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Posts Tagged ‘characters’

City of Bones: the loppe

01 Jun

In The City of Bones there can be found a race of intelligent spiders known as the loppe. These come from the distant and exotic jungle far to the South West, Stranglevine jungle. They come to Godsend for two main reasons: as part of the followers of the Great Weaver, the loppe goddess of creation and fate, or to take part in the gladiatorial matches at the arena; for the loppe are a violent race, tempered only by their priests.

From a design point-of-view, I decided to use the basic class design to make up the two classes below, rather than mess about with creating builds for a new race (which I did last time), and instead trimmed away some elements to give the classes additional ‘powers’ to create the racial traits. It more or less works for me.

The Loppe

All loppe have the following racial traits:

  • Scuttling: as long as the loppe can move freely and is unencumbered, they gain a +1 to their base AC, this increases to +2 at level 7, and +3 at level 13;
  • Tough Hide: all loppe have a base AC of 1, but cannot wear any armour or use shields;
  • Claws & Bite: although loppe are unable to wield weapons (or even objects), and lack any fighting styles, they can use their claws and pincers to fight with- claws do 1d2 damage, their bite does 1d4;
  • Infravision: all loppe have 30′ infravision;
  • Spider-Climb: being spiders, the loppe can spider-climb at-will, as per the spell;
  • Inhumanity: loppe are no human and most races have a natural, primal aversion to them; all reactions with non-loppe are at -1.

Loppe Priests

The priesthood of the loppe are known as Webspinners and are essentially clerics with the following differences:

  • cannot wear any armour, use shield, or weapons;
  • turn undead is replaced by the ability to cast fate once per day, after a turn of meditation (as the spell, see the Players Companion for details).

Lopp Gladiators

Loppe make excellent fighters and excel at gladiatorial combat. At 1st level they attack unarmoured foes with a throw of 10+; this decreases by 1 per level (i.e. they fight like a monster). The claws and bite of the gladiator are more powerful, with claws dealing 1d3 damage, and bites dealing 1d6; the loppe has a damage bonus added to this, +1 at first level, increasing by 1 per three levels. They have saving throws as per fighters.

All loppe gladiators can fly into a murderous rage: the loppe gains a +2 bonus to damage rolls and becomes immune to fear. However, the loppe cannot retreat from combat. Once it has begun, a murderous rage cannot be ended until combat ends.

However, when a loppe gladiator reaches 5th level (Exemplar), his battlefield prowess begins to inspire others to follow him. Any henchmen and mercenaries hired by the gladiator gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with the modifiers from the gladiator’s Charisma, proficiencies, and race.

At 9th level (Loppe Warlord), a loppe gladiator can build a castle and claw his way into a position of authority. When he does so, up to 1d4+1×10 0th level mercenaries and 1d6 loppe gladiators of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. Through force of arms, the gladiator may ultimately control several castles or even entire realms, though he can expect to face ongoing challenges from humans and demi-humans.

Loppe Gladiator Level Progression
Experience Title Level Hit Dice Damage Bonus
0 Pitfighter 1 1d6

+1

2,900 Gladiator 2 2d6

+1

5,800 Clawmaster 3 3d6

+2

11,600 Hero 4 4d6

+2

23,200 Exemplar 5 5d6

+2

46,400 Myrmidon 6 6d6

+3

95,000 Champion 7 7d6

+3

190,000 Epic Hero 8 8d6

+3

310,000 Warlord 9 9d6

+4

430,000 Warlord, 10th lvl 10 9d6+2*

+4

550,000 Warlord, 11th lvl 11 9d6+4*

+4

 670,000  Warlord, 12th lvl 12 9d6+6*

 +5

 790,000  Warlord, 13th lvl 13 9d6+8*

 +5

 910,000  Warlord, 14th lvl 14 9d6+10*

 +5

*Hit point modifiers from constitution are ignored

Loppe Gladiator Proficiency List: Acrobatics, Alertness, Ambushing, Blind Fighting, Climbing, Combat Reflexes, Combat Trickery (disarm, force back, incapacitate, knock down, overrun, sunder), Contortionist, Command, Dungeon Bashing, Endurance, Fighting Style (claws & bite), Gambling, Intimidation, Kin-Slaying*, Languages, Manual of Arms, Military Strategy, Precise Shooting, Running, Skirmishing, Survival, Swashbuckling, Tracking, Wakefulness, Weapon Finesse, Weapon Focus.

*see Players Companion.

Loppe Gladiator Saving Throws
 

Level

Petrification& Paralysis Poison & Death Blast & Breath Staffs & Wands Spells
1 15+ 14+ 16+ 16+ 17+
2-3 14+ 13+ 15+ 15+ 16+
4 13+ 12+ 14+ 14+ 15+
5-6 12+ 11+ 13+ 13+ 14+
7 11+ 10+ 12+ 12+ 13+
8-9 10+ 9+ 11+ 11+ 12+
10 9+ 8+ 10+ 10+ 11+
11-12 8+ 7+ 9+ 9+ 10+
13 7+ 6+ 8+ 8+ 9+
14 6+ 5+ 7+ 7+ 8+
Loppe Gladiator  Attack Throws
 Level Attack Throw
1 10+
2 9+
3 8+
4 7+
5 6+
6 5+
7 4+
8 3+
9-14 2+
 
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Urban Elves

24 Apr

Part of the A to Z Challenge. Almost over.

Elves in the City of Bones

In the aftermath of the battle between the Gods, Elves came to pay homage to their fallen deities, and settled there along with other pilgrims, faithful, and looters. After a couple of generations [Elves live for 200 years] these Elves adapted to their new environment, settling into their urban lives.

Those native Elves that are dominant in the city no longer have the same connection to nature as their forest-dwelling cousins. These Elves have become harsher and darker than their brethren, and live in extended families that are essentially criminal gangs who focus on a particular vice or service. They are vagabonds, thieves, smugglers and fences; they run the Night Markets with their illegal and stolen goods; they run brothels and bitterleaf-dens; they have secret ways into the catacombs and allow tomb-robbers entry, for a price.

These Urban Elves number only a couple of thousand, and are spread throughout the city, found everywhere, but often hiding in plain sight; mostly, they find you, and offer you something no one else can give you. They are responsible for bringing in the drug known as Bitterleaf, which is rolled, crushed and then smoked in various dens scattered across the Merchants Quarter. The families live in small groups, in dwelling off the main streets, sometimes with extensive underground tunnels that spread out like a web.

Game Mechanics

Urban Elves have a slightly different build than their cousins, although the Experience Point costs are the same, and the more build points spent on Class design allows them access to spells in the same way as normal. It is only the basic racial traits/powers where they differ.

Requirements

All elven classes require a minimum Intelligence 9 or better.

Class Category Values

Fighting: Elves with narrow or broad weapon selections must include at least bows, crossbows, swords, or daggers among their selections.

Arcane: Any build points allocated to the Arcane Value stack with build points allocated to the Elf value for purposes of determining the class’s spellcasting ability. Because of their innate magical power, the XP Cost for the Arcane Value is reduced by 125 XP for elven classes.

Elf Value

When building an elven custom class, assign between 0 and 4 build points to the class’s Elf Value.

Value Elf XP Cost
4 Elf + Mage 2500
3 Elf + 2/3 level Mage 2000
2 Elf + 1/2 level Mage 1375
1 Elf + 1/3 level Mage 750
0 Elf 125


At Elf 0, all Urban Elves gain the following four custom powers:

  • Self-Awareness: All urban elves detect hidden and secret doors with a proficiency throw of 14+ on 1d20 when actively searching, or 18+ on casual inspection, and gain a +1 bonus to surprise rolls when in the City of Bones;
  • Elf Tongues: All elves speak four bonus languages: Elf, Dwarf, Loppe, and Goblin;
  • Duck Out of Sigh: Urban elves have the ability to seemingly disappear into crowds and alleyways of the city, with a proficiency throw of 3+ on 1d20 within the City of Bones, or 11+ in another urban environment. In dungeons, if the character is motionless and quiet in cover, the elf can escape detection with a proficiency throw of 14+ on 1d20;
  • Connection to Nature: All elves are unaffected by the paralysis ghouls can inflict, and gain a +1 bonus on saving throws versus Petrification/Paralysis and Spells. Despite their differences, Urban Elves have retained their ability.

Additional points allocated to the Elf Value stack with points allocated to the Arcane Value for purposes of spellcasting, magical research, strongholds, and magic item usability; as per the rules in the Players Companion.

Experience Point Progression After 8th level

Elves increase the amount of experience required to gain each level after 8th by 50,000xp.

Tomorrow, I’ll be using this to create a new Class, the Vagabond Elf.


 
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Necromancer

16 Apr

This is a new character class, using the ACKS rules, designed using the ACKS Players Companion; and is also part of the A to Z Challenge (see link on the right).

Necromancer
Student of the Divine Bones

Prime Requisite: Wisdom
Requirements: None
Hit Dice: 1d4, and 1 hit point per level after 9th
Maximum Level: 14.

Amidst the dwellers in the City of Bones (see later this month) is a peculiar student of the divine, a scholar and dabbler that pays homage to the various gods whose avatars died on the site of the city. These students, calling themselves Necromancers collect bones of the Gods, and as a result of these collections and their worship, they have acquired divine power in the form of spells and special abilities that they can call upon. As these Necromancers increase in power, furthering their study with field experience, they gain insights into death, undeath, and the Gods themselves.

Necromancers follow several Gods, depending on the bones that they have gathered. Although not as religious or indoctrinated as typical Clerics, they have a tendency to follow the dictates and codes of the religions whose Gods they have collected.

Although they are not inherently Evil or Chaotic, their studies warp and disturb the mind, and the more powerful Necromancers often become twisted and corrupt, delving into black arts best left alone. These types gather into groups, forming cults dedicated to a number of like-minded Gods, whilst seeking means to increase their knowledge and power.

Experience Level Title Hit Dice Special Abilities
0 1 Student 1d4 Student of Lore, Speak with Dead
1,325 2 Practitioner 2d4 Control Undead, Divine Spells
2,650 3 Graduate 3d4
5,300 4 Cultist 4d4 Turn Undead
10,600 5 Scholar 5d4
21,200 6 Teacher 6d4
40,000 7 Senior Cultist 7d4
80,000 8 Necromancer 8d4 Arcane Spells
180,000 9 Reanimator 9d4 Animate Dead, Establish Cult
280,000 10 Cult Leader 9d4+1
380,000 11 Cult Leader (11th Level) 9d4+2
480,000 12 Death Lord 9d4+3 Unravel Life
580,000 13 Death Lord (13th Level) 9d4+4
680,000 14 Death Lord (14th Level) 9d4+5

With access to arcane and divine magic, the Necromancer begins to understand what holds life and death together. Upon reaching Level 9 (Reanimator), a Necromancer can spend a turn preparing corpses and may then Animate Dead, as per the arcane spell; however, they may only do this once per week, as the Gods will allow only so much power over the dead. This dark knowledge increases so that, by Level 12 (Death Lord), a Necromancer can spend a turn concentrating in order to Unravel Life, which functions as per the arcane Death Spell. This may be accomplished, again, only once per week.

Level Divine: 1st Divine: 2nd Divine: 3rd Divine: 4th Divine: 5th Arcane: 1st Arcane: 2nd Arcane: 3rd Arcane: 4th
1 0 0 0 0 0 0 0 0 0
2 1 0 0 0 0 0 0 0 0
3 2 0 0 0 0 0 0 0 0
4 2 1 0 0 0 0 0 0 0
5 2 2 0 0 0 0 0 0 0
6 2 2 1 1 0 0 0 0 0
7 2 2 2 1 1 0 0 0 0
8 3 3 2 2 1 1 0 0 0
9 3 3 3 2 2 2 0 0 0
10 4 4 3 3 2 2 1 0 0
11 4 4 4 3 3 2 2 0 0
12 5 5 4 4 3 2 2 1 0
13 5 5 5 4 3 2 2 2 0
14 6 5 5 5 4 3 2 2 1
Level Attack Throw Progression
1-3 10+
4-6 9+
7-9 8+
10-12 7+
13-14 6+

At 9th Level, a Necromancer may establish their own cult. This is similar to the Hideout of a Thief, and the new cult attracts 2d6 1st Level followers, 50% of which maybe trained as Clerics or Necromancers; the rest are loyal cultists of various classes. The cult may be used for hijinks, especially gathering information and learning of the location of divine artefacts and arcane tomes dealing in black magic.

Necromancer Proficiency List

Apostasy, Arcane Dabbling, Battle Magic, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Healing, Knowledge (history), Languages, Laying on Hands, Leadership, Magical Engineering, Martial Training, Naturalism, Prestidigitation, Profession (scholar), Prophecy, Quiet Magic, Sensing Evil, Sensing Power, Theology, Unflappable Casting, Weapon Focus.

Template

This template represents a typical student of the necromantic arts, studying history and life, to forge a path on the study of death.

Template Proficiencies Equipment
Student of the Black Arts
Knowledge (History),
Healing
Finger bones x 6 (holy symbol), curved sacrificial dagger, grey robes, leather belt, leather gloves, high boots, backpack, 1lb birthwort, 1lb goldenrod, 1lb woundwort, quill and ink, 2 weeks’ iron rations, 5 gp.

The Bones

All Necromancers carry a selection of bones with them, 2d4 in total, from various Gods. These bones serve as the Necromancer’s Holy Symbol and Spell Book, with tiny runes carved upon their surface that act as the formula for arcane spells. Without these spells, a Necromancer cannot cast any divine spells, control or turn undead, nor use their Unravel Life or Animate Dead powers. As such a Necromancer guards their bones.

However, if the bones are lost, new ones can be collected. It takes a day per Level of the Necromancer to attune themselves to the new bones, but afterwards their powers return in full.

 
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Dream Hunter

21 Feb

Other Classes: Dragon Hunter, Shining One, God-Slayer.

Elven Dream Hunter

Prime Requisite: DEX

Requirements: None

Hit Dice: 1d6

Maximum Level: 13

Elven Dream Hunters are disciples of their creator, the goddess of dreams. They are trained to track down and capture broken dreams, especially those of the Shining Ones when they die. Dream Hunters also seek out and eliminate Nightmares, and go out into the seven kingdoms to experience other races’ dreams and lives to further their own knowledge and experience.

As part of their training, elven Dream Hunters have some expertise in weapons, learning to wield two weapons and weapons in conjunction with shields; they are skilled in one-handed melee weapons and all missile weapons, and can wear leather armour or lighter, as well as shields.

As skilled hunters, 1st level Dream Hunters attack a foe with no armour (AC 0) on an Attack Throw of 10+, and improve by two points every four levels (i.e. same progression as thieves).

Dream Hunters are naturally stealthy (-1 on opponent’s Surprise), able to hide in shadows and move silently in their hunt for broken dreams; these skills improve as the elven Dream Hunter gains in experience. They have also been trained to track dreams, following fleeting visions and signs on a proficiency throw of 18+, which increases with the Dream Hunter’s level. Neither weather nor terrain interferes with this ability, although areas strong in magic or sinkholes of evil may disturb the hunter’s tracking (as determined by the Judge).

Their connection to their goddess grants the Dream Hunter a degree of Divine Power: Starting at 2nd level, Elven Dream Hunters are able to manifest their deity’s power in the form of divine spells, (equal to a cleric half the Dream Hunter’s level) which are granted through prayer and worship. The power and number of divine spells available to the character are determined by level according to the Dream Hunter Spell Progression table. See the Spells chapter for the Dream Hunter’s spell lists. They may use any magic items usable by clerics.

Elven Dream Hunter Level and Spell Progression

Experience

Title

Level

Hit

Dice

Hide in Shadows

Move Silently

Track Dreams

1

2

3

4

5

0 Dreamer 1 1d6

19+

17+

18+

0 - - - -
1,575 Dream Seeker 2 2d6

18+

16+

17+

0

-

-

-

-

3,150 Dream Tracker 3 3d6

17+

15+

16+

1

-

-

-

-

6,300 Dream Trapper 4 4d6

16+

14+

15+

1

-

-

-

-

12,600 Dream Hunter 5 5d6

15+

13+

14+

2

-

-

-

-

25,200 Dream Catcher 6 6d6

14+

12+

13+

2

-

-

-

-

50,000 Nightmare Hunter 7 7d6

13+

11+

12+

2

1

-

-

-

100,000 Nightmare Catcher 8 8d6

12+

10+

11+

2

1

-

-

-

250,000 Dream Lord 9 9d6

11+

9+

10+

2

2

-

-

-

400,000 Dream Lord, 10th level 10 9d6+1*

10+

8+

9+

2

2

-

-

-

550,000 Dream Lord, 11th level 11 9d6+2*

9+

7+

8+

2

2

1

-

-

700,000 Dream Lord, 12th level 12 9d6+3*

8+

6+

7+

2

2

1

1

-

850,000 Dream Lord, 13th level 13 9d6+4*

7+

5+

6+

2

2

2

1

1

*Hit point modifiers from constitution are ignored

Like other elves, the enchanter gains a +1 bonus to surprise rolls when in the wilderness due to their attunement to nature. Elves 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. Because of their connection to nature, elves are completely unaffected by the paralysis ghouls can inflict, and the target values for all their saving throws versus Petrification/Paralysis and Spells are reduced by 1. Elves can speak the Common, Elven, Gnoll, Hobgoblin, and Orc languages.

When a Dream Hunter reaches 10th level (Dream Lord, 10th level), they may begin to research spells, scribe scrolls, and brew potions.

Upon attaining 9th level (Dream Lord), a Dream Hunter may establish or build a stronghold called a dream lodge. If the Dream Hunter has had a good and noble adventuring career, the matriarch of her current lodge will pay for up to 100% of the construction costs of a modest cloister. The new lodge will usually remain a branch of the older lodge until the Dream Hunter reaches 12th level, at which time it will become independent. A Dream Hunter who founds a lodge will be joined by 1d2x10 1st level novice Dream Hunters and 1d6x30 normal women who want to become priestesses. Every year 80% of the previous year’s trainees will leave in frustration or find they lack the discipline for a life of faith, and 1d6x20 normal women will come in to replace them. A normal woman in training typically takes 2 years to become a 1st level Dream Hunter.

Dream Hunter Attack and Saving Throws
Level Petrification & Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1-2 13+ 10+ 16+ 13+ 15+ 10+
3-4 12+ 9+ 15+ 12+ 14+ 9+
5-6 11+ 8+ 14+ 11+ 13+ 8+
7-8 10+ 7+ 13+ 10+ 12+ 7+
9-10 9+ 6+ 12+ 9+ 11+ 6+
11-12 8+ 5+ 11+ 8+ 10+ 5+
13 7+ 4+ 10+ 7+ 9+ 4+

Dream Hunter Proficiency List: Alertness, Ambushing, Apostary, Arcane Dabbling, Battle Magic, Climbing, Combat Reflexes, Combat Trickery, Contemplation, Divine Blessing, Healing, Illusion Resistance, Martial Training, Mystic Aura, Naturalism, Passing without Trace, Precise Shooting, Prestidigitation, Prophecy, Quiet Magic, Skirmishing, Skulking, Soothsaying, Survival, Theology, Trap Finding, Trapping, Unflappable Casting, Weapon Focus.

Template: Dream Catcher
Proficiencies: Skulking, Trapping.
Starting Equipment: Holy symbol (vial holding a fragment of a dream), well-oiled longbow, quiver with 20 arrows, spear, gracefully curved short sword, dagger, leather armour, hooded cloak, wool tunic and pants, leather belt, sturdy low boots, backpack, tinderbox, 12 torches, 2 week’s iron rations

Dream Catcher Template: This pre-generated template represents a Dream Hunter sent out into the world to catch dreams of lost elves, and to learn from the dreams of others. The template is ready for adventure. However, if your priestess’s INT is 13 or greater, you may pick one or more additional general proficiencies before play if you’d like (see Starting Proficiencies in Chapter 4 of ACKS).

Divine Spell List (Dream Hunter)

Spells in italics are from the Players’ Companion.

First Level Divine Spells

1 Cure Light Wounds*
2 Detect Danger
3 Pass without Trace
4 Salving Rest
5 Trance

 

Second Level Divine Spells

1 Augury
2 Bless*
3 Divine Grace
4 Predict Weather
5 Produce Fire

 

Third Level Divine Spells

1 Cure Moderate Wounds*
2 Continual Light*
3 Eyes of the Eagle
4 Obscuring Mist
5 Protection from Normal Missiles

Fourth Level Divine Spells

1 Cure Serious Wounds*
2 Dispel Magic
3 Divination
4 Speak with Plants
5 Fate

 

Fifth Level Divine Spells

1 Cure Critical Wounds*
2 Commune
3 Dispel Magic
4 True Seeing
5 Protection from Normal Weapons

 

 
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God-Slayer

20 Feb

Another new Class for the Adventurer, Conqueror, King System. Others: Shining One, and Dragon hunter.

God-Slayer (Dwarf)

Prime Requisite: STR, CON

Requirements: CON 9+

Hit Dice: 1d6

Maximum Level: 10

God-Slayers are dwarves who have been trained to hunt down and destroy the abominations that occur when Gods become corrupted, are lost or driven insane. There are more of these forgotten gods that people realise, and the God-Slayers are sent out into the world to locate these gods and put an end to them, sending their essence back into the ether from where they came.

God-Slayer Level Progression
Experience Title Level Hit Dice Melee Damage Bonus
0 Novice 1 1d6 +1
3,200 Acolyte 2 2d6 +1
6,400 Devoted 3 3d6 +2
12,800 Focused 4 4d6 +2
25,600 God-Bane 5 5d6 +2
51,200 Executor 6 6d6 +3
100,000 Fearless 7 7d6 +3
200,000 Mercy-Killer 8 8d6 +3
350,000 God-Slayer 9 9d6 +4
500,000 God-Slayer, 10th lvl 10 9d6+3* +4

*Hit point modifiers from constitution are ignored

God-Slayers are highly trained warriors, capable of using any weapon or wear any type of armour, including shields; they know weapon & shield and two-handed weapon styles. At first level, god-slayers hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws by two points every two levels (i.e. the same progression as ‘monsters’), and saving throws by two points every three levels of experience (i.e. the same progression as fighters).

God-slayers increase their base damage roll with melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level.

As a result of their training in the monasteries, God-Slayers are students of theology as well as warfare, and can recall important religious information on a proficiency throw of 8+. They are also expert trackers, capable of following prints on a throw of 8+ (see the Tracking proficiency four details). Their dedication to their duty and their closeness to the Heart of the Gods grants them the blessing of the heart (+2 to all Saves, already factored into table below), and as they gain more experience and grow in power, they become more attuned to the divine: at 3rd Level they become capable of detecting evil, with a casting time of 1 turn (as per the proficiency), while at 5th level, they manifest an aura of protection that increases their Armour Class by 1 point, and adds +1 to all Saving Throws; finally, at 7th Level they become stronger in spirit and gain immunity to normal and magical fear.

Like all dwarves, God-Slayers display a Sensitivity to Rock, gaining a +1 bonus to surprise rolls when underground, and are able to Detect Traps because of their experience, able to detect traps, false walls, hidden construction, and notice if passages are sloped with a proficiency throw of 12+ on 1d20. In addition, they can speak four bonus languages: Dwarf, Gnome, Goblin, and Kobold. Hardened by their training, these Hardy People also gain a +3 bonus on saving throws versus Blast and Breath and a +4 bonus on all other saving throws.

When a dwarven God-Slayer reaches 9th level (God-Slayer), his reputation is such that he can attract dwarves from far and wide by constructing a new underground vault in an unsettled region. Dwarves usually live in clans, so dwarves of the character’s clan will be the first to live under his roof, but dwarves from other clans will also come and live nearby to be ruled by the character. A total of 3d6x10 1st level NPCs of the same race will move in to help maintain and defend the vault at no cost to the character. A dwarven God-Slayer is expected to employ only soldiers of dwarven descent, but may hire members of other races for other tasks.

God-Slayer Saving Throws
Level Petrification & Paralysis Poison & Death Blast & Breath Staffs & Wands Spells
1 13+ 12+ 14+ 14+ 15+
2-3 12+ 11+ 13+ 13+ 14+
4 11+ 10+ 12+ 12+ 13+
5-6 10+ 9+ 11+ 11+ 12+
7 9+ 8+ 10+ 10+ 11+
8-9 8+ 7+ 9+ 9+ 10+
10 7+ 6+ 8+ 8+ 9+

Dwarven God-Slayer Proficiency List: Acrobatics, Alertness, Ambushing, Berserkergang, Blind-Fighting, Caving, Climbing, Combat Reflexes, Combat Trickery, Command, Craft, Divine Health, Dungeon Bashing, Dwarven Brewing, Endurance, Engineering, Fighting Style, Goblin-Slaying, Healing, Knowledge, Intimidation, Loremastery, Manual of Arms, Military Strategy, Mountaineering, Trap Finding, Trapping, Unarmed Fighting, Vermin-Slaying, Wakefulness, Weapon Focus.

Hunter of the Forgottn Template: This pre-generated template represents a highly dedicated dwarven hunter, skilled at scouting and trapping corrupted and insane gods. The template is ready for adventure. However, if your God-Slayer’s INT is 13 or greater, you may pick one or more additional general proficiencies before play if you’d like (see Starting Proficiencies in Chapter 4 of ACKS).

Template:

Hunter of the Forgotten

Proficiencies:

Alertness, Trapping.

Starting Equipment:

Crossbow, case with 20 bolts, battle axe notched with many kills, 2 hand axes, steel shield painted with vault insignia, banded plate armour, military cloak, wool tunic and pants, leather belt, low boots, backpack, tinder box, 12 torches, flask of military oil, 2 week’s iron rations.

God-Slayer Attack Throws
Level Attack Throw
1 10+
2 9+
3 8+
4 7+
5 6+
6 5+
7 4+
8 3+
9 2+
10 1+

 

 
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