Monday, November 13, 2017

Barrowmaze ACKSified!


I will start running Barrowmaze Complete the coming Friday to three of my friends - all of them playing Dwarves! I am using the ACKS ruleset, which emphasizes realm building and demographics, especially as high-level PCs can become actual rulers. So here I will flesh out the Aerik County (using ACKS demographics, it's too small to be a proper Duchy) and modify it to suit the ACKS rules. I will also add several new minor adventuring locations in case my players will want to take a break from Barrowmaze itself. I also changed the map from 5-mile hexes to 6-mile hexes as is customary in ACKS.

The Aerik County is 18 six-mile hexes in size, which is a small County. In the past, it was 27 hexes, a much larger County. However, the moribund Empire receded, and so did the County. What was once a prosperous frontier County shipping timber and ore to Imperial lands is now a shadow of itself. The Yellow Plague ravaged it a decade ago. Lizardmen and froglings - and worse - now threaten its residents. Viscount Ironguard, an aging knight, functions as the de-facto sovereign ruler despite owing de jure fealty to the Empire. Greatly shrunk in size and wracked by internecine warfare, the Empire can neither project military force to this County nor collect taxes from it.

This region is very sparsely populated. Between economic decline, frogling raids, and the devastating Yellow Plague, the County of Aerik declined from an average of 40 families per square mile to 30 families (200 families per 6-mile hex). The total population is 3,720 families. The plague and raids hit the rural population harder than the larger villages. Furthermore, given the frogling, lizardman, and bandit threat, many peasants prefer to huddle closer to the larger villages, where the Viscount's men offer some protection. Thus, the urban population is unusually large - 520 families out of 3,720. Most of these families practice agriculture, logging, and mining near the main three villages.

The County seat, and largest village, is Ironguard Motte. It is a Large Village of 261 families (1,304 people), a Class-V market. The ruler is, of course, Viscount Kell Ironguard, a level 7 retired fighter.

Bogtown is a Small Village of 87 families (431 people), a Class-VI market. It is ruled, de jure, by Elderman Herik Anguson, a level 5 thief. The true ruler, however, is the County's criminal kingpin, Alzo Danuth, a level 6 thief. This, ironically, makes the tiny Bogtown a better-defended village than the much larger Helix. Any would-be invader will have to content with the local gangsters - a motley crew of tough thugs.

Helix is a Village of 172 families (860 people), a Class-IV market. Its ruler is Krothos Ironguard, a level 3 fighter. He is particularly weak and unskilled for the ruler of such village. Father Othar, the Cleric of the Unconquered Sun (level 5 cleric), holds much of the actual power and oversees the lion's share of village administration. Such weak leadership, as well as the small contingent of men-at-arms, makes Helix a prime target to bandits, lizardmen, and froglings. It also makes it a perfect target for ambitious would-be conquering adventurers who want to be kings.

The County is considered Wilderness and thus should have had a garrison budget of 4gp/family per month, but in practice the forces are much thinner, equivalent to approximately 2gp value per family per month, for an actual  total of 7,570gp per month. Out of these, the Viscount has at his disposal a unit of Light Cavalry (60 horsemen, 2,850gp, battle rating 3.5), a unit of bowmen (120 bowmen, 1,450gp, battle rating 1.5), and 3 units of light infantry (120 men each, 720gp each, total 360 men, 3,270gp, battle rating 1 each). (using Domains at War: Campaigns troop tables, these include specialist salaries). A total of 540 men, battle rating 8. Knowing the risk of attack, Viscount Ironguard keeps his forces concentrated at the castrum of Ironguard Motte. Only one unit of men-at-arms - light infantry - patrol the rural areas and serve as town guards in Helix and Bogtown. In case of an attack on one of these villages, the Viscount will dispatch a larger contingent of troops to counter it, but will keep his cavalry and one infantry unit at the Motte to guard against further attacks.

This force is weak, as even a force of 240 lizardmen have a battle rating of 9. If the lizardmen will ever launch a concerted attack on Ironguard Motte, they will pose a dire threat to the realm. Thankfully, so far tribalism and disorganization prevented such an attack, but if a strong leader will arise in the swamp, great peril will come to the Aerik County.

St. Marcus used to be part of the Aerik County. However, economic decline, raids, and the Plague brought about Viscount Ironguard's retreat from this Small Village (Class-VI market). The local population is 76 families (380 people). A decade ago, before the Plague came, the population was triple that figure, and now most of the village stands boarded up and abandoned. Abbot Kasimir, head of the nearby Monastery of St. Marcus (level 3 Cleric) administers the village. I can set my The Rot Beneath adventure here, if the PCs will want to take a break from Barrowmaze and pursue another adventure for some time.

I have added an abandoned town called Mountainside in southern Wyrdwood, and well as a small abandoned Dwarven Vault called Krum Tok in the southern Moon Peaks. I have three Dwarven characters so an abandoned vault will fit in very well as a side quest. In my larger setting, the Empire receded, which led to the decline of the Aerik County as well. Thus, Mountainside was abandoned, especially after the nearby Vault fell. After all, Mountainside was an important stop on the trade route from the Vault to Ironguard Motte.

Mountainside probably became a Frogling nest (or maybe contested between Froglings and Lizardmen?), while the vault is inhabited by something worse. Maybe an Aboleth? A Dwarven Mechinist Automaton possessed by a vile Elemental spirit?

Sunday, October 29, 2017

Got a License!

Got my Ground Car-0 skill!

Up until early 2016, I thought that, due to a medical condition, I was forbidden to drive. Then I found out that this condition *DOES NOT* prohibit driving. So I started learning how to drive.

And now - here is my license!

(temporary paper license - I will get the photo ID plastic version in 1-3 months)


Wednesday, October 11, 2017

Draconid Racial Templates - UPDATED AND CORRECTED!












Thanks to Fabio Milito Pagliara for his input! Below is the updated and corrected version of the rules.

Born from manipulation of dragon eggs by ambitious sorcerers searching for the perfect shock-troops and bodyguards, the Draconid blends human and dragon blood and carries the soul of a drake. Eventually escaping from their masters and breeding among themselves and with lizardmen, they now roam the world. Only a few of them still exist, despite this limited attempts at reproduction.

The draconid inherited the humanoid shape and mortality of its human progenitors, but also the magnificent reptilian might of its dragon blood and soul. He is terrifying on the battlefield, and often fierce in sorcery. However, his exact heritage determines his personality - from the shining heroism of a metallic dragon (the rarest type of draconid progenitor) to the burning greed of a red dragon or the vile cunning of a black dragon.

Requirements:

A draconid must have Strength and Intelligence of at least 12 each.

Class category values:

Fighting: certain levels of draconid add a bonus to the character's Fighting value.
Divine: a draconid may not have a Divine value above 1.
Arcane: certain levels of draconid add a bonus to the character's Arcane value.

Draconid 0 (600XP):
  • Breath Weapons: once per day, the draconid may use a breath weapon which causes 1d4 damage per level of experience. the heritage list below details these weapons (200XP).
  • Energy Resistance: the draconid is resistance to one form of energy: acid, poison, fire, cold, or electricity, depending on his dragon ancestry. The character is immune to mundane versions of this damage - for example a character with Fire Resistance will be immune to regular fires - and enjoys a +4 bonus to saving throws against magical versions of this energy (such as fireballs in the example above).  See the heritage list below for details (150XP).
  • Fangs and Claws: claw/claw/bite attack routine at 1d2-1/1d2-1/1d4-1 (100XP)
  • Inhumanity: a draconid instills awe and fear in common mortals, and therefore suffers a -2 penalty to the reactions, loyalty, and morale of humans and demihumans, but gets a a +2 bonus to the reactions, loyalty, and morale of draconids, dragons, and lizardmen (0XP).
  • Longevity: The character becomes ageless and enjoys a lifespan three times longer than normal. He also becomes immune to ghoul paralysis (50XP).
  • Scaly Hide: AC +1 (50XP).
  • Speaks the language of Dragons and enjoys 3 more bonus languages (50XP).

Draconid 1 (1,200XP):
  • Draconid 0 (600XP).
  • Fangs and Claws: claw/claw/bite attack routine at 1d3-1/1d3-1/1d6-1 (50XP).
  • Scaly Hide: AC +2, speed -30' (50XP).
  • Superior Fighting: the draconid enjoys +1 to his Fighting value (500XP)
Draconid 2 (1,500XP):
  • Draconid 1 (1,200XP). 
  • Fangs and Claws: claw/claw/bite attack routine at 1d3-1/1d3-1/1d8-1 (50XP).
  • Flying: The draconid gains a flying movement rate of 30' per turn (250XP).
Draconid 3 (2,200XP - rounded up from 2,175):
  • Draconid 2 (1,500XP).
  • Fangs and Claws: claw/claw/bite attack routine at 1d4-1/1d4-1/1d8-1 (50XP).
  • Superior Sorcery: the draconid enjoys +1 to his Arcane value (625XP).
Draconid 4 (2,700XP - rounded down from 2,725):
  • Draconid 3 (2,175XP).
  • Fangs and Claws: claw/claw/bite attack routine at 1d4-1/1d4-1/1d10-1 (50XP).
  • Superior Fighting: the draconid enjoys +2 to his Fighting value (500XP).
Additional XP per level after level 9: 51,000.

Draconid heritage list:
  • Metallic Dragon heritage: bronze, silver, electrum, or gold scales. Breath weapon is a 30’ long, 10’ wide cone of fire. The fire ignites combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the breath may continue beyond the barrier in order to attain its full volume. Resistant to fire.
  • Red Dragon heritage: flame-red, burnt orange, or charcoal scales. Breath weapon is a 30’ long, 10’ wide cone of fire. The fire ignites combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the breath may continue beyond the barrier in order to attain its full volume. Resistant to fire.
  • Blue Dragon heritage: sky blue, slate grey, or cloud white scales. Breath weapon is a 20’ long, 5’ wide lightning bolt. The bolt can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier. Resistant to electricity.
  • White Dragon heritage: ivory, pearl, or snow white scales. Breath weapon is a 30’ long, 10’ wide cloud of freezing vapor. For one round after the draconid breathes, the area of effect is partly obscured by the billowing vapors, steam, or dust. Attacks into or through the area suffer a -2 penalty. Resistant to cold.
  • Green Dragon heritage: moss green, olive, or forest green scales. Breath weapon is a 10’ by 10’ cloud of poison vapor. For one round after the draconid breathes, the area of effect is partly obscured by the billowing vapors, steam, or dust. Attacks into or through the area suffer a -2 penalty. Resistant to poison.
  • Black Dragon heritage: green-grey, midnight green, or black scales. The breath weapon is a 20’ long, 5’ wide line of acid. The acid stream will burn through wooden or metal barriers and continue beyond them to its full length. The acid can corrode metal, wood, and cloth it touches, but cannot harm stone. Resistant to acid.

TSAO flavor text - Terran wartime song - Let our Gauss guns speak!

"Lidia" Thiragin* used to rule us
And our sons and daughters to abduct.
"She" had ther claws on our throat -
Now it's time for our Gauss guns to speak!

"Lidia" Thiragin demands
That we surrender to her rule.
"She" sends her saucers to subdue us -
In reply, our Gauss guns speak!

"Lidia" Thiragin ordered Cicek
To charge at our soldiers.
But the Cicek are no fools -
In reply, their Gauss guns speak!

"Lidia" Thiragin sent her saucers
To turn back our fleet.
Our s​pacemen ​answer with missiles -
And we let our Gauss guns speak!

Granny Vera** answered the Greys:
"No surrender, no retreat!"
We have received her orders:
Let your Gauss guns speak!

* Head of the Reticulan House Thiragin which once ruled Terra.
** Terran wartime president Vera Singh.


Purchase These Stars Are Ours!

Download the FREE Primer to These Stars Are Ours!

Tuesday, October 10, 2017

Draconid racial template for ACKS


x

x
Born from manipulation of dragon eggs by ambitious sorcerers searching for the perfect shock-troops and bodyguards, the Draconid blends human and dragon blood and carries the soul of a drake. Eventually escaping from their masters and breeding among themselves and with lizardmen, they now roam the world. Only a few of them still exist, despite this limited attempts at reproduction.

The draconid inherited the humanoid shape and mortality of its human progenitors, but also the magnificent reptilian might of its dragon blood and soul. He is terrifying on the battlefield, and often fierce in sorcery. However, his exact heritage determines his personality - from the shining heroism of a metallic dragon (the rarest type of draconid progenitor) to the burning greed of a red dragon or the vile cunning of a black dragon.

Requirements:

A draconid must have Strength and Intelligence of at least 12 each.

Class category values:

Fighting: certain levels of draconid add a bonus to the character's Fighting value.
Divine: a draconid may not have a Divine value above 1.
Arcane: certain levels of draconid add a bonus to the character's Arcane value.

Draconid 0 (500XP):
  • Breath Weapons: once per day, the draconid may use a breath weapon which causes 1d4 damage per level of experience. the heritage list below details these weapons (200XP).
  • Energy Resistance: the draconid is resistance to one form of energy: acid, poison, fire, cold, or electricity, depending on his dragon ancestry. The character is immune to mundane versions of this damage - for example a character with Fire Resistance will be immune to regular fires - and enjoys a +4 bonus to saving throws against magical versions of this energy (such as fireballs in the example above).  See the heritage list below for details (150XP).
  • Fangs and Claws: claw/claw/bite attack routine at 1d2-1/1d2-1/1d4-1 (100XP)
  • Inhumanity: a draconid instills awe and fear in common mortals, and therefore suffers a -2 penalty to the reactions, loyalty, and morale of humans and demihumans, but gets a a +2 bonus to the reactions, loyalty, and morale of draconids, dragons, and lizardmen (0XP).
  • Longevity: The character becomes ageless and enjoys a lifespan three times longer than normal. He also becomes immune to ghoul paralysis (50XP).
  • Scaly Hide: AC +1 (50XP).
  • Speaks the language of Dragons and enjoys 3 more bonus languages (50XP).

Draconid 1 (1,100XP):
  • Breath Weapons: once per day, the draconid may use a breath weapon which causes 1d4 damage per level of experience. the heritage list below details these weapons (200XP).
  • Energy Resistance: the draconid is resistance to one form of energy: acid, poison, fire, cold, or electricity, depending on his dragon ancestry. The character is immune to mundane versions of this damage - for example a character with Fire Resistance will be immune to regular fires - and enjoys a +4 bonus to saving throws against magical versions of this energy (such as fireballs in the example above).  See the heritage list below for details (150XP).
  • Fangs and Claws: claw/claw/bite attack routine at 1d3-1/1d3-1/1d6-1 (150XP).
  • Inhumanity: a draconid instills awe and fear in common mortals, and therefore suffers a -2 penalty to the reactions, loyalty, and morale of humans and demihumans, but gets a a +2 bonus to the reactions, loyalty, and morale of draconids, dragons, and lizardmen (0XP).
  • Longevity: The character becomes ageless and enjoys a lifespan three times longer than normal. He also becomes immune to ghoul paralysis (50XP).
  • Scaly Hide: AC +2, speed -30' (100XP).
  • Speaks the language of Dragons and enjoys 3 more bonus languages (50XP).
  • Superior Fighting: the draconid enjoys +1 to his Fighting value (500XP)

Draconid 2 (1,500XP):
  • Breath Weapons: once per day, the draconid may use a breath weapon which causes 1d4 damage per level of experience. the heritage list below details these weapons (200XP).
  • Energy Resistance: the draconid is resistance to one form of energy: acid, poison, fire, cold, or electricity, depending on his dragon ancestry. The character is immune to mundane versions of this damage - for example a character with Fire Resistance will be immune to regular fires - and enjoys a +4 bonus to saving throws against magical versions of this energy (such as fireballs in the example above).  See the heritage list below for details (150XP).
  • Fangs and Claws: claw/claw/bite attack routine at 1d3-1/1d3-1/1d8-1 (200XP).
  • Flying: The draconid gains a flying movement rate of 30' per turn (250XP).
  • Inhumanity: a draconid instills awe and fear in common mortals, and therefore suffers a -2 penalty to the reactions, loyalty, and morale of humans and demihumans, but gets a a +2 bonus to the reactions, loyalty, and morale of draconids, dragons, and lizardmen (0XP).
  • Longevity: The character becomes ageless and enjoys a lifespan three times longer than normal. He also becomes immune to ghoul paralysis (50XP).
  • Scaly Hide: AC +2, speed -30' (100XP).
  • Speaks the language of Dragons and enjoys 3 more bonus languages (50XP).
  • Superior Fighting: the draconid enjoys +1 to his Fighting value (500XP).
Draconid 3 (2,200XP - rounded up from 2,175):
  • Breath Weapons: once per day, the draconid may use a breath weapon which causes 1d4 damage per level of experience. the heritage list below details these weapons (200XP).
  • Energy Resistance: the draconid is resistance to one form of energy: acid, poison, fire, cold, or electricity, depending on his dragon ancestry. The character is immune to mundane versions of this damage - for example a character with Fire Resistance will be immune to regular fires - and enjoys a +4 bonus to saving throws against magical versions of this energy (such as fireballs in the example above).  See the heritage list below for details (150XP).
  • Fangs and Claws: claw/claw/bite attack routine at 1d4-1/1d4-1/1d8-1 (250XP).
  • Flying: The draconid gains a flying movement rate of 30' per turn (250XP).
  • Inhumanity: a draconid instills awe and fear in common mortals, and therefore suffers a -2 penalty to the reactions, loyalty, and morale of humans and demihumans, but gets a a +2 bonus to the reactions, loyalty, and morale of draconids, dragons, and lizardmen (0XP).
  • Longevity: The character becomes ageless and enjoys a lifespan three times longer than normal. He also becomes immune to ghoul paralysis (50XP).
  • Scaly Hide: AC +2, speed -30' (100XP).
  • Speaks the language of Dragons and enjoys 3 more bonus languages (50XP).
  • Superior Fighting: the draconid enjoys +1 to his Fighting value (500XP).
  • Superior Sorcery: the draconid enjoys +1 to his Arcane value (625XP).
Draconid 4 (2,700XP - rounded down from 2,725):
  • Breath Weapons: once per day, the draconid may use a breath weapon which causes 1d4 damage per level of experience. the heritage list below details these weapons (200XP).
  • Energy Resistance: the draconid is resistance to one form of energy: acid, poison, fire, cold, or electricity, depending on his dragon ancestry. The character is immune to mundane versions of this damage - for example a character with Fire Resistance will be immune to regular fires - and enjoys a +4 bonus to saving throws against magical versions of this energy (such as fireballs in the example above).  See the heritage list below for details (150XP).
  • Fangs and Claws: claw/claw/bite attack routine at 1d4-1/1d4-1/1d8-1 (250XP).
  • Flying: The draconid gains a flying movement rate of 30' per turn (250XP).
  • Inhumanity: a draconid instills awe and fear in common mortals, and therefore suffers a -2 penalty to the reactions, loyalty, and morale of humans and demihumans, but gets a a +2 bonus to the reactions, loyalty, and morale of draconids, dragons, and lizardmen (0XP).
  • Longevity: The character becomes ageless and enjoys a lifespan three times longer than normal. He also becomes immune to ghoul paralysis (50XP).
  • Scaly Hide: AC +2, speed -30' (100XP).
  • Speaks the language of Dragons and enjoys 3 more bonus languages (50XP).
  • Superior Fighting: the draconid enjoys +2 to his Fighting value (1,000XP).
  • Superior Sorcery: the draconid enjoys +1 to his Arcane value (625XP).
Additional XP per level after level 9: 51,000.

Draconid heritage list:
  • Metallic Dragon heritage: bronze, silver, electrum, or gold scales. Breath weapon is a 30’ long, 10’ wide cone of fire. The fire ignites combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the breath may continue beyond the barrier in order to attain its full volume. Resistant to fire.
  • Red Dragon heritage: flame-red, burnt orange, or charcoal scales. Breath weapon is a 30’ long, 10’ wide cone of fire. The fire ignites combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the breath may continue beyond the barrier in order to attain its full volume. Resistant to fire.
  • Blue Dragon heritage: sky blue, slate grey, or cloud white scales. Breath weapon is a 20’ long, 5’ wide lightning bolt. The bolt can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier. Resistant to electricity.
  • White Dragon heritage: ivory, pearl, or snow white scales. Breath weapon is a 30’ long, 10’ wide cloud of freezing vapor. For one round after the draconid breathes, the area of effect is partly obscured by the billowing vapors, steam, or dust. Attacks into or through the area suffer a -2 penalty. Resistant to cold.
  • Green Dragon heritage: moss green, olive, or forest green scales. Breath weapon is a 10’ by 10’ cloud of poison vapor. For one round after the draconid breathes, the area of effect is partly obscured by the billowing vapors, steam, or dust. Attacks into or through the area suffer a -2 penalty. Resistant to poison.
  • Black Dragon heritage: green-grey, midnight green, or black scales. The breath weapon is a 20’ long, 5’ wide line of acid. The acid stream will burn through wooden or metal barriers and continue beyond them to its full length. The acid can corrode metal, wood, and cloth it touches, but cannot harm stone. Resistant to acid.

Flagellant class for ACKS

The followers of the Flayed Lady see pain as the pathway to penitence and spiritual purity. They view martyrdom as the pinnacle of faith a believer can achieve, and wounding of the mortal flesh as a road to clearing one's soul of dark Chaos. Their cleric, therefore, is the flagellant - marching through the corrupt mortal world to call the sinful to repent and flogging her own flesh to ward away the bestial call of the carnal body.

An iconoclast, an enemy of slavers, resentful of the haughty, the flagellant fights with zeal. She may lack the martial training of an ordinary cleric of the Invincible Sun, but makes up to that in burning religious fervor. A simple robe or a leather armor to her skin, she carries her two characteristic flails to rend the flesh of the Chaotic idolater and the mortal tyrant.

Flagellant
Requirement: None
Prime Requisite: WIS and DEX

Class Build
(see the ACKS Player's Companion)
Hit Dice 1 (500XP): 1d6 hit dice.
Fighting 1a (500XP): as a cleric; however:
  • Weapom selection remains at Narrow - bows/crossbows and flails/hammers/maces.
  • Armor selection reduced from Unrestricted to Restricted - hide armor or lighter: 2 powers.
  • Fighting styles: reduced to two weapons (which also allows one weapon without a shield): 1 power.
Divine 2 (500XP): as Cleric.

XP for level 2: 1,500XP.
Attacks, Saving Throws, and Magic Item Use: as a cleric.

Powers: 2 at level 1, another traded for powers at levels 5 and 9.

Level 1:
  • Flagellation: the character can whip herself into a furious religious zeal. She suffers 1 point of damage per level of experience, but gains a +2 bonus to attack and damage rolls and becomes immune to fear. The character may not retreat from combat while this lasts. Furthermore, the Judge may rule that she will have to attack, to the best of her lethal ability, the nearest enemy of her faith, even if the player thinks this is not a prudent choice. The zealous fury lasts until the combat ends.
  • Blade-Dancing: The character gains a +1 bonus to Armor Class if wearing leather armor or lighter and able to move freely. At level 7, the AC bonus increases to +2, and at level 13 the AC bonus increases to +3. For flavor, mystics call this power graceful fighting. While Blade-Dancing is similar to taking the Swashbuckling proficiency selected as a custom power, for game balance reasons, consider Blade-Dancing as a separate class power and allow it to stack with Swashbuckling.
Level 5:
  • Martyrdom: upon reaching 0 hit points, the character may choose to remain in full fighting condition, functioning as if she has above-zero hit points, and applying any further damage as negative hit points. She may continue fighting until she reaches a negative number of hit points equal or exceeding her Constitution score, or stays conscious for a number of rounds equal to her level of experience - the sooner between them. Then she falls, unconscious mortally wounded. The price of her sacrifice is that she suffers a penalty of -1 per level of experience to both Mortal Wounds *and* Tampering with Mortality rolls related to that injury.
Level 9:
  • Holy Fervor: Any hirelings of the same religion as the character gain a +1 bonus to their morale score whenever she is present.

Sunday, October 8, 2017

Pugilist class build for ACKS

From the ranks of the common folk, a hero sometimes arises who is neither a soldier, nor a sorcerer, but a man of his fists. Whether trained in a martial arts school, experienced in the bloodsports common in rowdy taverns, or master of the bar-room brawl, the pugilist lives by the fist. He never donned heavy mail or trained with a sword. Instead, he learned the art and practice of wrestling and bare-hand fighting. The haughty tyrant or blade-wielding bully underestimate him. He then rewards their hubris with a well-aimed fist to their sneering faces.

Pugilist
Requirement: Strength 9 or better.
Prime Requisite: Strength.




Class Build
(see the ACKS Player's Companion)
Hit Dice 1 (500XP): 1d6 hit dice.
Fighting 1b (500XP): as a thief; however:
  • Armor selection remains at Narrow - leather armor or lighter.
  • Weapon selection reduced from Broad to Restricted - club, dagger, sling, whip: 3 powers.
  • Fighting styles: reduced to two weapons only: 1 power.
Thievery 2 (400XP): 5 skills traded into 5 powers.

XP for level 2: 1,400XP

Powers: 4 at level 1; 2 traded for powers at levels 2, 4, 9; 1 traded to levels 5 and 9; another 1 traded to levels 5 and 9.

So:
level 1: 4 powers
level 2: 1 power
level 4: 1 power
level 5: 2 power
level 9: 3 powers

Power progression:

Level 1:
Combat Trickery (Wrestling).
Fists of Iron: fist/fist attack routine at 1d3-1 each. At level 5, can harm creatures invulnerable to non-magical weapons (i.e. counts as a "magical" attack). Counts as 2 powers.
Legwork: as Blade-Dancing.

Level 2:
Fists of Iron 1d4-1/1d4-1

Level 4:
Fists of Iron 1d6-1/1d6-1

Level 5:
Swashbuckling (stacks with Blade-dancing); AC +1; total AC +2.
Also, as noted above, consider the pugilist's unarmed attacks as "Magical" for the purpose of harming monsters; no additional power cost (subsumed in Fists of Iron).

Level 7:
As noted above, the Legwork and Swashbuckling bonuess to AC increases to +2 each; no additional power cost (subsumed in Legwork). Total AC bonus +4.

Level 9:
Fists of Iron 1d8-1/1d8-1
Fighting Fury: at will, the character can enter a fighting fury. While furious, the character gains a +2 bonus to damage rolls and becomes immune to fear. However, the character cannot retreat from combat. Once it has begun, a fighting fury cannot be ended until combat ends. Counts as 2 powers.

Level 13:
As noted above, the Legwork and Swashbuckling bonuses to AC increases to +3 each; no additional power cost (subsumed in Legwork). Total AC bonus +6.