Class changes
for a Hyborian Age d20 Campaign
General Changes for All
Classes:
Literacy
All characters 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. The only characters who are not illiterate are
those of the Aristocrat NPC class.
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: Inappropriate for Hyborian Age
adventuring. Sure, there are
singers, poets, and tale-tellers in the Hyborian kingdoms, but these are
Experts (per DMG), with ranks in Perform and Knowledge and do not cast
spells. Perhaps acceptable if spell casting bards not allowed,
otherwise spellcasting follows the same rules for Hyborian Age Magic or Call
of Cthulhu rules. I would recommend reading "The Music of Erich
Zann" by H.P. Lovecraft to get a feel for how a
Hyborian Age bard would probably work (Howard had a very Lovecraftian
sense of how magic worked).
Cleric:
Inappropriate for Hyborian Age
adventuring. Spellcasting
priests in Conan's world were actually wizards. I cannot find an
example of a true cleric in the Canonical Texts. That doesn't mean
there aren't any, but if you want to maintain the feel of Howard's milieu,
I would leave the clerics out of the game.
Druid: Very rare, but acceptable. The Canon has an example or two, including
Zelata the Witch. Any kingdom is appropriate, but are not
likely to be found near large populations of people. The use of
magic is nearly universally condemned in the Hyborian Lands and druids are
likely to be hunted and killed as witches. The non-Hyborian kingdoms
are more tolerant, however.
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. Many of the wizardly
orders practice martial combats (indeed, some might easily argue that Khemsa
has a level or two of monk). 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: No changes necessary in a Hyborian Age campaign,
but some are recommended.
Although there are no instances of a ranger in Howard's saga, I can
certainly see a ranger class in the world, especially around the Pictish frontier and in the black kingdoms. The spell casting powers are not
quite Howard, and I would recommend removing that class ability and giving
a bonus feat every 5 levels instead, but since the spells are more or less
druidic in nature, that change is not necessary - just a matter of
taste.
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: Extensive changes necessary in
a Hyborian Age campaign.
See Hyborian Age magic for more details. This is NOT recommended
for Player Characters. See below for an effective
substitute. I very much recommend using the Call of Cthulhu
magic system for this sort of campaign.
Wizard: Extensive changes
necessary in a Hyborian Age
campaign. See Hyborian Age magic for more details. This class is NOT
recommended for Player Characters. Examples include Xaltotun,
Khemsa, The Master of the Black Circle. See below for an effective
substitute. I very much recommend using the Call of Cthulhu magic
system for this sort of campaign.
NPC Classes: All the NPC classes
(other than the Adept) found in the Dungeon Master's
Guide are acceptable and no changes are necessary to fit them into a
Hyborian Age campaign. The Adept class is forbidden.
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