Conan d20 3e - The White Hand of Hyperborea.pdf

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20
The White Hand
of Hyperborea
Vincent Darlage
the deadliest i ghters in the world,
immune to fear and pain. In addition
to the death goddess, they worship a
whole host of devil-gods and avatars.
All members of the White Hand are
subject to The Rule of the Master (see
the Conan RPG for details).
The Roleplaying
Game
Soon the trail of the
Hyperborean horses faded out on
stony soil. But there was little
chance to lose the trail, for now
and again he passed a sign that his
son s abductors had left to guide
him; the imprint of a hand, white
against rock or soil. Betimes it was
seared into the dry, scrubby grass of
a hummock like a pattern of frost left
by a blast of preternatural cold.
Even the brooding Cimmerians,
amongst their forested ridges and
misty hills, know the infamous the
White Hand. The sight of it can set a
brave man to trembling. Members of
this order are known as Witchmen or
Witchwomen, all of who are virtual
devils in human guise, without the
taint of compassion or any other
constraint that limits other men to
sensible or moral behaviour.
Witchcraft! He growled, deep in his
throat, and his napehairs prickled. His
own homeland, Cimmeria, lay to the
northwest. His primitive folk knew of
the White Hand, dread symbol of the
Witchmen of Hyperborea. He shivered
at the thought that his son was their
captive.
This organisation is small, though its
leader, Louhi, longs for it to reach the
size and prestige of the Black Ring of
Stygia. Even so, perhaps because she
L.Sprague de Camp and Lin Carter,
The Witch of the Mists
E ven though most sorcerers
The White Hand
is a strange cult of
wizard-assassins
that holds power
in Hyperborea
through the terror
of their horrible
arts. They kill
without leaving
a mark and i ght
only with their
strange, platinum-
tipped rods.
Those who serve
in the White Hand
undergo strange
mortii cations
of body, mind
and will. They
are accounted
work alone, many have
found the need for mutually
supportive communities for darksome
training and better understanding
of the esoteric tomes they study.
Indeed, given the scarcity of truly
powerful tomes, it is understandable
that the possessors of such tomes
would i nd themselves at the centre
of such gatherings, and the truly
powerful practitioners of the art i nd
themselves equally sought after by
others. Other societies are formed
by those practitioners who, either
through obsession or temperament,
long to be a leader. Such is the case
with the White Hand of Hyperborea,
a sorcerous cult devoted to Louhi,
considered to be the avatar of a death
goddess.
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21
also has the services of the infamous
Witchmen of Hyperborea and became
an avatar of their horrible god, her
magical order has gained the attention
of Thoth-Amon of the Black Ring,
as well as the Scarlet Circle in far
Khitai.
example, Vammatar’s Witchmen,
in de Camp and Carter’s Legions of
the Dead , had a red emblem on their
chests.
Advanced Spell: At 3 rd level and
every level thereafter, the Witchman
of Hyperborea improves his
knowledge of any one of the sorcery
styles he already knows by gaining
any one of the advanced spells listed
under the style. The Witchman of
Hyperborea is taught this spell by his
Witch King or Queen and does not
get to choose his own spell. This is a
supernatural ability.
Hit Die: d6.
Requirements
To qualify to become a Witchman of
Hyperborea, a character must fuli l all
of the following criteria.
The
Witchmen
of
Hyperborea
New Sorcery Style: This new sorcery
style may be chosen either from the
Conan RPG or from The Scrolls
of Skelos , and the Witchman of
Hyperborea also gains the basic spell
associated with it.
Sorcery Styles: Must know at least
two sorcery styles.
Codes of Honour: Must not have a
code of honour.
Skills: Knowledge (arcane) 5 ranks,
Perform (ritual) 5 ranks.
Race: Must be Hyperborean.
Religion: Must be a worshipper of
the Death Goddess of Hyperborea in
good standing.
Corruption: 1 or higher.
Special: Must have been a member
of the White Hand coven for at least
a year.
The Witchmen
of shadowy
Hyperborea were
feared far and wide
for their uncanny
mastery of the
black arts
Scholar Levels: The Witchman of
Hyperborea may add his Witchman of
Hyperborea class level to his scholar
class level for the following purposes:
gaining bonus spells for high
Intelligence, determining effective
scholar level when casting spells.
This is a supernatural ability.
L.Sprague de Camp
and Lin Carter,
Legions of the Dead
Class Skills
The Witchman of Hyperborea’s class
skills (and the key ability for each
skill) are Bluff (Cha), Concentration
(Con), Craft (alchemy) (Int), Craft
(herbalism) (Int), Diplomacy (Cha),
Gather Information (Cha), Hide
(Dex), Intimidate (Cha), Knowledge
(any) (Int), Move Silently (Dex),
Perform (Cha), Sense Motive (Wis),
and Sleight of Hand (Dex). See the
Conan RPG for skill descriptions.
Witchman Accoutrements: The
Witchman gains a Rod of the
Witchman and The Faceless Costume
for free. If the Witchman dies, the
Rod and the Costume are removed
from the dead body so that others
cannot steal them.
The Witchmen and Witchwomen
of Hyperborea serve the sorcerers
and sorceresses of Hyperborea,
learning from them, serving them and
protecting them. As with all prestige
classes in the Conan RPG , this class
is a favoured class for any who meets
its requirements.
Exotic Weapon Proi ciency: The
Witchman of Hyperborea is proi cient
with the use of the Rod of the
Witchmen (see below).
Low level Witchmen serve as shock
troops and assassins for the Witch
Kings and Queens. Until they reach
6 th or 7 th level, they are required to
dress in skin tight black clothing and
featureless white ivory masks while
in public view. They are taught to
not divulge their emotions, lending
them expressionless faces at higher
levels, which aids them in Bluff
checks. At ninth level, the character
is deemed a Witch King or Witch
Queen and usually begins his or her
own cabal of Witchmen, although all
are still considered part of the White
Hand. Individual avatars may order
their Witchmen to display their own
symbol on their black uniform. For
Skill Points At Each Level: 6 + Int
modii er.
Bonus Feats: The Witchmen of
Hyperborea gain a bonus feat at
1 st , 2 nd , 3 rd , 4 th and 5 th levels as they
develop their i ghting styles at the
expense of magical power. They
may choose from the following feats:
Combat Expertise, Improved Disarm,
Improved Feint, Striking Cobra,
Weapon Finesse.
Class Features
All of the following are class features
of the Witchman of Hyperborea
prestige class.
Weapon and Armour Proi ciency:
The Witchman of Hyperborea
gains no new weapon or armour
proi ciencies. Note that armour check
penalties for armour heavier than
leather apply to the skills Balance,
Climb, Escape Artist, Hide, Jump,
Move Silently, Sleight of Hand and
Tumble.
Mortii cation of Body (Ex): The
Witchman of Hyperborea gains
curiously green eyes and his body
is trained not to telegraph coming
attacks or movements or to reveal
emotion. The green eyes allow the
Witchman to take the Steely Gaze
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22
feat even if he does not otherwise
meet the prerequisites. The body
training gives the Witchman a
Bluff bonus equal to his class level.
Hyperboreans are naturally thin and
gaunt, and this mortii cation makes
them even more so.
onto any surface with a press of his
palm, leaving a white imprint as if
frosted.
spell. Avatars immediately gain a
+10 bonus to Reputation. The avatar
becomes the sponsor of his or her
own arcane religion (see The Scrolls
of Skelos ). That of Louhi, the Death
Goddess, is detailed below.
Leadership: The Witchman of
Hyperborea that reaches this level
becomes a Witch King or Witch
Queen and gains the Leadership
feat as a bonus feat. If the character
already has the feat, he gains the
Enhanced Leadership ability as a 6 th
level Noble (see the Conan RPG ).
New Arcane
Religion
Mortii cation of Mind (Ex): The
Witchmen are trained to obey their
leading avatar and to not feel the
emotions their faces already refuse to
betray. As cold as the land they live
in, they are inscrutable and alien in
thought. This makes them extremely
resistant to mental domination from
anyone other than their avatar. The
Witchman gains a +2 bonus to
Will saves against spells from the
Hypnotism and Divination styles.
They gain a -2 penalty against any
spell of any school cast by their
avatar.
Louhi, Death
Goddess of
Hyperborea
Avatar (Su): The avatar of a
Hyperborean Witchman Cult gains all
the benei ts of The Rule of the Master
(see the Conan RPG ). Hyperborean
avatars also have damage
reduction equal to their
Cha bonus derived directly
from their magical natures,
rather than from the
hardness or natural armour
of their bodies. This is
indicated in the entry for
Damage Reduction by the
parenthetical note (avatar)
after the number. Any
damage reduction gained
in this way can be removed
by use of the incantation
of Amalric’s witchman
It was deserted,
save for an old
woman with lank grey
hair. She squatted
atop a circular stone
dais, staring into the
flickering flames of a
dish of red coals. This he
knew for Louhi, priestess-
queen of the Witchmen,
who regarded her as
the living avatar of their
death-goddess.
Mortii cation of Soul (Ex): The
Witchman is twisted and vile through
his training. He has no sense of right
or wrong, only a duty to his avatar.
He automatically gains a point of
corruption and a +1 power point
bonus. His soul is so cold, he can
sear his emblem, the White Hand,
L.Sprague de Camp and
Lin Carter
The Witch of the Mists
Table 01:
The Witchman of Hyperborea
Base
Attack
Bonus
Base
Dodge
Bonus
Base
Parry
Bonus
Magic
Attack
Bonus
Class
Level
Fort
Save
Ref
Save
Will
Save Special
1
+1
+0
+0
+1
+0 +2 +2 Scholar Levels, Bonus Feat,
Exotic Weapon Proi ciency,
Witchman Accoutrements
2
+2
+0
+0
+2
+0 +3 +3 Bonus Feat, Advanced Spell
3
+3
+1
+1
+3
+1 +3 +3 Bonus Feat, New Sorcery Style
4
+3
+1
+1
+3
+1 +4 +4 Mortii cation of Body, Bonus
Feat
5
+5
+1
+1
+4
+1 +4 +4 Bonus Feat, Advanced Spell
6
+6
+2
+2
+5
+2 +5 +5 Mortii cation of Mind, New
Sorcery Style
7
+6
+2
+2
+6
+2 +5 +5 Advanced Spell
8
+7
+3
+3
+6
+2 +6 +6 Mortii cation of Soul, Advanced
Spell
9
+8
+3
+3
+7
+3 +6 +6 Leadership, New Sorcery Style
10
+9
+3
+3
+8
+3 +7 +7 Avatar, Advanced Spell
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23
Although Louhi is a mortal sorceress,
she is considered to be the living
avatar of the Hyperborean death-
goddess. She is the master of the
cult and all worshippers must follow
the Rule of the Master as given in
the Conan RPG . She teaches magic,
warping her followers’ bodies, minds
and souls, in exchange for their
obedience.
Typical Punishments for Disloyal
Priests: Killed in a sorcerous ritual.
* This spell can have severe
repercussions on a campaign world
and is subject to Runaway Magic (see
the Conan RPG ).
New Spell
New
Magical
Device
Legions of the
Dead*
PP Cost: 1 point/5 corpses
Components: V, S, F
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft. per
scholar level)
Effect: Up to 5 corpses per scholar
level
Duration: Concentration
plus 1d6 hours
Saving Throw: See Below
Prerequisites: Raise
Corpse , Magical Attack
Bonus 10+
Requirements of Worship: Pay a
tithe worth 1 sp/level/month to the
local priests of Louhi, attend at least
one cult meeting/month.
Benei ts of Worship: Spells
(Counterspells, Curses, Divination,
Immortality, Necromancy, Oriental
Magic, Prestidigitation).
Requirements for Ordained
Priesthood: Standard, plus as
follows: must know at least three
sorcery styles and three advanced
spells; Knowledge (arcana) 8 ranks;
must give up at least three magical
links to oneself to the cult’s avatar.
Benei ts of Ordained Priesthood:
Standard, plus sorcery teaching is
available (Counterspells, Curses,
Divination, Immortality, Necromancy,
Oriental Magic, Prestidigitation)
The Rod of the
Witchmen
One of the black-
clad men closing in
on him had glided close
with magical swiftness.
With one bony hand, the
man caught the pony s
bridle. With the other,
the man had whipped up
his slender wooden baton.
The ball on one end had
stroked the hollow of
Conn s elbow. The touch
of the rod, wielded with
exquisite control, had
struck the cluster of
nerves under the joint.
The pain was blinding.
This spell works as a more
powerful version of Raise
Corpse , allowing a veritable
army of undead to rise
and work for the sorcerer.
The undead follow the
sorcerer’s verbal commands
until the spell expires, when
the undead become lifeless
corpses again.
L.Sprague de Camp and
Lin Carter,
The Witch of the Mists
Table 02:
The Acolyte Path of the Witchman of Hyperborea
Magical
Attack
Bonus
Character
Level
Scholar
Level
Witchman
Level
Witchman of Hyperborea
1
1
-
Lesser Ill-Fortune
+0
2
2
-
Calm of the Adept +1
3
2
1
-
+2
4
2
2
Ill-Fortune
+3
5
2
3
Raise Corpse
+4
6
2
4
-
+4
7
2
5
Death Touch
+5
8
2
6
Astrological Prediction
+6
9
2
7
+7
10
2
8
Gelid Bones
+7
11
3
8
Agonising Doom, Greater Ill-Fortune
+8
12
4
8
Warding, Visions
+9
13
5
8
Sorcerous News
+9
14
5
9
Free Choice
+10
15
5
10
Free Choice
+11
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24
The Rod of the Witchmen, which
can be used as a i nesse weapon,
provides a proi cient wielder with
ability to stun his opponents with
blinding pain. A foe touched by this
weapon is forced to make a Fortitude
saving throw (DC 10 + one-half your
character level + Magical Attack).
Armour is no defence against this
attack. If the defender fails his saving
throw, he is stunned for 1 round
(until just before your next action).
A stunned character may not act
and loses any Dodge or Parry bonus
to Defence Value. Attackers get a
+2 bonus on attack rolls against a
stunned opponent.
The Witchmen of Hyperborea dress
in the costume created by Vammatar:
a skin-tight black outi t with tight
cowl and an ivory mask without
features save for two small eye-slits.
This costume is frightening to look
upon and gives
the Witchman a
Hit Dice: 10d6+20 plus 10 (65 hit
points)
Initiative : +12 (+2 Dex, +10 Ref)
Speed: 30 ft.
DV (Dodge): 20 (+2 Dex, +8 Level)
DV (Parry): 18 (+0 Str, +8 Level)
DR: 5 (avatar)
Base Attack Bonus/Grapple:
+16/+16
Attack: Dagger +18 melee
(1d4/19-20/x2 / 1 AP)
Full Attack: Dagger
+18/+13/+8 melee
(1d4/19-20/x2 / 1 AP)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Spells
Special Qualities:
Background ( lay
priest ), knowledge
is power, increased
maximum power points,
mortii cation of body,
mortii cation of mind,
mortii cation of soul, avatar
Magic Attack Bonus:
+17 (+12 base +5 Cha
bonus)
Saves: Fort: +9, Ref: +12,
Will: +17 (+2 bonus to Will
saves against spells from the
hypnotism and divination styles)
Attributes: Str 11, Dex 15, Con
16, Int 16, Wis 17, Cha 21
Skills: Bluff +26, Concentration
+16, Craft (alchemy) +16, Craft
(herbalism) +16, Craft (stone) +5,
Decipher Script +16, Diplomacy +13,
Gather Information +13, Heal +5,
Hide +12, Intimidate +30, Knowledge
(arcana) +26, Knowledge (religion)
+28, Knowledge (local) +16, Move
Silently +12, Perform (ritual) +27,
Profession (priestess) +5, Sense
Motive +28, Sleight of Hand +12
Feats: Adept (necromancy),
Combat Expertise b , Exotic Weapon
Proi ciency (Rod of the Witchmen) b ,
Hexer, Improved Disarm b , Improved
Feint b Iron Will b , Leadership
b , Menacing Aura, Negotiator,
Opportunistic Sacrii ce, Priest, Ritual
Sacrii ce, Sorcerer’s Boon, Steely
Gaze, Striking Cobra b , Tortured
Sacrii ce, Weapon Finesse b
These rods or batons are over
two feet long and made of sleek,
gleaming black wood. The
ends of each rod are tipped with
spherical knobs of platinum
slightly smaller than a fowl’s eggs.
Purchase Price: 20,000 sp
New
Unusual
Item
The following item is not magical,
but may be regarded as magical by
the ignorant. It is difi cult to buy, as
someone has to kill a Witchman in
order to have one to sell. This item
is only ever offered for sale at the
Games Master’s discretion.
+4 circumstance bonus to
Intimidate and Bluff checks. Its
overwhelmingly black look gives
the Witchman a +1 circumstance
bonus to Hide checks in darkness or
shadows.
The Faceless
Costume
Purchase Price: 2,000 sp (the ivory
mask is a work of art in and of itself,
and the costume and mask is i tted
exactly to its wearer to maximise
the impact. The price is high also
because of the extremely limited
supply)
It was their
faces that struck
into his heart the
thrill of superstitious
awe. For they had no
faces! Beneath the
tight-fitting black
cowls, their visages
were smooth, blank,
white ovals.
Louhi, the
Witch of
the Mists
Medium Human Hyperborean Female
10 th level Scholar / 10 th level
Witchman
L.Sprague de Camp and
Lin Carter,
The Witch of the
Mists
Climate/Terrain: Hyperborea
Organisation: The White Hand
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