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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