Summary: Weapons & Initiative
> *Weapons & Initiative*
> "A combatant using a weapon with a long reach (spears, for
> instance) may choose to attack a closing opponent on the
> closing opponent’s number and thus attack simultaneously with
> the opponent, even if the combatant rolled lower for initiative.
> Likewise, if a combatant has a missile weapon readied at the
> beginning of round and is not engaged in melee, he can fire at a
> closing opponent on the closing opponent’s number even if the
> combatant rolled lower for initiative."
> If a character with a spear is attacking another character with a spear, then neither is "closing" with the other and their normal initiative holds.
> If a character with a spear is attacking a character with a bow, the character with the spear is "closing" on the bow for these purposes.
> Spear charges sword - Initiative determines
> Spear charges spear - Initiative determines
> Sword charges spear - If spear wins initiative, strike first and deal double damage; if loses initiative, strike simultaneous
> Any melee weapon charges readied bow - If bow wins initiative, strike first; if loses initiative, strike simultaneous
ACKS CORE - SUMMARY OF ERRATA
On page 26, the Assassin (Fighter) Attack and Saving Throws should progress at a rate of 2 points every 3 levels, not 2 points every 4 levels.
On p. 41, under Catapults and Ballista, the weights of heavy and light catapults are reversed. Heavy Catapults weight 1,800lb while Light Catapults weigh 1,200lb.
On p.43, and on p. 95, the cargo value of River Boats and Sail Boats has been transposed. River Boats can carry 600 stone of cargo, while Sail Boats can carry 400 stone of cargo.
On page 51, Henchmen Monthly Fee table, level 11 Henchmen wage must be changed to $32,000; level 12 henchmen wage must be changed to $50,000; level 13 henchmen wage must be changed to $135,000. [See adjoining page for explanation.]
On p.56, Bladedancer Proficiency List, Combat Trickery (trip) should be Combat Trickery (knock down).
On p. 57, Elven Nightblade Proficiency List, remove Arcane Dabbling. Add Combat Trickery (disarm).
On p.60, under Elven Bloodline, it states that the character’s “lifespan is three times longer than normal for his race.” Human NPCs without Elven Bloodline live to an average of 66 years, and with Elven Bloodline live to an average of 200 years. Human PCs should use the table for elves under Character Aging on p.248 of ACKS.
On p.62, Magical Music proficiency, it should read “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).”
On p.63, Seduction proficiency, it should read “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.”
On page 97, update the example below to reflect that the correct spotting distance is 105 yards, not 102 yards. EXAMPLE: Adventurers encounter a 12’ tall ettin in a light forest. The base encounter distance is 5d8 yards, and the Judge rolls a 21, yielding 21 yards. However, the ettin is double the height of a man, so the encounter distance is doubled to 42 yards. If the adventurers were standing on a 24’ hill (four times the height of a man), the encounter distance of 21 yards would multiply by (4+1) five times, to 105 yards.
On p.104, under Damage, it incorrectly states that “unarmed strikes deal 1d2 damage.” It should read “unarmed strikes deal 1d3 nonlethal damage” as stated on p. 109.
On p. 147, under Experience From Magical Research, the value of 800gp used in the example for Quintus’s GP Threshold is incorrect. The correct value is that listed in the table, 650gp.
On p.164, under Primary Dragon Attributes, dragons of Very Old, Ancient, and Venerable age are listed as saving as F16, F18, and F20. These saving throws are intended to be interpolated by increasing the Fighter saving throws by 2 points per 3 levels. For example, Petrification & Paralysis:
14-15 6+ 16 5+ 17-18 4+ 19 3+ 20-21 2+
For simplicity, F16 is simply F14 +1; F18 is F14 +2; and F20 is F14 +4.
On page 170, GHOUL, the HD entry should be marked with an asterisk to account for its paralysis ability. The XP total is correct (i.e. it assumes the asterisk).
On page 170, GIANT, STORM, the Dungeon Enc. entry should read “Solitary (1)” not “Gang (1)”.
On page 170, HYDRA, the Treasure Type entry reads “K (8-9 HD) or K (10-12 HD).” This should read “K (8-9 HD) or M (10-12 HD)” as that is the next step up for Incidental treasure types.
On page 170, MASTODON, the Attack entry reads “2d6/2d6/ or 4d8.” This should read ““2d6/2d6 or 4d8”
On page 189, REMORHAZ, the XP line should read “2,250 – 4,200” instead of – 4,800; the latter is appropriate for a 15 HD creature with two special abilities.
On page 189, ROC, LARGE, the Damage line should read “1d8/1d8/2d10”; the initial 1 is omitted as printed.
On page 193, SKITTERING MAW, the Damage line should read “2d10, poison” for consistency with other entries.
On page 193, SNAKE, Giant Python In the stat block, the constriction damage is listed as 2d8. In the descriptive text it’s 2d4. The stat block is correct.
On page 196, STATUE, ANIMATED Because all of them have the special ability of being immune to poison, charm, sleep, and hold spells, all their HD entries be marked with an asterisk (and the Iron statue with two asterisks because it also magnetizes weapons) like the skeleton and zombie undead entries are for the same immunities. Following this, the XP totals need revising to: Crystal 65 Stone 350 Iron 190
On page 200, TROLL, the text for creatures present specifies that a shaman is equivalent to a sub-chieftain, but this is not defined for trolls. It should read “champion” instead.
On page 209, Special Treasures table, Roll 1d20 per 1,000 CP subtable, replace “1d3 cord of hardwood log” with 1d3 tenths of a cord of hardwood log”.
On page 209, Special Treasures table, Roll 1d20 per 1,000 SP subtable, animal horns should be worth 2gp each, not 20gp each.
On page 226, Sentient Weapon Motivations table, the result for a roll of 1 is blank. It should read “Judge’s choice”.
On page 245, Wilderness Encounters:
‘Antelope’ should be replaced with ‘Herd Animal’. ‘Bandit’ should be replaced with ‘Thief*’. ‘Bat Swarm’ should be replaced with ‘Swarm, Bat’. ‘Beetle, Oil’ should be replaced with ‘Beetle, Giant Bombardier’. ‘Caecilia’ should be replaced with ‘Caecilian’. ‘ ‘Driver Ant’ should be replaced with ‘Ant, Giant.’ ‘Killer Bee’ should be replaced with ‘Bee, Killer Giant’. ‘Magic-User’ should be replaced with ‘Mage’. ‘NPC Party’ should be replaced with ‘NPC Party*’. ‘Trader’ should be replaced with ‘Venturer’. ‘White Ape’ should be ‘Ape, White’. ‘Veteran’ should be replaced with ‘Fighter*’.
On p.249 of ACKS, Monster Poison table, replace “Giant Crap Spider” with “Giant Crab Spider”.
Index, Intelligence and Languages point to p. 226. This should be p. 17.
Based on the average frequency of encounters, the average spotting distances of encounters, the average percentage chance of an encounter being in a lair, and the average distance traversed per encounter throw, I worked up the expected number of lairs per hex. You can use the following table to determine how many lairs will appear in each hex: Terrain Lairs Per Hex Inhabited 1d4 Clear, Grass, Scrub 1d4 Hills 2d4+1 Woods 2d4+1 Desert 2d4+1 Jungle 2d6+1 Mountains 2d6+1 Swamp 2d6+1 Each day of searching, allow one encounter throw to find a lair.
I would recommend using 2d4: 2 - Spawn 3 - V. Young 4 - Young 5 - Juvenile 6 - Adult 7 - Mature Adult 8 - Old If you roll an 8, roll 1d6-3. On a 1, the dragon is Very Old, on a 2 Ancient, and on a 3 Venerable.
Type Fantastic Creature (large) % in Lair 40% Dungeon Enc. 1-2 Wilderness Enc. 1-4 Alignment Any Movement 60’, (120’) (fly) AC 9 HD 12***** Attacks 2 claws, 1bite or roar Damage 3d6, 3d6, 2d8 Save As Fighter 24 Morale +2 Treasure H, N XP 5.700 A sphinx has a winged lion’s body and a human face. Sphinxes love puzzles and trivia and characters may avoid combat by solving their (rather difficult) riddles. Sphinxes are highly intelligent and capable spellcasters: females have the spellcasting abilities of a 12th level cleric, while these of a 12th level mage. Their magic is so powerful, that all saving throws against their spells have a -4 penalty. A sphinx can use its terrifying roar instead of making claw-bite attacks and can use it twice per day. Every creature within 120’ of a roaring sphinx must make a saving throw vs. spells of flee in fear for 1d6 turns. Every creature within 60’ of a roaring sphinx must save vs. fear (as above) and must also make a saving throw vs. paralysis or be stunned for 1d6 rounds. Every creature within 10’ of a roaring sphinx must save vs. fear, save vs. stun and takes 6d6 points of damage and is deafened (no save). A sphinx is immune to all 1st, 2nd, and 3rd level spells and to non-magical weapons.
Acolyte (treat as Cleric) Bandit (treat as Thief) Birds: Eagle, Giant Eagle, Owl, Swan, Vulture (treat as Hawk-equivalents) Buccaneer (treat as Pirate) Medium (treat as Cleric*) Monkey (treat as Kobold?) Nobles should be 3rd - 4th level NPCs with lower-level attendants. E.g. minor barons. All references to Antelopes should be to Herd Animals. Sphinx (have a sphinx) Trader (treat as Merchant**) Tribesman (treat as Nomad) Veteran (treat as Fighter) * Warlock if Player's Companion is available. ** Venturer if Player's Companion is available.
XP for defeated NPCs:
The official rule is that they count as a number of HD equal to their level, plus one special ability for divine casting and two special abilities for arcane casting.
Work and wages of unskilled laborers:
A worker’s construction rate is normally identical to his wage rate. Workers may be unskilled laborers and/or craftsmen. Unskilled laborers might be peasants, slaves, prisoners, conscripts, or even mercenaries on labor detail. Each unskilled laborer has a wage rate and construction rate of 3gp per month or 1sp per day.
An exotic trainer that can do this for them charges 250gp per month, based on the trainer rules. The 1gp/day for animals was based on the price of a common animal trainer (25gp/month). Exotic animals can be trained at 10gp/day, but they cost roughly 10x as much as a comparable mount to train, because the skills of the trainers are so rare and expensive. For example, a heavy warhorse costs 700gp. It's a 3HD monster. A griffon or pegasus is probably comparable in training needs, but is rare, so trainers will be hard to find. So set the cost of training a griffon at 7,000gp, occuring at 10gp per day. So it will take 700 days.
If equipment the adventurers desire to purchase is not available, they may commission it to be created. The advantage of commissioning equipment is that ten times more equipment can be commissioned than is available as inventory. Where the number available is listed as a percentage chance, multiply the percentage by 10 and divide by 100%. The integer quotient is the number of units available, and the remainder (if any) is the percentage chance of one additional unit being available. EXAMPLE: Marcus is in Siadanos, a Class V town. He would like to commission the local smithing guild to create plate armor (60gp). There is a 25% percentage chance of one unit of plate armor being present in a Class V. Therefore Marcus can simultaneously commission (250/100 = 2 remainder 50) 2 suits of plate armor, with a 50% chance of a third. The Judge rolls 1d100 and gets a 32, so there are 3 suits of plate armor available. The disadvantage of commissioning equipment is that it is not immediately available. Buildings and vehicles, which can be built by large groups, are constructed at a rate of 1 day per 500gp value. Animals take 1 day per 1gp value to find and train. Other equipment takes 1 day per 5gp value. All commissioned equipment is worked on simultaneously. EXAMPLE: Since equipment takes 1 day per 5 gp to commission, it will take (60 gp / 5 gp) 12 days for the three suits of plate armor to be completed.
"A combatant using a weapon with a long reach (spears, for instance) may choose to attack a closing opponent on the closing opponent’s number and thus attack simultaneously with the opponent, even if the combatant rolled lower for initiative. Likewise, if a combatant has a missile weapon readied at the beginning of round and is not engaged in melee, he can fire at a closing opponent on the closing opponent’s number even if the combatant rolled lower for initiative." If a character with a spear is attacking another character with a spear, then neither is "closing" with the other and their normal initiative holds. If a character with a spear is attacking a character with a bow, the character with the spear is "closing" on the bow for these purposes. So: Spear charges sword - Initiative determines Spear charges spear - Initiative determines Sword charges spear - If spear wins initiative, strike first and deal double damage; if loses initiative, strike simultaneous Any melee weapon charges readied bow - If bow wins initiative, strike first; if loses initiative, strike simultaneous