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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.

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