TEXT:   
   
  Version 0.96  November 5th, 2001 
  By Shane Morales. 
   
  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 & Dragons® Player's Handbook, Third Edition, published by Wizards of the Coast®.  
  Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with Permission 
   
  D20 System 
   
  Columbia Games 
   
  Auran’s Project Hârn 
  A D20 System Licensed Product 
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with section 1(e) of the Open Game 
  License, version 1.0: Any and all Columbia Game logos and identifying marks and trade dress, including all Columbia Game Product and Product Line 
  names including, but not limited to HârnWorld, Hârn Player, HârnMaster, HârnManor, HârnMaster: Barbarians, HârnMaster, Religion, HârnMaster: 
  Magic, and Pilot’s Almanac; any elements of the HârnWorld setting including but not limited to capitalized names, names of artifacts, ritual names, 
  characters, countries, cultures, creatures, gods, geographic regions, historic events, magic items, organizations; and any and all stories, story lines, plots, 
  thematic elements, and dialog; and all artwork, symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses, logos, or graphic 
  designs, except such elements that already in the D20 System Reference Document and are already OGC by virtue of appearing there. The above Product 
  Identity is not Open Game Content. Product Identity found in text marked as OGC remains Product Identity. 
  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/and Auran’s Project Hârn at 
  http://www.harn.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/. 
  DESIGNATION OF OPEN GAMING CONTENT
  Certain portions of this document are Open Game Content, 
  per the Open Game License. (The Open Game License is 
  attached to the end of this guide.) Open Game Content is 
  contained within a black bordered box like the one this text is 
  in. It may be reproduced per the rules of the Open Game 
  License. 
  Product Identity that appears in a black bordered box is not 
  Open Gaming Content. This includes, but is not limited to, the 
  background information for the character/prestige classes. 
  Text that is not in a black bordered box is not Closed 
  Content and cannot be reproduced in part or in whole 
  without the permission of Columbia Games or Shane 
  Morales. 
  Open Game Content is licensed and distributed using 
  the Open Game License. 
   
   
  
  D20 HÂRN GUIDE 
  1 
  Introduction.........................................................................................2 
  About the Guide.............................................................................2 
  Optional Rules................................................................................2 
  New To Hârn?................................................................................2 
  More D20 Hârn Stuff.....................................................................2 
  Abilities ...........................................................................................3 
  Race & Culture....................................................................................5 
  Humans...........................................................................................5 
  Sindarin (Elves)..............................................................................7 
  Khuzdul (Dwarves)........................................................................8 
  Half-Elves .......................................................................................9 
  Adolescent Skills..........................................................................10 
  Classes................................................................................................11 
  A Note On Racial Restrictions...................................................11 
  Overview.......................................................................................11 
  Barbarian ......................................................................................11 
  Cleric .............................................................................................12 
  Druid..............................................................................................13 
  Fighter...........................................................................................13 
  Harper ...........................................................................................15 
  Herald............................................................................................17 
  Hunter ...........................................................................................18 
  Monk .............................................................................................19 
  Priest..............................................................................................19 
  Rogue ............................................................................................21 
  Sea Dog.........................................................................................22 
  Shaman .........................................................................................23 
  Sorcerer.........................................................................................26 
  Shek P’var (Wizard).....................................................................27 
  Prestige Classes ................................................................................28 
  Paladin...........................................................................................28 
  Ranger...........................................................................................29 
  Multi-Classing ...................................................................................31 
  Skills....................................................................................................32 
  Skill Descriptions.........................................................................32 
  Feats ...................................................................................................35 
  New and Modified Feats ............................................................35 
  Description ........................................................................................36 
  A Note on Alignments ................................................................36 
  Equipment..........................................................................................36 
  Hârnic Coins.................................................................................36 
  Chivalric Arms &  The Right To Bear Arms............................36 
  Other Equipment.........................................................................39 
  Religion...............................................................................................40 
  P’varic Magic.....................................................................................40 
  Columbia Games Conversion ....................................................40 
  Shane’s Conversion.....................................................................40 
  Suggestions........................................................................................41 
  Frequency of Magic.....................................................................41 
  Money............................................................................................41 
  Rewards & Behavior....................................................................41 
  Monsters.............................................................................................41 
  D20 vs. Hârn.................................................................................41 
  Intelligent Monster Races...........................................................41 
  Ilvir and The Fatherless Multitude............................................41 
  Denizens of Outer Planes ...........................................................41 
  Dragons.........................................................................................42 
  The Undead..................................................................................42 
  Open Game License .........................................................................43 
   
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  2 
  INTRODUCTION 
  ABOUT THE GUIDE 
  This is the second version of this guide. My intended goal with 
  the first version was to provide D20 GMs new to Hârn a guide for 
  using the D20 rules with the HârnWorld setting and that still holds 
  true. I provided quite a bit of setting information straight from Hârn 
  products (with permission) to serve as an introduction to the 
  setting. I also fiddled about with some of the d20 rules, the skill 
  system in particular, which, in hindsight, was not a good idea. This 
  version of the guide is a much cleaner integration of the d20 rules. I 
  haven’t changed any of the basic rules and while there are additions 
  they are strictly optional. Anyone new to Hârn can still get a fairly 
  good feel for the setting with the material in this guide, but I’m 
  going with the assumption that you’re already somewhat familiar 
  with HârnWorld. 
  How to integrate D20 with HârnWorld? HârnWorld is designed 
  as a low-fantasy, low-magic setting. D20 is a game of high-fantasy 
  and high-magic. Do you add the high-fantasy and high-magic to 
  HârnWorld or do you take away the high-fantasy and high-magic 
  from D20? A little of both, actually. Yes, HârnWorld is designed as 
  a low-fantasy, low-magic setting, but the intent is that if you want a 
  higher-fantasy, higher-magic feel then all you need do is add it. 
  That’s where D20 comes in. The goal is simple: use D20 with 
  HârnWorld. Assumption: you want to use D20 and you want to 
  campaign in Hârn and, therefore, you want elements of both. That’s 
  what this guide provides: elements of both D20 and HârnWorld.  
  Just like any campaign setting, HârnWorld has its own flavor - 
  not all D20 elements are appropriate. Modifications, deletions, and 
  additions are made where appropriate. 
  I have tried to keep everything in this document consistent with 
  Columbia Games’ official D20 insert for Nasty, Brutish & Short 
  (hereafter referred to as NB&S). 
  OPTIONAL RULES 
  A number of rules found in this document are designated as 
  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 
  seperately. 
  NEW TO HÂRN? 
  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: 
  • HârnWorld. Contains two books. The first details the island 
  of Hârn and the main continent, Lythia, with sufficient detail 
  to get you started. It includes a history of Hârn and an 
  explanation of feudalism, manorialism, and royal government. 
  The second book is a Hârn index called the HârnDex. It lists 
  every nation, city, important keep, place of note, culture, tribal 
  nation, religion, social group, organization, weapon, plus 
  much more. HârnWorld also includes a beautiful, full color 
  map of Hârn. A great review of HârnWorld can be found at 
  RPG.net. 
  • Hârn Player. Written for players, Hârn Player is packed full 
  of useful cultural, historical, religious, political, and social 
  information. It also provides common lore and an edited 
  version of the HârnDex (to protect GM secrets). 
  Both of these products are available at most gaming shops and 
  directly from Columbia Games. 
  You can also learn a great deal about Hârn by visiting Auran’s 
  Project Hârn and Lythia.com, both of which host great 
  introductions to Hârn. There are many Hârn sites on the Internet 
  that provide a wealth of additional Hârn information. Bill Gant’s 
  (WarFlail) site has the most extensive list of Hârn Link. 
  About HârnWorld 
  D20 and HârnWorld are designed for very different styles of 
  play. D20 is designed as a dungeon crawl game where the 
  characters battle legions of bizarre monsters and find all manner of 
  strange and powerful magic items. The DMG, on page 106, says, 
  “…the classes, spells, magic items, and many other facets of the 
  game have been designed with dungeons in mind.” 
  HârnWorld, on the other hand, is designed as a low-magic 
  backdrop for immersive roleplaying, where interaction with the 
  setting itself is stressed. Political intrigue, interaction with NPCs, 
  and exploring the detailed cultural landscape is the norm. Magic, 
  magic items, and monsters exist on Hârn, but at much reduced 
  levels found on a typical D20 world. As the DMG defines such 
  things, HârnWorld is a low magic world (look on page 164 of the 
  DMG).  
  That’s not to say that HârnWorld is void of magic, though. 
  Powerful magic does exist, but it is not easily accessible by everyone. 
  Fell beasts roam the wilderness, ancient ruins and magic artifacts 
  lay hidden, awaiting discovery, and wizards come and go, seeking 
  their own ends, unnoticed by the peasants and gentry. 
  HârnWorld is designed as a low-fantasy, low-magic setting 
  because it is easier to increase these aspects than it is to take them 
  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 
  and HârnWorld. As such, any melding between D20 and Hârn will 
  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.  
  MORE D20 HÂRN STUFF 
  The Shadow of Bukrai web site will have more Hârn related d20 
  goodies in the future – rules expansions, prestige classes, spells, etc. 
  Chris Van Tighem will also have a web site with his own D20 Hârn 
  Guide and lots of D20 Hârn goodies. 
  Check the Non-HârnMaster Specific Rules Discussion section of 
  Auran’s Project Hârn for news, updates, and lots of discussion on 
  D20 Hârn.
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  3 
  CHARACTER 
  ABILITIES 
  Birth & Family 
  Race 
  Humans make up the vast majority of the population on Hârn. 
  Table 2.1 shows the percentages of races on Hârn. Race affects 
  various abilities. 
  Table 2.1 Species – d100/Choice 
  1d100 
  Species 
  01-89 
  Human 
  90-94 
  Sindarin 
  95-99 
  Khuzdul 
  00 
  Other (Half Elves, Gargun, etc.) 
  Sex 
  Table 2.2 shows the percentage of males per race and can be 
  used to randomly determine sex. Sex affects various abilities. 
  Table 2.2 Sex – d100/Choice 
  % Male 
  Race 
  50% 
  Human 
  45% 
  Sindarin 
  75% 
  Khuzdul 
  Sunsign 
  Sunsign is derived from birth date. Use table 2.3 to determine 
  birth date. Roll 1d12 to determine month and then roll 1d30 to 
  determine day. 
  Table 2.3 Birth Month – 1d12 
  1d12 
  Month 
  1d12 
  Month 
  1 
  Nuzyael 
  7 
  Azura 
  2 
  Peonu 
  8 
  Halane 
  3 
  Kelen 
  9 
  Savor 
  4 
  Nolus 
  10 
  Ilvin 
  5 
  Larane 
  11 
  Navek 
  6 
  Agrazhar 
  12 
  Morgat 
   
  Table 2.4 Sunsign 
  Birth Date 
   
  Sunsign 
  4th Nuzyael to… 
  3rd Peonu 
  Ulandus 
  4th Peonu to…  
  2nd Kelen 
  Aralius 
  3rd Kelen to…  
  3rd Nolus 
  Fenari 
  4th Nolus to… 
  4th Larane 
  Ahnu 
  5th Larane to… 
  6th Agrazhar 
  Angbelerius 
  7th Agrazhar to… 
  5th Azura 
  Nadai 
  6th Azura to… 
  4th Halane 
  Hirin 
  5th Halane to… 
  3rd Savor 
  Tarael 
  4th Savor to… 
  2nd Ilvin 
  Tai 
  3rd Ilvin to… 
  2nd Navek 
  Skorus 
  3rd Navek to… 
  1st Morgat 
  Masara 
  2nd Morgat to… 
  3rd Nuzyael 
  Lado 
  Hârn Player contains detailed descriptions of the sunsigns. 
  Birth Place 
  Use the Birth Place Table on page Harn-35 of the HârnWorld 
  regional module (2nd Edition) to generate birth place, or work with 
  the GM to choose a birth place. The Birth Place Table will generate 
  birth place for human characters only. 
  Birth place determines culture (implied), which in turn 
  determines social class. 
  Culture & Social Class 
  Table 2.5 Social Class & Culture – d100/Choice 
  1d100 
  Social Class 
  Feudal Imperial Viking Tribal  
  01-02 
  01-04 
  01 
  01 
  Slave1 
  03-65 
  05-30 
  02-49 
  - 
  Serf 
  66-83 
  31-81 
  50-86 
  02-89 
  Freeman 
  84-92 
  82-91 
  87-95 
  90-98 
  Guildsmen2 
  93-00 
  92-00 
  96-00 
  99-00 
  Noble 
  Culture and social class determine adolescent skills. 
  � Appearance 
  All of the following abilities are optional. They are provided to 
  help further define your character. These optional abilities are 
  referred to in later sections. If you’re not using these optional rules 
  you can ignore any later references to them. 
  Height 
  Table 2.6 generates height in inches. 
  Table 2.6 Height – Roll/Choice 
  Race 
  Male 
  Female 
  Human 
  5d6+50 
  5d6+48 
  Sindarin 
  4d6+51 
  4d6+50 
  Khuzdul 
  4d4+40 
  4d6+40 
  Build 
  The character’s general body build. Build and height determine 
  weight. Roll 3d6 on table 2.7 and then apply the Build modifiers in 
  table 2.8 to the roll. Only the build type needs to be recorded, not 
  the 3d6 score. 
  Table 2.7 Build – 3d6 
  3d6 
  Build Type 
  1-5 
  Scant 
  6-8 
  Light 
  9-12 
  Medium 
  13-15 
  Heavy 
  16+ 
  Massive 
   
  Table 2.8 Build Modifiers 
  Condition 
  Modifier 
  Human Female 
  -3 
  Sindarin (either sex) 
  -2 
  Khuzdul (either sex) 
  +4 
   
                                                                        
  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. 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  4 
  Weight 
  Weight (in pounds) is determined by cross referencing height 
  with build type. This is the character’s optimal weight, assuming 
  good health and conditioning. Weight modifies strength. Note: this 
  table is for Medium sized humanoid creatures. 
  Table 2.9 Weight 
  Height Scant Light Medium Heavy Massive 
  40 
  63 
  71 
  79 
  87 
  95 
  41 
  63 
  71 
  79 
  87 
  95 
  42 
  63 
  71 
  79 
  87 
  95 
  43 
  65 
  73 
  81 
  89 
  97 
  44 
  66 
  75 
  83 
  91 
  100 
  45 
  68 
  77 
  85 
  94 
  102 
  46 
  70 
  78 
  87 
  96 
  104 
  47 
  71 
  80 
  89 
  98 
  107 
  48 
  73 
  82 
  91 
  100 
  109 
  49 
  74 
  84 
  93 
  102 
  112 
  50 
  76 
  86 
  95 
  105 
  114 
  51 
  78 
  87 
  97 
  107 
  116 
  52 
  80 
  90 
  100 
  110 
  120 
  53 
  82 
  93 
  103 
  113 
  124 
  54 
  85 
  95 
  106 
  117 
  127 
  55 
  87 
  98 
  109 
  120 
  131 
  56 
  90 
  101 
  112 
  123 
  134 
  57 
  92 
  104 
  115 
  127 
  138 
  58 
  94 
  106 
  118 
  130 
  142 
  59 
  97 
  109 
  121 
  133 
  145 
  60 
  99 
  112 
  124 
  136 
  149 
  61 
  102 
  114 
  127 
  140 
  152 
  62 
  104 
  117 
  130 
  143 
  156 
  63 
  106 
  120 
  133 
  146 
  160 
  64 
  110 
  123 
  137 
  151 
  164 
  65 
  113 
  127 
  141 
  155 
  169 
  66 
  116 
  131 
  145 
  160 
  174 
  67 
  119 
  134 
  149 
  164 
  179 
  68 
  122 
  138 
  153 
  168 
  184 
  69 
  126 
  141 
  157 
  173 
  188 
  70 
  129 
  145 
  161 
  177 
  193 
  71 
  132 
  149 
  165 
  182 
  198 
  72 
  136 
  153 
  170 
  187 
  204 
  73 
  140 
  158 
  175 
  193 
  210 
  74 
  144 
  162 
  180 
  198 
  216 
  75 
  148 
  167 
  185 
  204 
  222 
  76 
  152 
  171 
  190 
  209 
  228 
  77 
  156 
  176 
  195 
  215 
  234 
  78 
  160 
  180 
  200 
  220 
  240 
  79 
  164 
  185 
  205 
  226 
  246 
  80 
  168 
  189 
  210 
  231 
  252 
  81 
  172 
  194 
  215 
  237 
  258 
  82 
  176 
  198 
  220 
  242 
  264 
  83 
  180 
  203 
  225 
  248 
  270 
  84 
  184 
  207 
  230 
  253 
  276 
  85 
  188 
  212 
  235 
  259 
  282 
  86 
  192 
  216 
  240 
  264 
  288 
  87 
  196 
  221 
  245 
  270 
  294 
  88 
  200 
  225 
  250 
  275 
  300 
  89 
  204 
  230 
  255 
  281 
  306 
   
  Physical 
  Strength 
  Strength is modified by race and, optionally, by weight. 
  Table 2.10 Strength Modifiers 
  Race 
  Modifier 
  Khuzdul 
  +2 
  Sindarin 
  +1 
   
  � Table 2.11 Weight Modifiers for Strength. 
  Weight 
  Modifier 
  Weight 
  Modifier 
  < 55 
  -5 
  156-170 
  +1 
  56-85 
  -4 
  171-190 
  +2 
  86-110 
  -3 
  191-215 
  +3 
  111-130 
  -2 
  216-245 
  +4 
  131-145 
  -1 
  246-280 
  +5 
  146-155 
  0 
  281-319 
  +6 
  It is recommended that the GM apply the Height, Build and 
  Weight modifiers to the Strength scores of all medium sized NPCs 
  and monsters wherever possible or appropriate. 
  Dexterity 
  Dexterity is modified by race and, optionally, by build. 
  Table 2.12 Dexterity Modifiers 
  Race/Build 
  Modifier 
  Sindarin 
  +1 
  Khuzdul 
  -2 
  Scant 
  +2 
  Light 
  +1 
  Heavy 
  -1 
  Massive 
  -2 
  Constitution 
  Constitution is modified by race. 
  Table 2.13 Racial Constitution Modifiers 
  Race 
  Modifier 
  Khuzdul 
  +2 
  Sindarin 
  +1 
  Personality 
  Intelligence 
  Intelligence represents memory for player characters and the 
  actual intelligence level of non-player characters. 
  Your Intelligence bonus modifier does not determine the number 
  of languages your character knows. Generally, culture and 
  profession determine languages. 
  Wisdom 
  No changes. 
  � Wisdom & Senses 
  Wisdom also measures a character’s senses. If you would like to 
  separate senses from Wisdom follow this procedure: 
  1. 
  Determine Wisdom normally and record the score. 
  2. 
  Write down three new abilities: Smell (Sml), Eye Sight 
  (Eye), and Hearing (Hrg). 
  3. 
  Each of these abilities starts with the same score as 
  Wisdom, but you can modify them 3 points, up or down, 
  so long as the average of the three scores is within half a 
  point of your Wisdom score. 
  4. 
  Use the appropriate ability to modify skills that call on 
  senses – Hearing for Listen, Eye Sight for Spot, etc. 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  5 
   
  Human Traits 
  Charisma 
  Charisma is  a measure of a character’s presence, charm, allure, 
  and physical appeal. 
  Table 2.14 Charisma Modifiers 
  Race/Sex 
  Modifier 
  � Female 
  +1 
  Sindarin 
  -2 
  Khuzdul 
  -3 
   
  � Charisma & Comeliness 
  If desired, you can separate Charisma into two separate abilities: 
  Charisma and Comeliness. With this option Charisma would 
  measure a character’s Aura – his presence, charm, and allure. 
  Comeliness is merely a measure of physical attractiveness to the 
  same race. Determine each ability separately. 
  Intelligence & Languages 
  Your Intelligence bonus modifier does not determine the number 
  of languages your character knows. Further details on languages 
  are given in the Race & Culture section. 
  Languages of Hârn 
  There are various languages spoken on Hârn. The most 
  common is Hârnic. 
  Table 2.15 Languages 
  Language 
  Where Spoken 
  Script 
  Ancient 
  Jarinese 
  Some Ivashu speak this language. 
  Runic 
  Gargun 
  Each Species has a separate language. 
  None 
  Hârnic 
  Kaldor, Melderyn, Kanday, Rethem, 
  Tharda, and Chybisa. 
  Lakise 
  Hârnic 
  (Tribal) 
  Chelni, Gozyda, Hodiri, Kath, Pagaelin, 
  Tulwyn 
  None 
  Ivinian 
  Orbaal (first generation settlers). 
  Runic 
  Jarin 
  Orbaal, Azadmere, Evael and parts of 
  Kaldor. 
  Lakise 
  Jarin (Tribal) 
  Adaenum, Anoa, Bujoc, Chymak, 
  Equani, Kabloqui, Kubora, Taelda*, 
  Urdu, Ymodi 
  None 
  (*Runic) 
  Kamakin 
  Kamaki Tribes. 
  None 
  Khuzan 
  (Dwarven) 
  Azadmere. 
  Runic 
  Orbaalese 
  Orbaal. 
  Runic 
  Sindarin 
  (Elven) 
  Evael. 
  Selenian 
  Solora 
  Solori Tribes. 
  None 
  Determining Abilities 
  HârnWorld emphasizes unique characters and character 
  development. The Standard Point Buy system (DMG p20) should 
  be used to determine ability scores to better allow a player to 
  customize their character. 24 to 28 points is recommended. 
  Otherwise, use whatever die rolling method you prefer. 
   
  RACE & CULTURE 
  Gnomes, Half Orcs, and Halflings do not exist on Hârn. Halflings 
  may exist on other parts of Kethira, but they are completely 
  unknown on Hârn – if you would like to include Halflings in Hârn, 
  there is a good article on Project Hârn titled The Gyallan (halfings 
  of Hârn) that will be a great help. The Hârn setting has its own 
  version of Orcs, called Gargun (the subject of the aforementioned 
  NB&S), but they cannot breed with any other species so there can 
  be no half-Gargun. 
  HUMANS 
  Humans are the most numerous of the races. They are either 
  ‘civilized’, generally represented by feudal, tributary, or plutocratic 
  governments, or ‘tribal’, represented by 18 different tribal 
  barbarians. 
  • Medium size  
  • Human base speed is 30 feet.  
  • 1 extra feat at 1st level.  
  • 4 extra skill points at 1st level and 1 extra skill point at each 
  additional level.  
  • Automatic Language: Language depends on culture. See the 
  Human Cultures section for details. 
  • Bonus Languages: None.  
  • Favored Class: Any.  
  Human Cultures 
  Lythian Descendents 
  The civilized humans of Hârn are descendants of Lythian 
  barbarians who first began raiding Hârn 1600 years ago. They have 
  since become the most populous race. 
  Relations 
  See HârnWorld or Hârn Player. 
  Alignment 
  Any. 
  Human Lands 
  The civilized human nations of Hârn are: Melderyn, Chybisa, 
  Kaldor, Tharda, Kanday, and Rethem. 
  Religion 
  Any, though the worship of Larani, Agrik, Naveh, Morgoth, 
  Peoni, Halea, and Ilvir are the most common. 
  Language 
  The predominant language spoken by civilized humans is Hârnic 
  (which could be considered the ‘common’ language). Most people 
  on Hârn are illiterate. Generally, only the nobility and upper middle 
  class ever learn how to read and write the Hârnic script, which is 
  called Lakise. See Intelligence & Languages in Table 2.15. 
  Racial Traits 
  The following adjustments are made to the Human Racial Traits 
  list: 
  • Automatic Language: Hârnic. 
  The list remains otherwise unchanged. 
  Orbaalese (Ivinian descent) 
  The Orbaalese are viking northmen who originated from Ivinia, 
  a region in the northlands of the Lythian mainland. The Orbaalese 
  conquered the northern area of Hârn, formerly called Jara, and 
  established the kingdom of Orbaal.  
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  6 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
   
  • Automatic Language: Orbaalese. 
  Personality 
  Best known for their piracy and strong clan structure, the 
  Ivinians are a rowdy and freedom loving breed. Ivinian family 
  structure is polygamous with men taking more than one wife.  
  Participation in the government of Orbaal requires a man to have at 
  least three wives. Most Orbaalese have some martial training. 
   • 
  Relations 
  See HârnWorld or Hârn Player. 
  Alignment 
  Any 
  Ivinian Lands 
  Besides the Kingdom of Orbaal, Ivinians have a considerable 
  presence throughout northwestern Lythia. Several kingdoms exist 
  that are ruled by descendants of Ivinian raiders. These include 
  fourteen kingdoms in the Ivinia region, as well as Harbaal, and 
  Chelemby on the Lythian mainland. 
  Religion 
  Most Orbaalese are adherents of Sarajin. The Agrikan female 
  Clerical and Fighting orders at Quimen Keep have are attracting the 
  attention of more martial Orbaalese. 
  Language 
  The language of Orbaalese is a mixture of Hârnic and Ivinian. 
  Speakers of Hârnic and Ivinian cannot understand Orbaalese. 
  Racial Traits 
  The following adjustments are made to the Human Racial Traits 
  list: 
  The list remains otherwise unchanged. 
  The Jarin 
  The Jarin were the first human inhabitants of Hârn. They first 
  came to Hârn two thousand years ago and lived in peace under the 
  rule of the Sindarin for centuries.  
  Personality 
  The Jarin are known as people of the old ways and have a close 
  connection to nature. Through their long exposure to the Sindarin 
  and Khuzdul prior to the Atani Wars, the Jarin acquired a special 
  mystique, which has tended to set them apart from other humans 
  on Hârn and has earned them some distrust. They are essentially a 
  peaceful race, a trait that the aggressive Ivinians wrongly interpret 
  as cowardice. 
  The Jarin have a strong oral tradition and good storytelling is a 
  respected skill. 
  Relations 
  See HârnWorld or Hârn Player. 
  Alignment 
  Any, but most are Chaotic Good, Chaotic Neutral, or Neutral 
  Good. 
  Jarin Lands 
  The Jarin live in Jara, what is now called Orbaal, though there 
  are a small number of Jarin who can still be found in Evael and 
  Azadmere, and most of the barbarian tribes of Hârn are of Jarin 
  blood. Jarin are also fairly common in northern and eastern Kaldor. 
   
  Religion 
  Most Jarin are adherents of Ilvir. Some may worship other gods, 
  especially Siem, or Peoni if they live in Kaldor, but never Sarajin. 
  Language 
  The Jarin language is called Jarinese. Most Jarin will also know 
  how to speak Hârnic. Most Jarin don’t know how to read or write. 
  Generally, only the nobility and upper middle class ever learn how 
  to read and write. See Table 2.15. 
  Racial Traits 
  The following adjustments are made to the Human Racial Traits 
  list: 
  Automatic Language: Jarinese, Hârnic if from Kaldor or 
  Sindarin if from Evael. 
  The list remains otherwise unchanged. 
  Barbarians 
  There are 18 different barbarian tribes on Hârn.  
  Note: ‘barbarian’ refers to all tribesmen, while ‘Barbarian’ 
  generally refers to the character class. They are not the same –
  some barbarian cultures are associated with the Barbarian class, but 
  not all. Where ‘barbarian’ is the first word in a sentence, and hence 
  capitalized, it is hoped the intent of the word is made clear by the 
  context in which it is used. 
  Barbarians of Hârn 
  Adaenum – Fisherfolk on Anfla Island off the southwest coast of 
  Hârn. 
  Anoa – Nomadic hunters of the Anoth River valley in southern 
  Orbaal. 
  Bujoc – Nation of shy, superstitious, forest nomads with a strong 
  matrilineal culture. 
  Chelni – A loose confederation of tribesmen who control the 
  Chelna Gap and surrounding hills. The Chelni breed ponies, which 
  are traded for civilized goods. 
  Chymak – Famed sea-folk of Belna Island. They range the Gulf 
  of Ederwyn in large sea-going canoes, and are much valued as 
  seamen on merchant ships. 
  Equani – Fierce warrior tribesmen of Equeth, noted for their 
  elaborate facial scars and tattoos, and their merciless treatment of 
  intruders. 
  Gozyda – Forest tribesmen who control the Mimea Hills in 
  western Hârn. Bandits and outlaws from Tharda and Kanday live 
  among them. 
  Hodiri – Proud nomadic horsemen of the Horadir. The Hodiri 
  are extremely fierce warriors. 
  Kabloqui – Degenerate cannibals from the north shore of Lake 
  Benath. They are related to the Equani who detest them. 
  Kamaki – Reclusive herdsmen of Kamace Island. 
  Kath – A loose confederation of wild and fierce tribes inhabiting 
  the Kathela Hills west of Kaldor. Kath women are known for their 
  beauty. 
  Kubora – Powerful warrior nation of Peran. They once united 
  under Arlun the Barbarian and conquered Rethem. They export 
  wild beasts for the Parmesani games. 
  Pagaelin – The violent and viscous tribal nation dwelling 
  southeast of Kaldor. The Pagaelin are much feared. 
  Solori – A primitive and wild nation in southeastern Hârn. The 
  Solori are slowly being exterminated in a genocidal crusade waged 
  by the knights of the Lady of Paladins. 
  Taelda – Nomadic hunter-gatherers who inhabit the vast forests 
  of southern Nuthela. They are renowned healers and woodsmen. 
  Tulwyn – Merciless barbarians who inhabit the wilderness of 
  Athul. 
  
  D20 HÂRN GUIDE 
  7 
   
  Sindarin Racial Traits 
  Urdu – Nomadic hunters who inhabit the range between the 
  Chetul and Pemetta rivers in northwestern Hârn. 
  Ymodi – Wild forest tribesmen of Himod in northern Hârn. 
  Beleaguered by the Equani to the west, Anoa to the east, and 
  Gargun to the north and south, they survive due to their impressive 
  skill with the bow and spear. 
  The barbarians of Hârn are a diverse and varied group who 
  share only a few common features. Those are detailed below. See 
  HârnWorld, Hârn Player, and especially HârnMaster: Barbarians. 
  Personality 
  See HârnWorld, Hârn Player, and especially HârnMaster: 
  Barbarians. Barbarians are hunter-gatherers, with a few exceptions 
  practicing rudimentary agriculture. 
  Relations 
  Barbarians and their civilized counterparts, almost without 
  exception, view each other with a great deal of mistrust and 
  suspicion, if not outright hostility. There is a great deal of ignorance 
  and prejudice on both sides. The Jarin may be on better footing 
  with local tribes, but this is not always the case. Barbarians have no 
  compunctions about warring with each other. See HârnWorld, Hârn 
  Player, and especially HârnMaster: Barbarians. 
   • 
  • 
  • 
  Alignment 
  Any. 
  Barbarian Lands 
  Barbarians exist all over Hârn. 
  Religion 
  While some deities worshipped by tribal nations are 
  independent demigods, several are really aspects of the gods of 
  Hârn. Since the needs of a tribal community are different from 
  those of a civilized nation, a god may show, or be seen in, a 
  radically different form by their tribal worshippers. Most tribal 
  religious practices take the form of animism or totenism. The 
  Shaman is the religious functionary. 
  Language 
  Tribesmen speak many dialects of Hârnic and Jarinese, though 
  only the Taelda have a script. See HârnMaster: Barbarians for more 
  details. 
  Racial Traits 
  The following adjustments are made to the Human Racial Traits 
  list: 
  Automatic Languages: Tribal dialect (Hârnic or Jarinese). 
  +2 Racial bonus to Wilderness Lore checks. 
  Preferred Class: One of the following – Barbarian, Hunter, 
  Sorcerer or Shaman. 
  Character Classes 
  Barbarian tribesmen who have lived their entire lives with their tribes 
  are limited to four character classes: Barbarian, Hunter, Sorcerer, 
  and Shaman. These restrictions are cultural, not racial. Barbarians 
  can be other classes, but they would have to have left their tribes at 
  an early age and grown up in other cultures in order to have an 
  opportunity to learn the skills of other classes. A barbarian who ran 
  away from her tribe when she was 13 and spent her adolescence 
  living in the streets of a city could be a Rogue, for instance. Or she 
  could be a Wizard if she left in the company of a Shek Pvar who 
  recognized her talent. The following lists the character classes 
  associated with each barbarian nation. 
  Table 3.1 Tribal Classes 
  Tribe 
  Character Classes Allowed 
  Adaenum 
  Hunter, Shaman, Sorcerer. 
  Anoa 
  Barbarian, Shaman, Sorcerer. 
  Bujoc 
  Hunter, Shaman, Sorcerer. 
  Chelni 
  Barbarian, Shaman, Sorcerer. 
  Chymak 
  Hunter, Shaman, Sea Dog, Sorcerer. 
  Equani 
  Barbarian, Shaman, Sorcerer. 
  Gozyda 
  Barbarian, Shaman, Sorcerer. 
  Hodiri 
  Barbarian, Sorcerer. 
  Kabloqui 
  Barbarian, Sorcerer. 
  Kamaki 
  Hunter, Shaman, Sorcerer. 
  Kath 
  Barbarian, Shaman, Sorcerer. 
  Kubora 
  Barbarian, Shaman, Sorcerer. 
  Pagaelin3 
  Barbarian, Shaman, Sorcerer. 
  Solori 
  Hunter, Sorcerer. 
  Taelda 
  Barbarian, Shaman, Sorcerer. 
  Tulwyn 
  Barbarian, Shaman, Sorcerer. 
  Urdu 
  Barbarian, Shaman, Sorcerer. 
  Ymodi 
  Barbarian, Shaman, Sorcerer. 
  SINDARIN (ELVES) 
  Elves are called Sindarin on Hârn and are different from typical 
  d20 elves. They are reclusive and uncommon except in Shava, their 
  forest home. The plural of Sindarin is also Sindarin. Instead of 
  saying Elven bow, you would say Sindarin bow. 
  • +2 Dexterity, +1 Strength, -2 Constitution, +2 Charisma, � -2 
  Build. 
  • Medium size.  
  • Elven base speed is 30 feet.  
  • Immunity to magic sleep spells and effects. 
  • Immune to non-magical diseases. 
  • +2 racial saving throw bonus against Enchantment spells or 
  effects.  
  • Low-light Vision: 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.  
  • Proficient with either Long Sword or Rapier; proficient with 
  Short Bow, Long Bow, Composite Long Bow, and Composite 
  Short Bow.  
  • +2 racial bonus on Listen, Search, and Spot checks. An elf 
  who merely passes within 5 feet of a secret or concealed door 
  is entitled to a Search check to notice it as if she were actively 
  looking for the door.  
  • Automatic Languages: Sindarin, and Hârnic or Jarinese.  
  • Favored Class: Fighter and Hunter. 
  Culture 
  Personality 
  Sindarin culture revolves around the natural world, beauty for 
  the sake of beauty, and patience.  
  The Elves have a great love of beauty. It is not enough for them 
  to simply create. Everything they make, no matter how simple or 
  mundane, is crafted and decorated with great skill and attention. 
  Function without form is the way of the humans. 
  The Sindarin are immune to human diseases, suffering more 
  from ailments of the spirit than those of the flesh. Unless they fall 
                                                                        
  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. 
  
  D20 HÂRN GUIDE 
  8 
   
  Khuzan Racial Traits 
  victim to violence, Elves live forever. Their longevity profoundly 
  affects their character, giving them great patience, sensitivity, 
  wisdom and moodiness. A Sindarin may sit or stand, for days on 
  end, with no perceptible movement, contemplating a personal view 
  of the cosmic all. Sindarin do not sleep, experiencing instead a half-
  conscious blend of dreaming and wakefulness, incomprehensible to 
  other races, to whom it resembles and a hallucinatory drug-like 
  trance. As such, Elves often feign sleep in the company of humans. 
  In comparison with others, Elven culture lacks structure. There 
  are no unfree persons, no slaves, no serfs. There is only an 
  enlightened nobility, served out of love, respect and tradition, rather 
  than out of fear, obligation, or legal compulsion. Guilds do not exist, 
  not even the Mangai. Any Sindarin is free to try his hand at any 
  craft and will likely have skill in several. All Elves have skill at arms 
  and there are unrivaled warriors among them. 
  The Elves neither farm nor keep livestock, preferring not to 
  interfere with the natural beauty of their forest. They are hunter-
  gatherers of such skill that they never seem to starve or suffer a 
  dearth of leisure time for the pursuit of their unique poetry and 
  other arts. The majority of Elves live in bands of 20-60 ranging at 
  will throughout the forest. Non-humans are rarely permitted in the 
  forest. It is said that King Aranath is aware of each leaf and twig 
  within his realm – the woodcraft of his subjects is certainly 
  awesome. 
  Physical Description  
  The elves of Hârn physically resemble humans, but are lighter of 
  build, possess a natural grace, and are fair of face. They tend to 
  have lighter hair, eye, and complexion than humans. Hair color is 
  generally light blonde, but black, brown, and gray are not 
  uncommon. Eye color is usually colored – blue, green, violet, gray, 
  etc. Black and brown are not common. 
  In general, however, Sindarin look enough like humans that they 
  can easily go unnoticed in human lands. 
  Relations 
  The Kingdom of Evael takes no official interest in the politics of 
  its human neighbors, but some Sindarin travel through the human 
  lands lending their hands to current events. Sindarin are often met 
  with suspicion, jealousy and sometimes outright violence from most 
  humans and as such tend not to advertise their lineage, preferring 
  to pass as humans from foreign lands. Kaldor is rather tolerant of 
  the Sindarin, but in some remote areas Elves are viewed as demons 
  and will likely be attacked on sight. For the most part, Sindarin face 
  prejudice from civilized humans only slightly worse than that faced 
  by many human barbarians. 
  For their part, most Sindarin have accepted humanity and their 
  shortcomings, recognizing that Hârn is no longer the domain of the 
  Sindarin. There are some Elves, however, who take a different view, 
  reviling humans and plotting their destruction. These Elves have 
  broken away from mainstream Sindarin culture and are called the 
  Morsindarin. Most Sindarin accept that Kethira (the world on which 
  Hârn resides) is primarily for mankind. Though Siem preserves it (in 
  Sindarin terms), the destruction of nature by man is inevitable and 
  lasting peace is possible only in the Blessed Realm. 
  The Sindarin and Khuzdul do not generally like or associate with 
  each other. During the Codominium they dwelt harmoniously until 
  later events, notably the Atani Wars and the Carnage of Kiraz, 
  brought about the current animosity between them. 
  Alignment 
  Sindarin are typically Chaotic Good or Neutral Good. Most Elves 
  are moral entities, compassionate, trustworthy, and strive toward 
  greater wisdom and patience. 
   
  Elven Lands 
  The Sindarin dwell almost exclusively within the Shava Forest in 
  the Kingdom of Evael, which is not so much a Kingdom in the 
  human sense as it is a sanctuary for the 20,000+ Sindarin still living 
  in the world; most have journeyed to the Blessed Realm under 
  Siem’s protection. The Sindarin do not have a structured 
  government, living in self-ruling communes, which are led by 
  elected elders. 
  There are only two large settlements in the human sense: 
  Ulshafel, the only port, and Elshavel, the royal seat of Evael’s 
  founding monarch, King Aranath, who still rules. Both settlements 
  have human populations of Jarin descent. The Shava Forest has a 
  reputation for all manner of strange enchantments; few non-elves 
  are permitted within and then generally only through the port of 
  Ulshafel. 
  Religion 
  The Elves pray to Sweldre, Siem’s divine servant. See 
  HârnMaster: Religion for details. 
  Language 
  The Elven language is simply called Sindarin. Their script is 
  called Selenian. All Sindarin are taught how to read and write 
  Selenian. Most Sindarin know how to speak Hârnic and/or 
  Jarinese. 
  KHUZDUL (DWARVES) 
  Dwarves are known as Khuzdul on Hârn. They are a little more 
  common than the Sindarin because they trade with humans on a 
  larger scale than the Sindarin do. Khuzdul resemble their d20 
  counterparts fairly well. They could pass for short, very stocky 
  humans (and often do). 
  The term Khuzdul is also plural. Instead of saying Dwarven axe, 
  you would say Khuzan axe. 
  • +2 Strength, +2 Constitution, -2 Dexterity, -3 Charisma, � +4 
  Build.  
  • Medium size.  
  • Dwarven base speed is 20 feet.  
  • Darkvision: Dwarves can see in the dark up to 60 feet. 
  Darkvision is black and white only, but it is otherwise like 
  normal sight, and dwarves can function just fine with no light 
  at all.  
  • Stonecunning: Stonecunning grants dwarves a +2 racial bonus 
  on checks to notice unusual stonework, such as sliding walls, 
  stonework traps, new construction (even when built to match 
  the old), unsafe stone surfaces, shaky stone ceilings, and the 
  like. Something that isn't stone but that is disguised as stone 
  also counts as unusual stonework. A dwarf who merely comes 
  within 10 feet of unusual stonework can make a check as if he 
  were actively searching, and a dwarf can use the Search skill 
  to find stonework traps as a rogue can. A dwarf can also intuit 
  depth, sensing his approximate depth underground as 
  naturally as a human can sense which way is up. Dwarves 
  have a sixth sense about stonework, an innate ability that they 
  get plenty of opportunity to practice and hone in their 
  underground homes.  
  • +2 racial bonus on saving throws against poison.  
  • +2 racial bonus on saving throws against spells and spell-like 
  effects.  
  • +1 racial bonus to attack rolls against Gargun  
  • +4 dodge bonus against giants.  
  • +2 racial bonus on Appraise checks that are related to stone 
  or metal items.  
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  9 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
   • +2 racial bonus on Craft checks that are related to stone or 
  metal.  
  Khuzdul & Sindarin in Human Lands 
  Sindarin and Khuzdul should be more common in human lands 
  than the Hârn material suggests, but not nearly as common as the 
  d20 material implies. In human lands, people will know of them, but 
  few will have actually ever seen them. There may be one or two in 
  the largest cities at any given time and villages on common roads 
  may see one every few months. On Hârn, the Sindar and Khuzdul 
  have an air of mystery and awe. If you make them too common 
  then this air fades and they may as well be another human culture. 
  The Sindarin and Khuzdul homelands should definitely remain 
  mysterious and unvisited by all but the most trusted humans. 
  • Automatic Languages: Khuzan, and Hârnic or Jarinese. 
  • Favored Class: Fighter.  
  Culture 
  Personality 
  The Dwarves of Hârn are as materialistic as the Sindarin are 
  spiritual. As a group, they tend to be secretive, acquisitive, jealous, 
  stubborn, and very clannish. But they are also polite and have 
  strong sense of racial and personal honor. Dwarves may live 200-
  300 years. In that span they will rarely, if ever, forget friend or foe. 
  HALF-ELVES 
  The Khuzdul do not enjoy agriculture, preferring to obtain 
  foodstuffs through the trade of their finely wrought crafts. The 
  cropland and pastures around Azadmere are worked by Jarin, who, 
  while acknowledging the rule of the Khuzan King, Hazmadul III, are 
  accorded a large degree of independence. Additional foodstuffs are 
  imported from Kaldor. The Khuzdul are master-traders and drive a 
  hard bargain. 
  Most of a Half-Elf’s racial characteristics (personality, relations, 
  religion, etc) are determined by what race and/or culture he is 
  raised by. A Half-Elf raised by barbarians will share human 
  barbarian cultural traits, while a Half-Elf from Evael will share 
  Sindarin traits. 
   
  Half Elf Racial Traits 
  • Medium size.  
  Khuzan males outnumber females by about three to one. As 
  such, the males are very protective of their females. 
  • Half-Elven base speed is 30 feet.  
  • Immunity to sleep spells and similar magical effects.  
  Physical Description 
  • +2 racial saving throw bonus against Enchantment spells or 
  effects.  
  Khuzdul bear a superficial resemblance to humans, but average 
  just under five feet in height. They are stocky and possess strength 
  out of proportion to their size. Outsiders find it hard to distinguish 
  between the sexes, but rarely see female Dwarves anyway. In any 
  case, the Khuzdul, like the Sindarin, are not particularly fertile. 
  • 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.  
  Relations 
  • +1 racial bonus on Listen, Search, and Spot checks.  
  The Khuzdul are not fond of the Sindarin who, they believe, 
  betrayed them during the Atani Wars and failed to assist them 
  during the Tyranny of Lothrim; the Khuzdul have long memories. 
  They will kill Gargun on site, and since Gargun tribes surround 
  Azadmere, there is constant skirmishing. The Khuzdul tend to treat 
  humans with polite coolness, but presenting the head of a Gargun 
  to a dwarf is likely to meet with a favourable response. 
  • 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. 
  A few Khuzdul have settled outside Azadmere for trade and 
  profit, although they are often the butt of human jokes and 
  prejudice. However, they cannot be subjugated. It is said that a 
  dwarf enslaved will whither and die within a few months. 
  Culture 
  Personality 
  Alignment 
  As parent culture, meaning the culture in which the Half-Elf was 
  raised. 
  Khuzan alignment tends to be Lawful Neutral or Lawful Good, 
  although they are highly loyal and protective of their own clans and 
  race despite the seeming ‘alignment’ of their actions towards those 
  ends. 
  Physical Description 
  Half Elves are the least common of the races. They appear as 
  normal humans. Some may not even know they are half-Elven 
  unless told by a parent, or until they realize they age at a much 
  slower rate than other humans.  Half-Elves live 200-300 years. 
  Dwarven Lands 
  Almost all of Hârn’s Dwarves reside at the mountain stronghold 
  of Azadmere in the Sorkin Mountains. The locations of lost Khuzan 
  towns are unknown, with the exception of Kiraz, which was 
  abandoned 600 years ago. The royal Clan Tarazakh governs 
  Azadmere. 
  Relations 
  As parent culture. 
  Alignment 
  As parent culture. 
  Religion 
  The Khuzdul tend to separate religion from everyday life. They 
  pray to the demigod Sereniel, Siem’s servant, but rarely ask favor of 
  him. Khuzan religion is a personal matter. Dwarves tend to worship 
  alone rather than meeting for mass. The basic purpose is to achieve 
  unity with nature. 
  Lands 
  As parent culture. 
  Religion 
  As parent culture. 
  Language 
  Language 
  The Khuzdul will not teach their language to outsiders. When 
  they trade they will speak only the language of their customers, 
  which is usually Hârnic. The Khuzan script is called Runic. All 
  Dwarves are taught how to read and write Runic. 
  As parent culture. 
  
  D20 HÂRN GUIDE 
  10 
   ADOLESCENT SKILLS 
  To reflect the knowledge and skills gained during adolescence 
  various skills are considered Class Skills regardless character class. 
  These skills are based on race, culture, and social class. Your 
  character’s culture is chosen or determined randomly. Social class 
  can be chosen (with the GM’s permission, of course) or determined 
  randomly on Table 2.5. 
  The following section lists skills that considered Class Skills for 
  each type of racial, cultural, or social group. 
  Global Skills 
  The following skills are considered Class Skills for any character, 
  despite race or culture. 
  Knowledge (Folklore), Knowledge (Religion), Speak Language 
  (for each automatic language listed in the racial traits lists). 
  Humans 
  Feudal/Tharda 
  Feudal cultures include Kaldor, Chybisa, Melderyn, Kanday, and 
  Rethem. Tharda is also included even though it is not a feudal state 
  (they have a similar social class structure). 
  Slave/Serf, Rural 
  Profession (Farmer), Animal Handling (Agricultural). 
   
  Slave/Serf, Urban 
  Profession (Servant), one Profession/Craft (non-guilded urban 
  skill). 
  Freeman, Rural 
  Profession (Farmer) or one Profession/Craft (non-guilded rural 
  skill), Animal Handling (Agricultural), Knowledge (Law). 
  Freeman, Urban 
  One Profession/Craft (non-guilded urban skill), Knowledge 
  (Trade), Knowledge (Law). 
  Guildsman, Rural 
  One Profession/Craft (guilded rural skill), Animal Handling 
  (Agricultural), Knowledge (Law), Knowledge (Trade), Script 
  (Lakise). 
  Guildsman, Urban 
  One Profession/Craft (guilded urban skill), Knowledge (Law), 
  Knowledge (Trade), Script (Lakise), Knowledge (Heraldry). 
  Noble 
  Diplomacy, Knowledge (Religion), Knowledge (Trade), 
  Knowledge (Law), Knowledge (Heraldry), Ride, Script (Lakise). 
  Orbaal 
  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). 
  Guildsman, Rural 
  One Profession/Craft (guilded rural skill), Animal Handling 
  (Agricultural), Knowledge (Law), Knowledge (Trade), Profession 
  (Sailor), Script (Runic); Martial Weapon Proficiency (Hand Axe). 
  Guildsman, Urban 
  One Profession/Craft (guilded urban skill), Knowledge (Law), 
  Knowledge (Trade), Profession (Sailor), Script (Runic), Knowledge 
  (Heraldry); Martial Weapon Proficiency (Hand Axe). 
  Noble 
  Diplomacy, Knowledge (Trade), Knowledge (Law), Knowledge 
  (Heraldry), Profession (Sailor), Ride, Script (Runic); Martial Weapon 
  Proficiency (Hand Axe). 
  Tribal 
  Tribal cultures generally have less social classes than civilized 
  cultures. 
  Slave 
  Wilderness Lore, Knowledge (Nature). 
  Freeman/Guildsman 
  Two Profession/Craft (tribal craft), Knowledge (Law), Knowledge 
  (Nature), Wilderness Lore; Track Feat, Martial Weapon Proficiency 
  (Short Spear, Short Bow). 
  Noble 
  Two Profession/Craft (tribal craft), Knowledge (Law), Knowledge 
  (Nature), Knowledge (Law), Wilderness Lore; Track Feat, Martial 
  Weapon Proficiency (Short Spear, Short Bow). 
  Sindarin 
  Sindarin do not have social classes. All Sindarin share similar 
  adolescent training. 
  Wilderness Lore, Handle Animal, Heal (First Aid), Knowledge 
  (Nature), Knowledge (History), one suitable Profession/Craft, 
  Knowledge (Law); Track Feat and Military Weapon Proficiency 
  (Elven Sword, Long Bow). 
  Khuzdul 
  While the Khuzdul have social classes, they too undergo a 
  uniform adolescent training.  
  Knowledge (Geology), a suitable Profession/Craft, Knowledge 
  (Trade), Knowledge (Law), Diplomacy; Martial Weapon Proficiency 
  (one suitable Khuzan weapon) and the Light and Medium Armor 
  Proficiencies. 
   
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  11 
   CLASSES 
  A NOTE ON RACIAL RESTRICTIONS 
  Race restrictions for character classes on Hârn are based on 
  cultural tradition and racial prejudice, not racial limitations. The 
  Paladin prestige-class, for example, is open only to humans merely 
  because humans are the only race that worships Larani, the Lady of 
  Paladins. A Sindarin or Khuzdul could be a Paladin, but they are not 
  because of the cultural differences involved. That being said, 
  however, Khuzdul and Sindarin can pass as human, and half-elves 
  do pass as human (a half-elf may not even know he is a half-elf until 
  he notices that he ages slower than his human friends). 
  When reading the comments on races for each character class 
  keep in mind that the distinction, in most cases, is based on culture 
  and tradition. 
  OVERVIEW 
  All of the standard classes are available in the Hârn setting 
  except for Bards, Druids and Monks. Most classes have been 
  modified to better suit the Hârn setting and there are a number of 
  new classes. For classes where the class level progression tables are 
  ommitted you should use the tables found in the PHB. If some 
  aspect of an existing class has been omitted here assume it is 
  included. Generally, only aspects that are modified were included 
  here. Where an aspect of a class has been removed, the text here 
  will say so. 
  BARBARIAN 
  Background 
  Most barbarian nations are fierce and warlike. They spend a 
  good deal of their time battling with Gargun, other barbarians, or 
  civilized humans. As such, they’re quite skilled warriors. 
  Race 
  Warriors from the following tribal nations are considered 
  Barbarians: Anoa, Chelni, Equani, Gozyda, Hodiri, Kabloqui, Kath, 
  Kubora, Pagaelin, Taelda, Tulwyn, Urdu, and Ymodi. Warriors of 
  other tribal nations are considered Hunters. 
  Game Rule Information 
  Alignment 
  Any non-lawful. 
  Hit Die 
  d12. 
  Class Skills 
  The Barbarian's class skills (and the key ability for each skill) are 
  Climb (Str), Craft4 (Int), Handle Animal (Cha), Intimidate (Cha), 
  Intuit Direction (Wis), Jump (Str), Listen (Wis), Swim (Str), and 
  Wilderness Lore (Wis).  
  Table 4.1 lists an additional class skill for each tribal culture. 
  Table 4.1Additional Barbarian Class Skills 
  Tribe 
  Additional Class Skills 
  Anoa 
  Heal (First Aid) 
  Chelni 
  Ride 
  Equani 
  Heal (First Aid) 
  Gozyda 
  Heal (First Aid) 
  Hodiri 
  Ride 
  Kabloqui 
  Heal (First Aid) 
  Kath 
  Heal (First Aid) 
  Kubora 
  Heal (First Aid) 
  Pagaelin 
  Heal (First Aid) 
  Tribe 
  Additional Class Skills 
  Taelda 
  Heal (First Aid) 
  Tulwyn 
  Signaling 
  Urdu 
  Heal (First Aid) 
  Ymodi 
  Tumble. 
   
  Skill Points at 1st Level: (4 + Int Modifier) x 4. 
  Skill Points at Each Additional Level: 4 + Int Modifier. 
  Class Features 
  The Hârn Barbarian class has all the same special abilities as the 
  regular Barbarian class except Rage (only the Kubora and Tulwyn 
  retain this special ability). Rage is replaced with various feats for the 
  other tribes. 
  Table 4.2 Extra Feats for Barbarians 
  Tribe 
  Extra Feats 
  Anoa 
  Skill Focus: Wilderness Lore, Endurance, Alertness. 
  Chelni 
  Mounted Combat, Mounted Archery. 
  Equani 
  Rage, with normal progression as stated in the PHB. 
  Gozyda 
  Skill Focus: Wilderness Lore, Endurance, Alertness. 
  Hodiri 
  Mounted Combat, Toughness, Combat Reflexes. 
  Kabloqui 
  Alertness, Toughness, Endurance. 
  Kath 
  Skill Focus: Wilderness Lore, Endurance, Alertness. 
  Equani 
  Skill Focus: Wilderness Lore, Endurance, Alertness. 
  Pagaelin 
  Toughness, Iron Will, Far Shot. 
  Taelda 
  Skill Focus: Wilderness Lore, Endurance, Skill Focus: 
  Heal (First Aid). 
  Tulwyn 
  Rage, with normal progression as stated in the PHB. 
  Urdu 
  Skill Focus: Wilderness Lore, Endurance, Alertness. 
  Ymodi 
  Skill Focus: Wilderness Lore, Endurance, Toughness. 
   
  Weapon and Armor Proficiency 
   All Barbarians have the Simple Weapon Proficiency (daggers, 
  spears, clubs, etc) and the following Martial Weapon Proficiencies: 
  axe, blowgun, shortbow, and longbow. Barbarians are proficient 
  with shields and light armor only. 
  Barbarians do not fight with civilized weapons and armor. 
  Instead they use cultural weapons such as spears, short and long 
  bows, and daggers and hand axes made of stone or crude iron. 
  Their armor is either leather or hide and their shields are made of 
  wood. Those who have more extensive contact with civilized 
  peoples may have acquired the habit of using metal weapons and 
  armor, but they may also associate such things with their enemies. 
  Barbarian Rage 
  Barbarian Rage has been converted to a Feat. If a Barbarian has the 
  Rage feat they gain the ability to rage more than once per day as 
  listed on the Barbarian class table. If a Barbarian doesn’t have Rage 
  then they ignore any references to Rage. 
  Starting at 15th level, if a Barbarian has the Rage feat, his 
  bonuses become +6 to Strength, +6 to Constitution, and a +3 
  morale bonus to Will saves. (The AC penalty remains at –2.)   
  Fast Movement 
  The Barbarian has a speed faster than the norm for his race by 
  +10 feet when wearing no armor or light armor (and not carrying a 
  heavy load).  
  Uncanny Dodge 
  At 2nd level and above, the Barbarian retains his Dexterity bonus 
  to AC (if any) if caught flat-footed or struck by an invisible attacker.  
  At 5th level, the Barbarian can no longer be flanked. The 
  exception to this defense is that a rogue at least four levels higher 
  than the Barbarian can still flank.  
  At 10th level, the Barbarian gains a +1 bonus to Reflex saves 
  made to avoid traps and a +1 dodge bonus to AC against attacks by 
                                                                        
  4 Appropriate tribal craft, likely with a military focus. 
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  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  12 
   
  traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, 
  and at 19th they rise to +4.  
  Damage Reduction 
  Starting at 11th level, the Barbarian gains the extraordinary 
  ability to shrug off some amount of injury from each blow or attack. 
  Subtract 1 from the damage the Barbarian takes each time the 
  Barbarian is dealt damage. At 14th level, this damage reduction 
  rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage 
  reduction can reduce damage to 0 but not below 0. 
  CLERIC 
  Clerics and Priests 
  The d20 Cleric is a warrior-priest, trained in combat as much as 
  in religious doctrine. There are a number of religions on Hârn 
  where this type of ecclesiastic is appropriate. The Clerics of these 
  religions are detailed below. 
  The clergy of most other religions, however, are not trained in 
  the use of weapons and armor. They are not warriors. These 
  ecclesiastics are Priests, a character class more akin to the Wizard 
  than the Cleric. 
  Only the Laranian and Ilviran religions have both Clerics and 
  Priests. 
  Background 
  Clerics are associated with religions that place some importance 
  on combat and violence, be it in an aggressive or defensive manner. 
  As such, their training involves the use of weapons and armor.  
  See HârnWorld and Hârn Player for general information about 
  the religions of Hârn. HârnMaster: Religion offers extensive detail 
  on Hârn’s religions, Gods, and religious groups. 
  Race & Alignment 
  Table 4.3 – Cleric Religions of Hârn lists the deities of Hârn and 
  their alignments. 
  Table 4.3 Cleric Religions of Hârn 
  Deity 
  Alignment 
  Agrik 
  Neutral Evil, Lawful Evil 
  Ilvir 
  Chaotic Neutral, True Neutral 
  Larani 
  Lawful Good, Lawful Neutral 
  Morgath 
  Chaotic Evil 
  Naveh 
  Lawful Evil 
  Sarajin5 
  Chaotic Good, Chaotic Neutral 
   
  Hit Die 
  d8. 
  Game Rule Information 
  Weapon & Armor Proficiencies 
  Weapon and Armor proficiencies depend on a cleric’s religion. 
  Some religions encourage combat and some do not. Descriptions of 
  the non-standard weapons can be found in the Equipment chapter. 
  1st Level Clerics have access to training in the weapons and armor 
  listed. Clerics of some religions use specific weapons exclusively – 
  other weapons can be used, but religious doctrine and tradition 
  restrict their use. Keep in mind that not all Clerics have the right to 
  bear chivalric arms (where applicable). 
  Table 4.4 Cleric Weapon & Armor Proficiencies 
  Religion 
  Weapon & Armor Proficiencies 
  Agrik 
  Heavy mace, light mace, morningstar, battleaxe, club, 
  sickle (Exotic Weapon), � longsword, � greatsword. 
  All simple weapons, all armor types, and shields. 
  Ilvir 
  All simple weapons, plus longbow, shortbow, and 
  Exotic Weapon Proficiecy (Net). Light armor and 
  shield. 
  Larani 
  Longsword, bastard sword, javelin, flail (ball & chain), 
  Lance (heavy), longbow. Exotic Weapon Proficiency 
  (bastard sword). All simple weapons, all armor types, 
  and shield proficiency. 
  Morgath 
  Exotic Weapon Proficiency (kama, spiked chain). All 
  simple weapons, light and medium armor, but no 
  shields. 
  Naveh 
  Crossbow, short sword, shortbow, Exotic Weapon 
  Proficiency (spiked chain). All simple weapons 
  (especially dagger), and light armor. 
  Sarajin 
  Battle axe, axe, and longsword. All simple weapons, 
  light and medium armor, and shields. 
  Class Skills 
  Cleric Class skills vary depending on religion. 
  Table 4.5 Cleric Class Skills 
  Religion 
  Class Skills 
  All 
  Concentration (Con), Craft (Int), Heal (Wis), 
  Knowledge (Religion) (Int), Knowledge (Embalming) 
  (Int), Profession (Wis), Rhetoric (Cha), Script (Int), Scry 
  (Int, exclusive skill), and Spellcraft (Int). 
  Agrik 
  Speak Language (Temple tongue – Surikal) (Int), Script 
  (Temple tongue – Surikal) (Int), Intimidate (Cha). 
  Ilvir 
  Handle Animal (Ivashu), Speak Language (Temple 
  Tongue – Ivashi) (Int), Script (Temple Tongue – 
  Ivashi) (Int), Animal Empathy (Ivashu) (Cha). 
  Larani 
  Knowledge (Heraldry) (Int), Diplomacy (Cha), Ride 
  (Str), Sense Motive (Cha). 
  Morgath 
  Craft (Wooden Masks) (Int), Craft (Hideworking – 
  human skin) (Int), Speak Language (Temple Tongue – 
  Ormauk) (Int), Script (Temple Tongue – Ormauk) (Int), 
  Intimidate (Cha). 
  Naveh 
  Move Silently (Dex), Hide (Dex), Spot (Dex), Tumble 
  (Dex). 
  Sarajin 
  Intuit Direction (Wis), Use Rope, Profession (Sailor) 
  (Int), Intimidate (Cha). 
   
  Skill Points at 1st Level: (2 + Int Modifier) x 4. 
  Skill Points at Each Additional Level: 2 + Int Modifier. 
  Class Features 
  Spells (Invocations) 
  Clerics do not cast spells. Instead, they invoke “miracles” from 
  their deities by a process called invocation. Invocations are not 
  considered spells in the game world, even though in game terms 
  they can be identical to Wizard spells. A cleric may prepare and 
  invoke any invocation on the Cleric spell list, provided he can cast 
  invocations of that level. The Difficulty Class for a saving throw 
  against a Cleric's invocation is 10 + the spell's level + the Cleric's 
  Wisdom modifier.  
  Each Cleric must choose a time at which he must spend an hour 
  each day in quiet contemplation or supplication to regain his daily 
  allotment of invocations. Time spent resting has no effect on 
  whether a Cleric can prepare invocations. 
                                                                        
  5 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. 
  
  D20 HÂRN GUIDE 
  13 
   In addition to his standard spells, a Cleric gets one domain spell 
  of each spell level, starting at 1st. When a Cleric prepares a domain 
  spell, it must come from his domain. 
  In addition to his standard spells, a Cleric gets one domain spell 
  of each spell level, starting at 1st. When a Cleric prepares a domain 
  spell, it must come from his domain. 
  Deity, Domains, and Domain Invocations 
  Deity, Domains, and Domain Invocations 
  You must choose a deity for your Cleric from among the deities 
  listed in Table 4.6. The Cleric’s deity influences his alignment, what 
  invocations he can cast, his values, and how others see him. 
  You must choose a deity for your Cleric from among the deities 
  listed in Table 4.6. The Cleric’s deity influences his alignment, what 
  invocations he can cast, his values, and how others see him. 
  Choose one of your deity’s domains for your Cleric's domains. 
  You can only select an alignment domain (such as Good) for your 
  cleric if his alignment matches that domain.  
  Choose one of your deity’s domains for your Cleric's domains. 
  You can only select an alignment domain (such as Good) for your 
  cleric if his alignment matches that domain.  
  Each domain gives your cleric access to a domain spell at each 
  spell level, from 1st on up, as well as a granted power. A Cleric 
  prepares a bonus spell of his chosen domain each day. If a domain 
  spell is not on the Cleric Spells list, a cleric can only prepare it in his 
  domain slot.  
  Each domain gives your cleric access to a domain spell at each 
  spell level, from 1st on up, as well as a granted power. A Cleric 
  prepares a bonus spell of his chosen domain each day. If a domain 
  spell is not on the Cleric Spells list, a cleric can only prepare it in his 
  domain slot.  
  Table 4.6 Deity Domains for Clerics 
  Table 4.6 Deity Domains for Clerics 
  God 
  God 
  Domains 
  Domains 
  Agrik 
  Fire, War 
  Ilvir 
  Animal, Healing 
  Larani 
  Protection, War 
  Naveh 
  Trickery 
  Morgath 
  Death 
  Sarajin 
  Strength 
   
  Chaotic, Evil, Good, and Lawful Spells 
  A cleric can't cast invocations of an alignment opposed to his 
  own or to his deity's. 
  Spontaneous Casting 
  Clerics on Hârn do not get this ability. 
  Bonus Feats 
  Clerics get a bonus feat at 2nd, 4th, and 7th level. A Cleric is free to 
  choose any feat that he qualifies for (GMs approval). 
  Turn or Rebuke Undead 
  The undead on Hârn are the servants of Morgath and equally 
  reviled by all religions, except Morgathians. Only clerics of Morgath 
  may rebuke and command undead. All other Clerics have the ability 
  to turn the undead.  
  A cleric may attempt to turn or rebuke undead a number of 
  times per day equal to three plus his Charisma modifier.  
  Extra Turning 
  As a feat, a cleric may take Extra Turning. This feat allows the 
  cleric to turn undead four more times per day than normal. A cleric 
  can take this feat multiple times, gaining four extra daily turning 
  attempts each time.  
  Ex-Clerics 
  A cleric who grossly violates the code of conduct expected by 
  his god (generally acting in ways opposed to the god's alignment or 
  purposes) loses all spells and class features and cannot gain levels 
  as a cleric of that god until he atones.  
  Table 4.7 The Cleric 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  1 
  +0 
  +2 
  +0 
  +2 
  Turn or rebuke 
  undead 
  2 
  +1 
  +3 
  +0 
  +3 
  Bonus Feat 
  3 
  +2 
  +3 
  +1 
  +3 
   
  4 
  +3 
  +4 
  +1 
  +4 
  Bonus Feat 
  5 
  +3 
  +4 
  +1 
  +4 
   
  6 
  +4 
  +5 
  +2 
  +5 
   
  7 
  +5 
  +5 
  +2 
  +5 
  Bonus Feat 
  8 
  +6/+1 
  +6 
  +2 
  +6 
   
  9 
  +6/+1 
  +6 
  +3 
  +6 
   
  10 
  +7/+2 
  +7 
  +3 
  +7 
   
  11 
  +8/+3 
  +7 
  +3 
  +7 
   
  12 
  +9/+4 
  +8 
  +4 
  +8 
   
  13 
  +9/+4 
  +8 
  +4 
  +8 
   
  14 
  +10/+5 
  +9 
  +4 
  +9 
   
  15 
  +11/+6/+1 
  +9 
  +5 
  +9 
   
  16 
  +12/+7/+2 
  +10 
  +5 
  +10 
   
  17 
  +12/+7/+2 
  +10 
  +5 
  +10 
   
  18 
  +13/+8/+3 
  +11 
  +6 
  +11 
   
  19 
  +14/+9/+4 
  +11 
  +6 
  +11 
   
  20 
  +15/+10/+5 
  +12 
  +6 
  +12 
   
   
  Table 4.8 Cleric Spells Per Day 
  Lvl 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  0+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  0+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3 
  1+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4 
  2+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5 
  3+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  6 
  3+1 1+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  7 
  4+1 2+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  8 
  4+1 2+1 
  1+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  9 
  5+1 3+1 
  2+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  10 
  5+1 3+1 
  2+1 
  1+1 
  — 
  — 
  — 
  — 
  — 
  — 
  11 
  5+1 3+1 
  3+1 
  2+1 
  — 
  — 
  — 
  — 
  — 
  — 
  12 
  6+1 4+1 
  3+1 
  2+1 
  1+1 
  — 
  — 
  — 
  — 
  — 
  13 
  6+1 4+1 
  3+1 
  3+1 
  2+1 
  — 
  — 
  — 
  — 
  — 
  14 
  6+1 4+1 
  4+1 
  3+1 
  2+1 
  1+1 
  — 
  — 
  — 
  — 
  15 
  6+1 4+1 
  4+1 
  3+1 
  3+1 
  2+1 
  — 
  — 
  — 
  — 
  16 
  6+1 5+1 
  4+1 
  4+1 
  3+1 
  2+1 
  1+1 
  — 
  — 
  — 
  17 
  6+1 5+1 
  4+1 
  4+1 
  3+1 
  3+1 
  2+1 
  — 
  — 
  — 
  18 
  6+1 5+1 
  5+1 
  4+1 
  4+1 
  3+1 
  2+1 
  1+1 
  — 
  — 
  19 
  6+1 5+1 
  5+1 
  4+1 
  4+1 
  3+1 
  3+1 
  2+1 
  — 
  — 
  20 
  6+1 5+1 
  5+1 
  5+1 
  4+1 
  4+1 
  4+1 
  2+1 
  1+1 
  — 
  Resources 
  See HârnMaster: Religion for extensive information on Hârn’s 
  religions. Another great resource is the Hârn Religion Team web 
  site. 
  DRUID 
  Druids do not exist on Hârn. 
  � Druids are Sindarin Clerics of Siem. If you use this option be 
  sure to exclude Sindarin Priests of Siem (see Priest). 
  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. 
  
  D20 HÂRN GUIDE 
  14 
   
  classes for 1st level characters) and are described below. Each type 
  of fighter has prerequisites of stats, skills, feats and equipment that 
  must be met in order to be selected. 
  Game Rule Information 
  Alignment 
  Any. 
  Hit Die 
  d10. 
  Class Skills 
  The fighter's class skills (and the key ability for each skill) are 
  Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), 
  Knowledge (Military) (Int), Ride (Dex), and Swim (Str).  
  Skill Points at 1st Level: (2 + Int Modifier) x 4 
  Skill Points at Each Additional Level: 2 + Int Modifier 
  Class Features 
  Weapon and Armor Proficiency 
  The fighter is proficient in the use of all simple and martial 
  weapons and all armor (heavy, medium, and light) and shields. 
  Note: having proficiency in a chivalric weapon does not equate to 
  having the right to carry and use a chivalric weapon. 
  Bonus Feats 
  At 1st level, the fighter gets a bonus feat in addition to the feat 
  that any 1st-level character gets and the bonus feat granted to 
  humans. The fighter gains an additional bonus feat at 2nd level and 
  every two levels thereafter (4th, 6th, 8th, etc.). These bonus feats 
  must be drawn from the following list: Ambidexterity, Blind-Fight, 
  Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon 
  Proficiency*, Expertise (Improved Disarm, Improved Trip, 
  Whirlwind Attack), Improved Critical*, Improved Initiative, 
  Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted 
  Combat (Mounted Archery, Trample, Ride-By Attack, Spirited 
  Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot 
  on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, 
  Great Cleave), Quick Draw, Two- Weapon Fighting (Improved 
  Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, 
  Weapon Specialization*. Combat related feats from other 
  publications are also acceptable. 
  Some of the bonus feats available to a fighter cannot be acquired 
  until the fighter has gained one or more prerequisite feats; these 
  feats are listed parenthetically after the prerequisite feat. A fighter 
  can select feats marked with an asterisk (*) more than once, but it 
  must be for a different weapon each time. A fighter must still meet 
  all prerequisites for a feat, including ability score and base attack 
  bonus minimums.  
  Weapon Specialization 
  On achieving 4th level or higher, as a feat the fighter (and only 
  the fighter) may take Weapon Specialization. Weapon 
  Specialization adds a +2 damage bonus with a chosen weapon. The 
  fighter must have Weapon Focus with that weapon to take Weapon 
  Specialization. If the weapon is a ranged weapon, the damage 
  bonus only applies if the target is within 30 feet, because only at 
  that range can the fighter strike precisely enough to hit more 
  effectively. The fighter may take this feat as a bonus feat or as a 
  regular one.  
  Gladiator 
  Background 
  Gladiators exist wherever the Parmesani (or other) games are 
  practiced (Rethem and Tharda, mostly). They are trained in many 
  weapon types, including several Exotic weapons, which are favored 
  by the crowds. Gladiators often have experience battling strange 
  beasts and Ivashu in the arena, and are generally good showmen, 
  knowing how to please a bloodthirsty crowd. Gladiator schools 
  exist in Golotha, Coranan, and Shiran. They provide training and 
  sustenance in exchange for half of a Gladiator’s earnings, which can 
  be substantial. Entry into such schools is relatively easy (the arena 
  has a voracious appetite for blood) but only the best can hope to 
  survive. 
  Requirements 
  Minimum Strength or Dexterity of 10 & Charisma of 10; at least 
  two Exotic Weapon feats. 
  Class Skills 
  As Fighter plus Perform (Gladiator) (Cha), Knowledge 
  (Gladiator) (Int). 
  Legionnaire 
  Background 
  Legionnaires are full-time, paid soldiers of the Thardic Republic. 
  Standing armies are rare on Hârn because most realms rely on the 
  feudal levy. However, in the Thardic Republic there are Legions 
  consisting of a mixture of regulars and reservists. Legionnaires 
  serve at least four years, typically from age 16-20, but may re-enlist 
  and receive a grant of land after 20 years of service. 
  Requirements 
  Tower Shield, Weapon Focus (short sword or halfspear) 
  Class Skills 
  As Fighter plus Bluff (Cha), Knowledge (Tharda Legion) (Int). 
  Sindarin Ranger 
  Background 
  Sindarin Rangers, or Elven Archers as they are sometimes 
  called, are the elite warriors of the Sindarin. The Sindarin are not a 
  violent folk, but they are highly skilled fighters and are more than 
  capable of holding their own. This does not prevent them from 
  using their skill for more pragmatic and sanguine purposes, 
  however.  
  Requirements 
  Sindarin; Dexterity 10, Strength 10, Wisdom 10; proficient with 
  longbow; Point Blank Shot feat. 
  Class Skills 
  As Fighter plus Heal (First Aid) and Balance. 
  Khuzan Huscarl 
  Background 
  Khuzan warriors are known as huscarls, which means elite 
  warrior. 
  Requirements 
  Khuzan, Strength 13. Proficient with battle axe, and one of the 
  following Exotic Weapons (pick, urgosh). 
  Class Skills 
  As Fighter plus Craft (Weaponcraft or Blacksmithing). 
  Viking, Ivinian 
  Viking is an Ivinian tradition of raiding and pillaging, and 
  warriors with this experience are generally called Vikings. Vikings 
  form the bulk of the crew on the dreaded war boats and dragon 
  ships that plague the coasts of western Lythia. 
  Nearly all able-bodied Ivinian men and women are trained in 
  arms (female Vikings are called Shield Maidens), and are known as 
  Carls but the best in a clan are called Huscarls. 
  Requirements 
  Human, Ivinian ancestry, male; Str. 10, Constitution 10; Weapon 
  Focus (Long Sword or Battle Axe). 
  Class Skills 
  As Fighter plus Speak Language (Hârnic). 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  Background 
  
  D20 HÂRN GUIDE 
  15 
   
  Knight Bachelor 
  Background 
  In feudal kingdoms, most sons (and some daughters) of the 
  nobility are fostered with a relative or liege at the age of 14, 
  sometimes in a distant locale. They serve as Squires to their foster 
  parent and are taught the skills and virtues of knighthood. 
  Knighthood is not usually granted until the age of majority (21). The 
  foster parent bears the considerable expense of outfitting the new 
  Knight with appropriate weapons, armour, and steed. It is 
  considered a breach of etiquette for the birth parents to directly 
  finance their own child’s knighthood, although most reward the 
  foster parent with an appropriate gift or two. 
  A Knight Bachelor character is assumed to begin play just after 
  knighthood is granted and is then free to pursue a career in keeping 
  with the noble status. The heir (eldest child) will be taught the skills 
  of managing the family estates. Younger sons and daughters are 
  encouraged to enter a fighting order or find employment as a 
  retainer with a wealthy lord. Some enter service to a Church or the 
  College of Heralds. 
  Knights enjoy an advantage in skills, social status, and finances 
  and may seem to have it made, but they also have onerous duties 
  and responsibilities to family, clan, tenants, and society at large. 
  Requirements 
  Human, noble birth; Strength 10, Dexterity 10; Mounted 
  Combat. 
  Class Skills 
  As above. 
  Mercenary 
  Background 
  Mercenaries are fairly common in the feudal kingdoms of Hârn. 
  Requirements 
  None. 
  Class Skills 
  As Fighter plus Knowledge (Trade) and Knowledge (Mercenary). 
  Shield Maiden 
  Background 
  Females are “politically” inferior in Ivinian society, but 
  shieldmaidens have the rights of a man. They may come and go as 
  they please and are respected due to their skill at arms and 
  demonstrated prowess. 
  Requirements 
  Human, Ivinian ancestry, female. Must have slain a man in fair 
  combat. Strength 10, Constitution 10; Weapon Focus (longsword or 
  battle axe). 
  Class Skill 
  As Fighter plus Intimidate. 
  HARPER 
  The Harper is a replacement class for the Bard. Harpers exists 
  on Hârn, but spell casting Bards do not. 
  Background 
  Harpers go by many names throughout the lands: bards, skalds, 
  troubadours, gleemen, etc. Whatever the name, they are 
  accomplished minstrels who play an important societal role in the 
  conveyance of news, folklore, and oral history. Truly great Harpers 
  can make instruments of seemingly awesome enchantment, and 
  coax any emotions they wish from their listeners. Ivinian skalds are 
  well noted for their epic, heroic tales, and Sindarin Harpers are 
  renowned for their beautiful, but often unfathomable, songs. 
  Harpers who travel will find themselves, unlike other strangers, 
  welcomed in most places they visit. Those with talent will have a 
  relatively easy time mingling with the rich and powerful, who are 
  always anxious to learn news of distant places, and generally pay 
  handsomely for useful intelligence. 
  Almost anyone can be a Harper, and some manage a living with 
  minimal talent. Formal training is not essential, but it helps. The 
  College of Harpers sponsors four Halls in Hârn: the Aleta Hall in 
  Aleath, the Sinain Hall in Azadmere, the Tuven Hall in Cherafir, and 
  The Silver Lute in Elshavel (Evael). The Azadmere hall is 
  exclusively for the Khuzdul. Elshavel is regarded as the finest place 
  to study, but only human Harpers of the greatest talent are invited 
  to that august institution. 
  Race 
  Harpers can be of any race, though humans and Sindarin are the 
  most common. 
  Game Rule Information 
  Abilities 
  Intelligence is important for the knowledge skills that a Harper 
  has and Charisma determines his ability when performing.  
  Dexterity is also important for several class skills. 
  Alignment 
  Any non-lawful. 
  Hit Die 
  d8. 
  Class Skills 
  The Harper's class skills (and the key ability for each skill) are 
  Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), 
  Concentration (Con), Craft (Int), Decipher Script (Int, exclusive 
  skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), 
  Gambling (Cha), Gather Information (Cha), Hide (Dex), Intuit 
  Direction (Wis), Jump (Str), Knowledge (all skills, taken 
  individually) (Int), Listen (Wis), Legerdemain (Dex), Move Silently 
  (Dex), Perform (All), Pick Pocket (Dex), Profession (Wis), Sense 
  Motive (Wis), Speak Language (Int), Swim (Str), Tumble (Dex), and 
  Use Magic Device (Cha, exclusive skill). 
  Skill Points at 1st level: (8 + Int modifier) x 4. 
  Skill Points at Each Additional Level: 4 + Int modifier. 
  Class Features 
  Weapon & Armor Proficiency 
  A Harper is proficient with all simple weapons and short sword, 
  long sword, sap, short bow, and light crosbow. Harpers are 
  proficient with light armor. 
  Bardic Bluff 
  At 3rd level the Harper receives a specialized combat 
  manoeuvre that allows a character to momentarily drop his 
  opponents guard. Through feint and misdirection the character is 
  able to strike quickly and deadly.  The Bardic Bluff is a competing 
  manoeuvre in combat. The Harper first uses his Bluff ability and if 
  he defeats his opponents Sense Motive skill then he immediately 
  gets to attack as if his opponent were caught flat footed (no 
  Dexterity bonus). At 6th level this ability also allows the Harper to 
  bluff his opponent so well that all other allied characters also 
  receive the same opportunity to strike at the opponent as if 
  flatfooted.  
  Bardic Music 
  Once per day per level, a Harper can use song or poetics to 
  produce magical effects on those around him or her. While these 
  abilities fall under the category of bardic music, they can include 
  reciting poetry, chanting, singing lyrical songs, singing melodies, 
  whistling, playing an instrument, or playing an instrument in 
  combination with some spoken performance. A deaf Harper suffers 
  a 20% chance to fail with bardic music. If the Harper fails, the 
  attempt still counts against the daily limit.  
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  16 
   The Bardic Music effects are:  
  The Bardic Music effects are:  
  Inspire Courage: A Harper with 4 or more ranks in Perform can 
  attempt to inspire courage in his or her allies. To be affected, an ally 
  must hear the Harper sing for a full round. The effect lasts as long 
  as the Harper sings and for 5 rounds after the Harper stops singing 
  (or 5 rounds after the ally can no longer hear the Harper). While 
  singing, the Harper can fight but cannot activate magic items by 
  spell completion (such as scrolls), or activate magic items by magic 
  word (such as wands). Affected allies receive a +2 morale bonus to 
  saving throws against charm and fear effects and a +1 morale 
  bonus to attack and weapon damage rolls. Inspire courage is a 
  supernatural, mind-affecting ability.  
  Inspire Courage: A Harper with 4 or more ranks in Perform can 
  attempt to inspire courage in his or her allies. To be affected, an ally 
  must hear the Harper sing for a full round. The effect lasts as long 
  as the Harper sings and for 5 rounds after the Harper stops singing 
  (or 5 rounds after the ally can no longer hear the Harper). While 
  singing, the Harper can fight but cannot activate magic items by 
  spell completion (such as scrolls), or activate magic items by magic 
  word (such as wands). Affected allies receive a +2 morale bonus to 
  saving throws against charm and fear effects and a +1 morale 
  bonus to attack and weapon damage rolls. Inspire courage is a 
  supernatural, mind-affecting ability.  
  Countersong: A Harper with 7 or more ranks in Perform can 
  counter magical effects that depend on sound (but not spells that 
  simply have verbal components). As with inspire courage, a Harper 
  may sing, play, or recite a countersong while taking other mundane 
  actions, but not magical actions. Each round of the countersong, 
  the Harper makes a Perform check. Any creature within 30 feet of 
  the Harper (including the Harper) who is affected by a sonic or 
  language-dependent magical attack may use the Harper's Perform 
  check result in place of his saving throw if, after rolling the saving 
  throw, the Perform check result proves to be better. The Harper 
  may keep up the countersong for 10 rounds. Countersong is a 
  supernatural ability.  
  Countersong: A Harper with 7 or more ranks in Perform can 
  counter magical effects that depend on sound (but not spells that 
  simply have verbal components). As with inspire courage, a Harper 
  may sing, play, or recite a countersong while taking other mundane 
  actions, but not magical actions. Each round of the countersong, 
  the Harper makes a Perform check. Any creature within 30 feet of 
  the Harper (including the Harper) who is affected by a sonic or 
  language-dependent magical attack may use the Harper's Perform 
  check result in place of his saving throw if, after rolling the saving 
  throw, the Perform check result proves to be better. The Harper 
  may keep up the countersong for 10 rounds. Countersong is a 
  supernatural ability.  
  Fascinate: A Harper with 10 or more ranks in Perform can cause 
  a single creature to become fascinated with him. The creature to be 
  fascinated must be able to see and hear the Harper and must be 
  within 90 feet. The Harper must also see the creature. The creature 
  must be able to pay attention to the Harper. The distraction of a 
  nearby combat or other dangers prevents the ability from working. 
  The Harper makes a Perform check, and the target can negate the 
  effect with a Will saving throw equal to or greater than the Harper's 
  check result. If the saving throw succeeds, the Harper cannot 
  attempt to fascinate that creature again for 24 hours. If the saving 
  throw fails, the creature sits quietly and listens to the song for up to 
  1 round per level of the Harper. While fascinated, the target's Spot 
  and Listen checks suffer a –4 penalty. Any potential threat (such as 
  an ally of the Harper moving behind the fascinated creature) allows 
  the fascinated creature a second saving throw against a new 
  Perform check result. Any obvious threat, such as casting a spell, 
  drawing a sword, or aiming, automatically breaks the effect.  
  Fascinate: A Harper with 10 or more ranks in Perform can cause 
  a single creature to become fascinated with him. The creature to be 
  fascinated must be able to see and hear the Harper and must be 
  within 90 feet. The Harper must also see the creature. The creature 
  must be able to pay attention to the Harper. The distraction of a 
  nearby combat or other dangers prevents the ability from working. 
  The Harper makes a Perform check, and the target can negate the 
  effect with a Will saving throw equal to or greater than the Harper's 
  check result. If the saving throw succeeds, the Harper cannot 
  attempt to fascinate that creature again for 24 hours. If the saving 
  throw fails, the creature sits quietly and listens to the song for up to 
  1 round per level of the Harper. While fascinated, the target's Spot 
  and Listen checks suffer a –4 penalty. Any potential threat (such as 
  an ally of the Harper moving behind the fascinated creature) allows 
  the fascinated creature a second saving throw against a new 
  Perform check result. Any obvious threat, such as casting a spell, 
  drawing a sword, or aiming, automatically breaks the effect.  
  While fascinating (or attempting to fascinate) a creature, the 
  Harper must concentrate, as if casting or maintaining a spell. 
  Fascinate is a spell-like, mind- affecting charm ability.  
  While fascinating (or attempting to fascinate) a creature, the 
  Harper must concentrate, as if casting or maintaining a spell. 
  Fascinate is a spell-like, mind- affecting charm ability.  
  Inspire Competence: A Harper with 6 or more ranks in Perform 
  can help an ally succeed at a task. The ally must be able to see and 
  hear the Harper and must be within 30 feet. The Harper must also 
  see the creature. The ally gets a +2 competence bonus on his skill 
  checks with a particular skill as long as he or she continues to hear 
  the Harper's music. The GM may rule that certain uses of this 
  ability are infeasible. The Harper can maintain the effect for 2 
  minutes (long enough for the ally to take 20). Inspire competence is 
  a supernatural, mind-affecting ability.  
  Inspire Competence: A Harper with 6 or more ranks in Perform 
  can help an ally succeed at a task. The ally must be able to see and 
  hear the Harper and must be within 30 feet. The Harper must also 
  see the creature. The ally gets a +2 competence bonus on his skill 
  checks with a particular skill as long as he or she continues to hear 
  the Harper's music. The GM may rule that certain uses of this 
  ability are infeasible. The Harper can maintain the effect for 2 
  minutes (long enough for the ally to take 20). Inspire competence is 
  a supernatural, mind-affecting ability.  
  Suggestion: A Harper with 12 or more ranks in Perform can make 
  a suggestion (as the spell) to a creature that he has already 
  fascinated (see above). The suggestion doesn't count against the 
  Harper's daily limit on bardic music performances (one per day per 
  level), but the fascination does. A Will saving throw (DC 13 + the 
  Harper's Charisma modifier) negates the effect. Suggestion is a 
  spell-like, mind-affecting charm ability.  
  Suggestion: A Harper with 12 or more ranks in Perform can make 
  a suggestion (as the spell) to a creature that he has already 
  fascinated (see above). The suggestion doesn't count against the 
  Harper's daily limit on bardic music performances (one per day per 
  level), but the fascination does. A Will saving throw (DC 13 + the 
  Harper's Charisma modifier) negates the effect. Suggestion is a 
  spell-like, mind-affecting charm ability.  
  Inspire Greatness: A Harper with 15 or more ranks in Perform can 
  inspire greatness in another creature. For every three levels the 
  Harper attains beyond 9th, the Harper can inspire greatness in one 
  additional creature. To inspire greatness, the Harper must sing and 
  the creature must hear the Harper sing for a full round, as with 
  inspire courage. The creature must also be within 30 feet. A 
  creature inspired with greatness gains temporary Hit Dice, attack 
  bonuses, and saving throw bonuses as long as he or she hears the 
  Harper continue to sing and for 5 rounds thereafter. (All these 
  bonuses are competence bonuses.)  
  Inspire Greatness: A Harper with 15 or more ranks in Perform can 
  inspire greatness in another creature. For every three levels the 
  Harper attains beyond 9th, the Harper can inspire greatness in one 
  additional creature. To inspire greatness, the Harper must sing and 
  the creature must hear the Harper sing for a full round, as with 
  inspire courage. The creature must also be within 30 feet. A 
  creature inspired with greatness gains temporary Hit Dice, attack 
  bonuses, and saving throw bonuses as long as he or she hears the 
  Harper continue to sing and for 5 rounds thereafter. (All these 
  bonuses are competence bonuses.)  
  The target gains the following boosts: 
  The target gains the following boosts: 
  • +2 Hit Dice (d10s that grant temporary hit points). 
  • +2 Hit Dice (d10s that grant temporary hit points). 
  • +2 competence bonus on attacks. 
  • +2 competence bonus on attacks. 
  • +1 competence bonus on Fortitude saves.  
  • +1 competence bonus on Fortitude saves.  
  Apply the target's Constitution modifier, if any, to each bonus 
  Hit Die. These extra Hit Dice count as regular Hit Dice for 
  determining effects such as the sleep spell. Inspire greatness is a 
  supernatural, mind-affecting enchantment ability.  
  Apply the target's Constitution modifier, if any, to each bonus 
  Hit Die. These extra Hit Dice count as regular Hit Dice for 
  determining effects such as the sleep spell. Inspire greatness is a 
  supernatural, mind-affecting enchantment ability.  
  Bardic Knowledge 
  Bardic Knowledge 
  A Harper may make a special bardic knowledge check with a 
  bonus equal to his level + his Intelligence modifier to see whether 
  he knows some relevant information about local notable people, 
  legendary items, or noteworthy places. This check will not reveal 
  the powers of a magic item but may give a hint as to its general 
  function. The Harper may not take 10 or take 20 on this check; this 
  sort of knowledge is essentially random. The GM will determine the 
  Difficulty Class of the check by referring to the table below.  
  A Harper may make a special bardic knowledge check with a 
  bonus equal to his level + his Intelligence modifier to see whether 
  he knows some relevant information about local notable people, 
  legendary items, or noteworthy places. This check will not reveal 
  the powers of a magic item but may give a hint as to its general 
  function. The Harper may not take 10 or take 20 on this check; this 
  sort of knowledge is essentially random. The GM will determine the 
  Difficulty Class of the check by referring to the table below.  
  Table 4.9 Bardic Knowledge 
  Table 4.9 Bardic Knowledge 
  DC 
  DC 
  Type of Knowledge 
  Type of Knowledge 
  10 
  Common, known by at least a substantial minority 
  of the local population. 
  20 
  Uncommon but available, known by only a few 
  people in the area. 
  25 
  Obscure, known by few, hard to come by. 
  30 
  Extremely obscure, known by very few, possibly 
  forgotten by most who once knew it, possibly 
  known only by those who don't understand the 
  significance of the knowledge. 
   
  Uncanny Judgement 
  At 4th level a Harper gains Uncanny Judgement. Call it intuition, 
  call spending too much times in inns and great halls but the Harper 
  has an uncanny ability to judge a situation for danger or 
  opportunity. Using Sense Motive, the player may request 
  information from the GM that his character has no access to. The 
  GM determines the DC of the roll before the roll is made.  Whether 
  the player succeeds or fails is unknown to everyone but the GM. 
  The GM must provide accurate information if he succeeds and 
  incorrect information if he fails. The Harper may use this ability 
  once per day every two levels.   
  Bonus Feats 
  Because Harpers tend to travel and are more likely to speak with 
  strangers than other people they are able to gain knowledge much 
  faster than most others.  They also tend to rely on their wits and 
  reflexes when the crowd turns ugly. A Harper receives a bonus feat 
  at 1st, 2nd, 4th, 6th, 8th, 10th, 12th,14th, 16th, and 18th level but it must be 
  selected from the following list: Skill Focus (Any), Alertness, Iron 
  Will, Lightning Reflexes and Improved Initiative. 
  Greater Skill Focus 
  On achieving 5th level the Harper has access to the Greater Skill 
  Focus feat. Greater Skill Focus adds a +2 to a chosen skill.  The 
  Harper must have previously taken Skill Focus for that skill in order 
  to take Greater Skill Focus. He may then take it again at 9th and 13th 
  level. 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  17 
   
  Table 4.10 The Harper 
  Level Base 
  Attack  
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  1 
  +0 
  +0 
  +2 
  +2 
  Bonus Feat, Bardic 
  music 
  2 
  +1 
  +0 
  +3 
  +3 
  Bonus Feat, Bardic 
  knowledge  
  3 
  +2 
  +1 
  +3 
  +3 
  Bardic Bluff 
  4 
  +3 
  +1 
  +4 
  +4 
  Bonus Feat, Uncanny 
  Judgment 
  5 
  +3 
  +1 
  +4 
  +4 
  Greater Skill Focus 
  6 
  +4 
  +2 
  +5 
  +5 
  Bonus Feat, Bardic 
  Bluff (allies) 
  7 
  +5 
  +2 
  +5 
  +5 
   
  8 
  +6/+1 
  +2 
  +6 
  +6 
  Bonus Feat 
  9 
  +6/+1 
  +3 
  +6 
  +6 
  Greater Skill Focus 
  10 
  +7/+2 
  +3 
  +7 
  +7 
  Bonus Feat 
  11 
  +8/+3 
  +3 
  +7 
  +7 
   
  12 
  +9/+4 
  +4 
  +8 
  +8 
  Bonus Feat 
  13 
  +9/+4 
  +4 
  +8 
  +8 
  Greater Skill Focus 
  14 
  +10/+5 
  +4 
  +9 
  +9 
  Bonus Feat 
  15 
  +11/+6/+1 
  +5 
  +9 
  +9 
   
  16 
  +12/+7/+2 
  +5 
  +10 
  +10 
  Bonus Feat 
  17 
  +12/+7/+2 
  +5 
  +10 
  +10 
   
  18 
  +13/+8/+3 
  +6 
  +11 
  +11 
  Bonus Feat 
  19 
  +14/+9/+4 
  +6 
  +11 
  +11 
   
  20 
  +15/+10/+5 
  +6 
  +12 
  +12 
   
  HERALD 
  Based on the Herald from HârnMaster and the Noble from the 
  Sovereign Stone Campaign Sourcebook. 
  Background 
  The College of Heralds is closely associated with the Nobility. 
  Most young nobles learn the fundamentals of heraldry, and those 
  unlikely to inherit form the majority of college entrants. Most young 
  heralds are employed by noble households, where they are 
  responsible for keeping family genealogies and heraldic arms, and 
  teaching clan history. Heralds also play an important role as 
  ambassadors, skilled in the etiquette of diplomacy and war. They 
  are given a high degree of political neutrality. When a battle is to be 
  joined, heralds from the opposing camps generally meet to 
  exchange formalities, conduct last-minute negotiations, discuss 
  terms of surrender, etc. If they cannot resolve a dispute by 
  negotiation, rival heralds often watch the battle from the same hill, 
  free of harm. 
  The career of a Herald involves players in the halls of power, 
  acting as councilors and diplomats for kings and feudal lords. The 
  opportunities for intrigue and high adventure are obvious. 
  Game Rule Information 
  Abilities 
  Since a Herald enjoys competence in a wide variety of skills an 
  individual could do well by focusing on any one ability. In the 
  arenas of politics and intrigue Charisma and Wisdom will serve the 
  Herald best. 
  Restrictions 
  The Herald must be a characters starting class. If another class 
  is selected at 1st level the player cannot select Herald as a 
  multiclass option. The GM has the final say on the Herald 
  character’s exact position and title. 
  Alignment 
  Any Lawful. 
  Hit Die 
  d8. 
  Race 
  Human of noble birth from a feudal kingdom, Khuzan or 
  Sindarin. 
  Class Skills 
  The Herald’s class skills (and the key ability for each skill) are 
  Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), 
  Forgery (Int), Gather Information (Cha), Handle Animal (Cha), 
  Innuendo (Wis), Intimidate (Cha), Knowledge (all skills taken 
  individually) (Int), Listen (Wis), Read Lips (Int, exclusive skill), 
  Rhetoric (Cha), Perform (varies), Ride (Dex), Sense Motive (Wis), 
  Speak Language, Script, Spot (Wis), and Swim (Str). 
  Skill Points at First Level: (6 + Int modifier) x 4. 
  Skill points at Each Additional Level: 6 + Int modifier. 
  Class Features 
  Weapon & Armor Proficiencies 
  Heralds undergo much of the same training as knights, although 
  they do not have the same opportunities to improve weapon skills. 
  Most of their time and energies are focused on politics, diplomacy, 
  and intrigue. The Herald is proficient in the use of all simple and 
  martial weapons and with all types of armor and shields. 
  Talent for Intrigue 
  The Herald’s knowledge of current events, gossip, rumor, and 
  politics gives him a +2 competence bonus to Bluff, Diplomacy, 
  Gather Information, Innuendo, and Sense Motive skill checks. 
  Aura of Peace 
  In a situation where two opposing forces have requested the 
  Herald to parlay, the Herald can increase the chances of friendly 
  parlay using Diplomacy. If successful, the Herald’s Aura of Peace 
  has the spell like effect of requiring the leaders of the opposing 
  sides to make a Will save against a DC equal to the Herald’s 
  Diplomacy check in order to draw weapons and attack once parlay 
  has been engaged. A saving throw can be made by either side if any 
  provocation requires it (GM discretion). This is a non-magical 
  compulsion created by the Herald’s experience mediating 
  discussions. 
  Soothing Voice 
   At 4th level the Herald is able to avert violence by calming 
  heated and tense situations that have erupted to the point of 
  violence. The Herald gets three attempts; each successive attempt 
  reduces his bonus. When using Soothing Voice, the Herald receives 
  a +4 bonus to his Diplomacy check for the first attempt, a +2 bonus 
  for the second attempt, and no bonus for the third attempt. This 
  ability can only be used when all other options have failed. 
  Leadership 
  At 6th level the Herald receives the Leadership feat for free. At 
  10th level he receives a +1 bonus to his Leadership score. At 15th 
  level the bonus increases to +2. The Herald’s Leadership bonus 
  increases to +3 at 20th  
  Trusted 
  At 8th level the Herald can attempt to finagle secret information 
  by using flattery, charm, and deception. The Herald uses the Gather 
  Information skill in order to obtain intelligence that would normally 
  be unavailable. The target makes a Will save against a DC equal to 
  the Herald’s Gather Information check. If the saving throw fails the 
  individual will, by means direct or indirect, provide heretofore 
  unavailable information, or confirm or deny information. 
  Silver Tongue 
  At 12th level the Herald can attempt to win trust and favor by 
  using flattery and charm. To do so, the Herald makes a Bluff check. 
  The Herald’s target must make a Will save against a DC equal to 
  the Herald’s Bluff check. If the saving throw fails, the target regards 
  the Herald as a trusted ally or friend and will heed most suggestions 
  made by the Herald. If the Herald abuses the friendship by 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  18 
   
  suggestion a dangerous course of action, the target may make a 
  Will save against a DC 10 + the Herald’s level to come to his 
  senses. The ability to make suggestions to the target will fade after 
  a week’s time, although the target’s opinion of the Herald will 
  remain high. If the Herald wishes to make other suggestions after 
  this time has elapsed, he must make another Bluff check, allowing 
  the target a saving throw as normal. Unless something has occurred 
  to adversely affect the target’s opinion of the Herald, the target’s 
  saving throw is at –2. 
  Peace Bond 
  At 14  level the Herald may enter a combative situation where 
  all combatants are human, Sindarin, or Khuzan, and, as long as he 
  remains unthreatening, will not be engaged by any combatant. 
  Traditionally, Heralds will act as a neutral party during the battle 
  and this allows them to do so without the threat of injury.   
  th
  Table4.11 The Herald 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  1st 
  +0 
  +0 
  +2 
  Talent for 
  Intrigue, Aura of 
  Peace 
  2nd 
  +0 
  +0 
  +3 
   
  3rd 
  +2 
  +1 
  +1 
   
  4th 
  +3 
  +1 
  +4 
  Soothing Voice 
  +3 
  +1 
  +1 
  +4 
  6th 
  +4 
  +2 
  +5 
  Leadership 
  7th 
  +2 
  +2 
  +5 
   
  8th 
  +6/+1 
  +2 
  +6 
  Trusted 
  9th 
  +3 
  +3 
  +6 
   
  10th 
  +7/+2 
  +3 
  +3 
  Leadership +1 
  11th 
  +8/+3 
  +3 
  +7 
   
  +9/+4 
  +4 
  +4 
  +8 
  13th 
  +9/+4 
  +4 
  +8 
   
  14th 
  +4 
  +4 
  +9 
  Peace Bond 
  15th 
  +11/+6/+1 
  +5 
  +5 
  Leadership +2 
  16th 
  +12/+7/+2 
  +5 
  +10 
   
  +12/+7/+2 
  +5 
  Level 
  Special 
  +0 
  +1 
  +3 
  +1 
  5th 
   
  +2 
  +5 
  +2 
  +6/+1 
  +7 
  +3 
  12th 
  Silver Tongue 
  +4 
  +10/+5 
  +9 
  +5 
  17th 
  +5 
  +10 
   
  18th 
  +13/+8/+3 
  +6 
  +6 
  +11 
   
  19th 
  +14/+9/+4 
  +6 
  +6 
  +11 
   
  20th 
  +15/+10/+5 
  +6 
  +6 
  +12 
  Leadership +3 
   
  HUNTER 
  Based on the Bush Fighter by Ken Hood. 
  Hunters are bush fighters, competent warriors schooled in the 
  art of wilderness survival and striking from the cover of the wilds. 
  Their understanding of the wilds of Hârn plus their uncanny sense 
  and awareness of their environment and foes make them a 
  formidable opponent or welcome ally. All races and cultures on 
  Hârn have Hunters but they are more commonly encountered in 
  barbarian and Sindarin cultures. 
  Game Rule Information 
  Abilities 
  Dexterity and Wisdom are important abilities for Hunters 
  because they tend to wear light armor, strike from stealth, and rely 
  on their senses. 
  Alignment 
  Any non-Lawful. 
  Hit die 
  d10. 
  Class Skills 
  The Hunter’s class skills (and the key ability for each skill) are 
  Animal Empathy (Cha, exclusive skill), Balance (Dex), Bluff (Cha), 
  Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), 
  Heal (Wis), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), 
  Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently 
  (Dex), Profession (Fletcher, Trapper, Hunter) (Int), Ride (Dex), 
  Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and 
  Wilderness Lore (Wis). 
  Skill Points at First Level: (4 + Int modifier) x 4. 
  Skill Points at Each Additional Level: 4 + Int modifier. 
  Class Features 
  Weapon and Armor Proficiencies 
  Hunters are proficient with longbow, shortbow, net (Exotic 
  Weapon), all simple weapons (especially halfspear), and light 
  armor. 
  Bonus Feats 
  Hunters automatically know the Track feat. They also begin play 
  with Weapon Focus (Half Spear), Weapon Focus (Long Bow or 
  Short Bow or Light Crossbow), and Weapon Focus (Javelin). 
  Sneak Attack 
  Hunters can perform sneak attacks beginning at 1st level. Any 
  time the Hunter’s target would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus or not), or when 
  the Hunter flanks the target, the Hunter's attack deals extra 
  damage. The extra damage is +1d6 at 1st level and an additional 
  1d6 every two levels thereafter. Should the Hunter score a critical 
  hit with a sneak attack, this extra damage is not multiplied. 
  The Hunter specializes in ranged sneak attacks. However, 
  ranged attacks can only count as sneak attacks if the target is within 
  50 feet and the Hunter is using a bow, halfspear, or javelin. The 
  Hunter can't strike with deadly accuracy from beyond that range.  
  The Hunter cannot use a weapon that deals normal damage to 
  deal subdual damage in a sneak attack, not even with the usual –4 
  penalty.  
  A Hunter can only sneak attack a living creature with a 
  discernible anatomy. Any creature that is immune to critical hits is 
  also not vulnerable to sneak attacks. The Hunter must be able to 
  see the target well enough to pick out a vital spot and must be able 
  to reach a vital spot. The Hunter cannot sneak attack while striking 
  a creature with concealment or striking the limbs of a creature 
  whose vitals are beyond reach.  
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  19 
   Trailsense 
  Trailsense 
  At 1st level, the Hunter gains the ability to find the best route 
  through unfamiliar areas or difficult terrain. When traveling 
  overland, the Hunter can make a Wilderness Lore check to reduce 
  travel time. 
  At 1st level, the Hunter gains the ability to find the best route 
  through unfamiliar areas or difficult terrain. When traveling 
  overland, the Hunter can make a Wilderness Lore check to reduce 
  travel time. 
  Up to three individuals may be guided by the Hunter with no 
  penalty. For every additional three individuals (or fraction thereof), 
  apply a -2 penalty to the Hunter’s Wilderness Lore check. 
  Up to three individuals may be guided by the Hunter with no 
  penalty. For every additional three individuals (or fraction thereof), 
  apply a -2 penalty to the Hunter’s Wilderness Lore check. 
  Table 4.12 Trailsense DC Ratings 
  Table 4.12 Trailsense DC Ratings 
  Travel Time Reduced By 
  Travel Time Reduced By 
  DC 
  DC 
  10% 
  15 
  25% 
  20 
  35% 
  25 
  50% 
  30 
   
  Uncanny Dodge 
  Starting at 2nd level, the Hunter gains the extraordinary ability to 
  react to danger before his senses would normally allow him to do 
  so. Uncanny Dodge allows a Hunger to retains his Dexterity bonus 
  to AC (if any) regardless of being caught flat-footed or struck by an 
  invisible attacker. (He still loses his Dexterity bonus to AC if 
  immobilized.) 
  At 6th level, the Hunter can no longer be flanked; he can react to 
  opponents on opposite sides of him as easily as he can react to a 
  single attacker. This defense denies an enemy the ability to use a 
  flank attack to sneak attack The exception to this defense is an 
  opponent with sneak attack abilities at least four levels higher than 
  the Hunter; this type of opponent can flank the Hunter and Sneak 
  Attack him. 
  Favored Enemy 
  At 4th level, the Hunter can designate a species of animal-
  intelligence creature (intelligence of 3 or less), a race of 
  homogeneous intelligent creatures (such as Gargun, specific types 
  of Ivashu), or a specific culture (Kaldoran, Ymodi, Thardic, etc) as a 
  Favored Enemy. The Hunter must be intimately familiar with, or 
  have at least one month available to carefully study, the favored 
  enemy. 
  Due to his extensive knowledge of his foes and training in the 
  proper techniques for combating them, the Hunter gains a +1 
  bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore 
  checks when using these skills against this type of creature. 
  Likewise, he gets the same bonus to weapon damage rolls against 
  creatures of this type. A Hunter also gets the damage bonus with 
  ranged weapons, but only against targets within 50 feet (the Hunter 
  cannot strike with deadly accuracy beyond that range). The bonus 
  doesn't apply to damage against creatures that are immune to 
  critical hits.  
  Every 4 levels thereafter the Hunter can either increase a current 
  favored enemy bonus by +1, or he can choose another favored 
  enemy and receive a +1 bonus against the new enemy. 
  Master of the Wilderness 
  At 10th level, a Hunter masters survival skills. When making a 
  skill check with Intuit Direction or Wilderness Lore, he may take 10 
  even if stress and distractions would normally prevent him from 
  doing so. 
  Master of Reconnaissance 
  At 14th level, a Hunter masters observation skills. When making 
  a skill check with Listen or Spot, he may take 10 even if stress and 
  distractions would normally prevent him from doing so. 
  Master of Stealth 
  At 17th level, a Hunter masters stealth-related skills. When 
  making a skill check with Hide or Move Silently, he may take 10 
  even if stress and distractions would normally prevent him from 
  doing so. 
  Table 4.13 The Hunter 
  Lvl 
  Base 
  Attack  
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  1 
  +1 
  +2 
  +0 
  +0 
  Track, 3xWeapon 
  Focus, Sneak 
  Attack, Trailsense, 
  Uncanny Dodge 
  2 
  +2 
  +3 
  +0 
  +0 
   
  3 
  +3 
  +3 
  +1 
  +1 
   
  4 
  +4 
  +4 
  +1 
  +1 
  1st favored enemy 
  5 
  +5 
  +4 
  +1 
  +1 
   
  6 
  +6/+1 
  +5 
  +2 
  +2 
  Uncanny Dodge 
  (can’t be flanked) 
  7 
  +7/+2 
  +5 
  +2 
  +2 
   
  8 
  +8/+3 
  +6 
  +2 
  +2 
  2nd favored enemy 
  9 
  +9/+4 
  +6 
  +3 
  +3 
   
  10 
  +10/+5 
  +7 
  +3 
  +3 
  Master of 
  Wilderness 
  11 
  +11/+6/+1 
  +7 
  +3 
  +3 
   
  12 
  +12/+7/+2 
  +8 
  +4 
  +4 
  3rd favored enemy 
  13 
  +13/+8/+3 
  +8 
  +4 
  +4 
   
  14 
  +14/+9/+4 
  +9 
  +4 
  +4 
  Master of 
  Reconnaissance 
  15 
  +15/+10/+5 
  +9 
  +5 
  +5 
   
  16 
  +16/+11/+6/+1 
  +10 
  +5 
  +5 
  4th favored enemy 
  17 
  +17/+12/+7/+2 
  +10 
  +5 
  +5 
  Master of Stealth 
  18 
  +18/+13/+8/+3 
  +11 
  +6 
  +6 
   
  19 
  +19/+14/+9/+4 
  +11 
  +6 
  +6 
   
  20 
  +20/+15/+10/+5 
  +12 
  +6 
  +6 
  5th favored enemy 
  MONK 
  Monks do not exist on Hârn. 
  PRIEST 
  Background 
  Priests are associated with peaceful and/or diplomatic religions. 
  Priests are not trained in the arts of war, but rather in healing, 
  spiritual guidance, and diplomacy. 
  See HârnWorld and Hârn Player for general information about 
  the religions of Hârn. HârnMaster: Religion offers extensive detail 
  on Hârn’s religions, Gods, and religious groups. 
  Race & Alignment 
  Table 4.16 – Priest Religions of Hârn lists the deities of Hârn and 
  their alignments. 
  Table 4.14 Priest Religions of Hârn 
  Deity 
  Alignment 
  Halea 
  Chaotic Neutral 
  Ilvir 
  Chaotic Neutral, True Neutral 
  Larani 
  Lawful Good, Lawful Neutral 
  Peoni 
  Neutral Good 
  Save K’nor 
  Lawful Neutral, Neutral 
  Siem 
  Neutral Good, Neutral 
   
  Note: Only females can be Priests of Halae, and only Jarin, 
  Sindarin and Khuzdul can be Priests of Siem. 
  �  If using Druids as Sindarin Clerics of Siem then Sindarin 
  can’t be Priests of Siem. 
  Hit Die 
  d6. 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  20 
   
  Game Rule Information 
  Weapon & Armor Proficiencies 
  Weapon and Armor proficiencies depend on a Priest’s religion. 
  Some religions encourage combat and some do not. Descriptions of 
  the non-standard weapons can be found in the Equipment chapter. 
  1st Level Priests have access to training in the weapons and armor 
  listed. Priests of some religions use specific weapons exclusively – 
  other weapons can be used, but religious doctrine and tradition 
  restrict their use – if a specific weapon is indicated for Martial or 
  Simple weapon proficiencies it is an exclusive weapon. Keep in 
  mind that not all Priests have the right to bear chivalric arms (where 
  applicable). 
  Table 4.15 Priest Weapon & Armor Proficiencies 
  Religion 
  Weapon & Armor Proficiencies 
  Halea 
  All simple weapons and whip (Exotic Weapon). No 
  armor or shields 
  Ilvir 
  All simple weapons. No armor or shields. 
  Larani 
  All simple weapons (especiall mace, morningstar). 
  No armor or shields. 
  Peoni 
  None.  
  Save 
  K’nor 
  None. 
  Siem 
  None. 
  Class Skills 
  Priest Class skills vary depending on religion. 
  Table 4.16 Priest Class Skills 
  Religion 
  Class Skills 
  All 
  Concentration (Con), Craft (Int), Diplomacy (Cha), 
  Heal (Wis), Knowledge (Arcana) (Int), Knowledge 
  (Religion) (Int), Knowledge (Embalming) (Int), 
  Profession (Wis), Rhetoric (Cha), Script (Int), Scry (Int, 
  exclusive skill), and Spellcraft (Int). 
  Halea 
  Speak Language (2nd language) (Int), Script (2nd 
  language) (Int), Bluff (Cha), Seduce (Cha), Sense 
  Motive (Cha), Appraise (Int), Intimidate (Cha) 
  Ilvir 
  Handle Animal (Ivashu), Speak Language (Temple 
  Tongue – Ivashi) (Int), Script (Temple Tongue – 
  Ivashi) (Int), Animal Empathy (Ivashu) (Cha). 
  Larani 
  Knowledge (Heraldry) (Int), Diplomacy (Cha), Ride 
  (Str), Sense Motive (Cha). 
  Peoni 
  Animal Empathy (Cha), Knowledge (Folklore - other) 
  (Int), Sense Motive (Cha). 
  Save 
  K’nor 
  Bluff (Cha), Decipher Script (Int), Disguise (Cha), 
  Knowledge (Int), Perform (Any), Sense Motive (Cha), 
  Forgery (Dex), Alchemy, Speak Language (2nd 
  Language) (Int), Script (2nd Language) (Int), Speak 
  Language (3rd Language) (Int), Script (3rd Language) 
  (Int). 
  Siem 
  Wilderness Lore (Wis), Knowledge (Nature), Intuit 
  Direction (Wis), Spot (Wis), Search (Wis), Handle 
  Animal (Cha). 
   
  Skill Points at 1st Level: (2 + Int Modifier) x 4. 
  Skill Points at Each Additional Level: 2 + Int Modifier. 
  Class Features 
  Invocations 
  Priests do not cast spells. Instead, they invoke “miracles” from 
  their deities by a process called invocation. Invocations are not 
  considered spells in the game world, even though in game terms 
  they can be identical to Wizard spells. A Priest may prepare and 
  invoke any invocation of any of his deity’s Domains, provided he 
  can cast invocations of that level. The Difficulty Class for a saving 
  throw against a Priest's invocation is 10 + the spell's level + the 
  Priest's Wisdom modifier.  
  Each Priest must choose a time at which he must spend an hour 
  each day in quiet contemplation or supplication to regain his daily 
  allotment of invocations. Time spent resting has no effect on 
  whether a Priest can prepare invocations.  
  In addition to his standard spells, a Priest gets one domain spell 
  of each spell level, starting at 1st. When a Preist prepares a domain 
  spell, it must come from his domain. 
  Deity, Domains, and Domain Invocations 
  You must choose a deity for your Priest from among the deities 
  listed in Table 4.17. The Priest’s deity influences his alignment, 
  what invocations he can cast, his values, and how others see him. 
  Choose one of your deity’s domains for your Priest's domains. 
  You can only select an alignment domain (such as Good) for your 
  priest if his alignment matches that domain.  
  Each domain gives your priest access to a domain spell at each 
  spell level, from 1st on up, as well as a granted power. A Priest 
  prepares a bonus spell of his chosen domain each day. If a domain 
  spell is not on the Cleric Spells list, a priest can only prepare it in his 
  domain slot.  
  Table 4.17 Deity Domains for Priests 
  God 
  Domains 
  Halae 
  Luck, Travel 
  Ilvir 
  Animal, Healing 
  Larani 
  Law, Protection 
  Peoni 
  Healing 
  Save K’nor 
  Knowledge, Magic 
  Siem6 
   
  Jarin 
  Animal, Plant, Earth, Fire 
  Sindarin 
  Animal, Plant 
  Khuzdul 
  Earth, Fire 
   
  Chaotic, Evil, Good, and Lawful Invocations 
  A Priest can't cast spells of an alignment opposed to his own or 
  to his deity's.  
  Spontaneous Casting 
  Priests can channel stored invocation energy into healing 
  invocations that they haven't prepared ahead of time. The Priest 
  can "lose" a prepared invocation in order to cast any cure 
  invocation of the same level or lower (a cure invocation is any spell 
  with "cure" in its name). 
  Turn or Rebuke Undead 
  The Undead on Hârn are the servants of Morgath and equally 
  reviled by all religions, except Morgathians. Only Clerics of 
  Morgath may rebuke and command undead. All other Priests have 
  the ability to turn the undead.  
  A Priest may attempt to turn or rebuke undead a number of 
  times per day equal to three plus his Charisma modifier.  
  Extra Turning 
  As a feat, a Priest may take Extra Turning. This feat allows the 
  Priest to turn undead four more times per day than normal. A Priest 
  can take this feat multiple times, gaining four extra daily turning 
  attempts each time.  
                                                                        
  6 Only Jarin, Sindarin, and Khuzdul may be Priests of Siem. If you’re using 
  Druids as Sindarin Clerics of Siem then Sindarin shouldn’t be allowed to be 
  Priests of Siem as well. 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  21 
   Ex-Priests 
  Ex-Priests 
  A Priest who grossly violates the code of conduct expected by 
  his god (generally acting in ways opposed to the god's alignment or 
  purposes) loses all spells and class features and cannot gain levels 
  as a Priest of that god until he atones.  
  A Priest who grossly violates the code of conduct expected by 
  his god (generally acting in ways opposed to the god's alignment or 
  purposes) loses all spells and class features and cannot gain levels 
  as a Priest of that god until he atones.  
  Table 4.18 The Priest 
  Table 4.18 The Priest 
  Level 
  Level 
  Base 
  Attack 
  Bonus 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Fort 
  Save 
  Ref 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Will 
  Save 
  Special 
  Special 
  1 
  +0 
  +0 
  +0 
  +2 
  Turn or rebuke undead 
  2 
  +1 
  +0 
  +0 
  +3 
   
  3 
  +1 
  +1 
  +1 
  +3 
   
  4 
  +2 
  +1 
  +1 
  +4 
   
  5 
  +2 
  +1 
  +1 
  +4 
   
  6 
  +3 
  +2 
  +2 
  +5 
   
  7 
  +3 
  +2 
  +2 
  +5 
   
  8 
  +4 
  +2 
  +2 
  +6 
   
  9 
  +4 
  +3 
  +3 
  +6 
   
  10 
  +5 
  +3 
  +3 
  +7 
   
  11 
  +5 
  +3 
  +3 
  +7 
   
  12 
  +6/+1 
  +4 
  +4 
  +8 
   
  13 
  +6/+1 
  +4 
  +4 
  +8 
   
  14 
  +7/+2 
  +4 
  +4 
  +9 
   
  15 
  +7/+2 
  +5 
  +5 
  +9 
   
  16 
  +8/+3 
  +5 
  +5 
  +10 
   
  17 
  +8/+3 
  +5 
  +5 
  +10 
   
  18 
  +9/+4 
  +6 
  +6 
  +11 
   
  19 
  +9/+4 
  +6 
  +6 
  +11 
   
  20 
  +10/+5 
  +6 
  +6 
  +12 
   
   
  Table 4.19 Priest Spell Per Day 
  Lvl 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  3+1 1+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  4+1 2+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3 
  4+1 2+1 1+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4 
  5+1 3+1 2+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5 
  5+1 3+1 2+1 1+1 
  — 
  — 
  — 
  — 
  — 
  — 
  6 
  5+1 3+1 3+1 2+1 
  — 
  — 
  — 
  — 
  — 
  — 
  7 
  6+1 4+1 3+1 2+1 1+1 
  — 
  — 
  — 
  — 
  — 
  8 
  6+1 4+1 3+1 3+1 2+1 
  — 
  — 
  — 
  — 
  — 
  9 
  6+1 4+1 4+1 3+1 2+1 1+1 
  — 
  — 
  — 
  — 
  10 
  6+1 4+1 4+1 3+1 3+1 2+1 
  — 
  — 
  — 
  — 
  11 
  6+1 5+1 4+1 4+1 3+1 2+1 1+1 
  — 
  — 
  — 
  12 
  6+1 5+1 4+1 4+1 3+1 3+1 2+1 
  — 
  — 
  — 
  13 
  6+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 
  — 
  — 
  14 
  6+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 
  — 
  — 
  15 
  6+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 
  — 
  16 
  6+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 
  — 
  17 
  6+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 
  18 
  6+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 
  19 
  6+1 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 
  20 
  6+1 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1 
  Resources 
  See HârnMaster: Religion for extensive information on Hârn’s 
  religions. Another great resource is the Hârn Religion Team web 
  site. 
  ROGUE 
  The Rogue class is ideally suited to Hârn’s urban areas, though it 
  is sufficiently vague to apply to a whole host of professions where 
  stealth is paramount. 
  Most urban rogues are members of the Lia-Kavair. 
  Lia-Kavair 
  Background 
  Whether they know it or not, most town dwellers encounter the 
  Lia-Kavair, the “Thieve’s Guild”, from time to time. This 
  organization of semi-autonomous miscreants is not particularly 
  hard to find, but may be hard to join. They operate and control a 
  variety of illicit activities, including prostitution, gambling, and 
  purse-cutting rings. In some communities they have a fairer side as 
  well, providing the only effective protection to those unable to 
  guard themselves, although this aid tends to be paternalistic and 
  may be only a “protection racket.” The nature of individual 
  organizations can range from a quasi-benevolent “family” to a 
  vicious gang of cutthroats run by a remorseless psychopath. 
  The “guild masters” of the Lia-Kavair sometimes hire as 
  apprentices new faces unknown to the local authorities or to their 
  rivals. Most often they are initially trained and employed as purse-
  cutters. PCs who are members of the Lia-Kavair can acquire some 
  useful skills, assuming they manage to stay alive and do not find 
  themselves rotting away in some Lord’s dungeon. 
  Game Rule Information 
  Abilities 
  Dexterity is the most important ability to a Rogue, though 
  Intelligence, Wisdom, and Charisma are also fairly important. 
  Alignment 
  Any. 
  Hit Die 
  d6. 
  Class Skills 
  The rogue's class skills (and the key ability for each skill) are 
  Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), 
  Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable 
  Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), 
  Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate 
  (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Trade) (Int), 
  Knowledge (Underworld) (Int), Listen (Wis), Move Silently (Dex), 
  Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession 
  (Wis), Read Lips (Int, exclusive skill), Search (Int), Sense Motive 
  (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device 
  (Cha, exclusive skill), and Use Rope (Dex). 
  Skill Points at 1st Level: (8 + Int Modifier) x 4. 
  Skill Points at Each Additional Level: 8 + Int Modifier. 
  Class Features 
  Weapon and Armor Proficiency 
  A Rogue's weapon training focuses on weapons suitable for 
  stealth and sneak attacks. Thus, all rogues are proficient with the 
  light crossbow, dagger (any type), dart, light mace, sap, short bow 
  (normal), short sword, heavy mace, morningstar, and Quarterstaff. 
  Rogues are proficient with light armor but not with shields.  
  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. 
  
  D20 HÂRN GUIDE 
  22 
   Ranged attacks can only count as sneak attacks if the target is 
  within 30 feet. The rogue can't strike with deadly accuracy from 
  beyond that range.  
  With a sap (blackjack) or an unarmed strike, the rogue can make 
  a sneak attack that deals subdual damage instead of normal 
  damage. The rogue cannot use a weapon that deals normal damage 
  to deal subdual damage in a sneak attack, not even with the usual –
  4 penalty.  
  A rogue can only sneak attack a living creature with a 
  discernible anatomy. Any creature that is immune to critical hits is 
  also not vulnerable to sneak attacks. The rogue must be able to see 
  the target well enough to pick out a vital spot and must be able to 
  reach a vital spot. The rogue cannot sneak attack while striking a 
  creature with concealment or striking the limbs of a creature whose 
  vitals are beyond reach.  
  Traps 
  Rogues (and only rogues) can use the Search skill to locate traps 
  when the task has a Difficulty Class higher than 20. Finding a 
  nonmagical trap has a DC of at least 20, higher if it is well hidden. 
  Finding a magic trap has a DC of 25 + the level of the spell used to 
  create it.  
  Rogues (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 + the 
  level of the spell used to create it.  
  A rogue who beats a trap's DC by 10 or more with a Disable 
  Device check can generally study a trap, figure out how it works, 
  and bypass it (with his party) without disarming it.  
  Evasion 
  At 2nd level, a rogue gains evasion. If exposed to any effect that 
  normally allows a character to attempt a Reflex saving throw for 
  half damage, the rogue takes no damage with a successful saving 
  throw. Evasion can only be used if the rogue is wearing light armor 
  or no armor. It is an extraordinary ability.  
  Uncanny Dodge 
  At 3rd level and above, she retains her Dexterity bonus to AC (if 
  any) if caught flat-footed or struck by an invisible attacker.  
  At 6th level , the rogue can no longer be flanked. Another rogue 
  at least four levels higher can still flank.  
  At 11th level, the rogue gains a +1 bonus to Reflex saves made 
  to avoid traps and a +1 dodge bonus to AC against attacks by traps. 
  At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and 
  at 20th they rise to +4.  
  Special Abilities 
  On achieving 10th level and every three levels thereafter (13th, 
  16th, and 19th), a rogue chooses a special ability from among the 
  following:  
  Crippling Strike: When the rogue damages an opponent with a 
  sneak attack, the target also takes 1 point of Strength damage.  
  Defensive Roll: Once per day, when a rogue would be reduced to 
  0 hit points or less by damage in combat (from a weapon or other 
  blow, not a spell or special ability), the rogue can attempt to roll 
  with the damage. She makes a Reflex saving throw (DC = damage 
  dealt) and, if successful, takes only half damage from the blow. The 
  rogue must be aware of the attack and able to react to it in order to 
  execute the defensive roll — if the Dexterity bonus to AC is denied, 
  the rogue can't roll. Since this effect would not normally allow a 
  character to make a Reflex save for half damage, the rogue's 
  evasion ability does not apply to the defensive roll.  
  Improved Evasion: The rogue takes only half damage on a failed 
  save.  
  Opportunist: Once per round, the rogue can make an attack of 
  opportunity against an opponent who has just been struck for 
  damage in melee by another character. This attack counts as the 
  rogue's attacks of opportunity for that round. Even a rogue with the 
  Combat Reflexes feat can't use the opportunist ability more than 
  once per round.  
  Skill Mastery: The rogue selects a number of skills equal to 3 + 
  Intelligence modifier. When making a skill check with one of these 
  skills, the rogue may take 10 even if stress and distractions would 
  normally prevent the rogue from doing so. The rogue may gain this 
  special ability multiple times, selecting additional skills for it to 
  apply to each time.  
  Slippery Mind: If a rogue with a slippery mind is affected by an 
  enchantment and fails the saving throw, 1 round later the rogue can 
  attempt the saving throw again. The rogue only gets this one extra 
  chance to succeed. This is an extraordinary ability.  
  Feat: A rogue may gain a feat in place of a special ability. 
  SEA DOG 
  Based on the Sailor from the Sovereign Stone Campaign Sourcebook. 
  Background 
  Sea Dogs are the rogues of the seas. They are most at home on 
  the open sea, although their time on land is often refreshing and 
  satisfying. Sea Dogs are tough individuals who have learned to 
  react quickly to save their own lives and those of their comrades 
  when threatened by either nature or enemies. Sea Dogs take the 
  most dire circumstances in stride because they have learned that 
  panic in a dangerous situation can spell disaster. Thus, they may 
  appear cold and ruthless to those who are not used to their 
  pragmatic attitude. 
  Game Rule Information 
  Abilities 
  Dexterity is very important to Sea Dogs as many of their skills 
  make use of it. A hearty Constitution is also beneficial to the Sea 
  Dog, who must often undergo hardships that test his endurance and 
  stamina. 
  Race 
  Any, though it highly unlikely that a Khuzdul would take up this 
  hobby. Of the tribal barbarians, the Chymak are most likely to take 
  this class. 
  Alignment 
  Any. 
  Hit Die 
  d6. 
  Class Skills 
  The Sea Dogs class skills (and the key ability for each skill) are 
  Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Intuit 
  Direction (Wis), Jump (Str), Profession (Sailor) (Int), Knowledge 
  (Folklore of any port visited) (Int), Knowledge (Trade) (Int), 
  Knowledge (Underworld) (Int), Knowledge (Weather Sense) (Int), 
  Speak Language (Int), Spot (Wis), Swim (Str), Tumble (Dex), and 
  Use Rope (Dex). 
  Skill Points at 1st Level: (6 + Int Modifier) x 4. 
  Skill Points at Each Additional Level: 4 + Int Modifier. 
  Class Features 
  Weapon and Armor Proficiency 
  Sea Dogs can use all simple weapons and the following martial 
  weapons: short sword, estoc, trident, and net (Exotic Weapon). They 
  are proficient with light armor, but not with shields. 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  23 
   Skill Bonus 
  Skill Bonus 
  The Sea Dog receives a +2 competence bonus to Balance, 
  Climb, Profession (Sailor), and Use Rope. 
  The Sea Dog receives a +2 competence bonus to Balance, 
  Climb, Profession (Sailor), and Use Rope. 
  Favored Weapon 
  Favored Weapon 
  At 1st level the Sea Dog may choose one weapon as his favored 
  weapon. This grants a +1 base attack (but not damage bonus) with 
  the chosen weapon. At 5th level the Sea Dog receives a second 
  favored weapon, a third at 10th level, a fourth at 15th level, and a 
  fifth at 20th level. This bonus stacks with any other bonuses or feats. 
  At 1st level the Sea Dog may choose one weapon as his favored 
  weapon. This grants a +1 base attack (but not damage bonus) with 
  the chosen weapon. At 5th level the Sea Dog receives a second 
  favored weapon, a third at 10th level, a fourth at 15th level, and a 
  fifth at 20th level. This bonus stacks with any other bonuses or feats. 
  Improvised Weapon 
  Improvised Weapon 
  The Sea Dog is adept at turning common, everyday objects into 
  effective weapons. At 2nd level the Sea Dog receives the benefits of 
  the Improved Weapon feat. This allows the Sea Dog to use any 
  small or medium sized hard object (subject to GM discretion) as a 
  weapon that inflicts 1d4 (small) or 1d6 (medium) points of damage. 
  The type of damage is determined by the GM based on the object 
  used. Improvised weapons receive the Sea Dog’s base attack bonus 
  and damage bonus, but cannot receive bonuses from feats (such as 
  Weapon Focus). 
  The Sea Dog is adept at turning common, everyday objects into 
  effective weapons. At 2nd level the Sea Dog receives the benefits of 
  the Improved Weapon feat. This allows the Sea Dog to use any 
  small or medium sized hard object (subject to GM discretion) as a 
  weapon that inflicts 1d4 (small) or 1d6 (medium) points of damage. 
  The type of damage is determined by the GM based on the object 
  used. Improvised weapons receive the Sea Dog’s base attack bonus 
  and damage bonus, but cannot receive bonuses from feats (such as 
  Weapon Focus). 
  Evasion 
  Evasion 
  The Sea Dog learns to react quickly to changing conditions and 
  potential threats. At 3rd level a Sea Dog gains evasion. If exposed to 
  any effect that normally allows a character to attempt a Reflex 
  saving throw for half damage, the Sea Dog takes no damage with a 
  successful saving throw. Evasion can only be used if the Sea Dog is 
  wearing light armor or no armor. Evasion is an extraordinary 
  ability. 
  The Sea Dog learns to react quickly to changing conditions and 
  potential threats. At 3rd level a Sea Dog gains evasion. If exposed to 
  any effect that normally allows a character to attempt a Reflex 
  saving throw for half damage, the Sea Dog takes no damage with a 
  successful saving throw. Evasion can only be used if the Sea Dog is 
  wearing light armor or no armor. Evasion is an extraordinary 
  ability. 
  Extraordinary Tolerance 
  Extraordinary Tolerance 
  At 5th level the Sea Dog receives a +4 resistance bonus against 
  ingested poisons. This bonus also applies to resisting the ill-effects 
  of spoiled food or an overabundance of alcohol. 
  At 5th level the Sea Dog receives a +4 resistance bonus against 
  ingested poisons. This bonus also applies to resisting the ill-effects 
  of spoiled food or an overabundance of alcohol. 
  Dirty Blow 
  Dirty Blow 
  The Sea Dog is adept at manoeuvres such as hitting below the 
  belt, eye pokes, head butts, sucker punches, etc. At 7th level the sea 
  Dog may attempt, once per melee combat, to perform an 
  unexpected manoeuvre to inflict additional damage. The opponent 
  receives a Reflex save against a DC equivalent to the Sea Dog’s 
  attack roll. If the save is successful then the attack is resolved 
  normally. If the save was failed the attack inflicts an additional 1d4 
  points of damage. The opponent must be a creature with a 
  discernable anatomy for this attack to inflict additional damage. 
  Additional damage increases to 2d4 at 10th level, 3d4 at 13th level, 
  4d4 at 16th level, and 5d4 at 19th level. 
  The Sea Dog is adept at manoeuvres such as hitting below the 
  belt, eye pokes, head butts, sucker punches, etc. At 7th level the sea 
  Dog may attempt, once per melee combat, to perform an 
  unexpected manoeuvre to inflict additional damage. The opponent 
  receives a Reflex save against a DC equivalent to the Sea Dog’s 
  attack roll. If the save is successful then the attack is resolved 
  normally. If the save was failed the attack inflicts an additional 1d4 
  points of damage. The opponent must be a creature with a 
  discernable anatomy for this attack to inflict additional damage. 
  Additional damage increases to 2d4 at 10th level, 3d4 at 13th level, 
  4d4 at 16th level, and 5d4 at 19th level. 
  Uncanny Dodge 
  Uncanny Dodge 
  At 9th level the Sea Dog gains the Uncanny Dodge ability. He 
  retains his Dexterity bonus to AC (if any) if caught flat-footed or 
  struck by an invisible attacker. 
  At 9th level the Sea Dog gains the Uncanny Dodge ability. He 
  retains his Dexterity bonus to AC (if any) if caught flat-footed or 
  struck by an invisible attacker. 
  At 13th level the Sea Dog can no longer be flanked. He can react 
  equally to opponents attacking from all directions. Opponents no 
  longer receive flanking bonuses against the Sea Dog nor are they 
  able to perform a sneak attack against him. Only a Rogue or Sea 
  Dog four levels higher than the Sea Dog may still flank and sneak 
  attack him. 
  At 13th level the Sea Dog can no longer be flanked. He can react 
  equally to opponents attacking from all directions. Opponents no 
  longer receive flanking bonuses against the Sea Dog nor are they 
  able to perform a sneak attack against him. Only a Rogue or Sea 
  Dog four levels higher than the Sea Dog may still flank and sneak 
  attack him. 
  Superior Improvised Weapon 
  Superior Improvised Weapon 
  At 11th level and higher the Sea Dog can make better use of the 
  Improvised Weapon feat. Now all improvised weapons receive a +2 
  bonus to the attack roll and damage. 
  At 11th level and higher the Sea Dog can make better use of the 
  Improvised Weapon feat. Now all improvised weapons receive a +2 
  bonus to the attack roll and damage. 
  Follow-up Strike 
  Follow-up Strike 
  At 15th level the Sea Dog can make a follow-up strike. Once per 
  round the Sea Dog can make an attack of opportunity against an 
  opponent who has just been struck for damage in melee by 
  someone else. This attack counts as all of the Sea Dog’s attacks of 
  opportunity for that round. Even a Sea Dog with the Combat 
  Reflexes feat cannot use the Follow-up Strike more than once per 
  round. 
  At 15th level the Sea Dog can make a follow-up strike. Once per 
  round the Sea Dog can make an attack of opportunity against an 
  opponent who has just been struck for damage in melee by 
  someone else. This attack counts as all of the Sea Dog’s attacks of 
  opportunity for that round. Even a Sea Dog with the Combat 
  Reflexes feat cannot use the Follow-up Strike more than once per 
  round. 
  Extraordinary Balance 
  Extraordinary Balance 
  At 17th level the Sea Dog receives a +4 competence bonus to all 
  Reflex saves that would knock him off his feat. 
  At 17th level the Sea Dog receives a +4 competence bonus to all 
  Reflex saves that would knock him off his feat. 
  Improved Evasion 
  Improved Evasion 
  At 20th level the Sea Dog gains improved evasion. This ability 
  works as evasion above, except that the Sea Dog now only takes 
  half damage from a failed saving throw. 
  At 20th level the Sea Dog gains improved evasion. This ability 
  works as evasion above, except that the Sea Dog now only takes 
  half damage from a failed saving throw. 
  Table 4.20 The Sea Dog 
  Table 4.20 The Sea Dog 
  Level 
  Level 
  Base 
  Attack 
  Bonus 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Fort 
  Save 
  Ref 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Will 
  Save Special 
  Special 
  1st 
  +0 
  +0 
  +2 
  +2 
  Favored Weapon 
  2nd 
  +1 
  +0 
  +3 
  +3 
  Improvised Weapon 
  3rd 
  +2 
  +1 
  +3 
  +3 
  Evasion 
  4th 
  +3 
  +1 
  +4 
  +4 
   
  5th 
  +3 
  +1 
  +4 
  +4 
  Extraordinary Tolerance 
  6th 
  +4 
  +2 
  +5 
  +5 
   
  7th 
  +5 
  +2 
  +5 
  +5 
  Dirty Blow +1d4 
  8th 
  +6/+1 
  +2 
  +6 
  +6 
   
  9th 
  +6/+1 
  +3 
  +6 
  +6 
  Uncanny Dodge 
  10th 
  +7/+2 
  +3 
  +7 
  +7 
  Dirty Blow +2d4 
  11th 
  +8/+3 
  +3 
  +7 
  +7 
  Superior Improvised 
  Weapon 
  12th 
  +9/+4 
  +4 
  +8 
  +8 
   
  13th 
  +9/+4 
  +4 
  +8 
  +8 
  Uncanny Dodge (can’t 
  be flanked), Dirty Blow 
  +3d4 
  14th 
  +10/+5 
  +4 
  +9 
  +9 
   
  15th 
  +11/+6/+1 
  +5 
  +9 
  +9 
  Follow-up Strike 
  16th 
  +12/+7/+2 
  +5 
  +10 
  +10 
  Dirty Blow +4d4 
  17th 
  +12/+7/+2 
  +5 
  +10 
  +10 
  Extraordinary Balance 
  18th 
  +13/+8/+3 
  +6 
  +11 
  +11 
   
  19th 
  +14/+9/+4 
  +6 
  +11 
  +11 
  Dirty Blow +5d4 
  20th 
  +15/+10/+5 
  +6 
  +12 
  +12 
  Improved Evasion 
  SHAMAN 
  Based on the Shaman by Steve Wilson. 
  Background 
  The religious functionary in tribal communities is called a 
  Shaman. Their functions differ from culture to culture, some being 
  closer to civilized priests, although tribes have a very different 
  approach to services, which may be seasonal or even less frequent. 
  Not all barbarian cultures have Shamans, however. The Hodiri, 
  Kabloqui, and Solori make do with out them. 
  Race 
  Tribal humans only; except Hodiri, Kabloqui, and Solori tribes. 
  Game Rule Information 
  Abilities 
  Wisdom determines how powerful a invocation a Shaman can 
  cast, how many invocations the Shaman can cast per day, and how 
  hard those invocations are to resist. To cast a invocation, a Shaman 
  must have a Wisdom score of 10+the invocation’s level. A Shaman, 
  however, gets bonus invocations based on Charisma, not Wisdom. 
  The bonus invocations are related to the Shaman’s capacity to woo 
  totem spirits. The Difficulty Class of a saving throw against a 
  Shaman’s invocation is 10+the invocation’s level + the Shaman’s 
  Wisdom modifier. Like a cleric, a Shaman benefits from high 
  Wisdom, but also Charisma and Constitution scores. 
  Alignment 
  Any. 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  24 
   Hit Die 
  Hit Die 
  d8. 
  d8. 
  Class Skills 
  Class Skills 
  The Shaman’s class skills (and the key ability for each skill) are 
  Alchemy (Int), Animal Empathy (Cha, exclusive skill), Bluff (Cha), 
  Concentration (Con), Craft (tribal craft) (Int), Diplomacy (Cha), 
  Gather Information (Cha), Handle Animal (Cha), Heal (Wis), 
  Innuendo (Cha), Intimidate (Cha), Knowledge (all skills taken 
  individually) (Int), Perform (Singing, Acting), Profession (tribal 
  profession) (Wis), Rhetoric (Cha), Scry (Int, exclusive skill), Sense 
  Motive (Wis), Invocationcraft (Int), and Wilderness Lore (Wis). 
  The Shaman’s class skills (and the key ability for each skill) are 
  Alchemy (Int), Animal Empathy (Cha, exclusive skill), Bluff (Cha), 
  Concentration (Con), Craft (tribal craft) (Int), Diplomacy (Cha), 
  Gather Information (Cha), Handle Animal (Cha), Heal (Wis), 
  Innuendo (Cha), Intimidate (Cha), Knowledge (all skills taken 
  individually) (Int), Perform (Singing, Acting), Profession (tribal 
  profession) (Wis), Rhetoric (Cha), Scry (Int, exclusive skill), Sense 
  Motive (Wis), Invocationcraft (Int), and Wilderness Lore (Wis). 
  Shamans from certain tribes must have at least one rank in 
  specific skills. Table 4.21 lists the tribes and the skills their Shamans 
  must be proficient in. 
  Shamans from certain tribes must have at least one rank in 
  specific skills. Table 4.21 lists the tribes and the skills their Shamans 
  must be proficient in. 
  Table 4.21 Required Shaman Skills 
  Table 4.21 Required Shaman Skills 
  Tribe 
  Tribe 
  Required Skills 
  Required Skills 
  Adaenum 
  Knowledge (Law) 
  Anoa 
  None 
  Bujoc 
  Knowledge (Law) 
  Chelni 
  None 
  Chymak 
  Profession (Sailor), Craft (Bells) 
  Equani 
  None 
  Gozyda 
  Profession (Cooking) 
  Kamaki 
  Profession (Sailor) 
  Kath 
  None 
  Kubora 
  None 
  Pagaelin 
  None 
  Taelda 
  Script (Taelda) 
  Tulwyn 
  None 
  Urdu 
  None 
  Ymodi 
  None 
  Skill Points at 1st Level: (2 + Int modifier) x 4. 
  Skill Points at each additional Level: 2+ Int modifier. 
  Skills that Shamans can’t buy include: Decipher Script, Use 
  Magic Device. 
  Class Features 
  All of the following are class features of the Shaman. 
  Weapon and Armor Proficiency 
  Shamans are proficient with the club, dagger, dart, long spear, 
  quarterstaff, shortspear, sickle and sling and any weapon 
  specifically identified with their tribe (blowgun, etc.). Shamans are 
  proficient with light armor and shields. Armor of any type interferes 
  with invocation casting that requires somatic components, and can 
  cause invocation failure. All Shaman invocations have a somatic 
  component. 
  Invocations 
  Like Priests and Clerics, Shamans invoke miracles from their 
  deities by a process known as Invocation. A Shaman begins play 
  knowing three 0-level invocations and one 1st level invocation of 
  your choice, and an additional invocation determined by the 
  Shaman’s minor totem. At each level, the Shaman gains one or 
  more new invocations, as indicated on Table 4.24. These 
  invocations are chosen from the Shaman’s invocation list, or can be 
  unusual invocations that the Shaman has developed, or developed 
  by, and learned from another Shaman, or invocations specially 
  provided by the Shaman’s totem(s). A Shaman is limited to casting 
  a certain number of invocations of each level per day, but he need 
  not prepare or memorize invocations in advance. All Shaman 
  invocations have a verbal component (chanting, intoning), somatic 
  component (dancing, rocking, weaving) and material (fetish, tattoo, 
  etc.) even if this is not normally indicated. In addition to normal 
  invocations, the Shaman’s totem spirits grant the Shaman 
  additional invocations and abilities (see Totem Quest below). The 
  number of invocations he can cast per day is also improved by his 
  bonus invocations, if any. For instance, at 1st  level, the Shaman 
  Oceola, with a Charisma of 16, can cast three 1st level invocations 
  per day—two for being a Shaman (see Table 4.24), plus one for 
  high Charisma. However, he only knows invocations: charm person 
  and cure light wounds. On any given day, he can cast cure light 
  wounds three times, or charm person three times, or cast some 
  combination of the two invocations a total of three times. Like 
  sorcerers, he does not have to decide ahead of time which 
  invocation he will cast. Unlike a cleric, a Shaman can’t lose an 
  invocation to cast a cure invocation in its place. To learn or cast an 
  invocation, a Shaman must have a Wisdom score of at least 10 + 
  the invocation’s level. The Difficulty Class for saving throws against 
  Shaman invocations is 10+ the invocation’s level + the Shaman’s 
  Wisdom modifier. Bonus invocations are derived from the 
  Shaman’s Charisma score because these invocations are derived 
  from his ability to placate totem spirits. 
  Chaotic, Evil, Good, and Lawful Invocations 
  A Shaman can’t cast invocations of an alignment opposed to his 
  own. 
  Nature Sense 
  A Shaman can identify plants and animals (their species and 
  special traits) with perfect accuracy (as a druid). He can determine 
  whether water is safe to drink or dangerous (polluted, poisoned, or 
  otherwise unfit for consumption). 
  Totem Quest 
  At 1st level, a Shaman is assumed to have gone on a quest to 
  determine his minor totem. His minor totem will grant an additional 
  invocation (drawn from the totem’s invocation list), give the 
  Shaman additional abilities. At 5th level, the Shaman undergoes a 
  second Totem Quest to find his Major Totem, and at 10th level, a 
  final Totem Quest to find his Great Totem. 
  Totem Spirit 
  A Shaman begins play with one totem spirit; it is assumed that 
  he has already performed the rites to summon this first guide when 
  he begins play. As he gains levels, he learns to summon other 
  totems to his aid. Ultimately, the Shaman can acquire three totems 
  as he rises in level. There are three different types of Totem Spirits, 
  each of which has different areas of concern. A Shaman may 
  choose a totem spirit of the same type as he rises, or he may 
  choose from among the three different types. The level and type of 
  the spirit totem determines the abilities and invocations it grants 
  the Shaman. (See table 4.22 below). Once a totem is chosen, it may 
  not be changed. 
  Animal Totems: Animals play a central role in tribal survival. 
  They provide food, shelter, clothing, armor, weaponry and tools, as 
  well as providing knowledge of the environment and models for 
  wisdom. Minor animal totems appear in spirit form as the finest 
  representatives of the species, such as a large, strong wolf, or bear. 
  Major totems appear as archetypal images of the animal form, the 
  Old Wolf, the Wise Owl, and the Great totems appear as the 
  ultimate representative of the animal “The Great Bear,” etc. Animal 
  spirits, while powerful, tend to be aloof from concerns that don’t 
  mesh with the well-being of their species. They don’t mind the 
  Shaman’s people hunting their species, but would be angered at 
  over-hunting. Animal totems are powerful in that the totem can aid 
  the Shaman in any location or clime where the species or a close 
  relative of the species lives. 
  Ancestor Totems: These ancestral spirits are individuals of 
  renown in the tribe. While minor totem ancestors are likely recently 
  deceased relatives of the Shaman, major ancestral totems are likely 
  to be great heroes or wise men or women of the tribe. Great 
  Ancestral Totem spirits are the greatest legendary members of the 
  tribe, including founders, savior figures, great conquerors, etc. 
  Ancestor totems may aid the Shaman in any area associated with 
  the tribe or tribal relations, such as marriage, politics, warfare, or 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
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  law. These totems are generally contacted in areas where tribal 
  members reside. 
  Nature Totems: Nature totems are powerful and reclusive 
  elemental spirits of nature. Nature totems are tied to specific 
  geographical natural areas that serve as “homes” for these totems. 
  A hill-top, stream, copse, natural spring, or mighty oak may be the 
  home of a minor totem; a moderate forest, medium-sized canyon, a 
  mighty waterfall or a minor river may be the home of a major 
  nature totem spirit. A Great Nature Totem may be associated with a 
  large mountain, a mighty river or large forest. Nature totems tend 
  to be even more aloof than animal totems, but they do have some 
  concern for the well being of communities near them. Nature 
  totems generally only aid the Shaman in the immediate areas 
  surrounding their homes. This usually means that Great Nature 
  Totems have a larger area of influence than other nature totems, 
  however, a Major Totem of a minor river may actually have an 
  larger area of influence than a Great Totem of a Mountain. Nature 
  totems tend to appear to the Shaman as a member of their own 
  race with qualities directly connected to their totemic home. Thus 
  an “Old Man River” might have long wavy hair, and a slow speech 
  (or rapid speech and quick movements if appearing near a rapid). 
  An “Old Woman of the Mountain” would have a strong, steady 
  personality, and a weight of age, the “Man of Fire” representing the 
  totem of a volcano would be quick to anger and destroy, etc. 
  Although the granted power each nature totem of the same level 
  gives the Shaman is the same, the invocation they grant to the 
  Shaman represents some aspect of their nature. The Woman in the 
  Geyser (a minor nature totem) might grant Obscuring Mist, while her 
  counterpart, Old Man Willow would likely grant Entangle. The GM 
  and player decide which invocation best represents a particular 
  nature totem. See table 4.22 for specifics. As an example, Osceola 
  the Shaman goes on his first totem quest and gains a Minor Wolf 
  Spirit Totem, and gains the capacity to cast Calm Animal once per 
  day in addition to his other invocations, as well as gaining the 
  granted power of casting Animal Friendship once per day. At 5th 
  level, Osceola goes on his second totem quest and gains a Major 
  Nature Totem, Old Man River (who dwells near a minor river), and 
  gains the invocation Water Breathing, and the granted power 
  Reincarnate once a week, and finally, at 10th level, Osceola goes on 
  his third totem quest for a Great Ancestor Totem and gains the 
  ability to cast True Seeing once a day, and the granted power of 
  Legend Lore one time a week. These totem spirits, if displeased with 
  the Shaman, will remove the Shaman’s capacity to use their granted 
  power until the Shaman repents. If the Shaman continues to be 
  recalcitrant, the offended totem spirit will remove his granted 
  totemic invocation. Continued offence may result in the Shaman 
  losing some or all of his other invocations. 
  Table 4.22 Totem Powers 
  Type 
  Level 
  Granted 
  Totem Invocation 
  Granted Power 
  Animal 
  Totem 
  Minor 
  Calm Animals 
  Animal Friendship 
  1x/day 
   
  Major 
  Dominate Animal 
  Summon Nature’s 
  Ally III 1x/day 
   
  Great 
  Animal Growth 
  Wild Shape 1x/day 
  (norma-Great Totem 
  animal species only). 
  Ancestor 
  Totem 
  Minor 
  Cause Fear 
  Divine Favor 1x/day 
   
  Major 
  Clairaudience/ 
  Clairvoyance 
  Prayer 1x/day 
   
  Great 
  True Seeing 
  Legend Lore 1x/day 
  Nature 
  Totem7 
  Minor 
  Magic Stone or 
  Burning Hands 
  orObscuring Mist or 
  Entagle 
  Pass without Trace 
  1x/day. 
   
  Major 
  Stone Shape or Resist 
  Elements (Fire) or 
  Water Breathing or 
  Plant Growth 
  Reincarnate 
  1x/week. 
  Reincarnated being 
  comes back in a 
  form related to the 
  Totem. 
   
  Great 
  Wall of Stone or Fire 
  Shield or Control 
  Water or Wall of 
  Thorns 
  Commune with 
  Nature 1x/day 
   
  Wild Shape 
  At 15th level, a Shaman gains the ability to polymorph self as a 
  druid in a normal animal manifestation of any of his totem animal 
  spirits, or of another animal of choice if he has no totem animal 
  spirit. If the Shaman has a Major Animal Totem he can polymorph 
  into the dire form of his Major and Great Totem animal(s) instead. 
  (see page 35 in the PHB). 
  Taboo 
  Each time a Shaman gains a granted power, he also gains a 
  taboo which must be strictly adhered to. The taboo is generally 
  related to some aspect of the totem. (Not eating a specific animal, 
  not touching the dead, bathing daily, etc.). Failure to follow a taboo 
  results in the loss of the granted power until the Shaman atones in 
  some way. 
  Timeless Body 
  After achieving 20th level, a Shaman no longer suffers ability 
  penalties for aging (See PHB 93) and cannot be magically aged. 
  Any penalties he may have already suffered, however, remain in 
  place. Bonuses still accrue, and the Shaman still dies of old age 
  when his time is up.  
  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 Totemic 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 
  table 4.24. In the case of Nature Totems, a invocation is selected 
                                                                        
  7 Invocation granted dependent upon aspect of Nature Totem. 
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  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  26 
   
  which most closely represents the nature of the totem, or, in cases 
  where more than one might be appropriate (earth based 
  invocations or fire based invocations for a volcano totem, for 
  instance), the player chooses which invocation his Shaman is 
  granted. Once selected, this choice may not be changed. 
  Table 4.23 The Shaman 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  1 
  +0 
  +2 
  +0 
  +2 
  Nature Sense, Minor 
  Totem Quest, Taboo 
  2 
  +1 
  +3 
  +0 
  +3 
   
  3 
  +2 
  +3 
  +1 
  +3 
   
  4 
  +3 
  +4 
  +1 
  +4 
   
  5 
  +3 
  +4 
  +1 
  +4 
  Major Totem Quest, 
  Taboo 
  6 
  +4 
  +5 
  +2 
  +5 
   
  7 
  +5 
  +5 
  +2 
  +5 
   
  8 
  +6/+1 
  +6 
  +2 
  +6 
   
  9 
  +6/+1 
  +6 
  +3 
  +6 
   
  10 
  +7/+2 
  +7 
  +3 
  +7 
  Great Totem Quest, 
  Taboo 
  11 
  +8/+3 
  +7 
  +3 
  +7 
   
  12 
  +9/+4 
  +8 
  +4 
  +8 
   
  13 
  +9/+4 
  +8 
  +4 
  +8 
   
  14 
  +10/+5 
  +9 
  +4 
  +9 
   
  15 
  +11/+6/+1 
  +9 
  +5 
  +9 
  Wild Shape 
  (Normal/Dire) 
  16 
  +12/+7/+2 
  +10 
  +5 
  +10 
   
  17 
  +12/+7/+2 
  +10 
  +5 
  +10 
   
  18 
  +13/+8/+3 
  +11 
  +6 
  +11 
   
  19 
  +14/+9/+4 
  +11 
  +6 
  +11 
   
  20 
  +15/+10/+5 
  +12 
  +6 
  +12 
  Timeless Body 
   
  Table 4.24 Shaman Spells Per Day 
  Lvl 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  3 
  1+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  4 
  2+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3 
  4 
  2+1 
  1+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4 
  5 
  3+1 
  2+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5 
  5 
  3+1 
  2+1 
  1+1 
  — 
  — 
  — 
  — 
  — 
  — 
  6 
  5 
  3+1 
  3+1 
  2+1 
  — 
  — 
  — 
  — 
  — 
  — 
  7 
  6 
  4+1 
  3+1 
  2+1 
  1 
  — 
  — 
  — 
  — 
  — 
  8 
  6 
  4+1 
  3+1 
  3+1 
  2 
  — 
  — 
  — 
  — 
  — 
  9 
  6 
  4+1 
  4+1 
  3+1 
  2 
  1 
  — 
  — 
  — 
  — 
  10 
  6 
  4+1 
  4+1 
  3+1 
  3 
  2 
  — 
  — 
  — 
  — 
  11 
  6 
  5+1 
  4+1 
  4+1 
  3 
  2 
  1 
  — 
  — 
  — 
  12 
  6 
  5+1 
  4+1 
  4+1 
  3 
  3 
  2 
  — 
  — 
  — 
  13 
  6 
  5+1 
  5+1 
  4+1 
  4 
  3 
  2 
  1 
  — 
  — 
  14 
  6 
  5+1 
  5+1 
  4+1 
  4 
  3 
  3 
  2 
  — 
  — 
  15 
  6 
  5+1 
  5+1 
  5+1 
  4 
  4 
  3 
  2 
  1 
  — 
  16 
  6 
  5+1 
  5+1 
  5+1 
  4 
  4 
  3 
  3 
  2 
  — 
  17 
  6 
  5+1 
  5+1 
  5+1 
  5 
  4 
  4 
  3 
  2 
  1 
  18 
  6 
  5+1 
  5+1 
  5+1 
  5 
  4 
  4 
  3 
  3 
  2 
  19 
  6 
  5+1 
  5+1 
  5+1 
  5 
  5 
  4 
  4 
  3 
  3 
  20 
  6 
  5+1 
  5+1 
  5+1 
  5 
  5 
  4 
  4 
  4 
  4 
   
  SORCERER 
  Background 
  Sorcerers are non-P’varic spell casters. Most are of tribal stock, 
  although they differ from Shamans in game terms – to the tribal 
  followers or the casual observer there may be little or no visible 
  difference. Since Sindarin and Khuzdul do not have the same 
  strictures as humans they also tend to foster Sorcerers who will 
  often obtain membership in the Shek P’var for appearances (and the 
  cheap lodgings). 
  Race 
  Only tribal humans, Sindarin and Khuzdul can take this class. 
  Game Rule Information 
  Alignment 
  Any. 
  Hit Die 
  d4, or � d6. 
  Class Skills 
   The sorcerer's class skills (and the key ability for each skill) are 
  Alchemy (Int), Concentration (Con), Craft (tribal) (Int), Knowledge 
  (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Law), 
  Profession (tribal) (Wis), Scry (Int, exclusive skill), Speak Language 
  (2nd language) (Int), Spellcraft (Int), and Wilderness Lore (Wis). 
  Skill Points at 1st Level: (2 + Int modifier) x 4. 
  Skill Points at each additional Level: 2+ Int modifier. 
  Class Features 
  Weapon and Armor Proficiency 
  Sorcerers are proficient with all simple weapons. They are not 
  proficient with any type of armor, nor with shields.  
  Spells 
  A sorcerer casts arcane spells. The number of spells a sorcerer 
  knows is not affected by his Charisma bonus. The spells a sorcerer 
  knows can be common spells chosen from the sorcerer and wizard 
  spell list, or they can be unusual spells that the sorcerer has gained 
  some understanding of by study.  
  A sorcerer is limited to casting a certain number of spells of each 
  level per day, but he need not prepare his spells in advance. The 
  number of spells he can cast per day is improved by his bonus 
  spells, if any.  
  A sorcerer may use a higher-level slot to cast a lower-level spell 
  if he so chooses. The spell is still treated as its actual level, not the 
  level of the slot used to cast it.  
  To learn or cast a spell, a sorcerer must have a Charisma score 
  of at least 10 + the spell's level. The Difficulty Class for saving 
  throws against sorcerer spells is 10 + the spell's level + the 
  sorcerer's Charisma modifier. 
  Use the Sorceror Class and Spells Per Day tables from the PHB. 
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  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
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   SHEK P’VAR (WIZARD) 
  Wizards are known as Shek P’var on Hârn. This is also the name 
  of their guild.  
  The Shek P’var 
  Background 
  The Shek P’var holds a virtual monopoly on the practice of 
  magic and takes steps to punish spell casters who break P'varic Law 
  or operate outside of the Guild. Sorcerers and Shamans who do not 
  belong to the Shek P’var are in danger of being declared Renegade. 
  Wizards train at schools called Chantries, which are sponsored 
  and operated by the Shek P’var. Chantries are usually operated by a 
  group of high-level wizards called Virana. 
  P’varic Law 
  The Shek-P’var strictly enforce rules of conduct known as 
  P’varic Law, or the P’varic Code, that apply to all members: 
  • Bring not the scorn of the Kvikir (ordinary folk) upon 
  thy brothers, nor make with thyne art a place for 
  thyself above them.  
   
  What this means: Don’t do anything to draw negative attention 
  to the guild. Keep a low profile and don’t advertise your ability 
  to cast spells. Don’t use your powers to gain advantage over 
  ordinary people. Help them out when you can and earn their 
  respect and admiration. Subtlety is the rule of thumb. Elite 
  members of the Shek P’var known as the White Hand 
  investigate and punish those who find it difficult to follow this 
  rule. 
  • Spread not thy lore, even among thy brothers, without 
  sanction of thy peers. 
   
  What this means: The Shek P’var discourages the sharing of 
  arcane knowledge because it believes that knowledge gained 
  freely is not respected and therefore prone to abuse. Attaining 
  arcane lore requires dedication and discipline, both of which 
  lead to respect of the knowledge gained. It is considered very 
  bad form to share knowledge without consent. 
  • Keep sacred and free from harm thy House of Lore. 
   
  What this means: ‘House of Lore’ means Chantry. Wizards tend 
  to be loyal to their Chantries first, the Shek P’var as a whole 
  second. 
  • Succor not a renegade of the art, but strike him down 
  with thy power, else summon brothers to thyne aid. 
   
  What this means: Do not aid a renegade. Renegades are not 
  tolerated because they can, and often do, bring harm, either 
  directly or socially, to the Shek P’var. 
  • Make tithe to thy house a portion of thyne arcane 
  treasure to thy brothers’ benefit. 
   
  What this means: All guilds tithe their members. The Shek P’var 
  is no different. In this case, however, wizards give portions of 
  their magic treasure to their chantries to help elevate the 
  status of their House. A benefit to this is that some magic 
  items may be on loan for study. 
   
   
  Shek P’var Guild Structure 
  Mavari (apprentices) are the lowest ranking members of the 
  Shek P’var. They spend most of their time aiding their masters and 
  studying. They wield no influence within the Convocation. Most 
  serve one particular master, but some may have several. Even 
  apprentices have to swear to uphold the P’varic Code. Once an 
  apprentice has attuned to his element and learned his first 1st level 
  spells he is promoted to the next rank, Satia-Mavari.  
  Satia-Mavari (Journeymen) are full members of the Shek P’var, 
  but their rank is not sufficient to influence guild politics. Initially 
  journeymen leave their chantries to refine their skills in the ‘field’. 
  They must survive in the outside world for at least a year and a day. 
  During this time he is expected to (a) invent at least three new 
  spells which must earn the approval and praise of the Convocation 
  masters, and (b) donate three reasonably powerful or rare esoteric 
  items (magic items, spell books, etc) to his chantry. With these 
  conditions fulfilled he may petition for promotion to the next rank, 
  Shenava.  
  Shenava (Master) are recognized for their mastery of the Art. 
  They are not numerous; perhaps 100 exist on all of Hârn. Shenava 
  can generally rely on their guild for day-to-day support. Some help 
  run the chantry houses and all have some say in policy-making if 
  they take an interest. Most devote themselves to some form of 
  research, which may, depending on the subject, confine them to 
  their chantry, or require extensive travel throughout the world. 
  Particularly gifted and experienced Shenava may eventually be 
  promoted to Virana.  
  Virana (Grandmasters) are the elite of the Shek P’var. To attain 
  this exalted rank a Shenava must attain sponsorship from six 
  existing Virana.  
  1st Level Shek P’var begin play as young Satia Mavari. They 
  have a year and a day to fulfill their journeyman requirements. 
  Seeking arcane items and researching new spells necessitates a 
  great deal of travel and exposure to the outside world. These are 
  great catalysts for adventure.  
  Game Rule Information 
  Abilities 
  Intelligence is the most important ability for a Shek P’var. 
  Alignment 
  Wizards can be of any alignment. P'varic Law, however, is the 
  guiding force by which most Shek P’var live so most tend to be 
  lawful. Those who do not, or cannot, adhere to P’varic Law are 
  dealt with by those who do. 
  Hit Die 
  d4, or � d6. 
  Race 
  Wizards can be of any race, but most are human. Sindarin and 
  Khuzdul tend to be Sorcerors. 
  Class Skills 
  The Shek P’var's class skills (and the key ability for each skill) 
  are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all 
  skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive 
  skill), and Spellcraft (Int). 
  The following table lists additional Class Skills for each 
  convocation. 
  Table 4.25 Shek P’var Class Skills 
  Convocation 
  Class Skills 
  Lyahvi 
  Appraise 
  Peleahn 
  Escape Artist 
  Jmorvi 
  Sense Motive 
  Fyvria 
  Wilderness Lore 
  Odivshe 
  Swim 
  Savorya 
  Bluff 
  Skill Points at 1st Level: (2 + Int modifier) x 4. 
  Skill Points at each additional Level: 2+ Int modifier. 
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  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
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  Class Features 
  Weapon Group & Armour Proficiencies 
  Wizards are skilled with the club, dagger, light crossbow, 
  quarterstaff, � and the Kurki. Wizards are not proficient with any 
  type of armor nor with shields. 
  Spells  
  A wizard casts arcane spells. She is limited to a certain number 
  of spells of each spell level per day, according to her class level. A 
  wizard must prepare spells ahead of time by getting a good night's 
  sleep and spending one hour studying her spellbook. While 
  studying, the wizard decides which spells to prepare. To learn, 
  prepare, or cast a spell, a wizard must have an Intelligence score of 
  at least 10 + the spell's level. A wizard's bonus spells are based on 
  Intelligence. The Difficulty Class for saving throws against wizard 
  spells is 10 + the spell's level + the wizard's Intelligence modifier.  
  Bonus Languages 
  Wizards do not get bonus languages. All new languages must be 
  learned by purchasing a rank in Speak Language and spending the 
  necessary time in study.  
  Familiar 
  The concept of familiars does not exist on Hârn. 
  Scribe Scroll 
  A wizard has the bonus item creation feat Scribe Scroll, enabling 
  her to create magic scrolls.  
  Bonus Feats 
  Every five levels, a wizard gains a bonus feat. This feat must be a 
  metamagic feat, an item creation feat, or Spell Mastery.  
  Spellbooks 
  Wizards must study their spellbooks each day to prepare their 
  spells. A wizard cannot prepare any spell not recorded in her 
  spellbook (except for read magic, which all wizards can prepare 
  from memory).  
  Spell Mastery 
  A wizard (and only a wizard) can take the special feat Spell 
  Mastery. Each time the wizard takes this feat, choose a number of 
  spells equal to the wizard's Intelligence modifier (they must be 
  spells that the wizard already knows). From that point on, the 
  wizard can prepare these spells without referring to a spellbook.  
  School Specialization 
  Wizards do not use School Specialization. 
  Resources 
  See HârnMaster: Magic for extensive information on the Shek 
  P’var. 
   
  PRESTIGE CLASSES 
  The Paladin and Ranger classes are prestige classes in Hârn. 
  More prestige classes for Hârn will be made available on the 
  Shadow of Bukrai web site. 
  PALADIN  
  The Red Lions, Knights of Mendez 
  Background 
  Paladins are Larani’s special weapon in the face of unrelenting 
  and seemingly overwhelming threat from Agrik, Morgath, and 
  Naveh. 
  The Laranian fighting orders, the Checkered Shield and the Lady 
  of Paladins, are primarily made up of knights (fighters) and their 
  squires. A very few, and only the most chivalrous, most pious, and 
  most courageous of these knights are chosen to serve Larani as 
  Paladins. They undergo special spiritual strengthening and 
  cleansing rituals that allow them direct communion with Larani. 
  Paladins are servants of the Church, which supports them by 
  providing equipment and, when the time comes, a blessed 
  warhorse. A Paladin can only own what he can carry and cannot 
  seek recompense for his services. He is totally reliant on the Church 
  and the goodwill of strangers. 
  Paladins are often referred to as the Red Lions, or the Knights of 
  Mendez. Mendez is Larani’s chief semi-divine servant. He is 
  depicted as a great, crimson winged lion. See HârnMaster: Religion 
  for details. 
  Note: The fighting orders of Agrik also sponsor a type of 
  Paladin, called the Blackguard. 
  Hit Die 
  d10. 
  Requirements 
  Alignment: Lawful Good or Lawful Neutral. 
  Race: Human. 
  Base Attack Bonus: +5. 
  Religion (Larani): 5 ranks. 
  Ride: 2 ranks. 
  Diplomacy: 2 ranks. 
  Feats: Mounted Combat, Ride-By-Attack. 
  Special: Only Knights (Fighters) who are members of a 
  Laranian fighting order (Checkered Shield or Order of the 
  Lady of Paladins) can become Paladins. Applicants undergo a 
  day and night long ritual of purification and cleansing. If they 
  are accepted, they are given a quest by Mendiz the Lion that 
  they must complete before being appointed Paladins. 
  Religion 
  Only adherents of Larani can become Paladins. 
  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. 
  
  D20 HÂRN GUIDE 
  29 
   Lay on Hands 
  Lay on Hands 
  Each day a Paladin can cure a total number of hit points equal to 
  1d6 plus the Paladin's level. The Paladin cannot cure themselves. 
  The Paladin may choose to divide her curing among multiple 
  recipients, and she doesn't have to use it all at once. Lay on hands 
  is a spell-like ability whose use is a standard action.  
  Each day a Paladin can cure a total number of hit points equal to 
  1d6 plus the Paladin's level. The Paladin cannot cure themselves. 
  The Paladin may choose to divide her curing among multiple 
  recipients, and she doesn't have to use it all at once. Lay on hands 
  is a spell-like ability whose use is a standard action.  
  Alternatively, the Paladin can use any or all of these points to 
  deal damage to undead creatures. Treat this attack just like a touch 
  spell. The Paladin decides how many cure points to use as damage 
  after successfully touching the undead creature.  
  Alternatively, the Paladin can use any or all of these points to 
  deal damage to undead creatures. Treat this attack just like a touch 
  spell. The Paladin decides how many cure points to use as damage 
  after successfully touching the undead creature.  
  Divine Health 
  Divine Health 
  The Hârnic Paladin does not receive this ability. 
  The Hârnic Paladin does not receive this ability. 
  Aura of Courage 
  Aura of Courage 
  Beginning at 2nd level, a Paladin is immune to fear (magical or 
  otherwise). Allies within 10 feet of the Paladin gain a +4 morale 
  bonus on saving throws against fear effects. Granting the morale 
  bonus to allies is a supernatural ability.  
  Beginning at 2nd level, a Paladin is immune to fear (magical or 
  otherwise). Allies within 10 feet of the Paladin gain a +4 morale 
  bonus on saving throws against fear effects. Granting the morale 
  bonus to allies is a supernatural ability.  
  Smite Evil 
  Smite Evil 
  Once per day, a Paladin of 2nd level or higher may attempt to 
  smite evil with one normal melee attack. She adds her Charisma 
  modifier (if positive) to the Paladin's attack roll and deals 1 extra 
  point of damage per level. If the Paladin accidentally smites a 
  creature that is not evil, the smite has no effect but it is still used up 
  for that day. Smite evil is a supernatural ability.  
  Once per day, a Paladin of 2nd level or higher may attempt to 
  smite evil with one normal melee attack. She adds her Charisma 
  modifier (if positive) to the Paladin's attack roll and deals 1 extra 
  point of damage per level. If the Paladin accidentally smites a 
  creature that is not evil, the smite has no effect but it is still used up 
  for that day. Smite evil is a supernatural ability.  
  Remove Disease 
  Remove Disease 
  The Hârnic Paladin does not receive this ability. 
  The Hârnic Paladin does not receive this ability. 
  Aura of Protection 
  Aura of Protection 
  Beginning at 4th level, a Paladin can emit an aura of Protection 
  from Evil, as the spell, once per day, at will. The aura extends five 
  feet per two levels all around the Paladin and will protect all non-
  evil characters within the aura. 
  Beginning at 4th level, a Paladin can emit an aura of Protection 
  from Evil, as the spell, once per day, at will. The aura extends five 
  feet per two levels all around the Paladin and will protect all non-
  evil characters within the aura. 
  Turn Undead 
  Turn Undead 
  The Paladin may use this ability a number of times per day equal 
  to three plus the Paladin's Charisma modifier. The Paladin turns 
  undead as a cleric of two levels lower would.  
  The Paladin may use this ability a number of times per day equal 
  to three plus the Paladin's Charisma modifier. The Paladin turns 
  undead as a cleric of two levels lower would.  
  Extra Turning 
  Extra Turning 
  As a feat, a Paladin may take Extra Turning. This feat allows the 
  Paladin to turn undead four more times per day than normal. A 
  Paladin can take this feat multiple times, gaining four extra daily 
  turning attempts each time.  
  As a feat, a Paladin may take Extra Turning. This feat allows the 
  Paladin to turn undead four more times per day than normal. A 
  Paladin can take this feat multiple times, gaining four extra daily 
  turning attempts each time.  
  Invocations  
  Invocations  
  Beginning at 2nd level, a Paladin gains the ability to cast a small 
  number of divine invocations. To cast an invocation, the Paladin 
  must have a Wisdom score of at least 10 + the invocation’s level. 
  Paladin bonus invocations are based on Wisdom, and saving throws 
  against these invocations have a Difficulty Class of 10 + spell level 
  + Wisdom modifier. When the Paladin gets 0 invocations of a given 
  level, such as 0 1st-level invocations at 1st level, the Paladin gets 
  only bonus invocations. A Paladin has access to any invocation on 
  the Paladin spell list and can freely choose which to prepare, just as 
  a cleric or priest can.  
  Beginning at 2nd level, a Paladin gains the ability to cast a small 
  number of divine invocations. To cast an invocation, the Paladin 
  must have a Wisdom score of at least 10 + the invocation’s level. 
  Paladin bonus invocations are based on Wisdom, and saving throws 
  against these invocations have a Difficulty Class of 10 + spell level 
  + Wisdom modifier. When the Paladin gets 0 invocations of a given 
  level, such as 0 1st-level invocations at 1st level, the Paladin gets 
  only bonus invocations. A Paladin has access to any invocation on 
  the Paladin spell list and can freely choose which to prepare, just as 
  a cleric or priest can.  
  Paladins can only cast invocations of Larani’s domains: Good, 
  Law, Protection, War. 
  Paladins can only cast invocations of Larani’s domains: Good, 
  Law, Protection, War. 
   A Paladin prepares and casts invocations just as a cleric or 
  priest does (though the Paladin cannot use spontaneous casting to 
  substitute a cure spell in place of a prepared spell – Paladins can’t 
  case healing spells).  
   A Paladin prepares and casts invocations just as a cleric or 
  priest does (though the Paladin cannot use spontaneous casting to 
  substitute a cure spell in place of a prepared spell – Paladins can’t 
  case healing spells).  
  At 1st level, a Paladin has no caster level. Starting at 2nd level, a 
  Paladin's caster level is one-half his or her class level (round down).  
  At 1st level, a Paladin has no caster level. Starting at 2nd level, a 
  Paladin's caster level is one-half his or her class level (round down).  
  Special Mount 
  Special Mount 
  Upon or after reaching 5th level, a Paladin can call an unusually 
  intelligent, strong, and loyal steed to serve him or her in her 
  crusade against evil. 
  Upon or after reaching 5th level, a Paladin can call an unusually 
  intelligent, strong, and loyal steed to serve him or her in her 
  crusade against evil. 
  Should the Paladin's mount die, another cannot be called for a 
  year and a day. The new mount has all the accumulated abilities 
  due a mount of the Paladin's level.  
  Should the Paladin's mount die, another cannot be called for a 
  year and a day. The new mount has all the accumulated abilities 
  due a mount of the Paladin's level.  
  A Paladin’s mount is always a snow-white warhorse of 
  impeccable quality. It is said that Valamin, another of Larani’s semi-
  divine servants, sends these mounts to Paladins to temper their 
  more wrathful impulses. 
  A Paladin’s mount is always a snow-white warhorse of 
  impeccable quality. It is said that Valamin, another of Larani’s semi-
  divine servants, sends these mounts to Paladins to temper their 
  more wrathful impulses. 
  Code of Conduct 
  Code of Conduct 
  A Paladin must be of lawful good alignment and loses all special 
  class abilities if she ever willingly commits an act of evil. 
  Additionally, a Paladin's code requires that she respect legitimate 
  authority, act with honor (not lying, not cheating, not using poison, 
  etc.), help those who need help (provided they do not use the help 
  for evil or chaotic ends), and punish those that harm or threaten 
  innocents.  
  A Paladin must be of lawful good alignment and loses all special 
  class abilities if she ever willingly commits an act of evil. 
  Additionally, a Paladin's code requires that she respect legitimate 
  authority, act with honor (not lying, not cheating, not using poison, 
  etc.), help those who need help (provided they do not use the help 
  for evil or chaotic ends), and punish those that harm or threaten 
  innocents.  
  Associates 
  Associates 
  While she may adventure with characters of any good or neutral 
  alignment, a Paladin will never knowingly associate with evil 
  characters. A Paladin will not continue an association with 
  someone who consistently offends her moral code. A Paladin may 
  only hire henchmen or accept followers who are lawful good.  
  While she may adventure with characters of any good or neutral 
  alignment, a Paladin will never knowingly associate with evil 
  characters. A Paladin will not continue an association with 
  someone who consistently offends her moral code. A Paladin may 
  only hire henchmen or accept followers who are lawful good.  
  Ex-Paladins 
  Ex-Paladins 
  A paladin who ceases to be lawful good, who willfully commits 
  an evil act, or who grossly violates the code of conduct loses all 
  special abilities and spells, including the service of the paladin's 
  warhorse. She also may not progress in levels as a paladin. She 
  regains her abilities if she atones for her violations, as appropriate.  
  A paladin who ceases to be lawful good, who willfully commits 
  an evil act, or who grossly violates the code of conduct loses all 
  special abilities and spells, including the service of the paladin's 
  warhorse. She also may not progress in levels as a paladin. She 
  regains her abilities if she atones for her violations, as appropriate.  
  Table 5.1: The Paladin 
  Table 5.1: The Paladin 
  Spells 
  Spells 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  1 2 3 4 
  1 
  +1 
  +2 
  +0 
  +0 
  Detect evil, divine 
  grace, lay on hands, 
  divine health 
  0 – – – 
  2 
  +2 
  +3 
  +0 
  +0 
  Aura of courage, 
  smite evil 
  1 – – – 
  3 
  +3 
  +3 
  +1 
  +1 
  turn undead 
  1 0 – – 
  4 
  +4 
  +4 
  +1 
  +1 
  Aura of Protection 
  1/week 
  1 1 – – 
  5 
  +5 
  +4 
  +1 
  +1 
  Special mount 
  1 1 0 – 
  6 
  +6 
  +5 
  +2 
  +2 
  Aura of Protection 
  2/week 
  1 1 1 – 
  7 
  +7 
  +5 
  +2 
  +2 
   
  2 1 1 0 
  8 
  +8 
  +6 
  +2 
  +2 
  Aura of Protection 
  3/week 
  2 1 1 1 
  9 
  +9 
  +6 
  +3 
  +2 
   
  2 2 1 1 
  10 
  +10 
  +7 
  +3 
  +3 
  Aura of Protection 
  4/week 
  2 2 2 1 
  RANGER  
  The Uthriem Roliri 
  Background 
  The Uthriem Roliri, the Brotherhood of the Forest, is a secretive 
  organization of primarily human woodsmen operating in north-
  eastern Kaldor who are intent on protecting the wilderness and the 
  wildlife from those who seek to defile it. The Uthriem Roliri exists 
  only on Hârn. They were founded in the second century TR 
  seemingly as a reaction to the depredations against “fair and noble 
  life” committed by the Gargun. The brotherhood has about one 
  hundred members and prefers to remain a small and select group. 
  Recruitment is generally by birth, although a few outsiders, 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  30 
   
  particularly Sindarin and Khuzdul, are admitted to the ranks. The 
  Uthriem Roliri are worshippers of Siem and hold his children in high 
  regard. Perhaps as a consequence of this, there are fair number of 
  Half-Elves in the brotherhood. 
  The secretive nature and high wilderness skills of the of the 
  Uthriem Roliri have caused them to become folk heroes. They are 
  thought of as supernatural beings, credited with defending human 
  villages, caring for sick animals, and saving children and “folk of 
  good heart” lost in the wilds. One example, the tale of Lylanath, 
  tells of a band of four who turned a Gargun swarm away from an 
  isolated village at the cost of their own lives. 
  The Uthriem Roliri can be found throughout Hârn in small 
  numbers, travelling with other like minded souls, hunting Gargun 
  and investigating rumors of those who would seek to consort with 
  the foulspawn. Ever vigilant, they work towards the destruction, or 
  at least the impairment, of the Gargun and their plans. Wherever 
  Rangers may roam, they are best known in Fethael Hundred in 
  north-eastern Kaldor where their secret base lies hidden in the wilds 
  of Nephshire between Getha and Chalced. 
  While Rangers are viewed as folk heroes by the peasantry, they 
  are sometimes viewed as little better than bandits by the nobility 
  and Laranian church. Rangers strive towards their goals with little 
  regard for law and social custom, and though their good deeds are 
  often beneficial to, and appreciated by, the local nobility, the 
  brotherhood’s methods sometimes clash with Laranian doctrine. 
  Only the most stubborn and zealous fail to admit that the Uthriem 
  Roliri are compassionate, courageous, and helpful to the 
  community. 
  Over the years Rangers and Paladins have developed a friendly 
  rivalry, much to the chagrin of the Laranian officials. This was not 
  always the case, but since the Last Stand of Eridor two centuries 
  past when a company of Paladins and a group of Rangers were 
  brought together by chance to face a Gargun swarm, their relations 
  have been cordial. There is an unspoken tradition among the 
  Paladins to turn a blind eye to the doings of the Uthriem Roliri. 
   The spellcraft of the Uthriem Roliri is a closely guarded secret, 
  which is only taught to new initiates. Some claim the Rangers 
  learned at the hands of the Sindarin. Others claim that the founder 
  of the Uthriem Roliri was actually the famed Sindarin archer, Jhered 
  Faen. For their part, the Rangers do not deny or confirm anything. 
  Hit Die 
  d10. 
  Requirements 
  Alignment: Any Good. 
  Race: Any. 
  Base Attack Bonus: +5. 
  Knowledge (Nature): 3 ranks. 
  Move Silently: 2 ranks. 
  Wilderness Lore: 4 ranks. 
  Feats: Track, Point Blank Shot. 
  Special: First, the Uthriem Roliri have 
  to be found. This can be the hardest 
  part. From there, a character has to 
  earn their trust by proving his 
  dedication to their cause. This 
  usually entails performing some 
  great service for the Rangers or 
  consistently aiding them in their 
  endeavours. Once a character has earned their trust, the 
  Uthriem Roliri will invite him to their secret base where the 
  sitting council will consider recruiting the character. 
  Class Skills 
  The ranger's class skills (and the key ability for each skill) are 
  Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration 
  (Con), Craft (Int), Craft (Fletching) (Int), Handle Animal (Cha), Heal 
  (First Aid) (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), 
  Knowledge (Nature) (Int), Knowledge (Weather Sense) (Int), Listen 
  (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search 
  (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore 
  (Wis). 
  Special Abilities 
  Invocations 
  Beginning at 2nd level, a ranger gains the ability to cast a small 
  number of divine invocations from the Ranger spell lists (see PHB). 
  To cast a invocation, the ranger must have a Wisdom score of at 
  least 10 + the invocation's level. Ranger bonus invocations are 
  based on Wisdom, and saving throws against these invocations 
  have a Difficulty Class of 10 + invocation level + Wisdom modifier. 
  When the ranger gets 0 invocations of a given level, such as 0 2nd 
  level invocations at 3rd level, the ranger gets only bonus 
  invocations. A ranger without a bonus invocation for that level 
  cannot yet cast a invocation of that level. A ranger has access to 
  any invocation on the ranger invocation list and can freely choose 
  which to prepare. A ranger prepares and casts invocations just as a 
  cleric does (though the ranger cannot use spontaneous casting to 
  lose a invocation and cast a cure or inflict invocation in its place).  
  At 1st level, a ranger has no caster level. Starting at 2nd level, a 
  ranger's caster level is one-half his class level (round down). 
  Track 
  A character must have the Track feat in order to become a 
  ranger.  
  Weapon Focus 
  Ranger’s receive Weapon Focus for Wilderness Lore for free at 
  1st level. 
  Favored Enemy 
  A ranger may select a type of creature as a favored enemy. Due 
  to his extensive study of his foes and training in the proper 
  techniques for combating them, the ranger gains a +1 bonus to 
  Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when 
  using these skills against this type of creature. Likewise, he gets the 
  same bonus to weapon damage rolls against creatures of this type. 
  A ranger also gets the damage bonus with ranged weapons, but 
  only against targets within 30 feet (the ranger cannot strike with 
  deadly accuracy beyond that range). The bonus doesn't apply to 
  damage against creatures that are immune to critical hits. 
  A Ranger’s first favored 
  enemy are always Gargun. 
  Thereafter, favorered 
  enemies can only be 
  creatures who threaten the 
  helpless and/or are an 
  affront to the natural order. 
  The undead are common 
  favored enemies among the 
  brotherhood.  
  Table 5.2: The Ranger 
  Spells 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  1 2 3 4 
  1 
  +1 
  +2 
  +0 
  +0 
  Weapon Focus 
  (Wilderniess Lore),  
  1st favored enemy 
  0 – – – 
  2 
  +2 
  +3 
  +0 
  +0 
   
  1 – – – 
  3 
  +3 
  +3 
  +1 
  +1 
   
  1 0 – – 
  4 
  +4 
  +4 
  +1 
  +1 
  2nd favored enemy 
  1 0 – – 
  5 
  +5 
  +4 
  +1 
  +1 
   
  1 1 – – 
  6 
  +6 
  +5 
  +2 
  +2 
   
  1 1 0 – 
  7 
  +7 
  +5 
  +2 
  +2 
  3rd favored enemy 
  1 1 1 – 
  8 
  +8 
  +6 
  +2 
  +2 
   
  1 1 1 – 
  9 
  +9 
  +6 
  +3 
  +3 
   
  2 1 1 0 
  10 
  +10 
  +7 
  +3 
  +3 
  4th favored enemy 
  2 1 1 1 
  At 5th level, 7th level, and 
  10th level, the ranger may 
  select a new favored enemy, 
  and the bonus associated 
  with every previously 
  selected favored enemy 
  goes up by +1.  
  Improved Two-Weapon Fighting 
  A ranger with a base attack bonus of at least +10 can choose to 
  gain the Improved Two-Weapon Fighting feat even if he does not 
  have the other prerequisites for the feat. The ranger must be 
  wearing light armor or no armor in order to use this benefit.  
   
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  31 
   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 
  Class 
  Available as an additional class? 
  Training Time? 
  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. 
   
   
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  32 
   Heal 
  SKILLS 
  The following table lists the standard d20 skills along with 
  several new skills. Knowledge, Craft, and Profession skills are listed 
  in their own sections and are provided as examples of common 
  skills. These lists are by no means exhaustive. 
  SKILL DESCRIPTIONS 
  This section describes new skills and their application. Most 
  Knowledge, Craft and Profession skill descriptions are taken from 
  HârnMaster and HârnManor. 
  Administration 
  Knowledge of how to run and maintain a particular organization 
  such as a Lord’s household, an abbey, a chantry, a business, etc. 
  Astrology 
  Knowledge of the stars, planets, constellations and other 
  heavenly bodies. 
  Blacksmithing 
  The craft of producing commonplace metal goods. This skill is 
  not used to produce jewelry, weapons, or armor. This is an 
  essential skill in villages. 
  Book Binding 
  Familiarity with the profession of binding books. 
  Brewing 
  The craft of brewing alcoholic beverages. 
  Carpentry 
  The craft of constructing buildings and structures out of wood 
  and other materials. The skill Engineer is required to design these 
  structures. 
  Charcoaling 
  The profession of making charcoal, tar, and ash. Charcoal is 
  needed by metal smiths, potters, glassworkers, weaponcrafters, and 
  miners. Tar is used by shipwrights, and ash is used by glassworkers 
  and by perfumers in soap making. 
  Cooking 
  The craft of cooking in a particular cultural/social style. 
  Dying 
  The craft of harvesting, creating, and using dyes. 
  Embalming 
  Knowledge of how to properly prepare a corpse for burial or 
  cremation for a specific religion. Most civilized cultures take great 
  care with their dead – embalming is a sign of respect and honor, 
  and has serious emotional and religious overtones. Most temples 
  use master embalmers (either bonded or free) to oversee their 
  burial rites. See HârnMaster for burial customs of each religion. 
  Engineering 
  The profession of designing particular types of structure such as 
  mills, drawbridges, siege and castle engines, and the like. Carpentry 
  and/or Masonry is required to build the structures. This skill does 
  not involve the design of small, delicate mechanisms such as locks 
  and traps. 
  Falconry 
  Knowledge of the history and lore of the art of Falconry. 
  Requires Handle Animal: Falcon. 
  Farmer 
  Familiarity with agricultural topics such as crops, livestock, 
  farming practices, etc. 
  Fletching 
  The craft of making and repairing bows and arrows. 
  Folklore 
  Knowledge of a specific region’s local history, stories, and 
  culture. This skill is provided as a game mechanic to represent what 
  characters know about their local region. 
  Forgery/Drawing 
  The ability to produce a likeness, or to assess the artistic quality 
  or realism of a drawing or painting. This skill is primarily used by 
  Cartographers to produce poetic maps. PCs could also use this skill 
  to produce poetic maps based on their travels to sell. 
  Gambler 
  Knowledge of, and ability in, games of chance. 
  Geology 
  Knowledge of stone, geologic formations, structures, layers, etc. 
  Gladiator 
  Knowledge of the gladiator’s trade, lingo, customs, history, and 
  etiquette. 
  Glassworking 
  The craft of making glassware, which is expensive and the 
  preserve of the wealthy. 
  As described in the PHB, but also includes procedures such as 
  minor surgery (DC 25+), and major surgery (DC 35+). 
  Heal (First Aid) 
  As described in the PHB, but limited to First Aid. 
  Heraldry 
  Knowledge of a specific region’s nobility, including titles, proper 
  etiquette, customs, the ability to recognize heraldic achievements, 
  and to blazon (properly describe) arms. 
  Herblore 
  The profession of finding, harvesting, preparing, and applying 
  herbs for medicinal or alchemical purposes. 
  Hideworking 
  The craft of curing hides and furs, tanning, and producing 
  leather goods. 
  Jewelcraft 
  The craft of gem-cutting and producing jewelry and fine metal 
  objects. 
  Law 
  Knowledge of local law. Litigants use this skill to determine 
  which law applies to a particular situation. Enfeoffed Knights use 
  this skill to settle disputes between common folk who live at their 
  manor. Shamans use this skill to interpret custom or tradition as it 
  applies to disputes or justice. 
  Legerdemain 
  The ability to perform general feats of manual dexterity (sleight 
  of hand) without being detected by observers or victims. 
  Legerdemain can’t be used to mimic other skills that require 
  training (like Pick Pocket). Legerdemain is checked against an 
  observer/victim’s Spot skill. 
   
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  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  33 
  Table 7.1 Skills 
  Skill 
  New 
  Un-trained 
  Key Ability 
  Alchemy 
   
  No 
  Int 
  Animal Empathy 
   
  No 
  Cha 
  Appraise 
   
  Yes 
  Int 
  Balance 
   
  Yes 
  Dex* 
  Bluff 
   
  Yes 
  Cha 
  Climb 
   
  Yes 
  Str* 
  Concentration 
   
  Yes 
  Con 
  Decipher Script 
   
  No 
  Int 
  Diplomacy 
   
  Yes 
  Cha 
  Disable Device 
   
  Yes 
  Dex 
  Disguise 
   
  Yes 
  Cha 
  Escape Artist 
   
  Yes 
  Dex* 
  Forgery/Drawing 
   
  Yes 
  Wis 
  Gather Information 
   
  Yes 
  Cha 
  Handle Animal 
   
  Yes 
  Cha 
  Heal (First Aid) 
  � 
  No 
  Wis 
  Heal 
  � 
  No 
  Wis 
  Hide 
   
  Yes 
  Dex* 
  Innuendo 
   
  Yes 
  Wis 
  Intimidate 
   
  Yes 
  Cha 
  Intuit Direction 
   
  No 
  Wis 
  Jump 
   
  Yes 
  Str* 
  Legerdemain 
  � 
  Yes 
  Dex* 
  Listen 
   
  Yes 
  Hrg 
  Move Silenty 
   
  Yes 
  Dex* 
  Open Lock 
   
  No 
  Dex 
  Perform: Dance 
  � 
  Yes 
  Dex 
  Perform: Musician 
  � 
  Yes 
  Dex 
  Perform: Singing 
  � 
  Yes 
  Wis 
  Perform: Juggling 
  � 
  No 
  Dex 
  Pick Pocket 
   
  Yes 
  Dex* 
  Read Lips 
   
  No 
  Int 
  Rhetoric 
  � 
  Yes 
  Cha 
  Ride 
   
  Yes 
  Dex 
  Script 
  � 
  No 
  Int 
  Scry 
   
  No 
  Int 
  Search 
   
  Yes 
  Int 
  Seduce 
  � 
  Yes 
  Cha 
  Sense Motive 
   
  Yes 
  Wis 
  Signaling 
  � 
  No 
  Wis 
  Speak Language 
   
  No 
  Int 
  Spellcraft 
   
  No 
  Int 
  Spot 
   
  Yes 
  Wis 
  Swim 
   
  Yes 
  Str** 
  Throwing 
  � 
  Yes 
  Dex 
  Tumble 
   
  No 
  Dex* 
  Use Rope 
   
  Yes 
  Dex 
  Wilderness Lore 
   
  No 
  Wis 
  KNOWLEDGE SKILLS 
   
   
  Administration 
   
  No 
  Int 
  Arcane 
   
  No 
  Int 
  Astrology 
   
  No 
  Int 
  Caving 
   
  No 
  Int 
  Folklore 
   
  No 
  Int 
  Skill 
  New 
  Un-trained 
  Key Ability 
  Gladiator 
   
  No 
  Int 
  Geology 
   
  No 
  Int 
  Heraldry 
   
  No 
  Int 
  History 
   
  No 
  Int 
  Law 
   
  No 
  Int 
  Mathematics 
   
  No 
  Int 
  Mercenary 
   
  No 
  Int 
  Military 
   
  No 
  Int 
  Nature 
   
  No 
  Int 
  Religion 
   
  No 
  Int 
  Trade 
   
  No 
  Int 
  Underworld 
   
  No 
  Int 
  Weather Sense 
   
  No 
  Int 
  PROFESSION SKILLS 
   
   
  Book Binder 
   
  No 
  Wis 
  Charcoaling 
   
  No 
  Wis 
  Embalming 
   
  No 
  Wis 
  Engineering 
   
  No 
  Wis 
  Falconry 
   
  No 
  Wis 
  Farmer 
   
  No 
  Wis 
  Fishing 
   
  Yes 
  Wis 
  Gambler 
   
  No 
  Wis 
  Herblore 
   
  No 
  Wis 
  Hunter 
   
  No 
  Wis 
  Miner 
   
  No 
  Wis 
  Nursemaid 
   
  Yes 
  Wis 
  Milling 
   
  No 
  Wis 
  Perfumery 
   
  No 
  Wis 
  Pilot 
   
  No 
  Wis 
  Sailor 
   
  No 
  Wis 
  Servant 
   
  Yes 
  Wis 
  Timbercraft 
   
  No 
  Wis 
  CRAFT SKILLS 
   
   
   
  Blacksmithing 
   
  No 
  Int 
  Book Binding 
   
  No 
  Int 
  Brewing 
   
  No 
  Int 
  Carpentry 
   
  No 
  Int 
  Cooking 
   
  Yes 
  Int 
  Dying 
   
  No 
  Int 
  Fletching 
   
  No 
  Int 
  Glassworking 
   
  No 
  Int 
  Hideworking 
   
  No 
  Int 
  Jewelcraft 
   
  No 
  Int 
  Lockcraft 
   
  No 
  Int 
  Masonry 
   
  No 
  Int 
  Pottery 
   
  No 
  Int 
  Salting 
   
  No 
  Int 
  Shipwright 
   
  No 
  Int 
  Tarotry 
   
  No 
  Int 
  Textilecraft 
   
  No 
  Int 
  Weaponcraft 
   
  No 
  Int 
  Woodworking 
   
  No 
  Int 
   
   
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  34 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
   Perform: Dance 
   
  Script 
   Seduce 
   Throwing 
   Weather Sense 
  Lockcraft 
  The craft of constructing locks and small traps. Includes limited 
  metal smithing skill to produce components. 
  Masonry 
  The craft of constructing specific stone structures such as 
  buildings, bridges, and keeps/castles. Other specific uses include 
  quarrying and stonecutting. This is a highly respected art and 
  talented masons are very well paid. 
  Mathematics 
  Knowledge skill. This skill is used by accountants, engineers, 
  and other professions where numbers figure greatly. 
  Mercenary 
  Knowledge of the mercenary’s trade, lingo, customs, history, 
  and etiquette. 
  Military 
  The art of war. Includes knowledge of tactics, military 
  organization, history, customs, titles, and ettiquette. The application 
  of this skill can be either for knowledge or tactics. If used for tactics, 
  the GM checks this skill secretly to determine how successful the 
  plan in question will be. 
  Milling 
  The craft of grinding grain into flour using mills. This is an 
  essential practice in villages. 
  Mining 
  The craft of prospecting, mine working, and ore-refining. 
  Nursemaid 
  Knowledge of the care of infants and small children. 
  Fairly self-explanatory. This skill represents proficiency in one 
  style of dance. 
  Perform: Juggling 
  The skill of juggling. This skill can be used in place of Dex 
  checks to snatch slow moving objects (not weapons) from the air. 
  Perform: Musician 
  This skill represents proficiency in one musical instrument. 
  Perform: Singing 
  The ability to carry a tune, which may be handy in higher circles. 
  A more practical application of this skill is to mimic voices, accents, 
  or sounds. 
  Perfumery 
  The craft of producing perfumes, soap, incense, etc. 
  Pilot 
  Knowledge and ability to navigate a ship. See Pilot’s Almanac for 
  details. 
  Pottery 
  The craft of making pottery and ceramics. 
  Religion 
  Knowledge of a specific religion’s rites, practices, hymns, stories, 
  history, and philosophy. 
  Rhetoric 
  The ability to argue, haggle, etc. The use of this skill is highly 
  discretionary, but is suggested to gloss over roleplaying. Some 
  players will not be as good at this skill as their characters, after all. 
  Salting 
  The craft of preserving foodstuffs in brine or vinegar, or by 
  drying or smoking. This is an essential practice in villages. 
  The ability to read and write a specific language. This is not the 
  same thing as Decipher Script. Most people on Hârn do not know 
  how to read or write even their native tongue. Generally, only 
  scholars, priests, guildsmen, and nobles know how to read and 
  write the local language. 
  Sailor 
  The general knowledge of a professional sailor including, but not 
  limited to: ships and their care and maintenance, sailing methods, 
  practices, and terminology, and sailing culture and etiquette. 
  Salting 
  The craft of preserving food with salt or brine. 
  The ability to seduce, charm, flirt, and, optionally, give erotic 
  pleasure. A typical application of this skill might be to acquire 
  information, or persuade certain actions or behavior, from people 
  who may have a romantic interest in the character. Where rhetoric 
  or smooth talking may fail, seduction may hold the key. 
  Servant 
  Knowledge of how to properly serve nobility and proper 
  etiquette of servants. 
  Shipwright 
  The craft of constructing ships and boats and fittings for either. 
  See Pilot’s Almanac for details. 
  Signaling 
  Knowledge of a specific form of visual communication such as 
  sign-language. 
  Tarotry  
  The craft of using Tarot (any of a set of 22 playing cards 
  consisting of a joker plus 21 cards depicting vices, virtues, and 
  elemental forces) for contemplation and/or divination. The GM 
  secretly tests this skill to determine the accuracy of a reading. 
  Textilecraft 
  The craft of spinning, tailoring, weaving or otherwise producing 
  textile goods such as embroidery, clothing, rugs, etc. 
  The ability to throw small objects other than weapons. This skill 
  measures accuracy and distance. The ideal throwing object is 
  spherical, no more than three inches across, and weighs one quarter 
  of the thrower’s Strength (in ounces). 
  Timbercraft 
  The craft of clearing forests for agriculture use and rough-cutting 
  the timber into lumber. 
  Trade 
  Knowledge of a specific region’s economics and laws, customs, 
  and practices related to trade. 
  Underworld 
  Knowledge of the customs and practices peculiar to criminal 
  groups and organizations, such as the Lia-Kavair, smugglers, 
  assassins, etc. 
  Weaponcraft 
  The craft of constructing and repairing weapons and armor. This 
  is a highly respected skill. Skilled weaponcrafters are among the 
  highest paid craftsmen on Hârn. 
  The craft of predicting the weather. This skill can be attempted 
  once every four hours and is checked secretly by the GM. 
  Wilderness Lore 
  As described in the Player’s Handbook. Also includes foraging. 
  
  D20 HÂRN GUIDE 
  35 
   FEATS 
  D20 HÂRN GUIDE 
  35 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
   
  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, 
  the character is fatigued (–2 to Strength, –2 to Dexterity, can't 
  charge or run) for the duration of that encounter (unless the 
  character is 20th level, when this limitation no longer applies). The 
  character can only fly into a rage once per encounter, and only 
  once per day. Entering a rage takes no time itself, but the character 
  can only do it during his action. 
  Woodworking 
  The craft of making useful and/or decorative wood items. This 
  is an essential skill in villages. 
  NEW AND MODIFIED FEATS 
  Improvised Weapon [General] 
  Adapted from the  Sovereign Stone Campaign Sourcebook. 
  You are adept at grabbing any small or medium object within 
  reach and using it as an effective weapon. 
  Prerequisite: Base attack bonus of +4 or greater. 
  Benefit: You may use an small or medium sized hard object 
  (subject to GM discretion) as a weapon that inflicts 1d4 (small) or 
  1d6 (medium) points of damage. Type of damage (bludgeoning, 
  slashing, or piercing) is determined by the GM, based on the object 
  used. Improvises weapons receive your base attack bonus and 
  Strength bonus, but cannot receive bonuses from feats (such as 
  Weapon Focus). 
  Normal: Characters without this feat automatically suffer a –4 
  nonproficiency penalty when using an improvised weapon. 
  Special: The Sea Dog receives this feat automatically at 2nd 
  level. 
  Exotic Weapon Proficiency [General] 
  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).  
  Normal: n/a. 
  Prerequisite: Chaotic alignment – a character who taeks Rage 
  and later becomes lawful loses the ability to rage.  
  Special: The character can gain this feat multiple times. Its 
  effects do not stack. Each time the character takes the feat, he 
  increases the number of times per day he can use the feat by 
  one. 
  Some Barbarians gain this feat for free. See the Barbarian 
  class description for details. 
  Simple Weapon Proficiency [General] 
  Simple weapons are defined as weapons that can be used 
  effectively without any training. On Hârn, these weapons are: 
  Unarmed attacks, gauntlet (spiked) , dagger , dagger (punching), 
  light mace, club , halfspear, heavy mace, morningstar, quarterstaff, 
  shortspear, light crossbow, dart, sling, heavy crossbow, and javelin. 
  Benefit: The character makes attack rolls with simple weapons 
  normally.  
  Normal: A character who uses a weapon without being 
  proficient with it suffers a -4 penalty on attack rolls.  
   
   
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  36 
  DESCRIPTION 
  A NOTE ON ALIGNMENTS 
  There is a strong tendency on Hârn for a person’s alignment to 
  be determined by his or her religion. That’s not to say that all 
  adherents of a particular religion share the same alignment, but 
  most do. There do exist evil Laranians, good Agrikans, etc. To 
  avoid persecution, and to maintain the status quo, sometimes 
  people pretend to be of a different alignment. This might be true of 
  a good-hearted noble in Rethem, where Agrik is worshiped, etc. 
  Table 9.1 lists each god and their respective alignment(s). 
  In general, play in Hârn will be enhanced if the influence of 
  alignment on a character’s behavior is kept to a minimum. Using 
  alignments to stereotype characters or NPCs should be avoided. 
  EQUIPMENT 
  HÂRNIC COINS 
  The monetary standard on Hârn, like most D20 settings, is a 
  silver piece, called a penny (d). Copper, bronze, and platinum coins 
  do not exist.  
  From the NB&S D20 insert: 
  The silver penny (d) is the base currency on Hârn. One penny (1d) is 
  the daily wage for menial labor, although skilled artisans like 
  weaponcrafters can earn as much as 6d per day. 
  4 farthings = 1 penny 1d 
  12 pennies = 1 shilling 12d 
  20 shillings = 1 pound 240d 
  The farthing is a silver penny literally divided into four quarters. 
  The shilling and the pound are not actual coins, but rather names 
  given to quantities of pennies. The Khuzdul mint a gold coin, called the 
  Khuzan Crown, worth an amazing 320d. Since this is roughly one 
  year’s pay for most Hârnians, the Crown is very rare. Most folk have 
  never seen one. 
  You can download a free Hârn Price List from Patrick Nilsson’s 
  Swords & Shields Hârn site: Hârn Price List (PDF). You should use 
  this price list in place of the price lists in the PHB except for armor 
  and weapons. 
  Hârn Currency 
  D20 Currency 
  1/10 silver penny (d) 
  1 copper piece 
  1 farthing 
  2.5 copper pieces 
  1 silver penny (d) 
  1 silver piece 
  10 silver pennies (d) 
  1 gold piece 
  1 Khuzan Crown (gold piece) 
  32 gold pieces 
  D20 Currency Conversion 
  The important thing to remember is that a D20 gold piece is the 
  same as 10 Hârn silver pennies. Anything in any D20 publication 
  that lists the value of an item in gold pieces should be ten times that 
  amount in Hârn silver pennies (e.g. 17 D20 gp = 170 silver pennies). 
  Examples from the PHB equipment lists: a battle-axe is 100d, a 
  halfspear is 10d, a longbow is 750d, chainmail is 1500d, a donkey is 
  80d, and a heavy warhorse is 4000d. 
  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. 
  That’s about 75% of what the highest paid craftsmen on Hârn make 
  in a year. Characters on Hârn begin play with much less money. 
  Starting funds for characters are determined as normal on page 
  95 of the Player’s Handbook, but the currency is in Hârn silver 
  pennies instead of gold pieces (instead of 5d4x10 GP it would be 
  5d4x10 d). Obviously, this will severely impact a character’s ability 
  to buy adequate equipment. To alleviate that, the GM, working with 
  the players, should assign equipment to the characters based on 
  their background and social standing. A knight, for instance, who is 
  the son of a rich lord, will have more resources available to him 
  than a Rogue who grew up as a street urchin. The idea here is not 
  to keep the characters from being able to buy necessary equipment, 
  but to reinforce the notion that the amount of currency on Hârn is 
  much less that of a typical D20 setting. 
  GM Note: The value of any treasure the characters find during 
  their adventures should be adjusted to 10% of what is typical in 
  D20 settings. The easiest way to do this is to substitute silver 
  pennies for gold pieces. 
  CHIVALRIC ARMS &  
  THE RIGHT TO BEAR ARMS 
  From Hârn Player:  
  Arms and armor are potential tools of rebellion. Obviously, limiting 
  their widespread use is in the best interest of any ruling class. Weapons 
  in the hands of simple folk challenges the nobility’s hold on power. On 
  the other hand, the gentry may require military assistance from those 
  lower on the social ladder and benefits from having a supply of trained 
  warriors. …Good government, in a feudal sense, is largely a matter of 
  keeping the right number of people armed. 
  In theory, like land, the right to bear arms devolves from the 
  sovereign whose ultimate duty it is to defend the state. Obviously, those 
  charged with the defense of the kingdom, must be privileged to bear 
  arms. 
  In the strictest sense, only those explicitly granted the right or those 
  who can trace their right to a grant from the sovereign, through his 
  vassals, have the right to bear arms. The practice, however, is more 
  liberal. 
  Like knighthood, the right to bear arms may be delegated by 
  anyone who possesses it, so that a gentleman can arm his retainers, as 
  long as they remain in his employ [of course, he is the responsible for 
  their behavior while so armed]. 
  Official military organizations, fighting orders, legions, etc., lend 
  the right to bear arms to their members and this right is generally 
  retained when an individual is honorably discharged, especially if the 
  individual remains available for military service. Most mercenaries are 
  former soldiers (or claim to be). The sons of soldiers often claim their 
  father’s right to bear arms, a dubious claim that, nevertheless, may go 
  unchallenged.Towns charged with their own defense are usually given 
  charter rights to organize militia and/or hire mercenaries. To assure 
  themselves of the legality, however, they nearly always hire knights to 
  take charge.
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  37 
   
  Table 8.1 Weapons & Armor 
  Item 
  Exists on 
  Hârn? 
  Chivalric 
  Weapon? 
  Notes 
  Weapons 
   
   
   
  Axe, Battle 
  Yes 
  Yes 
  Battle Axes are generally only found in feudal kingdoms, including Azadmere. They are not very 
  common. 
  Axe, Double Orc 
  No 
   
   
  � Axe, Great 
  No 
  No 
  The Great Axe is a Gargun weapon. This weapon has a large amount of negative stigma attached to it. 
  Possessing one is certain to be considered as proof of consorting with Gargun. 
  Axe, Hand 
  Yes 
  No 
  Hand axes are common Ivinian weapon. 
  Axe, Throwing 
  Shorkana 
  Yes 
  No 
  Throwing axes are called Shorkana on Hârn and are used almost exclusively by the Ivinians. 
  Axe, Dwarven War 
  Yes 
  Yes 
  This is exclusively a Khuzan weapon and reserved for their nobility. No Khuzdul would ever sell or give 
  away a War Axe to a non-Khuzdul. 
  Bow, Long 
  Yes 
  No 
   
  Bow, Long, Composite 
  Yes 
  No 
   
  Bow, Short 
  Yes 
  No 
   
  Bow, Short, Composite 
  Yes 
  No 
   
  Club 
  Yes 
  No 
  Common weapon among peasants all over Hârn. 
  � Club, Great 
  Yes 
  No 
  The Great Club is primarily a Gargun weapon. This weapon has a large amount of extremely negative 
  stigma attached to it. Possessing one is certain to be considered as proof of consorting with Gargun. 
  Some Ivashu and barbarians may use a similar weapon. 
  � Crossbow, Heavy 
  Dwarven Crossbow 
  Yes 
  No 
  This is exclusively a Khuzan weapon. It is commonly called a Dwarven Crossbow. It is made entirely of 
  metal. They are rarely found outside of Khuzan lands. 
  Crossbow, Light 
  Yes 
  No 
  The use of a crossbow in combat (against people) is strictly forbidden by canon and secular law in most 
  feudal kingdoms. The penalty is death. Anyone carrying a crossbow is regarded with suspicion as it is 
  considered a weapon of thieves and assassins. They are almost exclusively used for hunting. 
  Dagger 
  Vagorsereq 
  Yes 
  No 
  A dagger is not a throwing Knife. Though they share the same stats only a throwing knife can be thrown 
  (with any accuracy, that is). The Sindarin use a dagger like weapon called a Vagorsereq. It is long and 
  slender and made exclusively by Sindarin. 
  Dagger 
  Throwing Knife 
  Taburi 
  Yes 
  No 
  Same stats as a dagger, but twice the cost due to rarity. These knives are called Taburi and are favored 
  weapons of thieves and assassins, or performers. Anyone possessing Taburi who is not an obvious 
  performer will be viewed with a great deal of suspicion.  
  Darts 
  Yes 
  No 
  The use of darts as weapons is not common in civilized areas of Hârn, but is in tribal areas. 
  Estoc 
  Yes 
  Yes 
  An Estoc is a narrow, tapered blade 3’ to 4’ in length. It is specifically designed for puncturing mail and is 
  known as ‘the thruster’. Most knights consider it a dishonorable weapon and will not be gentle with 
  anyone foolish enough to carry one in their sight. It is rare. Stats for a rapier should be used, but has a 
  +2 attack bonus against mail. 
  � Falchion 
  Mang 
  Yes 
  No 
  Hârn falchions do not look like typical Arabian falchions. They are much less curved and have a normal 
  sword hilt. The Gargun also make a weapon that uses the falchion stats. It is called a Mang. 
  Flail, Dire 
  No 
   
   
  Flail, Grain 
  Yes 
  No 
  A grainflail is a common threshing tool favored as a peasant weapon. It is basically an articulated staff. 
  Flail, Heavy 
  Ball and Chain 
  Yes 
  Yes 
  This weapon is more commonly known as a ball and chain on Hârn. It used to attack over shields. 
  Flail, Light 
  Ball and Chain 
  Yes 
  Yes 
  This weapon is more commonly known as a ball and chain on Hârn. It used to attack over shields. 
  Flail, War 
  Yes 
  No 
  This is the military version of the grainflail. 
  Gauntlets 
  No 
   
   
  Gauntlets, Spiked 
  No 
   
   
  Halberd 
  No 
   
   
  Hammer, Gnome Hooked 
  No 
   
   
  Hammer, Light 
  Yes 
  No 
  This weapon is made and used exclusively by the Khuzdul. 
  Hammer, War 
  Yes 
  Yes 
  The War Hammer was originally a Khuzan weapon, but it has made its way into occasional use among 
  Knights. It is designed to crush or puncture plate, but the relative scarcity of plate armor has also made 
  this weapon rare. It is common among the Khuzdul. 
  Javelin 
  Yes 
  No 
   
  � Kama 
  Yes 
  No 
  The Kama is the holy weapon of Morgathian clerics. Possession of one in nearly all lands is seen as 
  proof of being a cleric of Morgath. The penalty is a quick and messy death. This is an Exotic weapon. 
  � Kukri 
  Yes 
  No 
  The Kukri is used exclusively by the Shek Pvar. It is made by specially sanctioned weaponcrafters. It is 
  made of silver and is a +1 weapon of quality. Kukri are not available for sale anywhere. Wizards will 
  view anyone not of the Shek Pvar possessing a Kukri with potentially fatal interest. 
  Lance, Heavy 
  Jousting Pole 
  Yes 
  Yes 
  This type of lance is called a jousting pole and is used exclusively for jousting tournaments. This an 
  Exotic weapon. 
  Lance, Light 
  Yes 
  Yes 
  A long, light spear, 8-10’ length, designed for use on horseback. It is an essential weapon for any knight. 
  This an Exotic weapon. 
  Mace, Heavy 
  Yes 
  Yes 
  Maces are generally used only by Clerics or Fighters in religious orders.  
  Mace, Light 
  Yes 
  Yes 
  Maces are generally used only by Clerics or Fighters in religious orders. 
  Main Gauche 
  Keltan 
  Yes 
  No 
  This weapon exists on Hârn, but it is called a Keltan instead. It is very rare, and very hard to use. It is 
  considered an Exotic weapon. 
  Maul 
  Yes 
  No 
  This weapon is similar to a War Hammer, but nearly of the same quality. It is primarily used as a mallet 
  to drive stakes into the ground, but is sometimes used against cavalry.  
  Morning Star 
  Yes 
  No 
  Popular among fighters in religious orders. A simpler, smaller version is popular among peasants. 
  Net 
  Yes 
  No 
  Using a net as an instrument of war is practiced primarily in Tharda. 
  Nunchaku 
  Nachakas 
  Yes 
  No 
  These are called Nachakas on Hârn. They are considered a light warflail consisting of two short rods 
  joined by a leather thong or short chain. Effective use of Nachakas requires great skill – they are 
  considered Exotic. Their ease of concealment and effectiveness in back-alley brawls make them popular 
  with thieves and as such carry a negative social stigma. 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  38 
   
  Item 
  Exists on 
  Hârn? 
  Chivalric 
  Weapon? 
  Notes 
  Pick, Heavy 
  Yes 
  No 
  This weapon is made and used exclusively by the Khuzdul. For any other than a Khuzan, this weapon is 
  considered Exotic. 
  Pick, Light 
  Yes 
  No 
  This weapon is made and used exclusively by the Khuzdul. For any other than a Khuzan, this weapon is 
  considered Exotic. 
  � Poleaxe – Glaive 
  Yes 
  Yes 
  Poleaxes are mainly used as anti-cavalry weapons, but their effective use requires superb training and 
  morale. This is an Exotic weapon. 
  � Poleaxe – Guisarme 
  Yes 
  Yes 
  Poleaxes are mainly used as anti-cavalry weapons, but their effective use requires superb training and 
  morale. This is an Exotic weapon. 
  Quarter Staff 
  Yes 
  No 
   
  Ranseur 
  No 
   
   
  Sap 
  Yes 
  No 
  The Sap is considered the weapon of a thief in all civilized areas. Possessing one is proof of guilt. 
  Punishment is usually death. 
  Scythe 
  Falcastra 
  Yes 
  No 
  This weapon is called a Falcastra on Hârn. It is essentially a scythe blade affixed at a right angle to a 
  shaft 6-8 feet in length. This is an Exotic weapon. 
  Siangham 
  No 
   
   
  Sickle 
  Yes 
  No 
  This is a hand sickle and is only used by Navehan Assassins. In all ‘good’ kingdoms and nations 
  possession of this weapon is considered proof of being a Navehan, which is an offense that is 
  aggressively punished with death. 
  Sling 
  Yes 
  No 
  Common peasant hunting weapon. 
  Spear, Half 
  Yes 
  No 
  Generally a tribal weapon. 
  Spear, Long 
  No 
  No 
  Pole arm similar to a pike. Pikes are so rare on Hârn as to be non-existent. 
  Spear, Short 
  Yes 
  No 
  This is a normal spear. It is primarily a hunting weapon. 
  � Spiked Chain 
  Yes 
  No 
  This is a favored weapon of Morgathian and Navehan clerics. Possession of one in feudal kingdoms 
  except Rethem is punishable by death. 
  Sword, Bastard 
  Yes 
  Yes 
   
  Sword, Great 
  Yes 
  Yes 
  This weapon is also called a Battle Sword. 
  Sword, Long 
  Broad Sword 
  Yes 
  Yes 
  The Long Swords, also known as a broad sword, is the most popular weapon among Hârn nobility. It is 
  the favored weapon of Knights. 
  Sword, Rapier 
  Elven Sword 
  Yes 
  No 
  Rapiers don’t exist on Hârn, but the Sindarin use a weapon that is very similar which is generally known 
  as an Elven Sword. This weapon is made and used exclusively by the Sindarin. 
  Sword, Scimitar 
  Mankar 
  Yes 
  No 
  Scimitars don’t exist on Hârn, but they are sufficiently similar to a Gargun weapon known as a Mankar. 
  This weapon has a large amount of extremely negative stigma attached to it. Possessing one is certain to 
  be considered as proof of consorting with Gargun. 
  Sword, Short 
  Yes 
  No 
   
  Sword, Two Bladed 
  No 
   
   
  Trident 
  Yes 
  No 
  Tridents are exceedingly rare on Hârn. They are generally only used in the Parmesani gladiator games in 
  Tharda and Rethem. This is an Exotic Weapon. 
  Urgosh 
  Yes 
  Yes 
  This is exclusively a Khuzan weapon and reserved for their nobility. No Khuzdul would ever sell or give 
  away an Urgosh to a member of another race. This is an Exotic Weapon. 
  Whip 
  Yes 
  No 
  This is an Exotic weapon. 
  Armor & Shields 
   
   
   
  � Banded 
  Yes 
  No 
  Only the Khuzdul make this armor. It is unknown in human lands. 
  Breast Plate 
  Yes 
  Yes 
  Rare. 
  Chain Mail 
  Yes 
  Yes 
   
  Chain Shirt 
  Hauberk 
  Yes 
  Yes 
  This is called a Hauberk. 
  Full Plate 
  No 
   
   
  Half Plate 
  No 
   
   
  Hide 
  Yes 
  No 
  Common among tribesmen and those who spend a lot of time in the wilderness. 
  Leather 
  Kurbul 
  Yes 
  Yes 
  Leather armor is called Kurbul in civilized parts of Hârn. It is made by boiling leather to a desired 
  stiffness. Tribesmen, Rangers, and Sindarin make a less stiff leather armor from tough hides. 
  Padded 
  Quilt 
  Yes 
  No 
  Padded armor as described in the Player’s Handbook is actually called Quilt and is worn under mail. For 
  generic purposes, however, padded armor can be considered heavy clothing. 
  Plate Mail 
  Yes 
  Yes 
  Very rare. 
  Scale Mail 
  Yes 
  No 
   
  Shield, Buckler 
  Yes 
  No 
   
  Shield, Large, Steel 
  Yes 
  Yes 
  This is called a Knight Shield. As the name implies, only Knights use them. 
  Shield, Large, Wood 
  Yes 
  Yes 
  This is a Kite Shield. Only Knights use them. 
  Shield, Small, Steel 
  Yes 
  Yes 
  Metal shields are the privilege of the nobility. 
  Shield, Small, Wood 
  Roundshield 
  Yes 
  No 
  This type of shield is called a Roundshield. 
  Shield, Tower 
  Yes 
  No 
  Tower shields are designed for mass infantry defense, and are particularly effective where they can be 
  interlocked. In individual combat they can be quite encumbering. This is considered an Exotic weapon. 
  � Splint Mail 
  Yes 
  No 
  Only the Khuzdul make this armor. It is unknown in human lands. 
  Studded Leather 
  Ring 
  Yes 
  No 
  Also known as Ring. 
   
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  39 
   
  OTHER EQUIPMENT 
  The following items either don’t exist or require more detail: 
  Table 8.2 Other Equipment 
  Item 
  Exists on 
  Hârn? 
  Notes 
  Goods 
   
   
  Lantern, Bulls Eye 
  No 
   
  Lantern, Hooded 
  No 
   
  Mirror 
  Yes 
  Only Khuzdul and Sindarin know how to make mirrors. 
  Spy Glass 
  No 
   
  Water Clock 
  No 
   
  Smoke Stick 
  No 
   
  Sunrod 
  No 
   
  Tanglefoot Bag 
  No 
   
  Thunder Stone 
  No 
   
  Tinder Twig 
  No 
   
  Rushlights 
  Yes 
  Rushlights are the common source of lighting on Hârn. They are cheap, easy to make and much lighter and less 
  cumbersome than torches. Rushlights provide 10’ more illumination and last 6 hours each. They cost the same as 
  torches. 
   
   
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  40 
  RELIGION 
  The following table lists the religions of Hârn, the religion 
  alignments, and who the typical adherents are. 
  Table 9.1 Religions of Hârn 
  Deity 
  Alignment 
  Race / Culture / Nation 
  Agrik 
  Neutral Evil, 
  Lawful Evil 
  Nobles in Rethem, Tharda8. 
  Halea 
  Chaotic Neutral 
  Anyone, though mostly 
  merchants and Thardic 
  senators 
  Ilvir 
  Chaotic Neutral, 
  True Neutral 
  Jarin in Orbaal, Nuthela, and 
  northern/eastern Kaldor. 
  Larani 
  Lawful Good, 
  Lawful Neutral 
  Feudal Nobility - Kaldor, 
  Chybisa, Melderyn, Kanday, 
  Tharda. 
  Larani 
  Lawful Good, 
  Lawful Neutral 
  Feudal Nobility - Kaldor, 
  Chybisa, Melderyn, Kanday, 
  Tharda. 
  Morgath 
  Chaotic Evil 
  Anyone; Proscribed in most 
  kingdoms 
  Naveh 
  Lawful Evil 
  Thieves and Assassins; 
  Proscribed in most kingdoms 
  Peoni 
  Neutral Good 
  Commoners - Kaldor, Chybisa, 
  Melderyn, Kanday, Rethem, 
  Tharda. 
  Sarajin9 
  Chaotic Good, 
  Chaotic Neutral 
  Anyone, but mostly Orbaalese 
  of Ivinian descent 
  Save 
  K’nor 
  Lawful Neutral, 
  Neutral 
  Scholars, Shek Pvar 
  Siem 
  Neutral Good, 
  Neutral 
  Sindarin, Khuzdul and Jarin 
   
   
  P’VARIC MAGIC 
  Note: This guide was written before the d20 HârnMaster Spell 
  Conversion10 was available. The d20 HârnMaster spells are 
  converted directly from HârnMaster spells and as such are perfect 
  matches for the Shek P’var Convocations. The d20 HârnMaster 
  spells are meant to entirely replace the standard d20 arcane spells 
  so the issue of converting Schools of Magic to Convocations is 
  meaningless. 
  The section that follows addresses using the standard d20 
  arcane spells with Hârn. If you want to preserve the Hârn 
  Convocations then you should wait for the d20 HârnMaster Spell 
  Conversion (I don’t know when it will be done). 
  D20 Schools of Magic are very different than their Hârn 
  counterparts (Convocations).  
  COLUMBIA GAMES CONVERSION 
  Columbia Games correlates Convocations with Schools of Magic 
  like so: 
  Table 10.1 Convocations & Schools of Magic 
  Convocation 
  School of Magic 
  Lyahvi 
  Illusion 
  Peleahn 
  Evocation 
  Jmorvi 
  Transmutation 
  Fyvria 
  Abjuration, Necromancy 
  Odivshe 
  Conjuration 
  Savorya 
  Enchantment, Divination 
  This is a suitable option if you don’t mind compromising the 
  Hârnic definitions of the convocations. Matching Lyahvi with 
  Illusion is dead on, but most others are not. For example, matching 
  Fyvria with Necromancy is understandable, but many of the evil 
  Necromancy spells are definitely not in the spirit of the Fyvrian 
  convocation. Odivshe and Conjuration is an especially bad match, 
  but there is no better option. 
  SHANE’S CONVERSION 
  I’m of the opinion that Hârnic Convocations and D20 Schools of 
  Magic are too different to effectively ‘convert’. As such, I feel that 
  the best conversion is no conversion at all. Instead of trying to 
  match the Schools of Magic with the Convocations it’s better, 
  easier, and far more consistent to simply replace the Convocations 
  with the D20 Schools of Magic. 
  In a past D20 Hârn campaign I simply used the Convocation 
  names to define the group of wizards that specialize in each of the 
  Schools of Magic. I had to make up two new Convocation names so 
  each School of Magic would belong to one Convocation, though. I 
  drew inspiration from various fantasy novels and other campaign 
  settings. The Shek P’var became the overall body of Wizards and 
  each Convocation was a quasi-separate political body. I matched 
  Necromancy with an unnamed (and unspoken) “black” 
  Convocation that was not part of the Shek P’var. 
  The previous version of the guide matched individual spells to 
  the Convocations, effectively doing away Schools of Magic, but the 
  Convocations were not balanced. 
                                                                        
  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. 
                                                                        
  10 The D20 HârnMaster Spell Conversion will also have HârnMaster Religion 
  Rituals, which are meant to replace the standard D20 divine spells. 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  41 
  SUGGESTIONS 
  What follows are a series of unrelated suggestions for using D20 
  with HârnWorld. 
  FREQUENCY OF MAGIC 
  D20 is rampant with magic, magical effects, and special abilities 
  while Hârn is not. Since you want to be using D20 with Hârn I think 
  it’s fairly safe to assume that you also want at least some magic, 
  magical effects, special abilities, etc, in your HârnWorld campaign. 
  Otherwise you’d be using a different system like HârnMaster. Even 
  so, you should keep tight control over the frequency of magic 
  (spells, magic items, spell casters, magical beasts, monsters, etc) in 
  your campaign for the simple reason that the less common 
  something is the more special it becomes. 
  Low magic doesn’t mean “boring”. In fact, taking a low magic 
  approach makes the magic that does exist that much more exciting. 
  MONEY 
  Some random thoughts on money and Hârn: 
  • Remember that the standard is a silver penny and a gold piece 
  equals 32 silver pennies. 
  • Money is rare. Bartering is the most common form of financial 
  transaction. 
  • Only nobles and wealthy merchants are bound to have 
  substantial amounts of coins.  
  • There is about 30,000 gp worth coins on the entire island of 
  Hârn. Finding several thousand gp in a cave is, to say the 
  least, highly unlikely. 
  • A Hârnic gp is exceedingly rare. Most people never see one. 
  • Give the PCs roughly 10% of the wealth you would in a 
  standard D20 campaign setting. If you’re tempted to give 
  them 100 gp give them 100 sp instead. If you want to give 
  them a magic item that is worth 1000 gp consider that it’s 
  worth 10000 sp – give them a magic item that is worth 1000 
  sp instead. 
  REWARDS & BEHAVIOR 
  I’ve already discussed how HârnWorld is designed as a realistic 
  roleplaying world. If you’ve read this far chances are this aspect of 
  Hârn appeals to you. You’re either already familiar with Hârn or 
  you’re a D20 GM who is looking for something with more to offer 
  than endless hordes of monsters and treasure. You want something 
  that feels real. That’s what Hârn can offer you, but only if you, as 
  the GM, encourage realistic behavior from your players. D20’s 
  reward system focuses almost entirely on combat since it’s geared 
  for campaigns in the dungeon. You shouldn’t be afraid to shift the 
  focus, if even slightly, from combat to other things such as 
  roleplaying, character interaction with the environment and NPCs, 
  and realistic behavior. 
  I suggest starting aggressively and cutting experience from 
  combat by half. Make the PCs earn the other half from roleplaying, 
  playing in character, behaving realistically, using skills, etc. 
  My own house rule limits experience from combat (defeating 
  foes) to 50% of the XP required to reach the next level. In other 
  words, killing monsters will only get you half way there.  
   
   
   
  MONSTERS 
  D20 VS. HÂRN 
  The issue of Monsters is another area where Hârn differs greatly 
  from standard D20 settings. Make no mistake, Hârn does have 
  monsters, but the number and types are much less than is typically 
  found in D20 settings. If you’re familiar with Hârn you’ll likely 
  already have a good feel for what types of D20 monsters are 
  appropriate for Hârn. If not, this section is for you. What follows are 
  some suggestions of how most D20 monsters could be used in Hârn 
  without flooding the wilderness with thousands of monsters and 
  compromising Hârn’s realism. 
  INTELLIGENT MONSTER RACES 
  Other than the Gargun and a handful of others (such as the 
  Centaurs), intelligent monster races do not exist on Hârn. This is a 
  facet of Hârn that shouldn’t be compromised. To achieve a 
  consistency of realism the presence of an intelligent race requires 
  many things that D20 conveniently ignores: history, culture, 
  interaction with other races, and, most importantly, interaction with 
  the setting. Hârn is designed to use as is, with little or no 
  modification in terms of the races, cultures, and history. Introducing 
  an intelligent race will only needlessly complicate the setting and 
  lower the quality of your Hârn experience. 
  Non-intelligent, or semi-intelligent, monsters, however, are 
  another matter entirely… 
  ILVIR AND THE FATHERLESS 
  MULTITUDE 
  Hârn provides a brilliant mechanic to explain the presence of 
  monsters, both mundane and outlandish, that, for all intents and 
  purposes, are only provided in a roleplaying game so that the 
  characters may encounter them. That game mechanic is the god 
  Ilvir. 
  Ilvir is the only god who resides on Hârn, hidden away from the 
  world in the remote caverns of Araka-Kalai in central Hârn. Ilvir is 
  known, among other things, as the Prince of the Fatherless 
  Multitude because he creates many strange and terrifying creatures 
  from his home and sends them off into the world. These creatures 
  are the Fatherless Multitude and are collectively called Ivashu. 
  There are many types of Ivashu, such as the Nolah (Hârnic Troll), 
  the Hru (Rock Giants) and Vlasta (Eater of Eyes), who are like a 
  species in that there are more than one of them. Most Ivashu, 
  however, are completely unique creatures. Some are devoid of 
  intelligence and some are not. They are called the Fatherless 
  Multitude because they are all sterile and do not breed. When an 
  Ivashu dies it is reborn at Araka-Kalai in a new form. 
  The golden rule: Most D20 monsters should be considered 
  Ivashu. They should be limited in number and the more 
  powerful ones should be unique creatures. As an example, the 
  Behir could be a unique Ivashu which is simply called The Behir by 
  anyone who has seen or encountered it. If it lived in the territory of 
  a barbarian tribe it would probably figure prominently in their 
  legends and lore. You could use this idea with just about any 
  monster. Imagine how a tribe of barbarians or a remote village 
  might view a lone Beholder who has been in the oral history for 
  generations. This is a far likelier scenario than supposing an entire 
  race of powerful, spellcasting beholders live somewhere on Hârn 
  and yet have somehow never been involved in its history. 
  DENIZENS OF OUTER PLANES 
  With all the lecturing I’ve been doing about monsters and 
  realism you might think that outer planer creatures are totally 
  inappropriate in Hârn. That may be the case on Hârn, but it 
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
  D20 HÂRN GUIDE 
  42 
  certainly isn’t on Yashain where even some gods reside. Yashain is 
  another existence, a different plane, where gods and their servants 
  wage war, where powerful beings from other worlds congregate, 
  and where the souls of men come to when their bodies die on Hârn. 
  Here, on this world, all the fantastical and powerful outer planer 
  creatures of D20 would be right at home. 
  Some suggestions: 
  Celestials 
  Celestials are the servants of Larani. They are also called Angels. 
  They wage a constant war against Agrik and his minions. 
  Devils 
  Devils are the servants of Agrik. They seek to destroy Larani and 
  her Angels. 
  Demons 
   
  Demons serve no one, though they may be forced or persuaded 
  to serve anyone. Morgath and Naveh count many of them as 
  servants. Of the three principle outer planer denizens (celestials, 
  devils, and demons), Demons are the most numerous. 
  DRAGONS 
  D20 dragons are far more powerful and numerous than their 
  Hârn counterparts. On Yashain, however… 
  THE UNDEAD 
  Unlife is the realm of Morgath and his command/servitude of 
  the black sphere of Bukrai. All intelligent undead (generally defined 
  as capable of making decisions) serve Morgath in one way or 
  another, but a few mindless undead do not. 
  Note: I will hopefully have write-ups of Hârn undead in 
  the near future. These new undead will replace the standard 
  D20 undead. 
  Gulmorvrin 
  All will-less undead are called Gulmorvrin and are bound to 
  Morgath.  They are the most common form of undead. 
  From Hârn Player: Possessed of demonic power, the 
  Gulmorvrin are governed by the great demon Klyss, and exist only 
  to serve their evil master. When touched by the Shadow of Bukrai, 
  a force exuded by Gulmorvrin, the weak willed fall into the Endless 
  Death. In their new form, they receive The Shadow. If the 
  Gulmorvrin serves well it may be given additional powers and 
  possibly a Bukrai Blade, a sword that enhances its wielder’s 
  Shadow. Regardless of how well a Gulmorvrin victim serves, eternal 
  suffering is its ultimate reward. 
  The following undead from the Monster Manual are considered 
  Gulmorvrin: Allip, Bodak, Ghost, Ghoul, Mohrg, Mummy, Shadow, 
  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. 
  
  D20 HÂRN GUIDE 
  43 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000, Wizards of the Coast, Inc. 
  Bushfighter: A Non-magical Ranger Copyright 2001, Kenneth S. Hood.  
  Sovereign Stone Campaign Sourcebook Copyright 2001, Sovereign Press, Inc. 
  D20 Shaman Copyright, Steve Wilson. 
  D20 Hârn Guide Copyright 2001, Shane Morales.
   
   
  Hârn, HârnWorld, and HârnMaster are © Columbia Games and N. Robin Crossby. 
  Original portions  Shane Morales 2001. 
  
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