Friday, September 20, 2013
ACKS Apprentice Level Characters Update 1
My ACKS Apprentice Level Characters rules have been updated to include Bard, Explorer, Dwarven Craftpriest, Elven Nightblade, Barbarian, Priestess, Shaman, as well as (Surprise!) Bugbear Warrior, Goblin Warrior, and Orc Warrior.
Goblin Custom Classes
Goblins
stand 3' to 3 ½' tall, with surprisingly strong, wiry builds. Their eyes are
usually dull and glazed, varying in color from red to yellow, and sometimes
flicker red in the dark. Goblins’ skin color ranges from yellow through any
shade of orange to a deep red; usually all members of a single tribe are about
the same color. They spend most of their days underground, but they are also
nocturnal and may be found on the surface at night. Goblins are archenemies of
dwarves, who they hate above all other humanoids, followed closely by their
distaste for gnomes.
Requirements
All
goblin classes require a minimum Constitution 9 or better.
Class Category Values
Fighting:
Due
to their short stature, goblins may never use human-sized two-handed weapons
(such as two-handed swords or pole arms) or longbows, regardless of their
Fighting Value. Goblins with broad or narrow weapon selections must include
short swords, and at least two of darts, javelins, slings, or spears among
their selections.
Divine:
Goblins
rarely allocate build points to the Divine category. See the Mystic Path goblin
custom power, however.
Arcane:
Goblins
rarely allocate build points to the Arcane category. See the Mystic Path goblin
custom power, however.
Goblin Value
When
building a goblin custom class, assign between 0 and 4 build points to the
class’s Goblin Value. At Goblin 0, all goblins gain the following goblin custom
powers:
Value
|
Goblin
|
XP Cost
|
4
|
Goblin 4
|
2000
|
3
|
Goblin 3
|
1750
|
2
|
Goblin 2
|
1500
|
1
|
Goblin 1
|
1250
|
0
|
Goblin
|
1000
|
· Bestial
Tongues: All goblins speak their native tongue and two bonus languages,
selected from the following list based on their tribe’s proximity to other
beastmen and monsters: Bugbear, Draconic, Gnoll, Hobgoblin, Kobold, Orc, Ogre,
Troll.
· Fearsome
Size: Goblins grow unnaturally strong and increasingly corpulent as they advance
in experience. When they reach 2nd level, the goblin gains a +1 bonus to damage
rolls due to his size. At 3rd level, the damage bonus is increased
to +2 and the goblin’s great size and strength grants a +2 morale bonus to goblin
henchmen, retainers, and followers. At 5th level, the damage bonus
is increased to +3, at 8th level it is increased to +4, and at
12th level it is increased to +5.
· Mystic
Path: When a goblin gains a level of experience, he may choose to gain one
level of arcane or divine spellcasting in lieu of all other benefits he would
normally accrue from leveling (e.g. hit points, attack throws, saving throws,
proficiencies, etc.) A goblin may acquire a maximum of 6 arcane casting levels
and/or 8 divine casting levels in this manner.
· Small:
Goblins have a base movement rate of 60'. Experienced goblins of fearsome
size retain a base movement rate of 60' due to their bowed legs and
overburdened frames.
· Subterranean:
Goblins gain infravision to a range of 90’. However, goblins suffer
a penalty of -1 to attack throws when in sunlight.
· Unempathic:
Goblins suffer a -2 penalty to the reactions, loyalty, and morale of humans
and demi-humans.
· Wolf
Rider: Goblins know how to breed, groom, and train dire wolves, as well as how
to handle dire wolves under difficult circumstances, such as using a weapon
from its back.
Additional
points allocated to the Goblin Value stack with points allocated to the
Fighting Value for purposes of calculating the rate of improvement for attack
throws, to a maximum of 4.
EXAMPLE:
The standard goblin warrior is built with Hit Dice 2, Fighting Value 1, Goblin
Value 2. The goblin warrior’s attack throws increase as if his Fighting Value
were (Fighting Value 1 + Goblin Value 2 =) 3.
Experience Point Progression After 8th
level
Unlike
the experience point progression for human and demi-human classes, the
experience points progression required to advance in Goblin classes always
continues to double, even after 8th level.
Base Class (Goblin Monsters)
Goblin WarriorHit Dice 2, Fighting Value 1b, Goblin Value 2.
The Goblin Warrior class is to Goblin Custom Classes as the Orc Warrior class is to Orc Custom Classes, except, note that a 1st level Goblin Warrior is a Goblin Champion. A normal Goblin is a “0th level” adult Goblin. Applying my Apprentice Level Characters rules to 0th level Goblin Warriors leads to the progression below. Now, my Goblin females and young will fight as Goblin adolescents and runts, respectively.
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
|
Thursday, September 12, 2013
Mystical Orders
Merlin: Shall
I tell you what's out there?
Arthur: Yes,
please.
Merlin: The Dragon.
A beast of such power that if you were to see it whole and complete in a single
glance, it would burn you to cinders.
Arthur: Where
is it?
Merlin: It is
everywhere. It is everything. Its scales glisten in the bark of trees. Its roar
is heard in the wind. And its forked tongue strikes like... [lightning strikes]
Merlin: Like
lightning — yes that's it.
Excalibur film
(1981)
All magic
flows from the Dragon, the Creator of All. Nature, magic and the Dragon are
ubiquitous, one and the same. Mystics of the Dragon are masters of both natural
and supernatural, using each in harmony with the other. From the ancient Order
of the Dragon, new orders formed focusing on different aspects of the Dragon.
Oldest of these mystical orders are the Seven Animals: the Tiger, the
Crane, the Leopard, the Snake, the Praying Mantis, the Monkey and the Dragon.
Following are one
existing and three new orders for the Player’s Companion Mystic. The Order of
the Dragon is the Mystic as it appears in the Player’s Companion. Other orders
replace the weapons, special abilities and proficiency list additions of the
base (Dragon) Mystic with those noted for the order.
Order
|
Weapons
|
Special Abilities
|
Proficiency List
|
Crane
|
dagger, dart, flail, javelin, longbow, shortbow, short
sword, spear, staff, sword
|
1st level: Weapon Finesse, 2nd level: Fighting Style (single
weapon or two weapons), 4th level: shimmer
once per 8 hours; each use takes 1 round, 6th level: command of voice, 8th level: fly
(self only) once per day; each use takes 1 round
|
Alertness, Art, Combat Trickery (disarm), Cat
Burglary
|
Dragon
|
dagger, dart, flail, longbow, pole arm, short sword,
spear, staff, sword, whip
|
1st level: mindful,
2nd level: strength of spirit, 4th
level: probability trance, 6th
level: command of voice, 8th level:
perceive intentions
|
Arcane Dabbling, Eavesdropping, Illusion Resistance,
Lip Reading
|
Leopard
|
battle axe, dagger, flail, hand axe, javelin, longbow, short
sword, spear, staff, sword
|
1st level: Skirmishing, 2nd level: Fighting Style (missile
weapon or two weapons), 4th level: swift
sword once per 8 hours; each use takes 1 round, 6th level: Combat
Trickery (knockdown), 8th level: Weapon Focus
|
Alertness, Ambushing, Mimicry, Sniping
|
Tiger
|
battle axe, dagger, flail, great axe, longbow, morning
star, short sword, staff, sword, two-handed sword
|
1st level: Fighting Style (two weapons or two-handed
weapon), 2nd level: strength of spirit,
4th level: striking (self only) once
per 8 hours; each use takes 1 round, 6th level: Weapon Focus, 8th level: Combat
Trickery (force back)
|
Alertness, Combat Trickery (sunder), Dungeon Bashing,
Intimidation
|
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