Using Conan RPG for Lankhmar

Iron_Chef

First Post
Anyone interested in using the new Conan RPG to run adventures in Friz Lieber's world of Nehwon, post your conversion ideas here. The city of Lankhmar, Fafhrd and the Gray Mouser, and adventure await! :cool:

Here are my preliminary ideas:

Black Wizard/White Wizard: Use Scholar with appropriate background. Black Wizards may never have a Code of Honour. White Wizards must always maintain a Code of Honour (barbarian or civilized). White Wizards who gain more than 3 points of Corruption automatically become black wizards. Augment Summoning, Curses, Focused Magical Link, Hypnotism, Necromancy and Summonings are forbidden to White Wizards, as are the following feats: Hexer, No Honour, Opportunistic Sacrifice, Ritual Sacrifice, Spawn of Dagoth Hill, Summoner, Tortured Sacrifice. White Wizards gain the following ability, which is lost if they ever do anything to lose their White Wizard status:

Healing Touch (Ex):The White Wizard's intimate connection to life magic allows him to automatically "take 20" on all Heal checks, regardless of time spent. This ability takes 1 round per use.

RACIAL TEMPLATES/FAVOURED CLASSES
Lankhmar: Hyborian, Zamorian or Zingaran? Pirate, Soldier, Thief.
Eight Great Cities/Kokgnab: Hyborian/All.
Ghouls: Darfar/Barbarian
Cold Wastes: Cimmerian or Nordheimr/Barbarian.
Horborixen/Tisinilit (Eastern Lands):
Ilthmar: Zamorian or Zingaran?/Soldier or Thief.
Quarmall: City - Turanian/Noble or Soldier.
Quarmall Barrens/Mingols - Hyrkanian/Nomad.
Klesh: Ku:):):):)e (coastal)/Barbarian.

RELIGION CONVERSION
Beast Cults/Rat God/Shark God/Tyaa: Jhebbal Sag, Hanuman, etc.
Dead Master Thieves: Use "child of the dark" from Conan bestiary, add 5-10 levels of thief.
Death: ?
Glaggerk: Ymir.
Gods of Lankhmar: Use "child of the dark" from Conan bestiary, add 10-20 levels of thief.
Gods of Trouble: ?
Hate: Use Bodiless Slimer (advance to 20 HD, remove Fiery Breath, Increase Int/Wis/Cha to 25, casts all Hypnotism spells as a 20th level scholar).
Issek of the Jug: Mitra.
Mog/Spider God: Zath.
Votishal: Mitra (heretical).
 
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Iron_Chef said:
Healing Touch (Ex):The White Wizard's intimate connection to life magic allows him to automatically "take 20" on all Heal checks, regardless of time spent. This ability takes 1 round per use.

I think this would be better phrased like this:

"The White Wizards intimate connection to life magic allows him to take 10 on all Heal checks, regardless of time spent. He also gets a +10 bonus to his use of the Heal skill in these circumstances."

You are talking about an augemented Take 10 process (guaranteed results under stress) rather than the Take 20 process (if you take 20 times as long you'll eventually get the best result you can, but you can't use it if there is a penalty for failure) and it will be less confusing to stick within the principles in the long run.

Cheers
 

Good conversions so far. A couple of things I've noticed now that I've got the Conan book:

First, no rapier. I'm going to try and work on the rapier stats from the PHB in order to adapt them to a Lankhmar setting.

Also, no throwing dirk like the kind that Mouser uses.

On my list of things to do: Work-ups of Fafhrd and Mouser, Ningauble and Sheelba, Other more minor NPCs.
 

Remus Lupin said:
Good conversions so far. A couple of things I've noticed now that I've got the Conan book:

First, no rapier. I'm going to try and work on the rapier stats from the PHB in order to adapt them to a Lankhmar setting.

Also, no throwing dirk like the kind that Mouser uses.

On my list of things to do: Work-ups of Fafhrd and Mouser, Ningauble and Sheelba, Other more minor NPCs.

Maybe make the throwing dirk a martial weapon (1d6/x4) but with a range increment of 10 ft.?

To the other guy: Yes, your wording on the White Wizard healing touch is what I meant to say. Thanks! :)
 

Completed a Skald feat chain for Fafhrd, or the Nordheimir (Aesir/Vanir) in Conan.

Nordheimir Skald Training: Loremaster
You have been trained in the oral history and sagas of your people by the famed Skalds of Nordheim.

Prerequisites: Must be a Nordheimer, Knowledgeable, Perform (Oratory) 1 rank, 1 rank in any two knowledge skills.

A character with this feat may perform a Lore check to recall obscure or legendary information. A Lore check is made with a bonus equal to his character level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. A successful Lore check will not reveal the powers of a magic item but may give a hint to its general function. A skald may not take 10 or 20 on this check; this sort of knowledge is essentialy random. The GM determines the DC of the Lore check as follows:

DC 10: Common, known by at least a substantial minority of the locals.
DC 20: Uncommon, but available, known by only a few people in the area.
DC 25: Obscure, known by a few, hard to come by.
DC 30: Extremely obscure, known to only a very few, or its significance unknown, or forgotten.

Special: A skald who moves into a new area receives a -10 penalty to Lore checks until he has resided there for a period of thirty days or more. An "area" is defined as 10 mile radius centered on the skald's residence, because most people never travel farther than 10 miles from their birthplace and are thus limited in the knowledge they will be able to impart. A skald who moves into an area he has previously resided in for a period of thirty days or more has this penalty reduced to -5 for the first thirty days of his return as he will already have familiarity with the place and contacts in the area.

If a skald has 5 or more ranks in a Knowledge skill that applies to the subject in question, he gains a +2 bonus on all Lore checks regarding this area of expertise.
_________________________________

Nordheimir Skald Training: Warsinger
You have been trained in the songs of your people by the Skalds of Nordheim.

Prerequisites: Must be a Nordheimer, Nordheimir Skald Training: Loremaster, Knowledgeable, Perform (Oratory) 3 ranks, Perform (Sing) 3 ranks, 2 ranks in any two knowledge skills.

A character with this feat may craft and perform legendary songs. These songs can either be inspiring or intimidating. Characters may perform any type of song they qualify for. You may perform any one of the options this feat bestows once per day. All uses of this feat are considered extraordinary mind-affecting abilities.

Singing or chanting is a free action and does not provoke an attack of opportunity. However, each time the skald is hit while singing or chanting, he must make a Concentration check to continue the song or chant (DC 10 + Damage dealt). Failure means the song or chant ends immediately and any lingering effects end at the end of the round the skald failed his save, unless noted otherwise (for example, if a flat duration is indicated).

Inspire Courage: A skald with three ranks in Perform (Sing) can sing so that all allies within 30 ft. (including the skald) receive a +1 morale bonus to Will saves vs. fear/terror and charm effects, and a +1 morale bonus to hit and damage. This bonus increases to +2 at 10 ranks of Perform (Sing), +3 at 15 ranks, and +4 at 20 ranks.

Inspire Competence: A skald with six or more ranks in Perform (Sing) can cause one ally within 30 ft. (including himself) to gain a +2 morale bonus to one skill check. This bonus stacks with the aid another action. This bonus increases to +3 with 12 ranks in Perform (Sing), and +4 with 18 ranks.

Inspire Emotion: A skald with three or more ranks in Performance (Sing) can move an audience within 30 ft. to joy, lust or tears (skald's choice). The skald uses his Magic Attack Bonus to set the DC of the Will save to resist. If he succeeds, he gains a +2 bonus to his next Bluff (non-combat only), Diplomacy or Gather Information skill check against the targets if made within 24 hours of his performance. This bonus increases to +3 with 6 ranks, and +4 with 12 ranks.

War Chant: A skald with 3 or more ranks in Perform (Sing) can intone a grim, bloody-minded war chant to strike fear into his foes, who will see him as an implacable and deadly foe. He uses his Magic Attack roll to set the DC of the target creatures' Will saves. A war chant causes affected foes to become shaken for five rounds.

War March: A skald with 3 or more ranks in Perform (Sing) can increase the walking, hustling or marching movement of a group of willing allies (including himself) by a number of miles per day equal to his Charisma modifier x2. This bonus does not apply to running or mounted movement.

Special: This feat may be taken up to three times; each time you take it, you may use it an additional time per day.

The feats, playtesting them and skalds in general (including cool stuff for them to say) are discussed in a separate thread here:
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=1417
 
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