1 circumstance bonus to
he can use the Hide skill even while being attack and damage rolls for any charge attack
observed. he makes. The bonus applies whether he
makes the charge on foot or upon a mount
Born to the Saddle: Nomads devote of some kind.
an enormous amount of time to riding,
studying, caring for and going to war with This bonus increases to +2 at 11th level and
horses and camels. They are able to select to +3 at 18th level. This is an extraordinary
the finest steeds, beasts with just the right ability.
blend of fierceness, speed and strength to
be a perfect mount for battle. If a nomad
75
Mobility: From 5th level onwards the nomad Improved Mobility and Greater Mobility
gets a +4 dodge bonus to Dodge Defence class features even when he is mounted
against attacks of opportunity caused when and extends all the benefits of those class
he moves out of or within a threatened features equally to his mount. This is an
area. If the nomad already has Mobility extraordinary ability.
from some other source, such as from being
Classes
76
and many a soldier or barbarian has found
his way into a pirate crew. Most pirates Class
value a man’s courage and fighting ability
more than they care for his seamanship, Features
for sailors are easy enough to find. Both All of the following are class features of the
the pirates of the Baracha isles and those pirate.
Classes
of the Vilayet sea call themselves the Red
Brotherhood, perhaps pointing to a shared Weapon and Armour Proficiency: A pirate
culture between the two groups, since so is proficient with all simple and martial
many of the Vilayet pirates are originally weapons, two-weapon combat (Pirates
from the Hyborian nations. effectively gain the Two-Weapon Fighting
feat for free) and light armour. Note that
armour check penalties for wearing medium
Game Rule or heavy armour apply to the skills Balance,
Climb, Escape Artist, Hide, Jump, Move
Information Silently, Sleight-of-Hand and Tumble.
Abilities: A pirate usually relies on Also, Swim checks suffer a -1 penalty for
Dexterity for his fast-moving combat style every 5 pounds of armour and equipment
and many of his skills, though Strength carried.
and Constitution are also useful, as for any
character who expects to get into combat. Seamanship: A 1st level pirate gains a +1
Charisma is also handy to enhance his circumstance bonus to all Climb, Profession
Ferocious Attack class feature and for (sailor), Use Rope and Balance checks, as
several of his skills. well as to Defence, so long as he is aboard a
ship or boat at sea. This is an extraordinary
Hit Die: d8. ability.
77
The Pirate
Base Base Magic
Base Attack Dodge Parry Attack Fort Ref Will
Level Bonus Bonus Bonus Bonus Save Save Save
1 +0 +0 +0 +0 +2 +2 +0
2 +1 +1 +1 +0 +3 +3 +0
Classes
3 +2 +2 +1 +0 +3 +3 +1
4 +3 +3 +2 +1 +4 +4 +1
5 +3 +3 +2 +1 +4 +4 +1
6 +4 +4 +3 +1 +5 +5 +2
7 +5 +5 +3 +1 +5 +5 +2
8 +6/+1 +6 +4 +2 +6 +6 +2
9 +6/+1 +6 +4 +2 +6 +6 +3
10 +7/+2 +7 +5 +2 +7 +7 +3
11 +8/+3 +8 +5 +2 +7 +7 +3
12 +9/+4 +9 +6 +3 +8 +8 +4
13 +9/+4 +9 +6 +3 +8 +8 +4
14 +10/+5 +10 +7 +3 +9 +9 +4
15 +11/+6/+1 +11 +7 +3 +9 +9 +5
16 +12/+7/+2 +12 +8 +4 +10 +10 +5
17 +12/+7/+2 +12 +8 +4 +10 +10 +5
18 +13/+8/+3 +13 +9 +4 +11 +11 +6
19 +14/+9/+4 +14 +9 +4 +11 +11 +6
20 +15/+10/+5 +15 +10 +5 +12 +12 +6
At 13th level the bonuses increase to +6 Pirate Code: A 2nd level pirate may select
and the penalty to -6. Furthermore, any one pirate code from the following:
opponent struck and damaged by the pirate Barachan Smoke and Rockets, Black Coast
during the first round of combat must make Drums, Vilayet Sea Flags, or Zingaran
a Will saving throw (DC = 10 + ½ pirate’s Trumpets. Effectively, the knowledge of
class level + pirate’s Charisma bonus) or be this code acts like an additional language,
stunned for 1d4 rounds due to fear of the allowing for communication with other
pirate. Note that if the pirate is also able pirates who also know it at distances of
to somehow perform a successful coup de up to several thousand feet, depending
grace on the first round of combat using his on weather, visibility conditions and your
To Sail a Road of Blood and Slaughter class resources to produce the code. See the
feature, any Will saving throws called for by Campaigns chapter for full information
the Ferocious Attack class feature have their about pirate signalling methods. This is an
DC increased by +2. extraordinary ability.
At 19th level the bonuses increase to +8 To Sail a Road of Blood and Slaughter: A
and the penalty to -8. In addition, if the pirate of 2nd level or higher may perform a
pirate strikes any opponent during the first coup de grace as a free action up to once per
round of combat, any of that opponent’s round. This coup de grace never provokes
allies who observe the ferocious attack an attack of opportunity, as the pirate is so
must make Will saving throws (DC = 10 used to despatching helpless opponents that
+ ½ pirate’s class level + pirate’s Charisma he can do so before an opponent can react.
bonus) or suffer a penalty of -2 to attack Furthermore, he gains a +4 circumstance
rolls for 1d4 rounds. bonus to any Intimidate checks he may
make for one round immediately following
the performance of the coup de grace, if it
78
A pirate can only sneak attack a
living creature with a discernible
Special anatomy. Any creature that is
Seamanship +1, Ferocious Attack immune to critical hits is also not
Pirate Code, To Sail a Road of Blood and Slaughter vulnerable to sneak attacks. The
Classes
Sneak Attack +1d6, Sneak Subdual pirate must be able to see the target
Uncanny Dodge well enough to pick out a vital spot
Mobility and must be able to reach a vital
Sneak Attack +2d6, Seamanship +2 spot. The pirate cannot sneak
Bite Sword, Ferocious Attack (additional attack) attack while striking a creature
Improved Uncanny Dodge, Poison Resistance +1 with concealment or striking the
Sneak Attack +3d6 limbs of a creature whose vitals are
Improved Mobility, Navigation beyond reach.
Seamanship +3
Sneak Attack +4d6 Sneak Subdual: At 3rd level, the
Ferocious Attack (stun, blood & slaughter) pirate gains the Sneak Subdual feat
Poison Resistance +2
for free. This is an extraordinary
Sneak Attack +5d6, Greater Mobility
ability.
Seamanship +4
79
per round, as a free action, a pirate of 7th Mobility instead (see below). Note that
level or higher can place any light weapon Improved Mobility does not apply if the
or any one-handed slashing weapon in his pirate is mounted. This is an extraordinary
mouth and carry it securely there for up to ability.
3 + Strength modifier rounds (3 + Strength
modifier minutes if it is a light weapon), Navigation: At 10th level the pirate gains
Classes
before taking it back into his hand as a Navigation as a bonus feat. He need not
free action once more. While carrying his meet the prerequisites for the feat. If he
weapon in his mouth in this manner, the already has Navigation, he gains Skill Focus
pirate can act normally, though he may not with Profession (sailor).
attack with the weapon in his mouth. This
is an extraordinary ability. Greater Mobility: From 15th level onwards
the pirate may move up to his speed as part
Poison Resistance: At 8th level, the pirate of a full attack action, rather than merely
gains a +1 resistance bonus on all Fortitude taking a five-foot step. He may move and
saving throws against poisons, drugs and attack in any order; so he might for example
alcohol. His dissolute lifestyle has allowed move five feet, attack once, move fifteen
him to build up an incredible tolerance to feet, attack twice more and then move again
almost any poison or drug known to man. for the remaining ten feet of his movement.
This is an extraordinary ability. Note that Greater Mobility does not apply
if the pirate is mounted or is wearing heavy
At 14th level this resistance bonus increases armour. This is an extraordinary ability.
to +2 and at 20th level to +3. Furthermore,
at 20th level he only suffers half effect
(rounded down) from any poison or drug,
even if he fails his saving throw against it
Scholar
Adventures: Scholars in the Hyborian
and no effect whatsoever if he succeeds at his Age must often quest for knowledge, for
saving throw. This also applies to penalties there are few formal academies or other
caused by the poison. For example, a teaching processes from which to learn
hallucinogenic poison that would usually and perhaps draw an income. For many
cause the victim to suffer a -4 penalty to scholars, digging around in dusty tombs or
all attack rolls will only cause the pirate to leading expeditions deep into the jungles of
suffer a -2 penalty, even if he fails his saving Khitai is not just a way of life, it is a way to
throw. make a living, since both ancient artefacts
and rare knowledge can be valuable. Those
Improved Uncanny Dodge: At 8th level, who attach themselves to one or another
the pirate can no longer be flanked, except religion as priests or shamans commonly
that a thief or pirate at least four levels find themselves expected to work not just
higher than him can still flank him. at translating old manuscripts or preaching
to the faithful but to undergo hazardous
Improved Mobility: From 10th level pilgrimages to carry out strange rituals
onwards the pirate never provokes attacks in faraway shrines, to get involved in the
of opportunity, no matter what he does, power-politics of the royal court and to
so long as he moves at least 10 feet during war against rival religions either actively
that combat round. If the pirate somehow or by intrigue. Wandering independents
already has Improved Mobility, such as for are almost by definition adventurers, while
already having had Mobility from another those who have given their mind, body and
source before reaching 5th level and so soul in thrall to some superior, whether
gaining Improved Mobility at 5th level earthly or demonic, are at their coven or
instead of Mobility, then he gains Greater
80
master’s beck and call whenever he needs
an obscure material component finding or Game Rule
a sorcery-sapping compound delivered to a
rival’s accommodation in secret. Information
Abilities: The scholar who concentrates
Characteristics: The scholar is defined not on pure knowledge and skills will probably
Classes
merely by his broad knowledge but more prioritise a high Intelligence. A more
importantly by his access to sorcery, if he sorcerous scholar will certainly need
desires it. Truly mastering sorcery requires Charisma, in order to magically attack his
precisely the kind of focused, intense enemies, deal with demons and summon
study that only scholars can achieve. As servitors; and Wisdom, for sheer magical
the scholar becomes more experienced, he power. Some of the Eastern scholars, who
learns a greater variety of spells, including learn the mystical combat arts, will also
some of potentially devastating power. benefit from a high Wisdom as well as
Dexterity.
Religion: Many scholars are irreligious,
bowing down to neither men nor gods in Hit Die: d6.
their supreme arrogance. Even priests are
not always religious, having joined the
clergy of their religion not out of genuine
Class Skills
The scholar’s class skills (and the key ability
piety but because of the perceived easy life for each skill) are Appraise (Int), Bluff (Cha),
of a priest and the opportunities for bribery Concentration (Con), Craft (alchemy)
and blackmail, or as a cover for their secret (Int), Craft (herbalism) (Int), Craft (any
practices of the most evil sorcery. However, mundane) (Int), Decipher Script (Int),
some priests are genuinely devout and may Forgery (Int), Gather Information (Cha),
gain a great deal of encouragement and Heal (Wis), Intimidate (Cha), Knowledge
inner strength from their religion. For (any) (Int), Listen (Wis), Move Silently
those scholars who come from a primitive (Dex), Perform (Cha), Profession (Wis),
background, such as the shamans of the Search (Int) and Sense Motive (Wis).
Pictish Wilderness and the witch-men
of Kush, their superstitious religion is Skill Points at 1st Level: (8 + Int modifier)
inextricably intertwined with their sorcerous x 4.
knowledge. Then there are those who
actively align themselves with the demons Skill Points at Each Additional Level: 8
and dark gods; whether their devotion is + Int modifier.
truly religious, or merely an indication of
their corrupt ambitions, is a moot point.
Class
Background: Scholars can come from any
number of backgrounds but all share a Features
thirst for knowledge and often for power. All of the following are class features of the
Most are reliant on a teacher of some kind scholar.
for their sorcerous knowledge, such as a
higher-ranking priest, coven leader, master Weapon and Armour Proficiency:
sorcerer, or even some demonic entity. A A scholar is proficient with all simple
few brave or foolhardy souls elect instead weapons. Note that armour check penalties
to learn their magic by their own efforts for wearing medium or heavy armour apply
entirely. Many scholars are more mundane, to the skills Balance, Climb, Escape Artist,
never learning sorcery at all. This type, Hide, Jump, Move Silently, Sleight-of-
however, rarely adventures. Hand and Tumble. Also, Swim checks
81
The Scholar
Base Base Magic
Base Attack Dodge Parry Attack Fort Ref Will
Level Bonus Bonus Bonus Bonus Save Save Save
1 +0 +0 +0 +0 +0 +0 +2
2 +1 +0 +0 +1 +0 +0 +3
Classes
3 +2 +1 +1 +1 +1 +1 +3
4 +3 +1 +1 +2 +1 +1 +4
5 +3 +1 +1 +2 +1 +1 +4
6 +4 +2 +2 +3 +2 +2 +5
7 +5 +2 +2 +3 +2 +2 +5
8 +6/+1 +3 +3 +4 +2 +2 +6
9 +6/+1 +3 +3 +4 +3 +3 +6
10 +7/+2 +3 +3 +5 +3 +3 +7
11 +8/+3 +4 +4 +5 +3 +3 +7
12 +9/+4 +4 +4 +6 +4 +4 +8
13 +9/+4 +4 +4 +6 +4 +4 +8
14 +10/+5 +5 +5 +7 +4 +4 +9
15 +11/+6/+1 +5 +5 +7 +5 +5 +9
16 +12/+7/+2 +6 +6 +8 +5 +5 +10
17 +12/+7/+2 +6 +6 +8 +5 +5 +10
18 +13/+8/+3 +6 +6 +9 +6 +6 +11
19 +14/+9/+4 +7 +7 +9 +6 +6 +11
20 +15/+10/+5 +7 +7 +10 +6 +6 +12
Background: Every scholar must choose a Acolyte: Acolytes are members of a coven
background for himself at 1st level. This is or sorcerous society, or are occasionally
an extraordinary ability. The background apprenticed to a lone sorcerer. They are
indicates the manner in which he came by usually in thrall to their coven leaders,
his knowledge. though they can gain a great deal of power
this way. The drawback is that they rarely
A scholar may only ever begin the game understand said power without their
with one background but at the Games masters’ direct assistance.
Master’s discretion he may gain an
additional background or backgrounds An acolyte must always select a specific
during play. For example, an independent group to join, or a master to whom he may
may call up a demon and make a pact with apprentice himself. An acolyte may only
it, then some time later be accepted as an ever learn new sorcery styles or advanced
acolyte by a sorcerous society. Likewise, a spells (see below) known to his masters.
lay priest or acolyte may elect to conduct a Depending on his superiors and on the
little independent research, just as though nature of the society, he may have a free
82
Special
New Sorcery Style, Scholar, Background, Base Power Points, Knowledge Is Power
+1 Power Point, New Sorcery Style
Classes
Advanced Spell, Bonus Spell
Advanced Spell, New Sorcery Style
Advanced Spell, Iron Will
Advanced Spell, +1 Power Point, Increased Maximum Power Points (triple)
Advanced Spell, Bonus Spell
Advanced Spell, New Sorcery Style
Advanced Spell
Advanced Spell, +1 Power Point
Advanced Spell, Bonus Spell
Advanced Spell, New Sorcery Style
Advanced Spell, Increased Maximum Power Points (quadruple)
Advanced Spell, +1 Power Point
Advanced Spell, Bonus Spell
Advanced Spell, New Sorcery Style
Advanced Spell
Advanced Spell, +1 Power Point
Advanced Spell, Bonus Spell
Advanced Spell, New Sorcery Style, Increased Maximum Power Points (quintuple)
choice between the various styles and spells no particular ties to any authority. However,
they know, or his progress may be highly they also have no one to teach them or to
regimented so that his sorcery styles and guide them through their sorcerous paths
spells are always assigned for him rather and so must work a good deal harder to gain
than chosen by him. Most sorcerous access to any true secrets. Though at best
societies require a student to follow a strict their advancement can be highly flexible,
curriculum of specific spells for the first ten at worst it is simply haphazard, with the
levels but allow him to learn whatever he independent scholar simply picking up a
wills after that, so long as they can teach it little knowledge here and there as he goes.
to him or he can discover it for himself. Every time an independent gains the New
Sorcery Style or Advanced Spell class features,
Sorcerers from civilised lands often take on he must make a Knowledge (arcana) check.
apprentices. This is an accepted method of The DC is 15 for New Sorcery Styles or 20
learning found from Stygia to Khitai, even for Advanced Spells. Success indicates that
if one cannot find a larger sorcerous society he may choose the style he will learn. If he
to join. Some of the more primitive regions fails, the Games Master will select a style
such as Kush also have village sorcerers, for him at random from among those he
along with the more shamanic or witch- does not currently know but for which he
doctor style priests; these sorcerers, also meets the prerequisites. If his check result
known as Witchmen or Witch-Finders, are was less than 10, he does not gain a sorcery
employed on a freelance basis to cast spells style at all but must select a bonus feat or
for clients and often take on apprentices to skill points instead, as appropriate. See the
whom they can pass on their skills. New Sorcery Style and Advanced Spell class
features.
Independent: Independents are the most
versatile variety of scholar, since they have
83
Pact: A scholar who makes a pact with a Lay Priest: Scholars who choose the lay
demonic entity or other dark force to learn priest background are attached to a temple
sorcery is in a very similar state to that of for purposes of study but with little or no
an acolyte to a sorcerers’ ring or coven, religious authority. If they wish, they can
since he is often effectively in thrall to the work their way up to the position of fully
source of his knowledge. He has a lot more ordained priest (see the Feats chapter),
Classes
choice as to what he learns; however, the which brings with it a number of benefits
master has no human compunctions to and responsibilities.
prevent him from forcing the poor scholar
to perform the direst of acts. Furthermore, Priests, whether they are lay priests or
he will begin the game at least somewhat fully ordained, do not usually have access
corrupt, for no truly decent sorcerer makes to sorcery at all; if they do, it is most
pacts with demons. commonly some form or other of counter-
sorcery with which to combat evil cults.
A scholar with a pact begins the game The precise nature of each priest and which
with a Corruption of 1 (see pg. 287 for magical abilities (if any) are available to him
more information on Corruption). At will vary depending on both the deity he
1st level, he must choose the New Sorcery worships and his own honesty – or lack of
Style: Summoning and the spell demonic it. More information on the cults of the
pact. On gaining New Sorcery Styles or various gods can be found in the Religion
Advanced Spells, he may choose either to in the Hyborian Age chapter.
do his own researches, in which case he
must make a Knowledge (arcana) check as Priests are treated as acolytes in that they
though he were an independent, or else risk must gain sorcery styles known to their
further Corruption by calling up the entity religion. They do not usually need to
with whom he has the pact once more. If learn their styles in a specific order but in
he does the latter, he may freely choose most cases their religion will offer only a
which style or spell he learns, so long as it very limited selection of styles in the first
is one the entity knows but he must also place. Most higher-level priests have either
make a Corruption check for dealing with conducted independent studies themselves
the demon once more. in secret, or have even more secretly made
a pact with a demon or joined a sorcerous
A scholar with a pact also starts the game society.
with one additional bonus language
available, as well as those offered him by his The shamans found in barbaric regions
race. This is Demonic. He must expend a such as the Pictish Wilderness can usually
language slot as usual to learn to speak it. be treated as lay priests, though each tribe
or village usually has only two or three
The Games Master is always free to rule shamans at any one time. A shaman might
that player character scholars may not begin have the Priest feat (see p. 124) but will not
the game with a pact. This is particularly have had any official ordination and may
appropriate in short-term or one-off have an apprentice or two.
campaigns, where the natural disadvantage
of the pact scholar (namely the Corruption New Sorcery Style: At 1st level, 2nd level,
he gains, which will someday almost 4th level and every four levels thereafter, the
certainly doom him, one way or another) scholar gains a new sorcery style from the
may have little impact on play. This table in the Sorcery chapter on pg. 296,
background is better balanced for long- along with the basic spell associated with it.
term campaigns, offering immediate power The sorcery styles are more fully explained
at the cost of one’s soul, or worse. in the Sorcery chapter.
84
At any time at which he is eligible to gain If for some reason a character already has
a new sorcery style, the scholar may instead Base Power Points when he becomes a
gain a bonus feat from the following list: scholar, usually through the Dabbler feat,
Skill Focus (any), Diligent, Iron Will, he does not gain ‘new’ Base Power Points
Investigator, Negotiator, Priest, or any as above. Instead, he receives a one-time
Sorcery feat. If the sorcerer knows the calm bonus of +2 to his already acquired Base
Classes
of the adept spell from the Oriental Magic Power Points.
sorcery style, he may also select from Brawl,
Defensive Martial Arts, Improved Critical Knowledge Is Power: A scholar may make
(staff or unarmed strike), Stunning Attack, a special scholarly knowledge check with a
or Weapon Focus (staff or unarmed strike). bonus equal to his level + his Intelligence
In all cases, the scholar must meet the usual modifier to see whether he knows some
prerequisites for the feat. relevant information about local notable
people, legendary items, or noteworthy
Note that the scholar may or may not be places. This check will not reveal the
permitted to choose his new sorcery style powers of a magic item but may give a hint
himself, depending on his Background class as to its general function. The scholar may
feature. never take 10 or take 20 on this check; this
sort of knowledge is essentially random.
Base Power Points: A 1st level scholar The Games Master should determine the
learns to access his own personal magical Difficulty Class of the check by referring to
energy. This is referred to as Base Power the table below.
Points, or Base PP.
+1 Power Point: At 2nd level and every four
A beginning scholar has Base PP equal to 4 levels thereafter, the scholar’s Base Power
+ Wisdom Modifier, to a minimum of one Points increase by +1. This is a supernatural
point. ability.
Power points are used when casting spells Advanced Spell: At 3rd level and every
and creating magical objects. They can level thereafter, the scholar improves his
be regained by rest or the use of various knowledge of any one of the sorcery styles
lotus concoctions (see Drugs, Poisons he already knows by gaining any one of the
and Herbal Preparations, pg. 332), or advanced spells listed under the style. More
temporarily increased by various means, information about advanced spells can be
most commonly by sacrificing one or more found in the Sorcery chapter. Alternatively,
humans. For most characters, their power at any time at which he is eligible to gain an
points can rise to a maximum of double advanced spell, the scholar can instead gain
their Base Power Points. See the Sorcery a +2 bonus to the skill points that he gains
chapter for more on power points and their for the level. As with the New Sorcery
use. This is a supernatural ability. Style class feature, the scholar may or may
DC Type of Knowledge
10 Common, known by at least a substantial minority of the local
population.
20 Uncommon but available, known by only a few people in the area.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who
once knew it, possibly known only by those who do not understand the
significance of the knowledge.
85
not be permitted Scholar Bonus Spells
to choose his Intelligence Bonus
advanced spell Scholar +1 +2 +3 +4 +5 or
himself, depending
Level higher
on his Background
class feature.
3rd Bonus Bonus Bonus Bonus Bonus
Classes
86
religion devoutly. Most would rather rely
on their own strong arms and the support Class Skills
of their comrades than put too much faith The soldier’s class skills (and the key ability
in the gods, who may not even exist and for each skill) are Climb (Str), Craft (Int),
certainly show no inclination to intervene Intimidate (Cha), Jump (Str), Knowledge
in the world even if they do. Despite this, (geography), Knowledge (local), Perform
Classes
few soldiers will refuse the aid of a priest (Cha), Profession (Wis), Ride (Dex) and
if offered. Their lifestyles are so risky and Search (Int).
uncertain that they will take any support
they can get, even potentially spurious Skill Points at 1st Level: (2 + Int modifier)
spiritual assistance. After all, if you bow to x 4.
receive a blessing, you have lost nothing if it
does not work; and if it does work, it might Skill Points at Each Additional Level: 2
just save your life. + Int modifier.
87
The Soldier
Base Base Magic
Base Attack Dodge Parry Attack Fort Ref Will
Level Bonus Bonus Bonus Bonus Save Save Save
1 +1 +0 +0 +0 +2 +0 +0
2 +2 +1 +1 +0 +3 +0 +0
Classes
3 +3 +1 +2 +0 +3 +1 +1
4 +4 +2 +3 +1 +4 +1 +1
5 +5 +2 +3 +1 +4 +1 +1
6 +6/+1 +3 +4 +1 +5 +2 +2
7 +7/+2 +3 +5 +1 +5 +2 +2
8 +8/+3 +4 +6 +2 +6 +2 +2
9 +9/+4 +4 +6 +2 +6 +3 +3
10 +10/+5 +5 +7 +2 +7 +3 +3
11 +11/+6/+1 +5 +8 +2 +7 +3 +3
12 +12/+7/+2 +6 +9 +3 +8 +4 +4
13 +13/+8/+3 +6 +9 +3 +8 +4 +4
14 +14/+9/+4 +7 +10 +3 +9 +4 +4
15 +15/+10/+5 +7 +11 +3 +9 +5 +5
16 +16/+11/+6/+1 +8 +12 +4 +10 +5 +5
17 +17/+12/+7/+2 +8 +12 +4 +10 +5 +5
18 +18/+13//+8/+3 +9 +13 +4 +11 +6 +6
19 +19/+14/+9/+4 +9 +14 +4 +11 +6 +6
20 +20/+15/+10/+5 +10 +15 +5 +12 +6 +6
Formation Combat: At 3rd level the soldier attack rolls. All three must be mounted and
learns to fight as part of a formation, rather in light or no armour.
than as an individual. He may select one of
the following formations: Skirmisher: Whenever the soldier has
two allied soldiers who have also selected
Heavy Cavalry: Whenever the soldier is Skirmisher within 10 feet of him, he gains
mounted and has two mounted and allied a +1 circumstance bonus to Defence. All
soldiers who have also selected Heavy three must be on foot and in light or no
Cavalry within 20 feet of him, he gains a +1 armour.
circumstance bonus to his Armour Piercing
rating with any melee weapon. All three The soldier may select a new formation
must be mounted and in medium or heavy every at 7th, 11th and 15th levels. Formation
armour. combat is an extraordinary ability.
Heavy Infantry: Whenever the soldier has Formation Mastery: A 19th level the
two allied soldiers who have also selected soldier’s circumstance bonus for fighting
Heavy Infantry adjacent to him, he gains a in formation increases to +2. This is an
+1 circumstance bonus to his damage rolls extraordinary ability.
with any melee weapon. All three must be
on foot and in medium or heavy armour.
88
as thievery. When work does not come in
thieves will seek out legendary treasures
for their own profit. As a member of an
Special adventuring team, his role can be that of
Bonus Feat scout, negotiator, assassin, or anything else
Bonus Feat for which his particular choice of skills suits
Classes
Formation Combat him.
Bonus Feat
Characteristics: The thief is expert at
Bonus Feat stabbing his enemies in the back and with
Formation Combat a well-planned sneak attack he can be far
Bonus Feat more devastating than the most stalwart
greatsword-wielding mercenary. His
Bonus Feat greatest strength, though, is in the breadth
Formation Combat and depth of skills to which he has access,
Bonus Feat allowing him to specialise or generalise as
he chooses in any of a variety of different
Bonus Feat fields of expertise.
Formation Combat
Bonus Feat Religion: The best-known thieves’ god is
Bel, originally a Shemitish deity but now
Bonus Feat
worshipped almost everywhere Shemites
Formation Mastery
are found, from the Hyborian kingdoms to
Bonus Feat
Stygia, Zamora and Turan. Other thieves
have been quick to adopt Bel as patron, with
Thief his priests’ promises of an easy life of plunder
and excess. However, there are other gods
Adventures: Whether cracking open a
long-forgotten tomb in Stygia, raiding a who favour thieves, including several in the
Khitan caravan, or stealing sacred jewels extensive and complex Zamorian pantheon.
from a Zembabwean jungle temple, the Thieves from the East and South, such as
thief lives a risky but hopefully profitable Vendhya and Kush, tend to worship their
life wherever he goes. Thieves are common own gods. Many thieves, though, prefer to
in Hyboria, often low born adventurers avoid religion entirely, perhaps fearing that
who use their wits to rob others. Zamora is if they give too much credence to the gods
almost a state of thieves. Shem, Koth and they will never be able to break into tombs
Zingara also have their fair share of thieves. or rob temple coffers again.
A thief who has acquired a reputation, or
even one foolhardy enough to go where Background: Many thieves come from the
others will not, is likely to be hired to sprawling western cities, whether in the
break into sorcerers’ homes or tombs. They Hyborian kingdoms or the notorious slums
might be asked to gather rare artefacts, such and back streets of Zamora. However, not
as poison from the snakes of the swamps of all thieves are from urban regions and the
Zingara, or lotus blooms from a far eastern nomadic tribes of Shem, Hyrkania and other
land. Some are hired to capture particularly lands can also produce effective rogues, as
valuable slaves. Teams of thieves might can the barbaric lands of Cimmeria and
work on the more difficult tasks but there Nordheim. Often a wanderer into the
are no formalized ‘Thieves’ Guilds’ even Hyborian kingdoms will find employment
in notoriously lawless regions such as the as a thief before moving on to other things,
Maul in Zamora. Nobles will often hire since anyone with a quick mind and nimble
such people for spies and assassins as well fingers can turn his hands to thievery.
89
The Thief
Base Base Magic
Base Attack Dodge Parry Attack Fort Ref Will
Level Bonus Bonus Bonus Bonus Save Save Save
1 +0 +0 +0 +0 +0 +2 +0
2 +1 +1 +1 +0 +0 +3 +0
Classes
3 +2 +1 +1 +0 +1 +3 +1
4 +3 +2 +2 +1 +1 +4 +1
5 +3 +2 +2 +1 +1 +4 +1
6 +4 +3 +3 +1 +2 +5 +2
7 +5 +3 +3 +1 +2 +5 +2
8 +6/+1 +4 +4 +2 +2 +6 +2
9 +6/+1 +4 +4 +2 +3 +6 +3
10 +7/+2 +5 +5 +2 +3 +7 +3
11 +8/+3 +5 +5 +2 +3 +7 +3
12 +9/+4 +6 +6 +3 +4 +8 +4
13 +9/+4 +6 +6 +3 +4 +8 +4
14 +10/+5 +7 +7 +3 +4 +9 +4
15 +11/+6/+1 +7 +7 +3 +5 +9 +5
16 +12/+7/+2 +8 +8 +4 +5 +10 +5
17 +12/+7/+2 +8 +8 +4 +5 +10 +5
18 +13/+8/+3 +9 +9 +4 +6 +11 +6
19 +14/+9/+4 +9 +9 +4 +6 +11 +6
20 +15/+10/+5 +10 +10 +5 +6 +12 +6
Class Skills
The thief ’s class skills (and the key ability
for each skill) are Appraise (Int), Balance
(Dex), Bluff (Cha), Climb (Str), Craft
(herbalism) (Int), Craft (any mundane)
90
4th level and every four
levels thereafter, the
thief gains an additional
Special sneak attack style. This
Sneak Attack Style, Sneak Attack +1d6/+1d8, Trap Disarming is an extraordinary
Eyes of the Cat ability. Note that if
Classes
Sneak Attack +2d6/+2d8, Trap Sense +1 the thief has Sneak
Sneak Attack Style, Light-Footed Attack as a class feature
Sneak Attack +3d6/+3d8 from another class,
Trap Sense +2, Special Ability the sneak attack style
Sneak Attack +4d6/+4d8 increased damage only
Sneak Attack Style, Poison Use applies to the damage
Sneak Attack +5d6/+5d8, Trap Sense +3 from the Sneak Attack
Special Ability class feature acquired
Sneak Attack +6d6/+6d8 by taking thief levels.
Sneak Attack Style, Trap Sense +4
For example, a 4th level
Sneak Attack +7d6/+7d8
thief/5th level pirate
Special Ability
whose sneak attack
Sneak Attack +8d6/+8d8, Trap Sense +5
Sneak Attack Style style is poniard deals
Sneak Attack +9d6/+9d8 1d6+2d8+1d6 damage
Trap Sense +6, Special Ability when he sneak attacks
Sneak Attack +10d6/+10d8 with a poniard; 1d6
Sneak Attack Style for the poinard’s base
damage, 2d8 for the
sneak attack damage
Class from the thief levels (poniard style) and
Features 1d6 for the sneak attack damage from the
pirate levels.
All of the following are class features of the
thief.
Sneak Attack: Any time at which the thief ’s
Weapon and Armour Proficiency: A target is unable to dodge or parry, or when
thief is proficient with all simple weapons, the thief flanks the target, the thief ’s attack
all light and one-handed martial weapons deals extra damage. The extra damage is
and light armour. Note that armour check +1d6/+1d8 at 1st level and an additional
penalties for wearing medium or heavy 1d6/+1d8 every two levels thereafter. The
armour apply to the skills Balance, Climb, number before the slash indicates the
Escape Artist, Hide, Jump, Move Silently, extra damage dealt by most weaponry; the
Sleight-of-Hand and Tumble. Also, Swim number after the slash indicates the extra
checks suffer a -1 penalty for every 5 pounds damage dealt by any weapon that is one of
of armour and equipment carried. the thief ’s sneak attack styles. (You use either
the first figure or the second, according to
Sneak Attack Style: At 1st level, the thief whether the thief is using a weapon that is
chooses a sneak attack style. This can be one of his styles or not. You do not add the
any one weapon with which he is proficient, d6 and the d8 damage.) Should the thief
including unarmed strikes and missile score a critical hit with a sneak attack, this
weapons. Whenever he makes a sneak extra damage is not multiplied.
attack (see below) using his chosen weapon,
he inflicts greater damage and gains a +1 Ranged attacks can only count as sneak
circumstance bonus on his attack roll. At attacks if the target is within 30 feet. The
91
thief cannot strike with deadly accuracy Light-Footed: At 4th level, the thief gains
from beyond that range. the Light-Footed feat as a bonus feat. He
need not meet the usual prerequisites for
With a sap or an unarmed strike, the thief the feat. If he already has Light-Footed,
can make a sneak attack that deals subdual he gains Fleet-Footed instead. This is an
damage instead of normal damage. The extraordinary ability.
Classes
92
cursed tombs or Stygian caravans. The achieve this by opting to be ‘left for dead’
thief gains a +2 resistance bonus to all rather than killed outright.
saving throws against spells and spell-
like effects, whether the required roll They have three other uses as well; but
is a Will, Reflex or Fortitude saving saving your life is definitely the most crucial
throw. one, so it is recommended that you always
Classes
Feat: The thief may select a bonus feat keep one or two FPs reserved for that
in place of a special ability, so long as purpose alone. Of course, the angle might
he meets the usual prerequisites for the be perfect for a Mighty Blow (see below)
feat selected. instead, even if that leaves you desperately
short of FPs but that is a decision for you
Poison Use: At 8th level the thief gains the to take. Magical resurrection is so scarce
Poison Use feat as a bonus feat. He need as to be almost unattainable in Conan the
not meet the usual prerequisites for the Roleplaying Game, though a character who
feat. has a major task left unfulfilled or a loved
one to protect from imminent peril has a
chance to make a brief return as a ghost.
Rounding Despite this, it is usually best to simply not
die.
Out Your
Using Fate
Character Points
As part of the character generation process,
the following stages enable you to find out a There are four standard uses for Fate Points:
little more about your character beyond his Left For Dead, Mighty Blow, Repentance
class, race, feats and skills. and Destiny. Your Games Master may
allow other uses, so check with him before
play.
Fate Left For Dead: In Conan the Roleplaying
Points Game, characters become unconscious
when reduced to -1 hit points and die when
Fate Points are a narrative device enabling
reduced to -10 hit points. See the Combat
the players to bring creative input to bear in
chapter. However, when a character’s hit
the game, beyond merely describing their
points reach -10 by any means, he may
own actions and throwing the dice. With
spend 1 FP to avoid being killed outright.
Fate Points, you, the player, can alter the
He is instead ‘left for dead.’
game world in some way so as to benefit
your character. Fate points are intended to
A character who is left for dead appears
offer you the chance to add to the story of
dead to a casual examination, though he
your character, adapting the events around
still has a chance of recovering, particularly
him or the circumstances that befall him so
if attended quickly by a character with the
as to improve the game and give it more
Heal skill (see pg. 136). If he is healed of
Conanesque feel.
at least 1 point of damage within one hour
of being left for dead, either with the Heal
At the start of your career, you have 3 Fate
skill or by some sorcerous or other means,
Points, or FPs.
he is considered to be stable and at -9 hit
points.
These Fate Points are extremely precious,
since they can save your life. You can
93
can be any one weapon with which he is attack, even with the usual -4 penalty to
proficient, including unarmed strikes and attack rolls.
missile weapons. Whenever he makes a
sneak attack (see below) using his chosen A thief can only sneak attack a living creature
weapon, he inflicts greater damage and gains with a discernible anatomy. Any creature
a +1 circumstance bonus on his attack roll. that is immune to critical hits is also not
Classes
At 4th level and every four levels thereafter, vulnerable to sneak attacks. The thief must
the thief gains an additional sneak attack be able to see the target well enough to pick
style. This is an extraordinary ability. Note out a vital spot and must be able to reach
that if the thief has Sneak Attack as a class a vital spot. The thief cannot sneak attack
feature from another class, the sneak attack while striking a creature with concealment
style increased damage only applies to the or striking the limbs of a creature whose
damage from the Sneak Attack class feature vitals are beyond reach.
acquired by taking thief levels. For example,
a 4th level thief/5th level pirate whose sneak Trap Disarming: Thieves (and only
attack style is poniard deals 1d6+2d8+1d6 thieves) can use the Search skill to locate
damage when he sneak attacks with a traps when the task has a Difficulty Class
poniard; 1d6 for the poinard’s base damage, higher than 20.
2d8 for the sneak attack damage from the
thief levels (poniard style) and 1d6 for the A thief who beats the DC of a trap by 10 or
sneak attack damage from the pirate levels. more with his Disable Device check can, if
he chooses, bypass it rather than disarming
Sneak Attack: Any time at which the thief ’s it. He may lead his allies past it at their
target is unable to dodge or parry, or when normal speed without risk.
the thief flanks the target, the thief ’s attack
deals extra damage. The extra damage is Eyes of the Cat: At 2nd level, the thief gains
+1d6/+1d8 at 1st level and an additional the Eyes of the Cat feat as a bonus feat.
1d6/+1d8 every two levels thereafter. The He need not meet the usual perquisites
number before the slash indicates the for the feat. If he already has Eyes of the
extra damage dealt by most weaponry; the Cat, he gains Alertness instead. This is an
number after the slash indicates the extra extraordinary ability.
damage dealt by any weapon that is one of
the thief ’s sneak attack styles. (You use either Trap Sense: At 3rd level, the thief gains a
the first figure or the second, according to +1 bonus to Reflex saving throws made
whether the thief is using a weapon that is to avoid traps and a +1 dodge bonus to
one of his styles or not. You do not add the Dodge Defence against attacks by traps.
d6 and the d8 damage.) Should the thief Every three levels thereafter, these bonuses
score a critical hit with a sneak attack, this increase by +1. Trap Sense bonuses gained
extra damage is not multiplied. from different classes stack. This is an
extraordinary ability.
Ranged attacks can only count as sneak
attacks if the target is within 30 feet. The Light-Footed: At 4th level, the thief gains
thief cannot strike with deadly accuracy the Light-Footed feat as a bonus feat. He
from beyond that range. need not meet the usual prerequisites for
the feat. If he already has Light-Footed,
With a sap or an unarmed strike, the thief he gains Fleet-Footed instead. This is an
can make a sneak attack that deals subdual extraordinary ability.
damage instead of normal damage. The
thief cannot use a weapon that deals normal Special Ability: At 6th level and every
damage to deal subdual damage in a sneak four levels thereafter, the thief may select a
94
special ability from the following list. All he meets the usual prerequisites for the
special abilities are extraordinary abilities. feat selected.
Crippling Strike: When the thief Poison Use: At 8th level the thief gains the
damages an opponent with a sneak Poison Use feat as a bonus feat. He need
attack, the target also takes 2 points of not meet the usual prerequisites for the
Classes
Strength damage. feat.
Evasion: If exposed to any effect that
normally allows a character to attempt
a Reflex saving throw for half damage,
the thief takes no damage with a
Rounding
successful saving throw. Evasion can
only be used if the thief is wearing light
Out Your
armour or no armour.
Jack-of-all-trades: The thief gains a +2 Character
innate bonus on all Craft and Profession As part of the character generation process,
skill checks. the following stages enable you to find out a
Opportunist: Once per round, the thief little more about your character beyond his
can make an attack of opportunity class, race, feats and skills.
against an opponent who has just
been struck for damage in melee by
another character. This attack counts Fate
as the thief ’s attack of opportunity
for that round. Even a thief with the
Combat Reflexes feat may not use the
Points
Fate Points are a narrative device enabling
opportunist ability more than once per the players to bring creative input to bear in
round. the game, beyond merely describing their
Skill Mastery: The thief selects a number own actions and throwing the dice. With
of skills equal to 3 + Intelligence Fate Points, you, the player, can alter the
modifier. When making a skill check game world in some way so as to benefit
with one of these skills, the thief may your character. Fate points are intended to
take 10 even if stress and distractions offer you the chance to add to the story of
would normally prevent him from your character, adapting the events around
doing so. The thief may gain this him or the circumstances that befall him so
special ability multiple times, selecting as to improve the game and give it more
additional skills to which to apply it Conanesque feel.
each time.
Sorcerous Protection: Experienced At the start of your career, you have 3 Fate
thieves often arrange for minor magical Points, or FPs.
protection, or learn to create their own
defences, so as to more safely plunder These Fate Points are extremely precious,
cursed tombs or Stygian caravans. The since they can save your life. You can
thief gains a +2 resistance bonus to all achieve this by opting to be ‘left for dead’
saving throws against spells and spell- rather than killed outright.
like effects, whether the required roll
is a Will, Reflex or Fortitude saving They have three other uses as well; but
throw. saving your life is definitely the most crucial
Feat: The thief may select a bonus feat one, so it is recommended that you always
in place of a special ability, so long as keep one or two FPs reserved for that
purpose alone. Of course, the angle might
95
be perfect for a Mighty Blow (see below) Mighty Blow: Rather than rolling the
instead, even if that leaves you desperately damage dice on any successful hit or
short of FPs but that is a decision for you damaging magical attack of some kind,
to take. Magical resurrection is so scarce you can elect to declare a Mighty Blow, at
as to be almost unattainable in Conan the the cost of 1 FP. A Mighty Blow always
Roleplaying Game, though a character who deals the maximum possible damage.
Classes
has a major task left unfulfilled or a loved This includes any bonus damage, such as
one to protect from imminent peril has a that rolled for sneak attacks. A primitive
chance to make a brief return as a ghost. or standard quality melee weapon always
Despite this, it is usually best to simply not shatters irreparably when used to deliver a
die. Mighty Blow. Even an Akbitanan weapon
used to deliver a Mighty Blow has a straight
50% chance of snapping in two, though if
Using Fate it does, it will usually be possible to use the
broken blade as an improvised weapon. It
Points will not be completely destroyed.
There are four standard uses for Fate Points:
Left For Dead, Mighty Blow, Repentance
Repentance: You spend one or more Fate
and Destiny. Your Games Master may
Points to leave behind your old, evil life
allow other uses, so check with him before
and make an effort to start afresh. Each
play.
FP spent in this way removes one point of
Corruption.
Left For Dead: In Conan the Roleplaying
Game, characters become unconscious
Destiny: You can at any time spend one
when reduced to -1 hit points and die when
or more Fate Points, with the agreement
reduced to -10 hit points. See the Combat
of the Games Master, to alter the world in
chapter. However, when a character’s hit
some minor way. Essentially, this allows
points reach -10 by any means, he may
you the player to have some input into the
spend 1 FP to avoid being killed outright.
story, over and above the actions of your
He is instead ‘left for dead.’
character. This change must be one that is
plausible, minor and not overwhelmingly
A character who is left for dead appears
beneficial to the player characters. It may
dead to a casual examination, though he
well assist them to accomplish their goals
still has a chance of recovering, particularly
but they must still accomplish those goals
if attended quickly by a character with the
by their own strength and wits, not simply
Heal skill (see pg. 136). If he is healed of
by spending Fate Points!
at least 1 point of damage within one hour
of being left for dead, either with the Heal
For example, a character captured by the
skill or by some sorcerous or other means,
law and imprisoned might spend a Fate
he is considered to be stable and at -9 hit
Point to have a chance at escape, such as
points.
a comrade or slave-girl smuggling him in
a dagger, or a guard becoming drunk on
If he is not healed, he must make a Fortitude
duty, or the discovery of a loose chunk
saving throw (DC 20) after one hour. If
of granite with which to smash open his
successful, he stabilises himself and is at -
ankle-chain. He may not, however, have
9 hit points. If he fails, he is finally and
his escape handed to him on a plate, such
irrevocably dead, whether or not he has any
as by a sorcerer magically putting all the
FPs left.
guards to sleep and bursting his door open.
96
Another option for this use of a Fate Point is
to alter your own character in some minor Gaining More
way, by revealing a new facet of his past.
This might include knowing a language Fate Points
that he did not know before, which proves When you spend a Fate Point, it is gone
useful in his current situation, or having forever. It does not recover with time, nor
Classes
a contact in the area from his previous do you automatically gain new FPs as you
dealings in the region. advance in level.
One good use of Destiny is when the players Each time your character accomplishes a
are at a dead end in an adventure. Perhaps major goal, either personally or as part of
they have missed some crucial clue, or failed an adventuring party, he gains from 1 to 2
to puzzle out where to go next. A single FPs, always at the discretion of the Games
Fate Point in this case is usually enough for Master. Usually this will occur only at the
the Games Master to offer some kind of successful conclusion of an adventure. An
in-game hint. Preferably, this will not be entirely unsuccessful adventure will tend
so blatant as to have a friendly non-player to mean that you do not gain any FPs as
character tell them the answer outright a result.
but, instead, something more along the
lines of the background information often
given out in Conan stories. For example, a Starting
lotus-dream could reveal a vision of the past
history of the creatures and places crucial Equipment
to the plot; or an ancient scroll could be
uncovered that, with a Decipher Script and Money
check and a bit of logic, could provide a Each character begins the game with a very
hint as to where to look next. small budget with which to buy equipment.
This is usually just sufficient to buy a
The Games Master will be more likely to weapon or two and cheap, light armour
accept proposed uses of Destiny which for those who need it. Starting equipment
could plausibly relate to a character’s own budget is dependent on character class.
future destiny, as reflected by his goals. For character class. The budget can be spent on
example, in the story Black Colossus, Conan any of the goods for sale in the Equipment
is offered the position of commander of a chapter. A scholar character may choose
nation’s armies and given a fine suit of plate to spend some of his budget or all of it on
armour as an indication of his position. All items from the Sorcery chapter, if he can
about him observe a regal quality to him, afford them.
which they had not seen before. This is
a deliberate foreshadowing of his destiny Note that this budget is not the same as
to one day be King of Aquilonia. Had starting money. If the budget is not used,
Conan’s player always made it clear that the character does not get to keep the
his ambition was to one day be King, the money. The budget represents items he has
Games Master might allow him to be made managed to acquire and keep for himself
commander for just one Fate Point, since it over the years prior to the game beginning,
would allow that very foreshadowing. not actual money.
97
Starting Equipment by Character Class
Class Starting Budget Starting Equipment Package*
Barbarian 100 + 10d6 sp Broadsword, dagger, loincloth, belt
pouch, sandals, belt.
Classes
98
Bow (any +0) and 20 arrows, arming Bow (any, up to +2) and 20 arrows,
sword or cutlass, poniard, loincloth, battleaxe or war spear or war club,
belt pouch, sandals, belt. leather jerkin, steel cap, loincloth, belt
Classes
pouch, sandals or feathered head-dress,
belt.
Short sword, battleaxe, hunting Bow (any, up to +2) and 40 arrows,
bow (+0), 20 arrows, dagger, quilted short sword, battleaxe, leather jerkin,
jerkin, steel cap, cloak, doublet and dagger, cloak, doublet and hose, work
hose, work boots, shirt and braes, boots, shirt and braes, hood, costrel,
hood, costrel, herbalist’s kit, belt herbalist’s kit, belt pouch, kit bag, belt.
pouch, kit bag, belt.
Arming sword, dagger, buckler, Short sword, light lance, steel cap,
noble’s outfit (all of noble quality, brigandine coat, large shield, riding
i.e. cost is 50 times normal: coat, horse, riding saddle, poniard,
hat, doublet and hose, riding boots, warhammer, bow (any +0), 20 arrows,
shirt and braes, belt pouch, knight’s doublet and hose, riding boots, shirt and
belt). braes, cloak, hood, costrel, belt pouch,
knight’s belt.
Riding camel, riding saddle, Riding horse, riding saddle, light lance,
scimitar, bow (any, up to +1), 40 short sword, bow (any, up to +1), 40
arrows, dagger, belt, saddlebags, arrows, dagger, belt, saddlebags, robes,
robes, sandals. sandals.
Bow (any, up to +5) and 20 arrows, Cutlass, silk breeks, dagger, looted fancy
war spear or war club, loincloth, belt coat and riding boots (coat and boots
pouch, belt, feathered head-dress. of good merchant quality, i.e. cost is 10
times normal), belt, belt pouch.
Stiletto, robes, belt, belt pouch, spell Dagger, doublet and hose, work boots,
component pouch, shoes, priestly shirt and braes, cloak, hood, costrel,
trappings (small idol or holy symbol, spell component pouch, belt pouch,
jewellery of rank, prayer beads etc. belt, incense worth 100 sp, herbalist’s
to a value of 75 sp), incense worth kit, quill, ink, 10 sheets parchment,
50 sp, ink, quill, parchment. crafter’s tools (any).
Bill, arming sword, crossbow, 10 War sword, poniard, bow (any +0), 20
bolts, poniard, any shield, steel cap, arrows, any shield, steel cap, leather
quilted jerkin, cloak, doublet and jerkin, cloak, doublet and hose, work
hose, work boots, shirt and braes, boots, shirt and braes, hood, costrel, belt
hood, costrel, belt pouch, kit bag, pouch, kit bag, belt.
belt.
Masterwork thieves’ tools, poniard, Short sword, dagger, sling, 10 bullets,
cloak, doublet and hose, work boots, thieves’ tools, quilted jack, cloak,
shirt and braes, hood, costrel, belt doublet and hose, work boots, shirt and
pouch, kit bag, belt. braes, hood, costrel, belt pouch, kit bag,
belt.
99
rarity, a barbarian so strong-willed he has
Starting upheld his honour even when among the
most treacherous and amoral company of
Money rogues or corsairs.
In addition to his starting equipment,
each character has 2d6-2 silver coins at the
Benefits of
Classes
100
be argued that the presence of a code of a character with a barbaric code of
honour is what separates a barbarian from honour need not necessarily retain an
a mere savage. allegiance that was always intended
to be temporary, such as a mercenary
contract, after the conditions are
Restrictions fulfilled.
Classes
Plunder and rob anyone other than
of the honourable allies.
Barbaric Code Lie, cheat and con anyone other than
honourable allies.
of Honour Have no in-principle objection to
A character with a barbaric code of honour slavery, being willing to keep or free
will: slaves as it suits his purposes.
Grudgingly respect genuine piety but
Respect alliances with other honourable despise venal priests and the typical
characters. trappings of civilised ‘religion’.
Ignore an alliance with a dishonourable Like or dislike others based on their
character, even pre-emptively, if it suits honour and their actions, not on their
him. religion or race.
Abide loyally by a contract of Be hospitable and generous to those in
employment, even with a dishonourable need, even to strangers. It is said that
employer, so long as the character no man starves in Cimmeria, unless
is well-treated and shown loyalty in there is a famine and all starve, because
return. every family will give of their own food
Slay a dishonourable foe, even if that to anyone without.
foe is helpless. Respect the hospitality shown him.
Slay an honourable foe who is not Avenge any seriously intended insult
helpless. with immediate and lethal force, if
Protect those weaker than himself, at at all possible. Note that barbarians
least from physical dangers, if such new to civilisation are likely to avenge
protection is requested. This includes even a jesting insult in the same way,
ordinary folk such as peasants captured not having yet learnt the subtleties of
for interrogation, who will be set free civilised behaviour, which can allow
once it is safe to do so and rewarded a man to insult another without the
if they were of assistance, as well as imminent danger of having his skull
children and most women. A woman split.
who has demonstrated herself to be Avenge any physical harm done him,
more capable in war than the average at the earliest opportunity, in a manner
man need not be protected, though fitting his sense of balance and justice.
the typical male with a barbaric code
of honour will probably attempt to A character with a barbaric code of honour
protect her anyway. will not:
Offer his allegiance only to an
honourable leader who is clearly Slay a wild animal, or any other
stronger and better suited for power creature, for sport alone. He may slay
than himself, or to a greater cause of in self-defence, or for revenge, or to get
some kind; once allegiance is granted, food or other resources, or slay a sworn
the character must be utterly loyal, so enemy.
long as his leader remains honourable
and loyal to him in return. Note that
101
Slay an honourable foe who offers with a civilised code of honour need
a ransom or throws himself on the not necessarily retain an allegiance that
character’s mercy. was always intended to be temporary,
Slay or steal from one who has shown such as a mercenary contract, after the
him hospitality in his own house, even conditions are fulfilled.
if they turn out to be an enemy, unless If seriously insulted, demand a formal
Classes
the other breaks hospitality first. duel at the next suitable opportunity.
Harm anyone currently under his Honour may also be satisfied with
protection or receiving his hospitality, sincere and profuse apologies, at the
even if they turn out to be an enemy, discretion of the insulted party.
unless the other breaks faith first. Obey the laws of his homeland and
Assist the authorities with any co-operate with lawful authorities in
information about his friends or allies, other lands wherever possible, unless
even if refusing to do so puts him at at war with those lands. This applies
risk. even if such behaviour would be to the
Desert his henchmen or retainers, even detriment of his friends or allies.
if they appear to desert him. If he ever Protect those weaker than himself, if
achieves the position of chieftain or a such protection is formally requested
similar authority, he feels he must set and if the person requesting protection
an example to his followers. Even if is highborn.
they doubt him, he must prove himself Have no in-principle objection to
to them, particularly if they need him. slavery, being willing to keep or free
slaves as it suits his purposes.
Respect religious authorities.
Civilised Code If religious, make war upon the enemies
of his religion without showing mercy
of Honour or offering quarter.
This is the code of honour practiced by
most knights and nobles from the civilised
A character with a civilised code of honour
lands. Some civilised warriors, soldiers
will not:
and mercenaries also practice this code of
honour.
Break the law of the land, unless he
has formally thrown in his lot with
A character with a civilised code of honour
an organised and (in his opinion)
will:
legitimate force of rebels.
Slay an honourable foe who offers
Respect alliances with other honourable
a ransom or throws himself on the
civilised characters. May also respect
character’s mercy, unless ordered to do
alliances with honourable barbaric
so by a legitimate authority. Even in
characters but this is not required.
the latter case, if the character believes
Respect an alliance with a dishonourable
that such an order indicates that the
civilised character up until that
authority is no longer legitimate, he
character breaks it.
may at the Games Master’s discretion
Offer his allegiance to any leader who
be able to avoid killing the foe, so long
might be regarded as a legitimate
as he immediately attempts to remove
authority, or to a greater cause of some
the illegitimate authority from power;
kind; once granted, the character must
this may involve something along the
be utterly loyal, so long as his leader or
lines of the rebellion mentioned above.
cause remains honourable and loyal to
Slay a dishonourable foe of noble birth
him in return. Note that a character
who offers a ransom or throws himself
102
on the character’s mercy, unless ordered If the character acts in a way that is
to do so by a legitimate authority. detrimental to his allegiance, the Games
Knowingly work for a dishonourable Master may choose to strip the character
employer. of that allegiance and all its benefits and
Attack peasants or ordinary civilians assign an allegiance more suitable to those
and tradesmen, unless those folk actions.
Classes
have openly rebelled against a lawful
authority.
Pledging
Losing a Code Allegiance
A character’s allegiance can take the form of
of Honour loyalty to a person, to an Organisation, to a
Any character who voluntarily breaks belief system, or to a nation.
his code of honour immediately loses its
benefits. In general, a character can discard an
allegiance at any time but may only gain
He may regain it if he seeks out a priest a new allegiance after attaining a new
who can provide atonement, so long as level. However, a character who also has
he worships the same gods as that priest a code of honour (see above) may gain a
and the priest has a code of honour of new allegiance at any time, subject to the
his own. The priest will set the character Games Master’s veto. This reflects the
a task, which must be fulfilled before full inherent trustworthiness of a character
atonement can take place. with a code of honour. Characters with
codes of honour may also find it difficult to
An irreligious character or one who cannot discard their allegiances without losing their
find a suitable priest may attempt to right honour, though, so should select allegiances
the wrong himself somehow. The Games with care.
Master will always be the judge of how
much needs to be done in this case before Having an allegiance implies having
the code of honour can be regained but sufficient intelligence and wisdom to make
generally it should be at least as much of a a moral or ethical choice. As a result,
challenge as a task set by a priest. a character must have Intelligence and
Wisdom scores of 3 or higher in order to
select allegiances.
Allegiance Allegiances include but are not limited to,
A character may have up to three allegiances,
listed in order from most important to least the following examples:
important. These allegiances are indications
of what the character values in life and may Person or Group: This includes a leader
encompass people, Organisations, or ideals. or superior, a family, a group of linked
A character may have no allegiances, being individuals such as a band of adventurers, or
either a free spirit or a lone wolf, or may a discrete unit within a larger Organisation,
change allegiances as he goes through life. such as members of the character’s watch
Also, just because the character fits into a on a ship, or individuals for whose safety
certain category of people does not mean the character is responsible.
the character has to have that category as
an allegiance. Organisation: This may be a secret
society, a caravan train, a pirate ship or
brotherhood, a local temple, a city, a guild,
103
a mercenary company, an employer, or an nearest city within a matter of a few weeks.
otherwise established authority. Examples: Magical items are few and far between; if
the Argossean trading ship Sea-Witch; the not a sorcerer, you would be well advised
temple to Ibis in the village of Hanumar. to steer clear of them, for most come with a
price few would be prepared to pay.
Nation: This may or may not be the nation
Classes
in which the hero currently resides. It may Adventurers in the Hyborean Age must
be where the individual was born, or where rely on their own skills over and above
the hero resides after emigrating to a new expensive equipment or magical weaponry.
home. Their experience and combat prowess are
paramount, though their reputation can
Religion: This is always a particular faith or also be of enormous benefit. A character’s
religion, though it need not necessarily be reputation, though, is always with him, even
limited to one god. For example, a Pictish when he is a penniless wanderer or captured
shaman is more likely to have allegiance to prisoner. For example, in the Conan novel
all the multitudinous deities and obscure The Hour of the Dragon, Conan is able to
spirits of his pantheon, rather than just use his reputation as a chief of the black
one particular entity. Conversely, most corsairs to cause a slave revolt, allowing him
sorcerers make pacts with specific demons to defeat an entire shipload of Argossean
or dark gods. sailors.
104
Average Reputation Scores
Reputation
Example Score
A young, inexperienced thief 1
A newly recruited guardsman 2
Classes
A bookish but well-though-of scholar 3
A priest who has worked among the people of the area 4-5
A person known to be a thief or thug 6-7
An old soldier in local lord’s retinue 8-9
A scarred and battle-tested mercenary 10-15
A sorcerer-for-hire 16-25
A person who averted a major disaster 26-35
A gifted assassin 36-55
A priest renowned for his successful and active opposition to the 56-75
worshippers of Set
A nomad chieftain at the head of a powerful horde that has 76-90
plundered several settlements
An evil wizard who has returned from the dead to topple 90+
kingdoms and slay the living
While Reputation works much like an A character applies Reputation to:
ability score, it rises and falls frequently,
often after each scenario a character Attempts to influence others with skills
completes. such as Bluff, Intimidate and Gather
Information.
The Reputation score measures how well Attempts to see whether a person
known a character is among the general knows who the character is.
population of a region or town. A high
Reputation means that many people have
heard impressive things about the character, Generating
such as his exploits in escaping the law or
the theft of a heavily guarded and incredibly
Reputation
A character’s base Reputation score equals
expensive artefact. A low Reputation shows
his character level plus his Charisma
that either few people have heard of the
modifier, though it can never drop below
character’s exploits or have heard terrible
1. Thus, each time a character gains a level,
things about him, such as his propensity
his Reputation usually goes up by one,
to murder innocents at whim or his defeat
though a low level character with a negative
at the hands of a lone peasant. However,
Charisma modifier may have to work hard
Reputation is not always an honest
before his Reputation can increase above
assessment of a character’s skills or exploits.
1.
As word travels of his accomplishments,
some bending of the truth takes place as
Actions a character undertakes also modify
rumour builds upon rumour. Despite
his Reputation. Defeating enemies,
this, unless someone deliberately spreads
overthrowing tyrants, slaying evil sorcerers
misleading lies, a character’s Reputation is
and completing other difficult or heroic tasks
largely based on his actual actions.
all help boost a character’s Reputation. On
the other hand, a character who temporarily
retires from adventuring or who departs to
105
Reputation Modifiers
Action Modifier
Have a Code of Honour +2
Break your Code of Honour -2
Defeat an enemy whose level or Hit Dice is 1-3 higher than character’s +1
own*
Classes
Defeat an enemy whose level or Hit Dice is 4-6 higher than character’s +2
own*
Defeat an enemy whose level or Hit Dice is 7 or higher than character’s +3
own*
Being defeated by an enemy whose level or Hit Dice is 1-3 higher than -1
character’s own
Being defeated by an enemy whose level or Hit Dice is the same or 1 less -2
than character’s own
Being defeated by an enemy whose level or Hit Dice is 2 or more less than -3
character’s own
Defeat an enemy whose Reputation is 15 – 19 +1
Defeat an enemy whose Reputation is 20 – 50 +2
Defeat an enemy whose Reputation is above 50 +4
Committing a crime that earns the character 5,000-9,999 sp +1
Committing a crime that earns the character 10,000-24,999 sp +2
Committing a crime that earns the character 25,000-49,999 sp +3
Committing a crime that earns the character 50,000-99,999 sp +4
Committing a crime that earns the character 100,000-999,999 sp +5
Committing a crime that earns the character 1,000,000+ sp +10
Imprisoned -1 per year
of sentence
Escape from imprisonment +2 per year
of sentence
Spend three consecutive months without any change in Reputation** -1
Return from a journey to a distant city or region +1
Widely believed to be dead -1
Return from apparent death +2***
Become leader of a small mercenary band or other military unit of 25 to +2
249 troops
Become leader of a large mercenary band or other military unit of 250 to +4
2,499 troops
Become leader of an army of 2,500 or more troops +6
Become ruler of a city +8-10
Become ruler of a nation +12-15
Win a great battle or complete a major scenario +5
Gain a character level +1
*An enemy supplies this bonus only if it is a dangerous threat in an area or is well known
amongst the people of the area. A character also gains these bonuses for defeating foes
whilst being witnessed by large groups of people. Furthermore, the defeat should be
single-handed.
** This penalty applies for each three-month time period spent inactive. See below for
rules on how Reputation falls over time.
***This bonus applies only once. A character who keeps on apparently dying and
returning will find that these exploits are no longer worthy of tales and gossip.
106
a distant city or world for many years loses If a person has heard of the character, he
Reputation. Truly legendary characters’ may use his Reputation score to provide
stories may continue to live on as popular a bonus when using the following skills:
songs and myths but the exploits of most Bluff, Intimidate, Perform and Gather
fade with time. Information. The bonus gained from
Reputation is based on its overall score and
Classes
The following table summarises the actions is shown on the table below. Generally,
that can change a character’s Reputation. any skill used in social situations may use
It does not cover every possible action in a Reputation as a bonus, so long as those who
campaign but should give Games Masters the character is trying to impress recognise
and players a good starting point when him.
judging how to rate a character’s most
important actions.
Reputation by
Using Location
Reputation is attached not only to a
Reputation character but also to a place. An outlaw
A character’s Reputation can be a tremendous famous in one town for defeating a hated
asset among mercenaries, nomads and inquisitor may be completely unknown
thieves. When a person is encountered for in another, where word of the inquisitor
the first time, make a Reputation check to never reached. When making a Reputation
determine if he has heard of the character’s check, the DC is determined by where the
exploits. To make a Reputation check, roll character currently is. His Reputation may
1d20 and add the character’s Reputation not travel with him if he goes further afield.
score. If this matches or equals the check’s If a character travels to an area where he has
DC, the person has heard of the character. not been before, consult the table below to
The standard DC for a Reputation check determine any modifiers to his Reputation.
is 25.
Reputation Effects
Reputation Score Bonus to Skill Checks Penalty to Disguise Checks*
1-4 +0 -
5-10 +1 -
11-17 +2 -1
18-25 +3 -1
26-34 +4 -2
35-44 +5 -2
45-55 +6 -3
56-67 +7 -3
67-80 +8 -4
81-94 +9 -4
95+ +10 -5
*At the Games Master’s discretion, the penalty to Disguise Checks in the table
above is applied whenever the character disguises himself in a location where he is
well known. It may be reduced if he is popularly believed to be dead or far away.
107
Reputation and Travel
Temporary Reputation Reputation
Distance Travelled Check DC Modifier
Nearby Town 30 -10
Elsewhere in the same country 35 -20
Classes
108
The character may apply his Reputation An alias acquires its own Reputation,
bonus to Bluff, Sense Motive and Gather generated separately from a character’s true
Information checks. People trust him and identity. When travelling under an alias,
are easily swayed by his words or eager to any bonuses earned to Reputation apply
help him out. only to the alias’s Reputation score. If a
character gains a level because of actions
Classes
Talented: The character is known as an taken while under his alias, or if he earned
expert in his field. He may, for example, the majority of the experience points
be a gifted scholar or powerful warrior. needed for a level whilst using it, his alias
His exploits are well known but his talent earns the Reputation bonus. Thus, while a
and ability mark him as a legend in the character’s true personality is barely known
making. The character may apply his by anyone, his alias could be the leading
Reputation modifier to Bluff and Profession villain (or hero) in the city.
checks when dealing with others. As an
acknowledged expert, his advice and work If a character’s alias is ever revealed, the
are both highly valued. higher of his own and his alias’s Reputation
becomes his true Reputation score. In
Trickster: When the character moves addition, he gains half of his lower score as
through a room, everyone pauses to check a one-time bonus to his new Reputation,
their purses. He is known as a shifty and reflecting the uproar and interest
sneaky scoundrel. When the character’s surrounding the revelation of his identity.
Reputation precedes him, apply it as a However, the character only modifies his
penalty to Bluff checks when dealing with Reputation score in this way if the general
others, as people expect him to lie about populace learns of his alias. If only a few
everything anyway. On the other hand, his close friends or a very limited number
exploits make others somewhat nervous, of people are in on the secret, his alias is
allowing him to use his Reputation secure.
as a bonus to Intimidate and Gather
Information checks. Aliases work best as a roleplaying tool. The
heroic outlaw who dons a disguise and
Villain: The character inspires fear and struggles against a corrupt and autocratic
dread in others because of the ruthless priest, or a common thief desperately
goals he pursues. His methods may not trying to keep his activities hidden from
be brutal but he is known as someone best the local lords or police are two examples
not crossed. The character may apply his of how they may be used. They add depth
Reputation bonus to all Bluff, Intimidate to a character’s background and supply
and Gather Information checks when some interesting roleplaying opportunities.
dealing with others. If a player feels an alias is appropriate to
his character, he should consult with the
Games Master about adopting one.
Aliases
Some thieves and outlaws use false names,
either out of personal preference or sheer
necessity. An alias is a persona invented
to cover a true identity. It must include a
name and disguise that separates it from a
character’s real nature.
109
Skills
The Difference between
Life & Death
Skills
All Characters In Conan the skill points on Hide, Intimidate and Spot.
Roleplaying Game,are self-sufficient, highly His bonus skill points (obtained from 4xInt
capable of turning their hands to just about bonus) are then spent on 2 class skills and
anything. Though almost all specialise in two cross-class skills. As these are from his
particular areas of expertise, many also pick bonus points, he was able to buy 1 rank
up certain skills along the way which might for 1 point rather than buying them from
be useful for their roles as adventurers, such his class skill points, where he would pay 1
as sneaking about, clambering up cliff- point for ½ a rank.
faces, spotting an assassin in the night and
puzzling out the meanings of ancient rolls For his second level, after spending most
of parchment. A barbarian might not be of his skill points, he decides that balance
quite so knowledgeable about religion as a would be a useful skill to have. As this is
priest of the same level would; nonetheless, a cross-class skill, he spends his bonus skill
he will probably have picked up bits and points on it and buys it at rank 2.
pieces of information here and there, if
he is the typical cosmopolitan, observant
adventurer depicted in the Conan stories.
Purchasing
For this reason, although all characters
Skills
If you buy a class skill, your character gets
must spend the skills they derive from their 1 rank (equal to a +1 bonus on checks with
character classes on class skills or else gain that skill) for each skill point. If you buy
only half a rank per skill point spent on other classes’ skills (cross-class skills) with
a cross-class skill (as detailed below), any the skill points you gain from your class, as
bonus skill points gained through a high opposed to your bonus skill points from a
Intelligence are more flexible. The bonus high Intelligence, then you get ½ rank per
skill points from a high Intelligence may skill point. Character class descriptions
be spent on any skill without penalty. In indicate which skills can be purchased as
effect, all skills are treated as class skills class skills and how many skill points are
for the various skill points gained through gained when a character takes a level in that
having a high Intelligence. This applies class.
both at 1st level and at subsequent levels.
Your maximum rank in a class skill is your
For example, the table below shows Conan’s character level +3. Your maximum rank in
starting skills as a barbarian. He starts with a cross-class skill is one-half of this number.
16 class skill points and 12 bonus skill Do not round up or down.
points. As he is a Cimmerian he gets 2
ranks on Climb, Move Silently and Survival Using Skills: To make a skill check, roll:
as racial bonuses. He then spends 2 extra 1d20 + skill modifier. The skill modifier
class skill points on each one to get them to is equal to skill rank + ability modifier +
rank 4. He then spends his remaining class miscellaneous modifiers. This roll works
110
Skills Skills
Class at 1st at 2nd
Skills Skill? Race Class Bonus level Class Bonus level
Climb Y 2 2 - 4 1 - 5
Move Y 2 2 - 4 1 - 5
Silently
Survival Y 2 2 - 4 1 - 5
Skills
Hide Y - 4 - 4 1 - 5
Listen Y - 4 - 4 - 1 5
Intimidate Y - 2 - 4 - - 4
Spot Y - - 4 4 - 1 5
Jump Y - - 4 4 - - 4
Gather N - - 2 2 - - 2
Information
Heal N - - 2 2 - - 2
Balance N - - - - - 2 2
just like an attack roll or a saving throw; successful. The harder the task, the higher
the higher the roll, the better. Either a the number a Player needs to roll.
character is trying to match or exceed a
certain Difficulty Class (DC), or he is trying Circumstances can affect this check. A
to beat another character’s check result. character that is free to work without
distractions can make a careful attempt
Skill Ranks: A character’s number of ranks and avoid simple mistakes. A character
in a skill is based on how many skill points who has lots of time can try over and over
he has invested in it. Many skills can be again, thereby assuring the best outcome.
used even if the character has no ranks If others help, the character may succeed
in them; doing this is called making an where otherwise he would fail.
untrained skill check.
111
Difficulty Class Examples
Difficulty (DC) Example (Skill Used)
Very Easy (0) Notice something large in plain sight (Spot)
Easy (5) Climb a knotted rope (Climb)
Average (10) Hear an approaching guard (Listen)
Skills
Difficulty
to break the tie.
112
they represent different circumstances and
Favourable sometimes that difference is important.
and
Unfavourable Time and Skill
Conditions Checks
Skills
Using a skill might take a round, take no
Some situations may make a skill easier time, or take several rounds or even longer.
or harder to use, resulting in a bonus or Most skill uses are standard actions, move
penalty to the skill modifier for a skill check actions, or full-round actions. Types of
or a change to the DC of the skill check. actions define how long activities take to
The chance of success can be altered in perform within the framework of a combat
four ways to take into account exceptional round (6 seconds) and how movement is
circumstances. treated with respect to the activity. Some
skill checks are instant and represent
Give the skill user a +2 circumstance reactions to an event, or are included as
bonus to represent conditions that part of an action. These skill checks are not
improve performance, such as having actions. Other skill checks represent part
the perfect tool for the job, getting help of movement.
from another character (see Combining
Skill Attempts), or possessing unusually
accurate information. Checks
Give the skill user a –2 circumstance without Rolls
penalty to represent conditions that A skill check represents an attempt to
hamper performance, such as being accomplish some goal, usually while under
forced to use improvised tools or having some sort of time pressure or distraction.
misleading information. Sometimes, though, a character can use a
skill under more favourable conditions and
Reduce the DC by 2 to represent eliminate the luck factor.
circumstances that make the task easier,
such as having a friendly audience or
doing work that does not have to be Taking 10
done up to a basic standard. When your character is not being
threatened or distracted, you may choose to
Increase the DC by 2 to represent take 10. Instead of rolling 1d20 for the skill
circumstances that make check, calculate your result as if you had
the task harder, such as having an rolled a 10. For many routine tasks, taking
uncooperative audience or doing work 10 makes them automatically successful.
that must be flawless. Distractions or threats, such as combat,
make it impossible for a character to take
Conditions that affect your character’s 10. In most cases, taking 10 is purely a
ability to perform the skill change the skill safety measure; you know or expect that an
modifier. Conditions that modify how average roll will succeed but fear that a poor
well the character has to perform the skill roll might fail, so you elect to settle for the
to succeed change the DC. A bonus to average roll, a 10. Taking 10 is especially
the skill modifier and a reduction in the useful in situations where a particularly
check’s DC achieve the same result. Each high roll would not help.
creates a better chance of success. However,
113
Taking 20 Individual
When you have plenty of time, which
generally means 2 minutes for a skill that Events
can normally be checked in 1 round, one Often, several characters attempt
full-round action, or one standard action, some action and each succeeds or fails
you are faced with no threats or distractions independently. The result of one character’s
Skills
and the skill being attempted carries no Climb check does not influence the results
penalties for failure, then you can take 20. of other characters’ Climb checks.
In other words, eventually you will get a
20 on 1d20 if you roll enough times. So,
instead of rolling 1d20 for the skill check,
Aid Another
You can help another character achieve
just calculate your result as if you had rolled
success on his skill check by making the
a 20.
same kind of skill check in a co-operative
effort. If you roll a 10 or higher on your
Taking 20 means you are trying repeatedly
check, then the character you are helping
until you get it right. It assumes that you
gets a +2 bonus to his check, as per the
fail many times before succeeding. Taking
rule for favourable conditions. You cannot
20 takes twenty times as long as making
take 10 on a skill check to aid another. In
a single check would take. Since taking
many cases, a character’s help will not be
20 assumes that the character will fail
beneficial, or only a limited number of
many times before succeeding, if you did
characters can help at once. In cases where
attempt to take 20 on a skill that carries
the skill restricts who can achieve certain
penalties for failure, your character would
results, you cannot aid another to grant a
automatically incur those penalties before
bonus to a task that your character could
he could complete the task. Common ‘take
not achieve alone.
20’ skills include Escape Artist, Open Lock
and Search.
Untrained
Ability Checks Skills
and Caster Generally, if your character attempts to
use a skill he does not possess, you make
Level Checks a skill check as normal. The skill modifier
The normal take 10 and take 20 rules apply does not have a skill rank added in because
for ability checks. Neither rule applies to the character has no ranks in the skill.
caster level checks. Any other applicable modifiers, such as
the modifier for the skill’s key ability, are
applied to the check.
Combining
Any character may attempt any task, even
Skill Checks if he has no formal training (skill ranks)
When more than one character tries the in the appropriate skill. Heroes are highly
same skill at the same time and for the adaptable, after all. However, he may never
same purpose, their efforts may overlap. achieve more than the most basic success
This can be done in several different ways; with an untrained skill, however naturally
each combination is adjudicated using its able he might be, if that skill has ‘trained
own set of rules. only’ in its description.
114
To use a ‘trained only’ skill untrained, the An ability check is a roll of 1d20 plus the
character simply rolls 1d20 and adds his appropriate ability modifier. Essentially,
key ability modifier along with any other you are making an untrained skill check,
applicable modifiers. Any die roll result of since using a skill in which a character does
10 or above is treated as a result of 10. You not have any skill ranks is effectively an
cannot take 10 on such a check. unmodified ability check.
Skills
For example, the Vendhyan noble Aisha is In some cases, an action is a straight test of
trying to read an inscription on a crumbling one’s ability with no luck involved. Just as
wall, above a narrow ledge. Her first task is characters would not make a height check
to make her way to the end of the ledge to to see who is taller, they would also not
reach the inscription, a task which calls for make Strength checks to see who is stronger.
a Balance check. Aisha has no ranks in the The Games Master is responsible for
Balance skill. Balance is not a ‘trained only’ determining what situations call for ability
skill, so she simply rolls 1d20 and adds her checks, which ones have skill checks as a
Dexterity modifier of +2. The d20 roll is 16, more appropriate method of adjudication
which with +2 for her Dex modifier gives a and when rolls are not required at all.
check result of 18. She easily negotiates the
ledge. Reading the inscription is another
matter. It makes reference to several formulas Skill
involving the binding of demon lords, calling
for a Knowledge (arcana) check. Aisha has
Descriptions
This section describes each skill, including
no ranks in Knowledge (arcana), which is a
common uses and typical modifiers.
‘trained only’ skill. Her Intelligence is 17,
Characters can sometimes use skills for
for a +3 modifier. She rolls 18 on the d20
purposes other than those noted here. Here
but because she is using Knowledge (arcana)
is the format for skill descriptions.
untrained, this is reduced to 10, for an overall
result of 13. The Games Master rules that she
understands the basic gist of the inscription
but does not glean its full meaning.
Skill Name
The skill name line includes the following
information, in addition to the name of the
Skill Synergy skill:
It is possible for a character to have two
Key Ability: The abbreviation of
skills that work well together. In general,
the ability whose modifier applies to
having 5 or more ranks in one skill gives the
the skill check. Exception:
character a +2 bonus on skill checks with
Speak Language has ‘None’ as its key
each of its synergistic skills, as noted in the
ability because the use of this skill does
skill description. In some cases, this bonus
not require a check.
applies only to specific uses of the skill in
Trained Only: If this notation is
question and not to all checks. Some skills
included in the skill name line, you can
provide benefits on other checks made by a
attempt it untrained but you can never
character, such as those checks required to
score a result higher than 10; see above.
use certain class features.
If any special notes apply to trained
or untrained use, they are covered in
Ability Checks the Untrained section, for which see
Sometimes a character tries to do something below.
to which no specific skill really applies. In Armour Check Penalty: If this
these cases, you make an ability check. notation is included in the skill name
115
Skills by Class
Key
Skill Barbarian Borderer Commoner Noble Ability
Appraise cc cc cc C Int
Balance cc cc cc cc Dex*
Bluff C cc cc C Cha
Skills
Climb C C C cc Str*
Concentration cc cc cc cc Con
Craft (alchemy) cc cc cc cc Int
Craft (herbalism) C C cc cc Int
Craft (any mundane) C C C cc Int
Decipher Script cc cc cc cc Int
Diplomacy cc cc cc C Cha
Disable Device cc cc cc cc Int
Disguise cc cc cc cc Cha
Escape Artist cc cc cc cc Dex*
Forgery cc cc cc cc Int
Gather Information cc C cc C Cha
Handle Animal C C C C Cha
Heal cc cc cc cc Wis
Hide C C cc C Dex*
Intimidate C cc cc C Cha
Jump C C C cc Str*
Knowledge (arcana) cc cc cc cc Int
Knowledge cc C cc cc Int
(geography)
Knowledge (history) cc cc cc C Int
Knowledge (local) cc C cc C Int
Knowledge (nobility) cc cc cc C Int
Knowledge (religion) cc cc cc C Int
Listen C C C cc Wis
Move Silently C C cc cc Dex*
Open Lock cc cc cc cc Dex
Perform C cc cc C Cha
Profession C C C cc Wis
Ride C C C C Dex
Search cc C cc cc Int
Sense Motive cc cc cc C Wis
Sleight of Hand cc cc cc cc Dex*
Spot C C cc C Wis
Survival C C cc C Wis
Swim C C C cc Str
Tumble cc cc cc cc Dex*
Use Rope cc C C cc Dex
* Use of this skill is affected by the Armour Check Penalty of any armour worn.
C Class skill. cc Cross-class skill.
116
Skills by Class
Key
Skill Nomad Pirate Soldier Scholar Thief Ability
Appraise cc C cc C C Int
Balance cc C cc cc C Dex*
Bluff C C cc C C Cha
Skills
Climb C C C cc C Str*
Concentration cc cc cc C cc Con
Craft (alchemy) cc cc cc C cc Int
Craft (herbalism) C cc cc C C Int
Craft (any mundane) C C C C C Int
Decipher Script cc cc cc C C Int
Diplomacy cc cc cc cc C Cha
Disable Device cc cc cc cc C Int
Disguise cc C cc cc C Cha
Escape Artist cc C cc cc C Dex*
Forgery cc cc cc C C Int
Gather Information C C cc C C Cha
Handle Animal C cc cc cc cc Cha
Heal C cc cc C cc Wis
Hide C cc cc cc C Dex*
Intimidate cc C C C C Cha
Jump cc C C cc C Str*
Knowledge (arcana) cc cc cc C C Int
Knowledge cc C C C cc Int
(geography)
Knowledge (history) cc cc cc C cc Int
Knowledge (local) C cc C C C Int
Knowledge (nobility) cc cc cc C C Int
Knowledge (religion) cc cc cc C cc Int
Listen C cc cc C C Wis
Move Silently C C cc C C Dex*
Open Lock cc cc cc cc C Dex
Perform cc C C C C Cha
Profession cc C C C C Wis
Ride C cc C cc cc Dex
Search C C C C C Int
Sense Motive cc cc cc C C Wis
Sleight of Hand cc cc cc cc C Dex*
Spot C C cc cc C Wis
Survival C C cc cc cc Wis
Swim cc C cc cc cc Str
Tumble cc C cc cc C Dex*
Use Rope cc C cc cc C Dex
* Use of this skill is affected by the Armour Check Penalty of any armour worn.
C Class skill. cc Cross-class skill.
117
line, then an armour check penalty
applies (when appropriate) to checks Appraise (Int)
using this skill. If this entry is absent, Check: You can appraise common or well-
then an armour check penalty does not known objects with a DC 12 Appraise
apply. check. Failure means that you estimate the
value at 50% to 150% (2d6+3 times 10%)
The skill name line is followed by a general of its actual value.
Skills
118
Balance check against the same DC to
Balance (Dex; remain standing.) Against ranged attacks,
you have no effective defence and can
Armour Check therefore be sneak attacked.
Penalty) If you have 5 or more ranks in Balance, you
can dodge or parry while balancing and can
Check: You can walk on a precarious
Skills
surface. A successful check lets you move use your Strength bonus to Parry Defence
at half your speed along the surface for 1 without risk. If you take damage while
round. A failure by 4 or less means you balancing, you must make another Balance
cannot move for 1 round. A failure by 5 or check against the same DC to remain
more means you fall. The difficulty varies standing.
with the surface, as follows:
Accelerated Movement: You can try to walk
across a precarious surface more quickly
Narrow Surface Modifiers than normal. If you accept a –5 penalty,
Surface DC Modifier1 you can move your full speed as a move
Lightly obstructed +2 action. Moving twice your speed in a
Severely obstructed +5 round requires two Balance checks, one
Lightly slippery +2 for each move action used. You may also
accept this penalty in order to charge across
Severely slippery +5
a precarious surface; charging requires one
Sloped or angled +2 Balance check for each multiple of your
1
Add the appropriate modifier to speed or fraction thereof that you charge.
the Balance DC of a narrow surface.
These modifiers stack. Action: None. A Balance check does
not require an action; it is made as part
Being Attacked while Balancing: While of another action or as a reaction to a
balancing, you cannot move to avoid a situation.
blow, so you cannot dodge. You can,
however, use your Parry Defence to defend
Special: If you have the Agile feat, you get
yourself, though you cannot add your
a +2 bonus on Balance checks.
Strength bonus without putting yourself at
risk. (If you parry an attack and use your
Synergy: If you have 5 or more ranks in
Strength bonus, you must make another
Tumble, you get a +2 bonus on Balance
checks.
119
A bluff requires interaction between you
Bluff (Cha) and the target. Creatures that are unaware
Check: A Bluff check is opposed by of you cannot be bluffed.
the target’s Sense Motive check. See
the accompanying table for examples of Feinting in Combat: You can also use Bluff
different kinds of bluffs and the modifier to mislead an opponent in melee combat,
Skills
to the target’s Sense Motive check for each so that it cannot dodge your next attack
one. effectively. To feint, make a Bluff check
opposed by your target’s Sense Motive
Favourable and unfavourable circumstances check. In this case, the target may add its
weigh heavily on the outcome of a bluff. base attack bonus to the roll along with any
Two circumstances can weigh against you: other applicable modifiers.
the bluff may be inherently hard to believe,
or the action that the target is asked to If your Bluff check result exceeds this special
take may go against its self-interest, nature, Sense Motive check result, then your target
personality, orders, or the like. If the is unable to dodge or parry the next melee
difference is important, you can distinguish attack you make against it. This attack
between a bluff that fails because the must be made on or before your next turn.
target does not believe it and one that fails
because it just asks too much of the target. Feinting in this way against a non-
For instance, if the target gets a +10 bonus humanoid is difficult because it is harder
on its Sense Motive check because the bluff to read a strange creature’s body language;
demands something risky and the Sense you take a -4 penalty on your Bluff check.
Motive check succeeds by 10 or less, then Against a creature of animal Intelligence (1
the target did not so much see through the or 2) the task is even harder; you take a -8
bluff as prove reluctant to go along with it. penalty. Against a nonintelligent creature,
A target that succeeds by 11 or more has it is impossible.
seen through the bluff.
Feinting in combat does not provoke an
A successful Bluff check indicates that the attack of opportunity.
target reacts as you wish, at least for a short
time (usually 1 round or less) or believes Creating a Diversion to Hide: You can use
something that you want it to believe. the Bluff skill to help you hide. A successful
Bluff, however, is not a domination spell. Bluff check gives you the momentary
diversion you need to attempt a Hide check
while people are aware of you. This usage
does not provoke an attack of opportunity.
Bluff Examples
Sense Motive
Example Circumstances Modifier
The target wants to believe you. –5
The bluff is believable and does not affect the target much. +0
The bluff is a little hard to believe or puts the target at some +5
risk.
The bluff is hard to believe or puts the target at significant +10
risk.
The bluff is way out there, almost too incredible to consider. +20
120
Delivering a Secret Message: You can use
Bluff to get a message across to another Climb (Str;
character without others understanding it.
The DC is 15 for simple messages or 20 for
Armour Check
complex messages, especially those that rely Penalty)
on getting across new information. Failure Check: With a successful Climb check, you
Skills
by 4 or less means you cannot get the can advance up, down, or across a slope, a
message across. Failure by 5 or more means wall, or some other steep incline, or even a
that you have accidentally implied false ceiling with handholds, at one-quarter your
information, or the receiver has inferred the normal speed. A slope is considered to be
same. Anyone listening to the exchange any incline at an angle measuring less than
can make a Sense Motive check opposed 60 degrees; a wall is any incline at an angle
by the Bluff check you made to transmit in measuring 60 degrees or more.
order to intercept your message; see Sense
Motive. A Climb check that fails by 4 or less means
that you make no progress and one that
Action: Varies. A Bluff check made as fails by 5 or more means that you fall from
part of general interaction always takes at whatever height you have already attained.
least 1 round and is at least a full-round
action, though it can take much longer A climber’s kit gives you a +2 circumstance
if you try something elaborate. A Bluff bonus on Climb checks.
check made to feint in combat or create a
diversion to hide is a standard action. A The DC of the check depends on the
Bluff check made to deliver a secret message conditions of the climb. Compare the
does not take an action; it is part of normal task with those on the following table to
communication. determine an appropriate DC.
Try Again: Varies. Generally, a failed You need both hands free to climb, though
Bluff check in social interaction makes the you may cling to a wall with one hand
while you cast a spell or take some other
target too suspicious for you to try again
action that requires only one hand. While
in the same circumstances, though you
climbing, you cannot move to avoid a
may retry freely on Bluff checks made to
blow, so you cannot dodge. You can parry
feint in combat. Retries are also allowed
as normal while holding on (assuming you
when you are trying to send a message but are wielding a one handed weapon) but you
you may attempt such a retry only once per cannot make any climb checks to ascend
round. Each retry carries the same chance until you stop parrying. You also cannot
of miscommunication. use a shield while climbing.
Special: If you have the Persuasive feat, you Any time you take damage while climbing,
get a +2 bonus on Bluff checks. make a Climb check against the DC of
the slope or wall. Failure means you fall
Synergy: If you have 5 or more ranks in from your current height and sustain the
Bluff, you get a +2 bonus on Diplomacy, appropriate falling damage.
Intimidate and Sleight of Hand checks, as
well as on Disguise checks made when you
know you are being observed and you try to
act in character.
121
Climbing Checks
Climb
DC Example Surface or Activity
0 A slope too steep to walk up, or a knotted rope with a wall to brace
against.
5 A rope with a wall to brace against, or a knotted rope.
Skills
10 A surface with ledges to hold on to and stand on, such as a very rough
wall or a ship’s rigging.
15 Any surface with adequate handholds and footholds (natural or
artificial), such as a very rough natural rock surface or a tree, or an
unknotted rope, or pulling yourself up when dangling by your hands.
20 An uneven surface with some narrow handholds and footholds, such as
a typical wall in a dungeon or ruins.
25 A rough surface, such as a natural rock wall or a brick wall.
25 An overhang or ceiling with handholds but no footholds.
— A perfectly smooth, flat, vertical surface cannot be climbed.
Accelerated Climbing: You try to climb (DC = wall’s DC + 20) to do so. It is much
more quickly than normal. By accepting easier to catch yourself on a slope (DC =
a –5 penalty, you can move half your speed slope’s DC + 10).
instead of one-quarter your speed.
Catching a Falling Character While Climbing:
Making Your Own Handholds and Footholds: If someone climbing above you or adjacent
You can make your own handholds and to you falls, you can attempt to catch the
footholds by pounding pitons into a wall. falling character if he is within your reach.
Doing so takes 1 minute per piton and one Doing so requires a successful melee touch
piton is needed per 3 feet of distance. As attack against the falling character, though
with any surface that offers handholds and he can voluntarily refuse to dodge if desired,
footholds, a wall with pitons in it has a DC so that you can catch him more easily. If
of 15. In the same way, a climber with a you hit, you must immediately attempt
hand axe or similar implement can cut a Climb check (DC = wall’s DC + 10).
handholds in an ice wall. Success indicates that you catch the falling
character but his total weight, including
Catching Yourself When Falling: It is equipment, cannot exceed your heavy load
practically impossible to catch yourself on limit or you automatically fall. If you fail
a wall while falling. Make a Climb check your Climb check by 4 or less, you fail to
stop the character’s fall but do not lose your
Climb DC
Modifier1 Example Surface or Activity
–10 Climbing a chimney (artificial or natural) or other location
where you can brace against two opposite walls (reduces DC by
10).
–5 Climbing a corner where you can brace against perpendicular
walls (reduces DC by 5).
+5 Surface is slippery (increases DC by 5).
1
These modifiers are cumulative; use any that apply.
122
grip on the wall. If you fail by 5 or more,
you fail to stop the character’s fall and begin Concentration
falling as well.
(Con)
Check: You must make a Concentration
Action: Climbing is part of movement, so
check whenever you might potentially be
it is generally part of a move action and may
distracted (by taking damage, by harsh
Skills
be combined with other types of movement
weather and so on) while engaged in some
in a move action. Each move action that
action that requires your full attention. Such
includes any climbing requires a separate
actions include casting a spell, concentrating
Climb check. Catching yourself or another
on an active spell, directing a spell, using a
falling character does not take an action.
spell-like ability, or using a skill that would
provoke an attack of opportunity. In
Special: You can use a rope to haul a
general, if an action would not normally
character upward (or lower a character)
provoke an attack of opportunity, you need
through sheer strength. You can lift double
not make a Concentration check to avoid
your maximum load in this manner.
being distracted.
A Cimmerian has a +2 racial bonus on
If the Concentration check succeeds, you
Climb checks because Cimmerians are agile
may continue with the action as normal. If
and surefooted.
the check fails, the action automatically fails
and is wasted. If you were in the process of
Zamorans gain a +1 racial bonus on Climb
casting a spell, the spell is lost. If you were
checks when in urban or underground
concentrating on an active spell, the spell
surroundings.
ends as if you had ceased concentrating
on it. If you were directing a spell, the
If you have the Athletic feat, you get a +2
direction fails but the spell remains active.
bonus on Climb checks.
If you were using a spell-like ability, that
use of the ability is lost. A skill use also
A creature with a climb speed has a +8 racial
fails. In some cases a failed skill check may
bonus on all Climb checks. The creature
have other ramifications as well.
must make a Climb check to climb any
wall or slope with a DC higher than 0. It
The table below summarizes various types
always can choose to take 10, however, even
of distractions that cause you to make a
if rushed or threatened while climbing. If
Concentration check. If the distraction
a creature with a climb speed chooses an
occurs while you are trying to cast a spell,
accelerated climb (see above) then it moves
you must add the PP cost of the spell
at double its climb speed (or at its land
you are trying to cast to the appropriate
speed, whichever is slower) and makes a
Concentration DC. If more than one type
single Climb check at a –5 penalty. Such
of distraction is present, make a check for
a creature can still dodge while climbing
each one; any failed Concentration check
and opponents get no special bonus to their
indicates that the task is not completed.
attacks against it. It cannot, however, use
the run action while climbing.
Action: None. Making a Concentration
check does not take an action; it is either
Synergy: If you have 5 or more ranks in Use
a free action, when attempted reactively,
Rope, you get a +2 bonus on Climb checks
or part of another action, when attempted
made to climb a rope, a knotted rope, or a
actively.
rope-and-wall combination.
123
Try Again: Yes, though a success does not The DC of the check is 15 plus the spell’s
cancel the effect of a previous failure, such PP cost, if casting a spell or using a spell-like
as the loss of a spell you were casting or the ability defensively. If the Concentration
disruption of a spell on which you were check succeeds, you may attempt the action
concentrating. normally without provoking any attacks of
opportunity. A successful Concentration
Special: You can use Concentration to check still does not allow you to take 10
Skills
cast a spell, use a spell-like ability, or use on another check if you are in a stressful
a skill defensively, so as to avoid attacks situation; you must make the check
of opportunity altogether. This does not normally. If the Concentration check
apply to other actions that might provoke fails, the related action also automatically
attacks of opportunity. fails (with any appropriate ramifications)
and the action is wasted, just as if your
Concentration Checks
Concentration
DC1 Distraction
10 + damage Damaged during the action.2
dealt
10 + half of Taking continuous damage during the action.3
continuous
Distracting Distracted by non-damaging spell.4
spell’s save DC
10 Vigorous motion, such as on a moving mount, taking a
bouncy wagon ride, in a small boat in rough water or below
decks in a storm-tossed ship.
15 Violent motion, such as on a galloping horse, taking a very
rough wagon ride, in a small boat in rapids, on the deck of a
storm-tossed ship.
20 Extraordinarily violent motion, such as an earthquake.
15 Entangled.
20 Grappling or pinned. You can cast only spells without
somatic components for which you have any required
material component in hand.
5 Weather is a high wind carrying blinding rain or sleet.
10 Weather is wind-driven hail, dust, or debris.
Distracting Weather caused by a spell.
spell’s save DC
1
If you are trying to cast, concentrate on, or direct a spell when the distraction
occurs, add the PP cost of the spell to the indicated DC.
2
Such as during the casting of a spell with a casting time of 1 round or more, or
the execution of an activity that takes more than a single full-round action, such
as Disable Device. Also, damage stemming from an attack of opportunity or
readied attack made in response to the spell being cast (for spells with a casting
time of 1 action) or the action being taken (for activities requiring no more than
a full-round action).
3
Such as from a puncture wound caused by a sabre-tooth.
4
If the spell allows no saving throw, use the save DC it would have if it did allow
a save.
124
concentration had been disrupted by a 1. Find the item’s price.
distraction. 2. Find the DC from the table below.
3. Pay one-third of the item’s price for the
cost of raw materials.
Craft (Int) 4. Make an appropriate Craft check
Like Knowledge, Perform and Profession, representing one week’s work. If the
Craft is actually a number of separate skills.
Skills
check succeeds, multiply your check
You could have several Craft skills, each result by the DC. If the result × the
with its own ranks, each purchased as a DC equals five times the price of the
separate skill. item in sp, then you have completed
the item. If the result × the DC equals
A Craft skill is specifically focused on ten times or the price of the item in
creating something. If nothing is created silver pieces, then you have completed
by the endeavour, it probably falls under the task in one-half the time. Other
the heading of a Profession skill. multiples of five times the DC reduce
the time in the same manner.
Check: When you are just attempting
to earn a living by your craft, you make a If the result × the DC does not equal five
Craft check every week and earn a number times the price, then it represents the
of silver pieces equal to your check result. progress you have made this week. Record
Untrained labourers and assistants earn an the result and make a new Craft check for
average of ½ sp per day. the next week. Each week, you make more
progress until your total reaches five times
The basic function of the Craft skill, the price of the item in silver pieces.
however, is to allow you to make an item
of the appropriate type. The DC depends If you fail a check by 4 or less, you make no
on the complexity of the item to be created. progress this week.
The DC, your check results and the price
of the item determine how long it takes If you fail by 5 or more, you ruin half the
to make a particular item. The item’s raw materials and have to pay half the
finished price also determines the cost of original raw material cost again.
raw materials.
When you use the Craft skill to make a
When you are attempting to Craft a specific particular sort of item, the DC for checks
item, you roll a Craft check each week involving the creation of that item are
multiplied by the DC required to create typically as given on the above table.
the item. You need a total of five times its
value in silver pieces to complete it, except Creating Masterwork Items: You can make
if you are carrying out herbalism, for which a masterwork item, which is a tool that
see below. conveys a bonus on its use through its
exceptional craftsmanship, not through
All crafts require artisan’s tools to give being magical. To create a masterwork
the best chance of success. If improvised item, you create the masterwork component
tools are used, the check is made with a –2 as if it were a separate item in addition
circumstance penalty. On the other hand, to the standard item. The masterwork
masterwork artisan’s tools provide a +2 component has its own price (100 sp)
circumstance bonus on the check. and a Craft DC of 20. Once both the
standard component and the masterwork
To determine how much time and money it component are completed, the masterwork
takes to make an item, follow these steps. item is finished. Note: The cost you pay for
125
the masterwork component is one-third of When you use the Craft skill to make a
the given amount, just as it is for the cost particular sort of item, the DC for checks
in raw materials. In Conan the Roleplaying involving the creation of that item are
Game, there are no masterwork weapons, typically as given on the following table.
shields, or suits of armour, though with
the right feats (Akbitanan Smith, Superior Action: Does not apply. Craft checks are
Armourer) a character can potentially make made by the day or week; see above.
Skills
126
DC by your Craft check result to determine begins the actual manufacture of the herbal
progress. You must decide whether to preparation. This foraging must take place
increase the DC before you make each in an environment and area in which the
weekly or daily check. requisite plants actually grow, of course.
Thus, it is often necessary to spend a certain
Craft (herbalism) and Craft (alchemy): amount of time travelling to the right site
Skills
Two Craft skills, Craft (alchemy) and Craft for foraging first. Once there, there may
(herbalism), are slightly different from well be various problems, at the discretion
the other Craft skills. Though creating of the Games Master, including hostile
items is identical with these two Craft natives, predatory animals, weird monsters,
skills, they are not open to all characters, ghosts, demons and other difficulties.
since in the Hyborian kingdoms they are
widely regarded as the preserve of sorcerers Each day spent foraging, assuming you
and witches. For this reason they have are in the right place, you make a Craft
separate entries on the Skills by Class (herbalism) check. The DC is dependent
table. Craft (alchemy) involves making on the plant you are looking for and the
explicitly magical preparations, while Craft location in which you are foraging. You
(herbalism) includes purely herbal potions may not take 10 on this check, as it is
as well as other natural products such as essentially random whether the plant you
serpent venom. are looking for is available at all in the
area you are searching. If you succeed,
A character with five or more ranks in you have found and gathered sufficient
Craft (alchemy) gains a +2 synergy bonus quantities of the plant to make one dose of
to all Craft (herbalism) checks. Likewise, the appropriate drug; if you roll more than
a character with five or more ranks in Craft the DC, you have found enough for one
(herbalism) gains a +2 synergy bonus to additional dose for each +1 that you rolled
all Craft (alchemy) checks. Furthermore, over and above the amount required. You
a character with five or more ranks of gain a +1 circumstance bonus to this check
Knowledge (nature) gains a +2 synergy for each day beyond the first that you spend
bonus to all Craft (herbalism) checks and looking for the plants, as you eliminate areas
vice versa. in which they cannot be found and become
more likely to discover specific places where
Craft (herbalism) is also different in that large quantities grow, so that you can return
the raw materials for it are not usually the following day to gather more.
available to buy but must be gathered
by the herbalist in person. This means, If you are in a location in which several
in effect, that there is no cost for raw different useful plants grow, you can gather
materials but that the character with the several different plants during the same
Craft (herbalism) skill must spend a day or day. You make a separate Craft (herbalism)
more foraging for raw materials before he check for each type of plant, though you
127
suffer a -2 circumstance penalty to each skill is +19 and he rolls a 13 for a total of 32
check for each type of plant beyond the first on the first day, finding 13 doses of lotus: one
for which you are searching. for meeting the DC, +12 for rolling twelve
above the DC. He braves the man-apes,
In most cases, fresh herbs gathered like this poisonous foliage, were-beasts and demons of
must be turned into the final preparation that notorious jungle for a second day, since
within 2d6 weeks of being picked, or he has come so far and this time rolls a 4, +1
Skills
they deteriorate and become completely for the second day, for a total of 24. He thus
worthless. You can spend a day with a Craft finds five more plants today: one for meeting
(herbalism) check (DC 15) to dry out your the DC, +4 for getting four above the DC.
finds so as to preserve them for up to a year, With a total of eighteen black lotus plants
if you do not have time to prepare them in his basket, he heads north for the relative
right away. You will need to make a further civilisation of Kush.
Craft check to transform the herbs into the
final preparation. This final Craft check is He decides to pause here and make up his
made exactly like any other Craft check, various preparations, not wanting to wait
with the check result being compared to around for his plants to rot. He is going to
the DC and the total cost of the herbal make black lotus wine, black lotus juice, black
preparation. The only difference is that lotus blossoms and black lotus powder, so as to
there is no raw materials cost, since the raw get maximum use out of his finds. First of all,
materials have been gathered. Furthermore, he spends a day drying his finds with another
you need only roll a total equal to the silver Herbalism check (DC 15), which he passes by
piece value of the products, rather than five Taking 10.
times the silver piece value. The high price
paid for herbal products is more a reflection He makes up a batch of eighteen doses of each
of the dangers and difficulties involved in preparation and simmers away. The total time
gathering them than the time and skill it will take him to make these is dependent on
involved in brewing them up. his Craft (herbalism) skill checks but in effect
he needs to make a total of 42,300 sp worth of
Note that it is possible to prepare a large preparations: 18 x 300 sp = 5,400 sp for the
batch at once, which is often useful if you black lotus powder, 18 x 50 sp = 900 sp for
have large quantities of the plant and need the black lotus wine, 18 x 1,250 sp = 22,500
to begin Crafting it into a preparation right sp for the black lotus blossoms and 18 x 750 sp
away before it rots. However, if you do this, = 13,500 sp for the black lotus juice.
you will not have any finished products
until you have made the whole batch. In He is going to simply Take 10 with each roll so
effect, you are simmering the whole lot as to save time and reduce the margin of error.
together in one cauldron and cannot draw He starts with the powder. He will roll 10 +
off any for use until it is all prepared. 19 = 29 each week, allowing him to make 29
x 20 = 580 sp worth of progress each week. It
For versatile plants such as the black lotus, will take him a total of 10 weeks to make 18
which can be used for a variety of different doses of black lotus powder. Next he makes
preparations, you will gain enough of the the blossoms, making 29 x 25 = 725 sp worth
plant to make one dose of each of the of progress each week. It takes him another
various preparations for each dose of the 32 weeks to make the full 22,500 worth of
plant you gather. blossoms. Next he makes the wine, which is
also DC 20, so again he makes 580 sp worth
For example, Ankh-af-na-Khonsu is searching of progress per week; two weeks later he has
for the dreaded black lotus on the banks of 18 doses of the wine. Finally he makes the
the Zarkheba River. His Craft (herbalism) juice, again a DC 20 job, which takes him 24
128
weeks more. In total, he has spent over a year Synergy: A character with 5 or more ranks
and a quarter on making herbal preparations, in Decipher Script gets a +2 bonus on
plus gathering and travelling time. On the Knowledge (arcana) checks.
upside, he has enough black lotus powder to
last him for several bouts of intense sorcery,
enough wine to sell to fund his journey back Diplomacy
(Cha)
Skills
to Stygia in style, enough blossoms to have
eighteen wild lotus-dreams and enough juice
Check: You can change the attitudes
to poison all his superiors in the Black Ring
of others (Non-Player Characters) with
sorcerous society, if he can just find someone to
a successful Diplomacy check; see the
deliver the doses…
Influencing Attitudes sidebar, below, for
basic DCs. In negotiations, participants roll
Synergy: If you have 5 ranks in a Craft
opposed Diplomacy checks and the winner
skill, you get a +2 bonus on Appraise checks
gains the advantage. Opposed checks also
related to items made with that Craft skill.
resolve situations when two advocates or
diplomats plead opposite cases in a hearing
Decipher before a third party.
Action: Deciphering the equivalent of a If you have the Negotiator feat, you get a +2
single page of script takes ten consecutive bonus on Diplomacy checks.
full-round actions, which is a total of one
minute. Synergy: If you have 5 or more ranks in
Bluff, Knowledge (nobility and royalty),
Try Again: No. or Sense Motive, you get a +2 bonus on
Diplomacy checks.
Special: A character with the Diligent feat
gets a +2 bonus on Decipher Script checks.
129
Diplomacy Checks
Initial ————— New Attitude (DC to achieve)—————
Attitude Hostile Unfriendly Indifferent Friendly Helpful
Hostile Less than 20 20 25 35 50
Unfriendly Less than 5 5 15 25 40
Indifferent — Less than 1 1 15 30
Skills
130
Disable Device Checks
Disable
Device Time Device DC1 Example
Simple 1 round 10 Jam a lock
Tricky 1d4 rounds 15 Sabotage a wagon wheel
Difficult 2d4 rounds 20 Disarm a trap, reset a trap
Skills
Wicked 2d4 rounds 25 Disarm a complex trap, cleverly
sabotage a clockwork device
1
If you attempt to leave behind no trace of your tampering, add 5 to the DC.
131
Furthermore, they are automatically is easier to tie someone up than to escape
considered to be suspicious of you, so from being tied up, the binder gets a +10
opposed checks are always called for. bonus on his or her check.
Check Bonus
Tight Space: The DC noted on the table is
Recognizes on sight +4 for getting through a space where your head
Friends or associates +6 fits but your shoulders do not. If the space
Close friends +8 is long you may need to make multiple
Intimate +10 checks. You cannot get through a space
that your head does not fit through.
Usually, an individual makes a Spot check to
see through your disguise immediately upon Grappler: You can make an Escape Artist
meeting you and each hour thereafter. If check opposed by your enemy’s grapple
you casually meet many different creatures, check to get out of a grapple or out of a
each for a short time, check once per day pinned condition, so that you are only
or hour, using an average Spot modifier for grappling.
the group.
Escape Artist Checks
Action: Creating a disguise requires 1d3×10 Restraint Escape Artist DC
minutes of work.
Ropes Binder’s Use Rope
Try Again: Yes. You may try to reapply a
check at +10
failed disguise but once others know that a Net 20
disguise was attempted, they will be more Manacles 30
suspicious. Tight space 30
Masterwork 35
If you have the Deceptive feat, you get a +2
manacles
bonus on Disguise checks.
Grappler Grappler’s grapple
Synergy: If you have 5 or more ranks in check result
Bluff, you get a +2 bonus on Disguise
checks when you know that you are being Action: Making an Escape Artist check to
observed and you try to act in character. escape from rope bindings, manacles, or
other restraints (except a grappler) requires
1 minute of work. Escaping from a net is a
Escape full-round action. Escaping from a grapple
Artist (Dex; or pin is a standard action. Squeezing
through a tight space takes at least 1
Armour Check minute, maybe longer, depending on how
long the space is.
Penalty)
Check: The table below gives the DCs to Try Again: Varies. You can make another
escape various forms of restraints. check after a failed check if you are
squeezing your way through a tight space,
Ropes: Your Escape Artist check is opposed making multiple checks. If the situation
by the binder’s Use Rope check. Since it permits, you can make additional checks,
132
or even take 20, as long as you are not being work. Your Forgery check is opposed by the
actively opposed. Forgery check of the person who examines
the document to check its authenticity.
Special: If you have the Agile feat, you get a The examiner gains modifiers on his check
+2 bonus on Escape Artist checks. if any of the conditions on the table below
apply.
Skills
Synergy: If you have 5 or more ranks in
Escape Artist, you get a +2 bonus on Use A document that contradicts procedure,
Rope checks to bind someone. orders, or previous knowledge, or that
If you have 5 or more ranks in Use Rope, requires sacrifice on the part of the person
you get a +2 bonus on Escape Artist checks checking the document, can increase
when escaping from rope bonds. that character’s suspicion and thus create
favourable circumstances for the checker’s
opposing Forgery check.
Forgery (Int)
Check: Forgery requires writing materials Action: Forging a very short and simple
appropriate to the document being forged, document takes about 1 minute. A longer
enough light or sufficient visual acuity to or more complex document takes 1d4
see the details of what you are writing, wax minutes per page.
for seals if appropriate and some time. To
forge a document on which the handwriting Try Again: Usually, no. A retry is never
is not specific to a person, such as military possible after a particular reader detects a
orders, a government decree, a business particular forgery. The document created
ledger, or the like, you need only to have by the forger might still fool someone else,
seen a similar document before and you however. The result of a Forgery check for a
gain a +8 bonus on your check. To forge particular document must be used for every
a signature, you need an autograph of that instance of a different reader examining
person to copy and you gain a +4 bonus the document. No reader can attempt to
on the check. To forge a longer document detect a particular forgery more than once;
written in the hand of some particular if that one opposed check goes in favour of
person, a large sample of that person’s the forger, then the reader cannot try using
handwriting is needed. his own skill again, even if he is suspicious
about the document.
The Forgery check is made secretly, so that
you are not sure how good your forgery is. Special: If you have the Deceitful feat, you
As with Disguise, you do not even need to get a +2 bonus on Forgery checks.
make a check until someone examines the
133
Restriction: Forgery is language-dependent;
thus, to forge documents and detect Handle
forgeries, you must be able to read and
write the language in question. A character Animal (Cha;
cannot learn the Forgery skill unless he has
learned to read and write.
Trained Only)
Check: The DC depends on what you are
Skills
trying to do.
Gather
Handle Animal Checks
Information Handle
(Cha) Task Animal DC
Check: An evening’s time, a few silver Handle an animal 10
pieces for buying drinks and making friends ‘Push’ an animal 25
and a DC 10 Gather Information check Teach an animal a 15 or 201
will gain you a general idea of a city’s major trick
news items, assuming there are no obvious
reasons why the information would be
Train an animal for a 15 or 201
withheld. The higher your check result, general purpose
the better the information. Rear a wild animal 15 + HD of
animal
1
If you want to find out about a specific See the specific trick or purpose
rumour or a specific item, or obtain a map, below.
or do something else along those lines, then
the DC for the check is 15 to 25, or even Handle an Animal: This task involves
higher. commanding an animal to perform a
task or trick that it knows. If the animal
Action: A typical Gather Information is wounded or has taken any nonlethal
check takes 1d4+1 hours. damage or ability score damage, the DC
increases by 2. If your check succeeds, the
Try Again: Yes but it takes time for each animal performs the task or trick on its next
check. Furthermore, you may draw action.
attention to yourself if you repeatedly
pursue a certain type of information. ‘Push’ an Animal: To push an animal means
to get it to perform a task or trick that it
Special: If you have the Investigator feat, does not know but is physically capable
you get a +2 bonus on Gather Information of performing. This category also covers
checks. making an animal perform a forced march
or forcing it to hustle for more than 1
Synergy: If you have 5 or more ranks in hour between sleep cycles. If the animal
Knowledge (local), you get a +2 bonus on is wounded or has taken any nonlethal
Gather Information checks. damage or ability score damage, the DC
increases by 2. If your check succeeds, the
animal performs the task or trick on its next
action.
134
check against the indicated DC. An animal Track (DC 20): The animal tracks the scent
with an Intelligence score of 1 can learn a presented to it. This requires the animal to
maximum of three tricks, while an animal have the scent ability.
with an Intelligence score of 2 can learn a Work (DC 15): The animal pulls or pushes
maximum of six tricks. Possible tricks and a medium or heavy load.
their associated DCs include but are not
Skills
necessarily limited to, the following: Train an Animal for a Purpose: Rather than
teaching an animal individual tricks, you
Attack (DC 20): The animal attacks apparent can simply train it for a general purpose.
enemies. You may point to a particular Essentially, an animal’s purpose represents a
creature that you wish the animal to attack preselected set of known tricks that fit into
and it will comply if able. Normally, a common scheme, such as guarding or
an animal will attack only humanoids, heavy labour. The animal must meet all the
monstrous humanoids, giants, or other normal prerequisites for all tricks included
animals. Teaching an animal to attack in the training package. If the package
all creatures, including such unnatural includes more than three tricks, the animal
creatures as demons, counts as two tricks. must have an Intelligence score of 2.
Come (DC 15): The animal comes to you,
even if it normally would not do so. Training an Animal
Defend (DC 20): The animal defends for a Purpose Checks
you or is ready to defend you if no threat
General Purpose DC
is currently present, even without any
command being given. Alternatively, you Combat riding 20
can command the animal to defend a Fighting 20
specific other character. Guarding 20
Down (DC 15): The animal breaks off Heavy labour 15
from combat or otherwise backs down. Hunting 20
An animal that does not know this trick Performance 15
continues to fight until it must flee (due Riding 15
to injury, a fear effect, or the like) or its
opponent is defeated.
Fetch (DC 15): The animal goes and gets An animal can be trained for only one
something. If you do not point out a general purpose, though if the creature is
specific item, the animal fetches some capable of learning additional tricks above
random object. and beyond those included in its general
Guard (DC 20): The animal stays in place purpose, it may do so. Training an animal
and prevents others from approaching. for a purpose requires fewer checks than
Heel (DC 15): The animal follows you teaching individual tricks does but no less
closely, even to places where it normally time.
wouldn’t go.
Perform (DC 15): The animal performs a Combat Riding (DC 20): An animal trained
variety of simple tricks, such as sitting up, to bear a rider into combat knows the tricks
rolling over, roaring, barking and so on. attack, come, defend, down, guard and heel.
Seek (DC 15): The animal moves into an Training an animal for combat riding
area and looks around for anything that is takes six weeks. You may also ‘upgrade’
obviously alive or animate. an animal trained for riding to one trained
Stay (DC 15): The animal stays in place, for combat riding by spending three weeks
waiting for you to return. It does not and making a successful DC 20 Handle
challenge other creatures that come by, Animal check. The new general purpose
though it still defends itself if it needs to. and tricks completely replace the animal’s
135
previous purpose and any tricks it once time frames noted above, you must spend
knew. Warhorses are already trained to bear half this time (at the rate of 3 hours per
riders into combat and do not require any day per animal being handled) working
additional training for this purpose. toward completion of the task before you
attempt the Handle Animal check. If the
Fighting (DC 20): An animal trained to check fails, your attempt to teach, rear,
engage in combat knows the tricks attack, or train the animal fails and you need
Skills
down and stay. Training an animal for not complete the teaching, rearing, or
fighting takes three weeks. training time. If the check succeeds, you
must invest the remainder of the time to
Guarding (DC 20): An animal trained to complete the teaching, rearing, or training.
guard knows the tricks attack, defend, down If the time is interrupted or the task is
and guard. Training an animal for guarding not followed through to completion, the
takes four weeks. attempt to teach, rear, or train the animal
automatically fails.
Heavy Labour (DC 15): An animal trained
for heavy labour knows the tricks come and Try Again: Yes, except for rearing an
work. Training an animal for heavy labour animal.
takes two weeks.
Special: You can use this skill on a creature
Hunting (DC 20): An animal trained for with an Intelligence score of 1 or 2 that
hunting knows the tricks attack, down, fetch, is not an animal but the DC of any such
heel, seek and track. Training an animal for check increases by 5. Such creatures have
hunting takes six weeks. the same limit on tricks known as animals
do.
Performance (DC 15): An animal trained
for performance knows the tricks come, If you have the Animal Affinity feat, you
fetch, heel, perform and stay. Training an get a +2 bonus on Handle Animal checks.
animal for performance takes five weeks.
Synergy: If you have 5 or more ranks in
Riding (DC 15): An animal trained to bear Handle Animal, you get a +2 bonus on
a rider knows the tricks come, heel and stay. Ride checks.
Training an animal for riding takes three
weeks. Untrained: If you have no ranks in Handle
Animal, you can use a Charisma check to
Rearing a Wild Animal: To rear an animal handle and push domestic animals but you
means to raise a wild creature from infancy cannot teach, rear, or train animals.
so that it becomes domesticated. A
handler can rear as many as three creatures
of the same kind at once. A successfully Heal (Wis)
domesticated animal can be taught tricks In Conan the Roleplaying Game, magical
at the same time that it is being raised, or healing is extremely scarce; so most
it can be taught as a domesticated animal characters are tougher, hardier and derive
later. more benefit from simple doctoring than
their counterparts in other fantasy games.
Action: Varies. Handling an animal is a
move action, while pushing an animal is a Check: The DC and effect depend on the
full-round action. For tasks with specific task the character attempts.
136
Heal Check DCs and who is going to take more damage
from the poison, or suffer some other
Task DC
effect. Every time the poisoned character
First aid 15 makes a saving throw against the poison,
Long-term care 15 the character makes a Heal check. The
Short-term care 15 poisoned character uses the character’s
Skills
Treat poison Poison’s DC result in place of his saving throw if the
character’s Heal result is higher.
Treat disease Disease’s DC
First Aid: First aid means saving a dying Treat Disease: To treat a disease means to
character. If a character has negative hit tend a diseased character. Every time the
points and is losing hit points (at 1 per diseased character makes a saving throw
round, 1 per hour, or 1 per day), then the against disease effects, the character makes a
healing character can make him stable. The Heal check. The diseased character uses the
injured character regains no hit points but character’s result in place of his saving throw
he does stop losing them. The check is a if the character’s Heal result is higher.
standard action.
Synergy: If the character has 5 or more
Long-term Care: Providing long-term care ranks in Craft (herbalism) then he gets a +2
means treating a wounded person for a synergy bonus on Heal checks.
day or more. If successful, the character
lets the patient recover hit points or ability
score points (lost to temporary damage)
Hide (Dex;
at twice the normal rate. See the Healing Armour Check
rules, pg. 164. The character can tend up
to six patients at a time. The character Penalty)
needs a few items and supplies (bandages, Check: Your Hide check is opposed by the
salves and so on) that are easy to come by Spot check of anyone who might see you.
in settled lands. You can move up to one-half your normal
speed and hide at no penalty. When
Giving long-term care counts as light moving at a speed greater than one-half but
activity for the healer. The character cannot less than your normal speed, you take a –5
give long-term care to himself. penalty. It is practically impossible (–20
penalty) to hide while attacking, running
A healer’s kit gives a +2 circumstance bonus or charging.
to Heal checks.
A creature larger or smaller than Medium
Short-term Care: Providing short-term takes a size bonus or penalty on Hide checks
care means spending ten minutes cleaning depending on its size category, as follows:
and sewing up wounds, applying herbal Fine +16, Diminutive +12, Tiny +8, Small
poultices and so on. After each combat +4, Large –4, Huge –8, Gargantuan –12,
in which a creature was wounded, up to Colossal –16.
one character may give them short-term
care. If the Heal check is successful, the You need cover or concealment in order to
patient regains (1 per character level) + Con attempt a Hide check. Total cover or total
modifier in hit points (minimum 1). concealment usually (but not always; see
Special, below) obviates the need for a Hide
Treat Poison: To treat poison means to tend check, since nothing can see you anyway.
a single character who has been poisoned
137
If people are observing you, even casually, check is opposed by the target’s modified
you cannot hide. You can run around a level check. This is resolved as 1d20 +
corner or behind cover so that you are out character level or Hit Dice + target’s Wisdom
of sight and then hide but the others then bonus (if any) + target’s modifiers on saving
know at least where you went. throws against fear. If you beat your target’s
check result, you may treat the target as
If your observers are momentarily distracted friendly but only for the purpose of actions
Skills
(such as by a Bluff check; see below), taken while it remains intimidated. That is,
though, you can attempt to hide. While the target retains its normal attitude but will
the others turn their attention from you, chat, advise, offer limited help, or advocate
you can attempt a Hide check if you can get on your behalf while intimidated. See
to a hiding place of some kind. As a general the Diplomacy skill, above, for additional
guideline, the hiding place has to be within details. The effect lasts as long as the target
1 foot per rank you have in Hide. This remains in your presence and for 1d6×10
check, however, is made at a –10 penalty minutes afterward. After this time, the
because you have to move fast. target’s default attitude toward you shifts
to unfriendly; or, if normally unfriendly, to
Sniping: If you have already successfully hostile.
hidden at least 10 feet from your target,
you can make one ranged attack, then If you fail the check by 5 or more, the
immediately hide again. You take a –20 target provides you with incorrect or useless
penalty on your Hide check to conceal information, or otherwise frustrates your
yourself after the shot. efforts.
Creating a Diversion to Hide: You can Demoralise Opponent: You can also use
use Bluff to help you hide. A successful Intimidate to weaken an opponent’s resolve
Bluff check can give you the momentary in combat. To do so, make an Intimidate
diversion you need to attempt a Hide check check opposed by the target’s modified level
while people are aware of you. check (see above). If you win, the target
becomes shaken for 1 round. A shaken
Action: Usually none. Normally, you make character takes a –2 penalty on attack rolls,
a Hide check as part of movement, so it ability checks and saving throws. You can
does not take a separate action. However, intimidate only an opponent that you
hiding immediately after a ranged attack threaten in melee combat and that can see
(see Sniping, above) is a move action. you.
Special: If you are invisible, you gain a +40 Action: Varies. Changing another’s
bonus on Hide checks if you are immobile, behaviour requires 1 minute of interaction.
or a +20 bonus on Hide checks if you are Intimidating an opponent in combat is a
moving. standard action.
If you have the Stealthy feat, you get a +2 Try Again: Optional but not recommended
bonus on Hide checks. because retries usually do not work. Even
if the initial check succeeds, the other
character can be intimidated only so far
Intimidate and a retry does not help. If the initial
(Cha) check fails, the other character has probably
become more firmly resolved to resist the
Check: You can change another’s behaviour
intimidator and a retry is futile.
with a successful check. Your Intimidate
138
Special: You gain a +4 bonus on your check untrained, you land prone unless you
Intimidate check for every size category that beat the DC by 5 or more.
you are larger than your target. Conversely,
you take a –4 penalty on your Intimidate Long Jump: A long jump is a horizontal
check for every size category that you are jump, made across a gap like a chasm or
smaller than your target. stream. At the midpoint of the jump, you
Skills
attain a vertical height equal to one-quarter
A character immune to fear cannot be of the horizontal distance. The DC for
intimidated, nor can non-intelligent the jump is equal to the distance jumped
creatures. in feet.
If you have the Persuasive feat, you get a +2 If your check succeeds, you land on your
bonus on Intimidate checks. feet at the far end. If you fail the check by
less than 5, you do not clear the distance
Synergy: If you have 5 or more ranks in but you can make a DC 15 Reflex saving
Bluff, you get a +2 bonus on Intimidate throw to grab the far edge of the gap. You
checks. end your movement grasping the far edge.
If that leaves you dangling over a chasm or
gap, getting up requires a move action and
Jump (Str; a DC 15 Climb check.
Armour Check
Jump Check DCs (Long
Penalty) Jump)
Check: The DC and the distance you can
cover vary according to the type of jump Long Jump Distance Jump DC1
you are attempting (see below). 5 feet 5
Your Jump check is modified by your speed. 10 feet 10
If your speed is 30 feet then no modifier 15 feet 15
based on speed applies to the check. If
20 feet 20
your speed is less than 30 feet, you take a
–6 penalty for every 10 feet of speed less 25 feet 25
than 30 feet. If your speed is greater than 30 feet 30
1
30 feet, you gain a +4 bonus for every 10 Requires a 20-foot running start.
feet beyond 30 feet. Without a running start, double the
DC.
All Jump DCs given here assume that you
get a running start, which requires that High Jump: A high jump is a vertical leap
you move at least 20 feet in a straight line made to reach a ledge high above or to grasp
before attempting the jump. If you do not something overhead. The DC is equal to 4
get a running start, the DC for the jump is times the distance to be cleared.
doubled.
If you jumped up to grab something, a
Distance moved by jumping is counted successful check indicates that you reached
against your normal maximum movement the desired height. If you wish to pull
in a round. yourself up, you can do so with a move
action and a DC 15 Climb check. If you
If you have ranks in Jump and you succeed fail the Jump check, you do not reach the
on a Jump check, you land on your feet, height and you land on your feet in the same
when appropriate. If you attempt a Jump spot from which you jumped. As with a
139
long jump, the DC is doubled if you do not Hop Up: You can jump up onto an object
get a running start of at least 20 feet. as tall as your waist, such as a table or small
boulder, with a DC 10 Jump check. Doing
so counts as 10 feet of movement; so if your
Jump Check DCs (High Jump) speed is 30 feet, you could move 20 feet
High Jump Distance1 Jump DC2 and then hop up onto a table. You do not
1 foot 4 need to get a running start to hop up, so
Skills
Vertical Reach by Creature Size A Pict has a +2 racial bonus on Jump checks
Creature Size Vertical Reach because Picts are agile and athletic.
Colossal 128 ft.
Gargantuan 64 ft. If you have the Acrobatic feat, you get a +2
Huge 32 ft. bonus on Jump checks.
Large 16 ft.
Synergy: If you have 5 or more ranks
Medium 8 ft.
in Tumble, you get a +2 bonus on Jump
Small 4 ft.
checks. If you have 5 or more ranks in
Tiny 2 ft. Jump, you get a +2 bonus on Tumble
Diminutive 1 ft. checks.
Fine 1/2 ft.
140
Action: Usually none. In most cases,
Knowledge making a Knowledge check does not take
(Int; Trained an action; you simply know the answer or
you do not.
Only) Try Again: No. The check represents what
Like the Craft and Profession skills,
Skills
Knowledge actually encompasses a number you know. Thinking about a topic a second
of unrelated skills. Knowledge represents time does not let you know something that
a study of some body of lore, possibly an you never learned in the first place.
academic or even scientific discipline.
Synergy: If you have 5 or more ranks in
Below are listed typical fields of study. Knowledge (architecture and engineering),
Arcana (ancient mysteries, magic you get a +2 bonus on Search checks made to
traditions and societies, arcane symbols, find secret doors or hidden compartments.
cryptic phrases, summoning, binding, If you have 5 or more ranks in Knowledge
demons) (geography), you get a +2 bonus on Survival
Architecture and engineering (buildings, checks made to keep from getting lost or to
aqueducts, bridges, fortifications) avoid natural hazards.
Dungeoneering (caverns, spelunking) If you have 5 or more ranks in Knowledge
Geography (lands, terrain, climate, (local), you get a +2 bonus on Gather
people) Information checks.
History (leaders, wars, migrations, If you have 5 or more ranks in Knowledge
founding of cities and nations) (nature), you get a +2 bonus on Survival
Local (legends, personalities, checks made in aboveground natural
inhabitants, laws, customs, traditions) environments: aquatic, desert, forest, hill,
Nature (animals, plants, seasons and marsh, mountains or plains.
cycles, weather, vermin, were-beasts) If you have 5 or more ranks in Knowledge
Nobility and royalty (lineages, heraldry, (nobility and royalty), you get a +2 bonus
family trees, mottoes, personalities) on Diplomacy checks.
Religion (gods and goddesses, mythic If you have 5 or more ranks in Knowledge
history, ecclesiastic tradition) (dungeoneering), you get a +2 bonus on
Survival checks made while underground.
Check: Answering a question within your If you have 5 or more ranks in Survival,
field of study has a DC of 10 for really easy you get a +2 bonus on Knowledge (nature)
questions, 15 for basic questions and a range checks.
from 20 to 30 for really tough questions.
141
Action: Varies. Every time you have a Special: When several characters are
chance to hear something in a reactive listening to the same thing, a single 1d20
manner, such as when someone makes a roll can be used for all the individuals’
noise or you move into a new area, you Listen checks.
can make a Listen check without using an
action. Trying to hear something you failed If you have the Alertness feat, you get a +2
to hear previously is a move action. bonus on Listen checks.
Skills
Try Again: Yes. You can try to hear A sleeping character may make Listen
something that you failed to hear previously checks at a –10 penalty. A successful check
with no penalty. awakens the sleeper.
142
Action: None. A Move Silently check Each of the nine categories of the Perform
is included in your movement or other skill includes a variety of methods,
activity, so it is part of another action. instruments, or techniques, a small list of
which is provided for each category below.
Special: If you have the Stealthy feat, you
get a +2 bonus on Move Silently checks. Act (comedy, drama, mime)
Comedy (buffoonery, limericks, joke-
Skills
telling)
Open Lock Dance (ballet, waltz, jig)
Oratory (epic, ode, storytelling)
(Dex; Trained Percussion instruments (bells, chimes,
Only) drums, gong)
String instruments (fiddle, harp, lute,
Attempting an Open Lock check without
mandolin)
a set of thieves’ tools imposes a –2
Wind instruments (flute, pan pipes,
circumstance penalty on the check, even
recorder, shawm, trumpet)
if a simple tool is employed. If you use
Sing (ballad, chant, melody)
masterwork thieves’ tools, you gain a +2
Ritual (civic ceremony, religion,
circumstance bonus on the check.
sorcerous)
Check: The DC for opening a lock varies
Check: You can impress audiences with
from 20 to 40, depending on the quality of
your talent and skill.
the lock, as given on the table below.
A masterwork musical instrument gives
Open Lock DCs you a +2 circumstance bonus on Perform
Lock DC checks that involve its use.
Very simple lock 20
Perform (ritual): This skill cannot be used
Average lock 25
to impress an audience, unlike the other
Good lock 30 Perform skills. Its use is restricted to
Amazing lock 40 ceremonial rites and sorcerous gatherings.
In Conan the Roleplaying Game, it is most
Action: Opening a lock is a full-round commonly used in power rituals to increase
action. the might of a sorcerer. See the Sorcery
chapter for details.
Special: If you have the Nimble Fingers
feat, you get a +2 bonus on Open Lock Action: Varies. Trying to earn money by
checks. playing in public requires anywhere from an
evening’s work to a full day’s performance.
Perform (Cha) Try Again: Yes. Retries are allowed but
they do not negate previous failures. An
Like Craft, Knowledge and Profession,
audience that has been unimpressed in the
Perform is actually a number of separate
past is likely to be prejudiced against future
skills.
performances. Increase the DC by 2 for
each previous failure.
You could have several Perform skills, each
with its own ranks, each purchased as a
Special: In addition to using the Perform
separate skill.
skill, you can entertain people with sleight
of hand, tumbling, tightrope walking,
gladiatorial combat and feats of bravery.
143
Perform Check DCs
Perform
DC Performance
10 Routine performance. Trying to earn money by playing in public is
essentially begging. You can earn 1d4 silver quarters per day.
15 Enjoyable performance. In a prosperous city, you can earn 2d6
Skills
144
Stay in Saddle: You can react instantly does not take an action but is part of the
to try to avoid falling when your mount mount’s movement.
rears or bolts unexpectedly or when you
take damage. This usage does not take an Spur Mount: You can spur your mount
action. to greater speed with a move action. A
successful Ride check increases the mount’s
Skills
Fight with Warhorse: If you direct your speed by 10 feet for 1 round but deals 1
war-trained mount to attack in battle, you point of damage to the creature. You
can still make your own attack or attacks can use this ability every round but each
normally. This usage is a free action. consecutive round of additional speed deals
twice as much damage to the mount as the
Cover: You can react instantly to drop down previous round: 2 points, 4 points, 8 points
and hang alongside your mount, using it as and so on.
cover. You cannot attack or cast spells while
using your mount as cover. If you fail your Control Mount in Battle: As a move action,
Ride check, you do not get the cover benefit. you can attempt to control a light horse,
This usage does not take an action. workhorse, or other mount not trained for
combat riding while in battle. If you fail
Soft Fall: You can react instantly to try to the Ride check, you can do nothing else
take no damage when you fall off a mount, in that round. You do not need to roll for
such as when it is killed or when it falls. warhorses.
If you fail your Ride check, you take 1d6
points of falling damage. This usage does Fast Mount or Dismount: You can attempt
not take an action. to mount or dismount from a mount of up
to one size category larger than yourself as
Leap: You can get your mount to leap a free action, provided that you still have a
obstacles as part of its movement. Use move action available that round. If you fail
your Ride modifier or the mount’s Jump the Ride check, mounting or dismounting
modifier, whichever is lower, to see how far is a move action. You cannot use fast
the creature can jump. If you fail your Ride mount or dismount on a mount more than
check, you fall off the mount when it leaps one size category larger than yourself.
and take the appropriate falling damage,
which is at least 1d6 points. This usage Action: Varies. Mounting or dismounting
normally is a move action. Other checks are
a move action, a free action, or no action at
Ride Check DCs all, as noted above.
Task Ride DC
Guide with knees 5 Special: If you are riding bareback, you
Stay in saddle 5 take a –5 penalty on Ride checks.
Fight with warhorse 10
If your mount has a military saddle you get
Cover 15 a +2 circumstance bonus on Ride checks
Soft fall 15 related to staying in the saddle.
Leap 15
Spur mount 15 The Ride skill is a prerequisite for the feats
Mounted Archery, Mounted Combat,
Control mount in battle 20
Ride-By Attack, Spirited Charge and
Fast mount or dismount 201 Trample.
1
Armour check penalty applies.
145
If you have the Animal Affinity feat, you
get a +2 bonus on Ride checks. Sense Motive
Synergy: If you have 5 or more ranks in (Wis)
Handle Animal, you get a +2 bonus on Check: A successful check lets you avoid
Ride checks. being bluffed; see the Bluff skill above.
You can also use this skill to determine
Skills
Restriction: While anyone can use Search Discern Secret Message: You may use Sense
to find a trap whose DC is 20 or lower, only Motive to detect that a hidden message
a thief can find traps with higher DCs. is being transmitted via the Bluff skill.
In this case, your Sense Motive check is
146
opposed by the Bluff check of the character prevent you from performing the action,
transmitting the message. For each piece of just from doing it unnoticed.
information relating to the message that you
are missing, you take a –2 penalty on your You can hide a small object (including
Sense Motive check. If you succeed by 4 a light weapon or an easily concealed
or less, you know that something hidden is ranged weapon, such as a dart or sling) on
Skills
being communicated but you cannot learn your body. Your Sleight of Hand check
anything specific about its content. If you is opposed by the Spot check of anyone
beat the DC by 5 or more, you intercept observing you or the Search check of anyone
and understand the message. If you fail frisking you. In the latter case, the searcher
by 4 or less, you do not detect any hidden gains a +4 bonus on the Search check, since
communication. If you fail by 5 or more, it is generally easier to find such an object
you infer some false information. than to hide it.
Action: Trying to gain information with A dagger is easier to hide than most light
Sense Motive generally takes at least 1 weapons and grants you a +2 bonus on your
minute and you could spend a whole Sleight of Hand check to conceal it. An
evening trying to get a sense of the people extraordinarily small object, such as a coin,
around you. shuriken, or ring, grants you a +4 bonus on
your Sleight of Hand check to conceal it.
Try Again: No, though you may make a Heavy or baggy clothing (such as a cloak)
Sense Motive check for each Bluff check grants you a +2 bonus on the check.
made against you.
Drawing a hidden weapon is a standard
Special: If you have the Negotiator feat, you action and does not provoke an attack of
get a +2 bonus on Sense Motive checks. opportunity.
Synergy: If you have 5 or more ranks in If you try to take something from another
Sense Motive, you get a +2 bonus on creature, you must make a DC 20 Sleight
Diplomacy checks. of Hand check to obtain it. The opponent
makes a Spot check to detect the attempt,
opposed by the same Sleight of Hand check
Sleight of result you achieved when you tried to grab
Hand (Dex; the item. An opponent who succeeds on
this check notices the attempt, regardless of
Trained Only; whether you got the item.
147
using the Perform skill. In such a case, your lips when you cannot hear or understand
‘act’ encompasses elements of legerdemain, what someone is saying.
juggling and the like.
Spot checks may be called for to determine
Action: Any Sleight of Hand check is the distance at which an encounter
normally a standard action. However, you begins. A penalty applies on such checks,
may perform a Sleight of Hand check as a depending on the distance between the two
Skills
free action by taking a –20 penalty on the individuals or groups and an additional
check. penalty may apply if the character making
the Spot check is distracted and is thus not
Try Again: Yes but after an initial failure, a concentrating on being observant.
second Sleight of Hand attempt against the
same target (or while you are being watched Read Lips: To understand what someone
by the same observer who noticed your is saying by reading lips, you must be
previous attempt) increases the DC for the within 30 feet of the speaker, be able
task by 10. to see him speak and understand the
speaker’s language. This use of the skill is
Special: If you have the Deft Hands feat, language-dependent. The base DC is 15
you get a +2 bonus on Sleight of Hand but it increases for complex speech or an
checks. inarticulate speaker. You must maintain a
line of sight to the lips being read.
Synergy: If you have 5 or more ranks in
Bluff, you get a +2 bonus on Sleight of If your Spot check succeeds, you can
Hand checks. understand the general content of a
minute’s worth of speaking but you usually
Untrained: An untrained Sleight of Hand still miss certain details. If the check fails
check is simply a Dexterity check. Without by 4 or less, you cannot read the speaker’s
actual training, you cannot succeed on any lips. If the check fails by 5 or more, you
Sleight of Hand check with a DC higher draw some incorrect conclusion about the
than 10, except for hiding an object on speech. The check is rolled secretly in this
your body. case, so that you do not know whether you
succeeded or missed by 5.
148
Try Again: Yes. You can try to spot Try Again: Varies. For getting along in
something that you failed to see previously the wild or for gaining the Fortitude saving
at no penalty. You can attempt to read lips throw bonus noted in the table above, you
once per minute. make a Survival check once every 24 hours.
The result of that check applies until the
Special: A fascinated creature takes a –4 next check is made. To avoid getting
penalty on Spot checks made as reactions. lost or avoid natural hazards, you make
Skills
a Survival check whenever the situation
If you have the Alertness feat, you get a +2 calls for one. Retries to avoid getting lost
bonus on Spot checks. in a specific situation or to avoid a specific
natural hazard are not allowed. For finding
tracks, you can retry a failed check after 1
Survival (Wis) hour (outdoors) or 10 minutes (indoors) of
Check: You can keep yourself and others searching.
safe and fed in the wild. The table below
gives the DCs for various tasks that require Restriction: While anyone can use Survival
Survival checks. to find tracks (regardless of the DC), or to
follow tracks when the DC for the task is
Survival does not allow you to follow 10 or lower, only a character with the Track
difficult tracks unless you have the Track feat can use Survival to follow tracks when
feat. See the Restriction section below. the task has a higher DC.
Action: Varies. A single Survival check Special: If you have 5 or more ranks in
may represent activity over the course of Survival, you can automatically determine
hours or a full day. A Survival check made where true north lies in relation to
to find tracks is at least a full-round action yourself.
and it may take even longer.
If you have the Self-Sufficient feat, you get
a +2 bonus on Survival checks.
149
Synergy: If you have 5 or more ranks in must make a DC 10 Constitution check
Survival, you get a +2 bonus on Knowledge every round to continue holding your
(nature) checks. breath. Each round, the DC for that check
increases by 1. If you fail the Constitution
If you have 5 or more ranks in Knowledge check, you begin to drown.
(dungeoneering), you get a +2 bonus on
Survival checks made while underground. The DC for the Swim check depends on
Skills
If you have 5 or more ranks in Knowledge the water, as given on the table below.
(nature), you get a +2 bonus on
Survival checks in aboveground natural Each hour that you swim, you must make
environments: aquatic, desert, forest, hill, a DC 20 Swim check or take 1d6 points of
marsh, mountains and plains. nonlethal damage from fatigue.
If you have 5 or more ranks in Knowledge Action: A successful Swim check allows
(geography), you get a +2 bonus on Survival you to swim one-quarter of your speed as
checks made to keep from getting lost or to a move action or one-half your speed as a
avoid natural hazards. full-round action.
If you have 5 or more ranks in Search, you Special: Swim checks are subject to double
get a +2 bonus on Survival checks to find the normal armour check penalty and
or follow tracks. encumbrance penalty.
150
Tumble Check DCs
Tumble
DC Task
15 Treat a fall as if it were 10 feet shorter than it really is when
determining damage.
15 Tumble at one-half speed as part of normal movement, provoking
Skills
no attacks of opportunity while doing so. Failure means you provoke
attacks of opportunity normally. Check separately for each opponent
you move past, in the order in which you pass them (player’s choice
of order in case of a tie).
Each additional enemy after the first adds +2 to the Tumble DC.
25 Tumble at one-half speed through an area occupied by an enemy
(over, under, or around the opponent) as part of normal movement,
provoking no attacks of opportunity while doing so. Failure means
you stop before entering the enemy-occupied area and provoke an
attack of opportunity from that enemy.
Check separately for each opponent. Each additional enemy after the
first adds +2 to the Tumble DC.
Check: You can land softly when you fall your Tumble checks, you can move at your
or tumble past opponents. You can also full speed instead of one-half your speed.
tumble to entertain an audience, as though
using the Perform skill. The DCs for Action: Not applicable. Tumbling is part
various tasks involving the Tumble skill are of movement, so a Tumble check is part of
given on the table below. a move action.
Accelerated Tumbling: You try to tumble Special: If you have 5 or more ranks in
past or through enemies more quickly than Tumble, you gain an additional +1 dodge
normal. By accepting a –10 penalty on bonus to Dodge Defence when fighting
151
defensively, as well as the usual +2 bonus and falls, allowing you to try again. Failure
to Defence. by 5 or more indicates that the grappling
hook initially holds but comes loose after
If you have 5 or more ranks in Tumble, 1d4 rounds of supporting weight. This
you gain an additional +2 dodge bonus to check is made secretly, so that you do not
Dodge Defence when executing the total know whether the rope will hold your
defence standard action as well as the usual weight.
Skills
+4 bonus to Defence.
If you have the Acrobatic feat, you get a +2 Bind a Character: When you bind another
bonus on Tumble checks. character with a rope, any Escape Artist
check that the bound character makes is
Synergy: If you have 5 or more ranks in opposed by your Use Rope check. You
Tumble, you get a +2 bonus on Balance and get a +10 bonus on this check because it is
Jump checks. easier to bind someone than to escape from
If you have 5 or more ranks in Jump, you bonds. You do not even make your Use
get a +2 bonus on Tumble checks. Rope check until someone tries to escape.
152
Feats
Tricks of Sword and Sorcery
Feats
Feats are an intrinsic part of the
creation and advancement of every Player Feats
Character and Non-Player Character alike Here is the format for feat descriptions.
in Conan the Roleplaying Game. Feats
represent special abilities, or enhancements
that further distinguish the character from Feat Name
less adventurous individuals of his race.
Feats in Conan the Roleplaying Game can
[Type of Feat]
Prerequisite: A minimum ability score,
offer additional bonuses to a character’s
another feat or feats, a minimum Base
skills, combat abilities or magical prowess.
attack bonus, a minimum number of ranks
in one or more skills, or a class level that a
All characters within Conan the Roleplaying
character must have in order to acquire this
Game will select at least one feat at 1st
feat. This entry is absent if a feat has no
level and more as they rise in levels. Feat
prerequisite. A feat may have more than
selection is a crucial part of customising
one prerequisite.
each character and care should be taken
Benefit: What the feat enables the
to choose feats that complement the
character (‘you’ in the feat description) to
character’s class features, racial traits and
do. If a character has the same feat more
other capabilities.
than once, its benefits do not stack unless
indicated otherwise in the description. In
A full list of all feats is given in the Feats
general, having a feat twice is the same as
Table, along with the prerequisites needed
having it once.
to acquire each feat.
Normal: What a character who does not
have this feat is limited to or restricted
Feat from doing. If not having the feat causes
no particular drawback, then this entry is
Descriptions absent.
Special: Additional facts about the feat that
Apart from a brief summary of the feat’s
may be helpful when you decide whether
function, the key points of each feat are
to acquire the feat.
laid out as follows. Some feat descriptions
do not contain every entry.
Acrobatic
(General)
You have great coordination and control of
your movement.
Benefit: You get a +2 bonus on all Jump
checks and Tumble checks.
153
Feats
General Feats Prerequisite
Acrobatic –
Agile –
Akbitanan Smith Must be a Shemite, Craft (swordsmith) 12 ranks
Alertness −
Animal Affinity –
Feats
154
Feats
General Feats Prerequisite
Greater Weapon Proficient with weapon, Weapon Specialisation
Specialisation*# with weapon, Weapon Focus with weapon, Greater
Weapon Focus with weapon, soldier level 12
Gunderland Pike-and- Gunderman, base attack bonus +1, Shield
Feats
Shield Fighting# Proficiency, Martial Weapon Proficiency (pike)
Horde Cha 13, Leadership, nomad level 12 or barbarian
level 12
Improved Bull Rush# Str 13, Power Attack
Improved Critical*# Proficient with weapon, base attack bonus +8
Improved Disarm# Combat Expertise
Improved Feint# Combat Expertise
Improved Grapple# Dex 13, Improved Unarmed Strike
Improved Initiative# −
Improved Overrun# Str 13, Power Attack
Improved Precise Shot# Dex 19, Point Blank Shot, Precise Shot, base attack
bonus +11
Improved Sunder# Str 13, Power Attack
Improved Trip# Combat Expertise
Improved Two-Weapon Simple Weapon Proficiency, Two-Weapon Combat
Combat# Proficiency, base attack bonus +6
Improved Unarmed −
Strike#
Intricate Swordplay# Weapon Focus (various), Parry, Combat Expertise,
Cha 13
Investigator –
Iron Will −
Knowledgeable Int 13
Leadership Must have at least 6 character levels
Light-Footed Sneak Attack class feature, Hide 1 rank, Move
Silently 1 rank
Lightning Reflexes −
Martial Weapon −
Proficiency
Menacing Aura# Intimidate 16 ranks, Cha 15, Steely Gaze
Mobility Dex 13, Dodge
Monster Slayer# Power Attack, base attack bonus +3
Mounted Archery# Ride 1 rank, Mounted Combat
Mounted Combat# Ride 1 rank
Multiattack Three or more natural weapons
Navigation Profession (sailor) 12 ranks, Int 13
Negotiator –
Nimble Fingers –
No Honour Must not have a code of honour, or must have lost
code of honour
Parry# Str 13, base parry bonus +1
Performer Cha 13
Persuasive –
Pirate Code Expert Int 13, pirate level 2
155
General Feats Prerequisite
Point Blank Shot# −
Poison Use Dex 13, base attack bonus +6
Power Attack# Str 13
Precise Shot# Point Blank Shot
Priest Scholar level 4, scholar background: lay priest
Quick Draw# Base attack bonus +1
Feats
156
General Feats Prerequisite
Focused Magical Link Hexer, Magic attack bonus +3, Craft (fine art,
sculpture, or similar) 1 rank
Hexer Magic attack bonus +1, Sorcery Style: Curses
Opportunistic Sacrifice Magic attack bonus +3, base attack bonus +3, Base
PP 4, Ritual Sacrifice
Feats
Ritual Sacrifice Magic attack bonus +1, base attack bonus +1
Sorcerer’s Boon* Scholar level 4, must know two or more sorcery
styles, Int 13
Summoner Magic attack bonus +1, Sorcery Style: Summoning
Tortured Sacrifice Ritual Sacrifice, magic attack bonus +2, base attack
bonus +2
* A character may gain this feat multiple times. Its effects do not stack and
instead apply to a new weapon or skill.
** A character may gain this feat multiple times and stack its effect.
# A soldier may select this feat as one of his soldier bonus feats.
Agile
(General) Akbitanan
Your flexibility is the talk of the town. Smith
Benefit: You get a +2 bonus on all Balance
checks and Escape Artist checks. (General)
You have been trained in the fabled
smithcraft of Akbitan.
Adept Prerequisites: Must be a Shemite, Craft
157
Animal Armour
Affinity Proficiency
(General) (Light)
You have a knack for dealing with animals.
(General)
Feats
(General)
You know how to wear and move in plate, Armoured
scale and the other heavy armours.
Prerequisites: Armour Proficiency (light), Stealth
Armour Proficiency (medium).
Benefit: See Armour Proficiency (light).
(General)
Even in armour, your tread makes no
Normal: See Armour Proficiency (light).
more sound than that of a panther. This is
accomplished through a mixture of native
sneakiness and cunningly padding, oiling
and blackening the armour.
Prerequisites: Dex 13, Hide 4 ranks,
Move Silently 1 rank, Armour Proficiency
(Light), Stealthy.
158
Benefit: Whenever you are wearing light You take only half the usual penalty to
armour that you have personally prepared, speed for being unable to see. Darkness
you do not apply its armour check penalty and poor visibility in general reduces your
(if any) to Move Silently or Hide checks. speed to three-quarters of normal, instead
To prepare light armour for stealth requires of one-half.
one hour and materials worth 5 sp initially, Normal: Regular attack roll modifiers for
Feats
then ten minutes per day in maintenance invisible attackers trying to hit you apply
time. and you cannot dodge or parry your
attacker. The speed reduction for darkness
and poor visibility also applies.
Athletic
(General) Brawl
You have a natural talent for athletics.
Benefit: You get a +2 bonus on all Climb (General)
checks and Swim checks. You are an expert brawler or martial artist,
often knocking out or even killing an
opponent with a single punch.
Augment Benefit: You deal 1d6 + Strength modifier
points of damage with an unarmed strike.
Summoning You may elect to inflict either lethal or
(Sorcery) nonlethal damage with no penalty.
Normal: Without this feat, a character
Your summoned creatures are especially
strong and tough. deals only 1d3 points of nonlethal damage
Prerequisite: Summoner, magic attack with an unarmed strike.
bonus +4.
Benefit: Each creature you conjure with
any spell from the Summoning sorcery
Carouser
style gains a +4 enhancement bonus to (General)
Strength and Constitution for the duration You can drink others under the table and
of the spell that summoned it. are never too drunk to fight.
Prerequisites: Character level 5,
Constitution 15.
Blind-Fight Benefit: You suffer no penalties for
(General) drunkenness, however much alcohol
you drink. Furthermore, you gain a
You know how to fight when unable to see
your foes. +2 circumstance bonus to all Bluff and
Benefit: In melee, every time you miss Gather Information checks related to your
because of concealment, you can reroll drinking companions after at least two
your miss chance percentile roll one time to hours of heavy drinking. In addition, after
see if you actually hit. An invisible attacker a night of wenching, drinking, or other
gets no advantages related to hitting you in partying, you heal normally as though you
melee. That is, you can still dodge or parry had had a full night’s rest.
your assailant and he does not get the usual Normal: Drunk characters have at least a
+2 bonus to melee attack rolls for being -2 penalty to attack rolls and Defence.
invisible. The invisible attacker’s bonuses Special: Note that this feat does not assist
do still apply for ranged attacks, however. with resisting drugs other than alcohol,
including lotus-based preparations of any
kind.
159
you may also make attacks of opportunity
Cleave while flat-footed.
(General) Normal: A character without this feat
can make only one attack of opportunity
You know how best to take advantage of per round and cannot make attacks of
your greatest blows. opportunity while flat-footed.
Prerequisites: Str 13+, Power Attack.
Feats
160
true, permanent understanding of the style to Defence when using the total defence
you access in this way but you are able to action. Furthermore, you gain a +2 bonus
remember just enough to have an attempt to opposed Strength and Dexterity checks
at using the sorcery in question. The DC any time you make trip, overrun or grapple
of the check is 15 for Basic Spells, or 25 attacks, or when you try to avoid trips,
for Advanced Spells. You need not meet overruns and grapples made against you.
Feats
any prerequisites for the style, except those Normal: A character using the total defence
that require a certain number of ranks of action without this feat gains a +2 bonus to
a particular skill. If you succeed in the Defence when fighting defensively and a
check, the Games Master will select an +4 bonus to Defence when using the total
appropriate sorcerous effect from among defence action.
the advanced and basic spells derived
from that style, to which you are granted
temporary access – enough to cast once and Deft Hands
once only. This will be something useful to
the situation, though in most cases it will
(General)
Your hands are naturally dextrous.
not be sufficient to completely defeat your
Benefit: You get a +2 bonus on all Sleight
opposition on its own.
of Hand checks and Use Rope checks.
Special: You expend power points to cast
the spell as usual. If you do not already
have any Power Points when you select this
feat, you immediately acquire a Base PP of
Demon Killer
2 + Wisdom modifier. (General)
You have hardened yourself to the terrors
of the supernatural.
Deceitful Prerequisites: Must have single-handedly
(General) defeated a monster of any kind, Iron
Will, must not be Southern Islander or
You live a life of underhand dealings and
Tlazitlan.
deceit.
Benefit: You are immune to fear affects
Benefit: You get a +2 bonus on all Disguise
from creatures of the defeated type and
checks and Forgery checks.
gain a +2 bonus to Will saves versus Terror.
Each time that you defeat a new monster,
Defensive you become immune to the Terror effect of
that creature, if any.
Martial Arts
(General) Diehard
You have been trained to avoid blows and
other attacks directed at you in battle. (General)
Prerequisites: Must be Khitan, Vendhyan, You can endure wounds that would drop
or Himelian, or may be of any race but in another man.
that case must have the calm of the adept Prerequisite: Endurance.
(Basic Oriental Magic) spell (see pg. 319). Benefit: When reduced to between –1 and
Benefit: You gain an additional +2 bonus –9 hit points, you automatically become
to Defence when fighting defensively or stable. You do not have to roll d% to see if
using the total defence action. This grants you lose 1 hit point each round.
you a total of +4 bonus to Defence when
fighting defensively and a total of +6 bonus When reduced to negative hit points, you
may choose to act as if you were disabled,
161
rather than dying. You must make this Constitution checks made to continue
decision as soon as you are reduced to running, Constitution checks made to
negative hit points, even if it is not your avoid nonlethal damage from a forced
turn. If you do not choose to act as if march, Constitution checks made to hold
you were disabled, you immediately fall your breath, Constitution checks made to
unconscious. avoid nonlethal damage from starvation
Feats
162
Normal: A character who uses a weapon Constitution bonus. You may prematurely
with which he is not proficient takes a -4 end the fighting-madness voluntarily. The
penalty on attack rolls. bonus hit points go away at the end of the
Special: You can gain Exotic Weapon fighting-madness. Entering a fighting-
Proficiency multiple times. Each time you madness is a free action. You may not
take the feat, it applies to a new type of enter a fighting-madness if you are under
Feats
exotic weapon. the effect of the barbarian class feature
Crimson Mist and vice versa.
Far Shot
Fleet-Footed
(General)
You are skilled at using ranged weapons at (General)
very long ranges. You are fast on your feet.
Prerequisite: Point Blank Shot. Benefit: You gain an enhancement bonus
Benefit: When you use a projectile weapon, of +10 feet to your speed when wearing
such as a bow, its range increment increases light or no armour (and not carrying a
by one-half (multiply by 1.5). When you heavy load) or an enhancement bonus
use a thrown weapon, its range increment of +5 feet to your speed when wearing
is doubled. medium or heavy armour.
Special: A Hyrkanian or Turanian need Special: You can select this feat more than
not have the Point Blank Shot feat before once, up to a maximum of three times. Its
selecting this feat. benefits stack.
163
Focused Magical Link
Craft Check
Greater
Craft Check Bonus To Magical Critical
Result
14 or less
Attack Rolls
No bonus; all
(General)
Select one weapon that you have already
materials used
Feats
Great Cleave
Greater
(General)
Your blows are the stuff of legends. Sunder
Prerequisites: Str 13+, Cleave, Power
Attack, base attack bonus +4. (General)
Benefit: This feat works as Cleave, except As a follow-up to sundering an opponent’s
there is no limit to the number of times weapon, you can make an immediate
you can use it per round. attack on him.
Prerequisite: Improved Sunder, base attack
bonus +6.
Benefit: If you completely destroy an
opponent’s weapon in melee combat, you
164
immediately get a melee attack against in selected weapon, Greater Weapon Focus
that opponent as if you had not used your with selected weapon, soldier level 12.
attack for the sunder attempt. Benefit: You add +2 to all damage dealt
Special: A soldier may select Greater by the weapon with which you have
Sunder as one of his bonus feats. specialised. If the weapon is a ranged
weapon, the target must be within 30
Feats
feet. This bonus stacks with other damage
Greater bonuses, including the bonus granted by
the Weapon Specialisation feat.
Weapon Focus Special: This feat can be gained multiple
(General) times. The effects do not stack. Each
time you take the feat, it applies to a new
Choose one type of weapon (if desired,
this weapon could be ‘unarmed strike’ weapon. A character who has seven or more
or ‘grapple’) for which you have already levels of the barbarian class may not select
selected Weapon Focus. You are this feat. If a character with this feat ever
extraordinarily skilled with this weapon. gains seven or more levels in the barbarian
Prerequisites: Weapon Focus with the class, he immediately and permanently
selected weapon, soldier level 8. loses this feat.
Benefit: You add +1 to all attack rolls you
make using the selected weapon. This
bonus stacks with other bonuses to attack
Gunderland
rolls, including the bonus granted by the Pike-and-
Weapon Focus feat.
Special: This feat can be gained multiple Shield
times. The effects do not stack. Each
time you take the feat, it applies to a new Fighting
weapon. A character who has seven or more
levels of the barbarian class may not select
(General)
You have trained in Gunderland’s pike-
this feat. If a character with this feat ever
and-shield techniques, learning to control
gains seven or more levels in the barbarian
your shield with just a few movements of
class, he immediately and permanently
your body and arm while both your hands
loses this feat.
grip the pike.
Prerequisites: Gunderman, base attack
Greater bonus +1, Shield Proficiency, Martial
Weapon Proficiency (pike).
Weapon Benefit: You may wield a large shield and
pike simultaneously, without penalty to
Specialisation the use of the pike. The large shield grants
(General) a +3 shield bonus to Parry Defence rather
than the usual +4, however. In addition,
Choose one type of weapon (if desired,
the shield confers its full +4 shield bonus to
this weapon could be ‘unarmed strike’
your Dodge Defence when dodging ranged
or ‘grapple’), for which you have already
attacks.
selected Weapon Specialisation. You are
Normal: A large shield can be strapped to
supremely good at inflicting damage with
the back or shoulder to allow for use of a
this weapon.
two-handed weapon but the parry bonus is
Prerequisites: Weapon Focus with the
reduced to +0 while doing so and the shield
selected weapon, Weapon Specialisation
165
bonus to Dodge Defence against ranged straight 20% chance per month that a rival
attacks is reduced to +2. leader of 1d3 levels lower than you will
Special: The Games Master may permit challenge your leadership, usually in an
a non-Gunderman to select this feat if he informal duel. If you lose this challenge,
trains and fights in a Gunderland pike the majority of the horde goes off with
regiment. its new leader, leaving you with only your
Feats
166
this feat. If a character with this feat ever Normal: Without this feat, you provoke
gains seven or more levels in the barbarian an attack of opportunity when you make a
class, he immediately and permanently touch attack to start a grapple.
loses this feat.
Improved
Improved
Feats
Initiative
Disarm
(General)
(General) You are fast to react to any threat.
You are skilled at sending your opponent’s Benefit: You get a +4 bonus on initiative
weapon flying. checks.
Prerequisites: Int 13+, Combat Expertise.
Benefit: You do not provoke an attack of
opportunity when you attempt to disarm Improved
an opponent, nor does the opponent have
a chance to disarm you. You also gain a +4
Overrun
bonus on the opposed attack roll you make
to disarm your opponent.
(General)
You barrel over your opponents with ease.
Normal: See the normal disarm rules. Prerequisites: Str 13+, Power Attack.
Benefit: When you attempt to overrun an
Improved opponent, the target may not choose to
avoid you. You also gain a +4 bonus on
Feint your Strength check to knock down your
opponent.
(General) Normal: Without this feat, the target of
You make a tricky opponent for anyone. an overrun can choose to avoid you or to
Prerequisites: Int 13+, Combat Expertise. block you.
Benefit: You can make a Bluff check to
feint in combat as a move action.
Normal: Feinting in combat is a standard Improved
action.
Precise Shot
Improved (General)
You can put your shots exactly where you
Grapple want them.
Prerequisites: Dex 19+, Point Blank Shot,
(General) Precise Shot, base attack bonus +11.
You have a knack for grabbing and keeping Benefit: Your ranged attacks ignore the
hold of your opponents. bonus to Defence granted to targets by
Prerequisites: Dex 13+, Improved anything less than total cover and the miss
Unarmed Strike. chance granted to targets by anything less
Benefit: You do not provoke an attack of than total concealment. Total cover and
opportunity when you make a touch attack total concealment provide their normal
to start a grapple. You also gain a +4 bonus benefits against your ranged attacks. In
on all grapple checks, regardless of whether addition, when you shoot or throw ranged
you started the grapple. weapons at a grappling opponent you
167
automatically strike at the opponent you
have chosen. Improved
Normal: See the normal rules on the
effects of cover and concealment. Without Two-Weapon
this feat, a character who shoots or throws
a ranged weapon at a target involved in a
Combat
(General)
Feats
168
addition, your unarmed strikes can deal
lethal or nonlethal damage, at your option. Iron Will
You may also parry attacks without penalty
when you do not have a weapon, shield or (General)
other object in your hands. You have a formidable sense of self-
Normal: Without this feat, you are control.
Benefit: You get a +2 bonus on all Will
Feats
considered unarmed when attacking with
an unarmed strike, and you can deal only saving throws.
nonlethal damage with such an attack. You
suffer a –4 penalty to Parry Defence when Knowledgeable
parrying unarmed.
(General)
You are a natural scholar.
Intricate Prerequisites: Int 13.
Swordplay Benefit: You gain a +2 bonus to all
Knowledge checks.
(General)
You have been trained in the flashy,
Western style of swordplay, perhaps at one Leadership
of the great fencing schools of Zingara or
Aquilonia.
(General)
Your powerful leadership qualities have
Prerequisites: Weapon Focus (broadsword enabled you to draw a band of loyal
or arming sword), Parry, Combat Expertise, followers to your side.
Cha 13. Prerequisite: Character level 6th.
Benefit: Whenever you have a broadsword Benefits: Having this feat enables the
or arming sword in one hand and are character to attract loyal companions and
wearing no heavier than medium armour, devoted followers, subordinates who assist
you may add your Charisma bonus as a him. See the table below for what sort
parry bonus to your Parry Defence. of cohort and how many followers the
Special: A character who has seven or more character can recruit.
levels of the barbarian class may not select Leadership Modifiers: Several factors
this feat. If a character with this feat ever can affect a character’s Leadership score,
gains seven or more levels in the barbarian causing it to vary from the base score
class, he immediately and permanently (character level + Cha modifier). The noble
loses this feat. class feature Enhanced Leadership gives a
bonus to Leadership score. A character’s
Investigator reputation (from the point of view of the
cohort or follower he is trying to attract)
(General) raises or lowers his Leadership score:
You look past the obvious to see what is
really going on.
Benefit: You get a +2 bonus on all Gather
Information checks and Search checks.
169
the only forces he can trust implicitly
Leader’s Reputation Modifier are those gained directly through the
Great renown +2 Leadership feat.
Fairness and +1
generosity Leadership Score: A character’s base
Special power +1 Leadership score equals his level plus any
Feats
170
Leadership Cohort —Number of Followers by Level —
Score Level 1st 2nd 3rd 4th 5th 6th
1 or lower — — — — — — —
2 1st — — — — — —
3 1st — — — — — —
4 2nd 1 — — — — —
Feats
5 2nd 2 — — — — —
6 3rd 3 — — — — —
7 3rd 5 — — — — —
8 4th 8 — — — — —
9 4th 12 — — — — —
10 5th 18 — — — — —
11 5th 25 — — — — —
12 6th 32 1 — — — —
13 6th 40 1 — — — —
14 7th 50 2 1 — — —
15 7th 60 2 1 — — —
16 8th 70 3 1 — — —
17 8th 85 3 1 — — —
18 9th 100 4 2 1 — —
19 9th 120 5 2 1 — —
20 10th 150 6 3 1 — —
21 10th 200 8 3 1 — —
22 11th 250 10 4 2 1 —
23 11th 300 12 4 2 1 —
24 12th 350 14 5 2 1 —
25 12th 400 16 5 2 1 —
26 13th 500 20 6 3 1 —
27 13th 600 24 6 3 1 —
28 14th 800 32 8 4 2 1
29 14th 1000 40 10 4 2 1
30 15th 1250 50 13 5 2 1
31 15th 1500 60 15 5 2 1
32 16th 2000 80 20 6 3 1
33 16th 2500 100 25 7 3 1
34 17th 3000 120 30 8 4 2
35 or higher 17th 4000 160 40 10 4 2
are usually five or more levels behind level, the player consults the table above
the character they follow, they are not as to determine if he has acquired more
effective in one-on-one combat as the followers, some of which may be higher
Player Characters but can be a formidable level than the existing followers. You do
force for waging large-scale war. not consult the table to see if your cohort
gains levels, however, because cohorts earn
Followers do not earn experience and experience on their own.
thus do not gain levels. However, when
a character with Leadership attains a new
171
Light-Footed Menacing
(General) Aura
You dislike armour and are significantly
more effective without it. (General)
Prerequisites: Ability to sneak attack, Hide You project a constant, imposing aura of
Feats
1 rank, Move Silently 1 rank. menace that gives many of your opponents
Benefit: Whenever you are unarmoured pause before they even get a chance to
and carrying at most 20 pounds of gear attack you.
in total, you gain an extra +1 die to your Prerequisites: Intimidate 16 ranks, Cha
sneak attack damage (either d6 or d8 as 15, Steely Gaze.
appropriate), a +1 dodge bonus to Dodge Benefit: You may make a demoralise
Defence and a +1 circumstance bonus to opponent attempt (see the Intimidate
all Hide and Move Silently checks. skill on pg. 138) as a free action against
any opponent who comes within 15 feet
of you, whether or not it is your turn to
Lightning act. You may do this against any number
of opponents each round.
Reflexes
(General) Mobility
You can leap aside from danger at a
moment’s notice. (General)
Benefit: You get a +2 bonus on all Reflex You are better able to defend yourself when
saving throws. on the move.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to
Martial your Dodge Defence against attacks of
opportunity caused when you move out of
Weapon or within a threatened area. If you cannot
Proficiency dodge, then this bonus has no effect.
Dodge bonuses stack with each other,
(General) unlike most types of bonuses.
Choose a type of martial weapon. You
understand how to use that type of martial
weapon in combat. Monster
Benefit: You make attack rolls with the
selected weapon normally.
Slayer
Normal: When using a weapon with (General)
which you are not proficient, you take a –4 Through long practice and bitter
penalty on attack rolls. experience, you have learned a number
Special: You can gain Martial Weapon of techniques for killing monsters quickly
Proficiency multiple times. Each time you so as to risk as little damage to yourself as
take the feat, it applies to a new type of possible.
weapon. Prerequisites: Power Attack, base attack
bonus +6
Benefit: When making a Power Attack
against a foe of Large size or greater, you
now add twice as much to your damage
172
roll as you subtract from your attack roll, Essentially, the Ride check result becomes
rather than the same amount as is usual for the mount’s Dodge Defence if it is higher
Power Attack. For example, you can use than the mount’s regular Dodge Defence.
your Power Attack to gain a +2 to damage
for a −1 penalty to your attack roll, or a
+6 bonus to damage for a –3 penalty to Multiattack
Feats
attack, or even a +10 bonus to damage for
a –5 penalty to attack. As ever with Power
(General)
Some creatures are particularly adept at
Attack, the bonuses and penalties have to
using multiple natural weapons.
apply to all your attacks this round. The
Prerequisite: Three or more natural
total damage bonus gained may not exceed
weapons.
your Base attack bonus.
Benefit: The creature’s secondary attacks
Special: When using this feat with a two-
with natural weapons suffer only a -2
handed weapon, or with a one-handed
penalty.
weapon wielded in two hands, instead add
Normal: Without this feat, the creature’s
three times the number subtracted from
secondary natural attacks suffer a -5
your attack rolls. The total damage bonus
penalty.
gained still may not exceed your Base
attack bonus.
Navigation
Mounted (General)
Archery Along with a small number of brave
captains around the world, you have
(General) learned the secrets of deep-sea navigation.
You can use a bow even while guiding your Prerequisites: Profession (sailor) 12 ranks,
mount with your knees alone. Int 13.
Prerequisites: Ride 1 rank, Mounted Benefit: You automatically know where
Combat. you are at sea, even in the deep sea out of
Benefit: The penalty you take when using sight of land. You have a detailed mental
a ranged weapon while mounted is halved: map of all the lands you have already visited
–2 instead of –4 if your mount is taking a and how to get there from where you are.
double move and –4 instead of –8 if your Normal: A character who is out of sight
mount is running. of land and does not have this feat may
attempt a Profession (sailor) check (DC
20) once per day to stay approximately
Mounted on course for his destination. However, if
he ever fails a check, he becomes lost and
Combat strays off his course; he must make a more
(General) difficult check the following day (DC 25
+1 per additional day since a check was last
Your skill at arms on horseback has been
successful) or remain lost and off-course.
honed and trained until it is second
nature.
Prerequisite: Ride 1 rank.
Benefit: Once per round when your
mount is hit in combat, you may attempt a
Ride check (as a reaction) to negate the hit.
The hit is negated if your Ride check result
is greater than the opponent’s attack roll.
173
his death to your dark gods or your own
Negotiator power.
(General) Prerequisites: Magic attack bonus +3,
base attack bonus +3, Base PP 4, Ritual
You can haggle with the best of them. Sacrifice.
Benefit: You get a +2 bonus on all Benefit: You gain the benefits of the
Diplomacy checks and Sense Motive
Feats
174
low doses of a variety of poisons has given
Pirate Code your body a certain degree of habituation
to poisons of all kinds. Finally, you can
Expert take poisons directly from such sources as
(General) the glands of a dead Great Serpent, or the
juice of an Apple of Derketa (see pg. 334)
You have travelled the world on many
Feats
different pirate vessels, shipping with the without needing to make any particular
Red Brotherhood of the Vilayet Sea, the skill checks. Note that this feat does not
Corsairs of the Black Coast, the Freebooters help with finding such poison sources, only
of Zingara and the Pirates of the Baracha extracting them.
Islands. On your travels you have learned
the codes for all these different groups,
enabling you to easily communicate with
Power Attack
any pirate ship. (General)
Prerequisites: Int 13, pirate level 2. You can pour your strength into your blows
Benefit: You know all four of the pirate to wreak devastation upon your enemies.
codes listed under the Pirate Code class Prerequisite: Str 13+.
feature (see pg. 78). Furthermore, you gain Benefit: On your action, before making
a +1 circumstance bonus to all Charisma- attack rolls for a round, you may choose
based skill checks and Charisma checks to subtract a number from all melee attack
when dealing with any character who has rolls and add the same number to all melee
at least two levels in the pirate character damage rolls. This number may not exceed
class. your Base attack bonus. The penalty on
attacks and bonus on damage both apply
until your next turn.
Point Special: If you attack with a two-handed
Blank Shot weapon, or with a one-handed weapon
wielded in two hands, you instead add
(General) twice the number subtracted from your
At close range, your skill with a ranged attack rolls. You cannot add the bonus from
weapon is deadly. Power Attack to the damage dealt with a
Benefit: You get a +1 bonus on attack light weapon (except with unarmed strikes
and damage rolls with ranged weapons at or natural weapon attacks) even though the
ranges of up to 30 feet. penalty on attack rolls still applies.
175
Sleight of Hand skill) as a move action. A
Priest character who has selected this feat may
176
Normal: Ranged attacks cannot ordinarily mounted speed. You and your mount do
be finessed. not provoke an attack of opportunity from
the opponent that you attack.
Rapid Shot
Ritual
(General)
Feats
You can have another arrow in the air Sacrifice
before the first has hit its target.
Prerequisites: Dex 13+, Point Blank Shot. (Sorcery)
Benefit: You can get one extra attack per You have been trained to ritually kill
round with a ranged weapon. The attack a helpless opponent to gain sorcerous
is at your highest base attack bonus but power.
each attack you make in that round (the Prerequisites: Magic attack bonus +1, base
extra one and the normal ones) takes a –2 attack bonus +1, Base PP 4.
penalty. You must use the full attack action Benefit: If you attempt a coup de grace on
to use this feat. a helpless character or creature, the victim
gets a –2 circumstance penalty on his
Fortitude saving throw to avoid dying. In
Reflexive addition, you can gain Power Points from
your victim’s death. For each full 4 hit
Parry points he had (before subtracting any he
(General) lost while you inflicted the coup de grace)
you gain 1 PP, which may either be added
Though you may not have time to dodge
to your own PP total or used immediately
a surprise attack, you will at least have a
in another spell.
chance to bring up your weapon or shield
Normal: If you kill a creature by coup de
in a desperate, instinctive parry.
grace but do not know this feat, you may
Prerequisites: Dex 15, Combat Reflexes,
still gain some power points by dedicating
Parry, base parry bonus +8.
its death to your gods or to your own
Benefit: You can still parry if caught flat-
personal power. This amounts to one point
footed or struck by an invisible attacker.
for each full 8 hit points the creature had.
You do not become able to parry when
grappled or helpless, however.
Run (General)
Your pace is phenomenal.
Ride-By Benefit: When running, you move five
Attack times your normal speed. You may only
do this if wearing light or no armour and
(General) carrying no more than a light load. You
You can slash at an opponent as you spur may move four times your speed if wearing
your mount past. medium or heavy armour or carrying
Prerequisites: Ride 1 rank, Mounted a medium or heavy load. If you make a
Combat. jump after a running start (see the Jump
Benefit: When you are mounted and use skill description) you gain a +4 bonus on
the charge action, you may move and your Jump check. While running, you can
attack as if with a standard charge and still dodge.
then move again, continuing the straight Normal: You move four times your speed
line of the charge. Your total movement while running (if wearing light or no
for the round cannot exceed double your armour and carrying no more than a light
177
load) or three times your speed (if wearing
medium or heavy armour or carrying a Simple
medium or heavy load) and you are not
able to dodge. Weapon
Proficiency
Self-Sufficient (General)
Feats
Proficiency
Skill Focus
(General)
You are adept at using a shield to parry (General)
blows. You have a particular knack at one task or
Benefit: You can use a shield and take only another.
the standard penalties. Benefit: You get a +3 bonus on all checks
Normal: When you are using a shield with involving that skill.
which you are not proficient, you take the Special: You can gain this feat multiple
shield’s armour check penalty on attack times. Its effects do not stack. Each time
rolls and on all skill checks that involve you take the feat, it applies to a new skill.
moving, including Ride checks.
Sleep
Shot On The Mastery
Run (General) (General)
Prerequisites: Dex 13, Dodge, Mobility,
Point Blank Shot, base attack bonus +4. You have almost total control of your
Benefit: When using the attack action body’s sleep patterns and your waking and
with a ranged weapon, you can move both sleeping habits.
before and after the attack, provided that Prerequisites: Wis 13, Con 13.
your total distance moved is not greater Benefit: You need only sleep for six hours
than your speed. a night to awaken fully rested. Up to once
Special: A soldier may select Shot on the per week, you may spend one full night
Run as one of his soldier bonus feats. without any sleep, with no penalties, so
long as you get at least twelve hours of sleep
the following night. In addition, you may
make Listen checks as though you were
awake if any untoward sounds occur as you
sleep; if you succeed at such a Listen check,
you may become fully awake as a free
action. Finally, you gain a +2 bonus on all
saving throws against spells, supernatural
178
effects, drugs and poisons that would cause
you to sleep or prevent you from waking. Spirited
Charge
Sneak Subdual (General)
(General) You can spur your mount into the charge
Feats
You can make sneak attacks that subdue and brace yourself to strike a powerful
your enemies. blow.
Prerequisites: Ability to sneak attack, base Prerequisites: Ride 1 rank, Mounted
attack bonus +1. Combat, Ride-By Attack.
Benefit: You can use a weapon that deals Benefit: When mounted and using the
normal damage to deal nonlethal damage charge action, you deal double damage
in a sneak attack, with the usual -4 penalty. with a melee weapon, or triple damage
Alternatively, when sneak attacking with with a lance.
any bludgeoning weapon, you can elect to
deal half normal damage and half nonlethal
damage (round down) with no penalty. Stealthy
Normal: Sneak attacks can only deal
nonlethal damage if made with an unarmed
(General)
You have a knack for moving sneakily.
strike or sap. Benefit: You get a +2 bonus on all Hide
checks and Move Silently checks.
Sorcerer’s
Boon Steely Gaze
(Sorcery) (General)
You have spent many years studying One glance from you is enough to make
sorcery. lesser opponents quail in terror.
Prerequisites: Int 13, scholar level 4, must Prerequisites: Intimidate 8 ranks, Cha
know at least two sorcery styles 13.
Benefit: You gain one advanced spell Benefit: Up to once per round, you may
of your choice. You must meet any perform the demoralise opponent action as
prerequisites of the spell as usual, including a free action.
knowledge of the sorcery style in question.
However, unlike the usual spells you gain
as class features, you are not restricted by
Striking
your background class feature – you may Cobra
choose any spell for which you meet the
prerequisites without needing to learn it (General)
from your masters or conduct your own You can make surprise attacks even when
researches. your opponents are aware of your presence,
Special: This feat may be taken more using your body language to convince them
than once – you gain a different spell each you are no threat, then attacking with the
time. speed and suddenness of a striking cobra.
Prerequisites: Bluff 6 ranks, Dex 15, Cha
13, base attack bonus +6.
Benefit: So long as combat has not yet
begun, you may attempt a Bluff check
179
opposed by your opponents’ Sense Motive Benefit: You gain a +2 bonus to your magic
checks. If you succeed, they are surprised attack roll whenever you are casting a spell
and you may make a round of surprise from the Summoning sorcery style.
attacks against them, though they may
attempt Will saving throws (DC = 10 + ½
your base attack bonus + your Charisma Superior
Feats
(Sorcery)
You are particularly adept at summoning
demons and elementals.
Prerequisites: Magic attack bonus +1,
Sorcery Style: Summoning.
180
Tortured Track
Sacrifice (General)
You can track beast or man across the
(Sorcery) land.
You may draw a huge quantity of magical Benefit: To find tracks or to follow them
Feats
power from a creature by painstakingly for 1 mile requires a successful Survival
sacrificing it over a period of several hours. check. You must make another Survival
This may be by bleeding them to death, check every time the tracks become difficult
whipping them, or otherwise inflicting to follow. While tracking, you move at
great torture on them. Different sorcerers half your normal speed, or at your normal
may have preferred methods of performing speed with a –5 penalty on the check, or at
the sacrifice. In every case, though, the up to twice your normal speed with a –20
point is to maximize the magical power penalty on the check. The DC depends on
gained from a single ritual sacrifice. the surface and the prevailing conditions,
Prerequisites: Ritual Sacrifice, magic as given on the Track Modifiers table.
attack bonus +2, base attack bonus +2.
Benefit: When you torture a victim to Very Soft Ground: Any surface, such as fresh
death in a ritualistic manner, if you take at snow, thick dust or wet mud, which holds
least fifteen minutes to do so you gain 1 PP deep, clear impressions of footprints.
for every full 3 hp they had to start with. If
you are able to spin the process out for an Soft Ground: Any surface soft enough to
hour or more, you gain 1 PP for every full yield to pressure, but firmer than wet mud
2 hp they had at the start of the torture. or fresh snow, in which a creature leaves
The victim must be bound or otherwise frequent but shallow footprints.
helpless. If for some reason you need to
know how much damage you have inflicted Firm Ground: Most normal outdoor
on them at some time part way through surfaces, such as lawns, fields, woods,
the process (for example, if the victim and the like, or exceptionally soft or dirty
is rescued before you finish them off ), indoor surfaces, such as thick rugs and very
assume that you had to inflict a minimum dirty or dusty floors. The creature might
of 1d3 hit points damage per five minutes, leave some traces, such as broken branches
but could inflict as much as your standard or tufts of hair but it leaves only occasional
melee attack damage every round if desired or partial footprints.
(this latter damage assumes that you either
have a particularly tough opponent, or are Hard Ground: Any surface that does not
choosing to kill them quickly because they hold footprints at all, such as bare rock
are about to be rescued), or anything in or an indoor floor. Most streambeds fall
between. If you kill them before the 15 into this category, since any footprints
minutes is up, you only gain 1 PP for every left behind are obscured or washed away.
full 4 hp they had, just as with a standard The creature leaves only traces, such as
ritual sacrifice. You only gain the PP when scuffmarks or displaced pebbles.
the victim dies, not during the torture. It is
impossible to gain any power by torturing If you fail a Survival check, you can retry
a victim for a little while, healing him and after 1 hour (outdoors) or 10 minutes
then torturing him some more. (indoors) of searching.
181
Track Modifiers Normal: Without this feat, you can use
Survival the Survival skill to find tracks but you can
follow them only if the DC for the task is
DC
10 or lower. Alternatively, you can use the
Condition Modifier
Search skill to find a footprint or similar
Every three creatures –1 sign of a creature’s passage using the DCs
in the group being
Feats
182
weapon in his secondary hand, or -6 if
using a one-handed weapon in each hand. Web of Death
(General)
Two-Weapon You can spin your blade and endanger any
who dare attack you.
Defence Prerequisite: Base attack bonus +5,
Feats
(General) Combat Reflexes, Weapon Focus.
Benefit: When taking a total defence
When wielding a weapon in each hand, action, you spin your weapon so skilfully
you are an expert at defensive parrying. that you can make an attack of opportunity
Prerequisites: Parry, Two-Weapon Combat on anyone who attacks you. The normal
Proficiency. rules for attacks of opportunity apply. This
Benefit: When you fight with two weapons, attack is resolved after your opponent’s.
you can give up one attack at your highest Special: A character that has seven or more
attack bonus with one of the weapons to levels of the barbarian class may not select
gain a parry bonus to Parry Defence for this feat. If a character with this feat ever
one full round after you would have made gains seven or more levels in the barbarian
the attack. This parry bonus is +2 if the class, he immediately and permanently
weapon is light, or +3 if the weapon is one- loses this feat.
handed.
Special: Two-Weapon Defence can also
apply to shields, if you are using a shield Weapon
to make shield bash attacks rather than for
parrying. Specialisation
(General)
Weapon Focus Choose one type of weapon. If desired,
this weapon could be ‘unarmed strike’
(General) or ‘grapple’. You are especially good at
Choose one type of weapon. If desired, inflicting damage with this weapon.
this weapon could be ‘unarmed strike’ or Prerequisites: Weapon Focus in the
‘grapple’. You are highly skilled with this selected weapon, soldier level 4.
weapon. Benefit: You add +2 to all damage dealt
Prerequisites: Proficient with weapon, with the weapon you have specialised with.
base attack bonus +1. If the weapon is a ranged weapon, the
Benefit: You add +1 to all attack rolls you target must be within 30 feet.
make using the selected weapon. Special: This feat can be gained multiple
Special: This feat can be gained multiple times. The effects do not stack. Each
times. The effects do not stack. Each time you take the feat, it applies to a new
time you take the feat, it applies to a new weapon. A character who has seven or more
weapon. A character who has seven or more levels of the barbarian class may not select
levels of the barbarian class may not select this feat. If a character with this feat ever
this feat. If a character with this feat ever gains seven or more levels in the barbarian
gains seven or more levels in the barbarian class, he immediately and permanently
class, he immediately and permanently loses this feat.
loses this feat.
183
momentary distraction on the part of an
Whirlwind ally to give him a blow to the head from
behind, rob him and leave him for dead.
Attack Even Zingarans who are not primarily
(General) thieves or pirates are often expert with the
sneak attack.
You lash out at any available target,
Feats
dispatching foes all around you with Prerequisites: Must be Zingaran, base
terrifying speed. attack bonus +8, sneak attack +4d6.
Prerequisites: Int 13, Dex 13, Dodge, Benefit: For purposes of determining
Mobility, Combat Expertise, base attack whether or not you are able to sneak
bonus +4. attack an opponent who has the Improved
Benefit: When you use the full attack Uncanny Dodge class feature, you may
action, you can give up your regular use your character level, rather than your
attacks and instead make one melee attack thief or pirate class level. Furthermore, if
at your full base attack bonus against each your opponent is distracted at the time,
opponent within reach. When you use the you may use double your character level,
Whirlwind Attack feat, you also forfeit any rather than your pirate or thief class level,
bonus or extra attacks granted by other for this purpose. You could potentially
feats, spells, or abilities. contrive to create a suitable distraction by
a Bluff versus Sense Motive check, or you
could take advantage of a distraction such
Zingaran as a suddenly revealed treasure or bizarre
happenstance.
Surprise Normal: Usually you may only sneak attack
(General) a character who has Improved Uncanny
Dodge if you have more levels as a thief
Though the Zingarans are famed for or pirate than that character has levels in
swordplay, they are perhaps still more the class or classes that granted
famed for their willingness to him Improved Uncanny
take advantage of any Dodge.
184
Equipment
Equipment
Loot, Coin and the Spoils of War
Acquiring wealth and
objects of value is a central theme in
High Living
It is in the nature of adventurers to spend
many adventures. However, spending
money like water whenever they have
it is a good deal less interesting. Conan
it. Folk who regularly risk their lives
does not seem to go shopping for new
in the hope of gaining unimaginable
weapons, armour or other ‘sensible’
wealth live for today, spending their
equipment choices when he succeeds
gains on gambling, good company,
in stealing a hoard of treasure. Rather,
expensive food, fine wines and spirits
he spends the lot on high living, as the
in enormous quantity and even more
quote above illustrates.
frivolous pursuits. The Games Master
should feel free to enforce the High
The only times money should be
Living rule whenever characters have a
especially useful to your characters
large quantity of cash and no definite
are when their weapons or armour are
plans for spending it:
lost or destroyed and when it could
be useful to them to buy influence or
Every week, all characters will spend
power, usually in the form of followers.
a minimum of 50% of their current
Certainly there should be no need to
wealth on high living, if that wealth is
have players keep track of every last
currently over 50 silver pieces.
silver piece in their purses. Either they
have enough money to get by, or else it
This expenditure includes all
is time to go adventuring again.
ordinary living costs such as food
and accommodation. The Games
Anything truly valuable cannot be
Master should also consider granting
bought and sold. Time and again in the
circumstance bonuses to Gather
stories we are told of an object, venom
Information checks made by adventurers
or lotus preparation that proved crucial
who are spending particularly large
for success in a particular adventure
amounts of cash.
– and needed another lengthy and
dangerous adventure to acquire in the
Nobles’ and scholars’ expenditure on
first place. Golden lunas can be no
high living can, at times, be somewhat
substitute for a personal trip to the
less wasteful than that of other classes.
fiend-haunted jungles of Khitai if you
Once a month a noble or scholar
are in search of lotus blossoms. . .
may designate that their high living
expenditure for that week is spent on
networking parties (for the noble)
and unusual scrolls or access to other
185
information (for the scholar). During ¼ sp, barter or buying in bulk are the
this more useful week, the noble may only real options.
receive a +2 circumstance modifier to
any Charisma based skill checks to
Selling Loot
Equipment
186
thrown as well. Ranged weapons are see specific weapon descriptions. A
thrown weapons or projectile weapons character gets no Strength bonus on
that are not effective in melee. damage rolls with a ranged weapon
unless it is specially built to grant
Equipment
Reach Weapons: Lances, pikes, staves, such. If the bow has a penalty for low
war spears and whips are reach weapons. Strength, apply it to damage rolls when
A reach weapon is a melee weapon that fired, even by a character with a high
allows its wielder to strike at targets that Strength.
are not adjacent to him. Most reach
weapons double the wielder’s natural Ammunition: Ranged weapons use
reach, meaning that a typical Medium ammunition: arrows (for bows), bolts
wielder of such a weapon can attack a (for crossbows) or sling bullets (for
creature 10 feet away but not a creature slings). When using a bow, a character
in an adjacent square. The wielder of a can draw ammunition as a free action;
reach weapon can still parry an adjacent crossbows and slings require an action
foe’s attacks with it, even if he cannot for reloading. Generally speaking,
attack the foe. ammunition that hits its target is
destroyed or rendered useless, while
Thrown Weapons: Axes, daggers, clubs, normal ammunition that misses has a
Ghanata knives, hatchets, hunting 50% chance of being destroyed or lost.
spears, javelins, knives and poniards are
thrown weapons. The wielder applies Light, One-Handed and Two-Handed
his Strength modifier to damage dealt Melee Weapons: This designation is a
by thrown weapons, except for splash measure of how much effort it takes to
weapons. It is possible to throw a wield a weapon in combat. It indicates
weapon that is not designed to be whether a melee weapon, when wielded
thrown, that is, a melee weapon that by a character of the weapon’s size
does not have a numeric entry in category, is considered a light weapon,
the Range Increment column on the a one-handed weapon or a two-handed
Weapons table; however, a character weapon.
who does so takes a –4 penalty on the
attack roll. Throwing a light or one- Light: A light weapon is easier to use
handed weapon is a standard action, in one’s off hand than a one-handed
while throwing a two-handed weapon weapon is and it can be used while
is a full-round action. Regardless of the grappling. A light weapon is used in
type of weapon, such an attack scores a one hand. Add the wielder’s Strength
threat only on a natural roll of 20 and bonus (if any) to damage rolls for melee
deals double damage on a critical hit. attacks with a light weapon if it is used
Such a weapon has a range increment in the primary hand, or one-half the
of 10 feet. wielder’s Strength bonus if it is used in
the off hand. Using two hands to wield
Ranged Weapons: Arbalests, bows, a light weapon gives no advantage on
crossbows, longbows and slings are damage; the Strength bonus applies as
projectile weapons. Most projectile though the weapon were held in the
weapons require two hands to use; wielder’s primary hand only.
187
An unarmed strike is always considered made with that object. To determine the
a light weapon. size category and appropriate damage
for an improvised weapon, compare
One-Handed: A one-handed weapon its relative size and damage potential
Equipment
can be used in either the primary hand to the weapon list to find a reasonable
or the off hand. Add the wielder’s match. An improvised weapon scores a
Strength bonus to damage rolls for threat on a natural roll of 20 and deals
melee attacks with a one-handed double damage on a critical hit. An
weapon if it is used in the primary hand, improvised thrown weapon has a range
or ½ his Strength bonus if it is used in increment of 10 feet.
the off hand. If a one-handed weapon
is wielded with two hands during melee
combat, add 1½ times the character’s Weapon
Strength bonus to damage rolls.
Two-Handed: Two hands are required Qualities
to use a two-handed melee weapon Here is the format for weapon entries,
effectively. Apply 1½ times the given as column headings on the
character’s Strength bonus to damage Weapons table below.
rolls for melee attacks with such a
weapon. Cost: This value is the weapon’s cost
in silver pieces (sp). The cost includes
Weapon Size: Every weapon has a size miscellaneous gear that goes with the
category. This designation indicates weapon.
the size of the creature for which the
weapon was designed. Damage: The Damage columns give
the damage dealt by the Medium
A weapon’s size category is not the version of the weapon on a successful
same as its size as an object. Instead, hit.
a weapon’s size category is keyed to
the size of the intended wielder. In Critical: The entry in this column
general, a light weapon is an object notes how the weapon is used with
two size categories smaller than the the rules for critical hits. When your
wielder, a one-handed weapon is an character scores a critical hit, roll the
object one size category smaller than damage two, three, or four times, as
the wielder and a two-handed weapon indicated by its critical multiplier,
is an object of the same size category as using all applicable modifiers on each
the wielder. roll. Add all the results together.
188
x3: The weapon deals triple damage on However, Armour Piercing never
a critical hit. applies against a weapon’s hardness.
x4: The weapon deals quadruple Hit Points: The amount of hit points
Equipment
damage on a critical hit. the weapon has. If reduced to 0, the
weapon can be considered destroyed.
19–20/x2: The weapon scores a threat
on a natural roll of 19 or 20 (instead of Type: Weapons are classified according
just 20) and deals double damage on a to the type of damage they deal:
critical hit. The weapon has a threat bludgeoning, piercing or slashing.
range of 19–20. Some monsters may be resistant or
immune to attacks from certain types
18–20/x2: The weapon scores a threat of weapons.
on a natural roll of 18, 19, or 20
(instead of just 20) and deals double Some weapons deal damage of multiple
damage on a critical hit. The weapon types. If a weapon is of two types, the
has a threat range of 18–20. damage it deals is not half one type
and half another; all of it is both types.
Armour Piercing: The entry in this Therefore, a creature would have to be
column indicates the number added immune to both types of damage to
to the wielder’s Strength modifier to ignore any of the damage from such a
determine the final armour piercing weapon.
score of a successful blow and its effects
on the opponent’s Damage Reduction. In other cases, a weapon can deal either
of two types of damage. In a situation
Range Increment: Any attack at less when the damage type is significant,
than this distance is not penalized the wielder can choose which type of
for range. However, each full range damage to deal with such a weapon.
increment imposes a cumulative –2
penalty on the attack roll. A thrown Special: Some weapons have special
weapon has a maximum range of five features. See the weapon descriptions
range increments. A projectile weapon for details.
can shoot out to ten range increments.
189
Despite this, many adventurers have place. Reloading takes three full-round
weapons they especially prefer and actions, so few adventurers bother to
there are certainly advantages and reload their arbalests during combat.
disadvantages to various types of An arbalest must be wielded with both
Equipment
190
double-handed war-axes of the Aesir long. In better quality weapons the
and Vanir can also be treated as shaft will be protected by steel langets
bardiches. extending down most of its length from
Battleaxe: The battleaxe is a powerful the head. You can use a ready action to
Equipment
weapon, ideal for dealing deadly set a bill against a charge, in which case
overhead blows from horseback but it deals double damage on a successful
also sufficiently well-balanced for hit against a charging character. A bill
fast-moving melee combat. Mounted may be used to make trip attempts. A
mercenaries favour it especially, since it character who is wielding a bill and
is relatively cheap but highly effective who is tripped while making a trip
against armoured enemies. attempt may drop the bill to avoid
Bill: This versatile polearm was being tripped in return.
originally derived from a hedging Bow, Hunting: These small, simple
tool mounted on a long shaft but is in bows are used around the world, both
common use by heavy infantry and city for hunting and combat. Any bow other
watchmen alike. Nemedian soldiers, than one of the regional longbows can
police and mercenaries favour its use. be treated as a hunting bow. Hunting
A bill has a spearhead, curved axe-head bows require two hands for use. They
and hook, all forged from a single blade may be used while mounted. If you
and mounted on a shaft around six feet have a Strength penalty, apply it to
damage when using a hunting
bow.
Hit Bow, Hyrkanian: The
Hardness Points Weight Type Hyrkanian bow is a composite
bow made from horn, wood
- - - Bludgeoning and sinew. A Hyrkanian
10 1 1 lb. Bludgeoning bow requires both hands to
shoot and may be used while
10 1 1 lb. Piercing mounted. Hyrkanian bows
5 2 2 lb. Slashing all have strength ratings (see
8 1 1 lb. Slashing
sidebar).
8 1 1 lb. Slashing
8 1 ½ lb. Piercing Bow, Shemite: The Shemite
bow is very similar to the
5 4 2 lb. Bludgeoning Hyrkanian bow. A Shemite
7 5 4 lb. Bludgeoning bow requires both hands to
7 3 2½ lb. Bludgeoning shoot and may be used while
5 4 2 lb. Piercing mounted. Shemite bows
all have strength ratings (see
7 4 5 lb. Piercing sidebar).
5 5 3 lb. Bludgeoning Bow, Stygian: The Stygian
bow is heavy and powerful,
5 2 1 lb. Piercing
5 1 3 lb. - shooting a long, weighty
5 3 2 lb. Piercing arrow that does a great deal
- - 0 lb. Bludgeoning of damage but will not travel
- - 5 lb. - so far as most other arrows.
191
A Stygian bow requires both hands only long enough for one hand to grip
to shoot and may not be used while it comfortably, the pommel is large
mounted, though the Stygian nobility and often disc-shaped, allowing for a
often use them from chariots. Stygian warrior to get his second hand behind
Equipment
bows all have strength ratings (see the blow if need be and use the weapon
sidebar). two-handed. A broadsword being
Broadsword:This heavy, slightly tapered wielded two-handed can be used as a
sword is intended for battlefield use and finesse weapon if desired.
is often wielded by knights expecting Club: The club is perhaps the simplest
to face lightly armoured enemies. It is of man-made weapons. It is most often
too expensive for most mercenaries but found in primitive countries but may
many adventurers favour broadswords also be used by peasants and city mobs
for their good balance and reasonable in more civilised nations.
effectiveness against armour. Though Club, War: War clubs are used by
the broadsword’s handgrip is clearly warriors who cannot afford anything
Martial Weapons
Armour Range
Weapon Cost Damage Critical Piercing Increment
Light Melee Weapons
AxeF 3 sp 1d8 x3 1** 10 ft.
Knife, GhanataF 2 sp 1d8 x2 1** 10 ft.
Pommel* * 1d4 x2 1 -
PoniardF 10 sp 1d6 19-20/x2 1** 5 ft.
Sword, ShortF 50 sp 1d8 19-20/x2 1 -
One-Handed Melee Weapons
Battleaxe 5 sp 1d10 x3 4 -
Broadsword* 125 sp 1d10 19-20/x2 3 -
Cutlass 50 sp 1d10 19-20/x2 2 -
Knife, Zhaibar 25 sp 1d12 x2 1 -
Lance, Heavy* 7 sp 1d10 x3 3 -
Lance, Light* 5 sp 1d10 x3 2 -
Scimitar 75 sp 1d8 18-20/x2 2 -
Sword, ArmingF 100 sp 1d10 19-20/x2 2 -
Warhammer 7 sp 1d6 x3 7 -
Two-Handed Melee Weapons
Bardiche 8 sp 2d10 x3 5 -
Bill* 7 sp 2d8 x3 6 -
Club, War 3 sp 2d6 x2 4 -
Pike*R 5 sp 2d6 x3 2 -
Pollaxe* 8 sp 2d6 x3 8 -
Sword, War*F 150 sp 1d12 19-20/x2 3 -
Ranged Weapons
Arbalest 15 sp 2d8 x2 6** 70 ft.
Bolts (10) 3 sp - - - -
Crossbow 12 sp 2d6 x2 4** 60 ft.
Bolts (10) 2 sp - - - -
192
better, or who live in areas where Cutlass: Cutlasses are shorter than
better weapons are not generally broadswords but almost as heavy and
manufactured. damaging. For this reason they are
Crossbow: Crossbows are favoured much-used by pirates, who need a
Equipment
by countries that do not have many weapon that is not likely to get entangled
troops capable of wielding any type in rigging or stuck in the low ceilings
of longbow, which includes many of below decks. Any one-handed weapon
the Hyborian nations. It is reasonably larger than the cutlass that is wielded
quick to fire, as it can be reset by hand, in such a low-ceilinged environment is
unlike the heavier arbalest. Despite used with a -2 circumstance penalty to
this, the experienced warrior will find the attack roll.
a bow of any kind to allow a far more Dagger: The dagger is an all-purpose
rapid rate of fire. A crossbow requires weapon and tool, carried by almost
two hands to fire. It may be reloaded everyone over the age of ten or so in the
as a full-round action. Hyborian countries. Most daggers have
double-edged
blades, making
Hit them more useful
Hardness Points Weight Type for stabbing than
cutting but they
5 3 2 lb. Slashing are still short and
8 3 2 lb. Slashing handy enough
* * * Bludgeoning to have many
10 2 1 lb. Piercing roles outside of
10 3 1½ lb. Slashing or Piercing combat.
Gauntlet:
7 5 3 lb. Slashing
10 5 2½ lb. Slashing Gauntlets come
8 5 2 lb. Slashing free with all
8 6 3 lb. Slashing medium and
5 8 7 lb. Piercing heavy armours but
5 5 4 lb. Piercing some characters
10 5 2½ lb. Slashing may elect to buy
10 4 2 lb. Slashing or Piercing a gauntlet by itself
7 4 4 lb. Bludgeoning or Piercing as a weapon.
Greatsword:
7 10 7 lb. Slashing Possibly the most
7 10 6 lb. Slashing or Piercing powerful weapon
5 10 6 lb. Bludgeoning
fielded on the
5 8 10 lb. Piercing
7 10 7 lb. Slashing or Piercing battlefield by most
10 8 4 lb. Slashing or Piercing Hyborian nations,
the greatsword is a
6 5 20 lb. Piercing large, no-nonsense
5 1 2 lb. - killing sword.
5 4 15 lb. Piercing Adventurers
5 1 1 lb. -
193
of Nemedia are particularly noted Knife: A short, single-edged cutting
for wielding greatswords but most tool, the knife can only really be effective
other Hyborian armies have at least as a weapon against unarmoured or
a few knights armed with this deadly defenceless foes.
Equipment
Exotic Weapons
Armour
Weapon Cost Damage Critical Piercing
One-Handed Melee Weapons
Sabre 125 sp 1d10 18-20/x2 2
Sword, War* 150 sp 1d12 19-20/x2 3
Whip*F 2 sp 1d4 x2 0
Two-Handed Melee Weapons
Greatsword 200 sp 2d10 19-20/x2 4
Tulwar 150 sp 2d8 18-20/x2 3
Ranged Weapons
Bow, Hyrkanian 25 sp 1d10 19-20/x2 3**
Arrows (20) 3 sp - - -
Bow, Shemite 25 sp 1d10 x3 4**
Arrows (20) 3 sp - - -
Bow, Stygian 30 sp 1d12 19-20/x2 2**
Arrows (20) 4 sp - - -
Longbow, Bossonian 20 sp 1d12 x3 5**
Arrows (20) 3 sp - - -
* See the weapon description for special rules.
** The Armour Piercing score for all ranged weapons is reduced by 1 for each
range increment beyond the first.
F
Finesse weapon.
R
Reach weapon.
194
thrusting. Most Zhaibar knives are be reasonably effective on foot; if used
bone-handled. while dismounted, treat a light lance as
Lance, Heavy: A heavy lance used a hunting spear.
from the back of a charging mount Longbow, Bossonian: The Bossonian
Equipment
does double damage and has a +2 longbow has justly made the Bossonian
circumstance bonus to Armour Marches famous for the quality and
Piercing. A heavy lance has reach: you deadliness of their archers. This massive
can use it against opponents ten feet yew bow does not quite have the range
away but you may not use it against of the Hyrkanian or Shemite bows but
an adjacent enemy. Heavy lances are the Bossonian archers make up for this
intended for use when mounted and with deadly accuracy once the enemy
are unbalanced for use on foot; if used is within range and utter steadfastness
while dismounted, treat a heavy lance when he is not. A Bossonian longbow
as a war spear with a -2 circumstance requires both hands to shoot and may
penalty to all attack rolls. not be used while mounted. If you have
Lance, Light: A light lance used a Strength penalty, apply it to damage
from the back of a charging mount when using a Bossonian longbow.
does double damage and has a +1 Bossonian longbows all have strength
circumstance bonus to Armour ratings (see sidebar).
Piercing. Light lances are intended Mace, Heavy or Light: The mace
for use when mounted but can still consists of a wooden or metal shaft
Range Hit
Increment Hardness Points Weight Type
- 10 8 4 lb. Slashing
- 10 8 4 lb. Slashing
- 2 2 1 lb. Slashing
195
topped with a heavy, blunt striking bringing the total size of the weapon to
surface, usually flanged or ball-shaped. over two feet.
It is very effective against armour, Sabre: The sabre is a common cavalry
crushing both the protection and the weapon in the East. It is intended for
Equipment
196
adjacent opponents and those who are on foot. Although it is classified as an
10 feet away. exotic weapon, it may be wielded as a
Stiletto: This is a long, narrow-bladed martial weapon by a mounted character,
dagger, favoured at court and much or by a character using it in both hands.
Equipment
used by noble ladies and assassins. Note that its game statistics are slightly
Strike, Unarmed: When you have lost different depending on whether it is
your broadsword and poniard, or when being wielded in one hand or two. Any
you just want to prove a point, a fist to time a war sword is being wielded in
the jaw can be a devastatingly effective two hands, it may be used as a finesse
weapon, so long as your enemy is weapon and to make piercing attacks.
unarmoured. The table below summarises the various
Sword, Arming: The arming sword uses of the war sword.
resembles the broadsword but is slightly Tulwar: This two-handed, heavy curved
shorter and lighter and often not quite sword resembles a massive scimitar. It
so well made. Knights and mercenaries is wielded for its sheer cutting power
whose main weapon is a broadsword, and sometimes as symbol of rank
battleaxe, heavy mace or two-handed among warriors of the East.
weapon carry an arming sword as a Warhammer: Though referred to as a
backup weapon and some archers and warhammer, this weapon has a head
crossbowmen also use it. Furthermore, that more closely resembles a meat
it is the only weapon in its class light tenderiser, used for bashing in the
enough to be a finesse weapon (see joints of an armoured opponent. The
pg. 232). Well made, fancy-looking spike on the reverse of the head looks
versions of the arming sword are often a little like a pickaxe blade and can
worn about town by nobles and other be used to pierce right through heavy
well-to-do types, since it does not armour. The head is mounted on a
attract quite so much attention as the three-foot long shaft of ash, allowing
more obviously military broadsword. for good leverage.
Sword, Short: The short sword is Whip: A whip deals nonlethal damage,
somewhere between the arming sword though if it inflicts 4 or more damage in
and poniard in length, with a blade a single blow, one point of this damage
some two feet long or a little longer. It is considered to be lethal damage. It
is handy, concealable and can be used deals no damage to any creature with
as a finesse weapon, making it much Damage Reduction of 3 or higher,
favoured by thieves and skirmishers. whether from armour or natural DR.
Sword, War: Also known as a bastard The whip is treated as a melee weapon
sword or hand-and-a-half sword, the with 15-foot reach, though you do not
war sword is intended for one-handed threaten the area into which you can
use from horseback, or two-handed use make an attack. In addition, unlike
most other weapons
Movement Hands Used Classification Finesse? with reach, you
Mounted One Handed Martial No can use it against
Mounted Two Handed Exotic Yes foes anywhere
On Foot One Handed Exotic No within your reach,
On Foot Two Handed Martial Yes including adjacent
197
foes. Using a whip provokes an attack minute on an unarmoured, helpless
of opportunity, just as if you had used opponent.
a ranged weapon. You can make trip
attacks with a whip. If you are tripped
Weapon
Equipment
A character whose Strength modifier is less than the strength rating of the bow has a -2
circumstance penalty on his attack rolls with that bow. A bow with a positive strength
rating (+1 or higher), when used by a character who has a Strength bonus, allows that
character to apply his Strength bonus to the damage dealt by the bow and to the Armour
Piercing value of the bow, to a maximum of the strength rating of the bow.
For longbows with strength ratings of +1 or above, the cost to buy the bow is increased
by +20 sp for each +1 of the strength rating.
For example, a character of Strength 16 has a Strength bonus of +3. If he were proficient
with the Bossonian longbow, the ideal weapon for him to wield would be a Bossonian
longbow (+3), at a cost of 80 sp. He would deal 1d10+3 damage with this weapon and
it would have an Armour Piercing value of 9*. If he had instead a Bossonian longbow
(+2) at a cost of 60 sp, he would only deal 1d10+2 damage (AP 8*). If he picked up a
Bossonian longbow (+4), he would still deal only 1d10+3 damage (AP 9*) and suffer a
-2 penalty on his attack rolls with it.
198
greatswords are scarce beyond them. It the Black Kingdoms. Occasionally,
is always up to the Games Master to primitive weapons can be found in
determine which weapons are available more advanced nations, especially
in specific regions. in frontier or isolated regions where
Equipment
both materials and smiths may be of
low quality. Primitive weapons are
Weapon usually only simple weapons, though
occasionally primitive martial weapons
Quality are made. None of the exotic weapons
There are almost no specifically can be made as primitive weapons. All
‘magical’ weapons in the Hyborian age. primitive weapons are brittle and tend
However, superior and inferior quality not to be so durable or keep such a
weapons are sometimes available. good edge as standard weapons. They
are usually made from stone, copper,
The standard weapons listed in the bronze or poor quality iron.
Weapons table are assumed to be of
average quality. On occasion, it may Primitive weapons have only half
be necessary to wield weapons of lesser the Hardness of standard weapons
quality; conversely, an adventurer who (rounded down), and their Armour
is fortunate enough to get his hands Piercing value is reduced by 2, to a
on a better quality weapon will likely minimum of 0.
not give it up until it is prised from his
dead fingers or lost in the corpse of his Furthermore, primitive weapons break
enemy. if they strike completely ineffectively
against a metal-armoured character,
In Conan the Roleplaying Game, the that is, if the armour’s DR reduces the
hierarchy of weapon quality is as primitive weapon’s damage to 0.
follows: primitive weapons, standard
weapons, Akbitanan weapons. Primitive weapons cost only one-half
Primitive weapons are the poorest the cost listed in the Weapons table,
quality and Akbitanan weapons are rounded down.
the best quality available short of the
extremely scarce magical weapons. For example: A primitive war spear still
does d10 damage with a x3 critical.
However, its Armour Piercing value is 0
Primitive and its hardness is only 3. It costs only
Weapons 1 sp.
Primitive weapons are found in
any place where it is hard to get For reference, a table of the most
good quality materials or where the common primitive weapons is
craftsmen are relatively low skilled provided in the Primitive Weapons
or, more commonly, both. This is Table sidebar.
particularly the case throughout the
Pictish Wilderness and in many of
199
Primitive Weapons
Armour Range
Weapon Cost Damage Critical Piercing Increment
Light Melee Weapons
HatchetF 1 sp 1d6 x2 0 10 ft.
Equipment
Akbitanan Weapons
Armour
Weapon Cost Damage Critical Piercing
Simple Weapons
Light Melee Weapons
DaggerF 50 sp 1d4 19-20/x2 3**
StilettoF 50 sp 1d4 x4 3
Martial Weapons
Light Melee Weapons
PoniardF 50 sp 1d6 19-20/x2 3**
Sword, ShortF 250 sp 1d8 19-20/x2 3
One-Handed Melee Weapons
Broadsword* 625 sp 1d10 19-20/x2 5
Scimitar 375 sp 1d8 18-20/x2 4
Sword, Arming* 500 sp 1d10 19-20/x2 4
Two-Handed Melee Weapons
Sword, War*F 750 sp 1d12 19-20/x2 5
Exotic Weapons
One-Handed Melee Weapons
Sabre 625 sp 1d10 18-20/x2 4
Sword, War* 750 sp 1d12 19-20/x2 5
Two-Handed Melee Weapons
Greatsword 1000 sp 2d10 19-20/x2 6
Tulwar 750 sp 2d8 18-20/x2 5
200
smiths’ preferred products.
Hit It might just be possible
Hardness Points Weight Type to persuade an Akbitanan
smith to manufacture
Equipment
2 2 2 lb. Slashing another weapon, but they
4 1 1 lb. Slashing are unlikely to be willing to
make a hafted weapon such
2 4 2 lb. Bludgeoning as a spear or axe. This is
2 4 2 lb. Piercing
because such a weapon must
3 4 5 lb. Piercing necessarily rely on a wooden
shaft for much of its strength;
2 2 1 lb. Piercing and no smith can guarantee
2 1 3 lb. - the strength of wood.
2 3 2 lb. Piercing
Akbitanan weapons grant an
city have more than enough business enhancement bonus of +1 to
without actively exporting their wares. attack rolls and +2 to Armour Piercing.
Furthermore, they have 1.5 times the
Almost all Akbitanan-manufactured usual Hardness and double the usual
weapons are martial or exotic, with hit points for the weapon type (round
bladed arms such as daggers, swords down). An Akbitanan weapon costs
and scimitars being the Akbitanan
Range Hit
Increment Hardness Points Weight Type
- 15 10 2½ lb. Slashing
- 15 10 2½ lb. Slashing
- 15 8 2 lb. Slashing or Piercing
- 15 16 4 lb. Slashing
- 15 16 4 lb. Slashing
201
five times the cost of the base weapon
(minimum 50 sp). Armour
For example, an Akbitanan war sword
Armour
Equipment
202
Even if a character’s Dodge Defence is Sorcery Failure: Armour interferes
effectively +0 because of armour, the with the gestures that a sorcerer must
character can still dodge. He is not make to cast an arcane spell that has
counted as ‘unable to dodge’ for the a somatic component. Sorcerers thus
Equipment
purposes of sneak attacks. face the possibility of sorcery failure if
they are wearing armour.
Your character’s encumbrance (the
amount of gear he carries) may also Casting a Spell in Armour: A character
restrict the maximum Dexterity bonus who casts a spell while wearing armour
to Dodge Defence that he can use. must usually make a sorcery failure roll.
The number in the Sorcery Failure
Shields: Shields do not affect a column on the Armour table is the
character’s maximum Dexterity bonus chance that the spell fails and is ruined.
to Dodge Defence. If the spell lacks a somatic component,
however, it can be cast with no chance
Armour Check Penalty: Any armour of sorcery failure.
heavier than a quilted jerkin penalises
a character’s ability to use some skills. Shields: If a character is wearing armour
An armour check penalty number is and using a shield, add the two numbers
the penalty that applies to Balance, together to get a single sorcery failure
Climb, Escape Artist, Hide, Jump, chance.
Move Silently, Sleight of Hand and
Tumble checks when a character is Sleeping in Armour: A character who
wearing a certain kind of armour. sleeps in medium or heavy armour is
Double the normal armour check automatically fatigued the next day.
penalty is applied to Swim checks. A He takes a –2 penalty on Strength and
character’s encumbrance (the amount Dexterity and cannot charge or run.
of gear carried, including armour) may Sleeping in light armour does not cause
also apply an armour check penalty. fatigue.
203
Great Helm: The armour penalty for a
Armour great helm applies to Listen and Spot
checks only.
Descriptions Leather Jerkin: This is a cheap and
Breastplate: Worn over a lightly quilted
Equipment
Armour Table
Damage Maximum
Armour Cost Reduction Dex Bonus
Light Armour
Leather Jerkin 10 sp 4 +6
Mail Shirt 400 sp 5 +4
Quilted Jerkin 45 sp 3 +7
Medium Armour
Brigandine Coat 300 sp 6 +2
Scale Corselet 100 sp 5 +3
Mail Hauberk 800 sp 6 +3
Breastplate 2,000 sp 6 +4
Heavy Armour
Mail Hauberk and Breastplate 2,800 sp 9 +1
Mail Hauberk and Brigandine Coat 1,100 sp 9 +0
Mail Hauberk and Scale Corselet 900 sp 8 +0
Mail Hauberk and Scale Hauberk 1,000 sp 9 +0
Mail Shirt and Breastplate 2,400 sp 8 +2
Mail Shirt and Brigandine Coat 700 sp 8 +1
Mail Shirt and Scale Corselet 500 sp 7 +1
Mail Shirt and Scale Hauberk 600 sp 8 +0
Plate Armour 6,500 sp 10 +2
Scale Hauberk 200 sp 6 +1
Helmets
Steel Cap +40 sp +1 -
Great Helm +350 sp +2 -
Visored Helm +450 sp +1/+2 -
#
Penalty applies to Listen and Spot checks only.
204
the world, though the best are made in will take 1d4 weeks and cost 500 sp per
Turan. week.
Plate Armour: The ultimate in Quilted Jerkin: Painstakingly hand-
protection, plate armour consists of sewn from twenty or more layers of
Equipment
shaped steel plates covering the entire linen, the quilted jerkin is light and
body, from the tips of the toes to the usually fits well, allowing for almost
crown of the head. Plate armour is completely unencumbered movement
always made to fit the wearer, a process but not offering so much protection as
that will take several months and usually a good suit of mail or scale armour.
require a sizable deposit upfront. There Scale Corselet: This is an armour for the
is a straight 20% chance that any given torso only, made from overlapping layers
suit will almost fit a particular character, of small oval metal scales held together
in which case it can be worn but with by woven laces. It is usually worn
a maximum Dex bonus of +0. A suit with some light limb protection such
that almost fits in this manner can be as thick boiled leather plates or even
re-sized to fit the character perfectly, as simply multiple layers of quilted linen
though it were made-to-measure. This or wool. Scale corselets are common
among mercenary bands
and some of the Shemite
Armour Check Sorcery Speed nomads and Hyrkanian
Penalty Failure (30 ft.) Weight warriors.
Scale Hauberk: A scale
-1 40% 30 ft. 5 lb.
hauberk covers the arms,
-3 60% 30 ft. 20 lb.
- 30% 30 ft. 2 lb. torso and legs almost to
the knee with metal scales
-5 70% 25 ft. 30 lb. similar to those used for a
-4 75% 25 ft. 25 lb. scale corselet. The lower
-4 80% 25 ft. 35 lb. legs may be protected by
-4 70% 25 ft. 20 lb. light mail armour, steel
greaves, or hardened
-8 95% 25 ft. 55 lb. leather plates.
-9 95% 25 ft. 65 lb. Steel Cap: This also
-8 90% 25 ft. 60 lb. includes all open-faced
-10 100% 25 ft. 75 lb.
helmets, such as the
-7 85% 25 ft. 40 lb.
-8 85% 25 ft. 50 lb. morion helms favoured
-7 80% 25 ft. 45 lb. by Argossean soldiers and
-9 100% 25 ft. 60 lb. sailors, the horned helmets
-6 95% 25 ft. 55 lb. of the Nordheimr and
-6 90% 25 ft. 40 lb. the plain conical helms
worn by the nomads of
- 10% - 3 lb. Shem. Most steel caps are
-2# 20% - 7 lb. simple, mass-produced
-/-2# 20% - 5 lb. items intended to protect
the ordinary soldiery from
glancing blows.
205
Visored Helm: Visored helms include
any helmets which have some means Armour
of opening out to allow the wearer to
more easily see and breathe, including Quality and
Equipment
206
importantly, it is significantly harder One minute is 10 rounds. Readying
and will only be damaged if the wearer (strapping on) a shield is only a move
is dealt 25 hit points of damage, rather action.
than the usual 20 hit points. It costs Don Hastily: This column tells how
Equipment
three times as much as an equivalent long it takes to put the armour on in a
suit of armour. hurry. The armour check penalty and
Damage Reduction for hastily donned
If two suits of armour are combined, armour are each 1 point worse than
such as a mail hauberk and breastplate, normal.
this increase to maximum Dex bonus Remove: This column tells how long it
applies only if both suits of armour takes to get the armour off. Loosing a
are superior. Superior quality armour shield (removing it from the arm and
must always be tailored to fit the wearer dropping it) is only a move action.
– a looted suit of superior armour can
be reworked to fit its new owner but
unless a Craft (armourer) check (DC Shields
30) is made, the resulting armour will Shields share some characteristics with
no longer be superior. armour and some with weapons, as
well as having some qualities entirely
their own.
Getting into
and out of All shields have a shield bonus. This
added to the Parry Defence of any
Armour character who is parrying; see pg. 225.
The time required to don armour
depends on its type; see the Donning In addition, the shield bonus is added
Armour table. to the Dodge Defence of any character
Don: This column tells how long it who is dodging a ranged attack. This
takes a character to put the armour on. represents the relative ease of ducking
Donning Armour
Don
Armour Type Don Hastily Remove
Shield (any) 1 move action n/a 1 move
action
Leather jerkin, mail shirt, quilted 1 minute 5 rounds 1 minute1
jerkin, brigandine coat
Scale hauberk, mail hauberk, 4 minutes1 1 minute 1 minute1
breastplate
Plate armour, scale hauberk, all 4 minutes2 4 minutes1 1d4+1
heavy armour combinations minutes1
1
If the character has some help, cut this time in half. A single character doing
nothing else can help one or two adjacent characters. Two characters cannot
help each other don armour at the same time.
2
The wearer must have help to don this armour. Without help, it can be
donned only hastily.
207
Shields
Armour
Shield Check Sorcery
Shield Cost Bonus Penalty Failure Damage Critical
Buckler 5 sp +2 -1 20% 1d6 x2
Equipment
208
Kothian who
has ordered
Armour Hit her kidnapped
Piercing Hardness Points Weight Type to be his wife;
Equipment
1 10 4 2 lb. Bludgeoning it might turn
0 6 10 8 lb. Bludgeoning out that she
0 6 6 4 lb. Bludgeoning is a king’s
d a u g h t e r,
Goods and her safe return could be worth
a thousand gold lunas to her father.
Various other items are available in
the Hyborian Age. As ever, their The prices given here can be no more
availability can be wildly variable and than guidelines. In the end, an item
frequently tracking down goods can be is worth whatever a buyer is willing to
very nearly an adventure in itself. pay for it.
In any case, characters are not Weights for all the items listed on
encouraged to burden themselves down the Goods and Services table below
with everything but the kitchen sink, are their filled weights, except where
on the off chance that it might come otherwise designated.
in useful on an adventure. Conan the
Roleplaying Game, in keeping with the
stories, encourages characters to be Goods and
larger-than-life action heroes capable
of achieving their ends with little more Services
than a broadsword and whatever can be Clothing
found around them. The Games Master Item Cost Weight
is always at liberty to cross items off a Belt 1 sp ½ lb.
character’s character sheet in between Belt, Knight’s
adventures without compensation if or Lady’s 5 sp ½ lb.
characters begin to become laden down Boots, Riding 6 sp 1 lb.
with junk. After all, if they really need Boots, Work 1 sp 1 lb.
something, they can always steal it. Breeks, Silk 5 sp –
However, for those who cannot resist Cloak 1 sp 1 lb.
going shopping when in a large city, Doublet 2 sp ½ lb.
the following pages give an indication Feathered
of what can be acquired by those with Head-Dress 1 sp –
enough money to pay for it. Hat, Hood
or Bonnet 1 sp –
It is important to note that supply and Hose or
demand makes an enormous difference Stockings ½ sp ½ lb.
to cost. The beautiful Brythunian slave Jacket or Coat 2 sp ½ lb.
girl may be worth little more than dozen Kirtle or Dress 2 sp 1 lb.
silvers in the slave markets of Turan but Loincloth ¼ sp −
as many as three hundred to the rich Merchant’s
Clothing See below See below
209
Noble’s Parchment
Clothing See below See below (sheet) ½ sp *
Pattens ½ sp ½ lb. Rope, hemp
Robe 4 sp 2 lb. (50 ft.) 1 sp 10 lb.
Equipment
210
Musical Inn stay (per day)
instrument, Good 3 sp −
any stringed 20 sp 5 lb. Common 1 sp −
Musical Poor ¼ sp −
Equipment
instrument, Meals (per day)
horn 5 sp 3 lb. Good 3 sp −
Musical Common 1 sp −
instrument, Poor ¼ sp −
masterwork +100 sp − Meat,
Thieves’ tools 30 sp 1 lb. chunk of ½ sp ½ lb.
Thieves’ tools, Rations, trail
masterwork 130 sp 2 lb. (per day) 1 sp 1 lb.
Tool, Wine
masterwork +100 sp * Ghazan (gallon) 4 sp 8 lb.
Scale, Kyros (mug) 2 sp 1 lb.
merchant’s 2 sp 1 lb.
Vehicles
Property
Item Cost Holds or
Item Cost Weight Carries
Hovel 5 gl
Cart 100 sp 200 lb. ½ ton
Small house 50 gl
Carack 75,000 sp – 130 tons
Great house 250 gl
Galley,
Manor House 950 gl
Corsair 60,000 sp – 80 tons
Lord’s castle 3,000 gl
Galley,
King’s castle 12,000 gl
Stygian 20,000 sp – 35 tons
Galley,
Spells for Hire Trading 15,000 sp – 40 tons
Cost to have a spell cast for you: PP Gondola,
cost x scholar level x 50 sp. Stygian 4,600 sp – 10 tons
Wagon 300 sp 400 lb. 2 tons
Food, Drink, and Lodging
Item Cost Weight
Ale
Mounts and Related Gear
Item Cost Weight
Gallon 2 sp 8 lb.
Bit and bridle 1 sp 1 lb.
Mug ¼ sp 1 lb.
Camel, racing 750 sp –
Banquet
Camel, riding 80 sp –
(per person) 2 sp −
Camel, pack 60 sp –
Bread,
Carrier Pigeon 1 sp –
three loaves ¼ sp 3 lb.
Dog, pet ½ sp –
Cheese,
Dog, war 50 sp −
hunk of ½ sp ½ lb.
Feed (per day) ½ sp 10 lb.
Horse, riding 100 sp −
Horse, work 75 sp –
211
Warhorse, Belt: A broad leather belt, fastened
Bhalkana 2,500 sp − with a buckle.
Warhorse, Belt, Knight’s or Lady’s: A narrow,
Hyborian 800 sp − fancy belt with a very long end designed
Equipment
212
worn to keep the rain and sun off or Pattens: Wooden overshoes designed
just for fashion. to save expensive or delicate footwear
Hose or Stockings: Woollen stockings from muddy puddles.
or leggings extending from the foot to Robe: A plain priest’s or scholar’s robe
Equipment
just below the waist, and either tied in dark wool. More expensive versions,
onto the doublet with more ‘points,’ or priced as per merchant’s or noble’s
held up with garters. clothing, are available for particularly
Kirtle or Dress: A long plain dress vain sorcerers or wealthy priests.
made of wool. Sandals: Simple leather footwear.
Loin-Cloth: The bare minimum Shirt and Braes, or Shift: This is linen
clothing you can wear in polite underwear and nightwear; either a shirt
company. This is a simple woollen, and ‘braes’ (shorts) for a man or a shift
linen or leather covering for the loin (long, simply cut underdress) for a
area. It is usually worn suspended woman.
from the belt on both front and back Shoes: Footwear more intended for
in classic barbarian fashion. fashion than practicality.
Merchant’s Clothing: Better quality Tunic: Worn only by the very poor or
clothing, fit for a merchant, classy those from primitive nations, the tunic
whore, wealthy guildmaster or off-duty is a simply cut woollen garment for the
mercenary commander, is available body and sometimes arms.
for between five and twenty times the Winter Clothing: All the above
standard cost. This will be made from garments save the loincloth, shirt,
higher quality wool, with some use of braes, shift and footwear are available
metal buttons and other ornaments. in heavier wool winter versions. The
More colours will be available, winter cloak is much more voluminous
including red, orange and pink. than the summer version as well as
Noble’s Clothing: All the items of being thicker, enabling it to be used as
clothing are available as better quality a makeshift tent or bedroll if need be.
versions, made from finer and more
beautiful varieties of cloth such as
silk or velvet, with better dyes, better Adventuring
manufacture and more silver buttons, Gear
jewelled pins and fine brooches. Often Bedroll: A thick roll of blankets for
huge quantities of cloth are used to those who cannot be sure where they
denote status, and the collar and will sleep each night.
cuffs may well be trimmed with fur. Candle: A candle clearly illuminates a
Clothing suitable for a noble costs at 5-foot radius and burns for 1 hour.
least fifty times as much as standard Case, for parchment: A wooden tube
clothing, or 100 times as much or with a tightly capped end, for rolling
more for a king’s garb. All colours will one or two pieces of parchment.
be available, including blue and even Chain: Chain has a hardness of 10 and
purple. 5 hit points. It can be burst with a
Strength check (DC 26).
213
Chalk: Stubs of white chalk, suitable Ink Quill: This simple, shaped quill
for making simple marks on labyrinth is derived from a feather and will last
walls, or crushing up and rubbing on long enough to write twenty or thirty
the hands for improved grip. pages quite neatly, or perhaps fifty
Equipment
Crowbar: The classic implement for if the scribe does not care too much
tearing open doors and even pulling about legibility.
apart brickwork. Provides a +2 bonus Ladder, 10-foot: Ideal for scaling
to all attempts to break down doors. If low walls, this ladder could also be
used in combat, treat as an improvised used as a makeshift bridge or even
club. an uncomfortable but serviceable
Firewood: Dry, seasoned oak, stretcher.
fruit-wood or other hardwood, Lantern, candle: A candle lantern helps
predominantly large logs to burn to protect a candle from being blown
all night but also including smaller out and prevents hot wax dripping on
kindling to start the fire and get it the carrier’s hand. A lantern can be
going. carried in one hand.
Fishhook: This makes catching fishes Lock: A lock is worked with a large,
far easier than ‘tickling’ them by hand bulky key. The DC to open this kind of
but the cruel-minded adventurer will lock with the Open Locks skill depends
doubtless devise other uses for torture on the lock’s quality: very simple (DC
or defence. 10), average (DC 20), good (DC 30)
Fishing Net: Can be used either from or amazingly good (DC 40).
a boat, or to block off a river and catch Manacles and Manacles, masterwork:
all the fish that would usually swim These manacles can bind a Medium-
down it. size creature. The manacled character
Flint and Steel: Striking the steel can use the Escape Artist skill to slip
and flint together creates sparks. By free (DC 30, or DC 35 for masterwork
knocking sparks into tinder, a character manacles). To break the manacles
can create a small flame. Lighting a requires success at a Strength check
torch with flint and steel is a full-round (DC 26, or DC 28 for masterwork
action and lighting any other fire with manacles). Manacles have a hardness
them takes at least that long. of 10 and 10 hit points. Most manacles
Grappling Hook: A three- or four- have locks; add the cost of the lock
bladed hook, with a loop to tie a rope to the cost of the manacles. For the
to. This is intended for use when same price, one can buy manacles for
scaling a building or other tall obstacle Small creatures. For Large creatures,
but could also be used to tear down manacles cost ten times this amount,
spars or ropes on a ship. and for Huge creatures, one hundred
Hammer: For knocking in nails and times this amount. Gargantuan,
spikes. If used in combat, treat as an Colossal, Tiny, Diminutive, and Fine
improvised club. creatures can only be held by especially
Ink: This is black ink. Ink in other made manacles.
colours costs twice as much. Mirror, small steel: This highly
polished circle of steel is excellent for
214
shaving, signalling or peering around Basket: Perfect for carrying herbs,
corners. It must be kept oiled against plants, flowers, fruit, berries or other
rust, and wiped clean before every use. gathered goods.
Parchment: Heavy-duty paper suitable Bowl, wooden: This can be used for
Equipment
for scribing maps, edicts, or notes. either eating food or drinking ale and
Parchment is usually made from fine so is popular with mercenaries and
goatskin. others who prefer to travel light.
Rope, hemp: This rope has 2 hit points Bucket, canvas: When you need to
and can be burst with a successful carry water for short distances and
Strength check (DC 23). pour it out quickly at your destination,
Sewing Needle: Very useful for nothing does the job so efficiently as a
running repairs to clothes, sails and bucket. This one is light due to being
even footwear. Also handy for poking made from heavy, watertight canvas.
holes in objects. Chest: A small chest with a hasp for
Slave Collar: Show the world who is a lock, suitable for storing treasure
boss by collaring all your slaves. Comes or holding your personal possessions
with a solidly implanted ring to allow on a long voyage. More expensive
for easy fixture to a chain or rope. chests come with built-in drawers
Soap: When you have just spent three and hanging-rails, allowing them to
weeks in the jungle and are due to meet be placed on end and used as small
the King of Brythunia this afternoon, wardrobes when travelling.
nothing is quite so useful as a bit of Costrel, leather: This pitch-lined
soap. leather container is like a wide,
Spade or Shovel: Use this for digging stoppered bottle with carrying straps,
up treasure, clearing snow, making pit allowing for water or ale to be carried
traps or carrying coal to the fire. easily and accessibly.
Tent: This simple tent sleeps two. Drinking-Jack, leather: Those who
Torch: A wooden rod capped with cannot afford a pewter tankard and do
twisted flax soaked in tallow or a similar not want the weight of a clay one often
item. A torch clearly illuminates a 20- buy simple drinking-jacks made from
foot radius and burns for 1 hour. pitch-lined leather. This can be tied to
Whetstone: If you have a sword, a sword-belt, so you are always as ready
dagger or even a small fruit knife, you for a drink as you are for a fight, but
will need a whetstone sooner or later to without noticeably getting in your way
keep it sharp. or weighing you down.
Flask: A ceramic, glass or metal
container fitted with a tight stopper. It
Containers holds 1 pint of liquid.
and Carriers Jug, clay: A basic ceramic jug fitted
Barrel: Used for transporting both wet with a stopper. It holds 1 gallon of
and dry goods aboard ships or carts, liquid.
the barrel is designed to be easy to Kit Bag, canvas: Rather like a sack but
manoeuvre despite its weight. with a carrying strap, the kit bag lets a
soldier carry his plate, bowl, drinking-
215
jack and a handful of trail rations on Sack: This simple hessian sack has no
the road. carrying handle but can be easily folded
Mug/tankard, clay: A versatile, into another container or pushed
sturdy and stylish drinking-vessel, the through the belt when empty, then
Equipment
clay tankard is also useful as a one- slung over the shoulder when filled
use improvised weapon; treat it as a with loot. It is popular with thieves
gauntlet that automatically breaks and adventurers alike.
on a successful hit. Unlike a pewter Vial: A ceramic or metal vial fitted
tankard, it can be used for hot and cold with a tight stopper. The stoppered
drinks alike. container usually is no more than 1
Mug/tankard, pewter: Although this inch wide and 3 inches high. It holds
metal tankard can be very fancy-looking, 1 ounce of liquid.
it is no use for hot drinks as it is likely Waterskin: Essential travelling gear, the
to heat up to the extent of burning the waterskin looks right at home whether
mouth whilst simultaneously cooling slung over your back or dangling from
the drink down. Furthermore, it is your saddlebow.
not practical for an adventuring or
even hard-drinking lifestyle, because as
soon as you fall over on it, it will bend Class Tools
right out of shape and no longer look and Skill Kits
anything like so impressive. Crafter’s Tools: This is the set of
Pot, iron: A simple cauldron for special tools needed for any craft.
hanging over a fire on a chain, or simply Without these tools, a character has to
placing on hot embers supported on its use improvised tools (-2 penalty on the
three legs. Craft check) if the job can be done at
Pouch, belt: A simple leather pouch all.
for carrying money. Usually worn Crafter’s Tools, masterwork: As
underneath clothes by soldiers and crafter’s tools but these are the perfect
adventurers, to make it more difficult tools for the job, so the character gets
for one’s enemies to find if one is left a +2 circumstance bonus on the Craft
for dead. check.
Spell Component Pouch: A small, Healer’s Kit: This kit is full of herbs,
watertight leather belt pouch with salves, bandages and other useful
several small compartments for materials. It is the perfect tool for
different varieties of incense and room anyone attempting a Heal check. It
for some magical links for cursing adds a +2 circumstance bonus to the
your enemies, this pouch is a must check. It is exhausted after ten uses.
for any sorcerer. A sorcerer with a Herbalist’s Kit: This contains a pair of
spell component pouch is assumed to shears and a hooked stick for gathering
have all the material components and herbs, a couple of small iron pots for
focuses he needs except those that have boiling, a simple colander for straining
a listed cost, or focuses that would not and a small net-like arrangement of
fit in a pouch. cords which can be tied up in a sunny,
windy place for drying herbs.
216
Musical Instrument, common or
masterwork: Most medieval-style Property
musical instruments are available in Hovel: This one-room basic hut is
the Hyborian Age, including harps, made from mud or scrap, with a roof
that barely keeps the rain off and no
Equipment
lutes, horns, trumpets, drums, hurdy-
gurdies, fiddles, bagpipes, shawms, chimney.
psalteries and tabors. A masterwork Small House: This one-room house
instrument is of superior make. It adds is made of wood and mud and has a
a +2 circumstance bonus to Perform thatched roof. The hearth is in the
checks and serves as a mark of status. centre of the house, so as to reduce the
Thieves’ Tools: These are the tools risk of uncontrolled fires and warm the
needed to use the Disable Device and room evenly. There are no windows,
Open Lock skills. The kit includes though a pair of simple wooden shutters
one or more skeleton keys, long metal may be set into one wall to provide a
picks and pries, a long-nosed clamp, bit of light and air on sunny days. It
a small hand saw and a small wedge comes with benches that line the walls,
and hammer. Without these tools, a both for sitting on and sleeping on and
character will have to improvise tools a simple wooden door with a latch and
and suffer a -2 circumstance penalty wooden bolt but no lock.
on Disable Device and Open Locks Great House: This two- to four-room
checks. great house is made of wood or even
Thieves’ Tools, masterwork: This kit stone and has a thatched roof. This
contains extra tools and tools of better style of house is generally only found
make, granting a +2 circumstance in cities or large towns. It has simple
bonus on Disable Device and Open windows called fenestral windows, made
Lock checks. from resin-soaked linen supported by a
Tool, masterwork: This well-made wooden lattice framework. The sturdy
item is the perfect tool for the job wooden door has a hasp for a lock and
and adds a +2 circumstance bonus to two large metal bolts. This house comes
a related skill check (if any). Bonuses with trestle tables, stools and benches,
provided by multiple masterwork straw beds and an outdoor privy.
items used toward the same skill check Manor House: This is a fortified two-
do not stack. storey house made from stone, with
Scale, merchant’s: This scale includes perhaps four to six rooms. The ground
a small balance and pans and a suitable floor has no windows save for narrow
assortment of weights. A scale grants arrow slits. On the upper floor it has
a +2 circumstance bonus to Appraise simple windows made from strips of
checks involving items that are valued processed horn, which let in a little
by weight, including anything made of light but are translucent and cannot be
precious metals. seen through. The roof is surmounted
by a crenellated battlement, which
can be accessed from a stair up from
the upper floor. A large storage cellar
beneath the ground floor can hold
217
sufficient food and water to withstand always built on a heavily defensible
a brief siege. The door is a stout, site, such as a granite outcrop or rocky
iron-bound oak affair with a massive island.
wooden bar securing it and a second
Equipment
218
Food, Drink Vehicles
Note that all the ships mentioned
and Lodging here can manage with much smaller
Ale: Most of the Aquilonian countries crews, down to one-half the usual
Equipment
brew ale, mead or beer of some sort, requirement, in emergencies. In such
as do their neighbours such as Zingara, a case, speed is halved and none of the
Zamora, Cimmeria, Asgard and crew is likely to get a lot of rest.
Vanaheim. Strength and quality are
variable but drink enough of it and Cart: A two-wheeled vehicle drawn by
sooner or later you will be insensible. a single horse or other beast of burden.
Inn: Poor accommodations at an inn It comes with a harness.
amount to a place on the floor near Carack: This three-masted ship also
the hearth, plus the use of a blanket. has eighteen oars on each side. It needs
Common accommodations are a place a crew of forty. A carack is 120 feet
on a raised, heated floor, the use of a long and 20 feet wide, and it can carry
blanket and a pillow and the presence 130 tons of cargo or 200 soldiers. This
of a higher class of company. Good ship is designed for long sea voyages,
accommodations are a small, private since it can carry plenty of supplies and
room with one bed, some amenities so is a favourite of merchants, pirates
and a covered chamber pot in the and explorers alike. It moves about 2
corner. miles per hour when being rowed, or 3
Meals: Poor meals might be composed miles per hour under full sail. It has a
of bread, baked turnips, onions and full-length deck with a forecastle ahead
water. Common meals might consist and an aftercastle behind. Caracks are
of bread, chicken stew (easy on the made in both Argos and Zingara.
chicken), carrots and watered-down Galley, Corsair: The style of galley
ale. Good meals might be composed favoured by the Black Corsairs of the
of bread and pastries, beef, peas and ale Southern Islands is similar to a Stygian
or wine. galley but very much scaled up. At 120
Rations, trail: Designed to keep well feet long and only 12 feet wide, it glides
and be easily eaten without stopping, through the water like a great snake. It
trail rations include dried fruit and has 40 oars on each side, a single mast
salted meat, small dense oatcakes and and a crew of 85, though it often carries
biscuits and other concentrated food. far more. It could carry 80 tons of
Wine: Shem, Zingara and the southern cargo or 120 pirates. It moves about 2
Hyborian kingdoms produce wine. The miles an hour under sail, or 4 miles an
best quality wine is from the Shemite city hour with all the rowers rowing. The
of Kyros. Cheaper wines also abound, prow of the ship is steel for improved
with that produced by Ghaza being a ramming capabilities.
standard for rough vinegary wine, the Galley, Stygian: Stygian galleys are
only benefit of which is inebriation, long, low and slender, with black-
which is often more than good enough painted hulls. Traditionally their prows
for down-at-heels adventurers. are in the form of serpents. A Stygian
219
galley has fourteen oars on each side total crew of 24. A galley of this kind
and one mast, and requires a total crew is 50 feet long and 15 feet wide and can
of 32. A galley of this kind is 65 feet carry 40 tons of cargo or 60 soldiers.
long and 10 feet wide, and it can carry This ship moves about 2½ miles per
35 tons of cargo or 50 soldiers. This hour when being rowed or under sail.
Equipment
ship moves about 3 miles per hour It has a single mast with a broad, striped
when being rowed or under sail. It silk sail, a smaller jibsail and a sweep for
has a single mast with a narrow black steering. Accommodation is on deck or
silk sail, a smaller jibsail and a sweep between the rowers’ benches, protected
for steering. Accommodation is on from the elements by silken canopies.
deck or between the rowers’ benches, Vessels with these characteristics are
protected from the elements by silken made in Argos, Zingara and Turan
canopies. alike, though an experienced seaman
Galley, Trading: This one-masted ship can easily tell the difference between
has ten oars on each side and requires a the three styles of vessel.
220
Gondola, Stygian: This small, one- which may cost more or less than the
masted boat has three oars per side given amount.
and is used for transporting people and Saddle, pack: A pack saddle holds gear
cargo from shore to ship. It has a crew and supplies, not a rider. A pack saddle
Equipment
of seven and can carry 10 tons of cargo holds as much gear as the mount can
or 20 soldiers. Its top speed is around carry.
1½ miles per hour. The gondola Saddle, riding: The standard riding
cannot make voyages on the open sea saddle supports a rider.
and must stay close to shore. Stabling: Includes a stable, feed and
Rowboat: This 8- to 12-foot-long boat grooming.
has a crew of one and holds one or
two additional Medium passengers. It
moves at about 1½ miles per hour. Slaves
Wagon: This is a four-wheeled, open These range in price from a handful of
vehicle for transporting heavy loads. pieces of silver for a surly, dangerous
In general, two horses (or other beasts savage up to 300 pieces of silver for a
of burden) draw it. It comes with the beautiful, educated, high-class female
harness needed to pull it. kidnapped to order. Any slave bought
to order costs double the standard
Mounts and price but the buyer can specify details
such as nationality, hair and eye colour
Related Gear and physique.
Bit and Bridle: Essential gear for any Slavery is not much practised in the
mount. Hyborian nations, though the serfs and
Carrier Pigeon: This bird is bought as peasants of these supposedly civilised
a chick and trained by you using the lands are virtually enslaved by their
Handle Animal skill to carry messages feudal overlords. Shem, Zamora and
to specific places. It can carry a single the lands beyond them practise slavery
small message (anything the Player can openly and without compunction,
write on a 1 inch by 4 inch piece of keeping their slaves cowed with regular
paper is probably about right) at speeds beatings.
of between 50 and 60 miles per hour,
flying up to 500 miles in a day if need The Hyrkanians are particularly keen to
be. For kings, courtiers and spies, capture slaves, though at present the slave
these small birds can be more reliable markets of Turan are glutted with produce,
and secure than trusting to the local so successful have the Hyrkanian slavers
sorcerer to send your messages. been. Assume all slave prices are 1/10 of
Feed: Horses, donkeys, mules and normal in Turan.
ponies can graze to sustain themselves
but providing feed for them (such as
oats) is much better because it provides
a more concentrated form of energy,
especially if the animal is exerting itself.
War dogs must be fed some meat,
221
Combat
Steel, Flesh, Blood and Bone
Combat
Sooner or later – and probably who are aware of the opponents can act
sooner – all characters exploring the world in the surprise round, so they roll for
of the Hyborian Age are going to be involved initiative. In initiative order, highest
in some kind of combat. Whether it is to lowest, combatants who started the
taking on a Hyrkanian patrol, conducting battle aware of their opponents each
a pirate raid on a Zingaran trading ship or take one action (either a standard action
battling the Picts beyond Thunder River, or a move action) during the surprise
the life of an adventurer is almost always a round. Combatants who were unaware
violent one. As such, Conan the Roleplaying do not get to act in the surprise round.
Game has a detailed and comprehensive set If no one or everyone starts the battle
of rules for adjudicating personal combat aware, there is no surprise round.
with ranged, melee and unarmed attacks.
This covers everything from how much Combatants who have not yet rolled
damage living creatures, unnatural flesh and initiative do so. All combatants are
inanimate objects can withstand to combat now ready to begin their first regular
manoeuvres, dodging and parrying. If it round of combat.
involves making one’s point with massive
blunt objects, rapidly moving metal or a Combatants act in initiative order,
balled up fist, this chapter covers the action highest to lowest.
from the first swing to the last gasp.
When everyone has had a turn, the
combatant with the highest initiative
How acts again and steps 4 and 5 repeat until
combat ends.
Combat
Works Combat
Combat is cyclical; everybody acts in turn
in a regular cycle of rounds. Combat
Statistics
This section summarises the rules and
follows this sequence:
attributes that determine success in
combat and then details how to use them
Each combatant starts out flat-footed.
in sequential order to resolve any combat
Once a combatant acts, he is no longer
situation.
flat-footed.
222
modifiers may also apply to this roll. If your Strength Bonus: When you hit with a
result equals or beats the target’s Dodge melee or thrown weapon, including a
Defence or Parry Defence, depending on sling, add your Strength modifier to the
which they are using, then you hit. (If the damage result. Some bows are made
target is unable to dodge or parry, then you with particular Strength ratings, which
only have to beat their Base Defence.) After affect how much of your Strength
Combat
hitting your opponent you then determine modifier you can apply to the damage
whether you have penetrated their armour, result. See the Equipment chapter for
if they are wearing any, or bypassed it if you details.
are finesse fighting. You then deal damage.
Off-Hand Weapon: When you deal
Automatic Misses and Hits: A natural 1 damage with a weapon in your off
(the d20 comes up 1) on an attack roll is hand, you add only ½ your Strength
always a miss. A natural 20 (the d20 comes bonus.
up 20) is always a hit. A natural 20 is also a
threat—a possible critical hit. Wielding a Weapon Two-Handed: When
you deal damage with a weapon that
you are wielding two-handed, you
How to add 1½ times your Strength bonus.
However, you do not get this higher
Calculate an Strength bonus when using a light
Attack Bonus weapon with two hands.
Your attack bonus with a melee weapon is:
Multiplying Damage: Sometimes you
Base attack bonus + Strength modifier + multiply damage by some factor, such
size modifier + other applicable modifiers as on a critical hit. Roll the damage
(with all modifiers) multiple times
With a ranged weapon, your attack bonus and total the results. Note: When
is: you multiply damage more than once,
each multiplier works off the original,
Base attack bonus + Dexterity modifier unmultiplied damage.
+ size modifier + range penalty + other
applicable modifiers Exception: Extra damage dice over and
above a weapon’s normal damage are
never multiplied.
Damage
When your attack succeeds, you deal Ability Damage: Certain creatures, feats
damage, some or all of which may be and magical effects can cause temporary
negated by your opponent’s armour. The ability damage, that is, a reduction to
type of weapon used determines the an ability score.
amount of damage you deal. Effects that
modify weapon damage apply to unarmed
strikes and the natural physical attack forms Defence
of creatures. Damage reduces a target’s Characters in the Conan stories are
current hit points. The following special effectively invulnerable to many weapons if
considerations apply to damage: wearing sufficient armour. Armour absorbs
damage rather than making characters
Minimum Damage: If penalties reduce harder to hit. To determine how difficult
the damage result to less than 1, a hit it is to hit a character, a set of scores is used
still deals 1 point of damage. called the Defence values. In addition to his
223
base Defence, a character has two Defence his attack roll. The Dodging and Parrying
values, calculated as follows: sections, below, explain how to calculate
the Parry and Dodge Bonuses.
Base Defence = 10 + size modifier
Note that armour limits your Dexterity
Dodge Defence = Base Defence + Dexterity bonus, so if you are wearing armour, you
Combat
224
Size Modifiers To A dodging character needs at least one
adjacent square either unoccupied, or
Base Defence
occupied by friendly creatures, to be able to
Size Size Modifier dodge effectively. He need not necessarily
Colossal –8 move into the space as part of his dodge but
Gargantuan –4 he does need a certain amount of room to
Combat
Huge –2 move around in. If he does not have at least
one adjacent unoccupied or friendly square,
Large –1
he has a -2 penalty to his Dodge Defence.
Medium +0
Small +1 Dodge Bonus = base dodge bonus +
Tiny +2 additional Dodge bonuses
Diminutive +4
Fine +8 Parrying
A character’s total Parry Bonus is calculated
Dodging by adding together his base parry bonus
(derived from his character class) and any
A character’s total Dodge Bonus is calculated
other parry bonuses, such as from the Parry
by adding together his base dodge bonus
feat.
(derived from his character class) and any
other dodge bonuses, such as from the
A parrying character must wield a weapon,
Dodge feat.
shield or at the very least an object of some
kind in order to fend off his opponents’
Parry or Dodge?
In Conan the Roleplaying Game, every character must decide in combat
whether to defend by Dodging or Parrying. Most characters will have
a preferred method of defence and it is often easiest to assume that said
preferred method is in use each round unless the Player specifies otherwise.
It should be noted that the terms ‘parry’ and ‘dodge’ are inevitably
abstractions. A character who is dodging is more likely to make use of his
knowledge of his enemy’s reach to stay just out of distance, rather than simply
hurling himself to one side. Likewise, though the word ‘parry’ is used because
it is a familiar one to most gamers and fantasy fans, both Conan and real-
world medieval fencing-masters would have been more familiar with the idea
of ‘setting aside’ an enemy’s weapon – deflecting an attack so as to ensure it
just misses, while setting oneself up to deliver a counterattack. Inevitably, the
lines between parrying and dodging also blur and many techniques will use a
little of both.
225
Optional Parrying Rules
The following rules may be used in addition to those given for parrying. They may
slow down combat but can add an increased level of realism to the game. The Games
Master should make sure that all are in agreement before the game begins on which
rules are to be used.
Combat
Weapon Breakage
Under the ordinary parrying rules, your weapon is not at risk no matter how many
times you parry an opponent’s blow with it. Only if he makes a sunder attack against
it is the weapon threatened. Under the optional weapon breakage rule, every time the
attack roll exactly equals the opponent’s Parry Defence, proceed as if the attacker had
made a successful sunder attempt against the opponent’s weapon instead of hitting the
defender. This does not provoke attacks of opportunity and is a side effect of the way
the attacking weapon happened to smash against the parrying one. This rule makes
parrying more effective but also makes it more likely that weapons will be damaged
and broken.
Weapon Length
For the sake of simplicity, the standard rules do not take the difference in weapon length
into account. If you wish to incorporate weapon length, then proceed as follows. For
every step in size difference between the attacking and the defending weapon, apply
a +1 bonus or a –1 penalty to the defender’s Parry Defence, according to whether the
defending weapon is larger or smaller than the attacking one. The order of size is as
follows: Light, One-Handed, Two-Handed. A character armed with a dagger (light)
would thus have a –2 penalty to his Parry Defence when fending off a character armed
with a greatsword (two-handed), while the greatsword wielder would have a +2 bonus
to his Parry Defence against the dagger bearer.
226
of armour in the game, from the humble
Touch quilted jerkin to full plate armour, has a
Damage Reduction score. A mail hauberk,
Attacks and for example, has Damage Reduction 6.
Flat-Footed Any type of armour may have its Damage
Combat
Defence Reduction score increased by wearing a
helmet with it.
Values
A ‘touch attack’ is an attack in which the
assailant only needs to make physical Hit Points
contact with some part of the target in All characters and objects have a certain
order to attack successfully. Many spells, for number of hit points, determined by Hit
example, are delivered with touch attacks. Dice, character levels or construction. These
It is not necessary to calculate separate represent inherent resistance to injury and,
Defence values for use against touch attacks in the case of living beings, the ability to
or when caught flat-footed. Touch attacks avoid critical damage through exertion and
can only be dodged, rather than parried, skill. Hit points are an abstract concept
as a touch that connects with a weapon and do not always reflect the true physical
or shield will deliver the attack. Thus, a condition of a creature. Instead, a being’s
character’s Dodge Defence is always used hit point total is a sum measurement of
against a touch attack. health, fatigue and combat awareness.
When a character’s hit point total reaches
When characters are caught flat-footed, 0, he is disabled. When hit points reach –1,
they cannot dodge or parry, so they can he is dying. When the value gets to –10, a
use neither their Dodge Defence nor their character is dead.
Parry Defence. They have not yet gathered
their wits and so cannot defend themselves Furthermore, exceptionally damaging blows
actively, though they are still far from being can also cause a creature to die without their
sitting ducks. They must use their Base hit points having been reduced to –10. See
Defence, which will always be 10, assuming below for more details on massive damage.
their size is Medium. The Uncanny Dodge
class feature and the Reflexive Parry feat Encountered enemies are technically
allow flat-footed characters to defend killed at 0 hit points but a Games Master
themselves with Dodge Defence and Parry may optionally allow named villains or
Defence respectively. important Non-Player Characters to
descend as low as –10, if their continued
existence in the campaign is desirable or if
Armour Player Characters wish to show mercy or
In Conan the Roleplaying Game, armour question prisoners.
can reduce the amount of damage a struck
character suffers. Instead of making a
character harder to hit, particularly strong Speed
armour will actually absorb and deflect Your speed tells you how far you can move
incoming damage, granting a great deal of in a round and still do something, such as
protection. However, many weapons, such attack or cast a spell. Your speed depends
as warhammers, Bossonian longbows and mostly on your race and what armour you
pollaxes, are exceptionally powerful and are wearing. If you use two move actions in
are fully capable of piercing through all a round (sometimes called a ‘double move’
but the strongest of protection. Every type action) you can move up to double your
227
speed. If you spend the entire round to run other enhancements can influence DCs
all out, you can move up to quadruple your dramatically.
speed, or triple if you are in heavy armour.
Automatic Failures and
Without armour, humans have a base
movement speed of 30 feet per round. Successes
Combat
228
The Surprise Round
Flat-Footed If some but not all of the combatants are
At the start of a battle, before you have had aware of their opponents, a surprise round
a chance to act (specifically, before your happens before regular rounds begin. Any
first regular turn in the initiative order), combatants aware of their opponents can
you are flat-footed. You cannot dodge or
Combat
act in the surprise round, so they roll for
parry while flat-footed. Some classes have initiative. In initiative order (highest
the uncanny dodge extraordinary ability, to lowest), combatants who started the
which allows them to dodge while being battle aware of their opponents each take a
flat-footed. standard action during the surprise round.
You can also take free actions during the
A flat-footed character cannot make attacks surprise round. If no one or everyone is
of opportunity. surprised, no surprise round occurs.
Attacks of
Surprise Opportunity
When a combat starts, if you are not aware
of your opponents and they are aware of you, Sometimes a combatant in a melee lets
you are surprised. Conversely, careful tactics his guard down. In this case, combatants
or blind luck can provide the opportunity near her can take advantage of his lapse in
for Player Characters to achieve surprise defence to attack him for free. These free
on unprepared or unsuspecting opponents. attacks are called attacks of opportunity.
Generally, surprise does not occur often, as The idea behind attacks or opportunity is
most people are constantly wary when they fairly straightforward but including them
are in the kinds of situations where combat as a combat complication is not. As such,
is a likely occurrence. A Games Master is a Games Master can choose to treat attacks
the final authority on when surprise occurs of opportunity (also called AoOs) as an
for any given encounter, if at all. optional rule. If this is done, the operation
of several feats, namely ones like Mobility
and Combat Reflexes, may need to be
Determining Awareness changed to give them new abilities, or they
Sometimes all the combatants on a side are may need to be removed completely from
aware of their opponents, sometimes none the campaign, as they will no longer apply.
are and sometimes only some of them are.
Sometimes a few combatants on each side
are aware and the other combatants on each Threatened Squares
side are unaware. You threaten all squares into which you
can make a melee attack, even when it is
Determining awareness may call for Listen not your action. Generally, that means
checks, Spot checks or other checks. everything in all squares adjacent to your
space, including diagonally. An enemy that
takes certain actions while in a threatened
229
square provokes an attack of opportunity Making an Attack of
from you. If you are unarmed, you do not
normally threaten any squares and thus
Opportunity
An attack of opportunity is a single melee
cannot make attacks of opportunity.
attack and you can only make one per
round. You do not have to make an attack
Reach Weapons: Most creatures of
Combat
230
any armour he is wearing at the time is the weapon adds his Strength modifier to
deducted from the damage rolled by the this AP score, if he is also able to add his
weapon. Certain creatures have an innate Strength modifier or some multiple of it to
Damage Reduction due to their thick skin, his damage roll with the weapon.
scales or unnatural flesh. This is treated as
if it were armour with regard to penetration Finesse fighters use a different system for
Combat
in all respects unless specifically noted in attacking armoured characters – see pg.
the creature’s statistics. 232.
For example, Moyle is fighting a group of Aesir If a character suffers a hit from a weapon
warriors whilst wearing his scale hauberk, whose total Armour Piercing score equals
mail shirt and steel cap. He is struck by a or exceeds the Damage Reduction score of
war spear, which deals 10 points of damage. his armour, then the Damage Reduction
However, his armour deducts 9 points from provided by the armour is halved (rounded
this because of its DR score of 9, resulting in down) for purposes of that blow.
Moyle taking just 1 point of damage.
If a weapon is listed as having an AP score
Optional Rule: Minimum of 0, it will always be fully affected by all
Damage Reduction scores. Furthermore, a
Damage weapon with an AP of 0 does not benefit
Although the stories show how from any Strength modifier to its Armour
phenomenally effective armour can be at Piercing score. It is simply incapable of
protecting you from damage, some Games completely bypassing armour, however
Masters will prefer to have armour-wearing hard you swing it.
characters be a little more vulnerable, so that
characters cannot stroll blithely through In our example above, we left Moyle battling
enemy armies and come out without a the Aesir warband. Because his armour has a
single scratch. Even if you are left without DR of 9 and the war spear that hit him has an
any major traumas, those bumps, bruises AP of 4 (base 2, plus 2 for the Aesir warrior’s
and minor concussions all add up. Strength bonus), his armour provided him
with a great deal of protection. However,
If damage reduction from armour reduces a second warrior now swings a bardiche at
the damage of a successful attack to less Moyle. The bardiche has an AP of 9 (base 5,
than 1, a successful hit still deals 1 point plus 4 for the Aesir warrior’s Strength bonus),
of nonlethal damage. (If the Games which exceeds the armour’s DR of 8. It will
Master prefers, this damage can be lethal therefore halve the armour’s DR to 4 when
damage.) Primitive weapons still break damage is rolled. Moyle is hit for 11 points
if they strike ineffectively against metal of damage by the bardiche and only 4 points
armoured characters, that is, if the armour’s are deducted from this amount, leaving him
DR reduces the primitive weapon’s damage badly wounded.
to 0 before the minimum damage rule is
applied.
Multiple Shots and Critical
Armour Piercing Hits
Powerful weapons have the capability If a character is hit several times in a single
of penetrating through many types of round from the same weapon because his
armour in Conan the Roleplaying Game, enemy can attack more than once, any
bursting mail links or smashing through damage deducted by a suit of armour’s
plate. Every type of weapon has an Armour Damage Reduction score will apply to each
Piercing (AP) score. The character wielding attack.
231
However, if a critical hit is scored and Unfortunately this is not sufficient to damage
damage multiplied as a result, any Damage the armour but Gwaeth is certainly feeling
Reduction granted by the armour will sore. . .
apply only once to the total damage rolled.
As a rule of thumb, any possible Damage
Reduction will apply once to each attack Finesse
Combat
roll made against a target. Certain melee weapons are as well suited
to finesse as to brute force. These include
It should be noted that all rules concerning all light weapons and several one-handed
Defence and Damage Reduction apply or two-handed piercing weapons. These
equally to monsters and animals. weapons are known as finesse weapons. For
convenience, finesse weapons are identified
as such by a symbol in the Weapons table.
Armour Damage and Repair
Each time a suit of armour is struck by a
Any character who is armed with a finesse
weapon that inflicts 20 points of damage or
weapon may use his Dexterity modifier
more to the character wearing the armour
instead of his Strength modifier on attack
(after the armour is taken into account), its
rolls with that weapon. A character who
DR is reduced by 1d4.
does so is known as a finesse fighter.
Armour that has had its DR reduced may
Note that it is possible for a character
be repaired by anyone with the Craft
to alter his combat technique during a
(armoursmith) skill at a cost of 20% of
combat, switching from using his Dexterity
the original cost of the armour per 1 DR
modifier to using his Strength modifier.
damage. This cost is halved if the character
Most characters will prefer to use one or the
does the repairs himself; this requires
other technique more or less continuously
either a Craft (armourer) check (DC 10)
but a Player may, if desired, declare which
or Craft (blacksmith) check (DC 15) and
technique he will use at the beginning of
ten minutes of time for each 1 DR repaired.
each combat round.
However, if armour is reduced to 0 DR, it
is completely destroyed and may not be
Ranged weapons may never be used with
repaired, though it may have some value
finesse combat, as they already rely on
as scrap metal. Brigandine, for example,
Dexterity rather than Strength. The sole
is commonly made by cutting up damaged
exception is when a character has the
sections from a more expensive harness
Ranged Finesse feat.
such as a breastplate or two.
232
their weapon. However, if a finesse fighter’s the framework of the 6-second combat
attack roll beats the target’s chosen Defence round) and how movement is treated.
by a number equal to at least the DR of the There are four types of actions: standard
armour, that armour is completely ignored. actions, move actions, full-round actions
and free actions. In a normal round, you
Furthermore, finesse fighters never damage can perform a standard action and a move
Combat
armour when making their attacks, even action, or you can perform a full-round
when they do not bypass it entirely. action. You can also perform one or more
free actions. You can always take a move
action in place of a standard action.
233
Actions In Combat
Standard Action Attack of Opportunity1
Attack (melee) No
Attack (ranged) Yes
Attack (unarmed) Yes
Aid another Maybe2
Combat
234
Withdraw5 Maybe
Free Action Attack of Opportunity1
Cease concentration on a spell No
Drop an item No
Drop to the floor No
Prepare spell components to cast a spell6
Combat
No
Speak No
No Action Attack of Opportunity1
Delay No
5-foot step Maybe7
Action Type Varies Attack of Opportunity1
Disarm8 Yes
Grapple8 Yes
Trip an opponent8 Yes
Use feat9 Varies
1
Regardless of the action, if you move out of a threatened square, you usually
provoke an attack of opportunity. This column indicates whether the action
itself, not moving, provokes an attack of opportunity.
2
If you aid someone performing an action that would normally provoke an
attack of opportunity, then the act of aiding another provokes an attack of
opportunity as well.
3
If the object is being held, carried or worn by a creature, yes. If not, no.
4
If you have a base attack bonus of +1 or higher, you can combine one of these
actions with a regular move. If you have the Two-Weapon Fighting feat, you can
draw two light or one-handed weapons in the time it would normally take you to
draw one.
5
May be taken as a standard action if you are limited to taking only a single
action in a round.
6
Unless the component is an extremely large or awkward item.
7
A five-foot step provokes an attack of opportunity if it is made as part of (or
combined with) an action that would do so, such as using the Full Attack action
with a bow. Otherwise, it does not.
8
These attack forms substitute for a melee attack, not an action. As melee
attacks, they can be used once in an attack or charge action, one or more times in
a full attack action, or even as an attack of opportunity.
9
The description of a feat defines its effect.
Free Action: Free actions consume a very any time at all to do and are considered
small amount of time and effort. You an inherent part of doing something
can perform one or more free actions else.
while taking another action normally.
However, there are reasonable limits on Restricted Activity: In some situations,
what you can really do for free. you may be unable to take a full
round’s worth of actions. In such
Not an Action: Some activities are so cases, you are restricted to taking only a
minor that they are not even considered single standard action or a single move
free actions. They literally do not take action, plus free actions as normal. You
235
cannot take a full-round action, though use of close-combat weapons. Unarmed
you can start or complete a full-round attacks are any offensive use of natural
action by using a standard action; see parts of a creature’s body. This covers
below. everything from a brawler’s fists to a lion’s
claws. Ranged attacks run the gamut from
the hefty missiles of an arbalest to more
Combat
Defence Modifiers
Defender is . . . Melee Ranged
Behind cover +4 +4
Blinded –21 –21
Concealed or invisible — See Concealment —
Entangled +02 +02
Flat-footed (such as when surprised) +01 +01
1
Grappling (but attacker is not) +0 +01, 3
4
Helpless (such as paralysed, sleeping, or bound) –4 +04
Kneeling or sitting –2 +2
Pinned –44 +04
Prone –4 +4
Squeezing through a space –4 –4
Stunned –21 –21
1
The defender cannot dodge or parry.
2
An entangled character takes a –4 penalty to Dexterity. Characters who are
entangled from above, such as by a thrown net, take a –4 penalty to Parry
Defence when parrying with weapons larger than daggers; characters who
are entangled from below, such as by walking into a web, can still parry at no
penalty.
3
Roll randomly to see which grappling combatant you strike. That defender
can neither dodge nor parry.
4
Treat the defender’s Dexterity as 0 (–5 modifier to Defence). Sneak attacks can
be made against helpless or pinned defenders.
236
Unarmed Attacks deal lethal damage with an unarmed
Striking for damage with punches, kicks strike without taking a penalty on the
and head butts is much like attacking with attack roll.
a melee weapon, except for the following
complications: Ranged Attacks
Combat
With a ranged weapon, you can shoot or
Attacks of Opportunity: Attacking throw at any target that is within the weapon’s
unarmed provokes an attack of maximum range and in line of sight. The
opportunity from the character you maximum range for a thrown weapon is five
attack, provided he is armed. The range increments. For projectile weapons,
attack of opportunity comes before it is ten range increments. Some ranged
your attack. An unarmed attack does weapons have shorter maximum ranges, as
not provoke attacks of opportunity specified in their descriptions.
from other foes, nor does it provoke an
attack of opportunity from an unarmed
foe. An unarmed character cannot take
Attack Rolls
An attack roll represents your attempts to
attacks of opportunity, though see
strike your opponent.
‘Armed’ Unarmed Attacks, below.
Melee Attack rolls = 1d20 + base
‘Armed’ Unarmed Attacks: Sometimes a
attack bonus + Strength modifier + size
character’s or creature’s unarmed attack
modifier
counts as an armed attack. A character
with the Improved Unarmed Strike feat,
Ranged Attack rolls = 1d20 + base
a sorcerer delivering a touch attack spell
attack bonus + Dexterity modifier + size
and a creature with natural physical
modifier + range penalty
weapons all count as being armed.
Note that being armed counts for both
There is one exception to this for melee
offence and defence; the character can
combat:
make attacks of opportunity.
Some characters may prefer to use their
Unarmed Strike Damage: An unarmed
Dexterity modifiers in melee combat,
strike from a Medium character deals
rather than their Strength modifiers.
1d3 points of damage plus his Strength
The procedure for this is explained in
modifier, as normal. A Small character’s
the Finesse section (see pg. 232).
unarmed strike deals 1d2 points of
damage, while a Large character’s
An attack roll must equal or exceed a
unarmed strike deals 1d4 points of
target’s Dodge Defence or Parry Defence in
damage. All damage from unarmed
order to score a hit, depending on which
strikes is nonlethal damage. Unarmed
the target is using to defend himself. If
strikes count as light weapons, for
the target cannot dodge or parry, then the
purposes of two-weapon attack
attack roll only needs to equal or exceed the
penalties and so on.
target’s Base Defence.
Dealing Lethal Damage: You can specify
that your unarmed strike will deal lethal Automatic Misses and Hits
damage before you make your attack A natural 1 (the d20 comes up 1) on the
roll but you take a –4 penalty on your attack roll is always a miss. A natural 20 (the
attack roll if you do so. If you have the d20 comes up 20) is always a hit. A natural
Improved Unarmed Strike feat, you can 20 is also a threat—a possible critical hit.
237
This is another notable exception to the to gain a +2 bonus to Defence for the same
natural 1 and 20 rules. round.
the target’s chosen Defence, the attack a natural 20 (the d20 shows 20), you hit
hits. Roll the appropriate damage for your regardless of your target’s Defence and you
weapon and reduce the damage by the have scored a threat. The hit might be a
damage reduction of the target, after any critical hit (or ‘crit’). To find out if it is a
modification for Armour Piercing. Damage critical hit, you immediately make a critical
is deducted from the target’s current hit roll, which is another attack roll with all the
points. same modifiers as the attack roll you just
made. If the critical roll also results in a
Multiple Attacks hit against the target’s Defence, then your
A character who can make more than one original hit is a critical hit. (The critical
attack per round must use the full attack roll just needs to hit to give you a critical
action (see Full-Round Actions, below) in hit. It does not need to come up 20 again.)
order to get more than one attack. If the critical roll is a miss, then your hit is
just a regular hit. A critical hit means that
you roll your damage more than once, with
Shooting or Throwing into a all your usual bonuses and add the rolls
Melee together. Unless otherwise specified, the
If you shoot or throw a ranged weapon at threat range for a critical hit on an attack
a target engaged in melee with a friendly roll is 20 and the multiplier is x2.
character, you take a –4 penalty on your
attack roll. Two characters are engaged in Exception: Extra damage over and
melee if they are enemies of each other and above a weapon’s normal damage is not
either threatens the other. An unconscious multiplied when you score a critical
or otherwise immobilized character is not hit. This includes additional dice from
considered engaged unless he is actually magical effects or class features such as
being attacked. Sneak Attack.
If your target (or the part of your target Increased Threat Range: Sometimes
you are aiming at, if it is a big target) is at your threat range is greater than 20.
least 10 feet away from the nearest friendly That is, you can score a threat on a
character, you can avoid the –4 penalty, lower number. In such cases, a roll of
even if the creature you are aiming at is lower than 20 is not an automatic hit.
engaged in melee with a friendly character. Any attack roll that does not result in a
hit is not a threat.
Precise Shot: If you have the Precise
Shot feat you do not take this penalty. Increased Critical Multiplier: Some
weapons deal better than double
Fighting Defensively as a damage on a critical hit.
Standard Action
You can choose to fight defensively when Cast a Spell
attacking. You focus your attention on Most spells require 1 standard action to
keeping your own hide intact at the expense cast. You can cast such a spell either before
of offensive potential. If you do so, you or after you take a move action.
take a –4 penalty on all attacks in a round
238
Note: You can still dodge while casting. the spell. The check’s DC depends on what
You can also parry, unless the spell has is threatening your concentration; see the
a somatic (S) component. Concentration skill. If you fail, the spell
dissipates with no effect and you lose the
Spell Components PP that would have powered the spell.
Combat
To cast a spell with a verbal (V) component,
your character must speak in a firm voice. Concentrating to Maintain a
If you are gagged or otherwise prevented
from speaking (such as by being pinned in a
Spell
Some spells require continued concentration
grapple) then you cannot cast a spell with a
to keep them going. Concentrating
verbal (V) component. A sorcerer who has
to maintain a spell is a standard action
been deafened has a 20% chance to spoil
that does not provoke an attack of
any spell he tries to cast if that spell has a
opportunity. Anything that could break
verbal component.
your concentration when casting a spell can
keep you from concentrating to maintain
To cast a spell with a somatic (S) component,
a spell. If your concentration breaks, the
you must gesture freely with at least one
spell ends.
hand. You cannot cast a spell of this type
while bound, grappling, or with both your
hands full or occupied. Casting Time
Some spells have a casting time of 1
To cast a spell with a material (M) or focus standard action. A spell cast in this manner
(F) component, you have to have the proper immediately takes effect.
materials, as described by the spell. Unless
these materials are elaborate, preparing Attacks of Opportunity
these materials is a free action. For material Generally, if you cast a spell, you provoke
components and foci whose costs are not attacks of opportunity from threatening
listed, you can assume that you have them enemies. If you take damage from an
if you have your spell component pouch. attack of opportunity, you must make a
Concentration check (DC 10 + points of
Some spells have an experience point (XP) damage taken + power point cost of the
component and entail an experience point spell) or lose the spell. Spells that require
cost to you. No spell can restore the lost XP. only a free action to cast do not provoke
You cannot spend so much XP that you lose attacks of opportunity.
a level, so you cannot cast the spell unless
you have enough XP to spare. However,
you may, on gaining enough XP to achieve
Casting on the Defensive
Casting a spell while on the defensive does
a new level, immediately spend the XP
not provoke an attack of opportunity. It
on casting the spell rather than keeping it
does, however, require a Concentration
to advance a level. The XP are expended
check (DC 15 + PP cost of the spell) to pull
when you cast the spell, whether or not the
off. Failure means that you lose the spell.
casting succeeds.
239
your move before casting the spell, after Dismiss a Spell
touching the target, or between casting Dismissing an active spell is a standard
the spell and touching the target. You can action that does not provoke attacks of
automatically touch one friend or use the opportunity.
spell on yourself but to touch an opponent,
you must succeed on an attack roll.
Combat
Use Special
Touch Attacks: Touching an opponent
with a touch spell is considered to be Ability
an armed attack and therefore does Using a special ability is usually a standard
not provoke attacks of opportunity. action but whether it is a standard action, a
However, the act of casting a spell full-round action, or not an action at all is
does provoke an attack of opportunity. defined by the ability.
Touch attacks come in two types: melee
touch attacks and ranged touch attacks. Supernatural Abilities: Using a
You can score critical hits with either supernatural ability is usually a standard
type of attack. Your opponent can action, unless defined otherwise
only attempt to defend against a touch by the ability’s description. Its use
attack with his Dodge Defence, as cannot be disrupted, does not require
parrying does not work against touch concentration and does not provoke
attacks. attacks of opportunity.
240
Accelerated Climbing
Start/ You can climb one-half your speed as a
Complete Full- move action by accepting a –5 penalty on
your Climb check.
Round Action
Combat
The ‘start full-round action’ standard action Crawling
lets you start undertaking a full-round You can crawl 5 feet as a move action.
action, which you can complete in the Crawling incurs attacks of opportunity
following round by using another standard from any attackers who threaten you at any
action. You cannot use this action to start point of your crawl.
or complete a full attack, charge, run or
withdraw.
Draw or
Fighting on Sheathe a
the Run Weapon
When using the attack action with a melee Drawing a weapon so that you can use it
weapon, any character can move both in combat to parry or strike, or putting it
before and after the attack, provided that away so that you have a free hand, requires
the character’s total distance moved is not a move action. If your weapon or weapon-
greater than the character’s speed. Moving like object is stored in a pack or otherwise
in this way provokes attacks of opportunity out of easy reach, treat this action as
as normal, however. retrieving a stored item.
241
Dropping a carried (but not worn) shield is can perform the mount or dismount as a
a free action. move action in the current round.
Manipulate an Full-Round
Item
Combat
242
Fighting Defensively as a Full-
Round Action
Use Special
You can choose to fight defensively when Ability
taking a full attack action. If you do so, you Using a special ability is usually a standard
take a –4 penalty on all attacks in a round action but some may be full-round actions,
Combat
to gain a +2 bonus to Defence for the same as defined by the ability.
round.
Cleave Withdraw
Withdrawing from melee combat is a full-
The extra attacks granted by the Cleave feat
round action. When you withdraw, you
or Great Cleave feat can be taken whenever
can move up to double your speed. The
they apply. This is an exception to the
square you start out in is not considered
normal limit to the number of attacks
threatened by any opponent you can see and
you can take when not using a full attack
therefore visible enemies do not get attacks
action.
of opportunity against you when you move
from that square. Invisible enemies still
Cast a Spell get attacks of opportunity against you
A spell that takes 1 round to cast is a full- and you cannot withdraw from combat if
round action. It comes into effect just before you are blinded. You cannot take a 5-foot
the beginning of your turn in the round step during the same round in which you
after you began casting the spell. You then withdraw.
act normally after the spell is completed. A
spell that takes 1 minute to cast comes into If, during the process of withdrawing, you
effect just before your turn 1 minute later; move out of a threatened square (other than
for each of those 10 rounds, you are casting the one you started in), enemies get attacks
a spell as a full-round action. These actions of opportunity as normal. You may not
must be consecutive and uninterrupted, or withdraw using a form of movement for
the spell automatically fails. which you do not have a listed speed. Note
that despite the name of this action, you do
When you begin a spell that takes 1 round not actually have to leave combat entirely.
or longer to cast, you must continue the
invocations, gestures, and concentration Restricted Withdraw
from one round to just before your turn If you are limited to taking only a standard
in the next round at least. If you lose action each round, you can withdraw as
concentration after starting the spell and a standard action. In this case, you may
before it is complete, the spell fails and you move up to your speed rather than up to
lose the PP. double your speed.
243
Withdrawing
Valeria
Valeria withdraws, doing nothing but moving, so the pict does not
get an attack of opportunity when she leaves his threatened square
Combat
(A)
Conan
Conan withdraws, doing nothing but moving, When withdrawing,
the square he starts in is not considered to be threatened, so Conan
doen not provoke an attack of opportunity when he leaves square B.
When he leaves square C, however, the pict can attack him.
1 Square = 5 feet
244
Free Drop Prone
Dropping to a prone position in your space
Actions is a free action.
Free actions do not take any time at all,
Speak
Combat
though there may be limits to the number of
free actions you can perform in a turn. Free In general, speaking is a free action that you
actions rarely incur attacks of opportunity. can perform even when it is not your turn.
Some common free actions are described Speaking more than a few sentences is
below. generally beyond the limit of a free action.
Roughly speaking, if a phrase takes longer
than 6 seconds to say, it requires a standard
Drop an Item action to complete; but this is a matter for a
Dropping an item in your space or into an Games Master’s discretion.
adjacent square is a free action.
Valeria
Valeria takes a 5-foot step away from the
pict and fires her bow.
Conan
Conan takes a 5-foot step to
close with the man-ape. Both
Valeria and Conan use 5-
foot steps to avoid attacks of
opportunity.
[10-foot reach]
1 Square = 5 feet
245
Cease Wounds,
Concentration
on Spell
Healing
You can stop concentrating on an active
and
Combat
Recovery
Miscellaneous Your hit points measure how hard you are
to kill. No matter how many hit points
Actions your character loses, he is not hindered in
any way until his hit points drop to 0 or
lower. Hit points are summarized above
Take a 5-Foot but the full rules regarding them are listed
in this section.
Step
You can move 5 feet in any round when
you do not perform any other kind of Loss of Hit
movement. Taking this 5-foot step does
not provoke an attack of opportunity unless Points
it is combined with another action in the The most common way that your character
round that does. You cannot take more gets hurt is to take lethal damage and lose
than one 5-foot step in a round and you hit points
cannot take a 5-foot step in the same round
when you move any distance.
What Hit
You may not take a 5-foot step using a form
of movement for which you do not have a Points
listed speed. Represent
Hit points mean two things in the
Use Feat game world: the ability to take physical
punishment and keep going and the ability
Certain feats let you take special actions
in combat. Other feats do not require to turn a serious blow into a less serious
actions themselves but instead give you a one.
bonus when attempting something you can
already do. Some feats are not intended for
use within the framework of combat. The
Effects of Hit
individual feat descriptions tell you what Point Damage
you need to know about them. Damage does not slow you down until your
current hit points reach 0 or lower. At 0 hit
points, you are disabled.
Use Skill
Most skill uses are standard actions but From –1 to –9 hit points, you are
some might be move actions, full-round dying.
actions, free actions or something else
entirely. The individual skill descriptions At –10 or lower, you are dead unless
tell you what sorts of actions are required to you spend a Fate Point to leave you at
perform skills. Left for Dead
246
Massive Dying (–1 to –9
Damage Hit Points)
If a character ever sustains damage so When your character’s current hit points
massive that 20 points of damage or drop to between –1 and –9 inclusive, he
Combat
more are inflicted in one deduction and is dying. A dying character immediately
the character is not reduced below 0 falls unconscious and can take no actions.
hp outright, the character must make a A dying character loses 1 hit point every
Fortitude saving throw. round. This continues until the character
dies or becomes stable; see below.
Massive Damage Fortitude Saving Throw
DC = 10 + (½ damage dealt)
Dead (–10 Hit
If this saving throw fails, the character’s hit
point total is reduced to -10 immediately
Points or
and he is dead regardless of his previous hit
points. He can still spend a Fate point to
Lower)
When your character’s current hit points
be ‘left for dead’ instead of killed outright; drop to –10 or lower, or if he takes massive
see below. damage (see above) and fails the requisite
Fortitude saving throw, he is dead. A
If some or all of the damage dealt by the character can also die from taking ability
attack was nonlethal, the character is instead damage or suffering an ability drain that
knocked unconscious (and is helpless) for reduces his Constitution to 0.
3d6 rounds if he fails his saving throw.
247
chance of becoming conscious, at which
Stable point he is disabled, as if he had 0 hit points.
If he remains unconscious, he has the same
Characters chance to revive and become disabled every
and Recovery hour. Even if unconscious, he recovers
hit points naturally. He is back to normal
Combat
Recovering Natural
With Help Healing
One hour after a tended, dying character A character recovers (3 + Constitution
becomes stable, roll d%. He has a 10% modifier + 1 per character level) hit
248
points (minimum 1) per day of rest. If Ability drain, however, is permanent,
the character undergoes complete bed though Golden Wine of Xuthal (see pg.
rest, doing nothing for an entire day, 338) can restore even those lost ability score
then he recovers (6 + double Constitution points.
modifier + 2 per character level) hit points
(minimum 2). While any loss is debilitating, losing
Combat
all points in an ability score can be
devastating.
A Flagon of
Strength 0 means that the character
Wine cannot move at all. He lies helpless on
A character who is disabled (on exactly 0
the ground.
hp) may be restored to 1 hp by drinking at
Dexterity 0 means that the character
least a pint of strong wine or other powerful
cannot move at all. He stands
liquor.
motionless, rigid and helpless.
Constitution 0 means that the character
Magical is dead.
Intelligence 0 means that the character
Healing cannot think and is unconscious in a
A very few sorcerous means of healing exist. coma-like stupor, helpless.
These usually work instantly and cannot be Wisdom 0 means that the character is
further improved by rest conditions or the withdrawn into a deep sleep
use of the Heal skill. filled with nightmares, helpless.
Charisma 0 means that the character is
withdrawn into a catatonic, coma-like
Healing Limits stupor, helpless.
You can never recover more hit points
than you lost. Magical and natural healing Keeping track of negative ability score
cannot raise your current hit points higher points is never necessary. A character’s
than your full, normal hit point total. ability score may not drop below 0.
249
reduced by Constitution damage or drain
to less than 1 hit point per Hit Die. Nonlethal
The ability that some creatures have to drain Damage
ability scores is a supernatural one, requiring Dealing Nonlethal Damage
some sort of attack. Such creatures do Certain attacks deal nonlethal damage.
Combat
not drain abilities from enemies when the Other effects, such as heat or being
enemies strike them, even with unarmed exhausted, also deal nonlethal damage.
attacks or natural weapons. When you take nonlethal damage, keep
a running total of how much you have
accumulated. Do not deduct the nonlethal
Temporary damage number from your current hit
points. It is not ‘real’ damage. Instead,
Hit Points when your nonlethal damage equals your
Certain effects give a character temporary hit current hit points, you are staggered and
points. When a character gains temporary when it exceeds your current hit points,
hit points, note his current hit point total. you fall unconscious. It does not matter
When the temporary hit points go away, whether the nonlethal damage equals or
the character’s hit points drop to his current exceeds your current hit points because the
hit point total. If the character’s hit points nonlethal damage has gone up or because
are below his current hit point total at that your current hit points have gone down.
time, all the temporary hit points have
already been lost and the character’s hit Nonlethal Damage with a Weapon that
point total does not drop further. When Deals Lethal Damage: You can use a
temporary hit points are lost, they cannot melee weapon that deals lethal damage
be restored as real hit points can be, even to deal nonlethal damage instead but
by magic. you take a –4 penalty on your attack
roll if you do so.
Increases in Lethal Damage with a Weapon that
Constitution Deals Nonlethal Damage: You can use
a weapon that deals nonlethal damage,
Score and including an unarmed strike, to deal
lethal damage instead but you take a
Current Hit –4 penalty on your attack roll if you do
Points so.
An increase in a character’s Constitution
score, even a temporary one, can give him Staggered and Unconscious
more hit points (an effective hit point When your nonlethal damage equals your
increase) but these are not temporary hit current hit points, you are staggered.
points. They can be restored and they are You can only take a standard action or
not lost first as temporary hit points are. a move action in each round. You cease
When a boost to the Constitution score of being staggered when your current hit
a character or creature ends, the additional points once again exceed your nonlethal
hit points granted by it are immediately damage. When your nonlethal damage
subtracted from its current total. This can exceeds your current hit points, you fall
disable or kill a character if the subtracted unconscious. While unconscious, you are
amount exceeds the creature’s hit point helpless. Sorcerers who fall unconscious
total by a sufficient amount to do so.
250
from nonlethal damage do not lose their Encumbrance
Power Points. A character encumbered by carrying a large
amount of gear, treasure or fallen comrades
Healing Nonlethal Damage may move slower than normal.
You heal nonlethal damage at the rate of
Combat
1 hit point per hour per character level. Hampered Movement
When a spell or a magical power cures hit Difficult terrain, obstacles or poor visibility
point damage, it also removes an equal can hamper movement. Certain magical
amount of nonlethal damage. effects, movement rates and class features
can modify or bypass these hindrances.
Stunned Characters
Some circumstances, such as sorcery or Movement in Combat
certain feats, can cause a character to Generally, you can move your speed in
become stunned. The character cannot a round and still do something. In other
dodge or parry and can take no actions. He words, you can take a move action and a
is not, however, classed as helpless. standard action. If you do nothing but
move, that is, if you use both of your
actions in a round to move your speed, then
Movement, you can move double your speed.
251
diagonally past other impassable obstacles, When you move through a square occupied
such as pits, assuming there is a route by by a friendly character, that character does
which you can do so. not provide you with cover.
When it is important to determine the You cannot move through a square occupied
closest square or creature to a location, if by an opponent, unless the opponent is
two squares or creatures are equally close, helpless. You can move through a square
randomly determine which one counts as occupied by a helpless opponent without
closest by rolling a die. penalty. Some creatures, particularly very
large ones, may present an obstacle even
Moving
when helpless. In such cases, each square
you move through counts as 2 squares.
through a
Ending Your Movement
Square You cannot end your movement in the
Friendly Occupation same square as another creature unless it is
You can move through a square occupied by helpless.
a friendly character, unless you are charging.
Diagonal Movement
1 Square
If you
move or
3 Squares count distance
diagonally, the first
diagonal counts as 1
square of movement [5
4 Squares
feet], the second as 2 squares
[10 feet], the third as 1 square,
the fourth as 2 squares, and so
6 Squares on. The Pict, with a speed of
30 feet [6 Squares], can move 4
squares diagonally, which counts
as 6 squares of movement, and
attack Conan.
1 Square = 5 feet
252
Moving around Corners
Combat
A creature
or character
c a n n o t
move diagonally past a
corner. It costs Small
or Medium creatures
2 squares [10 feet] to
move around a corner,
while a Large creature
has to use 3 squares [15
feet] of movement to
move around a corner.
1 Square = 5 feet
253
with different kinds 1 Square = 5 feet
Moving and Other
of terrain, you can
move only as fast Creatures
as the most difficult
terrain you occupy
will allow.
Combat
Flying creatures are A character of creature can move through a square occupied
not hampered by
by a friendly character or creature, but it cannot end end its
difficult terrain.
move in an occupied square, nor can it charge through that
square, either. You cannot move through a square occupied
Obstacles by a nonfriendly or hostile creature.
Like difficult
terrain, obstacles When a Large creature (which normally
can hamper movement. If an obstacle takes up four squares) squeezes into a
hampers movement but does not completely space that is one square wide, the creature’s
block it, each obstructed square or obstacle miniature figure occupies two squares,
between squares counts as 2 squares of centred on the line between the two squares.
movement. You must pay this cost to For a bigger creature, centre the creature
cross the barrier in addition to the cost to likewise in the area it squeezes into.
move into the square on the other side. If
you do not have sufficient movement to A creature can squeeze past an opponent
cross the barrier and move into the square while moving but it cannot end its
on the other side, you cannot cross the movement in an occupied square.
barrier. Some obstacles may also require
a skill check to cross. On the other hand, To squeeze through or into a space less than
some obstacles block movement entirely. A half your space’s width, you must use the
character cannot move through a blocking Escape Artist skill. You cannot attack while
obstacle. using the Escape Artist skill to squeeze
through or into a narrow space, nor can
Flying creatures can avoid most obstacles. you dodge. You also suffer a –4 penalty
to your Defence. You may still parry with
Squeezing light weapons, such as knives or daggers but
In some cases, you may have to squeeze not at all with any larger weapons or with
into or through an area that is not as wide shields.
as the space you take up. You can squeeze
through or into a space that is at least half as
wide as your normal space. Each move into Special
or through a narrow space counts as if it
were 2 squares. While squeezed in a narrow
Movement
space you take a –4 penalty on attack rolls
and a –4 penalty to Dodge Defence. This
Rules
These rules cover special movement
penalty incorporates that which you suffer situations.
for having inadequate dodging room;
see Dodging above. You also suffer a –2
penalty to Parry Defence if you are using a Accidentally Ending Movement
weapon larger than a cutlass. in an Illegal Space
Sometimes a character ends its movement
while moving through a space where it is
254
not allowed to stop. When that happens, rule that two doublings are equivalent to a
put your miniature in the last legal position tripling.
you occupied, or the closest legal position,
if there is a legal position that is closer. Minimum Movement
Despite penalties to movement, you can
Double Movement Cost
Combat
take a full-round action to move 5 feet (1
When your movement is hampered in square) in any direction, even diagonally.
some way, your movement usually costs This rule does not allow you to move
double. For example, each square of through impassable terrain or to move
movement through difficult terrain counts when all movement is prohibited. Such
as 2 squares and each diagonal move movement provokes attacks of opportunity
through such terrain counts as 3 squares, as normal since despite the distance
just as two diagonal moves normally do. If travelled, this move is not technically a 5-
movement cost is doubled twice, then each foot step. Note also that this special kind of
square counts as 4 squares, or as 6 squares movement does not apply to characters that
if moving diagonally. If movement cost are frozen in place by a hypnotism effect or
is doubled three times, then each square otherwise completely unable to move due
counts as 8 squares (12 if diagonal) and to some outside force.
so on. This is an exception to the general
1 Square = 5 feet
2 4
Squares Squares
7
Squares
Difficult
terrain, such
as rubble, uneven cave 8
floors and thick ubndergrowth, Squares
[40 feet]
slows movement. Each square counts
as 2 squares [10 feet] of movement and each
diagonal move counts as 3 squares [15 feet],
just as 2 diagonal moves normally do.
Difficult Terrain
255
reach before you can attack it. This attack
Big and Little of opportunity is not provoked if you take
a 5-foot step.
Creatures in
Combat Large or larger creatures using reach
weapons can strike up to double their
Combat
256
a target that is not adjacent to you, such Cover and Reflex Saving
as with a reach weapon, use the rules for
determining cover from ranged attacks.
Throws
Cover grants you a +2 cover bonus on Reflex
Again, cover grants a +4 cover bonus to
saving throws against attacks that originate
Defence.
or burst out from a point on the other side
Combat
of the cover from you. Note that spread
Low Obstacles and Cover effects can extend around corners and thus
A low obstacle, such as a wall no higher negate this cover bonus.
than half your height, provides cover but
only to creatures within 30 feet (6 squares)
of it. The attacker can ignore the cover if he
Cover and Hide Checks
You can use cover to make a Hide
is closer to the obstacle than his target is.
check. Without cover, you usually need
concealment (see below) to make a Hide
Cover and Attacks of check.
Opportunity
You cannot execute an attack of opportunity Soft Cover
against an opponent with cover relative to Creatures, even your enemies, can provide
you. you with cover against melee attacks, giving
you a +4 bonus to Defence. However, such
soft cover provides no bonus on Reflex
To determine whether a
1 Square = 5 feet creature has cove against a
ranged attack, the attacker
This Pict has chooses a corner of its square.
cover from if any line from this corner to
the wall. [=4 any corner of the defender’s
bonus to square crosses a square or
DV]. border that blocks line of sight
or provides cover, or through
a square occupied by another
creature the defender has cover
[+4 bonus to DV].
Ranged Attacks
257
1 Square = 5 feet Cover in melee
In melee combat, a
defender has cover if any
line from the attacker’s
Combat
saving throws, nor does soft cover allow you Varying Degrees of Cover
to make a Hide check. In some cases, cover may provide a greater
bonus to Defence and Reflex saving throws.
Big Creatures and Cover In such situations the normal cover bonuses
Any creature with a space larger than 5 feet to Defence and Reflex saving throws can
(1 square) determines cover against melee be doubled, to +8 and +4, respectively. A
attacks slightly differently from the way in creature with this improved cover also takes
which smaller creatures do. Such a creature no damage at all if he successfully saves
can choose any square that it occupies to against any attack to which the Reflex saving
determine if an opponent has cover against throw bonus applies, instead of taking only
its melee attacks. Similarly, when making half damage. Even if he fails, he takes only
a melee attack against such a creature, you half damage. Furthermore, improved cover
can pick any of the squares it occupies to provides a +10 bonus on Hide checks.
determine if it has cover against you.
258
that provides concealment, the target has Ignoring Concealment
concealment. Concealment is not always effective.
Characters with the Eyes of the Cat feat
When making a melee attack against an can see clearly for a greater distance with
adjacent target, your target has concealment the same light source than other characters.
if his space is entirely within an effect that
Combat
Although invisibility provides total
grants concealment. When making a melee concealment, sighted opponents may still
attack against a target that is not adjacent make Spot checks to notice the location
to you, use the rules for determining of an invisible character. An invisible
concealment from ranged attacks. In character gains a +20 bonus on Hide checks
addition, some magical effects provide if moving, or a +40 bonus on Hide checks
concealment against all attacks, regardless when not moving. Even though opponents
of whether any intervening concealment cannot see you, they might be able to figure
exists. out where you are from other visual clues.
259
Flanking
When making a melee attack, a creature or character gets a +2
bonus to their attack roll if the creature is threatened on its opposite side or corner.
When in doubt about whether two characters flank a creature between them, place
Combat
a line between the centres of the two character’s squares. if these lines pass through
opposite borders of the creature’s square, including corners of those borders, then
the characters are flanking it.
260
Similarly, any attack of opportunity by
Special anyone other than you against the defender
has a 25% chance of accidentally targeting
Attacks you. When someone makes an attack of
opportunity, make the attack roll and then
Aid Another roll to see whether the attack went astray.
Combat
In melee combat, you can help a friend
attack or defend by distracting or interfering Next, you and the defender make opposed
with an opponent. If you are in position to Strength checks. You each add a +4 bonus
make a melee attack on an opponent that for each size category you are larger than
is engaging a friend in melee combat, you Medium or a –4 penalty for each size
can attempt to aid your friend as a standard category you are smaller than Medium.
action. You make an attack roll against a You get a +2 bonus if you are charging. The
Defence of 10. If you succeed, your friend defender gets a +4 bonus if he has more
gains either a +2 bonus on his next attack than two legs or is otherwise exceptionally
roll against that opponent, or a +2 bonus to stable.
Defence against that opponent’s next attack
(your choice), as long as that attack comes Bull Rush Results
before the beginning of your next turn. If you beat the defender’s Strength check
Multiple characters can aid the same friend result, you push him back 5 feet. If you
and similar bonuses stack. wish to move with the defender, you can
push him back an additional 5 feet for
You can also use this standard action to each 5 points by which your check result
help a friend in other ways, such as when is greater than the defender’s check result.
he is affected by a spell, or to assist another You cannot, however, exceed your normal
character’s skill check. movement limit. (Note: The defender
provokes attacks of opportunity if he is
moved. So do you, if you move with him.
Bull Rush The two of you do not provoke attacks of
You can make a bull rush as a standard opportunity from each other, however.)
action (an attack) or as part of a charge (see If you fail to beat the defender’s Strength
Charge, below). When you make a bull check result, you move 5 feet straight back
rush, you attempt to push an opponent to where you were before you moved into
straight back instead of damaging him. You his space. If that space is occupied, you fall
can only bull rush an opponent who is one prone in that space.
size category larger than you, the same size,
or smaller.
Charge
Initiating a Bull Rush Charging is a special full-round action that
First, you move into the defender’s space. allows you to move up to twice your speed
Doing this provokes an attack of opportunity and attack during the action. However, it
from each opponent that threatens you, carries tight restrictions on how you can
including the defender. If you have the move.
Improved Bull Rush feat, you do not
provoke an attack of opportunity from the Movement During a Charge
defender. Any attack of opportunity made You must move before your attack, not
by anyone other than the defender against after. You must move at least 10 feet (2
you during a bull rush has a 25% chance of squares) and may move up to double
accidentally targeting the defender instead. your speed directly toward the designated
261
Charging When charging, a character or
creature moves up to double speed
and at least 2 squares [10 feet] along
the shortest path to the closest
space from which it can attack an
Combat
1 Square = 5 feet
opponent. You must have a clear path allowed to move up to your speed instead
toward the opponent, and nothing can of up to double your speed. You cannot
hinder your movement, such as difficult use this option unless you are restricted
terrain or obstacles. A clear path is defined to taking only a standard action or move
as follows. First, you must move to the action on your turn.
closest space from which you can attack
the opponent. If this space is occupied Attacking on a Charge
or otherwise blocked, you cannot charge. After moving, you may make a single melee
Second, if any line from your starting space attack. You get a +2 bonus on the attack
to the ending space passes through a square roll and take a –2 penalty to your Defence
that blocks movement, slows movement until the start of your next turn. Even if
or contains a creature (even an ally), you you have extra attacks, such as from having
cannot charge. Helpless creatures do not a high enough base attack bonus or from
stop a charge. using multiple weapons, you only get to
make one attack during a charge.
If you do not have line of sight to the
opponent at the start of your turn, you A charging character gets a +2 bonus on
cannot charge that opponent. You cannot the Strength check made to bull rush or
take a 5-foot step in the same round as overrun an opponent. See Bull Rush, above
a charge. If you are able to take only a and Overrun, below.
standard action or a move action on your
turn, you can still charge but you are only
262
Lances and Charge Attacks If you are attempting to disarm a melee
A lance deals double damage if employed by weapon, follow the steps outlined here.
a mounted character in a charge. Certain If the item you are attempting to disarm
feats, such as Spirited Charge, can affect is something other than a melee weapon,
this damage multiple even more. such as an artefact that a sorcerer is shaking
angrily at you, then the defender may still
Combat
oppose you with an attack roll but takes a
Weapons Readied against a penalty and cannot attempt to disarm you
Charge in return if your attempt fails.
Spears and certain other piercing weapons
deal double damage when readied (set) and Step 1: Attack of Opportunity. You
used against a charging character. provoke an attack of opportunity from
the target you are trying to disarm. If
you have the Improved Disarm feat, you
Disarm do not incur an attack of opportunity
As a melee attack, you may attempt to for making a disarm attempt. If the
disarm your opponent. If you do so with a defender’s attack of opportunity deals
weapon, you knock the opponent’s weapon any damage, your disarm attempt fails.
out of his hands and to the ground. If you
attempt the disarming while unarmed, you Step 2: Opposed Rolls. You and the
end up with the weapon in your hand. defender make opposed attack rolls
with your respective weapons. The
wielder of a two-handed weapon on a
Charge Blocked
Juba cannot charge the Pict in this
situation because:
263
disarm attempt gets a +4 bonus on this see Grapple. Even then, the defender gains
roll and the wielder of a light weapon a +4 bonus on his roll to resist the attempt.
takes a –4 penalty. An unarmed strike
is considered a light weapon, so you
always take a penalty when trying Feint
to disarm an opponent by using an Feinting is a standard action. To feint, make
Combat
unarmed strike. If the combatants are a Bluff check opposed by a Sense Motive
of different sizes, the larger combatant check by your target. The target may add
gets a bonus on the attack roll of +4 his base attack bonus to this Sense Motive
per difference in size category. If the check. If your Bluff check result exceeds
targeted item is not a melee weapon, your target’s Sense Motive check result,
the defender takes a –4 penalty on the the next melee attack you make against the
roll. target does not allow him to dodge or parry
your attack at all. This attack must be made
Step Three: Consequences. If you beat on or before your next turn. Feinting is a
the defender, the defender is disarmed. favourite tactic of many finesse fighters.
If you attempted the disarm action
unarmed, you now have the weapon. If When feinting in this way against a non-
you were armed, the defender’s weapon humanoid, you take a –4 penalty. Against a
is on the ground in the defender’s creature of animal Intelligence (1 or 2), you
square. If you fail on the disarm take a –8 penalty. Against a non-intelligent
attempt, the defender may immediately creature, it is impossible. Feinting in combat
react and attempt to disarm you with does not provoke attacks of opportunity.
the same sort of opposed melee attack
roll. His attempt does not provoke an Feinting as a Move Action
attack of opportunity from you. If he With the Improved Feint feat, you can
fails his disarm attempt, you do not attempt a feint as a move action instead of
subsequently get a free disarm attempt as a standard action.
against him.
264
Your Grapple Defence is calculated as Defence as a free action. If you succeed,
follows: you and your target are now grappling
and you deal damage to the target as if
10 + Base Attack Bonus + Strength with an unarmed strike. This damage
modifier + special size modifier + other ignores DR from armour but not DR
modifiers from class features, such as those of a
Combat
barbarian. If you lose, you fail to start
Special Size Modifier: The special size the grapple. You automatically lose an
modifier for a grapple check is as follows: attempt to hold if the target is two or
Colossal +16, Gargantuan +12, Huge +8, more size categories larger than you
Large +4, Medium +0, Small –4, Tiny –8, are.
Diminutive –12, Fine –16. Use this number
in place of the normal size modifier you use Step 4: Maintain Grapple. To maintain
when making an attack roll or calculating the grapple for later rounds, you must
Defence. move into the target’s space. This
movement is free and does not count
If you wish, you may turn a grapple check as part of your movement in the round.
into an opposed grapple roll, simply by Moving, as normal, provokes attacks
basing Grapple Defence on a roll of 1d20 of opportunity from threatening
rather than a flat value of 10. opponents but not from your target.
If you cannot move into your target’s
Starting a Grapple space, you cannot maintain the grapple
To start a grapple, you need to grab and and must immediately let go of the
hold your target. Starting a grapple requires target. To grapple again, you must
a successful melee attack roll. If you get begin at Step 1.
multiple attacks, you can attempt to start a
grapple multiple times at successively lower Grappling Consequences
base attack bonuses. While you are grappling, your ability to
attack others and defend yourself is limited.
Step 1: Attack of Opportunity. You You are using most of your concentration
provoke an attack of opportunity from and every available limb to try and impede
the target you are trying to grapple. If your opponent’s movements, making it
the attack of opportunity deals damage, very difficult to spare any attention or effort
the grapple attempt fails. (Certain against any other foe. When grappling, you
monsters, such as the sons of Set, do can only defend yourself against melee or
not provoke attacks of opportunity ranged attacks with Dodge Defence. It is
when they attempt to grapple, nor do impossible to use Parry Defence.
characters with the Improved Grapple
feat.) If the attack of opportunity No Threatened Squares: You do not
misses or fails to deal damage, proceed threaten any squares while grappling.
to Step 2.
No Dodge: You are unable to dodge
Step 2: Grab. You make a melee attack opponents that you are not grappling. You
to grab the target. If you fail to hit the can still dodge opponents that you are
target, the grapple attempt fails. If you grappling.
succeed, proceed to Step 3.
No Parry: You cannot parry attacks while
Step 3: Hold. Make a grapple check grappling, unless you perform the Human
against your opponent’s Grapple Shield combat move (see pg. 275).
265
No Movement: You cannot move normally Damage Your Opponent: While
while grappling. You may, however, make grappling, you can deal damage to your
a grapple check against your opponent’s opponent equivalent to an unarmed
Grapple Defence (see the rules for doing so strike. Make a grapple check against
below) to move while grappling. your opponent’s Grapple Defence in
place of an attack. If you win, you
Combat
266
Retrieve a Spell Component: You can You may voluntarily release a pinned
produce a spell component from your character as a free action. If you do so, you
pouch while grappling by using a are no longer considered to be grappling
full-round action. Doing so does not that character and vice versa.
require a successful grapple check.
You cannot draw or use a weapon
Combat
Pin Your Opponent: You can hold (against the pinned character or any other
your opponent immobile for 1 round character), escape another’s grapple, retrieve
by making a successful grapple check a spell component, pin another character or
against his Grapple Defence, made break another’s pin while you are pinning
in place of an attack. Once you have an opponent.
an opponent pinned, you have a few
options available to you; see below. If You Are Pinned by an
Break Another’s Pin: If you are grappling Opponent
an opponent who has another character When an opponent has pinned you, you
pinned, you can make a grapple check are held immobile (but not helpless) for 1
against his Grapple Defence in place of round. While you are pinned, you cannot
an attack. If you win, you break the dodge or parry. Your effective Dexterity is
hold that the opponent has over the 0, which gives you a –5 penalty to Defence.
other character. The character is still You also take a –4 penalty to your Defence
grappling, but is no longer pinned. against opponents other than the one
pinning you. (Effectively, if you are a
Use Opponent’s Weapon: If your normal human, your Defence in such a
opponent is holding a light weapon, situation is 5 against the person grappling
you can use it to attack him. Make you and 1 against other opponents.) At
a grapple check against his Grapple your opponent’s option, you may also be
Defence in place of an attack. If you unable to speak. On your turn, you can try
win, make an attack roll with the to escape the pin by making a grapple check
weapon with a –4 penalty. Doing this against your opponent’s Grapple Defence in
does not require another action. You place of an attack. You can make an Escape
do not gain possession of the weapon Artist check against his Grapple Defence
by performing this action. (in place of your grapple check) if you want
but this requires a standard action. If you
win, you escape the pin but you are still
If You Are Pinning an grappling.
Opponent
If you are pinning an opponent, you can Joining a Grapple
attempt to damage him with a grapple If your target is already grappling someone
check against his Grapple Defence, you can else, you can use an attack to start a grapple,
attempt to use your his weapon against him as above, except that the target does not get
or you can attempt to move the grapple, all an attack of opportunity against you, and
described above. At your option, you can your grab automatically succeeds. You still
prevent a pinned opponent from speaking. have to make a successful grapple check
against your opponent’s Grapple Defence
You can use a disarm action to remove or to become part of the grapple.
grab away a well secured object worn by a
pinned opponent but he gets a +4 bonus on If there are multiple opponents involved
his roll to resist your attempt; see Disarm. in the grapple, you pick one to make the
grapple check against.
267
Multiple Grapplers a single melee attack. Essentially, you have
Several combatants can be in a single grapple. to wait until the mount gets to your enemy
Up to four combatants can grapple a single before attacking, so you cannot make a full
opponent in a given round. Creatures that attack. Even at your mount’s full speed, you
are one or more size categories smaller than do not take any penalty on melee attacks
you count for half, creatures that are one while mounted.
Combat
268
If You Are Dropped ability score has the higher modifier. A
If you are knocked unconscious, you combatant gets a +4 bonus on the check
have a 50% chance to stay in the saddle. for every size category he is larger than
Otherwise, you fall and take 1d6 points Medium or a –4 penalty for every size
of damage. Without you to guide it, your category he is smaller than Medium.
You gain a +2 bonus on your Strength
Combat
mount avoids combat unless it is of greater
than animal intelligence. In that case, your check if you made the overrun as part of
mount acts like a creature of its abilities and a charge. The defender gets a +4 bonus
intellect and is generally controlled by the on his check if he has more than two
Games Master. legs or is otherwise more stable than
a normal humanoid. If you win, you
knock the defender prone. If you lose,
Overrun the defender may immediately react
You can attempt an overrun as a standard and make a Strength check opposed
action taken during your move, or as part by your Dexterity or Strength check,
of a charge. In general, you cannot take a including the size modifiers noted
standard action during a move; this is an above but no other modifiers, to try to
exception. With an overrun, you attempt knock you prone.
to plough past or over your opponent (and
move through his square) as you move. You Step 4: Consequences. If you succeed
can only overrun an opponent who is one in knocking your opponent prone,
size category larger than you, the same size you can continue your movement as
or smaller. You can make only one overrun normal. If you fail and are knocked
attempt per round. If you are attempting prone in turn, you have to move 5 feet
to overrun an opponent, follow these steps. back the way you came and fall prone,
ending your movement there. If you
Step 1: Attack of Opportunity. Since fail but are not knocked prone, you
you begin the overrun by moving have to move 5 feet back the way you
into the defender’s space, you provoke came, ending your movement there. If
an attack of opportunity from the that square is occupied, you fall prone
defender. in that square.
269
takes a –4 penalty. If the combatants are
Sneak Attack of different sizes, the larger combatant
Only characters with levels in certain classes, gets a bonus on the attack roll of +4 per
such as thief or pirate, or from certain races, difference in size category.
such as Zingaran, can make sneak attacks.
A sneak attack can only be made against Step 3: Consequences. If you beat the
Combat
a character who is unable to use Dodge defender, roll damage and deal it to the
Defence or Parry Defence to defend himself, weapon or shield. See the Weapons,
or who is being flanked. A character who is Primitive Weapons, Akbitanan
blinded, flat-footed, stunned, helpless, the Weapons and Shields tables in the
victim of a successful feint, pinned or being Equipment chapter to determine how
attacked by an invisible opponent can thus much damage you must deal to destroy
be sneak attacked. the weapon or shield. If you fail the
sunder attempt, you do not deal any
If a character is able to defend himself with damage. Note: you do not use Armour
either Dodge Defence or Parry Defence Piercing when attacking an object,
(such as a character with the Reflexive Parry nor can you bypass its Hardness with
feat who is attacked when flat-footed) then finesse. See Attacking an Object, pg.
he is not susceptible to a sneak attack, unless 21.
the sneak attack is of a kind that the chosen
defence cannot help against. For example,
a flat-footed character with Reflexive Parry
Sundering a Carried or Worn
could still be sneak attacked by a character Object
using a ranged weapon, because ranged You do not use an opposed attack roll to
attacks cannot be parried. damage a carried or worn object. Instead,
just make an attack roll against the object’s
Dodge Defence. A carried or worn object’s
Sunder Dodge Defence is equal to 10 + its size
You can use a melee attack with a slashing modifier + the Dexterity modifier of the
or bludgeoning weapon to strike a weapon carrying or wearing character. Attacking a
or shield that your opponent is holding. carried or worn object provokes an attack of
If you are attempting to sunder a weapon opportunity, just as attacking a held object
or shield, follow the steps outlined here. does. To attempt to snatch away an item
Attacking held objects other than weapons worn by a defender rather than damage it,
or shields is covered below. see Disarm. You cannot sunder armour
worn by another character.
Step 1: Attack of Opportunity. You
provoke an attack of opportunity from
the target whose weapon or shield you Throw Splash
are trying to sunder. If you have the
Improved Sunder feat, you do not incur Weapon
an attack of opportunity for making A splash weapon is a ranged weapon that
the attempt. breaks on impact, splashing or scattering its
contents over its target and nearby creatures
Step 2: Opposed Rolls. You and the or objects. To attack with a splash weapon,
defender make opposed attack rolls make a ranged touch attack against the
with your respective weapons. The target. Thrown weapons require no weapon
wielder of a two-handed weapon on a proficiency, so you do not take the –4 non-
sunder attempt gets a +4 bonus on this proficiency penalty. A hit deals direct hit
roll and the wielder of a light weapon
270
damage to the target and splash damage to the defender may immediately react and
all creatures within 5 feet of the target. make a Strength check opposed by your
own Dexterity or Strength check to try to
You can instead target a specific grid trip you.
intersection. Treat this as a ranged attack
against a Defence of 5. However, if you Avoiding Attacks of Opportunity: If
Combat
target a grid intersection, creatures in all you have the Improved Trip feat, or if
adjacent squares are dealt the splash damage you are tripping with a weapon (see
and the direct hit damage is not dealt to below) you do not provoke an attack of
any creature. You cannot target a grid opportunity for making a trip attack.
intersection occupied by a creature, such as
a Large or larger creature; in this case, you Being Tripped (Prone)
are aiming at the creature. A tripped character is prone. Standing up
is a move action and provokes an attack of
If you miss the target, whether aiming at opportunity.
a creature or a grid intersection, roll 1d8.
This determines the misdirection of the
throw, with 1 being straight back at you and Tripping a Mounted
2 through 8 counting clockwise around the Opponent
grid intersection or target creature. Then, You may make a trip attack against a
count a number of squares in the indicated mounted opponent. The defender may
direction equal to the range increment of make a Ride check in place of his Dexterity
the throw. After you determine where the or Strength check. If you succeed, you pull
weapon landed, it deals splash damage to all the rider from his mount.
creatures in adjacent squares.
Tripping with a Weapon
Trip Some weapons can be used to make trip
attacks. In this case, you make a melee
You can try to trip an opponent as an
touch attack with the weapon instead of
unarmed melee attack. You can only trip
an unarmed melee touch attack and you
an opponent who is one size category larger
do not provoke an attack of opportunity.
than you, the same size, or smaller.
If you are tripped during your own trip
attempt, you can drop the weapon to avoid
Making a Trip Attack being tripped.
Make an unarmed melee touch attack
against your target. This provokes an
attack of opportunity from your target as Two-Weapon
normal for unarmed attacks. If your attack
succeeds, make a Strength check opposed Fighting
by the defender’s Dexterity or Strength If a combatant wields a second weapon in
check, using whichever ability score has the off hand, that combatant can get one
the higher modifier. A combatant gets a extra attack per round with that weapon
+4 bonus for every size category he is larger when he takes a full attack action.
than Medium, or a –4 penalty for every size
category he is smaller than Medium. The Fighting in this way is very hard, however
defender gets a +4 bonus on his check if and a combatant suffers a -6 penalty to both
he has more than two legs or is otherwise his main weapon and his off-hand weapon
more stable than a normal humanoid. If attack rolls.
you win, you trip the defender. If you lose,
271
A combatant can reduce these stiff penalties Initiative Consequences of
in two ways:
Delaying
Your initiative result becomes the count
If at least one of a combatant’s weapons
on which you took the delayed action. If
is light, the penalty is reduced to -2.
you come to your next action and have not
An unarmed strike is always considered
Combat
272
Initiative Consequences of doing so renders you very vulnerable to a
counterattack.
Readying Prerequisite: Str 13, Power Attack.
Your initiative result becomes the count on
Circumstance: You must be wielding a
which you took the readied action. If you
slashing or piercing weapon and charging.
come to your next action and have not yet
Effect: You gain a +2 bonus on your damage
Combat
performed your readied action, you do not
roll when charging but you provoke an
get to take the readied action, though you
attack of opportunity from your target
can ready the same action again. If you
before you can make your attack roll.
take your readied action in the next round,
before your regular turn comes up, your
initiative count rises to that new point in Cat’s Parry
the order of battle and you do not get your You parry your opponent’s wrist, rather
regular action that round. than his blade.
Prerequisite: Base parry bonus +6.
Distracting Sorcerers Circumstance: You must be parrying.
You can ready an attack against a sorcerer Effect: Your attacker gains a +4 circumstance
with the trigger ‘if he starts casting a spell.’ bonus to his attack roll but if he misses,
If you damage the sorcerer, he may lose the you may immediately make an attack of
spell he was trying to cast, as determined by opportunity against him.
his Concentration check result.
273
on quickness but desperately gambling that Prerequisite: Str 15, Improved Grapple,
your attack will be sufficient to slay the Improved Trip.
opponent instantly, since it leaves you wide Circumstance: You must have one hand
open to a counterattack from him. free.
Prerequisite: Improved Initiative, base Effect: Make a melee touch attack to grab
attack bonus +15. your opponent, then an grapple check
Combat
Circumstance: You must have won against his Grapple Defence, just as though
initiative, it must be the first round of you were starting a grapple. If the grapple
combat, your opponent must be unable check succeeds, you throw your opponent
to use Dodge Defence or Parry Defence to the ground. You are not grappling
through being flat-footed and you must be him but the impact with the ground deals
attacking with finesse. damage to him as though you had hit him
Effect: As your first attack of the combat, with an unarmed strike and he is prone as
you may attempt to slay your enemy though you had tripped him.
outright, relying on your speed and skill
to slay your enemy instantly. You make
your attack as normal. If you hit, your Hooking Parry
opponent must make a Fortitude saving You swing your axe (or similar martial
throw (DC = damage dealt by your attack) weapon) around the shaft of your enemy’s
or die instantly. If your opponent is still weapon, holding it out of line so it cannot
alive, he gains a +2 circumstance bonus to be used.
his attack rolls and damage against you for Prerequisite: Base parry bonus +1,
the remainder of the round. Dexterity 13.
Circumstance: You have just used an axe,
battleaxe, bill, bardiche or polearm to parry
Devastating an enemy’s reach weapon.
Effect: So long as you do not use the
Sweep parrying weapon for any other purpose
You can swing your weapon around, forcing (including making further attacks or
your foes back to clear sufficient space for parries) your opponent may not use his
you to flee. reach weapon for any purpose either. As
Prerequisite: Whirlwind Attack. a standard action he may make an attack
Circumstance: You must be wielding a roll with his weapon, opposed to your
slashing weapon, either one-handed or Parry Defence with your weapon. If he is
two-handed. At least five of the squares successful with this opposed attack roll, or if
adjacent to you must be occupied. You you move out of range of his reach weapon,
must not be attacking with finesse. he may wield his weapon normally again.
Effect: As a standard action, you may swing
your weapon in a sweep around you. Any
characters within 5 feet of you have the Human Shield
option of immediately taking a 5-foot step You swing your distracted enemy around
away from you as a free action, so as to be so as to attempt to parry another enemy’s
out of range. You gain an attack against attack with the body.
any characters who do not choose to move Prerequisite: Strength 13, Improved
away, at your highest base attack bonus. Grapple.
Circumstance: Earlier this round you
have dealt damage to your opponent while
Fling Aside grappling him, and are now being attacked
If you are sufficiently strong, you can simply by another character while still grappling
pick up your enemy one-handed and hurl the first.
him aside.
274
Effect: If you succeed in a grapple check,
you may use your grappled opponent to Sundering
parry with, just as though he were a shield.
This is an exception to the normal rule that Parry
you may not parry while in a grapple. The Rather than simply setting aside your
Parry Bonus you gain from him is equal to opponent’s weapon, you attempt to hack it
Combat
your Strength bonus -1, with a minimum through with your own.
of +0 and a maximum of +2 – he is large, Prerequisite: Improved Sunder, base parry
but is somewhat awkward to move about bonus +1.
even when using both hands. If you Circumstance: Must be parrying.
successfully parry the second opponent’s Effect: You take a -2 circumstance penalty
attack, full damage from that attack is dealt to your Parry Defence. However, if you
to the opponent you are grappling. succeed in parrying the enemy’s weapon,
you may immediately make a sunder
attempt as a free action, with all the usual
Leaping modifiers (including the +4 bonus for the
Improved Sunder feat) and an additional -2
Charge circumstance penalty to the attack roll.
Prerequisites: Base attack bonus +6, Jump
skill
Effect: When you make a charge attack, To the Hilt
you may make a second attack at your You take advantage of your enemy’s lack of
highest base attack bonus, though both armour to plunge your weapon deeper into
attacks are at a -2 circumstance penalty. his body, leaving it amidst his flesh.
The circumstance penalty to your Defence Prerequisite: Power Attack.
for charging is increased from the usual -2 Circumstance: Must be attacking with
to -4. a piercing or slashing weapon against an
unarmoured opponent.
Effect: You gain a +1 circumstance modifier
Pantherish to your damage roll. However, if your
damage rolled with the weapon (before any
Twist modifiers for Strength, sneak attacks and
When two attackers attempt to flank you, bonuses of any kind) is higher than your
you twist away at the last moment, forcing Strength modifier, your weapon sticks into
them to attack one another. your enemy, whether he is living or dead.
Prerequisite: Improved Uncanny Dodge.
Circumstance: Must be dodging. You or another character, including the one
Effect: If two opponents move into with the weapon stuck in him if he is still
positions which usually would allow them alive, can remove a stuck weapon by taking
to flank you if you did not have Improved a full-round action and making a Strength
Uncanny Dodge, you can choose to force check (DC 10). Often characters will find
both of them to make opposed Dexterity it easier and quicker to draw or pick up an
checks with you. If one or both of them alternate weapon.
lose the opposed Dexterity check with you,
he or they must attack the other enemy A character with a weapon stuck in him
instead of attacking you. However, if one sustains 1d4 damage every time he takes a
or both of them win the opposed Dexterity move, standard or full-round action.
check, there is a +2 circumstance bonus on
his or their attack and damage rolls against
you. These effects only ever apply to the
first attack each opponent makes.
275
be able to attack him again, since the wall
Multiple prevents any more than that from hitting him
at once. This time, however, Llyr’s Dodge
Opponents Defence has a -2 circumstance penalty, as he
does not have room to manoeuvre properly.
Even Conan fears being attacked by multiple
Despite being of far higher level than his
Sorcery
276
a distance. Herbal potions and alchemical
Sorcery
him.
277
Of course, public perception of who is and
Power is not a sorcerer may be very different. A
worthy priest of Ibis (scholar class) who
Points has spent years learning the Counterspells
sorcery style may technically be a sorcerer
All creatures have a certain amount of
according to these rules (and a powerful
Sorcery
What is a Sorcerer?
In game terms, a sorcerer is any character who has learned at least one sorcery style as a
class feature of the scholar class, or who has gained partial access to at least one sorcery
style as a result of taking the Dabbler feat. This is the definition used throughout this
chapter.
Note that a scholar who always elects to choose a bonus feat instead of a sorcery style is
not regarded as a sorcerer, unless of course he selects the Dabbler feat.
Of course, public perception of who is and is not a sorcerer may be very different. A
worthy priest of Ibis (scholar class) who has spent years learning the Counterspells
sorcery style may technically be a sorcerer according to these rules (and a powerful one
at that) but the members of his congregation will certainly not consider him to be so.
Doubtless, after all, he has been granted divine powers to help fight Ibis’s old enemy
Set. That, of course, is not sorcery – not in the popular perception. On the other hand,
a dilettante noble who dabbles even slightly in the Summoning sorcery style may find
himself hounded out of town for his foul magic, though his actual knowledge of sorcery
may be far more limited than the priest’s.
278
them a mere 2 + Wisdom modifier PP for
use. Sacrifices
This is the standard amount of PP a and Energy
sorcerer has available, assuming there are
no special circumstances. It may go up or
Drains
Sorcery
If you sacrifice a creature by coup de grace,
down, usually depending on magic he casts, you may gain one power point for each
losing or winning magical contests with full 8 hit points the creature had before
other sorcerers, imbibing certain drugs and being dealt damage by the coup de grace.
sacrificing other creatures. The absolute You can increase this amount by selecting
maximum PP a character may have is equal Ritual Sacrifice and other feats, for which
to double his Base PP, unless otherwise see the Feats chapter. It is always possible to
specified. sacrifice a creature purely to a specific entity
such as your god or a demon with which
Gaining and you have some kind of pact, in which case
it gains the power points rather than you
Losing Power gaining them.
You can gain Power Points directly from the At least ten celebrants must be involved
body of other living creatures, by sacrificing with this. Each must have at least 1 rank
them or draining the life force out of their in any Perform skill. At least 20% of the
still-living bodies – see Sacrifices and Energy celebrants must have 1 rank in Perform
Drains, below. (ritual) specifically.
If you rest, you can regain Power Points A power ritual takes at least 1 hour, during
that have been lost for any reason, up to which time the celebrants and sorcerer can
your Base PP as usual. 1 PP is regained per perform no other actions including sorcery.
full two hours of rest. Each of the celebrants makes a Perform
check, which once more must be Perform
A group of followers can help you gain (ritual) for at least 20% of the celebrants. It
Power Points by assisting you with a ritual is usual for the celebrants to Take 10 on this
– see Power Rituals, below. check. The Games Master cross-references
the average check result for the celebrants
279
Power Rituals (Power Points Gained per Hour)
Number of Average Check Result
Celebrants Less than 10 10 to 14 15 to 19 20 to 24 25+
10 to 19 0 1 2 3 4
20 to 49 0 2 4 6 8
Sorcery
50 to 99 0 3 6 9 12
100 or more 0 4 8 12 16
with the number of celebrants on the Power While his Power Points are below 0, the
Rituals (Power Points Gained per Hour) sorcerer may not cast any further spells
table to determine how many Power Points (even if he could theoretically reduce
the sorcerer gains from the power ritual. his PP still further) and is considered to
be fatigued (cannot run or charge, -2 to
A power ritual that continues for more Strength and Dexterity) until his Power
than one hour allows the sorcerer to gain Points are somehow restored to 0 or above
additional Power Points each additional once more.
hour.
280
Both the magic attack bonus and the
Enemies Killed Morale Bonus reduced PP cost from the Rule of Success
1 +1 can apply simultaneously, if applicable.
2-4 +2
5-9 +3 The Rule of
Sorcery
10-19 +4
20-49 +5 Impermanence
Almost every spell or magic item has only
50-99 +6
a limited duration. If nothing else, all such
100-199 +7 sorcerous creations will cease functioning
200-499 +8 the moment the sorcerer who created them
500-999 +9 is killed, unless noted otherwise.
1000+ +10
Any time a sorcerer is reduced below 0 hit
The bonus is immediately cancelled if the points, he must make a separate Will saving
sorcerer loses any hit points during the throw (DC 25) for each of his sorcerous
round following the actions that gave him creations, of whatever kind. If this is failed,
the bonus. the creation ceases functioning. In the
case of a spell, this means it simply stops
Note that these benefits are in addition to working. For a magic item of some kind,
any bonus power points the sorcerer may it crumbles into dust or shatters into tiny
gain for having sacrificed one or more of fragments, becoming not only non-magical
those he kills. but also non-existent.
281
All the sorcerer’s current power points The Games Master may also rule a sorcerer
are expended. to be so obsessed, though he should do so
with care. Usually the only two possible
All creatures within a 10-foot radius of reasons for doing so are as follows:
the sorcerer are dealt 1d6 fire damage
per power point expended. They The sorcerer acquires an Allegiance (see
Sorcery
may attempt Fortitude saving throws pg. 103) to someone or some group
(DC = sorcerer’s magic attack roll) for other than his own sorcerous master or
half damage. The sorcerer himself is masters, or some demon or other.
unaffected by his own blast.
The sorcerer acquires more levels of
some other class than he has levels of
The Rule of scholar.
Obsession On the other hand, it is said that observers
For most sorcerers, their magic is an
can tell when someone is obsessed with
obsession that drives them on, constantly
something and that the obsessed cannot
forcing them to seek out new sources
usually tell. This being the case, the Games
of knowledge and new forms of power.
Master is certainly permitted to make
Diluting that obsession by any means,
statements along the lines of ‘you are clearly
whether this is falling in love, pursuing a
obsessed with hunting this particular
new career, or demonstrating overmuch
individual down – if this continues, I will
loyalty to a cause other than their own
certainly rule you to be Obsessed.’
sorcerous masters, tends to weaken their
magic considerably. However, if they can
The Games Master is also always at liberty
somehow draw the source of the distraction
to veto any obsession that the player chooses
into themselves – for example, by sacrificing
for his character, to avoid abusive or just
their loved one, succeeding at a major test
plain implausible obsessions.
in the new profession or rising to the top of
a non-sorcerous organisation only to entice
A sorcerer with an obsession can regain
all its members to their own destruction as
his lost 1 to 3 BPP, and gain a permanent
a mass sacrifice – their power is significantly
increase equal to the same amount he
boosted.
originally lost, by somehow incorporating
the essence of the obsession into himself
In effect, the rule of obsession is played out
and his sorcery – a form of symbolic (or in
somewhat like a minor quest or sub-plot
some cases literal) cannibalism. The precise
alongside the main campaign. A sorcerer
nature of this incorporation depends on the
can always declare himself obsessed with
obsession but some guidelines are given
something other than sorcery. If he does
below.
so, his Base Power Points are reduced by -
1 to -3, depending on the strength of the
The key to understanding the Rule of
obsession. These may be regained – with
Obsession is that in essence the sorcerer
interest – only by somehow drawing the
is ‘gambling’ between one and three
object of the obsession into himself. Until
permanent points of BPP.
that point, his BPP will remain penalised,
though of course the character’s current
Generally speaking, a sorcerer should not
Power Points can still go up and down
be permitted more than one obsession per
as usual. Maximum Power Points are
year.
calculated from his new Base PP.
282
The rule of obsession never applies to a
sorcerer who does not have any levels in The Rule of
the scholar class. A mere Dabbler (see the
Feats chapter) is unaffected by the rule of the Master
obsession, as he is by definition not obsessed Two of the backgrounds for the scholar class
with sorcery but simply toying with its dark involve the character being at least partially
Sorcery
powers. in thrall to a superior: Acolyte and Pact. Any
character with one of these backgrounds, or
Example: Ankh-af-na-Khonsu is a Stygian any character who later joins a sorcerous
sorcerer of some considerable repute but society or learns the demonic pact spell, or
has found himself drawn to the service of who takes on apprentices of his own, is
the highly charismatic King of Koth. He subject to the Rule of the Master.
is a 12th level scholar with a Wisdom of
14, so his Base Power Points are 9 and his The Rule of the Master concerns any
Maximum Power Points are 27. He has an character who has learnt sorcery from a
Allegiance (Koth), which has developed over more powerful sorcerer or demon, who
some years living in that land and working is known as the master. His apprentices,
directly for the King. The Games Master coven novices, or other students are known
decides this to be an obsession worth 2 as thralls.
points of BPP, so Ankh-af-na-Khonsu’s BPP
is reduced to 7 and his MPP to 21. The The Rule of the Master has the following
sorcerer realises he must somehow draw the effects.
obsession back into himself and proposes a
plan to the Games Master. He intends to Manipulation: The master of any coven,
hypnotise the King of Koth on a long-term sorcerous society or even just an apprentice
and complete basis, forcing the unfortunate or two, always gains a +2 circumstance bonus
monarch to tear apart the kingdom of to Bluff and Intimidate checks targeting any
Koth in a series of futile wars, punitive of his thralls and a +1 circumstance bonus
taxes, and bizarre laws. Eventually, when to magic attack rolls against them.
the kingdom is on the brink of revolt, he
intends to slay and ritually devour the King Power Transfer: The master may, at any
and seize power himself. If he succeeds, time, attempt to remove or grant a number
he will have drawn both king and country of Power Points to any or all of his thralls.
into himself, one way or the other and he This requires either physical touch with
will be in harmony once more. The Games the apprentice, or the master to have on
Master agrees that if he succeeds, his lost 2 his person some form of magical link to
BPP will be returned, and he will be further the apprentice; see pg. 293 for full details
rewarded with a +2 bonus to BPP for the of magical links. Once per round as a free
increase in power gained by incorporating action, the master may take up to 5 Power
his obsession into himself, for a total of 11 Points from any one thrall for his own use,
BPP and 33 MPP. As it turns out, Ankh or grant said thrall up to 5 Power Points
takes some years to achieve his aim and by for the thrall’s use. If desired, the thrall
the time he does so he is 14th level. This may attempt to resist this by making a
would usually give him a BPP of 10 and an Will saving throw, with the DC set by the
MPP of 40, but while reduced he is on a master’s magic attack roll.
BPP of 8 and an MPP of 32. Once he has
succeeded in his aims, he will be at a BPP of Note: Most masters will ensure they
12 and an MPP of 48. gain some kind of magical link to the
thrall before teaching them a single spell
283
– perhaps a contract signed in blood, or a attack roll (opposed by the target’s Will
lock of hair. saving throw) to determine approximately
how corrupt and powerful the sorcerer is,
Ritual Spell: The master can perform based on the following scales:
ritual spells with his various thralls. Any
spell he knows can be cast in a ritualistic Corruption
Sorcery
Sorcerer’s
Spell Failure
Soul If you ever try to cast a spell in conditions
The very process of becoming a sorcerer where the characteristics of the spell cannot
wreaks permanent changes to the very soul be made to conform, the casting fails and
of the sorcerer, changes that other sorcerers the spell is wasted.
and supernatural entities can detect just by
looking at them.
The Spell’s
Any sorcerer, magical beast or outsider who
can meet the eyes of a sorcerer (if he could Result
cast an Evil Eye range spell, he can meet Once you know which creatures (or objects
the target’s eyes) can immediately sense or areas) are affected, and whether those
the latter’s sorcerous nature. Furthermore, creatures have made successful saving
if he spends a standard action examining throws (if any were allowed), you can apply
the sorcerer further, he may make a magic whatever results a spell entails.
284
damage, the DC is 10 + points of damage +
Concentration PP cost of the spell.
To cast a spell, you must concentrate. If
something interrupts your concentration If the spell interferes with you or distracts
while you are casting, you must make a you in some other way, then the DC is the
Concentration check or lose the Power spell’s saving throw DC + PP cost of the
Sorcery
Points casting the spell would have cost. spell. For a spell with no saving throw, use
Furthermore, if the spell is one that could the DC that the spell’s saving throw would
cause Runaway Magic (see below) you have if a saving throw were allowed.
must make a Will saving throw (DC 15),
with failure resulting in Runaway Magic Grappling or Pinned: The only spells
as described on page 188. The more you can cast while grappling or pinned are
distracting the interruption and the higher those without somatic components and
the PP cost of the spell you are trying to whose material components (if any) you
cast, the higher the DC is. If you fail the have in hand. Even so, you must make a
check, you lose the spell just as if you had Concentration check (DC 20 + PP cost of
cast it to no effect. the spell) or lose the PP cost.
Injury: If you take damage while trying to Vigorous Motion: If you are riding on
cast a spell, you must make a Concentration a moving mount, taking a bouncy ride in
check (DC 10 + points of damage taken + a wagon, on a small boat in rough water,
PP Cost). If you fail the check, you lose the below-decks in a storm-tossed ship or
Power Points that would have been spent to simply being jostled in a similar fashion,
cast the spell. The interrupting event strikes you must make a Concentration check
during spellcasting if it comes between (DC 10 + PP cost of the spell) or lose the
when you start and when you complete a PP cost.
spell, for a spell with a casting time of 1 full
round or more, or if it comes in response Violent Motion: If you are on a galloping
to your casting the spell, such as an attack horse, taking a very rough ride in a wagon,
of opportunity provoked by the spell or a on a small boat in rapids or in a storm, on
contingent attack such as a readied action. deck in a storm-tossed ship or being tossed
roughly about in a similar fashion, you
If you are taking continuous damage, must make a Concentration check (DC 15
such as from fire or a spell, then half the + PP cost of the spell) or lose the PP cost.
damage is considered to take place while
you are casting a spell. You must make a Violent Weather: You must make a
Concentration check (DC 10 + 1/2 the Concentration check if you try to cast
damage that the continuous source last a spell in violent weather. If you are in a
dealt + PP cost of the spell). If the last high wind carrying blinding rain or sleet,
damage dealt was the last damage that the the DC is 5 + PP cost of the spell. If you
effect could deal, then the damage is over are in wind-driven hail, dust or debris, the
and it does not distract you. DC is 10 + PP cost of the spell. In either
case, you lose the PP cost if you fail the
Repeated damage does not count as Concentration check. If the weather is
continuous damage. caused by a spell, use the rules in the Spell
subsection above.
Spell: If you are affected by a spell while
attempting to cast a spell of your own, you Casting Defensively: If you want
must make a Concentration check or lose to cast a spell without provoking any
the PP cost. If the spell affecting you deals attacks of opportunity, you must make a
285
Concentration check (DC 15 + PP cost of
the spell) to succeed. You lose the PP cost
if you fail.
Mighty
Entangled: If you want to cast a spell while
Spells and
entangled in a net or some similar effect,
Runaway
Sorcery
286
A sorcerer can cast up to one mighty conjure up are far more powerful than any
spell per week without fear of dangerous magics or defensive prayers to which their
consequences. Each time he casts a further supposedly ‘Good’ counterparts might have
mighty spell within 7 days of the first one, access. Many folk, who might otherwise be
he must make a Will saving throw. This moral, take the first steps on the road to
Will saving throw starts out at DC 10 but damnation when they realise that even if
Sorcery
the DC rises by +5 for each additional they behave virtuously, there is no paradise
mighty spell cast within 7 days of the first in the next life, no guarantee of salvation;
mighty spell. they might as well take what they can here
and now.
If the Will saving throw is failed, roll 1d20
and consult the Runaway Magic table. Add Corruption is a more serious problem
the sorcerer’s Corruption score to the roll, for magicians and other scholars than for
+1 for each point by which the Will saving most characters. Their research typically
throw was failed. causes them to make more saving throws
against corruption than most adventurers;
moreover, even those who successfully
Corruption avoid being corrupted have a tendency to
grow madder and madder as they gain more
and and more unnatural knowledge.
287
of Honour, penalties for Corruption points same DC as the first. Failure causes him
and Corruption gain if failed. The usual to become shaken (-2 penalty on attack
penalties (above) apply but in addition any rolls, saving throws, skill checks and
character who fails will become obsessed ability checks) for 1d6 rounds and gain a
with the treasure on a more long-term basis, permanent, minor insanity as agreed by
spending at least the next hour concerned the player and Games Master from the list
Sorcery
288
Corruption Effects Table
Corruption Effects
1-2 Troubled. The character may have occasional nightmares in which he
commits atrocious acts, or may begin to develop a drink problem or
a taste for some lotus-derived drug (see pg. 332, Drugs, Poisons and
Sorcery
Herbal Preparations). Often this is not so much a direct effect of the
corruption, as a means of attempting to control it or avoid thinking
about it.
3-4 Disturbed. The character begins to question the value of acting
correctly or ethically, feeling pessimistic about the future. He is likely
to toy with the idea that demons or evil gods would be better to
worship than the established religions, feeling that at least evil is honest
in its selfishness. Keeping to a Code of Honour will be very difficult at
this point.
5-6 Detached. The character no longer cares about others’ feelings or
comfort, seeing them as no more than tools to be used in his personal
pursuit of pleasure, power, knowledge or whatever else it is that
motivates him. The thought of a Code of Honour, if he ever had
one, is quite ridiculous to him. He may add his Corruption as a
circumstance bonus to all Charisma-based skill checks to manipulate
Non-Player Characters for his own schemes, which can include Bluff,
Diplomacy and Intimidate at the Games Master’s discretion.
7-9 Corrupt. The character actively seeks out demonic creatures in the
hope of making a pact with one, if he has not already done so. In
most cases, the next level he gains will be in the scholar class, if this
is not entirely inappropriate for some reason. If the Player who plays
the character is unwilling to roleplay these kinds of change, the Games
Master should consider taking over the character as a Non-Player
Character. The character may add his Corruption as a circumstance
bonus to all Intimidate checks, even those relating to demonic entities
or similarly powerful creatures. Minor physical signs of his corruption
will now be visible on at least part of his body: perhaps pasty-white
skin, or glowing eyes, or fish-scales appearing on his belly. These signs
first appear when he reaches Corruption 7 and get progressively worse
each time he gains another point of Corruption, until at 10 points
he no longer has any chance to hide his physical corruption. See the
Physical Signs of Corruption table.
10+ At this point, if the character has not already made a pact with some
demonic entity, he will instead be permanently and completely
possessed by one such, his own soul shooting off to hell or perhaps
reaching a warped accommodation with its body’s new owner. His
personal corruption is now so complete that he begins to directly
corrupt anyone who makes peaceful contact with him, just as though
he were an evil god or demon himself. In any event, more major
physical signs of his corruption will now be visible to most who observe
him – horns, or an apelike gait, or something similar. Examples of
these signs are given in the Physical Signs of Corruption table.
289
Physical Signs of Corruption
Die
Roll Corruption 7-9 Corruption 10+
1 Arms become a little The character’s apelike gait means he gains a
longer than usual and +10 innate bonus to all Climb checks and a
Sorcery
290
Corruption is also applied as a bonus to all
Major Intimidate checks.
Insanities Furthermore, Corruption has additionally
Paranoia: This is similar to delusions, but effects as detailed on the Corruption Effects
far more severe. The sorcerer believes in a Table above.
Sorcery
number of highly personalised delusions,
all of them relating to persecution and
treachery towards himself. Spells and
Voices: The character constantly hears
voices, often insistently demanding that
he performs particular actions. Any time
Spellcasting
Sorcerers in Hyboria are limited by their
he is in a stressful situation (at the Games strength of will and command of magic. In
Master’s discretion) he must make a Will Conan the Roleplaying Game, this translates
saving throw (DC 20) or be controlled by into their Power Points. Most spells have
the Games Master for 1d6 rounds, as he several prerequisites, much in the same way
carries out an act to the order of the voices. that feats do – a sorcerer must meet the
Hallucinations: The character sees objects prerequisites before learning the spell.
that are not there, and objects that are there
are distorted. He suffers a constant penalty Many spells require either a magic attack
of -2 to Spot and Search checks and to all roll or a skill check as part of the casting
attack rolls, whether melee or ranged. process. This is detailed as part of the entry
for each spell.
Recovering
from Insanity Spell
A character who does not practice any
sorcery or have contact with Corrupting Descriptions
influences for three months may make The description of each spell is presented
a Will saving throw (DC 15 for minor in a standard format. Each category of
insanity, DC 20 for major insanity) at the information is explained and defined
end of that time to completely recover from below.
his insanity.
Name
Corruption The first line of every spell description gives
the name by which the spell is generally
Effects known.
A character’s current Corruption is applied
as a penalty to all Charisma-based skill
checks when dealing with another character Power Point
who has a Code of Honour.
Cost
A character’s current Corruption is applied As described above, each spell in Conan the
as a bonus to all Charisma-based skill Roleplaying Game has a PP cost that must
checks when dealing with another character be paid by the sorcerer wishing to cast it.
who has at least as many Corruption points
as him, or when dealing with a demon,
evil god or similar powerful entity of evil.
Components
A spell’s components are what you must do
or possess to cast it. The Components entry
291
in a spell description includes abbreviations you have enough XP to spare. However,
that tell you what type of components it you may, on gaining enough XP to attain
has. Specifics for material, focus and XP a new level, use those XP for casting a spell
components are given at the end of the rather than keeping them and advancing a
descriptive text. Usually you do not worry level. The XP are treated just like a material
about components but when you cannot component and are expended when you
Sorcery
use a component for some reason or when cast the spell, whether or not the casting
a material or focus component is expensive, succeeds.
then the components are important.
292
attack the target makes against the creature
Spell Ranges has a 20% miss chance.
A spell’s range indicates how far from you it
can reach, as defined in the Range entry of A target who has specified that he has shut
the spell description. A spell’s range is the his eyes or turned his back on the caster or
maximum distance from you that the spell’s is wearing a blindfold, does not need to
Sorcery
effect can occur, as well as the maximum make a saving throw. The sorcerer gains
distance at which you can designate the total concealment against the target as if the
spell’s point of origin. If any portion of the sorcerer were invisible. Thus, any attack
spell’s area would extend beyond this range, the target makes against the sorcerer has a
that area is wasted. Standard ranges include 50% miss chance and the opponent cannot
the following: use sight to target attacks.
Personal: The spell affects only you. If visibility is limited (by dim lighting, a fog
or such like) so that it results in concealment,
Touch: You must touch a creature or object there is a percentage chance equal to the
to affect it. A touch spell that deals damage normal miss chance for that amount of
can score a critical hit just as a weapon can. concealment that the target will not need
A touch spell threatens a critical hit on a to make a saving throw. This chance is not
natural roll of 20 and deals double damage cumulative with chances to avoid the evil
on a successful critical hit. Some touch eye but instead is rolled separately.
spells allow you to touch multiple targets.
You can touch as many willing targets as If the target is able to avoid meeting the
you can reach as part of the casting but sorcerer’s gaze during the round the spell is
all targets of the spell must be touched in cast, the evil eye spell has no effect.
the same round that you finish casting the
spell. Unlimited: The spell reaches anywhere on
Hyboria.
Close: The spell reaches as far as 25 feet
away from you. The maximum range Magical Link: Anyone with even a vague,
increases by 5 feet for every two full sorcerer half-mythical understanding of sorcery
levels. – and that includes almost everyone in the
Hyborian Age – knows of several highly
Medium: The spell reaches as far as 100 sinister methods of sending out a spell from
feet + 10 feet per sorcerer level. the sorcerer to his victim. The sorcerer uses
an item that has an intimate connection
Long: The spell reaches as far as 400 feet + with the victim, such as a fragment of his
40 feet per sorcerer level. clothing, a discarded sandal, a nail-clipping
or lock of hair, or some bodily fluid or
The Evil Eye: Some spells require the other. Whichever method is used, this is
sorcerer to meet the target’s eye. This can known as the Magical Link
affect a target within 30 ft. The caster
simply chooses a target within range and If a Magical Link is available, the sorcerer
that opponent must attempt a saving may use certain spells (those with a range
throw. If the target has already specified listed as ‘magical link’) against the victim
he is averting his eyes from the sorcerer’s from any range, even if he is unable to see
face by some means, he target has a 50% the victim. The sorcerer must hold the
chance of not having to make a saving Magical Link in his hand when casting
throw. In this case the sorcerer gains one- the spell to gain these benefits and retain
half concealment against the target, so any
293
it about his person for the duration of the Power Points: A spell with a duration of
spell, or else the spell instantly ends. Power Points will last as long as the sorcerer
continues to pay the Power Point cost
Range Expressed in Feet: Some spells have whenever required to do so.
no standard range category, just a range
expressed in feet. Discharge: Occasionally a spell lasts
Sorcery
294
cannot hold the charge of such a spell; magic attack roll from the original sorcerer
you must touch all targets of the spell in to cancel the spell completely. Furthermore,
the same round that you finish casting the a warding can be prepared with a ready
spell. action, conditional on another sorcerer
casting a spell, allowing for an opponent’s
spell to be cancelled before it even begins.
Sorcery
The Magic
Other counterspells may not be affected by
Attack Roll a warding.
A magic attack roll is made whenever you
attempt to injure another with your magic
and in most cases when you attempt to Greater
compel another. It is made as follows:
Warding
Magic Attack Roll: 1d20 + magic attack PP Cost: 4 points
bonus + Charisma modifier Components: V, S, M
Casting Time: 1 full round
In most cases it is opposed by the victim’s Range: Touch
relevant saving throw. Subject: Creature touched.
Duration: Instantaneous, or up to one
hour, plus one hour/scholar level or until
Counterspells used, depending on version chosen.
Counterspells are very much sought-after Prerequisites: Knowledge (arcana) 10
by almost all sorcerers, since a rival wizard ranks, warding
can be even deadlier than a sword-wielding Magic Attack Roll: Opposes opponent’s
Cimmerian to the typical sorcerer. Many Magic Attack Roll
scholars who do not otherwise practice
sorcery learn counterspells, just so as to have Greater warding has two modes of use.
a weapon of sufficient power to allow them
to bring the fight to their enemy sorcerers. The first acts like a warding spell that can
be cast on another creature, immediately
countering any spell or spells affecting it if
Warding the sorcerer can succeed at a magic attack
roll opposing the magic attack roll of the
(Basic sorcerer who originally cast the spell.
Counterspell) The second use acts like a one-use warding
PP Cost: 2 points
spell that can be transferred to another
Components: V, S
creature. Unlike warding, and the first
Casting Time: 1 standard action
use of greater warding, it may be cast in
Range: Personal
advance, in which case it comes into effect
Effect: One or more spells already affecting
as soon as another sorcerer attempts to cast
you, or one spell about to affect you.
a spell on the subject. After one use, it
Duration: Instantaneous
stops working.
Magic Attack Roll: Opposes opponent’s
Magic Attack Roll
Material Component: Paints and oils worth
50 sp, with which to inscribe protective
For each spell already affecting the sorcerer
runes on the subject.
when it is cast, the sorcerer casting warding
may make a magic attack roll opposed by a
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Sorcery Styles
The following styles of sorcery are available to scholar characters in Conan the
Roleplaying Game. Some of them may also be gained in a limited form by non-
scholar characters, by selecting the Dabbler feat (see pg. 160).
Sorcery
Sorcery Styles
Sorcery Style Spells Prerequisites
Counterspells Warding –
(Basic
Counterspell)
Greater Knowledge (arcana) 10 ranks, warding
Warding
Incantation Knowledge (arcana) 4 ranks, warding
of Amalric’s
Witchman
Rune of Knowledge (arcana) 4 ranks, Knowledge
Jhebbal Sag (religion) 6 ranks, Wis 13, warding
Curses Lesser Ill- –
Fortune
(Basic Curse)
Awful Rite of Magic attack bonus +6, lesser ill-fortune
the Were-Beast
Curse of Yizil Magic attack bonus +4, lesser ill-fortune,
warding
Dance of the Magic attack bonus +4, lesser ill-fortune,
Changing must be a Pict
Serpent
Draw Forth Magic attack bonus +7, lesser ill-fortune,
the Soul Ritual Sacrifice, Tormented Sacrifice
Gelid Bones Magic attack bonus +2, lesser ill-fortune, calm
of the adept
Greater Ill- Magic attack bonus +3, lesser ill-fortune
Fortune
Ill-Fortune Magic attack bonus +1, lesser ill-fortune
Divination Astrological Knowledge (arcana) 4 ranks
Prediction
(Basic
Divination)
Dream of Astrological prediction, visions, Knowledge
Wisdom (arcana) 10 ranks, Knowledge Is Power class
feature
Sorcery styles in italic are unsuitable choices for 1st level scholars.
* Spells marked with an asterisk are Mighty spells; potentially world-changing
magic that is especially likely to have runaway magic effects (see pg. 286).
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Sorcery Style Spells Prerequisites
Divination Mind-Reading Astrological prediction, Knowledge (arcana)
(Cont.) 8 ranks
Psychometry Astrological prediction, Knowledge (arcana)
5 ranks
Sorcery
Sorcerous Astrological prediction, Knowledge (arcana)
News 12 ranks
Greater Astrological prediction, sorcerous news,
Sorcerous Knowledge (arcana) 16 ranks
News
Visions Astrological prediction, Knowledge (arcana)
8 ranks
Visions of Astrological prediction, visions, entrance,
Torment and Knowledge (arcana) 12 ranks, magic attack
Enlightenment bonus +5
Hypnotism Entrance –
(Basic
Hypnotism)
Dance of the Entrance, telekinesis, Ritual Sacrifice, Perform
Cobras (any musical instrument) 8 ranks, must be a
worshipper of Hanuman
Domination Entrance, magic attack bonus +3
Dread Serpent Entrance, magic attack bonus +4
Hypnotic Entrance, magic attack bonus +2
Suggestion
Mass Hypnotic Entrance, hypnotic suggestion, magic attack
Suggestion bonus +5
Ranged Entrance, hypnotic suggestion, magic attack
Hypnotism bonus +5
Savage Beast Entrance, hypnotic suggestion, magic attack
bonus +3
Nature Magic Summon Beast Knowledge (nature) 4 ranks
(Basic Nature
Magic)
Animal Ally Knowledge (nature) 6 ranks, summon beast
Children of Knowledge (nature) 8 ranks, summon beast
the Night
Greater Knowledge (nature) 5 ranks, summon beast
Summon Beast
Sorcerous Knowledge (nature) 10 ranks, Craft
Garden (herbalism) 12 ranks, summon beast
Sorcery styles in italic are unsuitable choices for 1st level scholars.
* Spells marked with an asterisk are Mighty spells; potentially world-changing
magic that is especially likely to have runaway magic effects (see pg. 286).
297
Sorcery Style Spells Prerequisites
Necromancy Raise Corpse Scholar level 4
(Basic
Necromancy)
Agonising Doom Raise corpse, death touch, magic attack bonus
Sorcery
+6
Black Plague* Magic attack bonus +7, raise corpse
Greater Black Magic attack bonus +8, black plague, raise
Plague* corpse
Death Touch Raise corpse, magic attack bonus +5
Draw Forth the Magic attack bonus +7, Ritual Sacrifice,
Heart Opportunistic Sacrifice, Tormented
Sacrifice, raise corpse, death touch, agonising
doom, conjuring, telekinesis
Oriental Calm of the Wis 13
Magic Adept
(Basic Oriental
Magic)
Darting Serpent Calm of the adept, scholar level 3
Shape-Shifter Calm of the adept, scholar level 12
Warrior Trance Calm of the adept, scholar level 3
Yimsha’s Carpet Calm of the adept, summon elemental,
scholar level 14
Prestidigitation Conjuring Scholar level 1, Sleight of Hand 4 ranks
(Basic
Prestidigitation)
Burst Barrier Conjuring, scholar level 3
Telekinesis Conjuring, scholar level 3, Sleight of Hand
5 ranks
Telekinesis, Conjuring, telekinesis, scholar level 3, Sleight
Greater of Hand 6 ranks, Bluff 6 ranks
Summonings Master-Words Magic attack bonus +6, Knowledge (arcana)
and Signs (Basic 15 ranks, must know at least four sorcery
Summoning) styles, must never have cast the demonic pact
spell
Demonic Pact Scholar level 1, Knowledge (arcana) 4 ranks
(Basic
Summoning)
Demonic Pact, Magic attack bonus +6, demonic pact, Ritual
Greater * Sacrifice, Tortured Sacrifice, Knowledge
(arcana) 15 ranks, must know at least four
sorcery styles, must have cast the demonic
pact spell
Summon Master-words and signs or demonic pact,
Demon* magic attack bonus +4
Summon Master-words and signs or greater demonic
Elemental* pact, magic attack bonus +7, Perform (song
or any musical instrument) 15 ranks.
298
release the subject or subjects of a summon
Incantation beast spell from the spell as soon as they
come within range. However, all animals
of Amalric’s remember their god Jhebbal Sag and will
Witchman become calm and non-aggressive if they
come within range. Likewise, if any human
Sorcery
PP Cost: 2 points
Components: V or other intelligent worshippers of the god
Casting Time: 1 standard action come within range, the sorcerer gains a +2
Range: Close (25 ft. + 5 ft. per scholar circumstance bonus to all Charisma-based
level) skill checks regarding them. In effect, he is
Targets: One creature demonstrating an allegiance to Jhebbal Sag,
Duration: Mortal though this allegiance need not be true.
Saving Throw: Will negates
Prerequisites: Knowledge (arcana) 4 ranks,
warding Curses
Magic Attack Roll: Sets DC for target’s Sorcerers are feared most of all not for the
Will saving throw dark powers with whom they traffic or the
strange artefacts they create but for what
This spell renders any god or demon who has they can do to ordinary folk, cursing them
taken on humanoid form to walk the earth in a variety of cruel and horrid ways.
partially human, with all the vulnerabilities
of any other human. That is, any innate Any character who is under the effects of
Damage Reduction it may have had is lost, a curse that does not have immediately
as is any immunity to critical hits, sneak obvious physical effects may attempt a
attacks and other attack forms. If it had Knowledge (arcana) check (DC 10 +
any particular vulnerabilities, however, scholar level of the sorcerer who cast the
these are unaffected. spell) to determine that he is affected by
a curse. If he succeeds by at least 20, he
can also determine the precise nature of the
Rune of curse and the name of the sorcerer who cast
it.
Jhebbal Sag
PP Cost: 3 points
Components: S, M Lesser Ill-
Casting Time: 1 full round
Range: Touch Fortune (Basic
Effect: Any worshippers of Jhebbal Sag
who come within 25 feet + 5 feet/scholar Curse)
level of the rune. PP Cost: 2 points
Duration: Mortal Components: V
Saving Throw: None Casting Time: 1 standard action
Prerequisites: Knowledge (arcana) 4 Range: Evil Eye, Touch or Magical Link
ranks, Knowledge (religion) 6 ranks, Wis Target: One creature
13, warding Duration: One day
Saving Throw: Will negates
The rune of Jhebbal Sag, when inscribed Magic Attack Roll: Sets DC for target’s
or painted onto any surface, lets any saving throw
worshippers of Jhebbal Sag (see the
Religion chapter) know that the sorcerer The character places a curse on the victim.
is friendly. Its most notable effect is to The victim suffers a -1 enhancement
299
penalty to all attack rolls, saving throws, which time he may attempt another Will
ability checks and skill checks. This is not saving throw. Success on this save means he
cumulative with the effects of greater ill- is permanently released, though he is still
fortune or ill-fortune − only the most severe a were-creature; failure means he is once
penalty applies. more under the sorcerer’s thrall. At any
time, the sorcerer can elect to permanently
Sorcery
300
Points the sorcerer had left on casting the It is common among the Picts to
spell, rounded down. However, the curse immediately sacrifice both snake and man,
of Yizil is so subtle that in most cases the once it is clear the spell has worked. If this
sorcerer will have no idea it is affecting is done using the Ritual Sacrifice feat, the
him. sorcerer gains Power Points as usual for the
sacrifice. He also gains an enhancement
Sorcery
Special Note: Any sorcerer who meets the bonus of +4 on all Intimidate checks against
prerequisites for this spell automatically anyone who witnessed the whole ceremony.
knows it, without needing to select it with Furthermore, he gains a +1 enhancement
either the New Spell class feature or the bonus to all magic attack rolls, due to the
Sorcerer’s Boon feat. favour of his gods. These bonuses last for
one day per scholar level.
301
throws off the spell and the sorcerer may not
attempt to cast it on him again for at least Ill-Fortune
one day. If he fails, his body dies after 10 + PP Cost: 4 points
5d6 minutes (during which he rambles and Components: V
is helpless, as above) and his soul is forced Casting Time: 1 standard action
into a demonic entity, to spend eternity in Range: Evil Eye, Touch or Magical Link
Sorcery
302
Target: Self
Astrological Duration: Eight hours
Prerequisites: Astrological prediction,
Prediction visions, Knowledge (arcana) 10 ranks,
(Basic Knowledge Is Power class feature
The sorcerer casts this spell just before
Sorcery
Divination) going to sleep in the night. He dreams
PP Cost: 1 point of significant events, places or people,
Components: V, S depending on what he has decided to
Casting Time: 3 hours dream of the night before. When he wakes
Range: Touch in the morning, he may have some sort of
Target: Creature touched useful insight.
Duration: Instantaneous
Saving Throw: No (harmless) A dream of wisdom brings to the character’s
Prerequisites: Knowledge (arcana) 4 mind legends or other information
ranks concerning an important person, place or
Skill Check: Knowledge (arcana) (DC thing. If the person or thing is at hand, or
11) if the character is in the place in question,
then only one casting is necessary. If the
In the Hyborian Age, little distinction is character has only detailed information
made between astrology and astronomy. If on the person, place, or thing, then 2d6
you know another character’s date and hour castings will be necessary over the course of
of birth, you can use this spell to make a successive nights. The resulting lore is also
somewhat cryptic prediction about their less complete and specific, though it often
immediate future. The subject of the spell provides enough information to help the
gains a special insight bonus of +1 to one character find the person, place or thing,
die roll. An astrological prediction will apply thus allowing a better dream of wisdom next
to some situation within the next week; the time. If the character knows only rumours,
Games Master will inform the subject of at least 2d6 x 10 castings will be necessary
the spell which situation when the situation over successive nights. The resulting lore
arises. This situation will typically be one is also vague and incomplete, though it
encounter. Any one time the character must often directs the character to more detailed
make a skill check, ability check, attack roll information, thus allowing a better dream
or saving throw during that encounter, he of wisdom.
may apply the insight bonus to the roll.
A character can only ever be the subject When completed, the divination brings
of one astrological prediction at a time. If legends (if any) about the person, place or
the sorcerer’s Knowledge (arcana) check is things to the character’s mind. These may
20 or more greater than the DC (that is, if be legends that are still current, legends that
the roll is 31 or higher) the insight bonus is have been forgotten or even information
doubled to +2. that has never been generally known. If the
person, place or thing is not of legendary
importance, the character gains no
Dream of information. As a rule of thumb, characters
of 11th level and higher are ‘legendary’, as
Wisdom are the sorts of creatures they contend with,
PP Cost: 6 points the major magic items they wield and the
Components: V, S places where they perform their key deeds.
Casting Time: 1 hour
Range: Personal
303
Material Component: A feather, placed
under the sorcerer’s pillow when he goes to Psychometry
sleep. PP Cost: 1 point
Components: V, S
Casting Time: 1 standard action
Mind-Reading Range: Touch
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304
it should usually include the location and
Sorcerous time-scale of any events covered.
News Sending out a message with sorcerous news
PP Cost: 2 points does not require a check. However, the
Components: V, S, M news will not carry far unless the various
Sorcery
Casting Time: 1 hour messengers who pass it on regard it as highly
Range: 2,000 miles plus 1,000 miles/ interesting.
scholar level
Effect: See below Material Component: Assorted incenses
Duration: Concentration, up to 10 and powders worth 20 sp.
minutes plus 1 minute/scholar level
Saving Throw: None
Prerequisites: Astrological prediction, Sorcerous
Knowledge (arcana) 12 ranks
Skill Check: Knowledge (arcana) (see News,
below)
Greater
Certain animals, supernatural creatures and PP Cost: 4+ points
high-level sorcerers alike are connected by Components: V, S, M
a sorcerous ‘news network’ allowing them Casting Time: 1 hour
to be kept informed of major developments Range: 10,000 miles plus 2,000 miles/
around the world. Sorcerous news allows scholar level
the sorcerer to listen in on this network and Effect: See below
send out messages on it. It may only be cast Duration: Concentration, up to 10
during the hours of darkness. minutes plus 1 minute/scholar level
Saving Throw: See below
A Knowledge (arcana) check is made. The Prerequisites: Astrological prediction,
check result indicates the type of news sorcerous news, Knowledge (arcana) 16
gained: ranks
Magic Attack Roll: Sets DC for target’s
Will saving throw
Check Skill Check: Knowledge (arcana), Bluff,
Result News Intimidate or Diplomacy (see below)
15 Movements of major
artefacts such as the This works much like sorcerous news, except
Heart of Ahriman as follows.
305
of discovering the attempted meddling ‘sensor’ that sends a moving image back
when he uses sorcerous news himself and to your focus or material component,
makes his Knowledge (arcana) check providing you with a view of the site or
(DC 30). person upon which you wish to spy. This
view can be very close up, as though it were
The sorcerer can extend the sorcerous a human eye, or very far away and high
Sorcery
Visions Visions of
PP Cost: 2 points / minute
Components: S, M or F
Torment and
Casting Time: 1 full round Enlightenment
Range: 1,000 miles plus 100 miles/scholar PP Cost: 4 for the first minute, then 1/
level minute thereafter
Effect: Magical sensor (see below) Components: V, S, M
Duration: Power Points Casting Time: 1 full round
Saving Throw: None Range: Touch or Evil Eye
Prerequisites: Astrological prediction, Target: One sentient creature (Int 3+)
Knowledge (arcana) 8 ranks Duration: Power Points, up to a maximum
Skill Check: Knowledge (arcana), DC of one minute per scholar level.
10 + 1 per 100 miles distant the target is Saving Throw: See below
beyond the first 100 miles. Prerequisites: Astrological prediction,
visions, entrance, Knowledge (arcana) 12
You can see and hear events at any distance. ranks, magic attack bonus +5
This spell produces an invisible magical
306
Magic Attack Roll: Sets DC for target’s be somehow administered to the target
Will saving throw before the spell can be cast.
Sorcery
Hypnotism is extremely useful both as
through past lives and ancestral memory a direct means of attack and for far more
in a wild mental voyage of self-discovery. subtle purposes. Though it may not be
This can be a highly disturbing experience, so quick as a hurled globe of demon-fire,
and is often used in an attempt to either it can still provide fairly rapid effects that
break prisoners or test out potential recruits are significantly more versatile than mere
for sorcerous societies. Those who are flaming destruction.
overwhelmed by the spell are permanently
impaired by what they have learned, while Hypnotism is not inherently sorcerous.
those who can steel themselves to learn Much hypnotism is simply mesmerism,
something from their tormented visions an ability to take advantage of another’s
may achieve some form of enlightenment. superstitious fears and unconscious
willingness to be dominated. This type of
The target is highly disoriented for the hypnotism requires no expenditure of Power
duration of the spell, with a penalty of -4 Points but simply takes time. It is for this
to all attack rolls, skill checks and Defence. reason that some scholars regard hypnotism
At the end of the spell, he attempts a Will as beneath themselves, considering it to
saving throw. If he fails, he is dealt damage be no true sorcery. However, many of
to Wisdom depending on how long his the more advanced hypnotic spells do
visions lasted: require sorcery, when it comes to forcing a
victim to do as you say, or affecting him at
Wisdom distances where mere mesmerism would be
Duration of Spell Damage quite unfeasible.
1-6 minutes 1d4
7-11 minutes 1d6 Entrance
12-15 minutes 1d8
16-18 1d10 (Basic
19 2d6 Hypnotism)
20 2d8 PP Cost: 0 points
Components: S, M or F
If he succeeds, he instead gains a permanent Casting Time: 1 full round
+1 enhancement bonus to Wisdom, so long Range: Evil Eye
as the spell lasted at least ten minutes. Target: One creature
Duration: Concentration
No character can be affected by Wisdom Saving Throw: Will negates
gains or losses from this spell more than Magic Attack Roll: Sets DC for target’s
once, though he will still be affected by the Will saving throw
penalties to attack rolls and such like if he is
targeted a second time. When you cast this spell, the target creature
must make a Will saving throw or be
Material Component: A dose of a suitable unable to take any actions for as long as
hallucinogenic drug such as lotus juice (see you concentrate. Creatures with more than
pg. 334), costing around 100 sp. This must 6 hit dice are unaffected. If the creature
307
is attacked or sustains damage while at the very corners of it. For the first 1d6
entranced, it may attempt a saving throw rounds, the target must make a Reflex
again to throw off the effects of the spell. saving throw each round or be bitten
by one of the snakes, suffering the usual
This spell can only affect a creature of 6 or damage for such a creature. If he chooses to
less hit dice. spend the whole of each round just dodging
Sorcery
308
Material Component: Four jade jars, worth as removing short-term memories from the
at least 100 sp each. With the snakes inside target (such as the memory of having seen
(see below), these must be balanced among the sorcerer in the first place).
the rafters of the room in which the spell
is to be used, or, if the sorcerer has greater Once control is established, the range
telekinesis available, concealed somewhere at which it can be exercised is unlimited,
Sorcery
in the room or about the person of the but new orders can only be granted if the
sorcerer. sorcerer is within shouting distance of the
target (60 feet).
Focus: Four cobras, of at least Small size.
These must be somehow placed in the jars
before the spell is cast. Dread
Serpent
Domination PP Cost: 3 points
PP Cost: 2 points Components: V, S, (F)
Components: V, S Casting Time: 1 standard action
Casting Time: 1 standard action Range: Evil Eye
Range: Evil Eye Target: One humanoid; usually one who is
Target: One humanoid who is already already affected by your entrance spell (but
affected by your entrance spell. see below)
Duration: Concentration Duration: One round
Saving Throw: See below Saving Throw: Will negates
Prerequisites: Entrance, magic attack Prerequisites: Entrance, magic attack
bonus +3 bonus +4
Magic Attack Roll: Sets DC for target’s Magic Attack Roll: Sets DC for target’s
Will saving throws Will saving throws
The sorcerer can control the actions of any This spell creates an illusionary snake or
humanoid that he has already entranced. similarly dread, poisonous creature from
They must share a common language, another object. The illusion affects only
so that the sorcerer can give instructions. the target, with any other observers seeing
Casting this spell ends the effects of the clearly that the object remains itself. Dread
entrance spell, as domination immediately serpent can be used in one of two modes:
supersedes said spell. The target does not
gain a saving throw to resist the domination Turning part of the target’s clothing
except as follows: into a serpent. In this case, you must
entrance the target before the spell is
This spell can only affect a creature of 8 or cast. Casting this spell ends the effects
less Hit Dice. of the entrance spell, as dread serpent
immediately supersedes said spell; this
Targets resist this control if forced to take means that if the dread serpent fails, the
actions against their nature. In this case, target is no longer entranced either.
they receive a new Will saving throw with a
bonus of +1 to +2, depending on the type of Turning your own sorcerer’s staff into a
action required. Obviously self-destructive serpent, which you hurl at the target’s
orders would be worth a +2 bonus. feet. In this case the target must be
within 20 feet of you, though you
Among other uses of this spell, the sorcerer need not make an attack roll against
can cause the target to fall asleep, as well him. The main advantage of this mode
309
of the spell is that you need not have This spell can only affect a creature of 12 or
entranced the target before casting it. less Hit Dice.
The target receives a Will saving throw. If The suggested course of activity can
he fails, he perceives the serpent biting him, continue for the entire duration of the spell.
and dies at once. If he makes his saving If the suggested activity can be completed
Sorcery
throw, he perceives himself slaying it in in a shorter time, the spell ends when the
turn and it reverts to the original object. subject finishes what he was asked to do.
In either case, making the saving throw The character can instead specify conditions
(and, in the target’s perception, fighting the that will trigger a special activity during
snake) takes one round, during which time the duration. For example, the character
the target may not take any other actions might suggest that a noble knight give his
and is at -2 to Defence due to distraction. warhorse to the first beggar he meets. If
the condition is not met before the spell
Focus: For the second mode of operation, expires, the activity is not performed.
this spell requires you to be carrying a
staff worth at least 50 sp, though it can A very reasonable suggestion causes the
functionally be a quite mundane quarterstaff saving throw to be made with a penalty
if nothing else is available. It could be (such as -1, -2 or such like) at the discretion
simply an ornate or decorated quarterstaff, of the Games Master.
or some kind of magical staff.
Hypnotic
Hypnotic
Suggestion,
Suggestion
PP Cost: 1 point Mass
Components: V, S PP Cost: 8 points
Casting Time: 1 standard action Components: V, S
Range: Evil Eye Casting Time: 1 standard action
Target: One living creature Range: Medium (100 ft. + 10 ft./scholar
Duration: 10 minutes plus 1 minute/ level)
scholar level, or until completed Area: All creatures in a radius of 30 ft. + 5
Saving Throw: Will negates ft. per scholar level
Prerequisites: Entrance, magic attack Duration: 10 minutes plus 1 minute/
bonus +2 scholar level, or until completed
Magic Attack Roll: Sets DC for target’s Saving Throw: Will negates
Will saving throws Prerequisites: Entrance, hypnotic suggestion,
magic attack bonus +5
The character influences the actions of the Magic Attack Roll: Sets DC for target’s
enchanted creature by suggesting a course Will saving throws
of activity, limited to a sentence or two.
The suggestion must be worded in such As hypnotic suggestion, except that the spell
a manner as to make the activity sound affects all creatures of 8 HD or below who
reasonable to the person. In effect, it can can hear the sorcerer’s voice.
remove the influence of either the conscious
will or the unconscious desires, so that they Furthermore, the sorcerer is able to
will perform the suggested course of action magically project his voice as though it
that otherwise reason or instinct might were emanating from any point in the
have prevented. spell’s range. Any creature within the area
310
is affected, unless they are deaf or have Target: One living creature, plus see
stopped their ears in advance. Stopping below
their ears ahead of time allows opponents to Duration: 1 round/scholar level, plus see
avoid having to make saving throws against below
sound-based spells. Stopping one’s ears is a Saving Throw: Will negates
full-round action and requires wax or other Prerequisites: Entrance, hypnotic suggestion,
Sorcery
soundproof material to stuff into the ears. magic attack bonus +3
Magic Attack Roll: Sets DC for target’s
Will saving throws
Ranged
This spell turns an ordinary animal into a
Hypnotism ravening and berserk monster, very difficult
PP Cost: +4 points
to kill and very dangerous to fight. The
Components: As per original spell, plus
creature resembles a rabid animal when
M
so affected. This spell can only affect a
Casting Time: As per original spell, plus
creature of 16 or less Hit Dice.
one full round
Range: Long (400 ft. + 40 ft. per scholar
The target is affected as though it was in
level) or Magical Link
a state of fighting-madness, as for the
Target: As per original spell
Fighting-Madness feat (see pg. 163). The
Duration: As per original spell
sorcerer can specify an enemy or group of
Saving Throw: As per original spell
enemies within the target’s line of sight.
Prerequisites: Entrance, hypnotic suggestion,
It will move as rapidly as possible towards
magic attack bonus +5
them and attack them ferociously. If no
Magic Attack Roll: As per original spell
enemy or enemies are specified, it will
simply attack the closest living creature to
A hypnotist of sufficient power can expend
it.
a vast amount of energy to hypnotise
someone at a distance. The victim must
The target also gains the benefits of the
either be within line of sight, or a magical
Diehard feat.
link (see pg. 293) must be used. Any of
the standard hypnotism spells can be made
In addition, the target’s bite attack, if any,
ranged with this spell.
has the side effect of ‘transmitting’ the spell
to any creature damaged by the bite. This
The components are as for the original
acts in every way as though the creature
spell, except as follows.
damaged has been had the spell cast on it by
the same sorcerer that cast it on the original
Material Component: In addition to any
target, though this creature is not affected
material components required by the
until 2d10 rounds after being bitten.
original spell, ranged hypnotism requires
various herbal powders to a total cost of
100 sp.
Nature
Savage Beast
PP Cost: 4 points
Magic
Nature magic affects or summons plants
Components: V, S and animals. It is commonly found
Casting Time: 1 standard action among witches, wise women and shamans,
Range: Evil Eye since it is relatively simple to learn and
311
highly effective in the wilderness or rural indicates that the creature’s pain overcomes
environments favoured by such scholars. its desire to serve the sorcerer, and it flees
away from the damage-dealing source as
rapidly as possible.
Summon
Beast (Basic For some reason, any animal summoned by
Sorcery
312
Animal Allies
Class Bonus Natural DR Str/Dex Bonus
Level HD Adj. Adj. Tricks Special
3rd–5th +2 +1 +1 1 Link
6th–8th +4 +2 +2 2 Evasion
Sorcery
9th–11th +6 +3 +3 3 Devotion
12th–14th +8 +4 +4 4 Multiattack
15th–17th +10 +5 +5 5
18th–20th +12 +6 +6 6 Improved
Evasion
ally, the previous ally, if still alive, is released saving throws; treat it as a character whose
from service. level equals the animal’s HD. An animal
ally gains additional skill points and feats
A scholar of 6th level or higher may select for bonus HD as normal for advancing a
from alternative lists of animals (see below). monster’s Hit Dice.
Should he select an animal ally from one Natural DR Adj.: The number noted here is
of these alternative lists, the creature gains an improvement to the animal ally’s existing
abilities as if the character’s scholar level natural Damage Reduction.
were lower than it actually is. Subtract Str/Dex Adj.: Add this value to the animal
the value indicated in the appropriate list ally’s Strength and Dexterity scores.
header from the character’s scholar level Bonus Tricks: The value given in this column
and compare the result with the scholar is the total number of ‘bonus’ tricks that the
level entry on the table to determine the animal knows in addition to any that the
animal ally’s powers. If this adjustment sorcerer might choose to teach it (see pg.
would reduce the scholar’s effective level to 134). These bonus tricks do not require
0 or lower, he cannot have that animal as any training time or Handle Animal checks
an ally. and they do not count against the normal
limit of tricks known by the animal. The
An animal ally is different from a normal sorcerer selects these bonus tricks; once
animal of its kind in many ways. The ally selected, they cannot be changed.
is treated as a magical beast, not an animal, Link (Ex): A sorcerer can handle his animal
for the purpose of all effects that depend ally as a free action, or push it as a move
on its type, though it retains an animal’s action, even if he does not have any ranks
HD, base attack bonus, saving throws, skill in the Handle Animal skill. The sorcerer
points and feats. It is superior to a normal gains a +4 circumstance bonus on all Ride
animal of its kind and has special powers, as and Handle Animal checks made regarding
described below: an animal ally.
Evasion (Ex): If an animal ally is subjected
Animal Ally Basics: Use the base statistics to an attack that normally allows a Reflex
for a creature of the ally’s kind, but make saving throw for half damage, it takes no
the following changes. damage if it makes a successful saving
Class Level: The character’s scholar level. throw.
Bonus HD: Extra eight-sided (d8) Hit Dice, Devotion (Ex): An animal ally gains a +4
each of which gains a Constitution modifier, morale bonus on Will saving throws against
as normal. Remember that extra Hit Dice hypnotism spells and effects.
improve the animal ally’s base attack, dodge Multiattack: An animal ally gains
and base saving throw bonuses. An animal Multiattack as a bonus feat if it has three
ally has good Fortitude, Will and Reflex or more natural attacks and does not
313
already have that feat. If it does not have
the requisite three or more natural attacks, Children of
the animal ally instead gains a second attack
with its primary natural weapon, albeit at a the Night
–5 penalty. PP Cost: 1 point/raven
Improved Evasion (Ex): When subjected Components: V, S, F, XP
Sorcery
314
The target must be known to the sorcerer You may designate places within the area
either by name or description, so there that are not affected.
is some way for the magic of the spell to
find him among the surrounding terrain. Enrichment: This effect targets plants
Alternatively, if the sorcerer has a Magical within a range of one-half mile, raising
Link to the target (see pg. 293) this will do their potential productivity over the course
Sorcery
just as well. of the next year to one-third above normal.
Focus: A small image or carving of a raven. Magical Plant: This effect allows you to
This can be re-used on a later occasion. grow one or more plant creatures from seed
or seedlings to full adult growth rapidly.
Experience point cost: 25 xp/raven You can cause them to grow to a total size
of up to 1 HD/scholar level. For example,
a 15th level scholar could grow a single 15
Sorcerous HD Yothgra, or fifteen 1 HD black lotus
blossoms. Each plant grows at a speed of 1
Garden HD per round. Thus, in the above example
PP Cost: 2 points
the Yothgra would take fifteen rounds to
Components: V, S, M
reach its full 15 HD size but the black lotus
Casting Time: 1 action
blossoms could all grow to full 1 HD size
Range: See below
within one round. Full game statistics for
Area: See below
magical plants can be found in Scrolls of
Duration: Instantaneous
Skelos.
Saving Throw: None
Prerequisites: Knowledge (nature) 10
Material Component: Various special
ranks, Craft (herbalism) 12 ranks, summon
fertilisers and plant foods costing at least
beast
40 sp.
Skill Check: Craft (herbalism)
315
PP cost is 4 points for a Large creature, or 8 A zombie can be created only from the
points for a Huge creature. mostly intact corpse of a humanoid or
animal. The statistics for a zombie depend
Experience point cost: 100 xp (200 xp for a on its size, not on what abilities the creature
Huge creature) may have had while alive.
Sorcery
Necromancy Agonising
The scholar who learns necromancy achieves
limited mastery over the very mysteries of
Doom
PP Cost: 4 points/target
life and death. This is especially popular Components: V, S
for those who wish to slay their enemies Casting Time: 1 full round
outright, rather than merely harming or Range: Close (25 ft. + 5 ft. per scholar
inconveniencing them. level)
Targets: One or more creatures, up to a
Raise Corpse maximum of one creature/two scholar
levels
(Basic Duration: 1d6 rounds
Saving Throw: Fort negates and see
Necromancy) below
PP Cost: 1 point/corpse Prerequisites: Raise corpse, death touch,
Components: V, S magic attack bonus +6
Casting Time: 1 standard action Magic Attack Roll: Sets DC for targets’
Range: Close (25 ft. + 5 ft. per scholar saving throws
level)
Effect: Up to one corpse/scholar level Black tendrils of power shoot out from
Duration: Concentration + 1d6 rounds the sorcerer’s hands, slaying his enemies
Saving Throw: See below agonisingly and rapidly. This spell only
Prerequisites: Scholar level 4 affects creatures of less than 8th level or 8
HD.
This spell turns the bodies of dead creatures The targets must all make Fortitude saving
into undead zombies that follow the throws, with success completely negating
sorcerer’s spoken commands. The zombies the effects of the spell. A character who
can follow the sorcerer, or can remain in fails his saving throw begins to lose 4d6 hit
an area and attack any creature (or just a points per round until dead. Furthermore,
specific type of creature) entering the place, he is in such extreme pain that he must
or can perform simple actions according make a Will saving throw on any round in
to the sorcerer’s commands. The zombies which he wishes to act. Success means he
remain animated until they are destroyed. may take either a move action or standard
A destroyed zombie may not be animated action but not both; failure means he may
again. not do anything that round other than lie
prone in agony.
The zombies the sorcerer creates remain
under his control for the duration of
the spell. At the expiry of the spell, they Black Plague
become simple corpses once more, falling PP Cost: 20 points
in lifeless heaps wherever they stand. Components: V, S, M
Casting Time: 1 day
Range: 1 mile per scholar level
316
Area: 1 mile radius per scholar level, or 10 A further side-effect of this form is that
foot radius per scholar level; see below it gives the sorcerer a +4 bonus on any
Duration: One week/scholar level Bluff, Diplomacy or Intimidate checks
Saving Throw: Fortitude negates he makes to deliver news by the greater
Prerequisites: Magic attack bonus +7, raise sorcerous news spell (see pg. 305), so long
corpse as he can plausibly tie in the effects of the
Sorcery
plague with the message he is attempting
This is a dreadful spell capable of driving to communicate. This will usually be most
hundreds or even thousands of victims to a effective if he is able to present the plague
horrible, tormented death. It creates a great as a divine punishment or warning of some
wind propelling a foul, stinking miasma, kind.
which can strike down all within its path.
The effects of this closely resemble a disease, The devastation that this form of the
though in fact sorcery is responsible for the spell inflicts on the community is further
victims’ demise. heightened by the scorching, blasting effects
of the wind that drives the disease-ridden
The black plague has two different miasma. This wind blasts corn in the fields
forms: one designed to strike terror into and fruit in the trees alike, withering plants
a population, the other to wipe out your and slaying animals. The precise effects of
enemies wholesale. this on crop plants are up to the Games
Master, but if nothing else all creatures
In either case, the plague itself, once it of the animal subtype within the area of
strikes, is rapid and lethal from its onset effect must make Fortitude saving throws
to the victim’s death a few minutes later. just as the small number of humans did, or
A Fortitude saving throw (DC 17) must die themselves. In the already often shaky
be made. Failure causes the target 1d4 economies of many Hyborian nations, such
Constitution damage and his body turns loss of food crops and animals can weaken
purple. After 3d6 minutes he takes another or destroy entire communities at least as
1d4 Con damage and his body turns black. much as do the direct effects of the plague.
From that point onwards, he is dealt a
further 1d4 Con damage per minute until The second form of the spell is very much
he is dead. more extreme in its devastation of humans,
but affects only a small area and has no
The first form affects a random scattering of effect on animals or plants. All humans
individual humans throughout the area of within the specified area (10 foot radius per
its effect (which is 1 mile radius per scholar scholar level) must make Fortitude saving
level) at a rate of one per scholar level of throws (DC 17) or die as above. New
the sorcerer per day. The sorcerer may not saving throws must be made each week they
specify which individuals are affected in this spend within the spell’s area.
way. This tends to significantly demoralise
the population through which it is sweeping, Furthermore, with this version of the spell,
for they can see no comprehensible reason the sorcerer may move the area of effect by
for its spread. This is likely to have a number concentrating on so doing, at a speed of up
of effects at the Games Master’s discretion, to four miles per hour. Note that such this
including disruption to the area’s economy, requires almost all the sorcerer’s attention,
widespread looting or other lawlessness and as is usual for a concentration type effect;
an unwillingness among the population to also, Concentration checks may need
become involved with other issues (such to be made if he is attacked or otherwise
as fighting a war) until the problem of the distracted while moving the area of effect.
plague is resolved.
317
Note that the plague is not actually
contagious in either version. Death Touch
PP Cost: 2 points/touch
The plague will last for the entire duration Components: V, S
of the spell. The only way for the sorcerer Casting Time: 1 standard action
or anyone else to end it prematurely is by Range: Touch
Sorcery
somehow taking control of the weather in Targets: One or more creatures touched,
the area, sweeping away the miasma with up to a maximum of one creature/scholar
a great storm. Unlike with true diseases, level
conventional physicians using the Heal skill Duration: One round/scholar level
cannot alleviate the plague, though certain Saving Throw: Fortitude partial
spells and magical objects may be useful for Prerequisites: Raise corpse, magic attack
this. bonus +5
Magic Attack Roll: Sets DC for targets’
Material Component: Essences collected saving throws
from certain tombs in Stygia, to a value of
1,500 sp. Any creatures touched during the spell’s
duration die instantly. A target is entitled
to attempt a Fortitude saving throw to resist
Black Plague, the effect. If successful, he is instead stunned
for one round. A stunned character may
Greater not act, nor may he use Dodge Defence or
PP Cost: 15 points Parry Defence. Attackers get a +2 bonus on
Components: V, S, M attack rolls against a stunned opponent.
Casting Time: 1 hour
Range: Magical link Each sorcerer or sect has its own variant of
Targets: Up to one creature per three this spell, differing only in the details. For
scholar levels example, the version used by the Priests
Duration: Instantaneous of Set causes the sorcerer’s hand to turn
Saving Throw: Fortitude negates completely black and is known as the Black
Prerequisites: Magic attack bonus +8, Hand of Set. Anyone slain with it has a
black plague, raise corpse black handprint burned on to his body with
Magic Attack Roll: Sets DC for specific a cold, deathly fire. By contrast, Khitan
targets’ saving throws sorcerers (who often wield a Staff of Death
to deliver their death touches) turn the
This enhancement to black plague allows whole of their enemies’ corpses completely
the sorcerer to target specific individuals, black when using this spell. The Games
making it an ideal tool for magical Master and players are encouraged to devise
assassination. It can only be cast while a their own ‘signature’ effects when casting
standard black plague cast by the sorcerer death touch.
is already in operation and can only affect
targets within that spell’s area of effect.
Those targets must immediately make Draw Forth
Fortitude saving throws as usual for black
plague, except that the DC is set by the the Heart
sorcerer’s magic attack roll rather than PP Cost: 7 points
being a standard 17. These saving throws Components: S
are in addition to any saving throws they Casting Time: 1 standard action
may have already had to make for the black Range: Evil Eye
plague spell. Target: One creature
318
Duration: Instantaneous likely need to travel to Khitai or similarly
Saving Throw: Fortitude partial far afield to do so.
Prerequisites: Magic attack bonus +7,
Ritual Sacrifice, Opportunistic Sacrifice,
Tormented Sacrifice, raise corpse, death Calm of the
touch, agonising doom, conjuring, telekinesis
Adept (Basic
Sorcery
Magic Attack Roll: Sets DC for target’s
saving throw Oriental
This powerful spell can both dispose of an Magic)
enemy and allow the sorcerer to recoup PP Cost: 3 points
some or all of the Power Points used to cast Components: V, S
it, with perhaps a few more besides if he Casting Time: 3 hours
was sufficiently tough. Range: Personal
Target: Self
If the target fails his saving throw, he dies, Duration: One hour/scholar level
his heart pulled out of his body and into Prerequisites: Wis 13
your own hands by a magical force. The
process is so painful to him that although By spending much of each morning in
he dies within moments, you immediately meditation, you are able to significantly
gain Power Points as though you had enhance your mind, body and spirit for
sacrificed him with the Tormented Sacrifice the remainder of the day. You gain a +2
feat after torturing him for fifteen minutes. enhancement bonus to Dexterity, Wisdom
and Charisma for the duration of the spell.
A target who makes his saving throw suffers Furthermore, you are completely immune
an effect similar to a mild heart attack, to all spells and spell-like effects of the
being dealt 4d6 damage. He may only Hypnotism sorcery style for the duration of
perform either a move action or standard the spell.
action on his next turn.
Darting
Oriental Serpent
Magic PP Cost: 2+ points
Components: V, S
Oriental magic is most commonly found in Casting Time: 1 round
Khitai, Vendhya and the Himelias, though Range: Personal
oriental sorcerers do travel the world like all Target: Self
their kind. Duration: One round/scholar level
Prerequisites: Calm of the adept, scholar
Generally, the Games Master should not level 3
overly restrict characters from non-oriental
cultures from selecting Oriental Magic as For every 2 PP expended, you gain a +2
a sorcery style, though in most cases they bonus to your Dexterity and an additional
will need to learn it from another adept +1 enhancement bonus to all Initiative
or demon, or be a member of one of the checks. You may expend up to 1 PP per
oriental religions such as Asura, rather than scholar level.
researching it independently. A character
who does research it independently will
319
Shape-Shifter Warrior
PP Cost: 10 points
Components: V, S, M Trance
Casting Time: 1 full round PP Cost: 6 points
Range: Personal Components: V, S
Sorcery
320
Those within the cloud have total cover (see Range: Close (25 ft. + 5 ft. per scholar
pg. 258). Furthermore, solid objects such level)
as weapons have difficulty penetrating the Effect: See below
cloud from without, giving the occupants Duration: Concentration
an effective protection of +4 DR. Any living Saving Throw: See below
thing attempting to penetrate will come up Prerequisites: Scholar level 1, Sleight of
Sorcery
against the effects mentioned below. Hand 4 ranks
If the cloud comes into contact with This spell allows the sorcerer to do minor
any creature, that creature must make a acts of prestidigitation or illusion at a cost
Fortitude saving throw or be dealt 1d6 of 1 Power Point for each effect. Examples
nonlethal damage per two scholar levels include suspending objects in mid-air or
of the sorcerer and be stunned for 1d6 causing his eyes to glow red. The following
rounds. A stunned character may not act effects are all possible uses of this sorcery
and cannot use Dodge Defence or Parry style:
Defence; attackers get a +2 bonus on attack
rolls against a stunned opponent. A success Telekinetically move a small, unattended
on the saving throw halves the damage and object (weighing up to 5 lb.), so long as
means the creature is stunned for only one it remains within the spell’s range. The
round. object can be moved at up to 20 feet
per round.
The sorcerer can ‘switch on’ and ‘switch
off ’ the cloud as a free action up to once Place a small object (weighing up to 10
per round during its duration. If it is lb.) from your hands into midair, and
‘switched on’ while other creatures are have it remain there suspended, so long
within its area of effect, the sorcerer may as you remain within the spell’s range.
freely choose from among those creatures Note that in this case you cannot
which (if any) are aboard the cloud and move the object. If you deliberately
thus protected, concealed and transported end the spell, you may spend one
by it as appropriate and which are attacked round concentrating on lowering the
by it. object gently to the ground. If your
concentration is broken, the object
Material Component: Gold dust and herbal simply falls to the ground with a crash.
smoke-powders to a total value of 850 sp.
Telekinetically guide a cloud of smoke
or gas up to 5 feet by 5 feet by 5 feet
Prestidigitation in size. This could include a venomous
Prestidigitation is often one of the first gas cloud or similar herbal or alchemical
sorcerous paths a scholar learns, since product. The smoke can be moved at
it allows the production of more or less up to 10 feet per round.
immediate magical effects with which to
impress or terrify ordinary folk. Control a normal shadow, up to 5 feet
by 5 feet in size, as though it were a
puppet, potentially altering its shape
Conjuring (Basic and size as well as causing it to perform
certain actions.
Prestidigitation)
PP Cost: 1 point
Alter your appearance in one minor
Components: S
way. This is not sufficient to provide
Casting Time: 1 standard action
an effective disguise but if desired you
321
could use it to gain a +4 circumstance created by this spell is entirely silent. As
bonus to Intimidate checks. Examples a useful side effect, the spell also silences
include growing horns, causing your any noises that would usually caused by its
eyes to appear reptilian and similar action. Even if the door falls to the ground,
effects. This cannot grant you any completely torn asunder from its hinges, no
bonuses to combat – horns or claws, noise will be created.
Sorcery
Chill, warm or flavour 1 pound of The sorcerer can hurl an object from his
nonliving material. This could be used hand at an opponent, expending personal
to make a cheap meal more palatable or sorcerous power to do so. Objects which
chill an expensive wine before serving. can be thrown in this manner include all
the herbal and alchemical items marked by
an asterisk (*) later in this chapter, as well as
Burst Barrier such items as rocks, weapons and so on.
PP Cost: 2 points
Components: S Most objects will deal either their
Casting Time: 1 standard action standard weapon damage or improvised
Range: Close (25 ft. + 5 ft. per scholar weapon damage appropriate to their size
level) and composition. Herbal or alchemical
Target: One door, portcullis, wall, chest or items thrown will have their standard
other barrier effects and may or may not require saving
Duration: Instantaneous throws depending on the item. The
Saving Throw: None main advantage of telekinesis over simply
Prerequisites: Conjuring, scholar level 3 throwing the object by hand is its increased
accuracy, particularly at range. The object
The sorcerer creates a surge of magical force, can be hurled up to 120 feet and is never
as though a giant had shoulder-charged affected by range penalties.
some barrier or other object that for some
reason merits the sorcerer’s displeasure. He
makes a Strength check as though the object Greater
had been hit by a Huge creature (+8 size
bonus to Strength checks) with a Strength
Telekinesis
PP Cost: 1 point/object affected
equal to (scholar level) x5.
Components: S
Casting Time: 1 standard action
Note that unlike a more physical attempt to
break or burst an object, the magical force
322
Range: Close (25 ft. + 5 ft. per scholar The Summoning sorcery style is unusual in
level) that it offers a choice of two basic spells:
Effect: Up to one object/scholar level master-words and signs and demonic pact.
Duration: One round Put simply, the essential difference between
Saving Throw: See below these two is that if you learn master-words
Prerequisites: Prestidigitation, telekinesis, and signs, you compel a demon to work for
Sorcery
scholar level 3, Sleight-of-Hand 6 ranks, you; if you learn demonic pact, you make a
Bluff 6 ranks deal with a demon whereby you will work
Ranged Attack Roll: Against target’s for it in return for certain assistance.
Dodge Defence
323
summon demon, summon elemental or any Target: One demon
other Summoning spells, or when targeting Duration: 1 hour/scholar level or until
summoned creatures with other spells. task is fulfilled, but see below.
Saving Throw: None
Furthermore, he may, up to once per Prerequisites: Scholar level 1, Knowledge
round, use his knowledge of master-words (arcana) 4 ranks
Sorcery
324
The demon will also help the sorcerer in throws and magic attack rolls concerning
a more direct manner, by granting him a the newly called-up entity. Thus many
small talisman, tattoo or brand which he sorcerers are reluctant to cast this spell on
can touch up to once per week as a free another’s behalf, since the more people a
action to gain a +4 luck bonus on any skill sorcerer assists to make their own demonic
check, ability check, attack roll or magic pacts, the more demons there will be against
Sorcery
attack roll; or to gain a +4 insight bonus to whom his powers are weak.
his Defence for one round. This talisman,
tattoo or brand retains its power even when No character can have a pact with more
the demon is not present, but it only works than one demon at any one time. If ever
for the sorcerer himself. If ever a month a sorcerer with a demonic pact should cast a
goes by when the sorcerer does not either greater demonic pact spell, the more powerful
call up the demon by re-casting this spell spell replaces the effects of the less.
or sacrifice a creature to it, then the power
of the talisman, tattoo or brand is lost until Material Component: Powders, potions,
the next time he performs one of those incenses and other trappings to a total cost
actions and the demon will consider this a of 50 sp.
breach of contract; sooner or later, he will
come unbidden for the sorcerer, to carry
him off to hell… Demonic
Each time a sorcerer casts this spell, he must
Pact,
make a Corruption saving throw (see pg.
287) or gain 1 point of Corruption. The
Greater
PP Cost: 8 points
first time he casts it, he automatically fails Components: V, S, M
this saving throw. Casting Time: 3 hours
Range: See below
A character who has already cast this spell Target: One demon lord
on his own behalf can also cast it for the Duration: 1 hour/scholar level, or until
benefit of another willing character. In task is fulfilled, but see below
that case, the other character gains all Saving Throw: None
the benefits and drawbacks of the spell, Prerequisites: Magic attack bonus +6,
including the Corruption. demonic pact, Ritual Sacrifice, Tortured
Sacrifice, Knowledge (arcana) 15 ranks,
As well as the usual effects of Corruption, must know at least four sorcery styles, must
the sorcerer applies his Corruption as a have cast the demonic pact spell
circumstance penalty to any Will saving
throws he makes against the sorcery or This spell works as for demonic pact, except
spell-like and supernatural abilities of the as noted above and below.
demonic entity with whom he has the pact.
In addition, he applies his Corruption as The demon summoned is any demon lord,
a circumstance penalty to all magic attack rather than a demon of medium power as
rolls he makes against the demon with for demonic pact.
whom he has the pact.
It knows all spells and all sorcery styles.
Furthermore, if a sorcerer ever casts this spell
for the benefit of another willing character, Rather than intervening personally on
both the sorcerer and the character who behalf of the sorcerer, the demon lord
makes the pact apply their Corruption summoned with greater demonic pact will
as a circumstance penalty to Will saving
325
send one or more minions, which can be However, if the wording of the sorcerer’s
any of the entities that could normally be instructions allows for misunderstanding
summoned with the summon demon spell, or wilful misinterpretation, it is likely that
up to a total maximum HD equal to twice the demon will follow the letter of the
the sorcerer’s scholar level. agreement rather than the spirit.
Sorcery
The insight or luck bonus granted by its As the sorcerer who casts this spell is
brand, tattoo or talisman is doubled to +8. instructing and ordering the demon in
question, he need not make a Corruption
Each time a sorcerer casts this spell, he must saving throw. In effect, this does not count
make a Corruption saving throw or gain 1 as ‘making peaceful contact’ with the demon
point of Corruption, as for demonic pact. – the sorcerer is using his own authority, or
However, he does not he automatically that of the demon with whom he has the
fail this saving throw the first time he casts pact, to force the summoned demon to co-
greater demonic pact. operate, which is hardly either peaceful or
in the demon’s best interests.
It is impossible for one sorcerer to have
a pact with more than one demon or The demon you are attempting to summon
demon lord at a time. The greater demonic gains a Will saving throw (DC = your magic
pact replaces the demonic pact that is the attack roll) to resist the spell and remain
prerequisite for the spell. in its own hell, or in the Outer Dark, or
wherever it abides.
Material Component: Powders, potions,
incenses and other trappings to a total cost Material Component: A pinch of powdered
of 500 sp, plus a virgin human female who sulphur, cast into the air or onto the floor.
is sacrificed to the demon lord during the The demon arises from the sulphur.
casting of the spell.
Experience point cost: 50 xp/HD of
demon.
Summon
Demon* Summon
PP Cost: 1 point/HD of demon
Components: V, S, M, XP Elemental*
Casting Time: 1 full round PP Cost: 2 points/HD of elemental
Range: See below Components: F or V, M, XP
Effect: One demon, of maximum HD Casting Time: 1 full round
equal to the scholar’s level Range: See below
Duration: One task, lasting up to one Effect: One elemental, of maximum HD
hour/scholar level equal to twice the scholar’s level
Saving Throw: See below Duration: One task, lasting up to one
Prerequisites: Master-words and signs or hour/scholar level
demonic pact, magic attack bonus +4 Saving Throw: See below
Magic Attack Roll: Sets DC for target’s Prerequisites: Master-words and signs or
saving throw greater demonic pact, magic attack bonus +7,
Perform (song or an appropriate musical
This spell calls up a single demon to perform instrument) 10 ranks
a specific task for the sorcerer. This could Magic Attack Roll: Sets DC for target’s
be as simple as ‘defend me for the duration saving throw
of the spell’ or a good deal more complex.
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This spell calls up a single elemental to present as usual, though the focus or verbal
perform a specific task for the sorcerer. component is only necessary when initially
This could be as simple as ‘defend me for casting the spell.
the duration of the spell’ or a good deal
more complex. In most cases, though, The elemental you are attempting to
the elemental will perform the task to summon gains a Will saving throw (DC
Sorcery
the best of its ability and understanding, = your magic attack roll) to resist the spell
rather than deliberately misunderstanding and remain in its own strange home. If
as a summoned demon usually would. summoned up on a contingency basis,
The elemental is summoned up anywhere it may only make one Will saving throw,
within line of sight of the sorcerer. when you call it up to begin the initial
negotiations – if the contingency later
The task must never be more than literally occurs, it manifests without getting a saving
one single mission. For example, an air throw to stay home.
elemental could carry the sorcerer’s servant
from Vendhya to Zembabwe but not wait Focus: A musical instrument, played by the
around till he finishes his business there and sorcerer during the casting time. This must
bring him back. A water elemental could be be appropriate to the elemental called: a
summoned up to cause a river to flood, to drum for water elementals, song or pipes
destroy a specific ship (or even a whole fleet for air elementals, stringed instrument for
of ships) or to guard a port town and attack fire elementals or horn for earth elementals.
any black-sailed ships that come near it for A sorcerer with 10 ranks of Perform (song)
the duration of the spell. However, it could does not need to use a separate instrument
not destroy a ship in the Western Ocean, when calling up an air elemental (only), as
rush over to the Baracha Isles to destroy his voice is acts as a verbal component to
another ship in the harbour at Tortage and replace the focus.
then head to Argos to cause a storm. The
elemental, as played by the Games Master, Material Component: A small quantity of
will never agree to any task that sounds like the element to be summoned up. This
it is really two missions disguised as one. need only be a token amount: a breath of
An elemental will regard any single use of air for an air elemental (which is usually
one of its special attacks as a task in and provided by the air that forms the sound of
of itself. the song or pipe music), a cupful of water
for a water elemental, a small fire (such as is
One option that always exists with caused by a handful of flame-powder) for a
elementals is to call them up on a fire elemental, and at least four cubic inches
contingency basis. In this case, the sorcerer of bare earth for an earth elemental.
casts the spell in advance, explains the task
the elemental is to be called up for and the Experience point cost: 50 xp/HD of
event that will trigger it, then dismisses the elemental.
elemental again. If the triggering event
occurs within the duration of the spell,
the elemental will manifest automatically,
perform the task, and leave once more. If
The War
the triggering event does not occur within
the duration of the spell, the spell will be
of Souls
A war of souls is a clash of pure will,
wasted and nothing will happen. When
typically fought between sorcerers. Bodies
summoned up on a contingency basis in
remain motionless while minds strive for
this way, the elemental will be unable to
dominance. Those who gain the upper hand
manifest unless the material component is
327
in a war of souls can sap the power of their You make a magic attack roll to lock your
rivals, leaving them unable to use sorcery. target in mental combat. If the target
A group of sorcerers can collectively wage succeeds at his Will saving throw, the war
a war of souls upon a single victim, rapidly of souls fails and is cancelled. If he fails his
stripping away his power and leaving him Will saving throw, the two of you are now
senseless. Even demons can be subdued engaged in a war of souls.
Sorcery
328
Corruption: Staring into the eyes of a to break off the war of souls; to successfully
demon is a risky activity, for if you gaze into break off, your war of souls check must beat
the abyss, the abyss gazes also into you. Any the check results of each opponent.
character engaging a demon of any kind in
a War of Souls must make a Corruption
check (standard DC for the demon) every Magical,
Sorcery
time the demon successfully drains him.
Combatants
Bane Knife
in a War of
of Khosatral
Souls
Several combatants can be in a single war Khel
of souls. This heavy, curved knife was forged from
meteoric iron with the specific intent of
When you are engaged in a war of souls binding and then slaying Khosatral Khel,
with multiple opponents, you choose one who was one of the most powerful sorcerer-
opponent to make an opposed war of souls gods of a bygone age, a little over a thousand
check against. The exception is an attempt years ago. It is fashioned to resemble a
329
Buying and Selling Magical, Herbal and Alchemical Items
It is very nearly impossible to buy any of the items in this chapter in the normal sense,
including the herbal preparations, poisons and alchemical items. Though some of
the latter items are indeed bought and sold, the trade is almost always an exclusive
one. Lotus plants and preparations, for example, are sent by caravan from Khitai to
Sorcery
Stygia; but they are all for the use of the priests and sorcerers who form the theocratic
government of Stygia and are not for sale to adventurers.
The price listed, then, is no more than a guideline. In most cases it is the approximate
price of the item if you were able to buy it legitimately somehow. For the majority of
items, there is no way to buy them legitimately for the average character, so the price
instead is used to determine the cost and time of manufacture for those who gain the
skills to make the item themselves (see pg. 126). A particular rich adventurer might
be able to afford to have special items stolen to order, at a cost of two or three times
the listed amount – half up-front – with no guarantee that the thieves will ever make it
back with the goods, or even alive for that matter.
It will usually be possible to sell items from this chapter at between 50% and 150%
(30% + 2d6 x 10%) of the nominal value, if the seller is in a large city or has contacts
with powerful sorcerers. Astute scholars will realise that it is possible to make a fair
living travelling to exotic lands and gathering strange herbs for preparation in person,
then selling them on once back in civilisation. This is true, though it is not necessarily
any less risky than any other adventurous undertaking!
Magical items proper, such as crystal balls, are never for sale. These artefacts will always
either have found their way into the hands of a sorcerer already, or be so remote from
civilisation and so well guarded that no sorcerers in living memory have been able to
get their hands on them.
Yuetshi knife, though it is far more elegant If the knife is used to attack Khosatral
than those crude fishermens’ blades, lacking Khel directly, it does full damage for
their utilitarian saw-edge. The pommel is a Yuetshi knife, with an additional
jewelled and the hilt wrapped in shagreen damage bonus of +1d6. Khosatral
leather. Khel’s Damage Resistance has no effect
against the Bane Knife.
The bane knife of Khosatral Khel can be
used in three possible ways: The bane knife of Khosatral Khel can be
taken as an example of the bane weapon, a
A character holding this knife can weapon designed to slay a specific, named
cancel any spell cast by Khosatral Khel supernatural entity. Other bane weapons
as a free action, at the cost of 1 PP or 1 may be found with similar game statistics,
hp damage (character’s choice). but each will be dedicated to fighting one
individual creature, never a whole class of
If the knife is touched to Khosatral creatures such as ‘all demons.’
Khel, he is immediately paralysed (no
saving throw) for 2d6 rounds, or until
the knife is removed from contact with
him, whichever happens later.
330
Crystal Ball Silvery Mirror
This shimmering crystal sphere is around A silvery mirror is in effect something
six to eighteen inches in diameter. There like a lower-quality version of the crystal
is no particular advantage to crystal balls ball, with the advantage that its magical
of varying sizes, other than the obvious properties will not be immediately obvious
Sorcery
practical ones: increased detail for larger to the ignorant. Most silvery mirrors are
crystal balls, but increased portability for quite large, suitable for mounting on a
smaller ones. Often a powerful sorcerer wall, though smaller pocket-sized versions
will try to have at least two crystal balls, a may also be found occasionally with
small one to carry and a larger one to use concomitant gains in portability and losses
in his home. in clarity of vision.
331
stolen or otherwise acquired from the
original wielder, it has no effective. An
Introduction
Drugs, to the Lotus
Poisons
Sorcery
Full rules for crafting herbal items can be Golden Lotus: This lotus plant is something
found in the Skills section (see pg. 127). of a mystery. Its extract, Golden Lotus Juice
(see pg. 335), is found in Zamboula and is
perhaps the most beneficial of the various
lotus preparations. However, if the plant
itself is related to the other lotus plants then
332
it must grow in a swamp or jungle, of which surprisingly benign or at least harmless.
there are few near the steppes and deserts It grows in Keshan and elsewhere in the
around Zamboula. It seems likely that this northern Black Kingdoms, but nowhere
is another Khitan export, since Zamboula else. There are no particularly powerful
is on the main caravan route that extends uses known for the plant, though it is
from Khitai to Stygia. That would account possible that it may have properties only
Sorcery
for its relative rarity, as otherwise it would brought out by combining it in another
seem odd that such a useful plant would not herbal preparation. If so, experiment is the
be found more commonly in the Hyborian only way to find out for sure.
kingdoms. Alternatively, it is certainly
possible that it is related to the white and Yellow Lotus: Closely resembling the black
black lotuses and so grows in Kush and the lotus in its effects but a far less potent plant,
other Black Kingdoms. It could even be a the yellow lotus secretes Yellow Lotus Resin
swamp plant from southern Stygia, like the (see pg. 336) but has no other particularly
purple lotus. If it does indeed grow in Kush useful properties. It seems likely that it,
or Stygia, it must be scarce indeed, for it is like the black lotus, grows somewhere in
highly prized. the northern Black Kingdoms but is used
by sorcerers from around the world.
Green Lotus: One of the two varieties of
lotus found as far east as Khitai, the green
lotus in its natural form is almost black in Apples of
colour and so is sometimes called black lotus
by the ignorant. Green lotus blossoms are
Derketa
These large apple-like globes are dark
cut from the lost jungles of Khitai by the
crimson in colour and grow on a tree whose
priests of Yun, who dry the great flowers
broad leaves are a rich and peculiarly vivid
out and powder them into a fine dust for
green. The trees grow in the lush jungles
export by caravan to Stygia. This dust is
of Kush.
known as Green Lotus Blossom (see pg.
335) and is one of the deadliest poisons
The apples are a deadly poison if eaten, or
known to man.
if the fresh juice is smeared on weaponry.
The juice even inflicts some damage if spilt
Grey Lotus: Perhaps related to the green
onto skin. The apples need no particular
lotus, the grey lotus is also found close to
preparation to be poisonous, so the Craft
Khitai, but in the Swamps of the Dead
(herbalism) skill is not needed to make use
beyond that mystical land. Its blossoms
of the poison, though it could be useful in
are cut, dried and powdered, then exported
finding a place where they grow.
as far as Corinthia and perhaps elsewhere.
Grey Lotus Blossom (see pg. 335) sends
The juice’s potency lasts only for an hour or
any who breathe its dust immediately and
so, though an apple could conceivably be
murderously insane.
carried for a week before losing its potency.
Purple Lotus: Found only in the ghost-
haunted swamps of southern Stygia, the
purple lotus has only one known use. The
Black Lotus
juice extracted from all parts of the plant Blossom
forms a powerful paralytic poison, known The flowers of the black lotus give off a
as Purple Lotus Juice (see pg. 336). heady scent that causes dream-haunted
slumber. Any who inhale them must make
White Lotus: The white lotus tree is a Fortitude saving throw (DC 25) or fall fast
larger than the other lotus plants, and is asleep for 1d3 hours. However, this sleep
333
can also be useful, for the dreams that result
are often prophetic or otherwise highly Black Lotus
informative in nature. Anyone undergoing
the sleep of the southern lotus may attempt Wine
a Knowledge (arcana) skill check once per Also known as lotus-juice, this is a wine-like
hour to gain some useful insight into his drink, drunk for pleasure. It is a mixture of
Sorcery
current situation, at the Games Master’s various extracts from the black lotus, steeped
discretion. If this information tells of an in a sizable quantity of strong wine. The
immediate threat to his sleeping body, he quantities used in the recipe are a closely
may attempt to rouse himself through sheer guarded secret, for if the balance is wrong
willpower alone with a Will saving throw the drinker may be made permanently
(DC 25). insane or even killed by the lotus juices.
When it is made correctly, lotus wine will
render the drinker unconscious through
Black Lotus alcohol poisoning before it kill him from
the quantity of lotus used. The general
Juice effects are similar to those of burning black
This is a deadly poison, plain and simple. lotus powder, except that the wine offers
It immediately brings a man to his knees, no particular benefit to sorcerers – only
weak as a kitten, and finishes him off soon hallucinations and drunkenness to dull
after. the senses of the jaded. Black lotus wine
is particularly common in the mad city of
Xuthal.
Black Lotus Cost: 50 sp/pint
Powder
This incense-like stuff is burnt to provide
dreamy, opium-like effects which can either
Black Stygian
boost a sorcerer’s power or allow rapid Scorpion
recovery from major sorcerous efforts, at
the cost of a distinct lack of function for a Venom
day or so. A single drop of this deadly venom is
enough to slay a strong man, if it gets into
A sorcerer who has been reduced below 0 PP his bloodstream.
by the Pushing It rules (see pg. 280) or some
other means may return to full Base PP by
burning one dose of the powder and then Golden Lotus
spending 4d6 hours completely helpless
as he alternates between an unconscious
Juice
This golden liquid is extremely scarce and
stupor and wild waking dreams.
valuable, for it provides instantaneous relief
from all herbal and alchemical effects,
A sorcerer who is at 0 PP or above when
including the slumber, paralysis or madness
he burns the black lotus gains 1 PP per
that may be caused by some of the other
hour for 4d6 hours, up to a maximum of
lotus varieties. Drinking a single dose of it
his Maximum PP. His PP will not begin
will also cure 1d6 points of ability damage,
to reduce back to his Base PP until the
if the drinker has any.
black lotus powder wears off. He is not
Cost: 1,200 sp/dose
completely helpless during this time, but
will suffer a -4 circumstance penalty to all
Listen and Spot checks.
Cost: 300 sp/dose
334
Great Grey Lotus
Serpent Blossom
Any who breathe in this dust and fail their
Venom Fortitude saving throws are not only dealt
Sorcery
This powerful poison is carefully ‘milked’ ability damage but also enter berserk furies
from the great serpents that infest the identical to those described under the
swamps of Zingara. Fighting-Madness feat (see pg. 163). While
infuriated, they will attack the nearest living
Green Lotus creature.
Poisons
Initial Secondary
Poison Type Damage Damage Price
Apple of Contact 1d6 Con 1d6 Con 500 sp
Derketa Juice DC 20
Apple of Injury 2d8 Con 2d8 Con 500 sp
Derketa Juice DC 22
Apple of Ingested 2d6 Con 2d6 Con 500 sp
Derketa DC 21
Black Lotus Inhaled 1d3 Str + Unconsciousness 1,250 sp
Blossom DC 25 Hallucinations
Black Lotus Ingested 1d10 Str + 1d6 2d6 Con 750 sp
Juice DC 22 Con
Black Stygian Injury 2d4 Con + 2d4 Con + 1d6 1,000 sp
Scorpion Venom DC 23 2d6 Dex Dex
Great Serpent Injury 2d6 Con 1d6 Con 850 sp
Venom DC 21
Green Lotus Inhaled 1d6 Con 2d6 Con 1,500 sp
Blossom DC 24
Grey Lotus Inhaled 2d6 Wis + 1d6 Wis 800 sp
Blossom DC 22 Madness (see
description)
Purple Lotus Injury 3d6 Dex + 1d6 Dex 2,500 sp
Juice DC 28 Paralysis
335
Poisons can be divided into four basic types
Yellow Lotus according to the method by which their
effect is delivered, as follows:
Resin
This is something like a poor man’s black Contact: Merely touching this type of
lotus powder, a dark yellowish-brown resin poison necessitates a saving throw. It
Sorcery
scraped from the leaves and flowers of the can be actively delivered via a weapon
yellow lotus. Yellow lotus resin is used by or a touch attack. Even if a creature has
sorcerers to provide visions and trances, sufficient damage reduction to avoid taking
with a strong hallucinogenic effect. Its any damage from the attack, the poison can
effects last for 2d4 hours. It grants a +2 still affect it. A chest or other object can
circumstance bonus to all Knowledge be smeared with contact poison as part of
(arcana) checks made with relation to a trap.
Divination. Furthermore, during its
duration the sorcerer is considered to be Ingested: Ingested poisons are virtually
resting for purposes of regaining power impossible to utilize in a combat situation.
points, whatever he is actually doing. A poisoner could administer a potion to an
However, he has a -2 penalty to Listen and unconscious creature or attempt to dupe
Spot checks while affected by the resin and someone into drinking or eating something
for 1d6 hours thereafter. poisoned. Thieves and other characters
tend to use ingested poisons outside of
Cost: 125 sp/dose. combat.
336
Injury: This poison must be delivered
through a wound. If a creature has sufficient Poison
damage reduction to avoid taking any
damage from the attack, the poison does Immunities
not affect it. Traps that cause damage from Creatures with natural poison attacks are
weapons, needles, and the like sometimes immune to their own poison. Nonliving
Sorcery
contain injury poisons. creatures (constructs and undead) and
creatures without metabolisms (such as
The characteristics of poisons are elementals) are always immune to poison.
summarized on the Poisons table. Terms Certain kinds of outsiders are also immune
on the table are defined below: to poison, although conceivably special
poisons could be concocted specifically to
Type: The poison’s method of delivery harm them.
(contact, ingested, inhaled or via an injury)
and the Fortitude saving throw DC to avoid
the poison’s damage. Alchemical
Initial Damage: The damage the character Items
takes immediately upon failing his saving Alchemical items are quite similar in nature
throw against this poison. Ability damage is to herbal preparations, except that they
temporary. Paralysis lasts for 2d6 minutes. require more extensive tools, usually a fully
functional alchemist’s laboratory. Full rules
Secondary Damage: The amount of damage for crafting alchemical items can be found
the character takes 1 minute after exposure in the Skills chapter (see pg. 125).
as a result of the poisoning, if he fails a
second saving throw. Unconsciousness lasts Note that alchemical items marked with an
for 1d3 hours. asterisk (*) can be used in conjunction with
the greater telekinesis spell.
Price: The cost of one dose (one vial) of
the poison. It is not possible to use or
apply poison in any quantity smaller than Outfitting an
one dose. The purchase and possession of
poison is always illegal and even in big cities Alchemist’s
it can be obtained only from specialized,
less than reputable sources.
Laboratory
Unlike the usual crafts, whose practitioners
can often get by with portable toolkits,
Perils of Using alchemy requires a great deal of equipment
if one is to practice it at all, let alone
Poison successfully. At a bare minimum, a room
A character has a 5% chance of exposing around 10 feet by 10 feet will need to be
himself to a poison whenever he applies it set up to serve as a laboratory. Alchemical
to a weapon or otherwise readies it for use. work can only be done if the alchemist
Additionally, a character who rolls a natural is undisturbed, so a stout lock, a certain
1 on an attack roll with a poisoned weapon amount of isolation and guards of some kind
must make a DC 15 Reflex saving throw are all recommended for the laboratory.
or accidentally poison himself with the
weapon. These penalties can be obviated A basic laboratory can be set up for some
by selecting the Poison Use feat (see pg. 500 sp, so long as the above requirements
175). are also met. This has only the bare
337
minimum of equipment, such that in effect
the alchemist is working with improvised Flame-
tools (-2 to all Craft – alchemy checks),
though without even this minimal lab no
Powder*
Flame-powder is something of a poor-
work at all can be done.
man’s demon fire. It is magically treated
Sorcery
338
recipe from the Xuthallans or by other of smoke 15 feet by 15 feet by 15 feet in
researches. size, which moves in the same direction
again, this time at 20 feet per round for
Kothic 2d6 rounds. In smoke form, it has exactly
the same effect as the lotus blossom it was
Demon-Fire*
Sorcery
originally derived from.
This small glass orb is filled with a deadly
combination of substances that ignite into Cost: Lotus blacksmoke, 3,750 sp; lotus
heat and flame on contact with air. It can greensmoke, 4,500 sp; lotus greysmoke,
either be hurled directly at a character, or 2,400 sp. Raw Materials: 1 dose of either
on to the ground. In either case it has a green, grey, or black lotus blossom (which
range increment of 10 feet. is considered to replace the usual 1/3 cost
If thrown at a character, a ranged touch for raw materials). Requirements: Craft
attack roll is made against his Dodge (alchemy) 10 ranks, Craft (herbalism) 8
Defence. As usual for missile fire, Parry ranks, entrance.
Defence cannot be used; a character who
attempts to parry a demon-fire orb will
simply set it off as soon as it contacts the Stygian
parrying weapon. Against a character, it
inflicts 5d6 fire damage and stuns him for
Tomb-Dust*
This dust causes temporary blindness when
one round. A stunned character can take
flung into the eyes. The target gets a Reflex
no actions, can neither dodge nor parry
saving throw (DC set by your magic attack
and opponents receive a +2 bonus to their
roll) to avoid it completely.
attack rolls to hit him. He may make a
Fortitude saving throw (DC 20) to avoid
If he fails, he is blinded for 2d6 rounds.
the stun effect, but not the damage.
A blinded character cannot see; neither
dodging nor parrying are allowed; he
If thrown at the ground, the Kothic demon-
moves at half speed; he suffers a -4 penalty
fire affects a 10-foot by 10-foot area. Any
on Search checks and on most Strength-
character within the area affected must
and Dexterity-based skill checks; all checks
make a Reflex saving throw (DC 20) or be
and activities that rely on vision (such as
dealt 2d8 fire damage.
reading and Spot checks) automatically fail;
all opponents are considered to have total
Cost: 500 sp. Requirements: Craft (alchemy)
concealment (50% miss chance) to him.
4 ranks.
Cost: 400 sp. Requirements: Craft (alchemy)
Lotus Smoke* 5 ranks, Knowledge (arcana) 5 ranks.
Lotus smoke is a preparation derived from
any lotus blossom: green, grey or black.
When cast on the ground (treat as a thrown Expanding
weapon with a range increment of 5 feet) it
sheds light in a 15 feet radius. One round the Acolyte
later, it turns into a glowing ball that affects
all who look on it (treat as an Evil Eye range Background
spell) as though targeted by an entrance The following are examples of typical
spell cast by the sorcerer who created the scholars who have the Acolyte background.
lotus smoke. The ball moves 10 feet in the These represent the standard methods of
same direction as it was initially thrown. teaching within the sorcerous societies
One round later still, it turns into a cloud listed; it is not usually possible for a
339
character to deviate from these teaching
methods once he has commenced them, Acolytes
though sometimes an individual master will Khitan Sorcerer: Most Khitan sorcerers
alter the curriculum somewhat. A character value information above all else and
who breaks away from his sorcerous society, though they will not hesitate to slay those
or who studies elsewhere in secret, may who deserve it or are their allotted targets,
Sorcery
certainly learn different spells with the they prefer to avoid unnecessary deaths.
agreement of the Games Master (usually as They also learn Oriental magic and curses,
though Independent or by making a Pact making them highly effective combatants.
with a demon) though this often has its
own risks, such as covens wanting revenge These sorcerers usually wear hooded, wide-
if they discover their acolyte has rejected sleeved robes of a very dark grey or black
their teaching. material and sandals beneath their robes.
They favour staffs as a weapon, and, if they
Scholars with the Pact or Independent can get them, Staffs of Death (see pg. 332)
background are usually unique in their as a means of delivering their spells.
level progression, while Priests tend to have
more freedom to choose spells, but a more Khitan sorcerers almost always travel
limited range of spells to choose from – see and train in small groups. One member
the Religion chapter. of the group will be the senior sorcerer,
responsible for teaching the others. He
will usually be scrupulously fair but by no
means a pushover.
340
Kushite Witch-Finder: The Kushite witch- desires to train him to be an asset to their
doctors, witchmen or witch-finders are tribe.
particularly famed for their countermagic
abilities. Their duties are to protect the Pictish Shaman: The shamans of the
tribe from rival witches, predict the future Pictish Wilderness are a dangerous bunch,
and curse tribal enemies, in approximately though fortunately they spend most of
Sorcery
that order of importance. their time fighting each other rather than
banding together and raiding the Hyborian
Most favour feathers, bones and animal kingdoms. Thus some of the earliest
skins as their outfit, in classical shamanic spells they learn are curses, and they love
style. Often they also sport long, wild practising such magics.
dreadlocks.
Like the witchmen of Kush, Pictish shamans
The Kushite tradition of scholarship is favour feathers, bones and simple loin-
in many respects far more open-minded clouts as their garb, though the relatively
than that of the more supposedly civilised light-skinned Picts also use war paint and
nations. They are happy enough to share other ceremonial colouring to show off
their knowledge with others, even those their intent and call their spirits’ attention.
from distant lands. Likewise their sorcerers
rarely exert undue influence over their Pictish shamans are wary of sharing their
acolytes – though a senior witchman can magic and this reticence even extends to
be a harsh taskmaster, he is genuinely their own tribe or even family. Acolyte
concerned for the welfare of his acolyte and shamans had best be constantly on the alert
to prove their loyalty, or they are likely to
Wise-Woman or
Rakhsha Cunning-Man Sorcerer of the Black Ring
Entrance Summon Beast Conjuring
341
find themselves used as the next sacrifice to Most wise-women or cunning-men dress
the weird Pictish gods. and act simply, favouring warm, practical
clothing in neutral wools.
Rakhsha: These Vendhyan and Himelian
scholars are experts with Oriental Magic. Wise-women and cunning-men are some
They usually combine this expertise with of the fairest and kindliest taskmasters
Sorcery
at least some knowledge of martial arts, when it comes to their apprentices, which
to complement such spells as warrior is the name they give to their acolytes.
trance. They are also skilled hypnotists, Their genuine concern for the well being
capable of defeating most foes without so of their charges is on a par with their love
much as lifting a finger or raising a sweat. for nature.
Finally, most learn at least a measure of
countermagic, recognising that another Sorcerer of the Black Ring: The sorcerers
sorcerer is a far greater threat than most of the Black Ring are some of the most
ordinary humans could ever be. accomplished prestidigitators
of the Hyborian Age and
Most wear plain robes and
seem to be constantly
appear unarmed, though
hurling demon-fire or
they often have
tomb-dust at their
concealed weaponry
foes. They also
or sorcerous objects
learn cursing,
under their robes.
countermagic
and
Rakhshas are
necromancy.
usually acolytes of
far more powerful
Sorcerers of
groups. Those
the Black Ring
from the Himelian
do not have a
mountains are
uniform dress code,
usually apprenticed to
though many wear
the Seers of Yimsha, and
dark-coloured robes.
are regarded as completely
expendable by their wicked
The Black Ring is Stygia’s
masters.
foremost sorcerous society, and those
acolytes who apprentice themselves into
Wise-Woman or Cunning-Man: These
its lower echelons must dedicate their lives
respected but elusive scholars are often
to obeying their superiors in the society.
called witches, though this is not strictly
Higher level sorcerers of the Black Ring
true. They tend to live an almost hermit-
almost always learn the Summoning sorcery
like existence, seeking wisdom in the
style and often use their apprentices as
silences of the high places. They gain
assistants when calling up demons, which
knowledge through herbal means such as
can lead to even newcomers to the society
the green smoke method of casting the
coming into contact with creatures which
visions spell, or their own dreams. They
force a Corruption saving throw (see pg.
gain oracular knowledge from their gods,
287).
some of which they are permitted to
communicate to others, some they must
keep to themselves.
342
Religion
Prayer and Sacrifice in Hyboria
Religion
In the Conan stories, it is left in particular regions. This is because
unclear as to whether the gods exist or those gods who are worshipped in
not. This is probably quite deliberate more than one kingdom often seem
and Conan’s conversations with Bêlit to alter according to the perceptions
in Queen of the Black Coast are a good and culture of their new worshippers,
insight into the presence – or absence so that in effect the Asura worshipped
– of gods in the Hyborian Age. It is in the Hyborian kingdoms is no longer
quite clear that demons and similar the same Asura worshipped as a part of
evil, powerful, supernatural entities the Vendhyan pantheon. Thus what
exist and some of these are indeed appears to be the same god may be
worshipped. Likewise, priests often worshipped within different pantheons.
have power of some kind but whether While the worshippers of one might be
this power truly comes from their gods respected and happily debated with by
is another matter, since they seem to the priests of another, as worshippers of
have the same kind of spells as any a different form of the god they are not
other sorcerer. regarded as having the same privileges
as local worshippers.
There is no particular need, then, for
the Games Master to decide whether Some of the gods are sufficiently
the gods truly exist in his campaign or powerful in their own area that they
not. It is a philosophical point with are the only one worshipped by
no bearing on the real world inhabited many people in that region. These
by adventurers. Evil certainly exists, are given separate entries, apart from
but good? Perhaps only mankind can the pantheons. Sometimes these lone
make good, with the might of their gods are worshipped alongside a more
arms and the sharpness of their swords. established local pantheon; other times
There are good priests, sure enough they are suppressed, regarded as demons
and sometimes a powerful ghost will by the official state religion.
offer you assistance but do not expect
too much help from the gods, if they A character who is a worshipper or
are even real. priest of an entire pantheon may well
have a preferred god or gods within
that pantheon but he will call upon
Pantheons whichever deity is most appropriate at
the time. A priest of a pantheon can
and Gods officiate at the services of any of the
gods of that pantheon.
Most of the gods are structured together
into pantheons, which are worshipped
343
Any character who regularly participates
Worship in religious services (if appropriate),
Each character may worship all pays any tithe required by the temple
the gods of one pantheon, if he so and generally acts in a manner
chooses, or pick a single god to revere. appropriate to a worshipper of the god
Religion
344
worshippers do not usually offer Although scholars can choose the ‘lay
atonement either. A character who priest’ background at 1st level, a fully
fails to keep his tithes paid up loses the ordained priest must have selected
benefits of worship until his back dues the Priest feat at 4th level or above. In
are paid. either case, the priest may have access
Religion
to certain forms of sorcery through the
Faith: All worshippers of this god or temple but will usually be banned from
pantheon gain a +2 morale bonus to learning other types of sorcery.
all Will saving throws. This represents
their faith in the religion, which Each temple may have specific
can be a powerful source of spiritual requirements and benefits for its priests
strength when faced with evil sorcery and specific means of enforcing its
or unnatural creatures. requirements. Usually the simplest
punishment is to deny the character
Faith is generally offered only by the his priestly status. If this is done, the
more ‘civilised’ religions – those which priest immediately loses the benefits
regard themselves as somewhat above of the lay priest background and (if he
the supernatural. has it) the Priest feat. These benefits
can only be reinstated if the character
Spells: Priests, shamans or other goes to his high priest for atonement.
representatives of the god are willing Even then, the high priest may refuse
to cast any of the spells they know on to grant atonement if the character’s
your behalf, at half the usual cost (see transgressions were too severe.
pg. 218). A parenthetical entry after
‘Spells,’ such as ‘Spells (Counterspells, Note that certain religions have no
Divination),’ indicates that only spells particular rules about priests abusing
from those sorcery styles will be cast. their authority and position to get
rich. For some churches, this is simply
the standard way for a priest to earn
Beyond a crust. The more civilised religions
usually frown upon such behaviour
Worship: and if a priest is caught extorting
money from his flock, or worse,
Priests offering to sell them salvation or spells
Priests come in all shapes and sizes and without authorisation, he will quickly
in every degree of piety from the most be punished.
corrupt, black-hearted scoundrel to the
most serious religious philosopher. In
theory they have all the restrictions and
benefits of worshippers (except for the
requirement to pay a tithe), along with
several more, but in practice many a
priest simply uses his position to gain
political influence, bribes and other
‘fringe benefits.’
345
has expanded somewhat to govern all
Gods correct action.
346
spying network, based around the Requirements of Worship: Pay a tithe
sorcerous news spell and other spells of worth 1 sp/level/month to the local
the Divination sorcery style. priests of Bel.
Benefits of Worship: Spells
Requirements of Worship: Pay a tithe (Counterspells, Divination).
Religion
worth 3 sp/level/month to the local Requirements for Ordained
priests of Asura; keep secret about your Priesthood: Standard, plus must carry
membership of the cult; carry out duties out at least one unusually daring theft
for the priesthood as required; do not each year.
become Corrupt; oppose those who Benefits of Ordained Priesthood:
carry out human sacrifice or trafficking Standard, plus the following: Gather
with demons. Information, Hide and Move Silently
Benefits of Worship: Atonement, Faith, become class skills (even if the
Spells (Counterspells, Divination). priest gains levels in a non-scholar
Requirements for Ordained class); sorcery teaching is available
Priesthood: Standard, plus as follows: (Counterspells and Divination only);
scrupulous honesty is required in bribery and corruption are actively
all things except in the matter of encouraged.
concealing the existence of the cult Typical Punishments for Disloyal
from outsiders; you must work for the Priests: Removal of priestly status.
greater good of the cult and the god in
everything you do; and you must avoid
becoming personally wealthy. Bori
Benefits of Ordained Priesthood: Bori is the ancient god of the all the
Standard, plus the following: Spot and Hyborian tribes, when they were
Sense Motive become class skills (even barbarians. He is thought to be a
if the priest gains levels in a non-scholar deified chieftain, a powerful war-
class); sorcery teaching is available leader who led the tribes to victory
(Counterspells, Divination, Oriental in their days of conquest. He is
Magic, Prestidigitations, master-words still worshipped in Hyperborea and
and signs, and summon elemental only). occasionally in Gunderland, though
Typical Punishments for Disloyal most Gundermen have adopted the
Priests: Removal of priestly status. worship of Aquilonia.
347
Typical Punishments for Disloyal similar to that of their later Celtic
Priests: Removal of priestly status. descendants.
348
Typical Punishments for Disloyal
Dagon Priests: Send an assassin after him.
Dagon is the Zembabwean god of the
underworld, fertility and grain. He
is worshipped in the form of a gold Derketo
Religion
idol and is the most important god Derketo is a fertility goddess in every
in Zembabwe, along with his consort sense. She is worshipped to grant
Derketo. fertility to the land but also in great
deviant orgies that last many weeks.
Requirements of Worship: Pay a tithe
worth 1 sp/level/month to the priests The Stygians have great temples to
of Dagon. Derketo in Luxur, where they initiate
Benefits of Worship: Spells. young noble girls into the ways of
Requirements for Ordained pleasure and debauchery. Derketo is
Priesthood: Must know at least one also a part of the Shemite pantheon
sorcery style. and is worshipped in Zembabwei
Benefits of Ordained Priesthood: where she is the consort of Dagon, the
Standard, plus as follows: sorcery underworld god.
teaching is available (any sorcery
styles except Hypnotism and Oriental Requirements of Worship: Pay a tithe
Magic). worth 2 sp/level/month to the priests
Typical Punishments for Disloyal of Derketo; participate in at least three
Priests: Sending a demon after him, or orgies a year.
cursing him. Benefits of Worship: Spells
(Counterspells, Divination and Nature
Magic only); Orgies (at least once a
Derketa month).
Derketa is the Kushite death goddess Requirements for Ordained
and Queen of the Dead. She is probably Priesthood: Must know at least one
derived originally from the Derketo of sorcery style.
Zembabwei, Stygia and Shem, though Benefits of Ordained Priesthood:
the attributes of the two goddesses are Standard, plus as follows: sorcery
quite different. teaching is available (Counterspells,
Divination and Nature Magic only);
Requirements of Worship: Pay a tithe perks include training noble girls in the
worth 1 sp/level/month to the priests ways of pleasure.
of Derketa. Typical Punishments for Disloyal
Benefits of Worship: Spells. Priests: None.
Requirements for Ordained
Priesthood: Must know at least one
sorcery style. Hanuman
Benefits of Ordained Priesthood: Hanuman is worshipped in Zamboula
Standard, plus as follows: sorcery and presumably to a lesser extent in
teaching is available (any sorcery Turan and Vendhya. He is a bestial
styles except Oriental Magic and ape-god of extremely ill repute – even
Summonings). devout Set-worshippers fear him and
349
his debased cult. Human sacrifice is of Set. It is whispered that worshippers
common in the temples to Hanuman; of Ibis survive in Stygia itself, keeping
in Zamboula, at least, its adherents their religion secret but ever eager to
enjoy considerable political influence foil the schemes of Set and his followers
which they are free to use and abuse as at any opportunity.
Religion
350
of his existence through evidence found teaching is available (any except
all over the world, in cave paintings or Oriental Magic).
the very oldest manuscripts. It is said Typical Punishments for Disloyal
that the animals have not forgotten Priests: Captured alive, then
Jhebbal Sag and can still be controlled sacrificed.
Religion
by his followers. He is known to have
two sons, Gullah and Jhil, but in all
likelihood has many more sons who are Khitan
minor gods, one for each animal. Pantheon
The Khitan pantheon is as mysterious
Gullah: Gullah is a gorilla-god, a son to Westerners as the whole of that
of Jhebbal Sag who lives on the Moon. distant nation. Shaven-headed priests
Bull apes are sacred to him. He is are said to have temples deep in the
also known as Jullah to folk called the Khitan jungles and it seems likely that
Gallahs, the ordinary people of Kush. entirely religious communities are
Jhil: Jhil is another son of Jhebbal Sag, common.
whose form is that of a raven. He is
a bloodthirsty god, demanding that Yogah: Yogah is the strange, elephant-
prisoners be flayed alive on his altar. headed star-being from the story The
His priests use dice as a means of Tower of the Elephant. His memory
divination. Jhil is also the main god is worshipped still as a god in Khitai.
of the Aphaki, an originally Shemitish Probably he is a god of magic and
race who are now the ruling caste of sorcerous knowledge.
Tombalku. The Aphaki do not seem
to revere Jhebbal Sag, however. Yun: Yun is the main god worshipped
in the jungle temples. Probably he is
Requirements of Worship: Pay a tithe the head of the Khitan pantheon, but
worth 2 sp/level/month to the priests almost nothing is known of him save
(Aphaki worshippers of Jhil only), that his worship seems to involve music
or provide one human sacrifice per in the form of chimes or bells.
year (Aphaki, Picts or Kushites). The
whole of Pictish and Kushite society is Requirements of Worship: Pay a tithe
expected to contribute directly to the worth 3 sp/level/month to the priests,
upkeep of their priests (who are usually or serve at the temple full-time as a
known as shamans), building them monk.
their ‘devil-devil huts’ and giving them Benefits of Worship: Atonement,
a portion of the game caught by every Faith, Spells (any).
hunt. Requirements for Ordained
Benefits of Worship: Spells (any except Priesthood: Standard, plus as follows:
Oriental Magic). must know the Oriental Magic sorcery
Requirements for Ordained style; vows of obedience, poverty and
Priesthood: Standard, plus must know chastity are common, but not universal;
the Nature Magic sorcery style and the expected to be scrupulously honest and
Tormented Sacrifice feat. a powerful leader.
Benefits of Ordained Priesthood:
Standard, plus as follows: sorcery
351
Benefits of Ordained Priesthood: apply even to the lowliest of peasants,
Standard, plus as follows: sorcery though the Zingarans get around this
teaching is available (any). with some complex theology to allow
Typical Punishments for Disloyal them to continue owning slaves.
Priests: Exiled from Khitai and set to Worshippers of Mitra are encouraged
Religion
352
Epemitreus the Sage: Epemitreus was a at will. It seems likely that his mad
powerful foe of Set and priest of Mitra, cultists perform similar activities.
fifteen hundred years before the time
of Conan. He sleeps now beneath the Requirements of Worship: Obey
mountain of Golamira, but can appear priests of Ollam-Onga, sacrifice at least
Religion
in dreams to grant resistance to Set and one human to the god per year.
his followers. He rarely does so unless Benefits of Worship: Spells.
there is a dire threat to Aquilonia, Requirements for Ordained
but when he does he can inscribe his Priesthood: Must know at least three
symbol, the phoenix, upon a mortal sorcery styles and the Ritual Sacrifice
weapon to render it greatly powerful feat; obey the high priest of Ollam-
against the demons of Set. See the Onga; sacrifice at least one human per
sidebar, The Phoenix on the Sword. month to Ollam-Onga.
Benefits of Ordained Priesthood:
Requirements of Worship: Pay a tithe Standard, plus as follows: sorcery
worth 2 sp/level/month to the local teaching is available (any sorcery styles
temple of Mitra. Live an honest and except Oriental Magic).
virtuous life. Oppose those who carry Typical Punishments for Disloyal
out human sacrifice or trafficking with Priests: Dedicate the entire resources
demons. of the cult to slaying him.
Benefits of Worship: Faith,
Atonement.
Requirements for Ordained Set
Priesthood: Must lead the faithful in Set is the old serpent-god of Stygia
prayer. Must not tolerate any other but is also worshipped by the Chagas
religion. Must lead a still more honest of Kush, certain degenerate cults of
and virtuous life than the faithful. Must Shem and fell sorcerers throughout the
arbitrate fairly in disputes whenever Earth. Set’s symbol is a scaled serpent,
asked. Must not fall into superstitious coiled, with its tail in its mouth. He is
ways. the mortal enemy of Mitra and of the
Benefits of Ordained Priesthood: Hyborian Kingdoms but he also hates
Standard. his old Stygian enemy Ibis.
Typical Punishments for Disloyal
Priests: Usually excommunicated, Set is worshipped in great festivals
but may be attacked by the virtuous of sacrifice and also by more subtle
worshippers of Mitra as a result. means, such as by allowing a great
serpent to wander the streets and
declaring any who are eaten by it to be
Ollam-Onga suitable offerings to the god. He may
Ollam-Onga is the demonic god be willing to grant victory to one force
of the lost city of Gazal. He is also on a battlefield if 500 or more virgin
worshipped by diabolic cults in the sacrifices are made to him the night
dark jungles and along the dusky rivers before the battle.
of Kush. He stalks Gazal every night,
taking and slaying its few inhabitants Priests of Set terrify their subjects
almost as much as they do their
353
enemies. Many are corrupt, mad, or
both – and even the relatively sane ones Shemite
are usually quite willing to sacrifice
their own followers. The priests of Set
Pantheon
Worshippers of the Shemite pantheon
form the entire government of Stygia. believe in resurrection and specifically
Religion
354
to the worship of the Meadow Shemites. of the myths she replaces Ishtar almost
He is also fertility in a more personal completely.
sense, the male, phallic principle, as Bel: Though Bel, god of thieves,
can be seen by the nude brass statues is now worshipped elsewhere, he is
of him in his temples. He is the mate still regarded as a part of the Shemite
Religion
of Ishtar but was slain (some say by pantheon. He is sometimes depicted
her minions, some say by a wild boar) as an eagle carrying a forked bolt of
while out hunting. Ishtar travelled to lightning, as though hinting that he
the underworld to bring him back but can steal even the traditional powers of
since then he has been condemned to other gods.
spend six months of each year in the
underworld. As a result, winter has Derketo: Derketo is worshipped in
gripped the once-fertile earth each year. Shem just as elsewhere, though here
Only in the spring does Adonis return. she is far more integrated with the
In the meadowlands, this is celebrated rest of the pantheon. She is thought
in a great spring festival, where Adonis’ of as a temptress, constantly trying to
priests strip naked and gash themselves steal Adonis from Ishtar. Priests who
with knives, letting their blood spill onto worship Derketa specifically, to the
the newly rejuvenated soil. The desert exclusion of the rest of the pantheon,
Shemites worship Adonis for personal should see the separate entry for this
fertility and pay more attention to the goddess on pg. 349.
love he shares with Ishtar than they do
to the myth of spring. Ishtar: Ishtar is the ivory-bosomed
goddess of Koth, Shem, Khauran and
Anu: The sky-god is worshipped the East generally. It seems likely
throughout Shem. He is regarded as that the ivory goddess of Punt is also
taking on the form of a bull, so it seems Ishtar, perhaps with another name,
likely that bulls are sacrificed to him. though in that land she seems to have
Anu is the creator god, whose will supplanted all other gods. In Shemite
created both the gods and mankind. mythology, Ishtar is the daughter of
Though a philosopher might regard Anu and so the Queen of Heaven,
him as the head of the pantheon, in a winged star goddess of fertility and
practice he is less popular than Ishtar war. She and Adonis are lovers, but her
and Adonis, who seem more easy to role is the dominant one and in most
relate to for most worshippers. Anu, regions where she is worshipped she
as befits a creator and sky-god, is more is revered above all other deities. Her
distant from the day-to-day concerns rites are orgiastic in nature, but not in
of humanity. Among the eastern the frenzied, desperate manner of the
Shemites, he may be petitioned to cult of Derketo; her worshippers are far
lessen the harshness of the desert sun; more languid in their revels.
in the meadowlands he will likely be
prayed to for rain in times of drought. Pteor: The patron god of the Pelishtim
peoples is called Pteor. He is a typical
Ashtoreth: Ashtoreth is Ishtar’s example of one of the minor gods of the
handmaiden, though in some versions Western Shemite city-states, revered by
355
the Pelishtim alongside the rest of the Erlik: Erlik is the main god of the
pantheon but regarded as subservient Hyrkanians and Turanians. He is said
to the more major Shemite deities. to have been the first man on Earth,
Similar minor, local Shemite gods are created by the now less important god
found championing most of the city- Ulgen. How Erlik became the pre-
Religion
states. It is possible that the Shemites eminent god of the Hyrkanians after
of the eastern deserts and steppes also merely semi-divine beings is uncertain
have local, tribal gods but in that case and is the subject of much speculation
they too are subservient to the main outside of the Hyrkanian lands.
pantheon.
Tarim: Tarim seems likely to be a god
Requirements of Worship: Pay a tithe of herding and animal fertility. Some
worth 1 sp/level/month to the local sources call him the ‘Living Erlik’, as
temple; sacrifice at least one camel, one though he might be an avatar of Erlik
horse, one bull, two cows, or six goats himself. Tarim’s high priests are under
per year to the pantheon. the hypnotic control of the Master of
Benefits of Worship: Spells (any but Yimsha.
Oriental Magic, Necromancy and
Summonings). Requirements of Worship: Pay a tithe
Requirements for Ordained worth 1 sp/level/month.
Priesthood: Must have at least two Benefits of Worship: Atonement,
levels in either the nomad class or Faith.
the soldier class. (Shemite priests are Requirements for Ordained
expected to have ‘served their time’ in Priesthood: Knowledge (religion) 6
society before joining the priesthood.) ranks.
Benefits of Ordained Priesthood: Benefits of Ordained Priesthood:
Standard, plus as follows: sorcery Standard plus as follows: sorcery
teaching is available (any sorcery styles teaching available (Divinations and
except Oriental Magic, Necromancy Nature magic only).
and Summonings). Typical Punishments for Disloyal
Typical Punishments for Disloyal Priests: Cast out of the temple.
Priests: Let him go; his family will sort
him out, one way or the other.
Yog
Yog is known as the Lord of the
Turanian and Empty Abodes. He is worshipped
in Zamboula and Darfar by roasting
Hyrkanian and eating human victims, then
Pantheon immolating their bones. He is said to
The Turanian pantheon is centred have dominion over all empty places,
around two gods, Tarim and Erlik. It such as deserts and the Outer Dark.
seems possible that many more minor His worshippers are usually Darfari,
gods abound but certainly the ruling whether living in Darfar itself or living
classes seem to revere none but Tarim far from home as slaves of the Turanian
and Erlik. rulers of Zamboula. In Zamboula, their
cannibalistic practices are known to the
356
city authorities but it is felt best to leave wild songs. He is said to have been the
them be rather than provoke a slave first living being, created from thawed
rebellion. Native Zamboulans know to ice just before the second creature,
lock their doors and avoid wandering the primal cow Audhumla. His only
the streets at night; many a guest-house nourishment came from milking
Religion
owner has reached an accommodation Audhumla. Ymir’s body produced
with the Yog-worshippers to provide the first humans, a man and a woman
them with suitable foreign travellers as congealed from the sweat of his left
victims. armpit. From these sprang the races of
Vanir and Aesir.
Requirements of Worship: Eat
human flesh at least once per month; Atali: Ymir’s daughter Atali is an
participate in a raiding party to capture enchantress who lures wounded men
suitable victims at least once every to their deaths in the ice. She has a
three months. number of brothers who resemble huge,
Benefits of Worship: Spells rime-bearded Nordheimir warriors and
(Counterspells, Curses, Divination and who ambush her victims with their
Summonings). great axes, if the poor mortals have not
Requirements for Ordained already died of exposure.
Priesthood: Ritual Sacrifice feat.
Benefits of Ordained Priesthood: Requirements of Worship: Pay a
Standard, plus as follows: sorcery tithe worth 1 sp/level/month to the
teaching is available (Counterspells, local temple, increasing to 8 sp/month
Curses, Divination and Summonings during the raiding season (typically
sorcery styles only). two months during autumn, after the
Typical Punishments for Disloyal harvest is in).
Priests: Next on the fire. Benefits of Worship: Atonement,
Faith.
Requirements for Ordained
Ymir and the Priesthood: Must have at least three
Nordheimir levels in the barbarian class. (Priests of
Ymir are expected to be warriors first
Pantheon and foremost; many a raider has retired
Ymir is the primal frost-giant king to become a priest after years of battle
and god of both the Aesir and Vanir. and slaying.)
To the Nordheimir, he represents the Benefits of Ordained Priesthood:
Earth itself, which they perceive as Standard, plus as follows: sorcery
formed entirely of ice and snow. He is teaching is available (Curses,
worshipped not in elaborate rituals but Divinations and Nature Magic only).
by doing battle all day, then drinking Typical Punishments for Disloyal
and singing all night. Priests: Banishment from the tribe.
357
Zamorian Cosmology
Pantheon There are other planets than the Earth
The complex array of deities worshipped of the Hyborians. The planet Earth
by the Zamorians tends to seem at best is surrounded by a belt of light but
Religion
bewildering and at worst completely beyond that is the Outer Dark, home
incomprehensible to an outsider. All to many a strange demon.
Zamorian priests are expected to learn
at least the basics of mesmerism, so Beyond the Outer Dark, deep within
as to have the capability to enforce the emptiness of the void, lie several
absolute obedience in their followers if strange planets. The most notable one
need be. – and the one that seems to have the
closest connection to the Earth – is Yag.
Zath: The spider-god, Zath, has a pre- It is described variously as a green planet
eminent position among the Zamorian and an accursed planet, presumably
gods. Zath’s main temple dominates because it is covered with weird plant
the city of Yezud and has a large stone life that is inimically hostile to the life
statue of a spider at its centre. Sacred of Earth. At some point thousands of
dancing girls wearing black jade bead years ago, a great civil war shook Yag,
pendants perform ritual dances around which is when the god Yogah (see pg.
this weird idol. 351) first came to Earth as an exile.
More recently, the seeds of the vampiric
Requirements of Worship: Pay a tithe plant Yothga drifted down to Earth,
worth 2 sp/level/month to the local though they could grow nowhere but
temple. in Hell. Some scholars speculate that
Benefits of Worship: Faith. Yothga was sent in search of Yogah by
Requirements for Ordained the kings of Yag, but it seems equally
Priesthood: Knowledge (religion) likely that this cosmic plant reproduces
10 ranks; must know the Hypnotism by casting its seeds far into the void.
sorcery style.
Benefits of Ordained Priesthood: More information about Yag and the
Standard, plus as follows: sorcery creatures from it can be found in the
teaching is available (Hypnotism mysterious tome known as the Book of
only); much of a Zamorian priest’s Skelos.
time serving the temple is taken up
with religious debate, giving all priests
who have served for at least 1 year a +2
competence bonus to all Knowledge
(religion) checks.
Typical Punishments for Disloyal
Priests: Nothing more severe than
public criticism.
358
Campaigns
Campaigns
Recreating the Hyborian Age
The first place to look for
Conan the Roleplaying Game adventure Non-Player
ideas is the original Conan stories. Characters
Often they can be borrowed from The most important thing to remember
almost wholesale, particularly if you are when designing your Non-Player
fortunate enough as a Games Master to Characters for a Conan the Roleplaying
have a group of players who have not Game adventure is to make them larger
read all the stories. Many of them are than life! Exciting characters are more
short enough to work as one- or two- important than fully rounded or even
session adventures, which can make for entirely believable ones. The major ones
a great introduction to the game. should always have a strong physical
description, often likening them to
Adventures animals – hawks, wolves, bears, leopards,
panthers, tigers or other predators.
One of the best sources for Conan the
Roleplaying Game adventures is the
unfinished stories and drafts left by The second most important thing is to
Howard. These are The Hall of the ensure that most Non-Player Characters
Dead, The Hand of Nergal, The Snout have both an allegiance or two and a
in the Dark, Drums of Tombalku and separate agenda of their own. See the
Wolves Beyond the Border, all of which Agents and Agendas section later in this
have now been reprinted in their original chapter for more tips on achieving just
fragmentary forms. The advantage of that.
these is that they often set up the seeds
of an adventure, giving the nature of the Commencing
reward or challenge to be faced, along
with several important Non-Player an Adventure
Characters and a hint as to the kind of One of the devices Howard uses several
opposition Conan is likely to face but times to get Conan into obscure regions
are unresolved. Even if your players of the world, fleeing from a powerful
have read them, they will have no idea as enemy right from the start of the story
to how you have chosen to complete the so he must take refuge in a desert or lost
adventure – the only minor advantage city or forbidden island, is to have him
they may have is a better understanding escape the massacre of some mercenary
of the adventure’s background than a army that lost its war and was broken
player who has not read the tale. up or destroyed. However, there are
plenty of other reasons for getting the
characters where you want them to
be; and you do not even necessarily
359
need to be all that precise about why Loincloth, plumed head-dress,
they are in Koth when last session they sword and an entire tribe of
were in Turan, or whatever. They are savage followers (The Vale of Lost
adventurers, drifters; simple wanderlust, Women).
Campaigns
the need to flee town in a hurry, or Sword, mail armour, cloak and a
rumours of a priceless treasure are all mercenary’s pay (Black Colossus).
good reasons for the characters to start Loincloth and sword (Shadows in
off hundreds of miles from where they the Moonlight).
were at the end of the last adventure. Nothing save a loincloth – he is
nailed to a cross (A Witch Shall Be
One advantage of doing this is that Born).
you can quite reasonably assume that Ragged nomad robes, sword and
several months have passed between almost no money (Shadows in
adventures – certainly sufficient time Zamboula).
for the characters to have spent or lost
all their ill-gotten gains from their last As can be seen, there is no apparent
quest. Likewise, their equipment may progression or even relation between
well have altered. As Games Master Conan’s equipment at the start of one
you are always at liberty to remove from adventure and his equipment at the
(or add to) the characters’ equipment start of the next. There is always a
lists between adventures. This is time between adventures in which his
very much in keeping with the genre, activities are less noteworthy but in
which, after all, is about the people, which he gains or loses various bits and
not their collections of gadgets, gizmos pieces of equipment. He rarely starts
and swords. Almost anything could an adventure with more than one or
have happened between adventures two weapons and is often unarmoured
and judging by the Conan stories, it – though if he expects open battle he
frequently does. Looking at the first few will put on armour, if he can get his
stories in chronological order, Conan hands on it.
has the following equipment at the start
of each story: Note that poverty is the most common
starting condition for Conan and the
Cheap tunic, loincloth, belt, sword same should certainly be true of your
and almost no money (The Tower gaming group’s characters.
of the Elephant).
Loincloth, sandals, belt, sword and A significant minority of the time,
almost no money (The God in the Conan starts off his adventure at a serious
Bowl). disadvantage – imprisoned, or tortured
Nothing save a loincloth and tunic – and left for dead, or caught by the police
he is locked in a prison cell (Rogues inside a building he is burgling. Again,
in the House). as Games Master, you have every right
Sword, helmet, mail armour (The to start the players off not just with no
Frost-Giant’s Daughter). equipment but also in a compromising
Broadsword, full armour and almost or otherwise disadvantageous situation.
no money (Queen of the Black You should be guided first and foremost,
Coast). as Howard was, by what makes a good
360
story – it is no fun reading detailed this case, it is likely that they will
descriptions of the manner in which be searching for him and could
Conan was captured. What is enjoyable prove very useful in a ‘7th Cavalry’
is discovering how he is going to escape role, arriving in the nick of time
Campaigns
and the same goes for your players. for the character to lead them to
victory. A variant of this occurs in
One additional point to bear in mind the story The People of the Black
here is that characters often acquire Circle, in which Conan arrives in
what might be called human resources, the nick of time to save his army of
in addition to their weapons and Afghuli followers from destruction!
equipment. These may be in the form The character’s cohort may be with
of hired mercenaries, allies or family him, or with the followers. Often it
derived from the noble’s Social Ability is best, especially if the party size is
class feature, or the cohort and followers relatively small, to retain the cohort
acquired by selecting the Leadership with the character.
feat.
The character’s followers, probably
As with equipment, these human excluding the cohort, have all been
resources may be removed from the killed. The Games Master should
characters at the Games Master’s whim use this option very sparingly and
but a little more care must be taken only when he is willing to allow the
here. If the character has ‘paid’ for them character to recruit another batch
with more than mere gold and silver, of followers rapidly. Certainly the
which is the case with the noble’s class player should not be penalised in
feature and with the Leadership feat, it any way for the loss of the followers,
is not fair to permanently deprive the since it was not his fault. This is an
character of them through no fault of effective way to emulate situations
his own. Still, it may be dramatically such as the beginning of the story
necessary to so deprive him for the The Scarlet Citadel, though, in
duration of an adventure or two. Here which Conan’s eight thousand
are some ways of achieving this as fairly knights are lying dead about him
as possible: right from the start of the tale.
361
reasons for not wanting them to be able more investigative style of adventure,
to speak it. though enjoyable for many groups,
may sometimes prove troublesome as
In most cases this can be done by it can paradoxically destroy the pacing
Campaigns
simple Games Master fiat – the players even more than a wholesale info-dump
are told ‘You have been able to pick up – if the players are completely stumped
the Cimmerian tongue over the last as to how to proceed, it is clear the
few weeks, after some initial difficulty adventure cannot progress. Thus, if you
making yourselves understood in the are running a puzzle- or mystery-style
language of the Aesir when you first scenario, ensure that you have several
went before the Cimmerian chieftain,’ optional encounters or events that can
or something along those lines, as part occur if the players are ever at a loss as
of his introduction to the adventure. to what to do next. Alternatively, there
is nothing wrong with having a non-
player character around who can explain
Pacing everything if need be, as a backup in
Although Conan is a superb tactician in case the characters’ investigations fail or
the stories, he rarely sits around to plan falter for any reason.
strategies, preferring to leap into the fray
and trust to his superior tactics, skill and
speed to decimate the opposition. It is Running
essential that you keep your adventures
moving, even more so than in most Combat
roleplaying games. If the players get to After a thorough knowledge and
discuss their strategies for half an hour understanding of the rules, the most
or more with little action, it is probably vital ingredient for successfully running
time the situation changed dramatically, a combat in Conan the Roleplaying Game
perhaps rendering all their discussions is an ability to come up with powerful
moot as the enemy finds them instead descriptions of what the characters see as
of the reverse. they fight. Read and re-read Howard’s
combat sequences. Perhaps most
On the other hand, long explanatory important of all is to ensure that you
speeches or visions are fairly common to have some good descriptions ready for
the genre. Although many adventures when a character inflicts a critical hit on
have characters puzzling out what is an enemy. If you are not too effective
really going on, one piece at a time, at thinking these up on the spur of the
many more have them simply decipher moment, try writing down a few key
an old scroll, have a lotus dream, or talk phrases. Here are some examples, more
to a rescued sorcerer to discover the truth or less derived from the stories:
of the situation. In these latter cases it
is perfectly acceptable for them to be Bludgeoning Weapons
given a large amount of information all ‘With a great, murderous blow, you
at once, either through conversation, crush in his breast.’
description, or a player handout. ‘You strike him a terrible blow and he
This information is then sufficient for keels over, his skull crushed in.’
them to decide what to do next. The
362
Piercing Weapons the floor, clutching a gaping red socket
‘Cat-like, you wheel and thrust where an eye had been.’
murderously into his groin.’ ‘Your sledge-like fist crunches with
‘Your blade sheathes itself in his throat, terrible impact against his jaw and he
Campaigns
above the gorget, slanting downwards catapults through the air to fall in a
into his heart.’ crumpled heap, his head at an unnatural
‘Your lance-head crashes through shield angle.’
and breastplate to transfix his heart.’ ‘You grip his wrist with a wrench that
‘The sharp point tears through brass tears his arm clean out of its socket.’
scales and bones and heart and the
warrior dies at your feet.’ Another crucial ingredient for successful
‘You drive your dagger again and again combats is that the Games Master
into his body and with a final convulsive should ensure he mentions any suitable
shudder he stiffens and then goes limp.’ improvised weapons that are in the
‘Your sword plunges through his body, room. Weapons break or are lost fairly
the point quivering for a moment often in Conan and picking up a handy
between his shoulders; then you wrench bench or leg of beef should always be
back your steel and he falls heavily, face an option. Alternatively, the Games
down and lies in a widening pool of Master can allow the players a little more
blood.’ latitude in describing their surroundings
themselves. For example, if they are
Slashing Weapons in a well-lit and gaudily festooned
‘Your axe crunches through his steel temple, it is reasonable to assume that
cuirass and he crumples, his whole left an ornate, heavy candlestick is within
side caved in.’ reach – especially if the player describes
‘Your great blade lashes down, splitting his acquisition and use of it in suitably
helmet and skull.’ dramatic manner!
‘Your sword shears through his skull as
through a ripe melon.’
‘You strike too quickly for the eye to Group Tactics
follow and blood and brains spatter as A common occurrence in Conan the
a corpse strikes the ground.’ Roleplaying Game is for a small number
‘Your keen blade slashes again and of heroes to face up against a larger
again, licking through flesh and bone; number of inferior foes, such as a group
his head falls one way, his half-sundered of armoured characters facing a horde of
torso the other.’ savage Picts. In these circumstances, the
‘Your sword cleaves through flesh and Games Master should always play the
bone and he goes heavily to the floor opposition as if they were intelligent,
with a strangled cry.’ taking full advantage of their weight of
numbers. There is no sense in having
Unarmed Strikes and Grapples Pict after Pict thumping ineffectively at
‘Your hand locks upon his throat and an armoured character, only to have their
tears open his windpipe.’ weapons break and then be cut down.
‘Your hand leaps to his head and he In a real-world situation, the opposition
falls away and writhes screaming on would use their numbers more sensibly,
swamping their opponents and bringing
363
them to the ground. The following other opponent. Moreover, if a
tactics should never be overlooked. grappling character is pinned, it
becomes even easier to attack him
Remember the Aid Another action and finesse past his armour, as he
Campaigns
in combat. Even if as few as three can only use Base Defence, which
opponents are able to attack the is reduced to 1 in almost all cases;
same heavily armoured person, two his Dexterity is effectively zero
opponents can use Aid Another against opponents other than the
to give the third a total +4 bonus one grappling him, for a –5 penalty
to his attack roll, which makes a to Defence and he suffers a further
major difference when finessing past –4 penalty to Defence for being
armour. immobilised. Even a character in
Combatants should use the scenery plate armour with a helm (DR 12)
to their advantage. If a mob can is in very serious trouble under
press a combatant up against a such circumstances, as a finesse
surface, such as a rock face or a tree, fighter need only beat a score of
or even against a natural hazard 13 on an attack roll to finesse past
such as the edge of a cliff, then fewer the armour. Thus, by far the best
attackers will be needed to surround and most realistic way to simulate
the combatant, as the terrain on one group assault on an armoured
of his sides will be impassable. individual is for one or two strong
Multiple combatants should characters to hold the individual
surround their enemies on all sides pinned while others finesse past his
when they can. This prevents the armour and butcher him. Note that
enemy from dodging effectively the grappled character must rely on
(-2 penalty to Dodge Defence), sheer strength to help him escape, as
places the combatants in a position his Escape Artist skill will be severely
to flank the enemy (+2 to attack hampered by the armour’s Armour
rolls) and allows effective use of Check Penalty.
the Aid Another action, as more Remember the rules for fighting
assailants can reach the target. If the multiple opponents. The more
surrounded character wants to try to characters attack a single opponent,
break free and run away, he will have the easier it becomes for later
to attempt to move through one of attackers to hit him, because of the
his assailants’ spaces – an overrun steadily mounting bonus. Note that
attempt, which provokes an attack the mounting bonus applies whether
of opportunity. or not the attacks are successful – they
Large numbers facing mounted do not have to hit or do any damage,
opponents should try making Trip they just have to be attempted.
attacks to pull the riders down Even if four characters attack an
from their mounts. Not only does opponent with melee weapons and
the rider end up dismounted, he is all miss, the fifth still receives his
prone on the ground as well… +4 circumstance bonus to his attack
It only takes one character roll.
grappling an enemy to render If a group is facing a heavily
that enemy unable to dodge any armoured opponent and only one of
364
the group has a finessable weapon, not to take that offered chance, that is
then make sure he attacks after up to them. Even a character who is
several of his comrades have hit first. separated from the rest of the group and
That way, the circumstance bonus locked in a dungeon for the duration of
Campaigns
to his attack roll will make it all the the session should have a chance to play
more likely that he will finesse past – and maybe to escape, or get a message
the opponent’s armour. out to their allies, if they are sufficiently
Any character who can sneak attack sharp-witted.
will be able to make mincemeat of
an armoured character who has been Spotlight time need not be so simplistic
grappled and pinned. Finessing past as every adventure needing at least one
the armour should be no trouble and lock to pick or trap to disarm, just so as
extra sneak attack damage applies, as to keep the party thief happy – though
the pinned character cannot dodge. that is certainly one option. Another
Even in a relatively primitive group option is to introduce a new sub-plot,
of combatants, there will be a which may be resolved that session or
variety of different weapons in use. evolve later into a more major plot. For
Most Picts, for example, will carry a example, the thief may discover during
hatchet as well as a club. the course of the adventure that an old
Prone characters are vulnerable. friend is dead; or he may find himself
When a group is attacking a single hunted by an inquisitor or wronged
person, ‘knock him down and keep party for a crime he committed in
him down’ is a good rule. Once Nemedia some years ago; or he may fall
a character is surrounded, one in love, or have an opportunity to pick
tough assailant can trip him, with a valuable and mysterious treasure from
the others bashing him once he is a passing scholar’s pocket, or uncover
prone. (If the tripping character useful information for his future
can use a weapon to make the trip criminal activities.
attack, so much the better, as doing
so with a weapon does not provoke
an attack of opportunity.) When Experience
the prone character attempts to get In Conan the Roleplaying Game there
to his feet, he provokes an attack are no instant tables to calculate the
of opportunity, allowing all the amount of experience to give to a group
opponents standing around him to of characters on their completion of an
hack at him again. adventure. In part this is to prevent
it leading to second-guessing on the
part of the players. Instead the Games
‘Spotlight Master is encouraged to set up the world
Time’ of Hyboria as he wishes, allowing the
With three or more players, as is players to make their own decisions as
typical for most roleplaying games, it is to which foes they think they are capable
essential to ensure that each character of dealing with and which to avoid.
has a chance to ‘steal the show’ during a The second reason is that there is no
game session. Of course, if they choose absolute way, other than by a subjective
judgement, to gauge the exact difficulty
365
faced by a party and thus the amount of plans, lucky escapes, great victories,
experience to award. How do you assess or just outstanding roleplaying – and
the challenge of a mass battle that the if need be to penalise characters who
characters play only a tiny part in but contributed little. These bonuses and
Campaigns
366
you assume that Conan is not around to the throne of Aquilonia is that the
to slay all the foes you wish to pit your characters may later have a chance to
characters against, leaving behind him become embroiled in the events that
a great trail of corpses and wrecked occur during Wolves Beyond the Border¸
Campaigns
tombs, lost cities and temples from perhaps joining Conan’s faction or even
the Black Kingdoms to Zamora and fighting for the probably doomed King
beyond! Thus it is possible to follow Vilerus.
the Howard canon strictly in terms of
only including Howard material in your
campaign background but assuming Agents
that Conan for some reason does not
go on all his adventures in your own and
campaign world, leaving at least some
for your players to deal with. Agendas
From the point of view of running a
Another rich source of story ideas is all Conan the Roleplaying Game campaign,
the wealth that Conan almost acquired. one of the most notable features of the
For example, the treasures beneath original Howard tales is the complexity
Kuthchemes remain unplundered at of the politics involved in many of
the end of Black Colossus, as do the them. Take The Jewels of Gwahlur as
eponymous jewels at the end of Jewels an example. By the end of the tale it
of Gwahlur and the accursed riches of is possible to establish some five or six
the demon-haunted city at the end of different factions or parties, each with
Queen of the Black Coast. Any of these their own agendas: Conan, who desires
locations could be used for adventures, to steal the gemlike Teeth for himself,
with the party in search of the fabled simply for the wealth they can bring;
treasures – perhaps after a hint from Zargheba and Thutmekri, working for
Conan himself. The old guardians may the Zembabweans to dupe the Teeth out
have returned, or new ones could have of the folk of Keshan but quite possibly
been activated or taken over the site. planning to dupe the Zembabweans
in turn (Gwarunga certainly suspects
Alternatively, you can use the Howard Zargheba of this, or of double-crossing
tales as a starting point, creating your Thutmekri); Muriela, who starts out
own forgotten cities and mysterious working for Zargheba and Thutmekri
islands, your own ancient devil-gods but throws in her lot with Conan;
and arcane treasure-guardians. For Gorulga, a rare honest priest, who
such a campaign you may wish to wishes only to do the will of his non-
have Conan safely installed as King of existent gods; Gwarunga, a corrupt and
Aquilonia, so that the characters need violent priest, apparently an acolyte
not come up against him as a rival of Gorulga but actually working for
adventurer. However, he can also be Thutmekri; and the servants of Bît-
effective in ‘cameo’ appearances during Yakin, powerful, savage, cunning and
the party’s adventures, perhaps as a part no longer entirely certain as to their own
of the same failed mercenary army as motivations for their near-ritualistic
they. The other advantage of setting defence of the Teeth. The People of the
your campaign before Conan ascends
367
Black Circle and several other stories
have still more complex politics. This Intra-Party
should be inspirational to any Games
Master. If you are going to have your
Conflict
One avenue you may wish to explore
Campaigns
characters interact with kings, arch- is having players whose characters have
sorcerers and other powerful folk – and quite different agendas from one another,
there is no reason why they should not drawn together by circumstance to fight
and many reasons why they should, as against the same foe but with strong,
the well-travelled mighty adventurers underlying differences as to what is to
they will soon become – it is imperative be done once that foe is defeated and
that your own characters and plots are contrasting allegiances. This is often
just as complex. the case when Conan works with
other adventurers – they are generally
Take note, though, of the way in which allies of convenience, perhaps even
Howard achieves this complexity. Most enemies thrown together by the threat
Conan the Roleplaying Game parties of a greater, supernatural foe, knowing
will have little interest in complex that sooner or later they must go their
political intrigues if that is all the game separate ways. Often there can only
focuses on and if they are thrown into be one true victor in this case, because
the midst of it, though if that is what the treasure sought by all is a single
they want, there is certainly no harm object that cannot be divided – so that
in giving it them. Rather, the political it could be inconvenient if all parties
side of typical Conan game, as in the were to survive the main ‘adventure,’ as
stories, is a side issue – a way to create they would then still need to battle one
strong Non-Player Characters who have another to determine who got to carry
powerful motivations and are not simply off the reward.
unthinking robots devoted to one ‘side’
or another. Each non-player character This type of scenario then is likely to work
will likely have his own strong agenda, best as a challenging one-off adventure,
as well as one or more Allegiances (see with plenty of players and pregenerated
pg. 103) and probably even one or more characters specifically designed so that
faked Allegiances. The players will though they work together well against
likely not be expected to digest great the main threat, they also work well in
swathes of political background at once opposition to one another! For example,
but will gradually discover the subtleties if you have six players, you might have
motivating the various characters they one of them play a lone, powerful hero,
deal with – often in the course of along the lines of Conan, who desires
brutally slaying those characters, or at the treasure for himself or a buyer in a
least getting involved in similar action- distant country; a pair of adventurers,
packed activity. Politics should not perhaps a couple, who are temporarily
usually be allowed to intrude into a working for a specific local political
Conan the Roleplaying Game adventure faction; and three representatives of a
to such an extent that it distracts from different political faction, perhaps the
the action or impedes the frantic pace local priesthood. You will ensure that
of the story. each of these three mini-factions is
368
balanced against one another but also This may be difficult to grasp at first, for
allow for the possibility of two factions Players more used to a game system with
working together to eliminate a third. easy resurrection spells and carefully
Firstly, though, they must deal with the balanced enemies whom they can just
Campaigns
supernatural guardian of the ancient barely defeat. Do not be afraid to warn
artefact they all seek – and you will add them once or twice, then have them
in a variety of traps and other hazards horribly killed if they still fail to get the
to ensure that there is a fair chance that message. Bear in mind that in theory
none of the characters survive, or at least their characters are far more experienced
that the adventure will finish with the adventurers than the Players; Conan
last few bedraggled stragglers fleeing the often stares at a particularly dread foe
guardian, happy enough to escape alive for a while, sizing it up, before he comes
whether or not they have the treasure! to the conclusion that its arms are too
strong and its claws too sharp for him
to have a chance against it in a straight
Between fight.
369
points and Corruption gain if failed. you are not doing your job correctly.
The usual penalties (above) apply but There should almost always be a way
in addition any character who fails for a character to act according to his
will become obsessed with the treasure code of honour, if he wishes to do so;
Campaigns
on a more long-term basis, spending but he should often have to lose or risk
at least the next hour concerned only something else for doing so.
with securing, counting, or looking
at the treasure, as appropriate. While
in this state he may only take either a Inevitable
move or a standard action each round
and is at a -2 circumstance penalty to all Death
attack rolls and skill checks other than Occasionally, it will seem that inexorable
Appraise checks. After an hour, he may fate will slay one or more of the player
attempt another save as before, success characters and they may as well simply
indicating that he shakes off the effects. go out fighting – often due to a code
of honour, which may require them
Note that this can affect even the to do so to give an ally or someone
wealthiest characters. In the example dependant on them time to escape.
given, Bêlit and her crew are already Superb roleplaying such as this should
rich on the treasures plundered from be rewarded – either with a last-minute
dozens of coast towns and merchant reprieve, or with a noble and heroic
ships all up and down the Black Coast, death. This as ever is up to the Games
yet they are still obsessed with acquiring Master but if possible it should be
more. . . discussed with the players in advance.
370
sacrifices – a character who thoughtlessly danger to the game – especially if the
attacks an overwhelmingly powerful one who dies has already achieved
enemy because he seems incapable of great things and if you feel confident
doing anything else should simply be that you as Games Master can give the
Campaigns
cut down where he stands. character a death scene that will satisfy
the player and be a fitting end to the
character’s life. Potentially one of the
Saved! best experiences in a roleplaying game
If you do decide to allow the character is that of the heroic, spectacular death,
a chance of escape this time, it should that allows one’s comrades to achieve
be no more nor less than that – a victory or even merely escape but this
chance of escape. Having the cavalry must be handled with great care. The
arrive in the nick of time, or the gods player should have a good idea that his
intervene, or some other contrived actions will kill his character. Once
situation, simply makes the players he has expressed his willingness for his
feel powerless and the game pointless. character to die, you can fudge the game
As with any other achievement in the mechanics to your heart’s content to
Hyborian Age, any possible escape must ensure he dies with a heap of the slain
be seized by the character with both all about him, or after having given his
hands, for no-one succeeds except by demonic opponent a mortal wound.
his own efforts. Thus though a lucky
chance may (and probably should) play There is a Japanese legend of a samurai
a part in the escape, unless the character warrior who was so determined to hold
takes immediate and decisive advantage a bridge that even after being filled
of that lucky chance, he may well die with arrow after arrow he stood there,
anyway. Even then, dread challenges shouting defiance, surrounded by the
must likely be overcome before victory bodies of his foes, until his surviving
can be at hand. enemies withdrew, convinced they
were facing a foe that was more than
Heroic Death mortal. Eventually, several hours later,
On the other hand, unlike the hero of they plucked up the courage to advance
the Conan stories, your gaming group is upon him, where they found him dead
probably a party of perhaps three to six but still somehow standing, his body
adventurers. Though ideally all should riddled with at least forty arrows. His
feel like mighty heroes, the dynamic of sacrifice had been sufficient to give his
a group story is already quite different allies a chance to escape. The movie El
to the Conan tales, which focus on Cid features a similarly heroic dilemma
one character and the occasional ally, for the hero, who orders himself
girlfriend or temporary sidekick. A strapped to his horse rather than having
group of two or more characters allows his wounds treated, so he can still lead
for the possibility of one of them dying the charge and win the day, if at the
without the story ending. cost of his own life. There is no directly
comparable moment in the Conan tales,
Thus the death of one of the group simply because Conan is by far the most
can bring a note of pathos and real significant character and he does not die
at any point, though the closest such
371
scene is the death of Balthus in Beyond in which Howard achieves it. Bêlit is the
the Black River. He consciously elects perfect complement to Conan – though
to die holding off the ravening Pictish they are alike in their bloodlust, she is
hordes so as to give the Aquilonian very much the brains of the operation
Campaigns
women and children sufficient time to and he the brawn. He has not yet
escape. If you can give your player such achieved the powerful leadership and
a truly epic death, he will not be sad to generalship qualities he demonstrates in
let go of his character – for he will soon his later life and is quite happy to rely on
be a legend himself. Bêlit’s expertise in planning the corsairs’
piratical activities. Conan himself is
not so demonstrative in love as is Bêlit
Love Found and you should not necessarily expect
the relevant character to be either – but
and Lost if you ensure the non-player character
In many of his adventures, Conan lover is sufficiently ardent in his or her
acquires a girlfriend of some kind. declarations and proofs of passion, at
They never seem to last till the next least some of it should rub off on the
adventure, though – presumably he player character.
tires of them, or they of him, or else
they are eaten by some unseen demon Epic love is a tricky element to introduce
or otherwise become a casualty of his into a roleplaying game. Often it will
risky life between stories. It is apparent be far easier to simply have all the
though that he had only one true love characters’ romantic liaisons be fleeting,
– Bêlit, the Queen of the Black Coast. lusty ones, forged in the heat of peril
The two of them plundered the seas but lasting no more than a week or
and raided the coasts on a red tide of two once that peril has passed, just as
slaughter for many years before her most of Conan’s partnerships after Bêlit
unnatural death in the powerful tale seem to be. Unless you are sufficiently
Queen of the Black Coast. From that confident in both your gamesmastering
point on, it is clear that a major part of abilities and in your players’ roleplaying,
Conan is dead, too. He does not return epic love is probably best avoided. It
to rove the seas for several years, finding is better not to handle it at all than
them drab and empty after the death of to handle it badly. You also need to
his love, his love who defied death itself know your players and their characters
to aid him in his hour of need. Never extremely well. Even then, unless you
again does he seem to find more than happen to have a gaming group that
the temporary satisfaction of lust in a suits this style of play both in- and out-
woman’s arms, however hard he might of-character, your efforts may fall flat.
try. Other women, even the fieriest
such as Valeria in Red Nails, cannot One issue here is also that the character
even begin to compete with the ache in love will likely have a great deal of
that Bêlit’s loss left in Conan’s soul. ‘spotlight time’ as you play out his
falling in love, being in love and that
It is possible, though difficult, to model dread time when his love is lost to him
the same kind of epic love within your forever. This need not be a problem,
games. Take a leaf, as ever, from the way so long as the other characters have
372
something to do. Again the quality and the second one a year or two down the
makeup of the group is a vital factor line developing the love interest and the
here. A gaming group that is happy third, after another year or two, further
to at least occasionally ‘make its own developing then destroying it.
Campaigns
entertainment,’ with the characters
roleplaying with one another rather than Thus it can be seen that introducing an
constantly pestering the Games Master to epic love interest into your game requires
advance the story, will probably manage care and planning and even then may
to cope with some loss of ‘spotlight not quite work. Unless you are very sure
time,’ so long as the players know they of your players’ wishes, too, it may be
will get their own turn as lead character worth talking to them in advance about
in some other story. One of the best how happy they would be with such
ways to achieve this is to schedule the material forming a significant sub-plot
‘love story’ game session immediately of the group’s games. If it can be done
after the climax to a particularly major well, though, you can use epic love to
adventure. The characters, basking give one of the characters some serious
in their newfound renown, should depth, such as cannot be achieved by
be quite happy to spend most of a any other means.
game session celebrating their glorious
victory in style, even perhaps assisting
the would-be lover to woo and win his The
love. Introducing the love interest in
this relatively light-hearted manner (at Plunder of
least as far as the other characters are
concerned – the character who is in love the Seas
should be taking it all deathly seriously) Though the romance and freedom of
also provides a powerful counterpoint piracy is a recurring theme of the Conan
to the later, almost inevitable, horrible stories, Howard rarely dwells upon the
death of the loved one. detailed nitty-gritty of nautical combat
and movement, or what exactly a spar
Another device Howard uses in the or yard or capstan is, or how many ships
Bêlit story is to have several years pass the pirates plunder in a year. Only once
without portraying the action of that do we get a description of a ship-to-
time in any great detail. In a roleplaying ship pirate raid on a merchant vessel, in
game, such a ploy neatly avoids many Queen of the Black Coast – and then
of the aforementioned spotlight time only from the perspective of Conan,
issues. You can have the whole love aboard the beleaguered merchant ship
story tied up in two game sessions that and helping to defend it against the
happen to have two or three years pass corsairs.
between them and you can also ensure
that the story in which the loved one Pirates in the Conan stories are a
dies is one in which all the characters symbol of excitement and liberty. They
get some spotlight time. Perhaps more are also often a means to an end, that
satisfyingly, this could be a three-session end usually being either personal power
story arc – the first one celebrating a for Conan at the head of a company
victory and introducing the love interest,
373
of reavers, or as a plot device to get these factors in mind when characters
his protagonists into or out of a darkly are communicating with pirate codes.
magical situation. Most sea voyages in
Conan the Roleplaying Game should be Barachan Smoke & Rockets: These can
Campaigns
used in the same way. It is of course be very quick to use if you have plenty
little fun to go on a sea voyage without of signal rockets available and the signal
a crew of pirates but the minutiae of rockets are also visible over a far larger
raiding merchant ship after merchant distance than most other visual signals.
ship can get very repetitive and it is far However, signal rockets are expensive
more in keeping with the genre to use and often limited in supply and in any
the pirate ship as a means to get to a case only the simplest messages can
forgotten island or rapidly travel across be communicated with them. Smoke
the world in search of a lost artefact. signals allow for more complex messages
but usually take a good deal of time to
For Games Masters and players who perform and require a fair-sized bonfire
are interested in explicitly piratical or galley fire.
and seaborne adventuring, Pirate Isles,
the second supplement for Conan the Black Coast Drums: These can be
Roleplaying Game will deal with pirates, used in any visibility conditions but
trade and seafaring in more depth. communicating complex concepts with
them is relatively slow. As a sound-
based signal they are also relatively
Pirate Codes short-range.
All pirate characters learn at least one
pirate code at 2nd level, chosen from Vilayet Sea Flags: These are a fast
Barachan Smoke & Rockets, Black Coast and efficient system of signalling,
Drums, Vilayet Sea Flags and Zingaran though they are not visible for such
Trumpets. Each type of code has its long distances as smoke or rockets and
own advantages and disadvantages, require a well-maintained set of flags.
largely due to the materials required to
use it. The Games Master should bear
Pirate Codes
Time/
Code Type Range Cost Message Skill Check
Barachan 4 miles Rockets: 30 Rockets: Profession
Smoke sp/message. 1 round (sailor) DC 20
& Rockets Smoke: 0. Smoke: 10
rounds
Black Coast 1,000 feet 6 sp/ship (for 4 rounds Perform
Drums two drums) (drums) DC 15
Vilayet Sea 2 miles 150 sp/ship 2 rounds Profession
Flags (sailor) DC 20
Zingaran 500 feet 36 sp/ship (for 2 rounds Perform
Trumpets two trumpets) (trumpet) DC
15
374
Zingaran Trumpets: These are
somewhat shorter range than Black The
Coast drums but allow for fairly
complex communications in a short Jewelled
Campaigns
period of time.
Thrones
Code Type: This lists the name of the
code.
Range: The average range of the code,
of the
given clear visibility and no competing
sounds. The Games Master should
Earth
As he was always something of an
reduce the range whenever other factors all-American hero, it was perhaps
would logically make it more difficult to inevitable that Conan should rise from
communicate by this method. Visual humble beginnings to become leader of
signals such as smoke, rockets and flags one of the most powerful nations of the
can only ever be seen out to the limits of planet. Once they start to reach 15th
visibility, which in fog could be less than level or more, your players too are likely
100 feet. Audible signals such as drums to want to seize the Aquilonian Dream
or trumpets can only be heard out to with both hands and become Kings,
their full range if there are no other loud Grand Viziers, Shahs, or Princes. This
noises – raging seas or hurricanes will should not be discouraged.
halve all ranges for these signals, though
fortunately they are designed to sound In the tales The Phoenix on the Sword,
above other loud clangour such as ship- The Scarlet Citadel and The Hour of
to-ship battles. the Dragon, it is made quite clear that
Cost: This is the cost either per message a King can have personal adventures as
(for rockets) or per ship on which the exciting and dangerous as those of any
message system is placed (for other mercenary. Indeed, the risks are as high
codes). as the rewards at that level. Once more
Time/Message: This is the time taken we see Howard’s genius for handling
to transmit a simple, one-sentence politics and can draw lessons from the
message of a typical nautical variety, such stories for running our own campaigns.
as ‘Attack the Stygian galley’ or ‘Send a Plotting and intrigue generally happens
boat out to the flagship for a captains’ ‘off-stage’ and always leads quickly
meeting.’ More complex messages may to direct action, such as assassination
need to be spelt out letter by letter, attempts or usurpers with powerful
taking up to ten times as long. armies and sorcerous backup.
Skill Check: The skill check is This action can be countered by a strong
attempted by the sender, to ensure the sword and stout thews, just as for almost
message goes out cleanly. For more any threat Conan ever faces. Thus time
complex messages, the DC may be is not wasted getting bogged down in
raised by +5 or more at the Games council meetings, court hearings, or
Master’s discretion. foreign diplomacy, any and all of which
could slow down the plot, confuse the
375
players and almost certainly be entirely well find you prefer to play something
unsuited to the skills of the characters. different, or you may start one of these
Even when Conan has been King for campaigns only to have it mutate into
several years, he still seems more at something else.
Campaigns
376
A retinue campaign led by a noble could
Army certainly include another noble or two
Campaign (the leader’s family), soldiers (knights
or other armed retainers), borderers,
Similar to the more focused mercenary
Campaigns
campaign, an army campaign revolves barbarians and nomads (foresters and
around a unit in a wider army. This woodsmen from the noble’s estate) and
could be anything from a company of scholars (advisors or teachers). Given
Hyrkanian nomads assigned to scout that one of Count Valenso’s retainers
out new lands for conquest by the King in The Black Stranger is a former
of Turan, to a force of Bossonian archers buccaneer, pirates and thieves also seem
assigned to protect their town from possible.
Pictish incursions.
Wanderers
The army campaign is even more
disciplined than the mercenary campaign and Thieves
but this can make for a good, structured
game. Even this kind of campaign can
Campaign
This is very much the traditional fantasy
be altered if need be – the Hyrkanians
roleplaying campaign and it certainly
might offend their Shah and be exiled
fits Conan the Roleplaying Game well.
to Khitai, or the Bossonians may all be
Players have a more or less free hand
conscripted into the Aquilonian army
creating characters, though if you wish
and only get a chance to desert when
to run a relatively low-key campaign
they are most of the way across Ophir
you may restrict them to a maximum of
at the head of an army ordered to teach
one scholar, perhaps a priest with only
the king of Koth a lesson.
limited magical choices. They travel
the world, getting into trouble, fleeing
Retinue town, robbing tombs, slaying monsters
and the like. Some may have barbaric
Campaign codes of honour, though a civilised code
This campaign has the characters of honour is unlikely to last long in such
assigned to protect and work for a setting.
another player – usually a noble but a
scholar is also a possibility. In effect you
have a mercenary company centred on a Hero and
particular task or agenda, though often
they are long-term retainers of the leader
Sidekick
One potentially rewarding way to
rather than hired swords. In some ways
run a two-player, one Games Master
this may feel like a more focused version
campaign is to have one of the
of the wanderers and thieves campaign
characters play the hero, the primary
(below), since the group will often be
character in effect, while the other plays
required to trek to the ends of the Earth
his sidekick, a secondary character. The
to fulfil their leader’s aims.
secondary character may be a long-
running sidekick, in which case the
377
two are more like adventuring partners some respects, the secondary character
than a true hero and his mere sidekick. is in an intriguing grey area between a
Swords and sorcery literature is rife with major non-player character and a minor
such partnerships and though they are player character.
Campaigns
378
The Faces of
Conan
Conan
and Smoke), Trapfinding, Barbaric
King Conan Code of Honour.
Medium Human Male Cimmerian Space/Reach: 5 ft. (1)/5 ft. (1)
Barbarian 15/Soldier 2/Thief 1/ Saves: Fort +20, Ref +20, Will +13
Pirate 2) (+16 vs. Corruption, +15 vs. fear or
Hit Dice: 10d10+50+15+6+2+4 Terror)
(137 hp) Abilities: Str 26, Dex 22, Con 21,
Initiative: +20 (+6 Dex, +14 Reflex Int 20, Wis 19, Cha 21
save) Skills: Balance +16, Bluff +28, Climb
Speed: 25 ft.* (plate armour) +20, Decipher Script +13, Hide +15,
DV (Dodge): 29 (+13 level, +6 Dex) Intimidate +15, Gather Information
DV (Parry): 25 (+7 level, +8 Str) +10, Jump +10, Knowledge (arcana)
DR: 14 (+10 plate armour, +2 +15, Knowledge (geography) +15,
visored helm, +2 natural) Listen +13, Move Silently +25,
Attack: Greatsword +26 melee; or Perform (song) +6, Profession (sailor)
Bossonian longbow +24 ranged +12, Ride +15, Search +8, Sense
Full Attack: Greatsword Motive +14, Spot +13, Survival +15,
+26/+21/+16/+11 melee; Swim +13
or Bossonian longbow (+8) Feats: Track, Diehard, Endurance,
+24/+19/+14/+9 ranged Fighting-Madness, Leadership, Sleep
Damage: Greatsword 2d10+8, or Mastery, Dabbler (Counterspells),
Bossonian longbow 1d12+8 Striking Cobra, Navigation, Combat
Special Attacks: Ferocious Attack, To Expertise, Improved Sunder, Greater
Sail A Road Of Blood And Slaughter, Sunder, Improved Trip, Brawl
Sneak Attack +1d6/+1d8, Sneak Possessions: Greatsword, superior
Attack Style (broadsword), Greater black-painted plate armour
Crimson Mist, Versatility (proficient (maximum Dex bonus +3), superior
with all weaponry, double threat visored helm, arming sword, poniard,
range) Bossonian longbow, 24 arrows.
Special Qualities: Fearless, Bite The above possessions and game statistics
Sword, Trap Sense +5, Uncanny assume Conan is fully prepared for war,
Dodge, Improved Uncanny Dodge, and attired accordingly. If attacked at
Mobility, Improved Mobility, Greater his palace, he might be unarmoured,
Mobility (not usable in current and if expecting something more like
armour), Damage Reduction 2/-, a skirmish than all-out war, he is more
Seamanship +1 (+1 to DV on board likely to wear a simple mail shirt or mail
ship), Pirate Code (Barachan Rockets hauberk than the full plate armour he
379
is given here. Although Conan has had must deal with almost constant
access to Akbitanan weapons at times attempts by the old ruling house to
during his career, he does not appear restore its crown. Even the common
to use them when king of Aquilonia, people, though they know on one
presumably wielding Aquilonian-made level that Conan is the best thing that
weaponry instead. has ever happened to Aquilonia, still
Conan
380
Conan as a young man is impetuous
Conan the almost to the point of foolhardiness, but
he is already quick and strong enough
Thief to deal with most of the wild situations
Medium Human Male Cimmerian into which he throws himself. This
Barbarian 2/Thief 1 version of Conan reflects him around
Conan
Hit Dice: 2d10+1d8+9 (29 hp) the time of The Tower of the Elephant.
Initiative: +9 (+4 Dex, +5 Reflex By the time of The God in the Bowl
save) and Rogues in the House, he has likely
Speed: 30 ft. advanced by around two or three more
DV (Dodge): 15 (+1 level, +4 Dex) levels of barbarian, adding further raw
DV (Parry): 13 (+0 level, +3 Str) combat prowess and toughness to his
DR: - already considerable abilities. It seems
Attack: Broadsword +5 melee; or that however great a thief he becomes,
improvised thrown weapon +4 ranged he will always need to fight his way out
Full Attack: Broadsword +5 melee; or of the situation at some point.
improvised thrown weapon +4 ranged
Damage: Broadsword 1d10+4, or Conan’s skills and feats reflect for the
improvised thrown weapon 1d6+1 or most part his past as a wild hillman in
1d8+1 Cimmeria, where we know he spent
Special Attacks: Sneak Attack +1d6/ his time fighting and raiding, climbing
+1d8, Sneak Attack Style (broadsword), mountains, and tracking wolves and
Crimson Mist, Versatility (only -2 other creatures. This past stands him
penalty for non-proficiency) in good stead as a thief. His style is very
Special Qualities: Fearless, Bite much suited to stealth, but he relies
Sword, Trapfinding, Barbaric Code of on his climbing skills to bypass most
Honour. obstacles rather than bothering to learn
Space/Reach: 5 ft. (1)/5 ft. (1) the intricacies of lock-picking. If he
Saves: Fort +6, Ref +9, Will +6 (+9 vs. must get past a lock, he will simply use
Corruption, +8 vs. fear or Terror) his already powerful muscles to burst it
Abilities: Str 17, Dex 18, Con 17, Int open, despite the noise. He has picked
16, Wis 15, Cha 17 up a little knowledge of geography on
Skills: Balance +9, Climb +10, Gather his travels from Cimmeria through
Information +4, Hide +9, Intimidate Vanaheim, the eastern Hyborian
+4, Jump +8, Knowledge (arcana) +4, kingdoms and Zamora. He is also
Knowledge (geography) +4, Listen +7, trying to learn a little of the ways of
Move Silently +9, Search +7, Spot +7, wizards, not through any especial
Survival +7, and Swim +7 desire to become one but because he
Feats: Track, Fighting-Madness, Sleep recognised early on that they often
Mastery, Brawl have the most valuable loot.
Possessions: Broadsword, tunic, belt,
loincloth.
381
Layering Armour 206
Index Leather Jerkin 204
Mail Hauberk 204
A Mail Shirt 204
Ability Checks 115
Plate Armour 205
Ability Checks and Caster Level
Quilted Jerkin 205
Index
Checks 114
Scale Corselet 205
Ability Modifiers 13
Scale Hauberk 205
Ability Scores 12
Steel Cap 205
Ability Score Loss and Healing 249
Superior Armour 206
Acheronian Demon-Fire 338
Visored Helm 206
Acolytes 340
Armoured Stealth 158
Acrobatic 153
Armour and Damage Reduction 230
Actions in Combat 233
Armour and Encumbrance for Other
Action Types 233
Base Speeds 18
Adept 157
Armour Proficiency (Heavy) 158
Adventures 359
Armour Proficiency (Light) 158
Adventuring Gear 213
Armour Proficiency (Medium) 158
Agents and Agendas 367
Armour Quality and Availability 206
Agile 157
Army Campaign 377
Agonising Doom 316
Astrological Prediction 303
Aid Another 114, 261
Asura 346
Ajuju 346
Athletic 159
Akbitanan Smith 157
Attack 236
Akbitanan Weapons 200
Attacks of Opportunity 229, 239
Alchemical Items 337
Attack Bonus 223
Alertness 157
Attack Roll 222
Aliases 109
Attack Rolls 237
Allegiance 103
Augment Summoning 159
Allegiances and Influence 104
Automatic Failures and Successes
Pledging Allegiance 103
228
Animal Affinity 158
Automatic Misses and Hits 237
Animal Ally 312
Awful Rite of the Were-Beast 300
An Introduction to the Lotus 332
A Flagon of Wine 249
Apples of Derketa 333
Appraise 118, 125
Archer’s Bane 158 B
Argossean or Barachan 33 Background Skills 25
Armour 202, 227 Balance 119, 125
Armour Qualities 202 Narrow Surface Modifiers 119
Breastplate 204 Bane Knife of Khosatral Khel 330
Brigandine Coat 204 Barbarian 58
Getting into and out of Armour 207 Barbaric Code of Honour 100
Great Helm 204
382
Restrictions of the Barbaric Code of Cease Concentration on Spell 246
Honour 101 Chaga 41
Base Attack Bonus 55 Changing Ability Scores 15
Base Dodge Bonus 55 Characters 8
Base Parry Bonus 56 Character Classes 54
Base Save Bonuses 56 Character Creation Summary 12
Index
Base Saving Throw Bonuses 56 Character Races 24
Bel 347 Charge 261
Beyond Worship: Priests 345 Children of the Night 314
Big and Little Creatures in Combat Cimmerian 28
256 Cimmerian Pantheon 348
Black Lotus Blossom 334 Class and Level Bonuses 55
Black Lotus Juice 334 Class Features 57
Black Lotus Powder 334 Class Skills 54
Black Lotus Wine 334 Class Table 55
Black Plague 316 Class Tools and Skill Kits 216
Black Plague, Greater 318 Cleave 160
Black Stygian Scorpion Venom 334 Climb 121, 127
Blind-Fight 159 Clothing 212
Bluff 120, 125 Codes of Honour 100
Bonuses to Speed 251 Barbaric Code of Honour 100
Bonus Feats 27 Restrictions of the Barbaric Code of
Borderer 61 Honour
Bori 347 101
Bossonian 34 Benefits of a Code of Honour 100
Brawl 159 Civilised Code of Honour 102
Breaking Items 23 Losing a Code of Honour 103
Breaking Objects 21 Combat
Bull’s Charge 273 How Combat Works 222
Bull Rush 261 Combat Expertise 160
Burst Barrier 322 Combat Manoeuvres 273
Buying and Selling Magical, Herbal Combat Modifiers 256
and Alchemical Items 330 Combat Reflexes 160, 163
Combat Statistics 222
Commencing an Adventure 359
C Components 291
Calm of the Adept 319
Conans and Canons 366
Carouser 159
Conan and Canons 366
Carrying Capacity 15
Concealment 258
Bigger and Smaller Creatures 17
Concentrating to Maintain a Spell
Casting on the Defensive 239
239
Casting Time 239, 292
Concentration 123, 128, 239, 285,
Cast a Spell 238, 243
295
Cat’s Parry 273
383
Conjuring 321 Defensive Martial Arts 161
Consequences of Magic 286 Deft Hands 161
Constitution 14 Delay 272
Containers and Carriers 215 Demonic Pact 324
Corruption 370 Demonic Pact, Greater 325
Corruption and Insanity 287 Demon Killer 161
Index
384
Endurance 162
Energy Drains 279 G
Entrance 307 Gaining and Losing Power Points
Escape Artist 132, 137 279
Ex-nobles 72 Games Master’s Role, The 12
Exotic Weapon Proficiency 162 Gather Information 134
Index
Expanding the Acolyte Background Gelid Bones 302
340 Ghanata 42
Experience 365 Golden Lotus Juice 335
Experience and Level Dependent Golden Wine of Xuthal 338
Benefits 57 Goods 209
Eyes Of The Cat 162 Goods and Services 209
Grapple 264
Greater Critical 164
F Greater Sunder 164
Far Shot 163 Greater Telekinesis 322
Fast Mount or Dismount 242 Greater Warding 295
Fate Points 93, 95 Greater Weapon Focus 165
Gaining More Fate Points 97 Greater Weapon Specialisation 165
Using Fate Points 93, 96 Great Cleave 164
Favourable and Unfavourable Great Fortitude 164
Conditions 113 Great Serpent Venom 335
Favoured Classes 25 Green Lotus Blossom 335
Feat Descriptions 153 Grey Lotus Blossom 335
Feint 264 Group Tactics 363
Fighting-Madness 163 Gunderland Pike-and-Shield Fighting
Fighting Defensively as a Standard 165
Action 238
Fighting on the Run 241
Finesse 232 H
Flame-Powder 338 Hampered Movement 251
Flanking 259 Handle Animal 134
Flat-Footed 229 Hanuman 349
Fleet-Footed 163 Hardness 22
Fling Aside 274 Heal 136
Flyby Attack 163 Healing 248
Focused Magical Link 163 Healing Limits 249
Food, Drink and Lodging 218 Helmets 206
Forgery 133, 138 Helpless Defenders 260
Free Actions 245 Heroic Death 371
Full-Round Actions 242 Hero and Sidekick 377
Full Attack 242 Hexer 166
Hide 137
High Living 185
385
Himelian Tribesman 29
Hit Die 54 J
Hit Points 22, 227 Jhebbal Sag 350
Honour 370 Joining a War of Souls 329
Hooking Parry 274 Jump 139
Horde 166
Index
386
Master-Words and Signs 323 Multiple Combatants in a War of
Measuring Distance on a Tactical Souls 329
Grid 251 Multiple Opponents 276
Melee Attacks 236
Menacing Aura 172
Mercenary Campaign 376
N
Index
Natural Healing 248
Mighty Spells and Runaway Magic
Nature Magic 312
286
Navigation 173
Mind-Reading 304
Necromancy 316
Minor Insanities 288
Negotiator 174
Miscellaneous Actions 246
Nimble Fingers 174
Mitra 352
Noble 65
Mobility 172
Noble Regional Features 67
Monster Slayer 172
Nomad 73
Mount/Dismount a Steed 242
Non-Player Characters 359
Mounted Archery 173
Nonlethal Damage 250
Mounted Combat 173, 268
Dealing Nonlethal Damage 250
Mounts and Related Gear 221
Healing Nonlethal Damage 251
Move 241
Staggered and Unconscious 250
Movement 18
Nordheimer 42
Basic Movement 19
No Honour 174
Forced March 20
Hampered Movement 19
Hustle 20 O
Mounted Movement 21 Object Hardness and Hit Points 23
Overland Movement 20 Obstacles 254
Run 20 Ollam-Onga 353
Tactical Movement 18 Open Lock 143
Terrain 20 Opportunistic Sacrifice 174
Terrain And Overland Movement 20 Opposed Checks
Walk 20 Examples of Opposed Checks 112
Movement, Position, and Distance Opposed Skill Check 112
251 Oriental Magic 319
Movement in Combat 251 Outfitting an Alchemist’s Laboratory
Move 5 Feet through Difficult Terrain 337
244 Overrun 253, 269
Move Actions 241
Move Silently 142
Moving through a Square 252 P
Multiattack 173 Pacing 362
Multiclassing 57 Pantheons and Gods 343
Multiclassing and Nobles 72 Pantherish Twist 275
Multiple Attacks 238 Parry 174
Optional Parrying Rules 226
387
Parrying 225 Ranged Hypnotism 311
Parry or Dodge? 225 Rapid Shot 177
Pelishtim 47 Ready 272
Perform 143 Ready or Loose a Shield 241
Performer 174 Recovering from Insanity 291
Perils of Using Poison 337 Recovering Without Help 248
Index
Q S
Quick Draw 176 Sacrifices 279
Sacrifices and Energy Drains 279
Savage Beast 311
R Saved! 371
Racial Descriptions 25
Saving Throws 228
Raise Corpse 316
Saving Throw Difficulty Class 228
Ranged Attacks 237
Saving Throw Types 228
Ranged Finesse 176
Scholar 80
388
Scholar Bonus Spells 86 Sleep Mastery 178
Search 146 Sleight of Hand 147
Self-Sufficient 178 Smashing an Object 22
Selling Loot 186 Smear Another 71
Sense Motive 146 Sneak Attack 270
Set 353 Sneak Subdual 179
Index
Shape-Shifter 320 Soldier 86
Shemite 45 Sorcerer’s Boon 179
Shemite, Meadow 46 Sorcerous Garden 315
Shemite Pantheon 354 Sorcerous News 305
Shields 207 Sorcerous News, Greater 305
Shield Proficiency 178 Sorcery Styles 296
Shooting or Throwing into a Melee Southern Islander or Southern Black
238 Kingdom Tribesman 47
Shot On The Run 178 Spawn of Dagoth Hill 179
Silvery Mirror 331 Speak 245
Simple Weapon Proficiency 178 Special Attacks 261
Size and Base Defence Of Objects Special Initiative Actions 272
22 Special Movement Rules 254
Skills Specific Acolyte Backgrounds 340
Checks without Rolls 113 Speed 227
Combining Skill Checks 114 Spellbooks 331
Opposed Checks 112 Spells and Spellcasting 291
Purchasing Skills 110 Spells for Hire 218
Skill Synergy 115 Spell Components 239
Time and Skill Checks 113 Spell Durations 294
Trying Again 112 Spell Failure 295
Untrained Skills 114 Spell Ranges 293
Using a Skill 111 Spirited Charge 179
Skills by Class 116, 117 Spot 148
Skills in Conan Spotlight Time 365
Aid Another 114 Squeezing 254
Difficulty Class 112 Stable Characters and Recovery 248
Skill Checks 111 Staff of Death 332
Skill Synergy 115 Standard Actions 236
Taking 10 113 Stand Up 242
Taking 20 114 Start/Complete Full-Round Action
Trying Again 112 241
Untrained Skills 114 Starting a War of Souls 328
Using a Skill 111 Starting Equipment and Money 97
Skill Checks 111 Starting Equipment by Character
Skill Focus 178 Class 98
Slaves 221 Starting Money 97
389
Stealthy 179 Touch Attacks and Flat-Footed
Steely Gaze 179 Defence Values 227
Story Twists 378 Touch Spells in Combat 239
Strength 13 Toughness 181
Stunning Attack 180 To the Hilt 276
Stygian 49 Track 181
Index
390
Warrior Trance 320 Staff 196
War of Souls Check 328 Stiletto 197
War of Souls Consequences 328 Strike, Unarmed 197
Wazuli 30 Sword, Arming 197
Weapons 186 Sword, Short 197
Weapon Availability 198 Sword, War 197
Index
Weapon Categories 186 Tulwar 197
Weapon Descriptions 190, 204 Warhammer 197
Arbalest 190 Whip 197
Axe 190 Weapon Focus 183
Bardiche 190 Weapon Qualities 188
Battleaxe 191 Weapon Quality 199
Bill 191 Weapon Specialisation 183
Bow 191 Web of Death 183
Bow, Hyrkanian 191 Weight 17
Bow, Shemite 191 Whirlwind Attack 184
Bow, Stygian 191 Wisdom 14
Broadsword 192 Withdraw 243
Club 192 Restricted Withdraw 243
Club, War 192 Worship 344
Crossbow 193 Benefits of Worshipping a God 344
Cutlass 193 Requirements of Worship 344
Dagger 193 Wounds, Healing and Recovery 246
Gauntlet 193 Wounds, Healing and Recovery
Greatsword 193 What Hit Points Represent 246
Hatchet 194
Javelin 194
Knife 194 Y
Knife, Ghanata 194 Yellow Lotus Resin 336
Knife, Yuetshi 194 Yimsha’s Carpet 320
Knife, Zhaibar 194 Ymir and the Nordheimir Pantheon
Lance, Heavy 195 357
Lance, Light\: 195 Yog 356
Longbow, Bossonian 195
Mace, Heavy or Light 195 Z
Pike 196 Zamorian 51
Pollaxe 196 Zamorian Pantheon 358
Pommel 196 Zingaran 52
Poniard 196 Zingaran Surprise 184
Sabre 196
Scimitar 196
Sling 196
Spear, Hunting 196
Spear, War 196
391
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392
Know, oh prince, that between the years when
the oceans drank Atlantis and the gleaming
cities, and the years of the rise of the Sons of
Aryas, there was an Age undreamed of, when
shining kingdoms lay spread across the world
like blue mantles beneath the stars Nemedia,
Ophir, Brythunia, Hyberborea, Zamora with its
dark-haired women and towers of spider-haunted
mystery, Zingara with its chivalry, Koth that
bordered on the pastoral lands of Shem, Stygia
with its shadow-guarded tombs, Hyrkania whose
riders wore steel and silk and gold. But the
proudest kingdom of the world was Aquilonia,
reigning supreme in the dreaming west. Hither
came Conan, the Cimmerian, black-haired, sullen-
eyed, sword in hand, a thief, a reaver, a slayer,
with gigantic melancholies and gigantic mirth,
to tread the jeweled thrones of the Earth under
his sandaled feet