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Low Fantasy d20 Rules for Harn Setting
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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 233102" data-attributes="member: 546"><p>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 <a href="http://www.columbiagames.com" target="_blank">http://www.columbiagames.com</a> for Harn information and products.</p><p></p><p>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.</p><p>___________________</p><p></p><p>This rules set uses the following sources:</p><p></p><p>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).</p><p></p><p>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)</p><p></p><p>Monsters: MM, MoF, CC2</p><p>____________________</p><p></p><p>ABILITY SCORE CHANGES:</p><p></p><p>CHARISMA (CHA): </p><p> Charisma represents your strength of</p><p>personality, and your inner aura, or soul,</p><p>which is used to determine the strength</p><p>at which you cast spells or employ</p><p>force/psychic feats. </p><p> The DC for a spell, or force/psychic</p><p>feat is 15 + Cha mod.</p><p></p><p>COMELINESS (COM): </p><p> This is a new ability that measures</p><p>your character’s physical attractiveness</p><p>and governs your social interactions with</p><p>others of your race (human) who find</p><p>your gender desirable.</p><p> You determine Comeliness like any</p><p>other ability score. You add your Com</p><p>mod to all Charisma-based skill checks</p><p>made against those attracted to your</p><p>gender.</p><p></p><p>SANITY (SAN): </p><p> Sanity is a new score that determines</p><p>your overall mental health and stability.</p><p>You lose sanity by casting spells, using</p><p>force/psychic feats, encountering</p><p>unnatural or supernatural phenomena or</p><p>undergoing severe stress and trauma.</p><p>You gain 1d6 Sanity Points whenever</p><p>you gain an additional level, and 1d4</p><p>Sanity Points per adventure when you</p><p>succeed in driving off, destroying or</p><p>otherwise stopping some danger from</p><p>befalling you or those you care about. </p><p> Your Sanity score is your Wis x 5,</p><p>and represents the maximum Sanity you</p><p>can ever attain. Sanity points gained in</p><p>excess of this amount are lost.</p><p></p><p></p><p>RACES:</p><p> The Harn Campaign allows for</p><p>Humans only.</p><p> </p><p>NONSTANDARD RACES:</p><p> Other races besides humans may</p><p>exist, such as the fabled Sindarin (elves), </p><p>Khuzdul (dwarves) or Gargun (orcs), but</p><p>they are not balanced for PC play if they</p><p>are more than mere legends. </p><p> Ivashu (monsters spawned by the god</p><p>Ilvir in his pit at Araka-Kalai) may also</p><p>exist; such beasts tend to be unique and</p><p>of limited intellect, but exceptions may</p><p>occur where an Ivashu appears human</p><p>enough to pass, and has PC appropriate</p><p>powers. Ivashu, however, are always</p><p>sterile. Werebeasts are another creature</p><p>that may exist, though there are two</p><p>types: the Ivashu original, and those</p><p>cursed by its bite (human) to assume</p><p>periodic animal form. </p><p> The undead are rumored to rise from</p><p>the grave seeking the blood, flesh and</p><p>souls of the living to be fed to the</p><p>Shadow of Bukrai for their master</p><p>Morgath, Lord of Chaos, and there are</p><p>whispered reports of other strange beasts</p><p>prowling the lonely and desolate reaches</p><p>of Harn: centaurs, dryads, gargoyles,</p><p>harpies, ogres and more. </p><p> Though some scholars may scoff at</p><p>such superstitions as being nothing more</p><p>than “old wive’s tales”, wise people stick</p><p>close to home and do not venture out</p><p>after dark.</p><p></p><p>Default Package: </p><p> This package is considered the</p><p>“default” for all characters unless they</p><p>choose one of the special “archetype”</p><p>packages below. Most NPCs use this</p><p>package.</p><p> Benefits: 4 extra skill points at level</p><p>1, 1 extra skill point per level, bonus feat</p><p>at level 1. </p><p></p><p>ARCHETYPE PACKAGES:</p><p> Since there are no races other than</p><p>humans allowed, the following</p><p>archetypes allow you to play different</p><p>varieties of humans. Most PCs and major</p><p>NPCs use one of these packages.</p><p></p><p>Charismatic Package: </p><p> Charismatic characters are masters at</p><p>manipulation. They rely on their strength</p><p>of personality to win the day, rather than</p><p>the strength of their sword arm.</p><p> Benefits: +2 Cha, +2 Com, -2 Str. +1</p><p>bonus to Bluff, Diplomacy, Gather</p><p>Information and Intimidate checks at</p><p>levels 1, 4, 8, 12, 16, 20. Bonus “Style”</p><p>feat.</p><p></p><p>Fast Package: </p><p> Fast characters are amazingly agile</p><p>and experts at staying out of harm’s way.</p><p>They tend to react to situations without</p><p>thinking, which sometimes gets them into</p><p>trouble, especially where calm, logical</p><p>thinking is concerned.</p><p> Benefits: +2 Dex, -2 Intelligence. +1</p><p>bonus to Hide, Spot and Tumble checks</p><p>at levels 1, 4, 8, 12, 16, 20. +1 bonus to</p><p>Reflex saves at levels 1, 4, 8, 12, 16, 20.</p><p>Bonus ranged combat feat, Run, or</p><p>Increased Movement (10 ft.).</p><p></p><p>Gorgeous Package: </p><p> Gorgeous characters are</p><p>breathtakingly beautiful, but tend to get</p><p>by on their looks than their brains. Many</p><p>are also shallow, being solely concerned</p><p>with cultivating their appearance at the</p><p>expense of developing a personality. </p><p> Benefits: +4 Com, -2 Int, -2 Wis. +1</p><p>bonus to Bluff and Diplomacy at levels 1,</p><p>4, 8, 12, 16, 20. The Look feat (+4</p><p>bonus to all Charisms-based skills when</p><p>dealing with those attracted to your</p><p>gender). </p><p></p><p>Smart Package: </p><p> The smart character is intelligent,</p><p>whether he has had the benefit of an</p><p>education or not. He prefers to his brain</p><p>over his weapon, and tends to be too</p><p>curious for his own good when</p><p>opportunities to learn new information</p><p>arise. Some also tend to underestimate </p><p>opponents as being “mental weaklings</p><p>easily outwitted.”</p><p> Benefits: +2 Int, -2 Wis. +1 bonus to</p><p>all Knowledge checks at levels 1, 4, 8,</p><p>12, 16, 20. Bonus feat.</p><p></p><p>Strong Package: </p><p> The strong character is well-muscled</p><p>but not so much as to lose any speed in</p><p>battle.</p><p> Benefits: +2 Str, -2 Con. +1 bonus to</p><p>Fortitude saves at levels 1, 4, 8, 12, 16,</p><p>20. Bonus “Fighter” feat.</p><p></p><p>Tough Package: </p><p> The tough character is just that:</p><p>incredibly tough. He can take take a</p><p>beating or dish one out equally well.</p><p>These characters tend to “walls of</p><p>muscle” and therefore too bulky to move</p><p>quickly.</p><p> Benefits: +2 Con, -2 Dex. Toughness</p><p>feat at levels 1, 4, 8, 12, 16, 20. Bonus</p><p>“Fighter” feat.</p><p></p><p>Wise Package: </p><p> Wise characters tend to be shy,</p><p>introspective loners who do not like to</p><p>rush into anything (especially danger)</p><p>before weighing the various options</p><p>beforehand. They tend to be very moral</p><p>(according to their religion and/or</p><p>society’s norms), conservative and plan</p><p>for long term comfort, rather than</p><p>short-term success. They are not easily</p><p>led astray by temptation.</p><p> Benefits: +2 Wis, -2 Cha. 4 extra</p><p>skill points at level 1, and 1 extra skill</p><p>point per level. +1 bonus to Will saves at</p><p>levels 1, 4, 8, 12, 16, 20. Any basic skill</p><p>feat (see Spycraft).</p><p></p><p></p><p>CHANGES TO HIT POINTS:</p><p> Your hit points at level 1 equal your</p><p>Constitution score. You receive your</p><p>Con mod in bonus hit points at each</p><p>additional level. The Toughness feat</p><p>gives you 3 additional hit points for each</p><p>time it is taken.</p><p> Death From Massive Damage: A</p><p>character who takes 15 hit points or</p><p>more in damage from a single injury in</p><p>one round is subject to death from</p><p>massive damage. The character so</p><p>injured must make a Fort save (DC 15)</p><p>or die on the spot (-10 hit points). If the</p><p>Fort save is successful, the character is</p><p>reduced to -1 hit points and dying. </p><p> If the character succeeds at his Fort</p><p>save by rolling a natural 20, or if he</p><p>spends an action die, he instead drops to</p><p>exactly zero hit points and is disabled</p><p>(may take a partial action each round,</p><p>movement reduced to half normal speed,</p><p>but any strenuous activity changes the</p><p>character’s status to -1 and dying, unless</p><p>the act in question somehow increased</p><p>the chararcter’s hit points).</p><p></p><p></p><p>CLASSES:</p><p> Classes are restricted to those listed</p><p>below. No class can have any spellcasting</p><p>abilities. If you would like your character</p><p>to have “mystic” powers, you should</p><p>choose the “Sensitive” feat from Call of</p><p>Cthulhu, which gives you a “sixth sense”</p><p>and opens up the opportunity to select</p><p>additional “psychic” feats from Call of</p><p>Cthulhu and “force” feats from Star</p><p>Wars. </p><p> Actual magic “spells” can be learned</p><p>from ancient books, secretive wizards, or</p><p>through bargaining with gods or demons,</p><p>but such power has a high price most</p><p>sane men are not willing to pay. Such</p><p>spells and rituals are detailed in Call of</p><p>Cthulhu.</p><p> All paranormal (force/psychic) feats</p><p>and supernatural powers (spells) require</p><p>the caster to sacrifice a temporary</p><p>number of ability score points and/or a</p><p>permanent number of Sanity Points to</p><p>activate. If you become permanently</p><p>insane (-10 Sanity Points), you no longer</p><p>have a Sanity score and ignore further</p><p>sanity loss. Of course, you’re also</p><p>completely insane, so that’s not a very</p><p>good trade-off. Permanently insane</p><p>characters have their Wis score drop to</p><p>1, which drastically affects the Wisdom</p><p>modifier to skills and Will saves.</p><p></p><p>BARBARIAN (Harn Native or Ivinian)</p><p> Starwolf (Fading Suns d20)</p><p></p><p>BERSERKER (Ivinian Viking only)</p><p> Barbarian (PHB)</p><p></p><p>BARD</p><p> Harper (d20 Harn Guide)</p><p> Lautar (Vlad the Impaler)</p><p></p><p>CLERIC</p><p> Brother Battle (Fading Suns: Agrik,</p><p>Larani, Sarajin... includes Barbarian</p><p>Shamans)</p><p> Priest (Fading Suns: Halea, Ilvir,</p><p>Morgath, Naveh, Peoni, Save-K’Nor,</p><p>Siem)</p><p></p><p>FIGHTER</p><p> Fighter (PHB)</p><p> Gladiator (KoK)</p><p> Warrior (PHB)</p><p></p><p>MERCHANT/ARTISAN</p><p> Expert (DMG)</p><p> Guilder (Fading Suns)</p><p></p><p>NOBLE</p><p> Courtier (Rokugan)</p><p> Herald (d20 Harn Guide), </p><p> Noble (Fading Suns)</p><p></p><p>RANGER</p><p> Infiltrator (KoK)</p><p></p><p>SERF</p><p> Commoner (DMG), receives bonus</p><p>social feat at 2nd, 4th, 6th, 7th, 8th, 10th,</p><p>11th, 13th, 14th, 16th, 17th, 19th, 20th</p><p>level)</p><p></p><p>SORCERER</p><p> Cult Sorcerer template (Cthulhu, use</p><p>for witches with -10 Sanity or less)</p><p></p><p>THIEF</p><p> Brigand (KoK)</p><p> Rogue (PHB)</p><p></p><p>WIZARD</p><p> Expert (receives bonus social feat at</p><p>2nd, 4th, 6th, 7th, 8th, 10th, 11th, 13th,</p><p>14th, 16th, 17th, 19th, 20th level)</p><p> Herbalist (Vlad the Impaler)</p><p></p><p>PRESTIGE CLASSES (PrC):</p><p> The prestiges classes listed below are</p><p>acceptable to for characters to acquire on</p><p>Harn. If a PrC lists “+1 level of existing</p><p>class” as a class ability, this is ignored. </p><p></p><p>Agent of the Crown (Quintessential</p><p>Rogue)</p><p>Alliance Merchant (KoK)</p><p>Berserker (Quintessential Fighter)</p><p>Black Nail (AEG’s GODS, Sarajin only)</p><p>Bloodhound (MotW)</p><p>Bounty Hunter (KoK)</p><p>Boyar (Vlad the Impaler)</p><p>Brawler (Quintessential Fighter)</p><p>Chaos Crusader (AEG’s GODS, Agrik,</p><p>Larani or Sarajin only)</p><p>Commando (Quintessential Rogue)</p><p>Cult Master (Campaign Magazine #2)</p><p>Devoted Defender (S&F)</p><p>Divine Champion (FR, Agrik, Larani,</p><p>Sarajin only)</p><p>Divine Hammer (Quintessential Cleric,</p><p>Agrik, </p><p>Duelist (S&F)</p><p>Executioner (Quintessential Rogue)</p><p>Fist of Hextor (S&F, Agrik only)</p><p>Foe Hunter (MotW)</p><p>Guild Thief (FR)</p><p>Hussar (Vlad the Impaler)</p><p>Imperial Crossbowman (Librum Equitis)</p><p>Investigator (Quintessential Cleric)</p><p>Knight of the Griffon (Quintessential</p><p>Fighter)</p><p>Legend (Quintessential Fighter)</p><p>Living Blade (Quintessential Fighter)</p><p>Knight Protector (S&F)</p><p>Lasher (S&F, Agrik or Halea)</p><p>Master Bowman (Quintessential Fighter)</p><p>Master of Chains (S&F, Morgath only)</p><p>Noble Defender (Quintessential Fighter)</p><p>Officer of War (Quintessential Fighter)</p><p>Order of the Bow Initiate (S&F)</p><p>Peasant Hero (Quintessential Fighter)</p><p>Purple Dragon Knight (FR)</p><p>Ravager (S&F, Agrik or Naveh only)</p><p>Returned (AEG’s GODS, Morgath or</p><p>demons only)</p><p>Servant of the One (AEG’s GODS,</p><p>Agrik only)</p><p>Slaver (AEG’s GODS)</p><p>Slaver (KoK)</p><p>Swashbuckler (Quintessential Fighter)</p><p>Tempest (MotW)</p><p>Tomb Raider (Quintessential Rogue)</p><p>Warlord (KoK)</p><p>Warmaster (S&F)</p><p>Watch Detective (MotW)</p><p>Whip of Urog (AEG’s GODS, Agrik,</p><p>Larani or Sarajin)</p><p></p><p></p><p>FEATS:</p><p> Metamagic feats are not available.</p><p>The following magic item feats are</p><p>allowed, though additional requirements</p><p>have been imposed.</p><p> Normal costs for magic items are</p><p>whatever the market will bear; most item</p><p>creators charge dearly for their services</p><p>(which are often covert by nature),</p><p>though some will bargain for favors</p><p>rather than coin. The item is never given</p><p>out until the favors are proven to have</p><p>been performed.</p><p></p><p>BREW POTION (PHB)</p><p> Potions are alchemical elixirs capable</p><p>of producing spell-like effects upon</p><p>whoever imbibes them.</p><p> Prerequisites: Alchemy 8 ranks,</p><p>Concentration 5 ranks, Knowledge</p><p>(Arcana) 5 ranks.</p><p> Types of Potions: Aid, Animate</p><p>Dead (FR), Bestow Curse, Cure Light</p><p>Wounds, Detect Thoughts, Fire Breath,</p><p>Glibness, Haste, Heroism, Jump, Love,</p><p>Oil of Timelessness, Protection from</p><p>Elements, Remove Blindness/Deafness,</p><p>Sneaking, Swimming, Truth, Vision. </p><p> Special: It costs 2 Con and 1d4</p><p>Sanity to brew a potion; only one may be</p><p>brewed per day. It costs 2 Con and 1d4</p><p>Sanity to imbibe a potion.</p><p></p><p>CRAFT TALISMAN (Vlad the</p><p>Impaler, p.33)</p><p> Talismans are magic charms worn</p><p>about the neck. </p><p> Prerequisites : Concentration 5</p><p>ranks, Knowledge (Arcana) 5 ranks,</p><p>Knowledge (Nature) 5 ranks.</p><p> Benefit: When the wearer grasps the</p><p>talisman and concentrates on activating</p><p>its power, the talisman may produce the</p><p>desired effect. Talismans are notoriously</p><p>unreliable and come in three grades: </p><p>Standard: 50% chance of failure. Cost:</p><p>normal rate.</p><p>Reliable: 25% chance of failure. Cost:</p><p>150% of normal rate.</p><p>Dependable:10% chance of failure.</p><p>300% of normal rate.</p><p>A talisman has a number of charges equal</p><p>to the creator’s Charisma modifier; 3</p><p>charges being typical. </p><p> Types of Talismans: Allure (Love</p><p>Charm), Bestow Curse, Bring the Rain,</p><p>Call the Storm, Calm Animal, Fertility,</p><p>Mage Armor, Protection from Evil,</p><p>Suggestion, Turn Undead (as 1st level</p><p>cleric), The Well Runs Dry.</p><p> Special: It costs the creator 2 Wis</p><p>and 1d4 Sanity to craft a talisman; only</p><p>one talisman may be crafted per day. It</p><p>costs the wearer 2 Wis and 1 Sanity per</p><p>charge used. Although a charge is not</p><p>used if the talisman fails to activate, the</p><p>wearer must still pay the cost as if the</p><p>talisman was successfully activated.</p><p> The lautar class from Vlad the</p><p>Impaler has an improved ability to craft</p><p>talismans (more reliable with more</p><p>charges).</p><p></p><p>CREATE INFUSION (MotW)</p><p> Infusions are naturally occuring herbs</p><p>or plants that, when mixed together,</p><p>create an unusual effect on whoever eats</p><p>them.</p><p> Prerequisites: Concentration 5 ranks,</p><p>Knowledge (nature) 8 ranks, Profession</p><p>(apothecary) 5 ranks.</p><p> Types of Infusions: Bull’s Strength,</p><p>Cat’s Grace, Cure Minor Wounds, Cure</p><p>Light Wounds, Darkvision, Delay</p><p>Poison, Eagle’s Splendor, Endurance,</p><p>Endure Elements, Fox’s Cunning,</p><p>Halea’s Apple (d20 Invocations), Haste,</p><p>Lesser Restoration, Love, Neutralize</p><p>Poison, Oil of Slipperiness, Owl’s</p><p>Wisdom, Remove Disease, Remove</p><p>Paralysis. </p><p> Special: It costs 2 Wis and 1d4</p><p>Sanity to create an infusion. It costs 2</p><p>Wis and 1 Sanity to consume an infusion. </p><p></p><p></p><p>GAME MASTER ONLY:</p><p></p><p>UNDEAD (Morvrin):</p><p> Morvrin, also known as the “undead”</p><p>are created when the soul of a creature is</p><p>fed to the Shadow of Bukrai. This can be</p><p>done willingly, which results in an</p><p>amorvrin (free-willed undead) or</p><p>unwillingly, which results in a</p><p>gulmorvrin. Creatures slain by morvrin</p><p>rise as morvrin of the same type as that</p><p>which killed them. They rise, whether</p><p>buried or not, in a number of rounds</p><p>equal to their Charisma mod in life; this</p><p>represents how long the Shadow can be</p><p>fought off before it wins out and devours</p><p>the soul, reanimating the corpse to live a</p><p>life of eternal torment and horror in</p><p>Morgath’s name.</p><p></p><p>AMORVRIN (Free-Willed Undead)</p><p>Corpse Whisperer (Creature Collection</p><p>II)</p><p>Curst (Monsters of Faerun template)</p><p>Ghost (Monster Manual, use Ghost</p><p>template)</p><p>Lich (Monster Manual, use Lich</p><p>template)</p><p>Night-Touched Controller (Creature</p><p>Collection II)</p><p>Revenant (Monsters of Faerun template)</p><p>Shadow Lord (Creature Collection II)</p><p>Seeker’s Bane (Creature Collection II)</p><p>Shackledeath (Creature Collection II)</p><p>Skull King (Creature Collection II)</p><p>Spectre (Monster Manual)</p><p>Vampire Spawn (KoK: Harvest of</p><p>Darkness, use Least Sharjani template)</p><p>Vampire (use Lesser Sharjani template)</p><p>Vampire Master (use Greater Sharjani</p><p>template)</p><p>Vampire Lord (use Sharjani Lord</p><p>template)</p><p>Wight (Monster Manual)</p><p>Wraith (Monster Manual)</p><p></p><p>GULMORVRIN (Mindless Undead)</p><p>Banedead (Monsters of Faerun)</p><p>Baneguard (Monsters of Faerun)</p><p>Belsameth Spider template (Creature</p><p>Collection II)</p><p>Bodak (Monster Manual)</p><p>Blood Zombie (Creature Collection II)</p><p>Bonebat (Monsters of Faerun)</p><p>Bonewing (Creature Collection II)</p><p>Burned One (Creature Collection II)</p><p>Dread Warrior (Monsters of Faerun)</p><p>Ghoul (KoK: Harvest of Darkness, use</p><p>Rhajani pseudo-ghoul template)</p><p>Mist Reaper (Creature Collection II)</p><p>Mohrg (Monster Manual)</p><p>Mummy (Monster Manual)</p><p>Night-Touched Hound (Creature</p><p>Collection II)</p><p>Sand Mummy (Creature Collection II)</p><p>Shadow (Monster Manual)</p><p>Siege Undead (Creature Collection II)</p><p>Skeleton (Monster Manual)</p><p>Tattooed Corpse (Creature collection II)</p><p>Tyrantfog Zombie (Monsters of Faerun)</p><p>Zombie (Monster Manual)</p><p></p><p>UNIQUE DEMONS (By no means an</p><p>exhaustive list)</p><p>Belker: Lord of Mist, The Unseen, The</p><p>All-Enveloping, The Mouth of Smoke</p><p>and Shadow, That Which Rises And</p><p>Consumes, The Strangler Within</p><p>(Monster Manual)</p><p>The Devourer (Monster Manual)</p><p>The Drider (Monster Manual)</p><p>Gibbering Mouther “Many Eyes”</p><p>(Monster Manual)</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 233102, member: 546"] 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 [url]http://www.columbiagames.com[/url] 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. ___________________ 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 ____________________ 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) [/QUOTE]
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