Astonishing ACKS – Atlantean Custom Classes

AtlantineAtlanteans are medium-built men of glaucous complexion, black or brown hair, aquiline features, and pale grey or yellow eyes. These are the scattered remnants of a nearly extinct race whose origins trace back to Old Earth’s antediluvian Atlantis. The Atlanteans of old produced many wonders of super-science, and their descendants are skilled in crafts and lore.

True Atlanteans are obsessed with maintaining the purity of their blood, but despite rumours to the contrary they can in fact interbreed with the other races of man. Some degenerate Atlanteans have even bred with Deep Ones; their progeny are tainted Sea Blood Hybrids.

Hyperborea HR

Requirements

All Atlantean classes require minimum Intelligence, Wisdom, and Charisma scores of 9 or better.

Class Category Values

Fighting: Atlanteans with narrow or broad weapon selections must include tridents (a type of polearm) and at least three other spears & polearms among their selections. Atlantean custom classes with a restricted weapon selection can select tridents as an allowed weapon.

Divine: Atlanteans who reach a Divine caster level of 9th or higher are eligible to create Constructs as if they were 11th level clerics.

Atlantean Value

Value   Atlantean XP Cost
4 Atlantean + 4 proficiencies 1350
3 Atlantean + 3 proficiencies 850
2 Atlantean + 2 proficiencies 550
1 Atlantean + 1 proficiency 350
0 Atlantean Half-Breed 75

When building a Atlantean custom class, assign between 0 and 4 build points to the class’s Atlantean Value. All Atlanteans gain the following custom powers:

  • Divine Blessing: As the favoured of the Empyrean powers, Atlantean characters receive a +2 bonus to all saving throws. (+1 for half-breeds.)
  • Blood of Kings: The blood of ancient kings and heroes flows in every Atlantean. 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.
  • Heroic Spirit: Because of the Atlantean’s strong spirit, the maximum class level for any Atlantean class is increased by 1.
  • Longevity: Atlanteans enjoy a lifespan longer than that of normal men, and can live 130 years or more – use the ‘Halfling’ entry from ACKS p.250 for age categories. (Half-breeds have about the same lifespan as normal humans.)
  • Atlantean Tongues: In addition to fluency in Common (and Literacy), Atlanteans speak Hellenic (Atlantean) and one other language of choice (often Amazonian or Hyperborean).

“Atlantean 0” represents a half-breed, whose blood has become diluted with common humans. Correspondingly, their Atlantean physical traits are more subdued.

Additional points allocated to the Atlantean Value represents the Atlantean expertise in crafts and lore. Each point provides one bonus general proficiency as well as a +1 bonus on proficiency throws and thief skills.

Experience Point Progression

Atlanteans increase the amount of experience required to gain each level after 8th by 20,000 XP (+10,000 XP for half-breeds).

Hyperborea HR

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About K-Slacker

Gamer and referee for online gameblogs.
This entry was posted in Astonishing ACKS, Classes, House Rules, Races and tagged , , , , , . Bookmark the permalink.

8 Responses to Astonishing ACKS – Atlantean Custom Classes

  1. K-Slacker says:

    Atlantean Artificer

    Atlantean Artificers are the heirs to the super-science of their ancestors.

    Atlantean 3, HD 1 (d6), Fighting 1a (1 trade-off), Thievery 2.

    Base XP: 850 + 500 + 500 + 400 = 2250 for 2nd level.

    2 Fighting Styles: Weapon & shield, two-handed weapons.
    Narrow Weapon Selection: Spears/polearms, arbalest, crossbow, warhammer.
    Broad Armour Selection: Chain or lighter, shields allowed.
    Custom Powers: As Dwarven Machinist class, minus dwarven custom powers.

    Maximum Level: 11th.
    Prime Requisites: Intelligence and Dexterity.
    Requirements: INT 12 or more; WIS & CHA 9 or more.
    Proficiencies: As Dwarven Machinist.
    Attack Throws: As Thief.
    Saving Throws: As Thief.
    Magic Items: As Thief.
    Stronghold: Manufactory, as Dwarven Machinist.

  2. K-Slacker says:

    Template: Mechanic

    This pre-generated template represents a resourceful blacksmith and mechanic. The Craft proficiency associated with the template is noted in italics.

    Proficiencies: Jury-Rigging, Signaling (Blueprints), Craft (Blacksmith).
    Equipment: Warhammer, hand axe, ring mail armour, greasy workman’s apron, wool tunic and pants, leather belt, low boots, backpack, tinderbox, 12 torches, 50′ rope, crowbar, small hammer, 12 iron spikes, machinist’s tools, 1 week’s iron rations, 1 gp.

  3. K-Slacker says:

    Atlantean Craft-Priest

    When Atlantis fell, many of the survivors blamed their former divine patron, Poseidon, and subsequently abandoned the worship of all gods. Those few Atlantean descendants who persist in Hyperborea often revere the knowlege and craftsmanship of their own people instead – to the point that their Craft-Priests can even cast divine spells.

    Atlantean 1, HD 1 (d6), Fighting 1, Divine 2.

    Base XP: 350 + 500 + 500 + 500 = 1850 for 2nd level.

    2 Fighting Styles: Weapon & shield, two-handed weapons.
    Narrow Weapon Selection: Spears/polearms (esp. trident), arbalest, crossbow, warhammer.
    Broad Armour Selection: Chain armour or lighter (including shields).
    Custom Powers: Atlantean Traits, Master Craftsman (Craft ×3 proficiency).

    Maximum Level: 13th.
    Prime Requisites: Wisdom.
    Requirements: INT, WIS, & CHA 9 or more.
    Proficiencies: Alchemy, Art, Battle Magic, Collegiate Wizardry, Contemplation, Craft, Diplomacy, Divine Health, Endurance, Engineering, Fighting Style, Healing, Illusion Resistance, Knowledge, Laying on Hands, Leadership, Loremastery, Magical Engineering, Mapping, Navigation, Prestidigitation, Profession, Prophecy, Quiet Magic, Seafaring, Siege Engineering, Theology, Unflappable Casting, Weapon Focus.
    Attack Throws: As Cleric.
    Saving Throws: As Cleric.
    Magic Items: As Cleric.
    Stronghold: Colony (as Dwarven Vault).

    Craft-Priests can research spells, scribe magical scrolls, and brew potions starting at 5th level. At 9th level they can craft more powerful magic items and create constructs, and starting at 11th level the can cast ritual divine spells.

  4. K-Slacker says:

    Template: Reclaimer

    This pre-generated template represents a Craft-Priest devoted to reclaiming past glories. Bonus class proficiencies are noted in italics.

    Proficiencies: Magical Engineering, Knowledge (history), Craft (stonemasonry) ×3.
    Equipment: War hammer with carved head, scale mail armour, steel shield with craft insignia, holy symbol (steel stonemason’s insignia), backpack, stonemason’s tools, 2 week’s iron rations, 1gp.

  5. Pingback: Astonishing ACKS – Auran Gods in Hyperborea | Mutants & Magic

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