Here is my latest Harn d20 character conversion rules set. I am attempting to make a low fantasy game in Columbia Games "HARN" setting. See
http://www.columbiagames.com for Harn information and products.
This third attempt is different in that I try to retain as much of 3e as possible and mix in as little of Call of Cthulhu d20 as possible.
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This rules set uses the following sources:
Classes/Skills/Feats: PHB, DMG, Fading Suns d20, S&F, MotW, Spycraft, TQC, TQF, TQR, Vlad the Impaler (Avalanche), Gods (AEG), Campaign Magazine #2 (FFE).
Magic: Call of Cthulhu d20 (magic and psychic feats), Star Wars (force feats--haven't fully worked these in yet as I don't own the revised rules)
Monsters: MM, MoF, CC2
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ABILITY SCORE CHANGES:
CHARISMA (CHA):
Charisma represents your strength of
personality, and your inner aura, or soul,
which is used to determine the strength
at which you cast spells or employ
force/psychic feats.
The DC for a spell, or force/psychic
feat is 15 + Cha mod.
COMELINESS (COM):
This is a new ability that measures
your character’s physical attractiveness
and governs your social interactions with
others of your race (human) who find
your gender desirable.
You determine Comeliness like any
other ability score. You add your Com
mod to all Charisma-based skill checks
made against those attracted to your
gender.
SANITY (SAN):
Sanity is a new score that determines
your overall mental health and stability.
You lose sanity by casting spells, using
force/psychic feats, encountering
unnatural or supernatural phenomena or
undergoing severe stress and trauma.
You gain 1d6 Sanity Points whenever
you gain an additional level, and 1d4
Sanity Points per adventure when you
succeed in driving off, destroying or
otherwise stopping some danger from
befalling you or those you care about.
Your Sanity score is your Wis x 5,
and represents the maximum Sanity you
can ever attain. Sanity points gained in
excess of this amount are lost.
RACES:
The Harn Campaign allows for
Humans only.
NONSTANDARD RACES:
Other races besides humans may
exist, such as the fabled Sindarin (elves),
Khuzdul (dwarves) or Gargun (orcs), but
they are not balanced for PC play if they
are more than mere legends.
Ivashu (monsters spawned by the god
Ilvir in his pit at Araka-Kalai) may also
exist; such beasts tend to be unique and
of limited intellect, but exceptions may
occur where an Ivashu appears human
enough to pass, and has PC appropriate
powers. Ivashu, however, are always
sterile. Werebeasts are another creature
that may exist, though there are two
types: the Ivashu original, and those
cursed by its bite (human) to assume
periodic animal form.
The undead are rumored to rise from
the grave seeking the blood, flesh and
souls of the living to be fed to the
Shadow of Bukrai for their master
Morgath, Lord of Chaos, and there are
whispered reports of other strange beasts
prowling the lonely and desolate reaches
of Harn: centaurs, dryads, gargoyles,
harpies, ogres and more.
Though some scholars may scoff at
such superstitions as being nothing more
than “old wive’s tales”, wise people stick
close to home and do not venture out
after dark.
Default Package:
This package is considered the
“default” for all characters unless they
choose one of the special “archetype”
packages below. Most NPCs use this
package.
Benefits: 4 extra skill points at level
1, 1 extra skill point per level, bonus feat
at level 1.
ARCHETYPE PACKAGES:
Since there are no races other than
humans allowed, the following
archetypes allow you to play different
varieties of humans. Most PCs and major
NPCs use one of these packages.
Charismatic Package:
Charismatic characters are masters at
manipulation. They rely on their strength
of personality to win the day, rather than
the strength of their sword arm.
Benefits: +2 Cha, +2 Com, -2 Str. +1
bonus to Bluff, Diplomacy, Gather
Information and Intimidate checks at
levels 1, 4, 8, 12, 16, 20. Bonus “Style”
feat.
Fast Package:
Fast characters are amazingly agile
and experts at staying out of harm’s way.
They tend to react to situations without
thinking, which sometimes gets them into
trouble, especially where calm, logical
thinking is concerned.
Benefits: +2 Dex, -2 Intelligence. +1
bonus to Hide, Spot and Tumble checks
at levels 1, 4, 8, 12, 16, 20. +1 bonus to
Reflex saves at levels 1, 4, 8, 12, 16, 20.
Bonus ranged combat feat, Run, or
Increased Movement (10 ft.).
Gorgeous Package:
Gorgeous characters are
breathtakingly beautiful, but tend to get
by on their looks than their brains. Many
are also shallow, being solely concerned
with cultivating their appearance at the
expense of developing a personality.
Benefits: +4 Com, -2 Int, -2 Wis. +1
bonus to Bluff and Diplomacy at levels 1,
4, 8, 12, 16, 20. The Look feat (+4
bonus to all Charisms-based skills when
dealing with those attracted to your
gender).
Smart Package:
The smart character is intelligent,
whether he has had the benefit of an
education or not. He prefers to his brain
over his weapon, and tends to be too
curious for his own good when
opportunities to learn new information
arise. Some also tend to underestimate
opponents as being “mental weaklings
easily outwitted.”
Benefits: +2 Int, -2 Wis. +1 bonus to
all Knowledge checks at levels 1, 4, 8,
12, 16, 20. Bonus feat.
Strong Package:
The strong character is well-muscled
but not so much as to lose any speed in
battle.
Benefits: +2 Str, -2 Con. +1 bonus to
Fortitude saves at levels 1, 4, 8, 12, 16,
20. Bonus “Fighter” feat.
Tough Package:
The tough character is just that:
incredibly tough. He can take take a
beating or dish one out equally well.
These characters tend to “walls of
muscle” and therefore too bulky to move
quickly.
Benefits: +2 Con, -2 Dex. Toughness
feat at levels 1, 4, 8, 12, 16, 20. Bonus
“Fighter” feat.
Wise Package:
Wise characters tend to be shy,
introspective loners who do not like to
rush into anything (especially danger)
before weighing the various options
beforehand. They tend to be very moral
(according to their religion and/or
society’s norms), conservative and plan
for long term comfort, rather than
short-term success. They are not easily
led astray by temptation.
Benefits: +2 Wis, -2 Cha. 4 extra
skill points at level 1, and 1 extra skill
point per level. +1 bonus to Will saves at
levels 1, 4, 8, 12, 16, 20. Any basic skill
feat (see Spycraft).
CHANGES TO HIT POINTS:
Your hit points at level 1 equal your
Constitution score. You receive your
Con mod in bonus hit points at each
additional level. The Toughness feat
gives you 3 additional hit points for each
time it is taken.
Death From Massive Damage: A
character who takes 15 hit points or
more in damage from a single injury in
one round is subject to death from
massive damage. The character so
injured must make a Fort save (DC 15)
or die on the spot (-10 hit points). If the
Fort save is successful, the character is
reduced to -1 hit points and dying.
If the character succeeds at his Fort
save by rolling a natural 20, or if he
spends an action die, he instead drops to
exactly zero hit points and is disabled
(may take a partial action each round,
movement reduced to half normal speed,
but any strenuous activity changes the
character’s status to -1 and dying, unless
the act in question somehow increased
the chararcter’s hit points).
CLASSES:
Classes are restricted to those listed
below. No class can have any spellcasting
abilities. If you would like your character
to have “mystic” powers, you should
choose the “Sensitive” feat from Call of
Cthulhu, which gives you a “sixth sense”
and opens up the opportunity to select
additional “psychic” feats from Call of
Cthulhu and “force” feats from Star
Wars.
Actual magic “spells” can be learned
from ancient books, secretive wizards, or
through bargaining with gods or demons,
but such power has a high price most
sane men are not willing to pay. Such
spells and rituals are detailed in Call of
Cthulhu.
All paranormal (force/psychic) feats
and supernatural powers (spells) require
the caster to sacrifice a temporary
number of ability score points and/or a
permanent number of Sanity Points to
activate. If you become permanently
insane (-10 Sanity Points), you no longer
have a Sanity score and ignore further
sanity loss. Of course, you’re also
completely insane, so that’s not a very
good trade-off. Permanently insane
characters have their Wis score drop to
1, which drastically affects the Wisdom
modifier to skills and Will saves.
BARBARIAN (Harn Native or Ivinian)
Starwolf (Fading Suns d20)
BERSERKER (Ivinian Viking only)
Barbarian (PHB)
BARD
Harper (d20 Harn Guide)
Lautar (Vlad the Impaler)
CLERIC
Brother Battle (Fading Suns: Agrik,
Larani, Sarajin... includes Barbarian
Shamans)
Priest (Fading Suns: Halea, Ilvir,
Morgath, Naveh, Peoni, Save-K’Nor,
Siem)
FIGHTER
Fighter (PHB)
Gladiator (KoK)
Warrior (PHB)
MERCHANT/ARTISAN
Expert (DMG)
Guilder (Fading Suns)
NOBLE
Courtier (Rokugan)
Herald (d20 Harn Guide),
Noble (Fading Suns)
RANGER
Infiltrator (KoK)
SERF
Commoner (DMG), receives bonus
social feat at 2nd, 4th, 6th, 7th, 8th, 10th,
11th, 13th, 14th, 16th, 17th, 19th, 20th
level)
SORCERER
Cult Sorcerer template (Cthulhu, use
for witches with -10 Sanity or less)
THIEF
Brigand (KoK)
Rogue (PHB)
WIZARD
Expert (receives bonus social feat at
2nd, 4th, 6th, 7th, 8th, 10th, 11th, 13th,
14th, 16th, 17th, 19th, 20th level)
Herbalist (Vlad the Impaler)
PRESTIGE CLASSES (PrC):
The prestiges classes listed below are
acceptable to for characters to acquire on
Harn. If a PrC lists “+1 level of existing
class” as a class ability, this is ignored.
Agent of the Crown (Quintessential
Rogue)
Alliance Merchant (KoK)
Berserker (Quintessential Fighter)
Black Nail (AEG’s GODS, Sarajin only)
Bloodhound (MotW)
Bounty Hunter (KoK)
Boyar (Vlad the Impaler)
Brawler (Quintessential Fighter)
Chaos Crusader (AEG’s GODS, Agrik,
Larani or Sarajin only)
Commando (Quintessential Rogue)
Cult Master (Campaign Magazine #2)
Devoted Defender (S&F)
Divine Champion (FR, Agrik, Larani,
Sarajin only)
Divine Hammer (Quintessential Cleric,
Agrik,
Duelist (S&F)
Executioner (Quintessential Rogue)
Fist of Hextor (S&F, Agrik only)
Foe Hunter (MotW)
Guild Thief (FR)
Hussar (Vlad the Impaler)
Imperial Crossbowman (Librum Equitis)
Investigator (Quintessential Cleric)
Knight of the Griffon (Quintessential
Fighter)
Legend (Quintessential Fighter)
Living Blade (Quintessential Fighter)
Knight Protector (S&F)
Lasher (S&F, Agrik or Halea)
Master Bowman (Quintessential Fighter)
Master of Chains (S&F, Morgath only)
Noble Defender (Quintessential Fighter)
Officer of War (Quintessential Fighter)
Order of the Bow Initiate (S&F)
Peasant Hero (Quintessential Fighter)
Purple Dragon Knight (FR)
Ravager (S&F, Agrik or Naveh only)
Returned (AEG’s GODS, Morgath or
demons only)
Servant of the One (AEG’s GODS,
Agrik only)
Slaver (AEG’s GODS)
Slaver (KoK)
Swashbuckler (Quintessential Fighter)
Tempest (MotW)
Tomb Raider (Quintessential Rogue)
Warlord (KoK)
Warmaster (S&F)
Watch Detective (MotW)
Whip of Urog (AEG’s GODS, Agrik,
Larani or Sarajin)
FEATS:
Metamagic feats are not available.
The following magic item feats are
allowed, though additional requirements
have been imposed.
Normal costs for magic items are
whatever the market will bear; most item
creators charge dearly for their services
(which are often covert by nature),
though some will bargain for favors
rather than coin. The item is never given
out until the favors are proven to have
been performed.
BREW POTION (PHB)
Potions are alchemical elixirs capable
of producing spell-like effects upon
whoever imbibes them.
Prerequisites: Alchemy 8 ranks,
Concentration 5 ranks, Knowledge
(Arcana) 5 ranks.
Types of Potions: Aid, Animate
Dead (FR), Bestow Curse, Cure Light
Wounds, Detect Thoughts, Fire Breath,
Glibness, Haste, Heroism, Jump, Love,
Oil of Timelessness, Protection from
Elements, Remove Blindness/Deafness,
Sneaking, Swimming, Truth, Vision.
Special: It costs 2 Con and 1d4
Sanity to brew a potion; only one may be
brewed per day. It costs 2 Con and 1d4
Sanity to imbibe a potion.
CRAFT TALISMAN (Vlad the
Impaler, p.33)
Talismans are magic charms worn
about the neck.
Prerequisites : Concentration 5
ranks, Knowledge (Arcana) 5 ranks,
Knowledge (Nature) 5 ranks.
Benefit: When the wearer grasps the
talisman and concentrates on activating
its power, the talisman may produce the
desired effect. Talismans are notoriously
unreliable and come in three grades:
Standard: 50% chance of failure. Cost:
normal rate.
Reliable: 25% chance of failure. Cost:
150% of normal rate.
Dependable:10% chance of failure.
300% of normal rate.
A talisman has a number of charges equal
to the creator’s Charisma modifier; 3
charges being typical.
Types of Talismans: Allure (Love
Charm), Bestow Curse, Bring the Rain,
Call the Storm, Calm Animal, Fertility,
Mage Armor, Protection from Evil,
Suggestion, Turn Undead (as 1st level
cleric), The Well Runs Dry.
Special: It costs the creator 2 Wis
and 1d4 Sanity to craft a talisman; only
one talisman may be crafted per day. It
costs the wearer 2 Wis and 1 Sanity per
charge used. Although a charge is not
used if the talisman fails to activate, the
wearer must still pay the cost as if the
talisman was successfully activated.
The lautar class from Vlad the
Impaler has an improved ability to craft
talismans (more reliable with more
charges).
CREATE INFUSION (MotW)
Infusions are naturally occuring herbs
or plants that, when mixed together,
create an unusual effect on whoever eats
them.
Prerequisites: Concentration 5 ranks,
Knowledge (nature) 8 ranks, Profession
(apothecary) 5 ranks.
Types of Infusions: Bull’s Strength,
Cat’s Grace, Cure Minor Wounds, Cure
Light Wounds, Darkvision, Delay
Poison, Eagle’s Splendor, Endurance,
Endure Elements, Fox’s Cunning,
Halea’s Apple (d20 Invocations), Haste,
Lesser Restoration, Love, Neutralize
Poison, Oil of Slipperiness, Owl’s
Wisdom, Remove Disease, Remove
Paralysis.
Special: It costs 2 Wis and 1d4
Sanity to create an infusion. It costs 2
Wis and 1 Sanity to consume an infusion.
GAME MASTER ONLY:
UNDEAD (Morvrin):
Morvrin, also known as the “undead”
are created when the soul of a creature is
fed to the Shadow of Bukrai. This can be
done willingly, which results in an
amorvrin (free-willed undead) or
unwillingly, which results in a
gulmorvrin. Creatures slain by morvrin
rise as morvrin of the same type as that
which killed them. They rise, whether
buried or not, in a number of rounds
equal to their Charisma mod in life; this
represents how long the Shadow can be
fought off before it wins out and devours
the soul, reanimating the corpse to live a
life of eternal torment and horror in
Morgath’s name.
AMORVRIN (Free-Willed Undead)
Corpse Whisperer (Creature Collection
II)
Curst (Monsters of Faerun template)
Ghost (Monster Manual, use Ghost
template)
Lich (Monster Manual, use Lich
template)
Night-Touched Controller (Creature
Collection II)
Revenant (Monsters of Faerun template)
Shadow Lord (Creature Collection II)
Seeker’s Bane (Creature Collection II)
Shackledeath (Creature Collection II)
Skull King (Creature Collection II)
Spectre (Monster Manual)
Vampire Spawn (KoK: Harvest of
Darkness, use Least Sharjani template)
Vampire (use Lesser Sharjani template)
Vampire Master (use Greater Sharjani
template)
Vampire Lord (use Sharjani Lord
template)
Wight (Monster Manual)
Wraith (Monster Manual)
GULMORVRIN (Mindless Undead)
Banedead (Monsters of Faerun)
Baneguard (Monsters of Faerun)
Belsameth Spider template (Creature
Collection II)
Bodak (Monster Manual)
Blood Zombie (Creature Collection II)
Bonebat (Monsters of Faerun)
Bonewing (Creature Collection II)
Burned One (Creature Collection II)
Dread Warrior (Monsters of Faerun)
Ghoul (KoK: Harvest of Darkness, use
Rhajani pseudo-ghoul template)
Mist Reaper (Creature Collection II)
Mohrg (Monster Manual)
Mummy (Monster Manual)
Night-Touched Hound (Creature
Collection II)
Sand Mummy (Creature Collection II)
Shadow (Monster Manual)
Siege Undead (Creature Collection II)
Skeleton (Monster Manual)
Tattooed Corpse (Creature collection II)
Tyrantfog Zombie (Monsters of Faerun)
Zombie (Monster Manual)
UNIQUE DEMONS (By no means an
exhaustive list)
Belker: Lord of Mist, The Unseen, The
All-Enveloping, The Mouth of Smoke
and Shadow, That Which Rises And
Consumes, The Strangler Within
(Monster Manual)
The Devourer (Monster Manual)
The Drider (Monster Manual)
Gibbering Mouther “Many Eyes”
(Monster Manual)