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Elven courtiers cast arcane spells as mages of one-half their level, using the same spell list and the same rules for learning and casting spells.
Unlike human mages, elven courtiers can also cast spells while wearing armor. They can use any magical items available to mages or thieves. As befits their noble upbringing, elven courtiers are wellschooled in diplomacy and protocol. This same upbringing gives them the leadership skills and self-confidence to inspire courage in their allies, in the same manner as bards.
The bonus lasts for 10 minutes 1 turn. A courtier can inspire courage in any given character once per day per class level. Even the most inspiring epic gets old if you hear it twice in the same day. A courtier cannot inspire courage on characters who are already engaged in combat.
Elven Courtier 21 From childhood, courtiers are taught to either sing, recite poetry, or play a group of instruments in a skilled manner.
The courtier chooses the type of performance that his character knows. He may take the Perform proficiency to learn other types of performances. Such training lays the ground work for courtiers to work magic with their song and poetry. At will, the character can conduct a performance that can serenade creatures with a potential prurient interest as a charm person spell or quiet savage beasts as a sleep spell, but it only functions on ordinary and giant animals of 4 HD or less.
These abilities require one minute 6 rounds of performance and may not be used if combat has already begun. A total of 3d6x10 1st level elven NPCs will move in to help with it and defend the fastness at no cost to the character. When an elven courtier reaches 10th level, he may begin to research spells, scribe magical scrolls, and brew potions.
This reputation is not entirely undeserved, for the favorite dweomers of the elves are charms and illusions. The elven enchanter is a specialist in such glamours, one who can weave subtle marvels of light and sound, torment the senses with phantasms and figments, and confound the minds of the easily influenced. Elven enchanters might be called to adventure by a desire to experience awe and terror, a quest for rare and forgotten magic, or merely the lure of opulence.
Like mages, elven enchanters receive limited combat training. They advance in attack throws and saving throws only two points every six levels of experience i. They may only fight with quarterstaffs, daggers, darts, or slings. They are unable to use shields, fight with two weapons, or wear any kind of armor. Elven enchanters learn and cast arcane spells as mages. The number and levels of spells the enchanter can use in a single day is summarized on the Elven Enchanter Spell Progression table.
An enchanter can use any magic items usable by mages. When the character casts charm spells such as charm person or illusion spells such as phantasmal force , the spell effects are calculated as if he were two class levels higher than his actual level of experience. Targets of his charm spells suffer a -2 penalty to their saving throw, as do those who attempt to disbelieve his illusions.
All enchanters can magically accomplish simple illusions and sleight of hand tricks suitable for impressing peasants, such as lighting a candle or shuffling cards, at will. To cast these prestidigitations, the enchanter must be able to perform the task physically, and be free to speak and gesture.
He may use magical sleight-of-hand to pick pockets as a thief of one half his class level. Every elven enchanter is able to project a glamorous aura that awes, bedazzles and seduces those in his presence. If this bonus results in a total of 12 or more, the subjects act as if charmed while in his presence.
When an elven enchanter reaches 5th level Spellbinder , he may begin to research spells, scribe magical scrolls, and brew potions. When an elven enchanter reaches 9th level Enchanter , he is able to create more powerful magic items such as weapons, rings, and staffs. An elven enchanter may also build a sanctum, often a great tower, when he reaches 9th level. He will then attract 1d6 apprentices of 1st-3rd level plus 2d6 elves seeking to become enchanters. Their Intelligence scores will be above average, but many will become discouraged from the rigorous mental training and quit after 1d6 months.
If the elven enchanter builds a dungeon beneath or near his tower, monsters will start to arrive to dwell within, followed shortly by adventurers seeking to fight them. At 11th level, an elven enchanter may learn and cast ritual arcane spells of great power 7th, 8th, and 9th level , craft magical constructs, and create magical cross-breeds.
If chaotic, the enchanter may create necromantic servants and become undead, though such a choice is understandably rarer among the ageless elves. Expert at archery and woodcraft, rangers are often compared to the human class of explorers that ranges past settled borders and opens up new settlements.
Unlike human explorers, however, elven rangers focus on patrolling and protecting the existing expanses of elven land. Others might seek to carry their war to the heart of the enemy, might be exiled from their homeland, or perhaps are hunting a trespasser against the fastness. Highly trained combatants, elven rangers advance in attack throws and saving throws by two points every three levels of experience i.
Elven rangers are trained to fight with any missile weapons and any one-handed melee weapons. They may fight wielding a weapon two-handed, wielding a weapon in each hand, or wielding a weapon and shield. They may wear only chain mail or lighter armor. While they lack the staying power of human fighters or dwarven vaultguards evidenced by their 1d6 Hit Dice , elven rangers are renowned as the best archers in the world.
Rangers are universally precise shots, able to conduct missile attacks against opponents engaged in melee at a -4 penalty to their attack throws. An elven archer may take ranks in the Precise Shooting proficiency to reduce this penalty to -2 or less. From years of hunting down trespassers to their demesnes, elven rangers become highly skilled trackers. If desired, an elven ranger may select the Tracking proficiency to improve his skills. Each rank of Tracking proficiency reduces the proficiency throw required to track by 4.
As friends of birds and beasts, elven rangers can understand the subtle body language and moods of normal animals though the animals may not understand the character. Because of their connection to nature, elven rangers are completely unaffected by the paralysis ghouls can inflict, and the target values for all their saving throws versus Spells, Paralysis, and Petrification are reduced by 1. Elven rangers can speak Common and Elven, as well as the languages of the forestdwelling beastmen, Gnoll, Hobgoblin, and Orc.
When an elven ranger reaches 9th level Ranger , he can establish a fastness in a natural setting, such as a forest or glen. Rather than impose upon nature, this fastness must blend seamlessly with it.
While gnomes live and work in underground vaults much like dwarves, they possess a very un-dwarven love for slapstick and outlandishness, for illusions, mummery, and convoluted practical jokes.
No gnome embodies these traits more than the cunning and roguish gnomish trickster. Indeed, the gnomish reputation is perhaps worse than it ought be because tricksters are over-represented within the adventuring population. Whether this is because tricksters represent a gypsy-like class of wandering peddlers, because tricksters often get exiled from the gnomish vaults for one gaff too many, or because adventurers are simply far too fun to tease awaits further study.
What is known is that gnomish tricksters are rogues who hate stand-up fights. They advance in attack throws as thieves, by two points every four levels of experience, while advancing in saving throws as fighters, by two points every three levels of experience. They may fight with arbalests, crossbows, daggers, shortbows, short swords, or war hammers. They may fight with a weapon in each hand but may not use shields or fight with a weapon two-handed. They cannot wear armor heavier than leather.
The gnomish trickster earns his name from his variety of spell-like abilities, with which he can befuddle, confuse, and dazzle his opponents. At will, gnomish tricksters can perform prestidigitations, such as lighting a candle or shuffling cards. Once per 8 hours they can cast mirror image and phantasmal force, and once per day, they can cast chimerical force. Each of these spells takes one round to cast, and otherwise functions like a normal spell cast by a mage of his class level.
A lifetime of such trickery leaves gnomish tricksters resistant to illusions made by others. As they advance, gnomish tricksters progress into casting arcane spells, although their dwarven ancestry prohibits them from ever achieving true mastery. Starting at 2nd level Gnomish Knave , they will learn and cast spells as mages of one-half their level, using the same spell list and the same rules for learning and casting spells.
Unlike human mages, gnomish tricksters can also cast spells while wearing armor. They can use any magical items permitted to fighters, thieves, or mages. Whenever the trickster casts illusion spells or uses any of his innate powers, he has innate illusion mastery.
The spell effects are calculated as if the character were two class levels higher than his actual level of experience. Attempts to disbelieve illusions created by the trickster are at a -2 penalty on the saving throw. The trickster may also conduct magical research into illusion spells as if he were two caster levels higher than actual. In addition to their adroitness with illusions, gnomish tricksters have a nose for potions. Starting at 5th level Gnomish Scapegrace gnomish tricksters may brew potions as if mages of their class level.
At 10th level Gnomish Mastermind , gnomish tricksters may scribe scrolls and research spells as if they were 5th level mages. Tricksters also have certain other powers due to their race. The gnomish tendency to underground life has granted them extended infravision to 90'. Like all gnomes, tricksters will speak the tongues of Dwarves, Elves, Goblins, and Kobolds.
In addition, gnomes can speak with animals as the spell at will. A gnomish trickster who achieves enough fame and fortune from his adventures may build a gnomish vault when he reaches 9th level Gnomish Mastermind. A gnomish trickster is expected to employ only soldiers of gnomish descent, but may hire members of other races for other tasks. He may use magical sleight-ofhand to pick pockets as a thief of one half his class level. However, they may not wear armor and may not use shields.
Mystics are members of ascetic brotherhoods focused on perfecting the powers of the human body and spirit. Through rigorous self-discipline and strict training, mystics attain physical and mental prowess that seems almost magical.
In the Auran Empire setting, mystics generally hail from the Sunset Kingdoms of Somirea, Kemesh, and Celdorea, where they are trained in ancient monastery-fortresses dating back millennia. Mystics are trained to be mindful of all things. A mystic will notice details such as slight differences in air currents or designs of a room, suggesting secret doors, or the faintest whispers in a loud room.
The majority of mystics will live and die in their monasteries, rarely interacting with the temporal world. Some mystics become adventurers from a desire to fight evil and help their fellow man, feeling that such deeds are part of achieving perfection. Others use adventuring as a means of testing their own self-mastery.
And some grow corrupted by their own prowess and use their abilities to ruthlessly seize temporal power. All mystics are able to enter a state of meditative focus in which their body and mind act with hyperawareness. Entering into focus does not require an action. Mystic can go into focus once per day per level of experience. They advance in attack throws and saving throws by two points every three levels of experience e. Mystics train to fight with a broad selection of weapons, including the flail, longbow, pole arm, spear, dagger, sword, short sword, dart, staff, and whip.
They may fight wielding a wielding a weapon two-handed or wielding a weapon in each hand, as desired. He knows that fear is only an illusion, and lets it pass through him. Upon reaching 3rd level Initiate , the mystic develops his speed of thought to an almost super-human level. At 4th level Disciple , the mystic learns how to enter a probability trance that can guide his actions towards the most favorable paths.
Entering the probability trance requires 1 turn 10 minutes of undisturbed meditation. The probability trance will provide the mystic with useful information regarding a question concerning a specific goal, event, or activity that is to occur within one week. The future is ever-changing, so if the mystic does not act on the information, it will quickly become useless. At 6th level Preceptor , the mystic achieves a command of voice that undisciplined minds find irresistible.
The mystic always know the exact reaction result Hostile, Unfriendly, etc. Upon reaching 9th level Enlightened Master , a mystic can establish a monastery and assume a place of temporal power in society.
When he does so, up 5d6x10 0th level soldiers and 1d6 mystics of 1st-3rd level will come to serve the Enlightened Master. A 10th level Enlightened Master achieves harmony of spirit. He lives in balance with the steady rhythms of the universe, neither controlling nor controlled by fate. These adjustments are already factored into the saving throws on the table below.
At 14th level Hierophant , the mystic attains ultimate perfection of body. His body becomes ageless, and he enjoys a lifespan three times longer than normal. He also becomes immune to ghoul paralysis. Though these bloodlines have faded with the passing of time, occasionally a scion is still born with great gifts. The Nobiran Wonderworker is such a being, blessed with mastery of both arcane and divine magic. Nobiran Wonderworkers are exceedingly rare.
Doubtless in the troubled times ahead, the gods will see fit to bless others with such power. Wonderworkers see little need for combat training. They may only fight with quarterstaffs, clubs, daggers, and darts. Nobiran wonderworkers learn and cast arcane spells as mages. The number and levels of spells the wonderworker can use in a single day is summarized on the Nobiran Wonderworker Arcane Spell Progression table.
A wonderworker can use any magic items usable by mages. The power and number of divine spells available to the character are determined by level according to the Nobiran Wonderworker Divine Spell Progression table. Wonderworkers have the same spells available as clerics. Wonderworkers receive several other gifts in addition to spellcasting. This adjustment is already factored into the saving throws on the Nobiran Wonderworker Attack and Saving Throws table below.
All wonderworkers are ageless and enjoy a lifespan three times longer than that of normal men. Like elves, they are immune to ghoul paralysis. They also enjoy divine health that renders them immune to all forms of disease, including magical diseases caused by spells, mummies, or lycanthropes. A wonderworker will heal 2 points of damage per level when the power is used.
A wonderworker may use his power to lay on hands once per day. A wonderworker may select the Laying on Hands proficiency to gain additional uses of the power per day. The character may hire one more henchman than his Charisma would otherwise permit, and the base morale score of any henchmen is increased by 1.
When a wonderworker reaches 5th level Divine Thaumaturge , he may begin to research spells, scribe magical scrolls, and brew potions. When a wonderworker reaches 9th level Divine Wizard , he is able to create more powerful magic items such as weapons, rings, and staffs.
A wonderworker may also build a sanctum, often a great tower, when he reaches 9th level. He will then attract 1d6 mages or clerics of 1st-3rd level plus 2d6 normal men seeking to become mages or clerics. If the wonderworker builds a dungeon beneath or near his tower, monsters will start to arrive to dwell within, followed shortly by adventurers seeking to fight them. At 11th level, a wonderworker may learn and cast ritual arcane and divine spells of great power, craft magical constructs, and create magical cross-breeds.
If chaotic, the wonderworker may create necromantic servants and become undead. Wherever the forces of Chaos marshal to threaten man, paladins can be found, battling back the darkness with courage and steel. As holy warriors, paladins are highly trained combatants. They may wear any armor, and may fight with a broad array of weapons, namely the battle axe, flail, lance, mace, morning star, pole arm, spear, sword, two-handed sword, and war hammer. All Paladins may fight wielding a weapon and shield, wielding a weapon two-handed, or wielding a weapon in each hand, as desired.
All paladins must be of Lawful alignment. A paladin who changes to Neutral or Chaotic alignment loses his class powers. If he later reverts to Lawful alignment and atones for any misdeeds possibly through a quest or atonement spell he can regain his lost powers.
Such a black hearted traitor will be hated throughout civilized lands, of course. In exchange for their devotion to Law, paladins receive many powers to aid them in their crusades against Chaos. Paladins also possess sanctified bodies that are completely immune to the ravages of disease, including magical diseases. This enables them to go on long crusades without succumbing to the diseases that kill many soldiers, as well as to face dread foes such as mummies or werewolves without fear of corruption.
In order to defeat the enemies of Law, the paladin must find them. To this end, a paladin can detect evil as the spell up to 60' away simply by concentrating. Finally, paladins may lay on hands, on others or on their own person, in order to heal injuries. A paladin will heal 2 points of damage per level when the power is used. A paladin may use his power to lay on hands once per day. A paladin may select the Laying on Hands proficiency to gain additional uses of the power per day. At 9th level Paladin Lord , a paladin can found or capture a fortress and become a protector of men.
Unlike clerics, who are trained in fighting, priestesses belong to non-military orders, and dedicate themselves to spell-casting, ministry, and prayer. Most priestesses do not become adventurers, but every year a few women are sent forth from their temples into the world at the instructions of the matriarchs. Most of these priestesses fall prey to the world or its temptations, but a few rise in power and broaden the reach and influence of their order.
Priestesses receive little combat training. They advance in attack throws only two points every six levels of experience i. They may only fight with quarterstaffs, clubs, daggers, or darts. Because of their connection to their goddess, priestesses have the ability to turn undead as clerics of their level. There is no limit to how often a priestess may attempt to turn undead each day, but if an attempt to turn undead fails during an encounter, the priestess may not attempt to turn undead again for the remainder of that encounter.
The power and number of divine spells available to the character are determined by level according to the Priestess Spell Progression table. They may use any magic items usable by clerics. In order to use spells and turn undead, priestesses must uphold the strictures of their order and their goddess. If the Judge has not specified particular religious orders in his campaign, the default priestess is assumed to be from the Keepers of the Hearth Fire, the order devoted to Mityara, Goddess of Civilization and Mercy.
The strictures of their order are many. When in public, they must always wear the white mantles and shawls of their order. Every seventh day, they must keep a flame lit throughout the night, representing the light of civilization.
They must refrain from the taking of human or demi-human life. Of course, beastmen, undead, and other monsters are abominations and should be put down! And they must remain both chaste and celibate until they reach the rank of Mother 7th level. If a priestess ever falls from favor, due to violating the beliefs of her goddess or breaking the rules of her order, the goddess 36 Priestess may impose penalties upon the priestess.
These penalties are entirely up to the Judge, but might include penalties to attack or a reduction in spells available. When a priestess reaches 5th level Sister-Disciple , she may begin to research spells, scribe scrolls, and brew potions. At 9th level Matriarch , she is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, a priestess may learn and cast ritual divine spells of great power 6th and 7th level , craft magical constructs such as golems and animated statues, and perform necromancy if Chaotic.
Upon attaining 9th level Matriarch , a priestess may establish or build a stronghold called a cloister. A priestess who founds a cloister will be joined by 1d2x10 1st level priestesses and 1d6x30 normal women who want to become priestesses.
A normal woman in training typically takes 2 years to become a 1st level priestess. Through his relationship with sacred powers such as gods, powerful ancestors, and animal spirits, the shaman can heal the sick and afflicted, divine wise courses of action, and smite the enemies of his tribe. In the Auran Empire, members of the class might be druids of Rorn, rune-casters of Jutland, medicine men of the Skysos horse peoples, or witch doctors of the Ivory Kingdoms. While most shamans spend their entire lives with their tribe, some shamans are called to adventure by dreams and visions; others adventure out of a desire to learn secrets unavailable in their homelands.
A few tragic shamans become adventures to gain the power necessary to avenge the destruction of their tribe. Shamans are skilled combatants, albeit not as good as fighters.
Shamans are familiar only with common tribal weapons such as the club, dagger, hand axe, short sword, staff, and spear. They may wear leather armor and may fight wielding a weapon two-handed or with a weapon and shield, but may not fight with a weapon in each hand. Shamans can use any magic items usable by clerics. Starting at 1st level, a shaman has the ability to commune with his ancestral spirits once per week.
The spirits will answer three yes-or-no questions to the best of their ability. They are very wise, but not omniscient, and may not be able to answer all questions accurately. The ritual is so taxing that it may be performed but once per week. Once a year, on a particular sacred day determined by the Judge , the shaman may ask twice the normal number of questions of his ancestors without angering them. The Totem Animals table, below, lists the benefits and abilities of several sample totems.
The Judge may create additional totems at his discretion. Over time, the shaman will come to resemble his totem animal. A wolf shaman might develop yellow eyes and sharp canines, while a bear shaman might grow husky and hirsute. The totem benefit is a bonus proficiency related to the totem. For example, a shaman with a cobra totem animal has the Combat Reflexes proficiency so long as he is within 30' of his totem animal. If a totem animal has fewer Hit Dice than those normally possessed by such an animal, it will appear as a smaller, younger creature of its type.
Such creatures will do 1 less point of damage with each die minimum 1. If a totem animal has greater Hit Dice than usual for its type, it will appear as a bigger, stronger version of the animal, to a maximum of twice normal size. However, a new totem animal of the same type will appear the next time the shaman gains a level of experience. Except where mentioned above, totem animals have the characteristics of a normal animal of their type. These are listed on the Totem Animals table for quick reference.
HD are listed for comparison purposes. At 2nd level, shamans may call on the sacred powers to gain divine spells, which are granted through carrying out careful morning rituals. The power and number of divine spells available to a character are determined by level according to the Shaman Spell Progression table. At 3rd level, the shaman may perform a spiritual ritual to re-gain the ability to cast a spell of a level he had previously expended. Each spiritual ritual requires one hour 6 turns.
In contrast to the austere contemplation of more civilized clerics, spiritual rituals involve ecstatic dancing, wild drumming, chanting, and intoxicating smoke. The shaman may perform a spiritual ritual as often as desired, but may not regain the same level of spell more than once per day. At 5th level, this physical link becomes strong enough for the shaman to shapechange into his totem animal.
The shaman remains in his new shape until he changes back. A 5th level shaman can initially shapechange once per day. For example, if he begins the day in human form, he can shapechange into his totem animal form, but he then has to remain in totem animal form until the following day, when he can change back to his human shape. With each level of experience gained, the shaman can change shape one additional time per day. When in totem animal form, the shaman has the movement, armor class, attacks, damage, and powers listed on the Totem Animals table.
He retains his normal Hit Dice, hit points, attack throws, and saving throws. If the shaman is of greater Hit Dice than his animal type, he will appear as a bigger, stronger version of the animal, to a maximum of twice normal size. For example, a 10th level shaman in lion shape would appear as a huge predator, twice the mass of a normal lion. Apart from size, the shaman is indistinguishable from a normal animal. The totem animal shape does not detect as magical, is not detected by spells that reveal illusions, and cannot be dispelled.
Changing shape can be performed during combat in lieu of making an attack. Upon attaining 7th level, the shaman gains the ability to spiritwalk. After 1 turn 10 minutes of chanting, the shaman enters a deep trance during which his spirit walks free of his body. However, the spiritwalking shaman cannot see into, hear sounds from, or move through an area warded by an antimagic shell or protection from evil spell or similar effect. The spiritwalking shaman is incorporeal and invisible, but can be detected with detect invisible or true seeing, harmed by spells and magic weapons if detected, and forced to return to his body with dispel evil.
Spiritwalking is so taxing that it can be performed but once per week. At 9th level, the shaman may establish or build a medicine lodge. Like other divine spellcasters, a shaman gains the ability to do magical research. At 5th level or higher, the shaman is able to research spells, scribe scrolls, and brew potions. So long as the shaman upholds his tribal traditions, the totem animal will be utterly loyal to the shaman and will fight for him, perform services, and obey his commands.
The Template is ready for adventure. Such was their power that primitive man worshiped them as gods and served them as slaves. Yet from this height, the Thrassian people fell to abyssal lows.
They were violently overthrown by the Zaharans, who seized power from their former masters and formed their own dark empire. Today, in dusky Kemesh, last surviving colony of Zaharan, Thrassian slaves of the old stock are still kept in significant numbers. There it is a mark of opulence and power to be able to maintain a Thrassian of good bloodline, and to field them as pitfighters in the gladiatorial games.
From time to time, some of these Thrassians become runaways and renegades. Others win their freedom in the arena or are freed upon the death of their master. With no craft saving slaying, and facing hatred and revulsion in civilized realms, these freed Thrassians end up as caravan guards, brigands, or adventurers.
A few succeed in carving positions of respect for themselves by virtue of their prowess and become lords or marshals. Thrassian gladiators are monstrously powerful combatants. Thereafter they advance in attack throws by one point every level of experience up until 9th level i. They advance in saving throws as normal fighters, by two points every three levels of experience. To maximize their chances for surviving in the arena, they are trained in the use of all weapons and armor.
They may fight wielding a weapon and shield, wielding a twohanded weapon, or wielding a weapon in each hand, as desired. Thrassian gladiators also learn to use their fangs and claws as formidable natural weapons. In lieu of attacking with a normal weapon, the character can initiate an attack routine consisting of two claw attacks and one bite attack. The claws deal 1d damage each, while the bite deals 1d8 damage.
When the character reaches 5th level, these natural weapons become capable of harming creatures only harmed by magical weapons. Thrassians cannot use their fangs and claws while wielding weapons, using shields, or wearing armor heavier than chain mail. Thrassian Gladiator 41 Thrassian gladiators are bred to have thick, scaly hides that give them a base unarmored AC of 3 instead of 0.
If the character wears armor, this can further increase their base AC. This hide does, however, reduce their movement rate to 60' per turn.
Like their lizardmen brethren, Thrassians have infravision to a range of 60'. They are excellent swimmers with a swimming movement rate of ' per turn, and can hold their breath for 1 turn 10 minutes without harm. Despite, or perhaps because of, their prowess, Thrassians are widely feared and reviled. Thrassian gladiators suffer a -2 penalty to the reactions, loyalty, and morale of humans and demi-humans they interact with.
However, when a Thrassian gladiator reaches 5 level Thrassian Exemplar , his battlefield prowess begins to inspire others to follow him. Through force of arms, the Thrassian gladiator may ultimately control several castles or even entire realms, though he can expect to face ongoing challenges from humans and demi-humans. Additional rules for castles are detailed in the Campaign chapter. From the fleshy fingers of the slave traders of Opelenea to the jewel-clad guild masters of Aura, the coin and commodities of the empire are controlled by merchants.
But if the stereotypical merchant is a pot-bellied financier profiting from the work of others, the venturer is his opposite: An adventurous world traveler, he personally leads caravans into unknown lands, seeking out exotic goods and new markets.
Every venturer is, by definition, an adventurer, and interested in any expedition that promises riches and reward. Venturers are trained combatants, although not as skilled as fighters. They may use any missile weapons and any one-handed melee weapons. They are not trained to use shields, fight two-handed, or dual wield weapons. Venturers prefer to stay mobile and cannot wear armor heavier than leather. The business of venturers is business, and their devotion to trade and profit yields them many special abilities.
Foremost among these is the mercantile network of contacts, fences, and peddlers that venturers build through their travels. Whenever venturers buy and sell equipment, hire retainers, and engage in mercantile ventures in a market they have previously visited, they treat the market as if it were one market class larger than its actual size. Class I markets remain Class I markets. He wishes to purchase a heavy warhorse gp.
Venturers are expert bargainers who get the best deals available for goods, services, and information. If trading with another venturer, or a character with the Bargaining proficiency, the opposed bargainers should make reaction rolls. Whichever character scores the higher result gets the discount.
A venturer may select Bargaining proficiency to improve his skills. Venturers know that business empires can rise and fall on information, so they learn to keep their ears open at all times. All venturers can hear noises as thieves of their level.
For the same reason, venturers are experts in reading languages. If the roll does not succeed, the venturer may not try to read that particular piece of writing until he reaches a higher level of experience. While most merchants consider risk a financial term, venturers lead their own caravans, and do so with considerable skill. In order to open new markets and establish trade with unknown tribes, venturers study diplomacy. Most venturers who reach such an apex of wealth have minions to do that for them, of course.
The number and levels of spells the venturer can use in a single day is summarized on the Venturer Spell Progression table.
Despite this limited magical training, venturers are restricted to magic items usable by thieves. Template: Proficiencies: Starting Equipment: When a venturer attains 9th level Merchant Prince , he can establish a guildhouse, and 2d6 venturer apprentices of 1st level will offer to work for him.
If hired, they must be paid standard rates for ruffians. Many venturers use these followers to start a syndicate, expanding their wealth through legitimate and illegitimate channels. Of course, not every market obeys the rule of law, so venturers also become exceptionally skilled at the art of bribery.
Offering a bribe permits an additional reaction roll during encounters, with the throw modified by the size of the bribe. Only one bribe can be attempted per target in any given situation. A warlock is one who seeks alliance with dark beings and pursues forbidden lore, hoping to find a quicker, easier path to power than the methodical practices of magecraft.
Many warlocks become adventurers to plumb the secrets of dusty tombs, forgotten crypts, and hidden sanctums. Few do so for heroic motives. These practices leave warlocks reviled and condemned in the Auran Empire. The Tower of Knowledge bars known warlocks from its august halls entirely. Warlocks are treated with respect and more than a little fear in the Sunset Kingdoms of Kemesh, Somirea, and Celdorea, and many assume positions of power in those societies. The number and levels of spells the warlock can use in a single day is summarized on the Warlock Spell Progression table.
A warlock can use any magic items usable by mages. Every warlock begins play at 1st level Medium with a familiar. The most common familiars are bats, black cats, crows, owls, pythons, and vipers. The familiar is utterly loyal to the warlock, and will fight for him, perform services, and generally obey his commands. Upon reaching 2nd level Occultist , a warlock begins to unlock the secrets of the dark arts. He may control undead as a Chaotic cleric of one half his class level. If the warlock casts spells that require a saving throw versus Death, his targets suffer a -2 penalty on the save.
When the warlock casts necromantic spells, the spell effects are calculated as if he were two levels higher than his actual caster level. Starting at 4th level Hexgiver , a warlock can bring harmful curses down on his enemies. Once per day, the warlock may hex a target creature he can see within 30'.
At 6th level Necromancer , a warlock may begin to contact dark powers such as demons and evil spirits. These beings possess near omniscience, but contact with them can be mindshattering. Contacting the dark powers takes 1 turn 10 minutes and is so taxing that the warlock may only do so once per week. The effect is resolved as per the mage spell contact other plane. At 7th level Incantationist , the warlock may begin to research spells, scribe magical scrolls, and brew potions, as if he were a mage of 5th level.
Upon reaching 8th level Warlock , a warlock gains the ability to alter his shape into that of any other humanoid creature. His equipment, if any, remains worn or held where possible, and otherwise melds into the new form.
The warlock may alter his shape no more than once every 8 hours. Altering shape can be performed during combat in lieu of making an attack. At 9th level Dread Lord a warlock may establish a coterie, usually in a remote and desolate location. If he does so, he will attract 1d6 apprentices of 1st-3rd level plus 2d6 normal men seeking to become warlocks. Their Intelligence scores will be above average, but many will become fearful of the sacrifices involved and quit after 1d6 months.
If the warlock builds a dungeon beneath or near his coterie, monsters will start to arrive to dwell within, followed shortly by adventurers seeking to fight them. At 10th level Dread Lord , the warlock may summon infernal creatures to perform tasks for him. It takes 1 turn 10 minutes for the summoning to be completed, during which time the warlock may take no other actions. The summoned creature will serve until dispel evil is cast on the creature, it is slain, or its task is fulfilled.
Infernal creatures resent being summoned and may attempt to pervert their instructions if the task is protracted or dangerous. A warlock may perform a summoning but once per month. Upon reaching 13th level Dread Lord , the warlock gains the ability to create magic items such as weapons, rings, and staffs as a mage of 9th level. He may also cast ritual spells of a necromantic nature and create necromantic servants as a mage of 11th level.
Of those few warlocks who reach this level of power, many sacrifice body and soul in pursuit of power and become undead. Finally, at 14th level Dread King , a warlock unlocks the secret of certain forbidden spells that fall beyond the ken of normal mages. The four spells listed below are added to his class spell list at the designated spell levels: �� 3rd level: cause disease, speak with dead �� 4th level: cause serious wounds �� 5th level: finger of death Warlock 47 New Character Classes Like mages, warlocks receive limited combat training.
They may only fight with daggers, darts, staffs, or whips. They are unable to use shields, fight with two weapons, use a weapon two-handed, or wear any kind of armor. For these reasons, warlocks tend to avoid personally fighting, and many warlocks prefer for their party members or minions to do the dirty work. Except for being arcane, these spells are identical to their divine counterparts.
If a copy of these spells is found or placed on a scroll, the scroll will be useable only by divine casters who have the spell on their class list, or by 14th level warlocks. Lower level warlocks or standard mages could not use the scroll or cast the spell because it is not on their class spell list.
Actual witches, however, are practitioners of a distinct craft of magic. Like priestesses and shamans, witches invoke divine magic, but they do not organize into communities of faith nor do they dedicate themselves to the service of their gods or goddesses. Rather, the relationship of a witch to her divine patron is that of student to teacher, rooted in ancient pacts and secretive traditions.
The witch seeks to gain personal knowledge and strength by accepting the guidance and patronage of ancient powers.
This quest for knowledge and power often drives witches to become adventurers. Within the Auran Empire, witches are viewed with deep suspicion by the Empyrean priests, but many rural villages nevertheless have a wise woman with some skill in witchcraft.
Witches receive little combat training. They may only fight with clubs, daggers, darts, or staffs. Starting at 1st level, witches are able to cast divine spells, which are granted through esoteric nighttime rituals. The power and number of divine spells available to the character are determined by level according to the Witch Spell Progression table.
When a witch reaches 3rd level Siren , she may begin to brew potions. When a witch reaches 5th level Sibyl , she is able to research spells. Upon reaching 7th level Sorceress , she may scribe magical scrolls. At 9th level Witch , she is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, a witch may learn and cast ritual divine spells of great power 6th and 7th level and craft magical constructs.
Witches perform such magic research as clerics of their level. Every witch must belong to a tradition, which defines her approach to the magic and her relationship with the gods and spirits that are her source of power.
When a witch is created, select a tradition for the character from the Tradition table below, and write down the spells and powers of the tradition. Each also provides a special ability at 1st, 3rd, 5th, and 7th level. The regions within the Auran Empire campaign setting associated with each tradition are noted below.
The Judge may create other traditions for his own campaign setting where necessary. Malefic practitioners who consort with the darkest of powers, reveling in the seduction and corruption of the innocent. Reclusive witches who travel the borderlands between human settlements and fey forests. Tribal witches who barter with ancestral spirits and animistic powers to gain power over the living and the dead.
The witch gains one rank of the Healing proficiency. She gains the power to cure moderate wounds by touch once every 8 hours. Each use takes 1 turn 10 minutes. She gains one rank of Alchemy proficiency. She gains the power to neutralize poison once per day. She gains the Seduction proficiency. She gains the Black Lore of Zahar proficiency. The witch gains the Mystic Aura proficiency. The witch gains the power to charm person once per day. Each use takes 1 round 10 seconds. She gains the power to change shape as a warlock once per day.
She gains the Passing Without Trace proficiency. The witch gains the power to polymorph self once per week. Voudon witches craft a wide variety of symbols and talismans to be used when casting their spells, with individual witches choosing a single craft with which to make their talismans. She gains the ability to turn undead as a cleric of one half her class level.
When the witch casts spells that inflict fear effects such as cause fear , the spell effects are calculated as if she were two class levels higher than her actual level of experience, and are resisted with a -2 penalty on the saving throw. She may perform spiritual rituals as a shaman.
She gains mastery of charms and illusions, identical to that of an elven enchanter. If she does so, he will attract 1d6 apprentices of her tradition between 1st-3rd level plus 2d6 normal women seeking to become witches. Their Wisdom scores will be above average, but many will become fearful of the sacrifices involved and quit after 1d6 months.
If the witch builds a dungeon beneath or near her coven, monsters will start to arrive to dwell within, followed shortly by adventurers seeking to fight them. The ruinguards were charged with safeguarding the powerful secrets of the chthonic gods and laying down their lives to prevent the voice of chaos from passing into oblivion.
The hobbled eunuch-seers and iron-bound tomes of the great Zaharan libraries were too burdensome to carry away and hide from the wrathful judgment of Law as it descended upon crumbling Zahar. The ruinguards mastered arcane bindings to focus the dark chthonic secrets of a dying empire within a receptacle they knew they would always have at hand � their very weapons. The Zaharan empire vanished over a millennium ago, but the masters of this tenebrous order have not only carried the knowledge of chaos with them, but learned to call upon that knowledge to enhance their own martial and magical skill and bring doom to their enemies.
Each ruinguard is a master of their own fate; an individual conduit to the knowledge of chaos and the chthonic powers spread across the void. Whether they carry such power within them and focus it upon the weapon they wield, or whether the weapon itself holds the chthonic power and they merely call it forth to do battle, even the ruinguard does not truly know.
Ruinguards typically adventure to accumulate power, skill, and allies in order to dominate more and more around them � some even harbor dreams of rebuilding an empire. Others resist succumbing completely to the chaos that constantly seeks to consume them. This rarer breed of ruinguard seeks adventure to quell the wanderlust within themselves and find camaraderie and kinship amongst those adventurers who also choose to wander dark roads and distant lands.
They advance in attack throws and saving throws as a fighter, by two points every three levels of experience. The chthonic powers a ruinguard channels revel in the chaos and brutality of face-to-face combat, and frown upon weapons and attacks which draw blood from a distance. A ruinguard may only fight with the following weapons: sword, two-handed sword, battle axe, great axe, flail, and whip.
They are trained to fight wielding a weapon and shield and wielding a two-handed weapon. They may wear any armor, and generally favor the heaviest available. Finally, at first level, ruinguards choose a specific weapon type battle axes, great axes, flails, swords, two-handed swords, or whips and are considered to possess weapon focus while wielding the weapon type chosen.
As sorcerers as well as warriors, ruinguards learn and cast arcane spells as mages of one-half their level, using the same spell list and the same rules for learning and casting spells. Unlike human mages, a Zaharan ruinguard may cast spells while wearing any type of armor. They can use any magical items available to mages or fighters. As a ruinguard gains experience, he achieves mastery over his weapon and the chthonic forces within. These channeling powers manifest in three stages. The first channeling power, arcane striking, may be invoked beginning at 2nd level Ruinborn.
When the ruinguard successfully strikes a target with a melee attack, he can expend one of his daily spell slots to increase damage. Damage is increased by 1d6 per level of the spell slot expended. Finally, he does so! He immediately expends a 1st level spell slot to do an extra 1d6 damage on his hit. The second channeling power, death healing, manifests at 4th level Son of Ruin. When the ruinguard successfully slays a sentient creature with a melee attack, he can, in lieu of cleaving, expend a spell slot to heal himself.
Rather than cleave, he sacrifices a 2nd level spell and heals himself 2d6 hit points. When a ruinguard casts a spell that would normally target a creature, he may instead cast it into his melee weapon, where it remains stored until discharged. The effect will discharge onto the next creature the ruinguard strikes with the weapon, resulting in both melee damage and the normal effects of the spell.
The ruinguard may only store one spell at a time, and the spell will discharge harmlessly if not used in 1 turn, if the weapon is sundered, or if the ruinguard loses his grip on the weapon. A ruinguard with sufficient spell slots can combine spell storing, death healing, and arcane striking.
He then attacks a minotaur, and hits, dealing his normal melee damage. Upon hitting, Moruvai uses his arcane striking power, expending a 2nd level spell slot to deal an additional 2d6 damage. Dismember also discharges, and the minotaur fails its save, taking an additional 3d6 damage and permanent wound from the spell.
The cumulative damage slays the minotaur. Rather than cleave, Moruvai expends a 3rd level spell slot and death heals himself 3d6 damage. Due to their background and training, all Zaharan ruinguards speak four bonus languages: Ancient Zaharan, Goblin, Orc, and Kemeshi. As true Zaharans, all ruinguards also possess certain inhuman benefits and drawbacks from their near-extinct bloodline. Chief among these are the ancient pacts of service and obedience by which the lords of Zahar ensorcelled the dark powers of the world.
Some creatures still remember these pacts and will aid Zaharans when commanded. Intelligent chaotic monsters suffer a -2 penalty to saving throws against any charm spells cast by a Zaharan ruinguard. Secondly, ruinguards are inexorable in the face of horrors that terrify normal men. They are immune to all natural and magical fear effects. Finally, ruinguards grow in power after the flesh.
If transformed into intelligent undead, they retain their racial powers and any class abilities. However, because of their dark souls, the grim embrace of death holds special perils for Zaharans. Whenever a deceased Zaharan rolls on the Tampering With Mortality table, he suffers a penalty on the 1d20 roll of -1 per level of experience. Should a ruinguard survive to reach 5th level Ruinwielder , his dark charisma begins to inspire others to follow him.
Finally, when a ruinguard reaches 10th level Lord of Secrets , he may begin to research spells, scribe magical scrolls, and brew potions, as if he were a 5th level mage. Even experienced players may find want a faster alternative, particularly in campaigns that tend to be highly lethal on low level characters. In this chapter, we expand and explore the concept of templates, offering 8 templates for each class. Each of the 8 templates is designed to represent a particular archetype for its class, allowing us to show the many ways that each character class can be customized to fit within any given campaign setting.
Note that the 12 templates that appear in the ACKS core rules should be replaced by the templates of the same name that appear in this rulebook. Players who are risk averse may choose the standard template for their character class e.
For a campaign with a highly specific setting, the Judge might allow players to default to a different template that is more appropriate to his campaign.
A campaign filled with Renaissance era intrigue might allow bards to default to the spy template, bladedancers to the veiled assassin template, and mages to the court magist template. Start with a fresh character sheet. You can copy the one provided in this book, download and print one, or reproduce it by hand on a piece of paper. If all else fails, just scribble down notes on scratch paper! Write down the ability score bonus or penalty for each score, as shown on the Ability Score table.
All classes have prime requisites, and some classes require minimum 56 Introduction to Templates scores for some abilities. If abilities are not quite high enough for the class you would like to play, see Classes and Ability Scores in ACKS for some options to adjust your scores. Write down the special abilities of your class, as described for each class. Note on your character sheet that your character has zero 0 experience points or XP ; you may also want to note the number needed to advance to second level, as shown in the table for your class.
Roll hit points hp using the appropriate die for your class, adding your Constitution bonus or penalty, and note the result as your hit points on your character sheet. If your character has a Constitution penalty, the penalty will not lower any Hit Die roll below 1.
Attack throws and saving throws are listed with each class, and described fully in the Adventures chapter of ACKS. Note that attacks with melee weapons are modified by your Strength, while missile weapons such as bows or thrown daggers are modified by Dexterity. All characters always begin with the Adventuring proficiency in addition to those listed. Apply any modifiers to your ability scores, hit points, attack throws, or saving throws from proficiencies. If you have chosen to play a mage, warlock, elven enchanter, or elven spellsword, note down the starting spells from your template.
You do not roll for starting wealth when using a template. Since you now know what armor your character is wearing, note your Armor Class AC on the character sheet based on the type of armor you choose. Then choose an appropriate Alignment for your character. If your character has an INT score of , you should select one additional general proficiency on top of those listed for the template.
If your character has an INT of , you should select two additional general proficiencies. If your character has an INT of 18, you should select three additional general proficiencies. Since the assassin has an INT of 16, Jim gets to select an additional two general proficiencies. Reviewing the list of general proficiencies, he decides on Mimicry and Performance Acting. However, arcane spellcasters tend to have higher than average Intelligence scores.
Validated User. Welcome to my first Let's Read. I really like the level range we'll talk about this later in the book ; high level characters certainly aren't superpowered and the character classes remain relatively evenly matched throughout that range. In simple terms, this boils down to dungeon crawling at low levels, hexcrawling and wilderness exploration and hex clearing at medium levels and the domain end game at higher levels. A significant chunk of the book revolves around higher level activities outside of dungeon crawling.
For anyone interested in reading Actual Play threads I strongly recommend this one over on the Autarch forums, which goes through all three phases. Before I start, however, I would like to acknowledge that the driving force behind ACKS, Alexander Macris, has a controversial reputation, especially here. He is associated with the Escapist website, which was part of Gamergate, although from what I understand has since repudiated GG.
His most recent Kickstarter, as well, garnered enough support from Vox Day's minions for him Day to submit material for the book. Macris was confronted about this on the Autarch forums, and I believe his explanation was generous i. However, it certainly caused me, and many others, to withdraw our financial support from this specific Kickstarter. I'm in somewhat of a moral quandry; I really like the system and what Macris does, I just don't like what he occasionally says or supports.
I have decided, however, that at this point that the system is good enough that I can stomach the writer's political stances. I respectfully ask, however, that discussions regarding Macris be held outside of this thread. The ACKS cover is distinct and evocative, showing a woman with two swords a "bladedancer" crouched behind a throne festooned with skulls, an armored man in the foreground clutching a two-headed morning star, and a sorcerer or magic-user in the background, in front of the throne, casting a spell on some unseen target.
The cover is in color; the art throughout the book is consistent with the cover art, although in black and white. I would certainly not hesitate to let my daughter, for instance, check out the cover. I'm going to be doing most of this from the pdf, although I also have the Core rules in hardback. I've got a couple of issues to pick with both, so I might as well get them out of the way now.
The binding on the physical book isn't great. I've got pages that are starting to separate after only four years of admittedly constant use. The pdf is image heavy, and slow to scroll through on my computer, and the reader will occasionally crash if I scroll to quickly. I would really like an image free version. It's not indexed or bookmarked at least, not in the basic pdf reader I've got on my computer.
I'm waiting to be corrected on this point. DarkMoc 0 Validated User. I've had no problems with the binding on my core rules, but my Player's Companion split within two years of when I got it. The Wyzard An overwhelming surplus of diggity Staff member. Harrowed Nyarlathotep's Bitch Validated User. Subbed in. RobertEdwards 0 Validated User.
Click to expand Huh, I'll have to check that out. I'm not sure if drivethrurpg has a record of me purchasing it, and will have to look into it. The book opens with several pages of fiction, interupted every couple of paragraphs with explanatory text. I'm not a huge fan of fiction in rpg books -- it often seems a little forced, in my opinion -- and I don't think I've actually ever read the intro here.
The author of ACKS goes on to explain partway through that the scene being portrayed in the writing is from his home campaign, about eighty sessions into the campaign, and that the PCs have moved on from seeking gold buried in musty dungeons to more political adventurers.
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|Acks rulebook pdf download||At 11th level, an elven enchanter may learn and cast ritual arcane spells of great acks rulebook pdf download 7th, 8th, and 9th levelcraft magical constructs, and create magical cross-breeds. Product Information. He will then attract 1d6 mages or clerics of 1st-3rd level plus 2d6 normal men seeking to become mages or clerics. Upon reaching 7th level Sorceressshe may scribe magical scrolls. But if the stereotypical merchant is a pot-bellied financier profiting from the work of others, the venturer is his opposite: An please click for source world traveler, he personally leads caravans into unknown lands, seeking out exotic goods and new markets. They were violently overthrown by the Zaharans, who seized power from their former masters and formed their own dark empire. At 14th level Hierophantthe mystic attains ultimate perfection of body.|
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|Acks rulebook pdf download||If desired, an elven ranger may select the Ruleboook proficiency to improve his skills. Original electronic Scanned image These products were created by scanning an original printed edition. The explorer qualified for both a Castle and a Hideout type stronghold. EXAMPLE: A 4th level cleric can continue reading 2 1st and 1 2nd level spells; therefore, a 4th level character of a downloxd class with Divine Value 3 could cast 3 1st and 1 2nd level spells 2. Our Latest Newsletter. All venturers can hear noises as thieves of their level.|
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