HD3 The City of the Spider-God - Hyborian Age - Xoth
HD3 The City of the Spider-God - Hyborian Age - Xoth
HD3 The City of the Spider-God - Hyborian Age - Xoth
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<strong>HD3</strong>: <strong>The</strong> <strong>City</strong> <strong>of</strong> <strong>the</strong> <strong>Spider</strong>-<strong>God</strong><br />
Zamorian Peasant or Slave<br />
Male/Female Zamorian Commoner 1<br />
Hit Dice: 1d4 (2 hp)<br />
Initiative: +1 (+1 Dex, +0 Ref)<br />
Speed: 30 ft. (6 squares)<br />
DV (Dodge): 11 (+0 base, +1 Dex)<br />
DV (Parry): 10 (+0 base, +0 Str)<br />
DR: 0 (no armor)<br />
Base Attack/Grapple: +0/+0<br />
Attack: Unarmed strike +1 melee (1d4, 20/<br />
x2, AP 0, finesse)<br />
Full Attack: Unarmed strike +1 melee (1d4,<br />
20/x2, AP 0, finesse)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: None.<br />
Special Qualities: +2 racial bonus to all<br />
Open Lock, Disable Device and Sleight-<strong>of</strong>-<br />
Hand checks, +1 racial bonus to all Craft<br />
checks, +2 circumstance bonus to all<br />
Ga<strong>the</strong>r Information checks that relate to<br />
<strong>the</strong>ft, assassinations and <strong>the</strong> locations or<br />
powers <strong>of</strong> legendary or magical objects,<br />
+1 circumstance bonus to Climb, Hide,<br />
Listen, Move Silently and Spot checks in<br />
urban and underground conditions,<br />
Illiteracy.<br />
Saves: Fort +0, Ref +1, Will +0<br />
Abilities: Str 10, Dex 12, Con 10, Int 10, Wis<br />
10, Cha 12<br />
Skills: Craft (any mundane) +4, Handle<br />
Animal +5, Pr<strong>of</strong>ession (any appropriate)<br />
+7.<br />
Feats: Skill Focus (pr<strong>of</strong>ession).<br />
Languages: Zamorian.<br />
Possessions: Clothing.<br />
Description: Slaves are usually more welldressed<br />
and healthier than peasants,<br />
since it is in <strong>the</strong> slave owner’s interest to<br />
keep <strong>the</strong>m clean and well-fed. Zamorian<br />
peasants, on <strong>the</strong> o<strong>the</strong>r hand, are in reality<br />
owned by <strong>the</strong>ir feudal lords, who care little<br />
about <strong>the</strong> wellbeing <strong>of</strong> <strong>the</strong>ir downtrodden<br />
subjects.<br />
Zamorian Merchant<br />
Male Zamorian Commoner 5<br />
Hit Dice: 5d4 (15 hp)<br />
Initiative: +1 (+0 Dex, +1 Ref)<br />
Speed: 30 ft. (6 squares)<br />
DV (Dodge): 12 (+2 base, +0 Dex)<br />
DV (Parry): 12 (+2 base, +0 Str)<br />
DR: 0 (no armor)<br />
Base Attack/Grapple: +2/+2<br />
Attack: Short sword +2 melee (1d8, 19-20/<br />
x2, AP 1, finesse)<br />
Full Attack: Short sword +2 melee (1d8, 19-<br />
20/x2, AP 1, finesse)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: None.<br />
Special Qualities: +2 racial bonus to all<br />
Open Lock, Disable Device and Sleight-<strong>of</strong>-<br />
Hand checks, +1 racial bonus to all Craft<br />
checks, +2 circumstance bonus to all<br />
Ga<strong>the</strong>r Information checks that relate to<br />
<strong>the</strong>ft, assassinations and <strong>the</strong> locations or<br />
powers <strong>of</strong> legendary or magical objects,<br />
Page 26<br />
+1 circumstance bonus to Climb, Hide,<br />
Listen, Move Silently and Spot checks in<br />
urban and underground conditions,<br />
Illiteracy.<br />
Saves: Fort +1, Ref +1, Will +2<br />
Abilities: Str 11, Dex 10, Con 10, Int 14, Wis<br />
12, Cha 12<br />
Skills: Handle Animal +9, Listen +9, Pr<strong>of</strong>ession<br />
(merchant) +9, Ride +8, Spot +9.<br />
Feats: Alertness, Martial Weapon Pr<strong>of</strong>iciency,<br />
Skill Focus (pr<strong>of</strong>ession) (b).<br />
Languages: Zamorian, Shemite, Kothic,<br />
Brythunian.<br />
Possessions: Clothing, short sword, 135 sp.<br />
Description: Merchants are caravanmasters,<br />
traders and moneylenders. <strong>The</strong>y<br />
are usually protected by mercenaries and<br />
served by slaves.<br />
Riffraff or Guttersnipe <strong>of</strong><br />
Yezud<br />
Male/Female Zamorian Thief 2<br />
Hit Dice: 2d8 (12 hp)<br />
Initiative: +10 (+3 Dex, +3 Ref, +4 Improved<br />
Initiative)<br />
Speed: 30 ft. (6 squares)<br />
DV (Dodge): 15 (+1 base, +3 Dex, +1 Light-<br />
Footed)<br />
DV (Parry): 11 (+1 base, +0 Str)<br />
DR: 0 (no armor)<br />
Base Attack/Grapple: +1/+1<br />
Attack: Dagger +4 melee (1d4, 19-20/x2,<br />
AP 1, finesse)<br />
Full Attack: Dagger +4 melee (1d4, 19-20/<br />
x2, AP 1, finesse)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Sneak Attack Style<br />
(dagger), Sneak Attack +2d6/+2d8.<br />
Special Qualities: +2 racial bonus to all<br />
Open Lock, Disable Device and Sleight-<strong>of</strong>-<br />
Hand checks, +1 racial bonus to all Craft<br />
checks, +2 circumstance bonus to all<br />
Ga<strong>the</strong>r Information checks that relate to<br />
<strong>the</strong>ft, assassinations and <strong>the</strong> locations or<br />
powers <strong>of</strong> legendary or magical objects,<br />
+1 circumstance bonus to Climb, Hide,<br />
Listen, Move Silently and Spot checks in<br />
urban and underground conditions,<br />
Trapfinding, Eyes <strong>of</strong> <strong>the</strong> Cat.<br />
Saves: Fort +0, Ref +6, Will +1<br />
Abilities: Str 10, Dex 16, Con 11, Int 10, Wis<br />
12, Cha 12<br />
Skills: Appraise +5, Bluff +6, Disguise +6,<br />
Hide +8, Knowledge (local) +5, Move<br />
Silently +8, Search +5, Sleight <strong>of</strong> Hand +8.<br />
Feats: Improved Initiative, Light-Footed.<br />
Languages: Zamorian, Corinthian.<br />
Possessions: Filthy clothing, dagger, 3 sp.<br />
Description: <strong>The</strong>se dregs <strong>of</strong> society inhabit<br />
<strong>the</strong> back alleys <strong>of</strong> Yezud, where <strong>the</strong>y prey<br />
upon <strong>the</strong> unwary, weak or drunk. <strong>The</strong>y<br />
avoid anyone who looks as if <strong>the</strong>y could<br />
put up a fight.