diff --git a/package/acks-v0.5.3.zip b/package/acks-v0.5.3.zip new file mode 100644 index 0000000..ee8ca68 Binary files /dev/null and b/package/acks-v0.5.3.zip differ diff --git a/src/assets/icons/bread.webp b/src/assets/icons/bread.webp new file mode 100644 index 0000000..d5ed6ec Binary files /dev/null and b/src/assets/icons/bread.webp differ diff --git a/src/assets/icons/mounted-knight.webp b/src/assets/icons/mounted-knight.webp new file mode 100644 index 0000000..06f3dd6 Binary files /dev/null and b/src/assets/icons/mounted-knight.webp differ diff --git a/src/assets/icons/spear-feather.webp b/src/assets/icons/spear-feather.webp new file mode 100644 index 0000000..c9823c6 Binary files /dev/null and b/src/assets/icons/spear-feather.webp differ diff --git a/src/packs/acks-arcane-spells-1.db b/src/packs/acks-arcane-spells-1.db new file mode 100644 index 0000000..e09fc1a --- /dev/null +++ b/src/packs/acks-arcane-spells-1.db @@ -0,0 +1,25 @@ +{"_id":"0iPzyOlvEcLstYVH","name":"Light","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"6 Turns + 1/lvl","range":"120'","roll":"","description":"

This spell creates a light equal to torchlight which illuminates a 30' radius area (and provides dim light for an additional 20') around the target location or object. The effect is immobile if cast into an area, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

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A light spell may be cast to counter and dispel the darkness spell of an equal or lower level caster (and vice versa). Doing so causes both spells to instantly cease, restoring the existing ambient light level.

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Either version of this spell may be used to blind an opponent by means of casting it on the target’s ocular organs. The target is allowed a saving throw versus Spells to avoid the effect, and if the save is made, the spell does not take effect at all.

\n

A Light or Darkness spell cast to blind does not have the given area of effect (that is, no light or darkness is shed around the victim).

","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"aXkjsHF6cgA9T6FT","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/Light.webp"} +{"_id":"1hopT86hjNOidFOL","name":"Wall of Smoke","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"1 Turn","range":"120'","roll":"","description":"

This spell causes an immobile, opaque, wall of billowing smoke to spring into existence. The wall can be as large as 1,000 square feet, and may be shaped in any manner and to any dimensions the caster desires, so that it can be a straight wall or curved into a protective circle. As with other spells of this sort, the wall of smoke may not be evoked so that it appears where objects or creatures already are.

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The wall of smoke is impermeable to vision and light, but presents no obstacle to movement or magical effects (except for those requiring a line of sight to target, of course). Once created, the wall of smoke can be affected by water or strong winds like an ordinary cloud of smoke, though other attacks will have correspondingly little effect on it. A disintegrate or dispel magic spell will destroy the wall of smoke instantly; it will otherwise dissipate in 1 turn.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"qmlSFnUHaDcNCZRc"},"img":"systems/acks/assets/icons/wall-of-smoke.webp"} +{"_id":"2ab1AzFirHFJc59v","name":"Ventriloquism","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"2 Turns","range":"60'","roll":"","description":"

This spell allows the caster to cause his voice to sound from someplace else within range, such as from a dark alcove or statue.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"s9F9P3WRiArNyZIN"},"img":"systems/acks/assets/icons/shouting.webp"} +{"_id":"2e8q6adjrf50fT9j","name":"Darkness","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"6 Turns + 1/lvl","range":"120'","roll":"","description":"

Darkness creates an area of darkness in a 30' radius area (and provides dimming for an additional 20') around the target location or object. The effect is immobile if cast into an area, but it can be cast on a movable object. This darkness blocks out infravision and negates mundane light sources. Darkness taken into an area of magical light does not function.

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A darkness spell may be cast to counter and dispel the light spell of an equal or lower level caster (and vice versa). Doing so causes both spells to instantly cease, restoring the existing ambient light level.

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Either version of this spell may be used to blind an opponent by means of casting it on the target’s ocular organs. The target is allowed a saving throw versus Spells to avoid the effect, and if the save is made, the spell does not take effect at all. A Light or Darkness spell cast to blind does not have the given area of effect (that is, no light or darkness is shed around the victim).

","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"7vomPubUfG7rnfhn","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/darkness.webp"} +{"_id":"5H6p68woJAScN6X7","name":"Unseen Servant","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"6 Turns + 1/lvl","range":"30'","roll":"","description":"

An unseen servant is an invisible, mindless, shapeless force used as a valet or assistant by mages. It can fetch items, open doors, hold chairs, clean, and perform other simple tasks. The servant can perform only one activity at a time but will perform this task unceasingly until ordered otherwise or the spell expires. The servant has a combat movement rate of 20' per round. It can carry a maximum of 2 stone (20lb) or pull 4 stone (40lb) across a smooth surface. The servant can be used to trigger traps, but since it can only exert 20 pounds of force it cannot active certain pressure plates. The unseen servant cannot fight, nor can it be harmed by normal attacks. It can be dispelled or it can be dissipated by receiving 6 points of damage from area attacks. If the caster attempts to send it outside the spell’s range, the servant dissipates instantly.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"Pvf5LEU2EqcaZLMT"},"img":"systems/acks/assets/icons/whirlwind.webp"} +{"_id":"7FIHlQJhZHDNq62g","name":"Chameleon","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"1 Turn/lvl","range":"Touch","roll":"","description":"

This spell allows the character touched to blend into his surroundings to the point of becoming nearly invisible. The character gains a +8 bonus to any proficiency throws to hide in shadows. Characters affected by a chameleon spell can always hide in shadows with a throw of at least 12+.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"KSScqllZ1PGohYZ9"},"img":"systems/acks/assets/icons/chameleon.webp"} +{"_id":"7KjP7imcJ92zXXhM","name":"Read Languages","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"2 Turns","range":"Self","roll":"","description":"

This spell grants the caster the ability to read almost any written language, including treasure maps, secret symbols, and other codes. For this spell to function, there must be at least one living creature that can naturally read the given language or code somewhere on the same plane. Truly unknown or dead languages or codes cannot be comprehended.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"zYRoFxOv9oRD51LE"},"img":"systems/acks/assets/icons/read-languages.webp"} +{"_id":"8PWvkz1MtbMPKLe2","name":"Detect Magic","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"2 Turns","range":"60'","roll":"","description":"

The caster of this spell is able to detect enchanted or enspelled objects or creatures within the given range by sight, seeing them surrounded by a pale glowing yellow light. Only the caster sees the glow. Invisible creatures or objects are not detected by this spell, but the emanations of the invisibility magic will be seen as an amorphous glowing fog, possibly allowing the caster (only) to attack the invisible creature at an attack penalty of only -2.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"lt48ZScn5LcR9m4g"},"img":"systems/acks/assets/icons/detect-magic.webp"} +{"_id":"9oFM4Zk5iRU8ybAA","name":"Protection from Good","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"Concentration","range":"Self","roll":"","description":"

This spell creates a magical barrier of protection around the caster with a 10' radius. The barrier surrounds the caster for the duration of the spell and provides some protection from attacks by “good” creatures. For purposes of this spell, good creatures include hostile creatures of an alignment other than the caster’s alignment, and inherently good creatures such as Devas and summoned creatures of Lawful alignment. All within the radius gain a +1 bonus to AC and a +1 bonus on saving throws against attacks made or effects created by good creatures. Those who leave and then re-enter, or who enter after the spell is cast, receive the protection as well.

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In addition, the spell prevents bodily contact by enchanted (constructed, summoned, or created) creatures, regardless of whether they are “good” or not. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The spell’s protection against contact by enchanted creatures ends if the caster or any protected creature makes an attack against, casts a spell on, or tries to force the barrier against a blocked creature.

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The protection lasts as long as the caster remains stationary and concentrates on it.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"cvyn9slMa68N679y"},"img":"systems/acks/assets/icons/protection-good.webp"} +{"_id":"CSPMlcUl6op1qi5t","name":"Sharpness","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"3 Turns","range":"Touch","roll":"","description":"

When cast on the blade of an edged or pointed weapon, this spell temporarily enhances it to the equivalent of a magic weapon +1. Weapons that are already enchanted gain an additional +1 while the spell is in effect. A single casting will affect 20 arrows, 2 one-handed weapons, or 1 two-handed weapon.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"nPBcfIBWQ5IOYXUg"},"img":"systems/acks/assets/icons/sparkling-sabre.webp"} +{"_id":"JDOVF4pLHbYuK6is","name":"Summon Berserkers","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"3 Turns","range":"10'","roll":"","description":"

The caster summons 4 berserkers to fight for the caster (see the Monsters chapter of Adventurer Conqueror King System for details). The berserkers appear anywhere within range and are completely loyal to the caster, seeking only to die gloriously in the caster’s service and return to the warrior’s afterlife. The berserkers will persist until slain, until dispelled, or until 3 turns have elapsed.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"3KljsY06CWNvBH95"},"img":"systems/acks/assets/icons/summon-berserkers.webp"} +{"_id":"KDPmgkX7ajFr7nj2","name":"Floating Disc","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"6 Turns","range":"10'","roll":"","description":"

This spell creates an invisible, slightly concave circular plane of force for carrying loads. It is about the size of a shield, being 3' in diameter and 1\" deep at its center. It can hold a maximum of 50 stone (500lb) of weight. (Note that water weighs about 1 stone or 8lb per gallon.) The disc must be loaded so that the items placed upon it are properly supported, or they will (of course) fall off. For example, the disc can support just over 62 gallons of water, but the water must be in a barrel or other reasonable container that can be placed upon the disc. Similarly, a pile of loose coins will tend to slip and slide about, and some will fall off with every step the caster takes; but a large sack full of coins, properly tied, will remain stable.

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The disc floats level to the ground, at about the height of the caster’s waist. It remains still when within 10' of the caster, and follows at the caster’s movement rate if he moves away from it. The floating disc can be pushed as needed to position it but will be dispelled if somehow moved more than 10' from the caster. When the spell duration expires, the disc disappears from existence and drops whatever was supported to the surface beneath.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"rbBa3DkWALV6dOLW"},"img":"systems/acks/assets/icons/floating-disc.webp"} +{"_id":"Nrcvv7vX8u6ffEMG","name":"Choking Grip","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"Special","range":"30'","roll":"1d6 Damage","description":"

This spell creates an invisible grip around the throat of the target creature. Unless the target makes a successful saving throw versus Death, it begins choking. A choking creature suffers 1d6 points of damage per round, and cannot take any action (although it can still defend itself). The target of the spell receives a new saving throw each round.

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The choking grip lasts so long as the caster concentrates upon it, or until the target makes a successful saving throw.

","memorized":0,"cast":0,"save":"death"},"flags":{"importid":"O971nHCmRihbjBvi","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/choking-grip.webp"} +{"_id":"VTZVjM54x3d7M52B","name":"Burning Hands","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"Instant","range":"0'","roll":"1d4 Fire Damage","description":"

This spell produces a cone of searing flame 40' long and 20' wide stretching from the caster’s hands. Any creatures within the cone will suffer 1d4 points of damage per level of the caster (maximum 5d4).

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A successful saving throw versus Blast reduces damage to half.

","memorized":0,"cast":0,"save":"breath"},"flags":{"importid":"YspZP1yqucQp0xmQ","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/burning-hands2.webp"} +{"_id":"Y56KMQDo5X9Btt4R","name":"Charm Person","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"Special","range":"60'","roll":"","description":"

This spell makes a humanoid creature regard the caster as its trusted friend and ally. Humanoid creatures include bugbears, dryads, dwarves, elves, gnolls, gnomes, goblins, hobgoblins, kobolds, lizardmen, men, mermen, morlocks, neanderthal, naiads, ogres, pixies, sprites, and troglodytes, and other manlike creatures no larger than an ogre and possessing 4 or fewer Hit Dice. Humans and demi-humans may be affected regardless of character level. A save versus Spells will negate the effect.

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If the target of the spell is currently being threatened or attacked by the caster or his or her allies, it receives a +5 bonus on its saving throw.

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The spell does not enable the caster to control the charmed creature as if it were an automaton; rather, it perceives his words and actions in the most favorable way. The caster can try to give the subject orders, but it will not do anything it wouldn’t ordinarily do, and further may receive an additional saving throw to overcome the magic (at the Judge’s discretion). The caster must speak the charmed creature’s language to communicate any commands, or else be good at pantomiming; of course, if the caster is attacked, the charmed creature will act to protect its “friend” (though that could mean attacking the caster’s enemies, or attempting to carry off the caster to a “safe” place). The charmed creature receives a new saving throw each day if it is has an Intelligence of 13 or greater, every week if its Intelligence is 9-12, or every month it its Intelligence is 8 or less. A charm may be removed by a dispel magic spell.

","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"SEhkxscJ6XmhVKL2","dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/acks/assets/icons/smitten2.webp"} +{"_id":"Y9z0bRfz2BjMLEob","name":"Slipperiness","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"3 Turns","range":"Touch","roll":"1d20ms>20","description":"

This spell can be cast on characters, objects, or floors. When cast on a character, the recipient cannot be restrained or grabbed, wrapped in the grip of constrictor snakes, or otherwise be subject to any other grasping attacks, including binding ropes, chains, or cuffs, magical or otherwise. Simply put, nothing can get a grip on a character affected by slipperiness. The spell can also be cast on objects. A single casting is sufficient to affect 20 arrows, 2 one-handed weapons, 1 two-handed weapon, or one 10' x 10' patch of floor. Any object subject to the spell is virtually impossible to grasp, and characters must make an attack throw versus Armor Class 10 each round to grab or maintain their grip on such objects. Any individual moving or even standing on an affected area of floor must make a proficiency throw of 20+ each round or fall down. 

","memorized":0,"cast":0,"save":""},"flags":{"importid":"9ANDZIVENjLAaq2y"},"img":"systems/acks/assets/icons/slipperiness.webp"} +{"_id":"av40NMpjEBmwV1Ve","name":"Hold Portal","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"[[/r 2d6 #Turns]] Turns","range":"10'","roll":"","description":"

This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked, though a thief may not attempt to Pick Locks upon it. A knock spell or a successful dispel magic spell can negate a hold portal spell.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"vVZ03plw184dIvvL"},"img":"systems/acks/assets/icons/hold-portal.webp"} +{"_id":"beQaEAfXlYd8Qbkk","name":"Magic Rope","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"1 Turn / lvl","range":"Touch","roll":"","description":"

This spell enchants a length of up to 50' of rope. The rope must be at least as thick as a finger and in reasonable condition, e.g. not severed or completely frayed. Once enchanted, the magic rope is strong enough to support 100 stone (1,000lb) regardless of its normal carrying capacity. Upon command, the magic rope snakes forward, upward, downward, or in any other direction at 10' per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner. A creature must hold one end of the magic rope when its magic is invoked. 

","memorized":0,"cast":0,"save":""},"flags":{"importid":"iY9GLKTv2WNrx7N2"},"img":"systems/acks/assets/icons/magic-rope.webp"} +{"_id":"dnnPrnyRT3zW2Z5V","name":"Spider Climb","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"3 Turns","range":"Touch","roll":"","description":"

The recipient of this spell gains the ability to climb unimpeded across vertical surfaces and hang upside from ceilings. The recipient climbs at a combat movement rate of 20'. The affected creature must have at least three limbs (hands and feet) free to spider climb, but needs no climbing gear or handholds. The recipient can attack with a one-handed weapon, cast spells, and defend itself normally, but cannot charge or run while climbing.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"sm9ygZsnPN1wKOwn"},"img":"systems/acks/assets/icons/spider-climbing.webp"} +{"_id":"jqVpUyK9FYfwTgqN","name":"Magic Mouth","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"Special","range":"30'","roll":"","description":"

This spell imbues the chosen non-living object with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which may be up to three words per caster level long, can be in any language known by the caster and can be delivered over a period of 10 minutes, at any volume from a whisper to a yell. The voice will resemble the caster’s, but will not be identical. The mouth cannot use command words or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Magic mouth can be placed upon a tree, rock, or any other object.

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The spell functions when specific conditions are fulfilled according to the caster’s command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish level, Hit Dice, or class except by external garb.

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The range limit of a trigger is 10' per caster level, so a 6th level

\n

caster can command a magic mouth to respond to triggers as far as 60' away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"gaRnirngA8pEjgbG","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/magic-mouth.webp"} +{"_id":"mPIsBv8MfgHvzBYf","name":"Sleep","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"[[/r 4d4]] Turns","range":"240'","roll":"2d8 HD","description":"

With a sleep spell, the caster may attempt to put creatures into a magical slumber. All creatures to be affected must be visible and within range of the spell. The caster may choose to target 1 specific creature of 4+1 HD or less, or a group of up to 2d8 HD of creatures of 4 HD or less. Calculate monsters with less than 1 HD as having 1 HD, and monsters with a bonus to HD as having the flat amount. For example, a 3+2 HD monster would be calculated as having 3 HD. Hit Die that are not sufficient to affect a creature are wasted. Creatures with the fewest HD are affected first. Creatures with more than 4+1 HD cannot be affected at all.

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Sleeping creatures are helpless and can be killed in one round by unengaged opponents. Slapping or wounding awakens an affected creature, but normal noise does not. Sleep does not affect creatures that are already unconscious or undead, constructs, oozes, and other creatures that do not rest.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"cKgdnAhXiRa82xD6"},"img":"systems/acks/assets/icons/sleep.webp"} +{"_id":"n8AMmf1Hlfs2MA9g","name":"Shield","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"3 Turns","range":"Self","roll":"","description":"

Shield creates an invisible, shield-like mobile disk of force that hovers in front of the caster. It negates magic missile attacks directed at the caster, and grants the caster an Armor Class of 7 against missile attacks and AC 5 against melee attacks. The Armor Class benefits do not apply to attacks originating from behind the caster, but magic missiles are warded off from all directions.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"iC57rVFdwAsC9bLB"},"img":"systems/acks/assets/icons/shield-reflect.webp"} +{"_id":"qmSqBTDNoR8MTgEj","name":"Protection from Evil","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"Concentration","range":"Self","roll":"","description":"

This spell creates a magical barrier of protection around the caster with a 10' radius. The barrier surrounds the caster for the duration of the spell and provides some protection from attacks by “evil” creatures. For purposes of this spell, evil creatures include hostile creatures of an alignment other than the caster’s alignment, and inherently evil creatures such as undead and summoned creatures of Chaotic alignment. All within the radius gain a +1 bonus to AC and a +1 bonus on saving throws against attacks made or effects created by evil creatures. Those who leave and then re-enter, or who enter after the spell is cast, receive the protection as well.

\n

In addition, the spell prevents bodily contact by enchanted (constructed, summoned, or undead) creatures, regardless of whether they are “evil” or not. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The spell’s protection against contact by enchanted creatures ends if the caster or any protected creature makes an attack against, casts a spell on, or tries to force the barrier against a blocked creature.

\n

The protection lasts as long as the caster remains stationary and concentrates on it.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"ZK1Ym5rKlwHVjnbw"},"img":"systems/acks/assets/icons/protection-evil.webp"} +{"_id":"uMRfYHvbegsCYVH6","name":"Magic Missile","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Mage","duration":"Instant","range":"150'","roll":"1d6+1 Damage","description":"

This spell causes a missile of magical energy to dart forth from the caster’s fingertip and strike its target, dealing 1d6+1 points of damage. The missile strikes unerringly, even if the target is in melee combat, so long as the target has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

\n

For every five caster levels beyond 1st , an additional two missiles are fired – three missiles at 6th level, and the maximum of five missiles at 13th. If the caster fires multiple missiles, he can target a single creature or several creatures. A single missile can strike only one creature. Targets must be designated before damage is rolled.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"baiTFGr74tiYJTZ2","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/magic-missile.webp"} +{"_id":"zjwr1XtasXW7EPMq","name":"Jump","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"3 Turns","range":"Touch","roll":"","description":"

The recipient of this spell gains the ability to leap in great bounds. The recipient may leap 10' vertically and 30' horizontally from a standing start. This prodigious jumping ability grants the recipient a +10 bonus on Acrobatics throws. Because of his light step, the recipient needs no rest if engaged in ordinary movement.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"ngHfXruUJCXOFZad","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/jump.webp"} diff --git a/src/packs/acks-arcane-spells-2.db b/src/packs/acks-arcane-spells-2.db new file mode 100644 index 0000000..bd1a216 --- /dev/null +++ b/src/packs/acks-arcane-spells-2.db @@ -0,0 +1,21 @@ +{"_id":"1QiCh730yToioVB9","name":"Uncanny Gyration","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"6 Rounds","range":"60'","roll":"2d6","description":"

Uncanny gyration allows the caster to violently whirl a target creature through the air. The target creature must not weigh more (in stones) than the caster could lift physically, and it may make a saving throw versus Spells to avoid the effect. If the saving throw fails, the caster can thereafter mentally fling the target creature in any direction by up to 20' per round. If flung into a hard surface (such as a wall or ceiling), the creature will take 2d6 points of damage from the impact.

\n

While affected by uncanny gyration, targets unable to fly are left highly unstable. If the target is on the ground, or up against a surface it can push against, it can move at half speed. Otherwise it merely gyrates helplessly. Should the target attempt to attack, it will gyrate even more violently. Its first attack throw will suffer a -1 penalty, its second a -2 penalty, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the target creature to begin again at -1. Targets able to fly may move normally while under the effects of uncanny gyration, and do not suffer attack penalties since they can stabilize themselves in the air.

\n

The caster must concentrate to sustain the target’s uncanny gyration. Any cessation or interruption in concentration causes the spell to end immediately. This usually results in the target creature plummeting to the earth violently and taking additional damage, of course.

","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"lNP7L3GNJ9KrmKdn"},"img":"systems/acks/assets/icons/uncanny-gyration.webp"} +{"_id":"2mCPzqW6jUvC2IAz","name":"Invisibility","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"Special","range":"Touch","roll":"","description":"

The creature or object touched becomes invisible, vanishing from sight, including Infravision. If the recipient is a creature carrying gear, that vanishes as well. If the spell is cast on someone else, neither the caster nor his allies can see the subject, unless they can normally see invisible things or employ magic to do so.

\n

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10' from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle).

\n

The spell ends if the subject attacks any creature or casts any spell. Actions (other than spellcasting) directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. The spell lasts at most 24 hours.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"TyQwMVUGVgO5CJnZ","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/invisible.webp"} +{"_id":"9k37Jom0bu3hvvSa","name":"ESP","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"12 Turns","range":"60'","roll":"","description":"

This spell permits the caster to detect the surface thoughts of one or more targets within range. The caster must designate a direction, and then concentrate for a turn in order to “hear” the thoughts. Each turn the caster may choose to “listen” in a different direction. The caster may stop listening, then resume again later, so long as the duration has not expired. A creature’s thoughts are understood regardless of the language. The target creature is not normally aware of being spied upon in this way. If it is aware, it may make a saving throw versus Spells to clear its thoughts and avoid detection.

\n

Rock more than 2 inches thick or a thin coating of lead or gold will block the spell. All undead creatures are immune to this effect, as are mindless creatures such as golems.

","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"wsVlnxjl68eBCzDx"},"img":"systems/acks/assets/icons/ESP.webp"} +{"_id":"9rSmxeRHhMZ2tCdD","name":"Knock","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"Special","range":"60'","roll":"","description":"

The knock spell opens stuck, barred, locked, held, or wizard locked doors. It opens known secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains, provided they serve to hold shut something which can be opened.

\n

If used to open a wizard locked door, the spell does not remove the wizard lock but simply suspends its functioning for one turn. In all other cases, the door does not relock itself or become stuck again on its own. Knock will not raise a portcullis or operate any other similar mechanism, nor will it affect ropes, vines, and the like. Each spell can undo a single means of preventing access.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"6jbrUJ6YhjI8VqUu","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/knock.webp"} +{"_id":"A6MrSWGbhhGWXKYa","name":"Glitterdust","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"1 Round/lvl","range":"120'","roll":"","description":"

A cloud of golden particles covers everything and everyone within a 10' radius area. Creatures within the area of effect must make a saving throw versus Spells or be blinded (from dust in their eyes) for the duration of the spell. Any invisible or hidden creatures within the area of effect are visibly outlined by the glowing particles, and creatures so outlined cannot thereafter benefit from invisibility or hiding in shadows while the glitterdust remains. The glitterdust cannot be removed, but vanishes when the spell’s duration expires, or if dispelled.

","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"i5pccCWlVltwaZBZ","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/sparkles.webp"} +{"_id":"An63AWdDiVAr7Uks","name":"Stinking Cloud","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"1 Round/lvl","range":"30'","roll":"1d4+1 Rounds of Nausea","description":"

This spell creates a billowing mass of foul-smelling vapors to arise within 30'. The stinking cloud will be 20' x 20' x 20' in size. Any creature caught within the cloud must make a successful saving throw versus Poison or be helpless due to nausea. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves.

\n

Any creature that succeeds on its save but remains in the cloud must continue to save each round.

","memorized":0,"cast":0,"save":"death"},"flags":{"importid":"VQEe63Ljxtkbkso0","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/stink.webp"} +{"_id":"FzS0BNzOjQEYnMVm","name":"Deathless Minion","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"1 Turn","range":"Touch","roll":"","description":"

This spell raises the bones or body of a single dead creature as an undead skeleton or zombie that follows the caster’s spoken commands. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated.

\n

Skeletons will have Hit Dice equal to the number the monster had in life; for skeletons of humans or demi-humans, this means one Hit Die, regardless of the character level of the deceased. Zombies will have one more Hit Die than the monster had in life. Unlike animate dead, the HD of the skeleton or zombie created are not limited by the caster’s level. However, a deathless minion lasts for just one turn, after which it crumbles to dust.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"uW7eIlWrFOew4LZ5"},"img":"systems/acks/assets/icons/shambling-zombie2.webp"} +{"_id":"JCAx6hKofDUJPyBR","name":"Locate Object","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"6 Turns","range":"120'","roll":"","description":"

This spell allows the caster to sense the direction of a well-known or clearly visualized object. He can search for general items, in which case the nearest one of its kind is located if more than one is within range. The caster cannot specify a unique item unless he or she has observed that particular item firsthand (not through divination). The spell is blocked by even a thin sheet of lead or gold. Creatures cannot be found by this spell.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"wk79f10mkbGZvG5o"},"img":"systems/acks/assets/icons/locate.webp"} +{"_id":"JXoaaoGOy2PNcZ9n","name":"Web","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"48 Turns","range":"10'","roll":"","description":"

This spell creates a many-layered mass of strong, sticky strands covering an area 10' x 10' x 10'. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web does not cause the attacker to become entangled, but moving through the affected area will.

\n

Entangled creatures can’t move, but can break loose depending on their strength:

\n\n

The strands of a web spell are flammable. All creatures within flaming webs take 1d6 points of fire damage from the flames for 2 rounds, after which surviving creatures become free.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"xAn3DgCps4cSSOKD","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/spider-web.webp"} +{"_id":"KGpmnV1cbmmlmGyZ","name":"Levitate","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"6 Turns+1/lvl","range":"Touch","roll":"","description":"

Levitate allows the caster to move himself, another creature, or an object up and down as desired. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. The caster can mentally direct the subject to move up or down as much as 20' each round, by concentration. The caster cannot move the subject horizontally, but the subject could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its normal land speed). A creature can carry its normal amount of weight when levitating (possibly including another creature).

\n

A levitating creature that attacks with a weapon finds itself increasingly unstable; the first attack throw has a -1 attack penalty, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"WMcttfCmFMcXrTdc"},"img":"systems/acks/assets/icons/levitate2.webp"} +{"_id":"Mz42Kp79VFqTZb9G","name":"Ogre Power","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"3 Turns","range":"Touch","roll":"","description":"

This spell grants the recipient the strength and prowess of an ogre. For the duration of the spell, the character has an effective Strength score of 18, receiving a +3 bonus to attack throws and damage rolls and other benefits that this ability score confers.

\n

In addition, the character gains the ability to strike barehanded for 1d4 points of damage, and to carry an extra 10 stone.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"PmqgKpgiYj9nM8yX","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/ogre-power.webp"} +{"_id":"ULwrnV299iN96iG6","name":"Gust of Wind","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"1 Round","range":"0'","roll":"1d4x10","description":"

This spell creates a strong blast of air that originates from the caster and affects all creatures in a line 10' wide and 60' long. The effect of the gust depends on the size of the creatures. Tiny creatures (the size of a house pet or smaller) are knocked down and rolled 1d4 x 10', taking 1d4    points of nonlethal damage per 10'. If flying, a tiny or smaller creature is blown back 2d6x10' feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

\n

Small creatures, such as halflings or goblins, are knocked prone by the force of the wind, or if flying are knocked back 1d6x10' feet. Man-sized creatures are unable to move forward against the force of the wind, or if flying are knocked back 1d6x5' feet. Creatures of ogre size or larger may move normally within a gust of wind. Creatures which make a successful saving throw versus Blast are not affected by the wind.

\n

Missile attack throws within or through a gust of wind are at a -4 penalty, as are proficiency throws to hear noise. The force of the gust automatically extinguishes any candles, torches, or other unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly, with a 50% chance of being extinguished. A gust of wind will also do anything that a sudden blast of 50mph wind would be expected to do, such as fan a large fire, overturn delicate awnings, create a spray of dust, or blow vapors out of range (Judge’s discretion).

","memorized":0,"cast":0,"save":"breath"},"flags":{"importid":"HtKpOjVAgF2xlwRc"},"img":"systems/acks/assets/icons/wind-slap.webp"} +{"_id":"VYg1oPRVLbssDrbo","name":"Detect Secret Door","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"3 Turns","range":"30'","roll":"","description":"

This spell allows the caster to detect any and all secret doors within 30'. The caster sees the secret doors with a blue glowing aura around them, but the glow cannot be seen by anyone else.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"6pQrCo3l9OvGCJtV"},"img":"systems/acks/assets/icons/detect-secret-door.webp"} +{"_id":"W22R5zkK9eM0TInP","name":"Wizard Lock","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"Permanent","range":"10'","roll":"","description":"

A wizard lock spell cast upon a door, chest, or portal magically locks it. The caster can freely pass his own wizard lock without affecting it, as can any arcane spellcaster 3 or more levels higher than the caster of the wizard lock; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"aHHdRG2xdYAHlYIf","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/wizard-lock.webp"} +{"_id":"W5A9wAluXFRe0hXi","name":"Detect Invisible","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"6 Turns","range":"60'","roll":"","description":"

By means of this spell the caster is able to see invisible characters, creatures or objects within the given range, seeing them as translucent shapes.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"7XOSf8XsZidL4qJa"},"img":"systems/acks/assets/icons/detect-invisible.webp"} +{"_id":"Wr9Vh57AILfSvntw","name":"Necromantic Potence","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"1 Hour/lvl","range":"Self","roll":"1d10+3 Temporary Hit Points","description":"

This spell imbues the caster with powerful necromantic energies, granting him 1d10 temporary hit points + 1hp per caster level. These temporary hit points will be the first lost if any damage is suffered, but cannot be regained through rest or healing magic, and will disappear at the expiration of the spell’s duration.

\n

While necromantic potence is in effect, the spellcaster is treated as an inherently evil summoned creature for purposes of detect evil and protection from evil effects. A dispel evil or dispel magic spell will strip the caster of his temporary hit points unless he makes a successful saving throw versus Spells.

","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"gUuqzX5QrvIfwzfH","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/necromantic-potence2.webp"} +{"_id":"eNCagG6sUJPKy2re","name":"Detect Evil","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"6 Turns","range":"60'","roll":"","description":"

This spell allows the caster to detect evil; specifically, the caster can detect creatures with evil intentions, magic items with evil enchantments, undead, sinkholes of evil, and summoned creatures of Chaotic alignment. Note that normal characters, even if Chaotic, are not detected by this spell unless they have actively evil intentions against the caster. Poisons, physical traps, and natural animals are neither good nor evil, so they are not detected by this spell. The caster sees the evil creatures or objects with a definite red glow around them, but the glow cannot be seen by anyone else.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"eP9Y73DskFM3mDTE"},"img":"systems/acks/assets/icons/detect-evil-minion.webp"} +{"_id":"ooGSn2oQMc9XmRVe","name":"Hypnotic Pattern","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"Concentration","range":"30'","roll":"","description":"

By means of this spell, the caster creates a mesmerizing pattern of color and light in the air. The hypnotic pattern causes any creatures within range that see it to become mesmerized unless they succeed on a saving throw versus Spells. Affected creatures will stand motionless and take no action, even to defend themselves. The spell can mesmerize a maximum of 24 Hit Dice or levels of characters or monsters. Creatures with the fewest HD are affected first. The hypnotic pattern lasts as long as the spellcaster remains stationary and concentrates on it.

","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"ZpQPQX75XYkVtSA4"},"img":"systems/acks/assets/icons/hypnotic-pattern.webp"} +{"_id":"sJb7qV4bZLI4ffDN","name":"Alter Self","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"6 Turns+1/lvl","range":"Self","roll":"","description":"

This spell grants the caster the ability to alter his shape into that of any other humanoid creature. The caster can control his new shape’s physical qualities (such as height, weight, gender, hair color, hair texture, and skin color) within the normal ranges for a creature of its kind.

\n

His equipment, if any, remains worn or held where possible, and otherwise melds into the new form. If used in conjunction with a successful Disguise proficiency throw @Item[Bg7vFxZcgV737OYE]{Disguise}, Alter Self can allow the caster to appear as a specific individual.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"wX0xSNXkUoHYErGy","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/drama-masks3.webp"} +{"_id":"srOniVQ83oh2Wfbx","name":"Mirror Image","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"6 Turns","range":"Self","roll":"1d4 Mirror Images","description":"

This spell creates several illusory duplicates of the caster. The images move through each other as well as the real caster more or less constantly, making it impossible for most creatures to determine which is real. A total of 1d4 images are created. These figments separate from the caster and remain in a cluster around him. The figments mimic the caster’s actions, pretending to cast spells, drink potions, levitate, and so on, just as the caster does. Figments always look exactly like the caster.

\n

Enemies attempting to attack or cast spells upon the caster will always hit a figment instead. Any attack against an image destroys it, whether the attack throw is successful or not; likewise, attack spells cast directly upon a figment will destroy it, with no saving throw allowed. Area-effect spells are not cast directly on the caster, and thus appear to affect all figments exactly as they affect the caster; for instance, if the caster is subjected to a fireball, all figments will appear to be injured just as the caster was.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"sXUjI70WINmMGYEq","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/backup.webp"} +{"_id":"wsczO3jHREXUzRLg","name":"Summon Hero","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"3 Turns","range":"10'","roll":"","description":"

With this spell, the caster summons a hero (4th level fighter) from another sphere of existence to his service. The hero will be armed with sword +1, shield, and plate armor, and will have the following characteristics:

\n

AC 8, Move 90', F4, hp 20, #AT 1, +1 to attack throws, Dmg 1d6+4, SV F4, ML 12, AL N, +1 initiative.

\n

The hero will be completely loyal to the caster, capable of fighting his enemies, guarding him, opening doors, and performing other heroics. The spell will persist until the hero is slain or dispelled, or until 3 turns have elapsed. (Note that the hero’s magic sword and other equipment disappear when the hero does!)

","memorized":0,"cast":0,"save":""},"flags":{"importid":"z4nzQ2LSLl1dwVT1","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/battle-gear.webp"} diff --git a/src/packs/acks-arcane-spells-3.db b/src/packs/acks-arcane-spells-3.db new file mode 100644 index 0000000..2076e10 --- /dev/null +++ b/src/packs/acks-arcane-spells-3.db @@ -0,0 +1,8 @@ +{"_id":"3HHH6E0rFev3NQcm","name":"Lightning Bolt","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":3,"class":"Arcane","duration":"Instant","range":"180'","roll":"5d6 Electricity Damage","description":"

The caster releases a powerful stroke of electrical energy that is 60' long. The lightning bolt passes through an area 5' wide, arcing and jumping, so that, while it is not actually 5' wide, for game purposes treat it as if it is so. It deals 1d6 points of electricity damage per caster level to each creature within its area. Any creature caught in the area of effect receives a saving throw versus Blast. A successful save reduces damage by half.

\n

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it may reflect from the barrier back toward the caster, or in a random direction at the Judge’s option. Creatures already affected by the lightning bolt do not take additional damage if struck by the reflection of the same bolt.

","memorized":0,"cast":0,"save":"breath"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"6ZgAFSJWGg7NasQI"},"img":"systems/acks/assets/icons/Focused-lightning3.webp"} +{"_id":"3NtKtiAIjZPuhWIo","name":"Gaseous Form","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":3,"class":"Arcane","duration":"6 Turns","range":"60'","roll":"","description":"

This spell causes the recipient to immediately take on the form of a translucent cloud of gas. Anything the subject was carrying or wearing immediately falls to the floor.

\n

While in gaseous form, a creature cannot attack, but it can move at 30' per round and can flow below doors and other small spaces that are not sealed airtight. A gaseous creature has an AC of 11 and is immune to non-magical weapons.

\n

An unwilling target of this spell may make a saving throw versus Spells to resist the effect.

","memorized":0,"cast":0,"save":"spell"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"45zSAIXyqbn5TpgB"},"img":"systems/acks/assets/icons/gaseous-form.webp"} +{"_id":"DuM6o5oMFIuNMfSH","name":"Fireball","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":3,"class":"Arcane","duration":"Instant","range":"240'","roll":"5d6 Fire Damage","description":"

This spell creates an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level to every creature within a spherical volume having a 20' diameter. A saving throw versus Blast for half damage is allowed. The explosion creates almost no pressure.

\n

The caster points a finger and determines the range (distance and height) at which the fireball is to burst. A glowing, peasized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If the caster attempts to send the bead through a narrow passage, such as through an arrow slit, he or she must roll a missile attack throw (without range adjustments) to hit the opening, or else the bead strikes the barrier and detonates prematurely.

\n

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier in order to attain its full volume.

","memorized":0,"cast":0,"save":"breath"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"kDsuj65b49inHwWY"},"img":"systems/acks/assets/icons/fireball.webp"} +{"_id":"H1huEAFA5qBn7m5p","name":"Growth","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":3,"class":"Arcane","duration":"12 Turns","range":"Touch","roll":"","description":"

The recipient of this spell doubles in size. Strength increases proportionately, such that the recipient deals double normal damage with his attacks and gains a +16 bonus to force open doors. (The character’s attack throws do not improve because his increased strength is offset by unfamiliarity with his giant size.)

\n

The strength bonus of this spell may not be combined with any other magical effects that influence strength, but it does stack with the character’s normal bonus or penalty from Strength. 

\n

If a creature under the effect of a Diminution spell is subject to a Growth spell, both spells are cancelled.

","memorized":0,"cast":0,"save":"spell"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"BNllGVBovwCViCPo"},"img":"systems/acks/assets/icons/growth.webp"} +{"_id":"bmF7gA5Vw5I7ByeA","name":"Command Person","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":3,"class":"Arcane","duration":"Concentrate","range":"60'","roll":"","description":"

This spells grants the caster the ability to command humans, demi-humans, and/or humanoids up to 60' away. Humans totaling 6 Hit Dice can be commanded (0th level humans are treated as half of a Hit Die for this calculation).

\n

The targets may resist the effect with a saving throw versus Spells. The commanded creatures will respond to the caster’s will and do whatever is commanded of them. The effect lasts so long as concentration is maintained, and the caster can take no other actions while concentrating.

\n

Once control ends, commanded creatures will not be well disposed to the spellcaster, and any reaction rolls suffer a penalty of -1. 

","memorized":0,"cast":0,"save":"spell"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"mhttAVouQTSWgP1s"},"img":"systems/acks/assets/icons/Command2.webp"} +{"_id":"oSwmgvk9B5hnKgWs","name":"Diminution","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":3,"class":"Arcane","duration":"12 Turns","range":"Touch","roll":"","description":"

Diminution shrinks the target and everything he carries to 6 inches tall. An unwilling target may make a saving throw versus Spells to resist the effect.

\n

If a diminished character remains motionless, he can avoid being spotted with a proficiency throw of 3+ on 1d20. The character can only deal normal damage to opponents smaller than 1'; larger opponents take only 1 point of damage from any successful hit. 

\n

If a creature under the effect of a Growth spell is subject to Diminution, both spells are cancelled.

","memorized":0,"cast":0,"save":"spell"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"C8JIDEcMUKiysKkz"},"img":"systems/acks/assets/icons/diminution.webp"} +{"_id":"u6oR3jEBlXFV5fMu","name":"Protection from Normal Missiles","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":3,"class":"Arcane","duration":"12 Turns","range":"30'","roll":"","description":"

The subject of this spell is completely protected from small sized, non-magical missile attacks. Therefore, magic arrows, hurled boulders, or other such are not blocked, but any number of normal arrows, sling bullets, crossbow bolts, thrown daggers, and the like will be fended off.

\n

Note that normal missiles projected by magic bows count as magical missiles for the purposes of this spell.

","memorized":0,"cast":0,"save":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"oAq8G1I2Ilzfc8au"},"img":"systems/acks/assets/icons/arrows-shield2.webp"} +{"_id":"u94yklYzlHKQbo9D","name":"Dismember","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":3,"class":"Arcane","duration":"Instant","range":"30'","roll":"3d6","description":"

With this horrific spell, the caster can maim and dismember a creature within range. The target may make a saving throw versus Death to avoid the effect. If the saving throw fails, the target suffers 3d6 points of damage and must immediately roll on the Mortal Wounds table and suffer the result listed under Permanent Wounds Suffered. (The target does not suffer from the results listed in the Condition & Recovery column.) When rolling on the Mortal Wound table due to dismember, the only modifier that applies is the target’s CON modifier.

","memorized":0,"cast":0,"save":"death"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"TDZvj5i9SNqJqVxT"},"img":"systems/acks/assets/icons/amputation.webp"} diff --git a/src/packs/acks-arcane-spells-4.db b/src/packs/acks-arcane-spells-4.db new file mode 100644 index 0000000..d7f0378 --- /dev/null +++ b/src/packs/acks-arcane-spells-4.db @@ -0,0 +1,2 @@ +{"_id":"jXNxzAhFG105bhlS","name":"Wall of Fire","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":4,"class":"Arcane","duration":"2 Turns","range":"60'","roll":"1d6 Damage","description":"

An immobile, opaque, blazing curtain of shimmering violet fire springs into existence. The wall can be as large as 1,200 square feet, and may be shaped in any manner and to any dimensions the caster desires, so that it can be a straight wall or curved into a protective circle. This wall of flames is impenetrable to monsters with fewer than 4 HD. Monsters with more than 4 HD suffer 1d6 points of damage when they pass through the wall. The wall deals double damage to undead creatures or creatures who use cold or are accustomed to cold. The wall may not be evoked so that it appears where objects or creatures already are.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"iTMmcWCtvek4PMkF"},"img":"systems/acks/assets/icons/wall-of-fire.webp"} +{"_id":"rDFFQIknJBBQON5M","name":"Giant Strength","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":4,"class":"Arcane","duration":"3 Turns","range":"Touch","roll":"","description":"

The recipient of this spell temporarily becomes as strong as a hill giant. The recipient attacks either as an 8 HD monster ([[/r 1d20ms>3 #Hits AC...]]) or as his own class and level, whichever is better, and inflicts double normal damage with his attacks.

\n

The character also can throw rocks at opponents to a distance of 200' for [[/r 3d6 #Thrown rock damage]] points of damage and gains a +16 bonus to force open doors.

\n

The strength bonus of this spell may not be combined with any other magical effects that influence strength, but it does stack with the character’s normal bonus or penalty from Strength – a weak character who is enchanted with this spell has the strength of a weak giant, while a very strong character would gain the strength of a very strong giant! 

","memorized":0,"cast":0,"save":""},"flags":{"importid":"GuZAcM5OTJAl8Y0Y"},"img":"systems/acks/assets/icons/giant-strength.webp"} diff --git a/src/packs/acks-armor.db b/src/packs/acks-armor.db new file mode 100644 index 0000000..1337756 --- /dev/null +++ b/src/packs/acks-armor.db @@ -0,0 +1,13 @@ +{"_id":"C8kCl4uBs5y50vLk","name":"Shield (Wooden)","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"armor","data":{"description":"

A character with a shield equipped has his Armor Class increased by 1 point. A shield does not protect a character that is surprised, retreating, or attacked from behind, however.

","ac":{"value":1},"aac":{"value":1},"type":"shield","cost":10,"equipped":false,"weight":1000},"flags":{"importid":"Rx58Y2vKeaTHpstQ"},"img":"systems/acks/assets/icons/round-shield.webp"} +{"_id":"FOjY0rvpVYRFiHOy","name":"Plate Armor","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"armor","data":{"description":"

Plate armor is made from large metal plates worn over the chest and vital areas. Chain mail or other protective covering may cover exposed joints. Plate armor provides superior protection over banded plate and lamellar, having larger plates sewn onto a stronger backing. Historical examples include classical panoply (if worn with arm and leg armor), medieval plate and mail armor, Middle Eastern mirror armor, Eastern European plated mail, and Japanese tatami-do.

","ac":{"value":3},"aac":{"value":6},"type":"heavy","cost":60,"equipped":false,"weight":6000},"flags":{"importid":"6heIo931qtGCE9ab"},"img":"systems/acks/assets/icons/plate-armor.webp"} +{"_id":"PmNQgLHRUUE79FK4","name":"Lamellar Armor","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"armor","data":{"description":"

Banded plate armor is made of overlapping horizontal strips of laminated metal sewn over leather. It is comparable in protection to lamellar armor, and superior to chain mail. Banded plate is commonly worn as a cuirass with shoulder protection, with reinforced leather protecting the arms and legs. The chief historical examples are Sumerian overlapping plate armor and Roman lorica segmenta.

","ac":{"value":4},"aac":{"value":5},"type":"heavy","cost":50,"equipped":false,"weight":5000},"flags":{"importid":"70MyGEWqWCLFqjKr"},"img":"systems/acks/assets/icons/lamellar.webp"} +{"_id":"RRJGMU3Y6fKWyvua","name":"Furs","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"armor","data":{"description":"

This crude armor consists of thick furs.

","ac":{"value":8},"aac":{"value":1},"type":"light","cost":10,"equipped":false,"weight":1000},"flags":{"importid":"WkTy7yYbQs2n0O9y"},"img":"systems/acks/assets/icons/fur-shirt.webp"} +{"_id":"SZ7d3JhMQo4s9Tvu","name":"Scale Armor","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"armor","data":{"description":"

Scale armor consists of many small leather, cuir bouilli, or horn scales attached to a backing material of cloth or leather. Scale armor usually consists of a corselet or hauberk worn with leather or padded cloth. It is lighter than lamellar armor, which uses metal scales or lames over leather, and comparable to ring mail. Historical examples include Scythian scale armor, Egyptian scale armor, and early medieval scale armor.

","ac":{"value":6},"aac":{"value":3},"type":"light","cost":30,"equipped":false,"weight":3000},"flags":{"importid":"2neCTAwk33vM4soC"},"img":"systems/acks/assets/icons/scale-mail.webp"} +{"_id":"WXUQ8dAUkw2KR6od","name":"Heavy Dwarven Helmet","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"armor","data":{"description":"

This is a metal close-faced or visored helmet that completely covers the face, head, and neck. A heavy helmet must be purchased separately from a suit of armor. Wearing a heavy helm imposes a -1 penalty to surprise rolls and -4 penalty to proficiency throws to hear noise, but offers a +2 bonus on d20 rolls made on the Mortal Wounds table. Historical examples of heavy helmets include the classical Corinthian helmet, Roman gladiatorial helmets, and the medieval armet, barbute, close helm, great helm, and hounskull.

","ac":{"value":0},"aac":{"value":null},"type":"light","cost":20,"equipped":false,"weight":0},"flags":{"importid":"DqSeScZRAIyZ1gAG"},"img":"systems/acks/assets/icons/dwarf-helmet.webp"} +{"_id":"Wf824XTIuPaIdIFe","name":"Light Helmet","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"armor","data":{"description":"

This is any leather or metal open-faced helmet designed to protect the head and neck while maintaining unrestricted sight and breathing. A light helmet is included in the cost of any suit of armor. If a suit of armor is worn without a helmet, decrease the character’s armor class by 1 point. A light helmet can purchased separately from a suit of armor at a cost of 5gp, but provides no in-game benefit. Historical examples include the Illyrian, Phyrgian, Boeotian, Attic, and Galean helmets of Antiquity, the medieval bascinet, nasal helm, and spangenhelm, and the Renaissance burgonet and sallet.

","ac":{"value":0},"aac":{"value":null},"type":"unarmored","cost":5,"equipped":false,"weight":0},"flags":{"importid":"dv3ku7dbM7KN7s9M"},"img":"systems/acks/assets/icons/gauls-helm.webp"} +{"_id":"cslDLkPxmTh7CLVX","name":"Leather Armor","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"armor","data":{"description":"

Leather armor is made of hardened leather or laminated linen. Leather armor usually consists of spaulders (shoulder armor), cuirass, and tassets (flaps covering the groin and thighs). It is lighter but less protective then more reinforced leather armors such as ring mail. A historical example is Macedonian linothorax armor.

","ac":{"value":7},"aac":{"value":2},"type":"light","cost":20,"equipped":false,"weight":2000},"flags":{"importid":"KtnB6uLHlUJigT8N"},"img":"systems/acks/assets/icons/leather-armor.webp"} +{"_id":"deE9ktDiH2NAuzbX","name":"Heavy Elven Helmet","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"armor","data":{"description":"

This is a metal close-faced or visored helmet that completely covers the face, head, and neck. A heavy helmet must be purchased separately from a suit of armor. Wearing a heavy helm imposes a -1 penalty to surprise rolls and -4 penalty to proficiency throws to hear noise, but offers a +2 bonus on d20 rolls made on the Mortal Wounds table. Historical examples of heavy helmets include the classical Corinthian helmet, Roman gladiatorial helmets, and the medieval armet, barbute, close helm, great helm, and hounskull.

","ac":{"value":0},"aac":{"value":null},"type":"light","cost":20,"equipped":false,"weight":0},"flags":{"importid":"XzS9bo1ypdXhcDBt"},"img":"systems/acks/assets/icons/elf-helmet.webp"} +{"_id":"k70OsRLou54ioHgS","name":"Hide Armor","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"armor","data":{"description":"

This crude armor consists of thick pelts.

","ac":{"value":8},"aac":{"value":1},"type":"light","cost":10,"equipped":false,"weight":1000},"flags":{"importid":"iskw3XtYHmStXctX"},"img":"systems/acks/assets/icons/hide-armor.webp"} +{"_id":"qlWlqitXPYvxxJdg","name":"Shield (Metal)","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"armor","data":{"description":"

A character with a shield equipped has his Armor Class increased by 1 point. A shield does not protect a character that is surprised, retreating, or attacked from behind, however.

","ac":{"value":1},"aac":{"value":1},"type":"shield","cost":10,"equipped":false,"weight":1000},"flags":{"importid":"Ojum4kOCRTyFtl4x"},"img":"systems/acks/assets/icons/shield.webp"} +{"_id":"vPp9jaCzBcgfxhkx","name":"Chain Mail Armor","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"armor","data":{"description":"

Chain mail is made of small metal rings linked together in a pattern to form a mesh. Chain mail is superior in protection to leather-based armors but inferior to metal scale or plate-reinforced armors. Chain mail is commonly worn as a shirt and coif, with lighter chain, ring mail, or hardened leather protecting the arms and legs. Historical examples include Viking byrnies, Norman mail, and Roman lorica hamata.

","ac":{"value":5},"aac":{"value":4},"type":"light","cost":40,"equipped":false,"weight":4000},"flags":{"importid":"iQgpXObaYs0tsxoz"},"img":"systems/acks/assets/icons/chain-shirt.webp"} +{"_id":"xziNvFe6ixP82nz1","name":"Heavy Helmet","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"armor","data":{"description":"

This is a metal close-faced or visored helmet that completely covers the face, head, and neck. A heavy helmet must be purchased separately from a suit of armor. Wearing a heavy helm imposes a -1 penalty to surprise rolls and -4 penalty to proficiency throws to hear noise, but offers a +2 bonus on d20 rolls made on the Mortal Wounds table. Historical examples of heavy helmets include the classical Corinthian helmet, Roman gladiatorial helmets, and the medieval armet, barbute, close helm, great helm, and hounskull.

","ac":{"value":0},"aac":{"value":null},"type":"unarmored","cost":20,"equipped":false,"weight":0},"flags":{"importid":"sAyYkSaCByi8JWyE"},"img":"systems/acks/assets/icons/barbute.webp"} diff --git a/src/packs/acks-class-abilities.db b/src/packs/acks-class-abilities.db new file mode 100644 index 0000000..f9cc8d5 --- /dev/null +++ b/src/packs/acks-class-abilities.db @@ -0,0 +1,42 @@ +{"name":"Accuracy","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

Their accuracy gives elven rangers a +1 bonus on all attack throws with missile weapons.

","save":""},"flags":{"importid":"DNFLFJO242BCKHOK"},"img":"systems/acks/assets/icons/william-tell.webp","_id":"pcU3RVnNltuHJvgI"} +{"name":"Animal Reflexes","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

True warriors never hesitate in combat. The character gains a +1 bonus on surprise rolls and initiative rolls. This bonus does not apply when casting spells.

","save":""},"flags":{"importid":"BFDgvUPS2SFTEu3h"},"img":"systems/acks/assets/icons/snake.webp","_id":"LUIPLpxJ7GLl9Z1l"} +{"name":"Backstab","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Thief","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

This character also has the ability to backstab. He must catch an opponent unaware of his presence, either by surprise or by moving silently and/or hiding in shadows to sneak up on his opponent. When backstabbing, this cgaracter will receive an attack bonus of +4 and, if successful, deal additional damage for every four levels he has attained. A character at 1st through 4th levels does double the normal damage, at 5th-8th levels does triple the normal damage, at 9th-11th levels does quadruple the normal damage.

","save":""},"flags":{"importid":"QArdZjIdBCaX0nPN"},"img":"systems/acks/assets/icons/backstab.webp","_id":"k5cP46LCPLSZo4Y0"} +{"name":"Careful Aim","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

Elven rangers are renowned as the best archers in the world. Due to their careful aim, they increase their base damage roll from successful missile attacks by +1 at 1st level, and by an additional +1 at 3rd , 6th , 9th , and 12th level. 

","save":""},"flags":{"importid":"enMxmlwlQud7nb7L"},"img":"systems/acks/assets/icons/archer.webp","_id":"Y3sccaPRh826aRt2"} +{"name":"Classical Weapons Training","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

Melee

\n

All courtiers receive classical weapons training giving them a bonus of +1 to attack throws with their choice of melee or missile attacks. The courtier must choose which type of attack will receive the bonus at 1st level, and may not change the choice as he advances.

\n

 

","save":""},"flags":{"importid":"gT8irBEUKkWHvm5l"},"img":"systems/acks/assets/icons/spiral-thrust.webp","_id":"eHCP4YBH1T3xnx3F"} +{"name":"Climb Walls","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Thief","roll":"1d20","rollType":"above","rollTarget":6,"blindroll":false,"description":"

Nightblades are adept at scaling sheer surfaces, including walls or steep cliffs. They require a proficiency throw for each 100' they intend to climb. If the roll fails, they fall a distance equal to half the attempted distance, plus the distance covered by any previous throws, taking 1d6 points of damage per 10 feet. Nightblades climb at ¼ their standard combat movement rate.

","save":""},"flags":{"importid":"Rof3QQmEuwGBogGD"},"img":"systems/acks/assets/icons/climb.webp","_id":"slCc8YOoUvvVWQHC"} +{"name":"Connection to Nature","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Elf","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

Elves gain a +1 bonus to Surprise rolls when in the wilderness due to their attunement to nature. Because of this connection to nature, elves are completely unaffected by the paralysis ghouls can inflict

","save":""},"flags":{"importid":"XbbdUQW4eglC63o8"},"img":"systems/acks/assets/icons/holy-oak.webp","_id":"5BanRQNrUiZYjHzZ"} +{"name":"Difficult to Spot","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":3,"blindroll":true,"description":"

This character is difficult to spot in the wilderness, having the ability to seemingly disappear into woods and underbrush with a proficiency throw of 3+ on 1d20. 

","save":""},"flags":{"importid":"yotvrWoHt20Uz8kN"},"img":"systems/acks/assets/icons/difficult-to-spot.webp","_id":"Ggh9EBA9amNHTapl"} +{"name":"Diplomacy & Protocol","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is smooth tongued and familiar with protocol. He receives a +2 bonus on all reaction rolls when he attempts to parley.

","save":""},"flags":{"importid":"tilLVORoCo6MEwZl","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/coronation.webp","_id":"QMacapvQayi7Zv5S"} +{"name":"Find Traps","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Thief","roll":"1d20","rollType":"above","rollTarget":18,"blindroll":true,"description":"","save":""},"flags":{"importid":"CAy9QImxhhsVKmPW"},"img":"systems/acks/assets/icons/wolf-trap.webp","_id":"3C3wp2w4OrbLTaMc"} +{"name":"Friend to Birds & Beasts","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character is well-schooled in the natural world. He can identify plants and fauna with a proficiency throw of 11+, and understands the subtle body language and moods of birds and beasts (though they may not understand the character). He gains +2 to all reaction rolls when encountering normal animals, and can take animals as henchmen.

","save":""},"flags":{"importid":"naBL50g15VueFQaO"},"img":"systems/acks/assets/icons/beast-friendship.webp","_id":"RcS6buWZ3PdUZcEA"} +{"name":"Hear Noise","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Demi-human","roll":"1d20","rollType":"above","rollTarget":14,"blindroll":true,"description":"","save":""},"flags":{"importid":"eqT629Sq7HgLuxxe"},"img":"systems/acks/assets/icons/elf-ear.webp","_id":"t3fWVUYPrHczwcRS"} +{"name":"Hear Noise","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Thief","roll":"1d20","rollType":"above","rollTarget":14,"blindroll":true,"description":"","save":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"pnyCPFGWGl2DNs32"},"img":"systems/acks/assets/icons/hear-noise.webp","_id":"FrIAotMovuutbCWF"} +{"name":"Hide in Shadows","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Thief","roll":"1d20","rollType":"above","rollTarget":19,"blindroll":true,"description":"

A character may attempt to skulk unseen in the cover of darkness. A character will always think he is successful in this skill, and will not know otherwise until others react to his presence. A character will remain hidden so long as he stays motionless. If he moves, he must make a new proficiency throw to hide.

","save":""},"flags":{"importid":"Glhv2zUGGoSWk6V6"},"img":"systems/acks/assets/icons/hide-in-shadows2.webp","_id":"RszHdvUKsCZz2sDm"} +{"name":"Inspire Courage","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

Their noble upbringing gives a courtier the leadership skills and self-confidence to inspire courage in their allies, in the same manner as bards. Inspiring courage requires a few moments of oration before a battle (one round), and grants the courtier’s allies within a 50' radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the caster), and saving throws against magical fear. 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.

","save":""},"flags":{"importid":"1BZltSWwZhyn3WRx"},"img":"systems/acks/assets/icons/martial-training.webp","_id":"sUNzGJVYNsd3WMtR"} +{"name":"Keen Eyes","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":14,"blindroll":true,"description":"

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.

","save":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"bIO3VBcrX98SwHqD"},"img":"systems/acks/assets/icons/eye.webp","_id":"HG7YSUrHff1C8ZQS"} +{"name":"Magical Music","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character can perform music that can serenade those who are potentially attracted to the character (as a charm person spell) or tame savage beasts (as a sleep spell). The character must succeed on an appropriate Performance proficiency throw to use Magical Music. If successful, the charm or sleep effect begins immediately and lasts until the character stops performing. If the character performs for a full turn (10 minutes), the effect has the duration of the spell. Magical music has no effect if used against creatures that are already in combat.

","save":""},"flags":{"importid":"IHTbI6FAp3b3r6cM"},"img":"systems/acks/assets/icons/magical-music.webp","_id":"gm24H6mt9QYEoQnK"} +{"name":"Motionless & Quiet","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":14,"blindroll":true,"description":"

In dungeons, this character, if he is motionless and quiet in cover, can escape detection with a proficiency throw of 14+ on 1d20.

","save":""},"flags":{"importid":"6HPWUbqVHclyuG5E"},"img":"systems/acks/assets/icons/dungeon-hide.webp","_id":"JLZj54tCpm0pZScC"} +{"name":"Move Silently","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Thief","roll":"1d20","rollType":"above","rollTarget":17,"blindroll":true,"description":"

The character may move with total silence. When successful, even keen eared guards will not hear the movements of the character. However, the character always thinks he is successful in this skill, and will not know otherwise unless and until others react to his presence. Characters may move silently at ½ their standard combat movement rate without penalty. If they move greater than ½ speed, they take a -5 penalty to the proficiency throw. If they run, they take a -10 penalty.

","save":""},"flags":{"importid":"IUWRYYfmkoMLcFX1"},"img":"systems/acks/assets/icons/hooded-figure2.webp","_id":"oJIu9w0hlKc26D5U"} +{"name":"Tracker","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character can follow tracks with a proficiency throw of 11+. The Judge should increase or decrease the chance of success depending on the circumstances: +2 if tracking 2-4 creatures; +4 if tracking 4-8 creatures; +6 if tracking 8-16 creatures; +8 if tracking 17+ creatures; +4 if trail is through soft/ muddy ground; -8 if the trail is through hard/rocky ground; -4 for bad lighting; -1 per 12 hours of good weather since trail was made; -4 per hour of rain/snow since trail was made. Characters move at half speed while tracking.

","save":""},"flags":{"importid":"W46R6jOV0ptdFocF","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/deer-track.webp","_id":"dHVnUTxc6fxMHSDM"} +{"name":"Turn Undead","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Cleric","roll":"1d20","rollType":"above","rollTarget":10,"blindroll":false,"description":"

Turn [[/r 2d6 #Turn this many HD of Undead]] HD of Undead per successful attempt.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Level1234567891011121314
Skeleton10+7+4+TTDDDDDDDDD
Zombie13+10+7+4+TTDDDDDDDD
Ghoul16+13+10+7+4+TTDDDDDDD
Wight19+16+13+10+7+4+TTDDDDDD
Wraith-19+16+13+10+7+4+TTDDDDD
Mummy--19+16+13+10+7+4+TTDDDD
Spectre---19+16+13+10+7+4+TTDDD
Vampire----19+16+13+10+7+4+TTDD
Infernal*-----19+16+13+10+7+4+TTD
\n

*This category includes very powerful undead or unholy outsiders

\n
","save":""},"flags":{"importid":"c1D4cZzmsavoxqgz"},"img":"systems/acks/assets/icons/fomorian.webp","_id":"jhDmBDM9WhlTLOjv"} +{"_id":"pcU3RVnNltuHJvgI","name":"Accuracy","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

Their accuracy gives elven rangers a +1 bonus on all attack throws with missile weapons.

","save":""},"flags":{"importid":"DNFLFJO242BCKHOK"},"img":"systems/acks/assets/icons/william-tell.webp"} +{"_id":"LUIPLpxJ7GLl9Z1l","name":"Animal Reflexes","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

True warriors never hesitate in combat. The character gains a +1 bonus on surprise rolls and initiative rolls. This bonus does not apply when casting spells.

","save":""},"flags":{"importid":"BFDgvUPS2SFTEu3h"},"img":"systems/acks/assets/icons/snake.webp"} +{"_id":"k5cP46LCPLSZo4Y0","name":"Backstab","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Thief","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

This character also has the ability to backstab. He must catch an opponent unaware of his presence, either by surprise or by moving silently and/or hiding in shadows to sneak up on his opponent. When backstabbing, this cgaracter will receive an attack bonus of +4 and, if successful, deal additional damage for every four levels he has attained. A character at 1st through 4th levels does double the normal damage, at 5th-8th levels does triple the normal damage, at 9th-11th levels does quadruple the normal damage.

","save":""},"flags":{"importid":"QArdZjIdBCaX0nPN"},"img":"systems/acks/assets/icons/backstab.webp"} +{"_id":"Y3sccaPRh826aRt2","name":"Careful Aim","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

Elven rangers are renowned as the best archers in the world. Due to their careful aim, they increase their base damage roll from successful missile attacks by +1 at 1st level, and by an additional +1 at 3rd , 6th , 9th , and 12th level. 

","save":""},"flags":{"importid":"enMxmlwlQud7nb7L"},"img":"systems/acks/assets/icons/archer.webp"} +{"_id":"eHCP4YBH1T3xnx3F","name":"Classical Weapons Training","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

Melee

\n

All courtiers receive classical weapons training giving them a bonus of +1 to attack throws with their choice of melee or missile attacks. The courtier must choose which type of attack will receive the bonus at 1st level, and may not change the choice as he advances.

\n

 

","save":""},"flags":{"importid":"gT8irBEUKkWHvm5l"},"img":"systems/acks/assets/icons/spiral-thrust.webp"} +{"_id":"slCc8YOoUvvVWQHC","name":"Climb Walls","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Thief","roll":"1d20","rollType":"above","rollTarget":6,"blindroll":false,"description":"

Nightblades are adept at scaling sheer surfaces, including walls or steep cliffs. They require a proficiency throw for each 100' they intend to climb. If the roll fails, they fall a distance equal to half the attempted distance, plus the distance covered by any previous throws, taking 1d6 points of damage per 10 feet. Nightblades climb at ¼ their standard combat movement rate.

","save":""},"flags":{"importid":"Rof3QQmEuwGBogGD"},"img":"systems/acks/assets/icons/climb.webp"} +{"_id":"5BanRQNrUiZYjHzZ","name":"Connection to Nature","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Elf","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

Elves gain a +1 bonus to Surprise rolls when in the wilderness due to their attunement to nature. Because of this connection to nature, elves are completely unaffected by the paralysis ghouls can inflict

","save":""},"flags":{"importid":"XbbdUQW4eglC63o8"},"img":"systems/acks/assets/icons/holy-oak.webp"} +{"_id":"Ggh9EBA9amNHTapl","name":"Difficult to Spot","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":3,"blindroll":true,"description":"

This character is difficult to spot in the wilderness, having the ability to seemingly disappear into woods and underbrush with a proficiency throw of 3+ on 1d20. 

","save":""},"flags":{"importid":"yotvrWoHt20Uz8kN"},"img":"systems/acks/assets/icons/difficult-to-spot.webp"} +{"_id":"QMacapvQayi7Zv5S","name":"Diplomacy & Protocol","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is smooth tongued and familiar with protocol. He receives a +2 bonus on all reaction rolls when he attempts to parley.

","save":""},"flags":{"importid":"tilLVORoCo6MEwZl","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/coronation.webp"} +{"_id":"3C3wp2w4OrbLTaMc","name":"Find Traps","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Thief","roll":"1d20","rollType":"above","rollTarget":18,"blindroll":true,"description":"","save":""},"flags":{"importid":"CAy9QImxhhsVKmPW"},"img":"systems/acks/assets/icons/wolf-trap.webp"} +{"_id":"RcS6buWZ3PdUZcEA","name":"Friend to Birds & Beasts","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character is well-schooled in the natural world. He can identify plants and fauna with a proficiency throw of 11+, and understands the subtle body language and moods of birds and beasts (though they may not understand the character). He gains +2 to all reaction rolls when encountering normal animals, and can take animals as henchmen.

","save":""},"flags":{"importid":"naBL50g15VueFQaO"},"img":"systems/acks/assets/icons/beast-friendship.webp"} +{"_id":"t3fWVUYPrHczwcRS","name":"Hear Noise","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Demi-human","roll":"1d20","rollType":"above","rollTarget":14,"blindroll":true,"description":"","save":""},"flags":{"importid":"eqT629Sq7HgLuxxe"},"img":"systems/acks/assets/icons/elf-ear.webp"} +{"_id":"FrIAotMovuutbCWF","name":"Hear Noise","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Thief","roll":"1d20","rollType":"above","rollTarget":14,"blindroll":true,"description":"","save":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"pnyCPFGWGl2DNs32"},"img":"systems/acks/assets/icons/hear-noise.webp"} +{"_id":"RszHdvUKsCZz2sDm","name":"Hide in Shadows","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Thief","roll":"1d20","rollType":"above","rollTarget":19,"blindroll":true,"description":"

A character may attempt to skulk unseen in the cover of darkness. A character will always think he is successful in this skill, and will not know otherwise until others react to his presence. A character will remain hidden so long as he stays motionless. If he moves, he must make a new proficiency throw to hide.

","save":""},"flags":{"importid":"Glhv2zUGGoSWk6V6"},"img":"systems/acks/assets/icons/hide-in-shadows2.webp"} +{"_id":"sUNzGJVYNsd3WMtR","name":"Inspire Courage","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

Their noble upbringing gives a courtier the leadership skills and self-confidence to inspire courage in their allies, in the same manner as bards. Inspiring courage requires a few moments of oration before a battle (one round), and grants the courtier’s allies within a 50' radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the caster), and saving throws against magical fear. 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.

","save":""},"flags":{"importid":"1BZltSWwZhyn3WRx"},"img":"systems/acks/assets/icons/martial-training.webp"} +{"_id":"HG7YSUrHff1C8ZQS","name":"Keen Eyes","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":14,"blindroll":true,"description":"

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.

","save":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"bIO3VBcrX98SwHqD"},"img":"systems/acks/assets/icons/eye.webp"} +{"_id":"gm24H6mt9QYEoQnK","name":"Magical Music","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character can perform music that can serenade those who are potentially attracted to the character (as a charm person spell) or tame savage beasts (as a sleep spell). The character must succeed on an appropriate Performance proficiency throw to use Magical Music. If successful, the charm or sleep effect begins immediately and lasts until the character stops performing. If the character performs for a full turn (10 minutes), the effect has the duration of the spell. Magical music has no effect if used against creatures that are already in combat.

","save":""},"flags":{"importid":"IHTbI6FAp3b3r6cM"},"img":"systems/acks/assets/icons/magical-music.webp"} +{"_id":"JLZj54tCpm0pZScC","name":"Motionless & Quiet","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":14,"blindroll":true,"description":"

In dungeons, this character, if he is motionless and quiet in cover, can escape detection with a proficiency throw of 14+ on 1d20.

","save":""},"flags":{"importid":"6HPWUbqVHclyuG5E"},"img":"systems/acks/assets/icons/dungeon-hide.webp"} +{"_id":"oJIu9w0hlKc26D5U","name":"Move Silently","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Thief","roll":"1d20","rollType":"above","rollTarget":17,"blindroll":true,"description":"

The character may move with total silence. When successful, even keen eared guards will not hear the movements of the character. However, the character always thinks he is successful in this skill, and will not know otherwise unless and until others react to his presence. Characters may move silently at ½ their standard combat movement rate without penalty. If they move greater than ½ speed, they take a -5 penalty to the proficiency throw. If they run, they take a -10 penalty.

","save":""},"flags":{"importid":"IUWRYYfmkoMLcFX1"},"img":"systems/acks/assets/icons/hooded-figure2.webp"} +{"_id":"dHVnUTxc6fxMHSDM","name":"Tracker","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character can follow tracks with a proficiency throw of 11+. The Judge should increase or decrease the chance of success depending on the circumstances: +2 if tracking 2-4 creatures; +4 if tracking 4-8 creatures; +6 if tracking 8-16 creatures; +8 if tracking 17+ creatures; +4 if trail is through soft/ muddy ground; -8 if the trail is through hard/rocky ground; -4 for bad lighting; -1 per 12 hours of good weather since trail was made; -4 per hour of rain/snow since trail was made. Characters move at half speed while tracking.

","save":""},"flags":{"importid":"W46R6jOV0ptdFocF","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/deer-track.webp"} +{"_id":"jhDmBDM9WhlTLOjv","name":"Turn Undead","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"Cleric","roll":"1d20","rollType":"above","rollTarget":10,"blindroll":false,"description":"

Turn [[/r 2d6 #Turn this many HD of Undead]] HD of Undead per successful attempt.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Level1234567891011121314
Skeleton10+7+4+TTDDDDDDDDD
Zombie13+10+7+4+TTDDDDDDDD
Ghoul16+13+10+7+4+TTDDDDDDD
Wight19+16+13+10+7+4+TTDDDDDD
Wraith-19+16+13+10+7+4+TTDDDDD
Mummy--19+16+13+10+7+4+TTDDDD
Spectre---19+16+13+10+7+4+TTDDD
Vampire----19+16+13+10+7+4+TTDD
Infernal*-----19+16+13+10+7+4+TTD
\n

*This category includes very powerful undead or unholy outsiders

\n
","save":""},"flags":{"importid":"c1D4cZzmsavoxqgz"},"img":"systems/acks/assets/icons/fomorian.webp"} diff --git a/src/packs/acks-divine-spells-1.db b/src/packs/acks-divine-spells-1.db new file mode 100644 index 0000000..db9e67f --- /dev/null +++ b/src/packs/acks-divine-spells-1.db @@ -0,0 +1,14 @@ +{"_id":"1FQ9DvDaPJtRPZFg","name":"Cause Fear","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"2 Turns","range":"120'","roll":"","description":"

This spell, the reverse of Remove Fear, causes one target creature within 120' to become frightened; if the target fails to save versus Death, it flees for 2 turns.

\n

Creatures with 6 or more Hit Dice are immune to this effect.

","memorized":0,"cast":0,"save":"death"},"flags":{"importid":"z2Jbh95LzmQjF3nJ"},"img":"systems/acks/assets/icons/fear.webp"} +{"_id":"4MmnRHehYjUsBVRN","name":"Remove Fear","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"Instant","range":"Touch","roll":"","description":"

This spell will calm the creature touched and remove all fear. If the subject is currently running away due to magical fear, it is allowed a new saving throw to resist that fear, at a bonus of +1 per level of the caster.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"3xDs0OMoeEk4laTs"},"img":"systems/acks/assets/icons/remove-fear.webp"} +{"_id":"9thrnTOXjUjNxUQS","name":"Protection from Evil","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"Concentration","range":"Self","roll":"","description":"

This spell creates a magical barrier of protection around the caster with a 10' radius. The barrier surrounds the caster for the duration of the spell and provides some protection from attacks by “evil” creatures. For purposes of this spell, evil creatures include hostile creatures of an alignment other than the caster’s alignment, and inherently evil creatures such as undead and summoned creatures of Chaotic alignment. All within the radius gain a +1 bonus to AC and a +1 bonus on saving throws against attacks made or effects created by evil creatures. Those who leave and then re-enter, or who enter after the spell is cast, receive the protection as well.

\n

In addition, the spell prevents bodily contact by enchanted (constructed, summoned, or undead) creatures, regardless of whether they are “evil” or not. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The spell’s protection against contact by enchanted creatures ends if the caster or any protected creature makes an attack against, casts a spell on, or tries to force the barrier against a blocked creature.

\n

The protection lasts as long as the caster remains stationary and concentrates on it.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"hWs92infvYUeEgwx"},"img":"systems/acks/assets/icons/protection-evil.webp"} +{"_id":"I01hTvKb9LGgtDkH","name":"Resist Cold","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"6 Turns","range":"Touch","roll":"","description":"

This abjuration grants a creature temporary immunity to cold. Minor cold (such as exposure to winter weather in inadequate clothing) is ignored by the subject creature.

\n

Against more significant cold (such as the breath of a White Dragon), the subject creature gains a bonus of +2 on saving throws, and all damage from such attacks is reduced by -1 point per die of damage rolled. Any cold attacks will still inflict at least 1 point of damage per die rolled, however.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"Yo2mleixiu1U67ZN"},"img":"systems/acks/assets/icons/cold-heart.webp"} +{"_id":"KxPVOoif9rxoFcn3","name":"Purify Food & Water","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"Instant","range":"10'","roll":"","description":"

This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell will purify one ration of food, 6 skins of water, or enough normal food to feed a dozen people. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and water, but the spell has no effect on creatures of any type, nor upon magic potions.

","memorized":0,"cast":0,"save":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"TuZzXbD1e06yRyaD"},"img":"systems/acks/assets/icons/purify-food-and-water.webp"} +{"_id":"LG8wH0t4Kphghkho","name":"Protection from Good","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"Concentration","range":"Self","roll":"","description":"

This spell creates a magical barrier of protection around the caster with a 10' radius. The barrier surrounds the caster for the duration of the spell and provides some protection from attacks by “good” creatures. For purposes of this spell, good creatures include hostile creatures of an alignment other than the caster’s alignment, and inherently good creatures such as Devas and summoned creatures of Lawful alignment. All within the radius gain a +1 bonus to AC and a +1 bonus on saving throws against attacks made or effects created by good creatures. Those who leave and then re-enter, or who enter after the spell is cast, receive the protection as well.

\n

In addition, the spell prevents bodily contact by enchanted (constructed, summoned, or created) creatures, regardless of whether they are “good” or not. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The spell’s protection against contact by enchanted creatures ends if the caster or any protected creature makes an attack against, casts a spell on, or tries to force the barrier against a blocked creature.

\n

The protection lasts as long as the caster remains stationary and concentrates on it.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"P8F4N1uS0pzXHQAE"},"img":"systems/acks/assets/icons/protection-good.webp"} +{"_id":"Mu863YXsI6ku3p6T","name":"Detect Magic","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"2 Turns","range":"60'","roll":"","description":"

The caster of this spell is able to detect enchanted or enspelled objects or creatures within the given range by sight, seeing them surrounded by a pale glowing yellow light. Only the caster sees the glow. Invisible creatures or objects are not detected by this spell, but the emanations of the invisibility magic will be seen as an amorphous glowing fog, possibly allowing the caster (only) to attack the invisible creature at an attack penalty of only -2.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"pnZdXiDKgOn7kGZm"},"img":"systems/acks/assets/icons/detect-magic.webp"} +{"_id":"OOLT8QjM2dhfMRp6","name":"Darkness","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"6 Turns + 1/lvl","range":"120'","roll":"","description":"

Darkness creates an area of darkness in a 30' radius area (and provides dimming for an additional 20') around the target location or object. The effect is immobile if cast into an area, but it can be cast on a movable object. This darkness blocks out infravision and negates mundane light sources. Darkness taken into an area of magical light does not function.

\n

A darkness spell may be cast to counter and dispel the light spell of an equal or lower level caster (and vice versa). Doing so causes both spells to instantly cease, restoring the existing ambient light level.

\n

Either version of this spell may be used to blind an opponent by means of casting it on the target’s ocular organs. The target is allowed a saving throw versus Spells to avoid the effect, and if the save is made, the spell does not take effect at all. A Light or Darkness spell cast to blind does not have the given area of effect (that is, no light or darkness is shed around the victim).

","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"Za5fsay9RueLNtHu","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/darkness.webp"} +{"_id":"QYLgAimIALRlbYmH","name":"Cause Light Wounds","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"Instant","range":"Touch","roll":"1d6+1 Damage Inflicted","description":"

With this spell the caster causes 1d6+1 points of damage by touching his hand upon the target creature. A successful attack throw is required.

\n

Undead are healed by Cause Light Wounds.

","memorized":0,"cast":0,"save":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"eLR91Q4HgFUEm2ZP"},"img":"systems/acks/assets/icons/heart-minus.webp"} +{"_id":"RkXuFlT2UQIawoMd","name":"Command Word","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"1 Round","range":"10'","roll":"","description":"

When a cleric casts this spell, he may give the target a one word command, which it obeys to the best of its ability. The single word must make sense as a single command, such as approach, drop, fall, flee, halt, surrender, sleep, etc. Although a target could be instructed to “die,” this will only make the target faint for a single round. Note that the caster must be able to speak the language of the target. Any intended target with more than 5 HD or an INT of over 12 is entitled to a saving throw versus Spells. This spell is ineffective against undead.

","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"0O4eClYQy5b2kCka"},"img":"systems/acks/assets/icons/command-word.webp"} +{"_id":"bH6P7egrNJHoe1XI","name":"Cure Light Wounds","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"Instant","range":"Touch","roll":"1d6+1 Damage Healed","description":"

With this spell the caster heals 1d6+1 points of damage by laying his hand upon the injured creature. (HFH: 1 day BHR)

\n

This spell may also be used to cure paralysis, but does not then cure any points of damage. The spell will never increase a creature’s hit points beyond the normal amount.

\n

Undead are injured by Cure Light Wounds. A successful attack throw is required.

","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"e3fVlXd6vHC708kC"},"img":"systems/acks/assets/icons/heart-plus1.webp"} +{"_id":"pdZOG5BmkMsdCAls","name":"Detect Evil","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"6 Turns","range":"60'","roll":"","description":"

This spell allows the caster to detect evil; specifically, the caster can detect creatures with evil intentions, magic items with evil enchantments, undead, sinkholes of evil, and summoned creatures of Chaotic alignment. Note that normal characters, even if Chaotic, are not detected by this spell unless they have actively evil intentions against the caster. Poisons, physical traps, and natural animals are neither good nor evil, so they are not detected by this spell. The caster sees the evil creatures or objects with a definite red glow around them, but the glow cannot be seen by anyone else.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"3hEIsFmep3CzQuPm"},"img":"systems/acks/assets/icons/detect-evil-minion.webp"} +{"_id":"xDwept9wjFOOMGhY","name":"Sanctuary","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"2 Rounds+1/lvl","range":"Touch","roll":"","description":"

Any opponent attempting to strike or otherwise directly attack the warded creature must attempt a saving throw versus Spells. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent will not attack the warded creature and will attack another creature instead. However, area effects (e.g. fireball) may still affect the warded creature.

\n

The warded creature may not make offensive actions while this spell is in effect, but he may cast non-offensive spells to help companions.

","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"WvV9mdWocuJLv5MN"},"img":"systems/acks/assets/icons/sanctuary.webp"} +{"_id":"zInu0StJTVCSmqRY","name":"Light","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"6 Turns + 1/lvl","range":"120'","roll":"","description":"

This spell creates a light equal to torchlight which illuminates a 30' radius area (and provides dim light for an additional 20') around the target location or object. The effect is immobile if cast into an area, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

\n

A light spell may be cast to counter and dispel the darkness spell of an equal or lower level caster (and vice versa). Doing so causes both spells to instantly cease, restoring the existing ambient light level.

\n

Either version of this spell may be used to blind an opponent by means of casting it on the target’s ocular organs. The target is allowed a saving throw versus Spells to avoid the effect, and if the save is made, the spell does not take effect at all.

\n

A Light or Darkness spell cast to blind does not have the given area of effect (that is, no light or darkness is shed around the victim).

","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"veTzvP0XbFYW7U9i","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/Light.webp"} diff --git a/src/packs/acks-divine-spells-2.db b/src/packs/acks-divine-spells-2.db new file mode 100644 index 0000000..0d0fde6 --- /dev/null +++ b/src/packs/acks-divine-spells-2.db @@ -0,0 +1,5 @@ +{"_id":"PsJDhDY40I600jyU","name":"Cause Moderate Wounds","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Divine","duration":"Instant","range":"Touch","roll":"2d6 Damage Inflicted","description":"

With this spell the caster causes 2d6 points of damage by touching his hand upon the target creature. A successful attack throw is required.

\n

Undead are healed by Cause Moderate Wounds.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"B7y1OtRm3bin04LO"},"img":"systems/acks/assets/icons/heart-minus2.webp"} +{"_id":"rnjB8CZ6WG54MgQR","name":"Bless","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Divine","duration":"6 Turns","range":"0'","roll":"","description":"

When cast before battle, Bless gives the caster and his allies (within a 50' radius of the caster) a bonus of +1 to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the caster), and saving throws against magical fear.

\n

It may not be cast on creatures who are already engaged in melee.

\n

Divine spellcasters of 7th level or higher may also use Bless to create @Item[592n34iY9HdFC6Pr]{Holy Water}. One casting of Bless  will transform 1 pint of ordinary water into @Item[592n34iY9HdFC6Pr]{Holy Water}. Casting Bless in this manner demands a sacrifice to the caster’s deity worth at least 10gp. Once created, @Item[592n34iY9HdFC6Pr]{Holy Water} will retain its potency indefinitely so long as it is kept in the vial it was blessed in. 

","memorized":0,"cast":0,"save":""},"flags":{"importid":"i4QmTdYkiDLRrtt6"},"img":"systems/acks/assets/icons/embraced-energy.webp"} +{"_id":"sQdU7zW0BeMttesl","name":"Cure Moderate Wounds","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Divine","duration":"Instant","range":"Touch","roll":"2d6 Damage Healed","description":"

With this spell the caster heals 2d6 points of damage by laying his hand upon the injured creature. (HFH: 2 days BHR)

\n

This spell may also be used to cure paralysis, but does not then cure any points of damage. The spell will never increase a creature’s hit points beyond the normal amount.

\n

Undead are injured by Cure Moderate Wounds. A successful attack throw is required.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"Z8vJPj4vKyv7JG2n"},"img":"systems/acks/assets/icons/heart-plus2.webp"} +{"_id":"tAdToCfp4lDP7nw2","name":"Augury","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Divine","duration":"See below","range":"self","roll":"1d100ms<70+4","description":"

An augury can tell the caster whether a particular action will bring good or bad results in the immediate future. The base chance for receiving a true reply is 70% + 1% per caster level; this roll is made secretly by the Judge.

\n

The augury can see into the future only 3 turns, so anything that might happen after that does not affect the result. Thus, the result will not take into account the long-term consequences of a contemplated action.

","memorized":0,"cast":0,"save":""},"flags":{"importid":"cIwlani7LCKX3T3T"},"img":"systems/acks/assets/icons/augury.webp"} +{"_id":"tWwA5711ljsWH4CN","name":"Bane","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Divine","duration":"6 Turns","range":"0'","roll":"","description":"

This spell fills the caster’s enemies (within a 50' radius) with fear and doubt, causing each affected character or monster to suffer a -1 penalty on attack throws, damage rolls, morale rolls, and saving throws against magical fear.

\n

Bane may also be used by chaotic divine casters of 7th level or higher, in conjunction with a sacrifice of at least 10gp, to create a vial of unholy water. Unholy water has beneficial effects when used in the animation of the dead. 

","memorized":0,"cast":0,"save":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"JOGxFBCyXxKxlaCk"},"img":"systems/acks/assets/icons/bane.webp"} diff --git a/src/packs/acks-equipment.db b/src/packs/acks-equipment.db new file mode 100644 index 0000000..73dd277 --- /dev/null +++ b/src/packs/acks-equipment.db @@ -0,0 +1,52 @@ +{"_id":"0UdUD08USOncVrap","name":"Catapult, Light","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A catapult is a siege weapon, powered by either torsion or fixed counter-weight mechanisms, which hurls rocks, burning pitch, or other projectiles. Light catapults inflict 3d6 damage in a 5' radius. Historical examples include the Roman onager and medieval mangonel and couillard.

\n

3d6

","quantity":{"value":1,"max":1},"treasure":true,"cost":100,"weight":120000},"flags":{"importid":"uFezCJAMSueho0Hb"},"img":"systems/acks/assets/icons/catapult.webp"} +{"_id":"2VulFC0WI8gqG2Hq","name":"Cart, Large","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A large cart is an open, two-wheeled vehicle meant for shipment. It may be pulled by one or two heavy horses. 2 mules or medium horses can be substituted for 1 heavy horse. If the cart is pulled by only one heavy horse, it can transport up to 80 stone at 60' per turn, or up to 120 stone at 30' per turn. If pulled by 2 heavy horses, it can transport up to 160 stone at 60' per turn, or up to 240 stone at 30' per turn. Carts may only move through deserts, mountains, forests, or swamps if a road is available.

","quantity":{"value":1,"max":1},"treasure":true,"cost":50,"weight":null},"flags":{"importid":"zt6uwzsfRKU0eWpS"},"img":"systems/acks/assets/icons/cart.webp"} +{"_id":"4emBiXljGbvWiWLn","name":"Lt. Ballista Shot, Ballistic","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A large, spear-like bolt to be fired from a ballista.

","quantity":{"value":1,"max":10},"treasure":true,"cost":1,"weight":1000},"flags":{"importid":"rXkmPhPQVD40rOKm"},"img":"systems/acks/assets/icons/javelin.webp"} +{"_id":"4tpRDrwkR8Zqsbnh","name":"Backpack","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A backpack has two straps and can be worn on the back, keeping the hands free. It holds up to 4 stone (4000 coins).

","quantity":{"value":1,"max":1},"treasure":false,"cost":2,"weight":166.6},"flags":{"importid":"70Gw6ShKTk0WwvWq"},"img":"systems/acks/assets/icons/backpack.webp"} +{"name":"Rations, Iron","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

This food is dried and preserved to be carried on long voyages when securing other food may be uncertain. It will last two months in the wilderness and a week in the foul conditions of a dungeon. The cost for iron rations will vary depending on quality. The cheapest iron rations consist of hard, dried salted biscuits. Better rations include salted or pickled meat and dried, pickled, or preserved fruit and vegetables.

","quantity":{"value":1,"max":0},"treasure":false,"cost":3,"weight":166.6},"flags":{},"img":"systems/acks/assets/icons/bread.webp","_id":"57yrG2Zp6JLgH6PR"} +{"_id":"5Gwl5LdM2dC3ivvO","name":"Case (Crossbow Bolts)","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A case for carrying crossbow bolts. Holds 20 when full.

","quantity":{"value":20,"max":200},"treasure":false,"cost":2,"weight":166.6},"flags":{"importid":"JajbZaEQ5Z9vUCiV"},"img":"systems/acks/assets/icons/bolts.webp"} +{"_id":"6cR8Ku05xUFJfgXd","name":"Blanket","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A thick, woolen blanket for surviving cold, cold nights without needing to cuddle for warmth.

","quantity":{"value":1,"max":0},"treasure":false,"cost":2,"weight":166.6},"flags":{"importid":"7TQKoxgLzbknzhiH"},"img":"systems/acks/assets/icons/rolled-cloth.webp"} +{"_id":"7no5i3izGpo05UjL","name":"Grappling Hook","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

These large hooks are made of sturdy iron and can be used for anchoring a rope. The hook may be thrown or attached manually by a climber. A successful attack throw is required to throw a grappling hook onto a target.

","quantity":{"value":1,"max":1},"treasure":false,"cost":25,"weight":166.6},"flags":{"importid":"AkAwMO2flFRxl3tg"},"img":"systems/acks/assets/icons/grappling.webp"} +{"_id":"7xLwZDtMnkRj3q8k","name":"Gloves","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

Gloves are garments covering the hands, worn for comfort, fashion, or protection. However, wearing gloves does not protect against curses or slime. Thief abilities such as picking pockets, opening locks, or removing traps cannot be performed while wearing gloves.

","quantity":{"value":1,"max":1},"treasure":false,"cost":0.4,"weight":0},"flags":{"importid":"hhUTcj4HQlEEDtYm"},"img":"systems/acks/assets/icons/gloves.webp"} +{"_id":"8CB4ptu6ZhJvW889","name":"Rope, 50'","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

This strong rope, made of animal hair, hemp, or similar fibers, can bear 45 stone, the weight of approximately three human-sized beings.

","quantity":{"value":1,"max":0},"treasure":false,"cost":1,"weight":166.6},"flags":{"importid":"ZSA1cQ7mOGWX4wRt"},"img":"systems/acks/assets/icons/rope.webp"} +{"_id":"8V0PbJOCNdQHm17f","name":"Lt. Ballista","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A siege weapon, powered either by composite bow or torsion spring mechanisms, which hurls large bolts. Historical examples include the Greek oxybeles, Roman ballista, and medieval springald. 

\n

3d6

","quantity":{"value":1,"max":1},"treasure":true,"cost":40,"weight":7500},"flags":{"importid":"lgwJwDfp1brBmlGm"},"img":"systems/acks/assets/icons/ballista.webp"} +{"_id":"9QnK6eo0nYmeYkEI","name":"Quill & Ink","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

This is a small pot of black ink and a feather quill.

","quantity":{"value":1,"max":0},"treasure":false,"cost":0,"weight":166.6},"flags":{"importid":"80J8rKeq5xpwoz7h"},"img":"systems/acks/assets/icons/quill-ink2.webp"} +{"_id":"Af8taMg6uiO6VK31","name":"Garlic","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

Garlic causes a vampire to cringe for 1d4 rounds if presented with confidence.

","quantity":{"value":1,"max":10},"treasure":false,"cost":5,"weight":166.6},"flags":{"importid":"QEXXRDypSBkHjIXF"},"img":"systems/acks/assets/icons/garlic.webp"} +{"_id":"B7aYQAvtLxiZwGmo","name":"Cloak, Fur-lined Winter","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A cloak is a cloth, fur, or leather garment of knee to ankle length, worn outdoors like an overcoat. Cloaks usually include a hood. Adventurers often favor military cloaks, generally worn pinned on one shoulder for ease of movement and access to a sword.

","quantity":{"value":1,"max":1},"treasure":false,"cost":15,"weight":0},"flags":{"importid":"0AknjiVghkHUPCey"},"img":"systems/acks/assets/icons/cloak.webp"} +{"_id":"BGnFmfa021drFHdC","name":"Goldenrod","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

Goldenrod is a healing herb used to treat diseases such as rheumatism, gout, and consumption. An adventurer with Healing proficiency can use a goldenrod tincture to treat sick characters. Used in this manner, it provides a +2 bonus on the Healing proficiency throw to cure disease.

","quantity":{"value":1,"max":10},"treasure":false,"cost":10,"weight":166.6},"flags":{"importid":"chsXdxK7rWtdtFO9"},"img":"systems/acks/assets/icons/herbs-bundle.webp"} +{"_id":"BUOCJbyRVjB1xChd","name":"Chalk","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"","quantity":{"value":1,"max":1},"treasure":false,"cost":0.1,"weight":0},"flags":{"importid":"FUIh5OaLP01J8biI"},"img":"systems/acks/assets/icons/chalk.webp"} +{"_id":"BoGautVIcLFXc8LL","name":"Holy Water","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

Holy water is water that has been blessed by a cleric of 7th level or higher. It is used in some church rituals, and is a formidable weapon against the undead, inflicting 1d8 points of damage for 2 rounds. Holy water cannot retain its holy power if it is stored in any other container than the special vials it is placed in when blessed.

","quantity":{"value":1,"max":1},"treasure":false,"cost":25,"weight":166.6},"flags":{"importid":"RyHvw7YQ3wQLvq4G"},"img":"systems/acks/assets/icons/holy-water.webp"} +{"_id":"ExxIJbimKKvioRUR","name":"Chest","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

Ironbound, holds 20 stone (200lbs.)

","quantity":{"value":1,"max":1},"treasure":true,"cost":22,"weight":1000},"flags":{"importid":"IR4QtRxUUrNQ7Cdc"},"img":"systems/acks/assets/icons/locked-chest.webp"} +{"_id":"I0nllNE9PX5btFSs","name":"Stake & Mallet","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

These 18\" sharpened wood shafts are carried by adventures to destroy vampires.

","quantity":{"value":4,"max":4},"treasure":false,"cost":3,"weight":166.6},"flags":{"importid":"GN8tz4LxojINBuSj"},"img":"systems/acks/assets/icons/stake-mallet.webp"} +{"_id":"JH4k1CudgeqXD49D","name":"Cart, Small","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A small cart is an open, two-wheeled vehicle meant for personal transport. It may be pulled by one or two mules. If the cart is pulled by only one mule, it can transport up to 40 stone at 60' per turn, or up to 60 stone at 30' per turn. If pulled by two mules, it can transport up to 80 stone at 60' per turn, or up to 120 stone at 30' per turn. Carts may only move through deserts, mountains, forests, or swamps if a road is available.

","quantity":{"value":1,"max":1},"treasure":false,"cost":25,"weight":null},"flags":{"importid":"aTLXauxr5IDNQR67"},"img":"systems/acks/assets/icons/cart.webp"} +{"_id":"JpJYFehu6jBYCpqa","name":"Flint & Tinder","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

This is a tinderbox used to start fires. Lighting a torch with flint and steel takes a full round, and lighting any other fire with them takes at least that long.

","quantity":{"value":1,"max":1},"treasure":false,"cost":0.8,"weight":166.6},"flags":{"importid":"XegyHyKMI3BVPFYr"},"img":"systems/acks/assets/icons/flint-spark.webp"} +{"_id":"KINO54MajAw2w3WB","name":"Lantern","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

Lanterns are used in dungeon adventures to provide light. They burn one oil flask for each four hours, or 24 turns, and have an effective light radius of 30'. Lanterns can be closed to hide the light or protect it from wind.

","quantity":{"value":1,"max":0},"treasure":false,"cost":10,"weight":166.6},"flags":{"importid":"D4AysLTGqUUVMctt"},"img":"systems/acks/assets/icons/lantern-flame.webp"} +{"_id":"MzjwWB3JFhDWlkKj","name":"Oil Flask, Lantern","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

Common oil is burned in a lantern to give light. Common oil is usually olive oil, castor oil, or animal extract. 

","quantity":{"value":1,"max":1},"treasure":false,"cost":0.3,"weight":166.6},"flags":{"importid":"pcl9D5Tz4QHdwmQX"},"img":"systems/acks/assets/icons/oil-lantern.webp"} +{"_id":"P5WAKuHPrv9d9RGC","name":"Wolfsbane","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

Wolfsbane (dried aconite flowers) may drive off werewolves and other lycanthropes if a character strikes the monster in hand-to-hand combat with the sprig. If the lycanthrope fails a saving throw versus Poison, it must flee as if turned. A character who eats wolfsbane must make a saving throw versus Poison or die after one turn.

","quantity":{"value":1,"max":10},"treasure":false,"cost":10,"weight":166.6},"flags":{"importid":"UACW97ifhs2wq96M"},"img":"systems/acks/assets/icons/herbs-bundle.webp"} +{"_id":"RocUBXF1QiCPmisD","name":"Waterskin","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

This container, made of hide or preserved animal bladder, will hold 2 pints (1 quart) of fluid.

","quantity":{"value":1,"max":1},"treasure":false,"cost":0.6,"weight":166.6},"flags":{"importid":"QEUJhMW9FxHUeTZp"},"img":"systems/acks/assets/icons/waterskin.webp"} +{"_id":"SjLEymGsBb3eQtKW","name":"Birthwort","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

Birthwort, also known as snakeroot, is a healing herb used as a remedy for snake bites and other poisons. Birthwort can be applied as a poultice to a poisoned wound by an adventurer with the Healing proficiency. Used in this manner, it provides a +2 bonus on the Healing proficiency throw to neutralize poison.

","quantity":{"value":1,"max":10},"treasure":false,"cost":10,"weight":166.6},"flags":{"importid":"1VLXH0UNfhVzfZ6D"},"img":"systems/acks/assets/icons/herbs-bundle.webp"} +{"_id":"T0Dr1SZ2epMYRBOW","name":"Comfrey","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

Comfrey, also known as bruisewort and knitbone, is a powerful healing herb. An adventurer with Healing proficiency can use a poultice of comfrey to treat a wounded character immediately after a battle. This restores [[/r 1d3 #Comfrey Poultice]] hp of damage (HFH: 1/2 BHR). A character cannot be treated with comfrey more than once per day.

","quantity":{"value":1,"max":1},"treasure":false,"cost":10,"weight":16.5},"flags":{"importid":"ghoSnizfqIKlwSCr"},"img":"systems/acks/assets/icons/herbs-bundle.webp"} +{"_id":"T9nR0W5OChakkGKM","name":"Oil Flask, Military","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

Military oil is a weapon made of naphtha, and cannot be easily doused with water. Military oil may be thrown at monsters, dealing 1d8 points of damage for 2 rounds to the creature struck, or poured on the floor and ignited to delay pursuit.

","quantity":{"value":1,"max":1},"treasure":false,"cost":2,"weight":166.6},"flags":{"importid":"CtpZWHZHO3FlcsQS"},"img":"systems/acks/assets/icons/oil-military.webp"} +{"_id":"Tu1vzpciO34p7fER","name":"Boots","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

Low boots come to mid-calf. High boots come to the knee or thigh and are popular for riding.

","quantity":{"value":1,"max":1},"treasure":false,"cost":0.6,"weight":0},"flags":{"importid":"LmDhTHV3rUDtcNTD"},"img":"systems/acks/assets/icons/leather-boot.webp"} +{"_id":"UFrJJPBSaOSRkUsV","name":"Lt. Catapult Shot, Pitch","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A pitch shot for a light catapult that can be lit when being fired.

","quantity":{"value":1,"max":1},"treasure":true,"cost":15,"weight":600},"flags":{"importid":"mSqGP03R3wcdjZ6U"},"img":"systems/acks/assets/icons/burning-pitch.webp"} +{"_id":"UzTy8hOdGnro89M3","name":"Tunic","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A simple slip-on garment made with or without sleeves and usually knee-length or longer, belted at the waist, and worn as an under or outer garment by men and women of ancient Greece and Rome.

","quantity":{"value":1,"max":1},"treasure":false,"cost":2,"weight":0},"flags":{"importid":"E94rcmiJxa4In7Vz"},"img":"systems/acks/assets/icons/tunic.webp"} +{"_id":"YhK2j48nAXelLUcK","name":"Canoe","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A canoe consists of a frame of light wood wrapped with bark, hides, canvas, or other waterproofed covering. Canoes are primarily used on rivers and in swamps. Canoes have a 15' length, 5' beam, ½' draft, and can carry up to 60 stone (600lb) (plus crew). They can be carried overland by two people, at a cost of 5 stone of encumbrance.

","quantity":{"value":1,"max":0},"treasure":true,"cost":40,"weight":5000},"flags":{"importid":"fqjxUjXoMbgf2Iml"},"img":"systems/acks/assets/icons/canoe.webp"} +{"_id":"YqCkp36RfGk33ETW","name":"Sack, Large","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

This is a 2' x 4' burlap, cloth, or leather bag that can contain 6 stone (60lb). It is normally carried over the shoulder and dropped when combat begins.

","quantity":{"value":1,"max":1},"treasure":false,"cost":0.8,"weight":166.6},"flags":{"importid":"2KlDhwH8qypYam61"},"img":"systems/acks/assets/icons/powder-bag.webp"} +{"_id":"bKXjTh53bFnVIkSm","name":"Robe","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A full-length, hooded garment, typically of linen or wool.

","quantity":{"value":1,"max":1},"treasure":false,"cost":6,"weight":0},"flags":{"importid":"zqLMOWC1dvVY2kGl"},"img":"systems/acks/assets/icons/robe.webp"} +{"_id":"cKHlj9ooOtDASgjV","name":"Quiver (Arrows)","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A case for carrying arrows. Carrys 20 when full.

","quantity":{"value":20,"max":20},"treasure":false,"cost":1,"weight":166.6},"flags":{"importid":"2k2n7adTzPqYAx2k"},"img":"systems/acks/assets/icons/quiver.webp"} +{"_id":"cmBVtLtqvfOLFpP5","name":"Candle (wax)","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A candle dimly illuminates a 5' radius and burns for 1 hour. Wax candles burn cleanly, but tallow candles produce a foul smelling smoke. Adventurers carrying tallow candles will never surprise creatures with keen olfactory senses.

","quantity":{"value":1,"max":10},"treasure":false,"cost":0.6,"weight":166.6},"flags":{"importid":"s0ghpPKmgrcEO4QM"},"img":"systems/acks/assets/icons/candle-light.webp"} +{"_id":"d00rq0vZeyRj2iwD","name":"Rations, Standard","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

This food is fresh but untreated. It will last for a week in the wilderness; it spoils overnight in dank dungeons. The cost for this food will vary depending on quality. The cheapest standard rations include fresh bread, cheese, and lard. Better standard rations will include bacon or other meat, eggs, beans, and fresh fruit and vegetables.

","quantity":{"value":7,"max":7},"treasure":false,"cost":1.5,"weight":166.6},"flags":{"importid":"pmyM0CtR8AQ82mG4"},"img":"systems/acks/assets/icons/cornucopia.webp"} +{"_id":"fAvpsRsy0Va8TXuA","name":"Crowbar","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A crowbar is 2' to 3' long and made of solid iron. This object can be used for forcing doors and other objects open.

","quantity":{"value":1,"max":1},"treasure":false,"cost":1,"weight":166.6},"flags":{"importid":"6qpGFVr1dBpopQa2"},"img":"systems/acks/assets/icons/crowbar.webp"} +{"_id":"gIoPXZJGORJ8AURr","name":"Lt. Catapult Shot, Ballistic","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A stone shot for a light catapult.

","quantity":{"value":1,"max":1},"treasure":true,"cost":3,"weight":600},"flags":{"importid":"rM9DefSCr3OAkJJn"},"img":"systems/acks/assets/icons/rock.webp"} +{"_id":"h0EUksIazMbpoOMj","name":"Wagon","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

This is a four-wheeled, open vehicle for transporting heavy loads. Generally, two or four heavy horses draw a wagon. Two mules or medium horses can be substituted for one heavy horse. If the wagon is pulled by two heavy horses, it can transport up to 160 stone at 60' per turn, or 320 stone at 30' per turn. If the wagon is pulled by four heavy horses, it can transport up to 320 stone at 60' per turn, or up to 640 stone at 30' per turn. A wagon can move at a similar speed and conditions as a cart.

","quantity":{"value":1,"max":1},"treasure":false,"cost":50,"weight":null},"flags":{"importid":"EdIPrbiIiggLVqSB"},"img":"systems/acks/assets/icons/old-wagon.webp"} +{"_id":"jPtdkeKTvyWJKp1j","name":"Breeches","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"","quantity":{"value":1,"max":1},"treasure":false,"cost":2,"weight":0},"flags":{"importid":"7nhd6ctAfRf81EqB"},"img":"systems/acks/assets/icons/trousers.webp"} +{"_id":"jUTCLlqQNLlcl8ch","name":"Mirror (hand sized, steel)","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A hand-sized steel mirror can be used to check around corners and defend against monstrous gaze attacks. A character using a mirror to see his target suffers a -2 penalty to attack throws, and cannot use a shield, second weapon, or two-handed weapon.

","quantity":{"value":1,"max":1},"treasure":false,"cost":5,"weight":166.6},"flags":{"importid":"QTVw3hPjqOoBItAe"},"img":"systems/acks/assets/icons/mirror-mirror.webp"} +{"_id":"k2o51n1FUBrWcMxt","name":"Holy Symbol","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A cleric is required to own a holy symbol. These symbols will be different for each religion, but they are often worn as a necklace. 

","quantity":{"value":1,"max":1},"treasure":false,"cost":25,"weight":null},"flags":{"importid":"4dhr5iP2XIAoV4JU"},"img":"systems/acks/assets/icons/holy-symbol.webp"} +{"_id":"nblxNXpX05RYrcCy","name":"Belladonna","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

Belladonna, also known as deadly nightshade, is a poisonous flower. A character who eats a pound of belladonna within one hour of being infected with lycanthropy may make a saving throw versus Poison to shake off the affliction. If the character fails the saving throw, however, he dies from the poison after one turn. Even if the poison is then neutralized or the character is raised from the dead, he will still be afflicted with lycanthropy, and further doses of belladonna will be of no use.

","quantity":{"value":1,"max":10},"treasure":false,"cost":10,"weight":166.6},"flags":{"importid":"K8cg0vlMoInWiVkx"},"img":"systems/acks/assets/icons/herbs-bundle.webp"} +{"_id":"nqm4jCSxgNJ1h36b","name":"Spellbook","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A spell book has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 1st level spells). These books are used by arcane spellcasters to record the spells in their repertoire.

","quantity":{"value":1,"max":0},"treasure":true,"cost":20,"weight":500},"flags":{"importid":"ULt487LgoJgViJIQ"},"img":"systems/acks/assets/icons/book.webp"} +{"_id":"qRUNxTnn74Ubs00e","name":"Hammer (small)","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

The small hammer can be used for construction or as a mallet with iron or wooden spikes. If used to fight, the small hammer deals [[/r 1d4 #Hammer time!]] points of damage.

","quantity":{"value":1,"max":1},"treasure":false,"cost":2,"weight":166.6},"flags":{"importid":"3nxirG5Je8AUbZ3q"},"img":"systems/acks/assets/icons/3d-hammer.webp"} +{"_id":"rQO24wXF4g3G5kgC","name":"Cloak, Hooded Long","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

A cloak is a cloth, fur, or leather garment of knee to ankle length, worn outdoors like an overcoat. Cloaks usually include a hood. Adventurers often favor military cloaks, generally worn pinned on one shoulder for ease of movement and access to a sword.

","quantity":{"value":1,"max":1},"treasure":false,"cost":1,"weight":0},"flags":{"importid":"4zkiYXbjjpV7Sbsp"},"img":"systems/acks/assets/icons/cloak-hooded.webp"} +{"_id":"tdeAVacWMkunJJRy","name":"Pouch","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

These are 6\" x 1' bags of cloth or leather that can contain half a stone (5lb). They can be carried on a shoulder strap or on a belt.

","quantity":{"value":1,"max":1},"treasure":false,"cost":0.5,"weight":166.6},"flags":{"importid":"92KpawuwZXmDdYEH"},"img":"systems/acks/assets/icons/sack.webp"} +{"_id":"vK2dK82toGrDWXDi","name":"Iron Spikes","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

These sturdy pitons can be used to wedge doors open or spike them shut or to provide belaying points for ropes.

","quantity":{"value":12,"max":12},"treasure":false,"cost":1,"weight":166.6},"flags":{"importid":"ntsFDiAJbiQcUkb3"},"img":"systems/acks/assets/icons/spike.webp"} +{"_id":"wYH9JCeYWV23RJCV","name":"Sack, Small","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

This is a 1' x 2' burlap, cloth, or leather bag that can contain 2 stone (20lb). It is often tied to a belt or spearhead.

","quantity":{"value":1,"max":1},"treasure":false,"cost":0.3,"weight":166.6},"flags":{"importid":"Oioc2sIitC6R9JnC"},"img":"systems/acks/assets/icons/swap-bag3.webp"} +{"_id":"yCuzcxezipgIPTxH","name":"Woundwart","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

Woundwart, also known as heal-all or lamb’s ears, is a herbal medicine with curative properties. An adventurer with Healing proficiency can use a woundwart tincture to treat injured characters. Used in this manner, it provides a +2 bonus on proficiency throws to cure light wounds and cure serious wounds.

","quantity":{"value":1,"max":10},"treasure":false,"cost":10,"weight":166.6},"flags":{"importid":"YNYvGnSqhiLx5a3l"},"img":"systems/acks/assets/icons/herbs-bundle.webp"} +{"_id":"yb1dfoxHcJyKGcCA","name":"Torch","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"item","data":{"description":"

Torches are 1' to 2' long pieces of wood tipped with pitch. A torch burns for six turns (1 hour), clearly illuminating a 30' radius. If a torch is used in combat, it deals [[/r 1d4 #Torch swipe!]] points of damage.

","quantity":{"value":6,"max":6},"treasure":false,"cost":0.1,"weight":166.6},"flags":{"importid":"ZFTu2HT98rbGZZnR"},"img":"systems/acks/assets/icons/primitive-torch.webp"} diff --git a/src/packs/acks-proficiencies.db b/src/packs/acks-proficiencies.db new file mode 100644 index 0000000..0a0c876 --- /dev/null +++ b/src/packs/acks-proficiencies.db @@ -0,0 +1,119 @@ +{"_id":"0FIQ4L79fsdYIhLM","name":"Weapon Finesse","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

When attacking with one-handed melee weapons, the character may use his Dexterity modifier instead of his Strength modifier on his attack throw.

","save":""},"flags":{"importid":"bPsp98Pds0mLXwn7"},"img":"systems/acks/assets/icons/fencer.webp"} +{"_id":"0Ik5UuGUQ7Kyyx8H","name":"Craft: Smithing","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character has studied under a guild craftsman, such as an armorer, bowyer, jeweler, leatherworker, smith, shipwright, or weaponsmith. The character is considered an apprentice in his trade. He can manufacture 10gp per month of goods, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+.

\n

The character must choose the craft at the time he chooses the proficiency. He can spend more proficiency selections to have several types of craft proficiencies. If a character selects the same craft twice, he is considered a journeyman in his trade. He can manufacture 20gp per month of goods, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master craftsman. He can manufacture 40gp per month, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this craft (as described in the Hiring Specialists section).

","save":""},"flags":{"importid":"rESJqQ1wClYfgANe"},"img":"systems/acks/assets/icons/blacksmith.webp"} +{"_id":"0uDmKlWuiQ66IW8X","name":"Leadership","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is an inspirational authority figure who earns great loyalty. The character may hire one more henchman than his Charisma would otherwise permit, and the base morale score of any domain he rules is increased by 1. Domain morale is explained in the Campaign chapter.

","save":""},"flags":{"importid":"rlKVMoNM2RFpK1Zt"},"img":"systems/acks/assets/icons/conqueror.webp"} +{"_id":"1swaY7qUsXhcJ8Ha","name":"Manual of Arms","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character has the ability to train soldiers in military discipline, physical fitness, and weapon drill. If the character selects Manual of Arms once, he can earn 30gp per month training light infantry. It takes 1 month to turn raw recruits into light infantry. If the character also selects Riding, he can also train light cavalry (taking 3 months). If he also selects Weapon Focus (bows & crossbows), he can train crossbowmen (1 month), bowmen (2 months), or longbowmen (3 months). Manual of Arms combined with Riding and Weapon Focus (bows & crossbows) allows the character to train horse archers (6 months). If the character selects Manual of Arms twice, he earns 60gp per month and can train heavy infantry (1 month). Two ranks of Manual of Arms combined with Riding allow the character to train heavy cavalry (6 months). Two ranks of Manual of Arms combined with Riding and Weapon Focus (bows & crossbows) allows the character to train cataphract cavalry (12 months). The character can train up to 60 soldiers during each training period.

","save":""},"flags":{"importid":"md5Fgl5jSAy8pDIV"},"img":"systems/acks/assets/icons/manual-of-arms.webp"} +{"_id":"2NqMpLCMLOpbmpPt","name":"Naturalism","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character is knowledgeable of common plant and animal life forms in terrain typical to his background. The character is familiar with edible and poison foods, healing herbs, and signs of unnatural danger (such as unusual quiet, atypical animal behavior, etc.) in his known terrain with a proficiency throw of 11+. This proficiency can be selected multiple times.

","save":""},"flags":{"importid":"7rgpBk4XgiQi4HLh"},"img":"systems/acks/assets/icons/naturalism.webp"} +{"_id":"2rOO8h1n89NTcCJu","name":"Craft: Bowyer","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character has studied under a guild craftsman, such as an armorer, bowyer, jeweler, leatherworker, smith, shipwright, or weaponsmith. The character is considered an apprentice in his trade. He can manufacture 10gp per month of goods, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+.

\n

The character must choose the craft at the time he chooses the proficiency. He can spend more proficiency selections to have several types of craft proficiencies. If a character selects the same craft twice, he is considered a journeyman in his trade. He can manufacture 20gp per month of goods, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master craftsman. He can manufacture 40gp per month, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this craft (as described in the Hiring Specialists section).

","save":""},"flags":{"importid":"XLwvgzaQRYl354dy"},"img":"systems/acks/assets/icons/bow-arrow.webp"} +{"_id":"38w4pUbnz0l2QH4b","name":"Martial Training","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

As a crusader of the faith, the character has had training that supersedes the normal religious strictures of his order. Select one of the following types of weapons and add these to the list of weapons permitted to the character:

\n
    \n
  1. axes;
  2. \n
  3. bows/crossbows;
  4. \n
  5. flails/hammers/maces;
  6. \n
  7. swords/ daggers;
  8. \n
  9. spears/pole arms;
  10. \n
  11. bolas/nets/slings/saps/staffs.
  12. \n
","save":""},"flags":{"importid":"GfxhJsBPpuGFovVe"},"img":"systems/acks/assets/icons/crossed-swords.webp"} +{"_id":"3WEGgupKVBAPPudg","name":"Profession: Merchant","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"","save":""},"flags":{"importid":"5XlZPvYpJHWozJOn"},"img":"systems/acks/assets/icons/merchant.webp"} +{"_id":"3pjfbTGe2SX8ZSeu","name":"Prestidigitation","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character can magically accomplish simple illusions and sleight of hand tricks suitable for impressing peasants, such as lighting a candle or shuffling cards, at will. The character 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.

","save":""},"flags":{"importid":"2X4IG1GeAXNTj42H"},"img":"systems/acks/assets/icons/prestidigitation.webp"} +{"_id":"47og3WVc93LdWH8s","name":"Combat Trickery: Disarm","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is a cunning and tricky fighter. When the character attempts the Disarm special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver. See Special Maneuvers in Chapter 6 for more details.

","save":""},"flags":{"importid":"qT4vdiMTEGVqIvt0"},"img":"systems/acks/assets/icons/disarm.webp"} +{"_id":"4ynGzgcbfAKlMkO1","name":"Signaling","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character knows how to transmit messages to other signaling specialists of the same military force, culture, trade guild, or other organization. This is similar to learning an additional language. The character must specify the style and culture of signals that he has learned when he takes this proficiency. Examples of signals include naval flags, cavalry trumpets, or smoke signals.

","save":""},"flags":{"importid":"j9XPhjv3SzR8RjBY"},"img":"systems/acks/assets/icons/flying-flag.webp"} +{"_id":"5J28kwKjTIaJlSeW","name":"Soothsaying","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is subject to premonitions and dreams of the past and future. The Judge will make these visions both cryptic and useful.

\n

Once per week, the character can Contact Higher Plane (as the spell).

","save":""},"flags":{"importid":"32fLMk2zO0uXZ155"},"img":"systems/acks/assets/icons/meditation.webp"} +{"_id":"5iX1gInENHgBH6z6","name":"Beast Friendship","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character is well-schooled in the natural world. He can identify plants and fauna with a proficiency throw of 11+, and understands the subtle body language and moods of birds and beasts (though they may not understand the character). He gains +2 to all reaction rolls when encountering normal animals, and can take animals as henchmen.

","save":""},"flags":{"importid":"ux5o6pfhxZFmRSW5"},"img":"systems/acks/assets/icons/beast-friendship.webp"} +{"_id":"6N00OhEXdh58MZSh","name":"Gambling","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. The character can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection. If multiple characters with Gambling proficiency face each other in a game of skill and betting, they should each roll the appropriate number of d6s as if measuring their monthly gambling income. Whichever gambler rolls the higher total has won the first round (hand, trick, etc.) Losers must either exit the game or increase their bet by rolling the dice again and adding it to the total. This continues until no gambler is willing to increase the bet, at which time the gambler with the highest cumulative total wins the game. The losers must each pay the winner the total amount of their rolls. If all gamblers agree, the game can be for higher stakes. This can be as simple as multiplying the total rolled by 5, 10, or even 1,000+, or as complex as requiring the loser to turn over domains and castles.

","save":""},"flags":{"importid":"AkVVvE1IVEYbBQRj"},"img":"systems/acks/assets/icons/gambling.webp"} +{"_id":"6XDwm78X6MwbIPjp","name":"Combat Trickery: Incapacitate","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is a cunning and tricky fighter. When the character attempts the Incapacitate special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver. See Special Maneuvers in Chapter 6 for more details.

","save":""},"flags":{"importid":"VwKLlJYm11ZLta2b"},"img":"systems/acks/assets/icons/dead-head.webp"} +{"_id":"6fkJAHGvzjAIXtGF","name":"Unarmed Fighting","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is an expert in striking with fist and feet. When brawling (see ACKS p.109), he may deal lethal damage. He can punch or kick characters in metal armor without himself taking damage.

","save":""},"flags":{"importid":"3I8tpchyBNFZqjwx"},"img":"systems/acks/assets/icons/unarmed-fighting.webp"} +{"_id":"6yugiPVraRf2kTzz","name":"Military Strategy","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character has studied the art of war and the methods of the great captains. He can recognize famous historical battles, generals, and weapons with a proficiency throw of 11+. Forces under his command receive a +1 bonus to initiative rolls in mass combat. This proficiency may be selected multiple times, each time adding an additional +1 bonus to mass combat initiative, to a maximum of +3.

","save":""},"flags":{"importid":"vu57VYOaNToLq2Zr"},"img":"systems/acks/assets/icons/rally-the-troops.webp"} +{"_id":"7q7nKEKyLK1hIE6O","name":"Knowledge","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character has made a specialized study of a particular field, such as architecture, astrology, geography, history, mathematics, metaphysics, natural history, natural philosophy, or political economy. The character can usually make his living by acting as an expert on the subject. With a proficiency throw of 11+, the character can recall expert commentary or information relating to his area of knowledge. The character must choose his area of knowledge at the time he chooses the proficiency. He can spend more proficiency selections to have several different areas of knowledge. If a character selects the same knowledge twice, he is an expert in the subject and can train students and write books on the topic. If he selects the same subject three times, he could work as a sage of the subject (as described in Specialists in Chapter 3).

","save":""},"flags":{"importid":"gEncjP3nEJRiQD1t"},"img":"systems/acks/assets/icons/knowledge.webp"} +{"_id":"8RdpTJJlRhdVyY5g","name":"Endurance","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is nearly tireless. He does not need to rest every 6 turns. He can force march for one day without penalty, plus one additional day for each point of Constitution bonus. Characters with Endurance may also run (3x Movement per Round) for a number of Rounds equal to three times their Constitution score (Characters without the Proficiency may only run for a number of Rounds equal to twice their Constitution score). 

","save":""},"flags":{"importid":"IJ0sOqKt6YJ3O86E"},"img":"systems/acks/assets/icons/endurance.webp"} +{"_id":"8aTTrVKsZndSJ9pD","name":"Combat Trickery: Sunder","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is a cunning and tricky fighter. When the character attempts the Sunder special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver. See Special Maneuvers in Chapter 6 for more details.

","save":""},"flags":{"importid":"6GCtofRNoFdScTE0"},"img":"systems/acks/assets/icons/sunder.webp"} +{"_id":"9MBIkRUIbuZOHKPM","name":"Caving","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character has learned to keep a map in his head of where he is when exploring underground caves, cavern complexes, and rivers. On a proficiency throw of 11+, the character with this proficiency will be able to automatically know the route he has taken to get where he is, if he was conscious at the time.

","save":""},"flags":{"importid":"bZqrYIF3xaIItZ1G"},"img":"systems/acks/assets/icons/stalagtite.webp"} +{"_id":"9QrO45k1ER5saR7m","name":"Righteous Turning","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

When turning undead, the character adds his Wisdom bonus to both the turning throw and to the number of HD turned on a successful throw.

","save":""},"flags":{"importid":"hEFypooUDbRf0A5g"},"img":"systems/acks/assets/icons/righteous_turning.webp"} +{"_id":"AKK2wAEaZ6hIs9KN","name":"Labor: Bricklaying","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"","save":""},"flags":{"importid":"kbx00wcmbdRqyCIO"},"img":"systems/acks/assets/icons/bricklaying.webp"} +{"_id":"AZAc7QASasTFqbh5","name":"Swashbuckling","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character gains a +1 bonus to Armor Class if wearing leather armor or less and able to move freely. At level 7, this bonus increases to +2, and at level 13 the bonus increases to +3.

\n

+1 bonus to Armor Class

","save":""},"flags":{"importid":"QrJBeMjs9iV2tVrm"},"img":"systems/acks/assets/icons/swashbuckling2.webp"} +{"_id":"Am6ehnGZE9f1tJWJ","name":"Seduction","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is either naturally alluring or a practiced seducer. He always receives a +2 bonus on reaction rolls with others who are potentially attracted to the character.

","save":""},"flags":{"importid":"zpGFXIGfuzfI1nSh"},"img":"systems/acks/assets/icons/seduction.webp"} +{"_id":"AtpVtxlGXHMr7uxz","name":"Climbing","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":6,"blindroll":false,"description":"

The character can climb cliffs, branchless trees, walls, and other sheer surfaces, without climbing aids, as a thief of his class level.

","save":""},"flags":{"importid":"7j4lBSAbS2KlUrIU"},"img":"systems/acks/assets/icons/climb.webp"} +{"_id":"BcEWCkssoeKJKEvz","name":"Engineering","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character is skilled in planning, designing, and constructing castles, towers, roads, and so forth. Any character with this skill can evaluate constructions the party is passing through to assess what shape they are in, when and by whom they were built, etc., with a proficiency throw of 11+. Each time this proficiency is taken, the character can supervise 25,000gp worth of permanent construction. A character who has taken this proficiency four times is the equivalent of the engineer specialist described in the Specialists section.

","save":""},"flags":{"importid":"Z4hCSSlg2ofVZuMb"},"img":"systems/acks/assets/icons/engineering.webp"} +{"_id":"C2mXY8QmrnojCsfe","name":"Divine Health","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character knows how to purify his body and soul. He is immune to all forms of disease, including magical diseases caused by spells, mummies, or lycanthropes.

","save":""},"flags":{"importid":"g4CVUeo8P6XaCTfE"},"img":"systems/acks/assets/icons/divine-health.webp"} +{"_id":"CXib7lksEkdrQQyX","name":"Intimidate","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character knows how to bully others to get what he wants. He receives a +2 bonus on all reaction rolls when implicitly or explicitly threatening violence or dire consequences. The targets must be 5 HD or less, or the character and his allies must outnumber or grossly outrank the targets.

","save":""},"flags":{"importid":"o8baEg9zS7ifurGt"},"img":"systems/acks/assets/icons/intimidate.webp"} +{"_id":"Cf4jdGDYmPaP7VlD","name":"Goblin-Slaying","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character has been trained to ruthlessly cut down his race’s humanoid foes. He receives +1 on attack throws against kobolds, goblins, orcs, gnolls, hobgoblins, bugbears, ogres, trolls, and giants. At level 7, this bonus increases to +2, and at level 13 it increases to +3.

","save":""},"flags":{"importid":"msg9KYPy9hic6VXn"},"img":"systems/acks/assets/icons/goblin-head.webp"} +{"_id":"CoPaxfe3qSw03xs5","name":"Mapping","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory. This proficiency can be selected multiple times.

","save":""},"flags":{"importid":"LvSg86VUJGBpMjEc"},"img":"systems/acks/assets/icons/mapping.webp"} +{"_id":"EA6SPETXBRSbir7b","name":"Collegiate Wizardry","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character has received formal magical education from a wizard’s guild. He can automatically identify arcane symbols, spell signatures, trappings, and grimoires of his own order, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions may be harder to recognize (Judge’s discretion). A character may select this proficiency additional times.

","save":""},"flags":{"importid":"HnvCowqnlC7T5PC4"},"img":"systems/acks/assets/icons/collegiate-wizardry.webp"} +{"_id":"EWNDwhGeSt5XAtq1","name":"Fighting Style: Pole Weapon","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character chooses to become proficient in a particular fighting style, such as two weapon fighting or weapon and shield. Because of his familiarity with the fighting style, a proficient character may draw his weapon(s) and/or ready his shield without having to give up an opportunity to move or attack. In addition, each fighting style provides a special bonus when the character is fighting in that style. 

\n

+1 to initiative rolls

","save":""},"flags":{"importid":"wwZ4F9J9tXQjBDDR"},"img":"systems/acks/assets/icons/pole-weapon.webp"} +{"_id":"En0vSCf3qARcPQLZ","name":"Combat Trickery: Overrun","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is a cunning and tricky fighter. When the character attempts the Overrun special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver. See Special Maneuvers in Chapter 6 for more details. 

","save":""},"flags":{"importid":"JyMj9LUpjYgL9cGw"},"img":"systems/acks/assets/icons/overrun.webp"} +{"_id":"EutpSb6mMMqca59D","name":"Contortionism","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"1 Round","roll":"1d20","rollType":"above","rollTarget":18,"blindroll":false,"description":"

The character is extremely flexible, able to squeeze or fold his body in ways that seem humanly impossible, including squeezing between bars and escaping chains and restraints. He may make a proficiency throw of 18+ each round to escape from bonds or to slip between the bars of a portcullis.

","save":""},"flags":{"importid":"6jYF0BbDkOAUCf6Z"},"img":"systems/acks/assets/icons/contortionism.webp"} +{"_id":"Fc61XfNQajl2Okus","name":"Healing","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character is especially skilled at treating wounds and diagnosing illnesses among humans and demihumans. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if mundane, diagnose it. A patient under treatment of Healing naturally heals an extra 1d3 hit points each day. (HFH: BHR) If the character selects Healing twice, he can neutralize poison, cure disease, or cure light wounds with a proficiency throw of 18+, once per day per patient. If the character selects Healing three times, he can neutralize poison, cure disease, or cure serious wounds with a proficiency throw of 14+, once per day per patient. A character with Healing proficiency can use the healing herbs listed in the Equipment chapter (e.g. blackwort, comfrey, goldenrod, and woundwort) to heal additional damage or gain a bonus on his proficiency throws. In any one day, a character can supervise three different patients, plus an additional one each time Healing is selected.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Healing Proficiency Progression
TitleRankGp earnedPatients/daySkills
Healer125gp3\n

Identify 11+

\n

+1d3hp/day

\n
Physicker250gp4\n

Identify 7+

\n

neutralize poison, cure disease, cure light 18+

\n
Chirugeon3100gp5\n

Identify 3+

\n

neutralize poison, cure disease, cure serious 14+

\n
\n

 

","save":""},"flags":{"importid":"LIAdlS2wi4yEVVtX"},"img":"systems/acks/assets/icons/arm-sling.webp"} +{"_id":"GS1WdBus1QiJJEDQ","name":"Fighting Style: 2-handed Weapon","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character chooses to become proficient in a particular fighting style, such as two weapon fighting or weapon and shield. Because of his familiarity with the fighting style, a proficient character may draw his weapon(s) and/or ready his shield without having to give up an opportunity to move or attack. In addition, each fighting style provides a special bonus when the character is fighting in that style. 

\n

+1 to damage rolls

","save":""},"flags":{"importid":"sDIb0rb5uTiEB6sU"},"img":"systems/acks/assets/icons/two-hand-weapon.webp"} +{"_id":"GrOdRObErdfym28N","name":"Sensing Power","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character can detect spellcasters within 60' and estimate their level of power relative to his own. He can tell when arcane magic has been used within the last 24 hours within the same vicinity. (The character cannot necessarily sense whether an item is magic, unless it has been used in the last 24 hours.) Each use takes a turn.

","save":""},"flags":{"importid":"JOIl94TGHQ6nLKr4"},"img":"systems/acks/assets/icons/sensing-power.webp"} +{"_id":"H93kpFQ6RqoQsdla","name":"Profession: Judge","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character is highly skilled at a civil profession, such as actuary, banker, chamberlain, judge, lawyer, librarian, merchant, restaurateur, scribe, or seneschal. The character is considered an apprentice in his profession. He can earn 25gp per month for his services, and can make expert commentary on subjects pertaining to his profession with a proficiency throw of 11+. The character must choose the profession at the time he chooses the proficiency. He can spend more proficiency selections to have several types of profession proficiencies. If a character selects the same profession twice, he is considered a licensed practitioner of his profession. He can earn 50gp per month for his services, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same profession three times, he is considered a master of his profession. He can earn 100gp per month, and supervise up to 2 practitioners and 4 apprentices, increasing their productivity by 50%.

","save":""},"flags":{"importid":"yryGe16SdfhgNYRo"},"img":"systems/acks/assets/icons/injustice.webp"} +{"_id":"IgdcpHfO0T650rZK","name":"Combat Trickery: Force Back","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is a cunning and tricky fighter. When the character attempts the Force Back special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver. See Special Maneuvers in Chapter 6 for more details.

","save":""},"flags":{"importid":"tFaNWXT3qeGGzOJk"},"img":"systems/acks/assets/icons/force-back.webp"} +{"_id":"Im05zcpRBubpCcbZ","name":"Magical Music","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character can perform music that can serenade those who are potentially attracted to the character (as a charm person spell) or tame savage beasts (as a sleep spell). The character must succeed on an appropriate Performance proficiency throw to use Magical Music. If successful, the charm or sleep effect begins immediately and lasts until the character stops performing. If the character performs for a full turn (10 minutes), the effect has the duration of the spell. Magical music has no effect if used against creatures that are already in combat.

","save":""},"flags":{"importid":"l6io30XKXoXHMA1m"},"img":"systems/acks/assets/icons/magical-music.webp"} +{"_id":"JAvNKSxRoBmFVBND","name":"Theology","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character has received formal religious instruction at a seminary or monastery, and is a member of the church hierarchy. He can automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults may be harder to recognize (Judge’s discretion). Note that dwarven craftpriests automatically begin play with this ability as part of their class. This proficiency can be selected multiple times.

","save":""},"flags":{"importid":"BekXIzeefGxcL15Q"},"img":"systems/acks/assets/icons/theology.webp"} +{"_id":"JN2N0JmNMDi7j6f0","name":"Fighting Style: Weapon+Shield","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character chooses to become proficient in a particular fighting style, such as two weapon fighting or weapon and shield. Because of his familiarity with the fighting style, a proficient character may draw his weapon(s) and/or ready his shield without having to give up an opportunity to move or attack. In addition, each fighting style provides a special bonus when the character is fighting in that style. 

\n

+1 to armor class

","save":""},"flags":{"importid":"rwHq0fhzGpVPpYkZ"},"img":"systems/acks/assets/icons/adventuring.webp"} +{"_id":"K8vZgIqnEl6NR508","name":"Kin-Slaying","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character has been trained to ruthlessly cut down his chthonic master’s foes. He receives +1 on attack throws against humans, elves, dwarves, halflings, and gnomes. At level 7, this bonus increases to +2, and at level 13 it increases to +3.

\n

+1 to attack throws

","save":""},"flags":{"importid":"aiyTS9F1ZNJht1WT"},"img":"systems/acks/assets/icons/kin-slaying.webp"} +{"_id":"MJ9K7GDF6gfLmZy7","name":"Elven Bloodline","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character has the blood of the ageless elves in his ancestry. His lifespan is three times longer than normal for his race, and he shows no signs of aging. He also enjoys the elf’s immunity to paralysis. The character’s ancestry must manifest somehow in his appearance (pointed ears, golden eyes, a strange birthmark, or other unusual trait.)

","save":""},"flags":{"importid":"deUi6X5w2okxXaER"},"img":"systems/acks/assets/icons/elven-bloodline.webp"} +{"_id":"Mh6Dg7gIZDrpfWKz","name":"Elementalism: Water","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character has mastered the magic of Water. Spells using the element of Water do +1 damage per die and impose a -2 saving throw penalty on the target. Elementals summoned from this element gain +1 hp per Hit Die. The character’s magic missiles can be considered to be of this element, if he desires. 

\n

The character may also use his Spell Signature to define other spells as being of this element where it makes sense to do so with the Judge's approval. The character must abide by any relevant limitations the new element for of the spell might impose.

","save":""},"flags":{"importid":"FYb2yiDIcaTlqkTj"},"img":"systems/acks/assets/icons/Elementalism2.webp"} +{"_id":"Ml9oNd5w3rYxKiX2","name":"Lockpicking","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is an expert with locks and receives a +2 bonus on proficiency throws to open locks. He may open a lock in one round (rather than one turn) by making a successful proficiency throw to open locks with a -4 penalty.

","save":""},"flags":{"importid":"JAyPHyczJgA1NHzi"},"img":"systems/acks/assets/icons/lockpicking.webp"} +{"_id":"Nr8R8eodwVB5AG4K","name":"Disguise","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character can make someone look like someone else through make-up and clothing. A successful Disguise requires a proficiency throw of 11+. Someone who is intimately familiar with the subject of the disguise may throw 14+ to see through it, adding their Wisdom modifier to their die roll.

","save":""},"flags":{"importid":"9AnZSGSqQmJh2VxQ"},"img":"systems/acks/assets/icons/disguise.webp"} +{"_id":"NtDWdfaudMJGYGR1","name":"Trapping","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character can build simple pits, snares, and deadfalls capable of capturing creatures up to the size of an elephant (such as giants, ogres, wyverns, etc). With a proficiency throw of 11+ the snare is built properly. The character can also detect and disable simple wilderness pits, snares, deadfalls, etc., as a thief of his class level. This proficiency provides no abilities with regard to mechanical traps in a dungeon, or magical traps of any sort.

","save":""},"flags":{"importid":"IDcBmskV7MQ7naNW"},"img":"systems/acks/assets/icons/box-trap.webp"} +{"_id":"OFGeWvEVGB08UdSm","name":"Black Lore","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character has studied the terrible necromancies of the Termaxian Empire and ancient Eldritch Empire. He can control undead as a Chaotic cleric of one half his class level. If the character casts spells that require a saving throw versus Death, his targets suffer a -2 penalty on the save. When the character casts necromantic spells (such as Animate Dead), the spell effects are calculated as if he were two class levels higher than his actual level of experience. He may also conduct necromantic research (see Necromancy in Chapter 7) as if he were two class levels higher than actual.

","save":""},"flags":{"importid":"8cM9kmdEjk6kYaqY"},"img":"systems/acks/assets/icons/black-lore.webp"} +{"_id":"P5kEdccMg020N4yS","name":"Laying on Hands","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"2","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character can heal himself or another by laying on hands once per day. The character can restore 2 hit points per experience level. A character may take this proficiency multiple times. Each time it is taken, the character may lay on hands an additional time per day.

","save":""},"flags":{"importid":"03C4kYrSufCbzm9L"},"img":"systems/acks/assets/icons/laying-on-hands.webp"} +{"_id":"PCuyr0gbuTPhLQQB","name":"Sensing Evil","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

At will, the character can detect evil (as the spell) up to 60' away by concentrating. Each use takes a turn.

","save":""},"flags":{"importid":"nZziibrvGV6vyNLt"},"img":"systems/acks/assets/icons/sensing-evil2.webp"} +{"_id":"Piab1664XQDNabh5","name":"Prophecy","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is subject to premonitions and dreams of the past and future. The Judge will make these visions both cryptic and useful. Once per week, the character can commune (as the spell).

","save":""},"flags":{"importid":"GpgneM3B1MDjkTzH"},"img":"systems/acks/assets/icons/third-eye.webp"} +{"_id":"QJaK8aeW2J3Tfmn2","name":"Combat Trickery: Wrestle","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is a cunning and tricky fighter. When the character attempts the Wrestle special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver. See Special Maneuvers in Chapter 6 for more details.

","save":""},"flags":{"importid":"p5PA0f6BqtqcAPqe"},"img":"systems/acks/assets/icons/grapple.webp"} +{"_id":"REA4prJ2oVeLUtMV","name":"Seafaring","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character can crew large sailing ships or galleys. If a character selects this proficiency twice, he can serve as a captain on a seagoing vessel, as described in Specialists. If he selects this proficiency three times, he is a master mariner. When tacking, a master mariner’s ship has its movement rate reduced by only one category rather than by two (as described in the Wilderness Adventures section), and his ship’s chance to evade is increased by +5.

","save":""},"flags":{"importid":"EPRdIRYbPO9B6t3l"},"img":"systems/acks/assets/icons/seafaring.webp"} +{"_id":"RcZIJM1W1P1SPCPT","name":"Combat Trickery: Knock Down","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is a cunning and tricky fighter. When the character attempts the Knock Down special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver. See Special Maneuvers in Chapter 6 for more details.

","save":""},"flags":{"importid":"FarcUI3MG5at6j83"},"img":"systems/acks/assets/icons/trip.webp"} +{"_id":"RhDQ9bNhEbWTfaMD","name":"Siege Engineering","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is highly skilled in the construction and placement of temporary defensive works such as ditches, pits, fields of stakes, and simple wooden and earthen barricades. He also knows how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers. If the proficiency is taken a second time, then the character has the knowledge to construct heavy war machines, siege engines, and siege towers as well as use them.

","save":""},"flags":{"importid":"gTh3OwJR0rcivSMJ"},"img":"systems/acks/assets/icons/siege-engineering.webp"} +{"_id":"S29ZrQWE9MzxZzDd","name":"Running","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character’s base movement speed is increased by 30' when wearing chainmail or lighter armor.

","save":""},"flags":{"importid":"KwSAzLMKs9IgjzA3"},"img":"systems/acks/assets/icons/running.webp"} +{"_id":"SCIEsMflMbSWByHM","name":"Survival","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw (as described in Wilderness Adventures), but gains a +4 bonus on the roll.

","save":""},"flags":{"importid":"rQ4ZfOgQM1YBfvJz"},"img":"systems/acks/assets/icons/survival.webp"} +{"_id":"SoM7CxZEL5RTuujK","name":"Combat Trickery: Clamber","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is a cunning and tricky fighter. When the character attempts the Clamber special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver. See Special Maneuvers in Chapter 6 for more details. 

","save":""},"flags":{"importid":"xG4HM82FqWBPpvKL"},"img":"systems/acks/assets/icons/clamber.webp"} +{"_id":"SuFFZ1lUwPQPy6vV","name":"Alertness","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character gains a +4 bonus on any proficiency throws to hear noises and detect secret doors. With a proficiency throw of 18+ he can notice secret doors with just casual observation. He gains a +1 bonus to avoid surprise.

","save":""},"flags":{"importid":"6vyteyXkjS04KtRY"},"img":"systems/acks/assets/icons/alertness.webp"} +{"_id":"T9yikfe2qZq1nmYd","name":"Elementalism: Fire","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character has mastered the magic of Fire. Spells using the element of Fire do +1 damage per die and impose a -2 saving throw penalty on the target. Elementals summoned from this element gain +1 hp per Hit Die. The character’s magic missiles can be considered to be of this element, if he desires. 

\n

The character may also use his Spell Signature to define other spells as being of this element where it makes sense to do so with the Judge's approval. The character must abide by any relevant limitations the new element for of the spell might impose.

","save":""},"flags":{"importid":"0vp5lckOrA24NVFd"},"img":"systems/acks/assets/icons/elementalism.webp"} +{"_id":"TD5qPxrqQq2dK3AA","name":"Elementalism: Earth","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character has mastered the magic of Earth. Spells using the element of Earth do +1 damage per die and impose a -2 saving throw penalty on the target. Elementals summoned from this element gain +1 hp per Hit Die. The character’s magic missiles can be considered to be of this element, if he desires. 

\n

The character may also use his Spell Signature to define other spells as being of this element where it makes sense to do so with the Judge's approval. The character must abide by any relevant limitations the new element for of the spell might impose.

","save":""},"flags":{"importid":"ZOx9rf7ufaLCKAxd"},"img":"systems/acks/assets/icons/stone-block.webp"} +{"_id":"TdQ1ESMfZzwdiZBn","name":"Skirmishing","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character may withdraw or retreat from melee combat without declaring the intention to do so at the start of the melee round. Characters without this proficiency must declare defensive movement before initiative dice are rolled. See Defensive Movement in Chapter 6.

","save":""},"flags":{"importid":"VvlS9rOGTG8z0ksp"},"img":"systems/acks/assets/icons/skirmishing2.webp"} +{"_id":"UcSEsxLg0hGOyxIi","name":"Cat Burglary","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character knows how to deftly move across narrow and precarious surfaces. He may balance on thin ledges or tight ropes by making a proficiency throw to climb walls. If the character falls while climbing, the player may make a second proficiency throw with a -4 penalty in order to catch himself and prevent any damage.

","save":""},"flags":{"importid":"lyu7hXdsZXcPTgk3"},"img":"systems/acks/assets/icons/cat-burglary.webp"} +{"_id":"V19YWxYORuX7Mn47","name":"Command","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character has mastered the art of command. His authority inspires men to follow him into danger. The character’s henchmen and mercenaries receive a +2 bonus to morale. Morale is explained in Hirelings, Henchmen, Mercenaries, and Specialists.

","save":""},"flags":{"importid":"uVJRfTZslyUvibGs"},"img":"systems/acks/assets/icons/command.webp"} +{"_id":"VNHzGx07Lm25rH2N","name":"Sniping","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

If otherwise eligible to ambush or backstab his opponent, the character may do so using ranged weapons at up to short range.

","save":""},"flags":{"importid":"Qt6TM52cXc4WwMf2"},"img":"systems/acks/assets/icons/sniping.webp"} +{"_id":"VbgKkupVmT8ErTvu","name":"FIghting Style: Single Weapon","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character chooses to become proficient in a particular fighting style, such as two weapon fighting or weapon and shield. Because of his familiarity with the fighting style, a proficient character may draw his weapon(s) and/or ready his shield without having to give up an opportunity to move or attack. In addition, each fighting style provides a special bonus when the character is fighting in that style.

\n

+1 to special maneuvers, -1 to opponent's saves

","save":""},"flags":{"importid":"EpEuaWupNznUA41k"},"img":"systems/acks/assets/icons/single-weapon.webp"} +{"_id":"VqAkqZD4JZl7drVZ","name":"Skulking","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character excels at moving furtively and finding concealment. He receives a +2 bonus on proficiency throws to hide in shadows and move silently.

","save":""},"flags":{"importid":"9VFv3POTLClrlC5H"},"img":"systems/acks/assets/icons/skulking.webp"} +{"_id":"X5jYE6pHoU66TaQK","name":"Labor: Mining","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20ms>11","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is highly proficient at a particular type of physical labor, such as bricklaying, farming, mining, or stonecutting. The character can make his living off his labors, earning 3-12gp per month. With a proficiency throw of 11+, the character can interpret information in light of his skill. A character may learn other labor proficiencies by taking this proficiency multiple times. Labor does not require enough skill to be able to be improved by taking this proficiency multiple times.

","save":""},"flags":{"importid":"r8PyPIzb5V1JfbSy"},"img":"systems/acks/assets/icons/gold-mine.webp"} +{"_id":"YTvuyDiuJ18WMhVE","name":"Acrobatics","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":19,"blindroll":false,"description":"

The character is trained to jump, tumble, somersault, and free-run around obstacles. The character gains +2 to saving throws where agility would help avoid the situation, such as tilting floors and pit traps. In lieu of moving during a round, the character may attempt a proficiency throw of 20+ to tumble behind an opponent in melee. The proficiency throw required for the tumble is reduced by 1 per level of experience the character possesses. If successful, the character is behind his opponent. The opponent can now be attacked with a +2 bonus to the attack throw, and gains no benefit from his shield. Thieves and others eligible to backstab an opponent gain their usual +4 on the attack throw and bonus to damage. Characters with an encumbrance of 6 stone or more may not tumble. Note that elven nightblades automatically begin play with this ability as part of their class.

","save":""},"flags":{"importid":"legMYJaKkZB6yIwe"},"img":"systems/acks/assets/icons/acrobatics.webp"} +{"_id":"YsmVBLuDzG3mjhwU","name":"Land Surveying","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character is an expert at surveying the land around him. With a proficiency throw of 11+, the character can predict dangerous sinkholes, deadfalls, collapses, or rock slides when the character enters the area. In dungeons, a character with Land Surveying gains a +4 bonus to his throws to escape detection due to his ability to find the best cover. 

\n

Characters with Land Surveying may also conduct a survey of a Hex in advance of securing it for the purposes of establishing a Domain. Doing so provides them with knowledge of the Hex’s potential Land Revenue (see p. 125, ACKS Core). A 6-mile Hex represents a significant area (31 square miles, or 24,000 acres!), and surveying it properly requires time. To determine how long such a survey takes, divide 24 miles by the surveyor’s Wilderness Movement rate; this is the number of days required to complete the survey (Movement is adjusted for the type of Terrain in the Hex in usual manner). Wandering around a Hex in this fashion also incurs Wandering Monster Throws far more frequently, so any such survey will require either protection, or an ability to Evade encounters.

","save":""},"flags":{"importid":"m5tQXPcrue7Mpc7C"},"img":"systems/acks/assets/icons/land-surveying.webp"} +{"_id":"Z2nqOSp8O1VYyQs3","name":"Mystic Aura","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character has learned to project his magical powers in a way that causes awe in those that share the character’s presence. He gains a +2 bonus to reaction rolls to impress and intimidate people he encounters. If this bonus results in a total of 12 or more, the subjects act as if charmed while in his presence.

","save":""},"flags":{"importid":"3BlT2tA8khcu4MMa"},"img":"systems/acks/assets/icons/mystic-aura2.webp"} +{"_id":"aphkeXMjTrqpHdY2","name":"Trap Finding","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is an expert trap finder, receiving a +2 bonus on proficiency throws to find and remove traps. He may find a trap in one round (rather than one turn) by making a successful proficiency throw with a -4 penalty.

","save":""},"flags":{"importid":"YkwLNKlo3KHkeCLL"},"img":"systems/acks/assets/icons/wolf-trap.webp"} +{"_id":"at9MOVLo8dQYwJIH","name":"Tracking","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character can follow tracks with a proficiency throw of 11+. The Judge should increase or decrease the chance of success depending on the circumstances: +2 if tracking 2-4 creatures; +4 if tracking 4-8 creatures; +6 if tracking 8-16 creatures; +8 if tracking 17+ creatures; +4 if trail is through soft/ muddy ground; -8 if the trail is through hard/rocky ground; -4 for bad lighting; -1 per 12 hours of good weather since trail was made; -4 per hour of rain/snow since trail was made. Characters move at half speed while tracking.

","save":""},"flags":{"importid":"apJ9KaLZtcA7pvcR"},"img":"systems/acks/assets/icons/tracking.webp"} +{"_id":"bCi2KsJrDgzifdcS","name":"Profession: Moneylender","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"","save":""},"flags":{"importid":"vcxsCthhQOrUSMb0"},"img":"systems/acks/assets/icons/cash.webp"} +{"_id":"bH8DsITHozBdLQKF","name":"Loremastery","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":18,"blindroll":false,"description":"

The character is knowledgeable on a variety of esoteric subjects. At level 1, the character may make a proficiency throw of 18+ to decipher occult runes, remember ancient history, or identify a historic artifact. The proficiency throw required reduces by 1 per level. Note that bards automatically begin play with this proficiency as part of their class.

","save":""},"flags":{"importid":"g7FpEcScn7p86uGq"},"img":"systems/acks/assets/icons/loremastery.webp"} +{"_id":"dBawCil0FyjejRv1","name":"Dwarven Brewing","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character knows the secrets of the famed beer and ale of the dwarves. Because of his familiarity with mixology, he may make a proficiency throw of 11+ to determine the magical properties of a potion or oil on taste. He gains a +4 bonus to proficiency throws to craft alcoholic beverages.

","save":""},"flags":{"importid":"YXVwWLC5BeSXaLya"},"img":"systems/acks/assets/icons/dwarven-brewing.webp"} +{"_id":"gGqmSmUznwCBLieD","name":"Animal Husbandry","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":18,"blindroll":false,"description":"

The character has the ability to treat wounds and diagnose illnesses in animals. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if mundane, diagnose it. With clean, sanitary conditions and bed rest, an animal under treatment of the character automatically regains an extra 1d3 hit points per day. If the character selects Animal Husbandry twice, he can neutralize poison or cure disease, or cure light wounds with a proficiency throw of 18+, attempting once per day per animal. If the character selects Animal Husbandry three times, he can neutralize poison, cure disease, or cure serious wounds with a proficiency throw of 14+, once per day per animal, and can cure mortal wounds with a proficiency throw of 18+, once per day per animal. At any one time, a character can treat three animals, plus an additional one each time Animal Husbandry is selected.

","save":""},"flags":{"importid":"HqMdHi9gNEERuGwP"},"img":"systems/acks/assets/icons/animal-husbandry.webp"} +{"_id":"i25qRGo85ubbQOuu","name":"Performance: Musical Instrument","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character can play musical instruments in a skilled manner. The character chooses the type of performance that his character knows. The character is considered an apprentice in his style. He can earn 10gp per month from his performances, and can identify famous performers, masterpieces, and rare instruments with a proficiency throw of 11+. 

","save":""},"flags":{"importid":"RXdFlBj1vIWE8P1W"},"img":"systems/acks/assets/icons/lyre2.webp"} +{"_id":"i7UAMfdvPSmJvQaJ","name":"Labor: Farming","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"","save":""},"flags":{"importid":"2Hc1p4AJh3xo7ZPR"},"img":"systems/acks/assets/icons/farmer.webp"} +{"_id":"i7i1v8S9iIA4J184","name":"Elementalism: Air","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character has mastered the magic of Air. Spells using the element of Air do +1 damage per die and impose a -2 saving throw penalty on the target. Elementals summoned from this element gain +1 hp per Hit Die. The character’s magic missiles can be considered to be of this element, if he desires. 

\n

The character may also use his Spell Signature to define other spells as being of this element where it makes sense to do so with the Judge's approval. The character must abide by any relevant limitations the new element for of the spell might impose.

","save":""},"flags":{"importid":"vvljYi7ZeZhZ4QsI"},"img":"systems/acks/assets/icons/Elementalism4.webp"} +{"_id":"iPrkTDZDvshYYBax","name":"Precise Shooting","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character may conduct missile attacks against opponents engaged in melee at a -4 penalty to his attack throw. A character may take this proficiency multiple times. Each time the proficiency is taken, the penalty to attack opponents in melee is reduced by 2. Characters without this proficiency cannot attack opponents engaged in melee with missile attacks.

","save":""},"flags":{"importid":"yep9khO5M5eiIdMI"},"img":"systems/acks/assets/icons/precise-shooting.webp"} +{"_id":"jTEQwd2HMpvAaxLc","name":"Fighting Style: Missile Weapon","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character chooses to become proficient in a particular fighting style, such as two weapon fighting or weapon and shield. Because of his familiarity with the fighting style, a proficient character may draw his weapon(s) and/or ready his shield without having to give up an opportunity to move or attack. In addition, each fighting style provides a special bonus when the character is fighting in that style. 

\n

+1 to attack throws

","save":""},"flags":{"importid":"GRnFQ5PGFliLiIIj"},"img":"systems/acks/assets/icons/missile-weapon.webp"} +{"_id":"jlzSwlLqY3QqD8si","name":"Mountaineering","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character can use mountaineering gear to climb difficult mountains and cliff faces, and to rig lines to enable non-climbers to tackle those faces as well, as a thief of their class level. This proficiency does not allow the character to climb sheer surfaces during combat or without extensive gear.

","save":""},"flags":{"importid":"PeR24CDGkqL6VE5l"},"img":"systems/acks/assets/icons/mountaineering.webp"} +{"_id":"juXpzZTJUt21svme","name":"Contemplation","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"6 Turns","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character may enter a meditative trance and re-gain the ability to cast a spell of a level he had previously expended. Contemplation requires one hour (6 turns) of undisturbed meditation. A character may not regain the same level of spell more than once per day through contemplation.

","save":""},"flags":{"importid":"MEIEKFhR9QTgRZJq"},"img":"systems/acks/assets/icons/contemplation.webp"} +{"_id":"k0ds2tnM4pZ5XuZY","name":"Lip Reading","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character can “overhear” conversations spoken in a language he understands. If the subject of his lip reading is not speaking clearly in bright light, the character may need to make a successful proficiency throw to hear noise in order to determine if he gleans the appropriate information. Characters with Lip Reading proficiency receive a +1 bonus to carousing and spying hijinks. See Hideouts and Hijinks in Chapter 7 for more information on carousing and spying.

","save":""},"flags":{"importid":"VmOeE6QErMynLuhD"},"img":"systems/acks/assets/icons/lip-reading.webp"} +{"_id":"k5rQYn4DIvsdaNCP","name":"Eavesdropping","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":16,"blindroll":true,"description":"

The character can hear noises as a thief of his class level.

","save":""},"flags":{"importid":"eNE68ADlBBUzx7kM"},"img":"systems/acks/assets/icons/hear-noise.webp"} +{"_id":"kKs1m0ZfDygIUESF","name":"Fighting Style: Two Weapon","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character chooses to become proficient in a particular fighting style, such as two weapon fighting or weapon and shield. Because of his familiarity with the fighting style, a proficient character may draw his weapon(s) and/or ready his shield without having to give up an opportunity to move or attack. In addition, each fighting style provides a special bonus when the character is fighting in that style. 

\n

+1 to attack throws

","save":""},"flags":{"importid":"8zcaNrvmLFQwFCID"},"img":"systems/acks/assets/icons/two-weapon.webp"} +{"_id":"keHmhamyLxGOyOLM","name":"Ambushing","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

When the character attacks in melee with surprise, he gets a +4 bonus on his attack throws and deals double damage on the attack. This proficiency does not stack with the ability of thieves (or related classes) to backstab.

","save":""},"flags":{"importid":"yKjYbszx7Dc9Wamj"},"img":"systems/acks/assets/icons/ambushing.webp"} +{"_id":"l71T4GQTpVLXxtPX","name":"Master of Charms & Illusions","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

Mastery of charms and illusions gives an arcane caster several advantages. 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.

","save":""},"flags":{"importid":"Pa1GzbaI7uy7tN3N"},"img":"systems/acks/assets/icons/illusion.webp"} +{"_id":"m5gXTfbjywvCpyHx","name":"Alchemy","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character can identify common alchemical substances, potions, and poisons with a proficiency throw of 11+. If the character takes this proficiency twice, he can work as an apothecary or alchemical assistant. If the character takes this proficiency three times, he is an alchemist himself, as described under Hiring Specialists.

","save":""},"flags":{"importid":"8qTFXvYgq2bqfhRs"},"img":"systems/acks/assets/icons/fizzing-flask.webp"} +{"_id":"mKn0i7NtHEa2UCZI","name":"Mimicry","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character can imitate animal calls and foreign language accents. With a proficiency throw of 11+, the character’s mimicry (e.g. imitating the screech of a hoot owl or a noise from some other animal) is so authentic as to fool listeners into believing they have heard the actual animal. This proficiency can be selected multiple times.

","save":""},"flags":{"importid":"k59TyNWtb15zcIj8"},"img":"systems/acks/assets/icons/mimicry.webp"} +{"_id":"oVxzZLzhJLY0WkQh","name":"Diplomacy","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is smooth tongued and familiar with protocol. He receives a +2 bonus on all reaction rolls when he attempts to parley.

","save":""},"flags":{"importid":"FXTDwbH87k0FeJrS"},"img":"systems/acks/assets/icons/diplomacy.webp"} +{"_id":"onIRw1MHPJ3pf7eK","name":"Apostasy","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character has learned knowledge forbidden to his order. He may select 4 divine spells not normally available to worshippers of his god and add them to his repertoire.

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  7.  
  8. \n
","save":""},"flags":{"importid":"lfIQdzRaljhXk7TB"},"img":"systems/acks/assets/icons/apostasy.webp"} +{"_id":"pRVx0aUBBrnga8VU","name":"Passing Without Trace","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character leaves no sign of his passing over wilderness terrain, and may not be tracked. For every 3 levels of experience, the character may cover the tracks of an additional traveling companion.

","save":""},"flags":{"importid":"DbGhe0DDM2RcV1RF"},"img":"systems/acks/assets/icons/pass-without-trace.webp"} +{"_id":"qBpmQlehMy7vDU9o","name":"Riding","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character knows not only the care and feeding of a riding animal, but also how to handle it under difficult circumstances, such as using a weapon from its back. For each type of animal, this proficiency must be selected separately. This proficiency is not required to simply ride a domesticated animal under non-combat conditions.

","save":""},"flags":{"importid":"RfNur6kzaIFQ9ZQt"},"img":"systems/acks/assets/icons/riding.webp"} +{"_id":"qYuZQzhfBlLwBu8w","name":"Adventuring","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"None","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character is well-equipped for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry. All player characters are assumed to have Adventuring for the purposes of the proficiency throws of standard adventuring tasks.

","save":""},"flags":{"importid":"vbWZyTlfeugSjv8F"},"img":"systems/acks/assets/icons/open-treasure-chest.webp"} +{"_id":"qp1iCUBso2giIRjq","name":"Weapon Focus","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

When using a favored type of weapon, the character is capable of devastating strikes. On an attack throw scoring an unmodified 20 when using his favored weapon, the character inflicts maximum normal damage plus rolls damage again and adds it to the total. A character may take this proficiency multiple times, selecting an additional Weapon Focus each time. The available Weapon Focuses are:

\n
    \n
  1. axes;
  2. \n
  3. maces, flails and hammers;
  4. \n
  5. swords and daggers;
  6. \n
  7. bows and crossbows;
  8. \n
  9. slings and thrown weapons;
  10. \n
  11. spears and polearms.
  12. \n
\n

Weapon Focus does not allow a character to use weapons not available to his class.

","save":""},"flags":{"importid":"exWXQzmmr162i6Tj"},"img":"systems/acks/assets/icons/weapon-focus.webp"} +{"_id":"r8QMs2eIIiNDwcKe","name":"Divine Blessing","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character knows how to propitiate the gods and gain their favor. He gains a +2 bonus to all saving throws.

","save":""},"flags":{"importid":"55eLye1UukVJTuti"},"img":"systems/acks/assets/icons/divine-blessing.webp"} +{"_id":"rLHZo6ZY4aJT8Ijp","name":"Unflappable Casting","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

When the character loses a spell by being interrupted or taking damage during the round, he does not lose his action for the round. While he still loses the spell, he may now move and attack normally. Characters without this proficiency lose the opportunity to act at all if they are interrupted while casting a spell. 

","save":""},"flags":{"importid":"mHqretk5FrtxVnKE"},"img":"systems/acks/assets/icons/internal-injury.webp"} +{"_id":"sIWRnHKxGI1GI6Gv","name":"Berserkergang","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character may enter a berserker rage. While enraged, he gains a +2 bonus to attack throws and becomes immune to fear. However, the character has a -2 penalty to AC and cannot retreat from combat. Once it has begun, a berserker rage cannot be ended until combat ends.

","save":""},"flags":{"importid":"LqjqAHviftjNtY8M"},"img":"systems/acks/assets/icons/berserkergang.webp"} +{"_id":"sW92XeTrhP3dWHZ1","name":"Transmogrification","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character has mastered grotesque arts of transformation. When the character casts polymorph spells (such as polymorph other), the spell effects are calculated as if he were two class levels higher than his actual level of experience. He may also create magical crossbreeds (see Crossbreeds in Chapter 7) as if he were two class levels higher than actual. Targets of his polymorph other spells suffer a -2 penalty to their saving throw.

","save":""},"flags":{"importid":"dhVOjBnCoMmly4hQ"},"img":"systems/acks/assets/icons/transmogrification.webp"} +{"_id":"t3uroZdXBgz8UV10","name":"Profession: Scribe","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"","save":""},"flags":{"importid":"LaJV1uQRIMn1RpGF"},"img":"systems/acks/assets/icons/scribe.webp"} +{"_id":"u3WrDGRIyUtmjoLy","name":"Wakefulness","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character requires only four hours of sleep to be rested each night.

","save":""},"flags":{"importid":"Dgf2vMjDg7KkYka3"},"img":"systems/acks/assets/icons/wakefulness.webp"} +{"_id":"uIOAlyLBphOLtMJw","name":"Combat Reflexes","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

True warriors never hesitate in combat. The character gains a +1 bonus on surprise rolls and initiative rolls. This bonus does not apply when casting spells.

","save":""},"flags":{"importid":"9dxkQxTTlxzRIPVY"},"img":"systems/acks/assets/icons/sword-clash.webp"} +{"_id":"uRPymzGHnYo3PCu7","name":"Blindfighting","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character can fight a target without being able to see it. Blind Fighting is typically used when the character is in darkness or when the target is outside the range of his sight. A character with this proficiency suffers only a -2 penalty on attack throws when blinded or fighting invisible enemies instead of the base -4 penalty. They may also use a shield, maintain their Dexterity bonus to AC, and may not be automatically Backstabbed.

\n

A character with Blindfighting may also Backstab if they were otherwise eligible, and may use Precise Shooting (both of which of otherwise impossible while unable to see one's opponenet).

","save":""},"flags":{"importid":"Of8ugMbB7M2AqzYn"},"img":"systems/acks/assets/icons/blindfighting.webp"} +{"_id":"undc0SZRFVxmAcfz","name":"Vermin-Slaying","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character specializes in exterminating the insects, slimes, and swarms that plague the underdark. With a proficiency throw of 11+, he can identify the abilities and vulnerabilities of various vermin based on their physical appearance. He receives a +1 bonus when making saving throws against special attacks by vermin (e.g. a carcass scavenger’s paralyzing stinger or yellow mold’s spores).

","save":""},"flags":{"importid":"y0XPg7h9Zu8qkJOt"},"img":"systems/acks/assets/icons/vermin-slaying.webp"} +{"_id":"vTM3tUBOQYif9y3C","name":"Navigation","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness. He can serve as a navigator on a seagoing vessel as described in Specialists.

","save":""},"flags":{"importid":"UDRw3cL9DYJxzNMG"},"img":"systems/acks/assets/icons/navigation.webp"} +{"_id":"vZnJ1y3TWIIVelWU","name":"Familiar","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character gains a familiar, a magical animal companion. The familiar will be a creature appropriate to the character’s alignment and other powers (as determined by the Judge). The familiar always has a number of Hit Dice and maximum hit points equal to ½ its master’s own; Intelligence equal to its master’s Intelligence; and a number of general and class proficiencies equal to its master's base Proficiencies (not including Intelligence bonus), selected from its master’s class list. The familiar can always understand any languages spoken by its master, and the character will be able to understand the familiar’s speech, though no one else will without resorting to speak with animals. The familiar is utterly loyal to its master and will fight for him, perform services, and generally obey his commands. While the familiar is within 30', the character receives +1 on saving throws, but if the familiar is ever killed, the character must save versus Death or instantly take damage equal to the familiar’s maximum total hit points. A character does not gain a new familiar if it is slain until he has gained a level of experience.

","save":""},"flags":{"importid":"pM0usXnfLwPxIIv7"},"img":"systems/acks/assets/icons/familiar.webp"} +{"_id":"vfnCSrLBJawIEeEi","name":"Bribery","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is exceptionally skilled at bribing officials with gifts of money or merchandise. Offering a bribe permits an additional reaction roll during encounters, with the throw modified by the size of the bribe. As a general rule, a bribe equal to one day’s pay for the target provides a +1 bonus, a week’s pay provides a +2 bonus, and a month’s pay provides a +3 bonus. Only one bribe can be attempted per target in any given situation.

","save":""},"flags":{"importid":"EhEpVA1DzeYtvxeb"},"img":"systems/acks/assets/icons/bribery.webp"} +{"_id":"wBliDIlEh6B2tXG8","name":"Battle Magic","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"above","rollTarget":null,"blindroll":false,"description":"

The character gains a +1 initiative bonus when casting spells. He is considered 2 class levels higher than his actual level of experience for the purposes of dispelling magic or penetrating a target’s magic resistance.

","save":""},"flags":{"importid":"9T2ACqOnjudoC2Oc"},"img":"systems/acks/assets/icons/battle-magic.webp"} +{"_id":"wgZt6x7VgbKqnbKN","name":"Quiet Magic","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character can cast spells with minimal words and gestures. A successful proficiency throw to hear noise is required to hear the character cast spells. Full gagging is necessary to prevent the character from working magic.

","save":""},"flags":{"importid":"JzfrpmeTXvfJf5s5"},"img":"systems/acks/assets/icons/quiet-magic.webp"} +{"_id":"xbj9M4ec8OSM287Z","name":"Magical Engineering","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character has specialized knowledge of magical items. He gains a +1 to magical research throws. He can recognize most common magical items after careful investigation with a proficiency throw of 11+, but is unable to recognize uncommon or unique magical items, to divine command words, to distinguish trapped or cursed items from safe ones, or to assess the specific bonus or number of charges remaining in an item. This proficiency can be selected multiple times, each time adding an additional +1 bonus to magical research throws and reducing the proficiency throw required to recognize common items by 4.

","save":""},"flags":{"importid":"jrm736KPV4v4IebA","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/lightning-spanner.webp"} +{"_id":"xjcoi1jaKSJliXGJ","name":"Bargaining","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character gets the best deals available for goods, services, and information. Any items the character purchases costs 10% less than the listed price and any items he sells go for 10% more than the listed price. If both the buyer and seller have the Bargaining proficiency, the opposed Bargainers should make reaction rolls. Whichever character scores the higher result gets the discount. A character may select Bargaining multiple times if desired. Each time the proficiency is selected, the character receives a +2 bonus on his reaction roll when negotiating with other bargainers.

","save":""},"flags":{"importid":"H3uxWCvfvuHBVREC"},"img":"systems/acks/assets/icons/bargaining.webp"} +{"_id":"xsxlwgk1w2payKRP","name":"Craft: Gemsmith","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":11,"blindroll":false,"description":"

The character has studied under a guild craftsman, such as an armorer, bowyer, jeweler, leatherworker, smith, shipwright, or weaponsmith. The character is considered an apprentice in his trade. He can manufacture 10gp per month of goods, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+.

\n

The character must choose the craft at the time he chooses the proficiency. He can spend more proficiency selections to have several types of craft proficiencies. If a character selects the same craft twice, he is considered a journeyman in his trade. He can manufacture 20gp per month of goods, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master craftsman. He can manufacture 40gp per month, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this craft (as described in the Hiring Specialists section).

","save":""},"flags":{"importid":"eCl8aKq9lLA2IkdN"},"img":"systems/acks/assets/icons/gemsmith.webp"} +{"_id":"yBwP7xjcnDfHk01N","name":"Dungeon Bashing","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character is hardened to the heavy lifting and physical labor involved in dungeon exploration. The character receives a +4 bonus on throws to open doors and similar acts of brute strength.

","save":""},"flags":{"importid":"iXIbU6EbuIGr7vMS"},"img":"systems/acks/assets/icons/dungeon-bashing.webp"} +{"_id":"ydeI7yLK9IgC1iRa","name":"Arcane Dabbling","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"1d20","rollType":"above","rollTarget":18,"blindroll":false,"description":"

The character may attempt to use wands, staffs, and other magic items only useable by mages. At level 1, the character must make a proficiency throw of 18+ or the attempt backfires. The proficiency throw required reduces by 2 per level, to a minimum of 3+. 

","save":""},"flags":{"importid":"X483Gwy6Z6eP4I1x"},"img":"systems/acks/assets/icons/arcane-dabbling.webp"} +{"_id":"zkiaw9qniY4Wd84V","name":"Animal Training","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"ability","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"

The character knows how to breed, groom, and train a particular type of animal. The animal can be taught simple tricks or orders. A character who wants to train two or more different animal types must choose this proficiency more than once. A character with proficiency in training an animal may choose a fantastic creature of a similar type with this proficiency. For example, a bear trainer could learn to train owlbears, or a horse trainer learn to train pegasi. Regardless of the type, animals must begin their training while still young. It take a minimum of one month to tame a wild animal. It takes a minimum of one month to teach a tame animal one trick. Thereafter additional tricks can be taught at half the time per trick. An animal can be taught a maximum of 2d4 different tasks or tricks. The animal trainer will only learn the animal’s limit when he reaches it.

","save":""},"flags":{"importid":"mldoiasBXPUiaYPl"},"img":"systems/acks/assets/icons/animal-training.webp"} diff --git a/src/packs/acks-weapons.db b/src/packs/acks-weapons.db new file mode 100644 index 0000000..82f592a --- /dev/null +++ b/src/packs/acks-weapons.db @@ -0,0 +1,37 @@ +{"_id":"0fKEy35e0pf4mWxg","name":"Hand Axe","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":10,"medium":20,"long":30},"save":"","pattern":"white","description":"

This is a single-bitted axe, with a 12\" to 24\" haft, balanced for throwing. Historical examples include the Frankish francisca, American tomahawk, and African mambele and kasuyu.

","damage":"1d6","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Missile","value":"Missile"}],"slow":false,"missile":true,"melee":true,"cost":4,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"yBzegdAiuegeNxcr"},"img":"systems/acks/assets/icons/hand-axe.webp"} +{"_id":"5SebUXjHit39uwNl","name":"Short Sword","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

The short sword includes straight and curved slashing and thrusting blades, generally less than 30\" in length, meant to be used with one hand. Historical examples include the Egyptian khopesh, Greek xiphos, Roman gladius, Japanese wakizashi, Arab scimitar, Persian shamshir, Turkish yatagan, and Indian talwar.

","damage":"1d6","bonus":0,"tags":[{"title":"Melee","value":"Melee"}],"slow":false,"missile":false,"melee":true,"cost":7,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"Hy9zo1LXlEE8Aydp"},"img":"systems/acks/assets/icons/short-sword.webp"} +{"_id":"8bHgI6NlYp48XMpH","name":"Flail, 1H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

This is a bludgeoning weapon derived from the agricultural flail with a striking head connected to the haft by a flexible chain. Flails are useable with one or two hands. Historical examples include the medieval ball-and-chain, Japanese rentsuru and nunchaku, and  chinese meteor hammer.

","damage":"1d6","bonus":0,"tags":[{"title":"Melee","value":"Melee"}],"slow":false,"missile":false,"melee":true,"cost":5,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"ai4cH1yljp6DCvaG"},"img":"systems/acks/assets/icons/flail.webp"} +{"_id":"ACgrVSDLyGpPNqxq","name":"Spear, 1H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":20,"medium":40,"long":60},"save":"","pattern":"white","description":"

Wooden shafts, 6' to 8' in length, with metal heads designed for thrusting, spears are the main weapon of the common soldier. Spears can be used one- or two-handed. Historical examples include the Hoplite doru, the medieval winged spear, and the Japanese yari. Characters armed with spears can attack from the second rank in melee and inflict double damage when used in or against a charge.

\n

Up to 4 spears may be thrown while cleaving. (Core rules p. 105)

","damage":"1d6","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Missile","value":"Missile"},{"title":"Charge","value":"Charge"}],"slow":false,"missile":true,"melee":true,"cost":3,"equipped":false,"weight":1000,"counter":{"value":0,"max":0}},"flags":{"importid":"NLYDX2GyEHbzrYrO"},"img":"systems/acks/assets/icons/spear.webp"} +{"_id":"AlSAzxyny9JJgXhJ","name":"War Pick, 1H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"","damage":"1d6","bonus":0,"tags":[{"title":"Melee","value":"Melee"}],"slow":false,"missile":false,"melee":true,"cost":5,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"lLQU9CmuiRi6fhvt"},"img":"systems/acks/assets/icons/war-pick.webp"} +{"_id":"Asgal06yfrFoVszt","name":"Sword, 2H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

The classic weapon of knights and kings, the sword includes straight and curved slashing and thrusting blades of 30\" to 40\" in length useable with one or two hands. Historical examples include the Roman spatha, Viking sword, medieval knightly sword and falchion, Japanese katana, and Chinese jian and dao.

","damage":"1d8","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Two-handed","value":"Two-handed"}],"slow":false,"missile":false,"melee":true,"cost":10,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"9wn4mEu8XCCNawUR"},"img":"systems/acks/assets/icons/sword.webp"} +{"_id":"ByUQG9CnIB1PAEWC","name":"Flail, 2H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

This is a bludgeoning weapon derived from the agricultural flail with a striking head connected to the haft by a flexible chain. Flails are useable with one or two hands. Historical examples include the medieval ball-and-chain, Japanese rentsuru and nunchaku, and Chinese meteor hammer.

","damage":"1d8","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Two-handed","value":"Two-handed"}],"slow":false,"missile":false,"melee":true,"cost":5,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"WeuZejh4AtnW0XqO"},"img":"systems/acks/assets/icons/flail.webp"} +{"_id":"DpSdzJu1KHEeK2E7","name":"Bola","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":15,"medium":30,"long":45},"save":"paralysis","pattern":"white","description":"

These are throwing weapons made of weights on the ends of interconnected cords, designed to capture animals by entangling their legs. A character can use a bola to make a knock down or wrestling maneuver (as described in special maneuvers in Chapter 6) with a thrown attack.

","damage":"1d2","bonus":0,"tags":[{"title":"Missile","value":"Missile"}],"slow":false,"missile":true,"melee":false,"cost":5,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"uLNp3TWLNxCxWSb0"},"img":"systems/acks/assets/icons/hunting-bolas.webp"} +{"_id":"E0Z0AQniSGz7kgkB","name":"Lance (mounted)","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"transparent","description":"

Lances are long spears, 12' to 16' in length, designed for mounted warriors. Despite their length, they are used onehanded. Historical examples include the Greek xyston, Persian and Byzantine kontos, and medieval lance. Lances do double damage when used to charge, but impose a -1 penalty on initiative rolls.

","damage":"1d10","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Charge","value":"Charge"}],"slow":true,"missile":false,"melee":true,"cost":1,"equipped":false,"weight":1000,"counter":{"value":0,"max":0}},"flags":{},"img":"systems/acks/assets/icons/mounted-knight.webp"} +{"_id":"EFrwMaqJUB2rTHZn","name":"Mace, 2H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

A mace is a bludgeoning weapon consisting of a 2' to 3' wood or metal shaft and a heavy stone or metal head, useable with one or two hands. Historical examples include the Egyptian bronze-headed mace, medieval flanged mace, Persian horseman’s mace, Russian pernach, and Slavic bulawa.

","damage":"1d8","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Two-handed","value":"Two-handed"}],"slow":false,"missile":true,"melee":true,"cost":5,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"zkev7OZVgTksMuGz"},"img":"systems/acks/assets/icons/flanged-mace.webp"} +{"_id":"ItB94uEcTYizBXEk","name":"Warhammer, 1H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

A warhammer is a bludgeoning weapon with a 2' to 3' wooden or metal shaft and a broad metal head shaped like a hammer. It is designed for crushing armor, and useable with one or two hands. The chief historical example is the late medieval warhammer.

","damage":"1d6","bonus":0,"tags":[{"title":"Melee","value":"Melee"}],"slow":false,"missile":false,"melee":true,"cost":5,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"wVZ6x93kxV1nRAij"},"img":"systems/acks/assets/icons/claw-hammer.webp"} +{"_id":"JHQAMl3BRG3UWzam","name":"Arbalest","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":90,"medium":1800,"long":3600},"save":"","pattern":"white","description":"

An arbalest is a heavy crossbow, pulled with the mechanical assistance of a rack and pinion or windlass. Historical examples include the late medieval arbalest and the Three Kingdoms era Chinese heavy crossbow.

\n

Limited to 2 cleave attacks. (Core rules p. 105)

","damage":"1d8","bonus":0,"tags":[{"title":"Missile","value":"Missile"},{"title":"Two-handed","value":"Two-handed"}],"slow":false,"missile":true,"melee":false,"cost":50,"equipped":false,"weight":1000,"counter":{"value":0,"max":0}},"flags":{"importid":"DnMtTC1WLrRsoObb"},"img":"systems/acks/assets/icons/crossbow.webp"} +{"_id":"KCaeKijgEDYzpPJr","name":"Sword, 1H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

The classic weapon of knights and kings, the sword includes straight and curved slashing and thrusting blades of 30\" to 40\" in length useable with one or two hands. Historical examples include the Roman spatha, Viking sword, medieval knightly sword and falchion, Japanese katana, and Chinese jian and dao.

","damage":"1d6","bonus":0,"tags":[{"title":"Melee","value":"Melee"}],"slow":false,"missile":false,"melee":true,"cost":10,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"13II4jzAYMxfkyXT"},"img":"systems/acks/assets/icons/sword.webp"} +{"_id":"KduSb5nGlLOdaBBJ","name":"Battle Axe, 1H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

This is a single- or double-bitted axe with a 24\" to 48\" haft, designed for battle and useable with one or two hands. Historical examples include the Scythian sagaris, Viking bearded and skeg axe, Celtic war axe, medieval battle axe, and Persian tabarzin.

","damage":"1d6","bonus":0,"tags":[{"title":"Melee","value":"Melee"}],"slow":false,"missile":false,"melee":true,"cost":7,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"FPlxGqfmZK78bSd8"},"img":"systems/acks/assets/icons/battered-axe.webp"} +{"_id":"L0VVzDRueEsDogrj","name":"Morning Star","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

This is any type of large mace-liked weapon with a spiked metal head. Historical examples include the medieval morning star, German chain-morning star, English holy water sprinkler, Flemish goedendag, and Japanese tetsubo. Any flails and maces too large to be used one-handed can also be treated as morning stars. Morning stars impose a -1 penalty on initiative rolls.

","damage":"1d10","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Two-handed","value":"Two-handed"}],"slow":true,"missile":false,"melee":true,"cost":10,"equipped":false,"weight":1000,"counter":{"value":0,"max":0}},"flags":{"importid":"A4feQipvBrfngy8i"},"img":"systems/acks/assets/icons/morning-star.webp"} +{"_id":"L9PZJ7asxakwOKhy","name":"Whip","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

This is a long, single-tailed whip of the sort used to herd cattle. Used as a weapon, it provides a +2 bonus to attack throws made to disarm or knock down opponents (as described in Special Maneuvers in Chapter 6).

","damage":"1d2","bonus":2,"tags":[{"title":"Melee","value":"Melee"}],"slow":false,"missile":false,"melee":true,"cost":5,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"ZGSnRGwg0yaAlSKy"},"img":"systems/acks/assets/icons/whip.webp"} +{"_id":"MXju4yVaUAjxAZYX","name":"Club","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

A club is any simple bludgeon used to batter opponents.

","damage":"1d4","bonus":0,"tags":[{"title":"Melee","value":"Melee"}],"slow":false,"missile":false,"melee":true,"cost":1,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"eUIqvdlToVDDsyRs"},"img":"systems/acks/assets/icons/wood-club.webp"} +{"_id":"OBvxd0pGGfpT75ke","name":"Sling with Bullets","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":45,"medium":90,"long":180},"save":"","pattern":"white","description":"

A sling is a projectile weapon, made of braided flax, hemp or wool cord, used to hurl small stones or lead bullets. Slings were used by all armies of the ancient world. Historical examples include the Hebrew shepherd’s sling and Greek peltast’s sling.

\n

Limited to 4 cleaves. (Core Rules p. 105)

","damage":"1d4","bonus":0,"tags":[{"title":"Missile","value":"Missile"}],"slow":false,"missile":true,"melee":false,"cost":2,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"vqFmkHGEbKB4gfdC"},"img":"systems/acks/assets/icons/sling.webp"} +{"_id":"OKIkawWJve0VG5vX","name":"Composite Bow","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":70,"medium":1400,"long":2100},"save":"","pattern":"white","description":"

A composite bow is a recurved bow made of laminated wood, horn, and sinew. Composite bows are time consuming and expensive to craft but offer a better combination of mobility and power than longbows or shortbows. Historical examples include the Scythian horn bow, Chinese laminated bamboo bow, Greek and Roman composite bow, Mongolian composite bow, and Japanese yumi.

\n

Limited to 4 cleave attacks. (Core Rules p. 105)

","damage":"1d6","bonus":0,"tags":[{"title":"Missile","value":"Missile"},{"title":"Two-handed","value":"Two-handed"}],"slow":false,"missile":true,"melee":false,"cost":40,"equipped":false,"weight":1000,"counter":{"value":0,"max":0}},"flags":{"importid":"fSDYFGKlhA0FR271"},"img":"systems/acks/assets/icons/composite-bow.webp"} +{"_id":"PzMfBjMsIOrKuYqL","name":"Sword, Two-Handed","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

The two-handed sword includes straight and curved slashing and thrusting blades, 40\" or more in length, requiring two hands to use effectively. Historical examples include the medieval longsword, the Renaissance zweihänder, Scottish claymore, Japanese no-dachi, and Chinese zhanmadao. Two-handed swords impose a -1 penalty on initiative rolls.

","damage":"1d10","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Two-handed","value":"Two-handed"}],"slow":true,"missile":false,"melee":true,"cost":15,"equipped":false,"weight":1000,"counter":{"value":0,"max":0}},"flags":{"importid":"UcZTaXvHZl7hYiJJ"},"img":"systems/acks/assets/icons/two-handed-sword.webp"} +{"_id":"TIyzI7C4uoz2dPx0","name":"Net","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":null,"medium":null,"long":10},"save":"paralysis","pattern":"white","description":"

This is a round, weighted cast net designed to entangle and entrap opponents. The chief historical example is the net of the Roman retiarius. A character using a net gets a +2 bonus on attack throws to wrestle opponents (as explained under special maneuvers in Chapter 6).

","damage":"","bonus":2,"tags":[{"title":"Melee","value":"Melee"},{"title":"Missile","value":"Missile"}],"slow":false,"missile":true,"melee":true,"cost":1,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"suTSgQsmHjNIegq0"},"img":"systems/acks/assets/icons/net.webp"} +{"_id":"XE0EdU0blyMd2qDM","name":"Great Axe","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

This is a double-bitted axe or long-shafted singlebitted axe, with a 48\" or longer haft, requiring two hands to use. Historical examples included the Greek double-bitted labrys, Viking long bearded axe, and the English longaxe. Great axes impose a -1 penalty on initiative rolls.

","damage":"1d10","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Two-handed","value":"Two-handed"}],"slow":true,"missile":false,"melee":true,"cost":10,"equipped":false,"weight":1000,"counter":{"value":0,"max":0}},"flags":{"importid":"cUhgnt4nt8Afjr5k"},"img":"systems/acks/assets/icons/battle-axe.webp"} +{"_id":"axlm9WQSgMzy7uC0","name":"Battle Axe, 2H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

This is a single- or double-bitted axe with a 24\" to 48\" haft, designed for battle and useable with one or two hands. Historical examples include the Scythian sagaris, Viking bearded and skeg axe, Celtic war axe, medieval battle axe, and Persian tabarzin.

","damage":"1d8","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Two-handed","value":"Two-handed"}],"slow":false,"missile":false,"melee":true,"cost":7,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"xJM4LZgINtuo7DLb"},"img":"systems/acks/assets/icons/battered-axe.webp"} +{"_id":"bIJrhRbz42KWSxSF","name":"Staff, 2H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

A staff is a common weapon made from a stick of hardwood 4' to 6' long, and used two-handed. (If used one handed, treat as a club.) Historical examples include the English quarterstaff, Japanese bo stick, and Chinese gun.

","damage":"1d6","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Two-handed","value":"Two-handed"}],"slow":false,"missile":false,"melee":true,"cost":1,"equipped":false,"weight":1000,"counter":{"value":0,"max":0}},"flags":{"importid":"OR2VQnqgEBdOhCKj"},"img":"systems/acks/assets/icons/bo.webp"} +{"_id":"cjQUIUtxC4mKaJbv","name":"Dagger","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":10,"medium":20,"long":30},"save":"","pattern":"white","description":"

A dagger has a small 6\" to 12\" blade, either singleedged for cutting, or doubled edged for stabbing. Daggers may be used in melee or for throwing. Historical examples include the Asian kris, medieval poniard, Japanese tanto, Scottish dirk, and Renaissance stiletto. Some daggers have blades coated with silver for use against enchanted creatures.

\n

Up to 4 daggers may be thrown when cleaving. (Core rules p. 105)

","damage":"1d4","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Missile","value":"Missile"}],"slow":false,"missile":true,"melee":true,"cost":3,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"3XHFIW8TmzdPp9zB"},"img":"systems/acks/assets/icons/dagger.webp"} +{"_id":"dBgMeq1ZgYpuVuj6","name":"Shortbow","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":50,"medium":100,"long":150},"save":"","pattern":"white","description":"

A short bow is made from a single piece of wood, usually around 4' tall. Shortbows lack the range and power of either longbows or composite bows, but are cheap and fast to make. Historical examples include the Neolithic short bow and Comanche self bow.

\n

Limited to 4 cleaves. (Core Rules p. 105)

","damage":"1d6","bonus":0,"tags":[{"title":"Missile","value":"Missile"},{"title":"Two-handed","value":"Two-handed"}],"slow":false,"missile":true,"melee":false,"cost":3,"equipped":false,"weight":1000,"counter":{"value":0,"max":0}},"flags":{"importid":"OaJPS26RqUNK25s0"},"img":"systems/acks/assets/icons/pocket-bow.webp"} +{"_id":"ejToy83Z1pQxnvzm","name":"Crossbow","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":80,"medium":1600,"long":240},"save":"","pattern":"white","description":"

A crossbow is a bow mounted cross-wise on a stock with a trigger. It fires squat projectiles called bolts. Crossbows are light enough to pull by hand or with a quick drawing lever and are much easier to use than bows. Historical examples are the Greek gastraphetes, Roman arcuballista, Chinese handheld crossbow, and medieval crossbow and cavalry cranequin.

\n

Limited to 2 cleave attacks. (Core rules p. 105)

","damage":"1d6","bonus":0,"tags":[{"title":"Missile","value":"Missile"},{"title":"Two-handed","value":"Two-handed"}],"slow":false,"missile":true,"melee":false,"cost":30,"equipped":false,"weight":1000,"counter":{"value":0,"max":0}},"flags":{"importid":"x6CsPn9QXoalyh0h"},"img":"systems/acks/assets/icons/crossbow2.webp"} +{"_id":"kXoARV2n0BULMeny","name":"Sap","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"paralysis","pattern":"white","description":"

A sap consists of a heavyweight material wrapped inside a leather sack. Used as a weapon, it provides a +2 bonus to attack throws made to incapacitate opponents (as described in Special Maneuvers in Chapter 6).

","damage":"1d4","bonus":2,"tags":[{"title":"Melee","value":"Melee"}],"slow":false,"missile":false,"melee":true,"cost":1,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"bow2gw7eN6ioJa44"},"img":"systems/acks/assets/icons/sap.webp"} +{"_id":"o6CzVPtia6APRtHP","name":"Warhammer, 2H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

A warhammer is a bludgeoning weapon with a 2' to 3' wooden or metal shaft and a broad metal head shaped like a hammer. It is designed for crushing armor, and useable with one or two hands. The chief historical example is the late medieval warhammer.

","damage":"1d8","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Two-handed","value":"Two-handed"}],"slow":false,"missile":false,"melee":true,"cost":5,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"6NiT9A3yvRgrViBX"},"img":"systems/acks/assets/icons/claw-hammer.webp"} +{"_id":"qVf8Z6BFa0cDtYbS","name":"Spear, 2H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

Wooden shafts, 6' to 8' in length, with metal heads designed for thrusting, spears are the main weapon of the common soldier. Spears can be used one- or two-handed. Historical examples include the Hoplite doru, the medieval winged spear, and the Japanese yari. Characters armed with spears can attack from the second rank in melee and inflict double damage when used in or against a charge.

\n

Up to 4 spears may be thrown while cleaving. (Core rules p. 105)

","damage":"1d8","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Two-handed","value":"Two-handed"},{"title":"Charge","value":"Charge"}],"slow":false,"missile":false,"melee":true,"cost":3,"equipped":false,"weight":1000,"counter":{"value":0,"max":0}},"flags":{"importid":"WiMzXwebpsGw5ejy1"},"img":"systems/acks/assets/icons/spear.webp"} +{"_id":"qeo5dtiuyDRBFj5i","name":"Longbow","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":70,"medium":140,"long":210},"save":"","pattern":"white","description":"

A long bow is made from a single piece of wood, as tall as the person who uses it. Equal in range and power to more expensive composite bows, longbows require substantial strength (STR 9 or more) and cannot be used by mounted troops. Historical examples include the ancient Indian longbow, the Nubian longbow, and the Welsh and English longbow.

\n

Limited to 3 cleaves. (Core rules p. 105)

","damage":"1d6","bonus":0,"tags":[{"title":"Missile","value":"Missile"},{"title":"Two-handed","value":"Two-handed"}],"slow":false,"missile":true,"melee":false,"cost":7,"equipped":false,"weight":1000,"counter":{"value":0,"max":0}},"flags":{"importid":"2t37eF4SOEHfGun6"},"img":"systems/acks/assets/icons/long-bow.webp"} +{"_id":"s6DFa5xNqVqENWDt","name":"Javelin","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":20,"medium":40,"long":60},"save":"","pattern":"white","description":"

Javelins are short spears, 3' to 6' long, designed for throwing. Historical examples include the Greek javelin, Roman pilum and verutum, early medieval angon, and Zulu assegai.

\n

Up to 4 javelins may be thrown when cleaving. (Core rules p. 105)

","damage":"1d6","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Missile","value":"Missile"}],"slow":false,"missile":true,"melee":true,"cost":1,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"DXT78dptL83M0ynW"},"img":"systems/acks/assets/icons/javelin2.webp"} +{"name":"Staff, 1H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

A staff is a common weapon made from a stick of hardwood 4' to 6' long, and used two-handed. (If used one handed, treat as a club.) Historical examples include the English quarterstaff, Japanese bo stick, and Chinese gun.

","damage":"1d4","bonus":0,"tags":[{"title":"Melee","value":"Melee"}],"slow":false,"missile":false,"melee":true,"cost":1,"equipped":false,"weight":1000,"counter":{"value":0,"max":0}},"flags":{"importid":"OR2VQnqgEBdOhCKj"},"img":"systems/acks/assets/icons/bo.webp","_id":"s7DaCWDL3znp2bIl"} +{"_id":"t8OPWDQ6NsMN73Yo","name":"Darts (5)","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":15,"medium":30,"long":45},"save":"","pattern":"white","description":"

A dart is any small projectile designed to be thrown. Most darts are fletched wooden shafts, ranging in length from 6\" to 2' long, but they may also be metal spikes or stars. Historical examples include the Roman plumbata, Macedonian kestros, and Japanese shuriken.

\n

Up to 4 darts may be thrown when cleaving. (Core rules p. 105)

","damage":"1d4","bonus":0,"tags":[{"title":"Missile","value":"Missile"}],"slow":false,"missile":true,"melee":false,"cost":2,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"7QNu9Ivd8gyy557z"},"img":"systems/acks/assets/icons/spear-feather.webp"} +{"_id":"t9wMd09IeV7f8mi5","name":"War Pick, 2H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"","damage":"1d8","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Two-handed","value":"Two-handed"}],"slow":false,"missile":false,"melee":true,"cost":5,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"zrOIitoxObxbQ1ET"},"img":"systems/acks/assets/icons/war-pick.webp"} +{"_id":"taI2Lp75RzDEN2iJ","name":"Pole-Arm (two handed)","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

Pole arms are two-handed slashing and piercing weapons with a metal head and a long wooden shaft. Pole arms range in length from 6' to 21'. Historical examples include the Thracian rhomphaia, Dacian falx, and Macedonian sarissa; the medieval bill, fauchard, glaive, guisarme, halberd, partisan, pike, ranseur, spetum, and voulge; the Chinese gun dao; and the Japanese bisento, nagamaki, and naginata. Pole arms can be used to attack from the second rank in melee, and inflict double damage when used in or against a charge, but impose a -1 penalty on initiative rolls.

","damage":"1d10","bonus":0,"tags":[{"title":"Melee","value":"Melee"},{"title":"Two-handed","value":"Two-handed"}],"slow":true,"missile":false,"melee":true,"cost":7,"equipped":false,"weight":1000,"counter":{"value":0,"max":0}},"flags":{"importid":"vOQZgVwAdxqjEc9j"},"img":"systems/acks/assets/icons/bardiche.webp"} +{"_id":"yMSIzcfTo63XvLoT","name":"Mace, 1H","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"weapon","data":{"range":{"short":0,"medium":0,"long":0},"save":"","pattern":"white","description":"

A mace is a bludgeoning weapon consisting of a 2' to 3' wood or metal shaft and a heavy stone or metal head, useable with one or two hands. Historical examples include the Egyptian bronze-headed mace, medieval flanged mace, Persian horseman’s mace, Russian pernach, and Slavic bulawa.

","damage":"1d6","bonus":0,"tags":[{"title":"Melee","value":"Melee"}],"slow":false,"missile":false,"melee":true,"cost":5,"equipped":false,"weight":166.6,"counter":{"value":0,"max":0}},"flags":{"importid":"335EE3UtpNK0yQBa"},"img":"systems/acks/assets/icons/flanged-mace.webp"} diff --git a/src/packs/macros.db b/src/packs/macros.db deleted file mode 100644 index e69de29..0000000 diff --git a/src/system.json b/src/system.json index 86d8b55..83980a3 100644 --- a/src/system.json +++ b/src/system.json @@ -2,14 +2,113 @@ "name": "acks", "title": "Adventurer Conqueror King System", "description": "Play B/X or other OSR compatible content using the ACKS system", - "version": "0.5.2", + "version": "0.5.3", "minimumCoreVersion": "0.6.2", "compatibleCoreVersion": "0.6.6", "templateVersion": 2, "author": "The Happy Anarchist", "esmodules": ["acks.js"], "styles": ["acks.css"], - "packs": [], + "packs": [ + { + "name": "acks-arcane-spells-1", + "label": "ACKS Arcane Spells 1", + "system": "acks", + "path": "packs/acks-arcane-spells-1.db", + "entity": "Item", + "module": "acks-packs" + }, + + { + "name": "acks-arcane-spells-2", + "label": "ACKS Arcane Spells 2", + "system": "acks", + "path": "packs/acks-arcane-spells-2.db", + "entity": "Item", + "module": "acks-packs" + }, + + { + "name": "acks-arcane-spells-3", + "label": "ACKS Arcane Spells 3", + "system": "acks", + "path": "packs/acks-arcane-spells-3.db", + "entity": "Item", + "module": "acks-packs" + }, + + { + "name": "acks-arcane-spells-4", + "label": "ACKS Arcane Spells 4", + "system": "acks", + "path": "packs/acks-arcane-spells-4.db", + "entity": "Item", + "module": "acks-packs" + }, + + { + "name": "acks-armor", + "label": "ACKS Armor", + "system": "acks", + "path": "packs/acks-armor.db", + "entity": "Item", + "module": "acks-packs" + }, + + { + "name": "acks-divine-spells-1", + "label": "ACKS Divine Spells 1", + "system": "acks", + "path": "packs/acks-divine-spells-1.db", + "entity": "Item", + "module": "acks-packs" + }, + + { + "name": "acks-divine-spells-2", + "label": "ACKS Divine Spells 2", + "system": "acks", + "path": "packs/acks-divine-spells-2.db", + "entity": "Item", + "module": "acks-packs" + }, + + { + "name": "acks-arcane-spells-1", + "label": "ACKS Arcane Spells 1", + "system": "acks", + "path": "packs/acks-arcane-spells-1.db", + "entity": "Item", + "module": "acks-packs" + }, + + { + "name": "acks-equipment", + "label": "ACKS Equipment", + "system": "acks", + "path": "packs/acks-equipment.db", + "entity": "Item", + "module": "acks-packs" + }, + + { + "name": "acks-proficiencies", + "label": "ACKS Proficiencies", + "system": "acks", + "path": "packs/acks-proficiencies.db", + "entity": "Item", + "module": "acks-packs" + }, + + { + "name": "acks-weapons", + "label": "ACKS Weapons", + "system": "acks", + "path": "packs/acks-weapons.db", + "entity": "Item", + "module": "acks-packs" + } + ], "languages": [ { "lang": "en", @@ -41,5 +140,5 @@ "gridUnits": "ft", "url": "https://github.com/thehappyanarchist/foundryacks", "manifest": "https://github.com/thehappyanarchist/foundryacks/raw/master/src/system.json", - "download": "https://github.com/thehappyanarchist/foundryacks/raw/master/package/acks-v0.5.2.zip" + "download": "https://github.com/thehappyanarchist/foundryacks/raw/master/package/acks-v0.5.3.zip" }