Now with Sorcerer Kings!
Harat is ruled by Hardun, sometimes called "King Hardun", a Lawful level 10 Lizardman Gladiator.
Yimara is ruled by King Balrazar, a Neutral level 11 Mage.
Khishrom is ruled by King Adyan, a Lawful level 10 Fighter.
Irem is ruled by the Merchant-Prince Argum, a Neutral level 10 Venturer.
Zarnas is ruled by the undead Eternal Pharaoh Pilsar IV, a Chaotic level
10 Sakkaran Ruinguard turned into an intelligent undead creature three
centuries ago.
The City of the Crescent Sun is ruled by Lizard-Queen Xelana, a Lawful level 10 Lizardman Warrior.
The City of the Sunken Moon is ruled by Lizard-Sorceress Manatxu, a Chaotic level 10 Lizardman Witch-Doctor.
Cibola is ruled by High Priestess Nalana, a Lawful level 12 Lizardman Priest(ess).
Sunday, October 27, 2013
Sunday, October 20, 2013
Updated Lizardman Hunter
Prime Requisite: DEX
Requirements: STR 9, DEX 9, CON 9
Hit Dice: 1d6
Maximum Level: 12
In
the savage lizard-tribes of Mala, the most basic social function is
that of the Hunter - an aguile stalker of prey who also, in times of
dire need, doubles as a warrior in protection of his or her tribe. Some
of the more civilized Lizardmen of Punt also follow this pursuit -
either as hunters for pleasure and profit or as rouges who lives in the
cracks of Cibola's rich, but corrupt, society. Unarmoured, stealthy and
utterly deadly when attacking from ambush, the Lizardman Hunter is a
light-footed warrior well-suited to the adventuring life.
In
ACKS-PC terms, a Lizardman Hunter is Lizardman 2, Hit Die 1, Fighting 0
(1 due to the Lizardman bonus), Thievery 2, Divine 0, and Arcane 0
(I'll detail the custom powers later). He can go up to level 11. He
needs 1,750 XP to rise to Level 2.
Lizardman Hunters
are good combatants, though unarmoured ones. At first level,
Lizardman Hunter hit an unarmored foe (AC 0) with an attack throw of
10+. Like Thieves, they advance in attack throws and saving throws by
two points every four levels of experience.
Agile
and sneaky combatants as they are, they may not wear any armour at all,
but do enjoy a natural armour of AC 3 due to their Thick, Scaly Hides. They may use any one-handed melee weapon and all missile weapons, and may only fight in the One-Handed Weapon style.
Like all Lizardmen, Hunters may use their Fangs and Claws
in combat. In lieu of attacking with a normal weapon, the character can
initiate an attack routine consisting of two claw attacks and one bite
attack. The claws deal 1d3-1 damage each, while the bite deals 1d6-1
damage. Both the claw and bite damage will be modified by the
character’s STR adjustment and damage bonus. When the character reaches
5th level, these natural weapons become capable of harming creatures
only harmed by magical weapons. Lizardmen cannot use their fangs and
claws while wielding weapons or using shields. Also, as all Lizardmen, Hunters are excellent swimmers with a swimming movement rate of 120' per turn, and can hold their breath for 1 turn (10 minutes) without harm.
Lizardmen Hunters may Move Silently, Climb Walls, Hide in Shadows, Hear Noise and Backstab like
a Thief, as shown in the table below. The bonus for their Hunter's
Senses is already factored in the throws given in the table.
Lizardmen Hunters enjoy keen Hunter's Senses,
giving them a +4 bonus on any proficiency throws to hear noises and
detect secret doors (already factored into their Hear Noise throw). With
a proficiency throw of 18+ they can notice secret doors with just
casual observation. They also gain a +1 bonus to avoid surprise. In the
wild, as skilled trackers, they Avoid Getting Lost - Parties
guided by the character gain significant advantages on wilderness
adventures. Any time the Hunter’s party is in country familiar to him,
they get a +4 bonus on proficiency throws to avoid getting lost. Finally, as skilled hunters, they have the Sniping proficiency, allowing them to inflict ranged Backstab damage to an unaware target up to Short range.
When a Lizardman Hunter attains 9th level (Lizard Warden), he can establish a Hunting Lodge in the Borderlands or Wilderness, and 2d6 Lizardman Hunter apprentices of 1st level will offer to work for him. If hired, they must be paid standard rates for ruffians. Some Lizardman Hunters use these followers to start a gang of highwaymen and smugglers, expanding their wealth through mostly illegitimate channels. Others use this for hunting ferocious beasts. Except as noted, a Lizardman Hunter's Hunting Lodge follows the rules for hideouts detailed in the Hideouts & Hijinks section of Chapter 7 of ACKS.
Lizardman Hunter Proficiency List: Ambushing, Animal Husbandry, Blind Fighting, Climbing, Combat Trickery (disarm, incapacitate, knock down), Eavesdropping, Endurance, Fighting Style, Land Surveying, Mapping, Mountaineering, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Riding, Running, Skirmishing, Survival, Swashbuckling,Tracking, Trapping, Wakefulness, Weapon Finesse, Weapon Focus.
ACKS - Lizardman Gladiator
The corrupt nobles of Kanahu take pride in breeding and training their choicest slaves - the Lizardman Gladiators, bred over centuries to produce bloodlines of unmatched martial prowess, and trained from birth to be ferocious on the arena floor. These gladiators possess a level of savagery unknown even in the best Human fighters, or even Punt's best-known Lizardman Warriors, as generations of artificial selection and a lifetime of combat have honed their senses beyond those of common fighting Men and Lizardmen.
Lizardman Gladiators follow the rules for Thrassian Gladiators as presented on the ACKS Player's Companion pp.41-42, with the following exceptions:
- Their Claws deal 1d3-1 damage and their fangs deal 1d6-1 damage.
- They lack Infavision.
- They lack the Inhuman penalty and bonus.
In ACKS Terms, they are Lizardman 2 + HD 2 + Fighter 2 (total 3 including the Lizardman bonus).
Here is also a new level progression table for them:
Final Lizardmen Race
I've decided to remove the Inhumanity characteristic of Lizardmen, as they are relatively common and well-known even in the human lands of Kanahu; Geckomen will have this at -1, and Bugmen at -2 (or -4? they're VERY alien). This is especially true in the starting city-state of Harat where Lizardmen are 10% of the population (mostly freed slaves), compared to 0.9% for Geckomen and 0.1% for Bugmen.
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Lizardmen are one of the three playable non-human races (the others being Geckomen and Bugmen) of the Barbarian Conqueror King setting for the Adventurer Conqueror King System (ACKS). While other sentient species other than Men, Lizardmen, Geckomen and Bugmen exist in this world, most of them are monstrous and ardent followers of Chaos (Toadmen are an example of this). Lizardmen, on the other hand, exhibit a full range of beliefs and personalities, similar to what Humans do; some are Lawful and follow their goddess Ixchala; most are Neutral; and some are Chaotic and follow the dread gods of their old Serpentmen masters.
In this setting, not all Lizardmen are the savages depicted in the typical fantasy setting. While some live in savage barbarity in the jungles and swamps, others have built, and still inhabit, massive cities, not least of which is the city called Cibola by humans - a massive Class II market rich beyond belief and sprawling over several large islands in its lake.
A Lizardman in Barbarian Conqueror King looks like an upright, anthropomorphic Warer Monitor, with a long, thick tail, a forked tongue and a brain-case worthy of its human-like intelligence. Lizardmen are hardy survivors, bred for manual labor and as cannon-fodder by the dead Serpentmen eons ago. They fight very well and thrive in warm, humid, watery environments, such as their homeland of Punt. Lizardmen are warm-blooded (though they resent cold climate) and are omnivores, albeit with a taste for fresh meat and fish.
Lizardmen, as a race (for custom classes), are almost always taken at level 2, representing a Lizardman (or Lizardwoman). Levels 0 and 1 are described below for the sake of completeness the rare case someone would like to play a magically-bred hybrid between Humans and Lizardmen (which is a rarity, but could plausibly exist in this setting). Levels 3 and 4 are included for the sake of completness.
Lizardman 0 (XP Cost 125): at Lizardman 0, the character appears largely human, but his skin is scaly, his teeth are pointed, and his fingernails are long and claw-like (though not powerful enough at this level to actually cause increased damage in melee). At Lizardman 0, the class will have the following four custom powers:
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Lizardmen are one of the three playable non-human races (the others being Geckomen and Bugmen) of the Barbarian Conqueror King setting for the Adventurer Conqueror King System (ACKS). While other sentient species other than Men, Lizardmen, Geckomen and Bugmen exist in this world, most of them are monstrous and ardent followers of Chaos (Toadmen are an example of this). Lizardmen, on the other hand, exhibit a full range of beliefs and personalities, similar to what Humans do; some are Lawful and follow their goddess Ixchala; most are Neutral; and some are Chaotic and follow the dread gods of their old Serpentmen masters.
In this setting, not all Lizardmen are the savages depicted in the typical fantasy setting. While some live in savage barbarity in the jungles and swamps, others have built, and still inhabit, massive cities, not least of which is the city called Cibola by humans - a massive Class II market rich beyond belief and sprawling over several large islands in its lake.
A Lizardman in Barbarian Conqueror King looks like an upright, anthropomorphic Warer Monitor, with a long, thick tail, a forked tongue and a brain-case worthy of its human-like intelligence. Lizardmen are hardy survivors, bred for manual labor and as cannon-fodder by the dead Serpentmen eons ago. They fight very well and thrive in warm, humid, watery environments, such as their homeland of Punt. Lizardmen are warm-blooded (though they resent cold climate) and are omnivores, albeit with a taste for fresh meat and fish.
Lizardman character classes are created using the Lizardman racial category and experience points. Requirements, class category values, hit points per level after 9th, and experience point progressions are modified as noted below.
Requirements:
All Lizardman classes require a minimum Strength, Dexterity, and Constitution of 9 or better.
All Lizardman classes require a minimum Strength, Dexterity, and Constitution of 9 or better.
Class category Values:
- Fighting: The build points allocated to the class’s Fighting Value may be increased by 1 or 2 points by the Lizardman Value (see below). Use the effective values to find the class’s fighting abilities, up to a maximum of 4 points.
- Divine: Lizardmen may not have a Divine Value higher than 2.
- Arcane: Lizardmen may not have an Arcane Value higher than 3.
Lizardmen, as a race (for custom classes), are almost always taken at level 2, representing a Lizardman (or Lizardwoman). Levels 0 and 1 are described below for the sake of completeness the rare case someone would like to play a magically-bred hybrid between Humans and Lizardmen (which is a rarity, but could plausibly exist in this setting). Levels 3 and 4 are included for the sake of completness.
Lizardman 0 (XP Cost 125): at Lizardman 0, the character appears largely human, but his skin is scaly, his teeth are pointed, and his fingernails are long and claw-like (though not powerful enough at this level to actually cause increased damage in melee). At Lizardman 0, the class will have the following four custom powers:
- Scaly Hide: The character’s base unarmored AC is 1 instead of 0.
- Swimming: The character gains a swimming movement rate of 60' per turn. The character may hold his breath for 12 rounds (2 minutes).
Lizardman 1 (XP Cost 300): at Lizardman 1, the character’s skin develops into a light, scaly hide, and the jaws of the head are elongated. A short, vestigial tail appears, and the fingernails develop into true claws. At Lizardman 1, the class will have the following five custom powers:
- Fangs and Claws: The character gains a claw/claw/bite attack. The claws deal 1d2-1 damage each, while the bite deals 1d4-1 damage.
- Scaly Hide: The character’s base unarmored AC is 2 instead of 0. The character has a base movement rate of only 90'.
- Swimming: The character gains a swimming movement rate of 90' per turn. The character may hold his breath for 30 rounds (5 minutes).
Lizardman 2 (XP Cost 850): At Lizardman 2, the character is a full-blooded Lizardman. He stands 6' to 7' tall, and has the head and tail of a lizard. His hands have evolved into sharp claws, his reptilian mouth is filled with fangs, and his skin has developed into a tough scaly hide. At Lizardman 2, the class will have the following five custom powers:
- Fangs and Claws: The character gains a claw/claw/bite attack routine. The claws deal 1d3-1 damage each, while the bite deals 1d6-1 damage.
- Scaly Hide: The character’s base unarmored AC is 3 instead of 0. The character has a base movement rate of only 60'.
- Superior Fighting: The class’s base Fighting Value is effectively increased by 1 for all purposes.
- Swimming: The character gains a swimming movement rate of 120' per turn. The character may hold his breath for 1 turn.
Lizardman 3 (XP Cost 1,350): Lizardman 2 + another level of Fighter.
Lizardman 4 (XP Cost 1,850): Lizardman 2 + two more levels of Fighter.
Lizardman 4 (XP Cost 1,850): Lizardman 2 + two more levels of Fighter.
A Lizardman’s claw and/or bite damage will be modified by the character’s STR adjustment and damage bonus. However, Lizardmen cannot use their fangs and claws while wielding weapons, using shields, or wearing armour heavier than chain mail.
Experience Point Progression After 8th Level
Lizardmen increase the amount of experience required to gain each level after 8th by 35,000XP.
Lizardmen increase the amount of experience required to gain each level after 8th by 35,000XP.
Barbarian Conqueror King Game Region
Here is the part of the Barbarian Conqueror King campaign map I intend to use as the Regional map for my ACKS game. Detailed are Harat, Yimara and the wilderness between them. I'll make a fully-blown regional map out of this later.
Calendar and Time in Barbarian Conqueror King
The world upon which Kanahu (and the rest of the lands) exists has two
moons: the larger, Yarkhibol, resembling Earth's moon, and the far
smaller, Innana, a small, reddish asteroid on a higher orbit. the
world's rotation around it's sun, Shapashu, equals exactly twelve
rotations of Yarkhibol around the world, each 28 days long; the year,
therefore, is 336 days long. Therefore, there are twelve 28-day months
in the year, each dedicated, according to Kanahi custom, to a single
Lawful deity.
The year, according to Humans, is 3,341 AS (After the Shooting Star, upon which the Humans came), or, according to the Lizardmen, the 4,009th year since their rebellion against the dreaded Serpentmen.
The year, according to Humans, is 3,341 AS (After the Shooting Star, upon which the Humans came), or, according to the Lizardmen, the 4,009th year since their rebellion against the dreaded Serpentmen.
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