Conan RPG: Hyborian Races Guide
Conan RPG: Hyborian Races Guide
Hyborian Age is one awash with colorful and unique cultures and civilizations, both alien and yet
strangely familiar. Across the face of Hyboria its people have learned to adapt to their different
homelands; from the hardy men of Nordheim’s glacial wastes to the desert‐dwelling peoples of Hyrkania
and the ebon‐skinned tribes hidden amid the verdant jungles of the Black Kingdoms, each have
overcome the challenges its geography and environment present to become masters of their own lands.
Character Races
During the Hyborian Age, a great variety of humans people the land. They have a still greater variety of
cultures. Though Conan the Roleplaying Game does not include any non‐human races as player
characters, it does present several variant human races. These are not intended to directly emulate or
stereotype any real‐world peoples or nations but only to offer an appropriate way to simulate the
various cultures and peoples described by Robert E. Howard in the Conan stories.
Many of the human races of Hyboria are often categorized by particular stereotypes. As such, many
have a favored class (see below) and some advantages and qualities that make them distinct from other
cultures and races. This chapter provides only a brief overview of the races. As they are all essentially
human, little description is needed and much can be inferred from the various special abilities and
attributes of the different races. However, it is recommended that selection of a race be made in
conjunction with the reading of the Gazetteer chapter. It is not necessary to read the entirety of that
chapter and indeed the Games Master may wish to restrict the players from viewing some of the less
well‐known regions. However, it will certainly be useful to read the main entry for the region from
which the character hails.
The Dominance of the Hyborian Kingdoms
As might be expected from a game set in ‘The Hyborian Age’, the dominant people throughout the
western lands are the Hyborians. In most Conan the Roleplaying Game campaigns, the majority of the
player characters will either be Hyborians or one of the peoples living closest to the Hyborian kingdoms;
that is, the Cimmerians, Shemites, Zamorians and Zingarans. However, the rules certainly do not
preclude characters from other realms and the occasional Hyrkanian archer, Stygian sorcerer or corsair
of the Southern Islands can enhance any campaign, even those set deep in the civilized Hyborian
kingdoms of Aquilonia and Nemedia. Adventurers in the Hyborian age do travel around a good deal.
Conan himself, though a Cimmerian by birth, visits more or less every country in the world during the
course of his adventures. Some Games Masters may prefer to start their Conan the Roleplaying Game
campaigns far from the Hyborian lands, in distant Vendhya or beyond the great Southern Desert of the
Black Kingdoms and this can be a rewarding new take on the Conan mythos.
Thus, the Games Master may choose to restrict certain character races from play, depending on his
plans for the campaign. For example, if he has a detailed campaign set in and around the Himelian
mountains, based around inter‐tribal raids and the barbaric politics of the region, he may require all the
characters to be Himelian tribesmen; or he may only need one character to be a Himelian, so as to have
at least some local connection, with the rest being exiles or wanderers from other lands. In most cases,
it should be possible to allow a more or less free choice of race at the character generation stage, due to
the aforementioned tendency of adventurers to wander. The Conan stories often feature mercenary or
bandit groups comprising a rag‐tag band of freelancers from all over the world. Certain organizations
are almost invariably such a mix, including pirates, Kozaks and Free Companies. See Chapter 11:
Gazetteer for more information about such bands, as well as more on the various places and people of
the Hyborian Age.
Racial Descriptions
Each race has a paragraph or two of introductory description, then some notes on culture, religion and
typical character names. The entry for religion should be read in conjunction with the entry for religion
under the character class chosen by the player, before selecting a god or goddess (if any) from those
presented in Chapter 12: Religion in the Hyborian Age. The names section first gives names drawn
directly from the Conan stories, then suggestions for similar names. The culture section describes the
culture of each race briefly, including the real‐world cultures on which Howard based them (if any) as a
guide to further research.
Background Skills
Each major race or variant race gains either three or four Background Skills, as defined in this section.
For each Background Skill in a racial Background Skill listing, a character from that race gains 2 ranks of
the appropriate skill, whether or not it would usually be a class skill for him.
For example, as a Southern Islander, Abaku gains the following Background Skills: Profession (sailor),
Survival and Perform (dance). He is a 1st level thief. Although Profession and Perform (dance) are thief
class skills, Survival is not. Despite this, Abaku has two ranks in each of Profession (sailor), Survival and
Perform (dance), before he chooses his starting skills for his class and Intelligence bonus.
Note that some races have bonuses to certain skills as well as having them as background skills. For
example, a Pelishtim Shemite has a +2 circumstance bonus to Knowledge (arcana) skill checks and also
has Knowledge (arcana) as a background skill, so a starting character from this race would have 2 ranks
in Knowledge (arcana) as well as enjoying a +2 circumstance bonus to uses of the skill.
Favored Classes
In Conan the Roleplaying Game, each race has one or more favored classes. Rather than allowing for
easier multi‐classing for characters of that race and class, favored classes grant bonus feats. A character
who gains levels in the favored class for his race gains one bonus feat at 1st level in that class, 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 favored class bonus feats, not his total character level.
For example, Garm is a Pictish barbarian. At 1st level he gains a bonus feat for belonging to his race’s
favored class. Some time later, he has also learnt the ways of a shaman and is a 3rd level barbarian/ 2nd
level scholar (Pictish shaman). Though he is now a 5th level character, he does not yet gain another
favored class bonus feat, nor will he do so until he achieves 5th level in the barbarian class.
For races with two favored classes, add the character’s level in the two favored classes together to
determine the favored class level.
For example, Ankh‐af‐na‐Khonsu is a Stygian noble. At 1st level he gains a bonus feat for being of his
race’s favored class. Some time later he has also taken initiation into the priesthood of Set and learnt
sorcery, so that he is now a 3rd level noble/2nd level scholar (priest of Set). Note that scholar is another
favored class for Stygians. He adds the two class levels together to determine his favored class level,
which is 5th level. This allows him to gain another bonus feat.
Prohibited Classes
Certain races never produce members of a particular class, at least at low levels. Any class listed as a
prohibited class for a particular race may never be selected as the initial, 1st level class for a character of
that race. At the Games Master’s discretion, the character may later be permitted to gain levels in a
prohibited class, so long as he has sufficient opportunity.
For example, Cimmerians never produce characters of the Noble, Scholar, Pirate or Nomad classes.
Cimmerian chieftains are simply high‐level barbarians and as a land‐locked nation with no steppes or
deserts, Cimmeria does not have the terrain to allow for either piracy or nomadic life. Likewise, there
can be no scholars because there is no formalized system of teaching; the country does not even have
the shamans and primitive priests that might be expected in other barbaric nations, because Cimmerian
gods are not worshipped. However, a Cimmerian who travels to other lands and has an opportunity to
learn the skills of the appropriate profession may one day gain levels in these prohibited classes, just as
Conan began as a barbarian and thief but later sailed with pirates, rode with nomads and even became a
noble of Aquilonia.
Languages
Each race has one or two Automatic Languages and several Bonus Languages, listed at the end of the
race entry. Every character learns the Automatic Language or Languages for his race and may select a
number of racial bonus languages, which he also knows, equal to his Intelligence modifier plus 3, to a
minimum of 1. A character who learns all the racial bonus languages and still has some bonus languages
left to learn has a free choice from any language in the game.
Furthermore, every character learns one new language at 1st level and every other level thereafter (3rd,
5th, 7th and so on). This is known as a level bonus language and represents the necessity for all
adventuring characters to rapidly learn the local language wherever they go. There is no ‘common
tongue’ in the Hyborian Age, so all travelers typically know a large number of languages.
The Games Master usually selects this level bonus language for all the characters. In this case it will be
the language spoken in the area in which the scenario being played is to take place.
Finally, it is always possible for a character to learn a new language through roleplay and effort.
Typically, around two months are needed to learn a new language from scratch but simply immersing
yourself in a culture that speaks the language exclusively can accomplish this in a shorter time.
Bonus Feats
Some races allow you to select bonus feats. When selecting these, ignore any prerequisite that requires
a minimum of +1 in any given area. For example, the Dodge feat ordinarily requires a minimum Dex of
13 and a Dodge bonus of +1. When selected as a racial bonus feat, it requires only a minimum Dex of
13. Similarly, the Hexer feat requires the Curses sorcery style and a magic attack bonus of +1; when
selected as a racial bonus feat, it requires only the Curses sorcery style.
Variant Races
Several of the major races include variations for specific regions. For example, the Shemites are
generally renowned for their mastery of the desert. However, the Meadow Shemites actually live a
pastoral life in their great Meadow Cities and so use the Meadow Shemite variant. Note that variant
races are not usually given such detailed descriptions as their major races, since in most cases their
culture, religion and names will be similar or identical to those of the major race.
Important Note: Variant races use all of the base race bonuses and penalties in addition to their own,
except when specified otherwise in the descriptions. However, when variant races specify favored or
restricted classes that differ from those of the major race, these variant race classes supersede those
given for the major race.
Cimmerian
Cimmerians are descended from the ancient Atlanteans, with dark hair and blue or grey eyes. Their skin
is on the dark side of fair and tans easily if ever they leave the gloomy mountains of their home. They
are tall, physically powerful and very fierce, being regarded as one of the most barbaric races in the
world by most Hyborians. Unlike most of Hyborian women, the Cimmerian women fight alongside their
menfolk, even in full‐blown war. Cimmerians tend to be direct to the point of bluntness.
Culture: Cimmerian culture is survivalist and barbaric. They are a race of fierce moody hill‐men, dwelling
as they do in a harsh, drear and cloudy land. The Cimmerians despise weakness and the softness of the
Hyborian civilization. They are feuding and war‐like.
Names: These are best based on old Irish or Scottish Celtic names, such as Conan. We do have some
examples of names Howard intended to use for Cimmerians in stories he never wrote. These are
presumably male: Eithriall, Eanbotha, Rotheachta, Giallchadh, Cruaidh, Eamhua, Cumal. Suggestions:
(male) Amergin, Agh, Aodh, Brian, Cael, Cailt, Cathal, Conor, Cuchullin, Cul, Comala, Daol, Dima, Doon,
Duncan, Fingal, Finn, Fionn, Hydallan, Moghcorb, Morne, Murdoch, Oscur, Ossian, Rayne, Sláine and
Usnach. The following are female: Credhe, Deirdre, Dersagrena, Maev, Melilcoma and Ros‐Crana.
Religion: Crom, ‘Lord of the Mound’, is the chief god of the gloomy Cimmerians. Others include Lir, the
god of knowledge, Mannanan, the god of poetry and travel, Morrigan, the goddess of war, Badb, the
goddess of fire and fury, Macha and Nemain ‘The Venomous’.
The Cimmerians do not truly worship these gods, believing that the gods despise weaklings who call on
them for help. Creating the Cimmerian race was gift enough. As a result, they are often skeptical of
more demonstrative forms of worship.
Racial Features: All of the following are Cimmerian racial features.
+2 Strength, ‐2 Intelligence. Cimmerians are a naturally tall and strong race, made stronger
still, so they believe, by the gifts of Crom. Though many have a keen natural cunning, few
Cimmerians are capable of a great deal of book learning, nor indeed do they have much
opportunity for such education.
+1 racial bonus to all Will saving throws. This is another gift of Crom, that of courage even in
the face of great adversity.
+2 racial bonus to all Climb checks. Cimmerians are renowned as the finest climbers in the
world. Most will have climbed at least one peak that non‐Cimmerians would regard as
impassable before even leaving their homeland.
+2 circumstance bonus to all Perception, Stealth, and Survival checks made in temperate or
cold hills and mountains. Cimmerians are masters of their environment in every respect.
‐2 racial penalty to all Diplomacy checks and verbal‐ based Bluff checks. Cimmerians are
famously blunt and direct in their speech, a habit that has been known to get them into
trouble on any number of occasions. Note that their penalty does not apply to Bluff checks
based on body language, as they are often excellent at feinting in combat and other non‐
verbal uses of Bluff. The natural cunning of their savage race has caused many a civilized
opponent to fall to their tricks in combat.
Cimmerians may not have any other religion than Crom and the remainder of the
Cimmerian pantheon and may never gain any benefit from worshipping that or another
pantheon. Crom has no priests and offers no assistance to his worshippers, other than
gifting them with mighty thews and courage at birth. He despises weaklings and expects his
Cimmerians to stand alone against the world, without need for either gods or demons. If a
Cimmerian ever does worship a non‐Cimmerian god, he loses the gifts of Crom, that is, his
+2 bonus to Strength and +1 racial bonus to Will saving throws. Whether Crom or indeed
any of the other gods are real is a philosophical point and beyond the scope of these rules;
the point is that the Cimmerian, at least, believes Crom to be real.
Background Skills: Climb, Stealth and Survival
Favored Class: Barbarian.
Prohibited Classes: Noble, Nomad, Pirate, Scholar
Automatic Languages: Cimmerian.
Bonus Languages: Nordheimer, Pictish, Aquilonian, Hyperborean.
Himelian Tribesman
Between Vendhya and Hyrkania, far beyond the ken of most western folk, a vast and harsh mountain
range rises, inhabited by a number of small tribes. These tribes consist of tall, hairy hill‐men, very strong
and fierce. They are disdainful of civilized standards of politeness and good behavior, though many
adhere to a barbaric code of honor. The tribes include the Afghulis, Irakzai, Galzai, Dagozai, Zhaibari and
Khurakzai, among others.
Culture: Himelian culture resembles the tribal lifestyle of Afghanistan and northern India and is
survivalist and barbaric in nature. The Vendhyans seem to refer to the lands facing their kingdom as
Ghulistan; possibly there is an ancestor tribe called the Ghulis of which these modern tribes are
branches. Some Himelian tribesmen are a curious race of intelligent, though stunted, aborigines,
conquered by the Hyrkanians on their westward drift. These would correspond more to a Tibetan style
culture.
Names: These are essentially a mix of Arabic, Mongol and Hunnish. Modern Afghani names provide a
good, exotic‐sounding base for naming Himelian characters. Examples (male): Yar Afzal, Yateli.
Suggestions: Ahmad, Asad, Dost, Faiz, Mohan, Shujah and Zemar for male characters, Anahita, Faryaal,
Ghezal, Maryam and Samirah for female characters.
Religion: The savage Himelian tribesmen worship primitive totemistic deities and demons, such as
Hanuman, the Ape God, in appeasement of the carnivorous apes of the area. Some may also worship
Asura.
Racial Features: All of the following are Himelian racial features.
+2 circumstance bonus to all Perception, Stealth and Survival checks made in any hills and
mountains. The Himelian tribes know every inch of their native hills and rarely descend from
them except to raid the richer lands below.
+1 racial bonus to all Stealth checks. Though the tribes are occasionally led to open battle by
a particularly charismatic chieftain, they prefer to attack their enemies by stealthy raids or
midnight assassinations.
+2 racial bonus to starting hit points. The Himelians are possibly the most dangerous
mountain range in the world, since every tribe seems to be at war with every other tribe, as
well as the Vendhyans and Turanians.
‐2 racial penalty to save against hypnotism of any kind. This is for cultural reasons. The folk
of the East have a long tradition of tales and superstitions regarding the power of
hypnotism, which tends to reinforce the power of the hypnotist.
Background Skills: Climb, Stealth
Favored Class: Barbarian
Prohibited Class: Noble, Pirate
Automatic Language: Afghuli
Bonus Languages: Vendhyan, Hyrkanian, Iranistani
Wazuli
The Wazuli are typically the first hill tribe a traveler journeying north out of Vendhya in the night will
encounter, for they are largely nocturnal and prefer to do their raiding during the hours of darkness.
Like the other Himelian tribesmen, they are a hardy and usually honorable folk, with strong traditions of
loyalty and hospitality.
Wazuli culture, names and religions are similar to those of other Himelian tribesmen.
Racial Features: The Wazuli should be treated as standard Himelian tribesmen except as follows:
Free Feat: Eyes of the Cat. The Wazuli have probably the best night vision of any human peoples.
They are the only military force to have ever ambushed Conan himself successfully, thanks to their
superior knowledge of the terrain and unsurpassed low‐light vision. They need not meet the usual
prerequisites for the feat.
+2 circumstance bonus to all Stealth and Perception checks made during conditions of
darkness or dim light; that is, when they would need to use their Eyes of the Cat feat.
‐1 moral penalty to all attack rolls and skill checks made during the hours of daylight. The
Wazuli are so close to being nocturnal that they function only poorly during the daytime.
Hyborian
The Hyborian peoples are all descended from the barbaric worshippers of the god Bori who swept out of
the north three millennia ago, destroying the ancient empire of Acheron and conquering all in their
path. The Hyborian lands are Nemedia, Ophir, Aquilonia, Hyperborea, Argos, Corinthia, the Border
Kingdoms, the Baracha Islands, Brythunia, the Bossonian Marches, Koth, Khauran and Khoraja. Note
that in Khauran, the ruling caste should be treated as Hyborians but the commoners are a separate sub‐
race suitable for Non‐Player Characters only (see pg. 294).
As a general rule, Hyborians identify themselves not as Hyborians per se but according to the nation
from which they come. Thus, Players are encouraged to call themselves Nemedians, Ophireans and so
on, rather than simply ‘Hyborians.’ The Bori‐worshipping barbarians of thousands of years ago have
long since become highly civilized and sophisticated folk with strong nations of their own, who would be
scarcely recognizable to those who knew the Hyborians of old.
The original Hyborians were tawny‐haired and grey‐eyed, though by the time of Conan, intermarriage
has diversified their appearance considerably.
Culture: For the most part, culture in the Hyborian kingdoms is similar to that of the real‐world medieval
European countries, though some aspects, particularly in Nemedia, are more reminiscent of ancient
Roman culture. The nations are all run on the feudal system. This has often led to decadence as the
nobility spend their time hunting and idling, unconcerned for the welfare of their subjects. As the
nations have developed, the unity of the Hyborians has dissipated so that each kingdom has its own
features, as follows:
Aquilonia: Together with its rival, Nemedia, Aquilonia is the most advanced, wealthy and powerful of the
Hyborian kingdoms and its people are correspondingly proud. It most closely resembles Medieval
France. The people of southern Aquilonia have mixed with the brown Zingarans until black hair and
brown eyes are the dominant type in Poitain, the southernmost province. This is an area of rich
farmland.
Brythunia: We know little of Brythunia, save that its women folk seem to be highly prized by slavers.
There is evidence of a pastoral culture. The eastern Brythunians have intermarried with the dark‐
skinned Zamorians.
Corinthia: The many city‐states of Corinthia bring to mind the city‐states of Italy and the corresponding
inter‐state rivalries and espionage. It seems to be one of the more culturally advanced areas, with a
developed nobility and priesthood.
Khauran: Kothic adventurers carved Khauran out of the lands of Shem and its culture reflects that
position. Fiercely independent, while maintaining many Kothic traditions and links, it fears that Koth will
absorb the valuable kingdom. Its tiny fields and orchards yield three crops a year.
Koth: Koth is one of the oldest Hyborian kingdoms, a vast meadowland north of Shem. It is famed for its
metalworkers, partly due to the natural resources of its volcanic region of Khrosha. Kothic culture has
suffered from the subtle admixture of Shemite and Stygian strains. The simple ways of the Hyborians
have become modified by the sensual, luxurious, yet despotic habits of the East. Koth uses slaves. Its
capital is Khorshemish, known as the Queen of the South.
Nemedia: Nemedia is easily the second great kingdom of the Hyborians and maybe in the past even
surpassed Aquilonia, its neighbor and rival. While the people live in relative poverty, its wealthy citizens
have the leisure to collect artefacts in museums. Built on the ruins of ancient Valusia and once a part of
the sorcerous kingdom of Acheron, Nemedia has many hidden ruins that might contain fearful horrors.
Ophir: Ophir is a tapering wedge between the border of Aquilonia and the vast southern kingdom of
Koth. It was probably part of Koth and then claimed independence back in the days of Acheron. The
meadowlands of Ophir produce fi ne armies of gilt‐mailed knights and warriors, suggesting a land of
great mineral wealth, with probably the same strata as are found in Koth. Once dominated by Acheron,
Ophir seems to have taken the worst elements of Zamorian thievery and Shemite double‐cross. It
seems sometimes to be allied with Koth and sometimes with Aquilonia.
Names: The tribal nature of the early Hyborians means that there is no one overall naming style,
although the civilized nations tend toward Latin style names.
Aquilonia: Aquilonian names tend to have a Latin air to them. Examples: (male) Amalric, Arpello,
Athemides, Attelius, Balthus, Brant, Brocas, Drago, Dion, Dirk, Emilius, Epheus, Epeus, Epemitreus,
Galannus, Galter, Gault, Gorm, Gromel, Hagar Hadrathus, Hakon, Jon, Karlus, Namedides, Nestor,
Numedides, Otho, Pallantides, Prospero, Publius, Rinaldo, Scavonus, Servius, Soractus, Strom,
Thasperas, Thespius, Tiberias, Tiberio, Trocero, Valannus, Valerian, Valerus, Valerius, Vilerus, Volmana;
(female) Valeria, Zelata.
Brythunia: Brythunian names are Italian and Teutonic in tone. Examples: (male) Aratus; (female) Hildico,
Natala.
Corinthia: Corinthian names tend to have a Latin, Byzantine or Italian air to them. Examples: (male)
Athicus, Ivanos, Joka, Kalanthes, Murilo, Nabonidus, Petreus; (female) Muriela. Khauran: Khauran names
resemble those of Koth. Examples: (male) Ashkhaur, Valerius, Zang, Krallides; (female) Salome, Taramis.
Khoraja: Khorajan names owe a lot to Koth, as some crossover of names suggests, though the hillmen
have a more Shemite sound to their names, such as Shupras. Examples: (male) Khossus, Taurus,
Thespides; (female) Vateesa, Yasmela.
Koth: Kothic names are Middle Eastern, Byzantine, Etruscan and Biblical in tone. Examples: (male)
Akkutho, Almulric, Altaro, Arbanus, Constantius, Galacus, Khossus, Pelias, Sergius, Strabonus, Tsotha‐
Lanti, Zorathus; (female) Lissa.
Nemedia: Nemedians tend to have Greek/Italian names, though some are more Germanic. King Numa
gave his name to the city of Numalia. Examples: (male) Alcemides, Altaro, Amalric, Arideus, Arus,
Astreas, Aztias, Bragoras, Brocas, Demetrio, Dionus, Enaro, Kalanthes, Kallian, Nimed, Numa, Orastes,
Petanius, Posthumo, Promero, Publico, Tarascus, Taurus; (female) Diana, Octavia, Zenobia.
Ophir: Ophir’s culture is halfway between that of Shem and the Hyborian culture and the names reflect
this; most are Latin but some Middle Eastern style names are included. Examples: (male) Amalrus,
Chelkus, Fronto, Theteles; (female) Livia, Olivia, Tina.
Religion: The worship of Mitra is overwhelmingly predominant in the Hyborian nations.
Aquilonia: Initially worshippers of the Hyborian ancestor god Bori, the Aquilonians at some point
adopted Mitra‐worship as something close to a state religion. The worship of other gods seems to been
suppressed, at least until the reign of King Conan. One such ‘secret’ cult is the eastern religion of Asura,
although most Aquilonians regard the cult as demon worshippers and Asura on par with Set. It is
probable that Ibis is also worshipped in secret.
Brythunic: Mitra‐worship, perhaps mixed with pockets of reverence for Bori and even the Zamoran gods
seems most likely.
Corinthia: It seems likely that Corinthians worship Mitra, as with the other Hyborian gods, though
Shemite gods such as Anu are also tolerated.
Khauran: Khaurans are essentially Kothic in their religious practices, being Ishtar‐worshippers.
Koth: Koth has long since abandoned the worship of Mitra, forgetting the universal Hyborian god and
driving out the last of his worshippers some 900 years before the time of Conan. The Shemite gods such
as Ishtar are worshipped with awe and fear, as are all the gods of Koth, a sign of Koth’s intertwined
history with Shem. Ishtar was subtly changed in the transfer to Koth, with animal sacrifice taking over
from human sacrifice.
Nemedia: Nemedia worships Mitra as chief divinity, although other cults, including the Cult of Ibis, are
mentioned. In fact, Nemedia is a more religiously tolerant country than Aquilonia until Conan’s reign.
There are even atheist philosophers in Nemedia, known as the sceptics, who believe that there are
neither gods nor any kind of life after death.
Ophir: Ophir worships the Shemite gods such as Ishtar as well as Mitra.
Racial Features: All of the following are Hyborian racial features.
Adaptability: A Hyborian may choose two skills that for him are always treated as class skills,
whatever his character class. Furthermore, he gains a +2 competence bonus to all checks with those two
skills. Hyborians are one of the most adaptable races, capable of turning their hands to almost any
profession. This is largely a matter of cultural and economic sophistication: the highly developed and
wealthy Hyborian nations provide their citizens with excellent opportunities for learning all manner of
skills.
Weapon Familiarity: Hyborians can wield greatswords as though they were martial
weapons, rather than exotic weapons.
+1 Racial bonus to Fate Points. As the leading culture in the time of Conan, the Hyborians
are not only adaptable, but luck too.
Background Skills: Any four skills, as chosen by the Player.
Favored Class: All classes. A Hyborian gains a favored class bonus feat at 1st level, 5th level and 10th
level, whatever his class or combination of classes. His levels in all his character classes are added
together to determine his favored class level, even if he is a multiclass character.
Automatic Languages: The language of whichever Hyborian kingdom the character lives in. This will be
Bossonian, Nemedian, Aquilonian, Brythunian, Ophirean, Corinthian, Hyperborean, Kothic, or Argossean.
Bonus Languages: Stygian, Nemedian, Aquilonian, Bossonian, Brythunian, Ophirean, Corinthian,
Hyperborean, Zingaran, Zamorian, Pictish, Kothic, Argossean, Shemitish.
Argossean or Barachan
The Argosseans were originally a Hyborian people, though they have intermarried with many other
races, particularly the Zingarans and to a lesser extent the Shemites. Most are short and stocky. They
make superb sailors, traders and pirates. Renegade Argossean sailors have colonized the Baracha
Islands, turning them into one of the greatest havens for piracy in all the seas.
Culture: Argos is a country of two contrasting cultures. All the seaports are cosmopolitan, with the
capital, Messantia, being the most open‐minded of all, while the inland provinces are filled with farmers,
craftsmen and laborers, friendly enough but wary of strangers. Argos is a noted trading nation of sharp‐
eyed silk‐clad merchants, not all of which remain strictly within the law – smuggling and piracy are often
tolerated. The law is said to be lax, although occasionally an example is made of foreigners. It is
regarded as a proud and avaricious kingdom. The racial admixture with the Zingarans has been more
extensive than with the Shemites in the Argossean Hyborians. Argos and Zingara have an ancient feud
that works itself out in their attempts to become the dominant sea nation. Zingaran pirates raid the
coast of Argos, just as the Argosseans and Barachans raid Zingara. Argos has allied itself with Shem on
occasion.
Names: Argossean names are Italian or Greek in tone, though as it is a major trading country a mix of
names is possible Examples: (male) Demetrio, Ortho, Publio, Servio, Tito, Tranicos. Suggestions:
(female) Alcina, Danae, Demitrea, Larissa, Polyxene.
Religion: Like most Hyborian kingdoms, Argos’s main god is Mitra. However, its nature as a
cosmopolitan trading nation means that pockets of worship of the Shemite and Kothic gods are also
tolerated.
Racial Features: All of the following are Argossean racial features.
+2 racial bonus to all Diplomacy, Profession (sailor), and Acrobatics checks. The arts of
ferreting out information about trading opportunities and taking by piracy whatever
opportunities they cannot take by trade have been in the Argossean blood in almost equal
measure for generations now.
Background Skills: Diplomacy, Profession (sailor), and Acrobatics
Favored Class: Pirate
Prohibited Classes: Nomad
Bossonian
The yeomen of the Bossonian Marches are renowned the world over for their archery skills and stalwart,
well‐nigh unconquerable defense. They are of medium height and complexion, with brown or grey eyes
and are descended from an aboriginal race, conquered by a tribe of Hyborians early in the first ages of
the Hyborian drift. Many have a strong if rough sense of justice; the civilized code of honor is common
among the Bossonian soldiery. The Bossonians are generally quite closely allied with Aquilonia but often
see service as mercenaries throughout the world.
Culture: The Bossonians live mainly by agriculture, in large walled villages and are part of the Aquilonian
kingdom. They are hardy, stubborn, defensive fighters. Centuries of warfare against northern and
western barbarians have caused them to evolve a type of defense that is almost impregnable against
direct attack. The Bossonian Marches form a bulwark between Aquilonia and the woods of the Pictish
Wilderness in the west, Cimmeria to the north and the Border Kingdom in the East, curving crescent‐like
around to Zingara in the Southwest.
Names: Several Bossonians are specifically named, although it is safe to assume that Aquilonian names
in general would also be common. For example (male) Gromel.
Religion: As with the Aquilonians, the Bossonians were once worshippers of Bori, but in more recent
years have taken up Mitra‐worship.
Racial Features: All of the following are Bossonian racial features:
+1 racial bonus to all attack rolls made with the Bossonian Longbow. The Bossonians
practice daily with their powerful bows from an early age. They hone that practice with
regular experience holding off horde of Picts and battling in the armies of the neighboring
kingdom of Aquilonia.
+2 racial bonus to Defense when fighting defensively or using the total defense action. The
Bossonian fortitude in defense is almost legendary.
No racial bonus to Fate Points. Unlike other Hyborians, Bossonians get no particular bonus
to Fate Points.
Exotic Weapon Proficiency: Bossonian Longbow: All Bossonians learn to wield the Bossonian
Longbow, since all must be ready to defend their homes against the Picts at any time.
However, they do not gain weapon familiarity with the greatsword, unlike most Hyborian
races, as they traditionally field archers rather than knights.
Background Skills: Craft (bowyer), any two other skills chosen by player.
Favored Class: Soldier
Prohibited Classes: Barbarian, Noble, Nomad, Pirate
Automatic Languages: Bossonian
Bonus Languages: Nemedian, Aquilonian, Bossonian, Zingaran, Pictish, Argossean
Gunderman
Universally tawny‐haired and grey‐eyed, the Gundermen are very nearly pureblooded descendants of
the original Hyborian tribes. This makes them a little less cosmopolitan than most of the other Hyborian
nations but also makes them excellent warriors. Though Gunderland is technically a province of
Aquilonia, it was an independent kingdom for so long that the Gundermen do not truly consider
themselves Aquilonians and likely never will. However, they march willingly to Aquilonia’s wars and are
regarded as the finest heavy infantry in the known world.
Culture: Gunderland is east of the Bossonian Marches, on the wild borders of Aquilonia, facing
Cimmeria. It seems likely that like the Bossonians, they live mainly by agriculture, in walled compounds.
Only in the province of Gunderland, where the people keep no slaves, is the pure Hyborian stock found
unblemished, being tawny‐haired and grey‐eyed.
Names: The names of Gunderland are similar to those of Aquilonia. Example (male): Nestor.
Religion: Occasional Gundermen still worship the old Hyborian god‐hero Bori, though most have
converted to Mitra‐worship along with the rest of Aquilonia.
Racial Features: All of the following are racial features of the Gundermen.
+1 racial bonus to attack and damage rolls with the pike. Gunderland’s regiments of
pikemen are one of the major factors in Aquilonia’s military strength.
Martial Weapon Proficiency: Pike. Even the less combat‐ oriented Gundermen will have had
at least some training with the pike.
No racial bonus to Fate Points. Unlike other Hyborians, Gundermen get no particular bonus
to Fate Points.
+1 morale bonus to all Will saving throws. Gundermen are possibly the most reliable,
unshakable soldiers in the world.
Background Skills: Craft (weaponsmith) and any two other skills chosen by the Player.
Favored Class: Soldier.
Prohibited Classes: Nomad, Pirate.
Hyperborean
Many Hyperboreans are still tawny‐haired and grey‐eyed like the original Hyperborean tribe, though the
influence of Nordheimer blood has been strong for hundreds of years, ever since Hyperborea was
invaded by conquerors of Æsir stock. Since then, some have married or captured Hyrkanians, Æsir and
Zamoran women, so Hyperboreans can have a variety of skin, eye and hair colorings. All tend to be
gaunt, big‐boned, violent and slow of speech. Hyperborea is probably the least civilized of the Hyborian
kingdoms, with the nearby barbarians of Asgard and Cimmeria raiding sufficiently often that the
Hyperboreans have had to retain a certain savagery themselves.
Culture: Superstition dominates the Hyperborean way of life, leading countries such as Aquilonia to
consider the stubborn, somewhat savage race to be backward. The majority of Hyperboreans live a serf‐
like existence in stone‐walled villages, where they eke out a minimalistic way of life from the poor soil
and the misbegotten cattle and reindeer that make up their herds.
Names: Hyperborean names are similar to those of Nordheim.
Religion: Most Hyperboreans still worship the old Hyborian god‐hero Bori.
Racial Features: All of the following are Hyperborean racial features.
+2 Constitution, ‐2 Charisma. Hyperboreans have a great deal of endurance in their long yet
rangy limbs. They are, however, somewhat lacking in the strength of character required to
excel as leaders.
‐1 racial penalty to all Diplomacy, and verbal‐oriented Perform or Bluff checks. The slow,
often plodding speech of the Hyperborean does not lend itself well to fancy orations,
singing, or con tricks. Note that the penalty to Bluff checks does not apply to purely non‐
verbal uses of Bluff, such as feinting in combat. Likewise, the penalty to Perform checks
applies only to such uses as song, chant, poetry and acting, rather than musical instruments
or juggling, for example.
No racial bonus to Fate Points. Unlike other Hyborians, Hyperboreans get no particular
bonus to Fate Points.
+2 racial bonus to all Intimidate checks. Hyberboreans are renowned for their strength and
aggressive nature, which goes a long way towards overcoming their lack of charm when it
comes to intimidating others.
Background Skills: Craft (stone), Intimidate, any one other skill chosen by the Player.
Favored Class: Soldier.
Prohibited Classes: Pirate.
Tauran
The Tauran region of Aquilonia is made up of a mixture of agricultural lands and wilderness, with no
large settlements. Its people are regarded as somewhat backwards in comparison to the sophisticated
and cosmopolitan Hyborians who live in the more densely populated and industrialized areas, though
they do make excellent woodsmen.
Tauran culture, religion and names should be treated as for Aquilonia.
Racial Features: All of the following are racial features of the Taurans.
+1 racial bonus to all Survival checks. Taurans are the best trackers and rangers in
Aquilonia.
+1 circumstance bonus to all Stealth, Perception, and Survival checks in temperate forest or
temperate plains environments. Tauran woodcraft is the best of any of the civilized folk,
though it cannot match that of a barbarian from a similar environment.
No Weapon Familiarity. Unlike other Hyborians, the Taurans do not gain weapon familiarity
with the greatsword. They are more used to smaller, lighter weapons that do not interfere
with rapid movement through the woods.
Background Skills: Profession (farmer), Move Silently, Survival and one other skill chosen by the Player.
Favored Class: Borderer.
Prohibited Classes: Barbarian, Nomad, Pirate.
Hyrkanian or Turanian
The Hyrkanians are dark and generally tall and slender, though a squat slant‐eyed type exists, resulting
from mixture with a curious race of intelligent, though stunted, aborigines who were conquered by
them on their westward drift, among the mountains east of Vilayet. The Hyrkanians are descendants of
the ancient Lemurians, once enslaved by the ancestors of the Stygians in ages past. The most prominent
Hyrkanian tribe is that of the Turanians, who have carved out a kingdom for themselves that will one
day sweep aside many of the Western nations. All Hyrkanians are noted for their superb archery skills.
Culture: The Hyrkanians are by nature nomadic horsemen with a culture resembling that of the Huns
and Mongols. However, the largest of their tribes have settled and founded the Turanian Empire, which
more closely resembles the Medieval Moorish Empire. In some respects, the Turanians are superior to
the West, chiefly those of organization, politics and bureaucracy but at the same time they can still be
considered brutal when compared to the most enlightened of Hyborian kingdoms, many of which regard
the Turanians as little better than their nomadic brethren. This belief is as widespread as it is mistaken.
They make cruel masters; it is no wonder that outlaw bands of Kozaks dwell at the margins of their
society. Under their kings Yildiz and his son Yezdigerd, the Turanian empire is expanding and will reach
Zamora and eastern Shem during Conan’s lifetime.
Names: The Hyrkanians will evolve into the tribes later known as Tatars, Huns, Mongols and Turks and
their names reflect this. One man’s horse is called ‘Irem’. Rulers often have titles such as Agha, Shah
and Khan incorporated into their names. Examples: (male) Alafdhal, Amurath, Angharzeb, Aram Baksh,
Atalis, Ghaznavi, Isparana, Jehungir, Jelal Khan, Jehungir Agha, Jungir Khan, Kerim Shah, Khosrun Khan,
Than, Yar Afzal, Yezdigerd, Yildiz. Suggestions: (female) Conchaka, Khultulun, Mandughai, Orqina.
Religion: Two deities are known of in Turan. These are Tarim, who seems almost to be the patron god of
the Turanians and Erlik, ‘Lord of the Black Throne’, a god of Death. There are almost certainly other
gods, possibly including Ishtar. In Zamboula, Hanuman, the Ape God, is worshipped, a deified form of
the carnivorous grey apes that live around the Vilayet Sea. As the ‘Empire of the White Wolf,’ Turan
might also worship some wolf totem as well.
Racial Features: All of the following are racial features of the Hyrkanians.
+1 racial bonus to attack rolls with all bows; that is, any weapon with ‘bow’ or ‘longbow’ in
the name. Hyrkanians are renowned as the greatest archers in the East.
+1 circumstance bonus to attack rolls with any bow if the target is at least six range
increments away, rising to +2 if the target is at least nine range increments away.
(Hyrkanians are especially accurate at great range.) If the Hyrkanian also has the Far Shot
feat, the minimum conditions required for gaining these +1 or +2 circumstance bonuses are
reduced to four range increments and six range increments respectively. Hyrkanians are
particularly superb at accurately shooting arrows out to extreme ranges.
No prerequisite for the Far Shot feat. A Hyrkanian can select the Far Shot feat as one of his
feats without meeting the usual prerequisite. Otherwise, this feat must still be acquired
normally, as one of the character’s feats or bonus feats. It is not given as a special bonus
feat to all Hyrkanians.
+2 circumstance bonus to all Diplomacy and Intimidate checks made anywhere east of
Zamora, west of Khitai and north of Vendhya, so long as the Hyrkanian has a visible (though
not necessarily drawn) martial weapon of any kind. Hyrkanian dominance of vast swathes
of territory on all sides of the Vilayet Sea has left ordinary travelers and aboriginal natives
alike in near terror of any armed Hyrkanian.
‐2 racial penalty to save against hypnotism of any kind. This is for cultural reasons. The folk
of the East have a long tradition of tales and superstitions of the power of hypnotism, which
tends to reinforce the power of the hypnotist.
Weapon Familiarity: Hyrkanians can wield tulwars and Hyrkanian bows as though they were
martial weapons, rather than exotic weapons.
Background Skills: Craft (bowyer), Ride, Survival.
Favored Class: Nomad.
Prohibited Classes: None.
Automatic Languages: Hyrkanian.
Bonus Languages: Brythunian, Zamorian, Kothic, Corinthian, Hyperborean, Vendhyan, Iranistani, Khitan,
Yuetshi, Shemitish, Stygian.
Khitan
The Khitans are yellow‐skinned and dark‐haired, with what to Westerners is a quite unfathomable,
almost alien look. The game statistics given here reflect the Khitans who are most commonly
encountered and spoken of in the Hyborian kingdoms, as these almost always seem to be sorcerers. It
might be presumed that the majority of ordinary Khitans never leave their home jungles. So few
Hyborians ever travel anything like as far away as Khitai that any such speculation is unlikely ever to be
proven one way or the other.
Culture: Khitai in the far east is little known to the Hyborians. Khitan caravans trade jade, cloth‐of‐gold
and silk with Turan and lotus blossoms to Stygia. These caravans and a few exiled Khitans are the only
contact with the West. The culture is essentially Chinese‐like, with a powerful god‐emperor ruling from
Paikang, a mighty city whose minarets rise amid the vine‐festooned jungles of bamboo. The Khitans
often appear mysterious and secretive to Hyborian eyes. They are also renowned as wizards, with some
boasting that the Eastern wizards are greater than the Western ones.
Names: Chinese style names will probably fi t best. Suggestions: (male) Huan, Kun, Li, Rong, Wei, Wu,
Zhemin; (female) Chan, Chang, Fang, Feng, Jia, Lei, Shan, Zhi.
Religion: Some Khitans worshipped the elephant god Yag‐kosha for a while but have a wide range of
jungle animal gods as well. Yun also receives worship from haven‐headed priests in the lost jungles of
Khitai, perhaps through the ritual ringing of golden chimes; certainly some especial ceremony requires
such bells. There is an obscure hint that the Zamorian spider‐cult might have originated in Khitai.
Racial Features: All of the following are racial features of the Khitans.
+1 racial bonus to all Knowledge checks. Khitans are highly knowledgeable, particularly with
regard to esoteric lore of all kinds. Their sorcerous temples are also schools of knowledge
both common and obscure.
+2 racial bonus to all Stealth checks. The Khitan are notably cat‐footed.
Bonus Feat: At first level, a Khitan may choose one feat from the following: Dodge,
Improved Unarmed Strike, Weapon Focus (staff), Summoner, Ritual Sacrifice, or Hexer.
‐2 racial penalty to save against hypnotism of any kind. This is for cultural reasons. The folk
of the East have a long tradition of tales and superstitions of the power of hypnotism, which
tends to reinforce the power of the hypnotist.
Background Skills: Knowledge (arcana), Knowledge (any), Move Silently.
Favored Class: Scholar.
Prohibited Classes: Barbarian, Nomad.
Automatic Languages: Khitan.
Bonus Languages: Hyrkanian, Vendhyan, Afghuli, Shemitish, Demonic, Old Stygian, Stygian, Acheronian.
Kushite or Northern Black Kingdom Tribesman
The Kushites are a slightly shorter than average, dark brown‐skinned race with curly black hair. These
are the Gallahs, who are the lower class and make up the majority of the population of Kush. Several
other countries of the Black Kingdoms share similar racial and cultural characteristics to the Kushites,
including the Keshani, Puntans and Zembabweans. To the folk of the Hyborian kingdoms, relatively
ignorant of lands beyond civilization, any black man is likely to be presumed a ‘Kushite’ and any land
south of Stygia is considered to be ‘Kush.’
Culture: The northern Black Kingdoms of Kush, Keshan, Punt and Zembabwei approximate to the North
African states of Mali, Ethiopia and so on. There are also sub‐tribes among these nations. Culturally,
the Darfari are regarded as a southern nation, while the Ghanata and Tibu tribes of the desert south of
Darfar and Kush are certainly northern in culture.
Aphaki: The former ruling class of Tombalku, the Aphaki are the descendants of a tribe from the Oasis of
Aphaka in the Kharanum Desert in southeastern Shem, who moved southwest and interbred with the
black people after moving south. The power of the Aphaki in Tombalku is dwindling.
Ghanata: The harsh southern desert south of Kush has bred a hardy nomadic people in the Ghanata.
Keshan: Lying in the eastern hinterland of Kush, where the broad grassland merges with the forests that
roll up from the south, Keshan is ruled by a mixed race. This dusky nobility claims descent from an
ancient group of Shemites and rules a population of blacks. These rulers were said to have founded
Alkmeenon, which now houses the legendary treasure, the Teeth of Gwahlur. The current capital is
Keshia. The Hyborians regard Keshan itself as a legend. Keshan is the hereditary enemy of Punt. Kush:
Western Kush is open savannah, where the black tribes graze their cattle. To the south and east lie thick
steamy jungles filled with the ruins of bygone civilizations. Beyond the jungle is desert; to the north lies
more desert. The Gallahs are the original black inhabitants of Kush, ruled over by the slightly more
civilized Chagas, who are descendants of Stygian settlers. The capital is a Chaga city, Shumballa, also
known as El Shebbeh. About the core of Shumballa, a larger shanty‐town of laborers and craftsmen has
grown. This is known as Punt. Kush is home to a thin but hardy breed of horse. Kush contains the
Mandingo coastal tribe; the Baghirmi; the Dangola and Bornu tribes of the grasslands; and the Tibu, a
desert tribe intermixed with Stygian blood. Punt: Some Gallahs of Kush moved into the small kingdom
of Punt and settled, naming the whole land after the outer city of Kush. There is thick jungle south of
Punt. Punt is also rich in gold, so much so that ‘they wash gold out of the rivers in wicker baskets’.
Zembabwei: Little is known of this land, south of Punt. It is called a ‘hybrid empire’ suggesting close ties
with another culture, perhaps Iranistan. It has traders (probably including slavers) and fortresses. It has
more than one king and hosts armies of black spearmen. The land seems to have links with Shem and
with Iranistan, forming a link in the slave trade that feeds the Turanian Empire with black slaves via
Zamboula.
Names: Names from Kush and the northern Black Kingdoms tend to be North African in nature,
particularly Abyssinian. Keshan: Examples: (male) Gorulga, Gwarunga; (female) Yelaya. Suggestions:
(male) Naeem, Tabari; (female) Latifa, Tapanga. Kush: Examples: (male) Afari, Agerra, Ajaga, Amboola,
Shubba, Shukeli; (female) Tananda.
Punt: There are no examples by Howard of specifically Puntish names. Ethiopian names have been used
here. Suggestions: (male) Bogale, Brehanu, Workne; (female) Kebedech, Lakech, Melke.
Zembabwei: Zembabwean names are also something of a mystery, with no examples given in the
stories. It is assumed here that they are similar to modern Zimbabwean names. Suggestions: (male)
Kaseko, Mthakathi, Ngone, Tuli, Zenzo; (female) Amadika, Nyasha, Sekai.
Religion: There are many local gods and devils worshipped among the black kingdoms, such as Ollum‐
onga and Thog. In addition, the following more‐or‐less national gods are known. Keshan: Keshan has a
number of bestial gods, although Gwahlur, the King of Darkness, is the only one known to the Hyborians.
Kush: The Shemite Derketo has been adopted by Kush, as a result of contact with the north, though she
is worshipped as Derketa, Queen of the Dead. The ruling class of Kush worship Set, while the common
masses worship Jullah in opposition to Set.
Punt: The Ivory Goddess, possibly a variant of Ishtar, is worshipped in Punt.
Zembabwei: Dagon and Derketo (interestingly under her Shemite name) are worshipped in Zembabwei.
Racial Features: All of the following are racial features of the Kushites.
+2 circumstance bonus to all Stealth, Perception, and Survival checks in all hot
environments. The Kushites are at home in desert, plains, and jungle alike.
+1 racial bonus to damage rolls with spears of all types, when used as melee weapons. Long
years of practice with the spear combine with a certain innate savagery to make the
Kushites some of the most dangerous spearmen around.
Simple Weapon Proficiency: All Kushites are proficient with all simple weapons, whatever
their background. Theirs is an unforgiving culture, where any who do not learn to defend
themselves from an early age will simply not survive as anything other than slaves.
Illiterate. Kushites begin play without the ability to read and write, unless they choose to
spend 2 skill points to gain it.
Background Skills: Stealth and Survival
Favored Class: Barbarian
Prohibited Class: Noble
Automatic Languages: Kushite, or Keshuni, Puntan or Zembabwean as appropriate to background.
Bonus Languages: Stygian, Shemitish, Darfari, Puntan, Zembabwean, Old Stygian, Keshani, Iranistani,
Black Coast.
Chaga
The ruling caste of the Kushites, known as the Chagas, are of partially Stygian descent and so are far
taller than the ordinary Kushites. They have a quite different cultural background to the Gallahs and so
do not gain any of the standard Kushite characteristics. They gain different characteristics as described
below. The Chagas and Gallahs exist in a constant state of tension that could at any time break out into
open conflict, with the Gallahs always at least a little wary of their Chaga rulers.
Culture: Chaga culture is uniquely its own. It is perhaps closer to Stygian than to Gallah culture, since
the Chagas tend to be quite isolationist with respect to their subject people, the Gallahs. However, over
the centuries since the Chagas left Stygia, they have developed their own culture distinct from that of
their erstwhile homeland. The Chagas share the Stygian love of hunting but have taken it almost to the
point of obsession. While their politics are also almost as convoluted and treacherous as those of Stygia,
the Chagas are not a theocracy, which can allow for still more factionalism and betrayal.
Names: Most Chagas seem to have names of Stygian origin, though a few names may have been altered
over the years to a more Kushite style. Examples: (male) Tuthmes; (female) Tananda.
Religion: It seems likely that most Chagas are Set‐worshippers, though their religious beliefs probably
include a hefty dose of a more Kushite style of superstition and witchcraft.
Racial Features: All of the following are racial features of the Chagas.
+1 racial bonus to all Perform (ritual) and Craft (alchemy) checks. Though the Chaga have
nothing like the arcane lore of the Stygian ancestors, those who do learn a little magic often
prove highly talented.
+1 racial bonus to all Sense Motive checks. The Chaga are quite distrustful of the ordinary
Kushites who make up the majority of their subjects.
+1 circumstance bonus to all Stealth, Perception, and Survival checks in all hot
environments. Though the Chaga are not such adept hunters as the Gallahs, they still learn
to survive and live effectively in the jungles and deserts of Kush.
Bonus Feat: A Chaga may select one of the following bonus feats at 1st level, in addition to
any bonus feat from a favored class: Exotic Weapon Proficiency (Stygian bow), Summoner,
Ritual Sacrifice or Hexer. He must meet the appropriate prerequisites as usual.
Background Skills: Perform (ritual), Craft (alchemy), Sense Motive
Favored Class: Noble
Prohibited Class: None
Ghanata
The Ghanatas are closely related to the folk of the northern Black Kingdoms, though in fact they live in
the Southern Desert. They are illiterate, as are true Kushites but otherwise are quite different from
most Kushites or other folk of the northern Black Kingdoms.
Culture: The Ghanatas are loosely organized into tribes and smaller groupings, with even less structure
to their society than that of the original Kushites. Unlike many other tribes from harsh environments,
the Ghanatas are not especially welcoming to strangers and are more likely to brutalize or attack
wanderers from other lands than offer them hospitality.
Names: Ghanata names seem to be Nigerian in origin. Examples: (male) Gobir, Saidu, Tilutan.
Suggestions: (male) Babatunde, Nna; (female) Amaka, Yewande.
Religion: Jhil, ‘The Merciless’, is the god of the Ghanatas of the great southern desert.
Racial Features: All of the following are racial features of the Ghanatas.
+2 circumstance bonus to all Stealth, Perception, and Survival checks in all hot desert
environments. The Ghanatas rarely leave their native deserts. These bonuses replace the
usual Kushite bonuses in hot climates.
+1 racial bonus to damage rolls with scimitars or Ghanata knives. Spears are unsuited in the
wild rush of Ghanata desert warfare, so the Ghanatas have learned to wield alternative
weapons that are more lethal in close combat. They do not gain the usual Kushite bonuses
to spear use.
Martial Weapon Proficiencies: Scimitar, Ghanatas Knife. All Ghanatas are proficient with all
scimitars and Ghanata knives, even their scholars.
+1 racial bonus to Ride checks. The Ghanatas are expert riders of horses and camels alike.
Background Skills: Ride, Stealth, Perception and Survival.
Favored Class: Nomad.
Prohibited Classes: Noble, Pirate.
Automatic Languages: Ghanatan.
Bonus Languages: Darfari, Keshani, Puntan, Zembabwean, Iranistani, Tibu, Tombalku.
Nordheimer
The Nordheimir (singular: Nordheimer) are two closely related races, the yellow‐haired Æsir and red‐
haired Vanir. All are blue‐eyed and pale‐skinned, with tall and powerful physiques. The Nordheimir in
general are welcoming to peaceful strangers, though they constantly raid foreign lands and can be
vicious when abroad on one of their forays. Though the Nordheimir women do not usually fight
alongside the men in war, they are charged with the responsibility of managing and defending their
longhouses while the warriors are away. Many a female Nordheimer has won renown by beating off a
horde of raiders with a broadsword or battle‐axe to protect her home and children.
Culture: Descendants of the pre‐Cataclysmic nation of Thule (possibly with some Atlantean blood), the
Nordheimir have a Nordic culture of tribes ruled by a king who lives in a great hall about which the tribal
village is built. Farmers and hunters, the Nordheimir are quick to feud among themselves and their
neighbors. The Æsir are friendly with the Cimmerians but hate the Vanir and the Hyperboreans. The
Vanir hate the Æsir, the Cimmerians and the Hyperboreans.
Names: Nordheimir names tend to be Scandinavian and Germanic. It is likely that many of the Norse
gods share names with the Nordheimir. Examples: (male) Bragi, Gorm, Haimdul, Hialmar, Horsa, Niord,
Wulfhere. Suggestions: (male) Balder, Forseti, Frey, Grimnir, Heimdall, Hermod, Hodur, Honir, Lodur,
Loki, Magni, Modi, Odhinn, Odur, Thorr, Tyr, Uller, Vali, Ve, Vili; (female) Erda, Eyra, Freya, Frigga, Fulla,
Gefi on, Gersemi, Hlin, Hnoss, Iduna, Lofn, Nanna, Nerthus, Nott, Ran, Saga, Sif, Sigyn.
Religion: Nordheimir worship Ymir, the Frost Giant, as their chief god. Atali, the Frost‐Giant’s daughter,
‘who lures men from stricken fields into the wastelands to be slain by her brothers, who lay men’s red
hearts smoking on Ymir’s board’ might also have worshippers, although Ymir and his family are probably
worshipped for appeasement rather than from love. There are probably also local tribal gods, perhaps
the ancestral heroes of the tribes who have become deified. The Norheimir believe in Valhalla, where
they will go if they die bravely in battle. The races of Æsir and Vanir will themselves be remembered as
gods after the fall of the Hyborian Age.
Racial Features: All of the following are racial features of the Nordheimer.
+2 Constitution, ‐2 Dexterity. The typical Nordheimer fighting style revolves around wearing
heavy armor and hoping to outlast one’s opponent, striking heavier blows than him and
trusting to natural fortitude and strength to defeat him, rather than dodging his attacks.
+1 circumstance bonus to all Stealth, Perception, and Survival checks made in any cold
lands. The Nordheimer are not such expert outdoorsmen as the Cimmerians, concerning
themselves with valor more than woodcraft.
+1 racial bonus to damage rolls with any sword, that is any weapon that includes the word
‘sword’ in its name. The Nordheimer favor swords as a weapon of war and, though their
technique is perhaps unsophisticated, they have a great deal of practice at delivering hard
blows.
Martial Weapon Proficiency: broadsword. The broadsword is found in every home in
Nordheim, with children practicing with wooden swords from an early age.
Weapon Familiarity: Nordheimer can wield war swords as though there were martial
weapons rather than exotic weapons.
Background Skills: Craft (any), Profession (farmer or sailor), Survival.
Favored Class: Barbarian.
Prohibited Classes: Noble, Nomad.
Automatic Languages: Nordheimir.
Bonus Languages: Cimmerian, Aquilonian, Pictish, Hyperborean.
Pict
The Picts are a short but broad, swarthy‐skinned folk who use talking drums to communicate over long
distances. They paint various designs on their faces and breasts to indicate to which tribe they belong
and whether they are merely out hunting or on the warpath. Picts are among the most unremitting
savages in the world, being highly superstitious, given to barbarous forms of human sacrifice and torture
of strangers and enemy Pictish tribes alike. Fortunately for the Hyborian kingdoms, the different Pictish
tribes rarely co‐operate but the Bossonians who border their lands dread the times when a particularly
powerful shaman or strong chieftain does manage to unite several tribes.
Culture: The Picts have a Stone Age culture, one of the most primitive of the area. Dwelling in tribes in
the game‐rich forests of western Hyboria, the Picts
are noted as warriors and shamans, highly feared for their savagery. They are also exceptional trackers
and hunters, however. The more unpleasant features of Pictish life include such practices as human
sacrifice, blood‐feud and the burning alive of captives. The fierce blood‐feud they have with the
Cimmerians pre‐dates the Great Cataclysm. They are also feared by the Aquilonians but occasionally
trade with the Zingarans.
Names: Pictish names take two forms: they are either Iroquois style names or descriptive names like
‘Hawk’. Tribal names are also based on the tribal animal totems, for example the Wolf Clan. Examples:
(male) Gorm, Sagayetha, Teyanoga, Zogar Sag. Suggestions: (male) Akando, Akonni; (female) Cara,
Oheo, Orenda.
Religion: Pictish gods include the gorilla‐god Gullah, ‘The Hairy One Who Lives In The Moon,’ and
Jhebbal Sag, along with other pre‐Cataclysmic gods and spirits such as the ‘Children of Jhil’ and the ‘Four
Brothers of the Night’ who sleep beyond the Mountains of the Dead. We are told that Picts fear snakes,
which might be a race memory of the Serpent‐People of Valusia. Nonetheless, serpents do appear 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.
Racial Features: All of the following are racial features of the Picts.
+2 Dexterity, ‐2 Intelligence. Picts are extraordinarily stealthy and quick of movement,
though they are generally poor at book learning.
+1 racial bonus to all Acrobatics checks. Picts are highly agile.
+1 circumstance bonus to attack and damage rolls made when attacking a creature of the
Animal type. The Picts are one of the few races who manage to live entirely by hunting,
without any need to farm or herd animals. Note that if using a ranged weapon, the Pict only
gains the damage bonus if the prey is within one range increment of the weapon.
+2 circumstance bonus to all Stealth, Perception, and Survival checks made in temperate or
warm forests. The Picts make some of the best woodsmen in the world.
Illiterate. Picts begin play without the ability to read and write, unless they choose to spend
2 skill points to gain it.
Background Skills: Acrobatics and Stealth.
Favored Class: Barbarian
Prohibited Classes: Noble, Nomad, Pirate
Automatic Languages: Pictish, Talking Drum
Bonus Languages: Aquilonian, Cimmerian, Nordheimer, Zingaran
Shemite
Shemitish archers are probably the best in the world, blue‐bearded expert bowmen wearing light mail
shirts and cylindrical helmets, born with their deadly bows in their hands. They are good horsemen but
can also fight as infantry if need be. Most Shemites roam the uncharted deserts in the eastern half of
Shem and beyond as far as the kingdom of Turan, though the typical Hyborian is far more likely to meet
a more settled Shemite from one of the many pastoral settlements to the west of that land. These latter
people are the variant race, Meadow Shemite.
Culture: The desert‐dwelling Shemites are predominantly nomads, with the individual tribes often
ranging over truly vast areas. Perhaps the widest‐travelled tribe is the Zuagir, who can be found from
Zamboula to Zamora and the eastern edge of the Hyborian kingdoms. Tribal quarrels are common,
though the tribes share a common hatred for their more civilized cousins the Meadow Shemites. Shem
is looked on without much favor by the Hyborian nations, perhaps because of its years as a satellite of
Stygia, though it seems unlikely that the Stygians ever made many inroads into the vast eastern deserts
where the nomadic Shemite tribes live.
Names: Shemite names are Middle Eastern or Biblical in form. Examples: (male) Bît‐Yakin, Gebal, Gilzan,
Khumbanigash, Zargheba; (female) Bêlit. Suggestions: (male) Abaddon, Arvad, Baruch, Eban, Gabai,
Hyam, Lamech, Noam, Yadon; (female) Alumit, Daya, Idra, Jamila, Talitha, Yael.
Religion: Ishtar, Anu and Bel seem to be the main gods of the Shemites, though it seems possible that
some members of the larger Meadow Shemite pantheon (see pg. 291) might also be worshipped among
the desert‐dwellers. One Shemite belief, also common to all the variant races, is that evil men are
imprisoned in the bodies of apes, as a just punishment for their fell crimes.
Racial Features: All of the following are racial features of the Shemites.
+2 racial bonus to Appraise, Perception, and Bluff checks. Shemites are renowned as the
greatest liars in the world. They love objects of beauty and great value, particularly gems
and jewelry. They are noted for their keen sight, which is naturally good and is further
honed by long travels in the desert.
+2 circumstance bonus to all Stealth, Perception, and Survival checks in any desert
environment. Note that the Perception bonuses stack with the appropriate racial bonuses
mentioned above. Shemites have an unparalleled mastery of their desert homes.
+1 racial bonus to attack rolls with any bow, that is any weapons whose name includes the
words ‘bow’ or ‘longbow’. Shemite archery skills are as renowned as those of the Bossonian
bowmen, and Shemite mercenaries are in demand throughout the Hyborian kingdoms and
beyond.
+1 circumstance bonus to damage rolls with any bow against targets that are within one
range increment, which is usually 100 feet. Though the Shemite archers are most famed for
the distance over which they can shoot their arrows, they are also deadly accurate in close
ranges, sending arrows unerringly into their enemies’ vitals.
+1 circumstance bonus to damage rolls when performing a coup de grace. As merciless,
stone‐cold killers, the Shemites strike harder and more surely than most civilized folk when
attempting to finish off a fallen foe, with not a trace of the compunction even hardened
soldiers of the West are likely to feel.
Weapon Familiarity: Shemites can wield Shemite bows as though they were martial
weapons rather than exotic weapons.
‐1 racial penalty to all saving throws. Shemites are a fatalistic race and firmly believe that if
today is their day to die, they will die, however much they may duck and weave and endure
and otherwise cling to life.
Background Skills: Perception, Ride, and Survival.
Favored Class: Nomad
Prohibited Classes: Borderer, Pirate.
Automatic Languages: Shemitish.
Bonus Languages: Stygian, Ophirean, Kothic, Argossean, Hyrkanian.
Meadow Shemite
Most adventuring Shemites from the western meadow cities are mercenary soldiers rather than desert
nomads. They are feared throughout the civilized world for their archery skills and fierceness in battle.
Meadow Shemites usually consider themselves members of a particular tribe based around a city or
region, rather than simply ‘Meadow Shemites.’ Meadow Shemite tribes include the Anakim and
Akkharim. Meadow Shemites have a long‐standing rivalry with eastern Shemites, who are the standard
Shemites defined above.
Culture: The meadowlands of Shem have given rise to a group of independent city‐states, with strong
trading links. The Meadow Shemites are generally of medium height, though sometimes when mixed
with Stygian blood, gigantic, broadly and strongly built, with hook noses, dark eyes and blue‐black hair.
Its people make fi ne merchants and warriors.
Names: Meadow Shemite names are identical to those of other Shemites.
Religion: Western Shem is a land of many gods, as each of the city‐states of the grasslands has its own
patron deity. Bel, God of Thieves, is patron of Shumir, while Ashtoreth, Adonis and Derketo are patron
gods of other unidentified city‐states. Most cities have temples to the Earth‐Mother, who is known
variously as Ishtar, Derketo and Ashtoreth, the latter probably being the most purely Shemite version;
and to the sky‐god, Anu, symbolized as a bull. These patron gods are worshipped in the form of copper
idols. Many Shemite gods have been taken up by other nations, such as Dagon and Derketo but only
Ishtar has found worshippers among the Hyborians. Pockets of Set worship might survive from the days
of the Stygian domination of Shem.
Other than as follows, Meadow Shemites are treated as standard Shemites (see above).
+1 circumstance bonus to all Perception, Stealth, and Survival checks in any plains
environment. Note that the Spot bonuses stack with the appropriate racial bonuses
mentioned above. Meadow Shemites know the plains far better than they know the desert.
They do not receive special circumstance bonuses in the desert, as do their eastern
counterparts.
+2 racial bonus to all Diplomacy checks. With a slightly more sophisticated culture than their
desert‐dwelling kin, Meadow Shemites have learned to apply their expertise with lying to
politics as well as simple interpersonal relationships.
Background Skills: Diplomacy, Handle Animal, and Ride
Favored Class: Soldier
Prohibited Classes: Pirate
Pelishtim
The ancient Pelishtia region of western Shem is home to the Pelishtim, a race of noted warriors and
sorcerers. They can be found throughout the world, for their wise men often wander far in search of
knowledge and their mercenaries will take service anywhere between Zingara and Turan. It is
whispered that the Pelishtim sorcerers have the secret of eternal youth. Certainly, wizards of that land
are accounted some of the most learned outside of Stygia and Khitai.
Culture: Pelishtim seems to breed adventurers and wanderers more than do the other Meadow Shemite
regions. Pelishtia is also steeped in sorcery. Otherwise their culture is very similar to that of western
Shem in general.
Names: Pelishtim names are identical to those of other Shemites.
Religion: Pteor is the patron god of Pelishtia, though Adonis, Ashtoreth, Derketo and Ishtar are revered
above even Pteor and Bel is worshipped by thieves. Life after death generally is an accepted fact among
the Pelishtim, who also consider that a sufficiently strong will can allow the dead to come back as ghosts
to fulfill unfinished business.
Other than as follows, Pelishtim are treated as standard Shemites (see above).
+1 circumstance bonus to all Perception, Stealth, and Survival checks in any plains
environment. Note that the Spot bonuses stack with the appropriate racial bonuses
mentioned above. Meadow Shemites know the plains far better than they know the desert.
They do not receive special circumstance bonuses in the desert, as do their eastern
counterparts.
+2 racial bonus to all Knowledge (arcana) checks. The Pelishtim are noted for their arcane
secrets. Background Skills: Handle Animal, Knowledge (arcana) and Knowledge (any).
Favored Class: Soldier or scholar.
Prohibited Classes: Pirate.
Southern Islander or Southern Black Kingdom Tribesman
Southern Islanders are very dark of skin, tall and rangily muscled. Their warriors wear white plumes in
their hair but rarely bother with armor. The black corsairs of the Southern Islands are among the most
feared pirates of the world, raiding up and down the Black Coast as far north as Stygia and even beyond.
Many of the Black Kingdoms, including Darfar and the southern Black Kingdoms, are also home to
people of a very similar cultural and racial type to the Southern Islands.
Culture: The Southern Blacks are tribal in nature, resembling the great African tribes like the Zulus and
Bantu. They often go naked but may be adorned with rings of ivory or precious metal in their noses,
ears or lips. The black kingdoms of Amazon and the Atlaians are likely to be southern kingdoms. Other
tribes include the Suba of the Black Coast, the Bakalah, who are just southeast of Kush and the Bamulas
and Jihiji, both neighbors of the Bakalah. Darfar, although quite northerly in location, is culturally closer
to the southern tribes, south of the River Zarkheba. The spearman armed with an ox‐hide shield is the
level of ‘soldier’ among the Black Kingdoms. Ritualistic displays of aggression are often used to
intimidate an opponent rather than having an all‐out war, since most tribes are too small to survive if
they sustain heavy casualties. However, wars do sometimes occur and tend to be bloodthirsty when
they do.
Names: The southern Black Kingdoms tend to have names that are African, particularly Zulu, in origin.
Examples: (male) Aja, Ajonga, Amra, Askia, Bajujh, N’Gora, N’Yaga, Sakumbe, Yasunga. Suggestions:
(male) Nkosi, Sabelo, Sipho; (female) Khanyisa, Lukanyo, Nande, Serigne, Thula.
Religion: There are mighty local gods and devils worshipped among the black kingdoms, such as Ollum‐
onga and Thog. The presence of creatures from the Outer Dark in many ancient lost cities and places
like the Vale of Lost Women suggests that these may be commonly worshipped as local divinities too.
The Suba people worship Ajujo, the Dark One.
Racial Features: All of the following are racial features of the Southern Islanders.
+2 Strength, ‐2 Charisma. Southern Islanders are almost as physically powerful as the
Cimmerians of the North, though they rarely make effective leaders and are often led by
chiefs from other regions.
+1 racial bonus to all attacks rolls with any kind of spear or javelin. Southern Islanders are
expert spearmen and rarely bother with any other weapon, save the occasional heavy war‐
club for close‐in work.
Simple Weapon Proficiencies: Hunting spear, club. Even the most peaceable Southern
Islanders recognize the value of a spear or length of hardwood as a valid and traditional
mode of political or personal debate.
+2 racial bonus to all Perform (dance) checks. Southern Islanders seem to have a dance for
every occasion, even war.
+1 dodge bonus to defense when unarmored. The Southern Islanders do not usually wear
armor and so have had to become expert at avoiding blows.
2 racial penalty on all Will saving throws against Terror. Southern Islanders are highly
superstitious and prone to freeze in horror at the sight of supernatural creatures of any
type.
Illiterate. Southern Islanders begin play without the ability to read and write, unless they
choose to spend 2 skill points to gain it.
Background Skills: Perform (dance), Profession (sailor) and Survival.
Favored Class: Barbarian or Pirate. Prohibited Classes: Noble, Nomad.
Automatic Languages: Southern Islander, Bakalah, Bamulah, Suba, or Wadai.
Bonus Languages: Black Coast, Southern Islander, Bakalah, Bamulah, Suba, Wadai, Kushite, Stygian,
Shemitish, Argossean, Zingaran, Tombalku, Tibu.
Darfari
Though Darfar must certainly be regarded as one of the northern Black Kingdoms, its inhabitants are far
closer both physically and culturally to the Southern Islanders and southern Black Kingdoms. The
Darfaris prefer bludgeons as weaponry but are otherwise extremely similar to the Southern Islanders.
They are distinctive for their extremely kinky hair.
Culture: The Darfari file their teeth. Whether this is as ornament or to aid in their cannibalism is
unknown. They are savage bandits and murderers for the most part, with their entire society driven by
an obsession with their evil religion.
Names: It seems likely that Howard based the name Darfari on Darfur, currently a part of Sudan, so non‐
Arabic Darfurian and Nubian names are probably the best source for Darfari names. Suggestions: (male)
Adzete, Dahab, Nubu, Nunu, Oteku, Solon; (female) Ate, Dede, Tele, Tete, Terte.
Religion: Most Darfaris belong to a highly unpleasant cannibal cult. The god revered by them is
uncertain; there is some suggestion that it might be the desert god, Yog, the Lord of the Empty Abodes,
which would fi t with the idea that Darfar is similar to modern Darfur in being predominantly plateaus
and deserts.
Other than as follows, the Darfari are treated as Southern Islanders.
+1 racial bonus to all attack rolls with any kind of bludgeoning melee weapon. The Darfaris
love nothing better than to beat their enemies to death or unconsciousness, feeling that this
retains the flavor of the meat far better than slicing them open and letting their blood spill
upon the earth. This bonus replaces the usual Southern Islander bonus to attack rolls with
spears and javelins.
Bite Attack. A Darfari who is grappling an opponent and performs the Damage Your
Opponent action gains a +1 damage bonus and deals lethal piercing damage, instead of the
nonlethal bludgeoning damage that would be usual for this action.
+1 racial bonus to all perform (drums) checks. This replaces the usual Southern Islander
bonus to Perform (dance).
Favored Class: Barbarian.
Prohibited Classes: Pirate, Noble.
Automatic Languages: Darfari.
Bonus Languages: Kushite, Stygian, Keshani, Shemitish, Puntan.
Stygian
The modern ruling‐caste Stygians are tall, broad and black‐haired, with dusky skin and handsome,
straight features. Members of the ruling caste of the Stygians are hereditary warriors, though the
Stygian deserts and cities are almost as famous for producing powerful sorcerers. Most have fairly dark
skin, though a few of the most ancient noble families have skin the color of pale ivory.
Ordinary Stygians are a downtrodden mix of many different races, most of them descended from slaves.
These should generally be treated as Kushites, Shemites, Southern Islanders, or even Hyborians,
depending on their origins.
Culture: The Stygian society is essentially a theocracy. Heretics and criminals alike are punished with
horrid tortures such as skinning alive. According to legend, before the Lemurians arrived in the land of
Stygia, it was inhabited by a race of giant‐kings. The Lemurians bred with the giant‐kings and, learning
much of their ancient sorcery, became the Stygians. A Stygian priest says that some mummies have lain
in their tomb of ‘ten thousand years’ but this could be boasting, to suggest Stygia is older than it is – or
he may be referring to the tombs of the giant‐kings.
Names: Much of the Stygian culture survived to their Egyptian descendants, including forms of names.
These are often compounded of several meaningful syllables, such as: Nafer, Nut, Thoth, Merkri, Ak,
Mek, Amon, Mes, Ra, Mun, Ankh, Cris, Ri and Phon. The famous Egyptian name Tutankhamon is made
up of Tut‐Ankh‐Amon – so there could be a Stygian called Set‐Ankh‐Mek or Setankmek. Note that if you
research additional names, it is important that these are derived from ancient Egyptian rather than
modern Egyptian sources. Examples: (male) Ctesphon, Kutamun, Thoth‐amon, Thothmekri, Thugra
Khotan, Thutmekri, Thutothmes, Tothmekri, Totrasmek, Tuthamon, Tuthmes; (female) Thalis, Akivasha.
Suggestions: (male) Bakt, Imhotep, Kamoses, Menes; (female) Ankhesenamun, Enehy, Hebeny, Imiu,
Isetnophret, Kiya, Miw‐Sher, Netikerty, Sadeh, Yunet.
Religion: By far the most widely worshipped Stygian god is Set, the Old Serpent. However, other dark
‘hideous half‐bestial’ and ‘apish’ gods are worshipped as well, perhaps including Hanuman. There is a
cult center to Derketo in Luxor. There is a suggestion that Set’s enemy Ibis was once worshipped in
Stygia or Acheron but was driven out. Like the later Egyptians, the Stygians believe in bodily
resurrection and that the soul, or Ka, could be separated from the body, passing into the afterlife on
death.
Racial Features: All of the following are racial features of the Stygians.
+2 racial bonus to all Knowledge (arcana), Perform (ritual), and Craft (alchemy) checks. The
Stygian ruling caste is steeped in arcane lore from a very early age.
+1 racial bonus to attack rolls made when wielding a Stygian bow. Stygian nobles are born to
the hunt and to war, regularly using the heavy bow of their country to bring down desert
lions and prey of a similar size.
‐2 racial penalty to saving throws against Corruption. Most Stygian sorcerers rather
welcome corruption if there is a chance it will bring them a little more arcane power.
Exotic Weapon Proficiency: Stygian Bow. All true Stygians have had a chance to learn the
techniques of the powerful Stygian bow.
Background Skills: Handle Animal, Knowledge (arcane) and Perform (ritual).
Favored Class: Scholar or noble.
Prohibited Classes: None.
Automatic Languages: Stygian.
Bonus Languages: Shemitish, Kushite, Keshani, Zembabwean, Puntan, Darfari, Khitan, Hyrkanian,
Acheronian, Demonic, Old Stygian.
Vendhyan
The Vendhyans have probably the most advanced societies outside of the West and Khitai, with a highly
sophisticated government and religion. They tend to have a light brown to mid‐brown skin tone and
straight black hair, with large dark eyes. Vendhyan adventurers are almost always from the Kshatriya
caste, the ancient warrior aristocracy of Vendhya.
Culture: The rulers of the golden kingdoms south of the Himelian Mountains are considered little short
of divine and operate a caste system. Vendhya’s culture resembles that of the mythical India described
in the Vedas.
Names: Vendhyan names tend to be Indian in origin. Examples: (male) Bunda, Chand, Chunder, Gitara,
Khemsa, Khurum, Shan; (female) Yasmina. Suggestions: (male) Darshan, Iswara, Kintan, Purdy, Ravi;
(female) Ambika, Bakula, Chandi, Dhanna, Hema, Indira, Malini, Rajni.
Religion: Vendhyans tend to revere the mystical religion of Asura and believe in a heaven, a hell and the
judgment of souls. Vendhya also has a well‐developed practice of astrology, suggesting a strong belief in
fate. Ascetic hermits dwell in caves on the borders of Vendhya, meditating on the mysteries of the
world.
Racial Features: All of the following are racial features of the Vendhyans.
+2 racial bonus to all Diplomacy, Sense Motive, and Knowledge (nobility) checks, and +1
racial bonus to all Bluff, and Knowledge (history) checks. The Vendhyans are 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 more important survival factor even
than skill at arms. Though they seem to be at war with their neighbours on a regular basis,
they will make every effort to find a diplomatic solution where possible.
Martial Weapon Proficiency: Light lance. Furthermore, Vendhyans gain a +1 circumstance
bonus to attack and damage rolls made when performing a mounted charge with a light
lance. The Vendhyan lancers form the core of their military and every citizen of the
Kshatriya warrior caste is an expert lancer.
+1 racial bonus to all Will saving throws, except against hypnotism. Vendhyans have a
structured and disciplined society, which tends to breed strong‐willed citizens. Though
Vendhyan storytelling is not quite so steeped in the myth of the all‐powerful mesmerist as
are many other Eastern cultures, Vendhyan resolve still breaks down more often against
hypnotism than against any other cause.
Weapon Familiarity: Vendhyans can wield tulwars as though they were martial weapons, rather
than exotic weapons.
Background Skills: Diplomacy, Sense Motive and Knowledge (nobility).
Favored Class: Soldier or noble.
Prohibited Classes: Barbarian, nomad.
Automatic Languages: Vendhyan.
Bonus Languages: Khitan, Hyrkanian, Afghuli, Iranistani, Kosalan.
Zamorian
Most Zamorians are black‐haired and fairly dark of complexion. They are descended from the Zhemri, a
mysterious race said to be one of the first human peoples. The Zamorians themselves are regarded as
an ancient and evil race.
Zamorians make the best thieves in the world and are notable for keeping faith with their employers if
thieving to order. This is not the same as a true Code of Honor (see pg. 68) but is simply a measure
taken to ensure repeat business.
Culture: According to Yag‐kosha in The Tower of the Elephant, the Zamorians were survivors of an
ancient pre‐Cataclysmic civilization (probably Zarfhaana) and were one of the first civilizations to
develop after the Great Cataclysm. See Chapter 10: The Hyborian Age. Its 3,000 year‐old civilization has
long since sunk into decadence and Zamorians have a reputation as criminals. Cities such as the ‘City of
Thieves’ and ‘Shadizar the Wicked’ only serve to enhance this notoriety. In theory Zamora is a despotic
state, though in fact strong priests or other courtiers have been known to hold the king in thrall.
Names: Zamora is another melting pot of humankind, being on the crossroads of all land‐based trade.
Names from all over the world are probably appropriate. Of the two examples we have, one seems
Spanish, the other Ukrainian; Ukrainian names are probably a better fi t, given Zamora’s geographical
location. Examples: (male) Shevatas, Yara. Suggestions: (male) Bohdan, Buryan, Danyo, Petruso, Vanko,
Yare; (female) Anichka, Ionna, Luba, Olena, Orynko, Oxana.
Religion: Zamora has a large and varied pantheon of many deities, which interrelate in a complex
manner quite impenetrable to outsiders. It is most famous for the Spider Cult centered on the city
Yezud, where dancing girls cavort before a 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, is unsurprisingly popular, being one of the few non‐Zamorian gods whose worship is permitted
in Zamora.
Racial Features: All of the following are racial features of the Zamorians.
+2 to Dexterity, ‐2 to Strength. Zamorians are wiry and lithe but lack the sheer muscle‐
power of some of the larger races.
+2 racial bonus to all Disable Device and Sleight‐of‐Hand checks and +1 racial bonus to all
Craft checks. Zamorians have the quickest and nimblest fingers in all the civilized lands.
+2 circumstance bonus to all Diplomacy checks that relate to theft, assassination and the
locations or powers of legendary or magical objects. Zamorians seem to know where to find
the deadliest poisons and most ancient artefacts, as well as the richest treasures.
+1 circumstance bonus to Climb, Hide, Listen, Move Silently and Spot checks in urban and
underground conditions. Though they are no great woodsmen, Zamorians are adept at
operating stealthily and efficiently in cities, tombs and similar locations and their senses are
constantly on the alert in such conditions.
Background Skills: Open Lock, Disable Device and Sleight‐of‐Hand.
Favored Class: Thief.
Prohibited Classes: Barbarian, pirate.
Automatic Languages: Zamorian.
Bonus Languages: Shemite, Hyrkanian, Kothic, Brythunian, Corinthian.
Zingaran
Most Zingarans are black‐haired and dark of complexion. They are descended from a mixture of the
Pictish and Hyborian people, along with the pre‐Pictish inhabitants of Zingara, who are thought to be
closely related to the Shemites. They are lean and dangerous‐looking in appearance and have fiery
tempers. The warriors of eastern Zingara sport black moustaches.
Culture: The Zingaran culture resembles that of Spain in the late medieval period. The nobility of
Zingara are noted for their skill with swords and their chivalry. However, the reputation of the
commoners, mainly the abundant sailors, is less impressive. Black serfs toil in the plantations of
southern Zingara, under the whips of the slave‐masters.
Names: Zingaran names tend to have a Spanish, or Gypsy, air to them. Names often end in ‘o’ for men
and ‘a’ for women. Zapayo Da Kova is an interesting example of a full name, roughly translated it means
‘Zapayo of Kova,’ with Kova probably being the family estate. Examples: Beloso, Galbro, Gebbrelo,
Gebellez, Valbroso, Valenso, Zapayo, Zaporavo, Zarono, Zingelito; (female) Belesa, Sancha. Suggestions:
(male) Castel, Devante, Iago, Inigo; (female) Adoncia, Bonita, Catalina, Cochiti, Jachinta, Madra, Neva,
Perla.
Religion: Zingaran gods are older than many other Hyborian gods but very little is known about the
precise details of their worship. Many of the younger Zingarans have probably begun to worship Mitra,
the main Hyborian god.
+2 Charisma, ‐2 Constitution. Zingarans are swaggering, flashy and have one of the most
complex political structures outside of Vendhya. However, they are not as tough as most of
the Hyborian races, as Conan readily demonstrates by killing an experienced Zingaran
freebooter with a single punch to the jaw.
+1 racial bonus to all Sense Motive checks but a ‐1 racial penalty to all Diplomacy checks.
The Zingarans are naturally wary of others’ motives, assuming the worst about their own
countrymen and foreigners alike. This suspicious nature can be useful at times but tends to
cause negotiation to break down into mutual paranoia and hatred, making the Zingarans
poor diplomats.
+1 racial bonus to all Profession (sailor), and Acrobatics checks. The Zingarans do a fair
amount of trading on the sea but even more raiding, with the Zingaran buccaneers being
almost as feared as the pirates of the Baracha Islands.
+1 racial bonus to all attack rolls made with the broadsword and arming sword. The
Zingarans are some of the most expert swordsmen of the known world, with a highly
developed and scientific approach to the study of swordsmanship.
Martial Weapon Proficiency: Arming sword. Zingaran swordsmanship is taught in both
formal fencing‐schools and the back streets of every city, which are no less strict; though
many Zingarans learn only the civilian arming sword, rather than the more military‐oriented
broadsword.
Sneak Attack. All Zingarans begin play with a +1d6 sneak attack. This is treated exactly like
the thief class feature of the same name (see pg. 177). It stacks with the sneak attack class
feature from the thief class or from any other class that grants it, if available. Zingarans are
regarded as untrustworthy, not because they are thieves like the Zamorians but because
they will stab a man in the back as soon as look at him.
Weapon Familiarity: Zingarans can wield greatswords as though they were martial weapons,
rather than exotic weapons.
Background Skills: Profession (sailor), and Acrobatics.
Favored Class: Soldier or Pirate.
Prohibited Classes: Barbarian, Nomad.
Automatic Languages: Zingaran.
Barbarian
Level BAB Fort Ref Will Special
Save Save Save
1 +1 +2 +2 +0 Track, Fearless, Versatility (‐2)
2 +2 +3 +3 +0 Bite Sword, Crimson Mist
3 +3 +3 +3 +1 Trap Sense +1, Endurance
4 +4 +4 +4 +1 Uncanny Dodge
5 +5 +4 +4 +1 Mobility
6 +6/+1 +5 +5 +2 Trap Sense +2, Diehard
7 +7/+2 +5 +5 +2 Versatility (no penalty)
8 +8/+3 +6 +6 +2 Improved Uncanny Dodge
9 +9/+4 +6 +6 +3 Trap Sense +3
10 +10/+5 +7 +7 +3 Improved Mobility, Damage Reduction 1/‐
11 +11/+6/+1 +7 +7 +3 Greater Crimson Mist
12 +12/+7/+2 +8 +8 +4 Trap Sense +4
13 +13/+8/+3 +8 +8 +4 Damage Reduction 2/‐
14 +14/+9/+4 +9 +9 +4 Versatility (Double threat range)
15 +15/+10/+5 +9 +9 +5 Greater Mobility, Trap Sense +5
16 +16/+11/+6/+1 +10 +10 +5 Damage Reduction 3/‐
17 +17/+12/+7/+2 +10 +10 +5 Unconquerable
18 +18/+13/+8/+3 +11 +11 +6 Trap Sense +6, Wheel of Death
19 +19/+14/+9/+4 +11 +11 +6 Damage Reduction 4/‐
20 +20/+15/+10/+5 +12 +12 +6 Versatility (triple threat range)
Adventures: The Hyborian Age is a time of great opportunity for barbarians. The civilized nations that
have developed across most of the Western world from the old Hyborian tribes are largely decadent and
there are plenty of chances for a canny barbarian to steal from them – or even conquer them. Beyond
the borders of the Hyborian lands lie many forgotten cities and ancient tombs; once more, the barbarian
is ideally suited to exploring or plundering such lands.
Characteristics: Barbarians have a fast and highly versatile combat style. In all‐round, no‐holds‐barred
fighting, few can hope to defeat them, though a soldier from a more civilized nation may have the edge
in a formal duel or mass battle. Barbarians also have excellent reflexes, as well as the ability to turn fear
into anger, slicing through supernatural foes in a red fury where other characters would flee in terror.
Religion: Barbarians usually follow the religion of their native land, whether this is the straightforward
worship of Crom and his kin popular in Cimmeria, the grim faith of the Nordheimir, the savage and
sacrifice‐hungry gods of the Picts, or the witch‐doctor’s juju and mysterious deities of the Black
Kingdoms.
Background: Barbarians may come from almost any non‐civilized land, though nomads are more usual
in the deserts and steppes. Likewise, they may follow almost any profession except for some of the
more esoteric civilized trades. A Cimmerian might be the son of a blacksmith or warrior chief, a Pict
could be a young hunter or shaman’s apprentice, while an Afghuli hillman has almost certainly spent
much of his life raiding Vendhya and other civilized lands.
Game Rule Information
Abilities: Strength, Dexterity and Constitution are all crucial for the barbarian. He must be capable of
hitting hard and fast, dodging most enemy blows and simply taking blows that do get past his guard.
Furthermore, he should cultivate his Charisma if he plans to be a great leader of men; Wisdom to ensure
his senses are as keen as possible; and Intelligence so that he gains plenty of skills.
Hit Die: d10.
The barbarian’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (herbalism)
(Int), Craft (any mundane) (Int), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Perform (Cha),
Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis) and Swim (Str).
Skill Points Per Level: 4+ Int modifier
Class Features
ll of the following are class features of the barbarian.
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light and
medium armor and shields. Note that armor check penalties for wearing medium or heavy armor apply
to all Strength and Dexterity based skill checks.
Fearless: The barbarian gains a +2 resistance bonus to all Will saving throws against any fear type of
effect, including Terror (see pg. XX).
Track: At 1st level the barbarian gains the Track feat for free. This is an extraordinary ability. If he
already has the Track feat, he instead gains the Skill Focus (Survival) feat.
Bite Sword: The barbarian often finds it useful to carry his sword in his teeth, when suddenly plunged
into icy water, clutching at a crumbling cliff‐face, or leaping a palisade. There would be no time to
replace the blade in its scabbard but he can hold it in his strong jaw in an instant. Up to once per round,
as a free action, a barbarian of 2nd level or higher can place any light weapon or any one‐handed
slashing weapon in his mouth and carry it securely there for up to 3 + Strength modifier rounds, or 3 +
Strength modifier minutes if it is a light weapon, before taking it back into his hand as a free action once
more. While carrying his weapon in his mouth in this manner, the barbarian can act normally, though
he may not attack with the weapon in his mouth. This is an extraordinary ability.
Versatility: Barbarians have little time for the niceties of civilized swordplay but their unorthodox
fighting style allows them to pick up and wield almost any weapon with ease, or turn an everyday object
such as a heavy bench or treasure chest into a deadly weapon. All barbarians suffer only a ‐2 penalty
when using a weapon with which they are not proficient, including exotic weapons, improvised
weapons, and melee weapons that cannot usually be thrown. This is an extraordinary ability.
From 7th level onwards, the barbarian suffers no penalty at all when using weapons with which he is not
proficient, whether they are exotic weapons, improvised weapons, or melee weapons which cannot
normally be thrown. In effect, he is proficient with all weapons.
At 14th level, the barbarian doubles the threat range when wielding any melee weapon, including
simple, martial, exotic and improvised weapons, as well as unarmed attacks and grapples. At 20th level
this threat range is tripled.
Crimson Mist: Any time a barbarian of 2nd level or higher succeeds in a Will saving throw against terror
(see pg. 313), he flies into a furious anger instead of becoming terrified. This is treated in all respects as
the Fighting‐Madness feat (see pg. 108), including the restriction that it may only occur once per day. A
character who has the Fighting‐Madness feat and is also a barbarian of 2nd level or higher however may
voluntarily go into a Fighting‐Madness once per day due to his feat, as well as entering a crimson mist
once per day if he succeeds in a Will saving throw against terror. This is an extraordinary ability.
From 11th level onwards, the barbarian’s crimson mist is more powerful, with the bonus to Strength
increasing to +6, the bonus to hit points increasing to +1.5 per class level (rounded down) and the bonus
to Will saving throws increasing to +3. Note that if the barbarian also has the Fighting‐Madness feat,
this improved crimson mist ability has no effect on his Fighting‐Madness.
Trap Sense: At 3rd level the barbarian gains a +1 bonus to Reflex saving throws made to avoid traps and
a +1 dodge bonus to defense against attacks by traps. Every three level thereafter, these bonuses
increase by +1. Trap sense bonuses gained from different classes stack. This is an extraordinary ability.
Endurance: At 3rd level, the barbarian gains Endurance as a bonus feat. If he already has Endurance, he
instead gains Die Hard.
Uncanny Dodge: From 4th level and above, a barbarian gains the ability to react to danger before his
senses would normally allow him to do so. He cannot be caught flat‐footed, even if the attacker is
invisible. He still loses his Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose
his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a barbarian already has uncanny dodge from a different class, he automatically gains
improved uncanny dodge (see below).
Mobility: At 5th level the barbarian gains the benefit of the Mobility feat, whether they meet the
prerequisites or not. If they already possess the Mobility feat, or from another class ability, they instead
gain the Improved Mobility class feature (see below). Note that Mobility does not apply if the barbarian
is mounted. This is an extraordinary ability.
Improved Uncanny Dodge: At 8th level and higher the barbarian can no longer be flanked. This defense
denies a pirate or thief the ability to sneak attack the barbarian by flanking him, unless the attacker has
at least four more thief or pirate levels than the target has barbarian levels.
Diehard: At 6th level the barbarian gains Diehard as a bonus feat. If he already has Diehard, he instead
gains toughness.
Improved Mobility: At 10th level and beyond the barbarian never provokes an attack of opportunity, no
matter what he does, so long as he moves at least 10 feet in the round. If the Barbarian already as
improved mobility, he gains Greater Mobility instead (see below). This is an extraordinary ability.
Damage Reduction: Starting at 10th level the barbarian gains the extraordinary ability to shrug off some
amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time
the barbarian is dealt damage. At 13th level, this damage reduction increases to 2; 3 at 16th, and 4 at
19th. Damage reduction can reduce damage to 0, but not below 0.
Greater Mobility: At 15th level and beyond the barbarian may move up to his speed as part of a full
attack action, rather than merely taking a five‐foot step. He may move and attack in any order, so he
might, for example, move five feet, attack once, move fifteen feet, attack twice more, then move again
for the remaining twenty feet of his movement. Note that Greater Mobility does not apply if the
barbarian is mounted, or if he is wearing heavy armor. This is an extraordinary ability.
Unconquerable: A barbarian of 17th level or higher who is reduced to below 0 hit points (but still alive)
no longer takes a point of damage for performing a standard action, as he usually would according to
the Diehard feat. Furthermore, he is not Left for Dead until reduced to a number of negative hit points
equal to his class level and may continue to perform either a move action or a standard action each
round until that point. This is an extraordinary ability.
Wheel of Death: At 18th level the barbarian gains a bonus attack at his highest attack bonus on any
round in which he has no allies within five feet, and at least three opponents within five feet. This is an
extraordinary ability.
The Borderer
Level BAB Fort Ref Will Special
Save Save Save
1 +1 +2 +2 +0 Track, 1st Favored Terrain
2 +2 +3 +3 +0 Combat Style Feat
3 +3 +3 +3 +1 Endurance
4 +4 +4 +4 +1
5 +5 +4 +4 +1 Combat Style Feat
6 +6/+1 +5 +5 +2 Diehard
7 +7/+2 +5 +5 +2 Second Favored Terrain, Guide
8 +8/+3 +6 +6 +2 Camouflage
9 +9/+4 +6 +6 +3 Swift Tracker
10 +10/+5 +7 +7 +3 Bonus Feat, Combat Style Feat
11 +11/+6/+1 +7 +7 +3 Combat Style Feat
12 +12/+7/+2 +8 +8 +4 Third Favored Terrain
13 +13/+8/+3 +8 +8 +4 Guide (Fast Movement)
14 +14/+9/+4 +9 +9 +4 Bonus Feat, Combat Style Feat
15 +15/+10/+5 +9 +9 +5 Heroic Sacrifice
16 +16/+11/+6/+1 +10 +10 +5 Hide in Plain Sight
17 +17/+12/+7/+2 +10 +10 +5
18 +18/+13/+8/+3 +11 +11 +6 Fourth Favored Terrain, Bonus Feat, Swift Tracker
(Full Speed), Combat Style Feat
19 +19/+14/+9/+4 +11 +11 +6
20 +20/+15/+10/+5 +12 +12 +6 Guide (Mount)
Adventures: Borderers are used in particular by civilized nations attempting to push back their
boundaries into wilderness. At present Aquilonia, with its regular pushes into the Pictish Wilderness, is
the primary sponsor of Borderers. Borderers in those new settlements can expect a life of danger and
trouble, constantly pushing back Pictish raids and counter‐raiding Pictish villages in turn. Other civilized
regions may also sometimes contain appropriate conditions for borderers to find work. Some may
spend most of their time as gamekeepers in the great forests of the nobility, protecting their lords’ game
animals from poachers. Others may live in border regions, acting as a bulwark against their land’s
enemies, while others still find employment with armies or mercenary bands as scouts and outriders.
Characteristics: Borderers are especially at home in any woodland, including jungle and gain a number
of bonuses while in such terrain. The more experienced borderers also learn to take advantage of other
terrain conditions. They learn suitable combat skills for hit‐and‐run skirmishers, either archery or the
use of paired weapons. Finally, they are expert trackers and have almost unstoppable endurance,
fighting on against overwhelming odds even at the cost of their own lives.
Religion: Most borderers revere the main deity or deities of their race – usually Mitra among the
Hyborian peoples. Some learn a few of the secrets of their enemies’ gods too, though this may alienate
them from their own people. The cults of the Pictish gods in particular have a good deal of hidden lore
that can be useful to any woodsman.
Background: Most borderers are originally from regions that are relatively peaceful but which
nonetheless have a good deal of wilderness as well as scattered farms and villages. Growing up in these
relative backwaters, such as Tauran and the other western provinces of Aquilonia, borderers learn the
woodcraft and hardiness necessary to excel at what they do.
Game Rule Information
Abilities: The abilities needed by a borderer are very much dependent on the precise role he is to play.
If he is to be predominantly a skirmishing borderer, he will need to be very capable in combat, so
Dexterity is probably the most crucial ability, particularly if he specializes in archery, with Strength and
Constitution next. A more skill‐oriented borderer will need a high Intelligence to gain plenty of skill
points, as well as reasonable Wisdom, Dexterity and Charisma for the skills based on those abilities.
Hit Die: d10.
Class Skills
The borderer’s class skills (and the key ability for each skill) are Climb (Str), Craft (herbalism) (Int), Craft
(any mundane) (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (geography), Knowledge (local),
Perception (Wis), Profession (Wis), Ride (Dex), Swim (Str), and Survival (Wis).
Skill Points per Level: 6 + Int modifier.
Class Features
All of the following are class features of the borderer.
Weapon and Armor Proficiency: A borderer is proficient with all simple and martial weapons, light
armor and shields. Note that armor check penalties for wearing medium or heavy armor apply to all
Strength and Dexterity based skill checks.
Track: At 1st level the borderer gains the Track feat for free. This is an extraordinary ability. If he
already has the Track feat, he instead gains the Skill Focus (Survival) feat.
Favored Terrain: At 1st lever the borderer gains a favored terrain type from among the following: plains,
swamp, hills, forests, or mountains. At 7th, 12th, and 18th level he may choose an additional favored
terrain. All the benefits derived from favored terrain are extraordinary abilities.
Any time a borderer is in one of his favored terrains and wearing light or no armor, he gains a +2
bonus to initiative, Knowledge (geography), Perception, Stealth, and Survival skill checks. A borderer
travelling through his favored terrain normally leaves no physical trail, and cannot be tracked (though he
may leave a trail, if he so desires). The initiative and skill bonus in any one favored terrain (including the
one just chosen) increases by +2 at 7th, 12th, and 18th level.
Combat Style Feat: At 2nd level, a borderer must select one of two combat styles to pursue: archery or
two‐weapon combat. The borderer’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th,
and 18th level. He can choose feats from his selected combat style, even if he does not have the normal
prerequisites.
If the borderer selects archery, he can choose from the following list whenever he gains a
combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds
Improved Precise Shot and Manyshot to the list. At 10th level he adds Pinpoint Targeting and Shot on the
Run to the list.
If the borderer selects two‐weapon combat, he can choose from the following list whenever he
gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two‐Weapon Fighting.
At 6th level, he adds Improved Two‐Weapon Fighting and Two‐Weapon Defense to the list. At 10th level,
he adds Greater Two‐Weapon Fighting and Two‐Weapon Rend to the list.
The benefits of the borderer’s chosen style feats apply only when he wears light or no armor. He
loses all benefits of his combat style feats when wearing medium or heavier armor. Once a borderer
selects a combat style, it cannot be changed.
Endurance: At 3rd level, the borderer gains Endurance as a bonus feat. If he already has Endurance, he
instead gains Diehard.
Diehard: At 6th level, the borderer gains Diehard as a bonus feat. If he already has Diehard, he instead
gains Toughness.
Guide: At 7th level, the borderer learns to guide others expertly through any of the terrains he has
mastered. Whenever he is leading or guiding other characters numbering up to one per two borderer
levels through a terrain for which he has the favored terrain class feature at +1 or higher, they all gain +1
circumstance bonuses to Move Silently, Survival and Search checks. By assisting them in finding
appropriate hiding places, he can also grant them +1 circumstance bonuses to Hide checks, though he
must spend one move action to assist with this attempt to hide. This is an extraordinary ability.
At 13th level, any characters being guided as above also gain +10 feet circumstance bonuses to their
movement, so long as the borderer has favored terrain +2 or higher for the appropriate terrain.
At 20th level, the bonuses extend to any mounts being ridden by the characters the borderer is guiding.
Camouflage: A borderer of 8th level or higher can use the Stealth skill to hide in any of his favored
terrains, even if the terrain doesn’t grant cover or concealment.
Swift Tracker: A borderer of at least 9th level may move at his normal speed without penalty while
tracking. He may move at up to twice normal speed while following tracks and take only a ‐10 penalty,
rather than the usual ‐20. This is an extraordinary ability.
At 19th level, the borderer may track while moving at up to his run speed without penalty. His
tracking abilities are legendary.
Bonus Feat: At 10th level and every four levels thereafter, the borderer may select a bonus feat, taken
from the following list: Toughness, Great Fortitude, Lightning Reflexes, Dodge, Improved Initiative, Self‐
Sufficient, Stealthy, Quick Draw, Alertness and Run.
Heroic Sacrifice: At 15th level the borderer gains the ability to sacrifice his life for the benefit of his
friends, allies or dependents, allowing him to prevail even against overwhelming odds at the cost of his
own life. When he is reduced to ‐10 hit points, he may either elect to continue fighting, or collapse as
though Left for Dead.
If he chooses to continue fighting, his death is certain. Even after he is reduced to ‐10 hit points, he may
continue to take either a standard action or a move action each round, still barely clinging to life, until
the end of a combat round during which he was not adjacent to any opponents. At that point he dies.
He will not die from hit point damage or massive damage until that point, however much additional
damage is inflicted upon him, though he could still potentially die from other means including poison or
sorcery.
Once he reaches ‐10 hit points he may not be healed or otherwise restored to life by any means. He will
definitely die at the end of the encounter, whatever measures may be taken to save him. This is an
extraordinary ability.
Hide in Plain Sight: While in any of his favored terrains, a borderer of 16th level or higher can use the
Stealth skill even while being observed.
Noble
Level BAB Fort Ref Will Special
Save Save Save
1 +0 +0 +0 +2 Title, Rank Hath Its Privileges, Wealth
2 +1 +0 +0 +3 Special Regional Feature +1
3 +2 +1 +1 +3
4 +3 +1 +1 +4 Social Ability
5 +3 +1 +1 +4 Lead by Example +2
6 +4 +2 +2 +5 Enhanced Leadership
7 +5 +2 +2 +5 Special Regional Feature +2
8 +6/+1 +2 +2 +6
9 +6/+1 +3 +3 +6 Social Ability
10 +7/+2 +3 +3 +7 Lead by Example +4
11 +8/+3 +3 +3 +7 Do You Know Who I Am?
12 +9/+4 +4 +4 +8 Special Regional Feature +3
13 +9/+4 +4 +4 +8
14 +10/+5 +4 +4 +9 Social Ability
15 +11/+6/+1 +5 +5 +9 Lead by Example +6
16 +12/+7/+2 +5 +5 +10 Rally
17 +12/+7/+2 +5 +5 +10 Special Regional Feature +4
18 +13/+8/+3 +6 +6 +11
19 +14/+9/+4 +6 +6 +11 Social Ability
20 +15/+10/+5 +6 +6 +12 Absolute Power, Lead by Example +8
Adventures: Most nobles lead or hire groups of adventurers. Few will accept anything less than the
position of party leader and front man. They are, however, eminently well suited for this role and unless
the group contains an especially charismatic sorcerer, the noble will usually lead it. Hyborian nobles are
born into rank and privilege in the most civilized countries, yet they are political animals and the
schemes of themselves and others will often lead them into adventure. Some nobles take up the life of
an adventurer simply because they have little or nothing better to do. They are not usually sufficiently
skilled to earn a living doing a regular trade or craft and their training and relatively wealthy background
can make them both well‐equipped and ready to face a life of adventure. Others quest for specific
reasons, such as to revenge themselves on an old family enemy or retrieve a lost hereditary artefact.
Some nobles are exiles from their rightful estates, left to wander the world and avoid pursuing assassins’
daggers. Some are usurpers, positioning themselves to have the money and influence to make a strike
at power.
Characteristics: Nobles are the most courtly of characters and are often accompanied by a retinue. They
frequently favor brains over brawn and will use others to achieve goals. They dislike being disobeyed.
The nobles of each nation have slightly different characteristics, reflecting the particular expectations
that each nation has for its leaders. In addition, every noble may select a number of different social
abilities during his career, which further ensure that each noble is different from each other noble.
Noble characters then can represent everything from pampered courtiers to battle‐hardened border
lords with characteristics to match. What they do have in common is their powerful leadership qualities
and the ability to command a certain degree of respect.
Religion: Nobles almost invariably follow the state religion or other main religion from their land of
origin, at least in public. A few may have private religious practices that are far less mainstream.
Indeed, many a noble from a supposedly civilized land has turned to demon‐worship when matters did
not go entirely his way. Most nobles are not particularly pious, as priests are often their political rivals.
Background: Nobles can be bona fi de titled aristocrats, or less commonly other upper‐class characters
such as poets or courtiers. All begin their careers with the potential to be highly influential both locally
and in their home country as a whole, though most will not achieve that potential for some time.
Typically, a noble is the younger son of a landed aristocrat, rather than the heir.
Game Rule Information
Abilities: As born leaders, nobles usually rely on Charisma above all other attributes. For those nobles
wishing to concentrate on political intrigues, high Wisdom and Intelligence scores will also be vital,
whereas for more martial nobles Dexterity, Strength and Constitution can all be very useful indeed.
Hit Die: d8.
Class Skills
The noble’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha),
Handle Animal (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge
(nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive
(Wis), Stealth (Dex), and Survival (Wis).
Skill Points per Level: 6+ Int modifier.
Class Features
All of the following are class features of the noble.
Weapon and Armor Proficiency: A noble is proficient with all simple and martial weapons, with light,
medium and heavy armor and with shields. Note that armor check penalties for wearing medium or
heavy armor apply to all Strength and Dexterity based skill checks.
Title: The noble bears a title of nobility within his native country. He comes from noble birth and family
and can expect to ascend to his father’s title if he is in the direct line of succession. If not in the direct
line, he can still better his title by deeds of note, martial or diplomatic and still retains his title and
status. Sample titles suitable for a character include:
Knight
Baronet
Lord (Direct heir or child of a landed noble)
It is not recommended for a beginning player character to be a landed noble, such as a Patrician, Baron,
Count, or Duke. A landed noble has little time for adventuring, being more concerned with his position
in court and his lands. A relative, however, has far more freedom and mobility and makes an excellent
adventurer, albeit one who is likely to look down on less than salubrious inns and taverns. This is an
extraordinary ability.
Rank Hath Its Privileges: The character is a noble within his native land. As such he possesses all
benefits and privileges entitled to one of noble birth and title. Depending on his country, such benefits
might include: the right to bear arms, the right to have armed and liveried retainers, the right of
hospitality in another noble’s domain, the right to attend the King’s court and the right of trial by his
peers. Along with these benefits, however, comes the responsibility to uphold them. The character is
expected to uphold the nobility of the land and support the King (or Queen, Khan, Prince, Duke as may
be appropriate). As such he is expected to behave in a manner befitting his station, to remain free of
the suspicion of treason and to appear, in all ways, to be a peer of the realm. Should the character fail
to uphold his status then at the best he will become a social outcast, at the worst he will be executed for
treason. This is an extraordinary ability.
Wealth: The noble starts with amazing wealth for a first level character. In addition to his normal
starting money and equipment, the noble receives 200 sp + 200 sp for every point of Charisma modifier
he possesses, if positive. Some or all of this initial bonus money can be added to the noble’s starting
equipment budget if desired. This money is a stipend from the noble’s family and is provided to ensure
the noble does not drag the family’s name into the mud by appearing unkempt. Each year, the noble
receives another allowance of the same amount. If he publicly squanders this money, however, he will
receive no more. This is an extraordinary ability.
Special Regional Feature: At 2nd level, the noble gains a special regional feature, representing
additional training or other bonuses he gains by virtue of his regional origin. As nobles are expected to
be exemplars of their nation and race, this is usually tied in to the racial bonuses the character may
have, or to the weapons preferred by the nobility in that region. See the Noble Regional Features table
for full information. All special regional features are extraordinary abilities.
At 7th level and every five levels thereafter, all the bonuses associated with the special regional feature
increase by +1.
Social Ability: The noble receives a social ability from the list below at levels 4, 9, 14 and 19. All gained
abilities must be supported by roleplay and cannot be chosen without the approval of the Games
Master. At the Games Master’s discretion, a noble may declare that he is spending his time off hunting
instead of socializing, in which case he may choose a bonus feat from the following list instead of a social
ability: Alertness or Skill Focus (Handle Animal, Ride, or Survival).
Ally: You have a close relationship with an influential individual, who will go out of his way to aid you.
Your ally holds some position of power, whether a noble title, position of influence within a temple or
guild, or some other rank that gives him influence over others. To gain the ally’s aid you must address
him personally, or get word to him of your need for assistance. Bear in mind that if you are adventuring
in a distant land, this may be time‐consuming or even impossible. The Games Master makes an Ally
check based on 1d20 + your Charisma modifier + any applicable circumstance modifiers. Circumstance
modifiers might include whether you have recently assisted your ally (+2), whether you have risked your
life for your ally (+4) or whether you have personally saved your ally’s life (+6 or higher). This is an
extraordinary ability.
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 function, the loan of a small amount of money or the like, the DC is 10.
Asking your ally to introduce you to someone of equal status to him might have a DC of 15. A request
for physical assistance, such as asking for soldiers who are loyal to your ally to come to your aid, might
be DC 25 or higher.
You may request aid from your ally once per month. However, for each request in successive months,
the DC rises by two.
The ally social feature may be selected more than once. Its benefits do not stack. Each new ally social
feature represents a different ally.
Comeliness: You take a pride in your appearance and are naturally well dressed and groomed. You
receive a +2 circumstance bonus to all Charisma‐based skill checks in situations where your appearance
might play a part. This is an extraordinary ability.
Entertainer: You are highly regarded at court as much for your skills as a poet, singer or other
entertainer as for your noble blood. You gain a +2 competence bonus to all Perform checks.
Furthermore, you may use a performance of one of your works, such as a poem or play, to make a
political point. Creating and performing such a work takes one week and requires a Perform check. By
doing so, you may achieve one of the following effects:
* Attempt to alter the attitude of one or more people, using your Perform check result as
though it were a Diplomacy check result.
* Ruin another’s Reputation. The DC for this is (10 + ¼ of target’s Reputation). If successful, the
target immediately loses 10% of his Reputation (round up).
Etiquette: You may attempt to smooth over bad feelings from a social faux pas or vulgar breach of
etiquette, committed either by you, or your companions, or someone you take pity upon. You cannot
undo the mistake but you can erase the social stigma from whoever committed the error. This is an
extraordinary ability.
For example, if Lord Stefano accidentally insulted Baroness Demarque by mistaking her for the serving
wench, you can step in to keep tempers from rising or tarnished pride causing an over‐hasty response by
delivering a discourse on the merits of rational thought and forgiveness over hot‐headed action. If
someone is intentionally trying to cause a social incident, make opposed Diplomacy checks with all
relevant modifiers. Characters with the Etiquette ability gain a +2 bonus to this check.
You can use your Etiquette ability a number of times per day equal to 1 + your Charisma modifier
(minimum 1).
Family Ties: You have strong ties to your blood kin, such that they would delay important tasks to come
to your aid. Of course, this cuts both ways; if someone kills your brother, you will have to hunt him
down to the furthest reaches of the realm and beyond. To gain your family’s aid, you must address a
member personally or get a message to him. As with the Ally social ability this may prove difficult or
impossible if you are adventuring thousands of miles away from your home country. The Games Master
makes a Family Ties check based on 1d20 + your Charisma modifier + any applicable circumstance
modifiers. If you have recently done a favor for your family, you might get a +2 circumstance bonus to
the check. If you have recently risked your life for them, you might get a +4 or +6 bonus to the check, at
the Games Master’s discretion.
The DC for the check is based on the type of aid asked for. Asking to stay at a relative’s house whilst you
and your companions recover from an adventure might be a 10 or 15, depending on how well you know
them. Requesting a cousin to meet you with armed retainers for a midnight raid on a bandit camp
might be a 15 or 20, depending on whether the bandits affected your cousin personally. Asking them to
help you kidnap a baron and hold him for ransom would be a 35 to 40 and might get you and them,
disowned and attainted if you fail.
Your family might not have the high status or power that the Ally feat provides but they are more loyal
and persistent. This is an extraordinary ability.
Refuge: You have some hidden place where you will be welcomed and can feel safe. Your refuge might
be the home of another noble, within a travelling merchant caravan or just a cave outfitted for your
comfort. Whatever the case, it is almost always open to you, unless of course someone else gets there
first. This is an extraordinary ability.
Reputation: You gain a +2 bonus to your Reputation score (see pg. 70).
Savoir‐Faire: You have a certain flair, dashing style, élan, or bravura that marks you as someone special.
Everything you do is done with style, whether it be entering a room and turning heads, carving your
initials into a tapestry with your rapier, or even savoring a meal at a banquet to impress your host.
You can intentionally attempt to impress others with your style in any task. You may make any required
checks normally but if your result is five or more levels higher than the required DC to succeed at the
task, you have performed the deed with stunning fl air. The Games Master is free to dictate any rules
effects from this but possible outcomes are: You gain an initiative bonus on successive actions or a
bonus to your Charisma‐based skills to further impress those who witnessed your deed.
It is very hard to embarrass you, for you can turn even a fall into an elegant dance. Anytime you fail
badly at something, you can make a Bluff skill check as a free action to mitigate the failure and make it
look intentional. The DC depends on the nature of what you have done wrong but it is usually 15 or 20.
The higher your result, the better your reaction to failure appears.
As a free action, you may make a Diplomacy check to oppose anyone trying to embarrass you, even if
you are unaware of what is going on. The Games Master can make the roll for you.
Smear Others: You can attempt to ruin another’s good name or instill hostility toward him in certain
people. It usually takes at least one night of socializing with the targeted audience, similar to a Gather
Information check, in order to change their minds concerning the object of your smear campaign.
Characters normally make Charisma checks to alter someone’s attitude for the better. You can alter it
for the worse with your own Charisma check. Whenever the object of your smear campaign arrives,
people’s initial attitudes toward him are whatever you influenced them toward. The audience does not
need to personally know the person, reputation and name are enough.
Smear Another
New Attitude
Initial Attitude Hostile Unfriendly Indifferent Friendly
Unfriendly 15 ‐ ‐ ‐
Indifferent 20 15 ‐ ‐
Friendly 25 20 15 ‐
Helpful 30 25 20 15
Note: Add +5 to the DC if people in the crowd know the individual personally.
Lead By Example: At 5th level the noble may lead by example. When carrying out the aid another
action, the noble performs particularly well. If the noble’s attack roll is successful, the noble’s ally
receives a +4 bonus to his attack roll, or a +4 bonus to his defense (noble’s choice). At 10th level, this
bonus increases to +6 to attack or defense, at 15th level to +8 and at 20th level to +10.
Enhanced Leadership: The noble receives the Leadership feat for free. However, given his natural status
as a leader of men and peer of the realm, the noble gains a +1 bonus to his Leadership score for every
full three class levels he has attained; that is, +2 at 6th to 8th level, +3 at 9th to 11th level, +4 at 12th to
14th level, +5 at 15th to 17th level and +6 at 18th level or higher. This is an extraordinary ability.
Although in most cases the noble’s followers and cohort will be something like hereditary retainers,
loyal subjects, or a division of his nation’s army placed under his command, this need not always be the
case. For example, Bêlit, known as Queen of the Black Coast, was a Pelishtim noblewoman who rose to
become leader of a fleet of Southern Island pirates through a combination of force of personality, noble
bearing and sheer charisma that would have put a goddess to shame.
If the noble already has the Leadership feat by the time he reaches 6th level (through multiclassing), he
instead gains Skill Focus (Diplomacy) as a bonus feat. He still gains the bonuses to his leadership for
Enhanced Leadership and may indeed gain said bonuses earlier – if he already has the Leadership feat as
a 3rd level noble, he will gain a +1 bonus to his Leadership score for Enhanced Leadership, since the
bonus is +1 for every three class levels. For single‐classed characters these bonuses do not begin to be
counted until 6th level, as characters cannot take Leadership before 6th class level.
Rally: As a full round action, the noble can rally his allies. Allies within a 30 foot radius gain a +2 morale
bonus to all attack rolls and saving throws. Furthermore, if they are already affected by Terror, they may
make a new saving throw at the original DC to attempt to shake off the terror. This is a spell‐like ability
and lasts for one round per class level. If the noble is attacked while using this ability, he must make a
Concentration check (D20 + Noble levels + Charisma bonus versus DC 10 + damage received) or the rally
is ineffective.
Do You Know Who I Am?: The noble receives this ability at 11th level. As a full‐round action, the noble
character may loudly declare his name, titles and heritage to all who listen. Following this declaration
any who wish to attack the noble, whether 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
unable to assault the noble. Those affected must be able to see and hear the noble for this
extraordinary ability to take effect. Furthermore, those affected must have some reason to be afraid of
the power of the noble. Bandits, humanoid ruffians and the like should all have some fear for the rule of
law within the noble’s native land and rightfully be concerned about the consequences of assaulting
him. However, confirmed traitors to the throne, agents of a foreign power, or wandering barbarians
might well have little to fear, or at least little more to fear about adding the death of the noble to their
list of crimes. The Games Master decides on whether a listener is or is not immune to this power
through a lack of fear. In most cases, player characters should be unaffected, although the Games
Master should feel free to at least remind them of the likely consequences if they do attack the noble.
Absolute Power: The noble is now in such a position of power as to be all but inviolate. The noble
receives the benefits of the 11th level ability Do You Know Who I Am? without having to spend the full‐
round action to declare his name and heritage. This is an extraordinary ability.
Multiclassing and Nobles
Although there is no particular restriction on characters starting the game as nobles other than the usual
prohibited class restrictions for certain character races, it is not possible for a non‐noble to gain a level
in the noble class once play has begun, except by special dispensation of the Games Master. This can
happen if the character somehow becomes ennobled by game play, such as by seizing power (as Conan
did) or by being knighted for valiant service to a local lord.
Ex‐nobles
Ex‐nobles retain all class features and special abilities and may use them without penalty, except as
follows. At the Games Master’s discretion, a noble who is publicly exiled from the land from which his
titles stem may lose some or all benefits of the class. Likewise, if he must flee the land in disgrace to
avoid a worse fate, he may lose some or all of the noble class benefits. These matters should always be
resolved on a case‐for‐case basis; for example, a noble with a code of honor (see pg. 68) who is exiled by
a dishonorable king may find that the majority of his retainers (as represented by his Leadership score)
voluntarily go with him into exile, while his family and ally may be more willing than ever to help him if it
is perceived that his cause is just, though the nature of their help may need to be a good deal more
subtle. Indeed, if he uses his influence to mobilize support against the king, perhaps even starting a
revolution, he may find himself with still more benefits from the noble class than he started off with –
especially if he deposes the old regime and installs himself on the throne!
Noble Regional Features
Region Special Regional Features
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 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 Defense.
Nomad
Level BAB Fort Ref Will Special
Save Save Save
1 +1 +2 +2 +0 Track, Favored Terrain, Born in the Saddle
2 +2 +3 +3 +0 Bonus Feat
3 +3 +3 +3 +1 Endurance
4 +4 +4 +4 +1 Nomad Charge +1, Favored Terrain
5 +5 +4 +4 +1 Mobility
6 +6/+1 +5 +5 +2 Diehard
7 +7/+2 +5 +5 +2 Bonus Feat
8 +8/+3 +6 +6 +2 Camouflage
9 +9/+4 +6 +6 +3 Second Favored Terrain
10 +10/+5 +7 +7 +3 Improved Mobility
11 +11/+6/+1 +7 +7 +3 Nomad Charge +2
12 +12/+7/+2 +8 +8 +4 Bonus Feat, Favored Terrain
13 +13/+8/+3 +8 +8 +4 Born to the Saddle
14 +14/+9/+4 +9 +9 +4
15 +15/+10/+5 +9 +9 +5 Greater Mobility
16 +16/+11/+6/+1 +10 +10 +5 Hide in Plain Sight
17 +17/+12/+7/+2 +10 +10 +5 Bonus Feat
18 +18/+13/+8/+3 +11 +11 +6 Nomad Charge +3
19 +19/+14/+9/+4 +11 +11 +6
20 +20/+15/+10/+5 +12 +12 +6 Favored Terrain, Mounted Mobility
Adventures: Whether feuding with a rival, raiding a neighboring tribe, or taking service as a mercenary
in one of the Hyborian Age’s incessant wars, the nomad rarely has a quiet life! Even surviving in his
harsh desert or steppe environment can be an adventure in itself. By their nature, nomads are
travelers; and travelers tend to get involved in various risky ventures as well as whatever local trouble
there is going. Furthermore, there are many secrets out in the deep desert that can impinge on
nomads’ lives, whether as the objects of quests or the sources of danger.
Characteristics: Nomads are powerful combatants, excelling particularly in hit‐and‐run raids, guerrilla
tactics and archery. Their travels also give them quite an edge over other characters when it comes to
mounted combat and movement, as well as survival and ambush in the deserts and steppes.
Religion: Most nomads will revere the gods of their region, usually the more eastern deities. These are
typically goddesses of love and pleasure, offering an easy afterlife of honey and houris that sharply
contrasts with the nomad’s tough existence in life.
Background: There are two types of nomad; those who are born to it and those, like Conan, who spend
years learning the customs and rise through nomad society. Almost all nomads come from the vast
desert of Eastern Shem, the Southern Desert beyond Kush, or the steppes and plains in and around
Hyrkania and Turan. Born into families, clans, tribes or hordes, they are steeped in nomad traditions,
culture and superstitions all their lives. However, it is also possible to become a nomad later in life. The
nomad group known as the Kozaks is formed entirely from Hyborians and others from the western
kingdoms, brought together as slaves by the Turanians and then escaping to band together and wreak
vengeance on their former captors. Likewise, the eastern Shemite nomad tribes such as the Zuagirs
often choose a foreigner to lead them and an adventurer who has proved himself tough, capable and
honorable may well be permitted to join a nomad group.
Game Rule Information
Abilities: Constitution is paramount for the nomad, because his usual environment is one of the
harshest on the planet. Dexterity comes a close second, as his combat style is usually based on archery
and fast, furious melee fighting, though Strength is also useful. Many of the nomad’s class skills are
based on Wisdom, so the nomad who wishes to emphasize survival and scouting skills should
concentrate on this.
Hit Die: d10.
Class Skills
The nomad’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (herbalism)
(Int), Craft (any mundane) (Int), Handle Animal (Cha), Heal (Wis), Knowledge (local) (Int), Perception
(Wis), Ride (Dex), Stealth (Dex), and Survival (Wis).
Skill Points per Level: 4+ Int modifier
Class Features
All of the following are class features of the nomad.
Weapon and Armor Proficiency: A nomad is proficient with all simple and martial weapons, light and
medium armor and shields. Note that armor check penalties for wearing medium or heavy armor apply
to all Strength and Dexterity based skill checks.
Track: At 1st level the nomad gains the Track feat for free. This is an extraordinary ability. If he already
has the Track feat, he instead gains the Skill Focus (Survival) feat.
Favored Terrain: At 1st level the nomad selects a favored terrain from the following: Plains or Desert.
At 9th level, he gains whichever of those two terrains he did not already choose, as a second favored
terrain. All the benefits derived from favored terrain are extraordinary abilities.
Any time a nomad is in one of his favored terrains and wearing light or no armor, he gains a +2
bonus to initiative, Knowledge (geography), Perception, Stealth, and Survival skill checks. A nomad
travelling through his favored terrain normally leaves no physical trail, and cannot be tracked (though he
may leave a trail, if he so desires). The initiative and skill bonus in any one favored terrain increases by
+2 at 4th, 12th, and 20th level.
Born to the Saddle: Nomads devote an enormous amount of time to riding, studying, caring for and
going to war with horses and camels. They are able to select the fi nest steeds, beasts with just the right
blend of fierceness, speed and strength to be a perfect mount for battle. If a nomad makes a successful
Handle Animal or Ride check (DC 15), he can discern the precise number of Hit Dice and hit points of any
camel, horse or pony. This extraordinary ability takes 1d6 rounds to perform and the nomad must be
within 5 feet of the creature to be assessed.
From 7th level, the nomad can also can also determine the creature’s precise ability scores (Strength,
Dexterity and so forth) if he succeeds at the Handle Animal or Ride check.
At 13th level, the nomad can determine all the above information as a free action, up to three + Wis
modifier times (minimum one) per round, for any riding animal which he can see.
Bonus Feat: At 2nd level and every five levels thereafter, the nomad gains a bonus feat selected from
the following list: Leadership, Horde, Mounted Combat, Mounted Archery, Ride‐By Attack, Spirited
Charge, Weapon Focus (scimitar, tulwar, light lance, or any bow), Point Blank Shot, Far Shot, Rapid Shot,
Shot on the Run, Improved Precise Shot, Great Fortitude, Lightning Reflexes, Toughness, Self‐Sufficient,
Stealthy. He must meet the prerequisites as usual.
Endurance: At 3rd level, the nomad gains Endurance as a bonus feat. If he already has Endurance, he
instead gains Diehard.
Nomad Charge: A nomad of 4th level or higher gains a +1 circumstance bonus to attack and damage
rolls for any charge attack he makes. The bonus applies whether he makes the charge on foot or upon a
mount of some kind.
This bonus increases to +2 at 11th level and to +3 at 18th level. This is an extraordinary ability.
Mobility: From 5th level onwards the nomad gets a +4 dodge bonus to AC against attacks of opportunity
caused when he moves out of or within a threatened area. If the nomad already has Mobility from
some other source, such as from being a 5th level barbarian already, he instead gains Improved Mobility
(see below). Note that Mobility does not apply if the nomad is mounted. This is an extraordinary ability.
Diehard: At 6th level, the nomad gains Diehard as a bonus feat. If he already has Diehard, he instead
gains Toughness.
Camouflage: A nomad of 8th level or higher can use the Stealth skill to hide in any of his favored terrains,
even if the terrain doesn’t grant cover or concealment.
Improved Mobility: From 10th level onwards the nomad never provokes attacks of opportunity,
whatever he does, so long as he moves at least 10 feet during that combat round. If the nomad
somehow already has Improved Mobility, such as for already having had Mobility from another source
before reaching 5th level and so gaining Improved Mobility at 5th level instead of Mobility, then he
instead gains Greater Mobility (see below). Note that Improved Mobility does not apply if the nomad is
mounted. This is an extraordinary ability.
Greater Mobility: From 15th level onwards the nomad may move up to his speed as part of a full attack
action, rather than merely taking a five‐foot step. He may move and attack in any order, so he might for
example move five feet, attack once, move five feet, attack twice more and then move again for the
remaining 20 feet of his movement. If the nomad somehow already has Greater Mobility, such as for
already having had Improved Mobility from another source before reaching 10th level and so gaining
Greater Mobility at 15th level instead of Mobility, then he instead gains Mounted Mobility (see below).
Note that Greater Mobility does not apply if the nomad is mounted or is wearing heavy armor. This is
an extraordinary ability.
Hide in Plain Sight: While in any favored terrain, a nomad of 16th level or higher can use the Stealth skill
even while being observed.
Mounted Mobility: When he reaches 20th level, the nomad may use the Mobility, Improved Mobility
and Greater Mobility class features even when he is mounted and extends all the benefits of those class
features equally to his mount. This is an extraordinary ability.
Pirate
Level BAB Fort Ref Will Special
Save Save Save
1 +0 +2 +2 +0 Seamanship +1, Ferocious Assault
2 +1 +3 +3 +0 Pirate Code, To Sail a Road of Blood and Slaughter
3 +2 +3 +3 +1 Sneak Attack +1d6, Sneak Subdual
4 +3 +4 +4 +1 Uncanny Dodge
5 +3 +4 +4 +1 Mobility
6 +4 +5 +5 +2 Sneak Attack +2d6, Seamanship +2
7 +5 +5 +5 +2 Bite Sword, Ferocious Attack (additional attack)
8 +6/+1 +6 +6 +2 Improved Uncanny Dodge, Poison Resistance +1
9 +6/+1 +6 +6 +3 Sneak Attack +3d6
10 +7/+2 +7 +7 +3 Improved Mobility, Navigation
11 +8/+3 +7 +7 +3 Seamanship +3
12 +9/+4 +8 +8 +4 Sneak Attack +4d6
13 +9/+4 +8 +8 +4 Ferocious Attack (stun, blood & slaughter)
14 +10/+5 +9 +9 +6 Poison Resistance +2
15 +11/+6/+1 +9 +9 +5 Sneak Attack +5d6, Greater Mobility
16 +12/+7/+2 +10 +10 +5 Seamanship +4
17 +12/+7/+2 +10 +10 +5
18 +13/+8/+3 +11 +11 +6 Sneak Attack +6d6
19 +14/+9/+4 +11 +11 +6 Ferocious Attack (fear)
20 +15/+10/+5 +12 +12 +6 Poison Resistance +3 (half effect)
Adventures: Whether they are freebooters raiding coast towns from the Baracha Isles, Zingaran
buccaneers attacking Argossean shipping, black corsairs plundering the southern seas or the ragged
pirates of the Vilayet Sea preying on Hyrkanian vessels, pirates abound in the Hyborian Age. Even when
they cannot get good freebooting work, many pirates turn to honest sailing aboard a merchantman, or
half‐honest work as a smuggler. A pirate’s life is a wild and free one, untamed by the corrupt laws of the
civilized lands, recognizing no authority save that of their own elected captains.
Characteristics: The pirate is one of the fastest, most agile combatants around, combining a powerful
sneak attack ability with excellent mobility and defensive dodges. His initial attacks are so frenzied as to
often lay low or terrify his foes before they even have a chance to strike back. He is even more
dangerous on board ship, using the peculiar features of shipboard existence to his advantage.
Religion: Some pirates are conventionally religious but many take to the worship of the devils of their
own lands, feeling that as outcasts they should have outcast gods. Others, especially those that sail with
the corsairs of the Black Coast, may revere the strange and dark deities of that barbaric land.
Background: Many pirates started off as sailors. The Baracha isles are full of former Argossean
merchant crew, while most of the Zingaran buccaneers were once legitimate sailors too. However,
pirate ships are not too fussy as to what their recruits used to do and many a soldier or barbarian has
found his way into a pirate crew. Most pirates value a man’s courage and fighting ability more than they
care for his seamanship, for sailors are easy enough to find. Both the pirates of the Baracha isles and
those of the Vilayet sea call themselves the Red Brotherhood, perhaps pointing to a shared culture
between the two groups, since so many of the Vilayet pirates are originally from the Hyborian nations.
Game Rule Information
Abilities: A pirate usually relies on Dexterity for his fast‐moving combat style and many of his skills,
though Strength and Constitution are also useful, as for any character who expects to get into combat.
Charisma is also handy to enhance his Ferocious Attack class feature and for several of his skills.
Hit Die: d8.
Class Skills
The pirate’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha),
Climb (Str), Craft (any mundane) (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge
(geography) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Stealth (Dex), Survival (Wis), and
Swim (Str).
Skill Points per Level: 4+ Int modifier.
Class Features
All of the following are class features of the pirate.
Weapon and Armor Proficiency: A pirate is proficient with all simple and martial weapons, and light
armor. Note that armor check penalties for wearing medium or heavy armor apply to all Strength and
Dexterity based skill checks.
Seamanship: A 1st level pirate gains a +1 circumstance bonus to all Acrobatics, Climb, and Profession
(sailor) checks, as well as a +1 dodge bonus to AC, as long as he is onboard a ship or boat at sea. This is
an extraordinary ability. These bonuses increase by +1 every five levels thereafter.
Ferocious Attack: The pirate’s ferocity tends to overwhelm almost any opponent rapidly. On the first
round of any combat, he may declare a ferocious attack. He gains a +2 bonus to his Initiative check and
all melee attack and damage rolls that round. However, he is unable to defend himself very effectively
during the ferocious attack and has a ‐2 penalty to his AC during the first round of combat.
Furthermore, he may not make any sneak attacks on the round in which he declares a ferocious attack.
This is an extraordinary ability.
At 7th level the bonuses to Initiative, attack and damage rolls increase to +4 and the penalty to ‐4.
Furthermore, the pirate gains an additional attack on the first round of combat, at his highest attack
bonus.
At 13th level the bonuses increase to +6 and the penalty to ‐6. Furthermore, any opponent struck and
damaged by the pirate during the first round of combat must make a Will saving throw (DC = 10 + ½
pirate’s class level + pirate’s Charisma bonus) or be stunned for 1d4 rounds due to fear of the pirate.
Note that if the pirate is also able to somehow perform a successful coup de grace on the first round of
combat using his To Sail a Road of Blood and Slaughter class feature, any Will saving throws called for by
the Ferocious Attack class feature have their DC increased by +2.
At 19th level the bonuses increase to +8 and the penalty to ‐8. In addition, if the pirate strikes any
opponent during the first round of combat, any of that opponent’s allies who observe the ferocious
attack must make Will saving throws (DC = 10 + ½ pirate’s class level + pirate’s Charisma bonus) or suffer
a penalty of ‐2 to attack rolls for 1d4 rounds.
Pirate Code: A 2nd level pirate may select one pirate code from the following: Barachan Smoke and
Rockets, Black Coast Drums, Vilayet Sea Flags, or Zingaran Trumpets. Effectively, the knowledge of this
code acts like an additional language, allowing for communication with other pirates who also know it at
distances of up to several thousand feet, depending on weather, visibility conditions and your resources
to produce the code. This is an extraordinary ability.
To Sail a Road of Blood and Slaughter: A pirate of 2nd level or higher may perform a coup de grace as a
free action up to once per round. This coup de grace never provokes an attack of opportunity, as the
pirate is so used to dispatching helpless opponents that he can do so before an opponent can react.
Furthermore, he gains a +4 circumstance bonus to any Intimidate checks he may make for one round
immediately following the performance of the coup de grace, if it was successful. This is an
extraordinary ability.
Sneak Attack: From 3rd level onwards, at any time when the pirate’s target can neither dodge nor parry
or when the pirate flanks the target, the pirate’s attack deals extra damage. The extra damage is +1d6
at 3rd level and an additional 1d6 every three levels thereafter. Should the pirate score a critical hit
with a sneak attack, this extra damage is not multiplied.
Ranged attacks can only count as sneak attacks if the target is within 30 feet. The pirate cannot strike
with deadly accuracy from beyond that range.
With a sap or an unarmed strike, the pirate can make a sneak attack that deals subdual damage instead
of normal damage. The pirate cannot use a weapon that deals normal damage to deal subdual damage
in a sneak attack, even with the usual ‐4 penalty, except in the case of the Sneak Subdual class feature,
for which see below.
A pirate can only sneak attack a living creature with a discernible anatomy. Any creature that is immune
to critical hits is also not vulnerable to sneak attacks. The pirate must be able to see the target well
enough to pick out a vital spot and must be able to reach a vital spot. The pirate cannot sneak attack
while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond
reach.
Sneak Subdual: At 3rd level, the pirate gains the Sneak Subdual feat for free. This is an extraordinary
ability.
Uncanny Dodge: From 4th level and above, the pirate react to danger before his senses would normally
allow him to do so. He cannot be caught flat‐footed, even if the attacker is invisible. He still loses his
Dexterity bonus to AC if immobilized. A pirate with this ability can still lose their dexterity bonus to AC if
an opponent successfully uses the feint action against them. If the pirate already has Uncanny Dodge
from some other source, such as from being a 4th level barbarian already, then he gains Improved
Uncanny Dodge instead (see below). This is an extraordinary ability.
Mobility: From 5th level onwards, the pirate gets a +4 dodge bonus to AC against attacks of opportunity
caused when he moves out of or within a threatened area. If the pirate already has Mobility from some
other source, such as from being a 5th level nomad already, then he gains Improved Mobility instead
(see below). Note that mobility does not apply if the pirate is mounted. This is an extraordinary ability.
Bite Sword: The pirate often finds it useful to carry his cutlass in his teeth, when boarding an enemy ship
or clambering up the walls of a coastal fortress on a night raid. There would be no time to replace the
blade in its scabbard but he has learned how to hold it in his jaws. Up to once per round, as a free
action, a pirate of 7th level or higher can place any light weapon or any one‐handed slashing weapon in
his mouth and carry it securely there for up to 3 + Strength modifier rounds (3 + Strength modifier
minutes if it is a light weapon), before taking it back into his hand as a free action once more. While
carrying his weapon in his mouth in this manner, the pirate can act normally, though he may not attack
with the weapon in his mouth. This is an extraordinary ability.
Poison Resistance: At 8th level, the pirate gains a +1 resistance bonus on all Fortitude saving throws
against poisons, drugs and alcohol. His dissolute lifestyle has allowed him to build up an incredible
tolerance to almost any poison or drug known to man. This is an extraordinary ability.
At 14th level this resistance bonus increases 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 and no effect whatsoever if he succeeds at his saving throw. This also applies to penalties caused by
the poison. For example, a hallucinogenic poison that would usually cause the victim to suffer a ‐4
penalty to all attack rolls will only cause the pirate to suffer a ‐2 penalty, even if he fails his saving throw.
Improved Uncanny Dodge: At 8th level, the pirate can no longer be flanked, except that a thief or pirate
at least four levels higher than him can still flank him.
Improved Mobility: From 10th level onwards the pirate never provokes attacks of opportunity, no
matter what he does, so long as he moves at least 10 feet during that combat round. If the pirate
somehow already has Improved Mobility, such as for already having had Mobility from another source
before reaching 5th level and so gaining Improved Mobility at 5th level instead of Mobility, then he gains
Greater Mobility instead (see below). Note that Improved Mobility does not apply if the pirate is
mounted. This is an extraordinary ability.
Navigation: At 10th level the pirate gains Navigation as a bonus feat. He need not meet the
prerequisites for the feat. If he already has Navigation, he gains Skill Focus with Profession (sailor).
Greater Mobility: From 15th level onwards the pirate may move up to his speed as part of a full attack
action, rather than merely taking a five‐foot step. He may move and attack in any order; so he might for
example move five feet, attack once, move fifteen feet, attack twice more and then move again for the
remaining ten feet of his movement. Note that Greater Mobility does not apply if the pirate is mounted
or is wearing heavy armor. This is an extraordinary ability.
Scholar
Level BAB Fort Ref Will Special
Save Save Save
1 +0 +0 +0 +2 New Sorcery Style, Scholarly Knowledge, Background,
Base Power Points, Knowledge is Power
2 +1 +0 +0 +3 +1 Power Point, New Sorcery Style
3 +2 +1 +1 +3 Advanced Spell, Bonus Spell
4 +3 +1 +1 +4 Advanced Spell, New Sorcery Style
5 +3 +1 +1 +4 Advance Spell, Iron Will
6 +4 +2 +2 +5 Advanced Spell, +1 Power Point, Increased Maximum
Power Points (triple)
7 +5 +2 +2 +5 Advanced Spell, Bonus Spell
8 +6/+1 +2 +2 +6 Advanced Spell, New Sorcery Style
9 +6/+1 +3 +3 +6 Advanced Spell
10 +7/+2 +3 +3 +7 Advanced Spell, +1 Power Point
11 +8/+3 +3 +3 +7 Advanced Spell, Bonus Spell
12 +9/+4 +4 +4 +8 Advanced Spell, New Sorcery Style
13 +9/+4 +4 +4 +8 Advanced Spell, Increased Maximum Power Points
(quadruple)
14 +10/+5 +4 +4 +9 Advanced Spell, +1 Power Point
15 +11/+6/+1 +5 +5 +9 Advanced Spell, Bonus Spell
16 +12/+7/+2 +5 +5 +10 Advanced Spell, New Sorcery Style
17 +12/+7/+2 +5 +5 +10 Advanced Spell
18 +13/+8/+3 +6 +6 +11 Advanced Spell, +1 Power Point
19 +14/+9/+4 +6 +6 +11 Advanced Spell, Bonus Spell
20 +15/+10/+5 +6 +6 +12 Advanced Spell, New Sorcery Style, Increased Maximum
Power Points (quintuple)
Adventures: Scholars in the Hyborian Age must often quest for knowledge, for there are few formal
academies or other teaching processes from which to learn and perhaps draw an income. For many
scholars, digging around in dusty tombs or leading expeditions deep into the jungles of Khitai is not just
a way of life, it is a way to make a living, since both ancient artefacts and rare knowledge can be
valuable. Those who attach themselves to one or another religion as priests or shamans commonly find
themselves expected to work not just at translating old manuscripts or preaching to the faithful but to
undergo hazardous pilgrimages to carry out strange rituals in faraway shrines, to get involved in the
power‐politics of the royal court and to war against rival religions either actively or by intrigue.
Wandering independents are almost by definition adventurers, while those who have given their mind,
body and soul in thrall to some superior, whether earthly or demonic, are at their coven or master’s
beck and call whenever he needs an obscure material component finding or a sorcery‐sapping
compound delivered to a rival’s accommodation in secret.
Characteristics: The scholar is defined not merely by his broad knowledge but more importantly by his
access to sorcery, if he desires it. Truly mastering sorcery requires precisely the kind of focused, intense
study that only scholars can achieve. As the scholar becomes more experienced, he learns a greater
variety of spells, including some of potentially devastating power.
Religion: Many scholars are irreligious, bowing down to neither men nor gods in their supreme
arrogance. Even priests are not always religious, having joined the clergy of their religion not out of
genuine piety but because of the perceived easy life of a priest and the opportunities for bribery and
blackmail, or as a cover for their secret practices of the most evil sorcery. However, some priests are
genuinely devout and may gain a great deal of encouragement and inner strength from their religion.
For those scholars who come from a primitive background, such as the shamans of the Pictish
Wilderness and the witch‐men of Kush, their superstitious religion is inextricably intertwined with their
sorcerous knowledge. Then there are those who actively align themselves with the demons and dark
gods; whether their devotion is truly religious, or merely an indication of their corrupt ambitions, is a
moot point.
Background: Scholars can come from any number of backgrounds but all share a thirst for knowledge
and often for power. Most are reliant on a teacher of some kind for their sorcerous knowledge, such as
a higher‐ranking priest, coven leader, master sorcerer, or even some demonic entity. A few brave or
foolhardy souls elect instead to learn their magic by their own efforts entirely. Many scholars are more
mundane, never learning sorcery at all. This type, however, rarely adventures.
Game Rule Information
Abilities: The scholar who concentrates on pure knowledge and skills will probably prioritize a high
Intelligence. A more sorcerous scholar will certainly need Charisma, in order to magically attack his
enemies, deal with demons and summon servitors; and Wisdom, for sheer magical power. Some of the
Eastern scholars, who learn the mystical combat arts, will also benefit from a high Wisdom as well as
Dexterity.
Hit Die: d6.
Class Skills
The scholar’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (alchemy)
(Int), Craft (herbalism) (Int), Craft (any mundane) (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha),
Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive
(Wis), Spellcraft (Int), Stealth (Dex) and Use Magic Device.
Skill Points per Level: 6 + Int modifier
Class Features
All of the following are class features of the scholar.
Weapon and Armor Proficiency: A scholar is proficient with all simple weapons, they are not proficient
with any armor.
Scholarly Knowledge: A scholar adds half of his scholar level (minimum 1) to all Knowledge skill checks
and may make all Knowledge skill checks untrained.
Background: Every scholar must choose a background for himself at 1st level. This is an extraordinary
ability. The background indicates the manner in which he came by his knowledge.
A scholar may only ever begin the game with one background but at the Games Master’s discretion he
may gain an additional background or backgrounds during play. For example, an independent may call
up a demon and make a pact with it, then some time later be accepted as an acolyte by a sorcerous
society. Likewise, a lay priest or acolyte may elect to conduct a little independent research, just as
though he were an independent himself but in most cases his religion or coven will at best frown upon
such impertinence and at worst will put him to death if they catch him.
The choice of background should be made in conjunction with the Games Master, who will inform the
player of which options are available in his campaign.
Acolyte: Acolytes are members of a coven or sorcerous society, or are occasionally apprenticed to a lone
sorcerer. They are usually in thrall to their coven leaders, though they can gain a great deal of power
this way. The drawback is that they rarely understand said power without their masters’ direct
assistance.
An acolyte must always select a specific group to join, or a master to whom he may apprentice himself.
An acolyte may only ever learn new sorcery styles or advanced spells (see below) known to his masters.
Depending on his superiors and on the nature of the society, he may have a free choice between the
various styles and spells they know, or his progress may be highly regimented so that his sorcery styles
and spells are always assigned for him rather than chosen by him. Most sorcerous societies require a
student to follow a strict curriculum of specific spells for the first ten levels but allow him to learn
whatever he wills after that, so long as they can teach it to him or he can discover it for himself.
Sorcerers from civilized lands often take on apprentices. This is an accepted method of learning found
from Stygia to Khitai, even if one cannot find a larger sorcerous society to join. Some of the more
primitive regions such as Kush also have village sorcerers, along with the more shamanic or witch‐doctor
style priests; these sorcerers, also known as Witchmen or Witch‐Finders, are employed on a freelance
basis to cast spells for clients and often take on apprentices to whom they can pass on their skills.
Independent: Independents are the most versatile variety of scholar, since they have no particular ties
to any authority. However, they also have no one to teach them or to guide them through their
sorcerous paths and so must work a good deal harder to gain access to any true secrets. Though at best
their advancement can be highly flexible, at worst it is simply haphazard, with the independent scholar
simply picking up a little knowledge here and there as he goes.
Every time an independent gains the New Sorcery Style or Advanced Spell class features, he must make
a Knowledge (arcana) check. The DC is 15 for New Sorcery Styles or 20 for Advanced Spells. Success
indicates that he may choose the style he will learn. If he fails, the Games Master will select a style for
him at random from among those he does not currently know but for which he meets the prerequisites.
If his check result was less than 10, he does not gain a sorcery style at all but must select a bonus feat or
skill points instead, as appropriate. See the New Sorcery Style and Advanced Spell class feature.
Pact: A scholar who makes a pact with a demonic entity or other dark force to learn sorcery is in a very
similar state to that of an acolyte to a sorcerers’ ring or coven, since he is often effectively in thrall to the
source of his knowledge. He has a lot more choice as to what he learns; however, the master has no
human compunctions to prevent him from forcing the poor scholar to perform the direst of acts.
Furthermore, he will begin the game at least somewhat corrupt, for no truly decent sorcerer makes
pacts with demons.
A scholar with a pact begins the game with a Corruption of 1 (see pg. 189 for more information on
Corruption). At 1st level, he must choose the New Sorcery Style: Summoning and the spell demonic
pact. On gaining New Sorcery Styles or Advanced Spells, he may choose either to do his own researches,
in which case he must make a Knowledge (arcana) check as though he were an independent, or else risk
further Corruption by calling up the entity with whom he has the pact once more. If he does the latter,
he may freely choose which style or spell he learns, so long as it is one the entity knows but he must also
make a Corruption check for dealing with the demon once more.
A scholar with a pact also starts the game with one additional bonus language available, as well as those
offered him by his race. This is Demonic. He must expend a language slot as usual to learn to speak it.
The Games Master is always free to rule that player character scholars may not begin the game with a
pact. This is particularly appropriate in short‐term or one‐off campaigns, where the natural
disadvantage of the pact scholar (namely the Corruption he gains, which will someday almost certainly
doom him, one way or another) may have little impact on play. This background is better balanced for
long‐term campaigns, offering immediate power at the cost of one’s soul, or worse.
Lay Priest: Scholars who choose the lay priest background are attached to a temple for purposes of
study but with little or no religious authority. If they wish, they can work their way up to the position of
fully ordained priest, which brings with it a number of benefits and responsibilities.
Priests, whether they are lay priests or fully ordained, do not usually have access to sorcery at all; if they
do, it is most commonly some form or other of counter‐sorcery with which to combat evil cults. The
precise nature of each priest and which magical abilities (if any) are available to him will vary depending
on both the deity he worships and his own honesty – or lack of it. More information on the cults of the
various gods can be found in Chapter 12: Religion in the Hyborian Age.
Priests are treated as acolytes in that they must gain sorcery styles known to their religion. They do not
usually need to learn their styles in a specific order but in most cases their religion will offer only a very
limited selection of styles in the first place. Most higher‐level priests have either conducted
independent studies themselves in secret, or have even more secretly made a pact with a demon or
joined a sorcerous society.
The shamans found in barbaric regions such as the Pictish Wilderness can usually be treated as lay
priests, though each tribe or village usually has only two or three shamans at any one time. A shaman
might have the Priest feat (see p. 124) but will not have had any official ordination and may have an
apprentice or two.
New Sorcery Style: At 1st level, 2nd level, 4th level and every four levels thereafter, the scholar gains a
new sorcery style from the table in the Sorcery chapter on pg. 182, along with the basic spell associated
with it. The sorcery styles are more fully explained in Chapter 9: Sorcery.
At any time at which he is eligible to gain a new sorcery style, the scholar may instead gain a bonus feat
from the following list: Skill Focus (any), Diligent, Iron Will, Investigator, Negotiator, Priest, or any
Sorcery feat. If the sorcerer knows the calm of the adept spell from the Oriental Magic sorcery style, he
may also select from Brawl, Defensive Martial Arts, Improved Critical (staff or unarmed strike), Stunning
Attack, or Weapon Focus (staff or unarmed strike). In all cases, the scholar must meet the usual
prerequisites for the feat.
Note that the scholar may or may not be permitted to choose his new sorcery style himself, depending
on his Background class feature.
Base Power Points: A 1st level scholar learns to access his own personal magical energy. This is referred
to as Base Power Points, or Base PP.
A beginning scholar has Base PP equal to 4 + Wisdom Modifier, to a minimum of one point.
Power points are used when casting spells and creating magical objects. They can be regained by rest or
the use of various lotus concoctions, or temporarily increased by various means, most commonly by
sacrificing one or more humans. For most characters, their power points can rise to a maximum of
double their Base Power Points. See Chapter 9: Sorcery for more on power points and their use. This is
a supernatural ability.
If for some reason a character already has Base Power Points when he becomes a scholar, usually
through the Dabbler feat, he does not gain ‘new’ Base Power Points as above. Instead, he receives a
one‐time bonus of +2 to his already acquired Base Power Points.
Knowledge Is Power: A scholar may make a special scholarly knowledge check with a bonus equal to his
level + his Intelligence modifier to see whether he knows some relevant information about local notable
people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item
but may give a hint as to its general function. The scholar may never take 10 or take 20 on this check;
this sort of knowledge is essentially random. The Games Master should determine the Difficulty Class of
the check by referring to the table below.
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.
+1 Power Point: At 2nd level and every four levels thereafter, the scholar’s Base Power Points increase
by +1. This is a supernatural ability.
Advanced Spell: At 3rd level and every level thereafter, the scholar improves his knowledge of any one
of the sorcery styles he already knows by gaining any one of the advanced spells listed under the style.
More information about advanced spells can be found in Chapter 9: Sorcery. Alternatively, at any time
at which he is eligible to gain an advanced spell, the scholar can instead gain a +2 bonus to the skill
points that he gains for the level. As with the New Sorcery Style class feature, the scholar may or may
not be permitted to choose his advanced spell himself, depending on his Background class feature.
Note that when a sorcerer gains Advanced Spell and New Sorcery Style simultaneously upon gaining a
new level, he may choose to gain the Advanced Spell in the New Sorcery Style.
Bonus Spell: From 3rd level the scholar becomes eligible for a small number of bonus advanced spells,
depending on his Intelligence. His maximum possible number of bonus spells is equal to his Intelligence
bonus, if any. However, he can gain only one bonus spell at 3rd level and an additional bonus spell
every four levels thereafter, whatever his Intelligence. This is summarized on the Scholar Bonus Spells
table.
Scholar Bonus Spells
Intelligence Bonus
Scholar Level +1 +2 +3 +4 +5 or higher
3rd Bonus Spell Bonus Spell Bonus Spell Bonus Spell Bonus Spell
7th ‐ Bonus Spell Bonus Spell Bonus Spell Bonus Spell
11th ‐ ‐ Bonus Spell Bonus Spell Bonus Spell
15th ‐ ‐ ‐ Bonus Spell Bonus Spell
19th ‐ ‐ ‐ ‐ Bonus Spell
Iron Will: At 5th level, the scholar gains Iron Will as a bonus feat. If he already has Iron Will, he may
instead select any Sorcery feat for which he meets the prerequisites as a bonus feat.
Increased Maximum Power Points: As scholars become more experienced and knowledgeable, they
become able to store far more magical power in their bodies, so long as it is available to them by means
of sacrifice or some artefact or other. At 6th level, a scholar’s maximum Power Points rise to triple his
Base Power Points, rather than double as is usual for most characters. At
13th level it rises again to quadruple his Base Power Points and at 20th level to quintuple his base Power
Points.
For example, Thothmekri is a 1st level scholar with Wisdom 14. His base PP is 6 (4, +2 Wis) and
his Maximum PP is 12 (double his Base PP). By the time he is 6th level, his base PP is 8 (4, +2 Wis, +2
scholar class feature), and his Maximum PP is 24 (three times his Base PP).
Soldier
Level BAB Fort Ref Will Special
Save Save Save
1 +1 +2 +0 +0 Bonus Feat
2 +2 +3 +0 +0 Bonus Feat
3 +3 +3 +1 +1 Formation Combat, Armor Training 1
4 +4 +4 +1 +1 Bonus Feat
5 +5 +4 +1 +1
6 +6/+1 +5 +2 +2 Bonus Feat
7 +7/+2 +5 +2 +2 Formation Combat, Armor Training 2
8 +8/+3 +6 +2 +2 Bonus Feat
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3 Bonus Feat
11 +11/+6/+1 +7 +3 +3 Formation Combat, Armor Training 3
12 +12/+7/+2 +8 +4 +4 Bonus Feat
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4 Bonus Feat
15 +15/+10/+5 +9 +5 +5 Formation Combat, Armor Training 4
16 +16/+11/+6/+1 +10 +5 +5 Bonus Feat
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6 Bonus Feat
19 +19/+14/+9/+4 +11 +6 +6 Formation Mastery, Armor Mastery
20 +20/+15/+10/+5 +12 +6 +6 Bonus Feat, Weapon Mastery
Adventures: In the grim, war‐torn kingdoms of the Hyborian Age, there is always work for a soldier.
When there is no proper military work in the region, his skills can be put to just as good a use as a
brigand, guard, or hired thug; or else he can simply join a similar band of footloose mercenaries and
travel to a nearby land where there is a war going on.
Characteristics: Soldiers gain far more feats than any other character class and have the freedom to
select them from an enormous variety of combat‐oriented feats. In addition, they gain certain benefits
when fighting alongside others in a formation – this is particularly useful in mass combat but can also
come in handy in an adventuring party that contains three or more characters all with at least three
levels in the soldier class.
Religion: Soldiers are frequently superstitious but rarely practice a particular religion devoutly. Most
would rather rely on their own strong arms and the support of their comrades than put too much faith
in the gods, who may not even exist and certainly show no inclination to intervene in the world even if
they do. Despite this, few soldiers will refuse the aid of a priest if offered. Their lifestyles are so risky
and uncertain that they will take any support they can get, even potentially spurious spiritual assistance.
After all, if you bow to receive a blessing, you have lost nothing if it does not work; and if it does work, it
might just save your life.
Background: Most soldiers joined either an army or a mercenary company at a very young age,
sometimes in childhood as a page, squire, or servant to a more experienced soldier. These know no
other lives than soldiering and often seem very hard and grim for their age. Some soldiers may not have
had such a formal military background but simply come from particularly war‐torn regions, whether
borderlands like the Bossonian marches or lands with a strong raiding culture such as Cimmeria, Asgard
and Vanaheim.
Game Rule Information
Abilities: Strength and Dexterity are vital for the soldier. Though most stress Strength above all else,
Dexterity is vital for archers and skirmishers and even the most stalwart pikeman may find it useful on
occasion. All require Constitution, whatever their role, if they are to survive the long marches and bitter
wars that are every soldier’s lot. Those who have ambitions to rise to a commanding position would do
well to have a reasonably high Charisma too.
Hit Die: d10.
Class Skills
The Soldier’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal
(Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Perform (Cha), Profession
(Wis), Ride (Dex), Survival (Wis), and Swim (Str)
Skill Points per Level: 2 + Int modifier.
Class Features
All of the following are class features of the soldier.
Weapon and Armor Proficiency: A soldier is proficient with all simple and martial weapons, light,
medium and heavy armor and shields.
Bonus Feats: At 1st level, the soldier gets a bonus feat in addition to the feat that any 1st level character
gets and any bonus feats granted by his race. The soldier gains an additional bonus feat at 2nd level and
every two levels thereafter (4th, 6th, 8th, etc.). The feats that may be selected as soldier bonus feats
are indicated as such in the Feats table in the Feats chapter. A soldier must still meet all prerequisites
for a feat, including ability score and base attack bonus minimums.
Armor Training: Starting at 3rd level, a soldier learns to be more maneuverable while wearing armor.
Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and
increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th,
and 15th), these bonuses increase by +1 each time, to a maximum of ‐4 reduction of the armor check
penalty and a +4 increase to the maximum Dexterity bonus allowed.
In addition, a soldier can also move at his normal speed while wearing medium armor at 7th level, and
heavy armor at 11th level.
Formation Combat: At 3rd level the soldier learns to fight as part of a formation, rather than as an
individual. He may select one of the following formations:
Heavy Cavalry: Whenever the soldier is mounted and has two mounted and allied soldiers who have also
selected Heavy Cavalry within 20 feet of him, he gains a +1 circumstance bonus to his Armor Piercing
rating with any melee weapon. All three must be mounted and in medium or heavy armor.
Heavy Infantry: Whenever the soldier has two allied soldiers who have also selected Heavy Infantry
adjacent to him, he gains a +1 circumstance bonus to his damage rolls with any melee weapon. All three
must be on foot and in medium or heavy armor.
Light Cavalry: Whenever the soldier has two and allied soldiers who have also selected Light Cavalry
within 20 feet of him, he gains a +1 circumstance bonus to all melee attack rolls. All three must be
mounted and in light or no armor.
Skirmisher: Whenever the soldier has two allied soldiers who have also selected Skirmisher within 10
feet of him, he gains a +1 circumstance bonus to AC. All three must be on foot and in light or no armor.
The soldier may select a new formation every at 7th, 11th and 15th levels. Formation combat is an
extraordinary ability.
Formation Mastery: A 19th level soldier’s circumstance bonus for fighting in formation increases to +2.
This is an extraordinary ability.
Armor Mastery: At 19th level, a soldier DR 5/‐ while wearing armor or wielding a shield.
Weapon Mastery: At 20th level, a soldier chooses one weapon with which he is proficient. Any attacks
made with that weapon automatically confirm all critical threats and have their damage multiplier
increased by 1 (x2 becomes x3, etc.). In addition, he cannot be disarmed while wielding a weapon of this
type.
Thief
Level BAB Fort Ref Will Special
Save Save Save
1 +0 +0 +2 +0 Sneak Attack Style, Sneak Attack 1d6/1d8, Trap Disarming
2 +1 +0 +3 +0 Eyes of the Cat
3 +2 +1 +3 +1 Sneak Attack +2d6/+2d8, Trap Sense +1
4 +3 +1 +4 +1 Sneak Attack Style, Light Footed
5 +3 +1 +4 +1 Sneak Attack +3d6/+3d8
6 +4 +2 +5 +2 Trap Sense +2, Special Ability
7 +5 +2 +5 +2 Sneak Attack +4d6/+4d8
8 +6/+1 +2 +6 +2 Sneak Attack Style, Poison Use
9 +6/+1 +3 +6 +3 Sneak Attack +5d6/+5d8, Trap Sense +3
10 +7/+2 +3 +7 +3 Special Ability
11 +8/+3 +3 +7 +3 Sneak Attack +6d6/+6d8
12 +9/+4 +4 +8 +4 Sneak Attack Style, Trap Sense +4
13 +9/+4 +4 +8 +4 Sneak Attack +7d6/+7d8
14 +10/+5 +4 +9 +4 Special Ability
15 +11/+6/+1 +5 +9 +5 Sneak Attack +8d6/+8d8, Trap Sense +5
16 +12/+7/+2 +5 +10 +5 Sneak Attack Style
17 +12/+7/+2 +5 +10 +5 Sneak Attack +9d6/+9d8
18 +13/+8/+3 +6 +11 +6 Trap Sense +6, Special Ability
19 +14/+9/+4 +6 +11 +6 Sneak Attack =10d6/+10d8
20 +15/+10/+5 +6 +12 +6 Sneak Attack Style
Adventures: Whether cracking open a long‐forgotten tomb in Stygia, raiding a Khitan caravan, or
stealing sacred jewels from a Zembabwean jungle temple, the thief lives a risky but hopefully profitable
life wherever he goes. Thieves are common in Hyboria, often low born adventurers who use their wits
to rob others. Zamora is almost a state of thieves. Shem, Koth and Zingara also have their fair share of
thieves. A thief who has acquired a reputation, or even one foolhardy enough to go where others will
not, is likely to be hired to break into sorcerers’ homes or tombs. They might be asked to gather rare
artefacts, such as poison from the snakes of the swamps of Zingara, or lotus blooms from a far eastern
land. Some are hired to capture particularly valuable slaves. Teams of thieves might work on the more
difficult tasks but there are no formalized ‘Thieves’ Guilds’ even in notoriously lawless regions such as
the Maul in Zamora. Nobles will often hire such people for spies and assassins as well as thievery.
When work does not come in thieves will seek out legendary treasures for their own profit. As a
member of an adventuring team, his role can be that of scout, negotiator, assassin, or anything else for
which his particular choice of skills suits him.
Characteristics: The thief is expert at stabbing his enemies in the back and with a well‐planned sneak
attack he can be far more devastating than the most stalwart greatsword‐wielding mercenary. His
greatest strength, though, is in the breadth and depth of skills to which he has access, allowing him to
specialize or generalize as he chooses in any of a variety of different fields of expertise.
Religion: The best‐known thieves’ god is Bel, originally a Shemitish deity but now worshipped almost
everywhere Shemites are found, from the Hyborian kingdoms to Stygia, Zamora and Turan. Other
thieves have been quick to adopt Bel as patron, with his priests’ promises of an easy life of plunder and
excess. However, there are other gods who favor thieves, including several in the extensive and
complex Zamorian pantheon. Thieves from the East and South, such as Vendhya and Kush, tend to
worship their own gods. Many thieves, though, prefer to avoid religion entirely, perhaps fearing that if
they give too much credence to the gods they will never be able to break into tombs or rob temple
coffers again.
Background: Many thieves come from the sprawling western cities, whether in the Hyborian kingdoms
or the notorious slums and back streets of Zamora. However, not all thieves are from urban regions and
the nomadic tribes of Shem, Hyrkania and other lands can also produce effective rogues, as can the
barbaric lands of Cimmeria and Nordheim. Often a wanderer into the Hyborian kingdoms will find
employment as a thief before moving on to other things, since anyone with a quick mind and nimble
fingers can turn his hands to thievery.
Game Rule Information
Abilities: For most thieves, Dexterity is paramount. It lets them strike first, before their opponents can
properly defend against a sneak attack. It also drives most of their skills. Intelligence should also be a
priority, for an intelligent thief will be able to get a better range of the skills that are so crucial to this
class. The thief who wishes to make his mark as a conman or fixer rather than a straight robber or
burglar would do well to have a high Charisma, so as to better dupe his marks or make his deals.
Hit Die: d6.
Class Skills
The thief’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha),
Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex),
Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Knowledge (local) (Int), Linguistics
(Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim
(Str), Use Magic Device (Cha).
Skill Ranks per Level: 8 + Int modifier.
Class Features
All of the following are class features of the thief.
Weapon and Armor Proficiency: A thief is proficient with all simple weapons, all light and one‐handed
martial weapons and light armor.
Sneak Attack Style: At 1st level, the thief chooses a sneak attack style. This can be any one weapon with
which he is proficient, including unarmed strikes and missile weapons. Whenever he makes a sneak
attack (see below) using his chosen weapon, he inflicts greater damage and gains a +1 circumstance
bonus on his attack roll. At 4th level and every four levels thereafter, the thief gains an additional sneak
attack style. This is an extraordinary ability. Note that if the thief has Sneak Attack as a class feature
from another class, the sneak attack style increased damage only applies to the damage from the Sneak
Attack class feature acquired by taking thief levels. For example, a 4th level thief/5th level pirate whose
sneak attack style is poniard deals 1d6+2d8+1d6 damage when he sneak attacks with a poniard; 1d6 for
the poniard’s base damage, 2d8 for the sneak attack damage from the thief levels (poniard style) and
1d6 for the sneak attack damage from the pirate levels.
Sneak Attack: Any time at which the thief’s target is unable to dodge or parry, or when the thief flanks
the target, the thief’s attack deals extra damage. The extra damage is +1d6/+1d8 at 1st level and an
additional 1d6/+1d8 every two levels thereafter. The number before the slash indicates the extra
damage dealt by most weaponry; the number after the slash indicates the extra damage dealt by any
weapon that is one of the thief’s sneak attack styles. (You use either the first figure or the second,
according to whether the thief is using a weapon that is one of his styles or not. You do not add the d6
and the d8 damage.) Should the thief score a critical hit with a sneak attack, this extra damage is not
multiplied.
Ranged attacks can only count as sneak attacks if the target is within 30 feet. The thief cannot strike
with deadly accuracy from beyond that range.
With a sap or an unarmed strike, the thief can make a sneak attack that deals subdual damage instead of
normal damage. The thief cannot use a weapon that deals normal damage to deal subdual damage in a
sneak attack, even with the usual ‐4 penalty to attack rolls.
A thief can only sneak attack a living creature with a discernible anatomy. Any creature that is immune
to critical hits is also not vulnerable to sneak attacks. The thief must be able to see the target well
enough to pick out a vital spot and must be able to reach a vital spot. The thief cannot sneak attack
while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond
reach.
Trap Disarming: Thieves (and only thieves) can use the Search skill to locate traps when the task has a
Difficulty Class higher than 20.
A thief who beats the DC of a trap by 10 or more with his Disable Device check can, if he chooses, bypass
it rather than disarming it. He may lead his allies past it at their normal speed without risk.
Eyes of the Cat: At 2nd level, the thief gains the Eyes of the Cat feat as a bonus feat. He need not meet
the usual perquisites for the feat. If he already has Eyes of the Cat, he gains Alertness instead. This is an
extraordinary ability.
Trap Sense: At 3rd level, the thief gains a +1 bonus to Reflex saving throws made to avoid traps and a +1
dodge bonus to AC against attacks by traps. Every three levels thereafter, these bonuses increase by +1.
Trap Sense bonuses gained from different classes stack. This is an extraordinary ability.
Light‐Footed: At 4th level, the thief gains the Light‐Footed feat as a bonus feat. He need not meet the
usual prerequisites for the feat. If he already has Light‐Footed, he gains Fleet‐Footed instead. This is an
extraordinary ability.
Special Ability: At 6th level and every four levels thereafter, the thief may select a special ability from
the following list. All special abilities are extraordinary abilities.
Crippling Strike: When the thief damages an opponent with a sneak attack, the target also
takes 2 points of Strength damage.
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 successful saving throw. Evasion
can only be used if the thief is wearing light armor or no armor.
Jack‐of‐all‐trades: The thief gains a +2 innate bonus on all Craft and Profession skill checks.
Opportunist: Once per round, the thief can make an attack of opportunity against an
opponent who has just been struck for damage in melee by another character. This attack
counts as the thief’s attack of opportunity for that round. Even a thief with the Combat
Reflexes feat may not use the opportunist ability more than once per round.
Skill Mastery: The thief selects a number of skills equal to 3 + Intelligence modifier. When
making a skill check with one of these skills, the thief may take 10 even if stress and
distractions would normally prevent him from doing so. The thief may gain this special
ability multiple times, selecting additional skills to which to apply it each time.
Sorcerous Protection: Experienced thieves often arrange for minor magical protection, or
learn to create their own defenses, so as to more safely plunder cursed tombs or Stygian
caravans. The thief gains a +2 resistance bonus to all saving throws against spells and spell‐
like effects, whether the required roll is a Will, Reflex or Fortitude saving throw.
Feat: The thief may select a bonus feat in place of a special ability, so long as he meets the
usual prerequisites for the feat selected.
Poison Use: At 8th level the thief gains the Poison Use feat as a bonus feat. He need not meet the usual
prerequisites for the feat.
Rounding Out Your Character
As part of the character generation process, the following stages enable you to find out a little more
about your character beyond his class, race, feats and skills.
Fate Points
Fate Points are a narrative device enabling the players to bring creative input to bear in the game,
beyond merely describing their own actions and throwing the dice. With Fate Points, you, the player,
can alter the game world in some way so as to benefit your character. Fate points are intended to offer
you the chance to add to the story of your character, adapting the events around him or the
circumstances that befall him so as to improve the game and give it more Conanesque feel.
At the start of your career, you have 3 Fate Points, or FPs.
These Fate Points are extremely precious, since they can save your life. You can achieve this by opting
to be ‘left for dead’ rather than killed outright.
They have three other uses as well; but saving your life is definitely the most crucial one, so it is
recommended that you always keep one or two FPs reserved for that purpose alone. Of course, the
angle might be perfect for a Mighty Blow (see below) instead, even if that leaves you desperately short
of FPs but that is a decision for you to take. Magical resurrection is so scarce as to be almost
unattainable in Conan the Roleplaying Game, though a character who 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 (see Chapter
13: Bestiary). Despite this, it is usually best to simply not die.
Using Fate Points
There are four standard uses for Fate Points: Left For Dead, Mighty Blow, Repentance and Destiny. Your
Games Master may allow other uses, so check with him before play.
Left For Dead: In Conan the Roleplaying Game, characters become unconscious when reduced to ‐1 hit
points and die when reduced to ‐10 hit points. See Chapter 8: Combat. However, when a character’s hit
points reach ‐10 by any means, he may spend 1 FP to avoid being killed outright. He is instead ‘left for
dead.’
A character who is left for dead appears dead to a casual examination, though he still has a chance of
recovering, particularly if attended quickly by a character with the Heal skill (see pg. 90). If he is healed
of at least 1 point of damage within one hour of being left for dead, either with the Heal skill or by some
sorcerous or other means, he is considered to be stable and at ‐9 hit points. If he is not healed, he must
make a Fortitude saving throw (DC 20) after one hour. If successful, he stabilizes himself and is at ‐9 hit
points. If he fails, he is finally and irrevocably dead, whether or not he has any FPs left.
Mighty Blow: Rather than rolling the damage dice on any successful hit or damaging magical attack of
some kind, you can elect to declare a Mighty Blow, at the cost of 1 FP. A Mighty Blow always deals the
maximum possible damage. This includes any bonus damage, such as that rolled for sneak attacks. A
primitive or standard quality melee weapon always shatters irreparably when used to deliver a Mighty
Blow. Even an Akbitanan weapon used to deliver a Mighty Blow has a straight 50% chance of snapping
in two, though if it does, it will usually be possible to use the broken blade as an improvised weapon. It
will not be completely destroyed.
Repentance: You spend one or more Fate Points to leave behind your old, evil life and make an effort to
start afresh. Each FP spent in this way removes one point of Corruption.
Destiny: You can at any time spend one or more Fate Points, with the agreement of the Games Master,
to alter the world in some minor way. Essentially, this allows you the player to have some input into the
story, over and above the actions of your character. This change must be one that is plausible, minor
and not overwhelmingly beneficial to the player characters. It may well assist them to accomplish their
goals but they must still accomplish those goals by their own strength and wits, not simply by spending
Fate Points!
For example, a character captured by the law and imprisoned might spend a Fate Point to have a chance
at escape, such as a comrade or slave‐girl smuggling him in a dagger, or a guard becoming drunk on
duty, or the discovery of a loose chunk of granite with which to smash open his ankle‐chain. He may
not, however, have his escape handed to him on a plate, such as by a sorcerer magically putting all the
guards to sleep and bursting his door open.
Another option for this use of a Fate Point is to alter your own character in some minor way, by
revealing a new facet of his past. This might include knowing a language that he did not know before,
which proves useful in his current situation, or having a contact in the area from his previous dealings in
the region.
One good use of Destiny is when the players are at a dead end in an adventure. Perhaps they have
missed some crucial clue, or failed to puzzle out where to go next. A single Fate Point in this case is
usually enough for the Games Master to offer some kind of in‐game hint. Preferably, this will not be so
blatant as to have a friendly non‐player character tell them the answer outright but, instead, something
more along the lines of the background information often given out in Conan stories. For example, a
lotus‐dream could reveal a vision of the past history of the creatures and places crucial to the plot; or an
ancient scroll could be uncovered that, with a Decipher Script check and a bit of logic, could provide a
hint as to where to look next.
The Games Master will be more likely to accept proposed uses of Destiny which could plausibly relate to
a character’s own future destiny, as reflected by his goals. For example, in the story Black Colossus,
Conan is offered the position of commander of a nation’s armies and given a fi ne suit of plate armor as
an indication of his position. All about him observe a regal quality to him, which they had not seen
before. This is a deliberate foreshadowing of his destiny to one day be King of Aquilonia. Had Conan’s
player always made it clear that his ambition was to one day be King, the Games Master might allow him
to be made commander for just one Fate Point, since it would allow that very foreshadowing.
Gaining More Fate Points
When you spend a Fate Point, it is gone forever. It does not recover with time, nor do you automatically
gain new FPs as you advance in level.
Each time your character accomplishes a major goal, either personally or as part of an adventuring
party, he gains from 1 to 2 FPs, always at the discretion of the Games Master. Usually this will occur
only at the successful conclusion of an adventure. An entirely unsuccessful adventure will tend to mean
that you do not gain any FPs as a result.
Starting Equipment and Money
Each character begins the game with a very small budget with which to buy equipment. This is usually
just sufficient to buy a weapon or two and cheap, light armor for those who need it. Starting equipment
budget is dependent on character class.
The budget can be spent on any of the goods for sale in Chapter 7: Equipment. A scholar character may
choose to spend some of his budget or all of it on items from Chapter 9: Sorcery, if he can afford them.
Note that this budget is not the same as starting money. If the budget is not used, the character does
not get to keep the money. The budget represents items he has managed to acquire and keep for
himself over the years prior to the game beginning, not actual money.
Any player can choose to have a starting equipment package for his character instead of a starting
equipment budget. These are similar in value to the appropriate budgets.
Starting Money
In addition to his starting equipment, each character has 2d6‐2 silver coins at the start of the game. At
the Games Master’s discretion, this may be reduced to zero, if he wishes to start a campaign in which
the characters begin desperately short of money, rather than just very short!
Codes of Honor
There is no alignment in Conan. Its place is taken by two concepts, codes of honor and allegiance.
Generally speaking, deciding what is moral and what immoral is up to the individual. However, certain
dark, corrupting forces can turn humans into cowed slaves or gibbering madmen. Holding to a code of
honor, however primitive, is one way in which heroes can avoid such a fate.
The two most common codes of honor are given below. At the Games Master’s discretion, variant
codes of honor may be permitted but it is strongly recommended that they should be based on those
given here. For example, the Games Master may agree a variant barbaric code of honor better suited to
the Vanir with a player who wishes to play such a character, given that the standard barbaric code of
honor is based more on Cimmerian morality.
However, there should be no ‘thief code of honor’ or ‘pirate code of honor.’ As portrayed in the Conan
stories, most such characters are inherently without honor, though they may occasionally feign honor
for their own purposes. Any who do have a code of honor have retained a civilized or barbaric code
from their earlier lives but they are in the minority and most lose even that honor sooner or later.
Conan is a rarity, a barbarian so strong‐willed he has upheld his honor even when among the most
treacherous and amoral company of rogues or corsairs.
Benefits of a Code of Honor
Any character can begin the game with a code of honor at no cost. Any character with a code of honor
gains a +3 morale bonus on all Will saving throws, rising to +6 if the Will saving throw is against
Corruption (see pg. 189). Furthermore, he gains a +2 bonus to Reputation (see pg. 70).
However, living by any code of honor will require certain restrictions on what the character can and
cannot do and breaking a code of honor usually means the loss of its benefits forever.
Barbaric Code of Honor
This is Conan’s style of morality, such as it is.
The barbaric code of honor is common only in lands with harsh climates, such as Cimmeria, Vanaheim
and Asgard in the north, Ghulistan in the east and is also found among some of the Shemites and Kozaks
who live in the great deserts that stretch over many of the southern and eastern lands. Here even
strangers are given hospitality and fallen foes are extended mercy if they ask for it, since it is recognized
that humanity must to some extent work together against the bitter cold or suffocating heat. Barbarian
tribes who have a relatively easy time of it, such as the Picts in their lush forests, do not usually have a
need for a code of honor, for their environment is not sufficiently deadly as to be their most dangerous
enemy. It could be argued that the presence of a code of honor is what separates a barbarian from a
mere savage.
Restrictions of the Barbaric Code of Honor
A character with a barbaric code of honor will:
Respect alliances with other honorable characters.
Ignore an alliance with a dishonorable character, even pre‐emptively, if it suits him.
Abide loyally by a contract of employment, even with a dishonorable employer, so long as
the character is well‐treated and shown loyalty in return.
Slay a dishonorable foe, even if that foe is helpless.
Slay an honorable foe who is not helpless.
Protect those weaker than himself, at least from physical dangers, if such protection is
requested. This includes ordinary folk such as peasants captured for interrogation, who will
be set free once it is safe to do so and rewarded if they were of assistance, as well as
children and most women. A woman who has demonstrated herself to be more capable in
war than the average man need not be protected, though the typical male with a barbaric
code of honor will probably attempt to protect her anyway.
Offer his allegiance only to an honorable leader who is clearly stronger and better suited for
power than himself, or to a greater cause of some kind; once allegiance is granted, the
character must be utterly loyal, so long as his leader remains honorable and loyal to him in
return. Note that a character with a barbaric code of honor need not necessarily retain an
allegiance that was always intended to be temporary, such as a mercenary contract, after
the conditions are fulfilled.
Plunder and rob anyone other than honorable allies.
Lie, cheat and con anyone other than honorable allies.
Have no in‐principle objection to slavery, being willing to keep or free slaves as it suits his
purposes.
Grudgingly respect genuine piety but despise venal priests and the typical trappings of
civilized ‘religion’.
Like or dislike others based on their honor and their actions, not on their religion or race.
Be hospitable and generous to those in need, even to strangers. It is said that no man
starves in Cimmeria, unless there is a famine and all starve, because every family will give of
their own food to anyone without.
Respect the hospitality shown him.
Avenge any seriously intended insult with immediate and lethal force, if at all possible. Note
that barbarians new to civilization are likely to avenge even a jesting insult in the same way,
not having yet learnt the subtleties of civilized behavior, which can allow a man to insult
another without the imminent danger of having his skull split.
Avenge any physical harm done him, at the earliest opportunity, in a manner fitting his
sense of balance and justice.
Characters with a barbaric code of honor will not:
Slay a wild animal, or any other creature, for sport alone. He may slay in self‐defense, or for
revenge, or to get food or other resources, or slay a sworn enemy.
Slay an honorable foe who offers a ransom or throws himself on the character’s mercy.
Slay or steal from one who has shown him hospitality in his own house, even if they turn out
to be an enemy, unless the other breaks hospitality first.
Harm anyone currently under his protection or receiving his hospitality, even if they turn out
to be an enemy, unless the other breaks faith first.
Assist the authorities with any information about his friends or allies, even if refusing to do
so puts him at risk.
Desert his henchmen or retainers, even if they appear to desert him. If he ever achieves the
position of chieftain or a similar authority, he feels he must set an example to his followers.
Even if they doubt him, he must prove himself to them, particularly if they need him.
Civilized Code of Honor
This is the code of honor practiced by most knights and nobles from the civilized lands. Some civilized
warriors, soldiers, and mercenaries also practice this code of honor.
A character with a civilized code of honor will:
Respect alliances with other honorable civilized characters. May also respect alliances with
honorable barbaric characters, but this is not required.
Respect an alliance with a dishonorable civilized character up until that character breaks it.
Offer his allegiance to any leader who might be regarded as a legitimate authority or to a
greater cause of some kind; once granted, the character must be utterly loyal, so long as his
leader or cause remains honorable and loyal to him in return. Note that a character with a
civilized code of honor need not necessarily retain an allegiance that was always intended to
be temporary, such as a mercenary contract, after the conditions are fulfilled.
If seriously insulted, demand a formal duel at the next suitable opportunity. Honor may also
be satisfied with sincere and profuse apologies, at the discretion of the insulted party.
Obey the laws of his homeland and cooperate with lawful authorities in other lands
wherever possible, unless at war with those lands. This applies even if such behavior would
be to the detriment of his friends or allies.
Protect those weaker than himself, if such protection is formally requested and if the person
requesting protection is highborn.
Have no in‐principle objection to slavery, being willing to keep or free slaves as it suits his
purposes.
Respect religious authorities.
If religious, make war upon the enemies of his religion without showing mercy or offering
quarter.
A character with a civilized code of honor will not:
Break the law of the land, unless he has formally thrown in his lot with an organized and (in
his opinion) legitimate force of rebels.
Slay an honorable foe who offers a ransom or throws himself on the character’s mercy,
unless ordered to do so by a legitimate authority. Even in the latter case, if the character
believe that such an order indicates that the authority is no longer legitimate, he may, at the
Game Master’s discretion, be able to avoid killing the foe, so long as he immediately
attempts to remove the illegitimate authority from power; this may involve something along
the lines of the rebellion mentioned above.
Slay a dishonorable foe of noble birth who offers a ransom, or throws himself on the
character’s mercy, unless ordered to do so by legitimate authority.
Knowingly work for a dishonorable employer.
Attack peasants or ordinary civilians and tradesmen unless those folk have openly rebelled
against a lawful authority.
Losing a Code of Honor
Any character who voluntarily breaks his code of honor immediately loses its benefits.
He may regain it if he seeks out a priest who can provide atonement, so long as he worships the same
gods as that priest and the priest has a code of honor of his own.
The priest will set the character a task, which must be fulfilled before full atonement can take place.
An irreligious character or one who cannot find a suitable priest may attempt to right the wrong himself
somehow. The Games Master will always be the judge of how much needs to be done in this case
before the code of honor can be regained but generally it should be at least as much of a challenge as a
task set by a priest.
Allegiance
A character may have up to three allegiances, listed in order from most important to least important.
These allegiances are indications of what the character values in life and may encompass people,
Organizations, or ideals. A character may have no allegiances, being either a free spirit or a lone wolf, or
may change allegiances as he goes through life. Also, just because the character fits into a certain
category of people does not mean the character has to have that category as an allegiance.
If the character acts in a way that is detrimental to his allegiance, the Games Master may choose to strip
the character of that allegiance and all its benefits and assign an allegiance more suitable to those
actions.
Pledging Allegiance
A character’s allegiance can take the form of loyalty to a person, to an Organization, to a belief system,
or to a nation.
In general, a character can discard an allegiance at any time but may only gain a new allegiance after
attaining a new level. However, a character who also has a code of honor (see above) may gain a new
allegiance at any time, subject to the Games Master’s veto. This reflects the inherent trustworthiness of
a character with a code of honor. Characters with codes of honor may also find it difficult to discard
their allegiances without losing their honor, though, so should select allegiances with care.
Having an allegiance implies having sufficient intelligence and wisdom to make a moral or ethical choice.
As a result, a character must have Intelligence and Wisdom scores of 3 or higher in order to select
allegiances.
Allegiances include but are not limited to, the following examples:
Person or Group: This includes a leader or superior, a family, a group of linked individuals such as a band
of adventurers, or a discrete unit within a larger Organization, such as members of the character’s watch
on a ship, or individuals for whose safety the character is responsible.
Organization: This may be a secret society, a caravan train, a pirate ship or brotherhood, a local temple,
a city, a guild, a mercenary company, an employer, or an otherwise established authority. Examples: the
Argossean trading ship Sea‐Witch, the temple of Ibis in the village of Hanumat.
Nation: This may or may not be the nation in which the hero currently resides. It may be where the
individual was born, or where the hero resides after emigrating to a new home.
Religion: This is always a particular faith or religion, though it need not necessarily be limited to one
god. For example, a Pictish shaman is more likely to have allegiance to all the multitudinous deities and
obscure spirits of his pantheon, rather than just one particular entity. Conversely, most sorcerers make
pacts with specific demons or dark gods.
Allegiance and Influence
An allegiance can create an empathic bond with others of the same allegiance. With the Games
Master’s permission, the character gains a +2 circumstance bonus on Charisma‐based skill checks when
dealing with someone of the same allegiance, so long as the character concerned has had some
interaction with the other character, allowing the connections to be discovered and thus bring the
bonus into play.
Reputation
During a typical campaign of Conan the Roleplaying Game, characters will amass fewer tangible rewards
for their efforts (such as gold, land and magical items) than characters in most fantasy settings. They are
more likely to be fleeing the country after an adventure than being given a land grant, unless perhaps at
high levels they seize control of an entire nation as Conan himself did. Gold, if they ever gain it, will slip
through their fingers in the taverns, gaming‐houses and bordellos of the nearest city within a matter of a
few weeks. Magical items are few and far between; if not a sorcerer, you would be well advised to steer
clear of them, for most come with a price few would be prepared to pay.
Adventurers in the Hyborean Age must rely on their own skills over and above expensive equipment or
magical weaponry. Their experience and combat prowess are paramount, though their reputation can
also be of enormous benefit. A character’s reputation, though, is always with him, even when he is a
penniless wanderer or captured prisoner. For example, in the Conan novel The Hour of the Dragon,
Conan is able to use his reputation as a chief of the black corsairs to cause a slave revolt, allowing him to
defeat an entire shipload of Argossean sailors.
The following rules provide a mechanic to reflect the effects of reputation in day‐to‐day situations.
These rules should never be regarded as a substitute for roleplaying but can make minor encounters run
much more smoothly.
Reputation works a little like the Charisma ability score. It helps characters influence situations through
the use of skills such as Bluff, Intimidate and Gather Information, as well as helping them recruit
mercenaries and followers effectively. Also provided are rules that allow the nature of a character’s
reputation to affect the way it may be used. For example, a lowly Zamboulan street thug known for his
bloodthirsty behavior is likely to find a very different response when negotiating with another thief than
with a virtuous priest of Mitra. In addition, this section permits characters to cultivate a different
Reputation in several different cities or nations. For example, King Conan is loved in Aquilonia for
deposing the old, repressive dynasty and ruling wisely and justly, yet among the black corsairs he is
Amra, the lion, the most bloodthirsty and successful pirate leader they have ever had.
While Reputation works much like an ability score, it rises and falls frequently, often after each scenario
a character completes.
The Reputation score measures how well known a character is among the general population of a region
or town. A high Reputation means that many people have heard impressive things about the character,
such as his exploits in escaping the law or the theft of a heavily guarded and incredibly expensive
artefact. A low Reputation shows that either few people have heard of the character’s exploits or have
heard terrible things about him, such as his propensity to murder innocents at whim or his defeat at the
hands of a lone peasant. However, Reputation is not always an honest assessment of a character’s skills
or exploits. As word travels of his accomplishments, some bending of the truth takes place as rumor
builds upon rumor. Despite this, unless someone deliberately spreads misleading lies, a character’s
Reputation is largely based on his actual actions.
A character applies Reputation to:
Attempts to influence others with skills such as Bluff, Intimidate, and Diplomacy.
Attempts to see whether a person knows who the character is.
Generating Reputation
A character’s base Reputation score equals his character level plus his Charisma modifier, though it can
never drop below 1. Thus, each time a character gains a level, his Reputation usually goes up by one,
though a low level character with a negative Charisma modifier may have to work hard before his
Reputation can increase above 1.
Actions a character undertakes also modify his Reputation. Defeating enemies, overthrowing tyrants,
slaying evil sorcerers and completing other difficult or heroic tasks all help boost a character’s
Reputation. On the other hand, a character who temporarily retires from adventuring or who departs to
a distant city or world for many years loses Reputation. Truly legendary characters’ stories may
continue to live on as popular songs and myths but the exploits of most fade with time.
Using Reputation
A character’s Reputation can be a tremendous asset among mercenaries, nomads and thieves. When a
person is encountered for the first time, make a Reputation check to determine if he has heard of the
character’s exploits. To make a Reputation check, roll 1d20 and add the character’s Reputation score. If
this matches or equals the check’s DC, the person has heard of the character. The standard DC for a
Reputation check is 25.
If a person has heard of the character, he may use his Reputation score to provide a bonus when using
the following skills: Bluff, Intimidate, Perform and Gather Information. The bonus gained from
Reputation is based on its overall score and is shown on the table below. Generally, any skill used in
social situations may use Reputation as a bonus, so long as those who the character is trying to impress
recognize him.
Reputation Effects
Reputation Score Bonus to Skill Checks Penalty to Disguise
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
68‐80 +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.
Reputation by Location
Reputation is attached not only to a character but also to a place. An outlaw famous in one town for
defeating a hated inquisitor may be completely unknown in another, where word of the inquisitor never
reached. When making a Reputation check, the DC is determined by where the character currently is.
His Reputation may not travel with him if he goes further afield. If a character travels to an area where
he has not been before, consult the table below to determine any modifiers to his Reputation.
Distance Travelled: This is the physical distance from the nearest area where the character has built up a
Reputation.
Temporary Reputation Check DC: The DC of Reputation checks for the first month a character spends in
a new area. Over time, news of his arrival and knowledge of his actions spreads enough to return to the
standard DC of 25.
The Nature of Reputation
Not everyone has the same kind of reputation. A notorious and successful assassin meets with quite
different reactions from a popular priest who is willing to help anyone, believer or not. The Games
Master may assign one of the following Reputation types to each character. Players are allowed to
select the nature of their own characters’ Reputation, though the Games Master has the option to force
them to change this nature if the player does not live up to it.
Each nature dictates how a character may use his Reputation score. A Reputation’s nature determines
which skill checks it may be used as bonus to. In all cases, people must recognize a character in order
for his Reputation score to apply in a situation, as detailed above.
Brave: The character is known for his unflinching and steadfast demeanor in the face of danger. He has
faced down many powerful enemies and defeated them not only with skill at arms but also indomitable
spirit. The character may apply his Reputation bonus to Bluff and Intimidate checks when dealing with
others.
Coward: When danger calls, the character runs in the opposite direction. He is known for his flighty
nature and tendency to shirk from challenges. Few respect him and his Reputation makes it difficult for
him to deal with others. If he is recognized, his Reputation bonus automatically counts as a penalty to
any Intimidate checks when dealing with others. However, he may use it as a bonus to Bluff and Gather
Information checks as others tend to underestimate him and he can take advantage of that when lying
or trying to extract information from them.
Cruel: The character inflicts pain upon others for little reason and is known for his sadistic and capricious
nature. Those who recognize the character will attempt to avoid him, for his name commonly arouses
fear and loathing in others. He may apply his Reputation bonus to Bluff and Intimidate checks when
dealing with others. He may only apply his Reputation bonus to Intimidate checks when dealing with
authority figures.
Honest: The character is thought to keep his word at all times. He is known not only as a hero of the
people but also as a person who adheres to a strict code of honor. Whether this is truly the case is
irrelevant, so long as he maintains his public persona. The character may apply his Reputation bonus to
Bluff, Sense Motive and Gather Information checks. People trust him and are easily swayed by his words
or eager to help him out.
Talented: The character is known as an expert in his field. He may, for example, be a gifted scholar or
powerful warrior. His exploits are well known but his talent and ability mark him as a legend in the
making. The character may apply his Reputation modifier to Bluff and Profession checks when dealing
with others. As an acknowledged expert, his advice and work are both highly valued.
Trickster: When the character moves through a room, everyone pauses to check their purses. He is
known as a shifty and sneaky scoundrel. When the character’s Reputation precedes him, apply it as a
penalty to Bluff checks when dealing with others, as people expect him to lie about everything anyway.
On the other hand, his exploits make others somewhat nervous, allowing him to use his Reputation as a
bonus to Intimidate and Gather Information checks.
Villain: The character inspires fear and dread in others because of the ruthless goals he pursues. His
methods may not be brutal but he is known as someone best not crossed. The character may apply his
Reputation bonus to all Bluff, Intimidate and Gather Information checks when dealing with others.
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.
An alias acquires its own Reputation, generated separately from a character’s true identity. When
travelling under an alias, any bonuses earned to Reputation apply only to the alias’s Reputation score. If
a character gains a level because of actions taken while under his alias, or if he earned the majority of
the experience points needed for a level whilst using it, his alias earns the Reputation bonus. Thus,
while a character’s true personality is barely known by anyone, his alias could be the leading villain (or
hero) in the city.
If a character’s alias is ever revealed, the higher of his own and his alias’s Reputation becomes his true
Reputation score. In addition, he gains half of his lower score as a one‐time bonus to his new
Reputation, reflecting the uproar and interest surrounding the revelation of his identity. However, the
character only modifies his Reputation score in this way if the general populace learns of his alias. If
only a few close friends or a very limited number of people are in on the secret, his alias is secure.
Aliases work best as a roleplaying tool. The heroic outlaw who dons a disguise and struggles against a
corrupt and autocratic priest, or a common thief desperately trying to keep his activities hidden from
the local lords or police are two examples of how they may be used. They add depth to a character’s
background and supply some interesting roleplaying opportunities. If a player feels an alias is
appropriate to his character, he should consult with the Games Master about adopting one.
Feats designation does not restrict characters of
other classes from selecting these feats,
Some abilities are not tied to your race, class, or assuming that they meet the prerequisites.
skill—things like particularly quick reflexes that
allow you to react to danger more swiftly, the Critical Feats
ability to craft magic items, the training to Critical feats modify the effects of a critical hit
deliver powerful strikes with melee weapons, or by inflicting an additional condition on the
the knack for deflecting arrows fired at you. victim of the critical hit. Characters without the
These abilities are represented as feats. While Critical Mastery feat can only apply the effects
some feats are more useful to certain types of of one critical feat to an individual critical hit.
characters than others, and many of them have Characters with multiple critical feats can
special prerequisites that must be met before decide which feat to apply after the critical hit
they are selected, as a general rule feats has been confirmed.
represent abilities outside of the normal scope
of your character's race and class. Many of Feat Descriptions
them alter or enhance class abilities or soften
Feats are summarized on Table: Feats below.
class restrictions, while others might apply
Note that the prerequisites and benefits of the
bonuses to your statistics or grant you the
feats on this table are abbreviated for ease of
ability to take actions otherwise prohibited to
reference. See the feats description for full
you. By selecting feats, you can customize and
details.
adapt your character to be uniquely yours.
The following format is used for all feat
Prerequisites
descriptions.
Some feats have prerequisites. Your character
Feat Name: The feat's name also indicates what
must have the indicated ability score, class
subcategory, if any, the feat belongs to, and is
feature, feat, skill, base attack bonus, or other
followed by a basic description of what the feat
quality designated in order to select or use that
does.
feat. A character can gain a feat at the same
level at which he gains the prerequisite. Prerequisite: A minimum ability score, another
feat or feats, a minimum base attack bonus, a
A character can't use a feat if he loses a
minimum number of ranks in one or more skills,
prerequisite, but he does not lose the feat itself.
or anything else required in order to take the
If, at a later time, he regains the lost
feat. This entry is absent if a feat has no
prerequisite, he immediately regains full use of
prerequisite. A feat may have more than one
the feat that prerequisite enables.
prerequisite.
Types of Feats
Benefit: What the feat enables the character
Some feats are general, meaning that no special (“you” in the feat description) to do. If a
rules govern them as a group. Others are item character has the same feat more than once, its
creation feats, which allow characters to create benefits do not stack unless indicated otherwise
magic items of all sorts. in the description.
Combat Feats Normal: What a character who does not have
this feat is limited to or restricted from doing. If
Any feat designated as a combat feat can be
selected as a fighter's bonus feat. This
not having the feat causes no particular Benefit: You may create weapons of Akbitanan
drawback, this entry is absent. quality, though this takes significantly longer
than usual due to their very high cost. Creating
Special: Additional unusual facts about the feat.
a weapon of Akbitanan quality follows the usual
Acrobatic rules for the Craft skill (see pg. XX).
You are skilled at leaping, jumping, and flying. Special: You will require a source of Akbitanan
(or similarly high quality) steel, to perform your
Benefit: You get a +2 bonus on all Acrobatics craft. Furthermore, if you manufacture
and Fly skill checks. If you have 10 or more Akbitanan quality weapons outside Akbitan
ranks in one of these skills, the bonus increases itself, you are likely to incur the enmity of the
to +4 for that skill. smiths of the city.
Acrobatic Steps Alertness
You can easily move over and through You often notice things that others might miss.
obstacles.
Benefit: You get a +2 bonus on Perception and
Prerequisites: Dex 15, Nimble Moves. Sense Motive skill checks. If you have 10 or
Benefit: Whenever you move, you may move more ranks in one of these skills, the bonus
through up to 15 feet of difficult terrain each increases to +4 for that skill.
round as if it were normal terrain. The effects of Animal Affinity
this feat stack with those provided by Nimble
Moves (allowing you to move normally through You are skilled at working with animals and
a total of 20 feet of difficult terrain each round). mounts.
Agile Maneuvers (Combat) Benefit: You get a +2 bonus on all Handle
Animal and Ride skill checks. If you have 10 or
You've learned to use your quickness in place of more ranks in one of these skills, the bonus
brute force when performing combat increases to +4 for that skill.
maneuvers.
Archer’s Bane
Benefit: You add your Dexterity bonus to your
base attack bonus and size bonus when You are expert at dodging arrows and other
determining your Combat Maneuver Bonus (see ranged weapons, particularly those hurled or
Combat) instead of your Strength bonus. shot great distances, taking advantage of the
missile’s flight time to ensure you are not in its
Normal: You add your Strength bonus to your path.
base attack bonus and size bonus when
determining your Combat Maneuver Bonus. Prerequisites: Dodge
Akbitanan Smith Benefit: You gain a +1 dodge bonus to Dodge
Defense against all ranged weapons for each
You have been trained in the fabled smithcraft range increment through which the weapon
of Akbitan. must be shot or thrown to reach you. This
Prerequisites: Must be a Shemite, Craft dodge bonus is doubled if you are fighting
(swordsmith) 12 ranks. defensively or executing the total defense
standard action.
Armor Proficiency, Heavy accomplished through a mixture of native
sneakiness and cunningly padding, oiling and
You are skilled at wearing heavy armor. blackening the armor.
Prerequisites: Light Armor Proficiency, Medium Prerequisites: Dex 13, Hide 4 ranks, Move
Armor Proficiency. Silently 1 rank, Armor Proficiency (Light),
Benefit: See Armor Proficiency, Light. Stealthy.
Normal: See Armor Proficiency, Light. Benefit: Whenever you are wearing light armor
that you have personally prepared, you do not
Special: Soldiers and Nobles automatically have apply its armor check penalty (if any) to Move
Heavy Armor Proficiency as a bonus feat. They Silently or Hide checks. To prepare light armor
need not select it. for stealth requires one hour and materials
Armor Proficiency, Light worth 5 sp initially, then ten minutes per day in
maintenance time.
You are skilled at wearing light armor.
Athletic
Benefit: When you wear a type of armor with
which you are proficient, the armor check You possess inherent physical prowess.
penalty for that armor applies only to Dexterity‐ Benefit: You get a +2 bonus on Climb and Swim
and Strength‐based skill checks. skill checks. If you have 10 or more ranks in one
Normal: A character who is wearing armor with of these skills, the bonus increases to +4 for
which he is not proficient applies its armor that skill.
check penalty to attack rolls and to all skill Augment Summoning
checks that involve moving.
Your summoned creatures are more powerful
Special: All characters except Scholars and robust.
automatically have Light Armor Proficiency as a
bonus feat. They need not select it. Prerequisite: Spell Focus (conjuration).
Armor Proficiency, Medium Benefit: Each creature you conjure with any
summon spell gains a +4 enhancement bonus to
You are skilled at wearing medium armor. Strength and Constitution for the duration of
Prerequisite: Light Armor Proficiency. the spell that summoned it.
Benefit: See Armor Proficiency, Light. Bleeding Critical (Combat, Critical)
Normal: See Armor Proficiency, Light. Your critical hits cause opponents to bleed
profusely.
Special: Barbarians, borderers, nobles, nomads,
and soldiers automatically have Medium Armor Prerequisites: Critical Focus, base attack bonus
Proficiency as a bonus feat. They need not +11.
select it. Benefit: Whenever you score a critical hit with a
Armored Stealth slashing or piercing weapon, your opponent
takes 2d6 points of bleed damage (see
Even in armor, your tread makes no more Conditions) each round on his turn, in addition
sound than that of a panther. This is to the damage dealt by the critical hit. Bleed
damage can be stopped by a DC 15 Heal skill effect on creatures that do not rely on eyes for
check or through any magical healing. The sight or creatures with more than two eyes
effects of this feat stack. (although multiple critical hits might cause
blindness, at the GM's discretion). Blindness can
Special: You can only apply the effects of one
be cured by heal, regeneration, remove
critical feat to a given critical hit unless you
blindness, or similar abilities.
possess Critical Mastery.
Special: You can only apply the effects of one
Blind‐Fight (Combat) critical feat to a given critical hit unless you
You are skilled at attacking opponents that you possess Critical Mastery.
cannot clearly perceive.
Carouser
Benefit: In melee, every time you miss because
You can drink others under the table and are
of concealment (see Combat), you can reroll
never too drunk to fight.
your miss chance percentile roll one time to see
if you actually hit. Prerequisites: Character level 5, Constitution
15.
An invisible attacker gets no advantages related
to hitting you in melee. That is, you don't lose Benefit: You suffer no penalties for
your Dexterity bonus to Armor Class, and the drunkenness, however much alcohol you drink.
attacker doesn't get the usual +2 bonus for Furthermore, you gain a +2 circumstance bonus
being invisible. The invisible attacker's bonuses to all Bluff and Diplomacy checks related to
do still apply for ranged attacks, however. your drinking companions after at least two
hours of heavy drinking. In addition, after a
You do not need to make Acrobatics skill checks
night of wenching, drinking, or other partying,
to move at full speed while blinded.
you heal normally as though you had had a full
Normal: Regular attack roll modifiers for night’s rest.
invisible attackers trying to hit you apply, and
Normal: Drunk characters have at least a ‐2
you lose your Dexterity bonus to AC. The speed
penalty to attack rolls and Defense.
reduction for darkness and poor visibility also
applies. Special: Note that this feat does not assist with
resisting drugs other than alcohol, including
Special: The Blind‐Fight feat is of no use against
lotus‐based preparations of any kind.
a character who is the subject of a blink spell.
Catch Off‐Guard (Combat)
Blinding Critical (Combat, Critical)
Foes are surprised by your skilled use of
Your critical hits blind your opponents.
unorthodox and improvised weapons.
Prerequisites: Critical Focus, base attack bonus
Benefit: You do not suffer any penalties for
+15.
using an improvised melee weapon. Unarmed
Benefit: Whenever you score a critical hit, your opponents are flat‐footed against any attacks
opponent is permanently blinded. A successful you make with an improvised melee weapon.
Fortitude save reduces this to dazzled for 1d4
Normal: You take a –4 penalty on attack rolls
rounds. The DC of this Fortitude save is equal to
made with an improvised weapon.
10 + your base attack bonus. This feat has no
Cleave (Combat) You can make additional attacks of opportunity.
You can strike two adjacent foes with a single Benefit: You may make a number of additional
swing. attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also
Prerequisites: Str 13, Power Attack, base attack make attacks of opportunity while flat‐footed.
bonus +1.
Normal: A character without this feat can make
Benefit: As a standard action, you can make a only one attack of opportunity per round and
single attack at your full base attack bonus can't make attacks of opportunity while flat‐
against a foe within reach. If you hit, you deal footed.
damage normally and can make an additional
attack (using your full base attack bonus) Special: The Combat Reflexes feat does not
against a foe that is adjacent to the first and allow a rogue to use her opportunist ability
also within reach. You can only make one more than once per round.
additional attack per round with this feat. When
Critical Focus (Combat)
you use this feat, you take a –2 penalty to your
Armor Class until your next turn. You are trained in the art of causing pain.
Combat Casting Prerequisites: Base attack bonus +9.
You are adept at spellcasting when threatened Benefit: You receive a +4 circumstance bonus
or distracted. on attack rolls made to confirm critical hits.
Benefit: You get a +4 bonus on concentration Critical Mastery (Combat)
checks made to cast a spell or use a spell‐like
ability when casting on the defensive or while Your critical hits cause two additional effects.
grappled. Prerequisites: Critical Focus, any two critical
feats, 14th‐level fighter.
Combat Expertise (Combat)
Benefit: When you score a critical hit, you can
You can increase your defense at the expense of
apply the effects of two critical feats in addition
your accuracy.
to the damage dealt.
Prerequisite: Int 13.
Normal: You can only apply the effects of one
Benefit: You can choose to take a –1 penalty on critical feat to a given critical hit in addition to
melee attack rolls and combat maneuver checks the damage dealt.
to gain a +1 dodge bonus to your Armor Class.
When your base attack bonus reaches +4, and Crushing Grip
every +4 thereafter, the penalty increases by –1 The mighty thews of your hand and arm can
and the dodge bonus increases by +1. You can crush a man’s limb or neck in moments, if you
only choose to use this feat when you declare can but get a grip on him.
that you are making an attack or a full‐attack
action with a melee weapon. The effects of this Prerequisites: Str 17, Improved Grapple, base
feat last until your next turn. attack bonus +8.
Combat Reflexes (Combat) Benefit: If you manage to grapple an opponent
and inflict damage on him, you may choose to
inflict some or all of the rolled damage as immediately acquire a Base PP of 2 + Wisdom
damage to his Constitution, Dexterity, or modifier.
Strength, at your choice. He gets a Fortitude
saving throw (DC 10 + your Strength bonus + ½
Dazzling Display (Combat)
your Base attack bonus) for half damage. Your skill with your favored weapon can
Crushing Grip may be continued from round to frighten enemies.
round, so long as you are grappling your
opponent and inflicting damage upon him. Prerequisite: Weapon Focus, proficiency with
the selected weapon.
Dabbler
Benefit: While wielding the weapon in which
Though you might not be a formally trained you have Weapon Focus, you can perform a
sorcerer, you have learned a little magic here bewildering show of prowess as a full‐round
and there, enough to perhaps get you out of a action. Make an Intimidate check to demoralize
tight spot or two – if it works. all foes within 30 feet who can see your display.
Prerequisites: Int 13, Knowledge (arcana) 6 Deadly Aim (Combat)
ranks.
You can make exceptionally deadly ranged
Benefit: Choose a sorcery style from the attacks by pinpointing a foe's weak spot, at the
following: Counterspells, Curses, or Divination. expense of making the attack less likely to
Up to once during any given month, you may succeed.
make a Knowledge (arcana) check to recall a
small amount of sorcerous lore that could prove Prerequisites: Dex 13, base attack bonus +1.
useful to your current situation. You do not Benefit: You can choose to take a –1 penalty on
have a true, permanent understanding of the all ranged attack rolls to gain a +2 bonus on all
style you access in this way but you are able to ranged damage rolls. When your base attack
remember just enough to have an attempt at bonus reaches +4, and every +4 thereafter, the
using the sorcery in question. The DC of the penalty increases by –1 and the bonus to
check is 15 for Basic Spells, or 25 for Advanced damage increases by +2. You must choose to
Spells. You need not meet any prerequisites for use this feat before making an attack roll and its
the style, except those that require a certain effects last until your next turn. The bonus
number of ranks of a particular skill. If you damage does not apply to touch attacks or
succeed in the check, the Games Master will effects that do not deal hit point damage.
select an appropriate sorcerous effect from
among the advanced and basic spells derived Deadly Stroke (Combat)
from that style, to which you are granted
With a well‐placed strike, you can bring a swift
temporary access – enough to cast once and
and painful end to most foes.
once only. This will be something useful to the
situation, though in most cases it will not be Prerequisites: Dazzling Display, Greater
sufficient to completely defeat your opposition Weapon Focus, Shatter Defenses, Weapon
on its own. Focus, proficiency with the selected weapon,
base attack bonus +11.
Special: You expend power points to cast the
spell as usual. If you do not already have any Benefit: As a standard action, make a single
Power Points when you select this feat, you attack with the weapon for which you have
Greater Weapon Focus against a stunned or You have been trained to avoid blows and other
flat‐footed opponent. If you hit, you deal attacks directed at you in battle.
double the normal damage and the target takes
Prerequisites: Must be Khitan, Vendhyan, or
1 point of Constitution bleed (see Conditions).
Himelian, or may be of any race but in that case
The additional damage and bleed is not
must have the calm of the adept (Basic Oriental
multiplied on a critical hit.
Magic) spell (see pg. 213).
Deafening Critical (Combat, Critical)
Benefit: You gain an additional +2 bonus to
Your critical hits cause enemies to lose their Defense when fighting defensively or using the
hearing. Prerequisites: Critical Focus, base total defense action. This grants you a total of
attack bonus +13. +4 bonus to Defense when fighting defensively
and a total of +6 bonus to Defense when using
Benefit: Whenever you score a critical hit the total defense action. Furthermore, you gain
against an opponent, the victim is permanently a +2 bonus to opposed Strength and Dexterity
deafened. A successful Fortitude save reduces checks any time you make trip, overrun or
the deafness to 1 round. The DC of this grapple attacks, or when you try to avoid trips,
Fortitude save is equal to 10 + your base attack overruns and grapples made against you.
bonus. This feat has no effect on deaf creatures.
This deafness can be cured by heal, Normal: A character using the total defense
regeneration, remove deafness, or a similar action without this feat gains a +2 bonus to
ability. Defense when fighting defensively and a +4
bonus to Defense when using the total defense
Special: You can only apply the effects of one action.
critical feat to a given critical hit unless you
possess Critical Mastery. Deflect Arrows (Combat)
Deceitful You can knock arrows and other projectiles off
course, preventing them from hitting you.
You are skilled at deceiving others, both with
the spoken word and with physical disguises. Prerequisites: Dex 13, Improved Unarmed
Strike.
Benefit: You get a +2 bonus on all Bluff and
Disguise skill checks. If you have 10 or more Benefit: You must have at least one hand free
ranks in one of these skills, the bonus increases (holding nothing) to use this feat. Once per
to +4 for that skill. round when you would normally be hit with an
attack from a ranged weapon, you may deflect
Defensive Combat Training (Combat) it so that you take no damage from it. You must
You excel at defending yourself from all manner be aware of the attack and not flat‐footed.
of combat maneuvers. Attempting to deflect a ranged attack doesn't
count as an action. Unusually massive ranged
Benefit: You treat your total Hit Dice as your weapons (such as boulders or ballista bolts) and
base attack bonus when calculating your ranged attacks generated by natural attacks or
Combat Maneuver Defense (see Combat). spell effects can't be deflected.
Defensive Martial Arts Deft Hands
You have exceptional manual dexterity.
Benefit: You get a +2 bonus on Disable Device after completing the act. If your negative hit
and Sleight of Hand skill checks. If you have 10 points are equal to or greater than your
or more ranks in one of these skills, the bonus Constitution score, you immediately die.
increases to +4 for that skill.
Normal: A character without this feat who is
Demon Killer reduced to negative hit points is unconscious
and dying.
You have hardened yourself to the terrors of
the supernatural. Diligent
Prerequisites: Must have single‐handedly You are skilled at evaluating objects and writing.
defeated a monster of any kind, Iron Will, must
Benefit: You get a +2 bonus on all Appraise
not be Southern Islander or Tlazitlan.
checks and Decipher Script checks.
Benefit: You are immune to fear affects from
creatures of the defeated type and gain a +2
Disruptive (Combat)
bonus to Will saves versus Terror. Each time Your training makes it difficult for enemy
that you defeat a new monster, you become spellcasters to safely cast spells near you.
immune to the Terror effect of that creature, if
any. Prerequisites: 6th‐level fighter.
Diehard Benefit: The DC to cast spells defensively
increases by +4 for all enemies that are within
You are especially hard to kill. Not only do your your threatened area. This increase to casting
wounds automatically stabilize when grievously spells defensively only applies if you are aware
injured, but you can remain conscious and of the enemy's location and are capable of
continue to act even at death's door. taking an attack of opportunity. If you can only
take one attack of opportunity per round and
Prerequisite: Endurance.
have already used that attack, this increase
Benefit: When your hit point total is below 0, does not apply.
but you are not dead, you automatically
stabilize. You do not need to make a
Dodge (Combat)
Constitution check each round to avoid losing Your training and reflexes allow you to react
additional hit points. You may choose to act as swiftly to avoid an opponents' attacks.
if you were disabled, rather than dying. You
must make this decision as soon as you are Prerequisite: Dex 13.
reduced to negative hit points (even if it isn't Benefit: You gain a +1 dodge bonus to your AC.
your turn). If you do not choose to act as if you A condition that makes you lose your Dex bonus
were disabled, you immediately fall to AC also makes you lose the benefits of this
unconscious. feat.
When using this feat, you are staggered. You Double Slice (Combat)
can take a move action without further injuring
yourself, but if you perform any standard action Your off‐hand weapon while dual‐wielding
(or any other action deemed as strenuous, strikes with greater power.
including some swift actions, such as casting a
Prerequisite: Dex 15, Two‐Weapon Fighting.
quickened spell) you take 1 point of damage
Benefit: Add your Strength bonus to damage Choose one type of exotic weapon, such as the
rolls made with your off‐hand weapon. spiked chain or whip. You understand how to
use that type of exotic weapon in combat, and
Normal: You normally add only half of your
can utilize any special tricks or qualities that
Strength modifier to damage rolls made with a
exotic weapon might allow.
weapon wielded in your off‐hand.
Prerequisite: Base attack bonus +1.
Endurance
Benefit: You make attack rolls with the weapon
Harsh conditions or long exertions do not easily normally.
tire you.
Normal: A character who uses a weapon with
Benefit: You gain a +4 bonus on the following which he is not proficient takes a –4 penalty on
checks and saves: Swim checks made to resist attack rolls.
nonlethal damage from exhaustion;
Constitution checks made to continue running; Special: You can gain Exotic Weapon Proficiency
Constitution checks made to avoid nonlethal multiple times. Each time you take the feat, it
damage from a forced march; Constitution applies to a new type of exotic weapon.
checks made to hold your breath; Constitution
Eyes of the Cat
checks made to avoid nonlethal damage from
starvation or thirst; Fortitude saves made to You see more clearly in the dark than many
avoid nonlethal damage from hot or cold men can in full daylight.
environments; and Fortitude saves made to
resist damage from suffocation. Prerequisites: Spot 1 rank, may only be taken at
1st level. Benefit: You gain low‐light vision.
You may sleep in light or medium armor That is, you can see outdoors twice as well as
without becoming fatigued. ordinary humans by starlight, moonlight,
torchlight or other conditions of poor
Normal: A character without this feat who
illumination. You can even distinguish color and
sleeps in medium or heavier armor is fatigued
detail under these low‐light conditions.
the next day.
Far Shot (Combat)
Exhausting Critical (Combat, Combat)
You are more accurate at longer ranges.
Your critical hits cause opponents to become
exhausted. Prerequisites: Point‐Blank Shot.
Prerequisites: Critical Focus, Tiring Critical, base Benefit: You only suffer a –1 penalty per full
attack bonus +15. range increment between you and your target
when using a ranged weapon.
Benefit: When you score a critical hit on a foe,
your target immediately becomes exhausted. Normal: You suffer a –2 penalty per full range
This feat has no effect on exhausted creatures. increment between you and your target.
Special: You can only apply the effects of one Fleet
critical feat to a given critical hit unless you
possess the Critical Mastery feat. You are faster than most.
Exotic Weapon Proficiency (Combat) Benefit: While you are wearing light or no
armor, your base speed increases by 5 feet. You
lose the benefits of this feat if you carry a the target is staggered until the end of your
medium or heavy load. next turn unless it makes a Fortitude saving
throw (DC 10 + 1/2 your character level + your
Special: You can take this feat multiple times.
Wis modifier). This feat has no effect on targets
The effects stack.
that are staggered.
Fighting‐Madness
Great Cleave (Combat)
You can enter a powerful, enraged state.
You can strike many adjacent foes with a single
Prerequisite: Must be a Cimmerian, Himelian blow.
Tribesman, Wazuli, Kushite, Nordheimr, Pict,
Prerequisites: Str 13, Cleave, Power Attack,
Southern Islander, Darfari or Tlazitlan; Con 13,
base attack bonus +4.
Base attack bonus +1.
Benefit: As a standard action, you can make a
Benefit: Up to once per day, you can enter a
single attack at your full base attack bonus
fighting‐madness. You temporarily gain +4 to
against a foe within reach. If you hit, you deal
Strength, +4 to Constitution and a +2 morale
damage normally and can make an additional
bonus on Will saving throws but suffer a ‐2
attack (using your full base attack bonus)
penalty to Defense. While in a fighting‐
against a foe that is adjacent to the previous foe
madness, you cannot use skills or abilities that
and also within reach. If you hit, you can
require patience and concentration, including
continue to make attacks against foes adjacent
sneak attacks and finesse fighting. You can use
to the previous foe, so long as they are within
any feat you might have except for Combat
your reach. You cannot attack an individual foe
Expertise, sorcery feats and Skill Focus, if the
more than once during this attack action. When
latter is tied to a skill that requires patience or
you use this feat, you take a –2 penalty to your
concentration. A fighting‐madness lasts for a
Armor Class until your next turn.
number of rounds equal to 3 + your
Constitution bonus. You may prematurely end Great Fortitude
the fighting‐madness voluntarily. The bonus hit
points go away at the end of the fighting‐ You are resistant to poisons, diseases, and other
madness. Entering a fighting‐madness is a free maladies.
action. You may not enter a fighting‐madness if Benefit: You get a +2 bonus on all Fortitude
you are under the effect of the barbarian class saving throws.
feature Crimson Mist and vice versa.
Greater Bull Rush (Combat)
Gorgon's Fist (Combat)
Your bull rush attacks throw enemies off
With one well‐placed blow, you leave your balance.
target reeling.
Prerequisites: Improved Bull Rush, Power
Prerequisites: Improved Unarmed Strike, Attack, base attack bonus +6, Str 13.
Scorpion Style, base attack bonus +6.
Benefit: You receive a +2 bonus on checks made
Benefit: As a standard action, make a single to bull rush a foe. This bonus stacks with the
unarmed melee attack against a foe whose bonus granted by Improved Bull Rush.
speed is reduced (such as from Scorpion Style). Whenever you bull rush an opponent, his
If the attack hits, you deal damage normally and
movement provokes attacks of opportunity have grappled a creature, maintaining the
from all of your allies (but not you). grapple is a move action. This feat allows you to
make two grapple checks each round (to move,
Normal: Creatures moved by bull rush do not
harm, or pin your opponent), but you are not
provoke attacks of opportunity.
required to make two checks. You only need to
Greater Disarm (Combat) succeed at one of these checks to maintain the
grapple.
You can knock weapons far from an enemy's
grasp. Normal: Maintaining a grapple is a standard
action.
Prerequisites: Combat Expertise, Improved
Disarm, base attack bonus +6, Int 13. Greater Overrun (Combat)
Benefit: You receive a +2 bonus on checks made Enemies must dive to avoid your dangerous
to disarm a foe. This bonus stacks with the move.
bonus granted by Improved Disarm. Whenever
Prerequisites: Improved Overrun, Power Attack,
you successfully disarm an opponent, the
base attack bonus +6, Str 13.
weapon lands 15 feet away from its previous
wielder, in a random direction. Benefit: You receive a +2 bonus on checks made
to overrun a foe. This bonus stacks with the
Normal: Disarmed weapons and gear land at
bonus granted by Improved Overrun. Whenever
the feet of the disarmed creature.
you overrun opponents, they provoke attacks of
Greater Feint (Combat) opportunity if they are knocked prone by your
overrun.
You are skilled at making foes overreact to your
attacks. Normal: Creatures knocked prone by your
overrun do not provoke an attack of
Prerequisites: Combat Expertise, Improved opportunity.
Feint, base attack bonus +6, Int 13.
Greater Penetrating Strike
Benefit: Whenever you use feint to cause an
opponent to lose his Dexterity bonus, he loses Your attacks penetrate the defenses of most
that bonus until the beginning of your next foes. Choose a weapon that you have selected
turn, in addition to losing his Dexterity bonus for Penetrating Strike.
against your next attack.
Prerequisites: Penetrating Strike, Weapon
Normal: A creature you feint loses its Dexterity Focus, 16th‐level fighter.
bonus against your next attack.
Benefit: Your attacks with the selected weapon
Greater Grapple (Combat) ignore up to 10 points of damage reduction.
This amount is reduced to 5 points for damage
Maintaining a grapple is second nature to you. reduction without a type (such as DR 10/—).
Prerequisites: Improved Grapple, Improved Greater Shield Focus (Combat)
Unarmed Strike, base attack bonus +6, Dex 13.
You are skilled at deflecting blows with your
Benefit: You receive a +2 bonus on checks made shield.
to grapple a foe. This bonus stacks with the
bonus granted by Improved Grapple. Once you
Prerequisites: Shield Focus, Shield Proficiency, Benefit: You get a third attack with your off‐
base attack bonus +1, 8th‐level fighter. hand weapon, albeit at a –10 penalty.
Benefit: Increase the AC bonus granted by any Greater Vital Strike (Combat)
shield you are using by 1. This bonus stacks with
the bonus granted by Shield Focus. You can make a single attack that deals
incredible damage.
Greater Sunder (Combat)
Prerequisites: Improved Vital Strike, Vital Strike,
Your devastating strikes cleave through base attack bonus +16.
weapons and armor and into their wielders,
Benefit: When you use the attack action, you
damaging both item and wielder alike in a single
can make one attack at your highest base attack
terrific strike.
bonus that deals additional damage. Roll the
Prerequisites: Improved Sunder, Power Attack, damage dice for the attack four times and add
base attack bonus +6, Str 13. the results together, but do not multiply
damage bonuses from Strength, weapon
Benefit: You receive a +2 bonus on checks made
abilities (such as flaming), or precision‐based
to sunder an item. This bonus stacks with the
damage (such as sneak attack). This bonus
bonus granted by Improved Sunder. Whenever
damage is not multiplied on a critical hit
you sunder to destroy a weapon, shield, or suit
(although other damage bonuses are multiplied
of armor, any excess damage is applied to the
normally).
item's wielder. No damage is transferred if you
decide to leave the item with 1 hit point. Greater Weapon Focus (Combat)
Greater Trip (Combat) Choose one type of weapon (including unarmed
strike or grapple) for which you have already
You can make free attacks on foes that you
selected Weapon Focus. You are a master at
knock down.
your chosen weapon.
Prerequisites: Combat Expertise, Improved Trip,
Prerequisites: Proficiency with selected
base attack bonus +6, Int 13.
weapon, Weapon Focus with selected weapon,
Benefit: You receive a +2 bonus on checks made base attack bonus +1, 8th‐level fighter.
to trip a foe. This bonus stacks with the bonus
Benefit: You gain a +1 bonus on attack rolls you
granted by Improved Trip. Whenever you
make using the selected weapon. This bonus
successfully trip an opponent, that opponent
stacks with other bonuses on attack rolls,
provokes attacks of opportunity.
including those from Weapon Focus.
Normal: Creatures do not provoke attacks of
Special: You can gain Greater Weapon Focus
opportunity from being tripped.
multiple times. Its effects do not stack. Each
Greater Two‐Weapon Fighting (Combat) time you take the feat, it applies to a new type
of weapon.
You are incredibly skilled at fighting with two
weapons at the same time. Greater Weapon Specialization (Combat)
Prerequisites: Dex 19, Improved Two‐Weapon Choose one type of weapon (including unarmed
Fighting, Two‐Weapon Fighting, base attack strike or grapple) for which you possess the
bonus +11. Weapon Specialization feat. Your attacks with
the chosen weapon are more devastating than Horde
normal.
As well as your own followers, you can call upon
Prerequisites: Proficiency with selected a great horde of allied tribes, clans, or nomad
weapon, Greater Weapon Focus with selected bands to assist you with your dreams of raiding
weapon, Weapon Focus with selected weapon, or conquest – so long as they are assured there
Weapon Specialization with selected weapon, will be plenty of plunder for all involved, and so
12th‐level fighter. long as your leadership is strong and successful.
Benefit: You gain a +2 bonus on all damage rolls Prerequisites: Cha 13, Leadership, nomad or
you make using the selected weapon. This barbarian level 12 or higher.
bonus to damage stacks with other damage roll
bonuses, including any you gain from Weapon Benefit: You may assemble a horde of
Specialization. barbarians or nomads in addition to the
followers granted by your Leadership feat. You
Special: You can gain Greater Weapon must publicize your planned cause by sending
Specialization multiple times. Its effects do not out messengers to a number of tribes, at a cost
stack. Each time you take the feat, it applies to per month of one week of your time and 100
a new type of weapon. gold lunas in gifts and other expense. While
you do so, you will gain a number of additional
Gunderland Pike‐and‐Shield Fighting
followers each month equal to the followers
You have trained in Gunderland’s pike‐and‐ gained solely from your Leadership feat. These
shield techniques, learning to control your additional followers have less loyalty to you
shield with just a few movements of your body than do your personal followers but will follow
and arm while both your hands grip the pike. you for as long as your horde is successful in
Prerequisites: Gunderman, base attack bonus battles and raids. You must feed the horde and
+1, Shield Proficiency, Martial Weapon provide it with plenty of opportunities for
Proficiency (pike). plunder, or it will disperse. Furthermore, there
is a straight 20% chance per month that a rival
Benefit: You may wield a large shield and pike leader of 1d3 levels lower than you will
simultaneously, without penalty to the use of challenge your leadership, usually in an informal
the pike. The large shield grants a +3 shield duel. If you lose this challenge, the majority of
bonus to Parry Defense rather than the usual the horde goes off with its new leader, leaving
+4, however. In addition, the shield confers its you with only your original followers. If you
full +4 shield bonus to your Dodge Defense lose your horde by inactivity or challenge, you
when dodging ranged attacks. may not attempt to call another horde for at
Normal: A large shield can be strapped to the least three months.
back or shoulder to allow for use of a two‐ Special: A character with levels in both the
handed weapon but the parry bonus is reduced barbarian and nomad classes may combine the
to +0 while doing so and the shield bonus to two class levels together for purposes of
Dodge Defense against ranged attacks is qualifying for this feat, so an 8th level
reduced to +2. barbarian/4th level nomad would qualify, for
Special: The Games Master may permit a non‐ example.
Gunderman to select this feat if he trains and
Improved Bull Rush (Combat)
fights in a Gunderland pike regiment.
You are skilled at pushing your foes around. Normal: You provoke an attack of opportunity
when performing a disarm combat maneuver.
Prerequisite: Str 13, Power Attack, base attack
bonus +1. Improved Feint (Combat)
Benefit: You do not provoke an attack of You are skilled at fooling your opponents in
opportunity when performing a bull rush combat.
combat maneuver. In addition, you receive a +2
bonus on checks made to bull rush a foe. You Prerequisites: Int 13, Combat Expertise.
also receive a +2 bonus to your Combat Benefit: You can make a Bluff check to feint in
Maneuver Defense whenever an opponent tries combat as a move action.
to bull rush you.
Normal: Feinting in combat is a standard action.
Normal: You provoke an attack of opportunity
when performing a bull rush combat maneuver. Improved Grapple (Combat)
Improved Critical (Combat) You are skilled at grappling opponents.
Attacks made with your chosen weapon are Prerequisite: Dex 13, Improved Unarmed Strike.
quite deadly. Benefit: You do not provoke an attack of
Prerequisite: Proficient with weapon, base opportunity when performing a grapple combat
attack bonus +8. maneuver. In addition, you receive a +2 bonus
on checks made to grapple a foe. You also
Benefit: When using the weapon you selected, receive a +2 bonus to your Combat Maneuver
your threat range is doubled. Defense whenever an opponent tries to grapple
Special: You can gain Improved Critical multiple you.
times. The effects do not stack. Each time you Normal: You provoke an attack of opportunity
take the feat, it applies to a new type of when performing a grapple combat maneuver.
weapon.
Improved Great Fortitude
This effect doesn't stack with any other effect
that expands the threat range of a weapon. You can draw upon an inner reserve to resist
diseases, poisons, and other grievous harm.
Improved Disarm (Combat)
Prerequisites: Great Fortitude.
You are skilled at knocking weapons from a
foe's grasp. Benefit: Once per day, you may reroll a
Fortitude save. You must decide to use this
Prerequisite: Int 13, Combat Expertise. ability before the results are revealed. You must
Benefit: You do not provoke an attack of take the second roll, even if it is worse.
opportunity when performing a disarm combat Improved Initiative (Combat)
maneuver. In addition, you receive a +2 bonus
on checks made to disarm a foe. You also Your quick reflexes allow you to react rapidly to
receive a +2 bonus to your Combat Maneuver danger.
Defense whenever an opponent tries to disarm
Benefit: You get a +4 bonus on initiative checks.
you.
Improved Iron Will
Your clarity of thought allows you to resist Benefit: Your ranged attacks ignore the AC
mental attacks. bonus granted to targets by anything less than
total cover, and the miss chance granted to
Prerequisites: Iron Will.
targets by anything less than total concealment.
Benefit: Once per day, you may reroll a Will Total cover and total concealment provide their
save. You must decide to use this ability before normal benefits against your ranged attacks.
the results are revealed. You must take the
Normal: See the normal rules on the effects of
second roll, even if it is worse.
cover and concealment in Combat.
Improved Lightning Reflexes
Improved Shield Bash (Combat)
You have a knack for avoiding danger all around
You can protect yourself with your shield, even
you.
if you use it to attack.
Prerequisites: Lightning Reflexes.
Prerequisite: Shield Proficiency.
Benefit: Once per day, you may reroll a Reflex
Benefit: When you perform a shield bash, you
save. You must decide to use this ability before
may still apply the shield's shield bonus to your
the results are revealed. You must take the
AC.
second roll, even if it is worse.
Normal: Without this feat, a character that
Improved Overrun (Combat) performs a shield bash loses the shield's shield
You are skilled at running down your foes. bonus to AC until his next turn (see Equipment).
Prerequisite: Str 13, Power Attack, base attack Improved Sunder (Combat)
bonus +1.
You are skilled at damaging your foes' weapons
Benefit: You do not provoke an attack of and armor.
opportunity when performing an overrun
Prerequisite: Str 13, Power Attack, base attack
combat maneuver. In addition, you receive a +2
bonus +1.
bonus on checks made to overrun a foe. You
also receive a +2 bonus to your Combat Benefit: You do not provoke an attack of
Maneuver Defense whenever an opponent tries opportunity when performing a sunder combat
to overrun you. Targets of your overrun maneuver. In addition, you receive a +2 bonus
attempt may not choose to avoid you. on checks made to sunder an item. You also
receive a +2 bonus to your Combat Maneuver
Normal: You provoke an attack of opportunity
Defense whenever an opponent tries to sunder
when performing an overrun combat
your gear.
maneuver.
Normal: You provoke an attack of opportunity
Improved Precise Shot (Combat) when performing a sunder combat maneuver.
Your ranged attacks ignore anything but total
Improved Trip (Combat)
concealment and cover.
You are skilled at sending your opponents to
Prerequisites: Dex 19, Point‐Blank Shot, Precise
the ground.
Shot, base attack bonus +11.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of bonus that deals additional damage. Roll the
opportunity when performing a trip combat damage dice for the attack three times and add
maneuver. In addition, you receive a +2 bonus the results together, but do not multiply
on checks made to trip a foe. You also receive a damage bonuses from Strength, weapon
+2 bonus to your Combat Maneuver Defense abilities (such as flaming), or precision‐based
whenever an opponent tries to trip you. damage (such as sneak attack). This bonus
damage is not multiplied on a critical hit
Normal: You provoke an attack of opportunity
(although other damage bonuses are multiplied
when performing a trip combat maneuver.
normally).
Improved Two‐Weapon Fighting
Improvised Weapon Mastery (Combat)
You are skilled at fighting with two weapons.
You can turn nearly any object into a deadly
Prerequisites: Dex 17, Two‐Weapon Fighting, weapon, from a razor‐sharp chair leg to a sack
base attack bonus +6. of flour.
Benefit: In addition to the standard single extra Prerequisites: Catch Off‐Guard or Throw
attack you get with an off‐hand weapon, you Anything, base attack bonus +8.
get a second attack with it, albeit at a –5
Benefit: You do not suffer any penalties for
penalty.
using an improvised weapon. Increase the
Normal: Without this feat, you can only get a amount of damage dealt by the improvised
single extra attack with an off‐hand weapon. weapon by one step (for example, 1d4 becomes
1d6) to a maximum of 1d8 (2d6 if the
Improved Unarmed Strike (Combat) improvised weapon is two‐handed). The
You are skilled at fighting while unarmed. improvised weapon has a critical threat range of
19–20, with a critical multiplier of ×2.
Benefit: You are considered to be armed even
when unarmed—you do not provoke attacks of Intimidating Prowess (Combat)
opportunity when you attack foes while Your physical might is intimidating to others.
unarmed. Your unarmed strikes can deal lethal
or nonlethal damage, at your choice. Benefit: Add your Strength modifier to
Intimidate skill checks in addition to your
Normal: Without this feat, you are considered Charisma modifier. Iron Will
unarmed when attacking with an unarmed
strike, and you can deal only nonlethal damage You are more resistant to mental effects.
with such an attack.
Benefit: You get a +2 bonus on all Will saving
Improved Vital Strike (Combat) throws.
You can make a single attack that deals a large Intricate Swordplay
amount of damage.
You have been trained in the flashy, Western
Prerequisites: Vital Strike, base attack bonus style of swordplay, perhaps at one of the great
+11. fencing schools of Zingara or Aquilonia.
Benefit: When you use the attack action, you Prerequisites: Weapon Focus (broadsword or
can make one attack at your highest base attack arming sword), Combat Expertise, Cha 13.
Benefit: Whenever you have a broadsword or
arming sword in one hand and are wearing no
heavier than light armor, you may add your
Charisma modifier to your Armor Class. Leader’s Reputation Modifier
Great renown +2
Special: A character who has seven or more
Fairness and +1
levels of the barbarian class may not select this
generosity
feat. If a character with this feat ever gains
Special Power +1
seven or more levels in the barbarian class, he Failure ‐1
immediately and permanently loses this feat. Aloofness ‐1
Investigator Cruelty ‐2
You look past the obvious to see what is really
Other modifiers may apply when you try to
going on.
attract a cohort, as listed below.
Benefit: You get a +2 bonus on all Perception
checks. The Leader… Modifier
Recruits a cohort of a ‐1
Knowledgeable different
alignment/race
You are a natural scholar. Caused the death of a ‐2 per cohort killed
cohort
Prerequisites: Int 13.
Benefit: You gain a +2 bonus to all Knowledge
Followers have different priorities from cohorts.
checks.
When you try to attract a follower, use the
Leadership following modifiers.
Lunge (Combat) Normal: When using a weapon with which you
are not proficient, you take a –4 penalty on
You can strike foes that would normally be out
attack rolls.
of reach.
Special: Barbarians, fighters, paladins, and
Prerequisites: Base attack bonus +6.
rangers are proficient with all martial weapons.
Benefit: You can increase the reach of your They need not select this feat.
melee attacks by 5 feet until the end of your
You can gain Martial Weapon Proficiency
turn by taking a –2 penalty to your AC until your
multiple times. Each time you take the feat, it
next turn. You must decide to use this ability
applies to a new type of weapon.
before any attacks are made.
Medusa's Wrath (Combat)
Magical Aptitude
You can take advantage of your opponent's
You are skilled at spellcasting and using magic
confusion, delivering multiple blows.
items.
Prerequisites: Improved Unarmed Strike,
Benefit: You get a +2 bonus on all Spellcraft
Gorgon's Fist, Scorpion Style, base attack bonus
checks and Use Magic Device checks. If you
+11.
have 10 or more ranks in one of these skills, the
bonus increases to +4 for that skill. Benefit: Whenever you use the full‐attack
action and make at least one unarmed strike,
Manyshot (Combat) you can make two additional unarmed strikes at
You can fire multiple arrows at a single target. your highest base attack bonus. These bonus
attacks must be made against a dazed, flat‐
Prerequisites: Dex 17, Point‐Blank Shot, Rapid footed, paralyzed, staggered, stunned, or
Shot, base attack bonus +6. unconscious foe.
Benefit: When making a full‐attack action with Menacing Aura
a bow, your first attack fires two arrows. If the
attack hits, both arrows hit. Apply precision‐ You project a constant, imposing aura of
based damage (such as sneak attack) and menace that gives many of your opponents
critical hit damage only once for this attack. pause before they even get a chance to attack
Damage bonuses from using a composite bow you.
with a high Strength bonus apply to each arrow,
Prerequisites: Intimidate 16 ranks, Cha 15,
as do other damage bonuses, such as a ranger's
Steely Gaze.
favored enemy bonus. Damage reduction and
resistances apply separately to each arrow.
Benefit: You may make a demoralize opponent Special: When using this feat with a two‐
attempt (see the Intimidate skill on pg. 91) as a handed weapon, or with a one‐handed weapon
free action against any opponent who comes wielded in two hands, instead add three times
within 15 feet of you, whether or not it is your the number subtracted from your attack rolls.
turn to act. You may do this against any The total damage bonus gained still may not
number of opponents each round. exceed your Base attack bonus.
Mobility (Combat) Mounted Archery (Combat)
You can easily move through a dangerous You are skilled at making ranged attacks while
melee. mounted.
Prerequisites: Dex 13, Dodge. Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: You get a +4 dodge bonus to Armor Benefit: The penalty you take when using a
Class against attacks of opportunity caused ranged weapon while mounted is halved: –2
when you move out of or within a threatened instead of –4 if your mount is taking a double
area. A condition that makes you lose your move, and –4 instead of –8 if your mount is
Dexterity bonus to Armor Class (if any) also running.
makes you lose dodge bonuses.
Mounted Combat (Combat)
Dodge bonuses stack with each other, unlike
most types of bonuses. You are adept at guiding your mount through
combat.
Monster Slayer
Prerequisite: Ride 1 rank.
Through long practice and bitter experience,
Benefit: Once per round when your mount is hit
you have learned a number of techniques for
in combat, you may attempt a Ride check (as an
killing monsters quickly so as to risk as little
immediate action) to negate the hit. The hit is
damage to yourself as possible.
negated if your Ride check result is greater than
Prerequisites: Power Attack, base attack bonus the opponent's attack roll.
+6
Navigation
Benefit: When making a Power Attack against a
foe of Large size or greater, you now add twice Along with a small number of brave captains
as much to your damage roll as you subtract around the world, you have learned the secrets
from your attack roll, rather than the same of deep‐sea navigation.
amount as is usual for Power Attack. For Prerequisites: Profession (sailor) 12 ranks, Int
example, you can use your Power Attack to gain 13.
a +2 to damage for a −1 penalty to your a ack
roll, or a +6 bonus to damage for a –3 penalty to Benefit: You automatically know where you are
attack, or even a +10 bonus to damage for a –5 at sea, even in the deep sea out of sight of land.
penalty to attack. As ever with Power Attack, You have a detailed mental map of all the lands
the bonuses and penalties have to apply to all you have already visited and how to get there
your attacks this round. The total damage from where you are.
bonus gained may not exceed your Base attack Normal: A character who is out of sight of land
bonus. and does not have this feat may attempt a
Profession (sailor) check (DC 20) once per day to Corruption, for which saving throws you gain no
stay approximately on course for his particular bonus.
destination. However, if he ever fails a check,
Special: You may never gain or regain a code of
he becomes lost and strays off his course; he
honor.
must make a more difficult check the following
day (DC 25 +1 per additional day since a check Performer
was last successful) or remain lost and off‐
course. You are a natural performer.
Negotiator Prerequisites: Cha 13.
You can haggle with the best of them. Benefit: You gain a +2 bonus to all Perform
checks.
Benefit: You get a +2 bonus on all Diplomacy
checks and Sense Motive checks. Penetrating Strike (Combat)
Nimble Fingers Your attacks are capable of penetrating the
defenses of some creatures. Choose one type of
You have a gift for working with locks and other weapon that you have already selected for
mechanisms. Weapon Focus.
Benefit: You get a +2 bonus on all Disable Prerequisites: Weapon Focus, base attack
Device and Sleight of Hand checks. bonus +1, 12th‐level fighter, proficiency with
weapon.
Nimble Moves
Benefit: Your attacks with the selected weapon
You can move across a single obstacle with
ignore up to 5 points of damage reduction. This
ease.
feat does not apply to damage reduction
Prerequisites: Dex 13. without a type (such as DR 10/—).
Benefit: Whenever you move, you may move Persuasive
through 5 feet of difficult terrain each round as
You are skilled at swaying attitudes and
if it were normal terrain. This feat allows you to
intimidating others into your way of thinking.
take a 5‐foot step into difficult terrain.
Benefit: You get a +2 bonus on Diplomacy and
No Honor
Intimidate skill checks. If you have 10 or more
You have accepted that you have no honor ranks in one of these skills, the bonus increases
whatsoever and revel in your wickedness and to +4 for that skill.
dishonor. This acceptance fortifies you in much
Pinpoint Targeting (Combat)
the same manner as though you had a code of
honor yourself, except in cases where your very You can target the weak points in your
soul is at stake. . . opponent's armor.
Prerequisites: Must not have a code of honor, Prerequisites: Dex 19, Improved Precise Shot,
or must have lost a code of honor. Point‐Blank Shot, Precise Shot, base attack
bonus +16.
Benefit: You gain a +3 morale bonus on all Will
saving throws, except those made against
Benefit: As a standard action, make a single frequent exposure to low doses of a variety of
ranged attack. The target does not gain any poisons has given your body a certain degree of
armor, natural armor, or shield bonuses to its habituation to poisons of all kinds. Finally, you
Armor Class. You do not gain the benefit of this can take poisons directly from such sources as
feat if you move this round. the glands of a dead Great Serpent, or the juice
of an Apple of Derketa (see pg. 224) without
Pirate Code Expert needing to make any particular skill checks.
You have travelled the world on many different Note that this feat does not help with finding
pirate vessels, shipping with the Red such poison sources, only extracting them.
Brotherhood of the Vilayet Sea, the Corsairs of
Power Attack (Combat)
the Black Coast, the Freebooters of Zingara and
the Pirates of the Baracha Islands. On your You can make exceptionally deadly melee
travels you have learned the codes for all these attacks by sacrificing accuracy for strength.
different groups, enabling you to easily
Prerequisites: Str 13, base attack bonus +1.
communicate with any pirate ship.
Benefit: You can choose to take a –1 penalty on
Prerequisites: Int 13, pirate level 2.
all melee attack rolls and combat maneuver
Benefit: You know all four of the pirate codes checks to gain a +2 bonus on all melee damage
listed under the Pirate Code class feature (see rolls. This bonus to damage is increased by half
pg. 53). Furthermore, you gain a +1 (+50%) if you are making an attack with a two‐
circumstance bonus to all Charisma‐based skill handed weapon, a one handed weapon using
checks and Charisma checks when dealing with two hands, or a primary natural weapon that
any character who has at least two levels in the adds 1‐1/2 times your Strength modifier on
pirate character class. damage rolls. This bonus to damage is halved (–
50%) if you are making an attack with an off‐
Point‐Blank Shot (Combat) hand weapon or secondary natural weapon.
You are especially accurate when making When your base attack bonus reaches +4, and
ranged attacks against close targets. every 4 points thereafter, the penalty increases
by –1 and the bonus to damage increases by +2.
Benefit: You get a +1 bonus on attack and You must choose to use this feat before making
damage rolls with ranged weapons at ranges of an attack roll, and its effects last until your next
up to 30 feet. turn. The bonus damage does not apply to
Poison Use touch attacks or effects that do not deal hit
point damage.
You are an experienced poison‐user.
Precise Shot (Combat)
Prerequisites: Dex 13, base attack bonus +6,
Knowledge (nature) 4 ranks. You are adept at firing ranged attacks into
melee.
Benefit: You never suffer the usual 5% chance
of poisoning yourself if you use poison, nor do Prerequisite: Point‐Blank Shot.
you risk accidentally poisoning yourself when Benefit: You can shoot or throw ranged
attacking with a poisoned weapon. weapons at an opponent engaged in melee
Furthermore, you gain a +1 resistance bonus to without taking the standard –4 penalty on your
all Fortitude saves against poison, as your attack roll.
Priest Alchemical items, potions, scrolls, and wands
cannot be drawn quickly using this feat.
You have taken full ordination into the temple
of your chosen religion. Normal: Without this feat, you may draw a
weapon as a move action, or (if your base
Prerequisites: Scholar level 4, scholar attack bonus is +1 or higher) as a free action as
background: lay priest. part of movement. Without this feat, you can
Benefit: You are an ordained priest. This will draw a hidden weapon as a standard action.
bring a number of social and political benefits,
Rapid Reload (Combat)
as well as some restrictions. Many of these
benefits and restrictions are dependent on your Choose a type of crossbow (hand, light, or
religion. See Chapter 12: Religion. These heavy). You can reload such weapons quickly.
benefits always include the right to command
Prerequisite: Weapon Proficiency (crossbow
followers of the same religion, allowing priests
type chosen).
to gain bonuses to their Leadership scores (see
pg. 112). Furthermore, the priest gains a +1 Benefit: The time required for you to reload
circumstance bonus to Bluff, Diplomacy, Gather your chosen type of crossbow is reduced to a
Information and Intimidate skills when dealing free action (for a hand or light crossbow) or a
with other characters who follow the same move action (for a heavy crossbow). Reloading
religious path as he does. In some regions, this a crossbow still provokes an attack of
can mean entire nations. This bonus is opportunity.
cumulative with the similar bonus from having
the same Allegiance as the target, if applicable. If you have selected this feat for hand crossbow
Finally, the priest has certain duties at temple or light crossbow, you may fire that weapon as
that fully occupy him for at least six months of many times in a full‐attack action as you could
every year; it is his choice as to when. In return attack if you were using a bow.
for fulfilling these duties, he gains an annual Normal: A character without this feat needs a
stipend of 10 sp/scholar level, as well as free move action to reload a hand or light crossbow,
room and board at the temple whenever he is or a full‐round action to reload a heavy
working there. crossbow.
Special: You can gain Rapid Reload multiple
times. Each time you take the feat, it applies to
Quick Draw (Combat)
a new type of crossbow.
You can draw weapons faster than most.
Rapid Shot (Combat)
Prerequisite: Base attack bonus +1.
You can make an additional ranged attack.
Benefit: You can draw a weapon as a free action Prerequisites: Dex 13, Point‐Blank Shot.
instead of as a move action. You can draw a
hidden weapon (see the Sleight of Hand skill) as Benefit: When making a full‐attack action with
a move action. a ranged weapon, you can fire one additional
time this round. All of your attack rolls take a –2
A character who has selected this feat may penalty when using Rapid Shot.
throw weapons at his full normal rate of attacks
(much like a character with a bow). Ride‐By Attack (Combat)
While mounted and charging, you can move, Fortitude saving throw (DC 10 + 1/2 your
strike at a foe, and then continue moving. character level + your Wis modifier).
Prerequisites: Ride 1 rank, Mounted Combat. Self‐Sufficient
Benefit: When you are mounted and use the You know how to get along in the wild and how
charge action, you may move and attack as if to effectively treat wounds.
with a standard charge and then move again
(continuing the straight line of the charge). Your Benefit: You get a +2 bonus on all Heal checks
total movement for the round can't exceed and Survival checks. If you have 10 or more
double your mounted speed. You and your ranks in one of these skills, the bonus increases
mount do not provoke an attack of opportunity to +4 for that skill.
from the opponent that you attack. Shatter Defenses (Combat)
Run Your skill with your chosen weapon leaves
You are swift of foot. opponents unable to defend themselves if you
strike them when their defenses are already
Benefit: When running, you move five times compromised.
your normal speed (if wearing medium, light, or
no armor and carrying no more than a medium Prerequisites: Weapon Focus, Dazzling Display,
load) or four times your speed (if wearing heavy base attack bonus +6, proficiency with weapon.
armor or carrying a heavy load). If you make a Benefit: Any shaken, frightened, or panicked
jump after a running start (see the Acrobatics opponent hit by you this round is flat‐footed to
skill description), you gain a +4 bonus on your your attacks until the end of your next turn. This
Acrobatics check. While running, you retain includes any additional attacks you make this
your Dexterity bonus to your Armor Class. round.
Normal: You move four times your speed while Shield Focus (Combat)
running (if wearing medium, light, or no armor
and carrying no more than a medium load) or You are skilled at deflecting blows with your
three times your speed (if wearing heavy armor shield.
or carrying a heavy load), and you lose your
Prerequisites: Shield Proficiency, base attack
Dexterity bonus to AC.
bonus +1.
Scorpion Style (Combat) Benefit: Increase the AC bonus granted by any
You can perform an unarmed strike that greatly shield you are using by 1.
hampers your target's movement. Shield Master (Combat)
Prerequisite: Improved Unarmed Strike.
Your mastery of the shield allows you to fight
Benefit: To use this feat, you must make a with it without hindrance.
single unarmed attack as a standard action. If
Prerequisites: Improved Shield Bash, Shield
this unarmed attack hits, you deal damage
Proficiency, Shield Slam, Two‐Weapon Fighting,
normally, and the target's base land speed is
base attack bonus +11.
reduced to 5 feet for a number of rounds equal
to your Wisdom modifier unless it makes a Benefit: You do not suffer any penalties on
attack rolls made with a shield while you are
wielding another weapon. Add your shield's Prerequisites: Dex 13, Dodge, Mobility, Point‐
shield bonus to attacks and damage rolls made Blank Shot, base attack bonus +4.
with the shield as if it was an enhancement
Benefit: As a full‐round action, you can move up
bonus.
to your speed and make a single ranged attack
Shield Proficiency at any point during your movement.
You are trained in how to properly use a shield. Normal: You cannot move before and after an
attack with a ranged weapon.
Benefit: When you use a shield (except a tower
shield), the shield's armor check penalty only Sickening Critical (Combat, Critical)
applies to Strength‐ and Dexterity‐based skills.
Your critical hits cause opponents to become
Normal: When you are using a shield with sickened.
which you are not proficient, you take the
Prerequisites: Critical Focus, base attack bonus
shield's armor check penalty on attack rolls and
+11.
on all skill checks that involve moving.
Benefit: Whenever you score a critical hit, your
Special: Barbarians, bards, clerics, druids,
opponent becomes sickened for 1 minute. The
fighters, paladins, and rangers all automatically
effects of this feat do not stack. Additional hits
have Shield Proficiency as a bonus feat. They
instead add to the effect's duration.
need not select it.
Special: You can only apply the effects of one
Shield Slam (Combat)
critical feat to a given critical hit unless you
In the right position, your shield can be used to possess Critical Mastery.
send opponents flying.
Simple Weapon Proficiency
Prerequisites: Improved Shield Bash, Shield
You are trained in the use of basic weapons.
Proficiency, Two‐Weapon Fighting, base attack
bonus +6. Benefit: You make attack rolls with simple
weapons without penalty.
Benefit: Any opponents hit by your shield bash
are also hit with a free bull rush attack, Normal: When using a weapon with which you
substituting your attack roll for the combat are not proficient, you take a –4 penalty on
maneuver check (see Combat). This bull rush attack rolls.
does not provoke an attack of opportunity.
Opponents who cannot move back due to a wall Special: All characters except for druids, monks,
or other surface are knocked prone after and wizards are automatically proficient with all
moving the maximum possible distance. You simple weapons. They need not select this feat.
may choose to move with your target if you are Skill Focus
able to take a 5‐foot step or to spend an action
to move this turn. Choose a skill. You are particularly adept at that
skill.
Shot on the Run (Combat)
Benefit: You get a +3 bonus on all checks
You can move, fire a ranged weapon, and move involving the chosen skill. If you have 10 or
again before your foes can react. more ranks in that skill, this bonus increases to
+6.
Special: You can gain this feat multiple times. Its Prerequisites: Sneak Attack ability, base attack
effects do not stack. Each time you take the bonus +1.
feat, it applies to a new skill.
Benefits: You can use a weapon that deals
Sleep Mastery normal damage to deal nonlethal damage in a
sneak attack, with the usual – 4 penalty.
You have almost total control of your body’s Alternatively, when sneak attacking with any
sleep patterns and your waking and sleeping bludgeoning weapon, you can elect to deal half
habits. normal damage and half nonlethal damage
Prerequisites: Wis 13, Con 13. (round down) with no penalty.
Benefit: You need only sleep for six hours a Normal: Sneak attacks can only deal nonlethal
night to awaken fully rested. Up to once per damage is made with an unarmed strike or sap.
week, you may spend one full night without any
Spawn of Dagoth Hill
sleep, with no penalties, so long as you get at
least twelve hours of sleep the following night. You are only half human, with your other
In addition, you may make Listen checks as parent having been a demonic pre‐human
though you were awake if any untoward sounds creature.
occur as you sleep; if you succeed at such a
Prerequisites: Must be Kothian or Zamorian,
Listen check, you may become fully awake as a
may only be taken at 1st level.
free action. Finally, you gain a +2 bonus on all
saving throws against spells, supernatural Benefit: You apply the Spawn of Dagoth Hill
effects, drugs and poisons that would cause you template to your character (see pg. 326).
to sleep or prevent you from waking.
Spellbreaker (Combat)
Snatch Arrows (Combat)
You can strike at enemy spellcasters who fail to
Instead of knocking an arrow or ranged attack cast defensively when you threaten them.
aside, you can catch it in mid‐flight.
Prerequisites: Disruptive, 10th‐level fighter.
Prerequisites: Dex 15, Deflect Arrows,
Improved Unarmed Strike. Benefit: Enemies in your threatened area that
fail their checks to cast spells defensively
Benefit: When using the Deflect Arrows feat provoke attacks of opportunity from you.
you may choose to catch the weapon instead of
just deflecting it. Thrown weapons can Normal: Enemies that fail to cast spells
immediately be thrown back as an attack defensively do not provoke attacks of
against the original attacker (even though it opportunity.
isn't your turn) or kept for later use. Spirited Charge (Combat)
You must have at least one hand free (holding Your mounted charge attacks deal a
nothing) to use this feat. tremendous amount of damage.
Sneak Subdual Prerequisites: Ride 1 rank, Mounted Combat,
You can make sneak attacks that subdue your Ride‐By Attack.
enemies.
Benefit: When mounted and using the charge Benefit: When a foe provokes an attack of
action, you deal double damage with a melee opportunity due to moving through your
weapon (or triple damage with a lance). adjacent squares, you can make a combat
maneuver check as your attack of opportunity.
Spring Attack (Combat) If successful, the enemy cannot move for the
You can deftly move up to a foe, strike, and rest of his turn. An enemy can still take the rest
withdraw before he can react. of his action, but cannot move. This feat also
applies to any creature that attempts to move
Prerequisites: Dex 13, Dodge, Mobility, base from a square that is adjacent to you if such
attack bonus +4. movement provokes an attack of opportunity.
Benefit: You can move up to your speed and Stealthy
make a single melee attack without provoking
any attacks of opportunity from the target of You are good at avoiding unwanted attention
your attack. You can move both before and and slipping out of bonds.
after the attack, but you must move at least 10
Benefit: You get a +2 bonus on all Escape Artist
feet before the attack and the total distance
and Stealth skill checks. If you have 10 or more
that you move cannot be greater than your
ranks in one of these skills, the bonus increases
speed. You cannot use this ability to attack a foe
to +4 for that skill.
that is adjacent to you at the start of your turn.
Steely Gaze
Normal: You cannot move before and after an
attack. One glance from you is enough to make lesser
opponents quail in terror.
Staggering Critical (Combat, Critical)
Prerequisites: Intimidate 8 ranks, Cha 13.
Your critical hits cause opponents to slow down.
Benefit: Up to once per round, you may
Prerequisites: Critical Focus, base attack bonus
perform the demoralize opponent action as a
+13.
free action.
Benefit: Whenever you score a critical hit, your
Step Up (Combat)
opponent becomes staggered for 1d4+1 rounds.
A successful Fortitude save reduces the You can close the distance when a foe tries to
duration to 1 round. The DC of this Fortitude move away.
save is equal to 10 + your base attack bonus.
The effects of this feat do not stack. Additional Prerequisite: Base attack bonus +1.
hits instead add to the duration. Benefit: Whenever an adjacent foe attempts to
Special: You can only apply the effects of one take a 5‐foot step away from you, you may also
critical feat to a given critical hit unless you make a 5‐foot step as an immediate action so
possess Critical Mastery. long as you end up adjacent to the foe that
triggered this ability. If you take this step, you
Stand Still (Combat) cannot take a 5‐foot step during your next turn.
If you take an action to move during your next
You can stop foes that try to move past you.
turn, subtract 5 feet from your total movement.
Prerequisites: Combat Reflexes.
Strike Back (Combat)
You can strike at foes that attack you using their Special: You can only apply the effects of one
superior reach, by targeting their limbs or critical feat to a given critical hit unless you
weapons as they come at you. possess Critical Mastery.
Prerequisite: Base attack bonus +11. Stunning Fist (Combat)
Benefit: You can ready an action to make a You know just where to strike to temporarily
melee attack against any foe that attacks you in stun a foe.
melee, even if the foe is outside of your reach.
Prerequisites: Dex 13, Wis 13, Improved
Striking Cobra Unarmed Strike, base attack bonus +8.
You can make surprise attacks even when your Benefit: You must declare that you are using
opponents are aware of your presence, using this feat before you make your attack roll (thus,
your body language to convince them you are a failed attack roll ruins the attempt). Stunning
no threat, then attacking with the speed and Fist forces a foe damaged by your unarmed
suddenness of a striking cobra. attack to make a Fortitude saving throw (DC 10
+ 1/2 your character level + your Wis modifier),
Prerequisites: Bluff 6 ranks, Dex 15, Cha 13,
in addition to dealing damage normally. A
base attack bonus +6.
defender who fails this saving throw is stunned
Benefit: So long as combat has not yet begun, for 1 round (until just before your next turn). A
you may attempt a Bluff check opposed by your stunned character can't take actions, loses any
opponents’ Sense Motive checks. If you Dexterity bonus to AC, and takes a –2 penalty to
succeed, they are surprised and you may make AC. You may attempt a stunning attack once per
a round of surprise attacks against them, day for every four levels you have attained (but
though they may attempt Will saving throws see Special), and no more than once per round.
(DC = 10 + ½ your base attack bonus + your Constructs, oozes, plants, undead, incorporeal
Charisma modifier) to avoid being fl at‐footed creatures, and creatures immune to critical hits
during the surprise and subsequent rounds. An cannot be stunned.
opponent who had readied an action will lose
Superior Armorer
that action if he does not beat your Bluff check
with his Sense Motive check. You have been trained in producing Aquilonian
style plate armor, Kothic scale, or Hyrkanian
Stunning Critical (Combat, Critical)
mail.
Your critical hits cause opponents to become
Prerequisites: Must be an Aquilonian, Kothian,
stunned.
Hyrkanian/Turanian or Zingaran, Craft (armorer)
Prerequisites: Critical Focus, Staggering Critical, 12 ranks.
base attack bonus +17.
Benefit: You may create superior quality armor,
Benefit: Whenever you score a critical hit, your though this takes significantly longer than usual
opponent becomes stunned for 1d4 rounds. A due to its very high cost. If you are an
successful Fortitude save reduces this to Aquilonian, you may only create superior
staggered for 1d4 rounds. The DC of this visored helms, breastplates and plate armor; if
Fortitude save is equal to 10 + your base attack you are a Hyrkanian or Turanian, you may only
bonus. The effects of this feat do not stack. create superior steel caps, mail hauberks and
Additional hits instead add to the duration. mail shirts; if you are a Kothian, you may only
create superior scale corselets, scale hauberks Prerequisite: Shield Proficiency.
and great helms; if you are a Zingaran, you may
Benefit: When you use a tower shield, the
only create superior quality leather jerkins.
shield's armor check penalty only applies to
Creating a suit of superior quality armor follows
Strength and Dexterity‐based skills.
the usual rules for the Craft skill (see pg. 83).
Normal: A character using a shield with which
Throw Anything (Combat)
he is not proficient takes the shield's armor
You are used to throwing things you have on check penalty on attack rolls and on all skill
hand. checks that involve moving, including Ride.
Benefit: You do not suffer any penalties for Special: Soldiers automatically have Tower
using an improvised ranged weapon. You Shield Proficiency as a bonus feat. They need
receive a +1 circumstance bonus on attack rolls not select it.
made with thrown splash weapons.
Trample (Combat)
Normal: You take a –4 penalty on attack rolls
While mounted, you can ride down opponents
made with an improvised weapon.
and trample them under your mount.
Tiring Critical (Combat, Critical)
Prerequisites: Ride 1 rank, Mounted Combat.
Your critical hits cause opponents to become
Benefit: When you attempt to overrun an
fatigued.
opponent while mounted, your target may not
Prerequisites: Critical Focus, base attack bonus choose to avoid you. Your mount may make
+13. one hoof attack against any target you knock
down, gaining the standard +4 bonus on attack
Benefit: Whenever you score a critical hit, your rolls against prone targets.
opponent becomes fatigued. This feat has no
additional effect on a fatigued or exhausted Two‐Weapon Defense (Combat)
creature.
You are skilled at defending yourself while dual‐
Special: You can only apply the effects of one wielding.
critical feat to a given critical hit unless you
Prerequisites: Dex 15, Two‐Weapon Fighting.
possess Critical Mastery.
Benefit: When wielding a double weapon or
Toughness
two weapons (not including natural weapons or
You have enhanced physical stamina. unarmed strikes), you gain a +1 shield bonus to
your AC.
Benefit: You gain +3 hit points. For every Hit Die
you possess beyond 3, you gain an additional +1 When you are fighting defensively or using the
hit point. If you have more than 3 Hit Dice, you total defense action, this shield bonus increases
gain +1 hit points whenever you gain a Hit Die to +2.
(such as when you gain a level).
Two‐Weapon Fighting (Combat)
Tower Shield Proficiency (Combat)
You can fight with a weapon wielded in each of
You are trained in how to properly use a tower your hands. You can make one extra attack each
shield. round with the secondary weapon.
Prerequisite: Dex 15. normal damage. If successful, the target is
knocked off his horse and lands prone in a
Benefit: Your penalties on attack rolls for
space adjacent to his mount that is directly
fighting with two weapons are reduced. The
away from you.
penalty for your primary hand lessens by 2 and
the one for your off hand lessens by 6. See Two‐ Vital Strike (Combat)
Weapon Fighting in Combat.
You make a single attack that deals significantly
Normal: If you wield a second weapon in your more damage than normal.
off hand, you can get one extra attack per
round with that weapon. When fighting in this Prerequisites: Base attack bonus +6.
way you suffer a –6 penalty with your regular Benefit: When you use the attack action, you
attack or attacks with your primary hand and a can make one attack at your highest base attack
–10 penalty to the attack with your off hand. If bonus that deals additional damage. Roll the
your off‐hand weapon is light, the penalties are damage dice for the attack twice and add the
reduced by 2 each. An unarmed strike is always results together, but do not multiply damage
considered light. bonuses from Strength, weapon abilities (such
as flaming), or precision‐based damage (such as
Two‐Weapon Rend (Combat)
sneak attack). This bonus damage is not
Striking with both of your weapons multiplied on a critical hit (although other
simultaneously, you can use them to deliver damage bonuses are multiplied normally).
devastating wounds.
Weapon Finesse (Combat)
Prerequisites: Dex 17, Double Slice, Improved
Two‐Weapon Fighting, Two‐Weapon Fighting, You are trained in using your agility in melee
base attack bonus +11. combat, as opposed to brute strength.
Benefit: If you hit an opponent with both your Benefit: With a light weapon, rapier, whip, or
primary hand and your off‐hand weapon, you spiked chain made for a creature of your size
deal an additional 1d10 points of damage plus category, you may use your Dexterity modifier
1‐1/2 times your Strength modifier. instead of your Strength modifier on attack
rolls. If you carry a shield, its armor check
You can only deal this additional damage once penalty applies to your attack rolls.
each round.
Special: Natural weapons are considered light
Unseat (Combat) weapons.
You are skilled at unseating your mounted Weapon Focus (Combat)
opponents.
Choose one type of weapon. You can also
Prerequisites: Str 13, Ride 1 rank, Mounted choose unarmed strike or grapple (or ray, if you
Combat, Power Attack, Improved Bull Rush, are a spellcaster) as your weapon for the
base attack bonus +1. purposes of this feat.
Benefits: When charging an opponent while Prerequisites: Proficiency with selected
mounted and wielding a lance, resolve the weapon, base attack bonus +1.
attack as normal. If it hits, you may immediately
make a free bull rush attempt in addition to the
Benefit: You gain a +1 bonus on all attack rolls Prerequisites: Dex 13, Int 13, Combat Expertise,
you make using the selected weapon. Dodge, Mobility, Spring Attack, base attack
bonus +4.
Special: You can gain this feat multiple times. Its
effects do not stack. Each time you take the Benefit: When you use the full‐attack action,
feat, it applies to a new type of weapon. you can give up your regular attacks and instead
make one melee attack at your highest base
Weapon Specialization (Combat) attack bonus against each opponent within
You are skilled at dealing damage with one reach. You must make a separate attack roll
weapon. Choose one type of weapon (including against each opponent.
unarmed strike or grapple) for which you have When you use the Whirlwind Attack feat, you
already selected the Weapon Focus feat. You also forfeit any bonus or extra attacks granted
deal extra damage when using this weapon. by other feats, spells, or abilities.
Prerequisites: Proficiency with selected
Wind Stance (Combat)
weapon, Weapon Focus with selected weapon,
fighter level 4th. Your erratic movements make it difficult for
enemies to pinpoint your location.
Benefit: You gain a +2 bonus on all damage rolls
you make using the selected weapon. Prerequisites: Dex 15, Dodge, base attack
bonus +6.
Special: You can gain this feat multiple times. Its
effects do not stack. Each time you take the Benefit: If you move more than 5 feet this turn,
feat, it applies to a new type of weapon. you gain
Web of Death Zingaran Surprise
You can spin your blade and endanger any who Though the Zingarans are famed for swordplay,
dare attack you. they are perhaps still more famed for their
willingness to take advantage of any
Prerequisite: Base attack bonus +5, Combat
momentary distraction on the part of an ally to
Reflexes, Weapon Focus.
give him a blow to the head from behind, rob
Benefit: When taking a total defense action, you him and leave him for dead. Even Zingarans
spin your weapon so skillfully that you can make who are not primarily thieves or pirates are
an attack of opportunity on anyone who attacks often expert with the sneak attack.
you. The normal rules for attacks of
Prerequisites: Must be Zingaran, base attack
opportunity apply. This attack is resolved after
bonus +8, sneak attack +4d6.
your opponent’s.
Benefit: For purposes of determining whether
Special: A character that has seven or more
or not you are able to sneak attack an opponent
levels of the barbarian class may not select this
who has the Improved Uncanny Dodge class
feat. If a character with this feat ever gains
feature, you may use your character level,
seven or more levels in the barbarian class, he
rather than your thief or pirate class level.
immediately and permanently loses this feat.
Furthermore, if your opponent is distracted at
Whirlwind Attack (Combat) the time, you may use double your character
level, rather than your pirate or thief class level,
You can strike out at every foe within reach. for this purpose. You could potentially contrive
to create a suitable distraction by a Bluff versus Focused Magical Link
Sense Motive check, or you could take
advantage of a distraction such as a suddenly You are capable of creating a ‘voodoo doll’ or
revealed treasure or bizarre happenstance. similar focus, so as to break down a target’s
resistance to your curses.
Normal: Usually you may only sneak attack a
character who has Improved Uncanny Dodge if Prerequisites: Hexer, magic attack bonus +3,
you have more levels as a thief or pirate than Craft (fi ne art, sculpture, or similar) 1 rank.
that character has levels in the class or classes Benefit: You may enhance your magical link (see
that granted him Improved Uncanny Dodge. page 193) by crafting a representation of your
victim, such as a doll or painting, then adding
Sorcery Feats additional connections to the victim. You take
Adept one full day, with a raw materials cost of 10
silver pieces, after which you may make an
You have honed your mastery of a sorcery style appropriate Craft check and reference the table
to the utmost precision and speed. below to determine the result.
Prerequisites: Scholar level 12+, must know Focused Magical Link Craft Check
three spells from same sorcery style. Craft Check Result Bonus to Magical
Attack Rolls
Benefit: Choose a sorcery style in which you No bonus; all materials
14 or less
know at least three spells. Whenever you cast a used are wasted,
spell from that sorcery style, the casting time is including any magical links
halved. An appropriate spell that would usually 15‐24 +1
take one round to cast may be cast as a 25‐34 +2
standard action. An appropriate spell that 35‐44 +3
would usually take a standard action to cast +10 etc. +1 etc.
may be cast as a free action but you may still
not cast more than one spell per round. Furthermore, for each additional object you
Special: This feat can be gained multiple times. incorporate into the representation, up to a
The effects do not stack. Each time you take maximum of four, the enhancement bonus
the feat, it applies to a new sorcery style. increases by +1. Each object must be one that
by itself could be used as a magical link to the
Augment Summoning victim; see pg. 193.
Your summoned creatures are especially strong Hexer
and tough.
You are particularly adept at cursing your
Prerequisite: Summoner, magic attack bonus opponents.
+4.
Prerequisites: Magic attack bonus +1, Sorcery
Benefit: Each creature you conjure with any Style: Curses.
spell from the Summoning sorcery style gains a
+4 enhancement bonus to Strength and Benefit: You gain a +2 bonus to your magic
Constitution for the duration of the spell that attack roll whenever you are casting a spell
summoned it. from the Curses sorcery style.
Opportunistic Sacrifice Normal: If you kill a creature by coup de grace
but do not know this feat, you may still gain
You can take advantage of a chance to slay an some power points by dedicating its death to
opponent by sorcery or combat and gain your gods or to your own personal power. This
magical energy from so doing, just as though amounts to one point for each full 8 hit points
you had ritually sacrificed him in a more formal the creature had.
manner, by simply dedicating his death to your
dark gods or your own power. Sorcerer’s Boon
Prerequisites: Magic attack bonus +3, base You have spent many years studying sorcery.
attack bonus +3, Base PP 4, Ritual Sacrifice.
Prerequisites: Int 13, scholar level 4, must know
Benefit: You gain the benefits of the Ritual at least two sorcery styles
Sacrifice feat any time you slay an enemy,
Benefit: You gain one advanced spell of your
whether by magic, melee or ranged attacks.
choice. You must meet any prerequisites of the
Normal: You must slay a helpless opponent spell as usual, including knowledge of the
with a coup de grace to gain the benefits of the sorcery style in question. However, unlike the
Ritual Sacrifice feat. usual spells you gain as class features, you are
not restricted by your background class feature
Special: This feat may not be used together
– you may choose any spell for which you meet
with Tormented Sacrifice on the same victim,
the prerequisites without needing to learn it
except in the case of certain spells as described
from your masters or conduct your own
in Chapter 9: Sorcery. It is simply not possible
researches.
for most spells or weapons to cause sufficient
pain to allow the benefits of Tormented Special: This feat may be taken more than once
Sacrifice to work when slaying a victim in a – you gain a different spell each time.
quick and businesslike manner, as with
Opportunistic Sacrifice.
Summoner
You are particularly adept at summoning
Ritual Sacrifice
demons and elementals.
You have been trained to ritually kill a helpless
Prerequisites: Magic attack bonus +1, Sorcery
opponent to gain sorcerous power.
Style: Summoning.
Prerequisites: Magic attack bonus +1, base
Benefit: You gain a +2 bonus to your magic
attack bonus +1, Base PP 4.
attack roll whenever you are casting a spell
Benefit: If you attempt a coup de grace on a from the Summoning sorcery style.
helpless character or creature (see pg. 171), the
victim gets a –2 circumstance penalty on his
Tortured Sacrifice
Fortitude saving throw to avoid dying. In You may draw a huge quantity of magical power
addition, you can gain Power Points from your from a creature by painstakingly sacrificing it
victim’s death. For each full 4 hit points he had over a period of several hours. This may be by
(before subtracting any he lost while you bleeding them to death, whipping them, or
inflicted the coup de grace) you gain 1 PP, otherwise inflicting great torture on them.
which may either be added to your own PP total Different sorcerers may have preferred
or used immediately in another spell. methods of performing the sacrifice. In every
case, though, the point is to maximize the
magical power gained from a single ritual
sacrifice.
Prerequisites: Ritual Sacrifice, magic attack
bonus +2, base attack bonus +2.
Benefit: When you torture a victim to death in a
ritualistic manner, if you take at least fifteen
minutes to do so you gain 1 PP for every full 3
hp they had to start with. If you are able to spin
the process out for an hour or more, you gain 1
PP for every full 2 hp they had at the start of the
torture. The victim must be bound or otherwise
helpless. If for some reason you need to know
how much damage you have inflicted on them
at some time part way through the process (for
example, if the victim
Equipment
Loot, Coin, and the Spoils of War
Acquiring wealth and objects of value is a central theme in many adventures. However, spending it is a
good deal less interesting. Conan does not seem to go shopping for new weapons, armor or other
‘sensible’ equipment choices when he succeeds in stealing a hoard of treasure. Rather, he spends the
lot on high living, as the quote above illustrates.
The only times money should be especially useful to your characters are when their weapons or armor
are lost or destroyed and when it could be useful to them to buy influence or power, usually in the form
of followers. Certainly there should be no need to have players keep track of every last silver piece in
their purses. Either they have enough money to get by, or else it is time to go adventuring again.
Anything truly valuable cannot be bought and sold. Time and again in the stories we are told of an
object, venom or lotus preparation that proved crucial for success in a particular adventure – and
needed another lengthy and dangerous adventure to acquire in the first place. Golden lunas can be no
substitute for a personal trip to the fiend‐haunted jungles of Khitai if you are in search of lotus
blossoms…
High Living
It is the nature of adventurers to spend money like water whenever they have it. Folk who regularly risk
their lives in the hope of gaining unimaginable wealth live for today, spending their gains on gambling,
good company, expensive food, fine wines and spirits in enormous quantity and even more frivolous
pursuits. The Games Master should feel free to enforce the High Living rule whenever characters have a
large quantity of cash and no definite plans for spending it.
Every week, all characters will spend a minimum of 50% of their current wealth on high living, if that
wealth is currently over 50 silver pieces.
This expenditure includes all ordinary living costs such as food and accommodation. The Games Master
should also consider granting circumstance bonuses to Gather Information checks made by adventurers
who are spending particularly large amounts of cash.
Nobles’ and scholars’ expenditure on high living can, at times, be somewhat less wasteful than that of
other classes. Once a month a noble or scholar 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 information
(for the scholar). During this more useful week, the noble may receive a +2 circumstance modifier to
any Charisma based skill checks to do with socializing, politics, gathering information and the like; the
scholar may receive a +2 circumstance bonus to all Knowledge checks during this same week.
It will be seen that even vast fortunes will rapidly be eaten up by the wastrel nature of every adventurer.
Some adventurers may have other things they spend their cash on, but everyone has some vice or vices
– otherwise why would they bother adventuring? Even a sorcerer is likely to spend a small fortune on
ancient scrolls or other obscure research materials, most of which will prove worthless in the long run.
Currency
The most common coin among adventuring types is the piece of silver, usually abbreviated ‘sp’.
Large quantities of money are paid as golden lunas (gl). There are 10 pieces of silver to one golden luna.
Technically only Aquilonia mints golden lunas; but they are common throughout the Hyborian nations
and many other countries issue gold coins of similar size and purity, which are regarded as equal in
worth to the golden luna.
Pieces of silver are scored so as to allow them to be easily cut or broken into halves or quarters. This
enables purchases valued at less than 1 sp to be made. For items valued at less than ¼ sp, barter or
buying in bulk are the only real options.
Selling Loot
In general, a character can sell something for half its listed price.
Trade goods are the exception to the half‐price rule. A trade good, in this sense, is a valuable good that
can easily be exchanged almost as if it were cash itself.
Weapons
Weapon Categories
Weapons are grouped into several interlocking sets of categories. These categories pertain to what
training is needed to become proficient in a weapon’s use (simple, martial or exotic), the weapon’s
usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and
projectile weapons), its relative encumbrance (light, one‐handed or two‐handed), and its size (Small,
Medium or Large).
Simple, Martial, and Exotic Weapons: All player classes are proficient with simple weapons; all classes
except for the scholar are also proficient with martial weapons. A character who uses a weapon with
which he is not proficient takes a –4 penalty on attack rolls.
Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them
can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not
effective in melee.
Reach Weapons: Lances, pikes, staves, war spears and whips are reach weapons. A reach weapon is a
melee weapon that allows its wielder to strike at targets that are not adjacent to him. Most reach
weapons double the wielder’s natural reach, meaning that a typical Medium wielder of such a weapon
can attack a creature 10 feet away but not a creature in an adjacent square. The wielder of a reach
weapon can still parry an adjacent foe’s attacks with it, even if he cannot attack the foe.
Thrown Weapons: Axes, daggers, clubs, Ghanata knives, hatchets, hunting spears, javelins, knives and
poniards are thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown
weapons, except for splash weapons. It is possible to throw a weapon that is not designed to be
thrown, that is, a melee weapon that does not have a numeric entry in the Range Increment column on
the Weapons table; however, a character who does so takes a –4 penalty on the attack roll. Throwing a
light or one‐handed weapon is a standard action, while throwing a two‐handed weapon is a full‐round
action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and
deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.
Ranged Weapons: Arbalests, bows, crossbows, longbows and slings are projectile weapons. Most
projectile weapons require two hands to use; see specific weapon descriptions. A character gets no
Strength bonus on damage rolls with a ranged weapon unless it is specially built to grant such. If the
bow has a penalty for low Strength, apply it to damage rolls when fi red, even by a character with a high
Strength.
Ammunition: Ranged weapons use ammunition: arrows (for bows), bolts (for crossbows) or sling bullets
(for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings
require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or
rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.
Light, One‐Handed and Two‐Handed Melee Weapons: This designation is a measure of how much
effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a
character of the weapon’s size category, is considered a light weapon, a one‐handed weapon or a two‐
handed weapon.
Light: A light weapon is easier to use in one’s off hand than a one‐handed weapon is and it can be used
while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to
damage rolls for melee attacks with a light weapon if it is used in the primary hand, or one‐half the
wielder’s Strength bonus if it is used in the offhand. Using two hands to wield a light weapon gives no
advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s
primary hand only.
An unarmed strike is always considered a light weapon.
One‐Handed: A one‐handed weapon can be used in either the primary hand or the offhand. Add the
wielder’s Strength bonus to damage rolls for melee attacks with a one‐handed weapon if it is used in the
primary hand, or ½ his Strength bonus if it is used in the offhand. If a one‐handed weapon is wielded
with two hands during melee combat, add 1½ times the character’s Strength bonus to damage rolls.
Two‐Handed: Two hands are required to use a two‐handed melee weapon effectively. Apply 1½ times
the character’s Strength bonus to damage rolls for melee attacks with such a weapon.
Weapon Size: Every weapon has a size category. This designation indicates the size of the creature for
which the weapon was designed.
A weapon’s size category is not the same as its size as an object. Instead, a weapon’s size category is
keyed to the size of the intended wielder. In general, a light weapon is an object two size categories
smaller than the wielder, a one‐handed weapon is an object one size category smaller than the wielder
and a two‐handed weapon is an object of the same size category as the wielder.
Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat. As
such objects are not designed for this use, any creature that uses one in combat is considered to be
nonproficient with it and takes a ‐4 penalty on attack rolls made with that object. To determine the size
category and appropriate damage for an improvised weapon, compare its relative size and damage
potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a
natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range
increment of 10 feet.
Weapon Qualities
Here is the format for weapon entries, given as column headings on the Weapons table below.
Cost: This value is the weapon’s cost in silver pieces (sp). The cost includes miscellaneous gear that goes
with the weapon.
Damage: The Damage columns give the damage dealt by the Medium version of the weapon on a
successful hit.
Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When
your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical
multiplier, using all applicable modifiers on each roll. Add all the results together.
Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a
critical hit.
X2: The weapon deals double damage on a critical hit.
X3: The weapon deals triple damage on a critical hit.
X4: The weapon deals quadruple damage on a critical hit.
19–20/x2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double
damage on a critical hit. The weapon has a threat range of 19–20.
18–20/x2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals
double damage on a critical hit. The weapon has a threat range of 18–20.
Armor Piercing: The entry in this column indicates the number added to the wielder’s Strength modifier
to determine the final armor piercing score of a successful blow and its effects on the opponent’s
Damage Reduction.
Range Increment: Any attack at less than this distance is not penalized for range. However, each full
range increment imposes a cumulative –2 penalty on the attack roll. A thrown weapon has a maximum
range of five range increments. A projectile weapon can shoot out to ten range increments.
Weight: This column gives the weight of a Medium version of the weapon. Halve this number for Small
weapons and double it for Large weapons.
Hardness: The entry in this column is the amount reduced from any damage caused to the weapon, such
as by a sunder attack. Hardness is, essentially, Damage Reduction for objects. However, Armor Piercing
never applies against a weapon’s hardness.
Hit Points: The amount of hit points the weapon has. If reduced to 0, the weapon can be considered
destroyed.
Type: Weapons are classified according to the type of damage they deal: bludgeoning, piercing or
slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.
Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not
half one type and half another; all of it is both types. Therefore, a creature would have to be immune to
both types of damage to ignore any of the damage from such a weapon.
In other cases, a weapon can deal either of two types of damage. In a situation when the damage type
is significant, the wielder can choose which type of damage to deal with such a weapon.
Special: Some weapons have special features. See the weapon descriptions for details.
Weapons
Few adventurers ever manage to retain long‐term ownership of weapons or other martial equipment.
Combat breakages, thefts and accidents all take their toll on weaponry and often characters will need to
rely on daggers and other secondary weapons, loot weapons from fallen foes, or simply pick up found
objects and use them to bludgeon their enemies to death.
Despite this, many adventurers have weapons they especially prefer and there are certainly advantages
and disadvantages to various types of weapon. The Weapons table gives full statistics for all weapons
used in Conan the Roleplaying Game.
Weapon Descriptions
Arbalest: This is a heavy and powerful steel‐framed crossbow, designed for penetrating armor and long‐
range effectiveness. An arbalest is very slow to load, as it must be braced against the ground and
laboriously ‘spanned’ with a mechanical device called a cranequin before a new bolt can be loaded in
place. Reloading takes three full‐round actions, so few adventurers bother to reload their arbalests
during combat. An arbalest must be wielded with both hands.
Axe: The axe is an effective off‐hand weapon or backup weapon, easily carried in a loop on the belt and
reasonably effective against armor. It can also be used to hook enemy weapons.
Bardiche: The bardiche is a heavy axe‐blade mounted on a thick ash shaft some four to six feet long.
Though the blade is also quite large, it is highly curved so as to concentrate the initial impact into a very
small area. This combination allows for both excellent armor penetration and the possibility of dealing
heavy damage. The long double‐handed war‐axes of the Aesir and Vanir can also be treated as
bardiches. Battleaxe: The battleaxe is a powerful weapon, ideal for dealing deadly overhead blows from
horseback but also sufficiently well‐balanced for fast‐moving melee combat. Mounted mercenaries
favor it especially, since it is relatively cheap but highly effective against armored enemies.
Bill: This versatile polearm was originally derived from a hedging tool mounted on a long shaft but is in
common use by heavy infantry and city watchmen alike. Nemedian soldiers, police and mercenaries
favor its use. A bill has a spearhead, curved axe‐head and hook, all forged from a single blade and
mounted on a shaft around six feet long. In better quality weapons the shaft will be protected by steel
langets extending down most of its length from the head. You can use a ready action to set a bill against
a charge, in which case it deals double damage on a successful hit against a charging character. A bill
may be used to make trip attempts. A character who is wielding a bill and who is tripped while making a
trip attempt may drop the bill to avoid being tripped in return.
Bow, Hunting: These small, simple bows are used around the world, both for hunting and combat. Any
bow other than one of the regional longbows can be treated as a hunting bow. Hunting bows require
two hands for use. They may be used while mounted. If you have a Strength penalty, apply it to
damage when using a hunting bow.
Bow, Hyrkanian: The Hyrkanian bow is a composite bow made from horn, wood and sinew. A
Hyrkanian bow requires both hands to shoot and may be used while mounted. Hyrkanian bows all have
strength ratings.
Bow, Shemite: The Shemite bow is very similar to the Hyrkanian bow. A Shemite bow requires both
hands to shoot and may be used while mounted. Shemite bows all have strength ratings.
Bow, Stygian: The Stygian bow is heavy and powerful, shooting a long, weighty arrow that does a great
deal of damage but will not travel so far as most other arrows. A Stygian bow requires both hands to
shoot and may not be used while mounted, though the Stygian nobility often use them from chariots.
Stygian bows all have strength ratings.
Broadsword: This heavy, slightly tapered sword is intended for battlefield use and is often wielded by
knights expecting to face lightly armored enemies. It is too expensive for most mercenaries but many
adventurers favor broadswords for their good balance and reasonable effectiveness against armor.
Though the broadsword’s handgrip is clearly only long enough for one hand to grip it comfortable, the
pommel is large and often disc‐shaped, allowing for a warrior to get his second hand behind the blow if
need be and use the weapon two‐handed. A broadsword being wielded two‐handed can be used as a
finesse weapon if desired.
Club: The club is perhaps the simplest of man‐made weapons. It is most often found in primitive
countries but may also be used by peasants and city mobs in more civilized nations. Club, War: War
clubs are used by warriors who cannot afford anything better, or who live in areas where better
weapons are not generally manufactured.
Crossbow: Crossbows are favored by countries that do not have many troops capable of wielding any
type of longbow, which includes many of the Hyborian nations. It is reasonably quick to fire, as it can be
reset by hand, unlike the heavier arbalest. Despite this, the experienced warrior will find a bow of any
kind to allow a far more rapid rate of fire. A crossbow requires two hands to fire. It may be reloaded as
a full‐round action.
Cutlass: Cutlasses are shorter than broadswords but almost as heavy and damaging. For this reason
they are much‐used by pirates, who need a weapon that is not likely to get entangled in rigging or stuck
in the low ceilings below decks. Any one‐handed weapon larger than the cutlass that is wielded in such
a low‐ceilinged environment is used with a ‐2 circumstance penalty to the attack roll.
Dagger: The dagger is an all‐purpose weapon and tool, carried by almost everyone over the age of ten
or so in the Hyborian countries. Most daggers have double‐edged blades, making them more useful for
stabbing than cutting but they are still short and handy enough to have many roles outside of combat.
Gauntlet: Gauntlets come free with all medium and heavy armors but some characters may elect to buy
a gauntlet by itself as a weapon.
Greatsword: Possibly the most powerful weapon fielded on the battlefield by most Hyborian nations,
the greatsword is a large, no‐nonsense killing sword. Adventurers of Nemedia are particularly noted for
wielding greatswords but most other Hyborian armies have at least a few knights armed with this deadly
weapon.
Hatchet: The hatchet is more of a woodsman’s tool than a weapon, though it is often pressed into
service in combat. Many armies carry a number of hatchets too, simply for cutting firewood, though a
lowly man‐at‐arms or mercenary may certainly carry one onto the battlefield.
Javelin: The javelin is a light throwing spear rarely seen among the Hyborian military but sometimes
used by more primitive armies. It is rather better balanced for throwing than the hunting spear but is a
little too fragile for effective use in melee combat.
Knife: A short, single‐edged cutting tool, the knife can only really be effective as a weapon against
unarmored or defenseless foes.
Knife, Ghanata: The Ghanata knife is commonly used by the tribesmen of the Southern Desert. It is two
feet long, heavy, razor‐sharp and slightly curved.
Knife, Yuetshi: This is a long, saw‐edged knife with a crescent‐shaped blade. It is wielded by the Yuetshi
fishermen of the southern Vilayet sea.
Knife, Zhaibar: The Zhaibar knife is as long as most swords, though it is shaped very much like a large
knife, with a thicker blade than any sword. It is used throughout Ghulistan. The blade is three feet long,
triangular, and intended only for slashing rather than thrusting. Most Zhaibar knives are bone‐handled.
Lance, Heavy: A heavy lance used from the back of a charging mount does double damage and has a +2
circumstance bonus to Armor Piercing. A heavy lance has reach: you can use it against opponents ten
feet away but you may not use it against an adjacent enemy. Heavy lances are intended for use when
mounted and are unbalanced for use on foot; if used while dismounted, treat a heavy lance as a war
spear with a ‐2 circumstance penalty to all attack rolls.
Lance, Light: A light lance used from the back of a charging mount does double damage and has a +1
circumstance bonus to Armor Piercing. Light lances are intended for use when mounted but can still be
reasonably effective on foot; if used while dismounted, treat a light lance as a hunting spear.
Longbow, Bossonian: The Bossonian longbow has justly made the Bossonian Marches famous for the
quality and deadliness of their archers. This massive yew bow does not quite have the range of the
Hyrkanian or Shemite bows but the Bossonian archers make up for this with deadly accuracy once the
enemy is within range and utter steadfastness when he is not. A Bossonian longbow requires both
hands to shoot and may not be used while mounted. If you have a Strength penalty, apply it to damage
when using a Bossonian longbow. Bossonian longbows all have strength ratings.
Mace, Heavy or Light: The mace consists of a wooden or metal shaft topped with a heave, blunt striking
surface, usually flanged or ball‐shaped. It is very effective against armor, crushing both the protection
and the warrior inside it.
Pike: Pikes are extremely long spears. A pike is a special variety of reach weapon. A character wielding a
pike can attack opponents who are 15 feet or 20 feet away, but cannot attack adjacent opponents or
opponents who are 10 feet away.
Pollaxe: With an axe‐head backed by a warhammer‐head, the whole thing surmounted by a spear‐
point, the pollaxe is a versatile if heavy weapon. The ash shaft is usually around four to five feet long
and protected by steel langets. You can use a ready action to set a pollaxe against a charge, in which
case it deals double damage on a successful hit against a charging character.
Pommel: A pommel is the heavy steel counterweight on every sword‐hilt. The following weapons can
all be used to make pommel attacks: dagger, poniard, Ghanata knife, short sword, Zhaibar knife, arming
sword, broad sword, scimitar, cutlass, sabre, war sword, greatsword and tulwar. Pommel attacks are
useful when you wish to make a bludgeoning attack, or when you need to use a light weapon – for
example, when grappling an enemy. A pommel can also be used to make a stun attempt using the
Stunning Fist feat if you have it, just as though the pommel were an unarmed strike.
Poniard: This is a heavy, long dagger designed for war and favored by fighting men as an off‐hand or
secondary weapon. The blade is usually fifteen inches to nineteen inches long, with the pommel, guard
and handle bringing the total size of the weapon to over two feet.
Sabre: The sabre is a common cavalry weapon in the East. It is intended for one‐handed use from
horseback, or two‐handed use on foot. Although it is classified as an exotic weapon, it may be wielded
as a martial weapon by a mounted character, or by a character using it in both hands. Scimitar: The
scimitar is the Eastern equivalent of the sword, with a heavy, curved blade that provides extreme cutting
power. It is the most common weapon among Hyrkanian and Shemite nomads.
Sling: The most basic projectile weapon, the sling is still highly effective, hurling lead bullets capable of
breaking limbs or smashing skulls.
Spear, Hunting: The hunting spear is light enough to be wielded with one hand and is commonly used in
pairs, with the first spear being flung and the second used to finish off the wounded animal. Some
warriors from primitive countries use a hunting spear and shield in war.
Spear, War: This is a long, heavy spear with a broad, often leaf‐shaped head. The war spear is a reach
weapon; a character wielding it may attack foes who are 10 feet away but may not attack adjacent
enemies.
Staff: The staff is fully eight or nine feet long, a thick piece of oak or ash, usually shod at each end with
iron. When wielded with both hands close to the butt it provides a good five to six feet of striking
length, held towards the enemy and used for thrusts, sweeps and swings. A staff is a reach weapon but
unlike more usual reach weapons it may be used freely to attack both adjacent opponents and those
who are 10 feet away.
Stiletto: This is a long, narrow‐bladed dagger, favored at court and much used by noble ladies and
assassins.
Strike, Unarmed: When you have lost your broadsword and poniard, or when you just want to prove a
point, a fist to the jaw can be a devastatingly effective weapon, so long as your enemy is unarmored.
Sword, Arming: The arming sword resembles the broadsword but is slightly shorter and lighter and
often not quite so well made. Knights and mercenaries whose main weapon is a broadsword, battleaxe,
heavy mace or two‐handed weapon carry an arming sword as a backup weapon and some archers and
crossbowmen also use it. Furthermore, it is the only weapon in its class light enough to be a finesse
weapon (see pg. 154). Well made, fancy‐looking versions of the arming sword are often worn about
town by nobles and other well‐to‐do types, since it does not attract quite so much attention as the more
obviously military broadsword.
Sword, Short: The short sword is somewhere between the arming sword and poniard in length, with a
blade some two feet long or a little longer. It is handy, concealable and can be used as a finesse
weapon, making it much favored by thieves and skirmishers.
Sword, War: Also known as a bastard sword or hand‐and‐a‐half sword, the war sword is intended for
one‐handed use from horseback, or two‐handed use on foot. Although it is classified as an exotic
weapon, it may be wielded as a martial weapon by a mounted character, or by a character using it in
both hands. Note that its game statistics are slightly different depending on whether it is being wielded
in one hand or two. Any time a war sword is being wielded in two hands, it may be used as a finesse
weapon and to make piercing attacks.
Tulwar: This two‐handed, heavy curved sword resembles a massive scimitar. It is wielded for its sheer
cutting power and sometimes as symbol of rank among warriors of the East. Warhammer: Though
referred to as a warhammer, this weapon has a head that more closely resembles a meat tenderizer,
used for bashing in the joints of an armored opponent. The spike on the reverse of the head looks a
little like a pickaxe blade and can be used to pierce right through heavy armor. The head is mounted on
a three‐foot long shaft of ash, allowing for good leverage.
Whip: A whip deals nonlethal damage, though if it inflicts 4 or more damage in a single blow, one point
of this damage is considered to be lethal damage. It deals no damage to any creature with Damage
Reduction of 3 or higher, whether from armor or natural DR. The whip is treated as a melee weapon
with 15‐foot reach, though you do not threaten the area into which you can make an attack. In
addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach,
including adjacent foes. Using a whip provokes an attack of opportunity, just as if you had used a
ranged weapon. You can make trip attacks with a whip. If you are tripped during your own trip
attempt, you can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on
opposed attack rolls made to disarm an opponent, including the roll to keep from being disarmed if the
attack fails. Whips are finesse weapons. A whip can also be used to torture captives, granting a +2
circumstance bonus to all Profession (torturer) checks. The whip is assumed to be a large bullwhip,
capable of inflicting serious pain and some injury; a cheaper cat o’ nine tails or similar light whip can be
made for 1 sp. This light whip is not a weapon, but can be used to deal 1 point of lethal damage and 1d4
nonlethal damage per minute on an unarmored, helpless opponent.
Strength Rating for Bows
All bows have strength ratings, selected at the time the bow is made. A strength rating is given as the
Strength modifier the weapon is ideally suited for, and is given in brackets after the bow. For example, a
Bossonian longbow made for a character of Strength 8 or 9 would be written as a ‘Bossonian longbow (‐
1)’ whereas a Shemite bow made for a character of Strength 16 or 17 would be written as a ‘Shemite
bow (+3)’.
A character whose strength modifier is less than the strength 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 Armor 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 weapons and it would have an armor 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 to his attack rolls with it.
Weapon Availability
The standard weapons listed on the Weapons table are available in most regions, including all the
Hyborian kingdoms and most of the Eastern nations. However, weapons with a region as part of their
name, such as the Bossonian longbow and Ghanata knife, are usually only available in or around that
region.
Likewise, exotic weapons are usually scarce outside of the regions in which most people have Weapon
Familiarity with them. For example, tulwars are scarce in the Hyborian kingdoms but greatswords are
scarce beyond them. It is always up to the Games Master to determine which weapons are available in
specific regions.
Primitive Weapons
Primitive weapons are found in any place where it is hard to get good quality materials or where the
craftsmen are relatively low skilled or, more commonly, both. This is particularly the case throughout
the Pictish Wilderness and in many of the Black Kingdoms. Occasionally, primitive weapons can be
found in more advanced nations, especially in frontier or isolated regions where both materials and
smiths may be of low quality. Primitive weapons are usually only simple weapons, though occasionally
primitive martial weapons are made. None of the exotic weapons can be made as primitive weapons.
All primitive weapons are brittle and tend not to be so durable or keep such a good edge as standard
weapons. They are usually made from stone, copper, bronze or poor quality iron.
Primitive weapons have only half the Hardness of standard weapons (rounded down), and their Armor
Piercing value is reduced by 2, to a minimum of 0.
Furthermore, primitive weapons break if they strike completely ineffectively against a metal‐armored
character, that is, if the amour’s DR reduces the primitive weapon’s damage to 0.
Primitive weapons cost only one‐half the cost listed in the Weapons table, rounded down.
For example: A primitive war spear still does d10 damage with a x3 critical. However, its Armour
Piercing value is 0 and its hardness is only 3. It costs only 1 sp.
For reference, a table of the most common primitive weapons is provided in the Primitive Weapons
Table sidebar.
Akbitanan Weapons
The expertise of the Akbitanan smiths combines with a superb source of high‐grade steel mined locally
to the city to produce weapons that have near‐perfect balance, unsurpassed hardness and a strength
and flexibility that renders them almost indestructible. Akbitanan weapons can generally be found for
sale only in Akbitan itself – these weapons are so famed that the smiths of that city have more than
enough business without actively exporting their wares.
Almost all Akbitanan‐manufactured weapons are martial or exotic, with bladed arms such as daggers,
swords and scimitars being the Akbitanan smiths’ preferred products. It might just be possible to
persuade an Akbitanan smith to manufacture another weapon, but they are unlikely to be willing to
make a hafted weapon such as a spear or axe. This is because such a weapon must necessarily rely on a
wooden shaft for much of its strength; and no smith can guarantee the strength of wood.
Akbitanan weapons grant an enhancement bonus of +1 to attack rolls and +2 to Armor Piercing.
Furthermore, they have 1.5 times the usual Hardness and double the usual hit points for the weapon
type (round down). An Akbitanan weapon costs five times the cost of the base weapon (minimum 50
sp).
For example, an Akbitanan war sword gives +1 to all attack rolls, has an Armor Piercing of 5, a Hardness
of 15 and 16 hit points. It costs 750 sp.
For reference, a table of the most common Akbitanan weapons is provided in the Akbitanan Weapons
Table.
Broken Akbitanan Weapons
Broken weapons count as improvised and so bestow a –4 nonproficiency penalty to attack rolls and a –1
penalty to Parry Defense when used to parry. A weapon must be at least a one‐handed melee weapon
to be usable when broken. Light weapons are destroyed outright.
Treat a broken one‐handed bladed weapon as a poniard and a broken two‐handed bladed weapon as a
scimitar or arming sword, depending on the size. Broken weapons only ever inflict slashing damage, as
they no longer have sharp points. A broken weapon has the same hardness it originally had and the
same number of hit points as a poniard or scimitar. All broken weapons (like all improvised weapons)
score critical threats only on unmodified rolls of 20.
New Weapons
Aquilonian Shieldknife: Given to advance infantry officers in Aquilonia, the shieldknife is a short, wide
blade that is held in the shield hand. When the soldier loses his spear or sword the shieldknife is always
a good secondary weapon that can be at the ready despite having a shield in the same hand. A character
holding an Aquilonian shieldknife in the same hand/arm as a buckler, aspis or targe can consider it
equipped for the purposes of attacks despite the shield’s presence.
Bladespear: A spear haft topped with a long blade similar to a scimitar’s, the bladespear is designed like
a smaller polearm, but is often held high on the haft and used at close quarters. Many Turanian hoplites
use bladespears, giving them excellent versatility. The wielder of a bladespear can alter his grip on the
weapon as a move action, changing it to or from a reach weapon.
Cudgel: A cudgel is a specialized form of club that has an enlarged head for short swings. A number of
Cimmerian clans and Pictish tribes use cudgels as their standard infantry weapon due to their
inexpensive nature.
Discus: A flat disk of fire‐baked clay or chiseled stone, the discus is an implement often used in
Argossean tests of physical skill. When hurled properly, the discus can reach great distances at
remarkable speeds, making it a deadly projectile. Unlike most ranged attacks, the Armor Piercing rating
of a discus is never lowered for the distance it travels.
Flail: This awkward but powerful weapon is a favourite of gladiators and heavy infantry. A fl ail is a stout
rod of hard wood that has a metre‐long series of chain links driven into one end that attach to the
weapon’s head – a cylinder of metal or stone often set with spikes or bladed flanges. Because of the
whipping motion and arm strength it requires to wield a flail, few are skilled enough to use it.
Halberd: One of the more difficult weapons to manufacture, the traditional halberd is a polearm topped
with a wide axe‐like blade that has a single spike at the top. Expensive to create due to the amount of
skill it takes to forge the head properly, halberds are not often chosen as standard infantry weapons.
They are more frequently seen in the hands of elite soldiers or royal guards.
Half‐Spear: A half‐spear is exactly what it sounds like; a common spear with half the haft cut off and the
remaining amount wrapped in leather to form a long ‘hilt’ of sorts. It is an excellent stabbing weapon for
warriors who need to draw in close, or for spearmen that cannot afford to struggle with a long haft in a
tunnel or tight pass. As a note, any spear can be turned into a half‐spear permanently by breaking off
two‐and‐a‐half feet of its haft.
Hook: A wicked‐looking weapon wielded by pirates and pit fi ghters, the hook is a bent iron or bronze
rod that has been fi led to a point or blade. The weapon is often driven into a crossbar of wood, but
some have been used to replace shorn hands on unlucky warriors that want to replace their loss with a
useful tool.
Horsebow: Used by Hyrkanian horse riders. The horsebow is an oversized hunting bow with a
pronounced lower curve perfectly suited for use on the back of a warhorse. These bows can fire regular
arrows (at –2 damage), but are designed to use much longer ammunition. These special arrows gain a +2
bonus to hit and damage when fired from horseback at targets within the first range increment.
Hyborian Pick: In the ages before the greatsword became the traditional weapon of Hyborian peoples,
weapons derived from tools were much more common. A good pick was useful for early settlements,
and so the sharpened iron tools became good for war as well. These weapons still find use in the hands
of some lower class warriors.
Katar: The triangular blade of the katar punch‐dagger is perfect for driving between the joints of heavy
armor, and is commonly used in Vendhya as the secondary weapon of lancers and noble guardsmen.
Knuckledusters: A metal rod inserted in front of the knuckles of a sewn leather glove or gauntlet,
knuckledusters add some impact and lethality to the wearer’s punches.
Kusani Axe: Used almost solely by the royal headsmen of the tribes of Kusan, the Kusani axe is a sickle‐
bladed poleaxe that puts a massive amount of impact behind each swing. The haft of each axe is as big
around as a man’s arm, allowing for a much longer reach on every swing – if the wielder’s arms are
strong enough.
Kushknife: Named for the long‐bladed knives carried by the Esshura tribe of mercenary tribesmen, each
Kushknife is carved from one piece of bone before being soaked in a variety of saps and waxes to give it
a near‐metal hardness and edge. Long, slender and wickedly sharp, the Kushknife is perfect for shearing
through the light armor of Kushite tribal folk.
Light Axe: The light axe is small like a hatchet, but has a slightly longer haft to hold a thinner but longer
head. Similar to a throwing axe in shape but reinforced for melee fighting, the light axe is a good
counterpart to any one‐handed weapon.
Long Darts: Wooden lengths tipped with metal points and fletched with thick goose or swan feathers,
long darts are like miniature javelins. Skirmishers and hurlers in small units can inflict heavy casualties
on lightly armored targets with volleys of these missiles.
Long Arrows: Long arrows are half‐again the normal length of a common arrow and tipped with a wider
head of hammered metal. They have a short and head‐heavy flight pattern, which is perfect for the fi
ring style of a horsebow.
Machete: A stout piece of metal driven into a wooden handle and sharpened on one edge, the machete
is perfect for cleaving limbs as well as underbrush. Characters that use a machete to travel through
jungle or heavy forested areas can add a +2 bonus to their Survival skill to navigate such terrain.
Maul: Heavy wooden hammers with large square heads, mauls are used for driving tent poles or picket
stakes in single overhead swings. Someone with strong enough upper body strength can also deliver
bone‐crushing blows with a maul and some warriors reinforce these tools with iron bands or spikes to
create ‘war mauls’.
Pommel Spike: A simple six‐inch sharpened spike added to the pommel of any sword, this is often a
weapon of opportunity, When in too close to use a warrior’s blade effectively, the pommel spike can be
quickly thrust down onto an enemy’s arms, shoulders or even face to inflict grievous blows where
otherwise they would have to withdraw and attack anew. Any weapon with an attached pommel spike
counts as always having a light off‐hand weapon that can be used when grappling as normal.
Stygian Scimitar: A localized variant of the common single‐bladed, curved sword, the Stygian scimitar
has a distinct shape. The blade has an end that is twice as wide as where it connects with its hilt, and a fl
are to its back side that is given a sharpened edge to inflict wounds on the fore and backswing of the
deadly sword.
Swordfist: A weapon of gladiators, the swordfist is a forged metal gauntlet with no fingers. Instead of
having any flexibility to it, the gauntlet is actually a brace for a two‐foot long straight sword blade. Using
a swordfist allows the wielder to use either his unarmed or sword styled feats and abilities. For instance,
a warrior with a swordfist could use his Weapon Focus (unarmed) or Improved Critical (shortsword), but
not both.
Trident: This three‐pronged weapon is a variant of that used to catch large fish off the coast of Argos
and Zingara. It is a heavy and expensive weapon that requires specialized training, but the wounds it
inflicts are terrible indeed.
War Gauntlet: A heavier version of the common gauntlet, a war gauntlet is actually a full armlet of
riveted metal that protects up to the elbow joint. Along the back of the thick fingers are rows of spines
or sometimes even blades, with a set of jagged protrusions following suit to the bottom of the forearm.
Although its design means that no weapon may be wielded or fi ne manipulation performed by that
hand, its extensive metal construction does give the wearer the benefits of wearing a buckler shield.
Warmace: The warmace is a common sight amongst Black Kingdoms warriors, as it is frequently used by
their elite warriors to smash their foes to ruin. It is a solid piece of wood or bone (rarely metal) that has
a dozen or more blades of copper or volcanic glass set in its wider end. The warmace inflicts heinous
wounds when it strikes vital areas.
Armor
Armor Qualities
To wear heavier armor effectively, a character can select the Armor Proficiency feats, but most classes
are automatically proficient with the armors that work best for them.
Armor and shields can take damage from some types of attacks.
Here is the format for armor entries, given as column headings on the Armor and Shields table below.
Cost: The cost of the armor for Small or Medium humanoid creatures.
Damage Reduction: Whenever a character is hit in combat, whether from a melee or ranged weapon,
the Damage Reduction (DR) score of any armor he is wearing at the time is deducted from the damage
rolled by the weapon.
Maximum Dex: This number is the maximum Dexterity bonus to Defense that this type of armor allows.
The Dexterity bonus that you add to your Defense cannot exceed this number while you are wearing the
armor. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction does
not affect any other Dexterity‐related abilities.
Your character’s encumbrance (the amount of gear he carries) may also restrict the maximum Dexterity
bonus to Defense that he can use.
Shields: Shields do not affect a character’s maximum Dexterity bonus to Defense.
Armor Check Penalty: Any armor heavier than a quilted jerkin penalizes a character’s ability to use some
skills. An armor check penalty number is the penalty that applies to Balance, Climb, Escape Artist, Hide,
Jump, Move Silently, Sleight of Hand and Tumble checks when a character is wearing a certain kind of
armor. Double the normal armor check penalty is applied to Swim checks. A character’s encumbrance
(the amount of gear carried, including armor) may also apply an armor check penalty.
Shields: If a character is wearing armor and using a shield, both armor check penalties apply.
Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not
proficient takes the amour’s (and/or shield’s) armor check penalty on attack rolls and on all Strength‐
based and Dexterity‐based ability and skill checks. The penalty for nonproficiency with armor stacks
with the penalty for nonproficiency with shields.
Sorcery Failure: Armor interferes with the gestures that a sorcerer must make to cast an arcane spell
that has a somatic component. Sorcerers thus face the possibility of sorcery failure if they are wearing
armor.
Casting a Spell in Armor: A character who casts a spell while wearing armor must usually make a sorcery
failure roll. The number in the Sorcery Failure column on the Armor table is the chance that the spell
fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of
sorcery failure.
Shields: If a character is wearing armor and using a shield, add the two numbers together to get a single
sorcery failure chance.
Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next
day. He takes a –2 penalty on Strength and Dexterity and cannot charge or run. Sleeping in light armor
does not cause fatigue.
Speed: Medium or heavy armor slows the wearer down. The number on the Armor table is the
character’s speed while wearing the armor.
Shields: Shields do not affect a character’s speed.
Weight: This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small
characters weighs half as much and armor for Large characters weighs twice as much.
Armor Descriptions
Breastplate: Worn over a lightly quilted doublet (included in the cost), the breastplate gives maximum
protection to the torso and still allows for rapid movement.
Brigandine Coat: A brigandine coat or ‘coat‐of‐plates’ uses large, overlapping steel plates sandwiched
between two layers of heavy cloth or leather and riveted together, giving a heavy but effective
protection to the torso.
Great Helm: The armor penalty for a great helm applies to Listen and Spot checks only.
Leather Jerkin: This is a cheap and simply made jacket of cowhide, thick enough to stop a glancing blow
but a little encumbering.
Mail Shirt: The mail shirt only protects the torso, with the arms and perhaps hips being protected by
quilted cloth or heavy leather.
Mail Hauberk: A mail hauberk covers the torso, arms and upper legs with mail armor and comes with
greaves of steel plate to protect the lower legs. Mail hauberks are found throughout the world, though
the best are made in Turan.
Plate Armor: The ultimate in protection, plate armor consists of shaped steel plates covering the entire
body, from the tips of the toes to the crown of the head. Plate armor is always made to fit the wearer, a
process that will take several months and usually require a sizable deposit upfront. There is a straight
20% chance that any given suit will almost fit a particular character, in which case it can be worn but
with a maximum Dex bonus of +0. A suit that almost fits in this manner can be re‐sized to fit the
character perfectly, as though it were made‐to‐measure. This will take 1d4 weeks and cost 500 sp per
week.
Quilted Jerkin: Painstakingly hand‐sewn from twenty or more layers of linen, the quilted jerkin is light
and usually fits well, allowing for almost completely unencumbered movement but not offering so much
protection as a good suit of mail or scale armor.
Scale Corselet: This is an armor for the torso only, made from overlapping layers of small oval metal
scales held together by woven laces. It is usually worn with some light limb protection such as thick
boiled leather plates or even simply multiple layers of quilted linen or wool. Scale corselets are common
among mercenary bands and some of the Shemite nomads and Hyrkanian warriors.
Scale Hauberk: A scale hauberk covers the arms, torso and legs almost to the knee with metal scales
similar to those used for a scale corselet. The lower legs may be protected by light mail armor, steel
greaves, or hardened leather plates.
Steel Cap: This also includes all open‐faced helmets, such as the morion helms favoured by Argossean
soldiers and sailors, the horned helmets of the Nordheimr and the plain conical helms worn by the
nomads of Shem. Most steel caps are simple, mass‐produced items intended to protect the ordinary
soldiery from glancing blows.
Visored Helm: Visored helms include any helmets which have some means of opening out to allow the
wearer to more easily see and breathe, including sallets, close‐helmets and armets. The armour penalty
for a visored helm applies to Listen and Spot checks only. The penalty to Spot checks does not apply if
the visor is worn up but in that case the visored helm only grants +1 Damage Reduction, rather than +2.
If the wearer has a free hand, he may put the visor up or down once per round as a free action.
New Armors
This section details and describes a handful of new types of armor, shields and protective equipment
that warriors can find for purchase at most bazaars or could have made especially for them by expert
armorers, tailors or tanners.
Aspis: The traditional shield of the hoplite warrior, the aspis is a round metal shield with bevelled edges
that is strapped to the forearm and held by a riveted leather strap in the warrior’s off‐hand. It is often
sculpted with the army insignia or soldier’s crest, adding a personal element to each aspis. Most soldiers
using an aspis wield shorter swords or stout spears, weapons that are perfect for stabbing around the
sides of the shield’s round edge.
Duellist Cape: Originally a regular sight in Zingaran courts, the duelist cape is the ‘shield’ of the noble
fencers and swordsmen of that nation. It is a heavy leather half‐cape that hangs over the shoulder and
upper arm of the fighter’s off‐hand, allowing him to block or misdirect light blows without compromising
his fighting ability. A character wearing a duelist cape adds +2 to the bluff check to make feint combat
maneuvers.
Grille: A favorite of gladiators and pit fighters, the grille helmet is actually three pieces of armor sewn or
riveted into one piece of fearsome headgear. A hard leather cap and chin strap is riveted to a hammered
metal helmet, often shaped like a predatory beast (bears, lions and dragons are favorites), and a row of
tempered metal bars (sometimes spiked) are set as the ‘faceplate’ of the helm. This sort of armored is
mostly used by fighters that like getting up close with their enemies – grille wearers add +1 to their
unarmed and grappling‐based damages.
Hyperborean Hide: The wilds of northern Hyperborea are cold and harsh, filled with large predatory
animals and brutal raiders. The older villages and tribes living by the traditional methods of their
ancestors do not often keep heavy forges or smithies, leaving the ownership of finer quality armor to
the tribal elders and veteran warriors. Most northern Hyperboreans make tough armor by layering bear
or mountain goat hides before soaking them in pine sap. The resulting sheets are then bent and
hammered into wearable shapes that are often decorated with fur, teeth and sometimes polished wood
or even ivory.
Laminated Wood: Although rare by common Hyborian standards, the Black Kingdoms, Kush and some
tribes of the Pictish Wilderness use thin sheets of carved, shaped and laminated soft woods to create
highly protective suits of armor.
Pit Straps: Light bands of leather are reinforced with copper or bronze, spiked and studded throughout
to make pit straps. Pit straps get their name from their most common wearer, the pit fighters of
Shadizar or Tortage. Due to the number of spikes, studs and rasps built into a set of pit straps, this armor
inflicts 1d2 points of damage each round against any target currently grappling the wearer.
Plated Kit: For warriors that do not wish to wear full sets of plated mail, whether because of expense or
weight, a plated kit is a set of leathers with several plates covering the vitals of the wearer. The
shoulders, lower arms, thighs, abdomen and neck of the suit are heavily protected by these iron or even
steel plates, but there are still many areas of the body that can be damaged. By taking a –4 penalty to hit
against a plated kit, the Damage Reduction is reduced by 5.
Scarab: The traditional shield of the Stygian heavy infantry, a scarab shield is a fi re‐hardened bronze
ring set around a deeply concave ebony bowl styled after the abdomen carapace of a scarab beetle. The
bronze ring is traditionally sharpened to be used as a secondary weapon.
Suede Coat: Nobles and merchants can sometimes be found wearing long coats of padded suede to help
protect them while retaining their opulent image. These add a +1 modifier to any reputation checks
made to recognize the wearer, so long as they are trying to show off their higher status.
Warhood: A coif of fi ne chain that weaves into a padded facemask, the warhood is not as protective as
a true helm but it allows a warrior to wear any face he wishes on a battlefield. The faceplate of a
warhood is purchased with a specific animal, creature or expression represented upon it. This faceplate
adds a +1 bonus to all Intimidate checks made while wearing the warhood.
Wicker Tabard: Sewn from hardened strands of wicker, this simple piece of armor is draped over the
head and shoulders of the wearer and often secured with stiff leather or sometimes hemp cord. It is a
cheap and simple way to reduce slashing damage, but does little against blunt attacks. Bludgeoning
damage reduces the Damage Reduction of a wicker tabard to 1.
Helmets
When a helmet is worn with a suit of armor, the two DRs are added together for all purposes. If it
becomes necessary to determine which of the two is left intact after an attack, assume that the helmet
is the last piece of armor to be destroyed, unless the Games Master’s description of the combat
specified otherwise.
Layering Armor
Certain types of armour may be layered together, which grants better protection than either could
alone. Often the bulk and weight of two layers of armour makes this an impractical solution, though for
heavy combat it may almost be worth it. All the combinations of armour that may be layered together
are given their own entries in the Armour table. The result is always heavy armour.
Armour Quality and Availability
Like weapons, armour has something of a hierarchy of quality, with armour from the best smiths being
both better‐fitting and offering more protection. There is no especially primitive armour; primitive
nations such as the Black Kingdoms often have only leather or quilted jerkins available but these are not
especially inferior in quality to those typically found throughout the Hyborian kingdoms. Breastplates,
plate armour and brigandine coats, even of standard quality, are generally only available in the Hyborian
nations, though nobles from other regions may travel to the north to have plate armour made for them.
Superior Armor
Superior armour is only manufactured in a small number of regions, as follows:
Aquilonia: Breastplate, plate armour, visored helmet.
Koth: Scale corselet, scale hauberk, great helm.
Turan and Hyrkania: Mail shirt, mail hauberk, steel cap.
Zingara: Leather jerkin.
Note that superior armour of other kinds is never available.
Superior armour has a maximum Dex bonus that is +1 higher than usual for the armour, and weighs 10%
less. More importantly, it is significantly harder and will only be damaged if the wearer is dealt 25 hit
points of damage rather than the usual 20 hit points. It costs three times as much as an equivalent suit
of armor.
If two suits of armour are combined, such as a mail hauberk and breastplate, this increase to maximum
Dex bonus applies only if both suits of armour are superior. Superior quality armour must always be
tailored to fit the wearer – a looted suit of superior armour can be reworked to fit its new owner but
unless a Craft (armourer) check (DC 30) is made, the resulting armour will no longer be superior.
Getting into and out of Armor
The time required to don armour depends on its type; see the Donning Armour table.
Don: This column tells how long it takes a character to put the armour on. One minute is 10 rounds.
Readying (strapping on) a shield is only a move action.
Don Hastily: This column tells how long it takes to put the armour on in a hurry. The armour check
penalty and Damage Reduction for hastily donned armour are each 1 point worse than normal.
Remove: This column tells how long it takes to get the armour off. Loosing a shield (removing it from
the arm and dropping it) is only a move action.
Shields
Shields share some characteristics with armour and some with weapons, as well as having some
qualities entirely their own.
All shields have a shield bonus, this added to the Defense of the character who is using it. This
represents the relative ease of ducking down behind a shield to evade missiles.
All shields can be used to make shield bash attacks if desired but a shield used in this way does not add
its parry bonus to the character’s Defence that round.
All the shields have Armour Check Penalties listed, as with armour. If a character wears armour and
carries a shield, add the relevant Armour Check Penalties together.
Buckler: This is a small, round shield made from steel and designed to defl ect attacks rather than stop
them directly. The buckler is held in the fi st by a single handle. It is versatile enough to make an
effective weapon, too, since it is relatively light and agile but also very hard. A buckler is classed as a
light weapon if used to make shield bash attacks.
Shield, Large: The shield covers everything from a knight’s triangular shield to the large round shields
favoured by the Gundermen and Nordheimr. All large shields are made of layers of wood and softer
materials such as canvas, rawhide and leather. Sometimes a large shield will have a steel boss in the
centre. A large shield is usually strapped to the left arm and held by a handgrip in the left hand. It may
instead be strapped to the shoulder to allow for two weapons or a two‐handed weapon to be used, in
which case it no longer confers a +4 shield bonus to your Defence, but does confer a +2 shield bonus to
Defence versus ranged attacks, rather than the usual +4. Alternatively, a large shield may be strapped
to the back, in which case it may not be used to parry with at all and confers no bonus to dodging
ranged attacks, but instead gives +2 DR against one opponent per round when the wearer is flanked. A
large shield is classed as a one‐handed weapon if used to make shield bash attacks.
Targe: The targe is a small, round wooden shield covered in a layer of thick leather and studded with
steel. It has two straps, one of which goes over the forearm, with the second being held in the hand.
This allows for an off‐hand weapon to be held in the same hand as the targe, though if this is done the
targe’s shield bonus to Defense is reduced to +1. (The shield bonus to Defence against ranged attacks is
unaffected.) A targe is classed as a one‐handed weapon if used to make shield bash attacks.
Goods
Various other items are available in the Hyborian Age. As ever, their availability can be wildly variable
and frequently tracking down goods can be very nearly an adventure in itself.
In any case, characters are not encouraged to burden themselves down with everything but the kitchen
sink, on the off chance that it might come in useful on an adventure. Conan the Roleplaying Game, in
keeping with the stories, encourages characters to be larger‐than‐life action heroes capable of achieving
their ends with little more than a broadsword and whatever can be found around them. The Games
Master is always at liberty to cross items off a character’s character sheet in between adventures
without compensation if characters begin to become laden down with junk. After all, if they really need
something, they can always steal it. However, for those who cannot resist going shopping when in a
large city, the following pages give an indication of what can be acquired by those with enough money
to pay for it.
It is important to note that supply and demand makes an enormous difference to cost. The beautiful
Brythunian slave girl may be worth little more than dozen silvers in the slave markets of Turan but as
many as three hundred to the rich Kothian who has ordered her kidnapped to be his wife; it might turn
out that she is a king’s daughter, and her safe return could be worth a thousand gold lunas to her father.
The prices given here can be no more than guidelines. In the end, an item is worth whatever a buyer is
willing to pay for it.
Weights for all the items listed on the Goods and Services table below are their filled weights, except
where otherwise designated.
Clothing
Clothing is always assumed to be of minimum quality unless more money is spent to buy higher‐quality
clothing; see Merchant’s Clothing and Noble’s Clothing. The only colours available for common clothing
are various shades of brown and pale green, since these can be made with simple dyes derived from
oak‐bark or weld.
Belt: A broad leather belt, fastened with a buckle.
Belt, Knight’s or Lady’s: A narrow, fancy belt with a very long end designed to dangle decoratively
towards the ground. The belt is enhanced with decorative metal studs, or even gems in richer versions.
Boots, Riding: High leather boots with fl at soles, designed to be comfortable for a day in the saddle.
Boots, Work: Low leather boots suitable for spending all day on your feet. A favorite of peasants and
infantry soldiers alike.
Breeks, Silk: Baggy, brightly colored silk pants extending to just below the knee. Traditional pirate wear.
Cloak: A warm woollen cloak, worn for protection against the elements or to demonstrate status.
Doublet: This is the standard male garment in the Hyborian kingdoms, a simple, close‐fitting coat
extending just past the waist and made from lightly padded wool. It opens up the front and is fastened
by buttons and loops, or long ‘points’ made from leather or catgut thongs tipped in metal. The more
expensive the garment, the tighter the fi t of the doublet and the more layers of padding.
Feathered Head‐Dress: Worn by savages from the Black Coast to the Pictish Wilderness, this simple
leather‐headband has one or more common feathers and beads attached. More expensive versions
may be made from copper and have great ostrich plumes, but these will be increased in price as for any
other item of Merchant’s Clothing or Noble’s Clothing.
Hat, Hood or Bonnet: A plain, simple head‐covering in wool, felt or linen, worn to keep the rain and sun
off or just for fashion.
Hose or Stockings: Woolen stockings or leggings extending from the foot to just below the waist, and
either tied onto the doublet with more ‘points,’ or held up with garters.
Kirtle or Dress: A long plain dress made of wool.
Loin‐Cloth: The bare minimum clothing you can wear in polite company. This is a simple woolen, linen
or leather covering for the loin area. It is usually worn suspended from the belt on both front and back
in classic barbarian fashion.
Merchant’s Clothing: Better quality clothing, fi t for a merchant, classy whore, wealthy guild master or
off‐duty mercenary commander, is available for between five and twenty times the standard cost. This
will be made from higher quality wool, with some use of metal buttons and other ornaments. More
colors will be available, including red, orange, and pink.
Noble’s Clothing: All the items of clothing are available as better quality versions, made from finer and
more beautiful varieties of cloth such as silk or velvet, with better dyes, better manufacture and more
silver buttons, jeweled pins and fi ne brooches. Often huge quantities of cloth are used to denote
status, and the collar and cuffs may well be trimmed with fur. Clothing suitable for a noble costs at least
fifty times as much as standard clothing, or 100 times as much or more for a king’s garb. All colors will
be available, including blue and even purple.
Pattens: Wooden overshoes designed to save expensive or delicate footwear from muddy puddles.
Robe: A plain priest’s or scholar’s robe in dark wool. More expensive versions, priced as per merchant’s
or noble’s clothing, are available for particularly vain sorcerers or wealthy priests.
Sandals: Simple leather footwear.
Shirt and Braes, or Shift: This is linen underwear and nightwear; either a shirt and ‘braes’ (shorts) for a
man or a shift (long, simply cut underdress) for a woman.
Shoes: Footwear more intended for fashion than practicality.
Tunic: Worn only by the very poor or those from primitive nations, the tunic is a simply cut woolen
garment for the body and sometimes arms.
Winter Clothing: All the above garments save the loincloth, shirt, braes, shift and footwear are available
in heavier wool winter versions. The winter cloak is much more voluminous than the summer version as
well as being thicker, enabling it to be used as a makeshift tent or bedroll if need be.
Adventuring Gear
Bedroll: A thick roll of blankets for those who cannot be sure where they will sleep each night.
Candle: A candle clearly illuminates a 5‐foot radius and burns for 1 hour.
Case, for parchment: A wooden tube with a tightly capped end, for rolling one or two pieces of
parchment.
Chain: Chain has a hardness of 10 and 5 hit points. It can be burst with a Strength check (DC 26).
Chalk: Stubs of white chalk, suitable for making simple marks on labyrinth walls, or crushing up and
rubbing on the hands for improved grip.
Crowbar: The classic implement for tearing open doors and even pulling apart brickwork. Provides a +2
bonus to all attempts to break down doors. If used in combat, treat as an improvised club.
Firewood: Dry, seasoned oak, fruit‐wood or other hardwood, predominantly large logs to burn all night
but also including smaller kindling to start the fi re and get it going.
Fishhook: This makes catching fish far easier than ‘tickling’ them by hand but the cruel‐minded
adventurer will doubtless devise other uses for torture or defense.
Fishing Net: Can be used either from a boat, or to block off a river and catch all the fish that would
usually swim down it.
Flint and Steel: Striking the steel and fl int together creates sparks. By knocking sparks into tinder, a
character can create a small flame. Lighting a torch with fl int and steel is a full‐round action and lighting
any other fi re with them takes at least that long.
Grappling Hook: A three‐ or four‐bladed hook, with a loop to tie a rope to. This is intended for use
when scaling a building or other tall obstacle but could also be used to tear down spars or ropes on a
ship.
Hammer: For knocking in nails and spikes. If used in combat, treat as an improvised club.
Ink: This is black ink. Ink in other colors costs twice as much.
Ink Quill: This simple, shaped quill is derived from a feather and will last long enough to write twenty or
thirty pages quite neatly, or perhaps fifty if the scribe does not care too much about legibility.
Ladder, 10‐foot: Ideal for scaling low walls, this ladder could also be used as a makeshift bridge or even
an uncomfortable but serviceable stretcher.
Lantern, candle: A candle lantern helps to protect a candle from being blown out and prevents hot wax
dripping on the carrier’s hand. A lantern can be carried in one hand.
Lock: A lock is worked with a large, bulky key. The DC to open this kind of lock with the Open Locks skill
depends on the lock’s quality: very simple (DC 10), average (DC 20), good (DC 30) or amazingly good (DC
40).
Manacles and Manacles, masterwork: These manacles can bind a Medium‐size creature. The manacled
character can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). To
break the manacles requires success at a Strength check (DC 26, or DC 28 for masterwork manacles).
Manacles have a hardness of 10 and 10 hit points. Most manacles have locks; add the cost of the lock to
the cost of the manacles. For the same price, one can buy manacles for Small creatures. For Large
creatures, manacles cost ten times this amount, and for Huge creatures, one hundred times this
amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can only be held by especially made
manacles.
Mirror, small steel: This highly polished circle of steel is excellent for shaving, signaling or peering
around corners. It must be kept oiled against rust, and wiped clean before every use.
Parchment: Heavy‐duty paper suitable for scribing maps, edicts, or notes. Parchment is usually made
from fine goatskin.
Rope, hemp: This rope has 2 hit points and can be burst with a successful Strength check (DC 23).
Sewing Needle: Very useful for running repairs to clothes, sails and even footwear. Also handy for
poking holes in objects.
Slave Collar: Show the world who is boss by collaring all your slaves. Comes with a solidly implanted
ring to allow for easy fixture to a chain or rope.
Soap: When you have just spent three weeks in the jungle and are due to meet the King of Brythunia
this afternoon, nothing is quite so useful as a bit of soap.
Spade or Shovel: Use this for digging up treasure, clearing snow, making pit traps or carrying coal to the
fire.
Tent: This simple tent sleeps two.
Torch: A wooden rod capped with twisted fl ax soaked in tallow or a similar item. A torch clearly
illuminates a 20‐foot radius and burns for 1 hour.
Whetstone: If you have a sword, dagger or even a small fruit knife, you will need a whetstone sooner or
later to keep it sharp.
Containers and Carriers
Barrel: Used for transporting both wet and dry good aboard ships or carts, the barrel is designed to be
easy to maneuver despite its weight.
Basket: Perfect for carrying herbs, plants, flowers, fruit, berries, or other gathered goods.
Bowl, wooden: This can be used for either eating food or drinking ale and so is popular with
mercenaries and others who prefer to travel light.
Bucket, canvas: When you need to carry water for short distances and pour it out quickly at your
destination, nothing does the job so efficiently as a bucket. This one is light due to being made from
heavy, watertight canvas.
Chest: A small chest with a hasp for a lock, suitable for storing treasure or holding your personal
possessions on a long voyage. More expensive chests come with built‐in drawers and hanging‐rails,
allowing them to be placed on end and used as small wardrobes when travelling.
Costrel, leather: This pitch‐lined leather container is like a wide, stoppered bottle with carrying straps,
allowing for water or ale to be carried easily and accessibly.
Drinking‐Jack, leather: Those who cannot afford a pewter tankard and do not want the weight of a clay
one often buy simple drinking‐jacks made from pitch‐lined leather. This can be tied to a sword‐belt, so
you are always as ready for a drink as you are for a fight, but without noticeably getting in your way or
weighing you down.
Flask: A ceramic, glass or metal container fitted with a tight stopper. It holds 1 pint of liquid.
Jug, clay: A basic ceramic jug fitted with a stopper. It holds 1 gallon of liquid.
Kit Bag, canvas: Rather like a sack but with a carrying strap, the kit bag lets a soldier carry his plate,
bowl, drinking‐jack and a handful of trail rations on the road.
Mug/tankard, clay: A versatile, sturdy and stylish drinking‐vessel, the clay tankard is also useful as a
one‐use improvised weapon; treat it as a gauntlet that automatically breaks on a successful hit. Unlike a
pewter tankard, it can be used for hot and cold drinks alike.
Mug/tankard, pewter: Although this metal tankard can be very fancy‐looking, it is no use for hot drinks
as it is likely to heat up to the extent of burning the mouth whilst simultaneously cooling the drink
down. Furthermore, it is not practical for an adventuring or even hard‐drinking lifestyle, because as
soon as you fall over on it, it will bend right out of shape and no longer look anything like so impressive.
Pot, iron: A simple cauldron for hanging over a fi re on a chain, or simply placing on hot embers
supported on its three legs.
Pouch, belt: A simple leather pouch for carrying money. Usually worn underneath clothes by soldiers
and adventurers, to make it more difficult for one’s enemies to find if one is left for dead.
Spell Component Pouch: A small, watertight leather belt pouch with several small compartments for
different varieties of incense and room for some magical links for cursing your enemies, this pouch is a
must for any sorcerer. A sorcerer with a spell component pouch is assumed to have all the material
components and focuses he needs except those that have a listed cost, or focuses that would not fi t in a
pouch.
Sack: This simple hessian sack has no carrying handle but can be easily folded into another container or
pushed through the belt when empty, then slung over the shoulder when filled with loot. It is popular
with thieves and adventurers alike.
Vial: A ceramic or metal vial fitted with a tight stopper. The stoppered container usually is no more than
1 inch wide and 3 inches high. It holds 1 ounce of liquid.
Waterskin: Essential travelling gear, the waterskin looks right at home whether slung over your back or
dangling from your saddlebow.
Class Tools and Skill Kits
Crafter’s Tools: This is the set of special tools needed for any craft. Without these tools, a character has
to use improvised tools (‐2 penalty on the Craft check) if the job can be done at all.
Crafter’s Tools, masterwork: As crafter’s tools but these are the perfect tools for the job, so the
character gets a +2 circumstance bonus on the Craft check.
Healer’s Kit: This kit is full of herbs, salves, bandages and other useful materials. It is the perfect tool for
anyone attempting a Heal check. It adds a +2 circumstance bonus to the check. It is exhausted after ten
uses.
Herbalist’s Kit: This contains a pair of shears and a hooked stick for gathering herbs, a couple of small
iron pots for boiling, a simple colander for straining and a small net‐like arrangement of cords which can
be tied up in a sunny, windy place for drying herbs.
Musical Instrument, common or masterwork: Most medieval‐style musical instruments are available in
the Hyborian Age, including harps, lutes, horns, trumpets, drums, hurdy‐gurdies, fiddles, bagpipes,
shawms, psalteries and tabors. A masterwork instrument is of superior make. It adds a +2 circumstance
bonus to Perform checks and serves as a mark of status.
Thieves’ Tools: These are the tools needed to use the Disable Device and Open Lock skills. The kit
includes one or more skeleton keys, long metal picks and pries, a long‐nosed clamp, a small hand saw
and a small wedge and hammer. Without these tools, a character will have to improvise tools and suffer
a ‐2 circumstance penalty on Disable Device and Open Locks checks.
Thieves’ Tools, masterwork: This kit contains extra tools and tools of better make, granting a +2
circumstance bonus on Disable Device and Open Lock checks.
Tool, masterwork: This well‐made item is the perfect tool for the job and adds a +2 circumstance bonus
to a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same
skill check do not stack.
Scale, merchant’s: This scale includes a small balance and pans and a suitable assortment of weights. A
scale grants a +2 circumstance bonus to Appraise checks involving items that are valued by weight,
including anything made of precious metals.
Property
Hovel: This one‐room basic hut is made from mud or scrap, with a roof that barely keeps the rain off and
no chimney.
Small House: This one‐room house is made of wood and mud and has a thatched roof. The hearth is in
the center of the house, so as to reduce the risk of uncontrolled fi res and warm the room evenly. There
are no windows, though a pair of simple wooden shutters may be set into one wall to provide a bit of
light and air on sunny days. It comes with benches that line the walls, both for sitting on and sleeping on
and a simple wooden door with a latch and wooden bolt but no lock.
Great House: This two‐ to four‐room great house is made of wood or even stone and has a thatched
roof. This style of house is generally only found in cities or large towns. It has simple windows called
fenestral windows, made from resin‐soaked linen supported by a wooden lattice framework. The sturdy
wooden door has a hasp for a lock and two large metal bolts. This house comes with trestle tables,
stools and benches, straw beds and an outdoor privy.
Manor House: This is a fortified two‐story house made from stone, with perhaps four to six rooms. The
ground floor has no windows save for narrow arrow slits. On the upper floor it has simple windows
made from strips of processed horn, which let in a little light but are translucent and cannot be 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 sufficient food and water
to withstand a brief siege. The door is a stout, iron‐bound oak affair with a massive wooden bar
securing it and a second iron door of open grillwork behind it. It comes with furniture similar to that of
the great house, except that the lord of the manor has a four‐poster feather bed and his own wooden
chair. The privy is indoors for maximum luxury.
Lord’s Castle: This stone castle has a central keep with a great hall for feasting and meetings and around
six to eight rooms for living accommodation above. A curtain wall surrounds the keep, with round
towers at each corner and a heavily fortified gatehouse in the center of one wall. Also in the courtyard
are stables, kitchens, storage cellars and workshops. All the outer walls are crenellated and defended by
arrow‐slits, as are the lower floors of the keep. The upper floors of the keep may have small glass
windows. The outer wall is surrounded by a moat, which is crossed by a permanent bridge or a
drawbridge from the gatehouse. The gatehouse has thick iron‐bound oak double doors, two
portcullises, murder holes, and guard rooms. The keep comes with feather beds in the upper rooms and
a high and low table, benches, a chair and straw pallets in the great hall. The indoor privy opens out
over the moat.
King’s Castle: The King’s Castle is very similar to the Lord’s Castle except in the question of scale and
grandeur. It will usually have an inner and outer courtyard, with perhaps eight or so towers on both the
inner and outer walls. The keep may be three or four stories high so as to combine defense and luxury.
The King’s Castle is almost always built on a heavily defensible site, such as a granite outcrop or rocky
island.
Spells for Hire
Cost to have a spell cast for you: PP cost x scholar level x 50 sp.
Spell: This is how much it costs to get a spellcaster to cast a spell for hire. This cost assumes that a
character can go to the spellcaster and have the spell cast at his convenience. Generally speaking, only
independent scholars, or priests making a little cash on the side, will cast spells for hire. Pious priests or
shamans may cast a spell for someone in the same religion or tribe whose religious duties and
obligations are in good standing but this will depend on the request and the reason for which the
request is made. It may or may not also require a donation similar to the cost given above. All types of
scholar are also renowned for a tendency to require payment in kind rather than cash; for example,
asking the customer to go out and track down and slay a certain variety of giant man‐ape and bring back
his teeth.
The cost listed is for a spell with no cost for a material component or focus component and no XP cost.
If the spell includes a material component, add the cost of the component to the cost of the spell. If the
spell requires a focus component add 1/10 the cost of the focus to the cost of the spell. If the spell
requires an XP cost, add 10 sp per XP lost.
Food, Drink and Lodging
Ale: Most of the Aquilonian countries brew ale, mead or beer of some sort, as do their neighbours such
as Zingara, Zamora, Cimmeria, Asgard and Vanaheim. Strength and quality are variable but drink
enough of it and sooner or later you will be insensible.
Inn: Poor accommodations at an inn amount to a place on the floor near the hearth, plus the use of a
blanket. Common accommodations are a place on a raised, heated floor, the use of a blanket and a
pillow and the presence of a higher class of company. Good accommodations are a small, private room
with one bed, some amenities and a covered chamber pot in the corner.
Meals: Poor meals might be composed of bread, baked turnips, onions and water. Common meals
might consist of bread, chicken stew (easy on the chicken), carrots and watered‐down ale. Good meals
might be composed of bread and pastries, beef, peas and ale or wine.
Rations, trail: Designed to keep well and be easily eaten without stopping, trail rations include dried
fruit and salted meat, small dense oatcakes and biscuits and other concentrated food.
Wine: Shem, Zingara and the southern Hyborian kingdoms produce wine. The best quality wine is from
the Shemite city of Kyros. Cheaper wines also abound, with that produced by Ghaza being a standard
for rough vinegary wine, the only benefit of which is inebriation, which is often more than good enough
for down‐at‐heels adventurers.
Vehicles
Note that all the ships mentioned here can manage with much smaller crews, down to one‐half the
usual requirement, in emergencies. In such a case, speed is halved and none of the crew is likely to get a
lot of rest.
Cart: A two‐wheeled vehicle drawn by a single horse or other beast of burden. It comes with a harness.
Carrack: This three‐masted ship also has eighteen oars on each side. It needs a crew of forty. A carrack
is 120 feet long and 20 feet wide, and it can carry 130 tons of cargo or 200 soldiers. This ship is designed
for long sea voyages, since it can carry plenty of supplies and so is a favorite of merchants, pirates and
explorers alike. It moves about 2 miles per hour when being rowed, or 3 miles per hour under full sail.
It has a full‐length deck with a forecastle ahead and an aftercastle behind. Carracks are made in both
Argos and Zingara.
Galley, Corsair: The style of galley favoured by the Black Corsairs of the Southern Islands is similar to a
Stygian galley but very much scaled up. At 120 feet long and only 12 feet wide, it glides through the
water like a great snake. It has 40 oars on each side, a single mast and a crew of 85, though it often
carries far more. It could carry 80 tons of cargo or 120 pirates. It moves about 2 miles an hour under
sail, or 4 miles an hour with all the rowers rowing. The prow of the ship is steel for improved ramming
capabilities.
Galley, Stygian: Stygian galleys are long, low and slender, with black‐painted hulls. Traditionally their
prows are in the form of serpents. A Stygian galley has fourteen oars on each side and one mast, and
requires a total crew of 32. A galley of this kind is 65 feet long and 10 feet wide, and it can carry 35 tons
of cargo or 50 soldiers. This ship moves about 3 miles per hour when being rowed or under sail. It has a
single mast with a narrow black silk sail, a smaller jib sail and a sweep for steering. Accommodation is
on deck or between the rowers’ benches, protected from the elements by silken canopies.
Galley, Trading: This one‐masted ship has ten oars on each side and requires a total crew of 24. A galley
of this kind is 50 feet long and 15 feet wide and can carry 40 tons of cargo or 60 soldiers. This ship
moves about 2½ miles per hour when being rowed or under sail. It has a single mast with a broad,
striped silk sail, a smaller jib sail and a sweep for steering. Accommodation is on deck or between the
rowers’ benches, protected from the elements by silken canopies. Vessels with these characteristics are
made in Argos, Zingara and Turan alike, though an experienced seaman can easily tell the difference
between the three styles of vessel.
Gondola, Stygian: This small, one‐masted boat has three oars per side and is used for transporting
people and cargo from shore to ship. It has a crew of seven and can carry 10 tons of cargo or 20
soldiers. Its top speed is around 1½ miles per hour. The gondola cannot make voyages on the open sea
and must stay close to shore.
Rowboat: This 8‐ to 12‐foot‐long boat has a crew of one and holds one or two additional Medium
passengers. It moves at about 1½ miles per hour.
Wagon: This is a four‐wheeled, open vehicle for transporting heavy loads. In general, two horses (or
other beasts of burden) draw it. It comes with the harness needed to pull it.
Mounts and Related Gear
See the Bestiary chapter for information about particular mounts and other creatures.
Bit and Bridle: Essential gear for any mount. Carrier Pigeon: This bird is bought as a chick and trained by
you using the Handle Animal skill to carry messages to specifi c places. It can carry a single small
message (anything the Player can write on a 1 inch by 4 inch piece of paper is probably about right) at
speeds of between 50 and 60 miles per hour, fl ying up to 500 miles in a day if need be. For kings,
courtiers and spies, these small birds can be more reliable and secure than trusting to the local sorcerer
to send your messages.
Feed: Horses, donkeys, mules and 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, which may cost more or less than the given
amount.
Saddle, Pack: A pack saddle holds gear and supplies, not a rider. A pack saddle holds as much gear as the
mount can carry.
Saddle, Riding: The standard riding saddle supports a rider.
Stabling: Includes a stable, feed and grooming.
Slaves
These range in price from a handful of pieces of silver for a surly, dangerous savage up to 300 pieces of
silver for a beautiful, educated, high‐class female kidnapped to order. Any slave bought to order costs
double the standard price but the buyer can specify details such as nationality, hair and eye color and
physique.
Slavery is not much practiced in the Hyborian nations, though the serfs and peasants of these
supposedly civilized lands are virtually enslaved by their feudal overlords. Shem, Zamora and the lands
beyond them practice slavery openly and without compunction, keeping their slaves cowed with regular
beatings.
The Hyrkanians are particularly keen to capture slaves, though at present the slave markets of Turan are
glutted with produce, so successful have the Hyrkanian slavers been. Assume all slave prices are 1/10 of
normal in Turan.
Simple Weapons
Weapon Cost Damage Crit Armor Range Hardness Hit WGT Type
Piercing Inc. Points
Unarmed Attacks
Strike, unarmed ‐ 1d3 X2 0 ‐ ‐ ‐ ‐ B
Gauntlet 5sp* 1d6 X2 1 ‐ 10 1 1lb B
Light Melee Weapons
Dagger 3sp 1d4 19‐20/x2 1** 10ft 10 1 1lb P
Hatchet 2sp 1d6 X3 1** 10ft 5 2 2lb S
Knife 1sp 1d4 X2 0 10ft 8 1 1lb S
Knife, Yueteshi 1sp 1d6 X2 1 ‐ 8 1 1lb S
Stiletto 2sp 1d4 X4 1 ‐ 8 1 ½ lb P
One‐Handed Melee Weapons
Club ‐ 1d8 X2 1** 10ft 5 4 2lb B
Mace, Heavy 3sp 1d10 X2 4 ‐ 7 5 4lb B
Mace, Light 2sp 1d8 X2 2 ‐ 7 3 2½lb B
Spear, Hunting 2sp 1d8 X2 1** 10ft 5 4 2lb P
Two‐Handed Melee Weapons
Spear, War 3sp 1d10 X3 2 ‐ 7 4 5lb P
Staff ‐ 2d4 X2 1 ‐ 5 5 3lb B
Ranged Weapons
Bow, Hunting 3sp 1d8 X2 1** 50ft 5 2 1lb P
Arrows (20) 1sp ‐ ‐ ‐ ‐ 5 1 3lb ‐
Javelin 3sp 1d8 X2 1** 30ft 5 3 2lb P
Sling 1sp 1d8 X3 1** 40ft ‐ ‐ 0lb B
Sling Bullet (10) 1 ‐ ‐ ‐ ‐ ‐ ‐ 5lb ‐
*See the weapon description for special rules.
**The Armor Piercing score for all ranged weapons is reduced by 1 for each range increment beyond the
first. (0/‐1/‐2/‐3/‐4)
Martial Weapons
Weapon Cost Dama Crit Armor Range Hardness Hit WGT Type
ge Piercing Inc. Points
Light Melee Weapons
Axe 3sp 1d8 X3 1** 10ft 5 3 2lb S
Knife, Ghanata 2sp 1d8 X2 1** 10ft 8 3 2lb S
Pommel* * 1d4 X2 1 ‐ * * * B
Poniard 10sp 1d6 19‐20/x2 1** 5ft 10 2 1lb P
Sword, Short 50sp 1d8 19‐20/x2 1 ‐ 10 3 1½lb S/P
One‐Handed Melee Weapons
Battleaxe 5sp 1d10 X3 4 ‐ 7 5 3lb S
Broadsword 125sp 1d10 19‐20/x2 3 ‐ 10 5 2½lb S
Cutlass 50sp 1d10 19‐20/x2 2 ‐ 8 5 2lb S
Knife, Zhaibar 25sp 1d12 X2 1 ‐ 8 6 3lb S
Lance, Heavy 7sp 1d10 X3 3 ‐ 5 8 7lb P
Lance, Light 5sp 1d10 X3 2 ‐ 5 5 4lb P
Scimitar 75sp 1d8 18‐20/x2 2 ‐ 10 5 2½lb S
Sword, Arming 100sp 1d10 19‐20/x2 2 ‐ 10 4 2lb S/P
Warhammer 7sp 1d6 X3 7 ‐ 7 4 4lb B/P
Two‐Handed Melee Weapons
Bardiche 8sp 2d10 X3 5 ‐ 7 10 7lb S
Bill 7sp 2d8 X3 6 ‐ 7 10 6lb S/P
Club, War 3sp 2d6 X2 4 ‐ 5 10 6lb B
Pike 5sp 2d6 X3 2 ‐ 5 8 10lb P
Pollaxe 8sp 2d6 X3 8 ‐ 7 10 7lb S/P
Sword, War 150sp 1d12 19‐20/x2 3 ‐ 10 8 4lb S/P
Ranged Weapons
Arbalest 15sp 2d8 X2 6** 70ft 6 5 20lb P
Bolts (10) 3sp ‐ ‐ ‐ ‐ 5 1 2lb ‐
Crossbow 12sp 2d6 X2 4** 60ft 5 4 15lb P
Bolts (10) 2sp ‐ ‐ ‐ ‐ 5 1 1lb ‐
*See the weapon description for special rules.
**The Armor Piercing score for all ranged weapons is reduced by 1 for each range increment beyond the
first. (0/‐1/‐2/‐3/‐4)
Exotic Weapons
Weapon Cost Dama Crit Armor Range Hardness Hit WGT Type
ge Piercing Inc. Points
One‐Handed Melee Weapons
Sabre 125sp 1d10 18‐20/x2 2 ‐ 10 8 4lb S
Sword, War 150sp 1d12 19‐20/x2 3 ‐ 10 8 4lb S
Whip 2sp 1d4 X2 0 ‐ 2 2 1lb S
Two‐Handed Melee Weapons
Greatsword 200sp 2d10 19‐20/x2 4 ‐ 10 10 6lb S/P
Tulwar 150sp 2d8 18‐20/x2 3 ‐ 10 10 6lb S
Ranged Weapons
Bow, Hyrkanian 25sp 1d10 19‐20/x2 3** 100ft 5 3 2lb P
Arrows (20) 3sp ‐ ‐ ‐ ‐ 5 1 3lb ‐
Bow, Shemite 25sp 1d10 X3 4** 100ft 5 3 2lb P
Arrows (20) 3sp ‐ ‐ ‐ ‐ 5 1 1lb ‐
Bow, Stygian 30sp 1d12 19‐20/x2 2** 60ft 5 4 3lb P
Arrows (20) 4sp ‐ ‐ ‐ ‐ 5 1 4lb ‐
Longbow, 20sp 1d12 X3 5** 80ft 5 3 2lb P
Bossonian
Arrows (20) 3sp ‐ ‐ ‐ ‐ 5 1 3lb
*See the weapon description for special rules.
**The Armor Piercing score for all ranged weapons is reduced by 1 for each range increment beyond the
first. (0/‐1/‐2/‐3/‐4)
Primitive Weapons
Weapon Cost Dama Crit Armor Range Hardness Hit WGT Type
ge Piercing Inc. Points
Light Melee Weapons
Hatchet 1sp 1d6 X2 0 10ft 2 2 2lb S
Knife ½ sp 1d4 X2 0 10ft 4 1 1lb S
One‐Handed Melee Weapons
Club ‐ 1d8 X2 0 10ft 2 4 2lb B
Spear, Hunting 1sp 1d8 X2 0 10ft 2 4 2lb P
Two‐Handed Melee Weapons
Spear, War 1sp 1d10 X3 0 ‐ 3 4 5 P
Ranged Weapons
Bow, Hunting 1sp 1d8 X2 0 50ft 2 2 1lb P
Arrows (20) ½ sp ‐ ‐ ‐ ‐ 2 1 3lb ‐
Javelin 1sp 1d8 X2 0 30ft 2 3 2lb P
Akbitanan Weapons
Weapon Cost Dama Crit Armor Range Hardness Hit WGT Type
ge Piercing Inc. Points
Simple Weapons
Light Melee Weapons
Dagger 50sp 1d4 19‐20/x2 3** 10ft 15 2 1lb P
Stiletto 50sp 1d4 X4 3 ‐ 12 2 ½ lb P
Martial Weapons
Light Melee Weapons
Poniard 50sp 1d6 19‐20/x2 3** 5ft 15 4 1lb P
Sword, Short 250sp 1d8 19‐20/x2 3 ‐ 15 6 1½lb S/P
One‐Handed Melee Weapons
Broadsword 625sp 1d10 19‐20/x2 5 ‐ 15 10 2½lb S
Scimitar 375sp 1d8 18‐20/x2 4 ‐ 15 10 2½lb S
Sword, Arming 500 1d10 19‐20/x2 4 ‐ 15 8 2lb S/P
Two‐Handed Melee Weapons
Sword, War 750sp 1d12 19‐20/x2 5 ‐ 15 16 4lb S/P
Exotic Weapons
One‐Handed Weapons
Sabre 625sp 1d10 18‐20/x2 4 ‐ 15 16 4lb S
Sword, War 750sp 1d12 19‐20/x2 5 ‐ 15 16 4lb S
Two‐Handed Melee Weapons
Greatsword 1000 2d10 19‐20/x2 6 15 20 6lb S/P
sp
Tulwar 750Sp 2d8 18‐20/x2 5 15 20 6lb S
*See the weapon description for special rules.
**The Armor Piercing score for all ranged weapons is reduced by 1 for each range increment beyond the
first. (0/‐1/‐2/‐3/‐4)
New Weapons
Weapon Cost Damage Crit Armor Range Hardness Hit WGT Type
Piercing Inc. Points
Simple Weapons
Unarmed Attacks
Knuckledusters 2sp 1d4 X2 ‐ ‐ 4 2 1lb B
Light Melee Weapons
Katar 10sp 1d4+1 19‐20/x2 3 ‐ 10 2 2lb P
Light Axe 7sp 1d6 X2 1** 10ft 6 2 2lb S
One‐Handed Melee Weapons
Cudgel 2sp 1d6+1 X2 2 ‐ 5 5 3lb B
Kushknife 3sp 1d4 19‐20/x2 1 ‐ 5 2 2lb S
Machete* 2sp 1d6 X3 2 ‐ 8 4 3lb S
Two‐Handed Melee Weapons
Hyborian Pick 3sp 1d6 X4 3 ‐ 5 4 5lb P
Maul 7sp 1d10 19‐20/x2 3 ‐ 6 7 15lb B
Simple Ranged Weapons
Discus* 2sp 1d4 X2 1 40ft 3 1 2lb B
Long Dart (5) 1sp 1d3 19‐20/x2 1** 30ft 2 1 1lb P
Martial Weapons
Unarmed Attacks
Swordfist 35sp 1d6 19‐20/x2 2 ‐ 8 5 4lb P/S
War Gauntlet 20sp 1d6 X3 2 ‐ 5 3 2lb B/P
Light Melee Weapons
Aquilonian 25sp 1d4 X2 1 ‐ 10 2 2lb P
Shieldknife
Pommel Spike 10sp 1d4+1 X2 1 ‐ 8 1 1lb P
One‐Handed Melee Weapons
Half‐spear 5sp 1d6 19‐20/x2 1 ‐ 5 3 2lb P
Stygian 80sp 2d4 18‐20/x2 2 ‐ 10 5 3lb S
Scimitar
Warmace 35sp 1d8 X4 2 ‐ 6 5 6lb B/S
Two‐Handed Melee Weapons
Bladespear* 20sp 2d6 19‐20/x2 3 ‐ 8 6 6lb S
Halberd 100s 2d8 X3 5 ‐ 8 7 8lb S/P
p
Kusani Axe 30sp 1d12 X3 4 ‐ 8 8 10lb S
Martial Ranged Weapons
Horsebow* 5sp 2d4 X2 1** 40ft 5 1 2lb P
Long Arrows 2sp ‐ ‐ ‐ ‐ 5 1 4lb ‐
(20)
Exotic Weapons
One‐handed Weapons
Flail* 15sp 1d8 18‐20/x2 3 ‐ 10 5 8lb B
Hood 10sp 1d6 X3 2 ‐ 8 4 4lb P
Two‐Handed Weapon
Trident 60sp 2d6 X3 2 ‐ 10 8 8lb P
Armor Table
Armor Cost Damage Max Dex Armor Check Sorcery Speed Weight
Reduction Bonus Penalty Fail
Light Armor
Leather Jerkin 10sp 4 +6 ‐1 40% 30ft 5lb
Mail Shirt 400sp 5 +4 ‐3 60% 30ft 20lb
Quilted Jerkin 45sp 3 +7 ‐ 30% 30ft 2lb
Suede Coat 100sp 2 +8 ‐ 20% 30ft 3lb
Wicker Tabard 30sp 3 +6 ‐ 25% 30ft 2lb
Medium Armor
Brigandine Coat 300sp 6 +2 ‐5 70% 25ft 30lb
Scale Corselet 100sp 5 +3 ‐4 75% 25ft 25lb
Mail Hauberk 800sp 6 +3 ‐4 80% 25ft 35lb
Breastplate 2000sp 6 +4 ‐4 70% 25ft 20lb
Hyperborean Hide 150sp 6 +4 ‐3 50% 25ft 20lb
Laminated Wood 300sp 5 +3 ‐6 70% 25ft 25lb
Pit Straps 500sp 4 +4 ‐5 75% 30ft 18lb
Heavy Armor
Mail Hauberk and 2,800sp 9 +1 ‐8 95% 25ft 55lb
Breastplate
Mail Hauberk and 1,100sp 9 +0 ‐9 95% 25ft 65lb
Brigandine Coat
Mail Hauberk and 900sp 8 +0 ‐8 90% 25ft 60lb
Scale Corselet
Mail Hauberk and 1,000sp 9 +0 ‐10 100% 25ft 75lb
Scale Hauberk
Mail Shirt and 2,400sp 8 +2 ‐7 85% 25ft 40lb
Breastplate
Mail Shirt and 700sp 8 +1 ‐8 85% 25ft 50lb
Brigandine Coat
Mail Shirt and Scale 500sp 7 +1 ‐7 80% 25ft 45lb
Corselet
Mail Shirt and Scale 600sp 8 +0 ‐9 100% 25ft 60lb
Hauberk
Plate Armor 6,500sp 10 +2 ‐6 95% 25ft 55lb
Scale Hauberk 200sp 6 +1 ‐6 90% 25ft 40lb
Plated Kit 3,000sp 8 +3 ‐5 95% 25ft 35lb
Helmets
Steel Cap +40sp +1 ‐ ‐ 10% ‐ 3lb
Great Helm +350sp +2 ‐ ‐2* 20% ‐ 7lb
Visored Helm +450sp +1/+2 ‐ ‐/‐2 20% ‐ 5lb
Grille +25sp +1 ‐ ‐ 15% ‐ 4lb
Warhood +100sp +1 ‐ ‐1 10% ‐ 6lb
*Penalty applies to Listen and Spot checks only.
Donning Armor
Armour Type Don Don Hastily Remove
Shield (any) 1 move action n/a 1 move action
Leather jerkin, mail shirt, quilted jerkin, 1 minute 5 rounds 1 minute1
brigandine coat
Scale hauberk, mail hauberk, breastplate 4 minutes1 1 minute 1 minute1
2 1
Plate armor, all heavy armor combonations 4 minutes 4 minutes 1d4+1 minutes1
1‐ If the character has some help, cut this time in half. A single character doing nothing else can help up
to two characters don armor at once. Two characters donning armor cannot help eachother.
2‐ The wearer must have help to don this armor. Without help it can only be donned hastily.
Shields
Shield Cost Shield A.C.P. Sorcery Dam Crit A.P. Hardness Hit WGT Type
Bonus Failure Points
Buckler 5sp +2 ‐1 20% 1d6 X2 1 10 4 2lb B
Shield, 7sp +4 ‐4 15% 1d4 X2 0 6 10 8lb B
large
Targe 3sp +3 ‐2 30% 1d4 X2 0 6 6 4lb B
Aspis 8sp +3 ‐2 15% 1d4 X2 ‐ 10 8 6lb B
Duelist 25sp +1 ‐ 5% ‐ ‐ ‐ 4 4 3lb ‐
Cape
Scarab 15sp +4 ‐3 10% 1d6 X2 1 8 8 7lb B
Goods and Services
Clothing Item Cost Weight
Item Cost Weight Lock ‐ ‐
Belt 1 sp ½ lb Very Simple 5 sp 1 lb
Belt, Knight’s or Lady’s 5 sp ½ lb Average 25 sp 1 lb
Boots, Riding 6sp 1 lb Good 100 sp 1 lb
Boots, Work 1 sp 1 lb Amazing 500 sp 1 lb
Breeks, Silk 5 sp ‐ Manacles 5 sp 2 lb
Cloak 1 sp 1 lb Manacles, Masterwork 105 sp 2 lb
Doublet 2 sp ½ lb Mirror, small steel 10 sp 2 lb
Feathered Head‐Dress 1 sp ‐ Parchment (sheet) ½ sp *
Hat, Hood or Bonnet 1 sp Rope, Hemp (50 ft) 1 sp 10 lb
Hose or Stocking ½ sp ½ lb Sewing Needle ½ sp *
Jacket or Coat 2 sp ½ lb Slave Collar 1 sp 2 lb
Kirtle or Dress 2 sp 1 lb Soap (per lb) 1 sp 1lb
Loincloth ¼ sp ‐ Spade or shovel 1 sp 6 lb
Merchant’s Clothing ** ** Tent 2 sp 20 lb
Noble’s Clothing ** ** Torch ¼ sp 1 lb
Pattens ½ sp ½ lb Whetstone ¼ sp 1 lb
Robe 4 sp 2 lb Class Tools and Skill Kits
Sandals ½ sp ½ lb Crafter’s Tools 20 sp 5 lb
Shirt and Braes/Shift ½ sp ‐ Crafter’s Tools, Masterwork 120 sp 7 lb
Shoes 2 sp ½ lb Healer’s Kit 50 sp 1 lb
Tunic ½ sp ½ lb Herbalist’s Kit 2 sp 4 lb
Winter Clothing X2 X1.5 Musical Instrument, brass 18 sp 3 lb
Adventuring Gear Musical Instrument, drums 3 sp 2 lb
Bedroll ½ sp 5 lb Musical Instrument, pipe or 8 sp 3 lb
woodwind
Candles, ten 1 sp 1 lb Musical Instrument, master +100 sp ‐
Case, Parchment 2 sp ½ lb Thieves’ tools 30 sp 1 lb
Chain (10 ft) 15 sp 2 lb Thieves’ tools, masterwork 130 sp 2 lb
Chalk, 10 pieces 1 sp 1 lb Tool, masterwork +100 sp *
Crowbar 2 sp 5 lb Scale, Merchant’s 2 sp 1 lb
Firewood (per week) 2 sp 100 lb Property
Fishhook ¼ sp * Hovel 5 gl
Fishing Net, 25 sq ft 1 sp 5 lb Small house 50 gl
Flint and Steel ½ sp * Great House 250 gl
Grappling Hook 1 sp 4 lb Manor House 950 gl
Hammer 1 sp 2lb Lord’s castle 3,000 gl
Ink (1 oz vial) 1 sp * King’s castle 12,000 gl
Ink Quill ½ sp *
Ladder, 10 foot 1 sp 20 lb
Lantern, Candle ½ sp 3 lb
Food, Drink, and Lodging Mounts and Related Gear
Item Cost Weight Item Cost Weight
Ale ‐ ‐ Bit and Bridle 1 sp 1 lb
Gallon 2 sp 8 lb Camel, Racing 750 sp
Mug ¼ sp 1 lb Camel, Riding 80 sp
Banquet (per person) 2 sp ‐ Camel, pack 60 sp
Bread, three loaves ¼ sp 3 lb Carrier Pigeon 1 sp
Cheese, hunk ½ sp ½ lb Dog, pet ½ sp
Inn Stay (per day) ‐ ‐ Dog, war 50 sp
Good 3 sp Feed (per day) ½ sp 10 lbs
Common 1 sp Horse, Riding 100 sp
Poor ¼ sp Horse, work 75 sp
Meals (per day) Warhorse, Bhalkana 2,500 sp
Good 3 sp Warhorse, Hyborian 800 sp
Common 1 sp Warhorse, Kushite 200 sp
Poor ¼ sp Warhorse, Stygian 1,500 sp
Meat, chunk ½ sp ½ lb Warhorse, Turanian Desert 750 sp
Rations, trail (per day) 1 sp 1 lb Saddle, Pack ¼ sp 15 lb
Wine Saddle, riding 5 sp 25 lb
Ghazan (Gallon) 4 sp 8 lb Stabling (per day) ½ sp
Kyron (mug) 2 sp 1 lb
Slaves Cost
Female, beautiful 60 sp
Female, common 30 sp
Female, high‐born, educated, beautiful 150 sp
Male, rebellious savage 5 sp
Male, work‐shy criminal 8 sp
Male, hard‐working and submissive 15 sp
Dry Goods
Item Cost Weight Capacity
Barrel 2 sp 20 lb 10 cu ft
Basket ¼ sp 1 lb 2 cu ft
Bucket, canvas ¼ sp * 1 cu ft
Chest 3 sp 15 lb 3 cu ft
Kit bag, canvas 1 sp ½ lb 1 cu ft
Pouch, belt ½ sp ½ lb ¼ cu ft
Sack ½ sp ½ lb 1 cu ft
Spell Component Pouch 1 sp ¼ lb 1/8 cu ft
Item Cost Weight Capacity
Bowl, wooden 1/4 sp * 1 pint
Costrel, leather ½ sp * 2 pints
Drinking jack, leather ¼ sp * 1 pint
Jug, clay 1 sp 1 lb 1 gallon
Mug/Tankard, clay ½ sp ½ lb 1 pint
Mug/Tankard, pewter 2 sp * 1 pint
Pot, iron ½ sp 2 lb 1 gallon
Vial, ink or potion 1 sp * 1 ounce
Waterskin 1 sp * ½ gallon
Vehicles
Item Cost Weight Capacity
Cart 100 sp 200 lb ½ ton
Carrack 75,000 sp ‐ 130 tons
Galley, Corsair 60,000 sp ‐ 80 tons
Galley, Stygian 20,000 sp ‐ 35 tons
Galley, Trading 15,000 sp ‐ 40 tons
Gondola, Stygian 4,600 sp ‐ 10 tons
Wagon 300 sp 400 lb 2 tons