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Monday, January 2, 2017

Fishers as a Player Race

Below is the write up for creating Custom ACKS classes for the previously published Fisher race.  Note that in addition to the Players Companion, this thread on Gnomish Infravision (see Alex Macris' comment from 2012-03-12) describing how to calculate XP Costs on the ACKS forums is required to create Custom Classes for new races.  I found that the calculation for XP requirements beyond 8th level is a little confusing - so I'll restate my understanding here:
"7. If the race’s racial value does not mimic a class (such as dwarf), divide the Racial Value XP cost at Value 4 by the cost for dwarf 4 (1,400) and multiply the result by 10,000 for 2 class types and 30,000 for 2 class types. This is the additional cost per level after 8."
The 'Racial Value XP at Value 4' for the Fisher is 1300 XP based on the abilities available to a character with 4 build points assigned to the Fisher race.  Once I understood that the calculation is easy (1300/1400)*10,000 = 9,285.7...  rounded down to the nearest 1000, that's 9,000.  So every level of a Fisher class based on thief (or fighter) will require 109,00 XP to go from Level 9 to Level 10 and so on up to the maximum class level.  For classes based on Arcane or Divine classes, they would require 27,000 additional XP to advance from Level 9 to level 10.

  
Fisher Custom Classes

Fishers were created by Vidra, Priestess of the Final Justice of Themis (Hades) {Use Turas in ACKS; any deity opposed to the Undead may be substituted, such as Humakt from Runequest} to pursue the undead when they tried to hide beneath the waters. Since then small communities of them have spread along the rivers and coasts, living by hunting and gathering, trading fish and freshwater pearls for manufactured goods. Their innate sense of fun and frolic deter them from arduous labor such as farming, although many individuals with a sense of adventure make a living as sailors and boatmen. They respect any property that is obviously under the control of an individual, but anything that appears unattended if often found to be missing after a fisher passes by.

Fisher character classes are created using the Fisher racial category and experience points. Requirements, class category values, hit points after level 9 and experience point progressions are modified as noted below.

Requirements
All Fisher classes require a minimum Dexterity and Constitution of 9 or better.

Class Category Values
Fighting: Due to their short stature, Fishers can never use two handed swords or longbows, regardless of their Fighting value. Fishers with Narrow or Broad weapon selections must include Short Sword, Net and Sling.
Arcane: Fishers may never allocate more than 2 build points to the Arcane category.

Fisher Value
Value
Fisher
XP Cost
4
Fisher 4
1300
3
Fisher 3
950
2
Fisher 2
650
1
Fisher 1
375
0
Fisher 0
125

When building a Fisher custom class, assign between 0 and 4 build points to the Fisher Value.
Fisher 0: At Fisher 0, the character gains the following custom powers:
Paralyzation: 3 times per day when executing a successful Wrestling attack the Fisher may inject a neurotoxin into it's opponent. If the opponent fails to save versus Paralyzation they are paralyzed for 1d10 rounds. If they succeed, the affected body part “falls asleep” for 1d4 rounds.
Electrolocation: The character can locate invisible creatures within 10' in the water or 3' through the air.
Swimming: The character has a swim speed of 60' and can hold it's breath for 12 rounds (2 minutes).

Fisher 1: At Fisher 1, the character gains the following custom powers:
Paralyzation: 3 times per day when executing a successful Wrestling attack the Fisher may inject a neurotoxin into it's opponent. If the opponent fails to save versus Paralyzation they are paralyzed for 1d10 rounds. If they succeed, the affected body part “falls asleep” for 1d4 rounds.
Electrolocation: The character can locate invisible creatures within 10' in the water or 3' through the air.
Swimming: The character has a swim speed of 90' and can hold it's breath for 30 rounds (5 minutes).
Bladedancing: 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.

Fisher 2: At Fisher 2, the character gains the following custom powers:
Paralyzation: 3 times per day when executing a successful Wrestling attack the Fisher may inject a neurotoxin into it's opponent. If the opponent fails to save versus Paralyzation they are paralyzed for 1d10 rounds. If they succeed, the affected body part “falls asleep” for 1d4 rounds.
Electrolocation: The character can locate invisible creatures within 15' in the water or 5' through the air.
Swimming: The character has a swim speed of 90' and can hold it's breath for 30 rounds (5 minutes).
Bladedancing: 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.

Fisher 3: At Fisher 3, the character gains the following custom powers:
Paralyzation: 3 times per day when executing a successful Wrestling attack the Fisher may inject a neurotoxin into it's opponent. If the opponent fails to save versus Paralyzation they are paralyzed for 1d10 rounds. If they succeed, the affected body part “falls asleep” for 1d4 rounds.
Electrolocation: The character can locate invisible creatures within 15' in the water or 5' through the air.
Swimming: The character has a swim speed of 120' and can hold it's breath for 1 turn.
Bladedancing: 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.
Thick Fur: The character gains an additional +1 AC due to the thickness of it's fur. It ignores the effects of cold, but suffers double the effects from heat.

Fisher 4: At Fisher 4, the character gains the following custom powers:
Paralyzation: 3 times per day when executing a successful Wrestling attack the Fisher may inject a neurotoxin into it's opponent. If the opponent fails to save versus Paralyzation they are paralyzed for 2d4 turns. If they succeed, the affected body part “falls asleep” for 2d8 rounds.
Electrolocation: The character can locate invisible creatures within 15' in the water or 5' through the air.
Swimming: The character has a swim speed of 120' and can hold it's breath for 1 turn.
Bladedancing: 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.
Thick Fur: The character gains an additional +1 AC due to the thickness of it's fur. It ignores the effects of cold, but suffers double the effects from heat.

Experience Point Progression After 8th Level


Fishers using the fighter or thief progressions increase the amount of experience required to gain each level after 8th by  9000 XP. Fishers using the arcane or cleric progressions increase the amount of experience required to gain each level after 8th by 27,000 XP. These are in addition to the standard 100,000 XP per level after Level 8.

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