Showing posts with label acks custom class. Show all posts
Showing posts with label acks custom class. Show all posts

Monday, February 17, 2014

Vanor Custom Class: The Trickster

This is another custom class for the Ruins of Vanor campaign (the others thus far: the Holy Dungeoneer and the Arcanum Delver), but unlike the others that I made, this one was made by one of my players (using the ACKS Player's Companion, as always). He had a very distinct concept in mind, as you will see.

Tricksters are touched by magic, descended or reincarnated of chaotic gods or immortals. They frequently manifest their latent abilities in their early teens, and sometimes even younger. While most tricksters spend their entire lives on the run, some are called to adventure by dreams and visions; others adventure out of a desire to learn the secrets of the gods.

Prime Requisite: CHA
Requirements: INT 9
Hit Dice: 1d4
Maximum Level: 14

Because of their frequent need to abandon the life they've led, tricksters receive limited combat training. At first level, tricksters hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws only two points every six levels of experience (i.e., half as fast as fighters), though they advance in saving throws by two points every four levels of experience. Because of their need of free hands and movement, they may only fight with quarterstaffs, clubs, daggers, and darts. They are unable to use shields, fight with two weapons, or wear any kind of armor. For these reasons, tricksters are quite vulnerable to physical danger, and in an adventuring group they should be protected.

Because of a trickster’s magical nature, he does not reincarnate as other classes can. Instead of the usual result, a Trickster must roll 1d10; for results 1-6, also make an unmodified 1d20 roll on Tampering With Mortality, and use the 1d10 value in place of the usual 1d6 to determine additional effects.

  1. Human Trickster
  2. Human Trickster
  3. Human Trickster
  4. Human Trickster
  5. Human Trickster
  6. Human Trickster
  7. Human Trickster (No mortality roll)
  8. Human (pick Class)
  9. Demi-Human (roll 1d4, 1-2 Elf, 3-4 Dwarf, pick Class)
  10. Monster

Starting at 1st level, a trickster has the ability to move silently and/or hide in shadows as a Thief does. While Tricksters are not natural pickpockets, their first manifestation allows them to use prestidigitation and pick pockets as a thief of half-class level. At 2nd level, a trickster gains the running and skulking proficiencies (already factored into the table below).

At 3rd level, tricksters can learn and cast arcane spells as a Mage of 1/3-class level. They also manifest a silver tongue (command of voice) that gives them +2 to reaction rolls to reaction rolls with creatures he speaks to. If this bonus results in a total of 12 or more, the subjects act as if charmed while in his presence. Creatures with a WIS greater than the trickster’s CHA are immune to this power (and the trickster will know they are immune). Additionally, a trickster of 3rd level can perceive intentions, knowing the exact reaction result (Hostile, Unfriendly, etc.) of creatures he interacts with, even if the creatures attempt to lie or conceal their reactions. Creatures with a CHA greater than the trickster’s WIS are immune to this power (and the trickster will know they are immune).

At 4th level, tricksters are capable of sensing power (as the proficiency), detecting spellcasters within 60’ and estimate their level of power relative to his own. He can tell when arcane magic has been used within the last 24 hours within the same vicinity. (The trickster cannot necessarily sense whether an item is magic, unless it has been used in the last 24 hours.) Each use takes a turn. He can also use alter self as a spell-like ability once per hour with a 1 turn casting time.

At 5th level, once per day, a trickster can use charm monster as a spell like-ability with a 1 turn casting time.

At 7th level, the trickster gains a +2 bonus to reaction rolls when encountering intelligent chaotic monsters from his ancestors or former self’s ancient pacts. Intelligent chaotic monsters suffer a -2 penalty to saving throws against any charm spells cast by the character.

At 9th level, the trickster can establish a court of 2d6-1 thief apprentices of 1st level and a 1st level trickster will come to work with the character. If hired, they must be paid standard rates for ruffians. A successful character might use these followers to start a Thieves’ Guild. Additional rules for hideouts are detailed in the Campaign chapter. Additionally, the trickster also can teleport as a spell-like ability once per month, and can scry as a spell-like ability once per day with a casting time of 1 turn.

At 12th level, the trickster can use programmed illusion as a spell-like ability once per month with a casting time of 1 turn.

Upon reaching 14th level, the trickster faces a choice, and must select one of these two options:

  1. immediate reincarnation that also reduces level to 1 and XP to 0 using the table above, but without the required mortality roll on 1-6
  2. forever more roll both the 1d20 and 1d6 twice whenever rolling on the Tampering With Mortality table, taking the lower result of each.

Proficiencies: acrobatics, alertness, arcane dabbling, bargaining, bribery, contortionism, craft, diplomacy, disguise, elven bloodline, familiar, gambling, illusion resistance, knowledge, language, lip reading, loremastery, magical engineering, mapping, mimicry, performance, profession, quiet magic, running, seduction, skirmishing, skulking, and soothsaying

Trickster Level Progression
Trickster Attack and Saving Throws
ExperienceTitleLevelHit DiceAbilitiesPetrif. &
Paralysis
Poison &
Death
Blast &
Breath
Staffs &
Wands
SpellsAtk.
Thr.
0 Stray 1 1d4 Hide in Shadows, Move Silently, Prestidigitation 13+ 13+ 16+ 15+ 14+ 10+
1325 Urchin 2 2d4 Skulking, Running 13+ 13+ 16+ 15+ 14+ 10+
2650 Ragamuffin 3 3d4 Command of Voice, Perceive Intentions 12+ 12+ 15+ 13+ 14+ 10+
5300 Guttersnipe 4 4d4 Sense Power, Alter Self 1/hour (1 turn) 12+ 12+ 15+ 13+ 14+ 9+
10600 Vagrant 5 5d4 Charm Monster 1/day (1 turn) 11+ 11+ 14+ 12+ 13+ 9+
21200 Swindler 6 6d4 11+ 11+ 14+ 12+ 13+ 9+
40000 Shyster 7 7d4 Ancient Pacts 10+ 10+ 13+ 11+ 12+ 8+
80000 Flimflammer 8 8d4 10+ 10+ 13+ 11+ 12+ 8+
180000 Trickster 9 9d4 Teleport 1/month (1 round), Scry 1/day (1 turn) 9+ 9+ 12+ 10+ 11+ 8+
280000 Scoundrel 10 9d4+1 9+ 9+ 12+ 10+ 11+ 7+
380000 Mountebank 11 9d4+2 8+ 8+ 11+ 9+ 10+ 7+
480000 Imposter 12 9d4+3 Programmed Illusion 1/month (1 turn) 8+ 8+ 11+ 9+ 10+ 7+
580000 Pretender 13 9d4+4 7+ 7+ 10+ 8+ 9+ 6+
680000 Deceiver 14 9d4+5 Reincarnation 7+ 7+ 10+ 8+ 9+ 6+

Trickster Special Abilities
Trickster Spells
Level Move
Silently
Hide in
Shadows
Prestidigitation 1 2
1 17+ 19+ 17+ - -
2 14+ 16+ 17+ - -
3 13+ 15+ 16+ 1 -
4 12+ 14+ 16+ 1 -
5 11+ 13+ 15+ 1 -
6 10+ 12+ 15+ 2 -
7 8+ 10+ 14+ 2 -
8 6+ 8+ 14+ 2 -
9 4+ 6+ 13+ 2 1
10 2+ 4+ 13+ 2 1
11 1+ 2+ 12+ 2 1
12 1+ 1+ 12+ 2 2
13 1+ 1+ 10+ 2 2
14 1+ 1+ 10+ 2 2

Image Credit

"Crow Man" by James Zapata (link).

Tuesday, February 11, 2014

Vanor Custom Class: The Arcanum Delver

This is the second custom class I made for the Ruins of Vanor campaign, using the procedures in the ACKS Player's Companion. This one, like yesterday's Holy Dungeoneer, is connected to a distinct faction in the city. Two more classes, and maybe one more, should come along later this week.

Trained extensively by the Arcanum Collegium (aka the Arcane College) in Vanor, arcanum delvers are specialized explorers that rely upon practical skills and limited magical training to dive deep into unexplored ruins, dungeons, and tombs in search of ancient and powerful magicks.

Prime Requisite: DEX
Requirements: None
Hit Dice: 1d4
Maximum Level: 14

Arcanum delvers advance in attack throws and saving throws as a thief, by two points every four levels of experience. At first level, arcanum delvers hit an unarmored foe (AC 0) with an attack throw of 10+. They may fight only with bows, crossbows, swords, and daggers, and may wield a weapon in each hand if desired. They cannot wear armor heavier than leather, and cannot use shields.

The Arcane College offers arcanum delvers considerable training in the practicalities of the magical arts. This allows arcanum delvers to dabble in the arcane. They may attempt to use wands, staffs, and other magic items only usable by mages. At 1st level, the character must make a proficiency throw of 18+ on 1d20 or the attempt backfires in some desultory way (Judge’s discretion). The proficiency throw required reduces by 2 per level, to a minimum of 3+.

This same training allows the arcanum delver to read and cast magic from arcane scrolls with a proficiency throw of 3+ on 1d20. However, a failed throw means the spell does not function as expected, and can create a horrible effect at the Judge’s discretion.

Arcanum delvers are expert delvers. The character is able to keep maps in his head of where he is when exploring underground dungeons, cavern complexes, and ruins. On a proficiency throw of 11+, the character will be able to automatically know the route he has taken to get here he is, if he was conscious at the time.

Because of their time spent exploring dangerous ancient ruins, arcanum delvers have developed heightened senses and key skills in order to survive. They have keen eyes that allow them to detect hidden and secret doors with a proficiency throw of 8+ on 1d20 when actively searching, or 14+ on casual inspection. They can also hear noise as a thief of their level. Because of the many traps left behind in long-lost tombs and treasure vaults, arcanum delvers can find and remove traps as a thief of their level.

Upon attaining 2nd level, arcanum delvers can cast detect magic at will with a casting time of 1 turn.

At 3rd level, training, study, and experience give arcanum delvers loremastery. This knowledge allows them to decipher occult ruins, remember ancient history, identify historic artifacts, and similar tasks. The character must make a proficiency throw of 18+ on 1d20 to succeed in these tasks. The proficiency throw required reduces by 1 per level.

At 4th level, arcanum delvers can cast knock once per hour with a casting time of 1 turn.

Upon attaining 5th level, arcanum delvers can cast invisibility once every 8 hours with a casting time of 1 round. In addition, they gain the ability to read languages, including ciphers, treasure maps, and dead languages, but not magical writings. A proficiency throw of 5+ on 1d20 is required. If the roll does not succeed, the arcanum delver may not try to read that particular piece of writing until he reaches a higher level of experience.

Upon reaching 7th level, arcanum delvers develop poison resistance that makes them immune to all forms of poison, including magical poisons.

At 9th level, arcanum delvers can cast dispel magic once per day with a casting time of 1 round. In addition, they can build a delving tower and become a ruler. When he does so, up to 2d6 arcanum delvers of 1st level will come to work with the character. If hired, they must be paid standard rates for henchmen. A delving tower is otherwise identical to a thief’s hideout, as detailed in the Campaign chapter of the ACKS rulebook.

Upon attaining 11th level, arcanum delvers can cast find treasure once per day with a casting time of 1 turn.

At 12th level, arcanum delvers can cast teleport once per week with a casting time of 1 turn.

Proficiency List: Acrobatics, Adventuring, Alchemy, Alertness, Blind Fighting, Bribery, Climbing, Collegiate Wizardry, Combat Trickery (Disarm), Diplomacy, Dungeon Bashing, Eavesdropping, Endurance, Familiar, Illusion Resistance, Knowledge, Language, Mapping, Mimicry, Mystic Aura, Prestidigitation, Running, Sensing Evil, Sensing Power, Skirmishing, Trap-Finding, Vermin-Slaying, Weapon Finesse

Build Summary

Build Points: Fighting 1b, Thievery 3
Trades: Broad weapon selection for Narrow (+1 CP); eliminate 1 weapon style (+1 CP); eliminate 6 thief skills (+6 CP); 1 initial skill trade-off for 1 at 4th and 1 at 10th (-1 CP); 1 initial skill trade-off for 1 at 2nd and 1 at 12th (-1 CP); 1 initial skill trade-off for 1 at 5th and 1 at 9th (-1 CP); 2 initial skills traded for 1 at 3rd, 1 at 5th, and 1 at 7th (-2 CP)

Image Credit

Skyrim Screen Capture (link).

Monday, February 10, 2014

Vanor Custom Class: The Holy Dungeoneer

The following is a custom class I made for the Ruins of Vanor campaign using the ACKS Custom Class rules found in the ACKS Players Companion. It is written up in ACKS style. I will be posting more of these throughout the week, as well as a couple custom classes made by my players after the campaign call went out. 


The Holy Dungeoneer

Infused with the divine power of the Slezan Triune God, holy dungeoneers are the vanguard soldiers of the Sacrosanct Militant Order of the Holy Dungeoneers, a religious fighting order dedicated to the eradication from Hrimgate of all ruins, evil sinkholes, and dungeons, along with their beastly and vile inhabitants.

Prime Requisite: STR
Requirements: WIS 9
Hit Dice: 1d6
Maximum Level: 14

Holy dungeoneers are trained warriors and exceptionally skilled combatants. At first level, holy dungeoneers hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and savings throws by two points every three levels of experience (the best progression of any class). Holy dungeoneers also increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level.

Holy dungeoneers are trained in a broad selection of weapons, including axes, flails, hammers, maces, lances, javelins, pole arms, spears, and crossbows. They may fight wielding a weapon and a shield or wielding a two-handed weapon. They are trained in the use of all armors up to chain mail, and may use shields.

Holy dungeoneers are instructed in the sacred teachings of the Sacrosanct Militant Order. They can automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognize those of others faiths with a proficiency throw of 11+. Rare or occult sects may be harder to recognize (Judge’s discretion).

Holy dungeoneers go through extensive physical training to increase their strength and endurance while penetrating ruins and sinkholes, making them excellent ruin smashers. They gain the Dungeon Bashing proficiency for free at first level, which gives the character a +4 bonus on throws to open doors and similar acts of brute strength.

All holy dungeoneers know how to propitiate the Triune God and gain its/their favor. In return, they have a divine blessing, gaining a +2 bonus on all saving throws, and holy vision, giving them infravision to 30’.

At 2nd level, holy dungeoneers gain an aura of protection, giving the character a +1 bonus to AC and a +1 bonus on saving throws against attacks made or effects created by evil creatures. The holy dungeoneer’s aura of protection appears as a reddish nimbus of light when viewed with detect good, detect magic, or true seeing.

At 4th level, holy dungeoneers instill a unity of purpose in all hirelings of the same religion as the dungeoneers, giving a +1 bonus to their morale score whenever the character is present.

When holy dungeoneers reach 5th level, their battlefield prowess inspires others to follow him. Any henchmen and mercenaries hired by the character gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the holy dungeoneer’s CHA or proficiencies.

At 9th level, holy dungeoneers learn how to purify their bodies and souls, gaining divine health. The character is immune to all forms of disease, including magical diseases caused by spells, mummies, or lycanthropes.

Also at 9th level, holy dungeoneers can, assuming enough gold is at hand, build a castle and become a great leader of men in the Sacrosanct Militant Order. When doing so, up to 1d4+1x10 0-level mercenaries and 1d6 holy dungeoneers of 1st-3rd level will come to apply for jobs, training, and membership in the Order. If hired, they must be paid standard rates for mercenaries. Through force of arms, holy dungeoneers may ultimately control several castles or even entire realms, but must be a capable, strong, pious leader and provide protection. Additional rules for castles are detailed in the Campaign chapter of the ACKS core book.

Proficiency List: Adventuring, Animal Training, Blind Fighting, Caving, Climbing, Combat Reflexes, Combat Trickery (force back, knock down, overrun, sunder), Command, Diplomacy, Eavesdropping, Endurance, Engineering, Fighting Style (pole arm, single weapon, weapon and shield, two-handed weapons), Healing, Intimidation, Laying on Hands, Manual of Arms, Martial Training, Prophecy, Riding, Sensing Evil, Survival, Weapon Focus



Build Summary

Build Points: HD 1, Fighting 2, Thievery 1
Trades: Eliminate 1 fighting style (+1 CP); Unrestricted armor selection to Broad (+1 CP); Unrestricted weapon selection to Broad (+1 CP); Eliminate 3 thief skills (+3 CP); 2 initial skill trades for 1 at 2nd, 1 at 4th, and 1 at 9th (-2 CP)

Image Credits

Pegaso Hospitaller Miniature (link).