Raven's Errata

Hmm....I don't know. A Soldier could buy these with their bonus skill points from their Int score. After all it's not a Soldier's job to provide much more than muscle to that sort of thing. Guerrillas [sp?] [Soldier/Thief multiclass] or Scouts [Soldier/Borderer multiclass] would be more prone to that sort of thing and it's a class skill for them.

Cool, just checkingski :)
 
Here's something a little early for Valentine's Day.....

New Feat

True Love [General Feat]

Perquisites: The character may not have the No Honour Feat; The character must have a Corruption score of zero

Description: The emotional connection between the one who possess this Feat and a lover or family member go beyond mere emotion attachment or erotic attraction into a deeper, almost spiritual state. Such is the bond that even Sorcery cannot undo it. The target gains a +8 supernatural bonus to Will saves to Fear checks, Intimidation, Terror of the Unknown if by failing such a check the character’s True Love would be placed in direct danger by failing such a check. The character with this Feat also gains a similar bonus to all Enchantment and Illusion spells like hypnotic suggestion and dominate if the commands given to the character would indirectly hurt the subject of their True Love. Any attempt to magically coerce the character with this Feat to directly harm the subject of their True Love automatically fails and the character is released from the spell or spell like effects. The character may also voluntarily enter Fighting Madness when ever the subject of the True Love Feat is endangered even if the have already entered Fighting Madness that day.

In addition if the subject of the True Love Feat is the character’s lover, the character may add the same bonus against seduction attempts if they desire.

If the subject of True Love dies, the character loses a Fate Point as they lose a part of their will to live. If the character has no Fate Points they will attempt to commit suicide unless prevented. If a person with this Feat dies, they gain a +8 bonus to the Will save required to form a Ghost if the intent is to protect or contact the subject of their True Love.

This Feat may be taken multiple times. Each time the character selects a new subject of the True Love. The character may take it for as many family members as the like but taking it for more than one lover simultaneously is only permitted if the character comes from a culture where polyamory is permitted….
 
lol, for those of you that dont know, i have an ice specialized scholar/soldier in a conan game im in, and there was a fire specialized witch (scholar/barbarian) in the same party, i just hink it would have been hilarious for us to take the feat for each other and every battle go into fighting madness together with ravens elemental strike, which we both posessed

but she died and i didnt, o well what a crazy union THAT would have been
 
Raven Blackwell said:
Here's something a little early for Valentine's Day.....

New Feat

True Love [General Feat]

Perquisites: The character may not have the No Honour Feat; The character must have a Corruption score of zero

Description: The emotional connection between the one who possess this Feat and a lover or family member go beyond mere emotion attachment or erotic attraction into a deeper, almost spiritual state. Such is the bond that even Sorcery cannot undo it. The target gains a +8 supernatural bonus to Will saves to Fear checks, Intimidation, Terror of the Unknown if by failing such a check the character’s True Love would be placed in direct danger by failing such a check. The character with this Feat also gains a similar bonus to all Enchantment and Illusion spells like hypnotic suggestion and dominate if the commands given to the character would indirectly hurt the subject of their True Love. Any attempt to magically coerce the character with this Feat to directly harm the subject of their True Love automatically fails and the character is released for the spell or spell like effects. The character may also voluntarily enter Fighting Madness when ever the subject of the True Love Feat is endangered even if the have already entered Fighting Madness.

In addition if the subject of the True Love Feat is the character’s lover, the character may add the same bonus against seduction attempts if they desire.

If the subject of True Love dies, the character loses a Fate Point as they lose a part of their will to live. If the character has no Fate Points they will attempt to commit suicide unless prevented. If a person with this Feat dies, they gain a +8 bonus to the Will save required to form a Ghost if the intent is to protect or contact the subject of their True Love.

This Feat may be taken multiple times. Each time the character selects a new subject of the True Love. The character may take it for as many family members as the like but taking it for more than one lover simultaneously is only permitted if the character comes from a culture where polyamory is permitted….

Marvelous, Raven. Very nice. However I have trouble seeing Love as a concept of any prevalence in Hyboria, a place dark and frightening where Love is distant and quite possibly an illusion--like the Gods. But once in a while it is very much possible. :D :wink:
 
Raven, I like your true love feat... but I wouldn't have made a feat out ot it.
I'd rather add it as a kind of code of honour as strong as a celtic geas. But the idea is truly excellent.
 
Yogah of Yag said:
Marvelous, Raven. Very nice. However I have trouble seeing Love as a concept of any prevalence in Hyboria, a place dark and frightening where Love is distant and quite possibly an illusion--like the Gods. But once in a while it is very much possible. :D :wink:

Check my current .sig for my opinion on this- the deeper the darkness, the greater Love would burn in defiance. Granted it's not something most players would take unless they are into more roleplay than hack but I think it'd give flavour to a game- and a convient plot hook for the GM.

As for not making it a Feat I would only allow that if a player couldn't choose to take it- that it is given to them by a GM and the GM selects thew target of the ability. After all, no one picks who they fall in love with RL. Given that twisted set of impulses we GMs have we'd likely select a member of the player's worst enemies ala Romeo and Juliet or something completely socially unacceptable like more modern romance stories. Now that's a plot hook with more depth than a the deisre for a few fistfuls of silver and gold. 8)
 
Raven, for True Love I'd recommend one change: it CAN be taken if you have the No Honor feat. It makes it a human trait, and just because you are a vile, hateful, evil person doesn't mean you can't have true love for someone. Note that this can easily be seen as either a redeeming quality, or the twisted reason that the person lost their honor and took the No Honor feat.

Heck, a lot of things you'll do for true love violate the civilized code of honor, it's perfectly reasonable to have someone who has abandoned everything he or she believes in for the sake of love.
 
No Honour is more reflective of a character who revels in the evil they can do, is sadistic and uncaring of the world about them. Someone this twisted would see the Love offered to them by another as just a way to manipulate that person for game. That's not Love- that's using someone. Heck that's a pretty common human family dynamics. 8) So I find the two incompatible.

And since the ideals of repsect toward women, romance and courtly love are part and parcle of a Civilized Code of Honour that and True Love are very compatible. It is just that a person with both is going to behave as their Code of Honour dictates- likely in chivalrous[sp?] and sytlized method approved by their culture. Y'know poetry, flowers, a proper length engagement and a marriage proposal.
 
In that other brill Mongoose game Macho Women with guns Having a Boyfriend is not a Plus but a minus (Henious drawback) and many other games have simillar concepts I remember Gurps required you to take at least 5 'Flaws'

Would anyone be interested in Conan Flaws that if taken 'Gave' extra skill points or some other benifit but had to be played and included negative modifiers where appropriate or regularly caused the player problems a good example might be :-

Drunk

You are addicted to alcohol and you will drink to excess at any opportunity.

Gain 1 skill point --- -1 to all rolls while drunk

Gain 2 skill points --- -1 to all rolls while drunk, Require a fort save the day after or suffer -1 to all rolls that day

Gain 3 skill points --- -2 to all rolls While Drunk, Fort save (on sobering) or suffer -1 to all rolls that day, -1 Charisma

Gain 4 Skill points , -3 to all rolls while drunk, Fort save (on sobering) or suffer -2 to all rolls for day, -1 Charisma

Gain 5 Skill Points, -3 to all rolls while drunk, Fort save on sobering or -3 to all rolls all day, -1 Charisma


As an extra should we add suggestions for players who without 'taking a flaw' behave like that anyway ?
 
I liked the Camo skill which got replaced by Conceal so here is a updated version that might go well

Camouflage [Wis] Untrained Use possible, Edited by Evil_Trevor

Class skill for Barbarian, Borderer, Nomad and Scouts

Camouflage is the art of concealing yourself or others from view by the use of pigments and natural fauna Finding people hidden this way require an opposed Spot or Search check.

Creatures who break camouflage must rely on their own Hide score to prevent discovery.

Size Modifier: It is easier to camouflage smaller creatures than larger ones so for each size smaller than medium a +1 size modifier is applied and for each size greater than Medium a -1 Modifier applies

Synergy: any person with five ranks of Survival has a +2 bonus to Camouflage when in their favored terrain.

Any person with 5 ranks of Camouflage has a +2 to Hide checks, should they have at least a full minute to prepare themselves. They also receive a +2 to spot and search rolls against camouflaged opponents.
 
Transcribed from the 'Knights' forum-

Here’s a basic profile I use for a ‘average’ squire just out of training

Hyborian Male First Level Noble
Hit Dice 1d8+2
Initiative: +0
Movement: 30 feet [25 feet in armor]
Defense Value: Dodge 10; Parry 12 [+4 with Shield]
Damage Reduction: 7 [Brigandine Coat and Steel Cap]
Base Attack/Grapple: +0/+2
Attack: Heavy Lance +2 melee [1d10+2; x3 critical; 5 AP; Double Damage and +2 AP when charging on horseback] or Shortsword +2 melee [1d8+2; 19-20 x2 critical; 5 AP] or Hunting Bow +0 ranged [1d8; x2 critical; 1 AP; 50 feet range increment]
Special Abilities: Weapon Familiarity [Greatsword]
Special Qualities: Adaptability [Knowledge (nobility); Ride]; Faith [Mitran]; Rank; Title; Wealth
Saves: Fort +2; Ref +0; Will +7 (1)
Abilities: Str 15; Dex 10; Con 14; Int 10; Wis 10; Cha 12
Skills: Diplomacy +3; Handle Animal +3; Knowledge [history] +2; Knowledge [local] +2; Knowledge [nobility] +4 (2); Knowledge [religion] +2; Perform [poetry or any musical] +3; Perform [ritual] +3 (3); Ride +6 (2); Spot +2; Survival +2
Feats: Mounted Combat; Ride-By-Attack
Code of Honour: Civilized
Reputation: Brave [2]
Allegiances: Feudal Lord; Mitran religion; King

Equipment: War trained Riding Horse, Bit and Bridle, Riding Saddle; Brigandine Coat, Large Shield; Heavy Lance, Shortsword, Hunting Bow with quiver of 20 arrows, Dagger; Doublet and Hose, Riding Boots, Shirt and Braes, Cloak, Costrel, Belt Pouch, Knight’s Belt

(1) Includes Faith and Civilized Code of Honour. A Squire also gains an additional +3 bonus against Corruption saving throws
(2) Includes Adaptability Bonus
(3) Used for the civic and religious rituals of knighthood, not sorcerous rituals

And after his first campaign-

Hyborian Male First Level Noble/First Level Soldier
Hit Dice 1d10 + 1d8 +4
Initiative: +4 [Improved Initative]
Movement: 30 feet [25 feet in armor]
Defense Value: Dodge 10; Parry 12 [+4 with Shield]
Damage Reduction: 8 [Brigandine Coat, Mail Shirt and Steel Cap]
Base Attack/Grapple: +1/+3
Attack: Heavy Lance +3 melee [1d10+2; x3 critical; 5 AP; Double Damage and +2 AP when charging on horseback] or Broadsword +3 melee [1d10+2; 19-20 x2 critical; 5 AP] or Hunting Bow +1 ranged [1d8; x2 critical; 1 AP; 50 feet range increment]
Special Attacks: Weapon Familiarity [Greatsword]
Special Qualities: Adaptability [Knowledge (nobility); Ride]; Faith [Mitran] (4); Rank; Title; Wealth
Saves: Fort +4; Ref +0; Will +7 (1)
Abilities: Str 15; Dex 10; Con 14; Int 10; Wis 10; Cha 12
Skills: Diplomacy +3; Handle Animal +3; Intimidate +2; Knowledge [history] +2; Knowledge [local] +2; Knowledge [nobility] +4 (2); Knowledge [religion] +2; Perform [poetry or any musical] +3; Perform [ritual] +3 (3); Ride +7 (2); Spot +2; Survival +2
Feats: Improved Initiative; Mounted Combat; Ride-By-Attack
Code of Honour: Civilized (4)
Reputation: Brave [3]
Allegiances: Feudal Lord; Mitran religion; King

Equipment: War trained Riding Horse, Bit and Bridle, Riding Saddle; Brigandine Coat, Mail Shirt, Large Shield; Heavy Lance, Broadsword, Hunting Bow with quiver of 20 arrows, Poinard; Doublet and Hose, Riding Boots, Shirt and Braes, Cloak, Costrel, Belt Pouch, Knight’s Belt

(1) Includes Faith and Civilized Code of Honour. A Squire also gains an additional +3 bonus against Corruption saving throws. Also see Note 4 below
(2) Includes Adaptability Bonus
(3) Used for the civic and religious rituals of knighthood, not sorcerous rituals
(4) Some Knights may lose their Code of Honour and Faith and all the advantages they entail by improper behavior by their actions in battle

The only common exception to a Hyborian is a Zingaran Knight which is quite different.

Zingaran Male First Level Noble
Hit Dice: 1d8 +1
Initiative: +1 [+1 Dex]
Movement: 30 Feet
Defense Value: Dodge 11; Parry 12 [+4 with Shield]
Damage Reduction: 6 [Mail Shirt and Steel Cap]
Base Attack/Grapple: +0/+2
Attack: Broadsword +3 melee (1) [1d10+2; 19-20 x2 critical; 5 AP] or Heavy Lance +2 melee [1d10+2; x3 critical; 5 AP; Double Damage and +2 AP when charging on horseback] or Crossbow +1 ranged [2d6; x2 critical; 4 AP; 80 feet range increment]
Full Attack: Broadsword and Poinard +3/+2 melee [1d10+2; 19-20 x2 critical; 5 AP and 1d6+1; 19-20 x2 critical; 3 AP]
Special Attacks: +1d6 Sneak Attack; +1 to attack rolls with Arming Sword and Broadsword; Weapon Familiarity [Greatsword]
Special Qualities: Rank; Title; Wealth
Saves: Fort +1; Ref +1; Will +2
Abilities: Str 14; Dex 12; Con 12; Int 10; Wis 10; Cha 14
Skills: Diplomacy +3 (1); Balance +4 (1); Handle Animal +4; Knowledge [nobility] + 4; Perform [poetry or musical] +4; Profession [sailor] +3 (1); Ride +5; Sense Motive +3 (1); Use Rope +4 (3)
Feats: Mounted Combat
Code of Honour: Usually None
Reputation: Brave [3] or Villain [3]
Alligences: Variable

Equipment: War trained Riding Horse, Bit and Bridle, Riding Saddle; Mail Shirt, Steel Cap, Shield; Broadsword, Heavy Lance, Poinard, Crossbow with quiver of 20 bolts; Merchant class Hose and Doublet, Riding Boots, Shirt and Braes, Cloak and Knight’s Belt; Drinking Jack

(1) Includes racial bonus or penalty

And should the Zingaran Squire survive his first civil war-

Zingaran Male First Level Noble/First Level Soldier
Hit Dice: 1d8 + 1d10 +2
Initiative: +5 [Improved Initiative and +1 Dex]
Movement: 30 feet [25 feet in armor]
Defense Value: Dodge 11; Parry 12 [+4 with shield]
Damage Reduction: 8 [Brigandine Coat, Mail Shirt and Steel Cap]
Base Attack/Grapple: +1/+3
Attack: Broadsword +4 melee (1) [1d10+2; 19-20 x2 critical; 5 AP] or Heavy Lance +3 melee [1d10+2; x3 critical; 5 AP; Double Damage and +2 AP while charging on horseback] or Crossbow +2 ranged [2d6; x2 critical; 4 AP; 80 feet range increment]
Full Attack: Broadsword and Poinard +4/+3 melee [1d10+2; 19-20 x2 critical, 5 AP and 1d6+1; 19-20 x2 critical; 3 AP]
Special Attacks: +1d6 Sneak Attack; +1 to hit with Broadsword and Arming Sword; Weapon Familiarity [Greatsword]
Special Qualities: Rank; Title; Wealth
Saves: Fort +3; Ref +1; Will +2
Abilities: Str 14; Dex 12; Con 12; Int 10; Wis 10; Cha 14
Skills: Diplomacy +3 (1); Balance +4 (1); Handle Animal + 4; Intimidate +3; Knowledge [nobility] +4; Perform [poetry or musical] +4; Profession [sailor] +3 (1); Ride +6; Sense Motive +3 (1); Use Rope +4 (1)
Feats: Improved Initiative; Mounted Combat; Ride-By-Attack
Code of Honour: Usually None
Reputation: Brave [4] or Villain [4]
Alligences: Variable

Equipment: War trained Riding Horse, Bit and Bridle, Riding Saddle; Brigandine Coat; Mail Shirt, Steel Cap, Shield; Broadsword, Heavy Lance, Poinard, Crossbow with quiver of 20 bolts; Merchant class Hose and Doublet, Riding Boots, Shirt and Braes, Cloak and Knight’s Belt; Wineskin

(1) Includes racial bonus or penalty
 
Here's somethign from my review of Hyboria's Fallen.

Roles of the Fallen: Since it is my habit to meddle with things here’s a few of my own.

Pirates

Exiled Nobility: Fiction is filled with nobles wrongfully robbed of their birthright through treachery or invasion and who fled to the high seas. There they take the road of the gentleman pirate, waylaying the ships of his enemies and their allies while building his fortune and waiting for his chance to reclaim his lost fortunes- or to achieve greater fortunes than he had before.

Such characters would obviously require ranks in Noble or the Noble Blood Feat from Scrolls of Skelos obviously. Since his enemies may be seeking him out, the exiled noble often uses an Alias and has ranks in Bluff and Disguise- if not a mask as well. 8) An exiled Noble often takes Diplomacy and Sense Motive as cross class skills to better gain allies in his cause and be aware of their true motives. The Leadership Feat is necessary to gain that cadre of loyal men determined to follow and support him. An exiled noble often seeks to maintain his moral code as best he can. The Honour Among Thieves Code of Honour would be highly appropriate,

River Rat: Not all pirates dwell on the high seas. There are few actual roads in the Hyborian world and those that exist are rarely maintained. Travel of goods and people is actually easier by many riverways. Not only so they provide a method of easy movement, most villages are situated on the banks of rivers.
Of course, where’s there is a merchant’s cargo there are those willing to take it from them. River Rats are Pirates that scour the rivers, lakes and smaller inland seas looking to raid water going barges and skiff. They usually operate from small convoys of small fast boats that are easy to conceal in foliage whenever a river patrol comes by. Attacking their target from multiple sides they often overwhelm the few defenders swiftly and seize control of the vessel, Most River Rats simply loot what they can take with them in their small boats and leave as the merchant’s vessel is too large to take with them. The crew that survives the initial attack is usually spared- after all if the merchants are left alive they can be raided again and again. Knowing this some crews simply surrender a portion of their goods or pay the Rats a protection ‘fee’ to be left unmolested rather than fight.

Of all Pirates, River Rats are the most likely to have maximum ranks in Swim. Unlike their ocean going counterparts, River Rats rarely operate far from any shore and for the most part lack the marine hazards of sharks and other denizens of the deep that make this skill almost pointless. River Rats usually operate in a small geographical area they usually know every byway, rapids, waterfall, pool and hidden lakeside cove. Thus ranks in Knowledge [geography] are usually high as well. Ranks in Jump allow them to move between vessels quickly. Survival allows them to live off the land while waiting for their targets. Hide assists them in remaining unseen by boats passing by. Intimidate is good for cowing merchants and commoners into handing over their goods without a fight. Feats such as Water Snake and Sea’s Breath from Pirate Isles can be used by River Rats to allow them to lay in wait for their prey underwater- a direction most people wouldn’t expect to be attacked from.

Temptress

Concubine: A role often misinterpreted by others, a concubine is not a rich man’s whore or body slave as most people believe them to be. A concubine is raised from early childhood to be the perfect companion to the wealthy and powerful. Most Nobles and other powerful personages have arranged marriages who are selected for advantageous alliances rather than their personal desires. This rarely produces the recipe for a compatible relationship and most Nobles must seek the roles produced by a traditional spouse elsewhere. While the Eastern Kingdoms usually fulfill these desires in the basest way with seraglios of dancing girls and cowed servants the kingdoms of the East have developed a more elegant solution- the concubine.

A concubine is role that a woman takes for life. At a very young age, a family of low rank who produces a daughter of great beauty and intelligence may apply her for entrance into schools dedicated to the training of concubines. Though this means the family will likely never see their daughter again, such a profession will likely produce a better life than they could ever provide for her. The standards if these schools is very high- very few of those presented are selected and many quit or fail their training before they are fully trained. Such washouts often become wives of well to do merchants, higher quality prostitutes or actresses- such is the quality of training these schools provide.

Training is strict and intense. From the first day of it a potential concubine rises early and works long hours in the studios and training halls of their school. They are tutored in the traditional dance, poetry, philosophy, songs and playing of musical instruments native to their lands. In later years they are taught the amorous arts as well from soothing massage to various forms of sexual activities so that might be a pleasing lover. They are often taught the culinary arts as well and to be connoisseurs of wines and exotic foods. Above all they are taught the proper method of behavior- a strict code that must be adhered to by a concubine lest she bring shame upon herself and her future lord.

Upon completing her training the concubine is often presented to her lord in an elaborate ceremony. Though their lord has likely secretly observed their future concubine many times, this is often the first time she has met him. This ceremony is usually the first test of the concubine’s skill. If she can maintain a perfect throughout the ceremony and react in the appropriate and socially expected way to meeting her new lord she has begun her new life. If she cannot the lord refuses her, her school’s reputation suffers and she is cast out of the house in shame. In rare cases, she is killed outright.

Her life then revolves around her lord. She is his property- not truly a common slave but a cherished possession. He is her sole purpose in life and it is expected that she immediately fulfill any need he might desire. She is provide his meals, entertain him, manage his social calendar, command his servants, accompany him on social errands and public performances and warm his bedside. In public, she often wears a variation of a traditional costume and acts in a properly submissive manner. At now time is she to eclipse the power or position of her lord’s wife though. Such relationships between a concubine and a wife can be difficult but in some cases a measure of friendship can be attained between them.

Concubines have maximum ranks in multiple Perform skills- often in Dance, Story Telling, Song, specific Musical Instruments, Ritual [for use in civil and religious ceremonies rather than sorcerous ones] and Amorous. They often have similar level of Craft [cooking] and Profession [chef]. Their training in etiquette and proper behavior is reflected in maximum ranks in Diplomacy, Knowledge [nobility] and Perform [Virginity]. Most have high ranks in Bluff as well to help cover any mistakes they might make in their behavior. A high level of Disguise reflects their familiarity with the use of costume and cosmetics to accentuate their appearance. It is also not uncommon for a concubine to have a few ranks in Heal to represent their knowledge of anatomy for massage and other physical acts of intimacy. Feats such as Performer, Persuasive, Seductive, Submissive Demeanor and True Submissive are common for concubines. Most concubines possess a Civilized Code of Honor representing their devotion to the traditions they are a part of.

A few wise lords take advantage of the oft overlooked presence of concubines in social situations also train their concubines in the arts of espionage. In the midst of revels powerful men and women often speak in an unguarded manner with each other and rarely pay attention to the presence of what they consider a lord’s vapid ornament. In some cases a concubine’s favors can be bestowed as a gift by her lord and she can thus gain admittance to her target's quarters and most intimate thoughts. These agents have high ranks in Gather Information, Hide, Listen, Move Silently Sense Motive and Sleight of Hand. Most of these agents have the Precise Recollection Feat to better retain any information they possess. The Alertness, Clarity, Eavesdrop and Gossip Feats are common for agents as well. Phedre of the Kushiel’s Dart trilogy is an example of such an agent.

In some cases independent concubines exist. These women are not owned by a person or royal house, but negotiate the terms, conditions and length of their service with potential clients. A far cry from prostitutes, these women are usually given legal or religious protection and form guilds for their mutual protection. Phedre and Inara from Firefly/Serenity are examples of independent concubines.

Entertainer: Not all the roles of a Temptresses are confined to bedplay and the act of seduction need not always be sexual. The performance of a entertainer is designed to seduce her audience on a nightly basis. Not a mere dancing girl, an entertainer is a woman devoted to her art- be it acting, dance, music, poetry or song. As either a solo act or part of a troupe, a member of a community or a traveling artist an entertainer is focused on a single goal- the next performance. Practice, the securing of a venue and the promised pay, the tuning of instruments, practice, learning new routines, practice and of course more practice are the elements of her life. Though it is often a financially unrewarding precarious existence, the entertainer would rarely have it any other way. For all the hours of pain, the moments in the spotlight and the applause of the audience are worth it.

Entertainers obviously have maximum ranks in the appropriate Perform and Profession skills. The entertainer usually uses her Seductive Savant ability for the Perform skill as well. The various Craft skills needed to maintain her equipment are also essential. It’s a poor musician who can’t tune her own lute. Actresses have maximum ranks of Bluff and Disguise as well. The artistic circles of the world can be a hot bed of gossip jealousy. Ranks in Gather Information and Sense Motive can help an entertainer survive these environments. Travelling entertainers have high ranks in Knowledge [geography] to represent knowledge gained in their travels while those that are part of a community have gained ranks in Knowledge [local] instead. The greatest prize and highest goal of an artist is often a Noble patron. Ranks in Diplomacy and Knowledge [nobility] would not go amiss. Outrageous Flattery of potential patrons is certainly very common.
Admirers usually take the form of said patrons and other fans and the income they generate usually come in the form of expensive gifts than coin. Entertainers often Inspire fellow entertainers to better Performances in their presence.

Feats common to entertainers are Performer [obviously], Persuasive, Seductive. Those at the head of a troupe have the Leadership and Reputation Transfer Feats. A few prima donnas possess the Dominant Demeanor Feats as well.

Thieves

Security Expert: A security expert is a thief one hires to break into one’s stronghold to test it’s defenses. Such experts are masters of evading guards, gaining access to secure buildings and defeating intricate traps and locks. A security expert is charged to defeat their client’s defenses and without being caught either take away or leave behind an item to prove that they have succeeded in doing so. Most experts succeed in doing so, much to the embarrassment of those charged to guard their master’s lives and fortunes. These experts usually give recommendations to their clients on how prevent such a break in from happening again. Some security experts even design locks and traps themselves and install them for a client for a fee.

Security experts have high ranks in all the skills that could be used in their ‘runs’: Balance, Climb, Disable Device, Disguise, Hide, Jump, Listen Move Silently, Open Locks, Search, Sleight of Hand, Spot, Tumble and Use Rope. Feats such as Acrobatic, Alertness, Athletic, Deft Hands and Stealthy are useful to enhance these skills. Since a security expert is charged not to harm their client’s guards the Sneak Subdual Feat is a good choice as well. The earning of a high Reputation is essential to gain good clients and to able to charge high fees for one’s service.

Thief-catcher: Who better to catch a thief than a thief? Thief-catchers are professionals who can work for a noble family or guild or are freelancers hired by those willing to pay their prices. A thief-catcher works to identify the thief or thieves responsible for a heist, find their location and to recover the items stolen by their client. Thief-catchers rarely attempt to apprehend thieves themselves but can usually call in the watch or muscle provided by their client to do so. The best thief catchers work for the crime families of the Hyborian world to ensure no thief foolish enough to steal from them lives to brag of it.

Good thief catchers have maximum ranks in Gather Information, Knowledge [local], Listen, Search, Sense Motive and Spot. Being able to move among the underworld without be identified is important so ranks in Bluff and Disguise are good to have. The ability to Intimidate other to get the information they seek is useful as well. Profession [Fence] and [Thief] represent the thief-catcher’s familiarity with the methods thieves use to operate and sell their ill gotten goods. Those who choose to try and match the thief’s prowess among the rooftops and give chase must have the ranks in Balance, Climb, Jump and Tumble to do so. Feats such as Alertness, Clarity, Gossip, Investigator and Persuasive are common for thief catchers. The Iron Will and Resist Seduction Feats are also good for helping a thief-catcher resist supernatural or the seductive charms of their prey. The Bounty Hunter [Borderer/Thief] makes a perfect thief-catcher. An example of a Hyborian supernaturally enhanced thief-catcher is the short lived Hounds of Marduk in the volume three of the now running Dark Horse Conan comic series.
 
Thief-catcher? Sounds like you have been reading Wheel of Time? Or is this directly out of a Conan book. Just wondering. I'm going to see who is working on an RPG for Wheel of Time, or I might just do it up myself. I have no doubt, this will make a fantastic campaign world.
 
There is a RPG for Wheel of Time. I'm not a fan so I've never touched it. I did however steal the concept of a thief-catcher from Jordan. Conan refers to 'thief-catchers' in one of Green's pastiches but he is referring to the watch I believe. In the Dark Horse comic the ill-fated Hounds of Marduk and the Gunderman [Nestor?] pursuing Conan in the current storyline [issue #23-24] fit the bill for the character concept.

Jessica would likely be a Scholar-Concubine as she is a trained 'sorceress' in the Dune universe.
 
Here's a post from Yogah of Yag regarding Terror of the Unknow checks:

Additionally, If one side significantly outnumbers the other (as, say, the PCs outnumber the beasties) then the larger party should get a morale bonus (that is the Terror Check DC would be lowered) for a certain increment that it is larger than the enemy. I have seen a similar arrangement in wargaming, IIRC. Contrary-wise, if the PCs are a party much smaller than the number of the enemy (e.g. the monsters) then there would be a corresponding morale penalty to the DC (i.e. there would be an addition to the Terror Check DC). Helpful?

How about this table...


Morale Modifiers: OUTNUMBERING, and being OUTNUMBERED

Ratios:
Group A:Group B...Reduction to Terror Check DC for Group A
40:1....................-8
35:1....................-7
30:1....................-6
25:1....................-5
20:1....................-4
15:1....................-3
10:1....................-2
5:1......................-1
1:1......................-0


My logic behind this is based on the size table above. If an adult red dragon is colossal sized and gets +8 Terror DC bonus, how many Hyborian tough-guys could take it down? I think that 40 is a fair number, so their morale adjustment negates the size bonus to the DC. Granted some playtesting is required...

Then, I could also argue: Should the average HD of Group A affect these considerations? Tentatively, yes.
 
New Rule

Can't play a player

It is a lot harder to manipulate a person experienced to manipulate others themselves as they already know the tricks of the trade. Thus any character subject to the use of a Cha based skill [such as Bargain, Bluff, Diplomacy or Intimidate] may resist it's effects using their own skill check of the same skill instead of their Will save.
 
Evil_Trevor said:
Would anyone be interested in Conan Flaws that if taken 'Gave' extra skill points or some other benifit but had to be played and included negative modifiers where appropriate or regularly caused the player problems a good example might be :-

Drunk

I usually just treat alcohol as a Wisdom damaging poison.
 
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