Return Home

CHARACTER CLASSES


Literacy
All characters with the exception of the Wizard and Cleric (and Aristocrat NPC class) begin illiterate, just like the Barbarian in standard D&D.  They must buy the ability to read languages just like the Barbarian, separate from just being able to speak those languages.  They only need to buy Literacy once, and it applies to all languages they can speak. The Cost for Literacy is outlined below, depending on class:


Class:
Barbarian (4 skill points)
Bard (1 skill point)
Druid (2 skill points)
Fighter (2 skill points)
Monk (2 skill points)
Ranger (4 skill points)
Rogue (2 skill points)
Sorcerer (2 skill points)


Starting Languages: All characters begin with their native language (see Languages, under Skills). They also get to choose another free language from an area near their homeland. Characters get one additional free language for each point of Intelligence bonus they have (per the rules). Non-Human tongues that are permissable to take with GM approval are: Celestial, Infernal, Ignan, Auran, Aquan, Terran, Draconic and Giant.

Notes on Classes:
Barbarian:
No changes necessary in a Hyborian Age campaign. Examples include Conan himself.  Appropriate kingdoms: Cimmeria, Æsgard, Vanaheim, the Turanian Steppes, Himelian Mountains (Afghulistan), Kush, Zembabwe, and the Black Kingdoms, as well as the Pictish Wilderness.

Bard: Most singers, poets, and tale-tellers in the Hyborian kingdoms are Experts (per DMG), with ranks in Perform and Knowledge and do not cast spells.  Some rare few of ability and talent are looked upon with favor by a patron diety and blessed with special affection and gifts. Bard spells are considered Divine, not Arcane. Bards do not get access to domains, or undead turning ability or any other properties related to Clerics. Bards are always exceptional characters with exceptional stories and are very, very rare. It is likely that the player is the only living bard in his area of the world.

Cleric: While many spellcasting priests in Conan's world were actually Sorcerors, some others are Clerics, or both. Sometimes, to the lay person, the line is indistinguishable, particulary among the evil gods, like Set.

Druid: Druids are rare, and are not likely to be found near large populations of people.  Druids are often found among the more primitive and savage peoples of the Thurian Continent, while Clerics are found among the more civilized. Mistrust and misconceptions between the two are common, and many druids can be expected to not be very welcome in lands outside their own. Druids can change the scimitar proficiency for any other weapon the GM feels is appropriate for the culture he came from.

Fighter: No changes necessary in a Hyborian Age campaign.  This is the most common PC class for a Hyborian Age campaign.

Monk: No changes necessary in a Hyborian Age campaign. Most monks will come from the Eastern kingdoms such as Khitai and Vendhya.  Many of the wizardly orders practice martial combats.  The Conan of Marvel Comics often ran into monks, so it is easy to imagine these characters in a Hyborian Age campaign.

Paladin: Inappropriate to a Hyborian Age campaign.  Paladin was just another word for knight in Conan's world.  The spell casting ability and spell like powers of the D&D paladin render this class inappropriate to the setting.

Ranger: Rangers exist in the world in some numbers, but they are modified from the PHB – see further down the page for the revised Ranger class.

Rogue: No changes necessary in a Hyborian Age campaign.  This would also be a common PC class in the Hyborian Age.  Examples include Shevatas the Thief from "Black Colossus".  There are rogues in every major kingdom of the age as civilization tends to breed rogues.

Sorcerer: Sorcerors gain their powers through a compact with some extradimensional entity (most often an evil one) in exchange for power. They do not need to have much of an understanding of magic and do not need to engage in the spell-capturing process of Wizards, though they must rest in order to regain the energy necessary to channel arcane energies from their Master. All sorcerors have a mark on their body which symbolizes their compact, often a tatoo or scar. Many sorcerors act as priests, particularly for darker gods like Set. Most people do not trust sorcerors and can't distinguish the difference between them and Wizards. There is no net change in the class, however.

Wizard: Wizards gain their power on their own terms – that is, they do not rely directly upon an extradimensional entity to give them spell capabilities, but instead through discipline, learning and hard study they delve into the Outre Secrets that lie in The Outside, the nebulous and alien place that surrounds and fills in the places between the Planes of Existance. Magic is innately alien and hostile to mankind, so a Wizard dabbles with potential insanity and danger. To gain spells, a Wizard learns to enter a trance where he sends his mind out into The Outside to capture the complex energies and mind-warping formulae which comprise spells, and stores them in his mind, for later use. Once unleashed, he loses the spell, and must again go into The Outside to attain it again. There is no net game effect or change in the class, however.

The Ranger (Hyborian version):
Modified from the 3E Player's Handbook as follows:
- 1d10 HD
- Has Fighter BAB progression
- Has favored saves in Fortitude and Reflexes
- Gains 4 skill points per level (+INT)
- Class Skills remain unchanged
- Does not gain the Virtual Feats of (Ambidextrous and Two -Weapon Fighting)
- Do not gain spells at higher levels
- Do not gain Favored Enemy per the rules
- Gains Track as a free feat
- Gain either new Favored Land, Favored Enemy or Favored Beast Feat (choice) at 1st level and every second level afterwards (2nd, 4th, 6th, etc).
- Gain a new Ranger Feat (below) at 1st level and every four levels afterward (4th, 8th, 12th, etc).

Ranger Feats: Alertness, Endurance, Great Fortitude, Iron Will, Skill Focus (Wild Lore, Animal Empathy, Animal Handling, Intuit Direction, Swim, Climb, Jump, Hide, Move Quietly, Spot, Search, Listen, Knowledge Nature, Profession Herbalist, Profession Animal Trainer, Rope Use, Craft (Bowyer), Craft (Fletcher), Craft (Carpenter), Craft (Leatherworker)), Run, Toughness, Dwarve's Toughness, Giant's Toughness, Dragon's Toughness, Point Blank Shot, Shot on the Run, Precise Shot, Mounted Combat.



Home | Rules | Campaign | Characters | Resources | Mailing List



Thulsa's Hyborian Age Site | Irony Games' Die Roller | Contact Site Owner