ACKS Character Conversions

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thirdkingdom
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ACKS Character Conversions

#1 Post by thirdkingdom »

We'll post our converted (or new) ACKS characters here, for giggles. I've found that the US character template don't work all that well with ACKS, and the one that Wyzard's already posted looks good, so it will be relatively easy to use that.
Name:
Class:
XP: /
Level:

Attributes
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma

Combat
Attack Throw:
Weapon Attack:
Weapon Attack:
Move:
AC:
HP:
Save Versus
Petrification & Paralysis
Poison & Death
Blast & Breath
Staffs & Wands
Spells


Proficiencies
Languages:
Adventuring



Class Abilities


Equipment


Money:

Stones of Encumbrance:

Beast:
Spellcasting
Spells per day:
1st level:
2nd level:

Spells Known:
1st Level:
2nd Level:
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Wyzard
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Joined: Sun Mar 30, 2014 4:47 am

Re: ACKS Character Conversions

#2 Post by Wyzard »

Severi as an ACKS character
Severi Silvertongue
Class: Elf
XP: 10,647/16,000
Level: 3, Theurgist-Swordsmaster.

Attributes
Strength 12
Intelligence 13
Wisdom 14
Dexterity 7
Constitution 10
Charisma 17

Combat
Attack Throw: 9+
Sword Attack: 1d8+4
Move: 90/30
AC: 6
HP: 17/17
Save Versus
Petrification & Paralysis 13+
Poison & Death 13+
Blast & Breath 15+
Staffs & Wands 15+
Spells 15+ (14+ due to Wisdom)


Proficiencies
Languages: Common (Thyatian), Elven, Gnoll, Hobgoblin, Orc, Draconic.
Adventuring
Fighting Style: Sword & Shield
Command
Diplomacy
Military Strategy


Class Abilities
+1 to surprise rolls in the wilderness
Keen Eyes: Detect secret or concealed doors on 8+ when searching, or 14+ on casual inspection.
Immune to Ghoul Paralysis
Target for saves versus paralysis/petrification and spells is reduced by 1


Equipment
Backpack
Pouch
Rations (Fresh)
Rations (Dried) x2
Waterskin
Blanket
Flint & Steel
Sword +2
Chain Mail +1
Shield

Money: 18PP, 1 opal worth 1kGP

Stones of Encumbrance: 3 (Chain) + 1 (Shield) + 2 (items) = 6 stone

Beast: Pepper, a riding horse, with tack, saddle, and two saddle bags.

Spellcasting
Spells per day:
1st level: 2
2nd level: 1

Spells Known:
1st Level: Charm Person, Sleep, Magic Missile.
2nd Level: Invisibility
Changes: My spell repertoire is smaller for first-level spells. I actually do still need to learn Web. Is that something I can do in town? The ACKS rules imply yes, but I'm not going to be offended if you house-rule and say "Masters giving out free spells is bullshit, put on your grown-up pants and go find a scroll or something."

Intelligence actually does give bonus languages. Therefore, I've added Draconic, which Severi knew.

Switched out Mystic Aura for Command. Diplomacy is actually probably the most important proficiency he can have, although Fighting Style is nothing to sneeze at.
Atlictoatl
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Re: ACKS Character Conversions

#3 Post by Atlictoatl »

Darrow Tev served as a military scout before settling down as a farmer. When the Bloody Bones orcs started making trouble, he took up arms but could not stem their tide. He's been fighting his way out with a small force of men, finally landing in Threshold. While he and his men will be happy to take the fight to any orcs they encounter, they're primarily pleased to be alive.

Darrow stands 5'7", has a mop of brown hair and an unkempt reddish-brown beard, wears chain under a brown tunic and dark green hooded cloak, and generally looks well-used to living in the wilds. He's the sort of man whose words bear extra weight because they're rarely used. He's left-handed, and his right forearm bears an ugly burn scar.


Character Sheet
Name: Darrow Tev
Class: Explorer
XP: 9450 / 16000 (+5%)
Level: 4 Forester

Attributes
Strength 16 (+2)
Intelligence 8 (-1)
Wisdom 14 (+1)
Dexterity 13 (+1)
Constitution 14 (+1)
Charisma 9

Combat
Attack Throw: 6+ (+2 STR and +1 DEX / +1 Explorer already added)
Weapon Attack: longbow 1d6+4, range 70/140/210
Weapon Attack: sword 1d6+4
Weapon Attack: handaxe 1d6+4, range 10/20/30
Weapon Attack: dagger 1d6+4, range 10/20/30
Weapon Attack: mace 1d6+4

Move: 60/20 with backpack, 90/30 w/o backpack, 120/40 scouting
AC: 5 (no shield) / 7 (weapon & shield)
HP:

Save Versus (gets +1 from WIS on saves caused by spells or magic items)
Petrification & Paralysis 13+
Poison & Death 12+
Blast & Breath 14+
Staffs & Wands 14+
Spells 15+

Proficiencies
Languages: Thyatian, Orc
Adventuring
Fighting Style: weapon & shield
Ambushing (+4 attacks and double damage when attacking with surprise)
Tracking (follow tracks on modified 11+, move half speed)

Class Abilities
+1 accuracy bonus with missile weapons (included in above calculations)
+2 damage bonus (melee and missile)
Animal Reflexes (+1 initiative and +1 to surprise rolls)
Difficult to Spot (3+ to seemingly disappear into woods and underbrush; in dungeons, 14+ to escape detection if motionless and quiet in cover)
Avoid Getting Lost (+4 bonus when in familiar country)
Evade Wilderness Encounters (+5 bonus, except in clear and grassland terrain; even when surprised, 19+)

Equipment
belt, boots, hooded cloak, worn
chain mail, worn
shield, carried
composite bow, carried
quiver w/ 15 arrows + 5 silver-tipped arrows, l.shoulder
sword, r. hip
hand axe, l. hip
silver dagger, l. boot

backpack, back
- iron rations, 2 weeks
- waterskin
- tinderbox
- flask of oil, military
- large sack, empty (2)

purse, belt

saddle & tack
saddlebags
- lantern
- flask of oil, 3 pints
- torches (6)
- mace
- quiver w/20 arrows
- 50' rope
- grappling hook
- blanket
- full waterskin


Money: [296 gp and 1 sp have been spent on gear and mount; 270 gp spent on mercenaries]

Stones of Encumbrance: 4 (chain) + 1 (shield) + 1 (bow) + .5 (items) + 1.5 (backpack items)= 8 stone / 5 stone scouting

Beast: Dust, light riding horse [75 gp]
Mercenaries
5 bowmen (short bow, short sword, leather armor), 45 gp wages/month, morale bonus +0 (-1 base, +1 for Darrow getting them out alive)

Paid 270 gp to start with them. Does it make any sense to purchase them all riding horses pre-game, or does the party usually travel with their hired men on foot?
Picture
Image
Standards:
  • In appropriate terrain, Darrow will scout ahead, leaving his backpack, shield, and bow with his horse.
  • Darrow typically has his shield to hand when not scouting. If he has the opportunity to engage with his bow, he'll set down the shield to fire as much as is reasonable, then set down his bow and ready his shield, first using his hand axe for a close-in ranged attack before drawing his sword.
Last edited by Atlictoatl on Sun Aug 03, 2014 3:38 am, edited 11 times in total.
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sulldawga
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Re: ACKS Character Conversions

#4 Post by sulldawga »

Name: Marodin
Class: Cleric
XP: 9,930/12,000 (+10%)
Level: 4

Attributes
Strength: 12
Intelligence: 12
Wisdom: 16 (+2)
Dexterity: 13 (+1)
Constitution: 14 (+1)
Charisma: 9

Combat
Attack Throw: 9+ melee/8+ ranged
Weapon Attack: Warhammer (Masterwork) (d6/d8 damage)
Weapon Attack: Sling (d4 damage)
Move:
AC: 8
HP:

Save Versus
Petrification & Paralysis: 12+
Poison & Death: 9+
Blast & Breath: 15+
Staffs & Wands: 12+ (10+ due to WIS)
Spells: 14+ (12+ due to WIS)

Proficiencies:
Adventuring
Healing
Laying on Hands
Prophecy

Languages:
Common

Class Abilities
Turn Undead
Skeleton T
Zombie 4+
Ghoul 7+
Wight 10+
Wraith 13+
Mummy 16+
Spectre 19+

Equipment:
Plate Armor (AC 6)
Rowan Shield
Shield
Warhammer, Masterwork
Sling
Sling Pellets x59
Oil Flask, Military x4
Backpack
Belt
Boots, leather, high
Cloak, long, hooded
Purse
Rations, Iron (7/7)
Sack, large (empty)
Waterskin
Tinder Box

Money:
192 GP
Pearls x3 (don't remember how much they were worth, maybe 1,000 gp each?)

Stones of Encumbrance:

Beast:
Warhorse, Medium
Saddle and Tack, War
Saddlebags, leather

Spellcasting:
Spells per day:
1st level: 2
2nd level: 1

Spells Memorized:
1st Level: Cure Light Wounds x2
2nd Level: Hold Person
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