Tuesday, July 23, 2013

Draconic Apotheosis




A character may transform herself into a dragon through apotheosis. Draconic apotheosis is adjudicated similarly to creating magical crossbreeds (see Crossbreeds in Chapter 7 of the ACKS Rulebook). The table below includes the cost, time, magic research throw target value modifier, apotheosis laboratory cost and special components requirements by dragon age category.


Category
HD 1
Cost
Time
Magic Research Throw
Laboratory Cost
Special Components
Adult
10****
40,000gp
47 days
+8
40,000gp
40,000 XP
Mature Adult
12****
44,000
51
+9
44,000
44,000
Old
14****
48,000
55
+10
48,000
48,000
Very Old 2
16*****
57,000
64
+11
57,000
57,000
Ancient 2
18*****
61,000
68
+12
61,000
61,000
Venerable 2
20******
70,000
77
+14
70,000
70,000

1 Spellcasting ability adding one special ability (*) is included.
2 Judges may wish to restrict transformations into Very Old or older dragons as simply impossible.

Using precious materials can improve the chance of success of the apotheosis. For every 10,000gp of value in gems, jewelry, precious metals, and rare or elaborately carved woods added, the spellcaster receives a +1 bonus on her magic research throw. To perform apotheosis, a spellcaster must have access to a special apotheosis laboratory of at least the value above. For every 10,000gp of value above the minimum required for the apotheosis, the spellcaster receives a +1 bonus on her magic research throw. Apotheosis also requires special components. Components are usually organs or blood from one or more monsters with a total XP value equal to the value above. The cost of any special components is in addition to the base cost of the research. The Judge will determine the specific components based on the details of the attempted apotheosis. If a character doesn’t know the components at the outset of the apotheosis, she learns them when the apotheosis is 50% complete. If using the Player’s Companion rules for Magic Experimentation, the Judge may adapt the Creating Crossbreeds breakthrough and mishap results to draconic apotheosis. For example, a minor breakthrough might result in one additional Dragon Special Ability.

Additional Wizard College: The College of Dracology




Common wisdom maintains that ancient dragons were the first arcane spellcasters. Wizards of the College of Dracology, sometimes called Dracologists, bring this belief full circle as arcane spellcasters who study and seek to emulate dragons to further their own personal power. In time, these arcanists may even learn the secret of becoming a dragon.

The following is an additional college for my wizard class.

College
Weapons
Special Abilities
Proficiency List
Dracology
dagger, dart, staff, whip
1st level: dragon’s tongue, 2nd level: dragon’s claw, 4th level: dragon’s scales, 5th level: The character may scribe scrolls, as if she were a mage of 5th level, 9th level: The character may brew potions, as if she were a mage of 5th level, 10th level: dragon’s wings, 14th level: draconic ascension
Beast Friendship, Command, Leadership, Loremastery


Note that the brew potions and the scribe scrolls abilities specified above override the abilities of the same name a wizard normally receives, changing the level at which those abilities are received.


Dracologist Special Abilities

Dragon’s Tongue

The character may speak, read, and write Draconic (the language of dragons) fluently. The character gains a +2 bonus to reaction rolls when speaking Draconic to dragons, as well as (at the Judge’s discretion) intelligent creatures related to dragons or that speak Draconic.

Dragon’s Claw

When brawling (see ACKS p. 109), the character may deal lethal damage, 1d3 with a punch or 1d4 with a kick. She can punch or kick characters in metal armor without herself taking damage.

Dragon’s Scales

At 4th level, a dracologist’s arcane dragon scales decreases the damage from any non-magical attacks by 1 point per die, similarly to a dwarven fury’s flesh-runes. This protection increases to 2 points per die at 7th level and 3 points per die at 13th level.

Dragon’s Wings

The character may use winged flight at will, except that the character can continuously fly for only 1 round per level before becoming fatigued.

Draconic Ascension

The character may transform herself into a dragon through draconic apotheosis. The character may perform apotheosis as if she were two class levels higher than actual. The character will retain the ability to speak as well as her existing arcane spellcasting ability (in lieu of standard dragon spellcasting ability). The cost and time to perform apotheosis is reduced by 50%.


Monday, July 1, 2013

ACKS Apprentice Level Characters




Version 1 (to be updated with all core, Player’s Companion and bythisaxe.co classes)
Version 2 posted 20 September 2013

In this post, I thought I would share my rules as they develop for “apprentice” level (or level 0) characters. In the short run, I plan to use these rules to inform the advancement of mercenaries and level 0 henchmen up to level 1 henchmen. In the long run, I hope to develop a level 0 adventure (or adventures/encounters) for both stand-alone play and as a different way to kick off future campaigns.


Pity the poor peasant conscript, equally bad with all weapons and armor. Beginning (Build Point 0) human characters are unrestricted in their choice of weapon and armor, but attack and save as a 0th level human. Fighting with whatever they are provided with or can scavenge, beginning human characters may choose one trained Fighting Style, usually either weapon and shield or two-handed weapon. Additionally, all characters may use a single weapon or missile weapon. Conscripts who survive to become regulars improve their fighting ability through focused training. Upon becoming a 2nd line regular, a Fighter in training may choose between a heavy infantry (Fighting 1a) or a light infantry (Fighting 1b) focus, with related weapon and armor restrictions. Also, such a Fighter in training may choose an additional Fighting Style. Often these choices are made by his commander or employer.

Judges may implement the improving single Hit Die at their discretion, for example: maximum hit points per Hit Die, allowing a re-roll, or adding +1 to the initial hit point value (i.e. d4+1 for a Green Fighter).

Fighter

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Special
0
Conscript
Hit Dice 0, Fighting 0
d4
0th lvl
1

25
Green
Hit Dice 1, Fighting 0
d6
0th lvl
1

50
Regular, 2nd line
Hit Dice 1, Fighting 1
d6
F1
2

75
Regular, 1st line
Hit Dice 2, Fighting 1
d8
F1
2

100
Veteran
Hit Dice 2, Fighting 2
d8
F1
3
1st lvl Fighter

Cleric

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Special
0
Conscript
Hit Dice 0, Fighting 0
d4
0th lvl
1

25
Green
Hit Dice 1, Fighting 0
d6
0th lvl
1

50
Regular, 2nd line
Hit Dice 1, Fighting 1a
d6
F1
weapon and shield, two-handed weapon

63
Deacon
Hit Dice 1, Fighting 1a, Divine 1
d6
C1
weapon and shield, two-handed weapon
Turn Skeleton 13, Zombie 16, Ghoul 19
75
Catechist
Hit Dice 1, Fighting 1a, Divine 2
d6
C1
weapon and shield, two-handed weapon
1st lvl Cleric

Thief

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Special
0
Conscript
Hit Dice 0, Fighting 0
d4
0th lvl
1

10
Hoodlum
Hit Dice 0, Fighting 0, Thievery 1
d4
T1
two weapons
3 Skills, as a 1st lvl Thief
35
Hoodlum
Hit Dice 0, Fighting 1b, Thievery 1
d4
T1
two weapons

45
Hoodlum
Hit Dice 0, Fighting 1b, Thievery 2
d4
T1
two weapons
+2 Skills
63
Footpad
Hit Dice 0, Fighting 1b, Thievery 3
d4
T1
two weapons
1st lvl Thief

Mage

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Level 0 Spells
0
Conscript
Hit Dice 0, Arcane 0
d4
0th lvl
1
0
31
Apprentice
Hit Dice 0, Arcane 1
d4
M1
two-handed weapon
1
63
Apprentice
Hit Dice 0, Arcane 2
d4
M1
two-handed weapon
2
94
Apprentice
Hit Dice 0, Arcane 3
d4
M1
two-handed weapon
3
125
Arcanist
Hit Dice 0, Arcane 4
d4
M1
two-handed weapon
1st lvl Mage

Assassin

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Special
0
Conscript
Hit Dice 0, Fighting 0
d4
0th lvl
1

25
Green
Hit Dice 1, Fighting 0
d6
0th lvl
1

50
Regular, 2nd line
Hit Dice 1, Fighting 1
d6
F1
2

60
Brawler
Hit Dice 1, Fighting 1, Thievery 1
d6
F1
2
Move Silently, Hide in Shadows, and Backstab as a 1st lvl Thief
85
Thug
Hit Dice 1, Fighting 2, Thievery 1
d6
F1
3
1st lvl Assassin

Bard

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Special
0
Conscript
Hit Dice 0, Fighting 0
d4
0th lvl
1

25
Green
Hit Dice 1, Fighting 0
d6
0th lvl
1

35
Carouser
Hit Dice 1, Fighting 0, Thievery 1
d6
T1
two weapons
Arcane Dabbling, Loremastery, and Perform as a 1st lvl Bard
60
Carouser
Hit Dice 1, Fighting 1b, Thievery 1
d6
T1
two weapons

70
Reciter
Hit Dice 1, Fighting 1b, Thievery 2
d6
T1
two weapons
1st lvl Bard

Bladedancer

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Special
0
Conscript
Hit Dice 0, Fighting 0
d4
0th lvl
1

25
Green
Hit Dice 1, Fighting 0
d6
0th lvl
1

50
Regular, 2nd line
Hit Dice 1, Fighting 1a
d6
F1
two-handed weapon, two weapons
leather armor or lighter, blade-dancing, bladedancer’s initiative
63
Deaconess
Hit Dice 1, Fighting 1a, Divine 1
d6
C1
two-handed weapon, two weapons
Turn Skeleton 13, Zombie 16, Ghoul 19
75
Blade-Initiate
Hit Dice 1, Fighting 1a, Divine 2
d6
C1
two-handed weapon, two weapons
1st lvl Bladedancer

Explorer

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Special
0
Conscript
Hit Dice 0, Fighting 0
d4
0th lvl
1

25
Green
Hit Dice 1, Fighting 0
d6
0th lvl
1

50
Regular, 2nd line
Hit Dice 1, Fighting 1
d6
F1
2
a narrow weapon and armor selection, accuracy, animal reflexes
60
Rover
Hit Dice 1, Fighting 1, Thievery 1
d6
F1
2
difficult to spot, avoid getting lost, and evade wilderness encounters
100
Scout
Hit Dice 1, Fighting 2, Thievery 1
d6
F1
3
1st lvl Explorer

Meeting a dwarf less experienced than a doughty 1st line regular outside of the safety of a dwarven vault is quite rare – dwarves do not have the lives to squander of the more prolific races. However, when a vault falls to Chaos or there is some other tragedy, less experienced dwarves may find themselves in a hostile world earlier than planned. Upon becoming a 2nd line regular, a dwarf with a broad or narrow weapon selection must include at least four axes, flails, hammers and/or maces among his selections.

Dwarven Vaultguard

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Special
0
Conscript
Dwarf 0, Hit Dice 0, Fighting 0
d4
0th lvl +3/+4 per Hardy People
1
All Dwarf 0 powers
35
Green
Dwarf 0, Hit Dice 1, Fighting 0
d6
0th lvl +3/+4 per Hardy People
1

60
Regular, 2nd line
Dwarf 0, Hit Dice 1, Fighting 1
d6
D1
2

85
Regular, 1st line
Dwarf 0, Hit Dice 2, Fighting 1
d8
D1
2

110
Sentry
Dwarf 0, Hit Dice 2, Fighting 2
d8
D1
3
1st lvl Dwarven Vaultguard

Dwarven Craftpriest

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Special
0
Conscript
Dwarf 0, Hit Dice 0, Fighting 0
d4
0th lvl +3/+4 per Hardy People
1
All Dwarf 0 powers
35
Green
Dwarf 0, Hit Dice 1, Fighting 0
d6
0th lvl +3/+4 per Hardy People
1

60
Regular, 2nd line
Dwarf 0, Hit Dice 1, Fighting 1a
d6
D1
weapon and shield, two-handed weapon

83
Dwarven Craft-Deacon
Dwarf 1, Hit Dice 1, Fighting 1a, Divine 1
d6
C1 +3/+4 per Hardy People
weapon and shield, two-handed weapon
+1 to proficiency throws, Craft proficiency, Turn Skeleton 13, Zombie 16, Ghoul 19
120
Dwarven Craft-Catechist
Dwarf 3, Hit Dice 1, Fighting 1a, Divine 2
d6
C1 +3/+4 per Hardy People
weapon and shield, two-handed weapon
1st lvl Dwarven Craftpriest

Upon becoming a 2nd line regular, an elf with a broad or narrow weapon selection must include at least two bows, crossbows, swords, or daggers among his selections.

Elven Spellsword

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Level 0 Spells
Special
0
Conscript
Elf 0, Hit Dice 0, Fighting 0
d4
0th lvl +1  Petrification/ Paralysis and Spells
1
0
All Elf 0 powers
63
Green- Apprentice
Elf 1, Hit Dice 1, Fighting 0
d6
0th lvl +1  Petrification/ Paralysis and Spells
1
1

119
Apprentice-Regular, 2nd line
Elf 2, Hit Dice 1, Fighting 1
d6
E1
2
2

150
Apprentice-Regular, 1st line
Elf 3, Hit Dice 1, Fighting 1
d6
E1
2
3

200
Arcanist-Guardian
Elf 4, Hit Dice 1, Fighting 2
d6
E1
3
1st lvl Elven Spellsword


Elven Nightblade

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Special
0
Conscript
Elf 0, Hit Dice 0, Fighting 0
d4
0th lvl
1
All Elf 0 powers
31
Green
Elf 0, Hit Dice 1, Fighting 0
d6
0th lvl
1

41
Shade
Elf 0, Hit Dice 1, Fighting 0, Thievery 1
d6
T1
two weapons
Move Silently, Hide in Shadows, and Climb Walls as a 1st lvl Elven Nightblade
66
Shade
Elf 0, Hit Dice 1, Fighting 1b, Thievery 1
d6
T1
two weapons

139
Arcanist-Avenger
Elf 2, Hit Dice 1, Fighting 1b, Thievery 2
d6
T1
two weapons
1st lvl Elven Nightblade

Barbarian

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Special
0
Conscript
Hit Dice 0, Fighting 0
d4
0th lvl
1

25
Green
Hit Dice 1, Fighting 0
d6
0th lvl
1

50
Regular, 2nd line
Hit Dice 1, Fighting 1
d6
F1
2
natural proficiency, animal reflexes
75
Regular, 1st line
Hit Dice 2, Fighting 1
d8
F1
2

130
Hunter
Hit Dice 2, Fighting 2
d8
F1
2
1st lvl Barbarian

Priestess

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Level 0 Spells
Special
0
Conscript
Hit Dice 0, Divine 0
d4
0th lvl
1
0

13
Apprentice
Hit Dice 0, Divine 1
d4
C1
two-handed weapon
1

25
Apprentice
Hit Dice 0, Divine 2
d4
C1
two-handed weapon
2
Turn Skeleton 13, Zombie 16, Ghoul 19
50
Apprentice
Hit Dice 0, Divine 3
d4
C1
two-handed weapon
3

100
Novice
Hit Dice 0, Divine 4
d4
C1
two-handed weapon
1st lvl Priestess


Shaman

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Special
0
Conscript
Hit Dice 0, Fighting 0
d4
0th lvl
1

25
Green
Hit Dice 1, Fighting 0
d6
0th lvl
1

50
Regular, 2nd line
Hit Dice 1, Fighting 1a
d6
F1
weapon and shield, two-handed weapon

63
Lodge Keeper
Hit Dice 1, Fighting 1a, Divine 1
d6
C1
weapon and shield, two-handed weapon
totem animal
75
Spirit Whisperer
Hit Dice 1, Fighting 1a, Divine 2
d6
C1
weapon and shield, two-handed weapon
1st lvl Shaman

Witch

Experience
Title
Build Points
Hit Die
Attack/ Saving
Throw
Fighting Styles
Level 0 Spells
Special
0
Conscript
Hit Dice 0, Divine 0
d4
0th lvl
1
0

13
Apprentice
Hit Dice 0, Divine 1
d4
C1
two-handed weapon
1

25
Apprentice
Hit Dice 0, Divine 2
d4
C1
two-handed weapon
2
1st lvl tradition power
50
Apprentice
Hit Dice 0, Divine 3
d4
C1
two-handed weapon
3

100
Initiate
Hit Dice 0, Divine 4
d4
C1
two-handed weapon
1st lvl Witch


Upon becoming an adolescent, a bugbear with a broad or narrow weapon selection is limited to choosing from morning star, short sword, sword, two-handed sword, battle axe, great axe, hand axe, spear, javelin, and war hammer.

Bugbear Warrior

Experience
Title
Build Points
Hit Die
Attack Throw
Saving
Throw
Fighting Styles
Special
0
(runt)
Bugbear 0, Hit Dice 0, Fighting 0
d8
Mnstr1
F1
1
All Bugbear 0 powers excluding Battleborn and Shaggy Hide
204
(juvenile)
Bugbear 1, Hit Dice 1, Fighting 0
d8+d6
Mnstr1+
F1
1
Shaggy Hide
408
(adolescent)
Bugbear 2, Hit Dice 1, Fighting 1b
2d8+d6+1
Mnstr2+
F2
2
Battleborn
600
(adult)
Bugbear 2, Hit Dice 2, Fighting 1b
3d8+1
Mnstr3+
F3
2
1st lvl Bugbear Warrior

Upon becoming an adult, a goblin with a broad or narrow weapon selection must include short swords, and at least two of darts, javelins, slings, or spears among his selections.

Goblin Warrior

Experience
Title
Build Points
Hit Die
Attack Throw
Saving
Throw
Fighting Styles
Special
0
(runt)
Goblin 0, Hit Dice 0, Fighting 0
d4
0th lvl
0th lvl
1
All Goblin 0 powers
54
(adolescent)
Goblin 1, Hit Dice 1, Fighting 0
d6
0th lvl
0th lvl
1

96
(adult)
Goblin 2, Hit Dice 1, Fighting 1b
d6
Mnstr1
0th lvl
2

150
Champion
Goblin 2, Hit Dice 2, Fighting 1b
d8
Mnstr1
F1
2
1st lvl Goblin Warrior

Upon becoming an adolescent, an orc with a broad or narrow weapon selection is limited to choosing from swords (especially scimitars), spears, axes, flails, pole arms, shortbows, and crossbows.

Orc Warrior

Experience
Title
Build Points
Hit Die
Attack Throw
Saving
Throw
Fighting Styles
Special
0
(runt)
Orc 0, Hit Dice 0, Fighting 0
d4
0th lvl
0th lvl
1
All Orc 0 powers
54
(juvenile)
Orc 1, Hit Dice 1, Fighting 0
d6
0th lvl
0th lvl
1

96
(adolescent)
Orc 2, Hit Dice 1, Fighting 1b
d6
Mnstr1
0th lvl
2

150
(adult)
Orc 2, Hit Dice 2, Fighting 1b
d8
Mnstr1
F1
2
1st lvl Orc Warrior


Designer’s Notes

I’ve not spelled out every detail in this post, but I thought I’d share my approach sooner rather than later. I derived apprentice level characters hewing as closely to the core rules and Player’s Companion as possible. If you would like a longer (more challenging!) apprentice level experience, you could increase the experience totals required by as much as x10 and still be within the framework provided by the class system; x2 to x5 may be more survivable. I have not commented on proficiencies, assuming they are gained as per the core rules. However, after I finish all of the classes, I plan to consider an alternative for apprentice level characters gaining proficiencies.