HarnWorld D20
HarnWorld D20
HarnWorld D20
Major contributions and a boat load of help and inspiration from Chris Van Tighem.
Other helpful folks: Scott Graham, Ken Snellings, Chris Sigmund, Ethan Greer, Craig Black, Mark Winkelman, J. Patrick McDonald, "Doomguide",
Matthias Janssen, Jamie "Trotsky" Revell, Keith Done, Rebecca Downey, Andy Staples, John Carney, Andrew Megill, Edwyn Kumar, Glen Bailey, Claus
Rasmussen, “Zakalwe”, Henrik Olofsson.
D20 Hârn
Guide
Requires the use of the Dungeons and Dragons® Player's Handbook, 3.5 Edition, published by Wizards of the Coast.
Dungeons and Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with permission.
This guide will work with the 3.5 SRD which is located here: http://www.d20srd.org/
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. All quoted and paraphrased text from Hârn products are used with
permission of Columbia Games and are designated Product Identity. Visit their website at http://www.columbiagames.com/
‘D20 System' and the 'D20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the D20 System License
version 1.0. A copy of this License can be found at http://www.wizards.com/default.asp?x=d20/article/srdarchive.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
I have tried to keep everything in this document consistent with HârnWorld is designed as a low-fantasy, low-magic setting
Columbia Games’ official D20 insert for Nasty, Brutish & Short because it is easier to increase these aspects than it is to take them
(hereafter referred to as NB&S). away. This allows those who desire high-fantasy elements in their
campaign to simply add them.
There exists a great deal of room for compromise between D20
Optional Rules and HârnWorld. As such, any melding between D20 and Hârn will
A number of rules found in this document are designated as result in something that is neither – it won’t be D20 and it won’t be
HârnWorld, but something in between. Keep that in mind.
optional. They are indicated by a check box. An entire group of
rules (as in the Character section) may be optional. Use them at
your own discretion. Future optional rules will be published More D20 Hârn Stuff
separately.
There is usually a lot of good D&D/Hârn discussion in the
New to Hârn? Alternate Realities section of the Hârn Forum.
This guide won’t be of much use to you if you don’t own any
Hârn material. At the very least you’ll need to buy two products to
get started:
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Original portions Shane Morales 2001.
Birth & Family Birth place determines culture (implied), which in turn
determines social class.
Race
Humans make up the vast majority of the population on Hârn. Culture & Social Class
Table 2.1 shows the percentages of races on Hârn. Race affects Table 2.5 Social Class & Culture – d100/Choice
various abilities. 1d100 Social Class
Feudal Imperial Viking Tribal
Table 2.1 Species – d100/Choice 01-02 01-04 01 01 Slave1
1d100 Species 03-65 05-30 02-49 - Serf
01-89 Human 66-83 31-81 50-86 02-89 Freeman
90-94 Sindarin 84-92 82-91 87-95 90-98 Guildsmen2
95-99 Khuzdul 93-00 92-00 96-00 99-00 Noble
00 Other (Half Elves, Gargun, etc.)
Culture and social class determine adolescent skills.
Sex
Table 2.2 shows the percentage of males per race and can be Physical
used to randomly determine sex. Sex affects various abilities.
Strength
Table 2.2 Sex – d100/Choice Strength is modified by race.
% Male Race
Table 2.10 Strength Modifiers
50% Human
Race Modifier
45% Sindarin
75% Khuzdul Khuzdul +4
Sunsign Dexterity
Dexterity is modified by race.
Sunsign is derived from birth date. Use table 2.3 to determine
birth date. Roll 1d12 to determine month and then roll 1d30 to Table 2.11 Dexterity Modifiers
determine day. Race Modifier
Table 2.3 Birth Month – 1d12 Khuzdul -2
1d12 Month 1d12 Month Sindarin +2
1 Nuzyael 7 Azura Constitution
2 Peonu 8 Halane
Constitution is modified by race.
3 Kelen 9 Savor
4 Nolus 10 Ilvin Table 2.12 Racial Constitution Modifiers
5 Larane 11 Navek Race Modifier
6 Agrazhar 12 Morgat Khuzdul +2
Sindarin +2
Table 2.4 Sunsign
Birth Date Sunsign Personality
4th Nuzyael to… 3rd Peonu Ulandus
4th Peonu to… 2nd Kelen Aralius Intelligence
3rd Kelen to… 3rd Nolus Fenari Intelligence represents memory for player characters and the
4th Nolus to… 4th Larane Ahnu actual intelligence level of non-player characters.
5th Larane to… 6th Agrazhar Angbelerius
7th Agrazhar to… 5th Azura Nadai Your Intelligence bonus modifier does not determine the number
6th Azura to… 4th Halane Hirin of languages your character knows. Generally, culture and
5th Halane to… 3rd Savor Tarael profession determine languages.
4th Savor to… 2nd Ilvin Tai
3rd Ilvin to… 2nd Navek Skorus
3rd Navek to… 1st Morgat Masara
2nd Morgat to… 3rd Nuzyael Lado
1
Not all nations/cultures take slaves – reroll if not appropriate.
2
Tribal cultures do not have Guildsmen. Instead, these are the elite of the
tribe – famed warriors, shamans, advisors, story tellers, etc.
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Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Barbarians Personality
There are 18 different barbarian tribes on Hârn. See HârnWorld, Hârn Player, and especially HârnMaster:
Barbarians. Barbarians are hunter-gatherers, with a few exceptions
Note: ‘barbarian’ refers to all tribesmen, while ‘Barbarian’ practicing rudimentary agriculture.
generally refers to the character class. They are not the same –
some barbarian cultures are associated with the Barbarian class, but Relations
not all. Where ‘barbarian’ is the first word in a sentence, and hence Barbarians and their civilized counterparts, almost without
capitalized, it is hoped the intent of the word is made clear by the exception, view each other with a great deal of mistrust and
context in which it is used. suspicion, if not outright hostility. There is a great deal of ignorance
and prejudice on both sides. The Jarin may be on better footing
Barbarians of Hârn with local tribes, but this is not always the case. Barbarians have no
Adaenum – Fisherfolk on Anfla Island off the southwest coast of compunctions about warring with each other. See HârnWorld, Hârn
Hârn. Player, and especially HârnMaster: Barbarians.
Bujoc – Nation of shy, superstitious, forest nomads with a strong Barbarian Lands
matrilineal culture. Barbarians exist all over Hârn.
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Original portions Shane Morales 2001.
3
The Pagaelin have a strong sense of warped honor that some may feel
makes them unsuitable to the Barbarian class. Alternatively, they could be
played as Hunters or Hunter/Rogues.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Relations
HALF-ELVES As parent culture.
Most of a Half-Elf’s racial characteristics (personality, relations,
religion, etc) are determined by what race and/or culture he is Alignment
raised by. A Half-Elf raised by barbarians will share human As parent culture.
barbarian cultural traits, while a Half-Elf from Evael will share
Sindarin traits. Lands
As parent culture.
Half Elf Racial Traits
• Medium size.
Religion
As parent culture.
• Half-Elven base speed is 30 feet.
• Immunity to sleep spells and similar magical effects. Language
• +2 racial saving throw bonus against Enchantment spells or As parent culture.
effects.
• Low-light Vision: Half-elves can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of poor
illumination. They retain the ability to distinguish color and
detail under these conditions.
• +1 racial bonus on Listen, Search, and Spot checks.
• Elven Blood: For all special abilities and effects, a half-elf is
considered an elf.
• Automatic Languages if raised by Sindarin: Sindarin, and
Hârnic or Jarinese.
• Automatic Languages if raised by humans: as per human
culture.
• Favored Class: Any.
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Original portions Shane Morales 2001.
Humans Slave
Wilderness Lore, Knowledge (Nature).
Feudal/Tharda
Freeman/Guildsman
Feudal cultures include Kaldor, Chybisa, Melderyn, Kanday, and
Two Profession/Craft (tribal craft), Knowledge (Law), Knowledge
Rethem. Tharda is also included even though it is not a feudal state
(Nature), Wilderness Lore; Track Feat, Martial Weapon Proficiency
(they have a similar social class structure).
(Short Spear, Short Bow).
Slave/Serf, Rural
Noble
Profession (Farmer), Handle Animal (Agricultural).
Two Profession/Craft (tribal craft), Knowledge (Law), Knowledge
(Nature), Knowledge (Law), Wilderness Lore; Track Feat, Martial
Slave/Serf, Urban Weapon Proficiency (Short Spear, Short Bow).
Profession (Servant), one Profession/Craft (non-guilded urban
skill). Sindarin
Sindarin do not have social classes. All Sindarin share similar
Freeman, Rural adolescent training.
Profession (Farmer) or one Profession/Craft (non-guilded rural
skill), Handle Animal (Agricultural), Knowledge (Law). Wilderness Lore, Handle Animal, Heal (First Aid), Knowledge
(Nature), Knowledge (History), one suitable Profession/Craft,
Freeman, Urban Knowledge (Law); Track Feat and Military Weapon Proficiency
One Profession/Craft (non-guilded urban skill), Knowledge (Elven Sword, Long Bow).
(Trade), Knowledge (Law).
Guildsman, Rural
Khuzdul
One Profession/Craft (guilded rural skill), Handle Animal While the Khuzdul have social classes, they too undergo a
(Agricultural), Knowledge (Law), Knowledge (Trade), Script uniform adolescent training.
(Lakise). Knowledge (Geology), a suitable Profession/Craft, Knowledge
(Trade), Knowledge (Law), Diplomacy; Martial Weapon Proficiency
Guildsman, Urban
(one suitable Khuzan weapon) and the Light and Medium Armor
One Profession/Craft (guilded urban skill), Knowledge (Law),
Proficiencies.
Knowledge (Trade), Script (Lakise), Knowledge (Heraldry).
Noble
Diplomacy, Knowledge (Religion), Knowledge (Trade),
Knowledge (Law), Knowledge (Heraldry), Ride, Script (Lakise).
rbaal
The vikings of the north have a similar social structure as the
feudal cultures, but their culture stresses combat training for all but
the lowliest.
Slave/Serf, Rural
As feudal.
Slave/Serf, Urban
As feudal.
Freeman, Rural
One Profession (Agricultural) or One Profession/Craft (non-
guilded rural skill), Profession (Sailor), Knowledge (Law); Martial
Weapon Proficiency (Hand Axe).
Freeman, Urban
One Profession/Craft (non-guilded urban skill), Knowledge
(Trade), Profession (Sailor); Martial Weapon Proficiency (Hand
Axe).
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Fighter
There are many types of Fighters on Hârn. They are
differentiated by the skills they possess, the weapons and armor
they are trained to use, their culture, and social status. The
following types of fighter are available to characters. Each type of
fighter is presented as a starting package (think of them as prestige
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Original portions Shane Morales 2001.
Some of the bonus feats available to a fighter cannot be acquired Khuzan Huscarl
until the fighter has gained one or more prerequisite feats; these Background
feats are listed parenthetically after the prerequisite feat. A fighter Khuzan warriors are known as huscarls, which means elite
can select feats marked with an asterisk (*) more than once, but it warrior.
must be for a different weapon each time. A fighter must still meet
all prerequisites for a feat, including ability score and base attack Requirements
bonus minimums. Khuzan, Strength 13. Proficient with battle axe, and one of the
following Exotic Weapons (pick, urgosh).
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Table 4.15 Priest Weapon & Armor Proficiencies Deity, Domains, and Domain Invocations
You must choose a deity for your Priest from among the deities
Religion Weapon & Armor Proficiencies
listed in Table 4.17. The Priest’s deity influences his alignment,
Halea All simple weapons and whip (Exotic Weapon). No what invocations he can cast, his values, and how others see him.
armor or shields
Choose one of your deity’s domains for your Priest's domains.
Ilvir All simple weapons. No armor or shields.
You can only select an alignment domain (such as Good) for your
Larani All simple weapons (especially mace, morningstar). priest if his alignment matches that domain.
No armor or shields.
Each domain gives your priest access to a domain spell at each
Peoni None.
spell level, from 1st on up, as well as a granted power. A Priest
Save None. prepares a bonus spell of his chosen domain each day. If a domain
K’nor spell is not on the Cleric Spells list, a priest can only prepare it in his
Siem None. domain slot.
Table 4.17 Deity Domains for Priests
Class Skills
Priest Class skills vary depending on religion. God Domains
Halae Luck, Travel
Table 4.16 Priest Class Skills
Ilvir Animal, Healing
Religion Class Skills
Larani Law, Protection
All Concentration (Con), Craft (Int), Diplomacy (Cha), Peoni Healing
Heal (Wis), Knowledge (Arcana) (Int), Knowledge
(Religion) (Int), Knowledge (Embalming) (Int), Save K’nor Knowledge, Magic
Profession (Wis), Rhetoric (Cha), Script (Int), and Siem6
Spellcraft (Int). Jarin Animal, Plant, Earth, Fire
Halea Speak Language (2nd language) (Int), Script (2nd Sindarin Animal, Plant
language) (Int), Bluff (Cha), Seduce (Cha), Sense
Motive (Cha), Appraise (Int), Intimidate (Cha) Khuzdul Earth, Fire
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Table 4.18 The Priest Most urban rogues are members of the Lia-Kavair.
Base
Lia-Kavair
Attack Fort Ref Will
Background
Level Bonus Save Save Save Special
Whether they know it or not, most town dwellers encounter the
1 +0 +0 +0 +2 Turn or rebuke undead
Lia-Kavair, the “Thieve’s Guild”, from time to time. This
2 +1 +0 +0 +3 organization of semi-autonomous miscreants is not particularly
3 +1 +1 +1 +3 hard to find, but may be hard to join. They operate and control a
4 +2 +1 +1 +4 variety of illicit activities, including prostitution, gambling, and
5 +2 +1 +1 +4 purse-cutting rings. In some communities they have a fairer side as
6 +3 +2 +2 +5 well, providing the only effective protection to those unable to
7 +3 +2 +2 +5 guard themselves, although this aid tends to be paternalistic and
8 +4 +2 +2 +6 may be only a “protection racket.” The nature of individual
9 +4 +3 +3 +6 organizations can range from a quasi-benevolent “family” to a
10 +5 +3 +3 +7 vicious gang of cutthroats run by a remorseless psychopath.
11 +5 +3 +3 +7
The “guild masters” of the Lia-Kavair sometimes hire as
12 +6/+1 +4 +4 +8
apprentices new faces unknown to the local authorities or to their
13 +6/+1 +4 +4 +8 rivals. Most often they are initially trained and employed as purse-
14 +7/+2 +4 +4 +9 cutters. PCs who are members of the Lia-Kavair can acquire some
15 +7/+2 +5 +5 +9 useful skills, assuming they manage to stay alive and do not find
16 +8/+3 +5 +5 +10 themselves rotting away in some Lord’s dungeon.
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11 Game Rule Information
19 +9/+4 +6 +6 +11 Abilities
20 +10/+5 +6 +6 +12 Dexterity is the most important ability to a Rogue, though
Intelligence, Wisdom, and Charisma are also fairly important.
Sneak Attack
Any time the rogue's target would be denied a Dexterity bonus to
AC (whether the target actually has a Dexterity bonus or not), or
when the rogue flanks the target, the rogue's attack deals extra
damage. The extra damage is +1d6 at 1st level and an additional
1d6 every two levels thereafter. Should the rogue score a critical hit
with a sneak attack, this extra damage is not multiplied.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Granted Power
This power is granted by the totem to a Shaman as indicated.
Failure to follow a taboo will result in the loss of the Granted Power
until the Shaman atones. Both the Granted Totemic Invocation, and
the Granted Power may be withheld by the Totem, if she is angry
with the Shaman, or if the Shaman has transgressed in some area
related to the totem’s area(s) of concern.
Granted otemic Invocation
This invocation is granted to the Shaman by his totem every day
(it is represented by the +1 on the Invocations per day entry of
7
Invocation granted dependent upon aspect of Nature Totem.
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Original portions Shane Morales 2001.
The spell lists for the Shaman can be found at the end of the guide.
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Original portions Shane Morales 2001.
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Original portions Shane Morales 2001.
Class Skills
The Paladin's class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal
(Cha), Heal (First Aid) (Wis), Knowledge (Heraldry) (Int),
Knowledge (Military), Knowledge (Law), Knowledge (Religion) (Int),
Profession (Wis), Ride (Dex), Script (Lakise) (Int).
Special Abilities
Detect Evil
At will, the Paladin can detect evil as a spell-like ability. This
ability duplicates the effects of the spell detect evil.
Divine Grace
A Paladin applies her Charisma modifier (if positive) as a bonus
to all saving throws.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
MULTI-CLASSING
The following table offers suggestions for training necessary to achieve 1st level in a particular class. The training times are just suggestions.
Use them how you wish.
Table 6.1 Multi-Classing & Training
Available as an additional class?
Training Time?
Class Other Requirements?
Barbarian No. You can only be a Barbarian by being raised by a barbarian tribe your whole life.
Cleric Yes. Training time depends largely on the religion in question. Very formal religions have longer training times whereas
religions such as Siem and Ilvir have very little training requirements. Usually, the character will experience an epiphany
wherein they are called to serve their god.
Fighter Yes. Training time varies from a few weeks to many months depending on the type of fighter. Some fighter types have
other requirements (must be a noble to be a knight, for instance).
Harper Yes. Training time is typically in the order of months to years.
Herald No. Heralds are trained from an early age. Their training takes years. Heralds must also be of noble birth in feudal
kingdoms.
Hunter Yes. Training would take a few months.
Priest Yes. Training time depends largely on the religion in question. Very formal religions have longer training times whereas
religions such as Siem and Ilvir have very little training requirements. Usually, the character will experience an epiphany
wherein they are called to serve their god.
Rogue Yes. This is a class that can be easily “picked up” with informal training (by an adventuring friend, for instance).
Sea Dog Yes. The skills and abilities of a skill dog would take months, possibly a year or more, to develop. A character would
have to have been on the open seas, living the life of a sailor to pick up this class.
Shaman No. The Shaman class is available to 1st level characters only.
Sorcerer No. The Sorcerer class is available to 1st level characters only.
Wizard No. The Wizard class is available to 1st level characters only.
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Original portions Shane Morales 2001.
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Perfumery Timbercraft
The craft of producing perfumes, soap, incense, etc. The craft of clearing forests for agriculture use and rough-cutting
the timber into lumber.
Pilot
Knowledge and ability to navigate a ship. See Pilot’s Almanac for Trade
details. Knowledge of a specific region’s economics and laws, customs,
and practices related to trade.
Pottery
The craft of making pottery and ceramics. Underworld
Knowledge of the customs and practices peculiar to criminal
Religion groups and organizations, such as the Lia-Kavair, smugglers,
Knowledge of a specific religion’s rites, practices, hymns, stories, assassins, etc.
history, and philosophy.
Weaponcraft
Rhetoric The craft of constructing and repairing weapons and armor. This
The ability to argue, haggle, etc. The use of this skill is highly is a highly respected skill. Skilled weaponcrafters are among the
discretionary, but is suggested to gloss over roleplaying. Some highest paid craftsmen on Hârn.
players will not be as good at this skill as their characters, after all.
Weather Sense
Salting The craft of predicting the weather. This skill can be attempted
The craft of preserving foodstuffs in brine or vinegar, or by once every four hours and is checked secretly by the GM.
drying or smoking. This is an essential practice in villages.
Wilderness Lore
As described in the Player’s Handbook. Also includes foraging.
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Original portions Shane Morales 2001.
FEATS once per day. Entering a rage takes no time itself, but the character
can only do it during his action.
Normal: n/a.
NEW AND MODIFIED FEATS Prerequisite: Chaotic alignment – a character who takes Rage
and later becomes lawful loses the ability to rage.
Improvised Weapon [General]
Adapted from the Sovereign Stone Campaign Sourcebook. Special: The character can gain this feat multiple times.
Its effects do not stack. Each time the character takes the
You are adept at grabbing any small or medium object within
feat, he increases the number of times per day he can use
reach and using it as an effective weapon.
the feat by one.
Prerequisite: Base attack bonus of +4 or greater.
Some Barbarians gain this feat for free. See the
Benefit: You may use an small or medium sized hard object Barbarian class description for details.
(subject to GM discretion) as a weapon that inflicts 1d4 (small) or
1d6 (medium) points of damage. Type of damage (bludgeoning, Simple Weapon Proficiency [General]
slashing, or piercing) is determined by the GM, based on the object Simple weapons are defined as weapons that can be used
used. Improvises weapons receive your base attack bonus and effectively without any training. On Hârn, these weapons are:
Strength bonus, but cannot receive bonuses from feats (such as
Unarmed attacks, gauntlet (spiked) , dagger , dagger (punching),
Weapon Focus).
light mace, club , halfspear, heavy mace, morningstar, quarterstaff,
Normal: Characters without this feat automatically suffer a –4 shortspear, light crossbow, dart, sling, heavy crossbow, and javelin.
nonproficiency penalty when using an improvised weapon.
Benefit: The character makes attack rolls with simple weapons
Special: The Sea Dog receives this feat automatically at 2nd normally.
level.
Normal: A character who uses a weapon without being
Exotic Weapon Proficiency [General] proficient with it suffers a -4 penalty on attack rolls.
Exotic weapons are defined as weapons that require special
training to use effectively. On Hârn, these weapons are:
Kama, heavy lance (jousting pole), light lance, nunchaku
(nachakas), picks, scythe/falcastra, net, spiked chain, main gouche
(keltan), glaive, guisarme, trident, urgosh, whip, and tower shield.
You can gain this feat multiple times. Each time you take the
feat, it applies to a new exotic weapon
Prerequisite: Base attack bonus +1 or higher. Training times
are 2-4 days of instruction and practice; instructor must have an
attack bonus of at least +5.
Benefit: You make attack rolls with these types of weapon
normally.
Normal: A character who uses Exotic weapons without having
been trained in their use suffers a –4 penalty to attack rolls.
Special: Some races and character classes are already proficient
with particular exotic weapons. See the race and character class
descriptions.
Rage [General]
Benefit: character temporarily gains +4 to Strength, +4 to
Constitution, and a +2 morale bonus on Will saves, but suffers a –2
penalty to AC.
The increase in Constitution increases the character's hit points
by 2 points per level, but these hit points go away at the end of the
rage when the Constitution score drops back to normal. While
raging, a character cannot use skills or abilities that require patience
and concentration. (The only class skills he can't use while raging
are Craft, Handle Animal, and Intuit Direction.) He can use any feat
he might have except for Expertise, item creation feats, metamagic
feats, and Skill Focus (if it's tied to a skill that requires patience or
concentration).
A fit of rage lasts for a number of rounds equal to 3 + the
character's (newly improved) Constitution modifier. The character
may prematurely end the rage voluntarily. At the end of the rage,
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Original portions Shane Morales 2001.
EQUIPMENT
pennies for gold pieces.
Starting Money
One of the biggest differences between typical D20 settings and
Hârn is the amount of currency that is assumed to be in circulation.
The best example of this is the amount of money beginning
characters are assumed to have. A typical D20 character starts play
with about 160 gp, which is the same as 1600 Hârn silver pennies.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
8
The religions of Larani and Agrik are seen as foreign to the Thardic peoples.
While the Laranian and Agrikan religions do focus on the nobility, they are
not as popular in Tharda as they are in other countries.
9
The alignment of Sarajin and his followers is hard to classify. Sarajin
upholds a strong code of honor called the Ljarl, but it focuses on courage,
bravery, and glory in battle. The adherence to the Ljarl is certainly lawful. Yet
Sarajin’s battle lust is wild and full of raging chaos.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Some suggestions:
Celestials Gulmorvrin
Celestials are the servants of Larani. They are also called Angels. All will-less undead are called Gulmorvrin and are bound to
They wage a constant war against Agrik and his minions. Morgath. They are the most common form of undead.
Devils
Devils are the servants of Agrik. They seek to destroy Larani and From Hârn Player: Possessed of demonic power, the
her Angels. Gulmorvrin are governed by the great demon Klyss, and exist only
to serve their evil master. When touched by the Shadow of Bukrai,
Demons a force exuded by Gulmorvrin, the weak willed fall into the Endless
Demons serve no one, though they may be forced or persuaded Death. In their new form, they receive The Shadow. If the
to serve anyone. Morgath and Naveh count many of them as Gulmorvrin serves well it may be given additional powers and
servants. Of the three principle outer planer denizens (celestials, possibly a Bukrai Blade, a sword that enhances its wielder’s
devils, and demons), Demons are the most numerous. Shadow. Regardless of how well a Gulmorvrin victim serves, eternal
suffering is its ultimate reward.
DRAGONS The following undead from the Monster Manual are considered
D20 dragons are far more powerful and numerous than their
Gulmorvrin: Allip, Bodak, Ghost, Ghoul, Mohrg, Mummy, Shadow,
Hârn counterparts. On Yashain, however…
Skeleton, Wight, Wraith, and Zombie.
Amorvrin
All free willed undead are called Amorvrin. A person becomes
an Amorvrin by willingly accepting the Shadow. His soul is fed to
Bukrai and the Shadow takes its place. When an Amorvrin is killed
for the 13th time it is resurrected by Morgath as a will-less
Gulmorvrin.
The following undead from the Monster Manual are considered
Amorvrin: Vampire Spawn, Lich, and Vampire.
Vampires and their Spawn are not affected day light nor must
they sleep in the soil of their homelands. Such beliefs are
encouraged by the Amorvrin to promote misinformation and
superstition among the masses.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby.
Original portions Shane Morales 2001.
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Cédric Lecante (Order #41316963)
Cédric Lecante (Order #41316963)