The following files were built using the Player's Companion rules and a bit of elbow grease.
Racial Build Sheet Deepwarden Ironguard
Dargar form 1/3 of the Dwarf-Dargar-Kobold racial tangle in my campaign, and are the deeper dwelling, Chaotic counterpart to the more Lawful surface dwarves. Yep, they're 1e duergar, mostly, but there's a bit of derro in there, a bit of Warhammer FRP Chaos Dwarves, and a bit of the 4e duergar (dwarf/demon hybrids).
A dargar vault looks a lot like a dwarf vault, but it's a cramped, dirty, and there are things that are just off. Oozes cling to the walls in the empty buildings, and huge, reinforced spiderwebs hang between the iron-shod ramparts of clanholds, with dargar and their slaves passing to and fro on nefarious errands. In the big vaults, barbazu walk freely. That ironbound door holds back a horde of zombie goblins, ready to be released on invaders, and the foul stink of orc-vats permeates the already sooty air.
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I've finished the racial class build sheet, and the Dargar Deepwarden (vaultguard analog, they ride giant spiders) and the Dargar Ironguard (perhaps a barbarian or dwarven fury are the closest kin to these guys.) The math might be a little fuzzy, especially on the racial build sheet, which even the Autarch folk admit is a crapshoot, but I think it's close enough for gummint work.
Soon I should have the demoniac (a cleric/warlock type caster), the savant (a loremastering cleric/mage), and the slayer (assassin/hunter) to round out the Dargar classes. I'll also post their proficiency sheets.
After that, I intend to post their Monsters entry, as well as their giant spider (steeder) mounts.
Then, I think the orc generation tables I've been putting off.
Inspirational images (none of which are mine)
Dargar demoniac or savant
A deepwarden
Ironguard
Group of deepwardens on the prowl
A Savant
Thursday, October 31, 2013
Wednesday, October 30, 2013
[New ACKS Spell] Diminished Rite
I loved this spell when we used to play Hackmaster religiously, so here's a version more suitable for ACKS. It's really just restore life and limb, only crappier.
Diminished Rite (Divine 2)
Duration: instantaneous
Range: Touch
This spell restores life to a deceased creature (excluding creatures which are not truly alive, such as constructs, elementals, and undead). The caster can raise a creature that has been dead for no longer than one day. The spell cannot bring back a creature that has died of old age, lost its head, or had its body cremated.
This spell repairs lethal damage, but will only repair a body to a certain extent. Destroyed limbs are regrown but bizarrely damaged, while lost eyes or ears are not regrown. The Judge may use the Mortal Wounds table to determine actual results of reduced usefulness of limbs.
Despite this spell’s beneficial results, tampering with the body and soul is never without risk. Each time a character benefits from diminished rite, he must roll on the Tampering with Mortality table in Chapter 6 a total of three times and apply each of these results.
A divine spellcaster may not cast this spell more than once per week.
Example: Jaraniel the Winged has fallen to a Zaharan ghoul deep beneath a nameless tower. His companion, a 4th level dwarf craftpriest named Zok, decides that neither one of them will be able to escape unless Jaraniel is returned in some form. Zok casts the diminished rite spell. Jaraniel died after the ghouls tore off his right arm (-2). Zok is 4th level (+2) and is not in a temple of his god (-2), for a total of -2 to rolls. The rolls go very well, however- 14-4, 15-1, 18-6. When Jaraniel first awakens, he feels a strange urge to throttle Zok with his new arm, a stunted, hairless thing with black exposed veins and two fingers conjoined. This goes away as an overwhelming sense of warmth and love streams through him, culminating in his arm's strange desire to work on its own being driven away by Ammonatar's presence. Jaraniel never gets to find out that horses were afraid of him, as the result of 18-6 removed other negative effects. The arm itself, however, remains ghastly, and the Judge decides that Jaraniel's strength in that arm is diminished, resulting in him treating it as Strength 8 instead of his normal 16. Jaraniel is happy to be alive, but unhappy that it seems he will need to learn to fight left-handed.
Diminished Rite (Divine 2)
Duration: instantaneous
Range: Touch
This spell restores life to a deceased creature (excluding creatures which are not truly alive, such as constructs, elementals, and undead). The caster can raise a creature that has been dead for no longer than one day. The spell cannot bring back a creature that has died of old age, lost its head, or had its body cremated.
This spell repairs lethal damage, but will only repair a body to a certain extent. Destroyed limbs are regrown but bizarrely damaged, while lost eyes or ears are not regrown. The Judge may use the Mortal Wounds table to determine actual results of reduced usefulness of limbs.
Despite this spell’s beneficial results, tampering with the body and soul is never without risk. Each time a character benefits from diminished rite, he must roll on the Tampering with Mortality table in Chapter 6 a total of three times and apply each of these results.
A divine spellcaster may not cast this spell more than once per week.
Example: Jaraniel the Winged has fallen to a Zaharan ghoul deep beneath a nameless tower. His companion, a 4th level dwarf craftpriest named Zok, decides that neither one of them will be able to escape unless Jaraniel is returned in some form. Zok casts the diminished rite spell. Jaraniel died after the ghouls tore off his right arm (-2). Zok is 4th level (+2) and is not in a temple of his god (-2), for a total of -2 to rolls. The rolls go very well, however- 14-4, 15-1, 18-6. When Jaraniel first awakens, he feels a strange urge to throttle Zok with his new arm, a stunted, hairless thing with black exposed veins and two fingers conjoined. This goes away as an overwhelming sense of warmth and love streams through him, culminating in his arm's strange desire to work on its own being driven away by Ammonatar's presence. Jaraniel never gets to find out that horses were afraid of him, as the result of 18-6 removed other negative effects. The arm itself, however, remains ghastly, and the Judge decides that Jaraniel's strength in that arm is diminished, resulting in him treating it as Strength 8 instead of his normal 16. Jaraniel is happy to be alive, but unhappy that it seems he will need to learn to fight left-handed.
Tuesday, October 29, 2013
[New ACKS Class] Priest of Issek
With apologies to Fritz Leiber, here is a little something we (a player of my weekly ACKS Dwimmermount game) and I cooked up.
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