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(ENG) D&D - Hyperborea - Vol. 1 - Player's Manual

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Published by caio.gracco00, 2023-06-13 09:50:57

(ENG) D&D - Hyperborea - Vol. 1 - Player's Manual

(ENG) D&D - Hyperborea - Vol. 1 - Player's Manual

50 HYPERBOREA PALADIN (Fighter Subclass) The paladin is a martial exemplar of the Lawful Good alignment. Whereas others fall into despair or are seduced by the malefic temptations of a decadent world dominated by Chaos, the paladin not only resists but inspires others to do the same. Paladins are paragons of truth, justice, prudence, honour, loyalty, faith, charity, and love; consequent - ly, they are favoured by otherworldly powers of benign and Lawful nature. A champion of the oppressed and abused, the paladin strives to undo the Chaos and evils wrought on Hyper - borea through temperate words and courageous deeds. In rare circumstanc - es, a paladin who falls from grace (typical - ly due to murder, treachery, or consorting with dæmons) may become an exemplar of the Lawful Evil alignment. Such malefic beings are regarded as fell paladins. Whilst some fell paladins are former paladins, others are in - culcated by such abominations. Fell paladins abide a wicked code of Law and honour, and oft are they said to be in league with Thaumagorga. Attribute Requirements: Strength 9, Dexterity 9, Wisdom 9, Charisma 15 Prime Attributes: Strength, Charisma (10% XP bonus if both 16+) Hit Die Type: d10 Alignment: LG (fell paladins: LE) Armour Allowed: Any Shields Allowed: Any Favoured Weapons: Any Saving Throw Modifier: +2 bonus to all saves (see divine protection ability) Starting Money: 3d6×10 gp CLASS ABILITIES DIVINE PROTECTION The paladin’s indomitable spirit and blame - less conduct attract the favour of benign otherworldly forces of Law that provide immunity to natural diseases, a +2 bo - nus to all saving throws, and a +1 AC bonus versus attacks made by Evil creatures. For fell paladins, the fa - vour of malefic otherworldly forces Paladin (Anglo-Saxon)


51 Volume I: Player’s Manual of Law is enjoyed, and the +1 AC bonus is versus attacks made by Good creatures. N.B.: Divine protection does not provide immunity to magical diseases such as lycanthropy. EXTRAORDINARY +8% chance to perform extraordinary feats of strength (see “Chapter 3: Statistics, strength). HEALING HANDS The power to mend wounds and alleviate disease by laying palms on the injured or afflicted. The paladin can restore up to 2 hp per day, per level of experience. The paladin also can cure disease (as the spell) once every seven days. With few exceptions, the paladin will treat allies first. Fell paladins do not have healing hands; rather, they have sapping hands, a touch attack that drains the victim of up to 2 hp per day, per level of experience. Classed Table 26: Paladin Level Experience Points Hit Dice Saving Throw Fighting Ability Turning Ability Casting Ability Spells Cast Per Day L1 L2 L3 1 0 1d10 16 1 — — — — — 2 2,750 2d10 16 2 — — — — — 3 5,500 3d10 15 3 — — — — — 4 11,000 4d10 15 4 — — — — — 5 22,000 5d10 14 5 1 — — — — 6 44,000 6d10 14 6 2 — — — — 7 88,000 7d10 13 7 3 1 1 — — 8 176,000 8d10 13 8 4 2 2 — — 9 352,000 9d10 12 9 5 3 2 1 — 10 528,000 9d10+3 12 10 6 4 2 2 — 11 704,000 9d10+6 11 11 7 5 2 2 1 12 880,000+ 9d10+9 11 12 8 6 2 2 2 individuals (PCs and NPCs) can be drained to –10 hp (death) and monsters to 0 hp (also death). The sapped hit points are transferred to the fell paladin, restoring previously sustained damage. Like paladins, fell paladins also can cure disease (as the spell) once every seven days, but only on themselves. HONOUR To comport oneself to a code of honour extolling strength, skill, stoicism, consistency, fidelity, courage in the face of enemies, clemency towards defeated opponents, largess towards dependents, hospitality to associates and superiors, and a willingness to protect the weak. A paladin must never commit murder, perpetrate a felony, or utilize poison. A paladin must oppose tyranny, despotism, cruelty, dæmonism, and other forms of Evil. Failure to adhere to these precepts is grounds for penalization by the referee, possibly including experience point reduction, denial of all supernatural abilities, or level loss. In the worst cases (murder, damning innocents, relations with dæmons, etc.) a paladin can metamorphose, embracing the wickedness of abomination and ultimately transforming into a fell paladin. Such beings become honour-bound paragons of the Lawful Evil alignment. HORSEMANSHIP Trained in mounted combat from their earliest youth, paladins can fight from the saddle, urge their mounts to nimble feats on the battlefield, and engage in close-ordered charges. Depending on geography and background, this skill may apply to camels. SENSE EVIL Perspicacity to Evil most palpable—the nearby presence of a purely Evil sorcerer, undead, dæmons, and other unclean spirits. Particularly strong emanations, such as from a malign artefact or dominion of Evil, may eclipse lesser sensations. Note that this ability will not discern if another character is of Evil alignment unless the subject is about to commit a most vile act or is of a pure and intense Evil (e.g., empowered by dæmons; too, necromancers, witches, and certain priests might qualify, per referee discretion). In any case, the paladin must stop and concentrate, sensing in a 60-foot range (cf. the spell, detect evil). Fell paladins sense similarly, detecting kindred powers. VALIANT RESOLVE Immune to the effects of magically induced fear. WEAPON MASTERY Mastery of two weapons (+1 “to hit” and +1 damage). Additional weapons may be mastered at 4th, 8th, and 12th levels. As noted in Chapter 6: Equipment, the attack rate for melee weapons and the rates of fire for most missile weapons improve through weapon mastery. For more information on weapon mastery, see Chapter 9: Combat, weapon skill. RIGHTEOUS WRATH At 3rd level, when delivering a charge attack (mounted or afoot) against an Evil foe, paladins gain a damage bonus equal to their level of experience (replacing the +2 damage bonus normally associated with charge attacks; –2 AC penalty applies). When mounted, this bonus is in addition to the double damage inflicted by a lance. For fell paladins, this ability is against Good foes. 4


52 HYPERBOREA SACRED MOUNT At 5th level or later, receive a vision and thus learn the location of an extraordinary mount. This thewy, wild stallion is of keen senses and great resolve. The mount must be quested after, lassoed, and trained. This equine is a heavy warhorse of superior health and exceptional wisdom (maximum hit points, 12 morale). This benison can be realized but once per year at most. At 10th level, the paladin may seek the fabled pegasus, and a fell paladin can quest for a nightmare (both maximum hit points, 12 morale). TURN UNDEAD At 5th level, exert control over the undead, causing them to flee and/or cower. Refer to Table 13 at the cleric class entry. At 5th level the paladin has 1st-level turning ability (TA 1); at 6th level, TA 2; and so on. The paladin must stand before the undead and speak boldly a commandment of faith and/or Law, displaying a holy symbol (or Lawful crest) whilst so doing. This ability can be used once per day per TA; other rules and restrictions are noted in the cleric class ability of turn undead. Conversely, fell paladins can command undead on a successful turn undead check. For more information, refer to evil command of undead in the turn undead cleric class ability. ENLIST HENCHMEN At 6th level, a paladin may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. MELEE EXPERT At 7th level, a paladin’s standard melee attack rate improves from 1/1 to 3/2. Note that weapon mastery can further increase attack rate. SCROLL USE At 7th level, decipher and invoke scrolls with spells that are included in the Cleric Spell List (see Chapter 7: Sorcery, Table 99), unless the scroll was created by a thaumaturgical sorcerer (one who casts magician or magician subclass spells). SORCERY At 7th level, paladins gain the ability to cast spells drawn from the Cleric Spell List (see Chapter 7: Sorcery, Table 99). These spells are learnt through prayer, study of scripture, or communion with otherworldly beings associated with Lawful Good; conversely, fell paladins commune with otherworldly beings associated with Lawful Evil. Spell memorization involves prayer, meditation, incantations, and the study and recitation of scriptures dedicated to the tenets of Law. The number and levels of spells cast per day are charted above (see Table 26), though paladins of high wisdom gain bonus spells cast per day (see Chapter 3: Statistics, wisdom). For example, a 9th-level paladin with 13 wisdom can cast three level 1 spells and one level 2 spell per day. The paladin develops a level 1 cleric spell at 7th level, and one new spell at each level gain thereafter. The schedule is as follows: 7th level: ×1 level 1 cleric spell 8th level: ×1 level 1 cleric spell 9th level: ×1 level 2 cleric spell 10th level: ×1 level 2 cleric spell 11th level: ×1 level 3 cleric spell 12th level: ×1 level 3 cleric spell There is no need of a qualification roll. The paladin cannot learn additional spells beyond those acquired during level training. Note that a 7th-level paladin has 1st-level casting ability (CA 1) and progresses accordingly. LORDSHIP At 9th level, a paladin who builds or assumes control of a stronghold becomes a lord and is eligible to attract troops. More information is presented in Appendix B. PALADIN’S STARTING PACK To expedite the character creation process, your paladin may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on armour, weapons, and gear. N.B.: Using this starting pack may impact weapon mastery choice. Scale mail, large shield, dagger, footman’s mace, long sword, backpack, wooden holy symbol, soft leather pouch, iron rations (1 week), tinderbox, torches ×2, wineskin (full), and 1d4+1 gold pieces.


53 Volume I: Player’s Manual PALADIN’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level paladins. Fighting ability (FA) improves every level, so at 2nd level a paladin needs a modified 18 roll to hit AC 0, and so forth. Table 27: Paladin’s Initial Combat Matrix (FA 1) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 4


54 HYPERBOREA RANGER (Fighter Subclass) The ranger protects the borderlands of civilization, infiltrates savage frontiers, and vanquishes the otherworldly monsters and alien beings that debauch Hyperborea. A ranger might be a grim-faced frontiersman patrolling the marches of civilized lands; a fearless raider, waging a war of ambush and disruption behind enemy lines; or perhaps a disenfranchised wanderer who roams vast wastelands, hunting down extra-dimen - sional entities whose aims are incongruent with mankind’s survival. Rangers can un - erringly guide others through the lonely wilds, traversing unseen even the most guarded and hostile of territories; too, in the wilds they can learn to dabble in the clandestine sorcery of tribal shamans. Rangers are doughty warriors who are versed in the secrets of the wilderness and the countless horrors it harbours. Attribute Requirements: Strength 9, Dexterity 9, Intelligence 9, Wisdom 9 Prime Attributes: Strength, Wisdom (10% XP bonus if both 16+) Hit Die Type: d10 Alignment: LG, CG, N Armour Allowed: Any Shields Allowed: Any Favoured Weapons: Any Saving Throw Bonus: Death +2, Transformation +2 Starting Money: 3d6×10 gp CLASS ABILITIES ALERTNESS Reduces by one (−1) on a d6 roll the party’s chance to be surprized. AMBUSHER When traversing the wilds alone or with others of like ability, the ranger’s base surprize chance increases by one (+1) on a d6 roll. Further - more, when outdoors, even an untrained party’s chance to surprize increases by one (+1) if the ranger posi - tions and prepares them accordingly. Ranger (Carolingian Frank)


55 Volume I: Player’s Manual Table 28: Ranger Level Experience Points Hit Dice Saving Throw Fighting Ability Casting Ability Druid Spells Cast Per Day Magician Spells Cast Per Day L1 L2 L3 L1 L2 L3 1 0 1d10 16 1 — — — — — — — 2 2,250 2d10 16 2 — — — — — — — 3 4,500 3d10 15 3 — — — — — — — 4 9,000 4d10 15 4 — — — — — — — 5 18,000 5d10 14 5 — — — — — — — 6 36,000 6d10 14 6 — — — — — — — 7 72,000 7d10 13 7 1 1 — — — — — 8 144,000 8d10 13 8 2 1 — — 1 — — 9 288,000 9d10 12 9 3 1 1 — 1 — — 10 432,000 9d10+3 12 10 4 1 1 — 1 1 — 11 576,000 9d10+6 11 11 5 1 1 1 1 1 — 12 720,000+ 9d10+9 11 12 6 1 1 1 1 1 1 CLIMB To ascend or descend sheer cliffs or walls without need of climbing gear, if lightly armoured or unarmoured, as a thief of equal level (see Table 16). Chancein-twelve reduced by 4 if wearing medium armour; impossible in heavy armour. If vertical, the surface must be rough or cracked. At least one check must be made per 100 feet of climbing. Failure indicates the climber has slipped and fallen at about the midpoint of the check. DISCERN NOISE Unusually perceptive, detecting the faintest sounds. The ranger can discern noise as a thief of equal level (see Table 16). Six rounds (one minute) of concentrated listening are required. EXTRAORDINARY +8% chance to perform extraordinary feats of strength (see Chapter 3: Statistics, strength). HIDE If lightly armoured or unarmoured, able to hide outdoors (wilderness) as a thief of equal level (see Table 16), lurking behind bushes, rocks, trees, and the like. Chance-in-twelve reduced by 4 if wearing medium armour; impossible in heavy armour. A ranger can employ camouflage or remain perfectly still whilst flattened to the ground. Only the slightest movement is permissible (e.g., unsheathing a blade, opening a pouch). Hiding is impossible in direct sunlight, or if the ranger is observed. In non-wilderness areas (e.g., cities, dungeons), the chance-in-twelve is decreased by 2. MOVE SILENTLY To stalk like a panther, moving with preternatural quiet, comparable to a thief of equal level (see Table 16), if the ranger is lightly armoured or unarmoured. Chance-in-twelve reduced by 4 if wearing medium armour; impossible in heavy armour. This skill is executed at half the ranger’s normal movement rate. OTHERWORLDLY ENEMIES From their earliest training (typically aged 10–12), rangers are awakened to the terrible knowledge of malevolent alien beings and the nameless horrors they represent. Through painstaking instruction and supernatural insight rangers can cognize the most effective means to harm the otherworldly. Rangers become uncannily perspicacious to these creatures; consequently, they inflict +1 hp damage per level of experience versus the abominations that are categorized as “otherworldly.” TRACK To stalk prey, tracing physical signs and discerning subtle clues. A ranger can track at the below suggested probabilities: Wilderness: A base 10-in-12 chance to find, identify, and follow fresh tracks outdoors or in natural caverns. Non-Wilderness: A base 3-in-12 chance to discern tracks in a dungeon, castle, city street, or like setting. Furthermore, the ranger can identify in general terms the species tracked if it is a known animal type (e.g., a large feline, a heavy bovine, a small canine). N.B.: The referee may adjust the chance-in-twelve to track based on prevailing circumstances. TRACK CONCEALMENT In the wilderness, obscure the tracks of a number of companions equal to the ranger’s level of experience; however, maximum speed is restricted to half the ranger’s normal movement rate (MV). TRAVERSE OVERGROWTH Negotiate natural overgrowth (e.g., briars, brush, tangles, thorns, vines) at normal movement rate (MV), without leaving a discernible trail (if so desired). The ranger cannot perform this skill wearing heavy armour. 4


56 HYPERBOREA WEAPON MASTERY Mastery of two weapons (+1 “to hit” and +1 damage). Additional weapons may be mastered at 4th, 8th, and 12th levels. As noted in Chapter 6: Equipment, the attack rate for melee weapons and the rates of fire for most missile weapons improve through weapon mastery. For more information on weapon mastery, see Chapter 9: Combat, weapon skill. WILDERNESS SURVIVAL Hunting, trapping, fishing, boating, shelter building, fire building (including tribal smoke signals), logging, woodworking, raft building, and so on. These tasks are performed without need of a check; they are simply the ranger’s province. Under adverse conditions, the referee may assign a reasonable probability of success. Whether a chance of failure applies is at the discretion of the referee, as reflected by the prevailing conditions and abilities of the ranger. ENLIST HENCHMEN At 6th level, a ranger may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. MELEE EXPERT At 7th level, a ranger’s standard melee attack rate improves from 1/1 to 3/2. Note that weapon mastery can further increase attack rate. SCROLL USE At 7th level, decipher and invoke ecclesiastical scroll spells from the Druid Spell List, and at 8th level, decipher and invoke thaumaturgical scroll spells from the Magician Spell List (see Chapter 7: Sorcery, Table 100 and Table 93). SORCERY At 7th level, the ranger develops the ability to cast spells as a shaman, practicing the ecclesiastical sorcery of druids and the thaumaturgical sorcery of magicians. The number and levels of spells cast per day are charted above (see Table 28), though rangers of high intelligence and/or wisdom gain bonus spells cast per day (see Chapter 3: Statistics, intelligence and wisdom). For example, a 9th-level ranger with 13 wisdom and 10 intelligence can cast two level 1 druid spells, one level 2 druid spell, and one level 1 magician spell per day. The ranger’s spells are drawn from the Magician Spell List and the Druid Spell List (see Chapter 7: Sorcery, Table 93 and Table 100). Druid spells are granted by animistic and elemental spirits, and magician spells are memorized from rune-etched stone tablets, bark sheets, or animal skins; such media functioning as the ranger’s spell book, as it were. At 7th level, the ranger cultivates a level 1 druid spell; at 8th level, a level 1 magician spell. The ranger develops one new spell each level gain thereafter. The schedule is as follows: 7th level: ×1 level 1 druid spell 8th level: ×1 level 1 magician spell 9th level: ×1 level 2 druid spell 10th level: ×1 level 2 magician spell 11th level: ×1 level 3 druid spell 12th level: ×1 level 3 magician spell Spells are gained automatically, with no need of qualification rolls. The ranger cannot learn additional spells beyond those developed during level training. Note that a 7th-level ranger has 1st-level casting ability (CA 1) and progresses accordingly. LORDSHIP At 9th level, a ranger who builds or assumes control of a wilderness fortress becomes a lord and is eligible to attract troops. More information is presented in Appendix B. RANGER’S STARTING PACK To expedite the character creation process, your ranger may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on armour, weapons, and gear. N.B.: Using this starting pack may impact weapon mastery choice. Studded armour, dagger, long sword, longbow, arrows ×12, arrow quiver, backpack, bandages, winter blanket, standard rations (1 week), hemp rope (50-ft.), large sack, torches ×3, wineskin (full), and 1d4+1 gold pieces. RANGER’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level rangers. Fighting ability (FA) improves every level, so at 2nd level a ranger needs a modified 18 roll to hit AC 0, and so forth. Table 29: Ranger’s Initial Combat Matrix (FA 1) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28


57 Volume I: Player’s Manual WARLOCK (Fighter Subclass) A warlock is a swordsman and a sorcerer, an armour-clad warrior who wields the steel of a fighter and weaves the sorcery of a magician. Such an individual might repre - sent a clandestine order of warrior-wizards; or maybe a failed magician’s apprentice fallen into the life of a soldier, mercenary, or reaver; or perhaps a young fighter secretly tutored by a shunned hedge wiz - ard. Some warlocks practice the sorcery of cry - omancers; these are referred to as ice lords. Others practice the sorcery of pyromancers; these are referred to as fire lords. But perhaps the most feared and reviled of warlocks are those who practice the black arts of necromancy; these are referred to as death soldiers—many of whom supplicate the Dæmon Lord, Thaumagorga. Regardless, the fusion of swords - man and sorcerer establishes the warlock as amongst the most potent beings to tread the jeweled cities and forgotten wastes of Hyperborea. Attribute Requirements: Strength 12, Intelli - gence 12 (plus wisdom 12 for death soldiers, fire lords, and ice lords) Prime Attributes: Strength, Intelligence (10% XP bonus if both 16+) Hit Die Type: d8 Alignment: Any (death soldiers: N, LE, CE) (fire lords: CG, N, CE) (ice lords: LG, N, LE) Armour Allowed: Light, Medium Shields Allowed: Any Favoured Weapons: Any Saving Throw Modifiers: Transformation +2, Sorcery +2 Starting Money: 3d6×10 gp CLASS ABILITIES EXTRAORDINARY +8% chance to perform extraordi - nary feats of strength (see Chap - ter 3: Statistics, strength). MAGIC ITEM USE Can utilize magic items normally restricted to magicians. READ MAGIC The ability to decipher unintelligible magi - cal inscriptions or symbols placed on weap - ons, armour, items, doors, walls, and other media by means of the sorcerer mark spell or other like methods. Warlock (Ixian)


58 HYPERBOREA Table 30: Warlock Level Experience Points Hit Dice Saving Throw Fighting Ability Casting Ability Spells Cast Per Day L1 L2 L3 1 0 1d8 16 1 1 1 — — 2 3,000 2d8 16 2 2 1 — — 3 6,000 3d8 15 3 3 1 1 — 4 12,000 4d8 15 4 4 1 1 — 5 24,000 5d8 14 5 5 1 1 1 6 48,000 6d8 14 6 6 1 1 1 7 96,000 7d8 13 7 7 2 1 1 8 192,000 8d8 13 8 8 2 2 1 9 384,000 9d8 12 9 9 2 2 2 10 576,000 9d8+2 12 10 10 3 2 2 11 768,000 9d8+4 11 11 11 3 3 2 12 960,000+ 9d8+6 11 12 12 3 3 3 SCROLL USE To decipher and invoke scroll scrolls with spells that are included in the warlock’s chosen school of sorcery: magician, cryomancer, necromancer, or pyromancer (see Chapter 7: Sorcery, Table 93, 94, 96, or 97), unless the scroll was created by an ecclesiastical sorcerer (one who casts cleric or druid spells). SCROLL WRITING To scribe a known spell onto a scroll, creating a single-use magical device at a cost of 500 gp + 100 gp per spell level. Materials may include the finest vellum, paper, or papyrus; a fresh quill; and sorcerer’s ink, such as sepia. This involved process requires one week per spell level. SORCERY Warlocks cast spells that they memorize from arcane tomes. At character creation, the player must select which school of magic his or her warlock practices: that of the magician, cryoWARLOCK’S STARTING PACK To expedite the character creation process, your warlock may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on armour, weapons, and gear. N.B.: Using this starting pack may impact weapon mastery choice. Scale mail, battle axe, light crossbow, light bolts ×20, backpack, bandages, bolt case, ink and quill, soft leather pouch, iron rations (1 week), hemp rope (50-ft.), tinderbox, torches ×2, wineskin (full), spell book, and 1d4+1 gold pieces. mancer, necromancer, or pyromancer. This decision is irrevocable. The number and levels of spells cast per day are charted above (see Table 30), though warlocks of high intelligence gain bonus spells cast per day (see Chapter 3: Statistics, intelligence). For example, a 4th-level warlock with 13 intelligence can cast two level 1 spells and one level 2 spell per day. A warlock begins with a spell book that contains one level 1 spell selected from the Magician-, Cryomancer-, Necromancer-, or Pyromancer Spell List (see Chapter 7, Table 93, 94, 96, or 97), depending on which school of sorcery was selected at character creation. Through personal research, the warlock develops one new spell at each level gain; each is learnt automatically, with no need of a qualification roll, but it must be of a castable level (see Table 30 above). Initial no. of spells known: ×1 No. of spells gained per level: ×1 Additional spells may be learnt outside of level training, but the process is more arduous (see Chapter 7: Sorcery, acquiring new spells). WEAPON MASTERY Mastery of two weapons (+1 “to hit” and +1 damage). Additional weapons may be mastered at 4th, 8th, and 12th levels. As noted in Chapter 6: Equipment, the attack rate for melee weapons and the rates of fire for most missile weapons improve through weapon mastery. For more information on weapon mastery, see Chapter 9: Combat, weapon skill. ENLIST HENCHMEN At 6th level, a warlock may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. MELEE EXPERT At 7th level, a warlock’s standard melee attack rate improves from 1/1 to 3/2. Note that weapon mastery can further increase attack rate. LORDSHIP At 9th level, a warlock who builds or assumes control of a stronghold becomes a lord and is eligible to attract troops. More information is presented in Appendix B.


59 Volume I: Player’s Manual WARLOCK’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level warlocks. Fighting ability (FA) improves every level, so at 2nd level a warlock needs a modified 18 roll to hit AC 0, and so forth. Table 31: Warlock’s Initial Combat Matrix (FA 1) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 4


60 HYPERBOREA CRYOMANCER (Magician Subclass) The cryomancer is a sorcerer who manipulates snow, ice, and boreal winds. Through arcane studies and pacts made with glacial spirits, the cryomancer develops a spell book similar to that of a magician. A cryomancer may be a guild magician of an esoteric branch or an adherent of a secret society. Of the latter, some sects seek to unlock the genius of a cabal of sorcerer-priests who, in immemorial times, dwelt in a floating citadel of ice that housed their dread god, “The Ashen Worm.” Cryomancers garb them - selves in coloured robes revealing their personal ethos: Lawful Good cryomancers don pale blue robes trimmed with white and silver; Lawful Evil cryomancers wear pale grey robes trimmed with white and silver; and Neutral cryomancers vest themselves in white robes trimmed with pale blue and silver. Regardless of ethos, most cryo - mancers believe Hyperborea’s great glaciers will cleanse the realm of Chaos and usher in a new age of Law. Attribute Requirements: Intelligence 9, Wisdom 9 Prime Attributes: Intelligence, Wisdom (10% XP bonus if both 16+) Hit Die Type: d4 Alignment: LG, N, LE Armour Allowed: None Shields Allowed: None Favoured Weapons: Axe (hand), dagger, dart, pick (horseman’s), quarterstaff, spear (short) Saving Throw Modifiers: Device +2, Sorcery +2 Starting Money: 3d6×10 gp CLASS ABILITIES ALCHEMY To practice the sorcery-science of alchemy. Apprentice cryomancers learn how to identify potions by taste alone; albeit the practice is not always safe. At 7th level, a cryomancer may concoct potions with the assistance of an alchemist. By 11th level, the assistance of an alchemist is no longer required. For more information, refer to Chapter 7: Sorcery, alchemy . FIRE/HEAT VULNERABILITY −2 penalty to saving throws versus fire- and heat-related effects. ICE/COLD AFFINITY +2 bonus to saving throws versus ice- and cold-related effects, cumulative with the cold resistance spell. Cryomancer (Hyperborean)


61 Volume I: Player’s Manual Table 32: Cryomancer Level Experience Points Hit Dice Saving Throw Fighting Ability Casting Ability Spells Cast Per Day L1 L2 L3 L4 L5 L6 1 0 1d4 16 0 1 1 — — — — — 2 2,500 2d4 16 0 2 2 — — — — — 3 5,000 3d4 15 1 3 2 1 — — — — 4 10,000 4d4 15 1 4 3 2 — — — — 5 20,000 5d4 14 2 5 3 2 1 — — — 6 40,000 6d4 14 2 6 4 3 2 — — — 7 80,000 7d4 13 3 7 4 3 2 1 — — 8 160,000 8d4 13 3 8 4 4 3 2 — — 9 320,000 9d4 12 4 9 5 4 3 2 1 — 10 480,000 9d4+1 12 4 10 5 4 4 3 2 — 11 640,000 9d4+2 11 5 11 5 5 4 3 2 1 12 800,000+ 9d4+3 11 5 12 5 5 4 4 3 2 ICICLE Once per day per level of experience, evoke a 12-inch icicle to rise from a loosely clenched fist. It glows violet, shedding light in a 15-foot radius. An icicle can function as a single-use dagger (melee or missile); otherwise, it lasts 6 turns (1 hour) before crumbling or melting. READ MAGIC The ability to decipher unintelligible magical inscriptions or symbols placed on weapons, armour, items, doors, walls, and other media by means of the sorcerer mark spell or other like methods. SCROLL USE To decipher and invoke scrolls with spells that are included in the Cryomancer Spell List (see Chapter 7: Sorcery, Table 94), unless the scroll was created by an ecclesiastical sorcerer (one who casts cleric or druid spells). SCROLL WRITING To scribe a known spell onto a scroll, creating a single-use magical device at a cost of 500 gp + 100 gp per spell level. Materials may include the finest vellum, paper, or papyrus; a fresh quill; and sorcerer’s ink, such as sepia. This involved process requires one week per spell level. SORCERY Cryomancers casts spells that they memorize from arcane tomes. They also gain favour from glacial spirits. The number and levels of spells cast per day are charted above (see Table 32), though cryomancers of high intelligence gain bonus spells cast per day (see Chapter 3: Statistics, intelligence). For example, a 4th-level cryomancer with 13 intelligence can cast four level 1 spells and two level 2 spells per day. The cryomancer begins with a spell book that contains three level 1 spells drawn from the Cryomancer Spell List (see Chapter 7: Sorcery, Table 94). Through personal research, the patronage of elemental powers, and perhaps “The Ashen Worm” itself, cryomancers develop one new spell at each level gain; this spell is learnt automatically, with no need of a qualification roll, but it must be of a castable level (see Table 32 above). Initial no. of spells known: ×3 No. of spells gained per level: ×1 Additional spells may be learnt outside of level training, but the process is more arduous (see Chapter 7: Sorcery, acquiring new spells). NEW WEAPON SKILL At 4th, 8th, and 12th levels, become skilled in a new weapon that is not included in the favoured weapons list (noted above). This new proficiency is dependent upon training and practice (see Chapter 9: Combat, weapon skill). ENLIST HENCHMEN At 6th level, a cryomancer may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. LORDSHIP At 9th level, a cryomancer who builds or assumes control of a stronghold becomes a lord and is eligible to attract troops. More information is presented in Appendix B. CRYOMANCER’S STARTING PACK To expedite the character creation process, your cryomancer may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on weapons and gear. Hand axes ×2, silver dagger, short spear, backpack, bandages, winter blanket, beeswax candles ×3, chalk (piece), crampons, small hammer, ink and quill, bull’s-eye lantern, lamp oil ×2, parchment ×3, hard leather pouch, soft leather pouch, iron rations (1 week), silk rope (50-ft.), large sack, iron spikes ×12, tinderbox, wineskin (full), writing stick, spell book, and 1d4+1 gold pieces. 4


62 HYPERBOREA CRYOMANCER’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level cryomancers. Fighting ability (FA) improves every odd level, so at 3rd level a cryomancer needs a modified 19 roll to hit AC 0, and so forth. Table 33: Cryomancer’s Initial Combat Matrix (FA 0) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29


63 Volume I: Player’s Manual ILLUSIONIST (Magician Subclass) The illusionist is a magician who specializes in illusions, phantasms, hypnosis, and other sorceries that distort or modify perceptions and attitudes. Too, the illusionist can manipulate and transform light, colours, and shadows into quasi-real matter. Like other magicians, the illusionist studies arcane tomes and scripts, though these weird, curvilinear texts are near - ly indecipherable to most other magicians. Illusionists might learn their unique form of sorcery from an eso - teric branch of a magicians’ guild, though some are said to have sought erudition from an eccentric master who is reputed to gird his abode atop Mount Vhuurmithadon with layers of perception-warping phantasms. Regard - less, the illusionist’s sorcery involves strange incanta - tions and peculiar gesticulations. Even amongst other magicians, the illusionist oft is considered an eccentric. Attribute Requirements: Dexterity 9, Intelligence 9 Prime Attributes: Dexterity, Intelligence (10% XP bonus if both 16+) Hit Die Type: d4 Alignment: Any Armour Allowed: None Shields Allowed: None Favoured Weapons: Dagger, dart, quarterstaff, sling Saving Throw Modifiers: Device +2, Sorcery +2 Starting Money: 3d6×10 gp CLASS ABILITIES ALCHEMY To practice the sorcery-science of alchemy. Apprentice illusionists learn how to identify potions by taste alone; albeit the practice is not always safe. At 7th level, an illusionist may concoct po - tions with the assistance of an alchemist. By 11th level, the assistance of an alchemist is no longer required. For more information, refer to Chapter 7: Sorcery, alchemy . COLOURED GLOBE Once per day per level of experience, evoke a 6-inch diameter coloured globe to rise from the open palm and float within 10 feet, as directed by the illusionist. A coloured globe glows any pastel colour as chosen by the illusionist, shed - ding light in a 10-foot radius. It lasts 6 turns (1 hour) with no need of concentration. Mul - tiple coloured globes can be simultane - ously controlled if so desired. Illusionist (Lemurian)


64 HYPERBOREA Table 34: Illusionist Level Experience Points Hit Dice Saving Throw Fighting Ability Casting Ability Spells Cast Per Day L1 L2 L3 L4 L5 L6 1 0 1d4 16 0 1 1 — — — — — 2 2,500 2d4 16 0 2 2 — — — — — 3 5,000 3d4 15 1 3 2 1 — — — — 4 10,000 4d4 15 1 4 3 2 — — — — 5 20,000 5d4 14 2 5 3 2 1 — — — 6 40,000 6d4 14 2 6 4 3 2 — — — 7 80,000 7d4 13 3 7 4 3 2 1 — — 8 160,000 8d4 13 3 8 4 4 3 2 — — 9 320,000 9d4 12 4 9 5 4 3 2 1 — 10 480,000 9d4+1 12 4 10 5 4 4 3 2 — 11 640,000 9d4+2 11 5 11 5 5 4 3 2 1 12 800,000+ 9d4+3 11 5 12 5 5 4 4 3 2 EXTRAORDINARY +8% chance to perform extraordinary feats of dexterity (see Chapter 3: Statistics, dexterity). PERCEIVE ILLUSION +2 bonus to saving throws versus illusions and phantasms. If the illusion is that of a sorcerer 3 or more levels lower than the illusionist, then the saving throw bonus is instead equal to the level difference (e.g., a 7th-level illusionist met by the phantasm spell of a 3rd-level bard gains a +4 saving throw bonus). READ MAGIC The ability to decipher unintelligible magical inscriptions or symbols placed on weapons, armour, items, doors, walls, and other media by means of the sorcerer mark spell or other like methods. SCROLL USE To decipher and invoke scrolls with spells that are included in the Illusionist Spell List (see Chapter 7: Sorcery, Table 95), unless the scroll was created by an ecclesiastical sorcerer (one who casts cleric or druid spells). SCROLL WRITING To scribe a known spell onto a scroll, creating a single-use magical device at a cost of 500 gp + 100 gp per spell level. Materials may include the finest vellum, paper, or papyrus; a fresh quill; and sorcerer’s ink, such as sepia. This involved process requires one week per spell level. SORCERY Illusionists cast spells that they memorize from arcane tomes. They also channel strange energies from darkness, light, and sound. The number and levels of spells cast per day are charted above (see Table 34), though illusionists of high intelligence gain bonus spells cast per day (see Chapter 3: Statistics, intelligence). For example, a 4th-level illusionist with 13 intelligence can cast four level 1 spells and two level 2 spells per day. The illusionist begins with a spell book that contains three level 1 spells drawn from the Illusionist Spell List (see Chapter 7: Sorcery, Table 95). Through personal research, illusionists develop one new spell at each level gain; this spell is learnt automatically, with no need of a qualification roll, but it must be of a castable level (see Table 34 above). Initial no. of spells known: ×3 No. of spells gained per level: ×1 Additional spells may be learnt outside of level training, but the process is more arduous (see Chapter 7: Sorcery, acquiring new spells). VIZARD A cantrap to alter one’s countenance by means of a simple illusion. Chin, ears, eyes, hair, lips, nose, teeth, and all such facial features can be altered, including shape, colour, thickness, blemishes, and so forth. The illusionist must touch his or her face for one round (10 seconds) and imagine the desired features. The vizard is only detectable if a viewer peers closely (within 12 inches of face) or casts detect phantasm. Otherwise, the effect lasts for 1 turn (10 minutes) and may be executed once per day from 1st to 6th level, twice per day from 7th to 12th level. Regardless of level, any illusionist can see through another illusionist’s vizard. NEW WEAPON SKILL At 4th, 8th, and 12th levels, become skilled in a new weapon that is not included in the favoured weapons list (noted above). This new proficiency is dependent upon training and practice (see Chapter 9: Combat, weapon skill). ENLIST HENCHMEN At 6th level, an illusionist may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. LORDSHIP At 9th level, an illusionist who builds or assumes control of a stronghold becomes a lord and is eligible to attract troops. More information is presented in Appendix B.


65 Volume I: Player’s Manual ILLUSIONIST’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level illusionists. Fighting ability (FA) improves every odd level, so at 3rd level an illusionist needs a modified 19 roll to hit AC 0, and so forth. Table 35: Illusionist’s Initial Combat Matrix (FA 0) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 ILLUSIONIST’S STARTING PACK To expedite the character creation process, your illusionist may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on weapons and gear. Silver dagger, quarterstaff, sling, bullets ×20, backpack, bandages, winter blanket, chalk (piece), ink and quill, hooded lantern, silver mirror, lamp oil ×2, parchment ×3, soft leather pouch, iron rations (1 week), silk rope (50-ft.), small sack, tinderbox, wineskin (full), writing stick, spell book, and 1d4+1 gold pieces. k k 4


66 HYPERBOREA NECROMANCER (Magician Subclass) Necromancers are odious sor - cerers that contact, summon, and control the dead. A necro - mancer might be a magician’s apprentice who has renounced traditional learning in favour of black magic, or perhaps a deranged sorcerer obsessed with death, dæmonology, and witchcræft. Like most magicians, necromancers study ancient tomes and invoke the el - dritch power of nether realms, but theirs is a forbidden craft filled with terrible pacts and damnable offenses. Some necromancers are reputed to supplicate dæmons and other wicked powers of Un - derborea, the outer planets, and strange, unmoored moons; ergo, it is not unusual for a necromancer to be referred to as a death priest. Of all the sorcerers in Hyperborea, the necromancer is amongst the most feared and loathed, particularly the scions of the fabled Isle of IX. Indeed, where the necromancer walks, folk are wise to accord an ample berth. Attribute Requirements: Intelligence 9, Wisdom 9 Prime Attributes: Intelligence, Wisdom (10% XP bonus if both 16+) Hit Die Type: d4 Alignment: N, LE, CE Armour Allowed: None Shields Allowed: None Favoured Weapons: Dagger, dart, quarterstaff, sickle, sling, whip Saving Throw Modifiers: Death +2, Sorcery +2 Starting Money: 3d6×10 gp CLASS ABILITIES ALCHEMY To practice the sorcery-science of alchemy. Apprentice necromancers learn how to identi - fy potions by taste alone; albeit the practice is not always safe. At 7th level, a necromancer may concoct potions and/or poisons with the assistance of an alchemist. By 11th level, the assistance of an alchemist is no longer required. For more information, refer to Chapter 7: Sorcery, alchemy . Necromancer (Amazon)


67 Volume I: Player’s Manual Table 36: Necromancer Level Experience Points Hit Dice Saving Throw Fighting Ability Turning Ability Casting Ability Spells Cast Per Day L1 L2 L3 L4 L5 L6 1 0 1d4 16 0 — 1 1 — — — — — 2 2,500 2d4 16 0 — 2 2 — — — — — 3 5,000 3d4 15 1 1 3 2 1 — — — — 4 10,000 4d4 15 1 2 4 3 2 — — — — 5 20,000 5d4 14 2 3 5 3 2 1 — — — 6 40,000 6d4 14 2 4 6 4 3 2 — — — 7 80,000 7d4 13 3 5 7 4 3 2 1 — — 8 160,000 8d4 13 3 6 8 4 4 3 2 — — 9 320,000 9d4 12 4 7 9 5 4 3 2 1 — 10 480,000 9d4+1 12 4 8 10 5 4 4 3 2 — 11 640,000 9d4+2 11 5 9 11 5 5 4 3 2 1 12 800,000+ 9d4+3 11 5 10 12 5 5 4 4 3 2 READ MAGIC The ability to decipher unintelligible magical inscriptions or symbols placed on weapons, armour, items, doors, walls, and other media by means of the sorcerer mark spell or other like methods. SCROLL USE To decipher and invoke scrolls with spells that are included in the Necromancer Spell List (see Chapter 7: Sorcery, Table 96), unless the scroll was created by an ecclesiastical sorcerer (one who casts cleric or druid spells). SCROLL WRITING To scribe a known spell onto a scroll, creating a single-use magical device at a cost of 500 gp + 100 gp per spell level. Materials may include the finest vellum, paper, or papyrus; a fresh quill; and sorcerer’s ink, such as sepia. This involved process requires one week per spell level. SORCERY Necromancers cast spells that they memorize from arcane tomes; they also gain divine favour from dæmons, netherworldly beings, and ineffable powers. The number and levels of spells cast per day are charted above (see Table 36), though necromancers of high intelligence gain bonus spells cast per day (see Chapter 3: Statistics, intelligence). For example, a 4th-level necromancer with 13 intelligence can cast four level 1 spells and two level 2 spells per day. The necromancer begins with a spell book that contains three level 1 spells drawn from the Necromancer Spell List (see Chapter 7: Sorcery, Table 96). Through personal research and unspeakable pacts, necromancers develop one new spell at each level gain; this spell is learnt automatically, with no need of a qualification roll, but it must be of a castable level (see Table 36 above). Initial no. of spells known: ×3 No. of spells gained per level: ×1 Additional spells may be learnt outside of level training, but the process is more arduous (see Chapter 7: Sorcery, acquiring new spells). COMMAND UNDEAD At 3rd level, cause undead to submit and serve. Refer to the cleric class and Table 13 for rules regarding turn undead, with special attention given to evil command of undead. At 3rd level, a necromancer has 1st-level turning ability (TA 1). Like the cleric, the necromancer must stand before the undead, within 30 feet, and speak boldly a malefic commandment, whilst displaying a holy symbol (or a necromantic symbol/glyph of death). All other rules and restrictions can be found at the cleric’s aforementioned turn undead ability. NEW WEAPON SKILL At 4th, 8th, and 12th levels, become skilled in a new weapon that is not included in the favoured weapons list (noted above). This new proficiency is dependent upon training and practice (see Chapter 9: Combat, weapon skill). ENLIST HENCHMEN At 6th level, a necromancer may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. LORDSHIP At 9th level, a necromancer who builds or assumes control of a stronghold becomes a lord and is eligible to attract troops. More information is presented in Appendix B. 4


68 HYPERBOREA NECROMANCER’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level necromancers. Fighting ability (FA) improves every odd level, so at 3rd level a necromancer needs a modified 19 roll to hit AC 0, and so forth. Table 37: Necromancer’s Initial Combat Matrix (FA 0) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 NECROMANCER’S STARTING PACK To expedite the character creation process, your necromancer may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on weapons and gear. Sickle, sling, bullets ×20, whip, backpack, winter blanket, chalk (piece), wooden holy symbol, ink and quill, hooded lantern, polished steel mirror, incendiary oil, lamp oil ×2, parchment ×3, hard leather pouch, soft leather pouch, iron rations (1 week), silk rope (50-ft.), small sack, tinderbox, wineskin (full), writing stick, spell book, and 1d4+1 gold pieces. k k


69 Volume I: Player’s Manual PYROMANCER (Magician Subclass) The pyromancer is a sorcerer who masters the control and manipulation of heat and fire. Through arcane studies and pacts made with forces elemen - tal, dæmonic, or otherworldly, the pyromancer develops a spell book similar to that of a magician. Pyromancers may be guild magicians of an esoteric branch, or they might be mem - bers of a secret society whose aims are related to Chaos, fire, destruction, light, rebirth, the sun (Helios), volcanism, and war. Pyromancers garb themselves in robes of colours revealing their personal ethos: Chaotic Good pyromancers don red robes trimmed with orange and yel - low; Chaotic Evil pyromancers wear black robes trimmed with red, orange, and yellow; and Neutral pyromancers vest themselves in green robes trimmed with red, orange, and yellow. Regardless of ethos, most pyromancers believe that fire and destruction will cleanse the realm of its impu - rities and usher in an anarchic age of unrestrained Chaos. Attribute Requirements: Intelligence 9, Wisdom 9 Prime Attributes: Intelligence, Wisdom (10% XP bonus if both 16+) Hit Die Type: d4 Alignment: CG, N, CE Armour Allowed: None Shields Allowed: None Favoured Weapons: Dagger, dart, falcata, morning star, quarterstaff, scimitar (short, long) Saving Throw Modifiers: Device +2, Sorcery +2 Starting Money: 3d6×10 gp Pyromancer (Esquimaux-Ixian)


70 HYPERBOREA Table 38: Pyromancer Level Experience Points Hit Dice Saving Throw Fighting Ability Casting Ability Spells Cast Per Day L1 L2 L3 L4 L5 L6 1 0 1d4 16 0 1 1 — — — — — 2 2,500 2d4 16 0 2 2 — — — — — 3 5,000 3d4 15 1 3 2 1 — — — — 4 10,000 4d4 15 1 4 3 2 — — — — 5 20,000 5d4 14 2 5 3 2 1 — — — 6 40,000 6d4 14 2 6 4 3 2 — — — 7 80,000 7d4 13 3 7 4 3 2 1 — — 8 160,000 8d4 13 3 8 4 4 3 2 — — 9 320,000 9d4 12 4 9 5 4 3 2 1 — 10 480,000 9d4+1 12 4 10 5 4 4 3 2 — 11 640,000 9d4+2 11 5 11 5 5 4 3 2 1 12 800,000+ 9d4+3 11 5 12 5 5 4 4 3 2 CLASS ABILITIES ALCHEMY To practice the sorcery-science of alchemy. Apprentice pyromancers learn how to identify potions by taste alone; albeit the practice is not always safe. At 7th level, a pyromancer may concoct potions with the assistance of an alchemist. By 9th level, a pyromancer is taught the secret formula to incendiary oil. By 11th level, the assistance of an alchemist is no longer required. For more information, refer to Chapter 7: Sorcery, alchemy. CANDLE Once per day per level of experience, evoke a heatless, candle-like flame to rise from the palm. Candle sheds a 15-foot radius of light and can be placed on an object. This effect lasts 6 turns (1 hour). Multiple candles can be placed concurrently, restricted only by the pyromancer’s daily limit. With a gesture, a pyromancer can cause one or more candles to singe, each causing 1 hp of damage to any creature on which it is directly placed, and possibly enkindling dry, combustible materials. Pyromancers are immune to the damaging effects of this cantrap. FIRE/HEAT AFFINITY +2 bonus to saving throws versus fire- and heat-related effects, cumulative with the fire resistance spell. ICE/COLD VULNERABILITY −2 penalty to saving throws versus ice- and cold-related effects. READ MAGIC The ability to decipher unintelligible magical inscriptions or symbols placed on weapons, armour, items, doors, walls, and other media by means of the sorcerer mark spell or other like methods. SCROLL USE To decipher and invoke scrolls with spells that are included in the Pyromancer Spell List (see Chapter 7: Sorcery, Table 97), unless the scroll was created by an ecclesiastical sorcerer (one who casts cleric or druid spells). SCROLL WRITING To scribe a known spell onto a scroll, creating a single-use magical device at a cost of 500 gp + 100 gp per spell level. Materials may include the finest vellum, paper, or papyrus; a fresh quill; and sorcerer’s ink, such as sepia. This involved process requires one week per spell level. SORCERY Pyromancers cast spells that they memorize from arcane tomes; they also gain favour from elemental forces and otherworldly beings associated with fire. The number and levels of spells cast per day are charted above (see Table 38), though pyromancers of high intelligence gain bonus spells cast per day (see Chapter 3: Statistics, intelligence). For example, a 4th-level pyromancer with 13 intelligence can cast four level 1 spells and two level 2 spells per day. The pyromancer begins with a spell book that contains three level 1 spells drawn from the Pyromancer Spell List (see Chapter 7: Sorcery, Table 97). Through personal research and the patronage of elemental powers, pyromancers develop one new spell at each level gain; this spell is learnt automatically, with no need of a qualification roll, but it must be of a castable level (see Table 38 above). Initial no. of spells known: ×3 No. of spells gained per level: ×1 Additional spells may be learnt outside of level training, but the process is more arduous (see Chapter 7: Sorcery, acquiring new spells). NEW WEAPON SKILL At 4th, 8th, and 12th levels, become skilled in a new weapon that is not included in the favoured weapons list (noted above). This new proficiency is dependent upon training and practice (see Chapter 9: Combat, weapon skill).


71 Volume I: Player’s Manual ENLIST HENCHMEN At 6th level, a pyromancer may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. PYROMANCER’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level pyromancers. Fighting ability (FA) improves every odd level, so at 3rd level a pyromancer needs a modified 19 roll to hit AC 0, and so forth. Table 39: Pyromancer’s Initial Combat Matrix (FA 0) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 LORDSHIP At 9th level, a pyromancer who builds or assumes control of a stronghold becomes a lord and is eligible to attract troops. More information is presented in Appendix B. PYROMANCER’S STARTING PACK To expedite the character creation process, your pyromancer may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on weapons and gear. Darts ×4, quarterstaff, long scimitar, backpack, bandages, winter blanket, chalk (piece), ink and quill, incendiary oil, parchment ×5, hard leather pouch, soft leather pouch, iron rations (1 week), hemp rope (50-ft.), small sack, tinderbox, torches ×3, wineskin (full), writing stick, spell book, and 1d4+1 gold pieces. 4


72 HYPERBOREA WITCH (Magician Subclass) Witches are sorcerers, usually female, who ensorcell the unwary, lay curses, and confer with dæmons. Witches are renowned for concocting poisons, po - tions, and philtres; consorting with peculiar animals; and enchanting brooms. Like necromancers, witches speak with the dead, and like druids, they commune with nature spirits. They sometimes form a coven, assembling on portentous nights to effect out - comes weird or nefarious. Witches utilize spell books as other magicians do; too, they are known to venerate dæmons, otherworldly beings, celestial objects, and death. They are regarded with fear and suspicion, so they oft live solitarily on the out - skirts of society, or clandestinely within the walls of civilization. Desperate people oft seek the witch for advice and/or malefic favours, but lo, the price may be appalling. A male witch is somewhat rare and may be referred to as a wizard . Attribute Requirements: Intelligence 9, Wisdom 9, Charisma 12 Prime Attributes: Intelligence, Charisma (10% XP bonus if both 16+) Hit Die Type: d4 Alignment: CG, N, CE Armour Allowed: None Shields Allowed: None Favoured Weapons: Blowgun, dagger, dart, quarterstaff, sling, whip Saving Throw Modifiers: Transformation +2, Sorcery +2 Starting Money: 3d6×10 gp CLASS ABILITIES ALCHEMY To practice the sorcery-science of alchemy. Apprentice witches learn how to identify potions by taste alone; albeit the practice is not always safe. Apart from that, witches do not practice alchemy as magicians and other magician subclasses do; rather, they practice the brew decoction ability (see below). BREW DECOCTION To brew an hallucinogen, nauseate, opaakkigen, paralytic, philtre, poison, or soporific potion in a cauldron suspended over a fire. All witches begin with an iron cauldron. Replacing it costs 50 gp. A witch can brew decoction at the following schedule: Witch (Lapp)


73 Volume I: Player’s Manual 1st to 4th levels = ×1 decoction per month 5th to 8th levels = ×3 decoctions per month 9th to 12th levels = ×5 decoctions per month It takes 48 hours to brew a decoction. Each is boiled down in the cauldron, retaining a potency that is measured by the witch’s casting ability (CA). To prepare a decoction, the necessary ingredients (animal blood, organs and parts; roots, fungi, herbs, mosses, etc.) can be collected in the witch’s native land at no material cost (though gathering them may require 1d6 days). Elsewhere, ingredients must be purchased at 100 gp per CA of potion. A brewed decoction must be imbibed by the victim. A successful Table 40: Witch Level Experience Points Hit Dice Saving Throw Fighting Ability Casting Ability Spells Cast Per Day L1 L2 L3 L4 L5 L6 1 0 1d4 16 0 1 1 — — — — — 2 3,000 2d4 16 0 2 2 — — — — — 3 6,000 3d4 15 1 3 2 1 — — — — 4 12,000 4d4 15 1 4 3 2 — — — — 5 24,000 5d4 14 2 5 3 2 1 — — — 6 48,000 6d4 14 2 6 4 3 2 — — — 7 96,000 7d4 13 3 7 4 3 2 1 — — 8 192,000 8d4 13 3 8 4 4 3 2 — — 9 384,000 9d4 12 4 9 5 4 3 2 1 — 10 576,000 9d4+1 12 4 10 5 4 4 3 2 — 11 768,000 9d4+2 11 5 11 5 5 4 3 2 1 12 960,000+ 9d4+3 11 5 12 5 5 4 4 3 2 death (poison) saving throw negates all effects, which otherwise will take place 1 turn later. Hallucinogens cause confusion (as the spell) for 1 turn per CA. Nauseates sicken for 1 hour per CA; natural 1 save results in death in 1d6 turns. Opaakkigens cause blindness for 3 turns per CA; natural 1 save results in permanence. Paralytics cause paralysis for 3 turns per CA. Philtres cause unremitting love for brewer (and brewer alone) for 1 year per CA unless dispel magic or remove curse is cast. Poisons cause harm or kill the victim (see below). Soporifics cause a sleep effect (as the spell) for 3 turns per CA. The potency of brewed poison depends upon the witch’s CA: CA 1 = brew ingestible I poison CA 5 = brew ingestible II poison CA 9 = brew ingestible III poison FAMILIAR To summon an ancestral, animistic, dæmonic, or elemental spirit which inhabits the body of a small animal (bat, cat, owl, rat, raven, snake, etc.) and functions as a familiar (singular creature with uncanny connexion to the sorcerer). The witch’s familiar has 1d3+3 hp and is of uncanny intellect. To summon a familiar, the witch must engage in a 24-hour ritual. To determine the result, roll 2d8 on Table 10, located at the magician entry. Like the magician’s familiar, the witch’s familiar always attends and abides the will of its master, and it has a perfect morale score (ML 12); otherwise, the benefits differ. For the witch, they are as follows: The witch and familiar share a spiritual and empathic bond of unlimited range. At any range, the witch can see and hear through the animal; sight is narrowly focused, sounds reverberate metallically. The following spells, if known, can be cast through the familiar: detect evil, detect illusion, detect magic, detect malady, detect undead, locate the dead; detect invisibility, detect silence, find traps, locate object, perceive heartbeat. If the familiar is killed, the witch must make a death saving throw. A failed saving throw results in 3d6 hp damage sustained; if the saving throw is failed by a margin of 5 or more, the witch must make a trauma survival check (see Chapter 3: Statistics, constitution) or die. Even if the witch survives, loss of a familiar is physically and emotionally draining; it takes 3d4 months before the witch can seek a new one. 4 N.B.: See Chapter 7: Sorcery, alchemy for poison results. Also, a witch may opt to brew a potion or poison of lesser potency if maximum effectiveness is not desired.


74 HYPERBOREA READ MAGIC The ability to decipher unintelligible magical inscriptions or symbols placed on weapons, armour, items, doors, walls, and other media by means of the sorcerer mark spell or other like methods. SCROLL USE To decipher and invoke scrolls with spells that are included in the Witch Spell List (see Chapter 7: Sorcery, Table 98), unless the scroll was created by an ecclesiastical sorcerer (one who casts cleric or druid spells). SCROLL WRITING To scribe a known spell onto a scroll, creating a single-use magical device at a cost of 500 gp + 100 gp per spell level. Materials may include the finest vellum, paper, or papyrus; a fresh quill; and sorcerer’s ink, such as sepia. This involved process requires one week per spell level. SORCERY Witches cast spells that they memorize from arcane tomes; they also gain divine favour from animistic spirits, dæmons, netherworldly beings, and celestial powers. The number and levels of spells cast per day are charted above (see Table 40), though witches of high intelligence gain bonus spells cast per day (see Chapter 3: Statistics, intelligence). For example, a 4th-level witch with 13 intelligence can cast four level 1 spells and two level 2 spells per day. The witch begins with a spell book that contains three level 1 spells drawn from the Witch Spell List (see Chapter 7: Sorcery, Table 98). Through personal research and unspeakable pacts, witches develop one new spell at each level gain; this spell is learnt automatically, with no need of a qualification roll, but it must be of a castable level (see Table 40 above). Initial no. of spells known: ×3 No. of spells gained per level: ×1 Additional spells may be learnt outside of level training, but the process is more arduous (see Chapter 7: Sorcery, acquiring new spells). NEW WEAPON SKILL At 4th, 8th, and 12th levels, become skilled in a new weapon that is not included in the favoured weapons list (noted above). This new proficiency is dependent upon training and practice (see Chapter 9: Combat, weapon skill). DANCE OF BEGUILEMENT At 5th level, the ability to perform an entrancing dance, moving in a rhythmic manner to entice a number of human and/or humanoid observers equal to the witch’s level of experience. The dance requires 1 turn to perform, and victims are usually unaware of the underlying enchantment. A sorcery saving throw (made at a −1 penalty if fire is employed) negates the effects. The save also is modified by willpower adjustment (see Chapter 3: Statistics, wisdom), if applicable. Victims become entranced by the witch, first staring dumbfounded and then enthusiastically desiring to please the witch. Beguilement lasts as long as the witch remains visible. In one victim, the witch can plant a suggestion (as the spell), which the victim is compelled to obey; however, if the suggestion is unreasonable, the victim is allowed a second saving throw to shake off the cobwebs of his or her mind. EFFIGY At 5th level, create an effigy of an enemy human or humanoid. It is fashioned from clay, cloth, or wicker, averages 4–12 inches tall, and requires no more than a crude resemblance to the intended victim. It takes one week to complete the creation. Then, the effigy is enchanted by means of 6-turn (1-hour) ritual that requires the handling of a personal item (or hair) taken from the intended victim. To activate the effigy, the witch must be within eyesight of the intended victim. A final incantation is spoken, and if the victim fails a sorcery saving throw (modified by willpower adjustment, if applicable), the witch can affect the victim through the effigy as follows: ‘ Control victim’s bodily movements, within reason, like a puppeteer. Stab the effigy once, wounding the victim for 3d8 hp damage. Pinprick the effigy, causing 1d2 hp damage for as many times as the witch has levels of experience. This effect can be spread out over days. At 12th-level, strangle the effigy; victim must make a death saving throw or die. If an effigy victim touches his or her own effigy, the effect is terminated, the spell broken. N.B.: A witch also can use this ability in conjunction with a clairvoyance spell or the like, manipulating or harming the victim from afar. ENLIST HENCHMEN At 6th level, a witch may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. ANIMATE BROOM At 7th level, transform a normal broom into a magic broom, following an exhausting 24-hour ritual that involves binding a dæmonic, ghostly, or animistic spirit. The broom is an intelligent item that can be


75 Volume I: Player’s Manual commanded by the witch. If anyone but the witch attempts to ride it, the broom unceremoniously dumps the violator, unless the witch commands otherwise. The broom has 80 MV if it bears one person of 250 pounds or less; it can carry two persons whose total weight does not exceed 500 pounds at 60 MV. A witch can maintain but one magic broom. If it is destroyed, the witch suffers 3d6 hp damage. The broom is considered a creature of AC 3, HD 7 (hp 20), and is susceptible to fire (+1 hp per die of damage). It functions thrice per day, for a maximum period of 6 turns (1 hour) per use. It requires 1 turn to recharge between uses. LORDSHIP At 9th level, a witch who builds or assumes control of a stronghold becomes a lord and is eligible to attract troops. More information is presented in Appendix B. WITCH’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level witches. Fighting ability (FA) improves every odd level, so at 3rd level a witch needs a modified 19 roll to hit AC 0, and so forth. Table 41: Witch’s Initial Combat Matrix (FA 0) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 WITCH’S STARTING PACK To expedite the character creation process, your witch may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on weapons and gear. Blowgun, blowgun needles ×10, silver dagger, backpack, bandages, winter blanket, beeswax candles ×2, brass censer, chalk (piece), incense sticks ×12, ink and quill, body paint (crock), parchment ×2, soft leather pouch, iron rations (1 week), wooden rattle, hemp rope (50-ft.), small sack, tinderbox, torches ×3, wineskin (full), wolfsbane, writing stick, spell book, and 1d4+1 gold pieces. 4


76 HYPERBOREA DRUID (Cleric Subclass) Druids are the spiritual and ofttimes temporal leaders of tribes and communities, both settled and nomadic, of typically Keltic and Pictish ancestry. They are sorcerous priests who obtain their abil - ities from ancestral, animistic, and elemental spirits. Druids also draw strength from celestial objects such as the sun, the moons, the stars, Saturn, and Saturn’s moons; too, some druids are said to derive their sor - cerous gifts from Neutrality itself. A druid typically wears a helm capped with the head of a bear, tiger, or wolf, and/or affixed with the antlers of a stag. The motion of the heavens is of portentous concern to druids, whose hierarchic orders assemble during the most significant astronomical phenomena. Wise and philosophical, druids oft strike out on their own, but to their or - der they must answer when the call to assemble is issued. Attribute Requirements: Wisdom 9, Charisma 12 Prime Attributes: Wisdom, Charisma (10% XP bonus if both 16+) Hit Die Type: d8 Alignment: N Armour Allowed: Light, Medium Shields Allowed: Any Favoured Weapons: Bow (short, long), club (light, war), dagger, dart, falcata, lasso, morning star, quarter - staff, scimitar (short, long), sickle, sling, spear (short, long), spiked staff, tonfa, trident (long), whip Saving Throw Modifiers: Death +2, Sorcery +2 Starting Money: 3d6×10 gp Druid (Half-Blood Pict)


77 Volume I: Player’s Manual Table 42: Druid Level Experience Points Hit Dice Saving Throw Fighting Ability Casting Ability Spells Cast Per Day L1 L2 L3 L4 L5 L6 1 0 1d8 16 1 1 1 — — — — — 2 2,000 2d8 16 1 2 2 — — — — — 3 4,000 3d8 15 2 3 2 1 — — — — 4 8,000 4d8 15 3 4 3 2 — — — — 5 16,000 5d8 14 3 5 3 2 1 — — — 6 32,000 6d8 14 4 6 4 3 2 — — — 7 64,000 7d8 13 5 7 4 3 2 1 — — 8 128,000 8d8 13 5 8 4 4 3 2 — — 9 256,000 9d8 12 6 9 5 4 3 2 1 — 10 384,000 9d8+2 12 7 10 5 4 4 3 2 — 11 512,000 9d8+4 11 7 11 5 5 4 3 2 1 12 640,000+ 9d8+6 11 8 12 6 5 4 4 3 2 CLASS ABILITIES DRUIDIC TONGUE The secret language of the druids. It has its own runic alphabet; to scribe it, however, is forbidden to all save the highest-ranking druids (9th-level or greater). FIRE/HEAT AFFINITY +2 bonus to saving throws versus fire- and heat-related effects, cumulative with the fire resistance spell. NATURAL IDENTIFICATIONS A spiritual connexion with nature provides recognition of potable water, the general classification of plant types (e.g., edible, poisonous, curative), and the general classification of animal types (e.g., carnivorous, herbivorous, diurnal, nocturnal, aggressive, docile, natural, unnatural). SCROLL USE To decipher and invoke scrolls with spells that are included in the Druid Spell List (see Chapter 7: Sorcery, Table 100), unless the scroll was created by a thaumaturgical sorcerer (one who casts the spells of a magician or magician subclass). SCROLL WRITING To scribe a known spell onto a scroll, creating a single-use magical device at a cost of 500 gp + 100 gp per spell level. Materials may include stone tablets, bark, or parchment (the latter of which may be inscribed with ink mixed with animal blood). This involved process requires one week per spell level and must be completed in a sacred grove or henge. SORCERY Druids do not carry spell books, but they may grave runes of religious portent on clay tablets, oak bark, parchment, or other like media. The number and levels of spells cast per day are charted above (see Table 42), though druids of high wisdom gain bonus spells cast per day (see Chapter 3: Statistics, wisdom). For example, a 4th-level druid with 13 wisdom can cast four level 1 spells and two level 2 spells per day. Druids begin with knowledge of three level 1 spells granted upon initiation into the druidic society. These spells are drawn from the Druid Spell List (see Chapter 7: Sorcery, Table 100). Druids develop three new spells at each level gain. These spells are acquired via spiritual revelations gained through communion with ancestral, animistic, and elemental spirits. Such spells are learnt automatically, with no need of qualification rolls, but they must be of castable levels (see Table 42 above). Initial no. of spells known: ×3 No. of spells gained per level: ×3 Additional spells may be learnt outside of level training, but the process is more arduous (see Chapter 7: Sorcery, acquiring new spells). TRAVERSE OVERGROWTH Negotiate natural overgrowth (e.g., briars, brush, tangles, thorns, vines) at normal movement rate (MV), without leaving a discernible trail (if so desired). NEW WEAPON SKILL At 4th, 8th, and 12th levels, become skilled in a new weapon that is not included in the favoured weapons list (noted above). This new proficiency is dependent upon training and practice (see Chapter 9: Combat, weapon skill). CHARM IMMUNITY At 5th level, immune to the supernatural charms of magical beasts that ensorcell and beguile (e.g., greater gorgon, harpy, man of Leng). This immunity does not apply to the charm spells of sorcerers. SHAPECHANGE At 5th level, the power to assume the form of a normal animal of Small size, once per day. Choices include amphibians, birds, fishes, mammals, and reptiles (e.g., frog or salamander; crow or eagle; carp or trout; raccoon or squirrel; snake or turtle). At 7th level, a Medium animal form can be adopted. Examples include bear (black), boar, deer (red or reindeer), dog (war), hyæna, mountain lion, snake (python), and wolf. 4


78 HYPERBOREA The druid assumes the creature’s armour class, movement, and tactile abilities (except venom, disease transmission, and other special attacks); however, personal hit point maximum and saving throw are retained. Upon shapechange, 50% of any prior hit point loss is regained. All clothing, armour, weapons, and items are transformed during the change; magic item enchantments cannot be accessed during the shapechange period, though the powers of a magic ring can be utilized if worn before transformation. Shapechange lasts indefinitely, though it is said a druid who maintains animal form for more than 28 days risks the loss of humanity. ENLIST HENCHMEN At 6th level, a druid may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. DRUIDIC HIERARCHY Druidic society has a strict and far-reaching structure. The druidic hierarchy in Hyperborea comprises nine 9th-level druids, seven 10th-level druids, five 11th-level druids, and three 12th-level druids (The Druidic Triumvirate). When a druid gains enough experience points (XP) to reach 9th level, he or she must seek out and challenge one who has already achieved that rank (unless a vacancy exists). A challenge is met at a sacred grove or henge during an astronomical or astrological event of significance, when members of the sect assemble. The druidic challenge can be one of matched weapons and/or of sorcery; in any case, rites are performed that bring to witness a deity such as Lunaqqua, Thaumagorga, or Yoon’Deh (or an agent thereof). The duel is not necessarily to the death, but loss of life is possible. A defeated but still living druid is reduced in experience to one experience point short of 9th level (255,999 XP) and must abide one year of waiting before issuing a new challenge or rematch. A victorious challenger is promoted to 9th level, awarded the appropriate abilities. This process is repeated in similar fashion at 10th, 11th, and 12th levels. LORDSHIP At 9th level, a druid who builds or assumes control of a shrine or temple becomes a lord and is eligible to attract followers and troops. More information is presented in Appendix B. LONGEVITY At 11th level, ageing process slows. For every 13 years (1 Hyperborean cycle), the druid effectively ages but 1 year. DRUID’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level druids. Fighting ability (FA) improves at staggered levels (3rd, 4th, 6th, 7th, 9th, 10th, 12th levels), so at 3rd level a druid needs a modified 18 roll to hit AC 0, and so forth. Table 43: Druid’s Initial Combat Matrix (FA 1) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 DRUID’S STARTING PACK To expedite the character creation process, your druid may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on armour, weapons, and gear. Studded armour, short bow, arrows ×12, dagger, short spear, arrow quiver, backpack, bandages, wooden holy symbol, iron rations (1 week), body paint (crock), parchment ×3, soft leather pouch, small sack, tinderbox, torches ×3, wineskin (full), wolfsbane, writing stick, and 1d4+1 gold pieces.


79 MONK (Cleric Subclass) The fighting monk is a priest and a warrior, an anchorite or ascetic dedicated to physical expertise, mental discipline, and self-mastery. A monk might be a cœnobite or friar serving a monastic order, a contem - plative who abstains from speech in favour of meditation or prayer, a mendicant begging for alms in poverty-stricken streets, the initiate of a forbidden cult, or a mountaintop lama reincarnate. Mon - asteries typically are secluded, located atop mountain cliffs, within vast caves, or on remote islands; others might exist in urban environs or their cladestine underworlds. A monk’s monastery need not subscribe to a specific faith or deity; rather, it might advocate an ethos of Chaos, Law, or Neutrality. Monks do not cast spells; however, they channel their ka (Lemurians call it qi) to empower themselves in other ways. Many monks engage in lengthy walkabouts, expeditions through which they seek to expand their knowledge of the world and their own humanity. Attribute Requirements: Strength 9, Dexterity 9, Wisdom 9 Prime Attributes: Dexterity, Wisdom (10% XP bonus if both 16+) Hit Die Type: d8 Alignment: Any Armour Allowed: None Shields Allowed: None Favoured Weapons: Any, save the following: axe (great), hammer (great), mace (great), pike, spear (great), scimitar (two-handed), sword (two-handed) Saving Throw Modifiers: Transformation +2, Avoidance +2 Starting Money: 3d6×10 gp Monk (Mu)


80 HYPERBOREA Table 44: Monk Level Experience Points Hit Dice Saving Throw Fighting Ability AC Bonus Empty Hand Damage 1 0 1d8 16 0 +1 1d4 2 2,500 2d8 16 1 +1 1d4 3 5,000 3d8 15 2 +2 1d4 4 10,000 4d8 15 3 +2 2d4 5 20,000 5d8 14 4 +3 2d4 6 40,000 6d8 14 5 +3 2d4 7 80,000 7d8 13 6 +4 3d4 8 160,000 8d8 13 7 +4 3d4 9 320,000 9d8 12 8 +5 3d4 10 480,000 9d8+2 12 9 +5 4d4 11 640,000 9d8+4 11 10 +6 4d4 12 800,000+ 9d8+6 11 11 +6 4d4 CLASS ABILITIES BLOCK MISSILE Deflect a fired arrow, bolt, or bullet; likewise, a hurled axe, boomerang, dagger, dart, javelin, spear, or like weapon. Even spells such as flaming missile, magic ice dart, magic missile or acid arrow can be blocked. Siege missiles, giant-hurled boulders, and the like do not apply. To repel a missile, the monk must make an avoidance saving throw. The monk must drop anything held to use this ability, which can be attempted as many times per round as the monk has levels of experience. CELLULAR ADJUSTMENT Once per day, supernaturally alter cells to heal physical damage equal to 2 hp per level of experience. Alternatively, the monk may confer this healing onto an injured ally. Also, once per week the monk can purge him- or herself or another of disease or poison, per the spells cure disease or neutralize poison, though not lycanthropy. CONTROLLED FALL To retard descent of precipitous falls. For every level of experience, the monk can fall 10 feet and sustain no damage, so long as a wall or other stable surface is within a five-foot reach throughout the descent. For falls beyond the monk’s limit, normal rules are in force starting at the point at which the controlled fall no longer applies; e.g., a 5th-level monk plummets down a 90-foot pit and thus sustains 4d6 hp damage. DEFENSIVE ABILITY To avoid and deflect blows and damage through physical, mental, and spiritual (ka/qi) mastery. The monk gains an AC bonus that increases as levels of experience are gained (see Table 44). DETECT SECRET DOORS Find a secret door on a base 3-in-6 chance. EMPTY HAND Master of the unarmed attack (hand, foot, knee, elbow, etc.). The monk enjoys the following benefits when fighting sans weapons: 2/1 attack rate; requires two free hands, attacks not exclusively by hand. Weapon-like damage (see Table 44). The monk may use cæstuses (leather thongs wrapped around the hands and weighted with iron or lead plates or spikes) for a +1 damage bonus. On a natural 20 attack roll, a stunning blow can be delivered. A Small or Medium creature must make a transformation saving throw or be stunned for 2d4 rounds. At 7th level, Large creatures can be stunned, but they are afforded a +4 bonus to the save. Does not affect undead, constructs, oozes, slimes, and the like. If the optional critical hits rule is used (see Chapter 9: Combat, critical hits and misses), the target is stunned in addition to any bonus damage inflicted. At 5th level, the empty hand attack (due to heightened ka/qi) is equivalent to a magical weapon; the monk gains a +1 “to hit” bonus. At 12th level, once per day, deliver a quivering palm death blow. The monk mystically vibrates the empty hand to match the rhythm of the target’s heart or other vital organ. If hit, the victim must make a death saving throw or die instantly; otherwise, normal damage applies. If the attack misses, subsequent attempts may be made, so long as the monk does nothing else but focus on the quivering palm attacks. Quivering palm has no effect on the undead, constructs, oozes, slimes, and the like. EXTRAORDINARY +8% chance to perform extraordinary feats of strength and dexterity (see Chapter 3: Statistics, strength and dexterity). RUN To move as swiftly as a tiger. If unarmoured, achieve a movement rate of 50; at 7th level, this speed increases to a superhuman MV 60 for short bursts.


81 Volume I: Player’s Manual SUPERIOR WILLPOWER +2 bonus to saving throws versus any sorcery that would influence the mind, including illusions, charms, etc. This bonus is cumulative with willpower adjustment, if applicable (see Chapter 3: Statistics, wisdom). NEW WEAPON SKILL At 4th, 8th, and 12th levels, become skilled in a new weapon that is not included in the favoured weapons list (noted above). This new proficiency is dependent upon training and practice (see Chapter 9: Combat, weapon skill). SPEAK WITH NATURE At 4th level, speak with animals (as the spell) once per day; at 8th level, also speak with plants (as the spell) once per day. SIMULATE DEATH At 5th level of experience, enter a deep trance in which the monk can feign a deathlike condition, as per the cataleptic state spell (q.v.). ENLIST HENCHMEN At 6th level, a monk may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. LORDSHIP At 9th level, a monk who builds or assumes control of a monastery becomes a lord and is eligible to attract followers. More information is presented in Appendix B. LONGEVITY At 11th level, ageing process slows. For every 13 years (1 cycle), the monk effectively ages but 1 year. PROGRESSIVE THIEF ABILITIES Monks practice a few thievish skills. The following thief abilities progress as the monk advances in levels of experience, comparable to the thief (see Table 16): CLIMB To ascend or descend sheer cliffs or walls without need of climbing gear, as a thief of equal level. If vertical, the surface must be rough or cracked. At least one check must be made per 100 feet of climbing. Failure indicates the climber has slipped and fallen at about the midpoint of the check (however, see controlled fall ability). DISCERN NOISE To hearken at a door and detect the faintest of noises on the other side, perceive the distant footfalls of a wandering monster, or distinguish a single voice in a crowd, as a thief of equal level. Six rounds (one minute) of concentrated listening are required. HIDE To vanish into shadows, camouflage oneself, or flatten one’s body to a seemingly impossible degree—all whilst remaining still as a statue. This ability is performed as a thief of equal level. Only the slightest movement is permissible (e.g., unsheathing a blade, opening a pouch). Hiding is impossible in direct sunlight, or if the monk is observed. MOVE SILENTLY To move with preternatural quiet, even across squeaky floorboards, dry leaves, loose debris, and the like, as a thief of equal level. This skill is executed at half the monk’s normal movement rate. MONK’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level monks. Fighting ability (FA) improves every level, so at 2nd level a monk needs a modified 19 roll to hit AC 0, and so forth. Table 45: Monk’s Initial Combat Matrix (FA 0) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 MONK’S STARTING PACK To expedite the character creation process, your monk may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on weapons and gear. Cæstuses, silver dagger, halberd, hooked throwing knife, backpack, bandages, winter blanket, fishing hooks ×12, fishing string, incense sticks ×12, soft leather pouch, iron rations (1 week), silk rope (50-ft.), small sack, tinderbox, torches ×3, wineskin (full), writing stick, and 1d4+1 gold pieces. 4


82 HYPERBOREA PRIEST (Cleric Subclass) The priest is an ecclesiastical sorcerer of limited martial skill but superior mystical capacity. Priests garb themselves in raiment from simple to elaborate as befits their belief systems. They dwell wherever mankind prac - tices faith: a city-state where an otherworld - ly being such as Xathoqqua is worshipped; a simple village where the Sun (Helios) is re - vered; a fortified manor house where a god - dess of the hunt (Yoon’Deh) is venerated; or perhaps an underworld guild of thieves who tithe to a god of trickery and luck (Rel). Some priests may dedicate their lives to the ban - ishment of undead and dæmons; others may represent a holy order or mystery cult whose mission is scarcely understood. Throughout the realm, priests serve as paragons of faith and worship, functioning as spiritual and political advisors to knights, lords, and even kings; too, some priests aspire for and ascend to both religious and political supremacy. Attribute Requirements: Wisdom 9, Charisma 9 Prime Attributes: Wisdom, Charisma (10% XP bonus if both 16+) Hit Die Type: d4 Alignment: Any Armour Allowed: None Shields Allowed: None Favoured Weapons: Dagger, dart, quarter - staff, sling, whip Saving Throw Modifiers: Death +2, Sorcery +2 Starting Money: 3d6×10 gp CLASS ABILITIES SCROLL USE To decipher and invoke scrolls with spells that are included in the Cleric Spell List (see Chapter 7: Sorcery, Table 99), unless the scroll was created by a thauma - turgical sorcerer (one who casts the spells of a magician or magician subclass). Priest (Greek)


83 Volume I: Player’s Manual Table 46: Priest Level Experience Points Hit Dice Saving Throw Fighting Ability Turning Ability Casting Ability Spells Cast Per Day L1 L2 L3 L4 L5 L6 1 0 1d4 16 0 1 1 2 — — — — — 2 2,000 2d4 16 0 2 2 3 — — — — — 3 4,000 3d4 15 1 3 3 3 2 — — — — 4 8,000 4d4 15 1 4 4 4 3 — — — — 5 16,000 5d4 14 2 5 5 4 3 2 — — — 6 32,000 6d4 14 2 6 6 4 4 3 — — — 7 64,000 7d4 13 3 7 7 5 4 3 2 — — 8 128,000 8d4 13 3 8 8 5 4 4 3 — — 9 256,000 9d4 12 4 9 9 5 5 4 3 2 — 10 384,000 9d4+1 12 4 10 10 6 5 4 4 3 — 11 512,000 9d4+2 11 5 11 11 6 5 5 4 3 2 12 640,000+ 9d4+3 11 5 12 12 6 6 5 4 4 3 SCROLL WRITING To scribe a known spell onto a scroll, creating a single-use magical device at a cost of 500 gp + 100 gp per spell level. Materials vary: Some priests engrave thin tablets of stone, whereas others use vellum or parchment, a fine quill, and sorcerer’s ink, such as sepia. This involved process requires one week per spell level and must be completed on consecrated ground, such as a shrine, fane, or temple. SORCERY Priests memorize and cast cleric spells, but they do not maintain spell books; rather, they might bear the scriptures of their faiths in prayer books, on sacred scrolls, or on graven tablets. The number and levels of spells cast per day are charted above (see Table 46), though priests of high wisdom gain bonus spells cast per day (see Chapter 3: Statistics, wisdom). For example, a 4th-level priest with 13 wisdom can cast five level 1 spells and three level 2 spells per day. Priests begin with knowledge of four level 1 spells, sacred mysteries revealed through initiation into a sect or cult devoted to an otherworldly power, deific being, or ethos. These spells are drawn from the Cleric Spell List (see Chapter 7: Sorcery, Table 99). Priests develop four new spells at each level gain. Typically, they are acquired via spiritual revelation, otherworldly favour, or the piecing together of abstract theologies. Such spells are learnt automatically, with no need of qualification rolls, but they must be of castable levels (see Table 46 above). Initial no. of spells known: ×4 No. of spells gained per level: ×4 Additional spells may be learnt outside of level training, but the process is more arduous (see Chapter 7: Sorcery, acquiring new spells). TURN UNDEAD Like clerics, priests can exert control over the undead and some dæmonic beings, causing them to flee and/ or cower. Evil priests can opt instead to compel the submission and service of these foul creatures. In either case, the cleric’s turn undead ability and Table 13 should be referenced for more information. NEW WEAPON SKILL At 4th, 8th, and 12th levels, become skilled in a new weapon that is not included in the favoured weapons list (noted above). This new proficiency is dependent upon training and practice (see Chapter 9: Combat, weapon skill). ENLIST HENCHMEN At 6th level, a priest may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. DÆMONWRACK At 9th level, once per week, conduct a powerful ritual that dismisses or beckons a dæmon or other netherworldly being. This ability functions as the dismissal spell, except that it applies only to dæmons and their ilk. LORDSHIP At 9th level, a priest who builds or assumes control of a shrine or temple becomes a lord and is eligible to attract followers and troops. More information is presented in Appendix B. SPECIALIZED FAITH (Optional) Priests who elect to embrace a specialized faith develop supplementary abilities. Each ability is particular to and granted by the deity that the priest exclusively venerates, as noted in the below table. A breach of faith or alignment may result in the loss of these abilities, as best adjudicated by the referee. Priests of specialized faith oft are regarded as zealots; even practitioners of similar beliefs may judge them as eccentrics. 4


84 HYPERBOREA Table 47: Priest Abilities by Deity Deity Name / Priest Alignment Priest Abilities Apollo Lawful (Good or Evil) 1st Level: Proficient with all bows. N.B.: All longbows require a 9 ST or greater to pull. 9th Level: All arrows launched in sunlight ignite as flame arrows. Artemis Lawful (Good or Evil) 1st Level: Track as barbarian (outdoors only). 9th Level: 1/per day conjure 4 blink dogs (if Good) or 2 hell hounds (if Evil), as summon animal I. Aurorus Chaotic (Good or Evil) 1st Level: 1/per day cast færie fire. 9th Level: 1/per day conjure four small meteors (outdoors only) as fire seed missiles. Azathoth Chaotic (Good or Evil) 1st Level: Insane; select or roll for a form of madness from Table 148 (see Chapter 9: Combat, special damage); +4 saves vs. mind-affecting sorcery. 9th Level: 1/per day cast shockwave. Boetzu Lawful (Good or Evil) 1st Level: 1/per day cast dancing lights. 9th Level: 1/per day turn sticks to serpents. Boreas Chaotic (Good or Evil) 1st Level: 1/per day cast wall of vapours. 9th Level: 1/per day cast control winds. Helios Neutral 1st Level: 1/per day cast influence normal fire. 9th Level: 1/per day surround himself with a red coronal field, as lesser globe of invulnerability. Kraken Chaotic (Good or Evil) 1st Level: 1/per day cast mirror image (one image only). 9th Level: 1/per day conjure 12 mauve, squid-like appendages that act as black tentacles. Kthulhu Chaotic (Good or Evil) 1st Level: 1/per day cast sleep on a single target of 5 HD or lower. 9th Level: 1/per day can cast confusion. Krimmr Chaotic (Good or Evil) 1st Level: Proficient with short swords, broad swords, and long swords. 9th Level: 1/per day cast transmute rock to lava. Lunaqqua Neutral 1st Level: 1/per day cast reflexion. 9th Level: 1/per day cast moonlight. Mordezzan Neutral 1st Level: 1/per day cast animate carrion. 9th Level: 1/per day cast animate dead II (ghoul only). Raven Neutral 1st Level: 1/per day cast disguise self. 9th Level: 1/per day shapechange as druid to form of talking raven. Rel Neutral 1st Level: 1/per day cast dash (self only). 9th Level: 1/per day cast fly (self only). Thaumagorga Evil (Lawful or Chaotic) 1st Level: 1/per day can cast sorcerous armour (self only). 9th Level: 1/per week can cast beckon (reverse of dismissal). Tlakk-Nakka Neutral 1st Level: 1/per day can cast spider climb. 9th Level: Manufacture poison as an assassin. Ullr Chaotic (Good or Evil) 1st level: Proficient with all shields. 9th level: 1/per day shapechange as druid to form of wolf. Xathoqqua Chaotic (Good or Evil) 1st Level: 1/per day cast ungovernable hideous laughter. 9th Level: 1/per day either cast summon bat swarm or summon 1 giant bat, as summon monster II. Yig Lawful (Good or Evil) 1st Level: 1/per day cast befriend animals (reptiles only). 9th Level: 1/per day take form of giant spitting cobra, as transform to asp (with same risk). Yikkorth Neutral 1st Level: 1/per day cast freezing hands. 9th Level: 1/per day can cast summon ice dæmon. Ymir Chaotic (Good or Evil) 1st Level: Proficient with hand axes and battle axes. 9th Level: 1/per day cast ice storm (hailstones) Yoon’Deh Neutral 1st Level: 1/per day cast pass without trace (self only). 9th Level: 1/per day (outdoors only) conjure 1 giant elk (white stag) of max. hp, as summon animal I. Ythaqqa Neutral 1st Level: 1/per day cast chill touch. 9th Level: 1/per day cast ice storm (sleet). Yug Chaotic (Good or Evil) 1st Level: 1/per day cast darkness. 9th Level: 1/per day conjure quasi-real shoggoth, as spawn shadow monsters.


85 Volume I: Player’s Manual PRIEST’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level priests. Fighting ability (FA) improves every odd level, so at 3rd level a priest needs a modified 19 roll to hit AC 0, and so forth. Table 48: Priest’s Initial Combat Matrix (FA 0) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 PRIEST’S STARTING PACK To expedite the character creation process, your priest may begin with the following gear in lieu of rolling for starting gold and shopping for gear. If you elect to play a priest who is of specialized faith, you may want to check to see if your priest is proficient in the use of any off-list weapons (see Table 47 above); if so, you may want your priest to wield such a weapon instead of what is prearranged below. Regardless, refer to Chapter 6: Equipment for more information on weapons and gear. Silver dagger, quarterstaff, whip, backpack, bandages, winter blanket, religious clothing, silver holy symbol, holy water, soft leather pouch, wooden prayer beads, iron rations (1 week), small sack, tinderbox, torches ×3, wineskin (full), writing stick, and 1d4+1 gold pieces. k k 4


86 HYPERBOREA RUNEGRAVER (Cleric Subclass) The runegraver is a mystic warrior who carves sorcerous runes on bone, metal, stone, and wood. Graving is a heritable craft taught to precocious young warriors. In Hyperborea, the craft and accompanying rune poems were originally a gift from the deity Ullr, bestowed upon a selection of the first Vikings to cross the North Wind, and it has been passed down ever since. In the Com - mon Æra, rune graving no longer is exclusive to Vikings, though most practitioners still are of Nordic descent; notwith - standing, all pay homage to Ullr and Ymir regardless of ancestry. Runegravers also are known for their enchanted ales, prophetic divinations, and wicked curses. Runegravers are both celebrated and notorious adventurers, raid - ing with and fighting alongside berserkers and other swordsmen; indeed, poems and sagas oft are writ of their deeds as both warriors and sorcerers. Attribute Requirements: Strength 9, Wisdom 12 Prime Attributes: Strength, Wisdom (10% XP bonus if both 16+) Hit Die Type: d8 Alignment: CG, CE Armour Allowed: Light, Medium Shields Allowed: Any Favoured Weapons: Any Saving Throw Modifiers: Transformation +2, Sorcery +2 Starting Money: 3d6×10 gp CLASS ABILITIES EXTRAORDINARY +8% chance to perform extraordi - nary feats of strength (see Chapter 3: Statistics, strength). GRAVE RUNES Runegravers grave runes on specific materials that are carved, smoothed, and shaped by the runegraver. Each rune emulates a specific spell, with no other material components required. The number and levels of rune spells cast per day are charted above (see Table 49). Runegraver (Viking)


87 Volume I: Player’s Manual Table 49: Runegraver Level Experience Points Hit Dice Saving Throw Fighting Ability Casting Ability Runes Cast Per Day L1 L2 L3 L4 L5 L6 1 0 1d8 16 1 1 1 — — — — — 2 3,000 2d8 16 2 2 2 — — — — — 3 6,000 3d8 15 3 3 3 1 — — — — 4 12,000 4d8 15 4 4 3 2 — — — — 5 24,000 5d8 14 5 5 3 3 1 — — — 6 48,000 6d8 14 6 6 3 3 2 — — — 7 96,000 7d8 13 7 7 3 3 3 1 — — 8 192,000 8d8 13 8 8 3 3 3 2 — — 9 384,000 9d8 12 9 9 3 3 3 3 1 — 10 576,000 9d8+2 12 10 10 3 3 3 3 2 — 11 768,000 9d8+4 11 11 11 3 3 3 3 3 — 12 960,000+ 9d8+6 11 12 12 3 3 3 3 3 1 Runes are enchanted when the runegraver cuts his or her palm, drips blood on the rune, and then recites the appropriate poem. palm of the runegraver is cut, blood is dripped on the rune, and the appropriate poem is recited. Much like spells memorized from books, when a rune spell is cast, the rune and its medium remain, but their sorcery is drained until the process is started anew. Runes are invoked (cast) much like a spell, except each invocation costs the runegraver a sacrifice of 1 hit point per spell level, pain coursing up the runegraver’s arms. So, casting a level 3 rune spell entails a loss of 3 hp, which can be recovered in the usual manner. Should the runegraver drop below 1 hp from evoking a rune, unconsciousness is staved off for 1 turn, pending an extraordinary feat of constitution. Each of the 16 runes may be invoked but once per day. The runes and the spells they mimic are as follows: Level 1: giant–enlargement man–command riding–mount Level 2: constraint–hold person shower–black cloud wealth–fool’s gold Level 3: plenty–create food and water ulcer–inflict disease (reverse of cure disease) yew–twofold missile Level 4: hail–ice storm (hail) ice–freeze surface Tyr–dweomered weapon Level 5: god–true seeing sun–flame strike water–control water Level 6: birch–reincarnation A runegraver begins with a single rune, a sacred mystery revealed by a master. It is either selected or randomly determined upon character creation (consult your referee). Runegravers unlock the secret of a new rune or runes at each level gain, at the following schedule: ‘ 1st level: ×1 level 1 rune ‘ 2nd level: ×1 level 1 rune ‘ 3rd level: ×1 level 1 rune; ×1 level 2 rune ‘ 4th level: ×1 level 2 rune ‘ 5th level: ×1 level 2 rune; ×1 level 3 rune ‘ 6th level: ×1 level 3 rune ‘ 7th level: ×1 level 3 rune; ×1 level 4 rune ‘ 8th level: ×1 level 4 rune ‘ 9th level: ×1 level 4 rune; ×1 level 5 rune ‘ 10th level: ×1 level 5 rune ‘ 11th level: ×1 level 5 rune ‘ 12th level: ×1 level 6 rune New runes are acquired via spiritual revelation, the uncloaking of runic lore, or deific favour from Ullr. Each new rune is learnt automatically, with no need of a qualification roll. Runegravers do not learn new runes outside of level gains, but by 12th level, all 16 runes have been mastered. 4


88 HYPERBOREA Table 50: Runes Rune Rune Name Medium Rune Poem* Birch Birchwood leafy twig and little tree and fresh young shrub Constraint Stone grief of the bond-maid and state of oppression and toilsome work Giant Bone from aurochs, bear, mammoth, musk ox, or the like torture of women and cliff-dweller and husband of a giantess God Diamond (min. 500-gp value) aged Gautr and prince of Asgard and lord of Valhalla Hail River stone cold grain and shower of sleet and sickness of serpents Ice Silver bark of rivers and roof of the wave and destruction of the doomed Man Stone delight of man and augmentation of the earth and adorner of ships Plenty Wood boon to men and good summer and thriving crops Riding Horse or camel bone joy of the horseman and speedy journey and toil of the steed Shower Stone lamentation of the clouds and ruin of the hay-harvest and abomination of the shepherd Sun Copper shield of the clouds and shining ray and destroyer of ice Tyr Melee weapon of iron or steel god with one hand and leavings of the wolf and prince of temples Ulcer Bone disease fatal to children and painful spot and abode of mortification Water River stone eddying stream and broad geysir and land of the fish Wealth Smoothed gold coin source of discord among kinsmen and fire of the sea and path of the serpent Yew Longbow or short bow bent bow and brittle iron and giant of the arrow * Translations by Bruce Dickins, Runic and Heroic Poems of the Old Teutonic Peoples, (Cambridge: Cambridge University Press, 1915). ALE HORN An aurochs (or other bovine) drinking horn painstakingly etched in Nordic designs. Once per day, if the horn is filled with 12 ounces of fresh water, the runegraver can turn the water to enchanted ale that restores 2 hp per CA level when drunk. The ale can be shared, but once uncapped, the entire contents must be imbibed within 6 rounds. Once per week, three drops of honey added to the water-filled drinking horn produces magical mead that can cure disease (as the spell). CASTING OF LOTS At 5th level, a runegraver can gather 16 fresh twigs. The twigs must be smoothed and engraved, each incised with one of the 16 runes listed earlier. They are then placed in a leather pouch filled with powdered bone. To cast lots, the runegraver must engage in a 1-turn ritual, chanting, shaking the pouch, and finally dumping the twigs from the pouch. The runegraver then articulates a question, selects three bone dust– covered twigs, wipes them clean, and interprets their meaning. Casting of lots is otherwise equivalent to an augury spell. It can be performed once per day. ENLIST HENCHMEN At 6th level, a runegraver may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen.


89 Volume I: Player’s Manual NITHING POLE At 7th level, a runegraver can select a strong branch and carve it with all manner of signs, sigils, and execrations in the Old Norse language, amongst them the proper name of an enemy. The nithing pole must be staked into the ground and mounted with the head or skull of a goat, horse, sheep, or like animal. It must face in the direction of the named target’s abode, within a quarter mile. The effect is equivalent to a bestow curse spell (see reverse of remove curse), except the duration is permanent until the nithing pole is located and nullified with a remove curse or dispel magic spell. Physically destroying the pole will not lift the curse. A nithing pole can be created once per month. BERSERKER HORDE At 9th level, carve a rune of the berserker, venture into the savage wilderness, and then stab one’s palm with a knife for 1d4 hp damage. Whilst howling like a beast, the runegraver smears the fresh blood on the rune, attracting 50 wild berserkers of an alignment that roughly corresponds with that of the runegraver. These feral warriors will arrive over the course of 1d4 days. They will follow their runegraver lord until death, so long as their lives comprise violence, bloodshed, drink, and revelry. Providing food and shelter for the horde is the responsibility of the runegraver. Unless the referee permits otherwise, a berserker horde can be summoned but once; furthermore, introducing these wild people to civilization can prove disastrous. RUNEGRAVER’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level runegravers. Fighting ability (FA) improves every level, so at 2nd level a runegraver needs a modified 18 roll to hit AC 0, and so forth. Table 51: Runegraver’s Initial Combat Matrix (FA 1) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 RUNEGRAVER’S STARTING PACK To expedite the character creation process, your runegraver may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on armour, weapons, and gear. Studded armour, battle axe, short bow, arrows ×12, silver arrows ×2, dagger, arrow quiver, backpack, bandages, chalk (piece), dice, wooden holy symbol, drinking horn (full), soft leather pouch, iron rations (1 week), tinderbox, torches ×2, waterskin, writing stick, and 1d4+1 gold pieces. LORDSHIP At 9th level, a runegraver who builds or assumes control of a wilderness fortress becomes a lord and is eligible to attract followers and troops, including a band of wild berserkers. More information is presented in Appendix B. 4


90 HYPERBOREA SHAMAN (Cleric Subclass) The shaman (or witch doctor) commands the thaumturgical sorcery of a magician and the ecclesiastical sorcery of a priest—a tribal personage who communicates with transcendent dimensions where dwell ancestral, animistic, elemental, and otherworldly beings. Through these connexions the shaman can function as a spiritual sorcerer, healing, divining, and enchanting, as well as communicating with the dead. Shamans are not schooled as other sorcerers are. Rather, they answer an irrefutable calling from the spirit world; typically, this occurs at or before puberty. Shamans oft assume advisory roles to tribal leaders; sometimes they themselves function as both political and religious leaders. For many barbaric tribes and savage cultures, the shaman serves as the conduit between the temporal and spiritual worlds. And yet, it is not unusual for a shaman to wander the length and breadth of Hyperborea, seeking knowledge, wisdom, and adventure. Attribute Requirements: Intelligence 9, Wisdom 12 Prime Attributes: Intelligence, Wisdom (10% XP bonus if both 16+) Hit Die Type: d6 Alignment: CG, N, CE (necromantic shamans: N, CE) Armour Allowed: Light Shields Allowed: None Favoured Weapons: Axe (hand), blowgun, bola, boomerang, bow (short), chain whip, club (light, war), dagger, hooked throwing knife, quarterstaff, sling, spear (short, long), tonfa, trident (hand, long) Saving Throw Modifiers: Death +2, Sorcery +2 Starting Money: 3d6×10 gp Shaman (Tlingit)


91 Volume I: Player’s Manual Table 52: Shaman Level Experience Points Hit Dice Saving Throw Fighting Ability Turning Ability Casting Ability 1 0 1d6 16 0 — 1 2 2,500 2d6 16 0 — 2 3 5,000 3d6 15 1 1 3 4 10,000 4d6 15 2 2 4 5 20,000 5d6 14 2 3 5 6 40,000 6d6 14 3 4 6 7 80,000 7d6 13 4 5 7 8 160,000 8d6 13 4 6 8 9 320,000 9d6 12 5 7 9 10 480,000 9d6+2 12 6 8 10 11 640,000 9d6+4 11 6 9 11 12 800,000+ 9d6+6 11 7 10 12 Table 53: Shaman Sorcery Level Cleric/Druid Spells Cast Per Day Magician/Necromancer Spells Cast Per Day L1 L2 L3 L4 L5 L6 L1 L2 L3 L4 L5 L6 1 1 — — — — — — — — — — — 2 1 — — — — — 1 — — — — — 3 1 1 — — — — 1 — — — — — 4 1 1 — — — — 1 1 — — — — 5 1 1 1 — — — 1 1 — — — — 6 1 1 1 — — — 1 1 1 — — — 7 2 1 1 1 — — 1 1 1 — — — 8 2 1 1 1 — — 2 1 1 1 — — 9 2 2 1 1 1 — 2 1 1 1 — — 10 2 2 1 1 1 — 2 2 1 1 1 — 11 2 2 2 1 1 1 2 2 1 1 1 — 12 2 2 2 1 1 1 2 2 2 1 1 1 CLASS ABILITIES DRAW POISON To draw and spit poison from a snakebite or another venomous wound, such as a scorpion sting or spider bite. The attempt must be made within 2 rounds of affliction for a 3-in-6 chance of success, within 4 rounds for a 2-in-6 chance of success, or within 6 rounds for a 1-in-6 chance of success. Success may revive one who has expired from poison, so long as a successful trauma survival check is made (see Chapter 3: Statistics, constitution). The deceased poison victim is restored to 0 hp, albeit at a price: permanent loss of 1 constitution point. For slower-acting venoms that do not prove immediately fatal, see also the medicine man ability. N.B.: Victims of envenomed blades or ingested poison are beyond the shaman’s aid. HARVEST VENOM To extract venom sacs from snakes, spiders, giant insects, and the like, should the opportunity present and appropriate containers be available. Shamans learn to dissect venomous creatures in the field. This skill is performed at a base 9-in-12 chance of success. If a 12 is rolled, a mishap occurs, and the shaman is exposed (e.g., eyes, nose, skin) to the poisonous fluid. For more information on the extraction of venom, see Chapter 9: Combat, poison, venom harvesting. MAGIC ITEM USE Can utilize magic items normally restricted to clerics and magicians. MEDICINE MAN To bind wounds, set sprains or broken bones, and concoct cures and antidotes for diseases and natural poisons, so long as the shaman has access to the herbs, roots, and ritualistic devices (e.g., drum, rattle) that are integral to shamanism. Gathering ingredients can be a time-consuming process, depending on circumstances. The process works as follows: Treat 1 person per day (including shaman) per level of experience; e.g., a 3rd-level shaman can treat up to three people per day. Process takes 1 turn to complete per person. Treatment involves the use of herbs, roots, and ritualistic dancing/percussion. Recipients immediately regain 1d4 hp and are stabilized if unconscious. Recipients can receive treatment only once per day. Treating Poison/Disease: When treating a natural (plant or animal) poison or disease, the shaman has an 8-in-12 chance to devise an antidote if familiar with the affliction; if unfamiliar, chance of success is reduced to 4-in-12. In either case, the chance-in-twelve is increased by one (+1) if the shaman has 16+ wisdom. The shaman may attempt to treat a poison or disease but once per week. The process takes 1 turn to complete and is predicated on the intervention of an ancestral spirit. READ MAGIC The ability to decipher unintelligible magical inscriptions or symbols placed on weapons, armour, items, doors, walls, and other media by means of the sorcerer mark spell or other like methods. SCROLL USE To decipher and invoke ecclesiastical and thaumaturgical scrolls containing spells that correspond to the shaman’s chosen schools of sorcery, as included in the Cleric- or Druid Spell List (see Chapter 7: Sorcery, Table 99 or 100), and the Magician- or Necromancer Spell List (see Chapter 7: Sorcery, Table 93 or 96). 4


92 HYPERBOREA SCROLL WRITING To scribe a known spell onto a scroll, creating a single-use magical device at a cost of 500 gp + 100 gp per spell level. Materials include the finest vellum, papyrus, rare bark, or animal skin; a fresh quill; and sorcerer’s ink, such as sepia or the blood of a sacred animal. Alternatively, a shaman might sacrifice gems or jewellery of equal or greater value. Regardless, this involved process requires one week per spell level and must be completed on sacred ground. SORCERY During character creation, the player must decide which two schools of magic their shaman casts. One choice is between cleric and druid spells; the other choice is between magician and necromancer spells. These spells are drawn from the Cleric- or Druid Spell List (see Chapter 7: Sorcery, Table 99 or 100), and the Magician- or Necromancer Spell List (see Chapter 7: Sorcery, Table 93 or 96). Spell school decisions are irreversible. The number and levels of spells cast per day are charted above (see Table 53), though shamans of high intelligence and high wisdom gain bonus spells cast per day (see Chapter 3: Statistics, intelligence and wisdom). For example, a 4th-level shaman with 13 intelligence and 13 wisdom can cast two level 1 spells and one level 2 cleric/druid spells per day, and two level 1 spells and one level 2 magician/necromancer spells per day. Shamans begin with knowledge of one level 1 cleric (or druid) spell. They also begin with a spell book, which may be in the form of thin stone tablets, bark sheets, animal skins, or shells laced together. At 2nd level, the shaman develops a level 1 magician (or necromancer) spell. Shamans develop one or more new spells at each level gain at the following schedule: 1st level: ×1 cleric/druid spell 2nd level: ×1 magician/necromancer spell 3rd level: ×1 cleric/druid spell 4th level: ×1 magician/necromancer spell 5th level: ×1 cleric/druid spell 6th level: ×1 magician/necromancer spell 7th to 12th levels: ×1 cleric/druid spell; ×1 magician/necromancer spell These spells are learnt automatically, with no need of qualification rolls, but they must be of castable levels (see Table 53 above). Developing new spells may include bonfire dancing, bone tossing, drumming or rattling, ice water immersion, or ritual sacrifice, during which the shaman may become temporarily possessed by a guiding spirit. Additional spells may be learnt outside of level training, but the process is more arduous (see Chapter 7: Sorcery, acquiring new spells). TOTEM The sacred symbol of kinship that a clan, tribe, family shares with an animal, plant, or another natural object. Ofttimes the clan is named after the totem; e.g., Clan of the Wolf or the Frog Tribe. Totemic emblems are carved from stone, ivory, and other media. Once per week, the shaman may beseech the totem spirit for wisdom and guidance as per the contact otherworldly being spell, but requiring half the monetary sacrifice. A shaman might view a totem as a brother, guardian, or protector. Dualism is a distinct possibility; meaning it is possible that the totem is speaking and acting, not the shaman. A totem might be transferred from one person to another through elaborate ceremony, inheritance, or expropriation. TURN UNDEAD At 3rd level, exert control over the undead and some dæmonic beings, causing them to flee and/or cower. At 3rd level the shaman has 1st-level turning ability (TA 1). Evil shamans can opt instead to compel the submission and service of these foul creatures. In either case, the cleric’s turn undead ability and Table 13 should be referenced for more information. NEW WEAPON SKILL At 4th, 8th, and 12th levels, become skilled in a new weapon that is not included in the favoured weapons list (noted above). This new proficiency is dependent upon training and practice (see Chapter 9: Combat, weapon skill). ENLIST HENCHMEN At 6th level, a shaman may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. In the case of a young shaman, it might be one whose totem has guided the adolescent to the shaman for learning. For more information, see Chapter 8: Adventure, hirelings and henchmen. LORDSHIP At 9th level, a shaman who builds or assumes control of a wilderness fortress becomes a lord and is eligible to attract followers and troops. More information is presented in Appendix B. LONGEVITY At 11th level, ageing process slows. For every 13 years (1 Hyperborean cycle), the shaman effectively ages but 1 year.


93 Volume I: Player’s Manual SHAMAN’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level shamans. Fighting ability (FA) improves at staggered levels (3rd, 4th, 6th, 7th, 9th, 10th, 12th levels), so at 3rd level a shaman needs a modified 19 roll to hit AC 0, and so forth. Table 54: Shaman’s Initial Combat Matrix (FA 0) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 SHAMAN’S STARTING PACK To expedite the character creation process, your shaman may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on armour, weapons, and gear. Studded armour, war club, dagger, backpack, bandages, belladonna, brass censer, wooden holy symbol (totem), incense sticks ×12, wooden mask, soft leather pouch, wooden rattle, iron rations (1 week), hemp rope (50-ft.), small sack, tinderbox, torches ×3, wineskin (full), bark sheet spell book, and 1d4+1 gold pieces. k k 4


94 HYPERBOREA ASSASSIN (Thief Subclass) The assassin is a proficient killer and sometime bounty hunter, an adept instrument of death whose skills border on the uncanny. Most assassins are trained by the instructors of an assassins’ guild or a special branch of a thieves’ guild; others by an unaffiliated master of execution. An assassin may serve a nobleman or liege lord, or one might be an acolyte of a fanatical religious order. Assassins are viewed with disfavour or disdain even by those who employ them; hence, most lead solitary lives. Most assassins are remorselessly Evil; in sooth, even those who lack moral turpitude are of Neutral alignment at best and devoid of emotional and sentimental attachments. Assassins are capa - ble of murder without compunction, whether it be a knife across the throat, poisoned wine, a meticulously arranged sniper shot, or some other means nefarious. Attribute Requirements: Strength 9, Dexterity 9, Intelligence 9 Prime Attributes: Dexterity, Intelli - gence (10% XP bonus if both 16+) Hit Die Type: d6 Alignment: N, LE, CE Armour Allowed: Light Shields Allowed: Any Favoured Weapons: Axe (hand), blowgun, bow (short), chain whip, club (light), crossbow (light), dagger, dart, falcata, flail (horseman’s), hammer (horseman’s), hooked throwing knife, mace (horseman’s), pick (horseman’s), scimitar (short), sling, sword (short, broad, long), tonfa, trident (hand) Saving Throw Modifiers: Device +2, Avoidance +2 Starting Money: 3d6×10 gp Assassin (Yakut)


95 Volume I: Player’s Manual Table 55: Assassin Level Experience Points Hit Dice Saving Throw Fighting Ability 1 0 1d6 16 1 2 1,750 2d6 16 1 3 3,500 3d6 15 2 4 7,000 4d6 15 3 5 14,000 5d6 14 3 6 28,000 6d6 14 4 7 56,000 7d6 13 5 8 112,000 8d6 13 5 9 224,000 9d6 12 6 10 336,000 9d6+2 12 7 11 448,000 9d6+4 11 7 12 560,000+ 9d6+6 11 8 CLASS ABILITIES AGILE +1 AC bonus when unarmoured and unencumbered (shield allowed). ASSASSINATE (BACKSTAB) A backstab (cf. the thief ability) attempt made with a class 1 or 2 melee weapon, with the intent to assassinate. The target must be unaware of attack, which may be the result of hiding or moving silently. Also, the target must have vital organs (e.g., skeleton, zombie exempt) and a discernible “back” (e.g., green slime, purple worm exempt). If the requirements are met, the following benefits are derived: The attack roll is made at +4 “to hit.” If target is hit, a second d20 is rolled to verify assassination (see Table 56 below). If the second d20 roll meets the required target number or less, the target must make a death saving throw or die; however, if the original d20 attack roll was a natural 19 or 20, then no saving throw is allowed. Normal backstab damage rules per the thief class apply if the result is a hit but not an automatic assassination. Additional damage dice are rolled according to the assassin’s level of experience:  1st to 4th levels = ×2  5th to 8th levels = ×3  9th to 12th levels = ×4 ‘ Other damage modifiers (strength, sorcery, etc.) are added afterwards (e.g., a 5th-level assassin with 13 strength and a +1 short sword rolls 3d6+2). Note that if an assassination attempt is made against an assassin of higher level, the chancein-twenty of success is reduced by one for every level of difference. Sniper Attack: Lastly, unlike the thief ’s backstab ability, the assassin also can make an assassination attempt with a missile weapon (such as a bow or thrown dagger) versus a human, humanoid, quasi-man, or giant. The attempt requires short range; the mark must be completely unaware of danger and not otherwise engaged in combat. The assassin’s comprehensive knowledge of anthropoid anatomy allows for this specialized termination attempt. Table 56: Assassination Assassin Level Level / HD of Target 0–1 2–3 4–5 6–7 8–9 10–11 12+ 1 5:20 4:20 3:20 2:20 1:20 — — 2 6:20 5:20 4:20 3:20 2:20 1:20 — 3 7:20 6:20 5:20 4:20 3:20 2:20 1:20 4 8:20 7:20 6:20 5:20 4:20 3:20 2:20 5 9:20 8:20 7:20 6:20 5:20 4:20 3:20 6 10:20 9:20 8:20 7:20 6:20 5:20 4:20 7 11:20 10:20 9:20 8:20 7:20 6:20 5:20 8 12:20 11:20 10:20 9:20 8:20 7:20 6:20 9 13:20 12:20 11:20 10:20 9:20 8:20 7:20 10 14:20 13:20 12:20 11:20 10:20 9:20 8:20 11 15:20 14:20 13:20 12:20 11:20 10:20 9:20 12 16:20 15:20 14:20 13:20 12:20 11:20 10:20 DETECT SECRET DOORS Find a secret door on a base 3-in-6 chance. EXTRAORDINARY +8% chance to perform extraordinary feats of dexterity (see Chapter 3: Statistics, dexterity). DISGUISE To fashion a façade that simulates a particular race/ culture/social class, possibly making one appear a few inches taller or shorter and/or several pounds heavier or thinner (cf. the disguise self spell). The assassin also can appear as the opposite sex. This ruse may be accomplished through a combination of acting, makeup, apparel, and perhaps even subtle sorcery. The base chance of the disguise being discerned is 2-in-12, adjusted as the referee deems appropriate. If the assassin has a 16+ charisma, the base chance for being discerned is reduced to 1-in-12. 4


96 HYPERBOREA HARVEST VENOM To extract venom sacs from snakes, spiders, giant insects, and the like, should the opportunity present and appropriate containers be available. Assassins learn to dissect venomous creatures in the field. This skill is performed at a base 9-in-12 chance of success. If a 12 is rolled, a mishap occurs, and the assassin is exposed (e.g., eyes, nose, skin) to the poisonous fluid. For more information on the extraction of venom, see Chapter 9: Combat, poison, venom harvesting. POISON RESISTANCE Toxicological training and exposure to various poisons and toxins provide a +1 bonus on all saving throws versus poison, though not other death saving throws. POISON USE The employment of toxins to kill or assassinate. Some assassins’ guilds have in-house alchemists who concoct poisons and toxins potentially available for purchase. Consult your referee regarding availability. NEW WEAPON SKILL At 4th, 8th, and 12th levels, become skilled in a new weapon that is not included in the favoured weapons list (noted above). This new proficiency is dependent upon training and practice (see Chapter 9: Combat, weapon skill). ENLIST HENCHMEN At 6th level, an assassin may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. POISON MANUFACTURE At 9th level, eligible to train with a master alchemist/ toxicologist and learn how to concoct debilitating and deadly poisons. See Chapter 7: Sorcery, alchemy for more information. LORDSHIP At 9th level, an assassin who builds or assumes control of suitable headquarters becomes a lord and is eligible to attract a murderous band of thieves. More information is presented in Appendix B. PROGRESSIVE THIEF ABILITIES Assassins also practice almost all thievish skills. The following abilities improve as the assassin advances in levels of experience, comparable to the thief (see Table 16): CLIMB To ascend or descend sheer cliffs or walls without need of climbing gear. If vertical, the surface must be rough or cracked. At least one check must be made per 100 feet of climbing. Failure indicates the climber has slipped and fallen at about the midpoint of the check. DISCERN NOISE To hearken at a door and detect the faintest of noises on the other side, perceive the distant footfalls of a wandering monster, or distinguish a single voice in a crowd. Six rounds (one minute) of concentrated listening are required. HIDE To vanish into shadows, camouflage oneself, or flatten one’s body to a seemingly impossible degree—all whilst remaining still as a statue. Only the slightest movement is permissible (e.g., unsheathing a blade, opening a pouch). Hiding is impossible in direct sunlight, or if the assassin is observed. MANIPULATE TRAPS To find, remove, and reset traps both magical and mundane. Separate checks must be made to accomplish each facet of this skill: find, remove, reset. Failure by more than two, or if a natural 12 is rolled, may cause the trap to detonate on the assassin. Also, a new trap may be built if the mechanism is simple and the parts available; anything more complex requires the assistance of an engineer. Thieves’ tools are required when practicing this ability. MOVE SILENTLY To move with preternatural quiet, even across squeaky floorboards, dry leaves, loose debris, etc. This skill is executed at half the assassin’s normal movement rate. OPEN LOCKS To pick locks or disable latching mechanisms both magical and mundane. Thieves’ tools are required. Picking or dismantling a lock may be attempted but once; if the attempt fails, the thief cannot try again until he has gained a level of experience. Most locks require 1d4 minutes to pick; complex locks might necessitate 3d6 minutes.


97 Volume I: Player’s Manual ASSASSIN’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level assassins. Fighting ability (FA) improves at staggered levels (3rd, 4th, 6th, 7th, 9th, 10th, 12th levels), so at 3rd level an assassin needs a modified 18 roll to hit AC 0, and so forth. Table 57: Assassin’s Initial Combat Matrix (FA 1) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 ASSASSIN’S STARTING PACK To expedite the character creation process, your assassin may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on armour, weapons, and gear. Leather armour, light crossbow, light bolts ×20, dagger, short sword, backpack, winter blanket, bolt case, disguise clothing, soft leather pouch, iron rations (1 week), hemp rope (50-ft.), small sack, thieves’ tools, tinderbox, torches ×3, wineskin (full), and 1d4+1 gold pieces. k k 4


98 HYPERBOREA BARD (Thief Subclass) The bard is a mystic thief with the martial versatility of a fighter, the dweomercræft of an ecclesiastical and thaumturgical sorcerer, and a plethora of es - oteric skills. Through song, verse, or music, the bard opens windows to other dimensions and taps weird vibrations that permeate the illimitable Black Gulf. Cherished (or detested) by kings, knights, noblemen, and peasants alike, some bards use their preternatural gifts to craft poems and satires interwoven with sorcerous vibrations; others play musical instruments to effect similar results. A Viking bard is called a skald. A skald performs kennings (com - pound metaphorical poems laced with sorcery) and composes sagas of king - ly deeds, blood feuds, and heroic battles. Bards oft roam with fellow adventure-seekers, composing new works based on their escapades of glory and derring-do. Attribute Requirements: Strength 9, Dexterity 9, Intelligence 9, Wisdom 9, Charisma 15 Prime Attributes: Dexterity, Charisma (10% XP bonus if both 16+) Hit Die Type: d8 Alignment: CG, N, CE Armour Allowed: Light, Medium Shields Allowed: Any Favoured Weapons: Any Saving Throw Modifiers: Device +2, Avoidance +2 Starting Money: 3d6×10 gp CLASS ABILITIES COUNTERSONG To cognize songs of enchantment (from other bards, gorgons, harpies, etc.) and instantly (no initiative required) react with opposing melodies, poetics, and/or instrumentation that channels the horri - ble vibrations of the Black Gulf, at once muting or disrupting auditory sorcer - ies. The base chance of success is 9-in12 for opponents of equal or lesser level/HD. For every level/HD greater than the bard’s, the chance-in-twelve is reduced by one, with 1-in-12 being the minimum chance of success. Bard (Common)


99 Volume I: Player’s Manual Table 58: Bard Level Experience Points Hit Dice Saving Throw Fighting Ability Casting Ability Druid Spells Cast Per Day Illusionist Spells Cast per Day L1 L2 L3 L4 L1 L2 L3 L4 1 0 1d8 16 1 1 1 — — — — — — — 2 2,500 2d8 16 1 2 1 — — — 1 — — — 3 5,000 3d8 15 2 3 1 1 — — 1 — — — 4 10,000 4d8 15 3 4 1 1 — — 1 1 — — 5 20,000 5d8 14 3 5 1 1 1 — 1 1 — — 6 40,000 6d8 14 4 6 1 1 1 — 1 1 1 — 7 80,000 7d8 13 5 7 1 1 1 1 1 1 1 — 8 160,000 8d8 13 5 8 1 1 1 1 1 1 1 1 9 320,000 9d8 12 6 9 2 2 1 1 1 1 1 1 10 480,000 9d8+2 12 7 10 2 2 1 1 2 2 1 1 11 640,000 9d8+4 11 7 11 2 2 2 2 2 2 1 1 12 800,000+ 9d8+6 11 8 12 2 2 2 2 2 2 2 2 EXTRAORDINARY +8% chance to perform extraordinary feats of dexterity (see Chapter 3: Statistics, dexterity). FOLKLORE To identify or recall a random fact or sliver of knowledge regarding ancient artefacts, legends, myths, folklore, and other oddities. Whether anything exists to be gleaned— as well as the extent and veracity of the information—is ultimately the purview of the referee, who should provide a chance-in-six for success, or possibly automatic success, if appropriate. INSPIRIT ALLIES In the midst of battle, recite poems or sing verses that inspirit allies to fight with enhanced ferocity: Allies gain +1 bonus “to hit” and damage in melee (not missile) combat Boon takes effect 2 rounds after the singing begins (i.e., on round 3 if the singing begins on round 1) Boon lasts as long as the bard continues performing, to a maximum of 1 turn (10 minutes) This ability can be used whilst engaged in battle, so long as the bard can continue to sing or recite; however, casting other spells or perform other like actions is not possible. This ability can be used once per day for every three levels of experience: 1st to 3rd levels = ×1 4th to 6th levels = ×2 7th to 9th levels = ×3 10th to 12th levels = ×4 MAGIC ITEM USE Can utilize magic items normally restricted to magicians and clerics. MESMERIZE Once per day recite a song or poem laced with weird vibrations that permeate the universe; alternatively, the bard might play a flute, panpipes or other wind instrument. Requirements, limitations, and effects are as follows: Can take no other action besides walking. Targets must be within 40 feet and of animal intelligence or greater; slimes, oozes, mindless automata, and some undead are immune. Allies and travelling companions are unaffected unless they have become hostile to the bard. Each target is allowed a sorcery saving throw, modified by willpower adjustment, if applicable (see Chapter 3: Statistics, wisdom). Those who fail are mesmerized for as long as the bard continues to perform for up to 1 turn (10 minutes). Mesmerized victims are considered stunned; however, mesmerize effects are broken once a subject is attacked. At 3rd level, a single victim’s mind can be imprinted with a suggestion (as the spell); however, a sorcery saving throw negates the suggestion and ends mesmerization for that one. At 9th level, a single victim’s mind can be infected with madness (as the inflict madness spell); however, the applicable sorcery saving throw negates madness and ends mesmerization. 4


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